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(send Digital.Games/Digests/Digest.25)

 
                     Digital Games Review Digest, Number 25
 
                             Tuesday, May 14th 1991
 
Today's Topics:
 
Game Gear:  Castle of Illusion starting Mickey Mouse
Lynx: 	    Klax

PC:         Full Metal Planet
PC:  	    Battlehawks 1942
Mac: 	    Bane of the Cosmic Forge
Amiga: 	    Speedball II

Genesis:    Granada
Genesis:    Gain Ground 
Genesis:    Dangerous Seed 
Genesis:    Gynoug
TG16:       Dungeon Explorer 

	    The Best and Worst Video/Computer Titles

----------------------------------------------------------------------
 
Date: Sun, 14 Apr 91 17:24:28 PDT
From: hlee@cory.Berkeley.EDU (Han Lee)
Subject: Game Gear: Castle of Illusion starting Mickey Mouse

One of the first batches of SEGA Game Gear games released in the US is Castle
of Illusion starring Mickey Mouse.  Castle of Illusion for the Game Gear
is based on the existing game of the same title available for the SEGA
Genesis.  But don't let the same title fool you in thinking that they're
the same games.  The two games are, except for the music, completely
different, and the Game Gear version, while in graphics and sound not as
good as the Genesis version, has better playability than its cousin's!
So you're not getting a "same-old-but-lamer" version.  

Basically, the story and stage layout in Game Gear Castle of Illusion is
similar to the Genesis'.  However inside the stages are completely different.
Some new features are also added; for example, Mickey can pick up different
objects ranging from rocks to cup cakes to throw at enemies or place them on
the ground to jump to higher places.  This greatly adds a lot of challenge
to the game as you have to figure out how to reach certain places or 
accomplish certain tasks in a puzzle-game manner.  This game is not just
a puzzle game, however; the speed and action mechanics of the game is 
implemented very well, and pretty soon, you'll be addicted to it.  Combine
these with lots of surprising interactions with the background, hidden
rooms and items (there're a lot!) and huge, well drawn bosses, you've got
a game that's well worth the price of $34!

Graphics is also this game's strong point.  The characters are drawn in
extreme details and a variety of colors are used in the background;
you can even see Mickey wiggling his tails.  Also the background in the
final stage (inside Mizrabel, the witch's castle) is near-Genesis quality!
I wasn't, however, quite impressed with the sound, but this is probably 
because I'm spoiled by Genesis version's.  Still, it has pretty much all
the musics from the Genesis version, and they're fun to listen to.

I usually don't give point-ratings about games, but since this game is
so good that I am giving them:

    Graphics   9
    Sound      7
    Character  9
    Game Play  9  (very fun and addicting)
    Ending     8  (cute ending)

    Overall    9  (This should be the first Game Gear game you should buy)

Castle of Illusion Starring Mickey Mouse (by SEGA) - 2 Megabits cartridge
   for the SEGA's portable game system GAME GEAR.
 
------------------------------
 
Subject: Lynx: Klax
Date: Thu, 2 May 91 15:05:17 PDT
From: DENIS54@SNYPOTVA.BITNET (Timothy Denis)

Klax for the Atari Lynx is a puzzler type game.  In the tradition of
Tetris, players must drop "tiles" into a pit in an appropriate pattern.
The object is to drop the tiles so that their colors line up vertically,
horizontally, or diagonally.  When this is accomplished those tiles
disappear.

The game gets very challenging very quickly. Tiles begin coming faster
and in greater number, suddenly you find yourself out of control.

Once in a great while, a wild tile will come rolling toward you.  This
Can be used to make large multiple (more than three tiles) klaxes.
These tiles are necessary in order to utilize the two secret warps on
levels 6 and 11.  To get the secret warp, make a big "X" pattern with
your tiles.  If successful, you will be transported to either level 51
(when warping from level 6) or level 56 (when warping from level 11).
You'll receive 700,000 bonus points for this.

Beginning in level 70 the game starts giving you more colors, this makes
the game very hard.  But after level 85 or so, the game gets relatively
easier.

After the player has completed 100 levels, the game is won.  A
spectacular ending sequence is your reward.

The game has many strong points.  Klax has the sounds digitized right
out of the arcade version, clear and crisp as if it WAS the arcade
version.  Each tile is given a distinct sound, at the beginning of each
level a very nicely sampled female voice announces the type of level
about to be encountered.  When a particularly spectacular klax is
scored, the female voice exclaims, "Yeah!", or "Ohhhhh!"  depending upon
the klax's size.

The graphics are not very spectacular, with some nice backgrounds, but 
for a puzzle game like klax, the graphics are much more than adequate.

After playing Klax my first time I had one thing to say, "How come the
arcade version is so big?"

Definitely Klax is a must get for Lynx owners.  It is undoubtedly the
Best game presently out for the Lynx (And I have played all 17). It makes a
great show piece and is well worth the money.

                Sound		10
                Playability	9
                Graphics	8
                Documentation	8
                Fun-Factor	10
                Overall rating	9 1/2

Klax is available from Atari at a retail price of $34.99 (but I bought mine 
for $29.99) and is available for EVERY SYSTEM! (NES, Lynx, Genesis, Turbo, 
coming to Gameboy, all major PCs) With one exception, Klax cannot be played 
on Sega's Gamegear...yet.

------------------------------
 
Date: Tue, 16 Apr 91 07:33:49 PDT
From: Doug Bieber <decwrl!uunet.UU.NET!felix!bieber>
Subject: PC: Full Metal Planet

Full Metal Planet (FMP) is a multiplayer, strategy game developed by
Data East USA.  The objective of this game is to land your corporate freighter
on a volatile planet surface (Full Metal Planet) and load all the ore that
your ship can carry.  In the process, you can attack or capture your rivals'
equipment if possible.

Each player is provided with attack boats, barges, tanks, transporters (crabs),
and a "Weather Hen".  This last item can transform ore into new equipment and
has the ability to predict changing tides.  This is important since the 
topography of the ocean can change from turn to turn affecting game play.

Various strategies may be developed.  A player may choose to gather ore, and
hence gain points.  Or, a player may decide to attack an opponent and gain
victory through destruction.  Without going into great detail, there are
numerous strategic possibilities within this game.  As well, the rules are
not so extensive that it becomes impossible to remember how to play.  Once 
some of the basics have been committed to memory, the game will flow.

FMP is very addictive.  It's probably best played against human opponents
since the computer player provided can KICK SOME SERIOUS BUTT (I hate to lose).
Another great aspect about this game is that it can be very cut-throat.  Be
sure that you play with friends who will speak with you when game play is 
completed.

There are several bugs in the game.  None of them were serious enough to 
interrupt play or to cause me to regret having made this purchase.  The
playing field (as stated before) is a multi-terrain area.  Unfortunately,
only one map exists.  It would be appropriate if the player had a choice of
multiple maps, or could develop their own gameboard.  Over time, the map
which was provided becomes too familiar, lessening the enjoyment value of
the game. 

The graphics are 256 color VGA, but lower resolutions are supported also.  The
playing board consists of a terrain layout which includes water, mountains,
swamp, and flat-lands.  The view provided is a top-view; both a detail and
high-level map are available.  The sound that is provided is OK, but is not
necessary for enjoying this genre of game.  As of this writing, I am uncertain
if sound boards are supported.

The diskettes are not copy protected.  However, in order to play the game
the user is prompted to provide information from a specified page in the
manual.  This method does not distract from the game.

The equipment that I have played this game on:
    o 386-33 Clone w/hard drive
    o MSDOS 3.3
    o VGA Color Monitor (Trident driver)
    o Logitech Bus Mouse
    o (No sound board) 

I particularly enjoy multiplayer computer games, especially those which
offer a strategic challenge.  I'll invite some friends to drop by, buy some 
beer and pizza, and stay up until 3:00am cussing at the computer.
Unfortunately, there does not appear to be a great number of multi-player
strategy games on the market (compared to single player games) that offer
decent graphics and originality.  I believe that this game is one of those
exceptions.

On a scale of 1 to 10 (10 being best), I would give this game a rating of 8.
If map making ability was provided in addition to a bit more diversity,
this game would have received a much higher rating.  A "diverse" game, in
my opinion, extends the life of the game over time (ie. it will keep your
interest no matter how many times it is played).

     Graphics:		8.5		|  Data Ease USA, Inc.
     Sound:		n/a		|  1850 Little Orchard Dr.
     Human Interface:	8.5		|  San Jose, CA 95125
     Difficulty:	medium		|  (408) 286-7074
     Diversity:		low
     
      Overall:		8.0
 
------------------------------
 
Date: Mon, 29 Apr 91 19:18:51 -0600
From: kguinn@diana.cair.du.edu (Kip J. Guinn)
Subject: PC:  Battlehawks 1942

Battlehawks 1942:  A WWII Naval Air Combat Simulation.

Battlehawks 1942 presents realistic naval air combat in a simple, easy
format.  The play is designed for air combat action, with the emphasis
solely on the airplanes and their missions.  Few frills are
present--ship detail is decent, while background routines (flack, sea
surface, etc.)  are kept to a minimum.

The game installed smoothly on two different hard disks, and runs well
from floppies.  The two game disks copied (for backups) easily onto a
high-density disk, so that you do not have to swap floppies during play.
Game play is smooth at 8, 12, 16 and 25 Mgh; however the mission loading
is slow at best--and at the slower speeds wait time can be quite long.
The play itself was smooth, and no bugs affecting play were detected.
Joystick support is excellent.  Sound is excellent from the internal
speaker--I do not know if sound boards are supported for this game.

You can fly three type of aircraft (both Japanese and American
versions):  fighters, torpedo bombers and dive bombers, in two types of
missions:  training and active duty.  Training missions range from
gunnery practice, fighter intercept and escort, to bombing practice, and
come in various levels of difficulty (as do the active duty missions).
In every mission you get the chance to modify certain parameters:  plane
model, ammo, fuel, plane damage level, starting altitude and enemy skill
level.  This is especially useful in the Training missions, where you
can modify the skill level of the enemy to give you a greater challenge,
and to practice against them before taking on the active duty missions.
In active duty missions, changing any of the options means the mission
will not be recorded on the pilot's service record.  These active duty
missions cover four important battle of the war in the Pacific:  Coral
Sea, Midway, Eastern Solomons, and the battle of the Santa Cruz Islands,
with four missions available for each theater.

The duty missions are varied--each theater has various missions; dive
and torpedo bomber missions and fighter intercept missions for each
side, and fighter escort flights are available in two of the theaters.
The missions range in difficulty from easy, moderate, to hard, with an
"impossible" mission for each side.  Flight briefing is simple and to
the point.  The security for the game comes in here--you are presented
with a picture of a Zero, and have to find the corresponding picture,
and code word, in the manual.  This happens for every mission, and it
slows down play.  You always start the mission at altitude (there are no
carrier take-offs or landings here--dang!).  There is no in-flight map;
you have to rely on the scan view to figure things out visually.  As in
other Lucasfilm games, you have various views from your plane, plus the
scan view, etc.  Cockpit scenes for each plane are detailed and
realistic, and include both airframe and engine damage indicators.  You
can parachute to safety if need be, and when the mission is over (you
get a message when it is) you can just hit 'q' to quit.  If you quit
before receiving the message, your score will be affected.  In short,
sometimes you have to endure the flack on your way out (and you _can_
get flak hits).

The play itself is exciting, fast, and fun.  It can get quite hairy
pulling in behind diving Vals, trying to take them down before they drop
their bombs, or screaming down on some hapless Kate torpedo planes which
are skimming the surface, trying to knock them out before their torpedos
get underway.  Hanging your Wildcat fighter on a wing, bringing it
around at 50 feet to take another pass at the Kates is great fun.  The
game realistically portrays some of the problems faced by both sides
during the war.  You can easily outfly Japanese torpedo planes, but they
can slip through at very low altitudes--while you dodge their rear
gunners, they are continuing on to the carrier.  You have to act fast.
The Japanese didn't have self-sealing gas tanks on their aircraft,
making them vulnerable as hell--something the game takes into account
very well.  The Zero is a joy to fly, snapping it around the sky,
rolling in and out of fire while you pull up behind the lumbering
Wildcats or Avengers, your 20 mm.  cannons hammering away at them.  Sure
the American planes are far better armored, more sophisticated (we had
self-sealing tanks, for one), but that just makes it all the more
satisfying when your Zero flames one.  It is very difficult (and
realistic) for the Japanese to stop a dive bomb attack--your plane
cannot sustain the hits from the rear gunners, and the American planes
can take much punishment before going down--but if you manage to put
enough fire on them, you might cause them to pull up or release
prematurely.  A good, and realistic, feature of the game.  There is
nothing worse than seeing your carrier go up in black cloud (the game
allows the carrier-shaped cloud to hang in the air for a good length of
time--just to make sure you know you screwed up :-).

You can create pilots and review their service records, showing their
medals, promotions, number of kills, and the missions they have flown.
The game also keeps track of how many planes you have lost (lose ten and
you're grounded) and how many missions you have successfully completed
(after sixteen you're retired).  You can delete and rename pilots from
the game, review best scores for each mission and see the best careers
of your pilots.  You can also review the planes in the game, seeing the
specifications, and rotate the planes around, etc.  The game manual,
(always a Lucasfilm strength), is excellent, with great pictures, battle
history, historical overview, plane reviews, etc.  A great touch.  The
comprehensive manual provided by Lucasfilm for games like this and
Battle of Britain are a wonderful addition to the package, and certainly
make you feel like you got your money's worth.

     Graphics: 8               Sound:  7
     Complexity:  5            Playability:  8
     Fun Factor:  9            Manual:  9
     Overall Score:  7.6       Recommendation: High
    
  Battlehawks 1942, from Lucasfilm Games. IBM Version.

------------------------------
 
Date: Wed, 24 Apr 91 00:45:31 -0400 (EDT)
From: Jonathan Pace <jp48+@andrew.cmu.edu>
Subject: Mac: Bane of the Cosmic Forge

Initial Impressions

Bane of the Cosmic Forge has finally been released for the Mac.  Bane, a
Fantasy Role Playing game, is described as the new generation of
Wizardry crafter in the tradition of its predecessors."  Bane does play
like the first five scenarios in the Wizardry series, but the game has
been completely rewritten.  I've had it for two weeks now, so my
experience is limited to playing with basic characters and toying in the
dungeon.

Wizardry I was the first game I played on my Apple IIe and I fell in
love with it.  Bane has some improvements, and some lapses, over its
ancestors.  The first thing you notice is that Bane is a blatant port
from the IBM to the Mac.  Everything has been bitmapped - graphics, text
- everything.  There are no pull down menus.  Everything is point and
click or scroll using the arrow and return keys.

The graphics are good.  They aren't smooth and polished, but they
communicate the information you need.  A lot of information is displayed
graphically.  For instance, they lets you know how tired your characters
are and how close to death, all without going into the review screens.
If you're running on a B/W system, the graphics are of less help.  The
player icons become a joke, but most critical info is still available.
During combat you can see swords swinging, spells being cast through the
air, monsters moving in front of you, etc.  With all the graphic motion
I understand why the IBM was bitmapped, but with QuickDraw available
there was no need to subject Mac users to the loss of quality and speed.

Sound quality is another matter.  All sounds in Bane are digitized but
require no special hardware to be used.  There are two types of sounds:
monster sounds and dungeon noises.  They can individually be set to
full, half or no volume.  This is a nice feature since dungeon noises
play all the time and would become quickly annoying at full volume.

The game itself is a work of art.  There are now 11 races and 14
professions to choose from.  You start by rolling characters of the
race, sex and profession you choose.  You must assign skill points
between weapons skills, physical skills and academic skills.  Each race
can only learn certain aspects within each skill realm, so a well
balanced party is a must.

Unlike the previous Wizardry series, there is no home area.  You no
longer have to return to the castle after an expedition to gain levels
and identify items.  Once you enter the dungeon you're there for the
duration.  You must rest, heal yourself and keep very good maps if you
are to survive.  Items do not need identification, and you go up in
levels as soon as you earn the experience points.  Spells casters are as
important as warriors.  They can choose from 77 spells in 4 realms of
knowledge, only one or two of which are available to any one character.
Each spell can be cast at one of six power levels, each drainingyour
magical ability.  You can also have several expeditions at once by
saving to different disks, but they cannot interact and do not help each
other.  If your characters die you can restart from your last saved
position, but loose everything after that.  Non-Player Characters form
an integral part of the game.  You must converse with them to obtain
information to help you solve the game.

Unfortunately, the game has copy protection.  One of the small
black-on-dark red books is included.  When you enter the dungeon you
must enter the word corresponding to the icons presented to you.  The
process is very annoying, and the book can be hard to read except under
bright light.

To run Bane in color you must have 16 colors, 1800k of free memory and a
monitor with 640 x 480 resolution.  (I don't know if that's a minimum
size or a required size).  To run in B/W you only need 800k of free
memory, and no monitorsize restrictions.  I've run it under Sys 6 and
Sys 7 (f3c2) and I don't see any compatibility problems occurring.

How good is it?  If you demand Mac quality graphics and pull down menus,
stayaway from Bane, otherwise it has great content.  My ratings:

           Graphics:      7       (4 in B/W)
           Sound:         8
           Playability:   6       (for the poor interface)
           Fun Level:    10

           Overall:       8

Bane is available from Sir-Tech software in IBM (and compatible), Amiga and
Macintosh format.  They sell it for a retail price of $60, or you can get it
from MacWarehouse for only $35.

------------------------------
 
Date: Thu, 25 Apr 91 14:11:03 -0700
From: kuan@iris.eecs.ucdavis.edu (Frank [Who me?] Kuan)
Subject: Amiga: Speedball II

Speedball 2 is the most excellent video game that I have ever played.
Ever.  And believe me, I've played lots.  Speedball 2 isn't just my
favorite game of the year.  It's the best game that I've played in the
last TEN years.  I have to admit, I wasn't stunned by the game at first.
I played the knockout for a couple of hours, put it down, and didn't
play it for another day.  On my third hour of play, when I began to
learn some new strategies and explore the new features of the game, I
was hooked.

I have been addicted to video games in the past, but never like this.
In fact, I played it so much that I put the game back in the box, put
that box back in the shipping container, stuffed it in the top shelf in
my closet (where I can't reach it without a chair) so that I can get
some studying done for my midterms.  I was literally glued to the game
for an entire 3 day stretch.

For those of you who are speedball fans, you might as well stop reading
this article and go order it.  Creative Computing (they advertise in
Amigaworld all the time) was where I bought it.  $32 + 3-4$ for
shipping.  I don't know if anyone else carries it.  In the past, I've
gotten all my new Euro stuff and Bitmap Bros. masterpieces from
Creative Computing.

In the original speedball, I became quite good at it.  However, I could
never quite beat the top two teams.  At best, I would tie them 0 to 0.
Or if I was lucky, I would pick up a booster pellet (or whatever you
call those letters) that would enable me to score.  Speedball 2 adds
some pretty major features that make it more flexible and fun than the
classic.  The field is significantly bigger, and there are more ways to
score.  In addition to the 10 points for a field goal, each side of the
stadium has 5 stars that light up when you hit 'em with the ball.  In
addition, there's a gizmo that multiplies your score when you hit it.
Hit it once, and your score (for field goal and lighting a star) gets
mulltiplied by 1.5 X, hit the multiplier twice and your score gets
multiplied by 2X.

When I first starting playing the game, I thought the game was only
marginally great.  The new features for scoring points seemed too
complicated, but later I really came to appreciate it.  Like Speedball
I, the sequel lets you improve your stats by picking up coins during the
matches and then buying more attributes.  The main difference, is you
have more control.  Instead of improving the attribute average for the
whole team, you have the option of upping individual player stats.

The Speedball II league has two divisions:  Division I and Division two.
In league play, you control the team "Brutal Deluxe", and you start with
very average players in the basement of division two.  If you win in
Division two (each division has 8 teams), you get promoted to division
one, where you literally get pounded by teams like "Fatal Justice",
"Turbo Hammers", and "Super Nashwan".

One of the coolest features of the game is the free agent market.  After
every two league games or so, star calibre players become available.  If
you have the cash, you can purchase them and add them to your lineup.
By the time I was promoted to division one, I had 6 star players (out of
12) on my team.  When I first saw the graphics for the players that I
started with, I thought "gee, this art sure looks pathetic for a Bitmap
Bros.  game."  Later, I found out that the average players are
intentionally drawn to look bland.  The all-star players look really
slick.  My center forward "Stavia", looks like one of those all star
hockey players.  My right wing looks like Lawrence Taylor, and my star
Goalie is a killer looking Apache chief.  Having all-star players makes
all the difference in the world if you want to have any chance of
surviving in Division I.

The play of your team really lives up to their name, "Brutal Deluxe."
Each player on the field has a certain number of hitpoints.  If a player
gets injured down to zero hitpoints, the "robodocs" come on to the field
to cart them away.  Speedball I was very physical, but Speedball II is ten
times as brutal.  You can tackle and punch anyone on the field,
including the goalie.  When I was playing the team "Fatal Justice" in
division I, I put 3 of their players in the ambulance and they knocked
out 5 of mine!  For every player that gets hauled off by the ambulance,
the offending team gets 10 points as a reward!

One of my favorite strategies is to lob the ball to the opponent goalie.
As he jumps up to catch the ball, I slide, tackle him, and power the
ball through the goal!  This strategy doesn't work too well when you're
playing the better teams though.  But there's lots of ways to score!

Another cool feature is that your teammates can have varying degrees of
aggressiveness and intelligence.  With my all-star teammates, they would
actually tackle and punch out opponents who were in my way!  There were
also a few occasions when I was setting up a shot, and my left teammate
would tackle the goalie, giving me a clear shot!

The only flaw in the whole package is the documentation.  It tends to
state obvious things very concisely, and not elaborate on some of the
more subtle points.  Otherwise, Speedball II is flawless.

	Graphics:	9
	Animation: 	9 
	Music: 		8 
	Sound FX: 	9
	Playability: 	10+

Speedball II: Brutal Deluxe, designed by the Bitmap Bros,
  published by Imageworks, for the Amiga and Atari ST (DOS within a year?)

------------------------------
 
Date: Wed, 17 Apr 91 17:30:42 -0500
From: Rav Tonsiengsom <tonsieng@cs.uiuc.edu>
Subject: Genesis: Granada

Granada represents something new as far as shooters for the Genesis go.
Instead of piloting some version of a fighter plane/spaceship you
control a tank.  The game reminds me of the GREAT Atari coin-op Assault
(can't wait for Assault on CD-ROM!)  The tank is armed with machine
guns, a powerful cannon (HTC -HyperTek Cannon) and defensive shields.
Each time you get hit you lose a a shield.  When you lose all your
shields, the next hit will destroy your tank.  The number of tanks start
out at three but this is adjustable in the options screen.

In Granada your mission on each level is to eliminate all the red dots
shown on your radar screen.  A red dot may represent many things such as
powerful weapon installations, other HTCs (HyperTek Cannon Tanks),
mini-bosses, or other such 'primary' targets.  Each level is also a
maze, and finding the path to the things that you have to destroy is
part of the fun of Granada.  When all the red dots are eliminated you go
up against the boss of that level.

The graphics in Granada are fairly good.  Not great, but the scrolling
is smoothand there is only a trace of flicker at times.  However, in
level 9 (a real killer), the enemy is firing so much ordinance at you
the play slows down a bit.  There's also some very neat scaling/rotation
effects in the game.  I will not debate whether or not they are done by
hardware or software but let it suffice to say that they are very well
done whatever the method used.  The bosses are also extremely well done:
Big, nasty, and with good detail.

The music and sounds to Granada aren't bad either.  The sound effects
aren't very impressive but still good.  The soundtrack is better than
most Genesis games out.  It is fairly upbeat and fits in nicely with
each progressive level.

The gameplay in this cart is outstanding.  This is definitely one of the
hardestGenesis games around.  Not as difficult as Gaiares, but the 9th
and last level is where you can have all of your tanks slaughtered very
easily.  The boss of this level will blow you away (literally) as he has
some very NASTY surprises in store for you.  Knowing your way around is
important since the game is timed.  This is not really a problem on
normal or easy mode, but on the hard level you should definitely know
the shortest paths to any place in the level.  Options can also be
picked up to help you.  The reflector follows your tank and fires
machine guns in all directions.  Epaulet adds homing missiles to your
tank.  Paul-Vanian gives you a circle like shield which attaches to the
front of your tank and can be launched out a certain distance where it
then commences to fire machine guns in all directions before returning
to you.  Another option rotates around your tank and deflects enemy fire
and can be sent out to seek and destroy the enemy through a ramming
attack.Finally, hidden follow your tank around.  When you blast it with
your cannon it detonates in a tremendous explosion, obliterating every
enemy with its blast radius.

Part of what makes this game hard are the controls.  The three buttons
all do different things (you can assign settings to them).  One button
is used for firing the machine gun, another for firing the cannon, and
the last for locking your turret in a certain direction.  This takes
some getting used to, but it doesn't take long to master.  Once
mastered, the controls are extremely smooth and precise.

Granada is not as graphically or musically as intense as MUSHA, Gaiares,
or Thunderforce III, but its excellent game play, combined with new
controls to master, a wide variety of enemies, and some very difficult
bosses make it an excellent buy.  Go out and get one today!

	Graphics: 	7
	Sound/Music: 	8
	Playability: 	9
	Funness: 	8

	Overall: 	8

  Granada, for the Sega Genesis

------------------------------
 
Date: Fri, 19 Apr 91 19:28:44 -0500
From: Rav Tonsiengsom <tonsieng@cs.uiuc.edu>
Subject: Genesis: Gain Ground 

There are times when shooters on the Genesis just start to wear on your
nerves, even for a big fan like myself.  This is when I turn to a game
like Gain Ground.This cart cannot really be termed a "shooter", even
though you do a lot of shooting and killing, because there is a good
amount of strategy involved in playing this game.

The object of Gain Ground is to take your band of characters into the
"Gain Ground" system, a super computer runned combat simulator gone
berserk, and stop it.  To do this you must survive 5 rounds of battle
fields generated by the super computer.  Each game you start out with a
party of three characters of which you can choose one to use in battle.
Each character has his/her own unique weapon(s).  In each round there
are a total of ten stages:  9 regular stages and one boss stage.  To
clear a stage you must either move all of your characters through the
"EXIT" or blow away everyone/everything on the screen.  Along the way,
you can pick up additional party members with different and usually more
powerful capabilities.  If your character is hit, you must use another
from your pool.  When all characters are used up, the game is over.

The graphics in Gain Ground aren't really spectacular.  Very mediocre,
in fact, for a 16-bit system.  The on screen character and enemies are
too small and are sorely lacking in detail.  Even the boss characters
are very sad looking.  The backgrounds aren't great either and there are
no "special effects" that I can recall at this time.  Frankly, I think
this aspect of the game could have been better.

Sound effects aren't anything to get excited about either.  The
soundtrack is limited but has one or two decent tunes, but when you hear
the same song for ten rounds in a row, it gets a little tiring.  They
should have given this game a little more music, but hey, this is an
arcade game translation so not much the programmers could do about that.

Playability, thank goodness, makes up for Gain Ground's difficiences.
When I first got this game I was appalled at the average graphics and
sound.  But, when I started playing with a friend, all that went out the
window.  There is a lot of strategy involved in this game.  You must
learn which of the 20 characters is best for each stage, and also learn
how to work cooperatively with your partner.  A good deal of the fun in
Gain Ground is getting fried and then saying "If only I used that guy
instead", then afterwardscoming back findind yourself wrong, swearing,
and trying again until you and your partner get it right.  Exploring the
abilities of the 20 different characters is also a lot of fun.

Overall this is a very good game for the Genesis.  Well worth buying now
if you are looking for something different, or if you want a good two
player game.  Frankly, I can think of stuff coming up soon that will
probably be better buys, but eventually you'll just have to try Gain
Ground.

	Graphics: 	6
	Sound/Music: 	7
	Playability: 	9
	Funness: 	8

	Overall: 	8

Gain Ground, for the Sega Genesis

------------------------------
 
Date: Tue, 23 Apr 91 14:06:25 -0500
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Dangerous Seed 

Dangerous Seed, by Namco, is a shooting game where an alien force
threatens to take over the world using genetically engineered monsters
which are located throughout the solar system.  The only hope against
these invaders is the fighter ship "Moondiver" which is made up of three
component ships :  Alpha, Beta, and Gamma.  When all three ships are
merged, "Moondiver" can transform into three different forms each with a
different method of attack.  Moondiver represents the latest in fighter
techonology and is the only hope of stopping the aliens and their secret
weapon -- code-named "Dangerous Seed."

Dangerous Seed starts out well with sharp graphics and a really nice
background music score.  The well rendered graphics are consist- ent
throughout the game's twelve levels.  Upon reaching the end of the
level, combat with the boss begins.  The boss stages in Dangerous Seed
are among the neatest in any game.  The backgrounds used on the boss
stages make excellent use of the Mega Drive's multiple backgrounds.  The
whole idea of the boss monsters in Dangerous Seed seems to make more
sense than in many other shooting games.  Rather than having a boss at
the end of each level just because it is the end of the level, the
bosses in Dangerous Seed each represent a laboratory experiment that the
aliens' are working on.

Fighting the bosses occurs in a tube (test tube?)  and the backgrounds
do look organic which completes the picture.  Many of the latter levels
feature graphical tricks such as clever use of line scrolling and color
changing.  The soundtrack for the most part is very good and really
makes a significant contribution to the feeling of the game.  However,
the soundtrack is a bit inconsistent - while some of the songs are
really good, others are really slow songs which seem to make the game
play slower.  Granted, this supposed slowing down of the pace is only
imagined but it nonetheless demonstrates the relevance of having good,
matching background music.  That minor fault aside, the music played
when fighting the bosses really makes the intensity of the game go one
rank higher.

One of the more interesting features of Dangerous Seed is the ability of
Moondiver to transform into three different forms which alter its attack
formation.  Furthermore, transforming also influences the kind of bomb
dropped.  Knowing what formation to be in is the difference between
finishing the game and being frustrated.  The three different bombs
which can be dropped are Ring Laser, Melt Missile, and Hyper Bomb.  Each
bomb has a situation where it is most useful but for the greater part of
the game, the Melt Missiles are the best.  In addition to the bombs,
Moondiver's regular shot can be powered up three times.  The regular
shot can be replaced with either laser or wide shot.  Laser offers
greater attack power at the expense of width and ease of use (it's
really easy to get killed using laser) while wide shot forsakes power
for range.

Overall, Dangerous Seed is a fairly standard vertical shooting game with
a few original elements thrown in for good measure.  There are better
shooting games out there but Dangerous Seed is worth looking at.  The
game is also a little uneven in difficulty -- the first six or so levels
are too easy and the later levels get extremely difficult rather
quickly.  The final boss is just hell to get past without a great many
bombs.  Needless to say, if you die after the eighth level, it will seem
impossible to finish the game since all power-ups and bombs are lost
when you die.

     Graphics  : 8 (neat use of translucent backgrounds)
     Sound     : 8 (a little bit inconsistent in places)
     Gameplay  : 7
     "Funness" : 7 (standard shooting fare)
     Overall   : 7 (overall, a pretty interesting shooting game)

Dangerous Seed, for the Sega Genesis, from Namco.  4 Mbit title

------------------------------
 
Date: Wed, 24 Apr 91 16:09:33 -0500
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Gynoug

Gynoug is Nippon Computer System's newest shooting game for the Mega
Drive and will be released for the Genesis under the name Wings Of Wor.
Gynoug is a typical shooting game (where you just shoot anything and
everything that moves) with a slight twist -- rather than shooting
spaceships, you shoot monsters in Gynoug.

Being that Gynoug is a game from NCS, the same company that programmed
Hellfire, it is not surprising to know that Gynoug is one of the most
difficult games available for the Mega Drive.  What makes Gynoug so
hard?  For starters, the bosses shoot an inordinate number of bullets --
more than any game I have ever seen on any machine be it a home system
or coin-op.  On some of the boss monsters, it is very possible that
there are as many as 50 or more bullets on the screen.

Gynoug also employs graphical tricks to make the game more challenging.
On the first level, the whole screen is "rotated" clockwise and counter
clockwise about fifteen degrees each direction to give the effect of an
earthquake.  The constantly shifting screen makes it very difficult to
concentrate on dodging the enemy fire.  The hardest level by far,
however, is the fifth level where the entire background shifts color.
The background changes color from red to orange to white and
continuously cycles through colors in the red spectrum.  After dazzling
the eyes, Gynoug sends out dark colored monsters which are very hard to
detect after staring at the screen for awhile.  While these tricks are
not very nice (they make the game very hard), they do represent an
excellent use of the Mega Drive's graphics capabilities.

Gynoug's graphics are well rendered with a great variety of scary
looking enemy monsters and bosses.  However, the music on Gynoug needs
work.  Going through six levels of incredible difficulty, I found myself
saying, "This music is corny!"  The background music in Gynoug reminded
me of the music they played in really old "B" movies -- it tries to
sound majestic but it is over done.  Nonetheless, the music does have
neat stereo effects and the music is better than the music in Target
Earth, another game by NCS.  Gynoug's sound effects, while interesting,
are nothing special either.

What separates Gynoug from other typical run-of-the-mill shooting games,
besides its eye tricks, is its special weapons system.  In addition to a
regular shot that can be powered up, the hero, a winged man, can pick up
scrolls to cast spells.  Spells can be made stronger by picking up
multiple scrolls of the same type.  Furthermore, spell longevity can be
increased by picking up power ups which enhance spell casting ability.
Among the spells that can be cast are magic arrows which are like homing
missiles, thunder which shoots lightning downward from the top of the
screen, lightning which shoots electricity forward, and wildfire which
greatly enhances the normal weapon's shot size and power.

Gynoug, in my opinion, is the best game NCS has released so far.  The
Japanese gaming magazines advertised Gynoug as a fantasy shooting game.
When I first heard this, I thought that the monsters would bleed and
have limbs fall off when shot.  Unfortunately :-), this is not the case
and monsters explode like spaceships do in other shooting games.  Having
bosses that can bleed and be dismembered would have made this game even
more interesting.  As it stands, Gynoug is still one of the most unique
shooting games for the Mega Drive.

	Graphics :  8 	(lots of neat "eye tricks" to better end your game)
	Sound    :  7 	(like I said, the music is corny) 
	Gameplay :  9 	(the use of magic as an extra weapon is neat)
	"Funness" : 8 	(definitely one of NCS's best efforts to date)

	Overall   : 8 	(definitely worth looking at)

  Gynoug, for the Sega Mega Drive (Japan Only), from NCS.  4 MBit title.

------------------------------
 
Date:         Wed, 24 Apr 91 07:58:48 EDT
From: Steve <SJSBH@CUNYVM.CUNY.EDU>
Subject: TG16: Dungeon Explorer 

An action/adventure/RPG game, this was voted 1989 Video Game of the
Year by Computer Entertainer. A well-deserved award.

Dungeon Explorer can be played by up to 5 players. A Turbo Tap and
additional Turbo Pads are required if more than one plays.

The goal is to locate and retrieve the ORA Stone. There are 14 levels
each consisting of various creatures and mazes. A final boss must
be defeated before getting to the next level. A password feature is
given for each player upon completing a level.

The player can choose any one of eight characters, each character
having various strengths, attack ability, magic, and weapons.

There are villages where you get helpful information and the King
who directs which way you should proceed. The action is intense once
you enter the many labyrinths. Some creatures fire at you while others
just chase you around. The graphics are outstanding, from the detailed
monsters to the multi-colored dungeons.

Along the way there are magic potions to be picked up, along with
other useful treasures to make you character stronger. You get 5 lives,
using the Hit Point technique. Your hit points increase after defeating
the level Bosses. Each boss is unique and a true challenge. If you
do not defeat the Boss, using all lives, the game is over. You must
restart the game using the password ( a bit tedious), starting at the
beginning of the level.

After defeating some bosses, shortcuts can be found so that you do
not have to transverse the same dangerous landscapes and underground
mazes. Each level increases with difficulty, with more and stranger
creatures and more complicated mazes to figure to reach the boss.
Enter all the houses. Some will aid you on the journey and inform
you on the dangers. Going the right way is not always easy. Some
routes are dead ends. Almost all the creatures are spawned by
"spawners". Destroy the spawners and no more creatures emerge.

Use your magic when the hit points are low. Once you die and get
another life, all your magic disappears. Each character has different
magic (white and black). So know your character's magical abilities.
The magic appears randomly after killing the creatures. If the magic
gets shot, it is lost.

If it moves, shoot it. Each creature has a different effect on your
hit points. A moving blue/white ball is instant death. Blast it.
The more players, the more fun. Each must be a different character
and strategy is a key. Learn to work as a team (eg. put the character
with most hit points in front and the others stay a little behind on
the sides and blast away). Keep switching positions and share the
magic. Good Luck....

          Playability:   10
          Graphics:      10
          Sound:          9
          Fun Factor:    10
          Challenge:     10
          Documentation:  7

 Overall: Dungeon Explorer is a perfect example of the truly great games
          available for the TG-16. This game is a winner!

------------------------------
 
From: video-request@irss.njit.edu (OnGoing Video Poll Address)
Date: Wed, 17 Apr 1991 08:40:23 -0700
Subject: The Best and Worst Video/Computer Titles

TOP AND BOTTOM TEN GAMES (5 VOTE MINIMUM)

Votes  Rank  Title
   15   9.9  Ys Books I And II (C) [TG]
   25   9.7  Military Madness [TG]
   26   9.5  Castle Of Illusion Starring Mickey Mouse [SG]
    6   9.5  Chaos Strikes Back [AM]
   19   9.4  Dungeon Master [ST]
    7   9.4  Secret Of Monkey Island, The [PC]
   27   9.3  Blazing Lazers [TG]
   19   9.3  Devil's Crush [TG]
   14   9.3  Lemmings [AM]
   13   9.2  Rastan [GS]
                                ...
    6   3.3  Rampage [PC]
    5   3.2  Hard Drivin' [SG]
    9   3.2  Ultima V [AM]
    5   3.0  Art Of Go, The [AM]
    7   3.0  Last Battle [SG]
    5   2.8  Faces (...Tris III) [MA]
    9   2.8  Goldrunner [AM]
    8   2.5  Ogre [MA]
    5   2.0  Orbiter [MA]
   11   1.1  Gauntlet [GS]

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