Reviews (1-E)
|
SCEE |
2ndpal.zip |
PAL |
Second Offence |
(Mobius Codeworks) |
-
|
SCEI |
3dra.lzh |
NTSC |
3D Dragon Paster |
(Soluze Developers) |
-
Has a sequel ('Dragon Paster 2')
Source is included.
|
SCEA |
aaa.zip |
NTSC |
??? |
(Clint Kelly) |
-
|
SCEA |
aiko.zip |
? |
Aiko Fighting Demo |
(Walter Griswold) |
-
|
SCEI |
airbob.lzh |
NTSC |
Airbob |
(???) |
-
|
SCEE |
ama_pal.zip |
PAL |
Amateur Wars |
(Nick Ferguson) |
-
|
SCEE |
analog.zip |
BOTH |
Eyes |
(Mobius Codeworks) |
-
|
SCEE |
analog.zip |
PAL |
Analog Pad Diagnostics |
(James Shaughnessy) |
-
|
SCEE |
baby.zip |
PAL |
Grooving Baby Demo |
(Mobius Codeworks) |
-
|
SCEI |
baku2.lzh |
NTSC |
??? |
(???) |
-
Source is included - easily converted to PAL.
|
SCEA |
ballpad.zip |
NTSC |
? |
(Ed Federmeyer) |
-
Source is included - easily converted to PAL.
|
SCEE |
bankvalt.zip |
BOTH |
Lock'n'Chase |
(Jonnathon Tann) |
-
Apparently based on an old Intellivision game, Lock'n'Chase casts you
as the criminal element in a bank raid. Pursued by four policemen around
a single-screen maze, you must collect all of the golden nuggets before
you are able to progress to the next level. Bonus objects appear in the
middle of the screen to boost your point score. Gameplay is very similar
to 'Pac-Man' but you are additionally able to shut gates behind you to
slow the police down.
The game plays fairly smoothly. The bad (or should that be good?) guys
aren't overly intelligent, but give you a reasonable fight. Currently only a
one level game, and it will be interesting to see whether there will be
any exploration offered (as could be the case with more than one exit
per level). The gates don't work perfectly (as is acknowledged) and
phantom gates sometimes appear when you start a new game. No
matter what the author says, the music fits the type of game well -
a tinkly shanty type of tune.
Overall, a small but fun diversion.
(JTR - Reviewed 21st April 1998)
|
SCEE |
barry_b.zip |
PAL |
Barry? |
(Robert Swan) |
-
Source code is included.
|
SCEE |
bezier2.zip |
? |
Bezier Curve Example 2 |
(Lars Barstad) |
-
|
SCEE |
blur.zip |
PAL |
Blur |
(Mobius Codeworks) |
-
Source code is included.
|
SCEA |
bgdemo.zip |
NTSC |
Background Demo |
(Eric O'Laughlen) |
-
Source is included. Easily converted to PAL.
|
SCEE |
bike.zip |
PAL |
Bike Simulation |
(Olly Read) |
-
Work submitted for Middlesex University's 3D games course.
|
SCEI |
bills110.lzh |
NTSC |
Bill Gates Shooting |
(Takuya Iwano) |
-
A neat 2d shoot'em-up created with transparent lines. Occasionally spoilt
when your ship gets hit by an unfairly speedy bullet. Would be greatly
improved with sound, but fun nonetheless.
Saves high-scores to your memory card.
Source is included - easily converted to PAL.
(JTR - Reviewed 7th January 1998)
|
SCEI |
bm.lzh |
NTSC |
Brain Measure |
(Yuichiro Okamura) |
-
Very difficult lateral-thinking puzzle game.
You must initiate complex chain reactions to destroy all of the
bubbled arrows. My advice is to make sure you watch the entirety of
the demo before you start playing.
You are thankfully able to save your position to memory card.
Pretty graphics, some very funky music and truckloads of squiggly-text
instructions.
(JTR - Reviewed 8th January 1998)
|
SCEE |
bom.zip |
PAL |
Bom |
(Peter Hardy) |
-
Work submitted for Middlesex University's 3D games course.
|
SCEA |
break3d.zip |
NTSC |
Break-3D |
(Ed Federmeyer) |
-
A polished 3D interpretation of 'Break-out'.
The evil wall marches down the screen, Space Invaders style. With your
trusted bat and balls, you have to destroy the bricks before they roam
over the finish line.
The game can be played with standard or analogue pads and (somewhat
unfairly) the game is many times easier to play with the analogue pad.
As the levels progress, you gain an extra ball in play - up to a maximum
of ten. This curiously renders the walls easier to destroy the further
on in the game you are. Maybe allowing only a certain number of balls to
be lost for each life would have rectified this.
The game contains twelve fitting tunes and, besides these niggles, is quite
fun to play.
(JTR - Reviewed 21st April 1998)
|
SCEE |
bte.zip |
PAL |
Between the Eyes |
(Lewis Evans) |
-
A superbly psychadelic 3D racing game played inside 64 twisting
tubes.
In half of these the ship can be moved horizontally and in the other half
vertically. Though this feels less restrictive than it ought to do,
I'm sure it should be possible to allow full freedom of control.
The in-game music is good, but very repetitive and the ability
to use your own music CDs is a very thoughtful bonus. The tube wall textures
react to the sound and the game is bursting with demo fly-by options
(which are supremely crafted). This would look great projected on a club
wall.
The competitor ships follow the same course in a tight line - better AI and
fairer collision effects would be good. A distance-to-goal marker would
be an excellent addition. The two-player mode is smooth, but the view can be a bit constricted and
is especially confusing when the wall textures are dark.
Sometimes the track disappears because the wall textures are black (eg.
level 33) - if this is intentional, a direction arrow would be useful.
The game occasionally flickers frames, with levels 32 and 64 seeming to be
particularly bad for this and the camera mode sometimes crashes the game.
Overall, a visually intense action-packed game which is well worth
adding to your collection (this has advanced from the demodisk version).
Zip file is larger than one HD floppy disk and takes a while to load.
Heaps of documents included (not all relevant).
Full source code is included.
(JTR - Reviewed 4th February 1998)
|
SCEE |
car.zip |
PAL |
Car |
(Yep Luen Yuen) |
-
Work submitted for Middlesex University's 3d games course.
Source code is included.
|
SCEE |
cartag.zip |
PAL |
Car Tag |
(Matthew Follett) |
-
Work submitted for Middlesex University's 3d games course.
|
SCEI |
cos11.lzh |
NTSC |
Cosmo Fight |
(Nemo) |
-
A competent 3 level horizontally-scrolling shoot'em-up game.
Features nice weapon powerups and occasionally very crowded screens.
Very atmospheric music flows during the game (which could be turned
into something fantastic with a dancey beat).
Let down by poor enemy AI and an imbalanced power-up scheme. The first gun
power-up is pretty much a necessity for the beginning of each level, but
appears at very random intervals. The speed power-up can make your ship
movement stupidly sensitive - a fault found in many games, including
classics like Nemesis (Konami).
Source code is included - Easily converted to PAL.
(JTR - Reviewed 18th January 1998)
|
SCEA |
crush1.zip |
NTSC |
Crushfoot the Robot |
(Ed Federmeyer) |
-
A preview of a promising looking 3d maze-stomping game.
The hires interlace view makes it stand out, but the palette could
do with jazzing up.
Source is included - easily converted to PAL.
(JTR - Reviewed 18th January 1998)
|
SCEA |
cubedemo.zip |
NTSC |
3D Cube Demo |
(Ed Federmeyer) |
-
Source is included - easily converted to PAL.
|
SCEE |
dash.zip |
? |
Dash |
(Ramon De Abreu Ventoso) |
-
|
SCEI |
decomprs.lzh |
NTSC |
??? |
(???) |
-
|
SCEA |
doteater.zip |
NTSC |
Dot Eater and the Blobs |
(Ed Federmeyer) |
-
Source is included - easily converted to PAL.
|
SCEI |
drapas2.lzh |
NTSC |
Dragon Paster 2 |
(Soluze Developers) |
-
A pretty looking 3d fantasy role-playing game (though the 3d is utilised
very little). Generally excellent, but severly let down by the combat
method - after the first few easy fights, the bad guys either pummel
you relentlessly or you find a safe spot inches away from them that
renders you invulnerable.
The music is nice although I'm unconvinced concerning the integrity of
the musician. The maze and dungeon sections are set to 'Tubular Bells'
and the final battle is amusingly backed by 'Fame'.
All this is rounded off with an 'interesting' end of game picture.
Reams of Japanese text will make playing bewildering (but not impossible)
for English speakers.
Source code is included.
(JTR - Reviewed 7th January 1998)
|
SCEI |
dungeon.lzh |
NTSC |
Dungeon-a-go |
(Infowave) |
-
Kind of like Pacman on speed, Dungeon-a-go places you in a 3d maze made
from Mac desktop patterns. The object is to pick up all of the pills on
a level, but if you get in trouble you can spit these at ghosties to
stun them and retrieve them later. Special bonuses come by way of a
mega-fast speed power-up and an Earthquake pill which tips the maze
over.
There are three perspectives, eye-level, slightly behind the head and the
long-view (by far the most useful).
The game would most certainly benefit from the inclusion of a pause mode.
English text. Also sports VERY irritating music!
(JTR - Reviewed 8th January 1998)
|
SCEI |
earth_p.lzh |
NTSC |
??? |
(LowTec) |
-
|
SCEE |
edge1.zip |
PAL |
Edge 1-Year-Competition Entries |
(Various) |
-
Blitter Boy in Operation: Monster Mall (Chris Chadwick)
Bouncer 2 (Scott Evans)
Combat3D (Andrew Langstaff)
(A) Dog Tale (Ira Rainey)
Gravitation (James Shaughnessy)
Hover Car Racing (Richard Smithies)
(The) Incredible Coneman (Reptile Design)
Inertia (John Reynolds)
Invaders From Mars! (Ben James)
Jagot (Kenneth Vingaard)
Net Yaroze Intro (Luca Cappellini)
One On One (Ramon De Abreu)
Revolution (Robert Swan)
Rocks'n'Gems (Mage)
Sam the BoulderMan (James Hobden)
Snowball Fight (James Rutherford)
Sphere (Peter Dollochan)
Super Ramp Skater Deluxe Turbo Alpha Plus 3D (Doug Day)
Z2 (Mobius Codeworks)
|
SCEI |
escape.lzh |
NTSC |
??? |
(???) |
-
|
SCEA |
evdemo10.zip |
NTSC |
Escape Velocity |
(Scott Cartier) |
-
A very promising looking 2D space survival game.
Scott intends to put the emphasis very much on realism and this
is very evident from this 5 level demo. Your main difficulties will
be battling with the gravitational forces grappling at your ship
and keeping your inertia in check as you hurtle from the
start planet to the destination planet.
The game is quite colourful and some of the planets look quite
pretty, although in the current version (and I'm told this will be
rectified), your ship is only about the size of a pinhead. Collision
detection is for the most part very accurate and the laser
turrets track your position very well, though the gravity meter
sometimes goes a bit haywire.
The author seems to have a good idea where he is heading and I'm
eagerly awaiting the next version to try out.
Takes a while to load.
(JTR - Reviewed 4th February 1998)
http://www.netyaroze-europe.com/~mrfrosty