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Subject: Digital Games Review Digest, #38
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Status: OR

 
                        Digital Games Review, Number 38
 
                           Tuesday, January 28th 1992
 
This issue we look at:
 
SNES:     Final Fantasy 2 
NES:      Star Wars
Genesis:  El Viento
Genesis:  F22 Interceptor
TG16:     Efera and Jiliora
Lynx:     Xybots
Amiga:    Heimdal 
Mac:      Patton Strikes Back
PC:       Super Tetris 

[Welcome aboard to our new subscribers!  New FTP Archive in the
 works too.  More details next issue!                  -- Dave]

----------------------------------------------------------------------
 
From: dauria@bucsf.bu.edu (David DAuria)
Subject: SNES: Final Fantasy 2 

Final Fantasy 2 is a rpg for the Super Nintendo.  It is the sequel to
Final Fantasy on the NES and I hear is actually the fourth game in the
series but the other parts haven't made it to these shores.  Now
truthfully I didn't know what to expect since I had never played the
first one.  I am a bit of an rpg fan so I figured I would give this one
a shot.  After playing it I have to say that I like this one.

     First off everybody wants to know "how are the graphics"?  Well I
would say they're good and they're not.  I know that makes little sense
so I have to explain.  Normally when you are just running around outside
the graphics are not very good like most rpg's.  Your characters are
kind of small and lack some detail.  Also your characters are drawn kind
of short and squatty and it doesn't look very nice.  The thing that
saves this view is the nice use of backgrounds by Square.  For example
when you are climbing up mountains the background is used to give the
effect that you are really high up.  Everything in the background looks
really far away like it would be if you were really high up in the
mountains and the effect is quite amazing.  Also in some dungeons you
can see through the floor.  Now some games would have some generic
background but in this game you can actually see the dungeon level
directly below you.  I like that sort of attention to detail and this
impresses me.  Also when you fight your characters are drawn a lot
better and unlike most rpgs you actually get to see them do their moves.
When you cast flame on an enemy you actually get to see them get
engulfed in flames.

     As for music it sets the mood of the area you are in quite nicely.
A really rocking background music really doesn't fit in this type of
game.  It should stay in the background like the music in this game
does.  Also the sound is pretty nice.  Sounds range from the clanging
of swords and axes to explosions of fire from your spells. 

     Now on to game itself.  First off I would like to talk about the
plot.  Oddly enough this game actually has one.  Most games of this 
type have a plot like "some bad guy kidnapped some princess and you 
must kill the bad guy and rescue the woman".  Now in this game I will
admit that you do rescue your girl friend but its a small part of the
game.  You start off in this game as a bad guy which is a bit of a
switch.  You eventually renounce your past and become a champion of
good and go after the bad guys, or at least who you think are the
bad guys.  The plot does have a lot of twist in it which make it
interesting unlike some games where you know right from the back
of the box what exactly you have to do to win.  Also there are 
various side quests.  These quests are not required to beat the 
game but they are there if you want to do them.  I personally like
little things like that so it scores points with me.

     As for fighting I like how that was done too.  Unlike many games of
this type where you character basically asks Mr.  Monster if he will
wait a second while you make up your mind and Mr.  Monster agrees, in
this game both sides go at it non-stop.  For example if you are picking
a move, don't expect that the computer will not attack you.  Also if a
couple moves back you had one character start casting a spell, that
character could finish chanting part way during your turn.  It really
makes you think quick since you will get leveled if you don't.  Also
there are loads of special moves.  Some characters can do leaping
attacks and some can aim to reduce the chance of missing.  Also there
are loads of different kinds of magic, ranging from calling monsters and
healing, to ninja magic and black magic.  Also these spells are actually
quite useful and you will have to use them to do well.

     The quest in this game is long and well done also.  Often you
will be just a little too late to do anything and often you are so 
weak that the bad guys will just fling you aside as they do what they
want.  You will constantly gain and lose members of you party for 
various reason.  Often the you will think you have lost somebody
for good only to have them return later and sometimes changed 
drastically.  For example in one part you are involved in a major
ship wreck and loose your entire party.  Also often you are expected
to go into fights which you can never win.  Its a nice touch, 
since you should never assume that your characters are invincible 
with no equals. Often you are the weak one, constantly struggling 
but eventually overcoming all.
    
    Now another thing you are probably curious is the length of this
game.  Well It is a nice long quest.  It took me over 23 hours of 
actual game time to beat this one which is pretty good.(this game
comes with a built in clock so you can actually keep track of how
long you have been playing)  You might even want to search for things
you missed the first time which means you get even more out of the
game.  Also Square was nice enough to include basically a walk through
for about the first 1/2 of the game and also a fairly complete list
of items and spells.

     Now this game does have some bad points.  First off is the
price.  This game is $70 so you should try and rent it first or buy
it from some where you can get your money back since it is a lot
of money to spend for just one game.  Second the translation really 
could have used some work.  Some times you have to read a section of 
text a couple of time to understand it.  For example in the game 
a karate yell is actually written as "achooo".  Seems like an 
obvious screw up to me.  Also  one final thing is it seems that 
square tried to avoid offending any religious groups so people in 
the game "wish" instead of "praying".  I know its a minor point 
but it seems like the same thing happened in Actraiser where your 
character was called a "master" instead of a "god"

     Graphics   8   could be better, some nice effects
     Sound      8   sets mood quite well, good battle sounds
     Gameplay   8   nicely done battles and quests
     FunFactor  9   I love exploring caves, and looting dungeons

     Overall    9   very nicely done,  thought a bit expensive

Final Fantasy 2 by Square for the Super Nintendo.  Retail price: $70

------------------------------
 
From: an288@cleveland.Freenet.Edu (Mark Hittinger)
Subject: NES: Star Wars

    I got the new NES Star Wars game for my son this Christmas, and while he 
slept I checked it out.  I was pleasantly surprised by the quality of the
graphics although at times they are asking a bit much of the NES.  You can
see major slowdowns in graphics update when there is lots of activity on the
screen.

    Essentially the game is a replay of the first Star Wars movie.  You play
the part of Luke.  An important note is that the game is not a two player
game.  It is a single player game.  Luke must free R2-D2 from the sandcrawler,
find the meditating Obi-Wan Kenobi, and blast out of Mos Eisley with Han Solo.

    You emerge from hyperspace into an asteroid field which you must fly 
through without loosing all of your shields.  If you do, you will be siezed
by the tractor beam of the Death Star and pulled into its hangar.  Once
inside the Death Star you must spring Princess Leia, destroy the tractor beam,
defeat the garbage monster, and make it back to the Millennium Falcon.  As
you escape from the Death Star, you will be attacked by Tie fighters.

    The game climaxes just like the movie with Luke boarding an X-wing
fighter at the Rebel Base and destroying the Death Star in the traditional
fashion.

    Unlike other movie based games this one does fit very well with the
expected story line and your game moves must follow the story line. If you
attempt to do a step out of sequence you may not achieve the desired
results.  There are some very clever additions to the story line that add
to the playability of the game.  Good old Darth's only appearance is to let
you know when your game is over.

    If you have collected Han Solo and Princess Leia, you may switch from
Luke to one of them.  There are spots in the game where Han and Leia each
have special abilities which are needed to get past some danger.

    I do find the game very difficult to play.  If you are used to other
Nintendo games you will find the use of the controls and the timing of jumps
to be more precise and sensitive than you are used to.  There are spots
in the game where critical long jumps will be just missed.  There are spots
in the game where a series of critical moves must be made in a rapid sequence
without pausing.  I would not purchase the game for children under 7.  They
will become very frustrated and play some other cartridge!  To a software guy
it feels like some floating point compares are being made to the 100'ths
decimal precision or something!  I wanted to disassemble the 6502 code and
fix it!

    It might be just me, but I found some instances where a mistake on my
part, or an attack of some kind, would move me someplace bad when I should
not have been moved.  If you do not escape from such an event rapidly and
correctly, your life "level" will be drained until your life is over.  Some
of these "moves" will not seem to appear "right" and are not intuitive.  Also,
if you die you must start the particular "level" over at the beginning.  You
do not pick up where you died.  Don't run when attempting to collect some
goodie.  Walk "through" it and you will always collect it.  I find that if
I am running while passing through a desired goodie I will sometimes not pick
the item up!  Curses!

    Frankly I think that a mistake was made in not including some sort of
difficulty level select so that your average nambi-pambi super mario 1 player
could make it.

    On the other hand my son and I continue to play it.  I've managed to make
it to the Tie fighters but they always take me out.  When my son takes the
game to the day care, there is always a crowd around the Nintendo when I come
to pick him up.  Lucasfilm Games offers a "hint book" for sale, and to tell
you the truth it should probably have been included with the game (even if
they'd raised the price).  I have not gotten this hint book because they
were out of stock!  If you have a rotary dial phone (like me) don't call the 
1-900 hint line, you need a touch tone phone after hours to actually get the
hints.  The only hints I have are the ones we've derived ourselves!

    In summary NES Star Wars is probably the best action video game I have
played on the Nintendo.  It is an excellent although difficult and frustrating
game.  It taxes the 8bit Nintendo processor and graphics to their limits.
I'll be looking forward to the possible release of games fashioned after the
other Star Wars movies.

Star Wars, for the NES, developed by JVC and Lucasfilm Games.

------------------------------
 
From: Martin F. Rose <mfrose@engin.umich.edu>
Subject: Genesis: El Viento

It is the year 1928, and New York's tallest building, the Empire
State Building, is nearing completion.  But very few realize the
sinister purpose behind this monumentous construct, for it is to
be the site where Hastur, the evil god of the wind, is brought
down to wreak havok and chaos upon the Earth.  Only Annet, a
powerful (and very cute) young Peruvian sorceress, can prevent
this disastrous occasion...

What?  You were expecting maybe the Ghostbusters? ;)

El Viento is, at the basics, a run-jump-shoot format game where
you control a young girl on her quest to save the world.  If
this sounds familiar, it's probably because Renovation already
has a game which has the same basic theme for the Genesis.
That game, of course, is Valis III.

Indeed.  I thought, at first, that El Viento and Valis III would have
much more in common.  But Valis III was created by Telenet Japan, while
El Viento was produced by Wolfteam.  I have spent much time with both,
so I may proceed by contrasting the two games...

First, the gameplay itself.  In V3, you get the feeling that you're
moving in slow-motion.  The entire game progresses more or less at a
crawl, and bringing your basic weapon, a sword which emits a force
wave, up to spec is a major part of this (you *NEED* to get the sword
power and charge speed-up to even play the game!).  It just gets to
be a chore to run down the street at the start of the game.  And
magic attacks are invoked by a special maneuver which makes you a
momentary sitting duck when the move is complete, in addition to
being basically useless.

In EV, on the other hand, they assume you've seen the intro and/or
read the manual, and have a handle on what you should be doing.  Not
that this is ever a problem in this game format, mind you.  Just run
to the right and kill anything that gets in your way.  The first
thing to notice here is that your new main character is quite a
sprinter!  The only video-game character that moves faster than Annet
is Sonic. :)  Bid farewell to the Six Million Dollar Man look and feel.
Annet's basic weapon, a pair of boomerang-blades, need no powering up,
though there is a third to pick up in the second level, which allows
for better rapid-fire.  Rather than needing to collect MPs to use
magic attacks, your MP gauge builds itself back up after use, making
magic just another form of attack, rather than a prized resource to
be spared for special occasions.

Next, consider the graphics.  I won't try to compare the background
art with other games of this genre--I mean, you've seen one over-
detailed scene, you've seen 'em all--but where EV really shines is
in the animation of Annet's every movement.  Whether running,
crouching, jumping, turning around, landing, throwing, or casting
any type of magic attack, it's all livelier than ever before.
The game does have some flicker, since Wolfteam seems to derive
some sort of perverse pleasure from making huge explosions that
tax the machine's ability to display concurrent moving objects.
Still, there's no mistaking when something blows up.

In the sound department, we can definitely tell it's a Wolfteam game,
since it has the Wolfteam Sound.  (Wolfteam seems to have a
preoccupation with a mediocre bass guitar sound, not to mention
a certain cheezy hand-clap sample.)  Not the worst BGM for the
Genesis, but still not the best.  The music for the ending is
better than TF3's even if the rest of the game music comes in
below Technosoft's game music, not to mention Yuzo Koshiro's.

The game boasts an 8 Megabit capacity, even though it is only
seven levels long.  The information must have gone into animation
of game objects, because it sure didn't go into intermission
animation--there isn't any.  Just pretty pictures and text that
should be rewritten, as usual.  Is it really that much trouble
to get a good editor for the English text?

The manual is poorly done, again, as usual.  Their attempt to
explain the use of continues is pathetic at best, the fifth form
of magic (Star Fire) is not listed or described, and a VERY
important move is NEVER MENTIONED.  Another bang-up job by
Renovation, don'cha know.  (The pictures of Annet inside the
manual, as well as in the game itself, don't much resemble the
buxom lass on the box, but that's another issue entirely.)

And it all comes back to how well the game plays.  If I had to rank
its sheer fun-to-toodle-around-in-ness, I'd probably put it next
to Wolfteam's other really fun game, Granada.  It's fun to play,
and you gotta try it, though you should try to get it for less
than the going rate.  Still, if this is any preview of what the Earnest 
Evans game is going to be like, sign me up!

     Graphics:  8.5   I haven't seen a character animated this thoroughly!
     Sound:     8     The Wolfteam Sound.  Wish they'd spring for a new clap.
     Control:   9     Just as fluid as the animation.
     Challenge: 6     But maybe I'm just too good for this sort of thing.
     Fun:       8.5   More fun than Valis III, by a long shot.

EL VIENTO, for the Sega Genesis, released in the US by Renovation
   Products, a subsidiary of Telenet Japan.  Created by Wolfteam.
   Retail price (current):  ~$64.

------------------------------
 
Subject: Genesis: F22 Interceptor
From: portuesi@tweezers.esd.sgi.com

F22 Interceptor, from Electronic Arts, puts you in the pilot's
seat of an advanced fighter airplane with a vast amount of
destructive potential at your disposal.  It's the first true air
combat game for the Sega Genesis.

If you set up a spectrum of realism for air combat games, with
arcade titles like Afterburner and Blue Lightning rating a 1,
and a "realistic" simulator such as Microsoft Flight Simulator
ranking a 10, F22 gets somewhere around a 6.  It is a true 3D
out-the window simulator, with filled polygon graphics (as
opposed to cheesy scaled bitmaps), simulation of flight
dynamics, and simulation of sun glare and pilot blackouts due to
acceleration changes during climbs and turns.  The game also
accurately simulates in-air refueling, and landings and
take-offs from runways and aircraft carriers.  You have
real-life weapons such as Sidewinders, Tomahawks, and Maverick
missiles.  You also fight real-life enemies such as MiG
fighters, helicopters, and tanks with anti-aircraft weaponry.

At the same time, F22 also incorporates several video game
elements, making it fun to play as a game rather than being
another boring old simulator program.  For one thing, the control
layout is fairly simple compared to other combat simulators.  A
activates the afterburners, C fires your guns, and B will launch
the currently selected weapon, that you can choose from a graphic
diagram of your jet fighter.  You press the Start button, choose
your weapon, then press Start again to rejoin the battle.  There
are some esoteric button combinations to use as shortcuts (such
as A+B to switch to your next weapon without using the menu), but
it's possible to get by without them, so you needn't learn them
at first.  If you can't cope with the standard controls (which
emulate the control stick of a plane), you can choose the
"steering wheel" option.

Like an arcade game, you also get background music.  However,
there is only one piece of music and it gets tiring after a
while.  Fortunately, you can turn the music on or off at any time
from the Start menu.

When you launch a missile, you get to see an animated sequence
from the missile's point of view while it homes in on its target
(much like the TV footage we saw during the Gulf War).  In the
case of a radar or heat-seeking missile, you actually get to
guide the missile in on its target.  You also see animated
sequences from the missile's point of view when the enemy fires
them at you!  When you complete a mission, you are treated to a
"chase plane" view of your craft as it swoops through the sky on
its way to the next assignment.

You can choose from one of three different skill levels: Cadet,
Training, or Combat.  Once you are in the air, you can access a
customization menu that allows you to adjust several factors of
the simulation.  For example, you can make yourself invincible,
give yourself unlimited fuel/ammo, change your plane's armament,
or change the overall speed of combat.  You can also control the
behavior of your enemies, including their overall intelligence,
whether they remain cool-headed or panic in the face of
destruction, and their amount of aggressiveness.

The game provides several campaigns for you to work your way
through, much like levels in a more conventional video game.
You go through tours of duty in the U.S., Korea, Iraq, and
Russia.  There's also a special campaign where you fight against
air aces from all four countries.  Once you've worked through
these campaigns, or if you a military nut, you can use the
game's customization features to build your own combat
scenarios.  You can choose the country, number of enemy waves,
and the enemies you will encounter for each wave.  The computer
will anticipate your combat needs and equip your F22 with a set
of weapons to meet them, but you can also choose your own
armament.

Overall, F22 strikes a good balance between realism and arcade
action.  I think it is much better than Afterburner II on the
Genesis or Blue Lightning for the Lynx.  I wasn't impressed with
Afterburner II on the Genesis at all.  Blue Lightning was a good
arcade contest, but neither game has anywhere near as much depth
as F22.  I'm also pleased by the fact the game uses true 3D
graphics, rather than scaled bitmaps.  However, sometimes it
cheats with the graphics -- ground features close to you (such as
trees and airport runways) are sometimes rendered as really
coarse bitmap-scaled objects.  My guess is that it stops
rendering ground features realistically once they reach a certain
size; perhaps the work to fill large polygons is too expensive.
But the graphics frame rate is pretty high, and the action is
very fast.

Those people who are into military stuff and/or want an air
combat game with an air of realism should be pleased with this
game.

Ratings:

      Fun Factor: 8   It's a true aircraft combat simulator that
		      plays like an arcade game.

     Playability: 7   The control layout is simple and uncluttered.
		      The customization options are very powerful;
		      not only can you tinker with the parameters
		      of the game, you can even turn off the
		      theatric scenes or skip the landing and
		      refueling sequences if you don't care for
		      them.  But the multi-screen menus are complex,
		      and sometimes hard to access.  Also, there is
		      no way to save custom missions, and the password
		      save feature for the built-in missions is
		      incomplete (it saves your point in the mission,
		      but not the state of your plane or any of the
		      customization options).

    Replay Value: 8   The built-in missions are very scripted.
		      But when you tire of them, you can set up
		      your own.

       Challenge: 9   The "Training" level is more than enough
		      challenge for me.  The game is extremely
		      difficult if you want it to be.  The menus
		      let you custom-tailor the amount of challenge
		      you want.

	Graphics: 8   The 3D rendering is very good, though it loses
     		      a point for the really coarse pixelation you
		      sometimes see.

	   Audio: 6   The sound effects (gun cannons, explosions,
		      in-flight computer) are good; the one piece of
		      background music gets annoying real quickly.
		      Sometimes the music doesn't play properly if a
		      lot of stuff is happening at once.

	 Overall: 8   Another success from Electronic Arts.

F22 Interceptor, by Electronic Arts for the Sega Genesis ($55 retail).

------------------------------
 
From: shimkevi@buchmf.bu.edu (shimkevi)
Subject: TG16: Efera and Jiliora

Efera and Jiliora is a role-playing fantasy game based on a Japanese animated
movie of the same name, similar to Y's-Book 1&2. 

As in most RPG games, you travel in various mazes (wilderness, ruins, castles,
dungeons) viewed from the overhead perspective. Your character can attack the
mosters that inhabit the wilderness either with a sword (at a short distance)
or with magic spells (you learn stronger spells as your level goes up). You
buy better swords, armor and stronger medicine in towns.

Unfortunately, I cannot say much about the storyline since I do not know
Japanese. It appears that Efera and Jiliora are fighting some sort of a
demonic cult. The game has many graphic/voice intermissions which explain the
story which seems to be fairly complex.

When you start the game, you can pick either Efera or Jiliora. There is a
two-player mode which allows two people to play at the same time, something
that is unusual in RPG's. Jiliora is a strong fighter, but she cannot use
magic. She obtains magic rings as her level goes up which enable her to
power-up her sword for a short time, recover lost HP and to become invincible
for a short time. Efera is a weaker fighter, but she can use magic spells
which are very effective against boss enemies. She does not possess a healing
ring and depends on medicine and healing magic which uses a lot of MP. Mp can
be restored only by magic herbs that she has to carry with her and there is a
limit to how many items your character can carry. Thus, it is easier to
explore with Jiliora since she can restore her HP anywhere, but fighting the
bosses is much easier with Efera. For example, it takes a lot of time and
effort to kill the final enemy with Jiliora, but it is extremely easy with
Efera, granted that you use the right spell. (Also, Efera is cuter, IMHO).

The graphics in the game are very good for a role-playing game, especially in
the later levels. The soundtrack is nice and conveys well the dark atmosphere
of the game.

An interesting detail is that, unlike other RPG's, you can swing your sword in
the towns as well. However, if you kill one of the townspeople by accident,
the others will come and strike you down in a moment - game over. Since you
use the same button for closing the conversation window and for striking with
your sword, make sure your turbo-fire switches are off when you enter the
towns, or else you might kill the person you've been talking to with dire
consequences. 

I really liked this game. If I could know the storyline, I would have enjoyed
even better. In fact I was quite surprised that I was able to finish it
without knowing the language - guess after playing a lot of role-players you
tend to know the logic they are based on. I would recommend this game even if
you do not know Japanese - it is still fun to play, especially in the
two-player mode.

    Graphics:    8 
    Sound/Music: 8 (standard CD-ROM quality)
    Playability: 8

    Difficulty:  Sometimes you have to wander just to kill some more 
                 monsters to build up your level, though not very often. 
 		 Pretty much the same as Y's.

Game Machine: PC Engine CD-ROM. The game is a regular CD and will play on the
  TurboGrafx CD-ROM player that is sold in the U.S. without the additional Super
  System Card. 

------------------------------
 
From: rjung@aludra.usc.edu (Robert A Jung)
Subject: Lynx: Xybots

OVERVIEW:
    Daleks, Replicants, Terminators, Robotrons, Xybots -- the robots are at it
again. EarthBase 26-B9, a remote station in the Federation's intelligence
network, has been completely overrun by the alien Xybots in a surprise attack.
Recovery of this base is of the highest priority; since you are the closest
agent available, you must infiltrate the station, battle the Xybot forces, and
stop the Master Xybots from taking over. NOW!

    Storyline aside, XYBOTS is a Lynx adaptation of the Atari Games' arcade
title. One or two players must travel through the station's levels, as seen
from a first-person 3D view. As you wander through the maze, you can grab
coins, keys, and weapon enhancements, all while fighting the various Xybot
forces. Your battlesuit will protect you, but it loses energy through time and
from attacks; if it runs out, you are captured and the game ends. Reach the
exit, and you have an opportunity to buy more equipment before going even
deeper, featuring trick walls, transporters, and even more dangers.

GAMEPLAY:
    Though a few recent Lynx games have been disappointing, XYBOTS is happily
not continuing the trend. This is a respectable version of the game, with all
the features of the original. The enemy comes in many different forms, using
various defenses while firing on your position. Your gun fires unlimited
shots, and an energy-draining zap can temporarily freeze the Xybots. The main
action is seen from directly behind your fighter, and a second screen showing
the level layout and status information is available. Every tenth level is a
fight with a Master Xybot, but the main game remains maze-running and
robot-blasting. Temporary enhancements such as robot locators and extra
firepower are available, but financial frugality will help you survive later.

    The game is not perfect, though, since the Lynx version is a little easier
than the coin-op. The Xybots are not too bright, and often spend time waiting
until you are in range before attacking. They are still dangerous, but you
will rarely have to worry about being overwhelmed. You also start with 35
coins, enough to stay well-armed for three or four levels. As a result, the
game may seem to start off slow for more experienced players, but Warp Exits
allow travel to the higher stages quicker. Overall, XYBOTS on the Lynx remains
formidable, but don't be too surprised at the initial progress you make.

GRAPHICS/SOUND:
    With XYBOTS, the Lynx once again pulls off game graphics that look almost
completely identical to the arcade. The station mazes are spartan, drawn with
identical wall panels, but enemy Xybots and other game items are well-animated
and detailed. Other visual extras such as the teleporter and the transition
between stages have been duplicated exactly. The only shortcoming is that
rotating your view is done with a 90-degree "snap", which can be a little
disorienting.

    Sounds are also very faithful, with the few blasts and explosions of the
original copied closely. The mechanical Xybot voices have been removed, but
in their place are several quality techno-rock background tunes. Though
enjoyable, they can be turned off from the title page if desired.

SUMMARY:
    XYBOTS on the Lynx is a solid translation, presenting an acceptable
version of the game on the go. Though the difficulty has been scaled back
slightly, there is still more than enough of a challenge to keep the typical
player back for more.

         Gameplay:        8
         Graphics:        9
         Sound:           8
         Overall:         8

XYBOTS, 1-2 players, horizontal game, Atari Corp., for the Atari Lynx.
   $39.95, no stereo sound.

------------------------------
 
From: Michael Richards <mhr@aberystwyth.ac.uk>
Subject: Amiga: Heimdal 

In the beginning, Odin the All Father created Man in his own image (but
smaller), and then created the Earth for them to live on. At first the
Gods and Man got on famously, but as time passed the Gods got bored with
Man and left him to his own devices.....

Now the Age of Ragnarok and Gotterdamerung are upon the Earth - basically
your average 10th century Norweigan was a morose bloke, and believed that
everything was doomed from Day One, and that the final great battle between
the Gods and the Beasts is about to begin and the Earth destroyed (my oh my
that must have cheered up those long Nordic nights - `Don't moan Eirik, we
could all be dead tomorrow'

Each of the Gods, Odin, Thor and Frey have a weapon which has magical powers;
Odin has a Sword, Thor a Hammer and Frey a Spear. Unfortunatley for the Gods,
the God of Evil, Loki has got them all a bit squiffy at a banquet, stolen the
weapons and cast them down to Earth......

Why don't they go and get them? I here you cry, well I was just coming to that
bit. You see the Gods aren't permitted to walk the Earth during Ragnarok
without loosing their powers.

How are they going to save the World? Well Thor knocks up a quick storm (which
was his speciality) and a lightning bolt hits a small Norweigan village, where
a young woman wakes up next morning nine months pregnant ... no doubt with all
the ensuing problems!!!!!!!!!!!

All this is portrayed in some superbly drawn and coloured animations, very
much in the `Asterix' or Don Bluth style - big beards and feet!!!! Great
music and speech complement it perfectly. Perhaps a Scandinavian can tell us
what is actually said? (Me thinks its a pisstake personally).

This is where you join the game, you are Heimdall, who is destined to
find the God's weapons so that they can fight the Beasts.  (Although to
what end I'm not sure since they are destined to loose according to
Norse legend), your first task is to see just how charismatic you are -
by the traditional Viking method of going down to the local bar, and
trying to free a girl who has been pinned to a board by her hair....
did I mention the axes?  Oh sorry, by throwing axes in her direction -
without hitting!!!!  Oh yeah, and that Norweigan beer is strong
stuff!!!!!!  All this is attended by riotous scenes of drunken Vikings
leaping around in the background.....

Having successfully avoided turning the girl into puree, your next task is
to run around a muddy field, chasing a greased pig (what a bundle of laughs 
these people were!!!!!!). Some mouthwatering animation here as you end up
looking a complete asshole at regular intervals.

Finally its that Ancient Norse pasttime of leaping aboard longboats, 
massacring the crew and getting the gold ... all good clean fun....

`What a game I hear you cry', and most people would be happy with that, after
all for once the words `cartoon animation' are true. BUT Core have even more
after all that. Heimdall's task is to search the World for the Gods' weapons, 
so its out with the RPG side......

Depending on how well you did in the previous three sessions you get a crew 
to accompany you on your suicidal task. The better you did at greased pig 
catching and the less girls you axed, the more crew and better crew you 
are offered. The crew members all have different occupations such as 
navigators, warriors and magicians.

Then you set off across a beautifully drawn map, Indiana Jones fashion to one
of the many islands that await...... There are three maps in all, each with
twenty or so islands dotted across it - plus the de rigeur seamonster and
whirlpool.

Arriving on the island, your team of three go walkabout in an isometrically
displayed world - like `The Immortal' from EA, but much better drawn. The
animation is again stunning, flames flicker, cloaks swish, monsters do
monstery things, the scrolling SMMOOOOOOTTTTHHHH, and the sound effects are
certainly atmospheric. Dodging traps and flicking switches you progress....
 
Whenever you encounter a denizen of the island, another view flicks up. This
time similar to Dungeon Master and Captive. There is no movement in this view,
but to make up for it the graphics would have FTL gibbering. Cue some great
hacking, slaying, spell casting and general meyhem - LOVELY!!!! All with
digitised screams and gurgles.

Objects are manipulated, spells cast and conversations held in a menu driven
point 'n click RPG interface. Simple to use - no problems at all, this 
section is quite the simplest I have ever used, some of the dedicated D & D
style games could take a good look at Heimdall.
 
Well, to summarise - Heimdall is BIG, BEAUTIFUL and HARD!!!!! It uses both
the mouse and the joystick and the keyboard - but each one is simple and
logical. This is game that proves the Amiga is still THE games machine, show
it to PC owners and watch them dribble......

	Graphics    : 9 1/2      : The apogee of computer art.
	Sound       : 8          : Fantastic scores and fx.
	Ease of Use : 9          : You can use a mouse can't you?
	Challenge   : 9          : You'll be playing this until Ragnarok!!!!!

	Overall     : 9 1/2      : THE GAME OF 1991.

HEIMDALL from Core Designs. 34.99 Pounds, 5 Disks. Copy protected. Manual 
  protection. Not HD Installable.  Contents: Disks, manual, world maps 
  and registration card.  AmigaDOS 2.0 version due any day now.  Needs 
  1 Mb+ more than 1 drive suggested, uses up to 3.
 
------------------------------
 
From: Ben Beecher <beecher@watsun.cc.columbia.edu>
Subject: Mac: Patton Strikes Back

I played the game on a Mac IIfx with 4MB of memory, and a 19 inch color
monitor set to 16 color depth.  This game will be available for the IBM
PC and compatibles.  The port from Macintosh to MS-DOS was done by Dave
Menconi, and he participated in the design process as well.  In the
August 1991 issue of The Journal of Computer Game Design, Dave says they
decided to try something different with this game:  "a more closely
parallel process whereby my work lagged Chris' by about a month...This
tight feedback loop increased overall project efficiency...I proposed a
semi-automated approach to porting Chris' Mac code."

The latest Chris Crawford game is an updated version of his earlier work,
Patton vs. Romell (PvR).  Both games involve infantry and armored divisions
fighting on European soil.  In both games your objective is to destroy enemy
divisions and to capture enemy towns.  You can play from the Allied side or
the German side.  The PvR scenario is Operation Cobra, fought in Normandy
beginning on July 25th, 1944.  In Patton Strikes Back (PSB) you are fighting
The Battle of the Bulge in and around the Ardennes forest, beginning on
December 16th, 1944.  Despite these similarities PSB is quite different from
PvR in many ways.

I really like strategy games, and PvR was one of my favorite games for the
Mac 512K.  It will not run on the later Macintosh models, so I was very
eager to try PSB.  PSB requires System 6.0.2 or higher, it requires a hard
disk with 5MB of free space, and 1MB of memory for monochrome, or 2MB for
color.  When playing in color you must set your color depth to 16 colors.

PSB has an excellent user interface, and it supports color.  The graphics
are very good.  The user can switch back and forth between the closeup
display (tactical) and the full display (strategic).  The tactical display
shows an excellent color map in fine detail and is scrollable, but can't be
resized.  These displays are just right for a 12 inch monitor.  It would be
great if one could expand the tactical display, or view the tactical and
strategic displays side by side on a large monitor.  The tactical display is
not available in the IBM version because it requires over 700K of memory,
while MS-DOS can only address 640K.

There are only four modes in this game (attack, defense, mobile, and
shattered) which greatly simplifies the tactics.  If you are in mobile mode
when you encounter the enemy it automatically switches you to attack mode.
Each unit has a strength and readiness factor.  When readiness falls below
25% the unit is shattered.  When it falls to 0% the unit surrenders.

The PSB "game board" is divided into invisible squares and each unit moves
one square at a time, horizontally or vertically.  No more bumping into your
own divisions when they are nudged into your path by the enemy.  On the
other hand you can't move diagonally and you can't move a few pixels at a
time.  The free-motion game area made the old game unique.  However, since I
started writing my own game I realize how much easier it is to create a game
with squares or hexes.

The biggest new feature is the fact that you give orders constantly, not
just at the beginning of each day.  This makes the game more realistic but
it also takes longer to play: 3 hours to 5 hours per game.  There are five
display speed settings and I spend a lot of time in the "slow" setting so I
can react to events as they occur.  In the old game I could sit back and
watch the day's events unfold but now I have to concentrate on each battle
area and give new orders every time an enemy unit changes direction and
every time a battle occurs.

Terrain is now a factor in the game: the landscape contains roads, rivers,
forests, and clear terrain.  This adds a new dimension to the game and makes
it more realistic.  Unfortunately the game squares don't exactly line up
with curvy terrain features so it's often difficult to tell if your unit is
on the road, in the forest, in the river, etc.  I would rather have square
forests and straight roads so I could tell what terrain my units are in.

Another big feature: units are resupplied by the roads in your territory.
If a units breaks through enemy lines it will be cut off from the supply
lines and its readiness will gradually decrease.  Air strikes can be used by
the Americans to cut off German supply lines or to attack individual units.
These air strikes are available after the first ten days have elapsed.

The newsreels are black-and-white video clips in a small window, which
announce battle results, towns captured, air strikes, etc.  They are
accompanied by the sound of troops marching, a dive bomber, etc.  I like
them but the sounds get a little repetitive after a while.  Their duration
is settable from 1 to 6 seconds but on a IIfx they last only 3 seconds, max.
Also included is a ton of historical data and WWII anecdotes, accompanied by
monochrome sketches and photographs.  You can select this info from the menu
and the anecdotes appear automatically during the game.  Nicely done.

Unlike the old game there are no British, Canadian, or Polish divisions in
PSB.  All the Allied units are American.  You can't modify unit strength or
location, but there are five difficulty levels.  The manual doesn't say how
these difficulty levels are implemented, but experimentation shows that the
difficulty affects the strength of each unit when the game starts, not the
number of units or their position, or anything else.  Reinforcements arrive
at predictable times and places, regardless of the difficulty setting.

If a unit is surrounded it can be destroyed in a couple of days.  This fixed
one of the things I disliked about PvR: it took a really long time to
destroy a division after it was surrounded.

Problems (sigh).

This game is very well written and there are relatively few problems.  I
believe the problems would be easy to fix and I hope they will be fixed in
the next release.

Orders given to each unit involve a series of discrete steps, and each step
requires a certain amount of time.  Here's an example: move north three
squares, turn west, move west one square, switch to attack mode, attack
west.  Let's say this series of steps might consume 10 hours of game time.
After 45 minutes have elapsed on the battlefield I notice that the enemy has
moved so I want to change the orders, starting with "move north two squares"
instead of "move north three squares".  My unit hasn't completed the first
step yet but it has accumulated 45 minutes towards the first step.  If I
"kill all orders" and then issue new orders it starts counting from zero
again: I lose the 45 minutes I have accumulated towards the first step.  I
can avoid this by hitting "kill last order" five times and then adding new
orders, but this is a real pain in the neck and it would be easy for the
computer to take care of this for you.  In PvR the units moved one pixel at
a time so this wasn't a problem.

On the Mac IIfx the newsreels go by too fast.  The display time can be set
from 1 second to 6 seconds but on a IIfx the maximum display time is
actually about 2.5 seconds.  If you're in the tactical display and a game
message appears which refers to an off screen area the message includes a
"go there" box which allows you to scroll to the action area.  Unfortunately
you have less than a second to click that box, even though the message is
displayed for 2.5 seconds.  The click time seems to vary from 0 sec to 2 sec
depending on how busy the computer is at the moment.

When it's time to select an air strike (bombing) target you would like to
see enemy unit strengths before selecting your target.  During target
selection the strategic display will not show unit strengths.  The tactical
display will show unit strengths but the horizontal scroll bar doesn't work
during target selection.  The vertical scroll bar works, however.  You may
switch back and forth between these displays during target selection.

You can't resize the tactical display to take advantage of larger monitors.

I think the game would be more satisfying if it gave you a summary at the
end of units captured, territory gained, etc.  It's a little frustrating to
devote hours of concentration and energy to the game and then end up with
just a raw score.

Conclusions

Speaking of raw scores, I am told that my review should end with an overall
rating.  I give it a 6 on a scale of 1 to 10.  PSB is fun to play but I wish
it didn't take so long.  If some of the problems mentioned here are fixed in
a later version, the game will deserve a better rating.  Some of the
problems do not exist if PSB is running on a Mac II with a 12 inch monitor,
for which the game was designed.

Patton Strikes Back: The Battle of the Bulge, written by Chris Crawford, 
   published by Broderbund.  Macintosh version.  Not copy protected.  
   $35 at MacConnection.

------------------------------
 
From: mmarkowi@pepvax.pepperdine.edu (Mike Markowitz)
Subject: PC: Super Tetris 

        Designed and programmed in Russia,  Tetris has been a monster hit
in the West and Japan on a wide variety of computers and game machines.
The original version appeared a few years ago -- simple enough to be
learned in a few minutes but challenging enough (we thought) for endless
hours of entertainment. But the depths of the Russian soul provide a
bottomless source of imaginative new torments for players, and the long
Russian winter gives programmers plenty of time to perfect them.

        Super Tetris follows the basic Tetris-Welltris-Faces-Wordtris
concept of blocks falling into a pit. But now the pit is partially filled
with underwater rubble.  When you maneuver the falling blocks to form
complete lines, you are rewarded with bombs that can be used to erase
mistakes or  blast away the rubble, revealing hidden treasures. The more
lines you complete at one time, the bigger the block of bombs you receive.
There are many different kinds of treasures:   squares that award you extra
pieces, squares that turn into a bubble that moves upward filling all
exmpty spaces until it reaches the water line, squares that turn the next
falling piece into a bomb, etc.

        In effect, Super Tetris requires you to play two games at once --
the standard Tetris challenge of  completing lines and avoiding gaps, plus
an additional requirement to empty out the rubble-filled pit  before you
can advance to the next level.  You have only a limited number of falling
pieces available to complete each level.  There are ten levels of
difficulty.  At each successive level the pit is deeper and the pieces fall
more quickly.

        The bouncy musical background, based on Russian folk tunes, was
composed by Ed Bogas. The package includes one 720K 3.5" and two 360 K
5.25" disks. After installation the game's 35 files take up 844 Kb on your
hard drive.

        The game is illustrated with colorful pictures of the Moscow
circus. Before you can play the game you have to type in the answer to a
circus trivia question (from  the 26-page manual) There are various two-
player options -- competitive, cooperative or "head-to-head" (two copies of
the game running on separate computers connected by null-modem cable or a
network).

      User interface:   9
      Graphics:         9
      Sound:            9

      Overall value:    9

Super Tetris, Designed by: Alexey Pajitnov, Vladimir Pokhilko, et. al.
   Published by Spectrum Holobyte, For MS-DOS (640K,  Hercules, CGA, EGA, 
   or VGA graphics,  audio cards, joystick and mouse supported) Macintosh 
   version coming soon List price: $49.95.
   additional $24.95)

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