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  • Learn to Speak French Mac Review (1998)

    Learn to Speak French Mac Review (1998)

    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.

  • Jack Nicklaus 4 Golf Mac Review (1998)

    Jack Nicklaus 4 Golf Mac Review (1998)

    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 and Accolade
    Tested on Performa 5260/100 Mhz
    Gameplay 3 / 5 apples
    Graphics & Sound 5 / 5 apples
    Interface 4 / 5 apples
    Difficulty 4 / 5 apples
    Bugs 4 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jonathan Dreyer

    Jack Nicklaus is the first game in the MacSoft/Accolade deal which will also bring us Starcontrol 3 and Deadlock. Jack Nicklaus was created and ported to the Mac by Accolade, MacSoft is just publishing and distributing it.

    Jack Nicklaus’ box points out that “Graphics so detailed they look like photos” that part is true but, it goes on “And fast screen re-draws still won’t keep you waiting between shots” that part is not true, I found Jack very slow, not slow enough to make it unplayable but still slow…

    Gameplay

    Jack Nicklaus has a standard computer golf game gameplay, you choose your club, you target the hole, and you swing with the swing meter. I found the computer caddies in this game to be pretty good at choosing the right clubs, I only manually switched clubs once or twice. The targeting feature on Jack Nicklaus I found to be a little inaccurate, I had trouble lining up my shoots exactly as I wanted them but, that didn’t do anything to the actual accuracy of the shoots. I found the swing meter in Jack Nicklaus Golf rather refreshing, it had a nice natural curve to it compared to some other golf games like PGA Tour Golf 3. I have a minor complaint against the swing meter though, maybe it’s just me but it seems to be faster than I would like, maybe I’m just seeing things?

    The most interesting feature of Jack Nicklaus is it’s Course Editor. I found the course editor a little too complex for my tastes but, if you spend the time work at it, you should be able to create any number of your own course adding for unlimited replayability in the game.

    Interface

    Whoever ported Jack Nicklaus, although they did a pretty good job, It seemed to me that it just wasn’t up to the standards I expected compared to games like Quake or Duke Nukem 3D.

    If anyone has any info on Eclipise Software who ported Jack, could you let me know; Jonathan Dreyer

    Graphic & Sound

    One thing that Jack Nicklaus can brag about is it’s beautiful graphics. Jack Nicklaus 4 has the greatest graphics I’ve seen in a golf game yet! In the water you can actually see the reflections of trees, bushes, and other scenery.

    The background sound in Jack is amusing, while not of any great quality, there is plenty of it, be it frogs, birds, whistling wind, etc… There were enough different background sounds to keep me hitting my ball in rather unusual place to see what sounds would play while there.

    Bugs

    Nothing big, I had to re-install once although I never did find out why…

    Conclusion

    In my opinion Jack Nicklaus 4 Golf is a excellent golf game for your money. The most appealing feature of this game is the included Course editor which gives the game UNLIMITED replayability.

    So if you like golf, this is the game for you!

    Find a copy

    Jack Nicklaus 4 Golf 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 Jack Nicklaus 4 Golf on Amazon.

  • F-16 Fighterstick Mac Review (1998)

    F-16 Fighterstick Mac Review (1998)

    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.

    Find one today

    The F-16 Fighterstick hasn’t been made for years, but used units still turn up for collectors restoring vintage Macs. Search for the F-16 Fighterstick on Amazon.

  • Infocom Collections Mac Review (1998)

    Infocom Collections Mac Review (1998)

    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 Activision
    Tested on Macintosh Quadra 605 (25MHz 68LC040)
    Gameplay 5 / 5 apples
    Interface 4 / 5 apples
    Difficulty 4 / 5 apples
    Bugs 5 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jon Ostenson

    North of House

    You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees.

    >look at the house

    The house is a beautiful colonial house which is painted white. It is clear that the owners must have been extremely wealthy.

    >go north

    Forest Path

    This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path.

    >climb up the tree

    Up a Tree

    You are about 10 feet above the ground nestled among some large branches. The nearest branch above you is above your reach.
    Beside you on the branch is a small bird’s nest.
    In the bird’s nest is a large egg encrusted with precious jewels, apparently scavenged by a childless songbird. The egg is covered with fine gold inlay, and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and closed with a delicate looking clasp. The egg appears extremely fragile.

    If the above snippet (from the game Zork) looks familiar to you, you’ll no doubt be interested in Activations re-release of the original Infocom classic adventure games. Back in the days of 8-bit computers and before the likes of Myst, Infocom was king–their text adventure games challenged thousands (myself included). Infocom has since disappeared, and Activision now owns the rights to these games. In their re-release, they’ve placed most of Infocom’s original games on five CD-ROMs divided by genre (Adventure, Fantasy, Mystery, Comedy, and Science Fiction).
    These games (over thirty in all) will take you just about anywhere: from being a deck-swabbing ensign aboard an interstellar cruiser to an intrepid explorer in the Great Underground Empire to a detective struggling to unravel the twisted motives and clues behind a grisly murder. The stories range from serious drama to lighthearted poking fun at the government. No matter what your preferences, there’s sure to be a game in this collection that will strike your fancy.

    Gameplay & Interface

    Since these games were created during the era of the 8-bit computer, you won’t find dazzling 3D graphics and effects, nor is there any mouse-driven navigation. Gameplay takes place by means of a command-line interface; you “communicate” with your on-screen alter ego through conversational sentences and commands (i.e., “Take the bottle then give it to the hobo”). Infocom developed a remarkable parser that understands more than you’d imagine (sometimes, too, more than you’d want it to understand). The parser makes navigating through areas and manipulating objects relatively easy, although it does have its limits. Communicating with the game can sometimes be frustrating if you don’t know exactly what the parser expects you to type.
    While these games may seem austere and backwards by toady’s standards, the stories are as complex and challenging as the best games on the market today. Each game is sure to keep you involved for hours as you try and find your way to a solution. One of the keys to succeeding at text adventure games like these is making maps and reading every single word that the computer spits out at you. You will consult your map quite frequently, as exploration is also vital to completing these games.
    If you do remember the days when these games came from Infocom, you’ll also remember Infocom’s clever packaging. Make-believe ID cards, parchments, and even “Don’t Panic!î buttons were standard fare. Unfortunately, Activision has not reproduced exactly these ingenious extras. Documentation is not sparse, though, and each game’s original manual has been reproduced along with as many accouterments as possible. Most games also include maps to aid you in navigating through the game’s complex story.
    Difficulty & Replayability
    Infocom’s games are well-known for being difficult. Each game presents a nice combination of difficult and less-difficult puzzles that provide nice variety throughout the game. The nice things about these games, since they are quite old, is that hints and solutions are readily available on the Web. While you probably won’t get stuck too often, there are bound to be a few puzzles in each game that are just stumpers but that’s all a part of the fun!). The stories are all basically linear (with only a couple of exceptions), so there isn’t really any opportunity for replayability.

    Conclusion
    If you remember the original Infocom series, these games are worth it just for nostaligia’s sake. But even if the concept of text adventures is new to you, you’ll find a depth and complexity to these stories and your ability to interact with them that is rarely found in today’s more graphical adventures.

    Find a copy

    Infocom Collections 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 Infocom Collections on Amazon.

  • Imperialism Mac Review (1998)

    Imperialism Mac Review (1998)

    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.

  • Hexen Mac Review (1998)

    Hexen Mac Review (1998)

    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.

  • Heroes of Might and Magic Mac Review (1998)

    Heroes of Might and Magic Mac Review (1998)

    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.

  • Gravis Mousestick 2 Mac Review (1998)

    Gravis Mousestick 2 Mac Review (1998)

    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.

    Find one today

    The Gravis Mousestick 2 hasn’t been made for years, but used units still turn up for collectors restoring vintage Macs. Search for the Gravis Mousestick 2 on Amazon.

  • The Dark Eye Mac Review (1998)

    The Dark Eye Mac Review (1998)

    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.

  • Damage Incorporated Mac Review (1998)

    Damage Incorporated Mac Review (1998)

    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 6500 and Performa 575
    Gameplay 4 / 5 apples
    Graphics & Sound 4 / 5 apples
    Interface 4 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 4 / 5 apples
    Overall 4.5 / 5 apples
    Reviewed by J. Driver

    Damage Incorporated is a three-dimensional Macintosh game in which you are a Marine sergeant who commands up to four other Marines in six different scenarios. Your goal is ultimately to track down a powerful militia leader and terminate him.

    Gameplay

    Damage Incorporated is based on the Marathon 2 engine, with some improvements. You can run, jump, duck, and swim through thirty levels. You have ten weapons to choose from. You can also open doors, either mechanical or swinging, some requiring key cards to open. In addition to killing enemies, you may also have to rescue hostages, which talk (assuming you have v. 1.1.) You can also have a game on a LocalTalk network or equivalent. There is, however, no TCP/IP or modem play. Choose your squadmates carefully! If you bring the wrong ones, you could really be asking for trouble, unless you do not mind if they occasionally go TRAITOR or BERSERK. Overall, gameplay is very intense and easy to play, even on a slow machine. One word of advice: get the updated version, v.1.1. It allows hostages to talk, text to appear, and fixes many bugs.

    Graphics and Sound

    All the textures in Damage Incorporated were either hand-painted or created on Macintosh computers, resulting in a beautiful environment. In addition, levels contain sounds related to the level?s location. And when enemies die, you know when they do. There were a few problems related to sounds not appearing (specifically mission briefings when starting certain levels.) Also, when you are looking at a wall or column, and it is slanted, the texture may look strange.

    Interface

    Damage Incorporated allows you to use a keyboard or mouse, primarily. It also allows you to change settings very easily. When you bring your map on screen, you can even use your mouse to command your teammates to go to a specific location on the map! This is probably the best feature of the game! Unfortunately, there is no crosshair, something every Build engine-based game has today.

    Difficulty

    Like the interface, Damage Incorporated also allows you to change the difficulty level, ranging from ?Grenada Landing? to ?War in Vietnam.? This allows both beginners and well-seasoned players to have a great time. And, again, choose your squadmates carefully, because if one of them goes TRAITOR or BERSERK, watch out! This is also on of the game?s best features!

    Conclusion

    Unlike most games, Damage Incorporated gives what they really want: mass carnage in a great environment. Like in real life, you men can become mentally wounded in combat. Unfortunately, I think it very slightly gives the public an untrue image of the Marine Corps. They are not ?mindless killers? and are the best military unit in the world (in my opinion.)

    Find a copy

    Damage Incorporated 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 Damage Incorporated on Amazon.