Portable Addiction: 15-Jan-92 #009
From: Atari SIG (xx004@cleveland.Freenet.Edu)
Date: 07/15/92-05:50:56 PM Z
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From: xx004@cleveland.Freenet.Edu (Atari SIG) Subject: Portable Addiction: 15-Jan-92 #009 Date: Wed Jul 15 17:50:56 1992 Contributed By: Andy Norman <ange@hplb.hpl.hp.com> +----------------------------------------------------------------------------+ PORTABLE ADDICTION ISSUE #O9 JANUARI 15th 1992 THE NEWSLETTER FOR THE ATARI LYNX, SEGA GAMEGEAR AND NINTENDO GAMEBOY +----------------------------------------------------------------------------+ Tjerk "MegaJerk" Heijmens Visser ......... (EDITOR) Yiri "Neuromancer" Kohl .................. (EDITORIAL ASSISTANT) Alex "Killer of Laura Palmer" Borburg .... (GAMEBOY STAFF WRITER) Thanks to ... The Funtronics Computer Shop, Laurent Arditi, Stephen Landrum, Robert Jung, Andre "ALU" Luyer, Amsterdamned BBS, Alizera Malek, Mr.Doom, The Tom, ACE and all the others that made this most excellent issue possible... Please mail your comments to: tjerk@nikhef.nl on Internet or bd831 on Cleveland Free-net. +----------------------------------------------------------------------------+ CONTENTS: Editorial .................................... by Yiri Kohl Hot news 'n' gossip ........... (well, not really actually) Qix (Lynx Review) ........................... by Yiri Kohl Lynx inside out/Screen scene Europe .......... by Yiri Kohl Ninja Boy (?) (GameBoy Review) ............by Heland Palmer Laurent Arditi Interview ..................... by Mega Jerk Xybots (Lynx Review) ......................... by Yiri Kohl Factory Panic (GameGear Review) .............. by Yiri Kohl Vacation report (Thailand) ................... by Mega Jerk FaceBall 2OOO (GameBoy Review) ............... by Yiri Kohl 24 MHz Lynx, comments by Stephen Landrum ..... by Mega Jerk Axe Battler (GameGear Review) ................ by Yiri Kohl Next Month ................................................ Bill & Ted's Excellent players guide (Lynx) .. by Yiri Kohl +----------------------------------------------------------------------------+ Editorial: Ah! Yet another month without the editor has passed. It almost seems as if I have become the editor myself! As everyone was on vacation, I had to do almost the entire newsletter myself (again) and that's the main reason for the fact that this issue is so small. I do hope, however, to continue this trend of hard working, even when I got Tjerk and Alex again to help. If each of us would produce as much as I have this month, we would get a huge newsletter with even more reviews, previews and of course, news! Now let's just hope this will work, as then we might have a newsletter of over 8OK!!! Anyway, those are just plans for the future, as at current we can not cover every game being released for every system and so we'll have to expand. Until then, let's just enjoy what we have. So go forth, read and enjoy! Later... dudes! Yiri "Neuromancer" Kohl Editorial Assistant +----------------------------------------------------------------------------+ . + . + . . . + . H O T N E W S A N D G O S S I P + . . + . + . . Well, there wasn't that much hot news or gossip around this month. Guess this was because of Christmas. The only big news was when Xybots was re- leased just a day before Christmas. Furthermore, nothing has happened, so we've got no news on the Jaguar and the like. Better luck next month! All: In Holland we have seen the release of 2 english magazines. Game-X and Game Zone have been available in the UK longer but now they have come to Holland to fill up the gap that was left after the disappearance of Raze. Game-X is very cheap, only 75 UK pence, but it doesn't give the info like Game Zone. Game Zone looks a bit like ACE, so that's very good. Lynx: Atari has said that it will release at least 5 games a month for the Lynx. But they forgot to say when they will start with it... But other sources tell us that Atari says it will have a total of 75 games available for the Lynx. We didn't believe the 30+ games for last year, and we don't believe this. But we would like to believe it.... Please..... Lynx: The release date of The Guardians: Storms over Doria has been moved from Febuari to March. Lynx: It is rumoured that Double Dragon and Super Off-Road will also be released for the Lynx. Double Dragon will have 2 player Comlynx capability, and it is supposed to arrive in July. Super Off-Road will have a 4 player Lynx-up and is supposed to arrive in August. Mario: Mario hype has hit Holland. From now on you can buy Mario chewing- gum at the Meidi-Ya store. We hoped to stay clear from this, but it is comming for us...... If we don't watch it we'll be totally Mario-ed within a year.....:-) Lynx: Atari has released the sun screen/visor for the Lynx II, not real stunning news, but.... Genesis: There will also be a Game Genie for the Genesis... +----------------------------------------------------------------------------+ +--------------------REVIEW--------------------+ Machine : Atari Lynx Title : Qix Review by : Yiri "Neuromancer" Kohl +----------------------------------------------+ Well, Atari seem to convert all their classics to the Lynx now and frankly I am not really all that excited about that. Of course RoboTron was great, but that was really one of those excellent golden oldies. Qix however never was such a revolutionary game. And I don't mean to say that all games on the Lynx have to be revolutionary, but when you convert an old game, there has to be something special about it. Anyway, let's get on with the game itself. The gameplay, as most of us will know, is simple. The playing field is an empty square with a weird figure moving and bouncing around inside. On the outside "walls" there are two little sparkling dots that move in both directions. The player controls a small dot which he/she can move along the walls. The player can also draw new walls inside the square. As long as the player is still drawing, the weird figure in the middle can attack the wall and the player will lose a life. If the drawn wall forms a new "room", the "room" is filled in with a color and the player is rewarded with points. A wall can be drawn at two speeds. If the wall is drawn slowly, the player receives extra points. The objective of every level is to capture a given percentage of the screen by drawing new "rooms". If the player succeeds, a new level with more of the same appears. The graphics and sound are quite well, and recreate the exact feeling of the original. Although the sound is minimal and the graphics are less than simple, it all is quite acceptable. It's all clear to see what's happening. As this is by far the best Qix conversion I have yet seen (It plays al- most identical to the original) I have to say that if you're a Qix-phreak you have to rush out and buy this game today. Otherwise there's only one conclusion:... steer clear and save your hard earned cash for something worthwile. +-->RATINGS<------------------------------------------------------------+ Graphics ..... 3.O - Clear and effective, but dated as hell. Sound ........ 2.O - Not much of an improvement over the original! Playability .. 7.O - Quite fun and playable, even if you're not a fan. Lastability .. 3.5 - It get's SO boring. There's no urge to play for a high score at all! Overall ...... 4.O - Just a waste of money. +-----------------------------------------------------------------------+ +----------------------------------------------------------------------------+ LYNX INSIDE OUT/SCREEN SCENE EUROPE I have seen a lot of conversations about ideas for Lynx games on the net lately, the most noticable idea being to convert the Commander Keen games to the Lynx. It all became quite clear that there still are some mis- understandings about the graphics of the Lynx. Some people thought that converting the EGA version couldn't be too hard. Although this it's not impossible, there's a lot more to it than just transferring the graphics from one system to another. The original idea for the design of the Lynx was by RJ Mical, Dave Needle and David Morse. The three of them had also worked on the Amiga in the past, and this is why the graphics are quite different from any normal PC standard. The graphics for Lynx games are usually drawn on an Amiga and then converted to the Lynx format. So if you'd take all the original EGA graphics of say Commander Keen, and then convert them to IFF format (The Interchange File Format the Amiga uses), you would be able to transfer them to the Lynx. Of course some scaling has to be done due to the smaller screen, but with the help of both the Amiga's and the Lynx's powerfull graphic chips it wouldn't be a problem to fit the game on the screen. And then you're still left with the pro- blem of how to port over the code and the sound, whereas the sound is the biggest problem as sound for Lynx-games is made with a custom editor on and Amiga. Conclusion.... porting over a game from the PC to the Lynx isn't all that easy, but it should definitely be possible. But then another thing to think about... Why port over these games? The Lynx's powerfull hardware is capable of doing spectacular tricks to save processor time. Take a game like, for example, Wing Commander. The Lynx wouldn't have ANY problems at all in creating the scaled spaceships while the original uses all kinds of ingenius programming tricks to reach the desired effect. And then one last note. Porting games over sounds like a simple solution to quickly create more and more games for a system. Well, but let's take a look at a company that did port over all the games from another system: Commodore ported over all the Atari ST games. In Europe the result was enormous: Everybody started hating ATARI instead of Commodore. They hated Atari for producing pathetic games which could later be ported over to their Amigas. Atari has vanished in Europe. The only thing left of them as a reminder are the Portfolio, Lynx and Atari TT. And the TT is already slowly dying as people say that the system is just a pathetic attempt at imitating the powerfull Amiga!!! For these and many other reasons computer/console systems are rivals in Europe. As soon as a com- pany has any shared projects with another company a little war breaks out and one of the companies dies in Europe. That's the way it has always been over here, and I'm afraid that this will sooner or later result in IBM and Nintendo dominating the market with no rivals at all. Let's just wait and see.... +----------------------------------------------------------------------------+ +----------------REVIEW--------------------+ Machine : GameBoy Title : Ninja Boy Review by : Heland Palmer +------------------------------------------+ From a friend of mine I heard there was a shop with games straight from America and Japan. Having some money (finally) I went to that shop, and WOW my heart started beating twice as hard. After picking up, looking, gazing etc.... for about an hour I finally chose a Japanese game. The problem was/is that it's Japanese. I can't read the name of the game, and the man in the shop said something like Ninja-Boy, so I hope he's right. Now enough of this shit ! Let's take a look at the game. It's easy to understand without knowledge of the Japanese language. For me it is a totally new game, and I can't unfortunately compare it to any game I know. Your mission is to *%$>{* (Why don't we have Japanese character sets... -PA) so that won't be hard right? All I know is that you have to punch and kick everything that comes in your way. After somekicks and punches you hear a beeping sound, and you can enter the next world (Yes, like Mario 1-1, 1-2, 2-3 etc...). There are bonus worlds under the ground, and there are even warp-zones (Mario). It's a very nice, good, clear game to play, and my girlfriend said that the graphics were sweet (?!). Oh...will she finally understand my addiction? The game sound and music is good, and even a song of the shadows is used in the game-music. I must say it's a great game overall and very addictive, because it is a new style of game (for me at least). I advise everyone to buy this game from culture brain, and I guarantee you a lot of pleasure for the next month, years or maybe even more..... +-->RATINGS<------------------------------------------------------------+ Graphics ..... 7.5 - Sweet says my girlfriend. Sound ........ 7.5 - Good punch sound, and nice game music. Playability .. 8.0 - Not hard but one hit and you lose a life. Lastability .. 7.5 - It stays addictive. Overall ...... 7.6 - Buy this game !!!! +-----------------------------------------------------------------------+ +----------------------------------------------------------------------------+ +----------------INTERVIEW-----------------+ With : Laurent Arditi Designer of : Super Skweek System : Atari Lynx By : Tjerk "Mega Jerk" Heijmens Visser +------------------------------------------+ => Is Super Skweek a direct portover, or did you rewrite it for the Lynx? I first programmed Super Skweek for Atari ST and Amiga. Then, my company (Loriciel) had a contract with Atari to port the game on Lynx. I was very happy because I never programmed on other systems than the ST and Amiga. => How long did it take to do the game for the Lynx ? => - Was this a deadline forced by Atari, or your company ? => - I've heard people saying that writing for the Lynx is => relatively easy. => Do you also think this ? If so why ? The real conversion took exactly 6 months; we didn't have any deadline. But in fact, we worked 5 months more because Atari was always asking us modifications (see later). I think programming the Lynx is very very easy. I never programmed 6502 before and I think we did a very good job and very quickly. The game has been a lot improved compared to the Amiga version. The development is easy because there are a lot of libraries, they are not too buggy. And it is very easy to debug thanks to Howard (the big box that contains hardware bus-debuggers...). => Did you also write the PC version? => - What games have you done before this one and for which systems? No ! I hate PC ! I hate 80x86 ! Super Skweek is my second game. The first one was... Skweek ! I always programmed on ST & Amiga but Skweek was ported onto the Nec PC-Engine and the Sega GameGear by a japanese company. So Super Skweek is the follow-up to Skweek but it is much better. The PC-Engine version is very close to the ST version but the Game Gear version is horrible ! => How close is the Lynx version to the PC version, are there => things left out? => - If so why. There is no PC version of Super Skweek (Skweek was ported onto PC). So I will compare the Lynx version with the Amiga version. The game is much better on Lynx: animations are faster and smoother, there are more levels, more bonus stages. We use the ComLynx so two players can play together trying to complete all levels, or they can play in "Combat Mode" where the goal is to kill the other (a little like in Slimeworld). => What is the card size? The card size is 256Kb. => Are there any eastereggs in the game? We programmed an easteregg: a Tetris ! Yes ! But Atari feared that Nintendo would ask us to remove it. There is some... cheat codes (not really codes, but actions to do to earn lifes...) => Why was it done for the Lynx, and not for the Game Gear or some => other handheld? Personally I just program (I'm not employed by Loriciel, and I am a student and program to have fun and to earn a little bit of money) and I don't mind to do commercial things. Loriciel is always searching to convert their games onto game systems. So they had a contract to port Super Skweek on the Lynx and Skweek on the Game Gear and the PC-Engine. => Does it fully use the Lynx' capability's. Like scaling etc... The game doesn't need scaling. But I found this feature very funny so I programed some scaling animations (a little during the game, a lot during title animations...). Of course we used the Lynx sprites engine and all other Lynx features. But the sound generator is very strange and hard to program, so the sounds are so so. => Did it succeed in your opinion? Yes, but you'll answer you question very soon. => How much influence did Atari have in the design of the game, or => could you(r company) make decisions yourself? My own company had absolutely no influence. But Atari had... We finished the game at the end of june 91; But then Atari started to ask us a lot of modifications. These modifications was really not usefull and very often they asked us to change something because they didn't understand some features of the game. Some bug reports were very funny. eg: there is a presentation screen which is animated using scaling. Atari said scaling was useless in this screen and must be removed! We answerd them that this showed the superiority of the Lynx to the Game Gear...and then they agreed with the scaling! Sometimes they didn't even test the latest version... In fact the modifications are minor (eg: a monster is red instead of black). => When will the game be available? The production began at the beginning of January, so I hope the game will be available in February. => Will you do more games for the Lynx? I don't know. Now I'm working on another game on Amiga. I think it could be a great game on Lynx...we'll see. +-----------------------------------------------------------------------------+ +--------------------REVIEW--------------------+ Machine : Atari Lynx Title : Xybots Review by : Yiri "Neuromancer" Kohl Players : 1-2 +----------------------------------------------+ Yet another conversion of an Atari coin-op of the same name. The Xybots have overrun EarthBase 26-B9 and, surprise, you're the only man (or woman that is) who can save the day. You must enter the base alone or with a friend and destroy the Master Xybots, thus preventing them from taking over. Meaty storyline, so let's take a look at the game itself!... The game is viewed in true 3D perspective from behind your player. The original status panel with the level map can be brought up by pressing option 2 (this is done to save space on the playing screen, and frankly it works quite well!). The graphics are almost identical to the original and look all sharp and clear. Everything is present, like the coins and the powerups, except for the turning. The background now "snaps" 9O degrees, which sometimes might be a little disorienting. This is not so much of an important flaw, though. The sound seems to be sampled from the arcade original and is very good indeed. From the grunts of your player to the nice explosions. The only thing missing is the voice of the Xybots. There is, however, some nice semi-electro-rock-music playing in the background (which can be turned of at the title-screen of course). The playability is perfect. The game plays exactly as it's arcade parent although it's quite a bit easier. You are given the enormous amount of 35 coins at the beginning of the game. At the end of every level you can use the coins to buy better weapons, more speed, better armour (your shields slowly fade, even when you're not hit by enemy bullets) and all the nice stuff you can usually buy in these games. The Xybots themselves aren't as smart as in the original either. Even the Master Xybots that appear every ten levels or so aren't too hard to destroy. Still the game is a joy to play, so if you want a nice blast which isn't too hard, go for Xybots! This was a nice Christmas surprise from Atari, and we can all be glad that Atari didn't continue producing games of the low quality of the last batch. +-->RATINGS<------------------------------------------------------------+ Graphics ..... 8.8 - Perfect! Just an exact copy of the original! Sound ........ 9.O - Also almost identical to it's arcade parent. Playability .. 8.6 - This baby's a dream to play. Lastability .. 7.O - Although it may get boring, you'll play this for a long while! Overall ...... 8.3 - Excellent in one word! +-----------------------------------------------------------------------+ +----------------------------------------------------------------------------+ +--------------------REVIEW--------------------+ Machine : Sega GameGear Title : Factory Panic Review by : Yiri "Neuromancer" Kohl +----------------------------------------------+ Although the title may put Joe Public off, this game isn't as rotten as it may sound. As the name suggests, the player works in a factory ware- house. Each room of the warehouse is made up of a network of conveyor belts. The player's job is to convey various essentials, like loaves of bread, kebabs and Game Gears, that appear at the top of the screen to a queue of waiting customers at the bottom. This is done by guiding the player's character onto switches which reroute the goodies onto different belts. Well, that sounds a lot more exciting than the title, doesn't it? The graphics of this game aren't as good as we're used to from other GameGear games, but still it's all pretty clear what's going on. There is, however, a small problem with the graphics. And when I say a small problem, I do mean a SMALL problem... The screen is way too small for a game like this! As some of the bigger factory rooms scroll, it's hard to plan ahead without a full overview of the belt layout. Still, this does not totally kill the game; it only withdraws this game from reaching the "EXCELLENT"-accolade. The sound on the other hand, isn't good, but isn't bad either. So until now everything is VERY average! But now let's get to the gameplay! Of course the basic idea sounds too simple, but there's a lot more to this game than you'd expect! The simple task is made harder by manic scurity guards trying to stop you, and the fact that some of the items are defective and have to be directed to a rubbish bin. It all starts easily, with just three or so people wanting, say, a loaf of bread. But as the game progresses, more and more people join the queue, each demanding specific items. Although it takes a bit of getting used to, Factory Panic is a great arcade puzzle game with the emphasis on the arcade bit. And although the intro makes you think otherwise (the game starts of with the hero running past a line of grey-clad people who look like they're queueing for bread in Russia) underneath all the initial drawbacks there lurks a very addic- tive and original game. +-->RATINGS<------------------------------------------------------------+ Graphics ..... 6.3 - Strangely cute graphics, but not very well drawn. Sound ........ 5.5 - All very basic. Nothing special here. Playability .. 8.O - Very playable, despite all the drawbacks. Lastability .. 7.6 - This is a game that will last. Overall ...... 7.7 - A good game which just misses out on the "EXCELLENT"-accolade. +-----------------------------------------------------------------------+ (Thanks to ACE for helping us out with this review.) +----------------------------------------------------------------------------+ +----------------Vacation report---------------+ Written by : Tjerk "Mega Jerk" Heijmens Visser +----------------------------------------------+ As I went to Thailand for a few weeks, and there haven't been much games released during the past few weeks I thought that I'd better write something about video-games there (we gotta fill this issue up with something don't we?). So here goes: The first place too look for video-games in Thailand are of course the malls. But those malls are huuuuge and malls in Holland hardly exist. Well at the Mah Boon Krong mall I found the most complete video-game store. They sold the Game Gear, Game Boy, Super Famicom and Mega Drive. After a chat with the shop keeper I found out that he liked consoles better than handhelds because of the screen size(shall we say: The bigger the better) and that he expected to see the Super Famicom to blow the Mega Drive away. Though the Super Famicom costs 5000 Bath ($1 = 25 Bath) and the Mega Drive costs only 2800 Bath, and has 230 games available (Lynx owners all around the world will now faint...) against only 30 for the Super Famicom. But that will change of course. Handhelds are less popular in Thailand, because prices are rather high (2900 Bath for the Game Gear (pretty cheap compared to Holland), and 2300 Bath for the Game Boy), but with crime and violence on the street rising, you don't want to be walking on the street with your handheld, and get stabbed over it. I was quite surprised about the number of games available for both systems, about 40 for each. For the Game Boy there were of course a lot of japanese games that I had never seen. Some of them were clearly made for young kids, like the Doremon game (Doremon is a Anime cartoon celebrety). When I asked the good man about Atari he said that Atari was something for the old generation..... I've not yet seen an Atari in Thailand, not even an ST, the PC is about the only computer system available in Thailand (I didn't even see an Amiga...). In the Yaohan Department Store I only found the NEC TurboExpress next to a Game Boy, and a Mega Drive. But Yaohan is one of the more expensive malls, so the prices are not that important and for the average Thai guy the Game Boy prices being already high enough, and with the TurboExpress hugely outpricing it, it seems destined to fail.... While I was there I did of course look for some Game mags, but I didn't really find one. Only a few pages in the Animation Magazine, it's a cartoon magazine aimed to the younger kids, which is in Thai. They only talked about the NEC PC-Engin (That's their spelling), Sega Mega Drive, and of course the Super Famicom. But in all the issues I saw of that magazine only a little bit was about Super Famicom games. Not much there, so in my never ending quest for information for Portable Addiction (Ahum..) I also went looking for arcades. But in Thailand there are no real arcades as we know it.You have to look for arcade machines in the malls, so there I went. When I arrived at the Yaohan Deptepartment Store I didn't see much arcade machines, that department was strangely empty... In other malls it was the same... Was this the work of the feindish Arcade Kidnapper who had stolen all arcade machines in Thailand in order to rule the world? No. Read this article from The Nation Daily Newspaper, from Friday December 27, 1991. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 15 HELD IN SWEEP ON VIDEO GAMES. By Suevit Veerakul. POLICE seized about 500 illegal video game machines and arrested 15 people during coordinated operations at major shopping complexes throughout Bangkok yesterday. Police teams from the Crime Suppression Division confiscated the machines during the sweep of video game shops at 15 shopping areas, including the Mah Boonkrong Centre, The Mall Department Stores and Central Department Stores. Fifteen shopkeepers were arrested for allegedly possessing untaxed electronic game machines. (KEEP THIS IN MIND!!! -PA) Police said many teenagers were playing the machines when they raided the shops, but they did not arrest the young customers. The operation was launched after the CSD received a complaint from a university lecturer that many students were skipping their classes to hang around at the video game shops. (REMEMBER THIS TOO!!! -PA) In a related development, the government screening committee on security affairs yesterday asked the Police and the Customs Departments to make clearer the laws which prevent private agencies from importing any electrical part which may be used as a component in electrical gambling machines. The panel found the restrictions were preventing people who sought to use the electrical parts for legal purposes from obtaining them, Deputy Prime Minister Gen (That means General -PA) Pow Sarasin said. Gen Pow, who is also chairman of the panel said after a meeting that the two departments were asked to review the controls which were promulgated during Gen Chatchai Choonhavan's administration. The Finance Ministry prohibited private autorities from importing electrical components which could be used in electrical gambling machines in an attempt to stop teenagers wasting (that should be waisting -PA) their money on the machines, which were installed in various department stores. (NOW THIS IS REAL CRAP!!! KEEP THESE SCENTENCES IN MIND, 'CAUSE WE HAVE SOME COMMENTS ON THIS -PA) The departments were also asked to increase the penalties on those breaching the restrictions. At present, offenders face a fine of not more than 4000 Bath and/or a maximum of two years in jail. According to Pow, the departments would submit the revised curbs to the security panel within two weeks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now if I have read this right, it says that the operation was launched after a complaint from a university lecturer, and the people arrested in this operation were arrested for alledgedly posessing untaxed electronic game machines. Now if that thing about the complaint was true this operation is useless. I was around ABAC (Assumption Business Administrative College)for a large amount of time during my vacation. Around there I found lots of small restaurants (we'd call them snackbars, but they have far healthier food, and you can sit if you want) with some of them having surprisingly good, and definitely untaxed arcade machines. Some shops even had Mega Drives which you could play if you paid... These shops were not included in the raid, and the police will not care about them 'cause they are only mice compared to the malls. But that's where the students go to play, they are next to the college building, those malls are mostly far, and you have the chance to get into a trafficjam (Common in Bangkok). Not that the complaining lecturer was a lecturer at ABAC (I don't know), but the situation is very much the same in other Bangkok colleges. And if those students are smart they'll just buy a portable, and play in class..... In the end the newspaper compares video games with "electrical gambling machines". Or rather: they say that they are exactly the same. Now my defenition of an "electrical gambling machine" is something you put a coin in, in order to get more money out of it. And I can not name one arcade game where you can win money.... Now why am I complaining so much about this? Well The Nation Daily Newspaper is used at ABAC to learn the students English, well as long as they learn the language.... I hope they don't start thinking the same as The Nation, or else even consoles could be banned..... (Just looking ahead....:-) +----------------------------------------------------------------------------+ +--------------------REVIEW--------------------+ Machine : Nintendo GameBoy Title : Faceball 2OOO Review by : Yiri "Neuromancer" Kohl Players : 1-4 +----------------------------------------------+ Faceball 2OOO is one of those games that stretches the limits of a gaming console even further. And this game doesn't only accomplish some techni- cally stunning effects, it's also a highly original title that's also fun to play! So let's take a look at this game. Faceball 2OOO is like dodgeball in a labyrinth. This means that you can't destroy anybody, you can just hit them with your ball. Now don't run away as it's obviously more fun than it might sound! The game is viewed from a first person-perspective, which means that you actually look thru the eyes of your character. The labyrinth is done in full 3-D, which gives a highly realistic feel to this game (even if the storyline and the like aren't that realistic at all!). The game itself actually features two types of gameplay. Firstly there is the CyberScape, where you (and some friends if you have them) take on the Master Smiloid and his team of Smiloids (Yep, all characters in this game are represented as Smiloids :-) so have a nice day!) in 6O mazes! But if you (and your friends) can't win from the computer, why not try the Arena game, where you take on your friends??? Altough it won't take long until you don't have any friends left, you might enjoy it. In the Arena game, up to four players play a computerized game of tag. This can be done either against each other or a team of Smiloids! And while you are racing around one of the labyrinths, you might also come across floating pods, which contain extras such as 1-Ups, band aids etc... The Graphics of this game are revolutionary, as it's the first game using sort of a FreeScape system on the GameBoy. And when you realize that the 'Boy is running at a mere 1Mhz you'll notice how unbelievable this all is considering the fact that even PC running at 16Mhz still have problems if they have to display some fancy 3D-graphics. All in all, it's an incre- dible achievement. The sound on the other hand, isn't that special. But who cares when a game is so great!?!? When it comes to playability, you will be stunned. You never thought that a simple game of tag could be so much fun. Of course the enjoyment may be doubted when it comes to long-term lastability, but who cares? It is just an excellent game, which a true GameBoy owner can't afford to miss! Have a nice day! +-->RATINGS<------------------------------------------------------------+ Graphics ..... 9.7 - A stunning accomplishment! Polygon 3D on a 'Boy! Sound ........ 6.6 - Just some basic effects, but nothing special. Playability .. 8.4 - It's a loada fun, especially when playing with friends! Lastability .. 7.3 - This game won't last forever, but it will come a long way. Overall ...... 8.2 - A really incredible GameBoy title, which is just stunning in every aspect of the word. +-----------------------------------------------------------------------+ +----------------------------------------------------------------------------+ +------------------------------------------+ The International Lynx Club The 24MHz Lynx, a short note, and comments by Stephen Landrum. By : Tjerk "Mega Jerk" Heijmens Visser +------------------------------------------+ Finally The International Lynx Club has finnished it's 24MHz Lynx. They just replaced the 16MHz crystal by a 24MHz crystal. They've sent me the results and manual of the 24MHz Lynx, but I still have to translate it fom German into English. The replacement is very simple and cheap. All you have to do is buy a crystal and a switch, to be able to switch back to 16MHz. There are no serious problems, but you need to play on equal speed when ComLynx-ing and you can't reset anymore.... But you'll read that next month. So for now I have some comments by Stephen Landrum about the 24MHz Lynx.... >Stephen Landrum I imagine that a lot of Lynxes would work with a faster crystal. The Comlynx will of course fail if the two units are running at different speeds. The 65c02 cell used in the Lynx could run with no problem at all if the clock speed were doubled, but other parts of the system would be outside of spec. I am not sure what the reset problem is, since reset is just a function of software. All sound effects will be speeded up (which may be Okay is some games, but will be strange on digitized effects). The screen would refresh at a faster rate, which would probably make things look a little better, and may even improve the contrast ratio of the display. Some games may become unplayable, and the screen persistance would be more noticable in games like Chip's Challenge. If I were to install this in my own unit, I would definitely want to install a switch so that I could put my unit back to its original state. A thought just occured to me - if you had a switch and two crystals, I would recommend only changing the switch when the power is off, and that may be what you were referring to as the reset problem. >End... Now The International Lynx Club has some other interresting Hardware projects. Like: - Battery charger; Charge batteries in your Lynx while playing on your adapter. - 1 Card Comlynx; 1 Card can be used to Lynx-up. 1 Card will be used to power more Lynx-es. - Joystick addapter. - Stereo for the Lynx I. - LED battery light for the Lynx I. - Backlight shut-off for the Lynx I. - Slowmotion. - Anti-scratch screen. - Reset for the 24MHz Lynx. +----------------------------------------------------------------------------+ +--------------------REVIEW--------------------+ Machine : Sega GameGear Title : Axe Battler-legend of golden axe Review by : Yiri "Neuromancer" Kohl +----------------------------------------------+ Well, I guess we all know the arcade classic Golden Axe by now so imagine my surprise when I first played this game and came to the conclusion that this card has very little in common with it's arcade counterpart! More of this later. Yet another VERY annoying aspect was that the game is entirely in Japanese! Now I am a great fan of the Japanese language, but this goes just a little too far for me to understand! Of course there's a big chance that the game will be translated when it's released in the US. Anyway, the game is more sort of an adventure instead of a straightfor- ward hack 'n' slash-game. A huge part of the game consists of walking around a rather basic map and encountering all sorts of weird creatures. When you bump into one of these creatures, the view switches to the combat mode we are used to from Golden Axe (at last!). Now I already hear you all cheer, but don't get overexcited though! Your fighter is limited to just a few moves, unlike Golden Axe where you could do plenty of things! Here you are just limited to stabbing, crouching and stabbing, jumping and stabbing. The combat is simply one-to-one and wether you win or lose, you will return to the map screen after a fight. Once you get underground the game becomes quite fun. Here the game changes to more of an arcade-adven- ture as you run across bridges and through tunnels while being attacked from all directions. You won't need any more Japanese from this point on, but at this point I couldn't help feeling that I had missed out on about half the game! The graphics and sound are alright, but there's certainly nothing special here. The playability is quite well, too, altough it can be quite a han- dicap if you don't speak fluently Japanese. The difficulty is pitched quite right too. This all means that there can be only one conclusion. Axe Battler for the GG is an average game, which can be a lot of fun if ye can read the manual and in-game text. Now yet one more complaint about the game and then I'll stop; there's an awful amount of blue in the game!!!! So once again this is the classic try-before-you-buy case. See for yourself. Sayonara! +-->RATINGS<-------------------------------------------------------------+ Graphics ..... 7.O - All very average, with a lot of blue! Sound ........ 6.7 - The Gear can do a lot better. Playability .. 7.5 - All quite playable; nothing new though. Lastability .. 6.4 - Won't last that long, as the action doesn't change thru-out the game. Overall ...... 7.O - Average. Just average. +------------------------------------------------------------------------+ +----------------------------------------------------------------------------+ Well, again a month has passed. As I was in Thailand for the best part of it, I had to do most of this in one week. But next moth we'll hope to give you more info on everything.... As I don't trust Atari on their 5 games a month, you might see some reviews of older Lynx games if no new Lynx games will become available. As for the GameGear, new titles are not comming fast to Holland, but we will of course be able to find something interresting for you. Game Boy? Here's Alex.... Next month for the Game Boy a review of Mickey Mouse, Hatris (From the makers of Tetris) and maybe more... After the next line you'll find the Bill & Ted's players guide for the Lynx. It is at the end because it is a spoiler. SO BE WARNED !!!!! Till we meet again...... Tjerk "Mega Jerk" Heijmens Visser Editor +---------------------------------------------------------------------------+ BILL & TED'S EXCELLENT PLAYERS GUIDE As this is the first Lynx-game which we can truly see as sort of an adventure game, now was our chance to cover something like a solution to this most radical adventure. As some people get stuck most heinously on their journey through time and space, this guide might just be what they need. Party on, dudes! W A R N I N G ! This is a complete solution to Bill & Ted's Excellent Adventure. Some people might not want to read it, as it might spoil their fun in playing the game! ^L First of all, collect all the notes you can get and find the gold nugget. Now go to the guarded building and give the nugget to the guard. Enter and find the man that tells you about the staff. Return to the telephone booth and travel to 15OO BC. Use the scare stone. Find all the notes you can get (remember to count by sixteens!). Enter the valley and find the paper note about the fake staff. Travel back in time and put the note at the pillar. Go to the South-East of Egypt and find the royal ankh (You must wade through shallow water). Travel to 15OO again and find the boat at the South-West part of Egypt. Use the royal ankh. Find your way thru the water (it's like an invisible maze). First go to the place where you found the ankh in 17OO BC. Enter the temple and find the secret passage which leads to the harp. Return to your boat and go to the pyramid. Go into the pyramid and open the door by walking over the red spots on the ground. Then, when past the wall/door, walk over the four other red spots and take the staff. Find the two keys and open the corresponding doors. To get rid of the two creatures guarding the room, just lure them out of there and then run away. When you return to the room they will be gone. To take the staff, use the harp. Return the staff to the man to get the flute. Use this flute in 17OO BC at the North-East to scare the animals over there. Then find all the notes that are hidden under the trees to find a phonebook-page. Travel to Rome. First, enter the dungeon. Find all the notes and the two keys: Blue and black. Remember to visit Ceasar at the north of the arena when you have enough notes. Outside the arena you must once again find notes. When you think you have all of them, go to the statue. Push the four pieces around the statue in place and the push the statue. Now do this again and then go stand in the middle yourself. After you get launched, find all the notes around the house, but don't enter it. When you got all the notes, walk into a roman to get kicked out of the garden. You are now outside. Go West, to where a roman is guarding the entrance of the city. Now go down and find your way through the forest. Somewhere in the forest there is the next page of the phonebook. You must collect all the notes in the forest and you must also find the little building. Enter it and find the way through the maze until you find an apple. Leave the building and go to the guard. Give him the apple and enter the city. If everything is right you now have 8O notes. Travel to Europe. In Europe, enter the mansion. To avoid the furniture, stay on the green dots on the floor. This may take some practise! Find the white key and then find your way to the backyard. Use the black key to open the gate. Go to the North-West of the screen to find a red key. Use it to enter the small house nearby. Avoid dracula and take the magic wand next to his coffin. Return to the mansion and find the organ. Use the wand to shrink it down so you can carry it. Return to the phonebooth (The wand causes the furniture to stop). Travel back to Rome. Do the trick with the statue and this time enter the house while using the organ pipes. You can now safely walk thru the house to the backyard to take the lyre. Return the lyre to Ceasar and you will get another lyre. Enter the dungeon and use the lyre to scare away the lion that guards the white lock. Use the white key to open the lock and take the page of the phonebook. Travel to Rome 7O BC and enter the dungeon. Use the black key and put it back where you found it (Bottom-right). Now travel to Texas. Collect all the notes you can get. Somewhere, hidden under a skull, there's a golden coin. Go to the station and buy a ticket. Walk to the train and use the ticket. Now use the train to find the remaining notes. You must also find the golden nugget, hidden under yet another skull. Travel back to Egypt and replace the golden nugget at the place where you first found it. Now travel to San Dimas 2691 AD! Yeah, most radical, dude! Be careful on the step-stones as you can only jump from one to another if they are in the middle-position. Again find as many notes as you can and find the dynamite. Return to Texas. Use the dynamite to release Billy the Kid. Return to San Dimas. Go to the place where you usually get overwhelmed by enemies and use the harmonica. You can now safely enter the next part of San Dimas. Every time you pick up a note in this part, a block will disappear somewhere else, thus letting you reach other notes after which you will be rewarded with a golden key. Return to Europe. Collect 16 notes. Use the golden key to enter the previously unaccessable house at the swamp. Here you will find a mandolin. You can use this to enter the previously locked part of San Dimas. The Grim Reaper welcomes you, and you're now ready to play his game. As the exact route isn't easy to explain in a solution like this, I'll just tell you what to do. The objective of this part is to collect yet another 16 notes. Sometimes it is necessary to shove blocks over the lava in such a way that you can go to other parts of the playing field. The princesses have got the last note. If you succeed in rescuing them you should have 144 notes by that time. To get back to the entrance of the playing field, go east from the place where your rescued the babes. The go south and walk clockwise (ie: south, west, north). When you are standing against the north wall, walk west to the corner and go counter-clockwise. Once in the northeast corner you must go west, south, west and north to the exit. You'll have to find the correct tiles to jump on all the way yourself. Now you must return to the phone booth. The Grim Reaper is guarding it, but when you play your guitar he suddenly realizes that he has LOST! Enter the booth and travel through time to finish the game! T H E E N D ???? +----------------------------------------------------------------------------+
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