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From: The Moderator <taylor@limbo.intuitive.com>
Date: Thu, 17 Jan 91 9:33:21 PST
Subject: Digital Games Review Digest, #19
Reply-To: Digital Games Review <digital-games@dgrd.intuitive.com>
To: Digital Games Review Digest <digital-games@decwrl.dec.com>
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                     Digital Games Review Digest, Number 19
 
                          Thursday, January 17th 1991
 
Today's Topics:
 
                              Genesis: Inspector X
                 Genesis: Shadow Dancer - The Secret Of Shinobi
			    Genesis: Thunderforce III
                                NES: Megaman III
                            NES: Snake Rattle 'n Roll
                            GameBoy: Gargoyle's Quest
                              PC: Pool of Radiance
                               PC: Bards Tale III
                            Amiga: Full Metal Planet

----------------------------------------------------------------------
 
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Inspector X

Insector X, published by Hot B, is a translation of the coin-op game by
Taito for the Mega Drive/Genesis.  The story behind Insector X is simple
- the evil insector Baglon threatens to overrun the world with its army
of insects.  It is up to you, insector fighter Kait, to destroy Baglon's
empire and restore the balance between nature and the insects.  Pretty
stupid story, but a story in this game is not really necessary.

The graphics in Insector X, while substantially better than the graphics
in the coin-op version, are only average for a Mega Drive game.  The use
of only one background screen in Insector X is readily apparent due to
the game's two-dimensional feel - a trait the Mega Drive version shares
with the coin-op version.  However, unlike the coin-op version, Insector
X on the Mega Drive doesn't suffer from any annoying flicker or slow
down - even with a lot of objects on the screen at once.  Another
improvement found in the Mega Drive version lies in the music.  The
silly music heard in the coin-op has been replaced with a soundtrack
that is markedly better.  The improved graphics and music are the basis
for Hot B calling Insector X a "Hyper Real Shooting" game.

Gameplay is for the most part just like the arcade version - one button
is used for shooting the "normal" weapon while another button is used
for firing the "special" weapon.  However, the Mega Drive version of
Insector X uses the third button on the controller to toggle the
"special weapon from air (missile) to ground (bomb) assault.
Furthermore, as in the coin-op version, Insector X for the Mega Drive
allows the player to become powered up by picking up special items.
Unfortunately, Hot B programmed Insector X to get harder as the player
becomes more powerful.  For example, a bee that will normally shoot one
bullet will shoot five when the player is powered-up.  To make the game
even harder - the bullets are also A LOT faster!  This stupid "feature"
in effect totally negates the usefulness of power ups.

These minor shortcomings aside, Insector X is an extremely faithful
adaptation of Taito's coin-op with the only real differences being the
better graphics and sound.  Insector X is every bit as frustrating as
the coin-op and anyone who has ever played Taito's will love (and hate
:-) Hot B's rendition.

     Graphics    6      (average fare - nothing fantastic)
     Sound       6      (not bad, but not enough to get a 7 or higher)
     Gameplay    6      (powering up seems senseless in this game)
     "Funness"   7      (every bit as challenging as the arcade)

     Overall     7

	Inspector X, for the Sega Genesis, by Hot B

------------------------------
 
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Shadow Dancer - The Secret Of Shinobi

Shadow Dancer - The Secret Of Shinobi is Sega's newest Shinobi game for
the Mega Drive/Genesis.  Based loosely upon their coin-op of the same
name, Sega has produced a real winner here.  Unlike the coin-op version
which had crude, unappealing graphics and gameplay, Shadow Dancer sports
the crisp graphics and gameplay associated with many of outstanding
Genesis titles currently available.

The premise behind Shadow Dancer is that following the debacle of the
Neo Zeed organization in The Revenge of Shinobi, the chief character Joe
Musashi goes to New York to spend time with a friend.  Upon arriving in
New York, however, Joe finds his friend mortally wounded combatting a
new threat, the Union Lizard - a group of ninjas and monsters led by the
hideous reptilian, Sauros.  Accompanied by his dog, Yamato, Joe sets off
to destroy the Union Lizard organization and thus avenge the death of
his friend.  So begins the story....

For those familiar with the coin-operated Shadow Dancer, the real
attention getter when first playing Genesis Shadow Dancer are the much
improved graphics.  Sega does an excellent job using the line scroll
feature of the Genesis in the first scenario where the city is in
flames.  Every level in Shadow Dancer has some neat graphics or
graphical effects.  In one of the levels, you go through a cave where in
some places things are so dark you can't even see yourself, much less
the enemies!  The bosses at the end of each level are also well drawn
and animated, from the first boss who covers his face in pain every time
he gets hit to the spinning circular saws of Macho Man (you gotta see it
to believe it).

Since Shadow Dancer is a Shinobi game, there will inevitably be
comparisons between Shadow Dancer and the Revenge of Shinobi.
Comparisons between the two games is somewhat pointless because I feel
that the two games are too different for a fair comparison.  One is an
ori ginal effort (and an excellent one at that) while the other is an
adaptation of a coin-op game.  Nonetheless, I'll try to give a fair
comparison.  As some may have already surmised, if you are expecting
Shadow Dancer to be another Revenge Of Shinobi in terms of similar
gameplay, you will probably be disappointed.  For one thing, one of the
features that many people like about the Revenge Of Shinobi is the fact
that the ninja has enery and takes multiple hits before he dies.  Shadow
Dancer is modelled after the original arcade hit Shinobi and one hit
from the enemy usually means death (some enemy can be touched so long as
the weapon they attack with does not touch you).  Some may view this as
a fault in gameplay whereas others (including me) view this as keeping
with the original feel of the arcade game.  Further differences between
the Revenge Of Shinobi and Shadow Dancer include the lack of a ninja
magic select feature on Shadow Dancer.  Like the arcade, Shadow Dancer
selects the type of the ninja magic you get with each level.  One final
major difference between Shadow Dancer and the Revenge Of Shinobi is in
the soundtracks for the two games - the Revenge Of Shinobi definitely
has the superior soundtrack.  However, the music on Shadow Dancer is not
bad - it's just got very difficult act to follow.

The only real fault I can find with Shadow Dancer is that on the easiest
setting, the first four levels are much too easy.  But with three
different difficulty levels to choose from plus a non-shuriken mode,
even experienced players are challenged - especially on the fifth and
final stage...  watch out for those hidden ninjas!

If you've ever played the coin-op Shadow Dancer and found yourself
disappointed, don't let the name of this cartridge fool you.  Shadow
Dancer - The Secret Of Shinobi is a great game and is a worthy follow up
to the Revenge Of Shinobi.  For those who loved the original coin-op
Shinobi, Shadow Dancer - The Secret Of Shinobi is a must have since it
is the TRUE sequel to Shinobi and features many of the secrets that
can be found in Shinobi (including the "shinobi" bonus).  For those who
are big fans of the Revenge Of Shinobi, Shadow Dancer is definitely
worth a look.

     Graphics    8
     Sound       7    (music's nowhere as good as the Revenge of Shinobi's)
     Gameplay    8
     "Funness"   8    (Yay!  "Real" Shinobi for the Genesis)

     Overall     8

	Shadow Dancer - The Secret of Shinobi, for the Sega Genesis
	by Sega Enterprises (4MBit)

------------------------------
 
From: Zandos Rhoe <tonsieng@cs.uiuc.edu>
Subject: Genesis: Thunderforce III

Before I go any further with this review I'd like to say that I'm the
type of who just loves shooting games.  If they keep coming out with
ones like Thunderforce III I may never tire of them.  (Can't wait for
Aero Blaster, Thunderforce IV, MUSHA, and Gaiares) Anyway, as you may
suspect, I loved this game.  It is what any great shooter should be:
awesome background graphics, lots to shoot at, huge mini/big bosses, a
variety of power ups and options, and an above average to very hard
level of difficulty.

In Thunderforce III you must battle your way through eight levels of
really intense shooting action to destroy the last boss as in any
shooter.  Your ship is armed with twin and back lasers.  Picking up
power ups you can get Sever (a very powerful laser), Lancer (powerful
back laser), Wave (an ultrasonic weapon), Fire (ground missiles), and
Hunter (homing missiles).  The options consist of a shield and a claw (a
revolving satellite).  The game starts out on a map where you can choose
from any of the first five planets (stages) to start on.  You won't be
able to play the last three stages or see what they are until you clear
the first five.  It's a pretty rough task getting past the first five
stages even for experts.  Once you get the basic patterns down though,
it's not too hard.  Thunderforce III is slightly above average in
difficulty.

Thunderforce III is graphically superior to any shooter that I have seen
or played so far on the Genesis or the Turbo.  It ranks right up there
with Mickey Mouse as one of the best looking games for any system.
There are a lot of neat special effects devoted to the backgrounds.  The
flame waves in level two is a good example and the backgrounds scroll up
to four levels in the game.  The bosses are huge, colorful, and highly
detailed.  There is hardly a trace of flicker anywhere in this game.  In
sum, the graphics in this game will really blow you away (no pun
intended).

The musical score is one of the best I've heard thus far for the
Genesis.  Not as good as TGX-16 CD-ROM titles but just as good as most
TGX-16 games and better than just about any Genesis cart that I've
played.  The sound effects are also quite good, although given the
Genesis' capabilities I think the could've been better.

As I've said this is one of the better shooters around.  It's very fun
to play since there are a variety of enemies and some very interesting
bosses to fight.  I had very little trouble using the joypad to solve
the game but others may want the power stick to play this one
(especially level 7's boss).

This game is highly recommended for all Genesis fans.  It is definitely
one that all Genesis owners should have in their library (if only to
show off some of the Genesis' capabilities).

	Graphics: 10
	Sound/Music: 9
	Playability: 10

	Overall: 10

	Thunderforce III, for the Sega Genesis, $49.99

------------------------------
 
From: IO92530@Maine.Bitnet (Scott Zoldi)
Subject: NES: Megaman III

Mega-awesome.  Best game I ever played.  Megaman, an atomic robot was
created by doctor light to defend the world from doctor wiley and his
evil robots.  This is the third of a sequel and by far the best.  This
is capcom's best effort at an adventure game.  I would say the best
action game for the Nintendo ever!

Megaman is armed only with an arm canon and must fight all the robot
masters.  These robot master's are very hard to defeat and require
trying many different techniques.  After defeating a robot master you
aquire his weapon and can use it against the other robot masters.  This
is assuming you even get to the robot masters.  Capcom has made the
journey to these robots as perilous as the robot masters themselves.
Also you have your robot dog "rush" with you.  He aquires powers as you
defeat the robot masters.  rush can turn into a jet, spring board, or a
submarine.  Rush appears only when you summon him, so he never gets in
the way.

Creativity:  Megaman III is the freshest game around.  The clear and
life-like graphics will astound anyone.  The robots range from robotic
parachutes, giant cats, snakes, spring robots, and many others.  The
play is amazing.  There is little to no slowdown.  Each of the robot
masters have special abilities and powers.  In the entire game there are
20 robot masters, 8 old ones from the Megaman II game.  This game cannot
be explained in words.

Problems:  This game requires figuring out which weapons work best on
each of the robot masters, however, they really don't tell you who to
start with.  I would suggest Snakeman.

Length:  The game is a long game compaired to other action games.  it
features password ability.  I rented the game determined to finish it
after 20 hours of nearly continous play I knew I couldn't finish it.  It
is sure to give you months of playing pleasure.

Cost:  Currently the only game store carrying the game is Toys R' Us,
but other stores are sure to follow.  $64.99, this was right before
christmas.  Bargain hunters should be able to find it for around $50 in
a few months.

	Graphics 	10 
	Playablity 	10 
	Story 		9 
	Sound 		9 

	Overall 	10+ (a must play game)

	MEGAMAN III, for the Nintendo Entertainment System, by CapCom

------------------------------
 
From: Dave Taylor <taylor@intuitive.com>
Subject: NES: Snake Rattle 'n Roll

While the Nintendo Entertainment System has quite a staggering range of
titles available, most of them demonstrate more of the problems of the
system than the features and capabilities.  With the growing enthusiasm
for 16-bit systems it's more and more surprising that the market isn't
focusing more on really high quality titles to keep the 8-bit NES alive.

Fortunately, there are a few, and one of the best I've ever seen goes by
the unlikely name of "Snake Rattle 'n Roll".  With graphics better than
many 16-bit games, and excellent music and audio, Snake Rattle 'n Roll
is an intruiging three dimensional exploration game that takes place in
a weird, futuristic, geometric universe.

The player controls "Rattle" or "Roll", initially a smiling head (uh,
very short snake), and the object is to go through each level eating 
"nibbly pibbleys" (which lengthen your tail) until your tail is long 
enough for you to proceed to the next level.  There are three types
of nibbly pibbleys on each level, and the nibbly pibbleys get harder
and harder to capture as the levels increase.  There is also a time
limit on each level, and figuring out how to get to certain spots can 
take quite a while.  The entire game area is viewed from above, in a 
three-dimensional view, with smooth scrolling and flashy colors.

Each nibbly pibbley eaten gains points as well as tail length, and there 
are also various obstacles (and bonus levels) that can garner even more 
points for the player.  The game is liberally sprinkled with witty and 
amusing characters, including the evil underwater monsters - sharks - who 
have an unerring ability to get to you within a second or two of your 
snake falling into the water (fortunately if you move VERY fast, you can 
get back out of the water in time!)  The music for that character is an 
ominous thumping reminiscent of the Jaws theme.

The animation is also top notch, and the realization of the snake 
motion (especially the undulation of the tail after a jump) is nothing
short of astounding.  Overall, this game is a fun and unusual addition 
to the NES library, and sports some of the best programming, graphics, 
and music available yet.  Very highly recommended.

	Graphics:	10
	Music:		10
	Playability:	 9
	Fun Factor:	10
	
	Overall:	10

    "Snake Rattle and Roll", for the Nintendo Entertainment System
	by RARE Coin-It Ltd of Japan (available in the US from Nintendo)

------------------------------
 
From: clg@guardian.cs.psu.edu (Craig Gruneberg)
Subject: GameBoy: Gargoyle's Quest

At long last, here it is.  A few months back we were asked to write a
review of Gargoyle's Quest for GameBoy.  Well, I had all intentions of
sitting down with GQ and within a day or two I expected to be well on my
way to finishing it.  My son Justin, who is 6, was also expected to do
even better than me at it since he has shown an uncanny ability to
figure out the hardest games in much less time than I.  Well, three
months later or thereabouts and we haven't progressed much beyond the
second big boss.  Part of our inability to progress can be attributed to
not playing GQ as much as we had originally intended too.  The major
reason, though, is that GQ is one tough game!

Let me begin by giving my impressions of GQ based on my modest time at
the controls.  The graphics are awesome, probably pushing the capability
of GameBoy.  At times they resemble the majority of holograms I have
seen due to the gray/yellow coloring exhibited by the GameBoy display.
The movement of Firebrand ( the adventurer you control ) is somewhat
unusual and requires some practice in order to get him to do what you
want.  He can jump, hover, attach himself to walls, and scale the walls.
A deft touch with the directional cross and the A button helps with his
maneuvers.

The game is somewhat akin to The Legend of Zelda.  You must take
Firebrand on an adventure overland and into buildings where he talks
with other characters and gathers items and advice.  As he walks around
the "Ghoul Realm" he might fall into a fight scene wherein he must
maneuver and make use of the weapons he has gathered.  It is in the
buildings where he obtains passwords by talking with other characters.
The password menu puts alot of NES games to shame with its ease of use.
There are no "like looking" numbers/letters which have always elicited
the refrain " Is that a 5 or an S, an I or a 1?"  The GameBoy dot matrix
display makes for a very clear representation of the password
characters.  Consequently, entering the password is a snap.

My advice on game play is don't give up initially when it appears that
you cannot make any progress.  It took me 20 or 30 frustrated tries to
get to the point where I got the first password.  I could then skip this
part of the game in subsequent sessions.  We have managed to get 4 or 5
passwords so far but it appears that even though they are different,
they return you to the same place in the game with the same complement
of items.

The following comment I love to make!  THE BOOK THAT COMES WITH GQ
STINKS!  If only the game marketeers would tap the minds of the software
developers alittle better and put some meat into these books.  GQ's book
is surprising short for a game of such depth.

My son Justin who is 6 also played a part in writing this review.  As I
said before he picks up NES and GameBoy games very quickly and since he
just started reading with efficiency he hasn't been able to read the
books which come with the games ( nor has he shown much interest in
doing so, he just unpacks the game, slips it into the deck, and away he
goes!  ).  He tells me he has only progressed to a point somewhat beyond
the second boss.  Some of his comments on GQ are:

"It's a good, hard game; we didn't get anywhere new" he said with some
disgust!  "The book is real bad!"  Like father, like son.  "I like the
graphics."  "We got the Fingernail, Gremlin Stick, Jump2, Life2 but
never figured out how to use MAGIC."  Justin beat the second boss, I
barely limped beyond the first!

GQ is a welcome change from the majority of puzzle titles available for
GameBoy.  If adventure games are your thing you can't go wrong with GQ.

	Graphics:	   10
	Game Play:	    8 ( character movement somewhat trying at times )
	Sound:		   10
	Difficulty:	    9
	Instruction Book   -2 ( how low can this go?? )

Gargoyle's Quest for the Nintendo GameBoy, CapCom

------------------------------
 
From: keithh@bwdls40.bnr.ca (Keith Hanlan)
Subject: PC: Pool of Radiance

Pool of Radiance is a good game trapped within a terrible user
interface.  PoR is essentially a software version AD&D in the same vein
as Bard's Tale and Dungeon Master.  It is not as good as either.

The game comes on two disks and can be installed on your hard-disk.  It
uses a code-wheel copy protection scheme.  Also included are two
booklets totalling 72 pages and a platform specific Refernce Card.  One
booklet concerns itself with the mechanisms for play and the second, the
"Adventurer's Journal", is full of supplemental information essential to
your game progress.  The game refers to entries in the journal, tavern
tales, and proclamations.

You can save the game at any time under one of 10 labels (A-J).  To
restore another game you must quit out and start again.  The game also
multi-tasks (but see below) and the game screen supports the Amiga-M and
Amiga-N control keys.

In PoR, you create and control a party of adventurers that have
travelled to a city called Phlan.  Phlan is an ancient city that fell
many many years ago.  New Phlan is an attempt to reclaim the lost city
from the monsters which now inhabit it.  There is a 'safe' reclaimed
portion and a number of sectors of unreclaimed city.  These unreclaimed
portions include the slums, the Library of Mendor, Podal Plaza etc...
Each sector is 16x16 and typically has some conclusive encounter.  For
comparison, Bard's Tale used 22x22 mazes which are nearly twice as big
(484 vs 256).  16x16 is a little small and somewhat lacking in
'atmosphere'.  There is also some wilderness adventure but I have not
yet reached that state (and may never) so cannot comment on it.

Speaking of detail:  the walls have very little detail and perspective
is not handled as well as in Bard's Tale.  In BT, it is possible to map
a great distance ahead, 5 or 6 sectors, if your light is good enough.
In PoR, it is difficult to interpret the walls more than one sector
distant.  You must resort to the over-head, 2D 'Area' perspective that
the game offers you.  This also allows you to cheat somewhat although it
doesn't show you where doors or arches are.

Pool of Radiance has a fair amount of game detail, there is an overall
mystery involved, and the play balance is pretty good.  The game itself
would be very good indeed if they fixed up a few problems:

o There is no type-ahead and the game uses polled i/o.  This is
unforgivable!  While I am grateful that the game can be installed on my
hard-drive and that it multitasks, the polling chews up so much cpu as
to seriously debilitate the Amiga's multi-tasking capability.  The other
side effect is that there is no type-ahead.  This slows down game play
interminably.  In any game involving repetitive maze navigation, the
player becomes accustomed to the key strokes necessary to move about.
Consider movement in Bard's Tale where it is possible to move the
characters about very rapidly indeed.  In PoR, this is impossible.

o Every command and output message involves a very slow re-display of
the text.  Every single key press results in a complete re-display of
all the text on the screen.  This is bizzare and also contributes to the
gameplay slow-down.  It's doubly strange in light of the fact that the
graphic display is updated very quickly indeed.

There is a mechanism for controlling the text speed but it is a kludge:
Instead of controlling the duration of each message put in the display
areas (there are two), it controls the wait between each word typed.
This yields an effect not unlike a primary reader.

o On the other hand, output messages all appear in the same space and
always overwrite each other.  Frequently one misses the output entirely.
In fact, due to the continual refreshing it is possible to be oblivious
to the text and not even realize that you have missed it.  If these last
two comments sound like text display is paradoxically too fast and too
slow simultaneously, that's about how I feel about it.  It took a mighty
poor design team to come up with this display mechanism.

How they managed to avoid learning about scroll-bars is beyond me.

o The command menus are illogically ordered.  Some items are accessible
almost everywhere and others inaccessible except in special situations.
For example, it is possible to 'pool' the group's funds when purchasing
goods but not when purchasing training.  Instead, you have to 'trade'
money from character to character.  This is only one of many examples.
The designers made absolutely no attempt to streamline the menus
according to frequency of player use.  (Did they have play testers?
Perhaps not - the credits don't mention any.)

o In keeping with the poor quality of information display, it is
impossible to examine a player's attributes during combat until it is
his turn to act.  Further, once a character is injured, there is no way,
AT ALL, to determine what his full hit-points are.  Thus when a cleric
wants to distribute healing, it is impossible to distinguish between a
character merely scratched (down 1 hp), and a more seriously injured
character (say, down 10hp).  Strategy is thus difficult to apply during
a combat.  Which fighter do you go help when you can't tell whether
either of them are bleeding?

o Combat in general has its own host of problems but most of these are
of the same flavour as mentioned above.  Suffice to say it is slow,
slow, slow!!  In keeping with AD&D, (where if you aren't following the
Gygax Gospel EXACTLY, well then, you are a stupid heathen who doesn't
merit the name 'gamer'), realism is pursued by pasting kludges upon
kludges, typically at the expense of playability.  Disengaging from
combat is a good example:  Even if the enemy you are adjacent to has his
hands full with three adversaries, if you back away he gets a free
strike at your rear with bonuses.

Another problem I have with the combat is that there are too many
40-kobold attacks and not enough fewer-but-more-challenging-enemy
attacks.  This of course aggravates a combat system suffering from
continual text re-refreshes.

o The graphics are very poor.  I understand the requirement for
portability but that doesn't require that they distribute the lowest
quality graphics across all platforms.

Why don't the graphic artists draw in a high resolution and then use one
of the innumerable format conversion programs (the best of which are
free such as fbm and pbm) to 'scale down' the graphics to each
appropriate platform?  In fact, the dithering etc that is done by these
programs is incredible and would result in better looking graphics even
for the EGA outputs.

o The manual has problems, largely stemming from the countless nested
single-line menus.  It is difficult to find particular topics and there
is neither index nor cross-reference.

o The game doesn't take advantage of all the memory available to do
caching.  Each sector is loaded and unloaded every time you enter and
exit even if you have the memory to contain it.  The same is true of
character and monster graphics.  Pretty mickey mouse.

o Apparently the sequel, Curse of the Azure Bonds, has made no
improvements and this fact, more than any other has convinced me that
the designers have absolutely no interest in professionalism.

	Pool of Radiance - A Forgotten Realms Fantasy RPG Epic, Vol I,
	by Strategic Simulations, Inc (code wheel)

------------------------------
 
From: see@cs.utexas.edu (Hiow-Tong Jason See @ Akokisa)
Subject: PC: Bards Tale III

Bards Tale III is a reasonably good game, but not as good as other
similar games like Dragon Wars, or the Dark Heart of Uukrul.  Like its
other predecessors, it is a long game, which would provide weeks of fun
and excitement.  Towards the end, the combat sequences are rather tighly
balanced, and it is easy to get killed.  It is also difficult to advance
in levels, and at times the game is rather slow moving.

The graphics is ok, not great. Although it is stated on the box that this
game runs on VGA, it only has EGA graphics capabilities. The graphics are
very simple, and are not as great as they look on the box. Furthermore, a
large numbers of players/monsters may share the same pictorial profile
For example, players characters like the monk, warrior, paladin, rogue
and hunter, as well as a number of different monsters all share the
same pictorial profile of a knight.

The Automapping facilities provided by this game is also quite inadequate.
In the dungeons, automapping facilities keep track of all the places
that you've been to, temporarily. Hence, everytime you exit from 
the dungeon, or move to a new level in the dungeon, all the mapping that
you've done will be lost.  At times it may even be necessary to draw
the maps using pencil and paper.

In conclusion, I would only recommend Bard's Tale III to experienced and 
patient role playing gamers, and not for novices.

      Graphics       4
      Sound          4
      Playability    7       
      Documentation  5

      Overall        6

	Bards Tale III, for the IBM PC and compatibles
		by Electronic Arts (EGA graphics)

------------------------------
 
From: sumax.seattleu.edu!halcyon!elf (Elf Sternberg)
Subject: Amiga: Full Metal Planet

I bought Full Metal Planet because I've always been fond of tactical
wargames like Ogre or Mechforce, in both their computer and original
board incarnations, and on the box FMP looked like it was my kind of
game.  The illustrations showed carefully drawn tanks and ships fighting
over a detailed map with mountains, swamps and reefs.

The idea behind FMP (as the manual calls it) is that you run a mining
ship which lands on a planet that's about to self-destruct (although why
this is about to happen is never explained), and one to three
competitors soon follow.  With a variety of tanks, 'crabs,' barges, and
your 'weather hen,' you set about retrieving as much valuable ore as
possible while your competitors stop at nothing to either capture or
destroy your hardware, and that includes your ship!  Of course, you try
to do the same to them.

The artwork is magnificent.  The map is beautiful in detail, as are the
various pieces of armament.  The sound effects are adequate, although
for the most part they consist of what I call "ker-plunk and ker-chunk"
sounds, that is, sounds that register an event but really aren't equal
to the action.  The interface is intricately constructed, with an
enormous variety of options.  The concept makes for good wargaming, and
there are display options that make for much easier wargaming; one can,
for instance, display all of the hexes in range of your guns, or remove
an opponent from the tactical map to assess a situation.  You can choose
to display the hexagonal grid over the main map or not.

But there the compliments end.  The documentation is often lacking in
detail.  For example, to lift off one freighter the default mouseclick
means 'YES,' but if you've captured an enemy ship the default mouseclick
means 'NO.'  The illustration of 'fire zones' does not include a penalty
situation that I think is rather silly anyway.  Worst of all, the map is
always the same; fighting for the same turf over and over can soon get
boring.  Because a barge can be both in and out of an enemy's firezone
(being two hexes long) you cannot do an emergency retreat.  When you
order a piece to move from "here" to "there," rather than the
most-direct-route method used in other wargames, FMP tells you to trace
a path hex by hex from start to destination, and if you happen to
mistrace you have to back up hex by hex and start over!  And if you
happen to trace over the same hex twice, both numbers show up in the
hex, making it difficult to read!

FMP has a non-standard DOS so I can't save FMP on my hard-drive, yet it
copied easily with diskcopy and has an off-disk protection.  The
saved-game routine formats the save-game disk using that self-same
incompatible format, so I can't save my games or my symbols to my
hard-drive.  The file requestor is a nightmare, and it isn't clearly
documented, either.  And I am really tired of programs that don't
recognize a second floppy drive.

FMP has only summoned the guru once, and in the dozens of games played
by myself and two others, only one "bug" has occurred, and then only
once; a tank mysteriously vanished when the tide came in.  According to
the documentation, tanks can only get stuck; they do not sink.

But aside from bugs, the game is a perfect example of style over
substance.  The real complaint about Full Metal Planet is that, as a
wargame, it's child's play.  After three or four games the strategies of
the computer opponents become apparent, and ridiculously easy to beat.
The computer uses it's actions with horrid inefficiency, and will
abandon perfectly good hardware upon takeoff.  The computer opponent has
set deployment zone, and always deploy in the same pattern.  For
instance, an opponent landing on the center island always deploys his
forces in exactly the same way, always makes exactly the same opening
move, and (at this point) always loses two very valuable pieces to me on
the third turn as a result.  Rather than leave with as much ore as I
can, I now set up to take the enemy's starships, and after less then
fifteen games can now take all four starships regularly, and with ease.
The challenge is no longer will I defeat the computer, but will I beat
my previous score.  As a hint, do not take the fourth starship early;
pull all of your other units back into the other three starships as
quickly as possible before capturing the fourth; if you capture the
fourth, all four take off immediately, and you do not gain the material
value of machinery and ore left behind.  The fact that the game
immediately hands me 'victory' without my consent is frustrating.  I
have actually become a poor winner playing Full Metal Planet.

Perhaps this seems like a long list of gripes; no game is perfect.  But
I wanted to like Full Metal Planet, I really did.  At first, arguing
with my computer about what was and was not in the game manual, and in
the end, knowing the terrain and easily capturing all four enemies five
games in a row, became very tiring very quickly.  Full Metal Planet is
for die-hard wargamers only, and then only for a little while.  Very
soon, even the truly die-hard will return to Empire or Mechforce.  Or
maybe even take the Command Post one more time.

	Full Metal Planet for the Amiga, by Data East ($49.99)
 
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