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Game Bytes Issue 01

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Game Bytes
 · 21 Aug 2020

  

Wizardry VI: Bane of the Cosmic Forge
A Review by Mark Bylander

Bane of the Cosmic Forge, while a continuation of the Wizardry series,
requires absolutely no knowledge of previous games. It is a very enjoyable
role-playing game. Its plot makes up for the EGA-only graphics.

The first thing to do in Bane of the Cosmic Forge is character generation.
This is very simple and straightforward, but it will take hours to create
a set of decent characters. To get any of the impressive characters, you
have to keep "rolling" characters until you get a "bonus score" of, say,
17 or higher. Maybe one in ten or twenty characters will be acceptable
by this criterion. I have found that a Ninja is an excellent character--
my Ninja has almost as many kills as my big spell-casters. Bards are
extremely useful, especially at the lower levels.

Characters can belong to many races and classes:

Race Description
==== ==================================
Human Bipedal mammals of genus homo
Elf Magically inclined and lithe
Dwarf Stocky and pious
Gnome Magically inclined and short
Halfling The consummate thief
Faerie Tiny! (A Faerie mage will have 1-2 hit points)
Dracon Part dragon, breathes acid.
Lizard Man Tough and reptilian
Felpurr Bipedal cats
Rawulf Bipedal dogs
Mook Mysterious and Mystical

Class Description
========= ===================================================
Fighter Me stomp. Me kill. Me strong.
Thief Picks locks, Picks pockets, Disarms traps, Hides.
Mage Lots of damage causing spells.
Priest Lots of support spells, and a few damaging as well.
Bard Mage spells, Thief skills, and magical instruments.
Alchemist Lots of acid and poison spells. Cannot be silenced.
Ranger Fighter with alchemist spells and scouting.
Bishop Mage and Priest spells.
Psionicist Mental spells. Many immune, others go insane.
Valkyrie Fighter with Priest spells. Female.
Lord Fighter with Priest spells.
Samurai Fighter with Mage spells and funny weapons, crit hits.
Ninja Critical hits, Thief skills, Alchemist spells.
(For some reason, can't use some Alchemist spellbooks)
Monk Thief skills, Psionicist spells.

After selecting race, class, and sex, you will get your "bonus score".
I recommend that you not keep a character with less than a 16 or 17 bonus
score. This will lengthen the rolling process, but will yield better
characters in the end. After this, you will receive some skill points
to distribute. There are many different weapon skills, and these will
increase dramatically just by using a weapon. My Lord has 100 in Sword and
I have never put a point into it. (Of course, he just switched to a hammer,
and has about a 15 in it.) Physical skills include Scouting (which will NOT
increase automatically), Music (available only to bards), Oratory (enables
spellcasters to pronounce their spells--not needed for Alchemists), and
Thieving skills. The three thieving skills are Legerdemain (Picking pockets),
Skullduggery (Picking Locks and Disarming Traps), and Ninjutsu (Hiding).
Academic skills increase automatically (except the spell-casting skills), but
very slowly. Academic skills include Mythology (identifies monsters),
Artifacts (how to use those wands), Scribe (how to use a scroll), and the
spell-casting skills of Thaumaturgy, Theology, Theosophy, and Alchemy.
Spell casters should probably put most to all of their points in these
skills as well as in Oratory.

After creating your characters, you will enter the castle. The graphics
are adequate, but not incredibly impressive. The game does not support
256 color VGA. If you have an Adlib card, you will hear various footsteps
and random dungeon sounds. These sound pretty good, although in combat
some of the monsters' musical themes get fairly annoying. Combat in Bane
is similar to that in the Bard's Tale series. You input all of your
combat commands, and then the computer computes initiative and adjudicates
the combat. Your desperate HEAL WOUNDS may occur too late in the round to
save your front-line fighter. An undead monster may go incorporeal before
you can hit it with your DISPEL UNDEAD. Combat can get tedious if a lot
of the monsters have missile attacks, as you must watch the missile come
toward you for each of these monsters. After a combat round, the monsters
may start changing their positions. This can be extremely annoying,
especially in encounters like 1 ghost, 1 zombie guard, 1 zombie guard,
1 zombie guard, and 1 zombie guard. Since the ghost casts spells (SILENCE
is helpful!), the zombies will decide to move up, taking 30-45 seconds of
shuffling.

The spell system is pretty good. There is a fairly large selection of
spells, and 4 main types of spellcasters. Based on my experience with
a psionicist, I would recommend having a plain Mage somewhere in your
group. The Psionicist's spells fail to affect monsters much more often
than plain Mage spells do. I have a Bishop, who is a very nice character,
but who is only able to cast only low level spells, since he learns both
Mage and Priest spells. On the plus side of Psionicist spells, however,
is the fact that they will often leave a monster insane, which usually
prevents it from attacking you. Alchemists cannot be silenced, so are
useful in that respect. It will be a long time before you meet a monster
capable of silencing you, however. At first level, your mages will
probably be using a lot of ENERGY BLAST, while alchemists use ACID SPLASH,
psionicists use MENTAL ATTACK, and priests use HEAL WOUNDS (or MAKE WOUNDS).
Each time you go up a level, pure spell casters will get a new spell, provided
that they have sufficiently advanced the requisite spell-casting skill.
Make sure your spellcasters use most of their bonus skill points in their
spell-casting skills and oratory.

The plot line is fairly interesting, although there are long stretches of
hack and slash involved as well. You are looking for the Cosmic Forge,
which is some sort of magic pen which writes reality. On the way, you
learn of the Evil King and his lover Rebecca and the mad Wizard Xorphitus.
There is a lot of mapping to do in this adventure! I have found that it is
easy to advance in the plot quicker than you have advanced your characters,
which can make combat difficult. Most of the time this is little problem--
if you get ahead of yourself, go back and try some random encounters.
I have been told that at one point late in the game, it becomes impossible
to turn back, so be careful. I recommend that you save often, and that you
refrain from resurrections for the most part--you can restore a game by
using <QUIT GAME--NO SAVE> followed by <RESUME SAVED GAME>. There are
two main reasons to avoid resurrections. First of all, resurrections
drain vitality from your characters, and secondly, resurrection magic items
can be sold for large amounts of gold. Queequeg (the first NPC you are
likely to meet) will buy the Amulet of Life for about 18000 gold! The
Sword of Striking which you find early on is a +2 to hit weapon which does
1-8 points of damage. You will also find a Heraldric Shield sometime in
your first few hours of play. This shield gives a two point bonus to the
armor class of the person using it. You probably should not invoke it until
you are 5th level or so--when invoked, it vanishes, but increases its user's
strength by one. Later, you will find a green parrot. IDENTIFY marks it
as cursed, but if invoked, it increases your charisma by one. I noted no
ill effects of the object.

When I first started playing, the disarm section mystified me (until I
looked it up in the manual), so I'll give a short synopsis of this procedure.
When you come to a chest, you'll choose <OPEN>. You can then have each
character examine the chest. You will get a list of letters, some red and
some green. The green letters are definitely in the name of the trap. The
red letters might be in the name of the trap. Red asterisks mean that one
of your characters has determined that another character's red letter was
incorrect. The letters of the trap name are anagrammed. The spell
DIVINE TRAP is very useful for disarming. If, for instance, you had the
this list of green letters -- RFYA EEEBF ONEL -- you would select "RAY
OF ENFEEBLE" from the list of traps when you try to disarm it.

Despite some shortcomings in the combat area, I have thoroughly enjoyed this
game. You can expect many hours of play to complete it. (I personally have
not yet finished--I'm wandering the River Styx, which seems to be too
difficult for my characters right now.) The graphics are adequate, but not
stunning, and the sound is good. I highly recommend this game.








                           
Eye of the Beholder ][: The Legend of Darkmoon
Reviewed by: Ed Potter

SSI took a big step with the release of Eye of Beholder. It was their first
VGA first person view interactive role-playing game. It quickly became a best
seller and many other companies have tried to copy SSI's new format. Some have
been successful, other have failed, but the original for the IBM has come out
with a sequel. The true originators of this awesome-graphics style of role-
playing was Dungeon Master from FTL Games. The sequel borrows almost every-
thing from the original, in fact, the only thing that makes it different is
the new plot and some new creatures.

The game looks and operates exactly as the original. This is a quality
I was not impressed with, for as the system IS well done and good looking,
there is always room for improvement. It looks as if SSI decided they needed
a cash inflow, and put out a quick second product. The game is based from the
paper role playing game AD&D or Advanced Dungeons and Dragons. Eye/2
involves stomping about like medieval knights, slaying monsters here and there
with a bladed weapon, or for some special effects asking the mage in the party
to fry or flambe the enemy with magic. The plot is, of course, simple. As
huge brutes your fighters could hardly understand anything complex. Your
traditional hack and slash game, with a few pretty toys you find here and
there along the game. One major thing i did not like was that monsters seemed
to breed while you were on the level, and that as you hacked your way to the
end of the level, sure enough, if you turn back and go the other way, you'll
do it again.

The graphics are a little improved over the original, but are still very
similar, and the sound effects have come a long way. For those of you graced
with a SoundBlaster, you can hear the enemies stomping about long before you
come to them, a feature supposedly in the first edition, but must have been
too soft for my ears. The character generation is the same, with the same
option of designing your own character, which gives you the ability to make
'perfect' players. Frankly I don't see the point. I think that everyone out
there makes the best possible, so why offer random stat generation. Anyway,
the game is very well put together, and the puzzles are somewhat easier than
before. Some members in you party actually say "The west wall looks
strange", in the first one, you would have to look at the west wall and notice
it yourself. All in all, I enjoyed the game very much. For those of you
that find a game stomping about in under ground caverns (yes, underground
again, a LITTLE bit of outside, but not much. I wonder when we actually get
to see the world) and hacking pieces of monsters off, this is a great game,
and for anyone who has played the AD&D games before.

Eye of the Beholder ][
SSI
Scale of 1 to 4
Graphics: 3
Sound: 3
Playability: 4
Type: Role-Playing

Falcon 3.0
Reviewed By: Ed Potter

The long-awaited Falcon 3.0 is here. For some. This game is by far the most
demanding on a system, as it requires among many other things 1 MB of RAM and
DOS 5.0. It is suggested, very wisely, that if you want to enjoy the majority
of the game, that you have a 386 with a speed of 25 MHz or more. On my
386/40, I made use of every available option, and the speed of the game itself
was extremely rapid, so I believe that it should run fine on anything above
20.

The game has been hailed as 'the most realistic fighter simulator yet' and I
must agree. Leaving out Microsoft Flight Simulator 4, I think that this game
is the most true to life on the entertainment market, and as Microsoft Flight
Simulator 4 prides itself on being the best, and not most enjoyable, the
Spectrum Holobyte team has made major groundbreakings into a game that is more
realistic than it appears, yet is undoubtedly the most fun game playing combat
flight sim. The game has many options, instant action, for those that don't
care what they are shooting at, and for those that do, there are three
theaters included with the game: Israel, Kuwait and Panama. Obviously they
intend to come out with more theaters, as that leaves a bit to be desired, I
still haven't been able to land an F-16 in Red Square, hopefully another
theater will allow that.

Enough of far fetched fantasies, prepare to be killed. This game is not to be
taken lightly. The first few 'experimental' flights I took ended up with my
plane bursting into flames while I hurriedly looked for a key to release
defensive measures. Flying the theaters proves more efficient, as you have
wing men that will distract the enemies for a short while. The Artificial
Intelligence that Falcon 3.0 uses amazed me. When on a true mission, and you
are killed, it allows you to watch how the rest of your squadron did verbose. The tactics
that your wing men and enemies use can leave an inexperienced computer sim
pilot plummeting towards the ground. My 'Fly in a circle until you see other
planes to shoot at' technique I inherited from Battle of Britain proved deadly
only to myself, and I eventually found myself having to employ actual moves
such as half-loops, immelmans and hammerhead stalls (which, be warned, can
take a very long time in an F-16).

Enough of how amazingly fun the game is, and down to the facts. Its an
amazingly fun game to play with great sound and graphics. I would suggest
not to bother if you don't have VGA, in fact I believe it requires it, and a
SoundBlaster brings the game to life, as the tower actually talks to you, and
your wing men do also (and nothing makes you duck like the effect they made
for a close-passing plane). The game play is more often than not by the seat
of your pants, twisting in the air trying to get a lock on your target, and
trying to keep his wing man from treating you the same. It is important to
have the reference card with you at all times, as there are commands for just
about every key on the keyboard. The action can get intense if you have a
Flight Stick, as it offers throttle control (Finally! one that REALLY works)
weapons selection and firing. A joystick is invaluable, I cannot comprehend
playing the game with a mouse, or even worse, keyboard.

But, the most intriguing part has not yet been revealed. Work in an office?
Computers in a network? Ever wanted to blow all those other guys away and
show off how good you are? Well, here's your chance, the game supports
action over a Modem, Direct Connection, or a Network, and over a network,
there can even be more than two players. AND you can play as a team, or head
to head. Is there anything they left out? Not in the least. A-10, the gold
box version to come out some time in the future will be compatible with Falcon
3.0. In other words, you can combine through modem etc. A-10 and F-16
missions, or go head to head. Spectrum Holobyte has outdone themselves, and
the list price is meager compared to what you will get out of the game if you
are an avid armchair pilot.

Falcon 3.0
Spectrum Holobyte
Scale 1 to 4
Graphics: 4
Sound: 3
Playability: 4
Type: Simulation
Les Manley: Lost in L.A.
Review by Ross Erickson

In the spirit of sequel-itis that has hit the computer game industry, Accolade
has brought its fair share of follow-ups. Les Manley: Lost in L.A. (LILA) is
a fun-filled, yet baudy look at the L.A. lifestyle including all the stereo-
types you just love to make fun of -- presuming you don't live in L.A. One
instantly recognizes that this is not your ordinary graphic adventures. Let
me emphasize - GRAPHIC. While not crossing the bounds of decency, suffice it
to say that this adventure could certainly be rated PG, though no higher.
The visual images of beautiful girls in LILA are not of the Leisure Suit Larry
style, but rather are digitized images of real actresses and models. It was
mildly enjoying playing through a game where you get to poke fun at a life-
style that is so easy to poke fun at - RILLY! (play the game, you'll get it!)

LILA is very much like some Sierra and Dynamix adventure offerings of late,
with the obvious exception of subject matter. A virtual "no-typing" inter-
face is employed. A mouse is highly recommended. The game is installed on
to your hard disk and takes up approximately 4 MB of space. Accolade has been
renowned for their amazingly difficult and intricate copy protection code
wheels and LILA is no exception. I can't say I understand why the company
insists on making the codewheel so difficult to work with. One the game
starts there is a well-done introduction that sets up the premise of the game.
While not necessary it would be moderately useful to have played the original
"Les" adventure - Search for the King. It is in this first installment that
we learn about our hero, Les, and how he became friends with the worlds
smallest man, Helmut Bean.

As the game starts, Helmut and his voluptuous significant other, Lafonda
Turner are winding down after exercising. Lafonda heads out to the pool to
cool off (given the quality of the graphics, the teenage male player may have
to as well!) while Helmut gets on the phone (literally) and calls Les to
invite him out to L.A. Setting up the mystery, we learn that famous movie
stars and celebrities have been showing up missing. Soon thereafter, Lafonda
and Helmut both succumb to the same fate. Les is on his way to solve this
mystery and find his friend Helmut Bean. As Les, you find yourself beginning
your quest at Venice Beach where you will immediately be enveloped with the
"lingo" of L.A. Rilly. (learn this word!).

Throughout the game you are never really given a clear picture of who the
guilty party is who's perpetrating this kidnappings. Indeed, Accolade has
done an admirable job of keeping the suspense high, all the while introducing
different motives from different people who might be responsible. There are
plenty of suspicious looking characters.

The characterization of L.A. is replete throughout the game. There are many
stereotypes, from the Venice Beach bunnies who have Valley-speak down to
a science (although don't be thinking that they are really as dumb as they
sound), to the dolt lifeguard who'll buy anything hook, line, and sinker.
Most, if not all, of the characters you'll encounter are quite harmless in
nature during the course of the game, but they are portrayed adequately as
their character determines.

The interface to LILA is completely point-and-click, and Accolade has taken it
to new heights for ease of use. In fact, this is one of my main criticisms of
the game; they have made the interaction of your character with his universe
so incredibly easy that it takes away much from the challenge of the game.
When there is something that the game wants you to hear about, the cursor
magically changes to a question mark. You can't go wrong just by following
the prompts of the game. Solving the game is pretty much a linear effort as
well. The puzzles are really pretty simple. Solving events in the game is
pretty much a matter of using an item found in one location in some other
location. Nothing too difficult here. Moving around the L.A. area is also
made simple - there are only 5 areas you can visit: Venice Beach, Rodeo Drive,
Paramounds Studios, Hollywood Boulevard, and Sunset and Vine. After you
complete certain tasks, the game will take you to other key locations.

As stated earlier, visually, this game is a knockout. There are lots of great
graphics throughout the game, but "gamers do not live by graphics alone". The
sound support throughout the game was average at best. Playing through the
Roland MT-32, the soundtrack was adequate, but didn't set any new emotional
highs. I didn't check out the SoundBlaster support, so I'm not clear on
whether any digital samples were employed through the game. It is supported.
Generally, my comments about LILA are that the producers had this great idea
about showing neat and nifty graphics and concentrated on the "sizzle" rather
than the "steak". Don't get me wrong, it was fun to play, but after the
senses were dulled a bit, and the jabs at So.Cal. got a little tiring, there
wasn't much left. I didn't get drawn into the plot and the mystery as much
as I felt I should have. In many top-of-the-line adventures, one develops a
sense of association for the protagonist, his quest, and the NPCs. The
interface makes it so smooth to "do what's right", that you don't really feel
much involvement in the game to do what YOU want to do. Excessively guided
is probably the phrase I'm looking for.

In conclusion, buying LILA won't be a mistake for many adventurers, except
perhaps for the hard-core types who want 200 hour adventures. It's a funny
look at a culture through the eyes of a wacko adventure. If you're looking
for a lot of flash, an easy adventure to solve in a minimal amount of time,
then LILA is for you. Hopefully, if there IS a Les 3, the producers at
Accolade will leave the sizzle in the next installment, while truly adding
an in-depth adventure white knuckler. For those new to computer adventurers,
though, LILA is a great way to introduce the genre with very little frus-
tration.










Risk for Windows
Reviewed by: Ed Potter

Wow. As the game begins, and the SoundBlaster pipes out music, the main
thought running through your mind is: "THIS is a Windows game?". Yes, it is,
and it gives hope to all those that want a REAL diversion as opposed to
endless games of solitaire. The first impression is terrific. In fact, it
made me wonder if it was actually running in 640x480x16 standard VGA mode,
or somehow had managed a few more colors. The sound stops after the opening
(for those with a SoundBlaster, or supported sound card), and then becomes
effects for selecting countries and etc.

The game itself is masterfully done. The basic premise was to make a Risk
game for the computer, anything above that would be 'extra'. I have never
gone much for computerized board games, but this game is exactly like the
board game, except you don't have to set the board. You can have 6
separate players, combinations of human or computer opponents. I'd like to
see is if the developer could get the game to play via a network connection.
Now that would really be impressive!

The play is very much like the board game. You can set computer opponents as
Intermediate or Advanced, however I found the Intermediate to be much too
easy, and the Advanced to be too difficult. The best result is when you
play a human opponent.

Not much more can be said, except that it is a first in its field, one of the
first games for Windows, real games, not more solitaire derivatives. I can
say this: if you like Risk, get this one; if you never liked Risk, this might
be an interesting way to re-introduce yourself to this classic. The main hope
of this reviewer is that this might nudge other software companies to try
their hand at Windows games. I hope they can come up with more than
just strategy games.

Speaking of reviewing, which I will probably do more than these two times, a
system of rating might be in order. Therefore, games will be ranked on 1 to
4, 4 as the top score, in 3 categories: graphics, sound and playability; and
then the type of game will be given as:

Risk for Windows
Graphics: 2 1/2
Sound: 2
Playability: 3
Type: Strategy

It is also important that you know what system I use to review the games. I
own a 386 compatible with a speed of 40 MHz, 4 megabytes of RAM, VGA
graphics and a SoundBlaster. Therefore the graphics score is always based on
the standpoint of VGA, 320x200x256 when available.
Review of Interplay's Star Trek 25th Anniversary
by Mark A. Poole

Star Trek 25th Anniversary certainly lives up to its high expectations,
as well as its legacy. You are placed in the role of Captain James T. Kirk,
and are asked to lead the Enterprise and its crew into the unknown on seven
challenging missions. With top notch graphics and major sound board support,
Interplay has done quite a job recreating the original Star Trek universe.
You needn't be a dedicated Star Trek fan to appreciate ST25.

ST25 offers basically two types of game play, the landing party
adventures, and the actual space flight and combat aboard the bridge of the
Enterprise. The landing party scenes are where the majority of the game is
played. The group includes Kirk, Spock, McCoy, and a red shirt security
officer. The party will explore a variety of different planets, buildings,
caves, and even other ships, as well as interact with numerous forms of alien
life and intelligence. With the aid of hand phasers, tricorders,
communicators, and an abundance of useful items found along the way, the
landing party will need to overcome many obstacles, and solve some rather
intriguing and difficult puzzles to complete their missions.

Aboard the Enterprise, Kirk has many tools at his disposal. He can
get important background information on each mission by searching the ship's
computers, as well as occasional tidbits offered by the bridge crew. Spock,
along with Scotty, Sulu, Chekov, and Uhura are all standing by waiting to take
Kirk's orders. While traveling to different star systems, the Enterprise will
encounter a few surprises, not the least of which are the Romulan Warbirds,
and the Klingon Battle Cruisers. Some pesky Elasi pirate ships also show up
in a couple of missions to try and ruin Kirk's day. The Enterprise however,
is not without defense. Its equipped with shields, and armed with phasers
and photon torpedoes.

The graphics throughout ST25 are really well done, at the least on a
level with Origin's Wing Commander. The background detail in almost every
scene is remarkable. From the standard star fleet issue uniforms worn by
the Enterprise crew, to the detailed underbelly of the Romulan Warbird, the
folks at Interplay haven't missed a thing.

The sound board support is another big plus. Hearing all the different
effects, like the 'swoosh' when a door is opened, really adds to the
atmosphere the game projects. The phaser shots, transporter, and tricorder
sounds are a nice touch, not to mention the reproduction of much of the
original Star Trek series music.

The game itself plays out like seven new episodes of the original Star Trek
series. Each mission is packed with new challenges. The story line for each
mission is unique, and well thought out. For example, in one mission, Kirk
and his crew have to sneak onto, and try to save a Federation starship and
its crew, that has been attacked and taken over by a band of Elasi pirates.
Another finds the Enterprise confronting a Klingon Battle cruiser that has
crossed the Neutral Zone into Federation space. A third sees the Enterprise
jumped by 3 Romulan Warbirds. While there are some battles in space, ST25
is not a shoot 'em up space war. Always keep in mind that Kirk is quite
good at talking his way out of difficult situations.

The conversation between characters in ST25 is all pop up windows
of text. Kirk will often be given more than one option of what to say when
conversing with aliens. What he says will effect how the alien responds, and
if Kirk says the wrong thing, or is too abusive, it can definitely make
things difficult. Some of the friendlier aliens seem to be more tolerant,
but with Klingons, for example, one wrong word could spell big trouble Kirk
and his crew.

Kirk does almost all of the talking with aliens, after all, he is
quite the diplomat. He's also required to make all the decisions, though
usually not without input from both Spock and McCoy. With his tricorder,
Spock can analyze the landing party's surroundings and also get readings
from different pieces of alien equipment. Spock is quite good at getting
alien computers systems to function and likewise with many forms of alien
machinery. He will, many times, give valuable clues to Kirk on a given
problem if asked.

In ST25, there are a situations where an alien, or a member of the
landing party will require medical care, this is McCoy's specialty. He can
scan the patient with his medical tricorder, and patch him up with his med-
ical kit. He is also useful when the party encounters an alien for the first
time, he can take medical readings to get an idea of what the party is up
against. His medical knowledge is needed for using some computers and
equipment as well. Its also fun to listen to him bicker with Spock now and
then.

The red shirt security officer is by far, the least used character.
Unlike Spock and McCoy, he offers little help. The red shirts are expendable,
but Star Fleet will frown if one gets killed. They are best used for trial
and error, when Kirk's not sure, he should send in a red shirt first. His
primary function is to protect the landing party, and if necessary, sacrifice
himself for the captain's safety, which can happen.

The crew will encounter members of several different alien races, and
even a few strange creatures. Klingons and Romulans are never friendly, and
neither are the Elasi pirates. There are some friendly aliens the party will
meet, such as a band of monks in one mission. There are also a few surprises,
such as the mission which sees the crew meet up with old "friend" Harry Mudd.
Things are never dull when old Harry's around. Generally, the aliens are
not hostile, if you know how to deal with them.

As far as game strategy goes, the best advice is to leave no stone
unturned. While the majority of the items Kirk can get are obvious, a few
aren't. Search the ship's computers at the start of each mission, this can
save a few headaches down the line. There is also a mock battle with another
Federation ship at the start of ST25, and it can be played out each time the
game is started up. This is a great way to practice flying in battle.
Choose carefully what Kirk says to an alien, and save the game frequently,
because it is possible for Kirk to die during the game.

ST25 uses a mouse or joystick point and click icon scheme, though it
differs between landing party and aboard the Enterprise scenes. The landing
party icon is that of a humanoid, and different areas of its body are
selected for different tasks. If an item needs to be used, the icon's hand
holding a small ball is selected, which brings up another icon of a pouch.
Clicking on this pouch will display icons of what Kirk currently is carrying.
To get, or pick up an item, there is a outstretched arm with an open hand,
once that is selected, the desired item needs to be selected, then Kirk will
walk over to the item, and take it. The mouth of the icon is selected to
have Kirk talk to an alien, or one of the landing party members, and eyes are
selected to have Kirk look at something specific. This did take a little
getting used to.

Aboard the Enterprise, there are also option icons, but the keyboard
may be easier for certain tasks. From these icons, the captain's log can be
reviewed, which is just information about completed missions, the transporter
can be selected, and also a window if icons that represent orders to be given
can be accessed. Among other things, the orders consist of where to concen-
trate damage control crews, opening a hailing frequency, and looking at the
navigation screen. Kirk also has to instruct Sulu to raise and lower the
Enterprise's shields, and tell Chekov to arm the ship's weapons.

On the physical side of the game, the installation process was a bit
long, about an hour and fifteen minutes on a 286 12 MHz. The documentation
was also a bit weak with respect to using items, and perhaps solving some of
puzzles, a couple of which are hard to follow. ST25 needs about 8 MB of disk
space, and up to 640k of memory, though it will run with less. Some expanded
memory isn't a bad idea, and also a cache to eliminate almost constant hard
disk updates, though neither is required, the game will run smoother. Either
a joystick or mouse can be used, though a joystick may be easier for flying
the ship. The game is installed from five 5.25" floppies, and there is no
copy protection.

Though seven missions may be too short, Interplay can really take this
in a number of directions. In the original series, there were a number of
shows that took place only aboard the Enterprise. Having Kirk be able to
get around within the Enterprise would add a whole new dimension to the game.
Perhaps incorporating shuttles, or visiting Earth, or who knows, maybe even
a new game with the characters from Star Trek: The Next Generation. Regard-
less, the possibilities are endless, so here's one vote for the folks at
Interplay to keep them coming! (Editor's note: Interplay has stated that
they plan on producing a sequel to Star Trek: 25th Anniversary sometime in
the 1993 time frame.)








Wing Commander II
The Vengeance of the Kilrathi
by: Edward Potter

When Origin Systems released Wing Commander, approximately a year ago, the
game quickly became a best-seller and won many awards. This year Origin,
with the release of Wing Commander II, makes full use of today's advanced
computers, producing a sequel that is sure to capture as many favorable
reviews as did the original.

The storyline is a continuation of the war with the Kilrathi, a cat-like
race set on universal domination. This involves the conquering of the
Humans, considered to be highly primitive by the Kilrathi. You are a member
of the Terran Navy, and more specifically a fighter pilot off of a carrier
named the Tiger's Claw. In your tour through Wing Commander I, you quickly
became the best and most able pilot on the ship, destroying a Kilrathi
command post at the end of the game. In Secret Mission 1, you went on to
destroy a massive Kilrathi Sivar-class carrier. In Secret Mission II,
you find yourself on 'diplomatic' duty with a planet soon to be joining the
federation. Of course, the Kilrathi have other plans in mind, but your
flying capabilities lead the Terrans to victory, when you are given command
of the fighter squadron of the Tiger's Claw.

Life seems good for a time, but you never get to see those glory days in
the game. Wing Commander II comes right in with a change in storyline.
You apparently encountered some Kilrathi spacecraft near the Claw, and when
you approach, they vanish from your screens. In disbelief, you proceed to
explore the nearby areas in search of the elusive crafts, and upon return-
ing to the Claw, you find it is no more.

Landing on a carrier in a nearby sector, you find that all your cockpit
'Black Boxes' have been wiped, and you are held responsible for the destr-
uction of the Claw. You are demoted to Captain, and sentenced to serving
in a far corner of the galaxy, sure to never see combat, well, not so sure...

There are five key parts to the success of Wing Commander II: the plot,
the characters, the action, the graphics and the sound. The plot is that
of a book or more easily related to Buck Rogers. I found myself really
getting into the storyline, and trying to guess what would happen next.
It was intriguing trying to figure out who the leak in security was,
and actually holding a grudge to some other characters. It was so involving
that I would not come to their aid when they were my wingman. I played the
game twice, and although the storyline was in essence the same, many of the
missions were different, to the point where some things that happened one
game, did not in the other. What this means is that for those who, when
they love a game, play it more than once, Wing Commander II provides
different challenges for every time you play it.

The characters are continued from the other Wing Commander saga and have
their own individual way of flying. In the off-duty scenes, the characters
are very well developed, just as in the writing of a good book. The action,
graphics, and sound are the main driving force of the game. They make Wing
Commander II what it is. The action is intense, and invigorating. If you
experience the emotional impact of the game like I did, you will experience
sitting on the edge of your seat, yelling at your wingman, grabbing at the
stick, ducking from near ships and asteroids, and a feeling a sense of
accomplishment at the end of the mission. There is no better way to describe
the game than to feel the personal involvement with the whole cinematic
effects. You truly come out of these missions with sweaty palms, if you
survive, that is.

This reviewer played the game on a 386 40 MHz machine, with 4 MB RAM and
VGA graphics. For extras I had a SoundBlaster and Flightstick. Even at
40 MHz, the game slowed and paused in some parts, showing that this is a
true system-crunching game. The VGA graphics are dazzling. There are
improved animation routines over the first edition of Wing Commander. Many of
these are seen in the introduction. The ship fly-bys look more and more
like true 3-D. The sound was well done, but the speech-pack left a bit to
be desired. Other than during the introduction, the only time others actually
speak is during combat. Generally, this is the Kilrathi pilots taunting you.
I found the "Die, human scum!" (or something to that effect) quite hilarious
the first time, but it got a bit tiresome when repeated over and over.
Hopefully, in Wing Commander III, they will speak all the way through the
game, but this will likely cause any future edition to be shipped only on
CD-ROM.

Don't hesitate to buy the game if you do not have a SoundBlaster, the
FM sound truly does not add that much to the game. I'm told that the Roland
musical soundtrack and sound effects, however, are truly stunning. (Editor's
note: THEY ARE!!) A joystick is highly recommended and, in my opinion, the
Flightstick is the best one available. Playing the game with keyboard was
virtually impossible for me. The graphics in EGA are fine, but the VGA
graphics are top of the line. To get the most enjoyment out of the $79.00
price tag from Origin I recommend VGA and a joystick. Expanded memory is
useful only if you have a sound board. This game I give 5 stars on a
scale of 4. Origin has outdone itself once again.

By the way, beware of the new Artificial Intelligence. The better you fly,
the better your foes do, and its very noticeable. Have fun!









Editor's note: Special thanks to Jerry Luttrell of Dynamix for the special
insight into Aces of the Pacific and the wonderful screen shots!

I've finally seen it! Hurrah. Aces of the Pacific (AOTP) is soon to be
winging its way onto store shelves shortly, and not a moment too soon. The
natives are definitely getting restless. The wait will be well worth it.
Damon and his crew are just now putting the final touches on this tremendous
sequel to Red Baron and as with any classic product, it's not going to be
ready until everything is just perfect.

The version I played with at Windows World a few weeks ago was not fit for
production, but it was pretty darn close. It has some performance tweaks to
complete, but overall the game features were all done. Any moderate flight
fans will love this sim; any Red Baron fans will go absolutely nuts! The
detail level is quite spectacular, particularly in the areas of terrain
modeling. As you fly over the beaches towards your intended targets, you
get a real feel for the purity of the design. There were no compromises made
here. The airstrips and markings on the islands are all very effectively
designed, and you get a real feel for being in this part of the world in such
a turbulent time.

As I flew around a bit and headed in for a bombing run, I was totally blown
away by the "flak effect". It was kind of spooky flying into this hail of
death, knowing that our guys flew in this for real. The effect of taking off
from a carrier as well as landing (I didn't land it....yet) was also very well
done. I didn't get into much of dogfight with any zeros in my short time with
the game, but Jerry assures me that the enemy A.I. is topnotch and you better
know your way around the skies if you plan on playing even semi-realistic
modes.

While certainly no expert on flight models, what my experience about flying
told me was that these planes behave properly. There's a real sense of
inertia here. There are no endless turns without loss of energy, so you
have to know aerial tactics. I got lined up on a ground target once and
pulled that trigger, and was instantly rewarded with a resonating Roland sound
effect and see realistic tracer fire light up the screen. Great stuff!

Finally, the manual/documentation is TOP NOTCH! It's along the lines of Red
Baron with some full color paintings of the game's planes and plenty of
historical notes. Having the manual alone is worth the price of the game.
If only all software vendors could put this much trouble into their documen-
tation.

Well, enough drooling for now. If you fly simulators now, you won't want to
miss AOTP. If you haven't flown on your computer before, what a fantastic
introduction to the genre. Check it out as soon as you can!

Ross Erickson











Wow! This will be short, but let me just put a quick plug in here for what
may well be the most astounding sports simulation written to date for MS-DOS
based machines. I was given a sneak peak at Links 386 Pro from Access (see
accompanying vendor note) at the Comdex/Windows World show recently and was
just totally blown away! This thing is FANTASTIC! Even if you're not into
real golf, this simulation will captivate you. The SVGA 640x400 screens were
gorgeous and the expected increase in screen redraws just isn't there. The
guys at Access have done a superb job at using native 32-bit instructions by
utilizing the Phar Lap DOS extender. By doing so, you will see comparable
screen redraws (or faster) using SVGA than you experience now with regular
VGA (actually MCGA 320x200) screens with today's version of Links.

The real COUP D'GRACE was the windowing feature. Everytime I play Links now,
I say to myself, "Wonder where that pin is today!?". With Links 386 Pro,
you'll wonder no more. You can set up virtually an unlimited number of
'window' combinations to look at the hole from any angle WHILE you are playing
the shot. This is fantastic. You can look at the golfer from overhead view,
behind the tee, AND from the green looking back to the tee AS you swing the
club. The effect is just mesmerizing. Plenty of other combinations too.

Finally, head-to-head play will be unique as well. You can play a round in
its entirety, save the game to disk, send your opponent your "save" file, and
then he/she can play against you while conducting their own round. Great
feature.

There's plenty more to this hot title, so stay tuned to Game Bytes for further
information. Links 386 Pro should ship by the end of June.

Ross Erickson
Here at Game Bytes, we were hoping to get this premiere issue out to coincide
with the release of this long-awaited release, but technical snafus got us in
the end. Ultima 7 has been released now for about 2 weeks, but it still
warrants some comments about the impact this game will have on the gaming
industry.

First of all, this game is massive! It's proportions (disk-space-wise) are
of Wing Commander 2 proportions. In game-world size, it's also of epic
proportions. Galen Svannas of Origin tells us that Britannia is 100 square
miles in relative size! This is a LARGE LARGE game.

Some initials concerns that are worthy of note: This game requires (not
recommends..), a 386 machine or above. Because of its large memory require-
ments, Origin has designed its own memory manager called Voodoo that maps your
system's memory in a unique way. Because of this, typical memory managers
such as QEMM and 386-to-the-Max don't work. You can, however, coexist nicely
with DOS 5's own HIMEM.SYS. The game also is VERY disk intensive. If you
have a fast machine, but a slow hard disk (say, 30-40ms access time), you're
going to be a little disappointed. Utilizing a strong disk cache program,
such as HYPERDISK or SMARTDRV.SYS will go a LONG way to making Ultima 7 an
enjoyable experience.

Hardware requirements aside for the moment, U7 is a landmark in RPG design.
The world of Britannia you enter into after hearing The Guardian's plans for
this world is one which mirrors much of our own. Drug problems, murders,
corruption, and all kinds of other social maladies are present in Britannia
just like they are in our own society. The details that adorn this game are
truly amazing. You could just stand still and watch this little world go on
about its business around you. People wake up, they get dressed, they go to
work, and then they come home, eat, and go to sleep again. It's the closest
thing to watching an alternate reality unfold around you I've ever seen.

I've just begun my play on the game, so I'm far from being an authority on
the storyline, but suffice it to say that you will be intrigued by the level
of detail. For veteran RPGers, an Ultima 7 is a fact of life. For those new
to this type of game, Ultima 7 certainly is a grand introduction. The point
and click interface makes it much easier to manage your efforts while concen-
trating on your task at hand. If you have the hardware, Ultima 7 is a "must-
have".
Ah yes, I knew I'd find you checking this section out. As expected, here is
where you'll find each month's juicy nuggets of what to expect in the gaming
industry. To kick things off this month, I've got some great stuff to pass
on.

New titles are what drives the gaming industry forward, and if half of what
is expected for the fall/Christmas season this year comes to pass, they'll
have to pry our fingers away from the keyboard. Check out some of these new
titles to appear.

If you haven't got your CD-ROM drive yet, you better start saving money now.
THE killer game for a CD is on it's way. I speak of 7th Guest from Virgin
Games. Beautifully rendered in SVGA graphics with Autodesk's 3-D Studio, the
producers at Trilobyte will turn the industry on it's ear when this shows up,
hopefully by the September/October time frame. The setting is a haunted house,
and your job is to solve the mystery of the house. Not much more of the
storyline is known yet, so stay tuned and watch in future Game Bytes for more
details.

Also in the CD-ROM category is what may be the absolute ultimate in computer
golf. Links CD-ROM is coming and it will offer the amazing windowing cap-
ability of Links 386 Pro plus very realistic "helicopter fly-bys" of each
hole. Also included (of course) will be a full palette of audio enhancements
to fully recreate the golfing experience. Struggling as I do with my hooks, I
may just retire my irons and woods and just work on my mouse clicks rather
than my golf swing!

Now that the baseball season is upon us, it's time to examine once again
America's pastime as simulated on the computer screen. This season, a new
kid is on the block. In it's third iteration, Hardball III from Accolade will
be making it's appearance shortly and it has a lot to offer. First thing
you'll notice is --- "Hey, that's Al Michael's talking to me!". That's right.
The famous ABC Sportscaster calls the play-by-play in this graphical ren-
dition of our favorite pastime. Of course, you'll need a sound board. For
the stats aficionados, you're not forgotten. You can import statistical
files directly from Tony LaRussa Baseball AND Earl Weaver Baseball II. To
be appearing shortly.

Finally, keep your eyes peeled for a great new, hilarious adventure from
Virgin Games called Heimdall. Using the Viking folklore, you as Heimdall,
a Viking who drinks too much, has been called upon by the good gods to return
their stolen weapons from the evil god, Loki. Your main problem is that
Heimdall likes to drink too much, and this has humorous consequences in his
ability to train and lead his followers. Not too pricey either. Any advent-
urers out there are sure to enjoy Heimdall.

If you have a hot tip or a rumor that would be interesting reading, send it
on. We'll check it out, and who knows, we may be reporting your anonymous
tip next month. Stay tuned and watch for next month's issue of Game Bytes.
A View From the Edge...

Hello and welcome to the first edition of Game Bytes! We hope this signals
a beginning to a long and cordial relationship with the avid gamers of the
world. We feel Game Bytes offers a unique look into the world of gaming like
no other "magazine" can. Being electronic (and free) in nature allows us to
truly reach an audience that traditional magazines can not. Our distribution
system, as you have already experienced, is also unique. We hope to reach
well over 100,000 people with this method.

Game Bytes is all about spreading the word around about the great (and the
not-so-great) games we come to expect on our systems today. While focusing
primarily on the MS-DOS market, we also plan to cover some of today's hottest
cartridge titles for the Sega Genesis and the Super Nintendo as well. Our
goal is to provide you timely and information articles and reviews that will
aid you in your buying decisions. Best of all, the articles and reviews you
see here are truly objective. Written by users like yourselves, you're going
to get opinions truly motivated by the gaming experience itself. As we are
devoid of advertisements and our cost is free, we think Game Bytes is a land-
mark in user supported information sharing.

So, you may ask, "Why are you doing this?? Isn't this costing you something?"
To answer the first question, we're doing this because, like you, we share a
love of gaming. Entering alternate realities is tremendously appealing and
enjoyable. Once gaming becomes stagnant and boring is when you'll see the
final issue of Game Bytes. To answer the second question, yes, it does cost
us something - primarily time. But, in our estimation it's time well spent.
We started this effort because we feel a bond with the 'players' out there and
want to do something for them. We also hope this is a successful vehicle to
get the word to the software vendors about what we like and what we don't
like about their work. Perhaps, our continued efforts will in some way
improve their offerings. We certainly hope to get their attention.

Finally, we would like to say that, in a very real way, this is YOUR magazine.
We want you to participate actively. We want you to write us or contact us
in some way to let us know what you think. If you vehemently disagree with a
reviewer for "defensible" reasons, let us know. We'll certainly publish your
alternative response. We also encourage ALL of you to write your reviews of
games you enjoy. Given some editorial leverage, we'll publish your review
and you, too, can be heard. Please remember that this is the gamers magazine
and it is written for you. To fully succeed, we believe we must have the
support and encouragement from our readers. Let us hear from you.

The world of gaming is changing at breakneck speed. CD-ROM, MPC, Super VGA
graphics, and new technologies are coming upon us at rates beyond our
abilities to cope. It's an exciting industry to participate in, but the end
user can easily become overwhelmed by choices. Game Bytes intends to help you
solve some of these problems by being a clear voice, from the people, about
what's hot and what's not. We hope to be a long-time voice in this industry.
With your support, success is already a given.

Ross Erickson
Editor and Publisher
Access Software Outdoes Itself With Links 386 Pro
Product to ship June 30, 1992

For the past 18 months, Access Software programmers have been defining
state of the art in golf simulation and entertainment software. LINKS,
the top selling golf product, now has a big brother. LINKS 386 Pro is the
first entertainment product to utilize everything users bought a 386 or
486 computer for!

386 Code
~~~~~~~~
LINKS 386 Pro is written using true 32-bit code that the 386 was designed
for, not just 16-bit code as other programs use. This 32-bit code allows
programmers to realize the potential of high-end computers. Easier to use
interfaces and a much more realistic simulation is made possible by writing
true 386/486 code.

Super VGA
~~~~~~~~~
As far as we know, LINKS 386 Pro is the first entertainment product that
uses only Super VGA graphics. This high-end graphics mode reproduces
golf in such a realistic way that the software is rivaled only by the game
itself. Reviewers and press alike told us that the graphics in the original
LINKS was second to none, now LINKS 386 Pro raises the standard by which
all computer software will be judged.

New Look
~~~~~~~~
Due to the 386 code and Super VGA graphics Access provides a new look
in computer simulation. Over 345 viewing windows are possible to the
user. Now LINKERs will be able to setup the screen the way they like
it, not into some arbitrary mode. Texturing of all surfaces also makes a
big visual impact. You need to experience LINKS 386 Pro to appreciate
it.

Memory
~~~~~~
Computer users that have a lot of memory and wonder why they bought so
much in the first place won't wonder any longer. Although LINKS 386 Pro
will run in only 2 MB of memory, it will make good use of over 8 MB of
memory. With the DOS Extender used, memory will automatically be put to
use. If users have an extended memory system (HIMEM.SYS, EMM, or others),
LINKS 386 Pro will take advantage of it. If there is no extended memory
manager, the DOS Extender automatically provides one.

Other Features
~~~~~~~~~~~~~~
There are too many features to list. Here is just a sampling of the many
new and exciting features that come with LINKS 386 Pro:
Unique Human Opponent
Female and Male Golfers
Profile from Ball to Pin
Computer Sports Network On-Line Tournaments
Exhaustive Statistics Collection
Zoomable Top View
Save Your Favorite Shot
Multiple Modes of Play
Extensive Sound Support
Etc., Etc.

Virtually all the features that were requested by our LINKS customers have
been incorporated into LINKS 386 Pro.

LINKS 386 Pro does NOT replace LINKS. LINKS is still the best golf product
on the market for users that do not have all of the advanced features in
their computer. For users who have the ultimate in hardware, LINKS 386
Pro is as good as it gets!
New Grand Prix Unlimited Combines Realistic Driving Simulator
& Course Designer with Road & Track's Expertise

Las Vegas, NV - January 6-9, 1992 - Accolade, the industry leader in
computer driving simulations, today announced its exclusive association with
Road & Track Magazine in the creation of Road & Track Presents: Grand Prix
Unlimited. Grand Prix Unlimited combines a thrilling Grand Prix driving
simulator with an easy-to-use course architect that lets you create your own
custom Grand Prix courses. The simulation, available in May for

  
IBM PC and
compatible computers, also features customized car performances and equipment
set-ups, stunning digitized graphics, and a sense of realism unprecedented in
the driving category.

Grand Prix Unlimited was designed under the exclusive multi-year licensing
agreement with Hachette Magazine, Inc., publishers of the nation's most
popular driving periodical, Road & Track. "We're extremely pleased to be
associated with Road & Track, the only mass-market car magazine that regularly
features Grand Prix reporting," said Sam Nelson, producer of the game. "This
is a top-of-the-line product, and we'll benefit in many ways from this
relationship." Road & Track currently boasts a circulation of more than
700,000 readers.

Grand Prix Unlimited puts you in the driver's seat like never before. Created
by Tom Loughry, the award-winning designer of Accolade's critically acclaimed
best-seller, Test Drive III: The Passion, this stunning new simulation
features all the leading Formula One cars rocketing through a 3-D terrain so
complete, so detailed, so continuous and yet variable, that you really feel
like you're out on the grueling Grand Prix circuit. New, truer-life weather
conditions also enhance the realistic feel of the experience.

"The product really benefits from our access to the Road & Track racing
knowledge and graphic library," stated Nelson. "We felt that to be as
realistic as possible, it was imperative to get the most accurate information
possible." Each of the top Formula One teams including the Ferrari, McLaren
and Williams are accurately modeled in terms of power curves, drag
coefficiency and adjustable set-up parameters. Car handling, too, has been
made more realistic than ever before. Grand Prix Unlimited gives players the
ability to customize their "ride" by adjusting steering, suspension, wing
angles, gear ratios, and more. And for sheer enjoyment, you can't beat the
game's unlimited replay facilities, which include fast forward, reverse,
freeze-frame and more. Crashing has never been so much fun.

Perhaps the most amazing aspect of the simulation is its unique course
architect which offers a multitude of design options. This amazing utility
lets you quickly and easily modify the existing race course, or create new
ones from scratch. Using square tiles, you lay out the terrain and road you
want to race on. Once you map out your course, you can then line it with an
entire library of objects such as signs, people, and buildings. "The beauty
of the course architect is that you can change the route anytime you want. It
can be as simple as moving a single road barrier, or as complex as
individually configuring a brand new course, tile by tile," concluded Nelson.
"With a large number of tiles available, you can build just about any type of
course you can dream up. Given the right information, you could recreate
the entire Grand Prix Circuit."
New Exclusive Design for Microsoft Windows
PGA Tour Golf

San Mateo, CA., March 17, 1992 - Electronic Arts today announced the upcoming
release of the Microsoft Windows version of its award-winning PGA TOUR Golf.

"PGA TOUR Golf let's people really enjoy the game of golf," says Don Traeger,
Executive Producer of the game. "And now the Windows edition adds superb
graphics and gives players the excitement of going head-to-head with TOUR
pros, the ecstasy of making a long putt to win a PGA TOUR tournament, and the
subtle surround sounds of birds chirping and the crowd buzzing with each
stroke."

The latest version also features 256 color Super VGA graphics and an enhanced
interface designed exclusively for Windows. While the game fully utilizes
Windows features and is completely compatible, there is also a new EASN "Hole-
Browser" feature that lets players be the cameraman.

As the only computer golf game officially endorsed by the PGA TOUR, realistic
gameplay, sights and sounds remain the cornerstone of PGA TOUR Golf. Players
can challenge three of the world's most esteemed Tournament Player's Club
courses: Sawgrass, Avenel, and the PGA West Stadium Course. They compete
against 60 PGA TOUR pros for million-dollar purses in PGA TOUR tournaments
like THE PLAYERS CHAMPIONSHIP and The Kemper Open. Each of the TOUR
courses are designed from the original course blueprints. A fourth course,
Sterling Shores, lets players compete on a majestic fantasy course. Ten
featured PGA TOUR pros offer playing tips and comments about each hole.

PGA TOUR Golf offers players the opportunity to master special shots to
compete with the pros. They can put backspin on the ball with a short iron
shot, chip and run, putt from the fringe, or blast out of a sand trap. Once
on the green, the 3-D rotating topographic putting greens allow players to
"read" the breaks, just like the pros attempt to do with the naked eye. There
are 10 varying ball lies, including heavy rough, sand and divots, which
realistically affect a shot's distance and flight. Dynamic wind conditions
also play a factor. Players will want to sharpen their skills by practicing
at the driving range and putting green.

Electronic Arts Sports Network (EASN) features PGA TOUR Golf include TV-
style coverage from on-screen tournament announcers calling the shots to
multiple camera angles. Instant replay lets players relive their greatest
shots and the EASN Leaderboard displays up-to-the-minute standings. Players
will also be able to track their performance in real PGA TOUR statistical
categories such as greens-in-regulation, par breakers, and scoring average.

Editor's Note: Also available in May and shipping simultaneously with PGA
TOUR Golf for Windows is PGA TOUR Golf Tournament Course Disk. It's suggested
retail price will be $24.95. Try these three new Tournament Player's Club
courses and PGA Tournaments: TPC at Eagle Trace (home of The Honda Classic),
TPC at Southwind (home of the Federal Express St. Jude Classic), and TPC of
Scottsdale (home of the Phoenix Open).

Hardware Requirements: IBM 286, 386, 486 running Windows 3.0 or greater;
Standard or Enhanced mode. 2 MB RAM recommended. 256 and 16 color VGA
graphics.
SRP: $59.95 (5.25" and 3.5" disks included)
Available: May
Maxis Demos Pre-Release Version of A-Train at Winter CES in Las Vegas

Las Vegas, NV: January 9, 1992 - Maxis will demonstrate a pre-release
version of its newest simulation game, A-Train, Room M6979 of the Las
Vegas Convention Center's South Annex at Winter CES, January 9-12.

A-Train is the U.S. version of the game originally published in Japan as
"Take The A-Train III" in 1990 by Artdink. (The first "Take The A-Train"
appeared in 1986.) A-Train has sold over 100,000 copies, won a major award,
and has ranked consistently #1 in Japanese consumer polls.

In A-Train, you are the owner of a private railroad company. Starting with
rural land, building materials, and cash, you build a metropolis with your
railroad as the transportation hub - cleaner and more efficient than
automobile-based systems.

You buy land, lay track, place any of 19 different freight and passenger
trains, and schedule their runs. The trains will transport people and
building materials to areas under development, laying the groundwork for the
housing, jobs and recreational centers that your city needs to grow.

You watch your trains zip around in a window view that shows details of
trees, farmland, hills, houses, even cows. The simulation cycles through day
and night, and through the seasons of the year for a heightened sense of
realism.

As your city grows, you build wealth by speculating in real estate or
dabbling in the stock market. "Advisors" will pop onto your screen with
business advice, which you can act on or ignore, as you choose.

With your newfound wealth, develop office buildings, hotels, apartments,
factories, amusement parks, ski resorts, malls, stadiums, and golf courses.
Balance sheets of revenues vs. expenses let you keep track of which
investments are winners, and which are money pits.

You'll need a sharp eye for good business opportunities, and the guts to act
on your instincts quickly. Otherwise, other entrepreneurs may buy prime land
out from under your nose for competing development projects.

If you succeed in developing a large city, you will be rewarded with a
Bullet Train for high-speed transport. If you go broke...well, you can
always start over again.

In a sense, A-Train is the capitalist's SimCity - the private sector approach
to urban development. It combines city-building with railroad management and
a very sophisticated financial model to provide a depth of play that will keep you
challenged for weeks, months, or years.

A-Train for IBM PC and 100% compatibles will be released in Spring 1992, with
Windows, Macintosh, and Amiga versions to follow later in the year. A-Train
will list for $59.95.

Maxis, based in Orinda, CA, was founded in 1987 and published SimCity - The
City Simulator in 1989. SimCity has won over 20 awards, becoming a
consistent top seller. SimEarth - The Living Planet, published in 1990, and
SimAnt - The Electronic Ant Colony, published in 1991, have joined SimCity
on the best-seller list. With 45 employees, Maxis is among the fastest-
growing software companies today.

All Maxis products are distributed in the US by: Broderbund Software, 500
Redwood Blvd., Novato, CA 94948-6121; 415/382-4400; 800/521-6263.
Man the Battlements! Raise the Drawbridge!
Siege from Mindcraft

Las Vegas, NV, January 9, 1992 - Mindcraft will demonstrate their new
strategy simulation, Siege, at the Winter Consumer Electronics Show.

Siege is a real-time strategic simulation. In Siege, you command the forces
assaulting (or defending) one of the many intricately designed castles out of
medieval fantasy. Control your troops - peasants, knights, elves, wizards,
trolls, goblins - all having their own strengths and weaknesses, and your
commanders all have their own personalities.

Play one scenario or an entire campaign. Design your own onslaughts with the
built-in Editor; you have complete control. Scenarios feature several diff-
erent castle and terrain plans, and a complete campaign calls for conquering
them all. Many weapons and defenses are at your disposal to reach this goal,
from Battering Rams and Catapults to Boiling Oil. Siege features historical
troops such as: French, English and Celtic as well as Mythical troops of
Elves, Goblins, Trolls, and more.

Siege is for the player who enjoys strategy and fantasy adventure.
PRESS RELEASE

April 5, 1992

ORIGIN Releases Ultima VII: The Black Gate

"The ultimate battle between good and evil begins worldwide Easter
weekend when Richard "Lord British" Garriott releases the long-awaited
ULTIMA VII: The Black Gate. Ultima VII is the latest installment in the
award-winning Ultima fantasy role-playing series and the first chapter of a
new trilogy.

As with previous Ultimas, the "engine" for Ultima VII has been en-
tirely redesigned and seasoned fans will recognize the changes immediately.
For the first time, game play in full-screen; conversations with non-player
characters and inventories pop up in a Windows-like style. Players with
sound boards can enjoy a fully-orchestrated original score and those with
SoundBlasters or 100%-compatible cards will be able to take advantage of
another Ultima first - digitized speech.

The game's biggest innovation is its simple and intuitive mouse-only
interface. Players no longer have to memorize an array of keyboard commands.
"All you have to do is think of one mouse button as your hands and the other
as your feet, then you've mastered the interface," according to Ultima creator
Richard Garriott. "With those two buttons, you have access to just about
every command in the game."

While easy to play, Ultima VII is more technologically-advanced than
ever. In true scale, Britannia covers more than 100 square miles and holds
hundreds of objects the player can use, from weapons to sheep shears. The
environment is so real that clouds roll in before a storm and crickets chirp
in the woods at night. Dedicated players who manage to unlock the secret of
the Black Gate will be treated to one of the most fascinating end-game
sequences ever produced.

In Ultima VII: The Black Gate, the Avatar is drawn back to Britannia
by an ominous message from another dimension. He finds a wave of gruesome
murders and unexplained social ills. At the center of it all: a malevolent
entity known as the Guardian who actually "speaks" to Britannians telepath-
ically. the Avatar must discover the Guardian's true intentions. Does he
want to be Britannia's protector...or its ruler?

System Requirements for ULTIMA VII: The Black Gate are:

o Computer: IBM: 386SX, 386, 486, PS/2 50+ and other 100%
compatible PC systems
o Memory: 2 MB required (560K required free in main RAM)
o Graphics: VGA/MCGA (256 color)
o Sound: Ad Lib, Roland MT-32/LAPC-1, CMS SoundBlaster
o Other: Hard disk required (game size is 21 MB), mouse highly
recommended, DOS 3.3 or higher
o Interface: Mouse or keyboard
o Suggested retail price: $79.95

ORIGIN Systems, Inc. is an Austin-based developer of entertainment
software founded in 1983 by Richard and Robert Garriott. To date, the
company has published more than 30 game titles and has more than 140 employees:
programmers, artists, writers, and musicians as well as professionals in its
Administrations, Sales, Marketing and Operations Departments.
Paragon Studios' First Release is Crawling with Bugs

Greensburg, PA - 1/9/92 - Paragon Software will so ask game players save the
planet from giant alien insects. Those who enter the cockpit of MANTIS:
XF5700 EXPERIMENTAL SPACE FIGHTER this spring will be the first to experience
Paragon's new 3-D cinematic approach to special effects.

MANTIS is the first release from Paragon Studios, the company's new state-of-
the art video production house. The Studios have enable Paragon to enhance
MANTIS with exciting animated sequences, voice support, extensive sound
effects and a suspense-building musical score.

In the game, insect creatures have nearly wiped out the human race with a
nuclear attack and have begun reproducing inside human bodies, steadily
destroying the world's population from within. The XF5700 EXPERIMENTAL
FIGHTER (codename: MANTIS), developed by the Earth's first world government,
features futuristic advanced weaponry. Players will be faced with the
challenge of flying in combat against the collective power of the alien enemy.
Digitized scenes advance the plot and pilots will need cunning strategy and
intelligence, as well as combat skills, to destroy the aliens.

MANTIS: XF5700 EXPERIMENTAL SPACE FIGHTER will be released for IBM-PC's and
compatibles and will require 640K and a hard drive. It will support 256 color
VGA; AdLib, Roland, Sound SoundBlaster, and Sound Master sound boards, as well as
mouse, joystick, and keyboard.

Paragon designs a complete line of entertainment software for personal
computers, including the critically acclaimed MEGATRAVELLER series, TWILIGHT
2000, and the upcoming release, SPELLBOUND: CHALLENGE OF THE FIVE REALMS.
Enter the New Generation of Fantasy Adventure
Fables & Fiends: The Legend of Kyrandia

Comdex, Chicago, IL, May 6-9, 1992 -- Fables and Fiends: The Legend of
Kyrandia is the latest fantasy adventure game by Virgin Games. In this
mysterious land of legend and lore players will put their game playing skills
to the test. The point-n-click interface leads the player through numerous
magical, fairy tale-like elements that will have gamers casting spells,
searching strangely lit caverns, collecting gemstones and chasing down
leprechauns.

As Brandon, the player will set out on a series of quests in search of
Malcolm, the happy court jester turned evil villain. Brandon and his parents,
the King and Queen, lived happily in the beautiful land of Kyrandia. When
Brandon was but a child, Malcolm murdered the King and Queen in order to
harness the power of the Kyragem, a magnificent gemstone that pulsates with
magical energy. With its power in his possession, Malcolm declared himself
ruler of the land. Only after the Masters of the Four Magics sealed Malcolm
inside the castle were Brandon and his grandfather safe from his wrath.

Upon his escape eighteen years later, Malcolm set out to avenge himself.
Brandon left on an errand only to return home to a grandfather turned to
stone. He must now find Malcolm and stop him before he destroys the other
members of the Royal Court and ruins the land of Kyrandia.

Players will encounter 25 quests in their search for Malcolm. Each quest will
help Brandon grow in power and in knowledge. In his endeavors Brandon will
meet many characters who will either help or hinder his progress. He will
have the aid of the Masters of the Four Magics who will train Brandon in each
of the four disciplines; all necessary to defeat Malcolm, reclaim his birth
right, and restore the Kingdom.

Fables & Fiends: The Legend of Kyrandia can be expected for a Summer of 1992
release. It will be available for IBM PC and compatibles and for the Amiga.
Suggested retail price is $59.99.
We would like to take this opportunity to extend an invitation to all readers
of Game Bytes to express your views back to us. Let us know if you like the
concept we have developed with this type of publication. Our reviewers love
a little controversy and would welcome alternative opinions to their own.
Be prepared, however, to back up your stand if you disagree with what was
written. These are, after all, opinions. Game Bytes truly wants to become
the people's sounding board for the gaming industry as a whole. Through your
comments and feedback, we can not only make our publication a better vehicle
for communicating gaming information, but we can also effectively communicate
our desires for better and/or different gaming experiences to the software
publishers themselves.

We also want to extend and invitation to all to become regular reviewers them-
selves. We have no permanent "locked-in" reviewer staff. Those that write
for us now and excited to do so, but we welcome other reviewers who wish to
have their opinions made known as well. Game Bytes is a magazine for the
gamer from the gamer, and we hope our reviewer ranks will grow. Don't be
bashful - let us hear your views on your favorite games.

In future editions of Game Bytes, we will use this column to publish your
letters, comments, raves, and complaints for all to share. We hope you will
take the time to use it. Editorially speaking, we'll only be concerned about
certain types of four-letter words, so keep those to a minimum, and we'll not
be concerned about censorship. This is a free forum, but a certain sense of
decorum should prevail. Nothing more needs to be said.

There are several ways to send your letters and comments to Game Bytes if you
wish to be heard. We'll start with the U.S. postal system. Letters can be
mailed to:

Game Bytes
108 Castleton Drive
Harvest, AL 36749

Using Compuserve, your letters can be sent to the address:

71441,1537

And finally, using Internet mail, feel free to mail your letters to:

ross@kaos.b23b.ingr.com

Any of these three mailing methods are perfectly acceptable. If you happen to
have an account on EXEC-PC, one of the largest subscription-service bulletin
board systems in the world, you can also leave a mail message for me there.
My full account name is Ross Erickson.

We look forward to reading your comments about Game Bytes and how to make it
better with each issue. There are a lot of active gamers out there, and if
we can reach just some of you, we will know this effort is worthwhile.

Hope to hear from many of you soon!

Ross Erickson
Editor and Publisher

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