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(send Digital.Games/Digests/Digest.27)

 
                     Digital Games Review Digest, Number 27
 
                             Friday, June 21st 1991
 
Today's Topics:
 
Genesis: 	Elemental Master

Amiga: 		Monopoly

PC: 		Space Quest IV: Roger Wilco and the Time Rippers.
    		SimEarth
    		Spellcasting 101: Sorcerers get all the girls

----------------------------------------------------------------------
 
Date: Wed, 29 May 91 20:04:47 -0500
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Elemental Master

     Elemental Master is Tecno Soft's fourth software title for the Mega
Drive (previous efforts include Thunder Force II, Thunder Force III, and
Herzog Zwei) and contrary to what some  magazines say, it is not the se-
quel to  Thunder Force III.   Rather, Elemental Master is an  altogether
different type of shooting game which revolves around a theme of fantasy
and magic unlike the Thunder Force series which are outer space shooting
games.   In fact, Tecno Soft labels Elemental Master as a fantasy-action
shooting game.

     The sounds and background music in Elemental Master are outstanding
and stand as an example to all other game manufacturers as to how  sound
should be done  on the  Mega Drive (take notes, Taito :-)   Tecno Soft's
musical  staff is to be  commended for  consistently composing the  best
background  music for  Mega Drive games  and with Elemental Master, they
have really outdone themselves.  Even though there are a few songs  that
I do not  really like, the other remaining  songs are among my  all-time
favorites for Mega Drive.

     Graphics, while good, are not up to Tecno Soft's usually high stan-
dards.  One of the first things I noticed  about this game is the sparse
use of  additional backgrounds to achieve  an illusion of depth.   After
seeing  Thunder Force III,  I expected even  better graphics  from Tecno
Soft's  future releases  and  Elemental Master  did not  deliver on that
hope.   However, the monsters  in Elemental Master are well animated and
they do move fluidly  although their small size does not make it readily
apparent.  Elemental Master's graphics are straight forward -- there are
no special effects like  scaling, rotation, line  scrolling, or whatever
other tricks  the Mega Drive can do.   For this reason, I feel that Ele-
mental Master's  graphics were  only  slightly above average  for a Mega
Drive game (which is still good).

     However, despite the great sound and good graphics, this game falls
short of what one normally expects from Tecno Soft.  The pacing is  poor
and the latter stages of the game definitely show a lack of originality.
For example, on the final level you have to fight every boss over again.
It seems like many new games coming out nowadays decides to have a level
where every boss makes one final appearance.  This, in my opinion, is  a
game maker's attempt to lengthen out what would be a short game.

     Poor  pacing aside, the  game play for  the most part is quite good
although some getting used to is required since two buttons are used for
firing.   One button is  used to shoot forwards while another is used to
shoot backwards.  Furthermore, each press of the button will result in a
salvo of bullets and continuous fire will require continuous pressing of
the fire buttons.   Those with  auto-fire joysticks will find that auto-
fire is not very  helpful in this game  since each of the weapons can be
powered up by holding down a fire button.  Powering up of weapons is ab-
solutely necessary to finish this game so the unusual method of shooting
could cause troubles at first.

     Overall, Elemental Master is a fairly interesting game but with so
many other shooting games for the  Mega Drive, it fails to stand out as
an exceptional game.   Severe shortcomings  in its originality and game
play detract from what would otherwise be a pretty good game.  Further-
more, the  graphics are not  truly exceptional.   All  of these factors
contribute to making this game less fun than it could have been.

     Graphics    : 7 	(sparse use of multiple backgrounds)
     Sound       : 8 	(excellent background music)
     Gameplay    : 7 	(pacing of the game is too slow)
     "Funness"   : 7 	(too short and poor pacing)
     Originality : 6 	(not very original at all)
     Difficulty  : 3 	(an average game in terms of difficulty)

     Overall     : 7 	(definitely not Tecno Soft's best)

Elemental Master, from Tecno Soft, 4 Mbits (512K) for the Sega Mega Drive
(available in Japan only, at this time)

------------------------------
 
Date: Sat, 25 May 91 07:48:59 EDT
From: hoffmann@ssd.Kodak.Com (Marty Hoffmann)
Subject: Amiga: Monopoly

Many of us who grew up before every home had a computer or a game machine 
(hey, I'm only 28) can appreciate why Monopoly was and is the best selling
board game of all time.  

Today, for those who don't like having to roll dice for themselves or can't
find someone with whom to play, Virgin Mastertronic has produced a quite
playable version of Monopoly for the following systems:  Amiga, Atari ST, IBM,
Commodore 64, and Tandy 1000.  The game is distributed under the Leisure 
Genius label, and I would not be surprised to see versions for NES and other
game machines (if they don't already exist).  [They do!  -ed]

I recently purchased the Amiga version for $24.95 (list price $39.95).  It is
hard disk installable and there is no form of copy protection.  The game locks
you out of the operating system while you are playing, but background processes
appear to multitask (something very important to some Amiga game players).

Monopoly (the computer version) has good graphics and sounds (for a board game)
and allows up to 8 players to play at once, with any or all of these players
being computer or human.  The program supports both "long" and "short" games.
Short games begin with some properties dealt to players at random and a fixed
time limit (set by the human players in hours and minutes).  

The game is supposed to play by tournament rules (I've never played in a 
tournament), and plays by the rules I've always played by, with the following
exceptions:

	- Properties not purchased are immediately auctioned off

	- Being in jail does not stop you from building houses, collecting
	  rent, etc.

	- You can build houses, mortgage properties, etc. at any point in
	  the game -- as opposed to waiting for the start of your turn.

The games strongest feature is also one of it's weakest -- the ability to 
make deals with other players.  This feature, required in any real Monopoly
game, has alot of problems:

	- When the computer wants to trade, it will offer the trade 
	  constantly -- between every menu selection and every move.
	  This really slows down the game.

	- The number of times a trade is offered would not be so bad, if 
	  the trades were fair.  In my opinion, most of the trades are 
	  not very good.  In fact, if you reject a trade offer, the next
	  offer is often worse that the previous.

	- If you wish to offer a trade in lieu of paying rent, you must
	  offer the trade, and then the player being offered the trade 
	  decides whether the trade is in lieu of rent.

	  For example, you land on Boardwalk and owe $1000.  You offer
	  all four railroads and $200.  The computer says (in effect)
	  "Thank you very much -- property transferred -- now where's 
	  that $1000 rent you owe."

The computer really believes that the trades it offers are fair.  You can 
usually use this to your advantage by "reversing" the trade -- offering 
it a deal similar to the deal it just offered you.

Overall, the computer is not very good at managing its money.  It often
buys houses, only to turn around and sell them immediately when it can't
make some payment.  When mortgaging properties, the computer will always
start with the lowest valued property first.  Then, if it ends up with a
surplus of cash after mortgaging the properties to pay a debt, it may buy
back one of the properties it just mortgaged.

The user interface is not very Amiga like (menu selections with the left 
button, etc.) and shows obvious signs of being a direct port from some other
platform.  Graphics updates are slower than one would expect, and the 
computer is slow to surrender the dice, even when there is nothing more it
can do.

Despite all of its flaws, I find myself playing this version of Monopoly 
over and over again (maybe its because I can't find any humans to play 
against).  If you like Monopoly and have alot of patience, you probably
won't regret buying this game.

		Graphics:    9     (for a board game)
		Sound:       9     (ditto)
		Playability: 8
		Shelf Life:  9     (how long before I get bored with it)
		
Monopoly (by Virgin Mastertronic), for the Amiga, Atari ST, IBM, and C64.

------------------------------
 
From: "Kamikaze" Andy Phang <phang_s@dropbear.cs.uwa.oz.au>
Subject: PC: Space Quest IV: Roger Wilco and the Time Rippers.
Date: Mon, 27 May 1991.

Space Quest IV:  Roger Wilco and the Time Rippers is Sierra's latest
game using the new "graphics and sound" interface.  One of the reasons I
bought this game was because I had enjoyed Space Quest III immensely,
and thus had high hopes for the latest Roger Wilco adventure.  After
finishing the game in a day (which must mean something, but I wonder
what?), I was left with mixed emotions about the game, and the new
direction Sierra adventures seem to be taking.

First, the plot.  After your success in rescuing those Two Guys from
Andromeda in SQIII, you decide to drop in and spend some time at the
local intergalactic bar before returning to your homeworld of Xenon.
However, evil is afoot once again, as the vile Sludge Vohaul (he of
Space Quest II) commands his minions to seek out and capture our poor
hero.  By the time the Sequel Police (that's the name of Vohaul's
henchmen) arrive at the bar, Roger has downed his tenth Sirius
Screwdriver and is in no position to put up a fight.  Meekly he follows
them out of the bar, only to be rescued by a mysterious figure (someone
who will play an important role in Roger's future life).  Once clear of
the baddies, our hero's rescuer opens a time portal and sends Roger off
into a multicolored time-travelling quest.

Emerging in the world of Space Quest XII (which is (will be?)  set in a
Xenon of the future), Roger finds his homeworld to be a complete dump.
Vohaul's forces have taken control of the galaxy and reduced it to utter
ruin.  As Roger explores the deserted city, he runs into a mutated
cyborg (avoid at all costs!)  and a slightly familiar pink bunny beating
a drum.  Aha!  Pink bunnies with drums mean that there has got to be
something powering that bunny, and if Roger is quick with a piece of
rope, he might be able to get that power source.  After picking up a
laptop terminal that just happens to be hidden inside a thrashed
hovercar, it's time to explore the sewers and find out just what has
happened to Xenon.

Space Quest IV is the second Sierra game to use the completely
mouse-driven "point and click" interface (well, Ok, you can use the
keyboard if you want to, but only to select icons, not type in
commands).  As such, the immediate bonus of this is that the game is
very easy to get into, especially for novices.  If you want to look at
an object on the screen, just click on the "Eye" icon (aye-aye icon?)
and click on the desired object.  Similarly, click on the "Take" icon to
pick up objects, and click on the "Use" icon to perform some sort of
action with the screen.  No more type-in parsers (which, in the case of
Sierra games, is something of a godsend since their previous text
parsers fell well short of Infocom's magnificient ZIL parser).

The only problem is this:  with the system being "object orientated", so
then are the puzzles.  Every problem in the game (with the exception of
those dreaded arcade sequences) must be solved by using a relevant
object.  Now, there might be some out there who would argue that most of
the adventures in the market are the same.  Not so (well, not to such a
degree anyway).  Lucasfilm adventures allow for some form of interaction
with the characters onscreen (Monkey Island, for example).  Perhaps if
Sierra had made the puzzles tougher, or more varied.  In one situation,
Roger faces a Sea Monster (this is in the Space Quest X world) and the
only object that he can pick up is an oxygen tank.  I don't think I need
to say any more on how to defeat the monster.  An alternate method of
extending the game would be to put MORE puzzles in the game.  In one
sequence, Roger travels back to the Space Quest I world only to pick up
a pack of matches, and then return to the Space Quest XII world.
Nothing else.  A couple of related puzzles in the Space Quest I world
(perhaps linked to your previous adventures at that particular scene a
few Space Quests back?)  would have enlivened the game.

On to the technical side of things, and it is here that the game excels.
Sierra has made brilliant use of 256-color VGA graphics, with
beautifully drawn (and animated) scenes.  In some cases, smoothly
scrolling graphics are employed, further enhancing the reputation of the
Coarsegold company as an innovator in computer games design.  From the
look of horror on Roger's face as he is caught in the claws of a giant
bird of prey, to the picture of the robot salesthing in the Dandy
Electronic store, Sierra has simply outdone itself.  Some of the visual
jokes that abound throughout the game (and there are lots of these!)
would not have the same impact in a lower graphics mode.  In the Space
Quest I world, for example, the 256-color bitmapped Roger Wilco is drawn
against the background of the "primitive" original Space Quest I
graphics, providing for a great contrast (and some very funny sequences
in the Bar).  If not for the price, I would say that Space Quest IV is a
worthy buy despite its gameplay faults, just because of the superb
graphics.  Note that there are two versions of Space Quest IV out
because of the graphics:  the 256-color VGA ONLY version (in both disk
sizes), and a 16-color EGA/VGA version.

Equally brilliant is the music, not just for its quality but for its
careful and clever use in the game.  Strains of a rock melody can be
heard as you enter the Galaxy Galleria Mall, for example, but once you
get closer to the source of the music (the Roll-a-Rama Zero-G skating
area) the volume and intensity suddenly explodes into a real feast for
the ears.  The choice and tone of the music, from the whimsical Astro
Chicken tune to the enthralling title tune, proves Sierra's music
department has matched the standards set by the graphics department.
Sound effects are similarly impressive, with many digitized sounds and,
in one instance, digitized speech.  Of course, the humble IBM-PC owner
will require a soundcard to hear both music and sound, and as you
probably know, the Roland soundboard provides the superior music while
the CMS soundblaster has the edge in sound and speech.  The best news
for those who own both cards is that Sierra has included a sound driver
to use the Roland and the Soundblaster simultaneously.  The former is
used exclusively for the music, and the latter card for the sound
effects (and speech, which owners of Roland-only cards would miss out
on).

Those Two Guys From Andromeda have injected Space Quest IV with another
redeeming feature, that being their zany (and often hilarious) humor.
Explore the software bin in the Galaxy Galleria Mall's Software store
for some extremely funny (and accurate!)  descriptions of bargain
basement games.  It lampoons everything from SimCity to the King's Quest
series, and my personal favorite, a simply poetic description of
Lucasfilm's LOOM.  Have a peek at the Space Quest IV HintBook (the
software version you will find somewhere in the game) for even more
laughs.  Then of course, you can fool around with the various icons
(depending on how warped your mind is)...

One aspect of Sierra games that is almost universally abhorred by the
adventure gaming community is the inclusion of those pesky arcade
sections.  In Space Quest IV there are two, one of which is
non-essential.  This is the Astro Chicken arcade game, which has no
relevance to the plotline whatsoever.  A running joke that has become
worn out, perhaps?  The second arcade sequence is set in the Monolith
Burger bar, where you must keep dishing out hamburger ingredients in
order to make some cash.  You can also bypass this sequence completely
and get the cash (but miss out on some points), or if you're game, you
can give it a go.  One tip for successfully completing this subgame:
set the speed level to its absolute minimum, and set the detail level to
the absolute maximum.

Besides the many game disks (7 Hi-density floppies), the Space Quest IV
box also contains the usual Sierra manual (updated to deal with the new
interface) and a "Space Piston" magazine that, funnily enough, lacks
some of the humor of the game.  It does serve as copy protection though,
so I suppose you could (if you're really twisted) consider that to be
funny.  No on-disk copy protection, and hard-disk installable (a
necessity!!).

Overall, Space Quest IV is a triumph in some parts, and (for want of a better
word), a tragedy in others. The graphics and sound of the new Sierra games
undoubtedly leave the rest of the competition far behind, but the lack of
puzzles in quality and quantity will bring the seasoned adventurer back to
earth. Beginning adventurers will, I think, enjoy the game because it can
be completed without any major obstacles, and this will hopefully foster the
"adventuring spirit" within them. For the experienced adventure gamesplayer,
it's advisable to follow the old adage and "try before you buy."

   Graphics: 		10                        
   Sound/Music: 	10
   Gameplay: 		5                         
   Ease of Use: 	8
   Fun Factor: 		8 	(improved with the humor of the game!)
   Documentation: 	6

   Overall: 		7

Space Quest IV: Roger Wilco and the Time Rippers, from Sierra-on-line, 1991
for IBM-PC (286 and 12Mhz or higher recommended), seperate EGA and VGA
versions, all major soundboards supported. Amiga version due soon.

------------------------------
 
Date: Mon, 27 May 91 17:27 EDT
Subject: PC: SimEarth
From: rmg3@psuvm.psu.edu (Bob Grumbine)

The Premise

     The idea behind SimEarth is to simulate the evolution, both
physical and biological, of a planet.  Your role is to play god, j.g.
to steer the evolution of your planet to a status you like.  The game
provides a wide variety of specific tools to help you reach your ends,
such as volcanoes to produce land and warm the planet.  The game also
provides system models which let you rearrange the planetary system's
basic operation.  You can, for example, decrease the strength of the
greenhouse effect on your planet.  SimEarth has two parts then -- then
game of trying to reach your goals, and the simulation of planetary
evolution occurring around that goal.  SimEarth succeeds well as a game,
and passably as a simulation.

     The game comes in both black+white and color versions (for both the
Mac and IBM).  I tried out both on my system (Mac IIx with 13" Apple
High Resolution color monitor, system 6.0.5).  In SimCity, also by
Maxis, the black and white version of the game is as easy to play as the
color, perhaps a little easier.  This is not the case for SimEarth.  I
found it almost impossible to read some of the information in the black
and white version.  A friend who has played only the black and white
version has no such problem.  If you have a black and white screen, I
strongly recommend you try the game before buying it.  My copy was $40
from MacConnection; Maxis lists it for $69.95 in their catalog.

The Play

     SimEarth passed my basic test of a new program -- I was able to
play a satisfactory game without ever reading the manuals.  This is all
the more significant since the main SimEarth manual is about 200 pages
long.  The quick start manual is only 8 pages.  You should be able to
get started fairly speedily.

     At the start of the game you select the planet (random, present day
earth, mars, or venus for example) and then the time period or time
scale (prior to multicellular life, land invasion, civilization,
industrial revolution, and 'exodus').  The different time scales allow
you to see planetary behavior at different stages of evolution.
Different things are important in the different scales.  During the
post-industrial revolution period, for instance, continental drift will
be unimportant, while during the early periods continental drift is
quite important.

     SimEarth includes several windows of information and tools to
assist you in reaching your goals.  SimEarth includes its own goals for
you, but you are free to ignore them.  From the map window you can get
the big picture.  You can get displays for geologic/ geographic,
oceanic, atmospheric, and biological information by selecting the
appropriate button at the bottom of the map.  These displays are very
helpful in telling you how your planet is progressing.

     Should you decide that things aren't progressing rapidly enough you
can switch to the Edit window and start tampering with the planet.  The
tools are all fairly obvious.  Selecting a fish in the placement palette
lets you put a fish down wherever you click on the map.  (Fish out of
water if you like.  They don't live long that way though.)  Tools that
represent elements from a more advanced stage, such as cities when you
have yet to evolve a sentient species, come back with a beep and give
you the message that you can't do that yet.

     You also have a 'disasters' palette -- volcanoes, meteors, plagues,
and more are at your disposal.  Not all these disasters are truly
disastrous, by the way.  Volcanoes are a handy way to raise the sea
floor (fish and such prefer shallow waters) and warm the planet.  It can
also be interesting to see what happens when you drop a nuclear weapon
on a nanotech city.

     A lot of information can be displayed in the editing window, at
times more than you would like (or perhaps the wrong type of
information).  SimEarth addresses this by letting you have some control
over the information displays.

     Having said all this about how you can interfere with or control
your planet's evolution, I'll add that often it is best to keep your
hands off the controls.  My typical game lasts a couple hours.  That is
a long time to just sit and watch the screen intently.  A feature of the
game is its 'tone monitor' option.  You can select an important
parameter, like atmospheric temperature, and the game will beep
periodically.  The pitch of the beep gives you the temperature.  High
pitches mean high temperatures.  With this option enabled, you can do
something else while keeping an ear out for notable changes.

     Noteable changes, namely the evolution of new species or
technological advance, are signalled by their own song and picture.  As
with the tones, the songs seems to have been digitized from someone
playing a recorder (straight wood flute).

The Reviewer

     Here I'll break the cardinal rule of reviewing that the reviewer
should be heard and not seen.  SimEarth does attempt to simulate the
planetary system, which makes this fair game for judging it in addition
to the play.  Simulating the planetary system is what I do for my
living.  My work has been in oceanography and meteorology so far.
During graduate school I was in a department that resulted from the
fusion of the meteorology, geology, and paleontology departments, which
gives me some background in all the major scientific models in SimEarth.

The Simulation

     The great strength of the SimEarth simulations is that it lets the
elements interact extensively.  A rising mountain range grows jungle and
forest on the upwind side, which increases the biomass, which draws
carbon dioxide out of the atmosphere, which cools the planet, which
kills off some other life, which puts carbon dioxide back in to the
atmosphere, which ...  You get the idea.  Everything affects everything
(almost).  This is one of the rules which has been beaten in to my head
about my research.  SimEarth does an admirable job of having each
relation act in the right direction.  SimEarth is also the only program
I know of, including research programs, which simultaneously models the
oceans, atmosphere, geosphere, biosphere, and civilization.  There are
good reasons why researchers haven't (to my knowledge) done this, but
SimEarth earns many brownie points for doing it at all.  The inclusion
of the interactions is sufficient to make up for the shortcomings of the
individual elements.

     The Gaia hypothesis is built in to the SimEarth simulations.  The
Gaia hypothesis has been advanced, largely, by James Lovelock.  He
suggests that the climate of the Earth is regulated by life on Earth so
as to make the world comfortable for living things.  The hypothesis is
still controversial.  This actually means two things, one is that many
scientists don't believe it is correct.  The other is that if it isn't
correct, it isn't so badly incorrect as to be proven wrong easily.  One
of his early demonstrations of how this can work, Daiseyworld, is
included in SimEarth.  The presentation is a lot prettier here than in
the original scientific journal.  SimEarth at least makes no major
errors by incorporating the Gaia hypothesis.

     The ocean portion of the model is another matter.  The oceans in
the model have two major failings.  One is that the currents are wrong.
There are two major types of current systems in the ocean -- those on
the western sides of ocean basins (the Gulf Stream and Kuroshio for
example) which are very strong currents directed towards the poles, and
the equatorial currents, which race along (near) the equator.  The rest
of the ocean has very weak currents on average.  In SimEarth the western
boundary currents aren't represented as being stronger than elsewhere,
though they generally go in the right direction.  The equatorial
currents in SimEarth point almost randomly, something seldom seen in a
real ocean.

     The ocean temperature field is also problematic.  This builds on
the problems with the flow system.  A major reason that Europe is warm
is that the continuation of the Gulf Stream carries warm water to
northern european coasts as far as northern Norway.  SimEarth misses
this, and effectively has ocean temperatures which simply mimic the
atmospheric temperature.  Such things are also done by people using
Crays for research, and I complain harder then.  There are simple things
which could be done to improve both the ocean currents and temperatures.

     The atmospheric temperatures are generally better.  The warm belt
migrates reasonably with the seasons.  One thing you can adjust is your
planet's tilt.  No tilt = no seasons.  The polar temperatures in
SimEarth are too warm; SimEarth Antarctica is warm enough to have
forests in the present day.  This is a failing shared, to a lesser
degree, by the research models, so SimEarth can't be taken to task for
it.  The temperature also depends on altitude, but it appears only about
half as strongly as in the real world.  On the whole, atmospheric
temperature is fairly well done.

     Atmospheric circulation is less well represented.  One of the major
features of the atmospheric circulation is the trade wind system --
winds which blow towards the southwest between about 30 N and the
equator, and towards the northeast from 30 to 60 N on the earth.  They
are mirrored in the southern hemisphere.  The SimEarth winds are much
more chaotic than typical real-world climatic winds, and often do not
reproduce the basic trade wind pattern.  The general trade wind pattern
is not a special feature of the present-day earth.  It would occur on
even a landless planet.  Actually it would be even more obvious there.
The landless simulation in SimEarth does come closer to having a trade
wind system, so it appears that some of the fundamentals have been
incorporated.

     Once life makes it onto land (one option is to start your
simulation with the formation of the planet.)  you will be very
concerned about the rainfall distribution.  On the earth, for reasons
related to the trade wind pattern, there are relative maxima in rainfall
near the equator and around 45 degrees N or S.  The equatorial maximum
is very narrow, but extremely intense.  The mid-latitude maxima are
broader and not as intense.  Between these two maxima, around 30 N or S,
are minima in precipitation and quite often deserts (Sahara, Gobi,
Australian, and the American Southwest).  The SimEarth basic rainfall
pattern has only the equatorial maximum and makes it very broad.  The
SimEarth midlatitudes are generally overly dry, while the equatorial
rainforest is usually too large.  The subtropical deserts are usually
missing in SimEarth.

     The real land distribution affects rainfall as well.  Continental
interiors are generally drier than coastal regions, and the upwind side
of mountain ranges are wetter than the downwind side.  The upwind effect
is responsible for the Pacific Northwest rainforest.  SimEarth includes
both effects, though I haven't been able to decide how.  Sometimes
interior deserts practically take over the continents, sometimes
continental interiors are swamps.  The midwestern US has a tendency to
turn in to a swamp in SimEarth.  Mountain rainfall seems to be treated
better, there are big increases in rainfall on the upwind side, though
the downwind drying is usually hard to find.

     Speaking of mountains, one of your options is to directly lift the
surface, handy when you want to water a specific region.  The subtler
method is to juggle the rate of continental drift.  SimEarth breaks your
planetary surface into tectonic plates.  When they collide you get
earthquakes (capable of levelling cities) and mountain ranges (on the
longer time scale).  SimEarth also seems to have its volcanic activity
sited preferentially where plates are colliding, as is usual on the
earth.  SimEarth volcanoes are extremely powerful.  A single SimEarth
volcano raises peaks about 30,000 feet high and affects an area about
the size of Australia.  This is extreme even after allowing the SimEarth
volcanoes to be at work for a long time.  Hawaii represents the tops of
volcanoes which do indeed reach 30,000 feet from their base, but the
area involved is quite small.  SimEarth erosion, on the other hand, is
fairly weak.  While it is fairly uncommon on the earth to have rapid
spatial changes of thousands of feet in area average elevation, SimEarth
frequently allows this.  On the whole, perhaps reflecting my relative
ignorance, the geological model seems fairly good.

     Our last scientific model in SimEarth is the biological model.
Critters are allowed to reproduce, mutate, and advance evolutionarily.
They also affect the cycling of carbon dioxide in the atmosphere.  The
critter to carbon dioxide link seems to be the way in which the game
allows Gaia to work.  Critter population changes so as to keep the
carbon dioxide level somewhere comfortable while the sun evolves.  The
older the sun gets, the more solar input there is, and the less carbon
dioxide you want in the atmosphere.  These elements seem generally
reasonable.

     One problem is that evolution sometimes proceeds amazingly quickly.
The evolution from single celled organisms to reptiles once took only 50
years!  SimEarth insects appear to be pretty feeble.  On the earth they
are one of the toughest types of animal; practically anywhere you find
land life you find insects, much to our dismay.  SimEarth insects on the
other hand keep going extinct.  I've had to work extremely hard to keep
any insects around on my planets.  Mammals are darn hard to get rid of
on the other hand.  The toughness of the two types is hard to assess in
an absolute sense, since it appears that much of the present day
situation has been arrived at chancily.  To the extent that I understand
my paleontologist friends, though, mammals should become extinct more
easily than insects.  This is a small point unless you really like
insects.

Summary

     SimEarth attempts both to be fun to play, and a reasonable
simulation of planetary system evolution.  It succeeds well at the play,
being easy to understand but challenging to control.  The planetary
simulation succeeds less well, but largely due to the difficulty of the
goal.  The game is almost certainly worth your time and money.

SimEarth by Maxis, distributed by Broderbund

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

From:  "Kamikaze" Andy Phang (phang_s@dropbear.cs.uwa.oz.au) 
Subject: PC:  Spellcasting 101:  Sorcerers get all the girls 
Date:  Fri, May 31, 1991.

The demise of Infocom as an adventuring publishing company a few years
ago hit me deeply.  Infocom's Wishbringer was the first adventure I ever
tried (and completed!), and some of my all time favorite games include
Enchanter, Planetfall, Stationfall, and of course the legendary Zork
series.  Just before they wound up, Infocom branched out into producing
text AND graphics adventures with games like Shogun and Arthur.  Perhaps
the best of these was Steve Meretzky's Zork Zero, which the critics
raved about because of the use of graphics as actual puzzles (for
example, the rebus game and the card game) instead of being mere
illustrations.  Well, Meretzky is back, bigger and better than ever,
with Spellcasting 101, published by Legend Entertainment (under the
direction of Bob Bates, another ex-Infocommie who did Sherlock and
Arthur) and distributed by MicroProse.

Spellcasting is a "sequel" in many ways.  No, it's not a continuation of
any particular game, but rather a refinement and development of two of
Meretzky's past glories - his overall work for Infocom, and the infamous
Leather Goddesses of Phobos.  By the former I mean that Meretzky has
used graphics in Spellcasting the way he promised not to use them in
Zork Zero, simply as pictures (albeit "interactive" pictures.  You can
click on an object on the screen to look at it, or take it, for
example).  In doing so, Meretzky concedes that the beauty of adventures
is in its text, its puzzles, its atmosphere, its storyline.  You can
turn off the picture mode if you wish, but not the text.  This is indeed
a return to the classic days of Infocom, and judging from the popularity
of Spellcasting 101 since its release, it seems many out there welcome
this move.  The other "continuation" I mention, with reference to
Meretzky's previous work, Leather Goddesses, is of course the "adult"
theme exhibited by Spellcasting.  This game is pure, raunchy Meretzky at
his best.  If you found Leather Goddesses too tame (even in its lewdest
mode), Spellcasting 101 should help alleviate some of those
"frustrations".  Note that there is the usual "nice" as well as
"naughty" mode in the adventure, but I'm sure most of you would
immediately turn on the latter (no pun or dirty thought intended
there!).

In the game, you are Ernie Eaglebeak, an A-Grade nerd and complete wimp.
Living with your mother and your abusive stepfather, you plan to escape
this absolute hell by enrolling into Sorcerer University.  After all,
Sorcerers get all the girls, right?  Unfortunately for you, plans are
afoot to send you away to work as a servant, so your first task is to
escape from the barricaded room your stepfather has caged you in.  After
a very dirty and smelly rush for freedom, you find yourself in the place
of your dreams:  Sorcerer University!

First you have to register yourself (in other words, it's copy
protection time) before you can explore the campus.  Be enthralled by
the mystical lectures of Mythology 101!  Learn the secrets of the
Universe in General Magic 101!  No, campus life is not as exciting as
that, unfortunately.  The only possibility is tonight's 8:00 party at
the I Phelta Thi (ooh!)  fraternity.  But there's a problem.  Another
frat party is happening at Tappa Kegga Bru at exactly the same time, and
you're expected to attend both...

The game proper begins after everyone on campus has vanished except for
you, and it is your task to find out what happened.  Journeying onwards,
you will find yourself investigating the Island of Lost Soles, the
Restaurant at the End of the Ocean, and the Island of Horny Women.
Something to look forward too, says our eager little Ernie.  But first
you must find a way to travel to those islands, and that surfboard sure
looks like the only way to go, dude.  Getting it, though, is another
matter completely.

Spellcasting 101 does not depend entirely on keyboard commands, because
the left side of the screen is divided into a list of verbs and objects.
If you hate typing, just use the mouse and click on the desired actions.
The top left corner of the screen consists of a compass rose (which
tells you which way you may move, and you can also click on these to
head in that direction), a button that brings up or removes the graphics
screen, a button for the "look" of the screen (you may decide to play it
all text, or half text and half graphics, for example), and finally a
button to bring up a small map of your surroundings.  If you do intend
to use the keyboard (ah nostalgia!), the parser of Spellcasting is quite
good, and has a fairly large vocabulary.  For those who decide to stick
with the mouse-and-menu method, remember that you won't be able to type
in all those nasty disgustingly vile words that every Meretzky (and
indeed, Infocom) game seems to have some funny sort of reply to!

The graphics are 16-color EGA only, but what EGA graphics!  If you
didn't read the box label, you probably would not be able to distinguish
whether VGA or EGA mode was used, they're that good!  Color cycling is
used in some scenes to provide pleasing "animation", but it was just the
detail and the clarity of the pictures that blew me away.  I can't wait
for Meretzky to use VGA, if his EGA games are of such quality.

Sound is impressive as well, with full support for the Roland MT32 or
LAPC-1 cards, and the Adlib (no specific CMS Soundblaster support, so
you will have to use the Adlib mode).  From a rollickin' title tune to
the short melodies played at the beginning of each "chapter" of the game
(Spellcasting is divided into several chapters, much like a book, and
the completion of one chapter will lead you into the next), the music is
simply perfect.  Once you enter Sorcerer U, your spellbook contains the
BIP spell ("play romantic music"), which I'm sure many will cast just to
hear it.  In addition to soundcards, Spellcasting 101 makes use of the
RealSound technology (often found in Access games like Countdown and
Mean Streets), thus sound effects like the cackle of Ernie's stepfather
is heard through the PC speaker instead of through the soundcards.  The
sound effects are well done, but often hard to pick up (maybe this was
because of the quality of my PC internal speaker, but then again most PC
speakers are hardly worth writing about).  Maybe next time, future
Legend products can use the preprogrammed sounds on soundcards along
with RealSound to provide a double blast of evil laughter and other
heinious heckles.

I haven't dwelt on the "risque" subject matter of the game because there
really is no need to.  Sure, some may call it sexist, though I would
start to worry if Ernie "gets all the boys" instead of the girls.  If
you do abhor this kind of product, DON'T BUY THE GAME!  It is your
money, after all.  Personally, I consider the "adult" subject matter to
be secondary to the main quest in Spellcasting.  I mean, I don't deny
that it adds a lot of fun and humor into the game, but in the end the
main objective is to solve the mystery, not see how many conquests of
the opposite sex you've managed.  If you're going to pay a rather hefty
sum for a software product just for the "risque" value instead of the
adventure, you'd be better of renting a couple of X-rated videos
instead.

Spellcasting 101 comes in a large brown envelope...oops, white box, on
quite a few (I can't remember how many!)  low density floppies, and also
included with the package is your Sorcerer U registration form, a large
map of the general area, reference card, and a manual with a lot of
funny stuff inside (especially the last two pages!!).  This is
definitely the best text and graphics adventure to come out for the PC
(in fact, for any computer) over the past few months, so go and get it!
NOW!

Graphics: 10                        Sound/Music: 9
Gameplay: 9                         Ease of Use: 8
Fun Factor: 9                       Documentation: 9
Overall: 9                          Recommended for:  intermediate level
                                                      adventurers.

Spellcasting 101: Sorcerers Get all the Girls, by Legend Entertainment, 
distributed by MicroProse Software, MD., USA. Currently available for IBM-PC
format, possible Amiga conversion by Christmas 1991.

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