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116 lines
7.0 KiB
Plaintext
116 lines
7.0 KiB
Plaintext
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WHO FRAMED ROGER RABBIT?
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WHO FRAMED ROGER RABBIT? (from Buena Vista Software) is one dynamite-looking
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arcade game. The animation and artistic detail are unmatched, as is the
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cleverness of the overall concept. Unfortunately, the game falls flat somewhere
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between the idea and the execution, and the brilliantly animated graphics don't
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compensate for the program's disappointing aspects. This review is based on the
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IBM-PC version of the game.
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As in the film of the same name, the goal in ROGER RABBIT is to save Toontown,
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home of the Toons (cartoon characters), from destruction by the wicked Judge
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Doom. However, it's Roger Rabbit -- not detective Eddie Valiant, as in the film
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-- who must come to the rescue. Along the way, Roger must complete four tasks in
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order to effect the rescue. First, with his pal Benny the Cab, he must travel
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from the studios of Maroon Cartoons to the Ink & Paint Club. This requires
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dodging treacherous puddles of Dip (which, for those who didn't see the movie,
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is the liquid that can dissolve Toons). Once at the Ink & Paint Club, he
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searches frantically for Marvin Acme's will among the dozens of cocktail napkins
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the penguin waiters are constantly placing on the tables. Then it's back on the
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streets with Benny, racing from the Club to the Acme Gag Warehouse for the final
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showdown.
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The two street scenes are fairly straightforward racing games. The screen
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scrolls from right to left as Roger (in Benny) heads toward either the Ink &
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Paint Club or, later on, to the Gag Warehouse. There are two lanes for Roger to
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drive in; alternatively, he can take the slowest and safest route: on the tops
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of buildings. In addition to avoiding the puddles of Dip, which take away one of
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Roger's fives lives, Roger must dodge collisions with other cars. Collisions
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don't take away any of Roger's lives, but they do slow him down considerably.
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Time is of the essence, as you learn in the Gag warehouse. There are also
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helpful items, hung outside the passing stores: wheels to give a burst of speed,
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diamonds to replace lost lives, and boots to temporarily make Roger impervious
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to Dip.
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At the Ink & Paint Club, there are seven tables and a magpie band. A gorilla
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bouncer patrols the area, pacing back and forth along the bottom of the screen.
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Roger runs circles around the tables, trying to avoid the gorilla while picking
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up as many napkins as he can. He has until the music stops to pick up _every_
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paper; meanwhile, the penguin waiters are setting more papers down by the
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second. Running into the gorilla results in loss of a life, and picking up a
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drink by accident stimulates one of Roger's famous conniption fits. Even one
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drink will slow him down too much to complete his task. If he fails to pick up
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all the papers, he can still go on to the next portion...but at the price of
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another life.
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The final segment is the showdown at the Gag factory. Here is another set of
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scrolling screens and several very tough tasks. Roger must dispense with the
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armed Weasels by causing them laugh themselves to death. To accomplish this,
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Roger uses the stacks of boxed gags all over the factory while avoiding (you
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guessed it!) puddles of Dip. Roger again makes use of gags to get to Judge Doom
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in time to stop his Dip machine and rescue Jessica (Roger's wife) from Doom's
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clutches. Time is limited, as shown by a pictograph along the base of the
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screen.
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Roger and the world around him are extraordinarily animated. During the Benny
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scenes, the car bounces merrily along with Roger's ears flapping in the breeze;
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you can even see the hubcaps spinning. Roger's reaction when he accidentally
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grabs a drink in the Ink & Paint Club is hilarious, and he wiggles frantically
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as the bouncer tosses him into the alley. The gags in the warehouse are varied
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and delightful. From the folds in the map of Hollywood to the brick walls in the
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opening scenes, it's clear that master cartoonists were at work here.
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Yet the game bogs down. The driving sequences are not particularly interesting
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or difficult, and you must spend a lot of time driving from place to place. The
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Ink & Paint Club puzzle is very difficult and tedious. The penguins replace the
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papers almost as fast as you can pick them up, and you do little but run around
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in circles over and over, taking four steps backward for every five steps
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forward. The warehouse is the most interesting of all the puzzles (and just a
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bit harder than the Ink & Paint Club problem); it requires some mapping and a
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lot of experimentation. Unfortunately, you must wade through a lot of driving
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and running in order to get there...and since there's no way to save a game in
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progress, forget about concentrating on that particular segment.
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These problems are exacerbated by the documentation. There is only the barest
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minimum of instruction for each of the three scenes, and in some cases it's
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totally inadequate or downright misleading. For example, the instructions tell
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you to "slow down" the weasels with the gags. That's not the point, though: The
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point is to _kill_ the weasels with the gags. Similarly, you're told you can
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rise above the cars with Benny's accordion suspension. Not true; you can
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activate the suspension, but that won't help. You have to activate it _twice in
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rapid succession_ in order to _jump_ over cars. I realize that the designers may
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have had this sort of discovery in mind as part of the challenge, but I didn't
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appreciate it. Also undocumented were the music toggle and a way to exit a game
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in progress.
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One improvement made since the documentation was printed was the removal of
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on-disk copy protection. Although the READ.ME file on the disk explains that the
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original Disk 1 must be kept in the drive as a key disk, this scheme was
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rejected in favor of a document check. The document -- a wonderful catalog for
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Acme Gags -- is delightful reading in itself. And thankfully, there's only one
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document check in any game session, no matter how many games you play during
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that session.
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I found the CGA version of the game to be nearly unplayable. However, the EGA
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upgrade was free by mail from Buena Vista Software, and was well worth the
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stamp. The differences between the two version are significant: The EGA version
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provides the brilliant colors and shadings that make this game notable; you'd
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never guess the palette was a mere 16 colors. Be sure to check your package for
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a sticker announcing the free EGA upgrade.
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Both 5-1/4" and 3-1/2" disk formats are included in the box; 512K RAM is
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required to run the game. You'll need an IBM PC/XT/AT, PS/2, 100% compatible,
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and a CGA. The EGA version will work with a VGA, but will display only the EGA
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graphics set.
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WHO FRAMED ROGER RABBIT? is a graphics showpiece, the kind of game you boot up
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to impress your friends. Additionally, diehard arcade gamers and clever kids may
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wring a lot of enjoyment out of it. But you may find, as I did, that ROGER
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RABBIT is ultimately too repetitious and frustrating.
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WHO FRAMED ROGER RABBIT? is published and distributed by Buena Vista Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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