Showing posts with label EA. Show all posts
Showing posts with label EA. Show all posts

Sunday, April 16, 2017

Below the Cut: Technoclash (Genesis)

(Source: Wikipedia)
Technoclash - Rating(7 RPP)
1) 1 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 2 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 0 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

I was eager to see a completely new RPG. On Wikipedia it's listed as an action-RPG, but I failed to find what contributes to that second genre, so it's here on the chopping block. It has less to offer than LandStalker.

There are no character levels, stats, or much of a world to explore. The back of the box purports 7 areas with up to 9 levels each, but it's all progressive levels. I only played through the first two to get a feel for it, but failed to find much in the way of lore, side quests (or a main quest), and no store or currency.

The main character is able to choose a partner for each level, either a warrior type or wizard type. There are a good number of weapons (all requiring ammo) and spells to heal, teleport, levitate, or become invincible for a short time. Ammo is picked up from fallen enemies. Completing some levels requires a tiny bit of puzzle solving.

As for the game overall, it's tough, but taking it slow makes it a bit easier. It's not a good game, at least from what I played, but it isn't the worst either. It compares most easily to Gauntlet, but the level design is a bit more interesting.

Monday, July 13, 2015

Game #42: The Faery Tale Adventure (Genesis) - A Quest in an Empty World (Finished)

Game 42

Title: The Faery Tale Adventure
Released: 1991
Platform: Genesis
Developer: New World Computing (original development by MicroIllusions)
Publisher: Electronic Arts
Genre: Action-RPG
Exploration - Top-down / Isometric
Combat - Action based
Series - Standalone (on console; PC had a sequel)

Once upon a time, the end. This is how this game should be treated. It's just not worth the time. Boasting an expansive world is worthless when it's not filled with interesting encounters. Completing this game was a wholly unsatisfying endeavor, from disjointed quest hints to unnecessarily long mazes and soft locks. It's enough of a mess that even Chet over at The CRPG Addict decided he'd had enough of the game about mid-way through. I'm amazed that anyone thought this was a good idea to port to console.
Alright, I've got my blame list
Looking over the list of developers I was confused over New World Computing's role in the creation of this game. All the names were employees of MicroIllusions, which created the original game. In the early 90's this company filed for bankruptcy, and while I can't find hard evidence, I suspect during the liquidation that NWC bought up their IP. Having a close relation with EA, and an easy buck to be made, they ported this to the Genesis. However, neither the game nor manual mentions of anyone with direct ties to NWC. It's possible EA was the one that carried this project, and only licensed the rights. EA's role is detailed in the manual, so maybe that's as far as it goes. Eventually this IP would find its way back to the original developers working at The Dreamers Guild, a company formed shortly after the collapse of MicroIllusions. That one was never ported to console though, so we won't see it here.
Enter the red shirt
The back story, presented storybook fashion, refers to events in the past tense. The land of Holm was threatened by an evil necromancer and his encroaching army of evil. Only three brothers hailing from Tambry were capable of recovering a talisman of power that once protected their village (seriously, forget all those other villages). Their father was the first sent out to discover the cause of the invasion, but he returned mortally wounded. With his dying words he spoke of mysterious prophecy, never detailed, that foretold of a large fetch quest with many different parts, and he tasked his sons with fulfilling the vague instructions. Each brother begins with a bare minimum of equipment: a dirk and twenty gold. Instead of controlling all three at once, they take turns by age once they realize the previous brother to venture out hadn't returned for some time.
*Plop*
Tambry is a small village with only a few houses to loot. The local tavern had provisions, so I bought a couple travel rations and a meal to start my journey. I noted a few weapon upgrades and other consumables that I couldn't afford. The mayor directed me to beseech the king of Marheim for aid. On the road there I passed by a graveyard, was assaulted by a wraith, and died. Great peril really does exist. As luck would have it, each brother has a guardian angel that revives them for the cost of 5 luck.
Learning about the witch of Grimwood
The stats for each character are Bravery (battle prowess), Luck (used only to revive), Kindness (if it drops too low, then NPCs will ignore the brother), and Vitality (i.e. hit points). There's a nice compass that highlights the direction I'm headed. Below that is my gold value. The action menu from top-left is inventory, pause, take item, look, toggle music, toggle sound, give gold or item, talk, save, and restore. Each enemy defeated increases bravery by one point. At the time in the above picture, I had used an item called a jade skull to safely kill an enemy that carried the sword I now wielded. With it I killed two more enemies, but suffered another death. Spoils are gained after each battle by taking items off the bodies. Most enemies provide the weapon they were wielding plus an additional item such as a key or magical trinket. Keys are vital to making it anywhere in this game, and they're completely random drops.
Maybe I'll have better luck with Phillip
Julian met his end before I could find the correct key to unlock any of the doors in Marheim, which is on complete lock-down. So, Phillip began his adventure. At the entrance to Tambry I met the apparition of "my dead brother." (Seriously, they couldn't spare the room to note Julian or Philip?) He spoke of his belongings deposited with his body in the graveyard. Sure enough I was able to recover every bit of my inventory. While that's helpful, it still did nothing for my current predicament.
I'm missing two keys, one of which opens the door to the first castle to complete the first step in the quest
So, I wandered around the land looking for a key that according to the manual is most likely a white key that drops from wraiths. The other key is a red one that drops from skeletons, but that one is relegated to secret doors according to the manual. Thankfully the kind folks at EA provided a reference map in the manual, without which I would have been completely lost. It notes the locations Tambry and Marheim (the only towns on this island), points of interest such as Hemsath's Tomb and Isle of Sorcery, and other unnamed locations that include various roadside inns, ancient forts, and stone circles. I picked out the Vermillion Manor as an interesting place to investigate. Along the way I checked out the stone circle east of Tambry. These circles act as quick travel between each one for the cost of one blue stone. Sitting in the middle was a pile of gold, which I added to my reserves.
The map from the manual notes several key locations
As I followed the road north I ran into another wise man that revealed crystal orbs as useful for detecting invisible doors. With a few more battles under my belt by the time I reached the manor, I was feeling a bit more confident about my foothold in the game. Rations are used quickly, and at this point I wasn't sure what effect starving would have on my character. Each ration costs 8 gold, and the only gold source I'd found was the stash at the stone circle; I was beginning to worry about food. The manor provided another stockpile of gold, which I was grateful for, but I quickly found myself in an impossible situation.
Having used both my green keys to enter, I exited the manor to find myself trapped inside
That's right. The game has a soft-lock state where it's possible to entrap one of the brothers inside the walls of the Vermillion Manor. The manual even notes such, although in the hints section, which I skipped over. Restoring a saved game is a complete state, including location, and I had no luck getting enemies to spawn within the manner to hopefully get the correct key drop. So, I restarted the game, and promptly got Julian killed again.
This time I had better luck getting the correct key to the castle
I found the king in a state of complete depression over the kidnapping of his daughter. He wouldn't even lift a finger to point me in the right direction. So, I followed the south road to a place called The Watchtower. There I found a seashell that summoned a turtle, which allowed me to cross the oceans with ease. No enemies spawn while at sea. With no other leads, I returned to the mayor who lamented for the king's loss and directed me to the Isle of Sorcery where a sorceress lives. It wasn't hard to locate with the map, and the turtle allowed me to reach her with few encounters.
Finally! Some direction
The sorceress revealed that I would need to find five golden statues, the first of which she provided. I had no idea how these would help me, but at least it's something. I returned to the mayor of Tambry, and he spoke of the Lord of the Dead roaming the graveyard at the witching hour. It wasn't quite night, so I wondered to the west this time, but only discovered a couple more inns. When night fell, I hurried back to the graveyard. Time isn't ever displayed, so entering the crypt at the right time took a couple of tries, and a key each time as it locked behind me. Once I spoke to the specter, he told me to bring him a bone of an ancient king, and then he'd help me destroy the necromancer. The tomb seemed like the most likely place to get such a bone.
To sleep, just stand still on a bed roll and wait; otherwise, face exhaustion and collapse in the middle of an adventure
Inside the tomb were a couple of mazes. One held a clue to a golden beast to capture, but first a special rope must be gained. The other was a much larger affair of locked golden doors requiring golden keys. Getting through them all required more keys than would show up on the inventory screen. So, I had to constantly wait for skeletons to appear in order to gain more.
Not even a straight path
I spent a good amount of energy making certain I had enough food to make it in and out during each expedition. Unfortunately, it wasn't simple as unlocking all the the doors. Each time I left the tomb, all the doors would lock again. Also, I'm not sure if it's specific to the Genesis port, but only a certain number of doors can be open at one time. I noticed this in the middle of the maze when I ran out of keys. I found myself stuck in the middle. I'd approximate the number at 8 to 10 doors, and there were about 20 in total. So, I sat there, waiting for skeletons to spawn, hoping they'd drop keys; quickly working my way through the last of my rations. Crystal balls are described in the manual as helpful to finding secret doors in the tomb. So, I tried them out; they only work on the visible area of the screen. My first only led to more doors, but helpfully a golden statue otherwise inaccessible. Using the secret doors are the key to getting through this area with minimal keys.
One of the luckiest pair of secret doors ever, and on my last crystal ball
Through a couple more secret doors the tomb opened up to a larger chamber. By this time Phillip was starving. A condition that's less life-threatening than combat. At the time Phillip would normally eat, if he doesn't have any rations, he loses a mere two points of vitality. By this time I had enough health vials that I wasn't too worried about it. The chamber led to a long hallway and to the bone I sought. One side effect to hunger is that Phillip started to jitter about as he moved, as if he had the shakes. It made an already slow walk even slower. Delivering the bone gained me a crystal shard, which does me absolutely no good with my present dilemma. At this point I expected another hint from the mayor, but he was oddly silent. When I attempted to talk to him, the screen would pause for a moment like it was thinking, and then nothing.
So, I went to go fight a dragon
The descriptions of many items spoil a lot of the game. I'm not sure if this was done through pity by the R.J. Berg (in charge of documentation at EA), or if this is true to the computer versions, but I'm thankful in any case. The gold ring highlighted here works as a time stop for enemies. The manual says it's useful for getting past the dragon in her cave to search for the wand.
If I were a dragon's cave, where would I be?
Sticking true to its ideals, the cave was a long twisty maze devoid of anything interesting. The dragon herself could be subdued, but would soon rise again full of fury. Retrieving the wand and escaping was an easy feat with the numerous gold rings I'd found. Next time I returned to the mayor he pointed me towards a golden treasure kept in a hold south of Marheim. I headed straight south, and circled the mountains until I came upon a strange sight.
I've reached the mountains south, but see two possible holds
It's difficult to see, but I'm at the black cross. The fort below is completely walled off. The one on the left I encountered a black figure that proclaimed the place as "the sacred shrine of the People who came Before." The wand was useless against him, but he was easy to defeat in a duel with the sword. Standing just outside his range I swung my sword until he proclaimed me the victor. Combat in general is a bit underwhelming, especially at 500 bravery. All the melee weapons only require holding down the attack button, and then facing the direction of the enemy. While doing so, the character is immobile. There is a bow, which is useless in my hands, but deadly in the enemies (it even ignores bravery, which acts as a defense bonus). Mainly it's because enemies match my movement perfectly, and travel at my max speed, so there's no kiting and no escape. The wand is slightly better as it has a higher damage output, but I preferred the sword when I could get away with it.
Using a bird token to get an overhead view of Grimwood forest maze
My reward for defeating the black figure was the Sunstone, which automatically disables the witch's aura. I took the long way to her castle in the middle of Grimwood due to not having many bird totems (the only way to view the map). I'm glad I did; doing so allowed me to find another golden statue in another part of the maze. I used the wand to take care of the witch, and she dropped the magic lasso. I took this immediately to Swan Isle to procure the last golden swan. I then flew to the princess tucked away in that unreachable fort.
What other method is there to fly that someone could stash the princess here?
What happens if Phillip dies, does she just pledge her love to Kevin?
The safe return of the princess produced a thanks from the king along with a modest gift of gold. He pointed me to the priest in town that had been holding a golden statue all along. I had enough keys at this point to check all the houses. Only two produced a hefty supply of apples. One other housed a wise man that told me of the swan I had just flown on. The priest handed over the statue, and revealed they were from Azal-Car-Ithil. Gathering all five would reveal this vanished city. The map had Azal noted as in the middle of the desert. With one last statue to find, I flew from point to point on the map until I finally came upon it at Seahold in the southeast corner of the island. Up to this point the mayor had kept repeating his hint of something golden to the south. Once I had all five he told me to seek out Azal.
Wait! How did that guy find it before me?
Azal was the resting place of a rose that protects me from lava, the first barrier to the necromancer's castle. I braved the Plain of Grief to find his castle, barren and devoid of any threat worth speaking. Inside his castle was a blue magic barrier that I'm guessing didn't block me due to the crystal. The only thing on the other side was a portal to a different plane of existence. It had floating shapes that attacked, but only three of them appeared. There was different colored terrain in this strange place: green was normal, blue had weird ice physics, and red sped me up considerably. The final showdown took place in a completely black area that reversed the controls. In the center was the necromancer that fell quickly to the wand blasts.
I just realized I forgot to talk to him, or maybe I just didn't care enough to try
Picking up the talisman started the ending sequence where Phillip returned to Marheim, had a wedding, and lived happily ever after. That's it, nothing more to see. Overall it's an easy game, but the size of the world plus the disconnect between one step and the next makes it drag on far too long. The golden statue at Seahold isn't mentioned anywhere in the game according to the manual (it has a step by step guide for beating the game, which I didn't read I completed it). Actually, the game didn't mention the one in the tomb or forest as far as I know. I wouldn't recommend this game to anyone. On to the review, and a better game: Final Fantasy Legend II. I'm actually quite behind on posts, and have finished that game as well.
On the back of a horse? Have you no shame?
Elapsed Time: 11h12m (Final Time: 11h12m)

Combatant - Combat is the worst offender of this game. Random keys drop from random enemies that will most likely kill you before you can even get a foothold in the game. Once you do though, things swing completely in the other direction as to become trivial. Still random drops rule all, and if the game doesn't want to give you a single white key, it doesn't have to.
Rating: 3
Did they not even try to improve the game?
Admirer - At least each character has a unique look, and the weapon shown is the one wielded; however, that last aspect is limited to only the two most powerful weapons of which there are only five (wand, sword, bow, mace, dirk). There' no armor, and no other way to customize the characters. Controls aren't bad, but walking is extremely slow. Strangely, the inn menu and stone circle location menu of my copy of the game seemed to react to up and down per frame instead of per button press. I'm not sure how that would even happen.
Rating: 3
Poor Kevin, I wonder if anyone even used him
Puzzler - No side quests, many red herrings, and a main quest that's a complete mess to follow. This game deserves the first 0 in this category. Maybe things would have fared better with clues or hints that took some thought.
Rating: 0
Why is this note here, and who was it written to?
Instigator - The only reason this doesn't get lower is there's at least a passable story here with some descriptions and hints by various wise men that act more as signposts than people. Knowing how to trigger each point is covered above. The idea of playing through a cliche fairy tale could have been more interesting, but this game falls flat.
Rating: 3
Which goal?
Collector - Possibly one of the best inventory displays I've seen, although the selection is rather poor. Half the items are hardly useful, but the economy keeps me wanting to purchase bird totems until I'm poor. I'm missing one item (the rose) in the below shot, and it's obvious where it goes. If only this were in a better game. I didn't cover the green stones that light the night red, but they're only sometimes useful.
Rating: 6
Item count can go above what's displayed, but there's no way of telling how high
Explorer - As I mentioned, graphics, music, and sound are sufficient if not good. The world at large is expansive, and there's nothing preventing exploration of every corner from the very beginning. Nothing prevents it because nothing is there. It's a nice calming nature walk when the game cover and manual promises excitement and adventure. There are a few items, chests, and random gold piles to discover, but nothing really jumps out as surprising.
Rating: 6
Here's the password for the above inventory, and very nearly the end of the game for anyone interested
Final Rating: 21 [35%]

A forgettable game that I don't mind remaining forgotten. There was a lot of promise, but not fully realized. Had the quest been streamlined with hints all the way through it might have been tolerable. Had the world not been so empty, it could have at least been entertaining to get lost. Had someone play tested this game, maybe someone would have been able to adjust it. In the end, there are better games out there that do these things better, even on the Genesis.

Now on to Final Fantasy Legend II.

Sunday, June 28, 2015

Game #41: Buck Rogers: Countdown to Doomsday (Genesis) - Just a 25th Century Man (Finished)

Game 41

Title: Buck Rogers: Countdown to Doomsday
Released: 1991
Platform: Genesis
Developer: Strategic Simulations, Inc.
Publisher: EA
Genre: RPG
Exploration - Top-down
Combat - Turn based
Series - Buck Rogers (standalone on console)



There's not really a final screen, so this will do
I'd like to know the story behind how this was chosen as a title to port to Genesis while none of the other gold box games made it. Possibly FCI already had an exclusive license for those, and only released them on the NES. It's a difficult engine to port completely, even on the Genesis' trimming content was necessary. Half the races, those based on planets, and one class was cut from the game.
We prefer the term cannon fodder, now where do we pick up our red shirts?
There's a default party, but where's the fun in that? I created six new characters: 2 Desert Runners that excel in warrior classes, 3 humans that are, as always,  jack-of-all-trades with access to all classes, and 1 tinker that can only become a medic. This port misses out on the engineer class. Rerolling stats happens with the press of a button, and HP is rerolled whenever race or class changes. I wanted a good mix, so I settled on two warriors, one rocket jock (pilot), one rogue (security expert), and two medics. I thought medic skills, or any skill really, was an active ability rather than passive, and I liked the idea of maximizing my healing potential. Turned out that nearly every skill was automatic or encounter based.
My party configuration
In addition to stats, characters have a combination of 10 generic skills and 1 class specific. Every level a character gets 4 points to distribute among them, and characters begin the game at level 2. Skills are a mix of combat and encounter related abilities. Only 2 points per level can be put into a single skill. I'll explain skills as they become relevant.

The back story given in the manual describes a history of near collapse. After a period known as the Last Gasp War major countries formed alliances: the Russo-American Mercantile (RAM), the Euro-Bloc faction, and the Indo-Asian Consortium. These three formed a larger alliance to create technology that would allow for space exploration. Terraforming makes Mars and Venus habitable, and they're claimed by RAM and IAC respectively while the Euro-Bloc settles on the moon. Years later, old Earth fell to RAM forces. Many of the inhabitants were displaced to Mercury. Over a hundred years later rebels known as the New Earth Organization (NEO) start to fight for the independence of Earth.
Being briefed in-game
Buck Rogers thwarted a plan by the Soviets in 1995 to launch a weaponized space station called Masterlink. He successfully destroyed it, but in the ensuing blast his ship was damaged. As it hurtled through space he activated his cryogenic sleep, not knowing when he'd be rescued. The destruction of Masterlink is what triggered the Last Gasp War. The legend of Buck Rogers was repeated throughout history, and taken up specifically by NEO. In the year 2456, Buck Rogers was recovered, and now he fights on the side of NEO. With his help RAM was forced to abandon their interests on Earth; however, the threat of their forces still lingers while NEO attempts to rebuild. The party has signed up, and is ready to be transported to a space station orbiting Earth called Salvation.
when all of a sudden...
Good thing we've come prepared with laser pistols. Not my first choice of weapons, but I didn't exactly have a choice. Warriors gain a weapon specialization every even level, and I had chosen the rocket pistol for one and the mono blade for the other. I suppose I'll have to search for these some other time. The party came across a wounded officer during the attack. He commanded me to find the missile defense override; the automatic defense must have been jammed. With no specific direction I stood there blankly as the devastation around me escalated.
*Plop*
I wandered around disoriented, pressed back by explosions, and was reminded of just how much fun I had with the gold box titles once I entered combat. Those games, and this one, were known more for their set encounters rather than purely random battles. In this first area there were no less than eleven by the time I was finished, and a handful of those included decisions I had to make on the fly. Combat is handled via top-down turned based square grid movement. Turn order is based on each character's dexterity plus a random number. Thankfully for these early battles I was joined by other novice NEO recruits. Each battle allowed me to upgrade my armor from the spoils. While a few of them bit the dust, my party came away with no causalities. At the end of each battle, medics healed the party automatically based on their specialized skill. I couldn't tell if two medics made a difference.
The warrior's special skill allows them to take direct control of NPC troop, as well as give a chance to boost hit rate for the entire team
The final encounter for the base pitted my party against a group of elite Terrine fighters guarding a RAM technician working on the missile control console. After the battle I still had to deal with the technician. Instead of surrendering, he began to open fire with his laser pistol while still working the console. I had the option of firing, which could damage the console; charging, which is the one I chose; or duck and take cover. Charging seemed the most prudent option. I rushed forward and pinned him to the ground. Still some fight in him, he then pulled out a grenade and let the pin fly. Suddenly another choice, do I dive on the grenade or run away? Well, we are would be heroes after all.
Alright, who took the human shield skill?
Since Jinn had the highest current hit points, I elected for him to dive on the grenade. Luckily he survived, and the controls remained undamaged. We quickly brought the missile defenses online, and RAM's air superiority was eliminated. The surviving NEO troops secured the base and I received a small reward. After a debriefing I was sent to Salvation to begin my first mission. What an entrance! The commander greeted my party, and told me to look around a bit before getting my first mission from him. I unloaded my spoils in the equipment shop and purchased rocket pistols for everyone as well as some poison antidote, which turned out useless (I'm not sure how it's used, but I never got poisoned once during the game). My first mission was a simple salvage mission from nearby debris.
If that's not foreboding then I'm not sure what is
I'm out! Back to the ship guys
As soon as I stepped on board a ghostly figure wailed as it floated through the left wall. This was then punctuated by ship fire, followed by silence. Checking nearby scanners, the tug I had brought with me wasn't registering. My only course, figure out what happened to this ship, make it right, and fly it back to Salvation. It wasn't long before I ran into the first set of genetically modified creatures, affectionately called Gennies. Even though they looked like a cross between spiders and the predator from Alien, they were easily dealt with. The security robots on the other hand (I'm assuming they were released to contain the creatures) deflected my rocket pistols, so I had to fall back to lasers again.
That can't be good
I found the ship's hydroponics lab with a strange vine that wrapped itself around my party. I thought it might drain out whatever was causing the rash, but if it did, it didn't stop there. The party was quickly drained to death. So, it's going to be that kind of game. I reloaded, and investigated the room to my left immediately upon entry (the one the ghost escaped through). It was a an office where a body floated weightlessly about with various tapes. Listening to each one I gathered small bits of information about what happened here. They were planning some kind of attack on Earth, but something went wrong. I retrieved a sigma code from one Dr. Williams, and learned about someone named Scot that he couldn't reach. The rash, which started with an itch, grew into a headache. This sounded bad, and it was getting worse. It was also spreading to the other party members.
Yep, definitely getting worse
On the third floor of the ship I learned that Scot was pro-Earth, which explained his sudden unresponsiveness. Another man by the name of Vilnikov was dead in a room surrounded by the ECG (I'm not certain what this stands for, but the G is Gennie). He had another sigma number on him, and a log that identified a gas that could subdue the creatures. I then found an air shaft that I took me to the fifth floor. In the engineering room I found Scot.DOS, a personality program created by Scot, who confirmed he was trying to defect to NEO. I connected him to the main computer, and he warned me that the creatures would soon molt to stage 3.
Oh good, he's awake, wait, he's attacking now
In another room I found the security console that controlled the robots. My rogue disabled them; one less threat to worry about. I ascended one more level using the main ladder, and found the creatures had control of the bridge. There was a barricade that attracted them every time I tried to move it. I returned to the fourth floor I bypassed earlier. There I found a medical bay. The computer announced, "Please enter Sigma number." I had the choice of entering the sigma numbers for Williams, Vilnikov, or Conchitez, who lay on one of the medical tables splayed open. The autopsy logs noted a parasite, and a method to protect against it. Just then Jett Phewl (my pilot) collapsed. I needed to act quickly. My options were to speak a sigma number or reprogram it. I didn't have faith in my party's programming ability since I didn't devote many points into that skill. I took a gamble and spoke the sigma number of Vilnikov. It worked, parasite removed and party fully healed.
Buck? That should work on a RAM ship
Scot tapped into the medical computer, and found it was Argon gas that could subdue the growing infestation. With my party now at full health and free of impending doom from within, I now had to deal with the one surrounding me. In the first floor cargo bay I found the Argon canisters I needed. Installing those in the air pumps on the second floor was an easy matter once I found the correct room. However, we weren't out of the woods yet. The Gennies were evolving rapidly, and learned how to operate the controls. They reversed the air flow, preventing the gas from dispersing. I scrambled for the correct console to override the air flow, but finally located it on deck 1.
Nice inconspicuous console in the middle of a wall
The ECGs started to swarm on my position, but instead of retreating, I stood my ground to ensure the argon gas was sent to all decks. The effect was quick. Finally a reprieve... just then Scot shouts at me to get to the control room quickly as a mechanical voice announced the self destruct system activated with a count of 20. This game does not let up. On deck 6, I quickly broke down the barricade without the threat of ECGs, and found the control panel to disarm the sequence. Then a stage 3 ECG, a humanoid creature with black eyes, appeared from the airlock. As I neared, another appeared. After that battle I found another alone, setting a demo charge. I opened fire, shot him into an escape pod, and launched it. The resulting explosion rocked the ship, but all was safe.
Back at HQ the party received command of the ship, and the responsibility of figuring out what's going on
After the first real mission I was already level 4 out of a max of 8. I focused leveling up two skills for each character, mostly their class specialization and one other skill. For my second warrior though I decided to forgo the leadership/tactics. Instead I made him a demolition and climbing expert. Library research turned out to be a fairly useless skill as it reveals only minor hints. I invested at least one point from everyone into first-aid and rocket repair so I would never be without some way to regain health. The Zero-G skill was a minor distraction. I had the warriors and rogue invest in stealth, but it's only use is in battle to gain back attacks. Had I known that I wouldn't have bothered. One of my medics specialized in fast talk, which helped in a number of situations. My other warrior was a pro in perception, although it was difficult to tell when that came into play. Knowing what I do now, I would have trained my rogue more in programming. Whenever it came time to use it I never succeeded.
Encountering a RAM scout on patrol
Ship to ship combat is another turn based affair of a different sort. Ships range in distance from 4 to 0. Withdrawing at range 4 ends combat. Getting to range 0 allows the crew to board and possibly capture the enemy ship. Doing so awards the party a salvage fee based on what condition the ship was left in. Each party member in order gets to act, either firing or arming weapons. The ability to hit is directly linked to their normal combat ability. Lasers, missiles, and cannon fire are the only options, and only available at certain ranges. The last two also have limited ammo. Causing damage to weapons reduces the number of attacks. Damage to the controls and engines reduces a ships ability to maneuver. Reducing the hull to 0 destroys the ship. Balancing the reward of a salvage with the proximity to active weapon systems takes some finesse, although money isn't really necessary so I avoided this kind of combat as much as I could.
Exploration mode opens after the acquiring the ship. RAM scouts act as random encounters while the four inner planets and asteroid clusters act as points of interest
Equipment is limited to grenades, guns, and melee weapons while a linear armor line acts as the only line of defense. All equipment aside from grenades come in either a standard, martian, venusian, mercurian, or lunarian variety, which essentially ranges from +0 to +4. Guns come in a pistol variety that are either laser, heat, needle, or rocket based, and a specialty variety such as rocket and plasma launchers. Some enemies are able to deflect or absorb certain types of guns. There is also a grenade launcher, but it only acts to enhance the range of grenades. The variety of grenades includes defensive, inhibiting, or damaging. The inhibitors are the dazzle, which blind the enemy, and stunner. For defense, mist blocks laser fire while chaff blocks rockets and grenades. My party ended up carrying two or three pistols, and my medics had an assortment of grenades.
Second mission, infiltrate a base on Ceres where the destitute ship was headed
Upon arriving at Ceres I posed as part of the crew, and used my fast talk skill to convince the guard when questioned about Dr. Williams. The base was locked down, and I was led to the only accessible elevator to rescue some children on the second floor. The guards destroyed the elevator shaft to ensure the creatures didn't escape. The children were easy enough to find, and the creatures weren't half as bad as the ones I'd faced on the ship. There were a number of interesting bits of information I gathered, especially with the help of one eager child that seemed to know I wasn't really part of RAM.
Like this super powerful laser, which was too heavy to carry
I managed to get the children out to their evacuating ship. While making my own escape I was too focused on reviewing all the new information, such as the location of their Mars base at Gradivus Mons, that I accidentally ran headlong into a band of pirates. I put up a valiant fight, but I was outclassed by the persistence of the game designers that I be captured during this particular encounter. After being ambushed, immediately boarded, and fighting through three waves of pirates, I entered a scripted event where my entire party succumbed to a flood of stun grenades. I found myself in the clutches of Talon, a well known pirate. I challenged him to a one-on-one match, but he had weapons and armor while my guy was stripped down. Not exactly fair, so I tried to make a run for it. Talon didn't appreciate that, called me a coward, and ordered me into a cell. Back in my cell I saw an opportunity to break free. I disabled the security field and rushed for the door only to nearly run headlong into Buck Rogers himself, coming to my rescue of all things.
Just look at him... no, can't trade equipment from an NPC to a PC
Buck had a plan to get us out, and provided my equipment. The ship was too well guarded to make a break for it, so first we headed to Talon's office to look for a way to distract the engineers. I stopped by the armory on the way and picked up a rocket launcher (which I accidentally sold soon after my escape).  Honestly, every time there was a skill check Buck was there to lend a hand in case I couldn't cover it. In battle, he never got hit, actively dodged grenades, and tended to my fallen members. He led me around from setting up a distraction in the mess hall to sneaking past the engineers to blast apart their consoles, crippling the ship. This whole endeavor was completed by Buck dragging my party around half-dead as we escaped on our separate ships.
I don't think I ever did find Garrity or the secret base he was supposed to send me off to
Back at headquarters I received two direct missions: find Jason Dupare in the radium mine on Thule to get information on the Doomsday Project, and investigate the Mars base at Gradivus Mons. Well, I stopped by Thule, but didn't find Mr. Dupare at all. There are various space stations floating about the solar system with generic hubs. Headquarters and gyms act as training centers to increase character levels. Bars can have some good info, and on occasion have minor encounters, but cost money to stick around. The equipment shop will buy up battle spoils, and sell weapons. I hardly found use for purchasing equipment as most of the best ones came from combat. The library is a good source of hints for future encounters as long as someone has a good score in the library research skill. Each time a new hint is learned 100 experience is awarded. On Thule I didn't find anything more than a prison operated by robots. There was one door that I couldn't bypass with my programming, and if Jason was in there I never got the chance to speak with him due to my lousy skill level.
While Thule was a bust, Mars proved quite fruitful
On Mars I bypassed a RAM scout (by obliterating it), and made friends with the Desert Runners. They tested my mettle, and I helped defend their village from RAM forces. In the end though, the village was overrun, but I left a booby trap that took out the rest of the invaders. The remaining villagers assembled near a blue rock; Atha and Tuskon, the tribe's leaders, led a raid against the nearby RAM base. While the Runners distracted the troops, Tuskon and I secreted into an access tunnel to take the base from the inside. I freed some apes that helped scramble the guards, announced a level three bio-hazard warning for the base, and then opened the front gates. RAM never stood a chance.
How does RAM's plans go from ECG invasion to giant doomsday laser?
As I continued to chase down all research on the laser, I found a functional mini laser. I set it to self-destruct, a standard function on all space age technology. I shouted a warning over the intercom to evacuate, and then ran for the door myself. The entire base went up in flames as the tribe celebrated a great victory. As a parting gift, Atha gave me some security cards she happened to find while exploring the base. I could've sworn I checked every room for items.
Sounds like Buck, good luck man, I'm going to focus on the main quest, thanks
Checking back in with HQ, I found that a base on Venus was manufacturing the lens for the lasers I'd found. On the planet's surface I were another group of natives at arms against RAM. It seems RAM was trying to clean up all the evidence of this laser. I found one by the name of Leander, who sadly died in the next battle. When I returned to my ship to heal him he vanished from my party. In the village, there's only one, I rescued a small child who accompanied me for the rest of my infiltration. I accidentally gave him a rocket pistol, but he put it to good use actually. At the RAM installation I found an unguarded access tunnel where for the first time I used by climb skill. I destroyed the fleet of gliders poised to attack the natives before accessing the main lab.
Up, up, down, down, left, right, left, right...
Information on Venus pointed me to the Mercurian Mariposas as the next stop in this interplanetary adventure. Before I made my way there I helped the Lowlander Landon, who's son I'd been dragging about, and his friends escape from this facility. He informed me of a retinal lockpick, which should come in handy during my next mission. With that I climbed back through the access tunnel to my terrain rover, and blasted off back to HQ. The commander informed my that Atha had been kidnapped, but my top priority was to go to Mercury. "That's an order," he added.
Then Buck showed up
So, I went to Mercury. Sorry Buck, not everyone can be a maverick like you. The security cards Atha gave me granted me access to the Mariposas. This place was an elite resort, the perfect place to build a deadly space laser. I did my best to blend in without drawing attention to myself, and managed to slip through most of security and into the core. Ascending the core I found medallions on three floors, which granted me an audience with the sun king. I had to stretch my brain a bit as he enjoyed communicating mostly in French.
Viva la bluff, actually I just agree with everything he said
The sun king controlled the defense system further up the core. With those disabled I painlessly made my way to the top. I think I agreed to disable and deliver the laser to him, but like that's going to happen. I climbed up from the fourth to ninth level without incident. Upon arriving, an announcement sounded over the intercom: "Weapons system armed..." Scot.DOS yelled at me to find the power room on the weapons control level to disable the countdown. No time to check every room I ran straight to what I hoped were stairs up. Luckily I was correct; I climbed up.
That looks fun, but maybe later
Past the level with escape pods I arrived on the weapon control floor. With a 15 count to spare I found the power, climbed up (skill check), and disabled the weapons system. The backup power kicked in, but the countdown was already interrupted. I bypassed a door with the retinal lock pick, and made my way to the weapons control room. Inside were a couple of tough battles back to back. Actually, only the first was difficult with three attack bots, engineers, and officers. Chaff grenades are the only reason I survived. I activated the self-destruct sequence, and watched the fireworks... wait, I'm still on the station.
Yep, definitely agreed to give the Sun King the laser
Yep, definitely shouldn't be here anymore
I raced back to the escape pod level, found the first pod, and opened the door. Well, attempted to open the door. I received a warning that I had not yet prepped the pod for departure from the escape pod control terminal. What kind of emergency escape pod needs prepping? With a count of 15 on the clock, I took a chance and blew open the hatch door with a demolition charge. Escape pod still intact we were fired to safety. Back at HQ I was commended for my actions. Suddenly everyone in the galaxy was then aware of what terrible people the RAM forces were.
and a special thank you from Bucky boy
This was a fun game although rather easy. I'm really looking forward to Pool of Radiance now, as this sparked a lot of memories of playing gold box games, especially that one. You may have noticed that I cut Robin Hood early from the list. I had planned to play through it, but it didn't turn out quite enough. Once again I seem to be slow in writing up these posts. I meant to divide this one, but then the game just ended. Sorry for the long post, but enjoy the short rating.

Elapsed Time: 10h18m (Final Time: 10h18m)
The credit roll was well done
Combatant - Combat was a bit too easy. I rarely felt challenged even when half my team was dying off. Enemies tended to feel samey, and their AI varied more based on their available weapons than anything else. I suppose it makes sense for grenades, rocket launchers, and plasma guns to do lots of damage, but it really hampers the strategic aspects.
Rating: 6
Some artists to blame or praise
Admirer - There's a great deal of customization for the team, and even individual characters. The skill system comes into play often enough to matter. There might be ways to completely cripple a character, but who's going to invest in a perceptive librarian. The character portraits only include a male and female human version, even if other races are used. The battle icons are chosen from a set instead of built, but I suppose trying to fit one of the old gold box's mix-and-match creation kits might be a bit much to hope for on console.
Rating: 6
Why couldn't I be a predator?
Puzzler - I gave this a rather average rating due to weak side plots, puzzles that work well yet are limiting (didn't get programming, can't do this part), and while multiple solutions exist for some everything leads to the same outcome.
Rating: 5
No slight against you guys, you made a good game
Instigator - One of the weaker points was the story. Everything seemed rather disconnected. The numerous space stations are rather sparse, and there aren't a lot of descriptions in the game for the various locations or equipment. Encounters spice this up a bit. In the end the story isn't formed around the player's actions, it's laid out as a path to follow.
Rating: 4
I don't even remember seeing this guy
Collector - Nope, this is not a collector's game. There are quite a number of limited items. One could choose to attempt to find all the best equipment, but I'm not even sure where to start looking. Actually, it might be kind of fun to locate it just for the sake of doing so. The economy is well balanced, but there's not enough places to store equipment. I was lugging around armor off dead soldiers to earn a bit of extra coin, but the encumbrance system encourages slimming down inventory.
Rating: 3
Ah, now I understand why there's only one death cry for creatures
Explorer - Graphics for the game are good, but the detailed scenes are great. Music had a good mix, but sound effects seemed more limited or rushed than other games. There's a good number of locations to find, but most are generic outposts until someone sends the party there. Overall there's not much to see here, and it all looks very similar.
Rating: 4

Final Rating: 28 [47%]

Thanks for the many bugs you found, I didn't find a single one
Overall a good game, and I recommend it (possibly the PC version) to any RPG, and especially gold box, fans out there. The tension kind of petered out at the mid-point, but the game didn't overstay its welcome. I do wonder what would have happened if I found that one Dupare guy, went to rescue Atha, or even investigate the ship escaping from RAM to Ceres, but in the end the game is won and RAM was routed. I'm sure everyone is doing fine.
Now on to cutting a game from my childhood. ActRaiser is a simulation-action game with very slight leveling mechanics. Someone called it an RPG, so hopefully I can explore it enough to show why it's not according to my scale. After that we have The Faery Tale Adventure, which I believe Chet tried to play, but gave up on it as it was too boring. Let's see if I can manage any better.