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Subject: Digital Games Review Digest, #18
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                     Digital Games Review Digest, Number 18
 
                           Tuesday, January 8th 1991
 
Today's Topics:
 
                    Amiga: Buck Rogers: Countdown to Doomsday
                               Amiga: Dragon Wars
                             TG-16: Super Volleyball
                Genesis: Castle Of Illusion Starring Mickey Mouse
                               Genesis: Technocop
                                   Lynx: Rygar
                                  Lynx: Rampage
                               GameBoy: DuckTales
                        GameBoy: Skate or Die: Bad 'n Rad

[Digital Games will be represented by a number of folk at the Consumer
 Electronics Show in Las Vegas later this week, so if you're going to be 
 in town, look us up!  Drop me a note for details... 	 -- Dave Taylor]

----------------------------------------------------------------------
 
From: Jimmy Chan  <jimmy@uhunix.uhcc.hawaii.edu>
Subject: Amiga: Buck Rogers: Countdown to Doomsday

	First of all, this is about the Amiga version of Buck Rogers.  
Program comes with a hard disk installation program that can also be
used to install the game onto a ram disk for those with memory to burn
instead of a hard drive.  In my version of the game there is included
a paperback book that can also be found in bookstores that is the
first of a trilogy, I don't know if all games include this book or not
because if I remember correctly, a flyer I received from SSI about this 
game a month or so ago, only special editions would include a book.  The
game runs fine with other programs, just like many of the RPG games that
SSI makes for the Amiga.  The only protection on the game is a look up
in the manual for a word protection; you will have to find a word in one
of two manuals, Rule Book and Log Book.  The game comes on two disks.

	The setting of this game is based in the 25th Century with you
and your band of adventurers have to protect Earth and defeat the 
Russo-American Mercantile (RAM) forces.  In this game you travel though
the solar system from planet to planet to asteroid field, while fighting
off spaceships in your own spaceship or just planet hopping.  There are
basically three planets that you can visit, Mercury, Venus, and Mars.  There
is also the asteroid field beyond the orbit of Mars and also spacestations
located on moons or asteroids to visit and explore.

	This game is set up much like many of the previous SSI games based
on TSR rules.  There are 7 stats that determines the well-being of your
characters - strength, dexterity, constitution, intelligence, wisdom, 
charisma, tech.  There are experience points that you have to attain to
receive level advancement up to level 8.  You choose from 6 character
races - Terrans, Martians, Venusians, Mercurians, Tinkers, Desert Runners
and also if male and female selections.  There are five different careers
that you can have for your characters - rocketjocks, warriors, engineers, 
rogues, medics.  There are also skills and abilities that you will have
to allocate points for your characters when you first create them, as your
characters attain levels there are additional points that you allocate to 
these same skills and abilities or add new skills and abilities.

	Game play is pretty much the same as SSI's previous AD&D games but
with the exception that the setting is now in the future so, your party will
be riding around in a spaceship and weapons are now of the 25th century.
In combat you have the option of fighting with bladed weapons: knives, swords,
polearms for close up fighting, or ranged weapons: guns, crossbows, rifles,
stunners and heavy weapons/explosives: grenades, grenade/plasma/rocket 
launchers.  Armor is basically a space suit or some type of battle armor and
goggles.  Monsters come in the form of genetically engineered monsters who
do not have ranged weapons or RAM forces who have deadly ranged weapons to
attack you with.  There are non-player characters (NPC) who may join you
on a planet at times of a battle in which case you may be able to lead these
NPCs as one of your own characters or other NPCs that will join your group
for a short period when you are exploring in which case you only can have
2 NPCs in your party.

	I have only encountered two bugs in the game.  One bug is not really
that bad but the other could hurt in the long run.  The first bug is when
encountering a group of monsters and I opted for hiding but the monsters
found my group, the game put me into a combat area with one room with the
monsters on the other side of the wall.  I could not get to the monsters nor
could the monsters get to me.  There was a door leading out of the room but
not towards the monsters.  To get out of this situation, I killed all my
characters and then restarted the game from last save.  Later, I thought
maybe I should have tried fleeing from the encounter but I could not redo
this bug.  The second bug is a overflow error with the bank.  This bug could
hurt as it has to do with the money used for repairing and restocking your
spaceship.  The number of credits it says I have in the bank is something
like ~460 million and if I try to withdraw or transfer money to this account
it always says the number is too high, even if I use 0.  If I use the
deposit option I can deposit credits but the number still remains the same
in the account only making me lose credits.  I've since found a way around
this but as it might be a spoiler I will not post it, but I will reply to
email for any that want to know.

	I highly recommend this game for those that enjoy SSI's previous
AD&D series.  Also, this game is supposed to be the first of a series.  
Combat in this game is resolved very fast unless you have to keep changing
weapons, like I do.  Also in the Amiga version if you hit Alt-q, this will
put all your characters into quick mode for an easy combat instead of
having to hit q for each character.

------------------------------
 
From: decwrl!decvax!grove!pelletier (Brian Pelletier)
Subject: Amiga: Dragon Wars

I'm not the biggest Role Playing Game fanatic around, but I've managed to
solve 3 of the Ultimas, the original Wizardry, and Bard's Tale I.  I
hadn't gotten into a good RPG for a while, so when I saw Dragon Wars at my
local computer store, I decided to give it a try.  My general impression?
I like it!  It looks a lot like the Bard's Tale series and in fact can import
your Bard's Tale's characters.  It's not copy protected (*clap clap*), hard
disk installable, and it exits cleanly to the operating system when you quit
the game.  It also multitasks, but for some reason seems to eat up a
lot of CPU time, even when nothing is happening.  The documentation is
excellent, consisting of a large 'Dragon Wars' manual and a smaller Amiga-
specific reference booklet.  I found one documentation error in the booklet
(actually the program seems incorrect here) where the 'New party order'
command is really P, not O.  The Dragon Wars manual gives a nice description
of the background of the game, the playing instructions, a large number of
magic spell descriptions, and some 150 'paragraphs' which are referred to by
the program when certain events happen.  These paragraphs provide essential
information about the game - I don't see how anyone could finish the game
without them.

The game plays like your standard adventure - you start with a group of
up to 4 characters with no clothes, money, weapons, etc., and you must explore
an interesting world and rid the place of the evil Namtar, who has despoiled
the formerly beautiful land.  The screen is much like the Bard's Tale
display, the left half showing a first-person view of the world, the
right half used for listing your party members and their vital stats.
There are some interesting twists in DW - for example, increasing your
AC (Armor Class) by buying expensive armor often decreases your attacking
ability (AV).  Most games that I've played track these two independently.
Also, when you gain experience levels, you are allowed to pick and
choose where you want your extra skill points to go.  You can add to your
general characteristics (strength, dexterity, etc) or you can use the
skill points to gain a particular weapon skill, or to learn a new type
of magic (there are 4 different magic 'types', each offering a number of
different spells).  It adds a nice touch to the game, and also makes for some
interesting strategic choices.

Another nice touch is the auto mapping feature.  You won't need your graph
paper to complete Dragon Wars.	Hitting a key brings up an overhead view
of the area you are currently exploring, with the areas you have 'visited'
shown in detail.  All unexplored areas are left blank.	Keeping a good map
is essential in DW, as many of the places you visit have hidden or
secret doorways that you must find to advance in the adventure.

Like any good RPG, Dragon Wars has plenty of monsters lurking in the
cities, forests and dungeons.  When you encounter a monster (or group of
monsters) the nearest attacking creature is shown on the left half of
the screen (there are some great animated beasts!) while the right half
displays your combat options.  There are many options for each character,
including Quick fight, Fight, Cast spell, Use item, and more.  The battle
is handled in terms of rounds, where each character is given an option at
the start of the round, and the game displays the results of the round on
the screen.

So what makes this game different than the other RPG's available today?
Well, a lot of little things done right add up to an excellent gaming
experience.  The graphics are good, but not great.  I imagine the MS-DOS
version of this game looks pretty similar.  The sounds are decent, a nice
unobtrusive background score, encounter themes, and digitized sounds
during battles or other special events.  The puzzles are numerous and
challenging, but not impossible (at least so far!).  I have just begun
to explore the vast DW world, but already I've discovered so many interesting
items, spells, hidden rooms, transporters, etc that I look forward to
exploring every new area I find.  The game 'plays' well; the controls are
easy (mouse or keyboard) and intuitive.  Clicking on a character name for
example brings up a menu, allowing you to examine his stats, items, known
spells, and more.  The screens move quickly, thanks in part to having
the game on hard disk.	Multiple games can be saved to disk, and new games
can be loaded in at any time (like when you unexpectedly get clobbered by
some tough monsters!).	All in all, Dragon Wars is a great RPG gaming
experience, and I recommend it highly.

	Graphics 	7
	Sound 		8
	Playability 	9
	Documentation 	9

	Overall 	8.5

   Dragon Wars for the Amiga, Interplay Productions ($49.95)

------------------------------
 
From: zot@caen.engin.umich.edu  (Eddy Hsu)
Subject: TG-16: Super Volleyball

Basically, competition volleyball, as in olympic-style with full six man
teams. Eight teams are represented, the US and Soviet teams being the best,
followed by the Brazilians and Japan, then Holland and France, with Italy
and China lagging behind. There is a team edit function, although without
a TurboBooster+ or CD player you cannot save teams. There are lots of options,
such as starting score (since volleyball scores only when you are seving
[unless it's the final set], full 15 point games can take quite a while,
since you're playing best of five sets), handicap, and ball speed (hint:
set to slow when you first play, unless you never want to touch the ball).
You can play a normal game with whatever teams you want, or play world
league, in which you pick a team and play all the other teams in the league.
You can also have the computer play itself (watching the US take on the
Soviets in 15 point games is a battle...)

As for the gameplay, it's fantastic! Unlike most other volleyball games,
this takes on a straight sideways view, unlike the top 3/4 shot that the
beach simulations prefer. This does not hinder play at all, for the game
still is incredibly fast and exciting. You can do most everything you like,
there being overhand, underhand, and jump serves, all of which you can
aim to a section of the opponents court. There is even a super-underhand
serve which zooms off the screen to the top of the stadium (doesn't fake
out the computer, but sure plays hell when playing one-on-one).

Once you bump a return, the setter will set, although you can make him spike
it for a surprise move. You can have a normal set and spike, or set it high
and the center-court man will come zooming in for a monster spike. Or, you
can have one man jump up and fake a spike, and a second man comes up behind
him and actually spikes, which works well to draw the blockers out (although,
i can't for the life of me master this move, except for those inadvertant
moments. Anyone have any tips?).

On defense, you control the center-court man, who you can move back and
forth to position for a return, and you also decide when your two sets of
net players jump for a block. Timing is everything in this game...
You can even have your center-court man jump and dive for balls blocked
into the net by your net players, or even dive for blocked spikes!
Sometimes your center-court man is knocked senseless by a spike but
still manages to get it up to your setter, and your front men have
to put it away or try to fend for themselves until the center-court man
recovers and gets up!

GRAPHICS: 9.5 - Incredible, gorgeous graphics. Set in an indoor stadium,
                the background has that hazy, smoke-filled look. The scrolling
                is fast and wonderfully smooth, and gives an excellent view
                of the action. The players are bright and vibrantly
                realistic, especially in their movements and actions.
                Spikes and dives look way-cool...

SOUND: 7 -      Fairly minimal, crowd sounds and victory music after every
                score or side-out, good spike and block sounds, nothing
                overly spectacular.
PLAYABILITY/
FUNNESS: 9 -    Great, very easy to control the players and the game.
                Unlike a certain football game, lots of fun to play.

CHALLENGE: 9 -  Sure, it's easy to beat such cake-walks such as China or
                Italy, and France and Holland are good tests for beginners
                (especially Holland, who scrap and amazingly recover almost
                every ball!), but is it possible to get as good as the US
                or the Soviet? And I shudder to think about fast speed...

OVERALL: 9 -    The best sports game I've played for the TG. Nuff said.
 
     Super Volleyball for the NEC TurboGrafx 16 - $45.99
 
------------------------------
 
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Castle Of Illusion Starring Mickey Mouse

     Castle Of Illusion is Sega's attempt at creating a Super Mario
Brothers style game for the Genesis/MegaDrive.  While Castle Of Il-
lusion doesn't have as many secrets to discover as Super Mario Bro-
thers, Sega has succeeded in creating a game with that is every bit
as fun as Super Mario Brothers.  On top of the game play, Castle Of
Illusion (henceforth referred to as  Mickey Mouse)  features graph-
ics that are absolutely incredible.

     The most noticeable  feature of  Mickey Mouse is the attention
to detail  in its graphics.  Details like  the  translucent look of
liquids and the well drawn bosses all showcase the  Genesis' graph-
ics capabilities  nicely.  Complement the  excellent  graphics with
perfectly matching background  music and the result is a  game that
is an audio/video tour-de-force.

     Gameplay on Mickey Mouse is among the smoothest of any Genesis
game out.  It appears Sega really put forth a great deal of  effort
in programming Mickey Mouse and it shows - from the many images us-
ed to animate Mickey to the little  "extra"  surprises, the quality
of the code in this cartridge would make Walt proud.

     One of the most important aspects of a fun game is variety and
Mickey Mouse  delivers.  Like  Super Mario Brothers, there  are two
methods of getting rid of an enemy.  The first method is to jump up
into the air and land rump-first onto the enemy.  The second method
is to throw apples and marbles  which are  picked up throughout the
course of the game.  Each level in itself also offers a  great deal
of variety in  the form of three  very  different sublevel - one of
the most remarkable being a world made out of candy!

     As of late, many people have  expressed interest that games on
the Genesis be more difficult to finish.  I feel that Mickey  Mouse
is a fairly difficult game and should offer many, many hours of en-
joyment.  For the  record though, I  managed to finish Mickey Mouse
in less than  12  hours of  total play time.  However, it should be
noted that I have finished  most all Genesis games within a 24 hour
span.  Mickey Mouse is one of the more  difficult games out for the
Genesis and is a real delight to play.  HIGHLY recommended.

     Graphics  : 10
     Sound     :  8
     Gameplay  :  9
     "Funness" :  9
     Overall   :  9

   Castle Of Illusion Starring Mickey Mouse, for the Sega Genesis

------------------------------
 
From: khalede@zip.eecs.umich.edu
Subject: Genesis: Technocop

Technocop:
  Before slamming this game to the ground, let me be fair and give a small
overview:
  Technocop is a game where you play the role of a futuristic cop out to
kill the bad guys, you are assigned missions, and advance in rank and get
better weapons as you are promoted.
  Technocop costs (retail) $59.99 - i.e. it simply costs too much, given
that it really sucks.
  The game is basically a series of missions, where in each mission, you
have to drive your car to the bad guy's hideout, then get in the hideout,
kick the ass of everything that moves, find the guy you're looking for,
and bust him.
  The twist in this game is the violence in the graphics. This is a       
feature that would have made this game unique, and worthy of its price 
had it been written better. When you shoot a guy with your bullets "designed
for internal explosion", he simply explodes and his guts splash on the floor,
then he twitches for a second, and dies (the guts don't disappear, but stay
there on the floor). You can also shoot kids and innocent people caught in
your line of fire, but points will be deducted from your score.
  Now, I am in no way complaining about the violence in this game. Razorsoft
did print a warning message on the box, and people (grumpy parents) who are
against video-game violence are expected to read this message and buy columns
or Mickey mouse instead. I am complaining because I am probably one of the
many players who bought this game because they thought that it had a nice
and different feature, and then got very very disappointed.
  Basically, the driving stages in this game have graphics that come right
out of a lousy Nintendo game (and this is not an exageration). What's more,
the car responds VERY badly - i.e. the controls suck.
  As for the other stage of every mission (where you walk inside sleezy
buildings and bust the bad guys), I felt as if I was playing a PC game...
The action takes place in only the top half of the screen, while the other
half is used (entirely) to display the usual crap (# of lives, stamina,
weapon selected... like we really need half a screen to print 4 numbers!).
The characters are boxy (yes, boxy), and I think the maximum number of colors
used at any time is around 16 (you don't believe me? check it for yourself).
I got the feeling that the code for this program was slammed right out of
a computer version, into the Genesis's 68000, without using any of the 
dedicated graphic capabilities of the Genesis. (HEY, YOU!, at Razorsoft...
when you're releasing a game for the Genesis, and asking a f***ing $59.99 
for it, you're competing against titles like TFIII, Revenge of Shinobi,
PSII, and Strider, which all use a full screen, sprites with more than 4
colors each, and resolution higher than 64x48 pixels - get it?). So, what
I basically want to say is that a nice idea was completely destroyed by lack
of competence on the part of programmers.

  What's more, the game also falls flat on gameplay, which is WAY too
repetitive. The driving scenes are actually OK, since you can bump into
cars, shoot them, and you even get bad guys to jump on the top of your
car and try to slow you down (of course, you have to put up with the
Nintendo-graphics). The "inside the hideout" scenes get awfully repetitive,
with the same kind of punks and thugs, and even the same basic backgrounds
(ARRGHHHH!). Finishing a level reduces to memorizing what doors the bad 
guys come out of and going through the STANDARD evasive sequence that works
for a given type of attacker (depending on wether he has a whip, knife, or 
chain...), and, of course, busting the boss at the end requires that you
find the correct sequence of elevators to take (how challenging) so that
you can get to him before the time limit expires. Needless to say that the
sequence is fixed for a given level, and that bosses are nothing spectacular.

  So, to summarize all of the above:

  Graphics         :  3 (worst I have seen on a Genesis so far)
  Sound            :  5 (no BGM, + you really have to listen to the sound
                         of the car's engine...so lousy...)
  Playability      :  3 (and I'm beeing nice here)
  Theme            :  9 (give them credit for an original and daring idea)
  Overall          :  4 (worth renting for one day only)

------------------------------
 
From: jjung@aludra.usc.edu (Robert Jung)
Subject: Lynx: Rygar

OVERVIEW:
  It has been over 10,000 years since the demonic hordes of the underworld
drove our people away from the fertle farmlands and forced us into hiding
on the desolate slopes. Now, however, the predictions of the ancient sages
has come true. You are Rygar the Reclaimer, born of the mystic birthmark,
who has the power and the skill to weild the warrior's shield, destroy the
demons, and bring our people home. 

  Okay, so the storyline is nothing original. RYGAR for the Lynx is an
adaptation of the Tecmo arcade game, where you play the barbarian hero out
to battle monsters and beasts across the land. You run from left to right
across a scrolling screen, fighting monsters and grabbing artifacts along
the way. Your weapon is your armored shield, which, when thrown at the
monsters, returns to your hand. If there are too many creatures to be
destroyed, you can stun them for a few seconds by jumping on them.

  The artifacts you find along the way will either give you additional points
or extra fighting powers. You must be careful in your travels, however.
Touching a non-stunned creature, or falling off the path, spells instant death
for Rygar. Run out of lives, and the game ends. You face opponents such as
headless zombies, flying griffons, and giant rolling worms across 23 levels.
Clear all the levels, and you will return peace to the land.

GAMEPLAY:
  Okay, how's it play? As an arcade adaptation, RYGAR is almost -- but not
completely -- identical to the arcade version. Veterans of the original
will notice a few differences in the gameplay. For instance, you can't
throw your shield in a protective arc, and throwing the shield upwards is
possible only if you have a "star" artifact. There are other minor differences
as well, but this is an adequate adaptation for the most part.

  On the plus side, the controls are easy to use, and the game difficulty is
not set too high. The game is mostly patternized, with a few random elements
in terms of what artifacts appear. You start off with three lives, and get
extra Rygars at certain point intervals (the first three are at 50,000,
100,000, and 175,000 points). When you die, there is no "continue" feature,
and no "skip levels" feature, so this is largely an endurance contest.

GRAPHICS/SOUND:
  The graphics on RYGAR are identical to the arcade version. Both Rygar and
the demons are clearly distinctive, detailed, and animated identically to the
arcade. The landscape is done in two-level multilayered scrolling, with nice
details and some background animation. While it's not MICKEY MOUSE AND THE
CASTLE OF ILLUSION, it is sufficently well done.

  Sounds are a bit weaker, however. The game effects are appropriate and
adequate, though the bells that signal the presence/taking of artifacts can
get irritating. The background music is reminescent of the arcade tunes -- a
low rythmic drum beat during gameplay and a musical interlude between levels
-- but suffers from either being too low-volumed or too high-pitched.
Fortunately, you can turn off the music by pressing Option 2 before starting
the game.

SUMMARY:
  RYGAR for the Lynx is a "typical" game, neither extremely outstanding nor
truly dissappointing. While fans of the arcade game will find slight
differences, it's close enough to be familliar (especially since the only
other adaptation was a vastly different game for the Nintendo). Though
there are only 23 levels, the lack of a level skip and game continues means
this is an average-difficulty endurance contest which will take some time
to finish.

                GAMEPLAY:        8
                GRAPHICS:        8.5
                SOUND:           6.5
                OVERALL:         7.5

    RYGAR, by Atari Corp., for 1 player, horizontal game $39.95

------------------------------
 
From: jjung@girtab.usc.edu (Robert Jung)
Subject: Lynx: Rampage

OVERVIEW:
  "Better living through chemistry"? Not for four employees at MegaVitamin
Pharmaceuticals, who -- through a mixup in the company cafeteria -- ingested
a contaminated sample of Megavitamins. Within 24 hours, Larry, George, Ralph,
and Lizzie had transmorgrified into giant animals, wrecking havoc and major
property damage throughout the United States. Worse, a rumor is now around
that an unnamed lab technician can develop an antidote for the disease, but
is hiding this information to extract extortion from the government...

  RAMPAGE for the Atari Lynx is a conversion of the Bally/Midway game from
a few years back. You play one of four monsters (one more than the original),
who travel from city to city, smashing skyscrapers, pounding cars, breaking
bridges, and eating fruits/humans/vegetables/humans/meat/HUMANS. You and
your friends can collectively wreck havoc, or clobber each other, depending
on your inclination. As you jump and climb your way through the city, the
screen scrolls to show you the action immediately around your monster.

  Along the way, you encounter the evil forces of the United States Army,
who throw soldiers, tanks, helicopters, and bombs at your 60-foot-tall self.
You can smash them, too, but they are many and you are few, so you've got to
keep yourself alive while tearing the town apart. Destroy all the buildings
in a city and you move to the next, thus effectively roaming the country. If
you survive long enough, you may be able to find the mysterious lab
technician who can restore you to your former self.

GAMEPLAY:
  This game is fun. Aside from the sheer silliness of the concept, RAMPAGE
is very easy to play, with uncomplicated controls, simple rules, and a
sense of difficulty that feels right. There is a lot of stuff to eat and
destroy, such as passing trolleys, damsels in distress, neon signs, bridges,
and cars. The Army will be able to wear you down through sheer numbers, but
if you play it safe and snatch all the food you can get, you'll be able to
hold out for a while. If you're lucky, you can find and drink potions,
which will render you invulnerable (and invisible to other players) for one
level.

  Players familliar with the arcade game will be glad to know that the Lynx
version is very close to the original, and offers more. After your monster
loses all its health, it turns back to human and slinks out of the picture --
until you activate another life. Run out of lives, and you're out of the game.
If you're playing with friends, you can continue the game with a new life
indefinetely -- until you get past level 40. After that, all deaths are final.
Your monstrous abilities to destroy are all translated intact, and the levels,
though presented on a scrolling screen, are about the same size as the arcade.
Unlike the original, though, there seems to be no difference in the abilities
of the different monsters. Watch out for crumbling buildings, and don't jump
too hard on the bridges.

  If you survive long enough, you will ultimately find a lab scientist who can
cook up an antidote to revert you to normal. Though I can't confirm it, I
think this will take _quite_ a while to accomplish. The scientist is rumored to
be in Sunnyvale, and level 40 doesn't even take you halfway around the
country; you start in the state of Washington, and it seems like you travel
counterclockwise throughout the United States. Level 40 only gets you to
Tennesee. I hear that this game offers around 100+ levels (the manual doesn't
say), and it seems quite possible.

  As mentioned before, the action takes place on a scrolling screen, so it's
possible to be attacked by someone you can't see. This doesn't matter, though,
as the game, overall, is slightly easier than the original. It's not a breeze,
though, as you will eventually get worn down by a lack of food and an
abundance of military might (the lack of continues past level 40 doesn't
help, either).

  A side note: Normally, I don't discuss manuals in these reviews, but this
time I'm making an exception. There's a lot of things that you can do in
this game, but are breezed over or completely ignored by the manual. For
instance, you can grab a dynamite pack and hurl it away before it explodes.
Or grab and HOLD ON to a civilian for points. I don't know whether the
omissions were intentional or not, but it's a good idea to TRY EVERYTHING --
you may turn up a surprise or two.

GRAPHICS/SOUND:
  The game graphics in RAMPAGE are similar, but not identical to, the
arcade original. There's nothing wrong with that; game elements are clearly
recognizable, and rendered in the same cartoony, tongue-in-cheek mentality
that arcade fans will recognize. Especially delightful are the little "cute
touches". Punch an electrical applicance and get shocked, eat an undigestible
object and cough up, swallow some dynamite and breathe fire -- there's a lot
of visual humor in this game. Between cities, the newspaper headlines present
the city, the level, and offers bad jokes (there's monster humor, cow puns,
and subliminal ads for Atari, to name a few).

  The sounds in this game are appropriate, but not special. Sound effects
match the game action, as it should. During the game, bouncy/cheery
background music plays, sounding similar to the tunes found in CHIP'S
CHALLENGE. Fortunately, if it bothers you (I think it's for the wrong game,
myself), you can turn the tunes off and keep the sound F/X.

SUMMARY:
  RAMPAGE for the Lynx reminds me of XENOPHOBE for the Lynx: A lighthearted,
silly game that's lots of fun for lots of players (the more the merrier).
Though it's not hard to play, I feel that there's going to be lots of hours
invested in this card before someone finishes it. If you like the arcade
original, like multiplayer cooperative/competitive games, or are looking for
a casually-paced challenge, RAMPAGE is the way to go.

                GAMEPLAY:        9.5
                GRAPHICS:        8.5
                SOUND:           7
                OVERALL:         9

   RAMPAGE, 1-4 players, horizontal game, for the Atari Lynx, $34.95

------------------------------
 
Subject: GameBoy: DuckTales
From: Dave Taylor <taylor@intuitive.com>

Scrooge McDuck and his nephews, Huey, Dewey and Louie, are off for
a globe trotting adventure questing for -- what else? -- gold and
treasures.  Equal time pops up with Webby, a niece tagging along 
too, to help find the Five Lost Treasures, scattered through the
five treasure lands:

   The Amazon -- climb vines, knock out spiders (that are bigger
	than you are!) and explore the ruins of the Inca Empire.
	Treasure is the Sceptre of the Incan King.

   Transylvania -- explore a haunted house, even walking into
	mirrors to transport from room to room.  The lost 
	treasure here is the Coin of the Lost Realm.

   African Mines -- before you can even get here, you must find
	the skeleton key in another land, then you'll have to
	battle lots of giant slugs and worse!  Treasure is teh
	Giant Diamond of the Inner Earth.

   The Himalayas -- Questing for the Lost Crown of Genghis Khan
	you'll find that walking in snow is tough, and that ice	
	can be slippery (which can be especially tricky when 
	adjacent to a hole!)

   The Moon -- stepping off the planet for a bit, the moon is
	the place where bouncing takes on a whole 'nother meaning!
	You'll need to find Gizmo to have him help you find the 
	secret room -- the Green Cheese of Longevity is the lost
	treasure here.

Once you've obtained all five treasures, there's an end-game battle
that must be won before McDuck and family are wealthy beyond their
wildest dreams...

With five different worlds, three levels of difficulty, and some of
the cutest graphics on the GameBoy (not to mention some great characters
from Disney too), you'd think this game would be terrific fun.  Well,
it's not.  In fact, it's quite difficult and frustrating, because there
are lots of places where "jumping just right" is required lest you fall
and die, and understanding what's going on takes quite a bit of time.  
In fact, even the jumping is confusing; sometimes you can jump into a 
pit and get into underground caverns or rooms, and other times you jump 
into a pit and kablowie!  You've died.

There's no "score", per se, in the game either; you get "gold" points
for collecting treasures along the way, but there's no way to gauge
how far into a level you are (nor where the hidden treasure is), so
game after game, it doesn't seem like there's any improvement...I
mean, I've picked up 50000 gold in a game.  Is that good?

Perhaps most jarring is that once you die it immediately goes back
to the title screen, without any chance to jot down how much gold you
had, what levels you had acheived, or anything.  Just a sudden change
in the music and back to the title screen.

Overall, I'd say that this game has the feel of having been designed
on a set of storyboards, with great graphics, cute characters, a terrific
theme, but poor playability and some crucial "gaming" features missing.
I'd like to see some more effort put into playability and then have
another shot at helping Scrooge McDuck and the gang find the five lost
treasures!

	Graphics:	10	excellent, typical Capcom
	Music:		10	excellent, again, typical for Capcom
	Playability:	 2
	Fun Factor:	 1

	Overall:	 3	(get Super Mario Land instead...)

    DuckTales, for the Nintendo GameBoy, from Capcom USA.

------------------------------
 
Subject: GameBoy: Skate or Die: Bad 'n Rad
From: Dave Taylor <taylor@intuitive.com>

When I was a kid I used to watch my friends skateboard with some
considerable envy.  The one time I tried it, I flew off and banged 
myself up quite a bit.  So when the chance to play a game that not 
only involves skateboarding, but being bad 'n rad, came along, it 
seemed like a great idea!

It is.  Skate or Die is a series of different games for computer,
video, and arcade systems, with the unifying theme of being an
adventure on skateboard wheels.  Sound weird?  Skate or die, actually,
sounds like a pretty serious version of skateboarding, and appropriately!

Bad 'n Rad, the first Skate or Die game for the GameBoy, offers a
great variation on the scrolling shoot'em up that seems to pass as
one of the games d'jour on the GameBoy... As you'd expect, it's also 
quite hip.  The booklet, for example, starts out with the note:

	You now own the cool, hip, jammin', mod, bustin' 	
	version of Skate or Die: Bad 'n Rad for your 
	GameBoy.  We suggest that you read this instruction
	manual thoroughly before exploding onto the radical scene.

Fer shure, dude.  I mean, how can you not like a game where all
takes place in Rad City USA "where tourists and terrorists collide"?
There are four stages, comprising a total of seven different worlds,
and the skateboarding theme is carried throughout; hazards include
flowerpots being dropped on your head, holes in the street, and
rabid dogs bounding towards you at high speed.

Fundamentally, Bad'n Rad is yet another theme adventure game, with
simple controls: A=jump, B=crouch, and the directional pad controls
speed and direction, reasonably enough.  The game is rather tricky,
and it takes a fair while to master some of the techniques, especially
coping with very rough terrain while moving at speed.  Curiously,
you seem to be able to skate right through trashcans (without even
turning them over, amazingly)...

If you like adventure games, and especially like the Skate Or Die
series in the arcade, then this is a good game to get!  It's a
tough game, but, in the words of the immortal skate king, "it's
like radically cool, dude."

	Graphics:	8
	Music:		8
	Playability:	7
	Fun Factor:	7
	Booklet:	10	(like, mondo fun reading!)
	
	Overall:	7

	Skate Or Die: Bad 'n Rad, for the Nintendo GameBoy
		from Konami Games.

 
-------------------------------------
 
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End of Digital Games Review Digest
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