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(send Digital.Games/Digests/Digest.24)

 
                     Digital Games Review Digest, Number 24
 
                            Tuesday, April 30th 1991
 
TG-16:    CD-ROM game overview

NES:      Mega Man 3

Genesis:  Whip Rush
          Shining And The Darkness

Lynx:     Gates of Zendocon

PC: 	  Death Knights of Krynn
    	  King's Quest V
    	  Dark Heart of Uukrul
    	  Eye of The Beholder

----------------------------------------------------------------------

From: ppplee@eleazar.dartmouth.edu  (Peter Lee)
Subject: TG-16: CD-ROM game overview
Date: Fri, 8 Mar 91 1:58:07 PST

Here are some thoughts on Japanese CD games that I've been able to play
on my TG-CD.
 
Urusei Yatsura: Stay with You - This game is a simple RPG based on the
	characters of a very popular anime series in Japan.  Not being a fan
	of RPG's and knowing very little Japanese, BUT being a fan of the
	series, I loved this game.  There is lots to do and the game is very,
	very long.  Real voices are used throughout this game (there must be
	*hours* of dialogue!).  The graphics are spectacular and the game is
	a lot of fun, mainly due to the fun of the storyline, and the ability
	to become one of the characters.  I can't say that the game is very
	difficult though, since I solved it with just a *little* bit of help
	from a translator (my mom :-)).  A great game, but I seriously doubt
	that it will EVER come out over here.  Too bad.

Ranma 1/2 - This is another game based on a popular anime series in Japan.  
	This time, though, the game is basically all action.  I *really* like 
	this game too.  Great graphics and animation, BGM, and of course the 
	use of real voices during intermission sequences.  Oh yeah, the action 
	is not shooting, but rather of the kick/punch/jump variety.  This game 
	has a better chance of making it to the US than the UY game, but not 
	without a major restructuring of the underlying story.  Again, too bad.

JB Harold Series #1: Murder Club - This game is a detective RPG that is fun,
	but suffers from being way too easy, provided you're patient.  The 
	mystery is quite long, though.  I knew who the killer was about 3/4 of
	the way through, but there is no way to end it until he confesses.
	Oh yeah, this game was playable in either English or Japanese and real
	voices were used throughout.  Graphics were adequate, nothing special.
	The BGM was very repetitive, but could be turned off (as could the
	voices, leaving just text).  The game can be solved using the brute
	force method (just do EVERYTHING), though, and that is its major
	drawback.  I hear this game is coming out for the TG-CD very soon.  I
	wonder what changes, if any, will be made.

Where in the World is Carmen Sandiego? - This is a translation of a popular
	computer game that was *VERY* disappointing.  The graphics are poor,
	the sound effects suck beans, and the gameplay is slow and tedious.
	I forced myself to solve the game.  It is way too short, and way 
	too easy to be a CD game.  The only saving grace was each place's 
	theme music, but that fades out as soon as you press a button.  I'm 
	very disappointed that they didn't use the amazing storage 
	capabilities of the CD-ROM to make this game a real challenge.  Oh 
	yeah, it was bilingual, but only in the sense that the text was 
	readable in English.  There is absolutely no use of real voice 
	anywhere in the game.  A shameful waste of a potentially good idea 
	(sorry Tommy).

Shanghai II - This is a CD version of a popular tile-removing game.  I
	adore this game. Not only is it very addicting, but it has loads of
	spectacular features to it.  Wonderful music, clear and colorful
	graphics, and smooth gameplay are big pluses.  There are six starting
	tile patterns to choose from, and that is my only regret. With the
	CD you can probably have LOTS more than just six!  I keep seeing a 
	listing for the game Shanghai as a TurboChip card, but have yet to see
	it.  The CD is wonderful, but I really don't think that it will be
	brought to the US (especially if a TurboChip is to be released).

Super Darius - My favorite "SHOOT!!!" game for the TG-16 overall.  The CD just
	makes the game even more likable.  The graphics are really nice and
	the music is just-right.  What I like especially, though, are the
	end-stage bosses.  There are 26 and EACH one fills the screen and is
	different (and I don't just mean different coloring!).  The challenge 
	to this game though is its difficulty.  It is extremely difficult, even
	on the "normal" difficulty level, thus lots of practice is involved
	(most of practice, though, is learning where and when things appear,
	'cuz it's always the same).  This game has reportedly been coming soon
	for the TG-CD since the TG's inception.  My last chat with the folks
	on the TG hotline informed me that the game has been indefinitely
	pulled from the schedule for US release (that was back in mid-Jan.).
	Now, some vid-rags are saying that it will be released this year.
	The game is great, and if you like SHOOT!!! games like me, than this
	is a must get when/if it comes out here (o/w get it in Japan, where
	it's actually pretty scarce, trust me).

------------------------------
 
From: Chris & Mark Runyan <runyan@hpisoe6.cup.hp.com>
Subject: NES: Mega Man 3
Date: Mon, 11 Mar 91 21:11:56 pst

It seems that everything has a sequel these days and especially popular
things seem to have more than one sequel.  Well, Mega Man has proven to
be exceptionally popular, so here's another one!  And, as with most
sequels, while it can stand on its own, it is probably best to have
known the originals first.

Mega Man 3 has you facing an incredibly complex set of deathtrap mazes
that you must thread you way through, using brains, sharp reflexes, your
blaster, and, at times, your trusty MegaDog, Rush.  You start with your
choice of 8 primary opponents, each with their own maze.  You must fight
your way through the maze to face the Robot Master, then you must
vanquish the insane Robot Master.  Upon killing off the Robot Master,
you acquire that Master's weapon.  Choose carefully which order you
defeat the Robot Masters in, for you may need the weapons of one Master
to defeat the next.  Once you've defeated a Robot Master and have
acquired the new weapon, you learn the secret password that will allow
you to restart the game at a later time so you don't have to fight
through that maze again.  This particular feature is a necessity, for I
doubt many players would enjoy constantly rethreading some of these
difficult mazes every time they wanted to continue the game.

Chris (age:  9) finds the game fascinating.  Of course, he played it
enough to defeat the first 8 Robot Masters (and, yes, the game doesn't
end when you do that), so he acquired the 8 new weapons and all the Rush
capabilities.  He is constantly experimenting with the weapons and Rush
powers in an attempt to defeat the next level.  Still, despite the fact
that he has done quite well so far, he is often frustrated by his
inability to translate what he knows must be done into actions for Mega
Man, because the fingers don't dance across the controls fast enough at
times.  The fact that the graphics tend to slow way down when the screen
fills up with animated attackers has thrown off his timing on several
occasions.  Still, he struggles to defeat the next level so he can get
one more password so he doesn't have to continuely race through the same
death mazes.  He was pleased with the fact that the player gets to
choose which Robot Master to attack next.  It helped to get over any
monotony that might show up from having to face the same maze over and
over until you got the reactions proper to get through it.

When I (age:  30) attempt to play, I find that I just don't have the
reflex speed necessary to play using the normal NES controls.  The A and
B buttons are shoot and jump, respectively, and when you need to do both
in the proper order, I find myself blundering about with my thumbs.  To
make matters worse, the height to which you jump and how long you stay
in the air seems to depend on how long you hold down the button, so if
you let up at the wrong time to hit the shoot button, you may end up
dropping into a very inconvenient situation.  How bad do I do?  Well,
while Chris has defeated the first 8 Robot Masters and started on the
Mystery creatures, I have yet to actually survive a death maze to the
point where I can face one of the Robot Masters (even with the "aid" of
Chris calling out the next action I need to take).  Chris's biggest
disappointment is that defeating the Mystery Creatures doesn't provide
him with any new weapons to face the next Mystery creature, while mind
is that I can't even get through a maze (and after watching Chris defeat
one of the Robot Masters, I'm not sure how I'd do against one if I got
that far).

So, the final word on this game is:  if you want to play, make sure
you've got Mega-fast thumbs!  There are many points where you have to
think your way through the maze, but reflexes count for nearly
everything.  I may know what jumps I have to make in order to get
through Magnet Man's maze, but it doesn't matter if I can't make the
jumps at precisely the right moment.  Still, if you have fast reflexes,
you'll probably find this to be a totally consuming game.

    Graphics:             7        Good images but annoying slow downs
    Sound:                8        Good music; good audio cues
    Fun Level:            6        I couldn't play it; Chris played often
    Intuitive Feel:       5        You can confuse the buttons
    Documentation:        4        Only important points covered

    Overall:              8        Fun if you can react fast enough

MEGA MAN 3, By CAPCOM, U.S.A., for the Nintendo Entertainment System

------------------------------
 
From: exuhag@exurchn1.ericsson.se (James Hague)
Subject: Genesis: Whip Rush
Date: Mon, 8 Apr 91 13:58:32 CDT

Whip Rush for the Sega Genesis, already twice reviewed in Digital
Games, has achieved the status of a "classic" Genesis game (in other
words, it is over six months old and still on the market).  Originally
$49.99, I've seen it discounted to $29.99, so it may find a new (and
poorer?) audience.  Hence a new review.

This is yet another one of those side-perspective scrolling
shoot-everything-collect-power-ups-kill-bosses science fiction kinda
shoot-em-ups.  I assume everyone knows how these things work.  Like
most games of a similar species, the thrill is in discovering new
obstacles and scenery ("Hey, I reached level four!  Oh, man, oh--HEY
DAVE GET UP HERE I'M ON LEVEL FOUR!) and not on scoring (why does the
game even keep track?).  Once you've mastered a level there's little
incentive for a repeat performance.  And while there is a multitude of
enemy and terrain, there is absolutely *no* consistency between the
four levels; they may as well be separate games.

Whip Rush is distinctive in that the game does not always scroll
horizontally to the left, but also up, down, and horizontally in the
other direction.  All the while, your very un-aerodynamic looking ship
points to the right, so you're not always facing your attackers.
Indeed, sometimes you are flying at them *backward*.  Of course,
different power-ups will let you shoot in different directions, so it
isn't quite as bad as it sounds.

The bosses are...well, bosses.  They are big and slow and require
seven-hundred shots to kill.  The power-ups are also standard fare,
except for a funny little shooting satellite-buddy thingy called a
"power claw."  You can change the firing direction of this contraption
as well as its distance from your ship.  While this targeting ability
does come in handy, it is tricky to control in the midst of battle.
The distance adjustment especially, requiring two buttons be pressed
simultaneously.

There's also a peculiar "speed control" feature which lets you change
the speed of your ship, but does *not*  change the speed of the
scrolling (?!?).  In effect, you select the sensitivity of your ship to
movement of the controller.  This is often useful but gives the game a
very loose feel and, as a bonus, is awkward to use.

Graphics are pretty average, if a bit wasteful.  For example, there is
a large, detailed, pseudo-boss near the beginning of level one.  This
so-called "Sandwich Man" is so incredibly wimpy--you can easily defeat
him the first time you play--that you have to wonder why it was
included at all.  Surely, the memory occupied by these graphics could
have been put to better use.

Sound effects are also average, but the music is pretty tasty.  Or so I
thought when I first started playing.  The tunes at the beginning of
level one are great, but are very inconsistent from there on.

Whip Rush was never really anything to write home about and now that is
has been very much surpassed by the popular Thunder Force III and
Gaiares, there really isn't any reason to bother with it, even at a
substantial discount.  All these sort of games are just so close in
concept and play mechanics that you might as wll get the best and
forget the rest.  And Whip Rush, if definitely not the best.

	GAMEPLAY/FUNNESS:       3  (major factor)
	CONCEPT/ORIGINALITY:    2  (major)
	GRAPHICS:               5  (minor)
	SOUND:                  6  (minor)
	DIFFICULTY:             7  (just for reference)

	OVERALL RATING:         3

Whip Rush for the Sega Genesis by Renovation Products, $49.99 (but
probably available for much less).

------------------------------
 
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Shining And The Darkness
Date: Sat, 13 Apr 91 21:52:36 -0500

     Shining And The Darkness is Sega's newest role playing game featur-
ing 8 Mbits of  code and battery back up.   Developed by the programmers
who wrote the phenomenonally successful Dragon Quest series, Shining And
The Darkness is Sega's most highly anticipated role playing game.

     One of the original  misgivings I had  about this game was the lack
of originality in the selection of character names.  The people who will
eventually join you on your quest, a mage and a hobbit, are named Merlin
and Bilbo, respectively.   For me, this did not  seem like an auspicious
start for such a heavily promoted game.  However, once I started playing
the game, I realized that while the names are rather  contrived, the ac-
tual plot and game play of the game is quite interesting.

     The story  begins with the evil Mephisto's  kidnapping of the prin-
cess Clea.   Mordred, Max's (your character) father, departs for Mephis-
to's stronghold in an attempt to rescue Clea.   Mordred eventually finds
Clea but must defeat  Mephisto.   In a fight to the death, Mephisto tri-
umphs and Clea remains a prisoner.  It is at this point the game begins;
Max must rescue Clea, avenge his father, and achieve knighthood.   Along
the way, Max will meet  people who will join his  cause to restore peace
to the kingdom.

     The graphics in Shining And The Darkness are set in a first  person
perspective much like that of the original Phantasy Star.  While explor-
ing the dungeons, monsters  occasionally jump  out of corridors to fight
the party.  Most of the time, however, the  game just  states that there
is an encounter and combat begins.  In these instances, the monsters are
not shown  walking out of corridors -- rather, they just suddenly appear
on the screen.  While the graphics on Shining And The Darkness are pret-
ty good, I felt the  graphics  could have been better.   Out of the role
playing  games I've  played so far on the  Mega Drive (Phantasy Star II,
Phantasy Star III, and  Vermilion), I feel that the  graphics in Shining
And The Darkness are the least impressive.  This is probably because the
team that  programmed Shining  And The Darkness used to  program Famicom
games and this represents their first work on the Mega Drive.

     Another  shortcoming of Shining And The Darkness is sound and back-
ground music score.   During game play, only a few music scores are used
and the composer did not do as good a job as the  musicians in the Phan-
tasy Star  series.   But being that  Shining And The  Darkness is a role
playing game, sound is not  central to the  enjoyment of the game.   The
final fault I found  with Shining And The Darkness is the  small size of
its world.   For an 8 Mbit game, I was  surprised to find that this game
did not  have as  many  dungeons or dungeons as big as  Phantasy Star II
which is a 6 Mbit game.   However, despite the smaller size of the world
in Shining And The Darkness, it still  offered me over 80 hours of  play
time.

     As a role  playing game, Shining And The Darkness is above  average
with its magic system.  Whereas most games just give spells upon gaining
levels, Shining And The Darkness has  different  levels for  each spell.
As the spell  caster gains  experience, the spells  become more powerful
and effective.   Another plus in Shining And The Darkness is that combat
is not as frequent as in many other role playing games.  To further les-
sen combat, a spell  can be  cast to render the  party  invisible to the
monsters in the dungeon.   This is extremely welcome since more time can
be devoted to exploring the dungeon rather than fighting (unlike Vermil-
ion, the all-time leader in the quantity of combat).

     Shining And The Darkness  does not  represent  the  best use of the
Mega Drive's abilities but it is a fun game.   The quest is well thought
out and the mix of combat and exploration is perfect.   With more exper-
ience programming the Mega Drive, Shining And The Darkness' creators can
only creat better software in the future.

     Graphics    : 7
     Sound       : 7
     Gameplay    : 8
     Originality : 7
     "Funness"   : 9
     Overall     : 7

Shining And The Darkness, for the Sega Genesis, from Sega Enterprises.

------------------------------

From: hawley@adobe.com (Steve Hawley)
Subject: Lynx: Gates of Zendocon
Date: Wed, 10 Apr 91 16:26:39 PDT

The Nutshell Review: 8.5 on the Massive Proton Death scale

This review is going to be biased.  I'm telling you that up front, so
don't panic.  All reviews are biased.  You probably know that at some
level, but most reviewers don't let on, or even worse, try to *sound*
unbiased, so you get seduced into believing that they are impartial.
Bogus!  I'm not impartial, and I won't pretend that I am.  If a game is
produced with enough care that it has no major bugs that get in the way
of the playability, then it impossible to rate is objectively since
what's left is what appeals to you.  I'll tell you what appeals to me,
then tell you about the game, then tell you what I like about it and
what I don't like about it.  The rest is up to you.  You have to take my
opinions and normalize them with respect to yourself if you want some
help in deciding whether or not to lay down the cash.  You won't get any
numbers from me (ie, graphics:  8.374213 on a 1-10 scale), except for my
nutshell review which is only there to confuse you and get you actually
_read_ this.

Let me start off with a little background about myself.  I consider
myself a prime connoisseur of video games.  I was an early teen when
Space Invaders was released, and I was a fairly adept assembly language
programmer when Asteroids was released.  I sold my first video game for
the Apple ][ the year after Defender was released.  This means two
things.  One:  I had/have a strong appreciation of what it takes to
create a video game and have an eye for what makes a "good" game (for
some definition of good).  Two:  I spent most of my savings on video
games when I was in high school.

I like games that "feel" good to play.  This usually comes first in
deciding if I like the game or not.  My all-time favorite game is
Defender and it always felt incredibly good to play.  The controls were
sturdy and well- placed; the auto-scrolling for reversing was very well
done; the weaponry was just about where you want it to be:  enough to
give you a sense of power, but not enough to make you feel invincible;
it had a concrete goal, but granted you generous latitude in how you
could carry out that goal.

One of my least favorite games is Space Harrier.  It felt terrible; the
character's movements didn't bear much resemblance to real life (ie, it
took little or no effort to move him around.  There was no feeling of
momentum.  It just didn't wash).  There never seemed to be a real goal
except to kill or be killed.  The game seemed like a wet dream for a
programmer:  color sprites galore with scaling in hardware.  Big deal.
Hardware alone doesn't make the game.  If the game had a good feel, I
could've forgiven the lack of coherence.

I have yet to see a "perform a canned set of judo moves over scrolling
backgrounds until you reach a 'boss' character" game that can hold my
interest.

OK, now that you have an idea of my tastes, let's take a look at the
Gates of Zendocon.  GoZ is a game of the shoot 'em up variety where you
pilot a death machine through tons of really nasty levels with truly
strange things that are actively trying to put you out of their misery.
These truly strange things were left by this big, ugly, red brain with
claws and a gazillion eyes.  You goal is to fight your way through the
great unwashed masses of creatures and machinery to face the big, ugly,
red brain with claws one-on-one.

Your ship carries with it a shield, some sort for forward laser, and an
unlimited supply of bombs.  Your ship can also inflict damage with the
exhaust jets.  Your death is usually brought about in 3 stages:  first
your shields get blown off (your shields emanate from a fin in the
back), then the nose of your ship goes away, leaving you with just bombs
as weapons, and finally you get toasted.  How much damage you can take
depends on whether you're playing the easy or hard setting.  The easy
setting is just that.  You can get away with a lot of slop before you
lose your shields.  On the hard level, it takes a single hit of just
about anything to cause damage.  Along the way, you can supplement your
arsenal with companion pods that orbit your ship.

Each level starts out in a stargate/space dock that has a code to allow
you to restart at this level instead of having to play through the
entire game.  Die, and you come back to the last dock.  At the end of
each level you are presented with one or more docks that gate you into
other levels and afford you the opportunity to land your ship and swap
it for one in mint condition.

You fly over scrolling backgrounds with a certain amount of foreground
detail as well.  The playfield is about three times as tall as the
display, affording you plenty to room to explore/dodge/get pinned.

The bad guys are many and varied.  Any attempt to describe/list them
would be futile.  There are just too many types.

OK, so much for the game description, here's what I like:

Plays pretty well.  The ship takes a wee bit of effort to move around.
It doesn't model acceleration because you don't carry any momentum.  In
other words, you can't move at full speed right away; you have to speed
up to get to full speed, but you can stop instantly.  That feels funny
at first, but not bad.

The explosions are pretty attractive and the explosion noises are
fantastic.  It really gives you that "lone rider of the apocalypse"
feeling.  The levels are very well designed.  There are very few levels
that you can get through by just holding still and holding down the fire
button, and the rest aren't impossibly difficult.  This is a tough
balance to strike.  Trust me.  It's really hard to create bad guys who
aren't so stupid that they just die for you, and aren't so smart that
the player doesn't even stand a chance.

The music is pretty good.  There are 4 different songs that play, with a
new song at the next level.  It isn't intrusive, yet it impels you
pretty well.  Fits the mood.

The companion pods are pretty well done.  They track you well and manage
to stay out of trouble (ie, not destroying themselves _too_ often going
through an obstacle in an attempt to catch up).

There are some real gems in terms of levels that show the true nature of
the twisted minds of the programmers/designers.  Several levels feature
these huge things that look like giant nerve cells that swing back and
forth really fast.  One level features you fighting some bad guys who
are subject to Conway's rules of life, with you as the main mutating
factor (by killing them or colliding with them).  There is a secret
level which allows you to fight against the faces of the programmers.
Surreal.

The bad guys are animated fairly well considering how many of them there
are, and the designs look pretty good.  Not too many "unidentifiable
blue blobs".  If you think this is easy, sit down with a piece of paper
and fill it with sketches of nasty monster things.  Takes a while,
doesn't it?

If you like dishing out hot electric death, you'll like this.

Now the bad points:

Some colors for the levels are very poorly chosen.  Bright yellow
backgrounds don't cut it.  Fortunately, this is rare.

You have just a little too much fire power.  One of the companion pods
in particular, emits a beam that is a vertical bar that grows in length
as it moves forward.  It basically destroys everything is wipes over,
and nothing will stop it (although there are some things that can't be
destroyed by it).  When you have this weapon, you are basically
invincible.

The difference between "easy" and "hard" is in two forms:
1) The "easy" level ship is much more resistant to damage, whereas the
   "hard" level ship is made of tissue paper.  
2) The hard level moves faster than the easy level.  There is no difference 
   in terms of level content, bad guy density, their behavior, etc.  I 
   think this is not the best way to differentiate between levels of 
   difficulty, since the main discriminating factor is not the content 
   of the level, but your reaction time.

There are these laser beams (I guess) that are one pixel tall that come
at you from out of nowhere, can't be shot, and on the hard level can
take out your entire ship (since they can be destroyed, they can impact
your ship 3 times as they pass through).  They are a sort of
non-sequitur in the game.  They don't fit it well.  It really looks like
somebody in the hierarchy said, "this game is too easy, make it harder"
when the game was close to release, so this was added in at the last
moment.

Actually fighting the big, ugly red brain with claws is a walk in the
park.  Kind of anticlimactic compared with the rest of the game.  This
is really disappointing.

Docking to replace a damaged ship is much too easy.  I have failed to do
dock correctly exactly three times.  If this is supposed to be an
integral part of the game, it should be more challenging.

Summary:  In spite of the bad points, I *like* this game.  It shows a
fair amount of imagination and attention to detail (which makes the
noted deficiencies even more puzzling).  I paid $13 for the game (from
Children's Palace during a clearance) but it normally goes for around
$35 or $40.  At 25 cents a game, that's 160 games for $40.  It held my
interest for more than that, and still holds it pretty well.

The Gates of Zendocon, for the Atari Lynx, by Epyx

------------------------------
 
From: see@cs.utexas.edu (Jason H.T. See)
Subject: PC: Death Knights of Krynn
Date: Thu, 4 Apr 91 12:40:37 CST

I've just finished the Death Knights of Krynn(DKK), and thought
that I'll write a review for those of you who are interested
in buying the game.

Death Knights, the sequel the Champions of Krynn(CoK), is the second
in a series of FRP adventures in the Dragonlance Saga. The game
picked up from the celebrations at the end of the CoK, and ended
with the archvillian, Lord Soth, being teleported to another
dimension, thus setting the stage for another sequel in the future.
You can either import your characters from CoK, or create your
own characters.

DKK uses the same interface as the previous SSI AD&D games, like CoK.
In the past I used to like this a lot, but after playing the new
interface in Eyes of the Beholder, I find that the old interface is
rather cumbersome, and boring. Graphics is in EGA, and the sound is
not very captivating.

The plot itself is rather simple.  There is 1 long sequential quest,
with a large number of simple, 1 screen quests, that can be completed in
any order.  Most of the 1-screen quest are extremely easy; I finished
the game in 1 weekend (2 nights of game-playing).  The game is similiar
to CoK in that there is a large main map that the adventurers can
explore.  As they explore the large map, they will fight monsters, meet
people or stumble upon places where there are quests to be solved.
(examples are the Kuo-Tao Slave Ship, the Fun House, the Father of
Trees, etc) In each of these tiny quests, the team will discover what is
to be done by talking to the inhabitants there.  Upon completion of each
of these tiny quests, the team will gain experience and treasures.

Upon completion of the game by getting rid of Lord Soth, a special path
will be opened in the main map, leading to a SPECIAL CHALLENGE.  (a kind
of grandmaster ending which is really hard to stumble into, and very
satisfying).  This quest is not marked visibily on the main map; you
have to be very patient, or very fortunate, to stumble across it.  The
quest involve the temple of Thakasis, and you'll meet lots of tough
monsters, including Spectral Dragons, Death Knights and high level
Vampire Mages.

   Playability   : 7
   Documentation : 7
   Realism       : 7
   Interface     : 6 (Average, compared to Good as in EoB)
   Difficulty    : 5
 
Death Knights of Krynn, from SSI for the IBM PC and compatibles.  
Supports EGA (not VGA), $39.95.

------------------------------
 
From: Wyvern@cup.portal.com
Subject: PC: King's Quest V
Date: Fri,  5 Apr 91 17:18:31 PST

     Many have looked forward to KQ5 with great anticipation. The promise 
of vastly improved graphics and sound has had many fans of Sierra games 
watering at the mouth. There is little doubt that Sierra had produced the 
promised glitz with this game. The graphics are indeed beautifully done and 
filled with great detail. I do not have a sound board so cannot comment on 
the music accompanying the game except to remark that I found the music 
using the speaker that came with my computer annoying rather than 
enjoyable. <Sentinel Worlds I still has the best music not requiring a 
sound board!> 

     This game is huge taking up almost 10 MB of disk space and all your 
memory. Memory becomes a problem in this game. You have to cut everything 
down to the barest of bones to be able to run the game. That is not easy. I 
did so and still had the game crash on me during the end game sequence for 
lack of memory <I never got to see the end game :( >. Why didn't Sierra 
bother to take advantage of extended memory?? This game was written for the 
best of everything taking advantage of VGA graphics and sound cards but 
doesn't allow for extended memory? PLEASE!!      The game is suppose to be 
playable with either mouse, joystick or keyboard. It is NOT playable with 
the keyboard <pity too, if it were I might have been able to see the end 
game sequence>. Playing with a mouse works well by can cause problems with 
available memory. 

     Perhaps it is ironic that as an artist I am not really that impressed 
with this game. Yes it's beautiful, but that is just glitz. I'd be happier 
if there were more of a game here and less window dressing. There are times 
in this game where the window dressing actually gets in the way of the 
game. In past games of this series, just about everything had some purpose 
in the game and the problem was figuring out what to do with it. KQ5 has 
many dead ends/red herrings upon which the unwitting player can waste much 
time and a great deal of frustration to no end. Other areas are so filled 
with detail that it becomes difficult to spot the one small item that you 
need to find or explore.

     KQ5 is also filled with many animated sequences. I know that there are 
players out there that enjoyed these sequences. Some of them are enjoyable. 
My favorite is the sequence in Mordack's laboratory with his strange 
machine. On the whole, though, I would have preferred far fewer of these 
"sit back and watch" episodes.

     On a whole, KQ5 is a game for those who are fond of special effects 
and fans of the KQ series. I'm just glad I didn't pay full price.

RATINGS:               Comment

Graphics:    10        While beautiful, not always in the best interest
                       of the game.
Music:        ?        I have no music card. The music using what speaker
                       I had was unimpressive.
Game:         5        No great shakes and rather short.
Cost for Play 2        Okay, my rating here is low. I admit it but I don't
                       believe I got my money's worth.

KING'S QUEST V, Sierra On-Line, for the IBM PC and compatibles.
Suggested price $69.95; Babbages price  $39.99

------------------------------
 
From: Wyvern@cup.portal.com
Subject: PC: Dark Heart of Uukrul
Date: Sun,  7 Apr 91 15:48:03 PDT

     I'm impressed! This slick variation on the dungeon crpg is not only a 
lot of fun, it's cheap too! The manual is thorough. The graphics are nice. 
The are puzzles interesting. The user interface and auto-mapping work well. 
The program isn't overly large <250Kand the game comes with both 3.5 and 
5.25 disks. Gee, I can't think of anything wrong with this game! Okay, if I 
must think of something wrong with this game it's spell names like: 
"cyqieqaraqk" but that isn't a spell you use very often like "lum" <light>. 

     Dark Heart of Uukrul supports VGA, MACGA, EGA, CGA and Hercules 
graphics which should please just about everyone. I played in VGA mode and 
found the graphics pleasing. Most of the graphics do consist of the same 
dungeon walls in 3D. While the repetitious nature of the environment has 
bothered me in other games, I was too involved in the game to get bored 
with them in DHOU. Combat scenes are an overhead view which works quiet 
effectively. The monsters and magic within a battle are nicely handled.

     Dark Heart seems to have taken the best portions of many games and 
utilized them all here. To tell you that it is like Magic Candle or Pool of 
Radiance or Dragon Wars would really not be accurate or informative. 
Certainly there are similarities between DHOU and many other games 
especially in terms of user interface and/or visualization of combat but I 
find myself placing DHOU in a class unto itself. This is a very good game. 
The thought and effort that went into it is obvious. Consideration for the 
player has been given more emphasis than I have seen in many a game. Part 
of the plot of the game is to collect 6 stone hearts. There are 8 hearts 
available within the whole game which allows for a player to miss one or 
fail to solve some of the many puzzles and still be able to win the game. 
Great emphasis has been placed on making this game user friendly.

     Dark Heart is not a game filled with a muliplicity of character and 
skill choices. You play four characters: fighter, paladin, priest and 
magician, period, no other options. The game provides a predesigned party, 
but you can create your own. You can even play multiple parties. Your 
character's stats are determined by how you answer a simple list of 
questions. Once your party is created, you enter the city of Eriosthe' and 
begin your explorations. Level increases are given when you have obtained 
sufficient experience and return to one of the many santuaries. Your 
characters always recieve an overall increase. Unlike other games where 
your stats can go up and down and you end up playing "restore restore" to 
maintain a constant improvement of your character, in DHOU your characters 
just keep getting better. Isn't that the way it should be? 

     Saving your game can be done anywhere but creating a backup <to which 
you can easily restore> can only be done in sanctuaries. It is simple to 
create your own backups by simply copying the appropriate files to another 
directory. There is only one store in the game which is easily reached via 
the multitude of teleporters throughout the whole game. The store gives you  
a better buy back rate than I have seen in any game. An identified item 
will bring in more money than an unidentified one but the difference is 
not extreme. Most items can be unofficially identified by simply looking 
at the icon for it. Almost all items are available at all times. A few 
special items will only begin to show up after your party has gained 
experience and levels. The store can run out of some items <scrolls and 
potions> but most show up again a few visits later. Many weapons can be 
fixed at the forge and there is a healer, a mausoleum for resurrecting dead 
characters and a tavern where you can hire replacements if you prefer. 

     While on the surface Uukrul appears to be the same old "rid the world 
of the great evil" plot it is presented in a fresh manner with great 
attention to playability. The puzzles are varied and interesting as well 
as challenging. While other game companies have been devoting their time to 
glitz, Broderbund has spent it on what really matters: good programming, 
good plot and lots of FUN! BRAVO! and is there a sequel?? 

The bottom line is Uukrul is an excellent game! BUY IT!

Fun              10
Playability      10
User Friendly    10    One of the best I have seen. The auto-mapping is
                       a user's dream come true!
Documentation    10
Puzzles          10
Combat           10
Graphics          7    Not state of the art, but the game more than makes
                       up for that.
Sound            none

The Dark Heart of Uukrul by Broderbund, for the IBM PC and compatibles
Suggested retail: $24.95; Egghead's price: $19.99

------------------------------
 
From: bhv@mot.com (Bronis Vidugiris)
Subject: PC: Eye of The Beholder
Date: Mon, 11 Mar 91 21:07:38 CST

Since 'Eye of the Beholder' just arrived at Babbages here in Chicago
(and I bought it), I thought I'd share my first impressions here.  Eye 
of the Beholder is SSI's new Dungeons & Dragons computerized roleplaying 
game, currently available for the IBM PC.  

My review system is a 16mhz 386 with VGA graphics and PC speaker sound.

A bit about my biases - I like computer FRP games.  It's my favorite
sort of game.  As far as specifics, I really liked Wizardry, which is
where I started out - though it didn't have the competition that it does
nowadays.  I also liked Dark Heart of Uukrul, Curse of the Azure Bonds,
and the new Wizardry Game 'Bane of the Cosmic Forge'.

The first thing about 'eye' is that it works in REAL TIME.  You have to
decide what to do quickly, or you have problems.  A mouse is a great
help in playing this game - I started without one, and I was getting a
little frustrated with the system, though I think I'd have adapted in
time.  I'm enjoying the game a lot more with a mouse.

The game is based on a 'point of view' idea.  You see on the screen what
your characters would see.  You might catch a glimpse of a monster
lurking ahead behind the corner - and, if he spots you, he'll appear to
walk toward you in a realistic '3-d' animation.  You never see your own
party on the main screen - but you do see their graphics on the right
side of the screen, which has a status display for all characters
(default), or the detailed pictorial inventory for a player or his
statistics when in the 'inventory' mode.

The monster and party graphics are excellent - but the wall graphics are
not very good, IMO.  It may be a matter of taste, but I find the bright
orange brick walls in the first three levels rather ugly.  There are
other graphics later in the game, but they share the problems of strange
garish color schemes, and a lack of the fine detail that should be
possible with a VGA display.  The bricks are not really brick sized
bricks - they are way out of proportion, being approximately 1/2 man
sized at a guess - there are maybe half a dozen of them in total for one
'wall' section.

Floor buttons and other dungeon features are also quite big.I imagine
that all of this was done so that the game could work in CGA mode, which
it does support.

The game keeps tract of every object - if you drop it, it stays there.  I'm
not sure if there is a limit on the number of objects or not - I wouldn't
leave anything valuable just 'lying around'.

The combat system is completely different from the previous SSI games.
There is no tactical combat movement - the two characters 'in front'
take the brunt of the damage and attack with meele weapons, the last two
characters can cast spells or use missile weapons.  Characters in the
rear can take damage from missle weapons, spells, or an attack by an
unseen monster group from the rear, however.

The combat is real time, and consists of clicking or 'using' the readied
weapon.  or spellbook.  You can only 'use' a weapon every so often - it
'grays out' until you can swing again.  Spells are handled similarly -
you have to 'click' on a readied spellbook to cast a spell, then you
have to select the spell you want from a menu.  This part of the game
works a lot better with the mouse.  Switching weapons or changing from
weapons to spellbooks in combat is theoretically possible, but as _all_
your characters stop fighting while you fumble with the inventory, it's
not a good idea in practice.  Keeping whatever characters that have
something ready fighting is the best tactic.  Only the first two
characters can use 'melee' weapons - others must use spells or missle
weapons.  Similarly, only the first two characters can be hit by melee
weapons - from a frontal attack.  It's possible to get surrounded and
attacked from several directions at once - but it's not advisable to get
yourself into such a situation!  Your party will only attack what's in
front of them - the other monsters get in 'free shots' until you turn
and deal with them, and will attack the (presumably) less well armored
party members (such as spellcasters) rather than the 'front line'
fighters.

One handy touch - there is a map of the first three levels included with
the game.

I've had a few minor bugs (I think), but they are not of the repeatable
sort.  One character started out with two MU spells, and went down to
one for some reason.  Another time, I dropped an unneeded extra object,
and had it disappear permanently, rather than appear on the ground.

All and all, I'm begining to like this game, after a somewhat uncertain
start due to the 'arcade' aspects of the game [aggravated by my lack of
a mouse].  There are still aspects of it I would change, such as the
wall / background graphics.

 
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