Reviews from the Mac Gaming Alliance (MGA), the Mac games site that ran here on DimensionZ from 1997 to 2000. Retro Mac game and hardware reviews, preserved as originally written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
Inscape
Tested on
LC475 (25MHz 68LC040)
Gameplay
4 / 5 apples
Graphics & Sound
5 / 5 apples
Interface
5 / 5 apples
Difficulty
2 / 5 apples
Bugs
5 / 5 apples
Overall
4 / 5 apples
Reviewed by
Jon Ostenson
Ever wanted to be a character in an Edgar Allen Poe horror story? Well, here’s your chance. In The Dark Eye you are cast into the roles of a variety of characters in any one of four of Poe’s chilling stories (The Tale-Tell Heart, Berenice, The Cask of Amontillado, and The Masque of the Red Death). You will have the opportunity to be both victim to and perpetrator of malicious and atrocious acts. Along the way you will come to know the characters you play quite well, almost too well.
Gameplay & Interface The Dark Eye is an interesting game with an interesting approach. You take on the persona of two characters in each of the four stories, and things don’t really happen in a linear format. Throughout the “playing” of one story, you might switch between characters (by “soul jumping”) two or three times. This characteristic of the game offers a unique perspective to the challenges you’ll have to fulfill. And moving from story to story is also very non-linear: simply find the right “portal” in the old house that serves as a backdrop to your nightmare adventures. The Dark Eye’s interface is commendable. You control a hand cursor that changes to reflect the actions you can perform in a certain spot. For example, if you move the hand to the left or right of your screen, it will change into a pointing finger (if you can move in that direction, of course). The hand also changes to signal special interactions with objects. One interesting and effective interaction allowed in the game is to”caress” objects, evoking memories in your mind that often serve as clues or hints. The hand is about all there is to the interface–there is no inventory of items or anything like that here.
Difficulty & Replayability The game’s free and non-linear gameplay is admirable and enjoyable, but if you’re familiar at all with these works by Poe, you won’t find a lot challenge in this game. In fact, the most challenging part of the game won’t be figuring out what you need to do, but how to get your on-screen persona to do it. And even if you aren’t all that familiar with Poe’s work, if you finish a segment as one character, you’ve already seen what the other character needs to do (you need to go through each story as both characters before you can call it finished), thus destroying the challenge. It is interesting, though, to see the same incident through another character’s eyes. And the game’s creators have added interesting touches to the stories that allow you to come to know the characters (Especially the victims) more intimately. For example, when you play the role of the old man in The Tale-Tell Heart, you are allowed to explore his room and handle his belongings, something which gives insight into who the old man is. Little touches like this add to the game’s overall effect on the player.
Graphics & Sound What The Dark Eye lacks in difficulty, it makes up in graphics and sound. This game is about the closest any game I’ve played has come to that elusive “interactive movie” term. The graphics are very effective, well-drawn and emitting a really spooky feeling.The characters you interact with are also convincing, even though they all tend to look a lot alike and none of their mouths move while they talk (which I’ve always found ineffective anyway). The Dark Eye’s music track is also quite appealing–it is never intrusive and always comes in at just the right moment with just the right mood. Although there is a bit of sitting and waiting in this game, it’s made more enjoyable because of the graphics and music.
Find a copy
The Dark Eye has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for The Dark Eye on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this hardware review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
Advanced Gravis
Tested on
Performa 5260
Overall
4 / 5 apples
Reviewed by
Jonathan Dreyer
The Mac MouseStick 2 is the mid-range Mac Joystick, It’s not the cheapest but, it’s not the most expensive either.
Ease of Use/Setup, Driver software
Of course pluging in the Joystick is simple, plug it in to any ADB port and with it’s Y connector you just plug your other ADB cord in too. The software consists of a Control Panel driver, just drop it in your system folder and restart. Next you open the control panel and configure the mousestick sets for your programs. With the control panels “Application Aware” feature each time you launch a application you set a MouseStick 2 set for it automatically activates that set.
Button Use, Quality
One thing I didn’t like about the MouseStick 2 is the stickiness of the stick and buttons, the stick isn’t as stiff as I would like it to be also the trigger and side buttons I found to be too loose and sticky while the top buttons were just perfect.
The shape of the stick itself is OK it fits my hand, but not as nicely as Thrustmaster’s FCS, or CH Flightstick PRO, but they cost a lot more.
Overall
Overall this is a mid level joystick it has an equal share of PROs and CONs. If you’re looking for a Joystick but are on a low budget this is probably the one you should go for.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
New World Computing
Tested on
LC475 (25MHz 68LC040)
Gameplay
5 / 5 apples
Graphics & Sound
3 / 5 apples
Interface
5 / 5 apples
Bugs
5 / 5 apples
Overall
4 / 5 apples
Reviewed by
Jon Ostenson
Heroes of Might and Magic is a fantasy strategy game that pits you against three other warlords, vying for control of the realm. Your abilities and armies are based on the character class you choose (Warlock, Sorceress, Barbarian, or Knight). With spells and armies you will march across the land, encountering strange artifacts and places, as well as engaging the other warlords in a battle for complete domination.
Gameplay & Interface Heroes is remarkably simple to learn; there is a tutorial included in the manual, but the game’s installer didn’t put the tutorial game on my drive and I couldn’t find it on the CD anywhere. But, in all truth, it’s probably best just to jump into this game, consulting the manual now and then to find out what you’re supposed to be doing. The game’s main screen organizes vital information well, and allows easy access to most of commands and functions you’ll use while playing. Combat and recruiting armies might take a little perusing of the manual, but it doesn’t take long to figure those out. The packaging includes a nice laminated reference sheet with all the recruitable creature types and building paths which really aids gameplay. Your main tasks in this game are to recruit heroes and armies in order to gather enough strength to crush your opponents. Recruiting is tricky, since you’re limited by the kind of castle and character class you are, along with the fact that new recruits become available only once a week. You can spend a lot of time exploring, though, and gathering resources as well as improving your skills and abilities as a hero (which, in turn, effect the fighting ability of your armies). Combat is handled well, is simple to learn, and entertaining to watch. There are quite a few creature types and spells in the game that provide for lots of variety and challenge during combat. Heroes offers single scenarios that you can play, or campaign games that test your abilities in a number of situations. You can also connect to a network and play against other long-distance human opponents. I did not test this feature of Heroes, so I can’t say how easy it is to setup (although the documentation makes it seem fairly simple), or how well Heroes deals with this type of gameplay.
Difficulty & Replayability Becoming familiar with the game and its interface isn’t the tricky part of Heroes–conquering the game is. Be prepared once you start a game to spend hours in front of your computer (enjoyable hours, that is) before you finish it, even at the easy level. Campaign games are guaranteed to last for quite a while, but the scenario games can be quite challenging as well. You’ll usually have one or two weak opponents, but the longer it takes you to conquer others, the more time they have to gather resources and recruit heroes and armies. Since Heroes is a strategy game, the potential for playing it over and over is nearly limitless. Gaining an idea of which creatures do best against which enemies, and which spells are most powerful will take you some time. In addition, each scenario will provide numerous challenges as far as gaining resources goes; resources are most important in the game, for they are what allows you to gather heroes and armies to your side.
Graphics & Sound Heroes has some nice graphics, including even some creature animations during combat. The creatures, buildings, and heroes are all cartoonish in nature, something which I think could be improved upon with today’s technology. There are quite a few sound effects, both during combat and while you’re searching the land for armies and resources (although some of these, too, seem “cartoonish”). Neither the graphics or the sound detract from the game, but I don’t think they add as much as they possibly could.
Conclusion All in all, Heroes is a very good game that, if you let it, can keep you glued to your mouse and monitor four hours on end. It strikes a nice balance between role-playing games of the AD&D nature that encourage individual character development, and other strategy games that focus on things like troop movement and resource development. I would like the game to offer more choice in the character classes of the heroes you recruit, and to offer more control over what class can be recruited. I felt a bit limited, too, in my choices when it came to recruiting armies.
Find a copy
Heroes of Might and Magic has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Heroes of Might and Magic on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
id Software (Raven/Lion)
Tested on
Macintosh Quadra 605 (25MHz 68LC040)
Gameplay
4 / 5 apples
Graphics & Sound
5 / 5 apples
Interface
4 / 5 apples
Difficulty
5 / 5 apples
Bugs
5 / 5 apples
Overall
5 / 5 apples
Reviewed by
Jon Ostenson
Hexen is the sequel to the popular PC game Heretic (never released for the Mac). Hexen builds on the DOOM gaming engine, but instead of placing you in the role of space marine, you are launched into a fantasy realm populated with evil creatures after your blood. There’s a nice background story to go along the game in the manual, but it all boils down to you against the vile forces of evil. You’ve got to hack and slash your way to a triumphant end. Before your quest begins, though, you’ll need to decide what character to assume: Fighter, Cleric, or Mage. Each class, naturally, has advantages; the fighter is exceptional at heavy-hitting hand-to-hand combat; the mage does much better at long range attacks, but does less damage than the fighter; the cleric is somewhere in between the other two. Choose your class well, as you may not change during the game and it will influence new weapons that you’ll receive along the way. Once you’ve set up your character, you’re ready to enter the fantastical world of Hexen.
Gameplay & Interface
Hexen does build on the DOOM engine, offering 3D graphics and textures, and interesting weapons and creatures. But Hexen does a lot more than DOOM ever could. Forget the linear, level-by-level progression of DOOM; in Hexen you will travel the same realms time and time again, searching for the solutions to the game’s puzzles. Switches you pull in one area (or “level”) will influence things in another level, possibly helping to solve a puzzle. And the puzzles feature a special programmable scripting system that allowed Raven level designers to introduce more complex puzzles. Because of its non-linear storyline, challenging puzzles, and excellent implementation of textures and superb level design, Hexen has an undeniable feel. As you play, you really feel that you’re in a castle, or a cathedral, or wherever you’re supposed to be. Little effects, like dead blowing leaves, lightning flashes, fog, and other atmospheric effects add a lot to the game’s overall feel. There is nothing difficult about Hexen’s interface; in fact, if you’ve played DOOM or any other similar first-person games, you’ll have no problem. If you don’t like the default keyboard layout, it’s easily changed; a mouse is also supported for movement. Hexen also has a simple and effective way of dealing with the inventory objects that you’ll gather as you move towards the game’s end.
Graphics & Sound I’ve already mentioned Hexen’s nice ambient effects. The game’s textures, too, are realistic and well-designed; even at low graphic detail they are superb. One of the best things about Hexen’s graphics is that they don’t seem to slow down gameplay, even on a 68040 processor. I found gameplay to be quite smooth, in spite of the realistic level of detail. Hexen has a nice accompanying soundtrack with haunting music that adds a lot to the play. Again, as with the graphics, playing the background music doesn’t seem to slow the game’s speed much at all. Every blow dealt by your weapon elicits some nice sound effects, and the ambient sounds (mostly from evil beasts) now and then are very effective, too.
Difficulty & Replayability Even on the easiest level, Hexen is a challenging game, but there are plenty of healing potions along the way to ensure that you can make it through the levels. As you increase the difficulty, you’ll face more monsters in each area and find fewer healing potions and spell mana. The level design for Hexen is excellent, though, and things are well-balanced in accordance with the difficulty level setting. Since Hexen allows you to choose one of the character classes, you could play Hexen three times over, trying to master the nuances of each fighting class. That would most likely get tiring, though, pretty quickly. Fortunately, like many first-person games out there, Hexen supports custom maps (WADs). Many of these WAD files are available over the internet. Hexen also supports a pretty reliable (although not bulletproof) system for network play against other human opponents–definitely something to check out.
Conclusion Hexen, in short, is a great game. I’m very impressed with it’s flexible gameplay and challenging, non-linear puzzles. And its speed (even on the ‘040) is an added bonus. You’ll not see many first-person shoot-em-up games that are so thoughtfully and excellently planned out and executed.
Find a copy
Hexen has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Hexen on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
SSI
Tested on
PowerMac 7500/120Mhz
Gameplay
5 / 5 apples
Graphics & Sound
4 / 5 apples
Interface
5 / 5 apples
Difficulty
5 / 5 apples
Bugs
5 / 5 apples
Overall
5 / 5 apples
Reviewed by
Ian Russell
Imperialism is a game of development and conquest like Civilization, but in Imperialism you conquer the world in style. The game, set in the 19th century, focuses not so much on brute force military domination as expansion through economic development, trade, diplomacy and finesse. Of course, for you hard core war gamers out there, you can crush your enemies under the treads of your tanks and take every battle down to the tactical level, fighting out your individual battles unit to unit, saber to bayonet, if you want. This game features a sophisticated AI, some of the most advanced computer diplomacy for the genre and a wonderfully crafted economic model, each of which compliments the other beautifully into a tightly woven strategy game not to be missed.
Gameplay & Interface
Gameplay in Imperialism is its finest asset. Your empire operates in a complicated web of material and monetary interdependencies. It is usually not until late in the game that your country becomes completely self sufficient. In this respect, it is very unlike Civilization or Colonization. You simply cannot afford to run your country like an island with your foreign relations limited to the end of a gun. This web of economic interdependency is nicely complimented with a sophisticated diplomatic AI that will boycott you economically if you appear too aggressive or attack you militarily if you become too weak. In every case, the player must balance his desire for military conquest against the likely response by the international community upon whom he depends for raw materials and monetary income, without which he cannot build reinforcements for his armies, upgrade his factories or train new workers. All the while, the player must woo smaller countries into his protection so that he can develop more dependable economic ties to them to secure his future production in the war torn days to come.
The game typically goes through several phases. There is an initial exponential growth phase (usually typified by the flat part of the exponential growth curve) in which the player tries to build domestic infrastructure, trading relationships and industrial capacity as quickly as possible. Once local supplies of materials become inadequate to your needs, the game progress to its second phase, which is intensely political. All of the major countries compete for advantageous trade agreements with the lesser countries, with an eye towards making them colonial protectorates. How well you succeeded in early phases of the game can influence how well you can take advantage of the added resources made available from your colonies. When all of the lesser countries have chosen sides, the game enters a late stage zerosum end game in which the battle lines have been drawn and every gain is another major power’s loss. If you have not already won by this point (every ten years, the countries vote for the most dominant player in the game) then the Napoleonic conquests begin. Great armies mobilize, major power alliances can shift and bend, and you might find yourself warring with another country far longer than you wish to in order to protect hard won alliances which keep your shores safe from aggression.
Almost every aspect of Imperialism is rich with diversity. In contrast to Civ’s single settler unit, Imperialism has a prospector, a miner, a farmer, a rancher, a lumberjack, an enginner, a wildcatter and a developer who’s sole job it is to buy land in other countries for development, with the ultimate hope that these countries will then sell those resources to you of course, they might not! Likewise there are eight land military units plus two technological upgrades for each unit type which can significantly alter tactics during battle, and up to eight different naval unit types at any given time. Finally, you develop eight different factories to produce different types of goods for export to pay for your expenditures. There are approximately twenty commodities in all, to be bought, sold, traded, shipped and refined. I never felt short changed or oversimplified in any area, except perhaps for naval units. There is no tactical engine for naval units. Battles just happen and you find out about it later. You won’t be capping any T’s in this game.
The Imperialism interface is very clean and uncomplicated, allowing you to focus on the game’s best features: strategy, diplomacy and empire building. The programmers worked hard to eliminate the rampant micromanagement present in most strategic games. They did so by reducing the number of micromanageable economic centers to one, your capital. All the rest manage their own affairs and simply add their economic output to your transportation network for transport to your capital city for processing and refinement. Your military units move in groups as armies, which may be divided and combined as necessary, greatly simplifying the task of piece movement. All diplomacy is handled in a diplomacy window, which is accessible from a single click just about anywhere. Likewise, trade and production each have their own easily accessible windows which allow for quick adjustment of production and trade to feed your growing empire. You do not have to wait for the computer opponents to move at all. All moves are handled simultaneously, much like in diplomacy. Battle reports are concise and informative and you have the option of micromanaging the land battles yourself if you like. Technological development seems slower than in civilization, but considering the historical time period the game covers (mid 19th century to early 20th century), and that turn lengths are measured in months and not decades, that is to be expected. The technology advances are real, for example square frame timbering for mines or rifling for guns, not like the contrived advances in Colonization.
Graphics & Sound
The graphics and sound in Imperialism are unexceptional. They are not bad, nor do they detract from the gameplay, but they lack any special eye candy that modern gaming afficionados might find interesting, such as rippling water, a detailed 3D interface, or impressive special effects. Views are usually either 2D or 3D with a rather flat appearance. The maps are obviously hex based, with no attempt to hide the grid like in Warcraft, Conquest of the New World or Command and Conquer. Perhaps simply to address criticisms such as these (small though they may be), there are several video clips which break into the game from time to time which can certainly be classified eye and ear candy. The sounds is not smashing. In a quality pair of headphones, it is clear that the sound sampling rate in these video clips is not 22 kHz, or possibly the soundtrack went through a hiss laden cassette tape at one point! Unfortunately, these video clips don’t really add much to the game, and after the initial viewing, just serve to delay your progress. Fortunately, they don’t appear very often and can be dismissed with a single mouse click to get back to the real business at hand, which is quite interesting indeed! Let it be clear that for all its unexceptional aesthetic qualities, the graphics are very functional, and do not detract from the game in any way. In some ways, their simplicity is a boon to the game, an extension of a simple and well thought out interface.
Difficulty & Replayability
Imperialism is a challenging game, with an array of difficulty levels to challenge conquerors of all levels — from the Napoleans of the world to timid knights easily defeated by shrubbery. Challenges come from all sides. You will be faced with an initially severely constrained economic system and raw materials shortages. Diplomacy is expensive and you will need money. For that you need goods to sell. You will have to locate and transport raw materials to the capital, build factories to process them and ships to sell the processed goods. Mines will need to be dug, fields plowed, trees chopped, oil drilled for, and railroads and ships built. Lastly, you will need to provide for your defense and ultimately develop a military industrial complex which can satisfy the needs of a great military power. In each case, having the right allies is key to your success. They supply raw materials, buy your products, sometimes protect your shores, boycott and blockade your enemy and help you conquer enemy lands.
Imperialism has a fairly high replay value, but it could be better. Chiefly detracting from the replay value is the lack of computer opponent diversity — all the computer opponents play identically. Fortunately, Imperialism can be played over the net against human opponents which should resolve this problem, or would if you could find other macintosh players. Currently, Imperialism does not allow you to play against people on Wintel machines — despite the fact that both versions come in the same box. Fortunately, if you do have access to an x86 clone, then you can use your CD to play Imperialism on it. No need to buy an extra copy.
Caveats
The CD must be in the drive to play the game. Users without a CD-ROM drive, such as most powerbook users, can use the CD, Disk Copy and a borrowed CD-ROM drive to make a 115 MB disk image to replace the CD. The mac version of the game will not play networked games against the PC version of the game. Networked games may be played by TCP/IP or Appletalk. The CD comes with both x86 and PowerMac versions on it. This means that whatever computer you buy next, the game will run. It also means that you may have to look in the PC games area to find it in your favorite computer superstore. I encountered no bugs to speak of.
Conclusion
Imperialism is a must play. Its intricacies are complex and nuances subtle and its economic and diplomatic components cannot be ignored, so it may not be for players who live for brute force combat alone. For these people, there are other SSI products like Panzer General. Imperialism is perhaps the most interesting game from the Civilization genre I have ever played, and comes highly recommended. It’s interface is clean and micro-managment is kept to a minimum. Even late in the game, turns continue to move quickly. The computer AI is sophisticated and well integrated into the game. However, I expect that where the game truly shines brightest is in multiplayer play. Better start searching for macintosh players though, since SSI did not see fit to make net games with PC players a possibility.
For a list of mac and PC Imperialism net players and forming net games, check http://www.concentric.net/~tfumia/Imperialism.shtml
Find a copy
Imperialism has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Imperialism on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
MacSoft
Tested on
Power Macintosh 6100/66
Gameplay
5 / 5 apples
Graphics & Sound
5 / 5 apples
Interface
5 / 5 apples
Difficulty
3 / 5 apples
Bugs
3 / 5 apples
Overall
4 / 5 apples
Reviewed by
Jon Ostenson
You, an ex-Secret Service agent, are called one night by a close friend, Cathryn Mayfield, a U.S. Senator. She tells you about some mysterious goings-on in her office building and asks you to come. When you arrive, you find her brutally murdered, and the building where she worked crawling with suspicious and hostile men. Finding her murderers and exposing their vile plan will thrust you headlong into a world of political intrigue, backstabbing, and mystery.
Gameplay & Interface While Prime Target employs Bungie’s Marathon engine to provide a 3D first-person shoot-em-up, this game has evolved into something different. Prime Target is meant to be as much a murder mystery as it is a kill fest (although there’s enough killing in this game to satisfy anybody). While, as in other games of this like, you will gather new weapons and ammo along the way, you’ll also pick up clues (mainly in the form of emails and memos) that truly will guide you through your exploration and will ultimately lead you to the game’s resolution. I felt this to be an interesting twist to this genre, and liked it quite a bit. MacSoft has created a pretty interesting plot that seems disturbingly similar to many thrown at us from the page’s of today’s newspapers, but if you’re not interested in it you can still complete the game using simple, brute force.
Prime Target takes place in Washington, D.C., and MacSoft has done a wonderful job of working popular historical buildings into the game. You’ll fight through the Senate office buildings, the Capitol, various National Musems, and even the subways and tunnels between buildings. Because of MacSoft’s attention to realism and detail in designing the maps to accurately portray these famous buildings, you won’t find the same types of puzzles in this game as you would in a Marathon or Doom game; there are no rising platforms or hidden switches here (in fact, you won’t even have to find any secret doors to solve this game, even though they do exist). To compensate for this, Prime Target has the mystery and clues already mentioned, but that alone wouldn’t be enough to replace challenging puzzles–there’s much more to this game. The level layout is such that you really feel a realistic sense of place, and that adds a lot more than you might think. In addition, MacSoft has cunningly placed enemies so that ambushes are a constant threat. There are also some very wide-open areas in these buildings that can make you just as nervous and wary as the crowded exhibition halls of a musem; it’s hard to find a place to hide from hostile fire when you standing in the middle of a rotunda.
Prime Target also features a non-linear game play; just because you finish scouring the Senate office buildings, for example, doesn’t mean you’ll come back for more later. In fact, in order to complete the game you’ll have to traverse a few levels more than once. Progression from level to levle (or building to building) takes place via an old standby–access cards. You’ll usually need at least two access cards to move on to the next level, and there’s plenty of badguys to slaughter along the way. On at least one occasion, though, I thought for sure that the level designers had made a critical mistake in placing these access cards that was preventing me from finishing the game. All I needed, though, was a bit of creative thinking (you’ll understand what I mean when you get there).
The interface is almost exactly like Bungie’s, except that you are allowed to crouch and jump in Prime Target. The on-screen stats are also different and take a bit of getting used to (I was never sure which figure represented my health and which my armor), but it isn’t difficult.
Difficulty & Replayability I played Prime Target all the way through on the “Fish in a Barrel” difficulty level (the easiest–yeah, I know, but I had to finish it quickly!). Prime Target, like the Marathon games, offers various levels of difficulty, and easiest isn’t necessarily all that easy. There are some pretty tough thugs in this game, and it’ll take a lot of time and experimentation to figure out how to go about eliminating the worst of them. For the most part, the levels were pretty straightforward and not difficult to solve. There are a few areas, though, where you’re required to use some ingenuity to move beyond what appears to be a stopping point. It didn’t take me as long to finish Prime Target as it did the first Marathon game, but I was just as addicted and obsessed with finishing it.
Prime Target allows for network play and includes some network maps (an Ethernet network is recommended). MacSoft even has a net-only version of the game that’s freely downloadable from their web site. All you need is one registered, full-version CD to gather a network game. But those of you without access to an Ethernet network are pretty much out of luck. And, unfortunately, there’s no map editor or anything like that available for Prime Target, so there won’t be any other solo levels out there to play. And as far as replaying the game on different skill levels goes, I’m not sure that it would hold that much for the player that’s already been through the gauntlet of levels.
Graphics & Sound Prime Target’s graphics are very nice. The textures used to depict the building’s are realistic and believable. It’s a pretty neat feeling to step into the room where the House meets and slaughter a few badguys, then push the congressmen’s chairs all over the place. Even the museums include realistic textures that, although they do repeat themselves, add a lot to the feel of the game.
Usually I turn the soundtrack off on games, since it becomes annoying after a while. Prime Target was the exception, though; this soundtrack sounds straight off a movie, and playing it while your cruising through the tunnels linking buildings makes you feel like you really are in a movie.
Bugs This was a dissapointing area of the game for me. First of all, if you play Prime Target, make sure you’ve updated the game to version 1.2 (updaters are available from MacSoft’s web site); you won’t get far at all in the game without this update. Even so, there were a few areas where textures were not completely erased, and my movements left ugly trails that usually then crashed my machine (there’s one area like this right towards the very end of the game!). There was also one point in particular where, no matter what I tried, I couldn’t go in a certain direction without crashing. I’ve emailed MacSoft’s techinical support about these bugs but have received no answer. Nonetheless, the game can still be completed despite these bugs, although it does detract a bit from gameplay.
Conclusion All things considered, Prime Target is an excellent game. MacSoft has made some much-needed improvements to Bungie’s engine that make this an enjoyable game to play. The attention to detail and realism evident in the game is also wonderful, and truly adds a lot to gameplay. Unfortunately, once you play the game I think you’ll find that’s about all there is to it. That one play, though, is definitely worth it.
Find a copy
Prime Target has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Prime Target on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this hardware review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written, with the original screenshots (click to enlarge). More in the Mac Gaming Alliance archive.
Publisher
CH Products
Tested on
Performa 5260/ 100 MHz
Overall
4 / 5 apples
Reviewed by
Jonathan Dreyer
F-16 Fighterstick
The F-16 Fighterstick belongs to the high end of Macintosh joysticks. Therefore when reviewing it I was much more unforgiving then when I review lower end joysticks, I look to get your money’s worth.
Ease of Use/Setup, Driver software
Pluging in the joystick and installing the driver software was easy. I liked the ADB Y plug on this better than the Mousestick’s because there was a 6 inch cord coming out of the male plug, on the end of the 6″ cord is another female plug, this keeps a long stick from forming out of your ADB port.
The software uses a pretty much standard installer that puts the driver parts where they belong in the System Folder and installs a comprehensive electronic manual. The software it’s self is another matter, for the games the software already has sets for it runs great, automatically selecting the set when you launch the game but, if the game you have doesn’t have a pre-installed set or came with a set on it’s disc, programming a set for the game is very very difficult. Learning to program sets for the driver software has a steep learning curve but, once you learn how to do that you can do a lot more with the F-16’s software than the Mousestick’s
Button Use, Quality
The quality of this stick is great, the buttons have never stuck on me and have a nice “click” feeling. I moved the stick around and hit the buttons harder than I would in normal use to test it and found no flaws in their design except if you have small hands/short fingers.
Bugs
There was only one major bug, every once in a while the software says the stick is not connected and I should connect it then restart even though the stick was plugged in.
Overall
Overall this joystick has proved itself worthy of it’s price. The manual should include easier instructions on how to program sets.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
The Learning Company
Tested on
PowerMac 7100
Gameplay
4 / 5 apples
Graphics & Sound
5 / 5 apples
Interface
4 / 5 apples
Difficulty
3.5 / 5 apples
Bugs
5 / 5 apples
Overall
4.5 / 5 apples
Reviewed by
David Leinbach
“Learn to Speak French” is one product from The Learning Company’s line of “Learn to Speak” products. This product helps the person who doesn’t know how to speak French, learn enough to help them navigate a French speaking region. The program is organized into chapters which lead the user from the basics (the verb “to be”, etc.) to more advanced topics such as future tense and more. Each chapter acts out as if it is part of a story.
Gameplay
When you first start up this program, you can go through a slide show type presentation of French culture including art, food, architecture, and more. You can press a key or click the mouse button to finish the presentation and go to a menu where you can select a chapter. Once you choose a chapter it will give you a brief description of what you will learn in that chapter and then take you into the first section, Vocabulary. In this section you can select the different words that are going to be used in that chapter learn what they mean, and how they sound. You can then record your own voice and listen to the proper pronunciation in comparison to yours. You can use this to learn the vocabulary but I think they could have created a better way to learn it like giving you a word and then showing you how it can be used in an example or two.
You can then continue onto the next section which is The Story. This gives you the story of what happens to you in this chapter. This, as with all of the other sections, allows you to record your pronunciation and compare it to the recorded one. This is neat because it allows you to see the vocabulary in use but if you donít understand something, you have to go searching through the text/workbook to find what it means in English. This, however, isnít all that bad because if you are serious about learning French then you should have the text/workbook with you and opened to the right section anyway.
The next section is The Action. This is similar to The Story section but this one has video so it is more appealing. Other than the video, it is pretty much the same as The Story section.
We now come along to some exercises. First is Listening Skills. In this exercise, you listen to a spoken word from The Action section and then find the correct place for it. You then have to type it in correctly in that space. Next we have Drag and Match in which you have to drag a particular word from the center and drop it on its matching word based on grammatical and syntax rules. There may be more than one Drag and Match screen depending on the chapter. The next exercise is Word Jumble in which you must re-arrange words into the correct order using sentence structure and syntax rules. The last exercise is Communication Skills. In this section you must respond to sentences with either a voice or written response. If you do a voice response then you must listen to the correct answer and indicate if that is what you said.
Enfin (Finally), the last section is the Games section. This includes different games which are well known but with a twist. They have been changed so that you must use French to play them. This helps you review what you have learned while having some fun. In addition, some of the ways they have implemented these games makes they very enjoyable because of the characters in some of the games and the thought put into the objective of some of the made up games.
This game includes lots of sound and video clips which make it much more inviting to learn the language as well as an easy to learn and use interface.
Conclusion
If you are looking for a program that will help you learn to speak French or just reinforce up on your skills that you may have learned in school and have basically forgotten then you should consider this program a good choice. I didnít encounter any bugs and if you are also a Windows user then you may like the fact that the CDs have both a Macintosh version and a Windows version on them. Overall, this is a good choice for a program to help you learn French.
Find a copy
Learn to Speak French has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Learn to Speak French on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
MacSoft
Tested on
PowerMac 7600/120
Gameplay
3 / 5 apples
Graphics & Sound
4 / 5 apples
Interface
2 / 5 apples
Difficulty
4 / 5 apples
Bugs
4 / 5 apples
Overall
3 / 5 apples
Reviewed by
Cale Corbett
Gameplay
Master of Orion II is saddled with the same sort of baggage many games of its genre: clunky interface and distinct lack of originality. I will touch more on the interface issues later in the review, but for now, let’s focus on the aspect of originality. Not only is Master of Orion II very much like other space and land-based strategic games (like Civilizations I & II), it is hauntingly similar to the original Master of Orion. Granted, the graphics, sounds and gameplay in general has improved over the original, it is not a radical enough departure to entice this rather jaded gamer into calling it “insanely great.” Yet, given all that, it is still a fun game to play and has provided me with hours of visceral thrills in the past two weeks.
The game has varying levels of difficulty, from a hand-holding level to a level that only the most masochistic gamer could tolerate.
One serious issue for gameplay for seemingly hundreds of Macintosh Master of Orion II players has been the glacial pace at which the game seems to crawl in many places. Many have complained the mouse pointer jerks and jumps around the screen. Others have noted that the further the game progresses, especially with larger galaxies and more players, the longer it takes for control to be returned to the gamer. Some have reported lags of two minutes or more on relatively new and speedy Macintoshes. A few have pointed out that turning off Virtual Memory speeds game play significantly, but for many with little RAM this is not always an option.
Graphics and Sound
The graphics and sound in this game are polished, refined and professional. The game is spiced up with the occasional scene of a planet being bombarded, massive fleets of enemy vessels pulling up alongside your system and other little surprise morsels thrown in for good measure. The sound is smooth, clear and crisp. Unlike most games of this type, the background music is not annoying and distracting.
Interface
The interface is rated rather low for two important reasons. One, the interface is clunky, PC-like and two, the Finder is conspicuously absent during game play. You are literally stuck with quitting the game to get back to the Finder unless you have installed a third party application-switching extension. Such issues may be complete non-issues for PC gamers, but we Mac gamers expect a little something more from our games, a pleasant and easy to use interface.
Difficulty and Replayability
This game has (as noted above) varying levels of difficulty, with enough to keep all but the most serious strategy gameplayer hopping. Given that the game has so many levels, races and the option to create your own custom race (with various abilities and disabilities) you can expect to have many hours of rewarding gameplay. If nothing else, experimenting and battling with the many thousands of spacecraft combinations alone could consume years.
Bugs
Many 68k Mac gamers have reported Type 28 errors while playing Master of Orion II, particularly when changing production targets. I have seen very few, if any, similar complaints from PowerMac users. Overall, this is a stable, and competent port.
Conclusion
This game is a decent, solid, if rather uninspired creation. It is no secret from the interface or the gameplay that it is a PC port. However, it is a fun, engaging and sometimes downright engrossing distraction from daily life. If you enjoy games of this type, pick it up.
Find a copy
Master of Orion II has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Master of Orion II on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.
From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.
Publisher
Bungie
Tested on
StarMax 4000/200 with Techworks Power3Dfx card
Gameplay
3 / 5 apples
Interface
3 / 5 apples
Difficulty
2 / 5 apples
Bugs
3 / 5 apples
Overall
3 / 5 apples
Reviewed by
Marty Dodge
Myth is Bungie’s new big game for both the PC and the Mac. The hype said it was going to be the best thing since…well since the invention of the computer game. Does it live up to the hype? Well no, and yes depending on what you want from a game. Graphically it is an amazing piece of work. There is nothing quite like lowering your camera close enough to see one of the characters on the screen being hacked apart by one or other of the evil nasties about.
I do have a few gripes:
1. The difficulty ratings seem to be useless and do not matter one bit. I could see no difference between timid and normal. The learning curve on Myth is way too long and will annoy anyone with a real job who does not have hours and hours to learn it. If you have the time and use some of the guides on-line the game gets quite enjoyable in the end. But getting to a level of competence required to make it fun is really annoying. I really hate having to do the same level 10 times before getting it right. The game controls are fiddly as well.
2. Your men are way too stupid. The dwarf seems to have an equal or better chance of killing himself before the enemy. If you were a dwarf and you had a baddie with a sword chasing you, you would run like hell when the baddies get close. In fact none of the men in this game seem to have any intelligence at all. They will stand still and get slaughtered to a man. Unless you tell them to run. Surely, that should happen almost automatically and the player should have hard time getting them back if they run off. In most war games this is called: failing morale. The enemy seem to be much brighter than then men you are given. Most of them are undead, as well. In real life I would go back to base camp and kill whomever gave me all archers for the second mission: “Traitors Gate”. Long range weapons in a heavily wooded area: yea right.
3. My last annoyance is the fact that one is not able to play the “Fallen Lords.” One of the great things about Warcraft II, the game which Myth will be compared to most frequently, is that one is able to play the “baddies.” I find it much more fun to make the human’s lives a misery. Frankly there is nothing better than slaughtering a whole load of your human opponents and then raising them from the dead in order to send them back against their horrified comrades.
I have a 3DFX card and the game is amazing to watch, the opening sequence looks as if it is from a Disney epic. Combat is incredible to watch as you see your men slaughtered to a man. The fact you can swing the “camera” around to see all angles of the action is pretty impressive. It does sometime however seem that you are merely a bystander watching the action as it unfolds with little or no input. For instance, as far as I can tell, telling your men to retreat only serves in turning the back to the enemy allowing them to be killed more quickly. “Retreat” should mean: run like hell.
I made several attempts at LAN (Appletalk) play and managed to succeed in getting it working only once. The only time the multiplayer function worked was when I left all the settings on default. Any adjustments and the “joiner” froze. Seeing as Myth is from Bungie, experts at Mac based LAN games, my difficulties were disappointing. My PC friends are always amazed at the speed and ease of setting up LAN games with Marathon.
Ultimately I think Bungie made an excellent attempt taking strategy games to a higher level. Myth misses the mark. A bit too “graphics over gameplay” for my liking. Many of my complaints may well be corrected in subsequent versions of the game. I used a “gold” review copy from Softline here in the UK. Bungie is an excellent game company and I am in no doubt that they will take a keen interest in any criticism of the game. There are rumors about that there will be an update on-line sometime in the next week. It is my hope great hope that Myth II, which there will no doubt be, will prove an amazing game that will blow away anything in its path. I am afraid that until then, for sheer strategy enjoyment (esp. multiplayer), give me Warcraft II anytime.
Find a copy
Myth: The Fallen Lords has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Myth: The Fallen Lords on Amazon.
Ratings use the MGA’s original 1–5 apple scale. Prices, system requirements and web links in this review are from the time it was written.
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