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	<title>Too Much Free Time</title>
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	<description>Playing every video game, because it needs to be done. Reviews of games for NES, Intellivision, DOS, and other old systems.</description>
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		<title>Too Much Free Time</title>
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		<title>Phage Wars 2</title>
		<link>http://tmft.wordpress.com/2009/08/22/phage-wars-2/</link>
		<comments>http://tmft.wordpress.com/2009/08/22/phage-wars-2/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 21:53:28 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[Decent]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Freeware]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[interesting interface]]></category>

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		<description><![CDATA[Phage Wars 2 by Armor Games is a fun little flash game, though not a terribly difficult one.

In Phage Wars 2, the player is a lab tech whose goal is to create  the most powerful virus ever. This is accomplished by playing through  the 32 stages (called &#8216;experiments&#8217;) and adding the gene proteins [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=133&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><em><a href="http://www.kongregate.com/games/ArmorGames/phage-wars-2/?referrer=Sopoforic" target="_blank">Phage Wars 2</a></em> by Armor Games is a fun little flash game, though not a terribly difficult one.</p>
<p><img class="aligncenter size-full wp-image-134" title="snap113" src="http://tmft.files.wordpress.com/2009/08/snap113.jpg?w=700&#038;h=438" alt="snap113" width="700" height="438" /></p>
<p><span id="more-133"></span>In Phage Wars 2, the player is a lab tech whose goal is to create  the most powerful virus ever. This is accomplished by playing through  the 32 stages (called &#8216;experiments&#8217;) and adding the gene proteins you  discover to your virus in order to improve its strength, speed, defense,  agility, and ability to reproduce.</p>
<p><img class="aligncenter size-full wp-image-135" title="snap115" src="http://tmft.files.wordpress.com/2009/08/snap115.jpg?w=700&#038;h=436" alt="snap115" width="700" height="436" /></p>
<p>Each of the 32 experiments  contains a number of cells and enemy viruses. The player can choose to  infect cells or attack cells which are already infected by an enemy  virus in order to take them over. Once a cell is infected, the virus  inside begins to reproduce, so the player can then attack other cells.  The stage is won when no enemy viruses remain. A new gene protein is  discovered after beating each stage for the first time.</p>
<p><img class="aligncenter size-full wp-image-137" title="snap118" src="http://tmft.files.wordpress.com/2009/08/snap118.jpg?w=700&#038;h=436" alt="snap118" width="700" height="436" /></p>
<p>Between  experiments, the player has the opportunity to add the gene proteins to  his virus. The proteins have varying effects, and can increase some  statistics while decreasing others. Additionally, each protein takes up a  certain amount of space in the virus&#8217;s genetic code, so the player must  choose between them to create the strongest virus.</p>
<p><img class="aligncenter size-full wp-image-139" title="snap119" src="http://tmft.files.wordpress.com/2009/08/snap119.jpg?w=700&#038;h=436" alt="snap119" width="700" height="436" /></p>
<p>The controls are pretty simple: click and drag from a source cell to a destination cell to send your viruses to infect or attack. To send viruses from multiple cells to a single destination, just drag over all the desired source cells. The best strategy I found was to infect as many cells as possible as quickly as possible, and then to attack the enemy viruses once all the empty cells had been claimed. To support this, I improved the attack, defense, and reproductive ability of my virus, though I understand that improving speed and agility is also a valid strategy.</p>
<p>Here lies the problem with the game: it&#8217;s really much too easy. With a decent bonus to reproduction, the viruses will fill a cell quite quickly, and with a decent bonus to attack, it&#8217;s not hard to destroy any enemy virus given a mostly-full source cell. The game requires a little juggling to make sure you maintain control of your cells, but it&#8217;s not really hard to do, and by improving defense even that becomes very easy.</p>
<p><em>Phage Wars 2</em> has basically identical gameplay to its predecessor, with the exception of the ability to add proteins to improve your virus rather than simply choosing a virus at the beginning. The idea isn&#8217;t totally original to this series, either&#8211;the concept is basically just <em>Risk</em>, and the game&#8217;s particulars are rather reminiscent, to me, of the primordial soup subgame in <em>The Time Warp of Dr. Brain</em>.</p>
<p>The lack of difficulty and originality aren&#8217;t really so bad that they ruin the game; it still pretty fun. To be honest, I&#8217;m not sure I know any way to make the game more difficult without also making it frustrating or otherwise less fun. As for the originality&#8211;well, some ideas are reused because they work, and I&#8217;d say this is one of them. Give the game a shot if you&#8217;ve got the time to spare.</p>
<dl>
<dt>Gameplay: 7/10</dt>
<dd>The controls are nice, the mechanics are understandable, the concept is solid. It&#8217;s a little too easy, though, and the main skill required, I think, is clicking and dragging <em>very quickly</em> at the beginning.</dd>
<dt>Story: 2/5</dt>
<dd>The story&#8217;s just an excuse for the gameplay, so this only counts half. On the other hand, the story&#8217;s obviously just an excuse, so minus some points. </dd>
<dt>Graphics: 9/10</dt>
<dd>The graphics are polished and lovely. Minus a point since the foreground and background were sometimes hard to distinguish, and there was nothing that <em>really</em> impressed me.</dd>
<dt>Audio: 5/10</dt>
<dd>There&#8217;s nothing really wrong with the audio, but it didn&#8217;t stand out in any way. Some more interesting audio might have made my interest in the game last a bit longer.</dd>
<dt>Personal Slant: 6/10 </dt>
<dd>I enjoyed the game, though I think the sequencing part was a little dull, and the lack of difficulty made it drag on a little by the end.</dd>
<dt>Total: 6.4/10 </dt>
<dd><em>Phage Wars 2</em> is worth a play, though not a replay. In fact, I&#8217;d say that the moment you begin to become bored with it, you should abandon it&#8211;it&#8217;s just more of the same, and the ending isn&#8217;t worth plodding through the game if you&#8217;re not enjoying it. It only takes a few minutes to play through the first few levels, though, and those few minutes are worth it.</dd>
</dl>
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			<media:title type="html">Tracy Poff</media:title>
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		<title>Alabaster</title>
		<link>http://tmft.wordpress.com/2009/06/15/alabaster/</link>
		<comments>http://tmft.wordpress.com/2009/06/15/alabaster/#comments</comments>
		<pubDate>Mon, 15 Jun 2009 17:23:05 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[Freeware]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Platform Independent]]></category>
		<category><![CDATA[fairy tale]]></category>
		<category><![CDATA[snow white]]></category>
		<category><![CDATA[vampires]]></category>

		<guid isPermaLink="false">http://tmft.wordpress.com/?p=123</guid>
		<description><![CDATA[Alabaster by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton,  and Ziv Wities is an almost-entirely conversation-driven interactive fiction game based on the tale of Snow White.
According to the teaser on the game&#8217;s web site: &#8220;The Queen has told you to return with her [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=123&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><a href="http://emshort.wordpress.com/2009/06/05/alabaster-official-release/"><em>Alabaster</em></a> by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton,  and Ziv Wities is an almost-entirely conversation-driven interactive fiction game based on the tale of Snow White.</p>
<p>According to the teaser on the game&#8217;s web site: &#8220;The Queen has told you to return with her heart in a box. Snow  White has made you promise to make other arrangements. Now that you&#8217;re  alone in the forest, it&#8217;s hard to know which of the two women to trust.  The Queen is certainly a witch — but her stepdaughter may be something  even more horrible&#8230;&#8221;<br />
<span id="more-123"></span></p>
<p>As can be seen by the huge list of authors above, <em>Alabaster</em> is a collaborative work. Emily Short wrote the introduction, then the others followed up on this with conversation text, which was all edited together into the final game. In my opinion, it all flows very nicely&#8211;you wouldn&#8217;t guess that it had so many authors just by playing the game.</p>
<p>As I mentioned, conversation is the primary gameplay mechanic&#8211;except for a few actions, the entire game is centered on conversing in order to learn what the truth of the situation is, so you can decide how to act&#8211;whether or not to help Snow White, and how to do so. Depending on what you choose to do and how much you know, you will reach one of eighteen different endings.</p>
<p>I think that the gameplay was pretty good&#8211;at least the first time or two. As I continued to replay the game to try for other endings, though, it began to feel less immersive&#8211;more like I was pressing buttons to have the plot dispensed to me than actually participating in the conversation. I&#8217;m not entirely sure why this is&#8211;I don&#8217;t usually feel that way about games I play repeatedly. I would guess that it&#8217;s some combination of the lack of non-conversation actions and the hinting system which suggests topics for conversation (&#8220;Perhaps you could ask her about foo.&#8221; Fine, do that.). I don&#8217;t mean by this that I dislike either of these things&#8211;in fact, I was quite grateful to have the hinting system (though I thought it might be hinting a bit too often), since I usually have trouble working out what topics I can or should discuss in IF.</p>
<p>Enough about the mechanics; let&#8217;s talk about plot. Spoilers follow, if it isn&#8217;t obvious.</p>
<p>I enjoyed the plot, although I certainly anticipated quite a bit of it. For example, Snow White will reveal at some point that the king has disappeared, and this can be followed up by some discussion of how to find the king, and how to restore him. It&#8217;s seems pretty likely at this point that the PC is the king, though actually confirming it takes a bit more effort. Depending on your conversation choices, there&#8217;s no compelling reason for the PC to suspect he is the king&#8211;the player, though, may suspect it for mostly metafictional reasons. So the player knows something the PC doesn&#8217;t&#8211;a situation I usually don&#8217;t like much. It often feels like the PC is being intentionally obtuse in order to force you through whatever series of actions the author had in mind to provide the player with the already-guessed information. I didn&#8217;t get that feeling with <em>Alabaster</em>, but I still dislike coming to conclusions for metafictional reasons.</p>
<p>The same issue came up with one of the endings. If you talk enough, Snow White (or, rather, Lilith) will reminisce about Adam, and say that she wants a man who is her equal. There is some fairly heavy-handed hinting here that the PC should offer himself as a companion to Lilith:</p>
<blockquote><p>&#8220;You ask what I want,&#8221; she says slowly. &#8220;I want what Adam should have been, if he had chosen differently. I want a man who is my match, who is clever and private and wise; one who likes the wasteland and the night-time and the open sea rather than the daylight crowd of Eve&#8217;s feckless brood. With such a man, I would be mortal, live my days, and die, not cursed but reconciled.&#8221;</p>
<p>You yourself prefer the wasteland and the open places.</p></blockquote>
<p>Of course, given that Lilith is a demon, has just mentioned that she kills children, and that the PC has mostly been rather terrified of her, it seems a little bit too much to expect the PC to actually want to offer himself to her. But the player knows that this is expected, so the PC will do as the player directs.</p>
<p>I should mention that these things&#8211;discerning that the PC is the king or offering yourself to Lilith as a companion&#8211;are not actually required. There are endings in which the PC never realizes he is the king, and you can decide that, lonely or not, Lilith is a demon and should be killed. I don&#8217;t have any problem with the game offering the player the choice of what to do, I just feel like the game is setting the PC up to do unrealistic things, and actually performing the more likely actions (killing the demon, failing to divine your identity) feel like deliberate obstruction by the player.</p>
<p>Of course, the preceding observations are subjective. It&#8217;s quite possible that someone else could play the game and either feel that becoming Lilith&#8217;s consort is reasonable or that the game isn&#8217;t really pushing too strongly toward that choice. No doubt a part of the reason I feel that way is that I know that the other endings are mostly bad endings.</p>
<p>I have only one further comment regarding endings. There was one ending I hoped to see, but which was not present. If the PC puts the hart&#8217;s heart in the box and burns it, Lilith is driven out from Snow White. I had hoped, then, that the PC could, (perhaps out of fear of the queen&#8217;s wrath, and hoping to save himself) kill the innocent Snow White. A suitably tragic ending, which isn&#8217;t so much darker than the implemented endings. But it was not to be.</p>
<p>These complaints are very minor things, though. I enjoyed <em>Alabaster</em> quite a lot. I found around half of the endings, then consulted the walkthrough so I could see the others. Probability aside, the endings were interesting, as was the game itself. The hinting for the conversation improved the experience for me, and the way Snow White acted and reacted based on the direction the conversation took was interesting itself, providing continuity to the conversation, which are usually rather disjointed in IF.</p>
<p><em>Alabaster </em>can be had from the blog post linked above, or <a href="http://www.inform-fiction.org/I7Downloads/Examples/alabaster/">directly from the Inform site</a>. It&#8217;s available bundled with an interpreter for Windows or Mac, or as a standalone story file. The source code, a walkthrough, and a conversation diagram can be had from the inform site, as well. Additionally, Emily Short is looking for feedback on the conversation system, so <a href="http://emshort.wordpress.com/2009/06/10/alabaster-feedback/">visit her blog</a> after playing.</p>
<dl>
<dt>Gameplay: 9/10</dt>
<dd>The hinting for the conversation ensured that the game never devolved into guess-the-keyword, and the thoroughly implemented world was a nice backdrop. It eventually got a little repetitive going through the same conversation repeatedly, but I&#8217;m not sure that there&#8217;s anything that can be done about that. </dd>
<dt>Story: 8/10</dt>
<dd>The story was interesting and fairly engaging, although it loses a couple of points for pushing the player toward improbable actions.</dd>
<dt>Personal Slant: 9/10 </dt>
<dd>I enjoy &#8216;fractured fairy tales&#8217;, and I enjoy interactive fiction, so <em>Alabaster</em> was a pretty obvious choice. I&#8217;ve mostly exhausted the game, so I don&#8217;t know if I&#8217;ll ever return to it, but it was fun while it lasted.</dd>
<dt>Total: 8.6/10 </dt>
<dd><em>Alabaster</em> is a good game, and should be accessible to both experienced and inexperienced players. Playing through to an ending only takes a few minutes, and it&#8217;s pretty obvious how to get several different endings, so even someone new to IF should be able to play it a few times and see the story from different perspectives. It&#8217;s absolutely worth doing, in my opinion. </dd>
</dl>
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			<media:title type="html">Tracy Poff</media:title>
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		<title>Don&#8217;t Look Back</title>
		<link>http://tmft.wordpress.com/2009/03/31/dont-look-back/</link>
		<comments>http://tmft.wordpress.com/2009/03/31/dont-look-back/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 03:03:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Freeware]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Platformer]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[greek mythology]]></category>
		<category><![CDATA[storytelling]]></category>

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		<description><![CDATA[Don&#8217;t Look Back is a flash platform game, released 5 March 2009 by Terry Cavanagh. Mac and PC versions are also available.

Before I begin this review, I urge you to play the game. There are links there to the online and downloadable versions of the game. It only takes a few minutes, and much of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=55&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><div><span style="font-style:italic;">Don&#8217;t Look Back</span> is a flash platform game, released 5 March 2009 by <a href="http://www.distractionware.com">Terry Cavanagh</a>. Mac and PC versions are also available.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh5.ggpht.com/_xe7qexmr3lE/SdFxhkutxCI/AAAAAAAABPw/CfWzwj8_3-0/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>Before I begin this review, I urge you to <a href="http://distractionware.com/blog/?p=672">play the game</a>. There are links there to the online and downloadable versions of the game. It only takes a few minutes, and much of the enjoyment will come from learning the story as it&#8217;s revealed. That warning given, I&#8217;ll not refrain from spoilers below.</p>
<p>The game opens with the player character standing at a grave. We are instructed that we may use the arrow keys to move, and, being the seasoned gamers that we are, we take that as an invitation to proceed to the right.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh6.ggpht.com/_xe7qexmr3lE/SdF4zLawXAI/AAAAAAAABP0/XEJ4P6G6wLM/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>After a bit more instruction on the controls, we come to a cliff. There is no other option than to leap from the cliff, whatever the consequences may be. Fortunately, in typical platformer fashion, falling from a great height is no hindrance, and the game proceeds like any other platformer.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh3.ggpht.com/_xe7qexmr3lE/SdF5umJL8GI/AAAAAAAABP4/xG6SPT1X_hQ/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></p>
<p style="text-align:center;"><img class="aligncenter" src="http://lh4.ggpht.com/_xe7qexmr3lE/SdF6Zm84cTI/AAAAAAAABP8/v1CntsCCIUQ/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></p>
<p style="text-align:center;"><img class="aligncenter" src="http://lh4.ggpht.com/_xe7qexmr3lE/SdF6kmskhJI/AAAAAAAABQY/m2euMdEwA7A/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></p>
</div>
<p>We eventually pick up a gun, and we have the usual jumps to make, spiders to kill, and falling spikes and other moving obstacles to dodge. Failure means that the screen is restarted, with no other consequence.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh6.ggpht.com/_xe7qexmr3lE/SdF7qEe0M-I/AAAAAAAABQc/QMa8AuA02OM/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>After a bit, though, we enter an area  that is dark&#8211;though the enemies can be seen, the walls and floors are hidden. This doesn&#8217;t make the puzzles that much harder, but it certainly adds to the atmosphere: walking through a dark, seemingly empty room, when sudden spiders start to drop from the sky just ahead of you; you try to run past only to be stopped by a hidden wall; now there&#8217;s no hope of dodging&#8211;they have you! And the screen restarts and you must try again.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh3.ggpht.com/_xe7qexmr3lE/SdF8hsG7AAI/AAAAAAAABQg/ohfiB0rc_dI/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></p>
<p style="text-align:center;"><img class="aligncenter" src="http://lh3.ggpht.com/_xe7qexmr3lE/SdF8sqNTRII/AAAAAAAABQk/Vqtw2R2viJ0/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></p>
</div>
<p>The darkness doesn&#8217;t last forever, though, and the game continues. There are two bosses to face before we reach the deepest part of the cave, and they may be defeated in the usual way&#8211;dodge the attacks, exploit the weakness. Finally, after all this, we can see what was our goal in entering this place.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh4.ggpht.com/_xe7qexmr3lE/SdF9gTXV5nI/AAAAAAAABQo/itENDf5Bf0Y/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>Here floats the ghost of a girl&#8211;undoubtedly, the ghost of the girl whose grave we stood before at the beginning of our quest. But the game does not end here; we must now escape the cave with the spirit following.</p>
<p>There remains one caveat, though: you must not look back. Should you turn to face the spirit of the girl, she will fade away like so much mist. And here it becomes clear what the title means, and just what story is being told. This is a close retelling of the story of Orpheus and Eurydice, and our hero has journeyed into the underworld to retrieve the spirit of his beloved.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh4.ggpht.com/_xe7qexmr3lE/SdF-3ZPdPuI/AAAAAAAABQs/HBq_x4-zfU0/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>So, we make our way back out. The puzzles are different (since we take a different route), and are tailored to our new weakness (the inability to turn back). I found the above screen particularly heart-breaking, since I missed the jump for the ropes more than once, and had no choice but to turn back, consigning the spirit to her fate. Granted, the screen restarts, but being forced by my ineptitude to deliberately entrap the spirit in the underworld was a cruel punishment indeed for my failure.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh5.ggpht.com/_xe7qexmr3lE/SdF_6ltdKSI/AAAAAAAABQw/LKqyQGSnPwA/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>Now, having faced all the trials both on the way into the cave and back out, and having resisted the temptation to look back on the face of our beloved, we reach familiar territory. For better or worse, the endgame is near, and we will see what reward we shall reap for our efforts.</p>
<div style="text-align:center;"><img class="aligncenter" src="http://lh4.ggpht.com/_xe7qexmr3lE/SdGAa5WP3FI/AAAAAAAABQ0/G0nzhJOH6vg/%5BUNSET%5D.png?imgmax=800" alt="" width="448" height="403" /></div>
<p>Finally, we return to find&#8230; our hero, still standing before the grave. Moments later, both the spirit and the player character vanish, carried away by the winds, and the title screen returns. All this effort, everything was only imagined by the mourning hero&#8211;wishing that he could indeed journey to the underworld to save his beloved, though ultimately no more able than Orpheus to carry this out.</p>
<p>The revelation, without words, of this story&#8211;the hero&#8217;s motivation and intent, and the eventual resolution of the story&#8211;is very well done. As a platform game, <span style="font-style:italic;">Don&#8217;t Look Back</span> is only average, but as a piece of storytelling it is really excellent. Everyone should absolutely spend the few minutes necessary to complete this game. The <a href="http://distractionware.com/blog/?p=672">post on the author&#8217;s blog</a> has links to each (identical) version of the game, so go there now and play it.</p>
<dl>
<dt>Gameplay: 6/10</dt>
<dd>The puzzles aren&#8217;t hard, but they&#8217;re well designed, and the controls are pretty good.</dd>
<dt>Graphics: 8/10</dt>
<dd>The simplicity of the pixellated graphics is all part of the charm, and the monochrome red color scheme sets the mood nicely. The only complaint I have is that it wasn&#8217;t clear until after I retrieved the spirit and realized this was the tale of Orpheus that the dog was Cerberus, or that the final boss was Hades&#8211;the sprites weren&#8217;t identifiable. Of course, there&#8217;s only so much you can do with that resolution, and it was all made clear eventually, so only two point off.</dd>
<dt>Sound: 9/10</dt>
<dd>The music fits the game very well, and the sound effects are similarly well done. Cerberus&#8217;s growling was really frightening, and the sort of gasp/sigh when you look back and the spirit is swept away is very nice, too.</dd>
<dt>Story: 9/10</dt>
<dd>The story is very simple, and a classic. The revelation of the plot is very well done, and the ending, too, is good.</dd>
<dt>Personal Slant: 9/10</dt>
<dt>Total: 8.2/10</dt>
<dd>The platforming aspect could have done with better and more challenging puzzles, but the storytelling was right on. I had fun with the puzzles and the desire to see how it would all end kept me going, full of anticipation. <span style="font-style:italic;">Don&#8217;t Look Back</span> is short, and well worth the time it takes to play.</dd>
</dl>
</div>
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		<title>Excitebike</title>
		<link>http://tmft.wordpress.com/2009/03/30/excitebike/</link>
		<comments>http://tmft.wordpress.com/2009/03/30/excitebike/#comments</comments>
		<pubDate>Mon, 30 Mar 2009 02:40:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[1984]]></category>
		<category><![CDATA[Driving]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[NES]]></category>

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		<description><![CDATA[Excitebike, released by Nintendo in November 1984 in Japan, and October 1985 in the US, is a classic racing game for the NES.

Two modes are available, Selection A and Selection B. In Selection A, you race against the clock, alone on any of five tracks.

You play the red motorcyclist, and must pass the required number [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=54&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><em>Excitebike</em>, released by Nintendo in November 1984 in Japan, and October 1985 in the US, is a classic racing game for the NES.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://3.bp.blogspot.com/_xe7qexmr3lE/SdAnNF28UiI/AAAAAAAABO8/SQrty-JmpDI/s1600-h/Excitebike+%28Japan,+USA%29_001.png"><img src="http://3.bp.blogspot.com/_xe7qexmr3lE/SdAnNF28UiI/AAAAAAAABO8/SQrty-JmpDI/s400/Excitebike+%28Japan,+USA%29_001.png" border="0" alt="" /></a></div>
<p>Two modes are available, Selection A and Selection B. In Selection A, you race against the clock, alone on any of five tracks.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SdApNfNefWI/AAAAAAAABPU/CCyJZ5LFKCM/s1600-h/Excitebike+%28Japan,+USA%29_009.png"><img src="http://2.bp.blogspot.com/_xe7qexmr3lE/SdApNfNefWI/AAAAAAAABPU/CCyJZ5LFKCM/s320/Excitebike+%28Japan,+USA%29_009.png" border="0" alt="" /></a></div>
<p>You play the red motorcyclist, and must pass the required number of laps on each obstacle-strewn track before time runs out. If you fail to beat the third place time, you lose. Since you can select which track you want to play on, this isn&#8217;t such a big deal,though, and the early tracks are pretty easy.</p>
<p>The track consists of four lanes, which you can switch among with the up and down buttons. In addition to changing lanes, you have the choice of the slower or faster gear for your bike. The faster gear has an obvious advantage, but also a disadvantage: as you use the faster gear, your bike heats up, and if you keep it up too long, your bike will overheat, forcing you to wait on the sidelines until it cools off again. Using the slower gear will allow your bike to cool, as will running over arrows that appear on the track. As a result, much of the strategy involves knowing when to use the faster gear and when to take it slower. Use the right gear and avoid or manage the obstacles, and you shouldn&#8217;t have much trouble until the last two tracks.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SdApEvo78BI/AAAAAAAABPM/jg7IyDONk5Q/s1600-h/Excitebike+%28Japan,+USA%29_006.png"><img src="http://4.bp.blogspot.com/_xe7qexmr3lE/SdApEvo78BI/AAAAAAAABPM/jg7IyDONk5Q/s320/Excitebike+%28Japan,+USA%29_006.png" border="0" alt="" /></a></div>
<p>In Selection B, you still must beat the clock but there&#8217;s an additional difficulty: other racers appear on the track.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SdApSmt_xpI/AAAAAAAABPc/oiZImrvVsPg/s1600-h/Excitebike+%28Japan,+USA%29_014.png"><img src="http://4.bp.blogspot.com/_xe7qexmr3lE/SdApSmt_xpI/AAAAAAAABPc/oiZImrvVsPg/s320/Excitebike+%28Japan,+USA%29_014.png" border="0" alt="" /></a></div>
<p>The other racers don&#8217;t seem to be intelligent&#8211;they don&#8217;t seem to try to block you intentionally, but they do get in the way, and running into them can cause a crash, costing you precious seconds. This mode is a little more interesting than Selection A, because of the added difficulty, but play is basically the same. I&#8217;d suggest playing Selection A if you&#8217;re trying to get the best possible times, and Selection B if you just want to race.</p>
<p>In addition to the two play modes, there&#8217;s a design mode, which lets you select from the available obstacles to make your own track.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SdAqDbhew4I/AAAAAAAABPk/0vAD1U-GxCQ/s1600-h/Excitebike+%28Japan,+USA%29_005.png"><img src="http://2.bp.blogspot.com/_xe7qexmr3lE/SdAqDbhew4I/AAAAAAAABPk/0vAD1U-GxCQ/s320/Excitebike+%28Japan,+USA%29_005.png" border="0" alt="" /></a></div>
<p>You can try to make some interesting tracks this way, and it&#8217;s a little amusing, but the inability to save means that it&#8217;s a bit of a waste to spend much time trying to make a really good track, since it&#8217;ll be gone when you power off the console. It&#8217;s not that there isn&#8217;t a save option&#8211;it&#8217;s right there on the menu, and will happily spend a few minutes claiming to save, but it&#8217;s intended for use with the Famicom Data Recorder, a cassette attachment which was never released outside of Japan. The rest of us are out of luck.</p>
<dl>
<dt>AI: 6/10</dt>
<dd>The computer-controlled racers provide a little extra challenge, and a little extra scenery, but it would have been nice if they were aggressive and tried to keep you from passing.</dd>
<dt>Gameplay: 8/10</dt>
<dd>The game controls smoothly, and it&#8217;s really quite fun. If it had more tracks and supported two players, it might get a perfect score. Even without these, <em>Excitebike</em> is an excellent racing game.</dd>
<dt>Graphics: 8/10</dt>
<dd>Ordinarily, I say you should never to anything 3D on the NES, but <em>Excitebike</em> pulls off the 3D obstacles very well&#8211;it&#8217;s easy to see how tall they are and what slope they&#8217;re at, which is the most important thing for this game. I can&#8217;t score this any higher, though, because the tracks are pretty bland, and the most variation we get on different tracks is a palette swap. Not bad, but they might have done a little more.</dd>
<dt>Sound: 4/5</dt>
<dd>I&#8217;m only counting this half since there&#8217;s no background music during the races, just sound effects. That said, what sound exists is not bad, but a little repetitive. Like <em><a href="http://tmft.wordpress.com/2009/01/07/indy-500/">Indy 500</a></em>, the main sound we hear during the race is the constant roar of the engine. Unlike <em>Indy 500</em>, that is actually useful since you can tell how hot your bike is by the sound of the engine. It still gets a little old, but at least it&#8217;s functional.</dd>
<dt>Personal Slant: 10/10</dt>
<dd>Whatever shortcomings <em>Excitebike</em> has, it&#8217;s still quite a fun old game, and I have very fond memories of it. Especially given it&#8217;s age (it was one of the first NES games, 25 years ago), I can&#8217;t really find fault with it.</dd>
<dt>Total: 8/10</dt>
<dd>Fun fact: <em>Excitebike</em> fit on only 24K of ROM. By comparison, this review, together with the five screenshots it contains, takes up about 23K&#8211;just about the same size as the game that is its subject! There&#8217;s certainly a lot of excellent gaming packed in such a small size. This is one game that&#8217;s absolutely worth playing, and since I understand that it&#8217;s available on the Wii virtual console we all have the good fortune to be able to play it, even if we can&#8217;t find a working NES.</dd>
</dl>
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		<title>Bastet</title>
		<link>http://tmft.wordpress.com/2009/03/07/bastet/</link>
		<comments>http://tmft.wordpress.com/2009/03/07/bastet/#comments</comments>
		<pubDate>Sat, 07 Mar 2009 22:17:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[2004]]></category>
		<category><![CDATA[Decent]]></category>
		<category><![CDATA[Falling Blocks]]></category>
		<category><![CDATA[Freeware]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Windows]]></category>

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		<description><![CDATA[Bastet, written in 2004 by Federico Poloni, is a Tetris clone with a twist.

It seems like an ordinary game of Tetris at first, allowing you to choose the level you start at to determine the game speed, and with the usual controls&#8211;left and right to move the piece, up to rotate it, down to drop [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=53&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><i>Bastet</i>, written in 2004 by Federico Poloni, is a <i>Tetris</i> clone with a twist.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SbLuPVAaO9I/AAAAAAAABNo/6_dO4BGuIvA/s1600-h/snap038.png"><img border="0" src="http://4.bp.blogspot.com/_xe7qexmr3lE/SbLuPVAaO9I/AAAAAAAABNo/6_dO4BGuIvA/s400/snap038.png" /></a></div>
<p>It seems like an ordinary game of <i>Tetris</i> at first, allowing you to choose the level you start at to determine the game speed, and with the usual controls&#8211;left and right to move the piece, up to rotate it, down to drop it. That &#8220;Won&#8217;t give you this one!&#8221; thing seems a little odd, though&#8230;</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SbLujUkokdI/AAAAAAAABNw/jc-Hj1WVygo/s1600-h/snap039.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SbLujUkokdI/AAAAAAAABNw/jc-Hj1WVygo/s400/snap039.png" style="cursor:move;" /></a></div>
<p>After a few pieces have dropped, you might begin to suspect that something is wrong, or at least that you&#8217;re having a very unlucky game.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SbLu13da8UI/AAAAAAAABN4/9TxVjLuyQtI/s1600-h/snap040.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SbLu13da8UI/AAAAAAAABN4/9TxVjLuyQtI/s400/snap040.png" /></a></div>
<p>As the game progresses, you&#8217;ll see that <i>Bastet</i> does live up to its name: &#8220;Bastard Tetris&#8221;. The AI in <i>Bastet</i> calculates how useful each piece would be to you if it were dropped next, and then <i>refuses to give you the few most useful pieces</i>. In fact, it has a high chance of giving you the piece it computed would be <i>least</i> useful. As a result, getting even a single line can be quite a challenge, and getting more than a few lines is very hard indeed: the author noted on his page when he released it that his friends hadn&#8217;t even managed to pass twelve lines.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://3.bp.blogspot.com/_xe7qexmr3lE/SbLvmgTwIGI/AAAAAAAABOA/vDg_u9k842k/s1600-h/snap041.png"><img border="0" src="http://3.bp.blogspot.com/_xe7qexmr3lE/SbLvmgTwIGI/AAAAAAAABOA/vDg_u9k842k/s400/snap041.png" /></a></div>
<p>When the game ends, your score will be saved to the high score list. As you can see above, my first attempt yielded a high score of <i>zero points</i>. Challenging indeed.</p>
<p><i>Bastet</i> was originally written for Linux, but a Windows port (by Salvatore Meschini) is available, which is essentially the same, though the colors are a little different, which I&#8217;d attribute to the change to PDCurses for the Windows port. You can download either or both from <a href="http://fph.altervista.org/prog/bastet.shtml">the author&#8217;s web page</a>.
<dl>
<dt>AI: 9/10</dt>
<dd><i>Bastet</i> absolutely lives up to its name. The AI will consistently give you the worst, most annoying pieces, just as it should. If you want to compile it yourself, you can modify the difficulty, too. Minus a point for requiring recompiling to do that.</dd>
<dt>Gameplay: 8/10</dt>
<dd>The game behaves as it ought to, though the high difficulty makes it probably a little less fun that it would be if it were somewhat easier. That&#8217;s the goal of the game, though, so I can&#8217;t penalize it much.</dd>
<dt>Graphics: 4/5</dt>
<dd>The game looks nice. I&#8217;d prefer it in a graphical game so I could see the edges of the pieces I&#8217;ve already placed, but for a text-mode game it looks fine. I&#8217;m counting this one half since it <i>is</i> a text-mode game.</dd>
<dt>Personal Slant: 6/10</dt>
<dd>I like <i>Tetris</i>, and this is a competent implementation of it, but the difficulty stops me wanting to play it very much. Perhaps some people looking for a real challenge will like a little more.</dd>
<dt>Total: 7.7/10</dt>
<dd>Though you probably won&#8217;t want to play <i>Bastet</i> for long, owing to its difficulty, it&#8217;s worth a download just to see how hard <i>Tetris</i> could be if the game were <i>really</i> intentionally giving you bad pieces.</dd>
</dl>
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		<title>Achievement Unlocked</title>
		<link>http://tmft.wordpress.com/2009/02/15/achievement-unlocked/</link>
		<comments>http://tmft.wordpress.com/2009/02/15/achievement-unlocked/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 03:33:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[2008]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Freeware]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Platformer]]></category>

		<guid isPermaLink="false">http://tmft.wordpress.com/2009/02/15/achievement-unlocked/</guid>
		<description><![CDATA[Achievement Unlocked by Armor Games, published in 2008, is a flash platform game and parody of metagaming.
&#160; 
The player controls a small blue elephant on a single screen, which can run and jump and fall and die and not much else. The goal of the game is to unlock the achievements listed on the right, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=52&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><i>Achievement Unlocked</i> by Armor Games, published in 2008, is a flash platform game and parody of metagaming.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://3.bp.blogspot.com/_xe7qexmr3lE/SZeHrX5ALvI/AAAAAAAABNQ/frpmWrJc2No/s1600-h/snap013.png"><img border="0" src="http://3.bp.blogspot.com/_xe7qexmr3lE/SZeHrX5ALvI/AAAAAAAABNQ/frpmWrJc2No/s400/snap013.png" /></a>&nbsp; </div>
<p>The player controls a small blue elephant on a single screen, which can run and jump and fall and die and not much else. The goal of the game is to unlock the achievements listed on the right, for which only the titles can be seen until they are unlocked.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SZeIeeHXoOI/AAAAAAAABNY/u1JffVThGYs/s1600-h/snap014.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SZeIeeHXoOI/AAAAAAAABNY/u1JffVThGYs/s400/snap014.png" style="cursor:move;" /></a></div>
<p>By my count, 15 of these achievements can be unlocked simply by starting the game and standing still, although it looks like one of them shouldn&#8217;t be unlocked that way and is a bug. Most of the achievements can be unlocked just by stumbling around, and the way to unlock most of those that remain can be divined pretty easily from their titles and the nearby achievements. The last few that I got I had to look at the hint page for, but fortunately that&#8217;s an achievement, too.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SZeJQfXn7yI/AAAAAAAABNg/9eAMIIIsLsQ/s1600-h/snap012.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SZeJQfXn7yI/AAAAAAAABNg/9eAMIIIsLsQ/s400/snap012.png" /></a></div>
<p>The game ends when all 100 achievements have been unlocked.</p>
<p><i>Achievement Unlocked</i> can be played <a href="http://www.newgrounds.com/portal/view/474371">here</a>. 
<dl>
<dt>Gameplay: 8/10</dt>
<dd>The controls do what you&#8217;d expect. More importantly, achieving the achievements is pretty nice. I spent about fifteen minutes on it, which wasn&#8217;t long enough for me to get bored with it, so I&#8217;d say that the game is a success.</dd>
<dt>Graphics: 3/5</dt>
<dd>Even as flash games go, the graphics aren&#8217;t so good, but since that&#8217;s not really the point, only half weight.</dd>
<dt>Sound: 7/10</dt>
<dd>The music isn&#8217;t really annoying, but it is a bit repetitive. The sound effects are okay.</dd>
<dt>Personal Slant: 8/10</dt>
<dd>I enjoyed this, especially since I&#8217;m a <a href="http://en.wikipedia.org/wiki/Bartle_Test">spade</a>, and it didn&#8217;t go on too long. Nice.</dd>
<dt>Total: 7.4/10</dt>
<dd>This game doesn&#8217;t take long, and it&#8217;s pretty amusing. We need to laugh at ourselves, so why not give it a shot?</dd>
</dl>
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			<media:title type="html">Tracy Poff</media:title>
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		<title>Indy 500</title>
		<link>http://tmft.wordpress.com/2009/01/07/indy-500/</link>
		<comments>http://tmft.wordpress.com/2009/01/07/indy-500/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 06:36:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[1977]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Driving]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>

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		<description><![CDATA[Indy 500 for the Atari 2600 is a racing game, developed by Atari and published by Sears, Roebuck and Co. in 1977.
&#160; 
&#160; 
The cover boasts &#8220;14 video games&#8221;, though, as with most Atari games, these were mostly small variations. Indy 500 contains three or, generously, four distinct games. Three of the four game types [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=51&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><i>Indy 500</i> for the Atari 2600 is a racing game, developed by Atari and published by Sears, Roebuck and Co. in 1977.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRWocbgKlI/AAAAAAAABMU/SCfUPG8YwqE/s1600-h/Indy+500+%281977%29+%28Atari%29.png"><img border="0" src="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRWocbgKlI/AAAAAAAABMU/SCfUPG8YwqE/s320/Indy+500+%281977%29+%28Atari%29.png" /></a>&nbsp; </div>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRWsqvdwAI/AAAAAAAABMc/DIh1gxCPaJk/s1600-h/Indy+500+%281977%29+%28Atari%29_1.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRWsqvdwAI/AAAAAAAABMc/DIh1gxCPaJk/s320/Indy+500+%281977%29+%28Atari%29_1.png" /></a>&nbsp; </div>
<p>The cover boasts &#8220;14 video games&#8221;, though, as with most Atari games, these were mostly small variations. <i>Indy 500</i> contains three or, generously, four distinct games. Three of the four game types have both one- and two-player modes available. For these, the object in single-player mode is to obtain the highest score in one minute, and in multiplayer to outscore the opponent.</p>
<p>The first game, &#8220;Race Cars&#8221;, is just what it sounds. Two tracks are available, with the cars moving faster on the second. This game is pretty good with two players, but quite dull for solo play.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://1.bp.blogspot.com/_xe7qexmr3lE/SWRXmgq0glI/AAAAAAAABMk/a0Xoi9nl1lM/s1600-h/Indy+500+%281977%29+%28Atari%29_2.png"><img border="0" src="http://1.bp.blogspot.com/_xe7qexmr3lE/SWRXmgq0glI/AAAAAAAABMk/a0Xoi9nl1lM/s320/Indy+500+%281977%29+%28Atari%29_2.png" /></a></div>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRXo2QqtKI/AAAAAAAABMs/mFqplcdddCg/s1600-h/Indy+500+%281977%29+%28Atari%29_3.png"><img border="0" src="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRXo2QqtKI/AAAAAAAABMs/mFqplcdddCg/s320/Indy+500+%281977%29+%28Atari%29_3.png" /></a></div>
<p>The second mode, &#8220;Crash N&#8217; Score&#8221;, involves catching a dot that appears on the map. Once caught, it relocates itself randomly, rather like a snakes game without the growing tail. As before, the cars move faster on the second map. This is the best game for solo play. </p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRY1Qu4L3I/AAAAAAAABM0/0Wwh0UNCIsU/s1600-h/Indy+500+%281977%29+%28Atari%29_4.png"><img border="0" src="http://4.bp.blogspot.com/_xe7qexmr3lE/SWRY1Qu4L3I/AAAAAAAABM0/0Wwh0UNCIsU/s320/Indy+500+%281977%29+%28Atari%29_4.png" /></a></div>
<p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRY4XiqIzI/AAAAAAAABM8/MyFWcudd4HA/s1600-h/Indy+500+%281977%29+%28Atari%29_5.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRY4XiqIzI/AAAAAAAABM8/MyFWcudd4HA/s320/Indy+500+%281977%29+%28Atari%29_5.png" /></a></div>
<p>Third, we have &#8220;Ice Race&#8221;. This is like &#8220;Race Cars&#8221;, except with different tracks, and the cars continue moving as though they were on ice, making it very difficult to turn. I just found this one frustrating.</p>
<div class="separator" style="clear:both;text-align:center;"><a href="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRZWnSFzUI/AAAAAAAABNE/LPU7Zt4td7E/s1600-h/Indy+500+%281977%29+%28Atari%29_6.png"><img border="0" src="http://2.bp.blogspot.com/_xe7qexmr3lE/SWRZWnSFzUI/AAAAAAAABNE/LPU7Zt4td7E/s320/Indy+500+%281977%29+%28Atari%29_6.png" /></a></div>
<p>The final game is &#8220;Tag&#8221;. If you&#8217;re &#8216;it&#8217;, you try to touch your opponent and then run away. Points are scored for each second while your opponent is trying to catch you. This one is two-player only.
<dl>
<dt>Gameplay: 7/10</dt>
<dd>The controls work pretty well in &#8220;Race Cars&#8221;, though I found the turns a little too tight to manage on the second track. &#8220;Ice Race&#8221; was entirely too difficult to control&#8211;once you got to full speed, you would slide across half the screen before stopping, even if you turned the car to accelerate in the opposite direction. The controls in the other modes are as in &#8220;Race Cars&#8221;. Minus a point for &#8220;Ice Race&#8221; having such horrid controls, but otherwise not bad.</dd>
<dt>Graphics: 8/10</dt>
<dd>Though it was possible to do nicer graphics on the 2600, <i>Indy 500</i> doesn&#8217;t look bad. The only real problem is that the blue car didn&#8217;t show up well on the ice background, making it difficult to tell which direction you were facing.</dd>
<dt>Sound: 7/10</dt>
<dd>The only sounds I noticed were the hum of the engines and the crash of cars hitting walls. Those effects were fairly well done, though the engine sound did get a little old after a while.</dd>
<dt>Personal Slant: 7/10</dt>
<dd>&#8220;Race Cars&#8221; in two-player mode is pretty good fun, and &#8220;Crash N&#8217; Score&#8221; is similarly fun in single player. That&#8217;s a pretty good value, really.</dd>
<dt>Total: 7.3/10</dt>
<dd><i>Indy 500</i> may not exactly deliver the 14 games it claims, but &#8220;Race Cars&#8221; and &#8220;Crash N&#8217; Score&#8221; are good enough by themselves to make this a worthwhile cartridge. Some later games of each type were better&#8211;I like <i>R.C. Pro-Am</i> for racing, and pretty much any snakes game&#8211;but for 1977, <i>Indy 500</i> wasn&#8217;t bad at all. I&#8217;d definitely give it a go for the nostalgia, even if you shelve it in favor of newer games afterward.</dd>
</dl>
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		<title>Mines</title>
		<link>http://tmft.wordpress.com/2009/01/06/mines/</link>
		<comments>http://tmft.wordpress.com/2009/01/06/mines/#comments</comments>
		<pubDate>Tue, 06 Jan 2009 08:46:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[1990]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Windows 3.x]]></category>
		<category><![CDATA[minesweeper]]></category>

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		<description><![CDATA[Mines by Ian Heath is a Minesweeper variant for Windows 3.1, released in 1990.

At first glance, it seems very much like Minesweeper, but the goal is somewhat different: rather than finding all mines on the playing field, your task is to find a mine-free path from the upper left corner to the lower right. You [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=50&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><em>Mines</em> by Ian Heath is a <em>Minesweeper</em> variant for Windows 3.1, released in 1990.</p>
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<p>At first glance, it seems very much like <em>Minesweeper</em>, but the goal is somewhat different: rather than finding all mines on the playing field, your task is to find a mine-free path from the upper left corner to the lower right. You can walk any direction including diagonals in order to reach your goal. The game includes the same marking functions that <em>Minesweeper</em> had, allowing you to mark a square as mined or possibly mined, but these are only for your reference in <em>Mines</em>.</p>
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<p>Although you can&#8217;t change the size of the playing field, you can choose the number of mines on it. The default, 30 mines, is quite easy, but the difficulty grows quite a bit as the number of mines increases. The maximum, 160 mines, is very difficult indeed.</p>
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<p>Every generated playing field is solvable: some path exists through the mines, though, as with <em>Minesweeper</em>, it may not be possible to determine for sure where the mines are. In the above screenshot, for example, the mine on the third column of the first row could have been moved down one without changing the numbers shown when the game started&#8211;it&#8217;s not possible to be sure any move is safe, though the square down-right of the 3 was definitely mined.</p>
<p><em>Mines</em> can be downloaded <a href="http://www.geocities.com/funeasygames/mines.html">here</a>.</p>
<dl>
<dt>Gameplay: 8/10</dt>
<dd>The concept is great&#8211;it&#8217;s definitely one of the best <em>Minesweeper</em> variants I&#8217;ve played. Most &#8216;variants&#8217; only change up the size of the board, or something equally tiny. The only reason this didn&#8217;t score higher is that the game lacks keyboard controls, which seem like the natural input method for a game like this, and has no timer.</dd>
<dt>Graphics: 7/10</dt>
<dd><em>Mines</em> looks basically like <em>Minesweeper</em>, which is to say plain but not bad. The feet that represent the player blend in a little too well for my taste, but it&#8217;s otherwise fine.</dd>
<dt>Personal Slant: 8/10</dt>
<dd>The addition of a timer, keyboard controls, and maybe the ability to change the board size would have made this a 9 or even 10, but it&#8217;s still quite good even without these things.</dd>
<dt>Total: 7.7/10</dt>
<dd><em>Mines</em> is a fairly original variant on <em>Minesweeper</em>, and a pretty well-done one at that. Anyone who likes <em>Minesweeper</em> ought to give this one a try.</dd>
</dl>
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		<title>Checkers</title>
		<link>http://tmft.wordpress.com/2009/01/06/checkers/</link>
		<comments>http://tmft.wordpress.com/2009/01/06/checkers/#comments</comments>
		<pubDate>Tue, 06 Jan 2009 07:46:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[1990]]></category>
		<category><![CDATA[Bad]]></category>
		<category><![CDATA[Board Game]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Windows 3.x]]></category>

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		<description><![CDATA[Checkers is a Windows 3.1 implementation of checkers by Gregory Thatcher, released in 1990.

I&#8217;m just going to assume we all know the rules of checkers, and skip that part. Checkers provides an AI, so you can play against the AI or another human in hotseat play, or watch the computer play against itself. The difficulty [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=49&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><i>Checkers</i> is a Windows 3.1 implementation of checkers by <a href="http://www.gregthatcher.com/">Gregory Thatcher</a>, released in 1990.</p>
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<p>I&#8217;m just going to assume we all know the rules of checkers, and skip that part. <i>Checkers</i> provides an AI, so you can play against the AI or another human in hotseat play, or watch the computer play against itself. The difficulty (how smart the AI is) can be selected from five levels, Beginner through Master. You can also choose whether to play black or red, and can switch in the middle of the game, if you so desire.</p>
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<p>The one with the white circle on it is a king, and was thoroughly beating me. </p>
<p>For anyone who doesn&#8217;t know how to play, the help file includes instruction on how to play the game as well as how to use the software.</p>
<p><i>Checkers</i> can be downloaded directly at <a href="http://cd.textfiles.com/pcsiggames/WIN/GAMES/CHECKE.ZIP">this link</a>.
<dl>
<dt>AI: 4/5</dt>
<dd>The AI beat me, so I guess it can&#8217;t suck too badly. However, I do suck very badly at checkers, so I&#8217;m only weighting this half to account for my inability to tell whether the AI is actually <i>good</i>. Minus a point since it could be more granular, too.</dd>
<dt>Gameplay: 4/10</dt>
<dd>It does what it says on the tin, but minus a point because waiting on the computer to move is boring.</dd>
<dt>Graphics: 2/10</dt>
<dd>The graphics are far too simple, and the board looks rather squashed. There&#8217;s no excuse for this, given that the DOS version of <i>Battle Chess</i> came out two years earlier and looked much, much better. The Windows version of <i>Battle Chess</i> wouldn&#8217;t come out for another year or so, but it too would look much nicer.</dd>
<dt>Personal Slant: 1/10</dt>
<dd>I don&#8217;t really like checkers that much, and this particular implementation doesn&#8217;t make me want to play it any more. I give it one point for including 0-player mode. Fight amongst yourselves, my minions, fight!</dd>
<dt>Total: 3.1/10</dt>
<dd><i>Checkers</i> does indeed play checkers, but it doesn&#8217;t do anything beyond that. The overly-simple and somewhat poor graphics hurt this one quite a bit, along with the utter lack of anything original. <i>Battle Chess</i> had been out for two years at this point, so we all knew more was possible. Of course, this implementation probably wasn&#8217;t intended to be anything special&#8211;but it gets no points for achieving that goal. There&#8217;s really no reason you&#8217;d want to play this, since there are far better checkers games out there.</dd>
</dl>
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		<title>Lucas&#8217;s Problem</title>
		<link>http://tmft.wordpress.com/2009/01/06/lucass-problem/</link>
		<comments>http://tmft.wordpress.com/2009/01/06/lucass-problem/#comments</comments>
		<pubDate>Tue, 06 Jan 2009 06:08:00 +0000</pubDate>
		<dc:creator>Tracy Poff</dc:creator>
				<category><![CDATA[Decent]]></category>
		<category><![CDATA[Full Review]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Windows 3.x]]></category>

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		<description><![CDATA[Lucas&#8217;s Problem is a Windows 3.1 implementation by James Curran of a puzzle created by the French mathematician Édouard Lucas, who also created the more famous Towers of Hanoi puzzle.

The object is to reverse the positions of the colored blocks, so that red fills the right, and blue the left. Each color of blocks can [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=tmft.wordpress.com&blog=8165169&post=48&subd=tmft&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><i>Lucas&#8217;s Problem</i> is a Windows 3.1 implementation by James Curran of a puzzle created by the French mathematician Édouard Lucas, who also created the more famous Towers of Hanoi puzzle.</p>
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<p>The object is to reverse the positions of the colored blocks, so that red fills the right, and blue the left. Each color of blocks can only move in one direction (indicated by the arrows on these blocks) one space, or jump over a block of the opposite color.</p>
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<p>There is, I think, only one way to solve this puzzle (up to reflection), so there&#8217;s not much to say. The puzzle isn&#8217;t hard to solve when you realize what situation leads to an unwinnable game, so this hasn&#8217;t got any replay value.</p>
<p>You can download <i>Lucas&#8217;s Problem</i>, or play a web based implementation, at <a href="http://www.noveltheory.com/">Novel Theory</a></p>
<dl>
<dt>Gameplay: 8/10</dt>
<dd>The game works and responds to clicks as expected. The puzzle is pretty clever, though not an invention of the game&#8217;s creator. There&#8217;s nothing <i>wrong</i> with the game, but there&#8217;s just nothing to it, so 8 is the highest score I can give it.</dd>
<dt>Graphics: 6/10</dt>
<dd>The graphics are very simple, but acceptable given the scope of the game. One can imagine a more visually pleasing implementation of the puzzle, even in 1990, so minus a few points for not really trying there.</dd>
<dt>Personal Slant: 5/10</dt>
<dd>Although I really do think that Lucas&#8217;s puzzle was quite clever, <i>Lucas&#8217;s Problem</i> has no replayability and offers no value beyond the satisfaction of solving a nice, though simple, puzzle.</dd>
<dt>Total: 6.33/10</dt>
<dd>The lack of replayability in this one was a killer for the game&#8217;s score. I&#8217;m not sure what could have been done to alleviate this&#8211;perhaps if the scope of the game had been larger, implementing several similar games, like Towers of Hanoi, it might have made the game worth a second look. As it is, though, even if the puzzle is worth remembering, the game will be soon forgotten.</dd>
</dl>
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