mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-23 00:43:35 +02:00
149 lines
9.0 KiB
Plaintext
149 lines
9.0 KiB
Plaintext
|
||
VAXINE
|
||
|
||
First, they did HARMONY. Now VAXINE. Taking some of the elements of the first
|
||
game, VAXINE recombines them into an utterly Mutant design that almost defies
|
||
description. It's beautiful, bizarre, nerve-wracking, attention-absorbing, and
|
||
should appeal to anyone eager for an arcade strategy game. I said a while ago
|
||
that HARMONY should get as much attention as TETRIS did; and I feel the same
|
||
about VAXINE -- it's a sui generis concept that deserves to become a classic.
|
||
(This review is based on the Amiga version)
|
||
|
||
The metaphor you're operating within suggests that you're on a kind of
|
||
Fantastic Voyage inside the human body, in a first-person perspective, out to
|
||
help destroy a series of invading viruses. It works nicely as a shell for the
|
||
game, which is played in an ARCHIPELAGOS-like three-dimensional space that
|
||
allows you to move in any direction you'd like. The significant difference
|
||
between ARCHIPELAGOS and VAXINE, however, is first that the scrolling movement
|
||
is _much_ more fluid, and secondly that the animation is much more elemental;
|
||
this gives the game an intense, abstract feel, like chess, which allows for
|
||
complete focus on gameplay without distraction.
|
||
|
||
The screens in each of the infinite number of levels consist of a chessboard-
|
||
like floor, a circle of stars rotating just above eye-level near the beginning
|
||
of the level (the Star Tree), a series of mounds on the floor, a few slab-like
|
||
monoliths, and lots of round, bouncing balls, moving in all directions at once
|
||
through the three-dimensional gamespace. Imagine yourself as one of the pieces
|
||
on the board flying in a hovercraft, chasing balls floating lazily above the
|
||
board's surface, and you'll get the general idea.
|
||
|
||
VAXINE is played with either a mouse or a joystick in the Amiga version; the
|
||
mouse is most effective. Movement is significantly reminiscent of Dan Gorlin's
|
||
TYPHOON THOMPSON, with the same speed and flexibility. There's something
|
||
exhilarating about this kind of arcade animation design; you experience a
|
||
sense of speed and motion that feels more like a joyride than anything else in
|
||
computer gaming, and unlike most arcade games, movement is completely
|
||
unrestricted during play.
|
||
|
||
Upon boot-up, you're given three options for configuration. The Mode option
|
||
allows for selection between Demo, Practice, Normal, and Advanced play.
|
||
Practice leaves you all your bases, thus removing the time pressure element
|
||
from play. If all you want is to wander around and knock down balls without
|
||
worrying about being interrupted by a Game Over message, this is the ideal
|
||
mode to play in. Practice definitely makes perfect in VAXINE; I wouldn't
|
||
recommend moving on to the Normal game until you've learned how to handle
|
||
hitting the balls without alot of wasteful aiming and maneuvering. Like
|
||
tennis, your "serve" is all-important, and developing it involves real skill.
|
||
|
||
Normal mode is where the game really begins. In this mode, you start a level
|
||
with a given number of bases (the mounds mentioned above), which are under
|
||
attack from the balls. Whatever the level, the balls eventually begin to link
|
||
together with rubber-band strings (how Assembly Line models the physics of
|
||
such movements and relationships is beyond me); in Normal and Advanced modes,
|
||
they also ultimately attach to a base and eventually destroy it...unless you
|
||
can get there first and knock 'em back apart from each other. Once all your
|
||
bases are destroyed, that's the end of the game (there's a 10-second countdown
|
||
during which press of the fire button restarts you at the same level).
|
||
|
||
Finally, Advanced mode places you approximately ten levels up in the game,
|
||
thus allowing initial play with a significantly tougher challenge. The game
|
||
begins with more balls already out there, and more balls connected to each
|
||
other.
|
||
|
||
There's an option at the start to select Mouse or Joystick for play, and
|
||
finally, an option which turns inertia on and off. If you play with inertia
|
||
on, the movement of the craft will impart extra motion to shots in the
|
||
direction you're moving when firing.
|
||
|
||
Once you're all configured, pressing fire starts the game. You normally begin
|
||
near a monolith and the Star Tree, and there's a timed countdown before the
|
||
balls start to generate on-screen. During the countdown, shooting balls at the
|
||
circle of rotating stars provides points and extra ammo for later play. All
|
||
objects except the monolith come in three primary colors, and selecting
|
||
matching colors before firing at the Star Tree improves point score and the
|
||
amount of ammo accumulated with a hit.
|
||
|
||
The monoliths provide an interesting "freeze" function; passing through one
|
||
stops all action on the screen for a timed period, during which you can more
|
||
easily wipe out attacking balls. However, there's a penalty for making use of
|
||
the monoliths; the balls become more aggressive once the countdown ends,
|
||
essentially moving the difficulty level up a few notches.
|
||
|
||
The main action during play involves shooting (well, more like _launching_)
|
||
your own balls so they'll hit enemy balls. The appearance of both is the same,
|
||
except that your balls dissipate quickly after being fired. Hit an enemy
|
||
ball with a like-colored ball, and it explodes into a bunch of smaller balls,
|
||
which then disappear. Hit with a different-colored ball, and the enemy ball is
|
||
turned into a star, which can then be fired upon to gain extra points and
|
||
ammo. You can make your own strings of balls as well, which serve like
|
||
wandering land-mines; enemy balls are always on the look-out for same-color
|
||
balls to join up with, and they'll approach your string to join up, only to be
|
||
blown up instead.
|
||
|
||
Enemy balls link up with each other, and then go after a mound base; once
|
||
attached to same, they eventually destroy it. Hitting the balls while they're
|
||
attached to and bouncing around a base is one of the most difficult aspects of
|
||
the game, and absolutely crucial to staying in play.
|
||
|
||
The game is spread out over a very wide field; the chessboard analogy breaks
|
||
down a bit here, as this board has no edges. Scrolling in one direction
|
||
eventually gets you full circle, but there aren't any sign-posts to indicate
|
||
exactly where you are. Psychic Radar serves a kind of on-screen map/hint
|
||
function, however; stop movement for a second or two, and a word appears on
|
||
the board to indicate which direction to move in to find the nearest
|
||
enemy balls.
|
||
|
||
Thrown into this already challenging mix, the Hatchers and Spitters make your
|
||
life more complicated. Hatchers consist of three different-colored balls
|
||
strung together; firing on them causes them to burst into a plague of new
|
||
single enemy balls. _Not_ firing upon them won't help; they explode on their
|
||
own, producing even more balls than they would if fired upon. Spitters are
|
||
less ingenious, but no less dangerous. Looking like red blood cells, they
|
||
travel close to the board and periodically produce new enemy balls. Though not
|
||
as prodigious as the Hatchers, the Spitters can only be eradicated by tossing
|
||
a ball so that it will land right on top of them, no mean feat.
|
||
|
||
Gameplay is marvelous; like HARMONY, VAXINE is just tough enough; nowhere
|
||
near so difficult it proves frustrating to play, yet replete with sufficient
|
||
challenge to last as long as your interest in the game. Control is precise and
|
||
detailed with the mouse; movement feels completely "analog," with just enough
|
||
inertia to provide a sense of realism. Realism in a completely surreal
|
||
environment? Hard to imagine, but true.
|
||
|
||
The graphics and sound in the Amiga version of VAXINE are fabulous; both the
|
||
board and the sky fade continuously towards the horizon -- none of that step-
|
||
like design typical of IBM VGA designs attempting to provide such shadings.
|
||
The balls and stars are both ray-traced and shadowed, giving them a thoroughly
|
||
three-dimensional look (though the game appears three-dimensional, all
|
||
graphics are bit-mapped for speed and detail). The opening soundtrack is
|
||
funky and driving, and sound effects during play are all designed to be
|
||
indicators of things happening outside the field of view (no music during
|
||
play, fortunately).
|
||
|
||
VAXINE comes on one copyable disk, and is hard-drive installable. It will run
|
||
on all 68000-based Amigas, including the A1000, A500, and A2000. Copy
|
||
protection consists of a black codewheel, which is reasonably inoffensive,
|
||
though no real improvement on those brownish-purple sheets. Either a mouse or
|
||
joystick are required for play. The game uses just 512K of RAM. Once the game
|
||
is loaded, no further disk accesses take place. There are no save options
|
||
available in the design (making it ideal for cartridge conversion).
|
||
|
||
Simple, elegant, yet endlessly fascinating, VAXINE provides an almost-perfect
|
||
balance between graphics design and gameplay. If you liked HARMONY, this is a
|
||
must have. I hope The Assembly Line continues to develop games in this style;
|
||
it seems even more amenable than TETRIS to significant variations on a common
|
||
theme.
|
||
|
||
VAXINE is published by U.S. Gold and distributed by Accolade.
|
||
|
||
|