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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.