154 lines
9.7 KiB
Plaintext
154 lines
9.7 KiB
Plaintext
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VETTE!
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Imagine a computer road-racing game that doesn't confine you to a predetermined
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route. Instead, you're given a hefty chunk of real city (San Francisco), your
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choice of four autos and four competitors, more landmarks than you'd find packed
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onto a flight simulator scenery disk, and modem support (so you can race with
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your friends over the phone). In a nutshell, Spectrum HoloByte's VETTE! supplies
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all this, as well as more features than any other racing game. This review is
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based on the IBM-PC version of the game.
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The flight simulator analogy is particularly appropriate, because VETTE! owes
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much to such programs. Most of the roadway graphics (vehicles, buildings,
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cyclists, pedestrians) are of the 3-D solid-fill polygon variety, common to
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programs such as F-19 and Microsoft's FLIGHT SIMULATOR. The background and
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dashboard are traditional bit-mapped graphics, and the mix of two graphic styles
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works well. For example, as you travel north along the Great Highway, you can
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see the Golden Gate Bridge, bit-mapped, far in the background. When you drive
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onto the bridge, though, it becomes an intricate, articulated 3-D polygon
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structure.
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As the game begins, you're given a choice of four models of the Corvette, each
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more powerful than the last, and each with different performance and equipment
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specifications. They are: 1989 Stock Model, 1989 ZRI "King of the Hill," 1989
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Callaway Sledgehammer, and 1989 Callaway "Twin Turbo." To a certain extent, you
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can override the equipment specs and add your own preferences (cruise control,
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automatic transmission, etc.), but non-standard equipment changes the
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performance. There's a brief dynamometer sequence allowing you to check out
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several specs of each car before making your decision. Then you choose a
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gameplay level: trainee, rookie, or pro. As a trainee, you can break all the
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laws you want, sustain infinite damage, and take advantage of other amenities.
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Pros must contend with police, realistic damage, and traction. Rookies, as you
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might guess, fall somewhere in between.
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You then choose your opponent auto; again, all four (Lamborghini Countach,
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Porsche 928S 4, Ferrari Testarossa, and Ferrari F40) have different performance
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specs. (The rotating, configurable wireframe display of each opponent car is
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outstanding.) The computer always drives legally and perfectly. Finally, you
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choose your race. There are four possible races: from the S.F. Zoo to Vista
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Point (the far side of the Golden Gate bridge); from Vista Point to the Bay
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Bridge toll plaza in Oakland; the Bay Bridge toll plaza to the S.F. Zoo; or a
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circuit of all three.
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Although you do have a lot of flexibility in picking your routes, the optimal
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routes are often clear-cut. For example, the first leg (Zoo to G.G. Bridge) is
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very straightforward; no choices really necessary. In fact, any deviation from
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the obvious route gives your opponent a huge advantage. The second and third
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legs are slightly less clear-cut, and you have to do some planning if you want
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to avoid stoplights, one-way streets, and roadblocks.
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The roadblocks constitute my primary complaint about the game. There is a _lot_
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of the city -- in fact, I would guess at least two-thirds -- that is not
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accessible. There are roadblocks and yellow fencing for miles and miles, yet you
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can often see traffic moving within the fences, and scenery "just on the other
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side" of the fences, none of which you can get to. Although I was initially
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thrilled with the sensation of driving through an accurate simulation of a city,
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I was quickly dismayed by its limitations.
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To be fair, the areas that _are_ simulated constitute most of the interesting
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areas of San Francisco: Ghiradelli Square, Fisherman's Wharf, Chinatown, the
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Transamerica Pyramid, the Golden Gate and Bay Bridges, Lombard Street (the
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famous "crookedest street in the world"), the Ferry Building, the piers, Union
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Square, and a lot more. Very conspicuous in their absence are the cable cars!
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But while there are no cable cars, there are a surprising number of _tankers_
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cruising the streets of San Francisco. The bus system seems to be working very
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well. All in all, it's a well-populated and well-travelled city...what there is
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of it. Also, the entire Haight-Ashbury area is somewhere in the Never-Neverland
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of the yellow roadblocks. Is that poetic justice or what?
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VETTE! is a historic program, one with far more to offer than any other racing
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game to date. But aside from its remarkable concept, how does the game hold up
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from a practical standpoint? It may be breakthrough...but is it fun? Underneath
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its dozens of features, is VETTE! a good racing game?
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Unfortunately, there _are_ superior racing games on the market. VETTE! goes so
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far in attempting to break down the barriers, to "stretch the envelope" of
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what's possible with today's machines, that it ignores some of the basic
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amenities. The primary problem is one of control. The game's digital control is
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just a bit too clunky for smooth driving. The car turns in discreet bites of
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angle...too discreet for realism. To compensate, the game provides a centering
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key, one that will straighten your car instantly on whatever roadway you're
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using (provided it falls into the grid pattern of the city; it doesn't work on
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some of the angled roadways). While the centering key (which also makes up for
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the fact that the mouse is non-centering) is a nice touch, it defeats the
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purpose in serious competition. Of course, you don't have to use it if you don't
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want to. For joyriding, it's fine. But it's no substitute for a high degree of
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control in competitive situations. Also, the difference in handling among the
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four cars, aside from speed and acceleration, is subtle at best (as it might be
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in real life).
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Another smaller problem is the way the scenery shifts from one area to the
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next. Often the roadway, background, and surrounding scenery will suddenly shift
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with no warning whatsoever. For example, you're driving through the Presidio (on
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Lincoln Blvd, presumably) and you can see the mountains, the city, and the
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bridge in the background. The foreground is simply a featureless brown plain.
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Suddenly, pop! You're on the bridge, surrounded by water. This is slightly
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jarring, but not a serious problem.
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The instructions were obviously printed long before the program was finished,
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and the result is really two manuals: the basic manual and a six-page pamphlet
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of errata, corrections, and clarifications. Add to this two maps of San
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Francisco (one detailed street guide, and one more general topographical map),
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plus a keyboard reference/dashboard guide, and you have a confusing mass of
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paraphernalia. Fortunately, the game is much easier to learn than it looks. And
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the exhaustive background of the VETTE! is interesting (if not required)
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reading.
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I enjoyed VETTE! quite a bit, but in its current incarnation, it won't replace
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my other racing games. The graphics, despite the sudden scenery changes, are
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very impressive. There's an enormous variety of views available: regular
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"cockpit" view, out the left window, out the right window, and an amazingly
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flexible helicopter view (my favorite) that lets you change the angle and height
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of the view. The dashboard provides a concise, handy guide that gives you a
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constant readout of the street names (the one you're on and the cross street
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you're approaching), the current speed limit, the cross street's direction
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(one-way or two-way), and the upcoming traffic marker. There's a small
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toggleable dashboard map that displays your (and your opponent's) approximate
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position in the city; there are side mirrors and an optional rear view mirror.
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The buildings can be eliminated completely from the scenery, or merely their
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windows can be removed. The more "extras" you turn off, the faster the animation
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will run -- an important consideration because slower machines will really be
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crippled by the game's graphic intensity. And the modem feature is a unique
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addition, one that should make other manufacturers ask themselves why they
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didn't think of it first.
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Three versions of the game are included in the IBM package: the CGA version on
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a 5-1/4" disk, the CGA version on a 3-1/2" diskette, and the EGA version on a
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5-1/4" high density disk. The EGA version is also available on a 3-1/2" diskette
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(for an extra charge). However, because the files themselves are unprotected
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(the game uses a document check as copy protection), you can copy the files from
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one format to another, if you have access to a machine with both format drives.
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The game will also run in Hercules mode. Though the driving portions of VETTE!
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are in 320x200 resolution, some of the more static screens -- the opening and
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closing screens, dynamometer, and other portions -- are in an excellent 620x200
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mode.
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The CGA version of the game requires 512K; the EGA version requires 640K. The
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game can sense the speed of your processor (a minimum of 7 MHz is required) and
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will adjust the display accordingly. However, you may want to reconfigure it to
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add more graphic detail (at a cost of speed) or more speed (by sacrificing
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graphic detail). I would say that 12 MHz or better is optimal; if your machine
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runs at 8 MHz, you may not be satisfied with the frame rate/graphic compromises
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you'll have to make. Joystick and mouse are both optional.
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Spectrum HoloByte certainly deserves congratulations for VETTE! What is less
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certain, though, is whether their efforts have produced a program that is as
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satisfactory from a gaming standpoint as it is fascinating from a technical
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standpoint. That will depend on how important precise control is to the racing
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game fan. For joyriding, VETTE! is nonpareil.
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VETTE! is published and distributed by Spectrum HoloByte.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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