Pondering About Max's / game / commercial
From: Michael Current (aa700@cleveland.Freenet.Edu)
Date: 02/08/92-12:41:52 AM Z
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From: aa700@cleveland.Freenet.Edu (Michael Current) Subject: Pondering About Max's / game / commercial Date: Sat Feb 8 00:41:52 1992 Reprinted from Atari Explorer, January 1992 Copyright 1992, Atari Corp. Reprinted by permission. Pondering About Max's --------------------- An 8-bit Adventure that's Hip-to-the-Minute! by Elwood J.C. Kureth Pondering About Max's (P.A.M.) surely ranks among the most enigmatic software titles of all time, right up there with such cryptic names as Gorf, Zork, Q-Bert, and even the classic Pac-Man. At least with titles such as Centipede, Missle Command, and Asteroids, you had an inkling as to what elements were involved in the game. Without further investigation, these straightforward (But hardly creative) names either quickly aroused or killed your interest, depending on your tastes. But P.A.M.? Think about it. Pondering About Max's...what? Intelligence? Violent temper? Who is doing the pondering? And just who--or what--is Max? Questions, questions. As it turns out, "Max's" refers to the Max Man competition--"a simulated barroom brawl, complete with flying bottles, smashed chairs and stuntman fighters," held each year at Jackson's Beach. The pondering is performed by Clarence Bean, who once visited the competition and came away with a less-than-favorable (to put it mildly) impression of the event. Clarence puctuates his distaste by throwing four-bit insults at the contestants, calling them "thick-skulled," "anencephalic mutants," and dismissing the Max Man itself as a Neanderthal spectacle. Of course, having listened to Clarence's diatribe, you're then expected to pay for the privilege of entering it, yourself--for the Max Man has been coded into Pondering About Max's, in its "hellish entirety." Go figure. Synopsis Actually, P.A.M. is the title of one of four stand-alone program segments: The Dream, P.A.M., Barroom Brawl, and Finis (Demo). As described in documentation, a Max Man contestant has The Dream in which he "...chases after an animated version of the Max Man mascot, while, in turn, other cartoon-type characters chase after him...over enormous structures that look like illustrations from his mechanical-engineering textbook." It sounds like an arcade game segment, and it is. P.A.M., the second section, is sort of a continuation of "The Dream" sequence--the object of both The Dream and P.A.M. being to reach Max, the bartender, as quickly as possible. The Dream has seven different play screens; P.A.M., five. Barroom Brawl is completely different. In this scenario, you are placed in a 3-D barroom setting where you must fight numerous unrelenting brawlers who take turns trying to knock you on you rear end. At your disposal throughout the bar are bottles and chairs to supplement your fists. In addition to defeating your challengers you must "card" patrons entering the bar, to determine if they are of legal drinking age. Finis (Demo) is a non-interactive musical/graphic conclusion to the Max Man contest. Evaluating P.A.M. There are four basic areas (in my opinion) that software designers should pay close attention to when striving for the "perfect" game: Originality, graphics, sound, and challenge. A game doesn't need to score high marks in all four categories to be considered good, solid entertainment, but to really make an impact and achieve the level of "superb" or "outstanding," it must make a strong showing in each. I've assigned a value--0 (poor) through 8 (outstanding)--to each category to indicate how well P.A.M. performs. An overall rating and summary follow the detailed analysis. ORIGINALITY Rating: 2 As soon as a screen appears from either The Dream or P.A.M., you'll probably say to yourself, "I've seen this before." And you'll be right. Both seem to be inspired by, and--to a great degree--"aped" (pun intended) from Donkey Kong and Miner 2049er, two early '80's classics. All the basics of those forerunners are present: climbing ladders, jumping between platforms as you make yor way to the top of the screen, and dodging creates and objects that are hazardous to your player's life. Throughout the playing screens are "switches" you must turn on (in the proper sequence) to allow you to realize yor objective--touch Max. These switches do things such as cause trap doors to open, creatures to pop out of boxes, and giant soda cans to momentarily appear as platforms for jumping. Barroom Brawl is standard "knock-'em-down" fare employed in many games today. The need to break away from the ongoing fight to card newly-arrived patrons is, however, a nice touch. Finis (Demo) is a short, clever bit that is more innovative than the first three. It features several bars from the Howard Jones song "No One is to Blame" as a scene plays out in the upper left corner of a black screen bearing an artsy, static graphic. GRAPHICS Rating: 4 Although the overall graphics package is good, there is room for improvement. The characters and player in Barroom Brawl are coarse-looking and could stand a touch more resolution. The same is true for the creatures in The Dream and P.A.M., though in these sections, the player's figure is well-defined. I was disappointed with the uneven use of color, throughout. In some cases, screens in The Dream and P.A.M. are vivid; more often than not, they're bland. The barroom is bright, though it could use more contrasting colors. The 8-bit Atari is famous for its color potential: witness Boulder Dash, Bristle, and to a lesser extent, Miner 2049er. Unfortunately, P.A.M. doesn't tax the color registers as much as it should. The animation is fairly smooth and responsive, which can be a difficult task for an 8-bit machine, especially when manipulating moving objects composed of large blocks of pixels. Player animation in The Dream and PAM is very good, with realistic movement of arms and legs as the player runs, jumps, and toggles switches. If you stop moving for too long, your character folds his arms, drums his fingers, and taps his foot impatiently (reminiscent of the character in Boulder Dash). Player movement in Barroom Brawl in also well done; however, when the player is moving fast (double speed) toward something, it looks like he's moon-walking forward--his leg motion doesn't match his speed. Punching, dodging, and foot movement, while squared off with a brawler, are executed with flair. By the way, Max looks like an onion, with big eyes, feet, and an elephant's trunk on top of his head/body. He hops around, scratches himself with his foot, and throws billiard balls across the screen with his trunk. Just thought you'd like to know. SOUND Rating: 2 I liked the adaptation of "No One is to Blame" during Finis (Demo). Outside of that, I don't recall any exceptional use of sound effects to enhance the playing of P.A.M. The opening strains of well-known themes (Twilight Zone; Twinkle, Twinkle Little Star; 2001: A Space Odyssey, etc.) pop up now and then, mostly at the beginning and end of each turn. But not much exciting happens in-between, although I must admit I didn't complete all the levels of The Dream and P.A.M., so it'spossible I missed something. Challenge I've divided the challenge category into two areas because each sub-challenge merits its own review. An insert provided with the game disk warns "the game is designed to take months to master..." And believe me, it does! PHYSICAL Rating: 5 The player in The Dream and P.A.M. must avoid the usual assortment of creatures, objects, etc. Max, as mentioned earlier, throws billiard balls around (a "bartender" used to do the same in the ral Max Man contest until it was deemed too dangerous) as you make your way toward him. Quick reactions and a steady hand are a must in some cases, especially when simultaneously dodging billiard balls and steam, jumping between platforms, and avoiding creatures bearing down on you. Brawling in Barroom Brawl requires a keen eye when trying to judge what your opponent is going to throw in the way of punches. Actions such as throwing bottles in the air and catching them, intercepting drinks meant for brawlers, and disengaging from a fight to check IDs, require nimble stick and button action and a good deal of practice. MENTAL Rating: 6 The Dream and P.A.M. definitely require you to think things out. This is where the "months to master" statement applies, and the frustration mounts. You just don't jump and dodge through the screens--you must exercise the ol' gray muscle and plan ahead. Mental stimulation is PAM's saving grace. Toggling switches in the proper sequence--after figuring out what happens when one is "flipped"--is essential in reaching Max. Heck, you'll lose plenty of lives just determining how certain structures and devices will aid or hinder your cause. Which brings me to a small source of frustration for many players (including yours truly). Like many games of this nature, once you lose all your lives, you're forced to start at screen number one and work back up to the screen that did you in. If you've completed screen number five and get killed in screen number six: BAM! It's all the way back to the bottom to begin again. You've already proven you're adept at the lower levels--so why get sent back to the cellar? I'd like to see an option allowing you to continue on the screen that aced you. That would take some of the frustration out of trying to make that next breakthrough and ending up back at square one. OVERALL Rating: 4 How much you enjoy P.A.M. will depend to some degree on your gaming background. If you cut your teeth on some of the older games I've mentioned in this review, you might be disappointed by P.A.M.'s lack of novelty and routine graphics and sound. But old timers who don't mind treading familiar ground and take pleasure in a good challenge will find P.A.M. satisfying. And newcomers to the 8-bit arena will probably enjoy P.A.M. immensely. It's a surreal, well-executed program that deserves attention. Note: Due to the unexpected demand for the game--and a lengthy production and packaging process--Change in Heat is offering a no-frills official bootleg version for $12.95. The original slip-cased version will be available for $22.95 while supplies last. SYSTEM: Atari 8-bit w/64K RAM, joystick, disk drive. SUMMARY: Primo, multi-part arcade/adventure game, will keep you guessing! MANUFACTURER: Change in Heat Development 12 Bellavista Iowa City, IA 52245 (415) 325-3127 (No orders) PRICE: $22.95 -- Michael Current, Cleveland Free-Net 8-bit Atari SIGOp -->> go atari8 <<-- The Cleveland Free-Net Atari SIG is the Central Atari Information Network Internet: currentm@carleton.edu / UUCP: ...!umn-cs!ccnfld!currentm BITNET: currentm%carleton.edu@{interbit} / Cleveland Free-Net: aa700
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