Virgin’s Vengeance of Excalibur – PC Review

Many have tackled the tales of Arthur and his knights, with
varying degrees of success. Rather than tread such wellworn
ground, Virgin Games took a unique tack with
Spirit of Excalibur by setting it in the period following Arthur’s
death, during the reign of his little-known heir, Constantine. Now,
the saga continues.
Though he took great pains to prove himself in Spirit, Vengeance
leaves the new king out of the running. In fact, the opening
sequence places Constantine in a magical stupor, while the Arthurian
relics (Excalibur among them) are whisked off into the
night by a Demon Lord. The wicked, though perhaps capricious,
deed sends the noble roundtablers scurrying across
Europe to locate the treasures. The player, after selecting four
worthy knights (some of whom may be chosen from Spirit)
shortly docks in Iberia (the Spanish Peninsula for post-industrial
types) where, amidst warring armies, agitated Moors
and masochistic monks, the desperate search begins.
It is not an open-ended search, however. Vengeance, like its
predecessor, is structured as a series of “episodes,” each of
which must be completed in order. As a result, there aren’t a
lot of surprises. One has only to read the TV Guide-style
episode summaries in the rule book to know where the story
is headed.

The advantages to such a system are more subtle. In a standard
open-ended setup, plot progression is tied to geography
(i.e., one must complete Castle A to get Key B to open Castle
B, etc.). Episodes bear a closer resemblance to story chapters.
They also permit the entire game world to change from
episode to episode. Hence, different “chapters” can have different
subplots, characters, and, potentially, stronger plot
progressions.

Sadly, on this level, Vengeance does not compare well with
its predecessor. In Spirit, Constantine’s efforts to prove himself
in the shadow of Arthur had a dramatic “oomph” and the
episodes involved a refreshing variety of mini-plots that gave
the game something of the feel of the original Grail stories.
Here, however, the episodes aren’t very interesting at all and
the overall plot is a “Foozle hunt” for the stolen relics, leaving
the story, in many ways, in the shadow of the shadow of Arthur.
There is also a rather ambiguous morality to the proceed ings. After reading a somber description of the “Roles of Faith
and Nobility” in the rules, this reviewer was surprised to find his
Faithful, noble knights merrily slaughtering innocent dwarves in
order to obtain their treasure. Lancelot also had no qualms about
rifling dead bodies to search for extra gold. One might presume
his affair with Guinevere loosened his integrity.
Like the game, the manual has a nice historical feel, but lacks
certain details. The background info is nice, but more on the individual
knights, the relics and the mythos, would have been appreciated. In addition, while some players may enjoy discovering
what spells do, this reviewer prefers having basic playing info
“spelled” out.

The game engine in Vengeance is identical to Spirit’s. Play is
controlled through a set of on-screen icons. This interface is so
extremely well-designed that the highest compliment it can be
given is that it doesn’t get in the way of game play at all.
As for the graphics — in EGA, they look, well… red. In VGA
they look red, too, but it is a prettier red and there are a lot
more shades of it. The EGA text boxes have an ornate typeface
that is difficult to read until one gets used to it. The soundtrack,
on the other hand, is a pure delight. Many of the themes work
well with desperate key clicking and this reviewer often found
himself pressing the joystick button right in tune.
Action takes place on three levels: the map, for moving from
town to town; the scene, where individual encounters take place
and army combat, for the obvious.
At the scene level, knights appear on the left side of a local
background. Occasionally, one knight will get crowded half off
the left border, creating an amusing “cropped” family portrait
feel. There’s an appropriately “flat” look to these graphics, giving
them a subtle resemblance to the tapestries and woodcuts of the
period. NPCs, friend or foe, appear screen right. If friend, the
NPC will repeat his little animation sequence while talking in text
boxes. This reviewer was particularly amused by several monks
who periodically beat themselves in the face with wooden boards.
If a foe, the figures automatically meet center screen for unavoidable individual combat. Though the manual claims there is
some strategy involved, this reviewer could not find it. The player
can control the lead knight’s sword strokes (two types of attack,
swipe and jab), but a rapid, random succession of button presses
seemed the most effective. Although various commands can be
issued to different characters, including the use of spells and objects,
combat was often over before any such commands could
be issued. (Game hint: Brandeleis, while he has a lot of cash, is
a lousy fighter with a low sense of self-preservation. Keep him in
the back.)
The scene level also provides an occasional “maze” to wander
through, represented by a series of backgrounds with varying
exits and entrances.
The map level, as one might guess, provides a map of the immediate
area. It is here, in this elegant overview, that Vengeance
achieves its greatest success. While the player moves about, all
across Iberia, armies and NPCs also move about, independently
warring, conquering and killing. This is a world constantly in motion,
a situation continually degenerating. The player’s attempts
to avoid stronger forces, reach certain locations before certain
NPCs do, and complete specific tasks in time, provides a sense
of immediate, impending doom which, alone, makes the game
worth playing. The ease of failure in such instances requires
saving early and saving often.
When armies collide, an army combat screen is provided. The
player has a few options for his forces, but superior forces beat
inferior forces, often with or without player participation. Vengeance,
it seems, only creates the illusion of combat strategy.
There is, however, strategy on other levels. As in life, it’s crucial
who one picks to be his friends (or in this case, who one pays to
be his mercenaries).
In the end, the final battle is disappointing. Once the appropriate
objects have been obtained, the main villain goes down
like a house of cards, while the closing sequence is an uneventful
series of text screens and still pictures that rattle off how nice
it is to save the world.

So, it is a mixed bag, but even where it fails, Vengeance of Excalibur
does so in intriguing ways. If you are looking for some
tense real-time running about, with a potentially interesting
gaming structure, give Vengeance of Excalibur a shot. If plot,
character development or combat strategy are your pleasure, a
heartier mead might be provided elsewhere.

World Circuit Series Synopsis

Race behind the wheel of a Formula 3, F-3000, or Formula 1 in World Circuit Series for the Nintendo Game Boy. You can compete in a single race or join in the circuit, which is a championship series of races. The number of races depends on which type of car you drive: Formula 3 (five races); F-3000 (eight races); and F-1 (16 races.) You can choose one of the prebuilt race cars, or you can customize your own.

From time to time, you must exit the track and enter a pit stop. Here you can get repairs to your engine, tires, wing, and transmission. To help you prepare for upcoming turns, the entire track is pictured in a little box near the top right side of the screen. You can play World Circuit Series by yourself, or you can compete against up to three friends.

Kid Chameleon Review

Kid Chameleon is a platform game in the tradition of the Super Mario series, borrowing a lot from the famous Italian plumber: floating blocks that hold power-ups and coins (actually, in this game they are diamonds), flags marking the end of levels, even bouncing on top of enemies. The similarities end there, however. Kid distinguishes himself with the ability to transform into new creatures with special powers.

Each power-up lets you perform new moves and gain special abilities: a knight helmet increases Kid’s health and allows him to scale walls; a samurai helmet turns him into a high-jumping, sword slashing feudal warrior; and a hockey mask changes him into an axe throwing maniac, not unlike Jason from the Friday the 13th movies. There are twelve different power-ups in total, ranging from the strange (shrinking to a fly that can “stick” to nearly any surface), to the truly bizarre (a gorilla driven tank that fires skulls). All of these power-ups can help you solve certain puzzles within each level so you can reach the flag. There are also multiple paths to take by flying, climbing, or breaking down walls. Time is a factor as well. You start with three minutes to clear a level, but can add two minutes with every clock power-up you find. While some levels may only last a minute, others seem so enormous that you’ll be baffled on how to get through them. There’s nothing worse than seeing the flag with only two seconds left, because if time runs out, you lose a life.

The enemies are as wacky as the power-ups. Detached hands will crawl and grab onto you, slowing you down until they disappear, lions will toss fireballs, and giant boulders on wheels will fire cannons. (That’s a few of the normal ones!). The boss will also appear at various points throughout the game, resembling an ancient tribal warrior–without a body. An enormous head (or multiple heads) will attack you and to defeat it you must either bounce on it several times or use your character’s weapons. Whenever an enemy makes contact with you, a life point is lost, and once they are all gone, you revert back to Kid. There are also “environmental” dangers such as spikes, acid pools and bottomless pits which will quickly take your life if you’re not careful.

Perhaps the greatest part of the game is the sheer size of it–it’s huge! There are over 100 levels and there’s no password or battery to save your progress. Fortunately, you can find shortcuts that will advance you to different levels in the game. The problem is, they can also warp you back several levels. There are often multiple flags within each level, but to get to these locations you usually need a certain power-up. Of course, finding it can be an adventure by itself…

Kid Chameleon seamlessly melds platform, puzzle and action elements to create an absorbing experience all its own. The game may not have a certain blue rodent or cute sidekick, but what it lacks in flash is more than made up in gameplay.

Graphics

The game’s graphics actually get better as you progress through the game. Kid Chameleon looks like a baby Arthur Fonzarelli, and has very awkward looking jumps. Fortunately, you don’t play as the Kid very much!

Sound

The music and sound effects are very offbeat. The boss repeatedly says “die!” and Kid will say “bummer!” now and then. Each transformation has a funny little sound–my favorite being the fly. There’s an evil little laugh that makes me smile every time.

Enjoyment

This game is packed with fun characters and great puzzles. The only downside is that there isn’t a password or save feature. But hey, that’s part of the challenge! The ending is very anticlimactic considering all you have to do to get there.

Replay Value

Secrets, hidden power-ups, 100 levels and over 1000 screens means there is a lot to see in this cartridge.

Documentation

The manual explains everything you need to know.

4D Boxing – PC Review

Any fan of professional boxing can easily get the
picture. The tuxedo-clad announcer strides to the
center of the ring and grasps the microphone that
drops in from over his head like a deus ex machina
ready to rescue the hero in a Greek comedy. His enunciation,
tinged with the Bronx overtones forever associated
with the sport, describes the combatants for all
of the assembled fans: “In the blue corner, the number
16 contender, weighing in at 219 pounds… a record of
20-0 with 18 KOs from Exeter… The Wol! In the red
corner, the number 14 contender, weighing in at 201
pounds and also undefeated… from San Mateo…
Ugotabe Kidding!”
The fighters shuffle together and test each other’s
strengths and weaknesses, dancing the modern
equivalent of the warrior’s pre-combat ritual. Astute observers
gain some prescient sense of what is to occur
and the announcer prepares to describe the second
round.
“A bad first round for The Wol as his inexperience at
this level shows. Kidding is advancing confidently
across the ring and fires a quick combination. The Wol
still looks groggy from that first round. Somewhat
foolishly, The Wol is continuing forward, maintaining a
strong body attack with occasional hooks to the head.
A huge right hand from Kidding has Wol in trouble by
the ropes, he’s down… 1… 2… 3… 4… 5… 6… 7… 8… 9…
10, Knockout! The fine unbeaten streak of the Wol has
come to an end at 1:35 of the second round.”
The fiction used to introduce this review actually occurred
on the reviewer’s computer as he suffered his first defeat in
Electronic Arts’ 4D Boxing. This reviewer’s initial reactions
were rather negative, but the game itself proved to
have even more heart than his fighter.
Such a positive perspective certainly
could not have been predicted from looking
at the box cover or getting one’s
first taste of those strange-looking
polygon-filled boxers. After five games,
however, one becomes perfectly at ease
with the graphics. What causes the
change? There are two basic factors:
familiarity and accuracy. During the action,
the punches flow so smoothly and land so correctly that
one can readily understand why the polygon choice was made.
Once one sees the advantage in terms of the accuracy of physical
modeling that is possible through the polygon technology,
one overlooks the surrealistic nature of the boxers themselves.
In the Gym (Preparation for Play)
The best way to get into 4D Boxing is to create one’s own
boxer. The program provides the gamer with the opportunity to
choose the boxer’s weight, height, hair color, jersey and shorts
color, skin pigment and facial “shape.” Then, one can use the
“facilities” of the gym to increase one or more of the boxer’s
skills: speed, power and stamina. In the early going, most
players will find that power and stamina are much more important
than speed. Stamina, the ability to take punishment and
trade inside punches, is vitally important for a beginning fighter.
Then, once the gamer has developed some familiarity with the
game, it will become possible to develop a “stick and move”
fighter such as the great Pernell Whitaker. One will have to
master the basic interface, however, before moving to this style.

It takes considerable practice to be able to score sufficient points
to win with a “stick and move” approach.
The Main Event (Game Play)
The fighter starts off as the number 51 ranked fighter and
moves (one hopes) up the rankings by beating a fighter of a
higher ranking. This seems quite a quaint concept, causing one
to wonder why the major boxing organizations do not simply
take a page out of 4D Boxing’s book! (grin!)
I he top 50 fighters are a punster’s delight. Lance Boil, Sadie
Mazo-Chisholm and others add a silly side to this product, but
one should not make the mistake of thinking that this is a silly
product. Players will need a lot of skill and, ultimately, an understanding
of the strategies of boxing in order to be successful.
This is not a Low Blow-type of game.
Trainer Talk (Strategy)
As one’s boxer climbs the rankings, it is profitable to look for
the fighter with the lowest stamina rating. Naturally, these are the
easiest to knock out.
Never forget that the body is an easier target than the head and
that boxers can still score effectively while in close. Indeed,
though this reviewer is not entirely certain, but it seemed that a
counter punch thrown correctly scored more effectively than a
regular punch.
Combinations are important. The jab is only an effective
weapon if it is used with a second or third punch. Remember to mix it up with both head and body combinations. Mike Tyson
was particularly effective in his early career by doubling up a
right hand to the body and then to the head. It is very nice to see
that work in the 4D Boxing program.
Indeed, the more one plays this game, the more one sees that
for all its “game” trimmings, this is, in fact, a very accurate
boxing simulation.
Television Coverage (Camera Angles)
This is an option which this writer used very infrequently. The
program provides nine different camera angles from which to
view the fight. This can be an effective learning tool. It is particularly
useful for replaying a round of action and picking up
tips and pointers.
Another one of the nice touches that this product delivers is the
ability to see the fight, while one is fighting, from any of these
camera angles and through either fighter’s eyes. As the manual
notes, “This is a good way to look at your opponent close up….
You can really tell when he’s about to go down. It’s also a rather
interesting view if you get knocked down.” They are not kidding
— there is a very weird sensation when one’s boxer drops to the
canvas.
Press Coverage (Newspaper Headlines)
After the decision of the fight is announced, the last couple of
seconds of the fight are displayed against a newspaper format
background with suitable headline (“TKO Stuns Crowd”).
Whoever thought of this delightful piece of
chrome is a “genius.” Although it is just a
five-second piece, it adds a considerable
amount to the atmosphere of the game.
Counter Punches (Critical
Remarks)
At the risk of being called a purist, the
reviewer must question the idea of a fight
scheduled for eleven rounds. One usually
has fights set at ten rounds, twelve rounds
(the current championship distance) or even
fifteen rounds (the traditional championship
distance), but not eleven rounds.
The manual also says, “All amateur and
professional boxing matches use 3-minute
rounds.” While this may be true in the United
States, it is not necessarily true in other
countries (most notably in the United
Kingdom).
The Decision of the Judges
Many serious boxing aficionados may well
be put off by the “unrealistic” graphics.
Those who get past that reaction and experience
the smooth, realistic motion, however,
will find an enjoyable product that will
entice them to return on a regular basis. 4D
Boxing is an excellent and thoroughly enjoyable
game with an effective representation of
boxing skills. 4D Boxing scores a real TKO —
Technological Knock Out — and should be a
welcome and often-played addition to any
sports game library.

Tecmo World Cup Review

Tecmo World Cup never dazzles with its detail to the sport, but if you’re fond of games like Double Dribble or Blades of Steel, you just might find yourself smiling from time to time while playing. The graphics are colorful and the players are very large. Animation is nothing to get excited about, but considering the time of release, it gets the job done. Gameplay is decidedly simple. Move your player to the left or right and try to score (preferably at an angle). That’s about it. Add a slide tackle and a pass button, and you’re ready for some clean, old-fashioned arcade-style action.

Before you begin, you can play a single game or the World Cup. Choose from 24 teams, one of four formations (which determines the placement of your players on offense or defense), and then begin play. It’s very simple, but incredibly addictive! Just like the aforementioned Konami games, there’s a lot of back and forth action as you constantly switch possession of the ball. The computer is also very aggressive (and quick) on the higher difficulty levels. Unfortunately, passing is a hit-or-miss affair, since there is no radar to show where your other players are.

There aren’t any extra features to speak of, either. I would have appreciated a few more moves under my control, password support for the World Cup, substitutions or injuries, an indoor stadium, and more strategy options. Yet none of these issues really take away from the game’s fast-paced fun. While soccer fans might turn up their noses at the game’s emphasis on arcade action over depth, those looking for a sports game that hearkens back to the days of the NES will get their kicks from Tecmo World Cup.

Graphics

Simple, clean graphics with large players. Unfortunately, all the players look exactly the same, aside from skin tones and uniform colors. The field looks nice with different shades of green.

Sound

The music is enough to make a person grit his or her teeth in frustration. It loops constantly and you can’t turn it off! Sound effects are extremely basic.

Enjoyment

Fans of simple to play sports games will enjoy this title. Soccer nuts should stay away!

Replay Value

The lack of features really hurt this game’s replay value. Two player support and the five levels of difficulty help.

Documentation

The game probably could have been explained on one page, but the instructions are adequate.

Lemmings 1992 Game Review

Oh no! The little suicidal lemmings have taken a leap of faith from the PC to the SNES! Don’t get me wrong! This is a good thing. It’s just a wonder they didn’t kill themselves in the process. But, somehow they’ve survived, and now they’re ambling precariously towards their death with only you to stop them. Careful coaxing and calm tones aren’t going to stop them either. You’d got to do something!

Lemmings successfully walks, blocks and bashes it’s way to the SNES. Although, sometimes the control pad just isn’t enough to keep the little suicide-bent cartoonish characters from falling to their death. Playing on a PC is preferable since you can use a mouse to guide the little buggers safely to the exit.

The music’s still catchy, the graphics are still attractive, and the gameplay is still incredibly fun. Lemmings for the SNES is everything the PC version was, and just as fun!

Lemmings has a selectable skill level which allows it to be attractive to all gamers – regardless of age or skill! It offers a unique gaming experience, and is wonderful for teaching younger children problem solving skills.

Lemmings is an engineering test in disguise. Can you get the lemmings from here to there without getting them killed? This really isn’t a game for everyone. Some people don’t enjoy puzzle games, and heck, that’s fine. Lemmings is really hit and miss. Either you love it, or you hate it.

Graphics

Nice backgrounds, cute lemmings!

Sound

As addictive as ever!

Enjoyment

Great, fun puzzles.. real time.. You’ve got to be quick!

Replay Value

Once you know how to finish the puzzles, it’s not as fun. Still a challenge though.

Documentation

Standard instruction booklet lets you know all you need to know!

Shadow Sorcerer – PC Review

What’s player to do? After battling against overwhelming
forces in the temple of Xak Tsaroth, then risking injury
and death in pursuit of the mystical Disks of Mishakal,
Champions of Krynn were able to both recover the magical
Disks and restore faith in the True Gods of Legend. After that,
the “Champions” journeyed from Xak Tsaroth to the fortress of
Pax Tharkas and rescued hundreds of peaceful men, women and
children who were being held captive by the evil Lord Verminaard
and his vile Draconian guards. After such incredible adventures,
what can a player do for an encore?
In Shadow Sorcerer (Shadow), an action game that continues
the DragonLance series set in the world of Krynn, players who
are not predisposed against action games should find their opportunity
for a successful encore. Continuing the storyline established
in Heroes of the Lance and Dragons of Flame, Shadow
adds a completely new graphics style and control system that
represents, in this reviewer’s opinion, a big step forward in
playability for AD&D action games.
The More Things Change…
Like the earlier action games and unlike the role-playing “Gold
Box” series, combat occurs in real time. In contrast to the earlier
games, Shadow allows the player to control not one, but four,
on-screen characters simultaneously. Through the use of an
iconic interface, players can quickly and easily issue commands
to their on-screen surrogates with a mouse. Keyboard and joystick
input are also supported, but using the mouse is so intuitive
that Shadow seems to have been specifically designed with a
mouse in mind.
Shadow’s graphics represent an equally radical departure from
previous efforts. During play, the game operates in two modes:
wilderness view and tactical view. The former is a rather standard
hex map showing roads, hills, mountains, forests and the like for
the lands between Pax Tharkas (to the north) and Thorbardin in
the south. A small golden icon (which, strangely enough,
resembles nothing so much as the Oscar statuette of Hollywood
fame) represents the player’s party, while a similar silver icon represents
the refugees’ party (or parties, as we’ll see later). Players
move along through the wilderness view, slowly crossing the
countryside. Then, when an encounter occurs, play switches to
W the tactical view.
The tactical view employs isometric graphics to simulate a
realistic 3-D perspective for both exterior and interior/dungeon locales.
(For readers unfamiliar with the term, the screen is “tilted”
at a 45-degree angle — this effect has been used skillfully in
games like Zaxxon and the more recent Zany Golf and The Immortal.)
The tactical view graphics, in VGA mode, are lush and
colorful, and manage to impart a realistic sense of “being there”
(albeit from a fly-on-the-wall viewpoint). Characters (both the
party and NPCs) move smoothly, and some of the special effects
(especially Magic Missile and Fireball spells) are impressive.
Realistic sound effects (from this reviewer’s AdLib card) also
add to the realism of the game environment, and are worth
noting.
…The More They Stay the Same
While most of Shadow makes sense and contributes to an enjoyable
gaming experience, there are some aspects of the game
which are infuriatingly illogical. By far the worst of these is the
matter of the player’s interaction with the refugees from the
fortress of Pax Tharkas. In the fiction of the game, players are
asked to believe that the role-playing characters have just escaped
from this fortress of death, against awesome odds, and
that an army of deadly, bloodthirsty creatures is hot on the
party’s (and thus the refugees’) trail. In short, the only logical action
to take is to flee.
Yet players will often find themselves contending with refugees
who, through an impromptu governing Council, may decide to
give up on Thorbardin altogether and high-tail it back to Pax
Tharkas, where certain death awaits! The manual concedes
that the refugees can become more than a minor irritant to the
player and offers rationalizations for their often bizarre behavior.
However, the game is won and lost upon the refugees’ safety
and having them suddenly turn against the player makes the
game needlessly frustrating.
Combat in the tactical mode often hinges upon character placement
and this is another sore point. The iconic interface allows
the player to easily command characters to move to specific
places on the screen. Usually, the characters act immediately on
the command and move to the indicated square. Quite often
during a heated battle, however, the characters may be bunched
together and/or blocked by rocks or plants which prove to be an
insurmountable challenge for them to navigate around. So, the
characters stay put, often with fatal consequences. After witnessing
this Al failure a few too many times, one cannot help but
think that some more programming time on the character Al
routines would have geometrically improved player satisfaction.
Words of Wisdom (Hints)
Readers wishing to avoid hints please skip ahead to the next
section.
Time can be one’s greatest enemy in Shadow. While the
Draconians leave Pax Tharkas 48 hours after the party’s departure,
the wilderness is very large and there is much to do. There
simply isn’t enough time to figure out where everything is, perform
all the necessary actions and lead the refugees to Thorbardin
in one fell swoop.
Clever gamers will take advantage of a few “false starts” to
map out the wilderness and the various dungeons before actually
playing the game and giving it full effort. After all, the players
are already supposed to know something about this wilderness,
according to the fiction. Then, once the maps have been made
and notes have been taken, it is much easier to “sweep through”
to a successful conclusion.
There are some time-wasting elements in the game’s overall
design. For example, in order to reach Thorbardin, the Companions
must pass through Skullcap, a large dungeon located at
the southernmost edge of the map. Before they will be able to
make it through Skullcap, they will need to make the acquaintance
of a certain wizard (only with his physical presence in the
party is Skullcap passable). Unfortunately, his hangout in the
wilderness is somewhat off the southward path one feels compelled
to take. In short, it pays to explore everything ahead of
time so less time is wasted when it really counts.
Remember that the refugees’ well-being is the key to success in
Shadow Sorcerer. At the start of the game, the refugees have
enough food to last a couple of days and after that they’ll need
more in order to continue the journey. (Lack of food is a major
contributor to the refugees’ contrary behavior mentioned above
and is to be avoided at all costs.) There’s plenty of food around
in the wilderness, but you’ll have to find it. Too bad rations don’t
grow on trees….
Gamers should also avoid making a habit of switching back
and forth between the wilderness and tactical displays, since
each time the tactical display is exited, a half-hour of game time
passes (whether anything actually happened in the tactical mode
or not).
Of course, one should always keep an eye on the party’s health
and well-being. Healing is only possible when a cleric is in the
party and, in turn, the party is in tactical mode. So, it is a good
idea to keep a cleric on hand. It is not, however, a good idea to
heal too often. Healing eats up precious time.
Final Observations
Shadow Sorcerer is apparently aimed at garners who are new
to fantasy games in general and the DragonLance milieu in particular.
The storyline presents a welcome change from (to borrow
a phrase from one particularly well-regarded writer) the overplayed
“Kill Foozle the Mad Wizard” scenarios. Graphics and
sound are top-notch, with a style and flair that holds the player’s
interest and keeps him or her wondering just what is around that
next corner.
New and moderately-experienced players alike should enjoy
Shadow Sorcerer, although the refugees and combat movement
difficulties may be more than some novices may wish to contend
with. Experienced gamers will probably find little challenge here,
but might find the game enjoyable as a diversion from the
greater challenges of the “Gold Box” series. Small problems
aside, Shadow Sorcerer is a welcome improvement to the previous
action releases in the series and yet another refinement to
a gaming system that is showing remarkable versatility.

The Adventures of Rocky and Bullwinkle and Friends (video game)

The Adventures of Rocky and Bullwinkle and Friends is a video game released by THQ inspired by The Rocky and Bullwinkle Show.

The game consists of seven levels that take players through various locales: A Swiss Alps-style mountain, a cavern, a mine, a submarine, a haunted ship, a port town, and a castle. Mini-games are available at certain points that allows players to collect extra lives. These mini-games are Peabody and Sherman, where players control Sherman and blow bubble gum bubbles to clog a dragon’s mouth, and Dudley Do-Right, where players ride a horse and avoided an ever-approaching train which is driven by Snidely Whiplash.