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(send Digital.Games/Digests/Digest.35)

 
                        Digital Games Review, Number 35
 
                           Monday, November 11th 1991
 
This issue we look at a variety of different platforms:
 
Neo-Geo:    Crossed Swords 
SNES:       Super R-Type and U.N. Squadron
Amiga:      Altered Destiny 
PC:         The Perfect General
            Wordtris 
Genesis:    Devil Crash (Japan only)
            Arcus Odyysey 
            NHL Hockey
Lynx:       QIX

----------------------------------------------------------------------
 
From: Emery@cup.portal.com
Subject: Neo-Geo: Crossed Swords 
Date: Mon, 21 Oct 91 10:57:08 PDT

Crossed Swords is similar to Super Spy, but in a medieval setting.
It's a 2 player simultaneous action game (1 player has less enemies),
where you explore the countrysides, castles, and dungeons to rid the land
of evil enemies.  There are 3 levels of difficulty to choose from, each 
is a different scenario.  You must complete the 3rd scenario to finish
the game.  The players are in 3D first person view with see-thru wire-
framed bodies.  The enemies are solid, muscular, colorful, and plenty.
Some of the bosses are huge and tough as usual. 
My favorite is the giant crab, the same size of a real dungeoness crab!
The graphics and sounds are great (aren't they all on the Neo-Geo?).  
The gameplay is tough, as the enemies are progressively harder to kill. 
Each time you make a kill, you can pick up either gold or food or other 
power-up items.  Collect enough gold and you can buy better weapons
from merchants in town.  Food, five swords and two axes with and built-
in magics are available. You can go crazy with your weapon using
"melee" mode (buttons A+B down) at the expense of your hit points (neato,
but not recommended).  You're also armed with a shield to block the enemies'
blows, which would have been easier to use had it been assigned to buttons
C and D.  In addition, the people you save will also give you special
weapons and shields to fight against the big bosses.

Now if it begins to sound like an adventure game, let me tell you, it 
isn't.  There's no puzzle to solve and you can't select where you want 
to go as with Super Spy; the computer does it for you.  It feels more 
like being teleported from one scene to another, which is annoying to me.
Those who hate unlimited continues will love this game: 1 continue is all 
you get, and then "Game Over".  Of course you can always restart a level 
if you had saved it into the memory card.  I truly appreciate the 2 SAVE 
positions.  Is it worth buying?  I consider it slightly better than Super 
Spy (especially the 2 player mode!).  If you like arcade games and are 
looking for a good workout with the joystick, this cart is for you (and 
lots of luck with the final boss!).  Otherwise it can be frustrating, 
although I'm sure with enough play-time, it'll get easier. 

Gameplay:  8            no puzzle, few strategy, strictly hack'n slash 
Graphics: 10            Amazingly arcade!
Sound   : 10            it's Neo-Geo!
Music   :  9            heard better in Sengoku
Value   :  8            I would pay $140 for it

Overall :  9            One of Neo-Geo's best games!

Crossed Swords for the Neo-Geo $170-$190 or lots of quarters in the arcade.

------------------------------
 
From: Vince Vitiello <vvitiell@BBN.COM>
Subject: SNES: Super R-Type and U.N. Squadron
Date: Mon, 21 Oct 91 15:45:38 EDT

Super R-Type and U.N.  Squadron are two of the first shooters available
in the US for the Super Nintendo (SNES).  This review will contrast and
compare the two games.  Although I have divided this review into several
sections, I would like to note a few of my biases up front.  I like
almost every genre of video games, but if I had to make a list, shooters
would appear closer to the bottom than to the top.  Also, I would weigh
gameplay as the most important factor in ANY review of ANY game.
Lastly, I consider myself a much better than average player, and have
entirely finished on the order of 50 games (this last comment is not for
my ego but does help to clarify the gameplay description of Super R-Type
:-) .

Super R-Type by Irem is based on the company's coin-op games, R-Type I &
II.  You are in control of the R-9 spacecraft fighting off hordes of
evil alien creatures in the BYDO empire.  Irem has mixed and matched
stages and bosses from the coin-ops and added a couple of new levels as
well (7 stages total).

U.N.  Squadron by CAPCOM is also based on a coin-op title named Area 88.
Unfortunately, I have never seen nor played the arcade version so I
cannot comment first hand on the differences.  However, I have read that
this is a very close translation of the coin-op with only minor
additions to better tailor the game to the home environment.  The
premise of the game is that you are a member of an elite group of
fighter pilots trying to take back the land from enemy mercenaries
(Project 4) who have taken over everything except one small air base
named "Area 88" from which the U.N.  Squadron operates.

GRAPHICS

Both games show off the abilities of the SNES by displaying "arcade"
quality graphics.  In general, the Super R-Type enemies tend to be
physically larger than those in U.N.  Squadron.  Most end level bosses
from both games are full screen (or larger!)  and very detailed.  The
backgrounds in Super R-Type are colorful and detailed with each stage
displaying a different motif.  The colorization used for the planets in
the background for the first level is extremely crisp and a good example
of what can be seen throughout the game.  The background scrolling in
U.N.  Squadron gives the game a "3D" feel although the game is a two
dimensional side scrolling shooter.  Color and clarity are also
excellent in U.N.  Squadron.

BGM AND SOUND EFFECTS

The music and sound effects for Super R-Type greatly enhance the
gameplay.  I first tried the game with headphones in order not to
disturb other members of the household, and I was, well, blown away!
Even the letters on the title screen come flying in with a laser sound
effect.  The options screen allows you to sample all music and sound
effects used in the game and the BGM is composed music instead of a few
notes played over and over which occurs too often in home games today.

The opening music for U.N.  Squadron is excellent, but although the
quality of the music during the game is very good, the content is just
average in my opinion.  The sound effects on the other hand are quite
varied and somewhat make up for the less than memorable background
music.

Note:  I can't emphasis enough how important it is to hook the
       SNES up to something that has stereo output!  The SNES
       sound is its strongest feature by far.  Also, no matter
       how you try, you won't get sound like this in a noisy
       arcade!

GAMEPLAY

As in earlier versions of R-Type, SNES Super R-Type allows you to
power-up your R-9 by attaching a pod to the front or back of the ship.
You can also shoot the pod out in front of the ship to lead the way.
The pod can become one of five different types of weapons depending on
the random power-up obtained.  They range from reflecting lasers to a
two colored, forward firing heat ring laser.  In addition to the 5 types
of pod weapons, you can get a speed power-up (makes the R-9 maneuver
faster), and a missile power-up.  The missiles are unlimited, drop
directly out of the ship and come in two types:  a blue one which drops
straight down, and a red one which seeks out the enemy!

Irem came close to making Super R-Type for the SNES its best R-Type
version to date, but MISSED the mark terribly!  Each and every time you
lose a ship, which can happen at the blink of an eye, you must start at
the beginning of the stage you are currently working on, and except in
novice mode (modes are novice, easy, normal, and hard), you lose ALL
power-ups obtained.  This may not sound that bad, but it's makes the
game very tedious and unplayable.  I completed the game in novice mode,
but could get no further than the third stage boss even on the easy
level.  After trying 30+ times, I sold the game :-( !  The manual states
that if you finish on hard mode (and haven't yet committed suicide!),
you get to play in "professional" mode - if you complete pro mode,
something special will happen.  Slow-down occurs in several places, but
does NOT detract from the gameplay substantially.  Others sources have
stated that slow-down makes it unplayable, but I disagree completely.

On the other hand, U.N.  Squadron will make you understand why CAPCOM
states that they are the world's leading arcade game designers.  As with
the options mode on Super R-Type, you can select the difficulty of play
(easy, normal, hard).  Unlike R-Type, you can also tailor the control
pad to your own taste!  You need to assign three buttons - one to fire
vulcan cannons, one to select the special weapon, and one to fire the
special weapon selected.  You can quickly change the defaults in the
options screen by simply tapping the button you wish to use.  You get to
select from three pilots each with different characteristics.  One
raises his power level the quickiest, another handles the most special
weapons, and the last recovers from damage the quickest.  There are 6
planes to chose from ranging from an F8E Crusader (weakest) to the F200
Efreet (strongest).  You are given the F8E Crusader to start and must
earn money by destroying enemies to buy other planes.  With the money
you earn, you must also buy weapon systems to outfit your planes (this
is done at the start of each man).  There are 11 different weapon
systems that you can buy, but only the strongest plane can handle them
all.  All other planes can carry some combination of the 11 which gives
each plane a different offensive strong point.

The game consists of 10 missions (plus an EX mission which is a quick
way to make money) with the last goal being the destruction of the
Project 4 base.  The last boss in the final mission is really cool, but
ironically it is seems based on a similar looking enemy from R-Type!
The display after winning the game is quite disappointing compared to
the great introduction sequence, but U.N.  Squadron as a whole is a
winner!

			Super R-Type    U.N. Squadron
GRAPHICS:                   9             8.5
BGM/SOUND EFFECTS:        10/10 (WOW!)    7/9 (wow)
GAMEPLAY:                   2              9
OVERALL:                    4              9

Super R-Type by Irem 
U.N. Squadron by CAPCOM 

------------------------------
 
From: hoffmann@ssd.Kodak.Com (Marty Hoffmann)
Subject: Amiga: Altered Destiny 
Date: Mon, 16 Sep 91 08:47:30 EDT

The graphics/text adventure "Altered Destiny" from Accolade casts you as a
normal human being who gets sucked through your television and into a 
bizarre, alien world, just as you are settling down for a really cozy 
evening with your girlfriend (I hate when that happens).

Unfortunately, you are a victim of mistaken identity, and it falls to you 
to save the known (and apparently unknown) universe from total destruction.

Even more unfortunate, is the fact that the television at the beginning of
the game is not the only thing that sucks.  While the game itself might rate
very high in the genre, the user interface makes it practically unplayable

And what is the biggest problem with the user interface?  It is SLOOOOOOOOW.

To move the main character, you point to the desired destination using the
mouse and click the left mouse button, at which point, the character on the
screen stops and thinks about a good path to get to where you are pointing.
On a stock (M68000 based) Amiga, it may take a few seconds of thinking before 
the character starts moving.  

If the path required is too complicated, the character will often refuse to go
there, and a series of shorter moves are required to get him where you want him.

Even more irritating than the delay between moves is the delay when crossing
a screen boundary.  The load time (even from a hard disk) is terrible.

Other than moving the character on the screen, most interaction with the game
is through typing messages on the keyboard.  While this is not terribly bad,
I prefer the "action menu" found in graphic adventure games by Lucas-Film.

The graphics on the box are IBM VGA.  The graphics in the Amiga version are
not nearly of such high quality, although they are no worse than those of 
two very good games "Loom" and "The Secret Of Monkey Island", both from
Lucas-Film.

On the positive side, the game is hard-disk installable (code-wheel protected)
and comes on six floppy disks, with a very nice installation program.
Included with the game is a clue book.

Overall, I'd have to give this game a "thumbs down".

	(On a scale of 1 to 10 (10 being best))
	Graphics:	8
	Sound:		6
	Story:		9
	Playability:	4
	Overall:	5

Altered Destiny, by Accolade, for the Commodore Amiga, (also available 
for the IBM PC)

------------------------------
 
From: Ken Fishkin <fishkin@parc.xerox.com>
Subject: PC: The Perfect General
Date: 	Fri, 25 Oct 1991 09:52:50 -0700

    "The Perfect General" by QQP (Quantum Quality Productions), is a
simulation of tactical armored combat.  It is *not* a hard-core tactical
simulation along the lines of "M1 Tank Platoon" or its ilk, but rather a
simpler (but more elegant and graceful, IMHO) system, somewhat along the
lines of "Kampgruppfe", "Empire", or even "Tanktics".

    The player receives *n* "buy points" with which to buy his force.
There are roughly a dozen types of units, each unit with its own cost.
The game repeatedly boasts of "over a dozen years of playtesting", and
this is one place where it shows.  I have only been playing the game for
a week, but it seems that they have done a very good job of balancing
unit cost with unit effectiveness:  no unit is obviously too cheap or
obviously too dear.  There is also enough variety in unit capabilities
to give you a *very* wide gamut of possible forces:  this is a major
plus in the game, and greatly aids in replayability ("what if I took
more artillery?  What if tried to overwhelm him with cheap fast light
armor?").

    The unit types are as follows:  4 types of armor (armored car,
light, medium, heavy), 2 types of artillery (light, heavy), infantry,
bazooka (offensive power of a light tank, like infantry otherwise),
mines, and engineer (build/destroy bridges/mines).  The only surprise,
at least to me, is that infantry is more worthless than you might think:
it's really only good for holding occupied cities and flushing out
ambushes ("sacrificing your body for the play", for you football fans).

THE SCENARIOS

    The game comes with approximately a dozen scenarios.  These are
nicely graduated in difficulty and complexity, providing a nice way to
gradually learn the game, not unlike an Avalon Hill "programmed
scenarios" approach.

    When you play a scenario you can be either (a) the attacker, (b) the
defender, or (c) "balanced".  "Balanced" mode means that you will play
the scenario once as the attacker and then immediately play it again as
the defender.  This is a very nice touch.

    On a per-scenario basis, you can also toggle various features which
trade-off realism versus simplicity.  For example, you can dictate that
shots will always hit their targets versus a probabilitic approach, or
that you can see all units on the map versus only those which are
actually in LOS of your units.

    Scenarios can be played 0-player (computer vs.  computer), 1-player,
or 2-player.  I have not tried the 2-player, so I cannot evaluate that.
There is a modem option, but I haven't tried it.

    There is also a good handicapping system.  The computer player
exists at 3 different levels of smartness, and you can further fine-tune
the handicapping by giving yourself fewer "buy points" than the default.

    When deciding on which scenario to play, there is online description
available of each scenario, outlining the overall strategic situation,
scenario length, and so forth.  Nice.

THE ACTUAL PLAY

    OK, so now that you've picked a scenario and your forces:  what
actually *happens* on a turn-by-turn basis?

    Each turn consists of a number of segments:  plotting artillery (it
falls the turn *after* plotted), receiving artillery (from the prior
turn), fire, movement, fire.  The sides alternate *within segments*:
Attacker fire, then Defender fire, then attacker move, then defender
move, and so forth.

    In addition to the two fire phases, units have up to three other
chances to fire.  Firstly, if somebody fires at you in their fire phase,
you can "react" and fire back simultaneously.  This can happen twice, as
there are two fire phases.  Secondly, if somebody moves into your range,
you can fire at them.  This happens in the opponents movement phase.

    However, a unit may only fire *once* per turn.  A major aspect of
the strategy is deciding which of the many opportunites for fire should
be taken.  Fire too early in the turn, and watch helplessly as your
opponent runs by you, or moves up to you and blows you away.  Fire too
late, and you may be dead before you get a chance.  This yields a very
interesting enjoyable "cat and mouse" or "rock/scissors/paper" feel to
each turn.

HOW TO WIN

    Victory is judged purely by holding cities:  cities yield a certain
number of VPs per turn to the holder.  Note that casualties are
irrelevant!  Cities require at least one unit to "garrison" them,
however:  I have had scenarios where my casualties where so heavy that
although I owned the field, I didn't have enough units to occupy each
city :-(.

    After the scenario ends, your performance is evaluated, with ratings
not only of your VPs but of your firing efficiency, your casualties, and
your "collateral damage".

    There is a good "hall of fame" feature, which keeps track of the
best 3 performances as Attacker, Defender, and Balanced (attacker then
defender), both per scenario and per player.  This is very nice:  you
can look at a given Scenario History and see how attackers have
generally fared, for example.

THE GRAPHICS

    I can only evaluate the VGA graphics, and they are very good.  The
maps are crisp and clean, with very nice visuals for the various terrain
types.  The various unit types are easily distinguishable, and, again,
have a very good visual look.  One cute feature is that the battlefield
gets "scarred" in the course of a battle:  tank hulks, shell craters,
and so forth litter the battlefield, although the "tank hulk" icon looks
more like the "Ankh" icon from Popolous than anything else.

    Another nice feature is that the colors chosen are rich and not
terribly saturated:  well done!

THE SOUND

    I can only evaluate the Sound Blaster audio, and it is OK.  There is
a rockin' little ditty that plays when the game starts, but otherwise
sound effects are limited to reasonable replications of the sounds of
gunfire and artillery shells.  This could have been better.

THE MANUAL

    The manual is clearly written and well laid out.  It is only marred
by an irritating cuteness ("Units may not fire at night:  they are too
busy partying", and similar drivel).  A little of this goes a long way:
the ending credits are particularly smarmy.

    Cuteness aside, the manual is well-done.

SECURITY

    You are asked to look up a certain word in the manual.  You are
 prompted with the first letter of the answer, which helps reduce mistakes.

NITS

    As you can tell, I generally like this game very much. However,
it does have a few problems:

    1) When an enemy moves into the range an un-fired friendly unit with
LOS to the enemy, you have the chance to fire at him.  However, your
only cue for this is that a small button at the right edge of the screen
turns green.  This is not enough, particularly since your eyes at this
time are glued to the main display, watching his units move.  An audio
cue here would be *very* useful.

    2) The main author of this game is one of the main authors of Empire
(Baldwin), and I think he took the same mouse driver. Unfortunately, that
means it has the same bug the Empire mouse driver had. Namely, you will
sometimes find that the program thinks that your mouse has moved a great
distance and then clicked. This can be tremendously irritating when you
are deciding where to move a unit!

    3) There is no scenario editor: what you see is what you get. The
manual mentions that QQP plans to soak you for (er, I mean, "bring out")
additional scenario packages.

    4) The "Hall of Fame" feature is nice, but it has one glaring
problem:  there is no way to clear it out!  This has a number of
ramifications.  Firstly, your personal performance will always be dogged
by those first scenarios you played when you were first learning:  *all*
scenarios you play are "for keeps" forever.  Secondly,
computer-vs-computer play is also logged in the hall of fame, which I
find clogs things up.  The omission of a clear button, or at least
*optional* inclusion in the hall of fame, is a real "oops".

    5) The attacker is always red and the defender is always blue.
It would be nice if you could custom-tailor these colors.

    Of the weaknesses listed, only (1) is serious: I hope they fix
that soon!

OVERALL
    Overall, "The Perfect General" is a solid enjoyable piece
of software, for those interested in not-too-complicated wargames.
Its main strengths are its solid feel, excellent graphics, and
excellent replayability potential. It will not take over my life
the way "Railroad Tycoon" or "Ultima VI" or "Empire" did (long ago),
but it has definitely earned a place on my "Top 10" DOS Shell game list.

	    Graphics:       9 
	    Sound:          6 
	    Gameplay:       8 
	    Documentation:  8 
	    Overall:        8

------------------------------
 
From: mmarkowi@pepvax.pepperdine.edu (Mike Markowitz)
Subject: PC: Wordtris 
Date: Fri, 18 Oct 91 13:58:00 PDT

Just when you thought there was no way to do another game based on blocks
falling into a well,   Wordtris arrives, fresh from the falling Soviet
empire. Wordtris was born of the unnatural union of Welltris with
a spell checker.

Each falling block is stamped with a letter, and as they fall you have to
shift them left or right, attempting to form words.  The well is half
filled with water, and the blocks "float" until other blocks push them
under the surface.  As soon as the program recognizes a formed word,
either horizontally or vertically, the word disappears. You score
points, based on the length and difficulty of the word.

If you manage to form a "magic" word, displayed at the top of the
screen the whole well is emptied. An "eraser" block falling randomly
lets you zap a letter that may be particularly out of place.  Letters
with a question mark are "wild cards" that become any letter you type
before they hit bottom.

Wordtris has a 60,000 word dictionary and very fast recognition
algorithms. Performance was very good on a  12 MHz '286.  You can
even add  1000 words of your own to the dictionary.

Since this is a fairly difficult game, there is a "children's mode"
that makes the letters
                       fall
                             very
                                    very
                                           slowly.

There is also a sneak preview option that shows you the next letter
that will fall.

  I recommend setting the minimum word length to 4 letters -- it's
annoying to have the program  constantly removing obscure 3-letter
words when you are trying to build something more impressive.

The package contains a 26-page manual, two 720K and three 360K disks.
Some very poorly written on-screen installer instructions might confuse
a beginner, but the actual game's options and controls are easy to use.
You need  to use  the manual to identify a quotation before the game
will run.

With two computers and two copies of the game, you can play against
an opponent  over a serial cable, modem link or Novell network .

Wordtris is a well-crafted game that  should  appeal to gamers who
enjoyed its predecessors, Tetris, Welltris and Faces, and to those
who love crossword puzzles, Scrabble and similar word games.

Graphics:       8
Sound:          7
User Interface: 8
Play Value:     9
Overall:        9

designed by Sergei L. Utkin and Vjacheslav  A. Tsoy
published by: Spectrum Holobyte (1991)
for: IBM PC compatibles (640 K, CGA, Hercules, EGA or VGA graphics,
supports popular sound cards)
list price: $44.95

------------------------------
 
From: brackney@ecn.purdue.edu (Larry J Brackney)
Subject: Genesis: Devil Crash (Japan only)
Date: Fri, 25 Oct 91 13:38:41 -0500

  Devil Crash MD is one of the few Genesis/Mega Drive games that I can 
honestly say I have eagerly anticipated.  It's finally out, and it has 
lived up to my expectations.  The graphics, music and terrific game play
that I enjoyed in the PC engine version have been faithfully translated
to the MD platform along with a few improvements.  For those that are
unfamiliar w/ Devil Crash, here is a brief description:

  DC is an extremely well done video pinball game featuring a horror motiv.
Laughing skulls, fire belching dragons, wandering goblins and skeletons,
and a circling coven of evil monks are just a few of the items present on
the playfield which is roughly four screens tall.  Hidden features and bonuses
abound for example: the centerpiece of the game is a sleeping warrioress
who awakens when certain targets are hit.  As the game progresses, she
transforms into a vicious snake woman.  Yikes!

  It is also possible to reach special bonus stages by accomplishing secret
"tasks."  Each of the six bonus games is a pinball game in itself.  You win
the bonus games by defeating the nasty monsters that you are faced with.
At this point, I'll mention that the bonus games represent the biggest
improvement over the PC engine version.  The backgrounds are beautifully
drawn in the MD version, as opposed to the PC's spartan bonus stages.  Also,
four of the six stages are completely new to the MD version.  (Only the
six headed dragon and triple skull levels have survived the translation,
the others are all new and IMHO better.)

  How does it play?  I think a friend of mine put it best when he commented
that DC plays like a real machine.  I must agree.  DC captures the "feel"
of a good pinball game complete with the ability to bump (or tilt) the machine.
The game controls well, and options such as flipper control, tilt control and
ball speed may be set to taste.  A two player option let's you play with a
friend.  There is even a password option to let you save the game in which
you are feeling particularly lucky.  (DC does have an ending if you "roll it
over.") 

  With so many hidden bonuses to discover, Devil Crash MD should hold the
interest of pinball fans for quite a while.  I don't believe a U.S. dist-
ributor has commited to releasing this title domestically yet, but I will go
out on a limb and recommend the game for purchase as an import.  (It's that
good!)

    Graphics - 9   (Just a tiny bit of flicker from time to time.)
    Sound    - 8   (Standard video game fare here.)
    Music    - 10  (MD and PC soundtracks are identical but awesome)
    Play     - 10  (Almost like the real thing!)
    --------------
    Total    - 9   (No such thing as a perfect game!)

Devil Crash MD from Technosoft of Japan, for the Sega MegaDrive (the
 Japanese version of the Genesis).  Available through US mail order 
 houses for around $55

------------------------------
 
From: Steve <SJSBH@CUNYVM.CUNY.EDU>
Subject: Genesis: Arcus Odyysey 
Date:         Mon, 28 Oct 91 08:50:18 EST

Your quest - find the Sword of Leaty and restore light and good.
             Destroy the Darklords summoned by the evil Castomira.

Choose from a list of 4 warriors, each having a different weapon and
magical powers. Search for hidden magical crystals and potions and
other helpful items. Eliminate the many creatures.

There are 8 Acts, and in each one you must uncover a secret,
eventually fight a boss and get to the next Act. In Act one, you
must find the exit key. Act 2, kill the boss and jump on its back and
ride it to the next Act. Act 3, find 5 swords to open various doors.
(this is as far as I got-the 5th key is a bitch to find).

You proceed through various mazes of outstanding colors and
detail fighting creatures, picking up treasures from chests, and
figuring out the maze. You can call up a window screen to use
some powers you have obtained. After defeating a boss, a glowing
crystal is left that changes color. Blue=increase your defenses,
Red=increase attack power. So far, in Act 2, you can free prisoners
and they will help you on your way by staying close to you and
firing their own weapon. A great help when creatures are attacking
from all sides. Also, there are a few people scattered about that
you should listen to for helpful hints.

This is just a small review, since I have only reached Act 3.
I have played 2 player simultaneous and one player. Both ways are
challenging and fun.

The 3-D effect is extremely well done. The opening scenes
before starting the game are truly spectacular. There are so many
more little "things" that I have not covered and I am sure there are
a whole lot more to discover.

   Renovation (with the help of Wolfteam) have themselves one super
   Genesis game in ARCUS ODYSSEY.

   GRAPHICS     	--- 9
   SOUND        	--- 8
   CHALLENGE    	--- 9
   FUN FACTOR   	--- 9
   GOTTA PLAY IT AGAIN 	--- 10
   OVERALL     		--- A WINNER !!!

  ARCUS ODYSSEY - 8 meg, 2 player simultaneous, 3-D, 3/4 view, 
      action/adventure/maze/slight RPG/, AWESOME

------------------------------
 
From: pdenton@ihlpb.att.com
Subject: Genesis: NHL Hockey
Date: Tue, 29 Oct 91 10:29 CST

Electronic Arts has done it again with the addition of NHL Hockey to
their sports line-up.  From the same developers that produced John Madden
Football, NHL Hockey is nearly flawless.  My only comparisons will be with
Blades of Steel (BoS) by Konami for Nintendo, a game I feel to be among the
best in the sports genre.

The game starts with an average title screen and below average title music.
You are given a menu to chose from all 22 actual NHL teams (with both home
and away uniforms), number of players (demo, one, two one-on-one, two team-
mates), length of game (5, 10, or 20 minutes sped up time), penalties off,
on, or on except off-sides), substitutions, and tournament play (single and
best of seven).  A brief comparison is then given between the two teams.

The game has an overhead perspective, with goals at the top and bottom.
Face-offs are done from a window, while graphically interesting, does not
add to gameplay.  Controls are responsive and easy to learn, offensively
the buttons only shoot or pass, and defensively the buttons change to the
closest player to puck or smash into an opponent.  The graphics are very
well done, players look and move realistically, the rink contains the
home teams emblem in the center, and even the audience moves independently.

The score, time, and period information is on the screen at all times.
Between periods and during pauses, statistics are given about shots taken,
power play goals, penalties, etc.  During this time, you also get to see
who is in the penalty box.  If you are a hockey fanatic (sorry, I'm not),
each player on the ice and in the penalty box has a number attached to 
him ( I only recognize number 99 for the LA Kings.)

A nice feature is the instant replay.  Instead of the computer choosing
the play to be replayed, at any time you can pause the game and replay
approximately the last ten seconds of play, in either slow-mo or normal.
You can also position the overhead "camera" anyplace you'd like, though
I have to say I rarely use this feature.

What makes this game unique is the ability the play with a friend as
teammates.  Some coordination is required, in that you have to constantly
switch players and position yourself to make an attack.  But at least both
players can now enjoy the thrills of victory without the humilation of
the other.  I hope they attempt to implement this feature on future sequels
to their sports line-up (Lakers vs. Bulls?)

Drawbacks to the game?  The first time I played the game, I noticed that
there was no control of the goalie.  This bothered me, since I was used to
BoS, where half the fun was being goalie and blocking attacking shots from
your opponent.  Later on I didn't mind as much, the computer controlled
goalie plays a good game so defense now relies on you as a defensemen not
allowing the opponent to get a clear shot against the goalie.  Gameplay
now relies on solid checks, capturing the puck, and manuvering your player
around the arena ( momentum a clear part of this game on ice ).

I would have also liked difficulty levels, or at least increasing difficulty
during gameplay or tournament.  I would guess since the teams are modeled
after pro teams that some are better than others, but I think that it 
should be nearly impossible to win ( or score ) against an all-star team
if playing with the San Jose Sharks.  Again, in comparison, BoS has three
levels of difficulty which vary greatly.

The digitized grunts and cheers add to the realism, as does the siren after
the scores.  But, the white noise audience is nausea inducing, the worst
I've heard in a game.  The fight scenes are a bit boring and actually slow
the game down a bit.  Back out, go in and punch, back out, etc... wins 
99 percent of the fights.  I would have liked for the fights to be zoomed
in (eg. Buster Douglas Boxing w/ Hockey uniforms) ala BoS, and variety in
punch selection (eg. Double Dragon).  Again, this is more nit-picking than
anything else.

Overall a very good game.  Plenty of options, good controls and fun play.
Easily the best sports game available for the Genesis system.

	Graphics:	9 (Crisp, sharp, nice)
	Sound:		6 (Average at best)
	Gameplay:	9 (Very realistic, very fun)
	Documentation:	8 (More than adequate)
	Overall:	9 (Great game)

NHL Hockey, by Electronic Arts, for the Sega Genesis

------------------------------
 
From: rjung@aludra.usc.edu (Robert Jung)
Subject: Lynx: QIX
Date: 30 Oct 91 05:24:15 GMT

    Telegames, the first developer of third-party Lynx games, strikes the
market again with QIX. This is an adaptation of the Taito arcade game from the
early 80s, named after the Qix, a swirling helix of colored lines. The
player's goal is to draw boxes on the playing field, restricting the movement
of the Qix, while avoiding contact with the Sparx, Fuse, and the Qix itself.
Each level has a percentage threshold, and the level ends when you have
claimed the limit, with bonuses rewarded to extra territory. Higher levels
offer more Qixes, Fuses, and Super Sparx to outsmart.

GAMEPLAY:
    The original QIX was a simple game by today's standards, so it is not
surprising to find that the Lynx version plays exactly the same. The Qix
dances around the field, and you lose a life if it touches your drawing lines.
Points are awarded for drawing boxes, with more points given for daring to
draw slowly. There are 256 levels, each with its own combination of game
elements, and a password to avoid the earlier levels. Two players can compete
by alternating turns, while built-in instructions and a Practice Mode help
beginners learn the game.

    There are a few problems, however. The arcade game used separate buttons
for slow and fast drawing, but this version uses only one, which is awkward.
More annoying are the sensitive controls; a wayward diagonal can cause the
marker to jam, leaving you vulnerable. Finally, the Qix is proportionally
larger on the Lynx, making the game slightly harder. None of these flaws are
crippling, but they do diminish the game.

GRAPHICS/SOUND:
    The simple graphics of the Taito QIX have been renovated slightly for the
Lynx. Each level uses a different pattern to fill in claimed space, and the
other visuals have been duplicated here. Sound effects are fairly simple,
consisting mainly of the buzzing of the Qix and two short tunes, though the
title page uses a nice, short digitized rock rift.

SUMMARY:
    QIX on the Lynx is a steady translation, offering no more and no less
than the original. Whether it will appeal to today's players is questionable,
but longtime devotees and people who like unusual games will probably enjoy
this title.

                GAMEPLAY:        7
                GRAPHICS:        8
                SOUND:           6.5
                OVERALL:         7

QIX, for the Atari Lynx, 1-2 players, a horizontal orientation game, 
    by Telegames, Inc., $39.95 (no stereo)

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