149 lines
9.0 KiB
Plaintext
149 lines
9.0 KiB
Plaintext
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VAXINE
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First, they did HARMONY. Now VAXINE. Taking some of the elements of the first
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game, VAXINE recombines them into an utterly Mutant design that almost defies
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description. It's beautiful, bizarre, nerve-wracking, attention-absorbing, and
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should appeal to anyone eager for an arcade strategy game. I said a while ago
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that HARMONY should get as much attention as TETRIS did; and I feel the same
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about VAXINE -- it's a sui generis concept that deserves to become a classic.
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(This review is based on the Amiga version)
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The metaphor you're operating within suggests that you're on a kind of
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Fantastic Voyage inside the human body, in a first-person perspective, out to
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help destroy a series of invading viruses. It works nicely as a shell for the
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game, which is played in an ARCHIPELAGOS-like three-dimensional space that
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allows you to move in any direction you'd like. The significant difference
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between ARCHIPELAGOS and VAXINE, however, is first that the scrolling movement
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is _much_ more fluid, and secondly that the animation is much more elemental;
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this gives the game an intense, abstract feel, like chess, which allows for
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complete focus on gameplay without distraction.
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The screens in each of the infinite number of levels consist of a chessboard-
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like floor, a circle of stars rotating just above eye-level near the beginning
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of the level (the Star Tree), a series of mounds on the floor, a few slab-like
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monoliths, and lots of round, bouncing balls, moving in all directions at once
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through the three-dimensional gamespace. Imagine yourself as one of the pieces
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on the board flying in a hovercraft, chasing balls floating lazily above the
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board's surface, and you'll get the general idea.
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VAXINE is played with either a mouse or a joystick in the Amiga version; the
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mouse is most effective. Movement is significantly reminiscent of Dan Gorlin's
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TYPHOON THOMPSON, with the same speed and flexibility. There's something
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exhilarating about this kind of arcade animation design; you experience a
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sense of speed and motion that feels more like a joyride than anything else in
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computer gaming, and unlike most arcade games, movement is completely
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unrestricted during play.
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Upon boot-up, you're given three options for configuration. The Mode option
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allows for selection between Demo, Practice, Normal, and Advanced play.
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Practice leaves you all your bases, thus removing the time pressure element
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from play. If all you want is to wander around and knock down balls without
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worrying about being interrupted by a Game Over message, this is the ideal
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mode to play in. Practice definitely makes perfect in VAXINE; I wouldn't
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recommend moving on to the Normal game until you've learned how to handle
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hitting the balls without alot of wasteful aiming and maneuvering. Like
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tennis, your "serve" is all-important, and developing it involves real skill.
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Normal mode is where the game really begins. In this mode, you start a level
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with a given number of bases (the mounds mentioned above), which are under
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attack from the balls. Whatever the level, the balls eventually begin to link
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together with rubber-band strings (how Assembly Line models the physics of
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such movements and relationships is beyond me); in Normal and Advanced modes,
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they also ultimately attach to a base and eventually destroy it...unless you
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can get there first and knock 'em back apart from each other. Once all your
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bases are destroyed, that's the end of the game (there's a 10-second countdown
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during which press of the fire button restarts you at the same level).
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Finally, Advanced mode places you approximately ten levels up in the game,
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thus allowing initial play with a significantly tougher challenge. The game
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begins with more balls already out there, and more balls connected to each
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other.
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There's an option at the start to select Mouse or Joystick for play, and
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finally, an option which turns inertia on and off. If you play with inertia
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on, the movement of the craft will impart extra motion to shots in the
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direction you're moving when firing.
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Once you're all configured, pressing fire starts the game. You normally begin
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near a monolith and the Star Tree, and there's a timed countdown before the
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balls start to generate on-screen. During the countdown, shooting balls at the
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circle of rotating stars provides points and extra ammo for later play. All
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objects except the monolith come in three primary colors, and selecting
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matching colors before firing at the Star Tree improves point score and the
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amount of ammo accumulated with a hit.
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The monoliths provide an interesting "freeze" function; passing through one
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stops all action on the screen for a timed period, during which you can more
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easily wipe out attacking balls. However, there's a penalty for making use of
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the monoliths; the balls become more aggressive once the countdown ends,
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essentially moving the difficulty level up a few notches.
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The main action during play involves shooting (well, more like _launching_)
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your own balls so they'll hit enemy balls. The appearance of both is the same,
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except that your balls dissipate quickly after being fired. Hit an enemy
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ball with a like-colored ball, and it explodes into a bunch of smaller balls,
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which then disappear. Hit with a different-colored ball, and the enemy ball is
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turned into a star, which can then be fired upon to gain extra points and
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ammo. You can make your own strings of balls as well, which serve like
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wandering land-mines; enemy balls are always on the look-out for same-color
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balls to join up with, and they'll approach your string to join up, only to be
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blown up instead.
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Enemy balls link up with each other, and then go after a mound base; once
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attached to same, they eventually destroy it. Hitting the balls while they're
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attached to and bouncing around a base is one of the most difficult aspects of
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the game, and absolutely crucial to staying in play.
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The game is spread out over a very wide field; the chessboard analogy breaks
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down a bit here, as this board has no edges. Scrolling in one direction
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eventually gets you full circle, but there aren't any sign-posts to indicate
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exactly where you are. Psychic Radar serves a kind of on-screen map/hint
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function, however; stop movement for a second or two, and a word appears on
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the board to indicate which direction to move in to find the nearest
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enemy balls.
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Thrown into this already challenging mix, the Hatchers and Spitters make your
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life more complicated. Hatchers consist of three different-colored balls
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strung together; firing on them causes them to burst into a plague of new
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single enemy balls. _Not_ firing upon them won't help; they explode on their
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own, producing even more balls than they would if fired upon. Spitters are
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less ingenious, but no less dangerous. Looking like red blood cells, they
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travel close to the board and periodically produce new enemy balls. Though not
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as prodigious as the Hatchers, the Spitters can only be eradicated by tossing
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a ball so that it will land right on top of them, no mean feat.
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Gameplay is marvelous; like HARMONY, VAXINE is just tough enough; nowhere
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near so difficult it proves frustrating to play, yet replete with sufficient
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challenge to last as long as your interest in the game. Control is precise and
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detailed with the mouse; movement feels completely "analog," with just enough
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inertia to provide a sense of realism. Realism in a completely surreal
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environment? Hard to imagine, but true.
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The graphics and sound in the Amiga version of VAXINE are fabulous; both the
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board and the sky fade continuously towards the horizon -- none of that step-
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like design typical of IBM VGA designs attempting to provide such shadings.
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The balls and stars are both ray-traced and shadowed, giving them a thoroughly
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three-dimensional look (though the game appears three-dimensional, all
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graphics are bit-mapped for speed and detail). The opening soundtrack is
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funky and driving, and sound effects during play are all designed to be
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indicators of things happening outside the field of view (no music during
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play, fortunately).
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VAXINE comes on one copyable disk, and is hard-drive installable. It will run
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on all 68000-based Amigas, including the A1000, A500, and A2000. Copy
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protection consists of a black codewheel, which is reasonably inoffensive,
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though no real improvement on those brownish-purple sheets. Either a mouse or
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joystick are required for play. The game uses just 512K of RAM. Once the game
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is loaded, no further disk accesses take place. There are no save options
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available in the design (making it ideal for cartridge conversion).
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Simple, elegant, yet endlessly fascinating, VAXINE provides an almost-perfect
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balance between graphics design and gameplay. If you liked HARMONY, this is a
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must have. I hope The Assembly Line continues to develop games in this style;
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it seems even more amenable than TETRIS to significant variations on a common
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theme.
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VAXINE is published by U.S. Gold and distributed by Accolade.
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