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                     Digital Games Review Digest, Number 17
 
                          Saturday, December 1st 1990
 
Today's Topics:
 
PC: 				 Sports Games!
PC: 			        Railroad Tycoon

Mac: 			       SimEarth (preview)

Amiga: 				 Paradroid '90

TurboGrafx: 			 Ninja Spirit
TurboGrafx: 			   Neutopia
TG-16 CD:		         Final Zone II
TG-16 CD: 			   Valis II

Lynx: 				  Xenophobia
Lynx: 				   Paperboy
Lynx: 				  Robo-Squash

----------------------------------------------------------------------
 
From: fmbasas@ATHENA.MIT.EDU
Subject: PC: Sports Games!
Date: Wed, 07 Nov 90 19:22:29 EST

Well, I don't see many reviews for sports simulations, so I'll put my $.02
worth.  These are only games that I've played; there may be better games
out there.
 
BASEBALL
- ------
 
Earl Weaver Baseball (v. 1.5)
    
    Definitely my favorite among baseball games.  All the stats are there to
    drive the simulation.  The graphics are pretty good, although the current
    version only supports up to 16-color EGA.   You can play this game in 
    Arcade or Simulation/Manage mode, or in both.  Most, if not all, real
    baseball features are implemented, such as pickoffs, hitting the cutoff
    man, infield/outfield alignment, etc.  The game comes with a full-fledged
    stat keeper and a ballpark editor, among other things.  The Commisionner's
    Disk, which is sold separately, allows drafts, contains a more refined 
    ballpark editor, and a league scheduling generator (one nice mini-feature
    I like is the baseball card generator for any player).  Season disks are
    available.  EWB is great for season long play.  Each game can take between
    30-120 minutes depending on the speed of your computer and the mode you 
    play the game in.  I definitely recommend it for any fan.
 
Hardball
 
    A pure arcade baseball game, and IMHO, still a classic.  I haven't seen
    HB II yet, but from what I hear, it's pretty awesome.  HB has a better
    arcade pitching mechanism, but overall, it's still not as
    good as the arcade mechanism in EWB.
 
Major League Baseball (by UXB, I believe)
 
    For the budget minded among us (less than $5 in the budget sections of
    software stores), this may be the ticket.  It's graphics are text-based
    and it's really a stripped down replay simulation, which allows a few 
    strategic moves.  It does come with an entire season of players, so for
    the price, you get a pretty good deal.
 
APBA Major League Baseball
 
    Based on the boardgame, this is another text-based graphics game, although
    on much larger scale than MLB.  This game is not as detailed as EWB 
    baseball, but puts an interesting slant on strategy, by allowing you to
    be the 3rd base coach as well as manager.  This gives you complete control
    on whether or not to allow a runner to tag up, or to send a runner from
    2nd to home on a single, which is something that EWB more or less
    controls if you're not in arcade mode.  A drafting program comes with 
    the package, and season disks are available.
 
FOOTBALL
- ------
 
NFL Challenge
 
    For years, this was a football game that was second to none.  Play
    action is animated by graphical X's and O's that are a lot of fun to
    watch.  You have 40 or so offensive plays to choose from, and 20 defensive
    formations to choose from.  Only team stats are kept during the game,
    and the text play results (after the animated play ends) only refer
    to the players as numbers (i.e.  #34 for the Bears gains 10 yards,
    tackled by #56 for the Giants).  Season disks are available from XOR.
 
John Madden Football
 
    This game is a more graphics-based implementation, and contains many
    more features than NFL Challenge, including a chalkboard-like play
    editor, scouting reports, and individual stats maintenance.  99 offensive
    and 99 defensive plays are available.  My complaints about the game
    stem from the playability.  It's too hard to play this game from a pure
    strategic point of view, since the computer constantly burns you for
    big plays.  Usually, you have to control the pass coverage manually.
    The running game, I feel, is poorly simulated, since most of the time,
    the defense stops a running play for 1 or 2 yards.  Very rarely am I able
    to generate 100 team rushing yards for a game.  Ironically enough, it 
    seems every time that every time a running back runs into the secondary,
    he's able to outrun them every time, usually getting a TD in the process.
    Well, I don't exactly agree with this model, and I feel that the
    simulation is flawed in this respect.  My other complaint is that the
    graphics are very second rate, even for EGA.  If it weren't for these
    flaws, I'd really enjoy this game.  Season disks also are available,
    some containing gadget plays specific to certain teams.
 
NFL Pro League Football 
    
    My favorite football simulation, by far.  For those of you who've heard
    of Micro Sports Football for the Mac (and very briefly for the IBM), this
    is a newer, more souped-up version of it.  The reason I like it so much
    is its playibility.  You don't choose every play in the game, rather, you
    draw up a game plan to reflect the trends you want your team to show.  
    For example, you're asked what % of the time you want to run on 1st and
    10, % of time to double cover a certain receiver, % of time to throw to
    a certain receiver, etc.  There are 104 of these type of questions, and
    you type in the answers at the beginning of the game.  Then the computer
    takes these answers, and uses them to decide which specific plays and
    defenses to use during the game.  As coach, you get to sit there and 
    watch the game unfold.  If you like, you may call an audible for as
    many plays as you like.  This kind of system is ideal for league play,
    particularly play-by-mail type leagues, where coaches don't necessarily
    have to take a couple hours a week to set at a computer and play each
    game.  Coaches don't even have to be present, as they can mail in their
    game plan (which makes it ideal for net play!).  This game also has the
    most extensive stat keeper I've ever seen, and even includes a record
    book.  You can also generate scouting reports (like JMFB).  Another nice
    feature is that you can download weekly updated teams from the USA
    TODAY sports center via modem (this I haven't actually tried yet).  In
    short, while it's not the most flexible or sophisticated football game
    around, I think it's definitely the most playable.  The graphics are 
    pretty good, but they're mostly decorative.  The play action comes from
    a X's and O's animation, which is OK, but nowhere near as good as the
    play action on NFL Challenge.  It's also fairly new, so you may or may
    not have seen this in stores yet, but I say grab it when it gets there!
   
Pure Stat Football
 
    As the name implies, a purely statistical replay game, with a few play
    calling options.  Unfortunately, it's not very well done.  The graphics
    are terrible and the interface is frustrating.  Overall, not recommended.
 
BASKETBALL
- --------
 
Lakers vs. Celtics
 
    This is my favorite basketball game.  It's mostly an arcade game where
    you get to control one of 10 NBA teams.  The action is fantastic and
    it's very playable.  It's not incredibly realistic, but it's a lot of 
    fun.  The graphics are great, especially in EGA.
 
Basketball Challenge
  
    This is a college basketball simulator.  It's a text-based graphics
    game from the same people who created NFL challenge.  It contains
    25 or so college teams from a recent season.  While there's not
    much to see in terms of play action, it's fun to play if you're inter-
    ested in pure strategy, as this game offers more basketball strategic
    options that I've ever seen in basketball simulation.
 
HOCKEY
- ----
 
Superstar Ice Hockey
 
    While I'm not a real hockey fan, I like this game.  It has a good
    combination of action and strategy.  You can control either the goalie
    or the center in this game, and you can act as coach, deciding when to
    send in different lines.  Another facet is the ability to act as GM,
    where you decide to make trades or draft rookies.  Overall, this game
    covers many aspects of the game and covers them fairly well.  However, from
    what I've heard of Wayne Gretzky Hockey, you might be advised to check
    out that one first.  Anybody willing to give a review?
 
GOLF
- --
 
PGA Tour Golf
 
    A recent release from Electronic Arts, this game gives the TV feel to
    computer golf.  Four courses are included : Sawgrass, PGA West, Avenel,
    and a fantasy course (that looks almost exactly like Pebble Beach).  The
    unique feature in this game is that you get to compete against other
    tour pros over four rounds of play.  You have to fight to make the cut 
    for each round.  You can measure yourself by the amount of prize money
    you win for each tournament.  This game does not include a course designer
    and I haven't heard anything about additional course disks.
 

  GAME RATINGS (on a scale from 1 to 10):
  --------------------------------------
  Earl Weaver Baseball                    9
  Hardball                                6
  Major League Baseball                   4
  APBA Major League Baseball              7.5
  NFL Challenge                           8
  John Madden Football                    8
  NFL Pro League Football                 10
  Pure Stat Football                      2
  Lakers vs. Celtics                      8.5
  Basketball Challenge                    7
  Superstar Ice Hockey                    7
 
------------------------------
 
Date: Mon, 12 Nov 90 12:36 +1000
From: C0038270@cc.nu.oz.au
Subject: PC: Railroad Tycoon

Another game from the MicroProse stable; it follows their usual standard
of providing a very large and descriptive manual in addition to the well
researched game.  This game is more oriented towards the business end of
things rather than being a train simulator.  In this game you are the
hopeful tycoon of a fledgling industry - railroading- in either the
U.S.A., Europe or England, and as such have to maximise your profit for
the benefit of your shareholders.

To begin with, you select two cities as the initial route for your rail
network.  They will most likely be ones with high residential areas as
they provide the most revenue.  Over time, you may build lines to
industrial centres, or even build industries yourself.  Furthermore, you
have a number of options for your stations such as storage facilities,
hotels, restaurants and rail maintenance facilities.  In addition, there
are factors to be considered such as whether to tunnel or build over,
bridge or ferry and above all, try and keep everything as level as
possible, through the engineers survey.

The game allows for you to detail what stations each of your trains will
stop at, what cargoes they will carry at each station and what sort of
locomotive will haul it.  You may get requests for priority deliveries,
or have crashes which can snowball.  Lines may be dual- or
single-tracked.  You may finance your expansion through share issues or
borrowing money - the cost of which is determined by whether you're in a
recession, or boom - or somewhere in the middle.  These are just a few
of the virtually endless choices which you, as chairman, have to make.
If that isn't enough for you, higher stages allow for varying degrees of
competition, the amount of demand for goods, and even for you to try
your hand as a signaller/despatcher.  And, of course, all this is backed
up by reports on your efficiency, supply and demand of goods,
competitors' positions and your own assets and profit and loss
statements.

The graphics in this game aren't highly polished ie.  no rounded
corners, shading of edges, etc..  However, they are very well detailed
with each train accurately located and moving on the main map, initial
displays for each train and station, and animated scenes for building
bridges.

Overall, the most impressive feature of this game is the vast array of
information that you are provided with, ranging from reports about
almost everything to maps showing resources and stations supply and
demand.  When coupled with its presentation this game will provide a
great deal of enjoy- ment to anyone who likes the thought of organising
things efficiently, with the demands of shareholders to make sure you
don't ease off.  There were a couple of points that dismayed me such as
the notice "Maximum no.  of stations exceeded" when I was obviously
expanding a bit too much, but there is still plenty of room to maneuver.
My ratings for this are:

	Playability:	8.5
	Graphics:	7
	Lastability:	10
	Overall:	9

   RAILROAD TYCOON, for the IBM PC (only, so far), from MicroProse

------------------------------
 
From: jepullia@copper.ucs.indiana.edu (John Pulliam)
Subject: Mac: SimEarth (preview)
Date: 7 Nov 90 19:52:00 GMT

As a pre-review of SimEarth (I spent a few hours goofing around with a
beta test version, as a friend of my wife is in the beta test group),
I offer the following.  Please take note: I am not in any way, shape
or form 8-) a computer scientist... so don't expect to read the word
'elegant' anywhere, or to hear about how it interacts well with the
left-handed widget architecture of a Mac 747.  8-) I'm just going to
tell you what (little) I know about the game/experiment.  

It kind of has the feel of SimCity, although it's a very different
game.  The deal is, you are 'God'; able to control the geothermal,
solar, atmospheric, and biological conditions of your 'planet'.  You
can also alter the planet's terrain, although the wind, sea and
tectonics may change it right back to the way it was before over the
course of time.  Your goal is to develop intelligent, advanced life
forms.

The game divides all life forms into steps, or levels, of evolution
(that is, all micro-organisms and fauna; flora plays a terrain role,
but it's not part of your goal to attempt the development of
self-aware trees 8-).  There are 12-20 levels (I can't remember the
exact number), including two or three levels of micro-life (protozoids
is one of them), then crustaceans, fish, cestaceans, amphibs,
reptiles, avians, mammals, and four to six levels of "intelligent"
life forms (once you succeed in getting a species to self-awareness,
it begins to develop through the stone, bronze, industrial, atomic,
etc. ages).  Like SimCity, there is no real "end" to the game (that
I'm aware of); just continual experimentation and playing around to
see how well you can do.  Also like SimCity, it has more the feel of a
science experiment than a pure game.

Without the documentation, and given the short time I tried SimEarth
out, I never really grasped all the complex relationships between the
things you can control and the development of the life forms.  I can
draw a few conclusions, though: every time I messed with the
geothermal/atmospheric/sea/biological/solar conditions _drastically_,
I had a very tough time developing advanced life forms (maybe the
underlying message is that our ecosystem is in delicate balance...).
The one and only time I was able to develop senscient (sp?) life, it
was birds/avians (kind of cool to watch bird tribes run around the
board settling new areas and fighting, etc).  Oh, that's another
similiarity to SimCity; there are disasters which occur randomly (war,
famine, flood, volcano, earthquake, hurricane); I don't know if, as in
SimCity, they occur more frequently if you do certain things, or less
frequently under other conditions.  I would assume there are relations
between most of them and the input you give (esp.  volcanoes/
hurricanes/earthquakes/floods; you should be able to control the
frequency and intensity using your input, if you know how; I didn't).
War and famine are subject to the level of advancement of your life
forms and the terrain they're in; you can't control war (except by
"getting" them into a more advanced stage, I suppose), but famine is a
function of their local terrain, which can be somewhat controlled.

The game is in full 256-color (I think; at least it has _very_ nice
graphics), and uses the macro-micro "map" exchange system of SimCity.
You toggle on/off any of the overlays (natural disasters, prevailing
winds and seas, sea/wind temps, life form locations and densities,
etc.), and you also have access to many graphs (change in temps over
time, change in Methane/CO2/Oxygen contents over time, etc).  Very
well done graphics and use of the mouse and other controls, IMO
(you'll wish your screen was bigger after playing this, no matter how
big a screen you've got, because you can have multiple
maps/graphs/screens displayed at once, and will want/need to).

The game's opening screens offer several options (you can start with a
clean earth, or several already-partly-developed options, kind of like
SimCity) for play.  I think one of the options is even "solve the smog
(or ozone) problem in 1990 Earth", or some such.  Other options let
you limit the variables (one's called the "aquarium" option, can't
remember the name of the other one).  Anyway, a lot of interesting
"encyclopedia" type info is included when starting up these options
(like when the earth first started to cool, when life first began,
etc.).  

I didn't find any bugs, to my knowledge (found some disturbing
problems, like inability to make certain screens show certain data
when they should have been able to, etc., but those problems may be 
the result of my lack of knowledge, not having read the
documentation).  

In summary, the game will be a dynamite addition to your game/semi-game 
collection; I don't know about the $70 price tag, but maybe it's even 
worth that.

  SimEarth, for the Apple Macintosh, from Maxis Software, $70

------------------------------
 
Date: Mon, 12 Nov 90 12:36 +1000
From: C0038270@cc.nu.oz.au
Subject: Amiga: Paradroid '90

To all C= 64 users, Paradroid is a familiar name, being a virtual
classic on that computer.  It has finally arrived on the Amiga, after
being modernised and slightly updated, by the same author (Andrew
Braybrook) and company (Hewson).

The plot goes like this:  some spaceships have entered a disturbance
which has sent all the robots piloting and working on them completely
haywire and the spaceships are, as a result, out of control.  To
continue on their mission, the robots have to be replaced.  However, the
disturbance has now caused them to be totally uncontrollable, and they
are thus attacking anything that tries to come on the ship.  This is
where you come in in.  You play the part of the 'Influence Device'
which, due to your size, is the only thing that can get on board and
retake control of the ship.

There are two ways for you to do this:  the first is to do as your name
says and influence (ie.  take over) the brain - or circuitry - of
another robot.  The other is to destroy any opponent in your path.
However, being small meant that you could only be provided with a small,
unary laser which is fairly ineffectual against the heavily armoured
higher-level adversaries(which also have better weapons).  Therefore,
the only way to win is to use a mixture of both.

To take another robot over, you go to a stage known as the 'transfer
game' where the goal is to take control of more circuits on the main
board than your opponent.  However, you have only a limited number of
pieces with which to do this, but this grows as the robot under your
control is further up the hierarchy.

The game itself is made up of eight ships, each with different decks,
and elevators, which service each deck.  Each deck usually has an energy
field (to boost any energy lost in battles), some computers, and mutant
robots.  These robots range from cleaners and other easily destroyed or
mind-warped robots on the entry deck, to tanks and sentinels, up to 999
who is the command cyborg of the ship.  While he is heavily armoured,
and has good firepower, his new brain type means that you can't control
him for too long before you lose control.  An addition to the 64
Paradroid is the raiders which invade the ship occasionally and destroy
the cargo.

Changes to the game from the 64 version:  The robots are virtually the
same, with the only major difference being the addition of 'raiders'
which come on board the ship and destroy some of your cargo, and
therefore your score - they do not need to be destroyed to finish a
stage.  There are also 'turrets' that cannot be transferred to and are
very strong which can do a fair bit of damage to you.  However, the
robots in the game have become more interactive than in the 64 version,
with them now accessing computers, recharging at energy stations (which
incidentally can now be destroyed), and also acting in a more lifelike
manner in the way they follow their path.  Other cosmetic touches
include each deck now being named and having relevant features on it eg.
the loading bay has shuttles firing up for launch.  Also, such things as
a light turning on when you approach a computer and robots making noises
when they bump into you create a greater atmosphere than the original.
(Incidentally, it still loads very quickly).

I must say that I was a huge fan of the 64 version, rating it as one of
the best games on that computer.  However, I felt the Amiga version was
just slightly lacking, beneath the improved presentation.  It seems to
have lost a (very) small amount of the enjoyment, as compared to the 64.
I was also disappointed by the manual which suffered from being a little
on the brief side, and without any pictures of the various items (such
as lifts), I felt was a bit on the scarce side.  Therfore, whereas I
gave the 64 version a 10 overall, I'm giving this:

	Playability:	9.5
	Graphics:	9
	Sound:		7.5
	Lastability:	8

	Overall:	9

   PARADROID '90, for the Amiga, from Hewson Software

------------------------------
 
Date: Thu, 8 Nov 90 03:13:14 -0500
From: ccastbh@prism.gatech.edu (Brad Hamlett)
Subject: TurboGrafx: Ninja Spirit

I just picked up Ninja Spirit on Saturday.  In fact, one of my roommates
is playing it as I write this.  Ninja Spirit is in the same vein as
Revenge of Shinobi for the Genesis and is every bit its equal (if not
better.)  You have your choice of four weapons, all of which can be
carried at the same time and called upon as needed.  You can increase
the power and effects of each weapon separately.  The non-power-up
special items include a damage shield which hurts opponents that get too
close, a 'shadow' which mimics your movements (and attacks!), and a
'smart bomb' which destroys everything on the screen.

The gameplay is excellent.  The scrolling is left-right and the control
of Moonlight (your character) is very smooth.  The screen will scroll
both directions so you can go back for missed power- ups and such.  The
backgrounds are beautiful!  The graphics of the enemy characters are
very well done (including light-directional shading!)  The music is
pretty good, not repetative in the least and the sound effects are nice
too.

Ninja Spirit is a very good game.  The use of multi-scrolling
backgrounds and the detail put into the characters make the game very
nice to look at (check out the explosions of 'Bamboo Thunder' or the
slash effects of the sword attack!).  The smooth control of Moonlight
and the variety of weapons make the game fun to play.

Ninja Spirit has two difficulty levels so those of us who aren't arcade
wiz's can have fun with the game too.  I'm not a big fan of the
ninja-kick-em-up games but Ninja Spirit was well worth getting.

	Graphics:  10!   (Truly impressive 'nuff said)
	Gameplay:  10!   (Plenty of items, great control,
			  selectable difficulty.)  
	BGM/Sound:  9    (Very good sounds.  Great death scream ;) 
	Manual:     7    (standard Turbo fare, nothing special) 

	Overall:    9.5  (Excellent job!)

  Ninja Spirit for the TG-16 done by Irem Corp.  $59.99

------------------------------
 
Subject: TurboGrafx: Neutopia
Date: Thu, 08 Nov 90 13:34:05 -0500
From: dmr@osf.org (David M. Rodal)

I would like to start off as saying that my favorite games are
fantasy/rpg type games.  In this category I include games like Link and
Legend of Zelda in addition to more standard RPG games like Final
Fantasy and Dragon Warrior.  I very much enjoy games with a large map
that has hidden items and hints that you need to explore to win the
game.  I also like using these items and hints in more action oriented
parts of the games such as the dungeons in Zelda and Link.

With that said I would like to say that neutopia is one of the better
games I own.  It is very much a clone of Legend of Zelda.  However it is
a beautiful (graphics wise) game to play and the stereo music in the
background is very enjoyable to listen to while playing.

You start out as Jazeta (or something like that).  You have to find
eight medallions and return them to the palace.  You start out with a
sword, some armor, and a shield.  You must then set out and search for
the 8 medallions and return them to the original starting place in the
game.  You also will come across better armor/swords/shields during your
travels to find the medallions.  Finding the dungeons isn't that hard
because you always have a compass that points to the next dungeon.
However there are dead ends and the like so it is quite easy to have the
compass point to a door that is the entrance to the dungeon and not be
able to get to it because a river is in the way and you have to loop
back around another way.

The dungeons reminded me greatly of zelda in that they had all sorts of
creatures that looked and acted like the creatures in zelda.  They had
bats that flew, skeletons that marched around, little dog like creatures
that threw arrows, wizards that shot magic at you, little blobs that
when you hit them become smaller blobs and many more.  They also had
bombs that you used to blow holes in the walls to find hidden rooms.  I
felt like I was playing a very beautiful version of Zelda.

The graphics were great.  The creatures were very colorful and sharp
with great amounts of detail.  When they got hit they would have there
outline and other lines in them turn a bright orange that flashed.  This
gave a very impressive effect.  And killing creatures was not only fun
but attractive too!  The actual dungeons were rather drab looking
compared to the monsters (and zelda too) but that was more than made up
for by the fact that monsters in the dungeons were very colorful indeed.

The only down side that I would say was it seemed like the bosses were a
little easy to kill.  They didn't seem like they were anything new and
creative.  Just big monsters that you had to kill and if you had the
right tools it usually wasn't that hard.  I felt this a lot while
playing the game but I also had to keep telling my self that I had just
completed Legend of Zelda with 1 life the day before I bought neutopia.
Anyway the monsters at the end were actually a challenge and I enjoyed
the game greatly.

One last comment.  The games uses the password feature of the Turbo
booster plus, it is soooo nice to be able to save a long password in the
file cabinet (provided by the turbo booster plus).

    Ratings:
    Gameplay (funness)  8
    Graphics/artwork    9       The monsters are truly beautiful
    music/sound         8       I love the metal sound you make when you stab
    Challenge           7       It could have been harder
    Overall             8       If you like zelda you will like this.

  Neutopia for the NEC TurboGrafx-16, from HudsonSoft

------------------------------
 
From: ccastbh@prism.gatech.edu (Brad Hamlett)
Subject: TG-16 CD: Final Zone II

Final Zone II -- This is the sequel to the original Final Zone that
has just been released for the Genesis.  Final Zone is a shooting
game similiar to the 'commando' style game.  The story opens up like
this....
	You are Cpt. Bowie, commander of TOP.  You and you're squad
are enroute to a battle site when your drop ship is ambushed by
"rebels".  The ship is destroyed and only five of your number survived
reentry into the planet's atmosphere.  However, all five of your
troops are widely scattered.  Your primary goal is to reunite all
surviving members.  After that, your next goal is to figure out
who the hell shot your ship down.

	The view of the game is a top-down view with you in control
of one of the five characters in his or her NAP (New Age Power suits).
Each character has specific weapons and damage soaking abilities.
Each suit has a damage bar and two weapons.  One weapon is an un-
limited use weapon but has low damage inflicting abilities.  The
other weapon is a limited use more powerful weapon.  The play is
your standard scroll northward and beat of the bad guys type of
play.  At the end of each stage, the game pauses and gives an 
intermission to keep you up to date on the story line.  Final Zone
II is light-years better than the original Genesis Final Zone.  The
music throughout is good and the intermissions are entertaining
(if a wee bit campy :).

	During the first three stages of the game, the NAP that you
play is decided for you.  After stage 3, you get choices on who you
want to control.  Each of the five different NAPs have different
weapons, etc.  They are as follows.

		1).  Capt. Bowie -- NAP "Lupus"
			Good Mobility, Good Damage points.
			Vulcan Phalanx (unlimited shots)
			Bazooka (limited shots, blast radius)
		2).  Cmdr. Franks -- NAP "Puma"
			Good Mobility, Good Damage points.
			Vulcan Phalanx (unlimited shots)
			Laser Cannon (limited shots, incredible power)
		3).  Agent Velder -- NAP "Tremor"
			Great Mobility, Good Damage points
			Saber (unlimited shots, short range)
			Laser Rifle (limited shots, good damage)
		4).  Lt. Hanson -- NAP "Ocelot"
			Poor Mobility, Great Damage points
			3-Way Beam (unlimited shots, wide spread)
			Missle Launcher (limited shots, homing)
		5).  Sub-Lt. Ring -- NAP "Dugong"
			Supreme Mobility, Poor damage points
			Grenade Launcher (limited shots, blast radius)
			Assault Rifle (unlimited shots, powerful)

 
	GamePlay:	7
	Graphics:	8.5
	Sound/BGM:	9
	Docs:		7
	Overall:	8    (A good game, but not overly impressive.)

	Final Zone II
	Done by Telenet Japan for the TG16 CDROM
	price $59.99

------------------------------
 
From: ccastbh@prism.gatech.edu (Brad Hamlett)
Subject: TG-16 CD: Valis II
 
Valis II --  Valis II is a side-scrolling adventure game in the
   	     same realm as Legendary Axe, Ghouls and Ghosts, etc.
 	     Valis II impressed me more than Final Zone II did.
 	     Here's how the story goes....
 
	The place is Vecanti...the kind ruler King Rogress has died.
Having no named heirs, the country falls into a state of civil war.  An
Evil army headed by the Emperor Magus has risen up and all but
slaughtered the followers of the King.  To combat this menace, a young
woman by the name of Yuko is chosen to become a valis warrior.  Yuko
hasone asset that will enable her to be victorious; the legendary Sword
of the Kingdom:  Valis II.  This sword is the only this that Magus
fears.  He has sworn an oath to destroy Yuko and become the new ruler of
Vecanti.

	Valis II has all the elements that a good side scrolling
adventure game should have.  Multiple weapons and enhancements and
plenty of tough opponents.  Valis II is based on a damage system.  With
each hit, Yuko loses a little vitality; when it goes to zero, she dies.
Three deaths and Magus wins.  Like Final Zone II, there are
intermissions at the completion of each stage.  An animated sequence
will also appear when you start the game.  The one drawback is that the
sequences in Valis II appear choppy at times as the CD is accessed
frequently during an intermission.  The music is of course, first-rate.
Valis II is a welcome change...there haven't been any non-cartoony
adventure games since Legendary Axe.

	Valis II is hard.  Yuko has four weapons to help her on her
quest.  The normal weapon is a fireball.  You can power up the weapon
twice.  The other weapons include a Homing missle, a 2-way fire beam,
and a cutter weapon which block enemy shots.

	You can also pick up 'special weapons' which are limited use
items.  These include "Crusher" (damages all enemies on screen), "Power
Surge" (temporary invincibility), "Protective Barrier" (gives Yuko
protective 'satellites'), and "Hourglass" (freezes enemies for awhile).
Other power up items include Vitality increases and defensive shields.

	The "Generals" at the end of each stage are HARD.  A powered-up 
weapon is crucial to killing those guys.  Valis II is a great game, even 
if the animation of the intermissions is a little choppy.

	GamePlay:	9
	Graphics:	8
	Music:		9
	Docs:		8
	Overall:	9  (Better than Final Zone II, but still no Ys!)

	Valis II
	Done by Sin Hihon Laser Soft and Telenet Japan for the 
	TG16 CDROM
	price $59.99

------------------------------
 
Date: Sat, 10 Nov 90 12:49:47 PST
From: jjung@alcor.usc.edu  (Robert Jung)
Subject: Lynx: Xenophobia

It's some time in the undisclosed future, and a human colony in a far-off
planet lives in isolation. Their tranquility is interrupted when their
orbiting space stations are overrun with Xenos -- bug-eyed monsters very
reminescent of what Sigorney Weaver fought off in ALIENS.

If the Xenos get accustomed to human atmospheres on the space stations,
they will eagerly attack the humans on the planet below. As a result, you
(and up to three other friends) are called upon to kill the Xenos and
save the day.

Okay, storyline's over. For those of you who are not familliar with the
original Bally arcade game, Xenophobe has you maneuvering a hero through
23 space stations, killing (almost) anything that moves. You pick a persona
from one of nine human and semi-human characters (different looks, same
skills), then crawl, walk, jump and fall your way through the stations,
getting weapons and artifacts, fighting the numerous alien critters.

GAMEPLAY:

There's not too much variety in this game. You get to grab treasures,
explore rooms, and operate machinery, but the bulk of the game is killing the
Xenos. There are 23 space stations of different sizes, hence 23 levels, and
the manual hints at a "final confrontation" at the end of the game. Each
level can end in one of three ways, from the high-scoring "destroy all
monsters" (wasn't that a Godzilla movie of the '60s?) to the wimpy (and
low-scoring) "escape with your life". Your hero stays alive as long as
he has enough health points (lost when attacked by aliens or explosives);
when he dies, you can pick another to continue the fight.

People familliar with the original arcade game will find that the Lynx
version has been expanded a bit. The stations seem much bigger, with a bit
more exploration than before. There are new artifacts, like the flying
jetpack and the health-restoring vitamins, to help you survive. The Xenos
remain the same: crawling critters, rolling rollerbabies, hypnotic Festors,
and more, all of them creeping all over the place...

Early reviews of Xenophobe report that the game was too easy. Nah. In
single-player games, you only get to play up to four characters before the
game ends. In multi-player games, you play as long as undead heroes remain;
when the pool of eight are gone, you all lose. With 23 levels of varying
sizes, this game looks like it will take a while to master.

A few other goodies worth noting: In multiplayer games, one player can
choose to be an alien spitting Snotterpillar, and hunt his friends.
Compared to the arcade version, the Lynx Xenophobe is easier to control,
thanks to all the buttons being used. Finally, like SLIME WORLD, Xenophobe
makes it easy to Comlynx everyone up: Just wait at the main title page,
until the correct number of players is displayed.

GRAPHICS/SOUND:

Graphics are adequate. Nothing spectacular, yet not dissapointing. Like
the arcade, Xenophobe graphics look more "cutesy" than scary, with heroes
looking like caricatures, Xenos looking cartooney, and assorted goofy
touches here and there.

Sounds are also adequate but not outstanding. The opening title music is
completely forgettable, and aside from a musical tune between levels, the
only game sounds are the noises of battle. You want audio entertainment,
go elsewhere.

Overall, An average-decent game, good for players who don't want complicated
gameplay to get in the way. Best recommended for fans of the original
Xenophobe arcade game, quick-action gamers, or multiplayer game fans.
 
 	Gameplay:	7.5
 	Graphics:	6.5
 	Sound:		6

 	Overall:	7
 
    Xenophobe, for the Atari Lynx, Licensed by Bally/Midway, $34.95
 
------------------------------
 
Date: Sun, 18 Nov 90 1:53:49 PST
Subject: Lynx: Paperboy
From: jjung@alcor.usc.edu!

In Norman Rockwell's America, purehearted young men got their start in
the financial world by delivering newspapers or selling fruit. In PAPERBOY
for the Atari Lynx (an adaptation of the Atari Games/Tengen arcade title),
you play such a young man, out to deliver a week's worth of papers on either
Easy Street, Middle Road, or Hard Way.

You start off with a bike, ten papers, and two blocks of customers. As
you ride up the street, your objective is to deliver papers to your customers
with a well-placed toss. Aim carefully -- breaking windows is a fast way to
lose a customer. Between customers, throw papers haphazardly to destroy
other people's property(!) or hit people(!!) for bonus points(!!!). At the
end of the run, you can run an obstacle course and show off your bike-riding
and paper-throwing prowlness.

It's not all peaches and cream, though. Crashing your bike into an
obstacle (incoming traffic, pedestrians, animals, etc.) will lose you a
paperboy. Lose all your customers, or all your boys, and the game ends.
Survive an entire week and you may actually keep your job.

GAMEPLAY:

A decent adaptation of the arcade game. Minute game details from the
arcade original are preserved intact, such as the "hidden targets" (the
catburglar, the birdbath --> periscope, etc.). Scoring and gameplay are
identical enough that veterans of the original will feel right at home.

There are a few nitpicky points that detract, though. For one thing,
while you can slow down/speed up the bike, you cannot STOP. For another,
the Lynx version seems a little bit easier than the original. Making
mailbox "bullseyes", dodging obstacles, and generally staying alive are
easier to do. You do get to pick three different streets of varying
difficulty, though there's no way to refine the game further.

One minor "cute touch" -- the Lynx version maintains a seperate high
score table for each street. Get a score in the top five for the street,
and you get to enter your name. No score-saving mechanism, however.

GRAPHICS/SOUND:

A mixed bag. Graphics are clearly distinguishable (breakdancers from
drunks, trash cans from tombstones), but left me with a sense of "could
have been done better". Every extra graphic nicety was counterbalanced by
a weak point, leaving an overall OK graphics impression.

Similary, the sounds are indifferential. The background music is a pale
shadow of the original, but the other game sounds are appropriate and
helpful (especially the musical riffs when you deliver a paper). The volume
of the sounds vary widely, though -- you strain to hear a delivery riff
and have your concentration broken by a (relatively) loud "car horn", for
instance -- again leaving an overall balanced impression.

Overall not a bad game, though not one of the Lynx's best. It's not a fast-
paced breakneck-speed game, so people looking for relaxation should be 
interested.  If you can overlook average-quality graphics and sound, and 
did not dominate the arcade version, this is worth trying out.

	GAMEPLAY:	7.5
	GRAPHICS:	6
	SOUND:		6
	OVERALL:	7

   Paperboy, for the Atari Lynx

------------------------------
 
Date: Sun, 18 Nov 90 1:53:49 PST
Subject: Lynx: Robo-Squash
From: jjung@alcor.usc.edu!

It's the 31st century, and after 200 years of peace, there is a conflict.
The two political parties of the universe are arguing over a successor to
the recently-deceased President of the World. Instead of settling the
dispute through barbaric warfare or elections, both parties have sent a
representative to play the zero-gravity game of Robo-Squash. The winning
player will win the Presidency for his party. Guss what? You're one of the
players.

The Robo-Squash game consists of 16 rounds. For each round, you sit at
one end of a zero-gravity corridor. At the other end is your opponent, and
in the middle are spinning bricks and some icons. A ball is batted back and
forth between the players, picking up speed and knocking out obstacles as
it goes. A round ends when one player fails to return the ball three times,
or one player hits the roving mecha-spider that appears when all obstacles
are knocked out.

The game is complicated by a few twists: First, missing a ball leaves a
big red splotch on your end of the arena. This is more than a nuisance,
it blocks your view of the ball and makes it harder to see incoming shots.
Second, hitting the icons in the middle of the arena gives you (if you can
catch it) power-ups: a ball grabber, a larger paddle, a fireball launcher,
or a ball spotter are available.

Before each of the 16 rounds, a player picks a ball in a 4-by-4 grid to
play for. Winning a round wins the ball for the player, and at the end of
all the rounds, bonuses are awarded for getting grid entries in 2, 3, or
4-in-a-rows.

GAMEPLAY:

ROBO-SQUASH is a nice, well-balanced "sports game" (okay, sport-like).
The general concept reminds me of PONG, BREAKOUT, SHUFFLEPUCK CAFE, and
ARKANOID. The game and controls are easy enough to learn, and the addition
of power-ups, vision-blocking, and fighting for grid positions make it more
interesting. The game has four difficulty levels, which affect the top speed
the ball can get and the intellect of the coputer opponent.

ROBO-SQUASH can be played either against the computer or another player.
The computer opponent is good, but not unbeatable -- like video tennis
games, alternating volleys to extreme ends of the arena can trip it up.
Human opponents, though, are another matter; use strategic shots (to set
up vision-blocking splotches) or fireballs (exploding bricks obscure the
view temporarily) to distract your opponent.

One minor annoyance: You can angle the return of the ball by hitting it
on the edge of the padde OPPOSITE from where you want to go (make it go
down by hitting it with the top edge, for instance). Once you understand
it, ball control is easy -- but until then, it's a mystery. The manual
is of little help here.

GRAPHICS/GAMEPLAY:

Coming from an original name of "3D Barrage", ROBO-SQUASH makes good use of 
the Lynx's scaing capabilites. The 3D effects of the game are very well done;
the ball's size changes and the use of two ball shadows make it clear
where the ball is, and the obscuring blotches are a neat idea. The rest of
the graphics are functional, though the power-up icons are a bit cute (a
dragon's head for the fireball launcher, for instance).

Sounds are passable but not notworthy, repeating the trend in PAPERBOY
and Xenophobe. The actual gameplay is mostly silent, with only the sound
of the bouncing ball and smashed bricks punctuating. The only real music
comes in the opening title tune, and while it's nice, it's not enough.

SUMMARY:

A good, slightly above-average game. Playing it by yourself is fine, since
the difficulty levels let you tune the computer to your skills. I suspect,
though, that playing it with another person would be more fun. Best for
players who are looking for a sports-type game for the Lynx (at least
until TOURNAMENT CYBERBALL comes out).

	GAMEPLAY:	7 to 8 (depending on difficulty/number of players)
	GRAPHICS:	7
	SOUND:		6
	OVERALL:	7

    ROBO-SQUASH, for the Atari Lynx, 1-2 players, by Atari Games, $34.95

 
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