Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Friday, 13 August 2021

Wander Vehicles - Doggybone Daisakusen (Playstation)


 So, this is a game that I instantly knew I had to play as soon as I saw screenshots of it, though, seeing it was a strategy game, I was worried about potential language barrier problems (which I'll address later). It's about small-scale tank battles between the armed forces of two countries: The Doggy Bone Republic (your guys, who are all anthropomorphic dogs) and the Banana Slip Kingdom (the enemy, who are all anthropomorphic monkeys). A third country, the Cat's Eye Confederation (anthropomorphic cats, of course), seem content to play profiteers, selling supplies to both sides. At least, that's how it looks to me, without being able to actually understand any of the dialogue.

 


Luckily, the game at its most basic isn't hard to figure out without being able to read Japanese! You have a few squads made up of three tanks each, and so does the enemy. You pick a squad and tell them where on the batle field you want them to go, by stretching a line out from their current location. When they encounter an enemy squadron, they'll ask if you want them to attack or carry on moving. Every squad is also marked with a rock, paper, or scissors hand sign, which obviously tells you who'll come out on top in a straight 3v3 fight.

 


So, your task in most of the stages is to figure out which of your squads to move to which locations, and at which times, to ensure they don't end up in battles they can't win. Some stages just want you to wipeout the opposition, others want you to get all your tanks to a certain location on the map, and it's one of these stages, the fourth in the game, where I came up against a (literal) barrier. In this stage, you make your way across a jungle swamp, with a few enemy squads lurking about. The battle part is pretty complicated, as attacking one squad will summon a nearby squad of a different element to back it up, so you've got to try and occupy different enemy squads at the same time. On my third attempt at this, I managed to wipe them all out and cross the swamp.

 


Unfortunately, this was a "reach the location" stage, and the location was behind some electric forcefields, and I couldn't figure out how to pass them at all. I'd been really enjoying the game up until this point, so I sought a solution online, only to encounter the big disadvantage inherent to writing about obscure games: if no-one's played it, no-one can help you. There's one attempted let's play on Youtube, which ends when the player dies near the start of this very stage. I found a series of videos on niconicodouga that appeared to be a complete playthrough, and got excited. Then I clicked the link to the video for stage four, and found that the videos only contained the cutscenes, and no actual gameplay footage.

 


Hopefully, someday, I'll be able to pass this stage, either because someone with better Japanese literacy than me will play the game and make a guide, or maybe someone will even make a translation patch, someday, since the Playstation seems to be growing in popularity among that scene. But until then, I can unfortunately only recommend Wander Vehicles (sometimes mistransliterated as "Wonder B-Cruise") to those who can read Japanese, or who have the perseverence to figure out this kind of thing through trial and error. However, I was thoroughly enjoying it until I got stuck, so if the language barrier isn't a problem for you, or if someone does reveal the solution for all to see at some point in the future, it's definitely worth playing.

Friday, 9 July 2021

Desi Adda: Games of India (PSP)


 Like Chandragupta: Warrior Prince, Desi Adda is a product of Sony's short-lived effort to have videogames made in india, specifically for the Indian market. It's a collection of five adaptations of traditional games, and the main thing to learn from it is that various games that we might think of as being traditionally British are actually Indian in origin, or at least derived from these games, some of which are apparently thousands of years old.

 


The first game is Pachisi, which is almost identical to the game known in the UK as Ludo, which has you gradually moving four pieces around a cross-shaped board, and is just as boring. It's made worse by the fact that the AI player will always roll so much better than you do, and there's pretty much no skill or strategy involved in whether you win or lose anyway. It's not worth bothering with in real life or in videogame form.

 


Another board game is Aadu Puli Aattam, an asymmetrical strategy game, where one player controls three tigers, and the other controls twelve goats. A tiger can jump over a goat into an empty space to kill the goat, and each side has different win conditions: the tigers have to kill half of the goats, while the goats have to trap all the tigers so they can't move or kill. This one's probably the most playable in the compilation, and could probably have been sold at a super-low price on its own.

 


The other three games are different sports. Gilli Danda is a game that's kind of similar to Cricket and Baseball, but there doesn't seem to be any running on the part of the guy with the bat, and the ball is actually a small wooden stick. Kite Fighting has overly complicated controls, and I really think they overreached in trying to turn it into a videogame. I tink the aim is to fly your kite in such a manner that your kite's string cuts the strings of other people's kites. But it's hard to tell what's going on or the position of the kites in relation to each other and it just doesn't work.

 


Finally, there's Kabaddi. This game has a lot of similarities to British Bulldog or Red Rover, and it involves a field split into to halves, each controlled by a team of five. The teams take turns sending one of their members into enemy territory to reach the other side, tag members of the opponent's team, and get back home again. The defenders, of course, try to grab and stop them. I'm sure there could probably be a better interpretation of the game into a videogame form, but this one is competent, if not particularly exciting, and so far, it's the only one that exists (as far as I know).

 


There's other stuff in here, too, like a story mode where you slowly walk around a village somewhere in rural India and have the locals teach you the rules of the various games, but it's the games themselves that are the draw here. Unfortunately, none of them are really very good, and unless you're very curious, I wouldn't bother playing this one. Finally, because I know at least some of you are wondering this: yes, the players do constantly chant "kabaddi kabaddi kabaddi kabaddi" while playing that game.

Saturday, 29 May 2021

Of Mice and Sand (3DS)


 I first became aware of this game when it was originally released in Japanese as Sabaku no Nezumi Dan, and though it looked interesting, I just assumed it would never get an English release of any kind and forgot about it. More recently, though, I was browsing 3DS releases, and found that it not only has an English release since I last saw it, but also a bunch of ports to different formats! Despite that though, I haven't seen anyone talking about any version of it, so I guess I'll do it.

 


The game's set in a post-apocalyptic desert world inhabited by anthropomorphic animals (mainly mice, though you do encounter cats and just regular old humans, so there are presumably others out there, too), and you take charge of a small group of mice journeying in search of the mythical paradise of El Dorado. it's a big journey, too: I've been playing for several hours at the time of writing, and I'm not even half way across the world map. They do this in a big armoured vehicle that starts out looking a lot like a Mad Max tour bus, and gradually gets bigger and more formidable. You control any of them directly, though, you just move a cursor round, giving them orders. Build this room, craft this item, drive to the next town, and so on. 

 


At the basic level, Of Mice and Sand follows a classically compelling formula: get the ingredients to craft the items to build the rooms to get more ingredients to craft more items and build new rooms. Unfortunately, there's not much more than that. The problem coms in the way that new locations are added to your vehicle's navigational computer. When you get to a town for the first time, you can pay to hear rumours, which includes rumours of nearby undiscovered locations. The problem is that the prices of these rumours increases pretty quickly, and your main source of income is fulfilling requests for crafted items. So you spend a lot of time driving back and forth between towns gathering resources or parked up next to towns waiting for your mice to craft the items you need.

 


I'm not too disappointed with Of Mice and Sand. I'm not sure I'll have the patience to continue playing all the way to the end, but like I said, I have had hours of play over the past week or so since I got it, so it's not like it's totally worthless. Maybe a kind of Cookie Clicker-esque version that let you just set things up and have travelling and crafting happen while you're away would be more palatable? Maybe if it ever gets a sequel, that's how it'll go? As it is, it's no classic, but it's worth a look, at least.

Saturday, 21 November 2020

United States Presidential Race - America Daitoryo Senkyo (NES)


 Here's a rare bit of topicality from this blog, even though it is a couple of weeks late: a game about getting elected to the presidency of the USA, which coincidentally had a translation patch released just as an actual election was taking place in that country in real life. Unfortunately, it's one of those super-abstract stat-manipulation strategy games, and like I said in my review of Graduation, I just don't understand what I'm supposed to be doing or how, so I haven't been able to get particularly far in this one.

 


I've made a couple of attempts at playing this game, but every time, I get knocked out of the race by scoring fewer than fifteen percent of votes in two consecutive primaries. The way the game works is that you pick a candidate and an assistant, then you go and campaign in primaries, one state at a time. Campaigning means picking three out of several screen's worth of issues, and deciding how far left or right you want to lean on those issues. Then you can decide how many speeches you want to give during the campaign, as well as spending money on opinion polls and TV ad campaigns. I guess the secret to success is figuring out exactly which issues are important to each state, and which direction the people there want you to go in on each issue.

 


I was actually surprised when I started playing at how specific the politics in the game are. There's three candidates each for Republicans and Democrats, and the Republicans have traits like "Televangelist" and "Anti-Communist", while Democrats have traits like "Liked by unions" and "Black". And the little left/right slider you use when setting policies is actually labelled Democrat and Republican at the left and right ends, respectively. Going in, I'd expected a much more abstract kind of politics, where you just had to manage your campaign budget, maybe avoid randomly-occuring scandals, and so on.

 


I guess I'll have to say what I always say regarding these games: if you have the patience to figure out how the whole thing works, and get far into it, then it seems like it has a lot to offer. But I can't, so it's just a bunch of boring numbers and a few well-drawn character portraits to me.

Monday, 28 September 2020

Railroad Baron (NES)


 Also known as Tetsudou-Oh, Railroad Baron is a board game, that's definitely in the same genre as Monopoly, with a little bit of Ticket to Ride thrown in, too. The aim the the game is to move your train around Europe by rolling the dice, making money as you go. Each player get randomly assigned a destination at the start of the game, then again whenever they reach a destination. When one player has finished a certain number of journeys (the default is seven), or when one of the players runs out of money, the game ends and scores are totted up.

 


The scores are based on how much money you have at the end of the game, how many stations you control (you control a station if you were the last player to pass through it) and how many railways you own (if you control two adjacent stations, then you can choose to buy the railway between them). If the game ends because of a player going bankrupt, that player automatically scores zero.

 


Each railway is made up of three empty spaces of track between stations, and it costs money to move over them. But if you own the track that another player is moving over, that money comes to you. So, be strategic with the railways you buy, and you'll probably win. There is another element of chaos, though: after each move where you don't reach your destination, a random event occurs. You might win the lottery, get to bet on a horse race, or have some railways blocked off for a ew turns by an earthquake. You might even be given a free railway! Most annoying of all, you might get teleported to another part of the map, or have your destination changed at random.

 


Anyway, that's an explantion of how Railroad Baron plays, but is it actually any good? Eh, it depends. The split between luck and strategy is about 75/25 in luck's favour, which isn't great. I don't expect you to be able to subject any other human players, but the CPU players are decent enough: they aren't the telepathic superplayers that you might find in a lot of tabletop-themed videogames, but they do act like they're trying to win rather than acting totally randomly, too. Basically, if you have some way of playing this on a handheld, whether through emulation or a handheld Famiclone, it's not a terrible way to keep your hands busy through thirty-to-fourty minutes of TV watching.

Thursday, 16 July 2020

L'Aigle de Guerre (GBA)

The Game Boy Advance being a big step up in power from the handhelds that had preceded it meant there were various attempts at genres that were previously impossible on handhelds. Like how there are a whole bunch of GBA first person shooters, for example (I know the original Game Boy had Faceball 2000, but that's a far cry from a port of Doom). L'Aigle de Guerre is an attempt at squeezing a real time strategy game onto portable hardware,and a fairly successful one at that.

Well, it's successful at being an enjoyable game, at least. I suspect that fans of super fast-paced multitasking PC real time strategy games will probably be left a little cold. It is a lot slower paced, which is at least partially down to the fact that instead of a cursor, you control Napoleon, as you ride around the battlefield, telling your soldiers where they should go in person. Other than that, the game mostly focusses on capturing bases by sending infantrymen, the weakest units into them.

Infantrymen are the weakest, but you need to send four into an enemy base (or a neutral city) to capture it, cavalry are faster and more powerful, and artillery are the most powerful, but they move very very slowly. On some stages, you'll also get various kinds of boats, but they're pretty much just nautical versions of your land units. Like I said, most stages will have a main enemy base to capture, but some of them are boss fights, like a giant monster troll thing, or Horatio Nelson surrounded by giant cannons and endlessly respawning soldiers.

The plot is something that's definitely worth talking about in this case, as all of the characters seem to be people who actually existed, with the main villain being the strangest of all: wax museum proprietress Marie Tussaud, depicted ingame as being an evil monster-summoning witch who wants to take over the world. Only Napoleon and his plucky band of French military commanders can stop her!

L'Aigle de Guerre is a pretty fun game, and I definitely recommend that you give it a try. Like I said earlier, though, don't go in expecting something like Starcraft or even Command and Conquer. It's its own thing!

Tuesday, 22 October 2019

Metropolismania 2 (PS2)

Metropolismania 2, also known as Machi-ing Maker 2: Zoku Boku no Machi Zukuri, is a city-building game, though it takes a much more down-to-earth approach to the subject matter than the likes of Sim City. It's also a lot simpler, as you don't have to manage finances,  utilities, traffic, or any of the other things you might expect from such a game. Instead, itcan be considered to have elements from Sim City, The Sims, and Animal Crossing, along with its own unique take on municipal management, planning and engineering.

The most obvious difference compared to those other games is the total lack of budgeting required: buildings, roads, and most other things cost nothing. The only money in the game belongs to your character, and is for buying items either for your own use, or to give as gifts. Instead, buildings can only be built when there's someone who wants to move into them, and finding such people is the game's core hook. If you're doing an especially good job of running your town, you'll be receiving e-mails from families and businesses (oddly, all the employees of any businesses in your town all live together in the business' premises as if they were a family) telling you that they want to move in, and what kind of building they want to move into, that you're then able to build.

For most of the game, however, this won't be happening. Instead, you have to gradually befriend the people already living in your town and ask them to introduce you to their out-of-town friends who might want to move in. After a short time, you'll start getting requests for specific buildings and facilities, too, like hospitals, schools, parks, and so on, and you've got to go around talking to everyone, gathering clues on who might have the right connections for what you need.

It's a novel concept, at least, but unforunately, it's not a particularly fun one. The problem is that you've got to do this stuff a lot of times to a lot of people to get anywhere, and once you've finished one stage, you start a new stage and do it all over again (this seems to be a problem in Japan-developed building games, actually, as having to start all over again is what made me stop playing Dragon Quest Builders after I finished the first stage and found out that that meant losing all the stuff I'd built). And even just the first stage took me something like two and a half hours to get through. The only way I can see anyone getting a long way into this game is if they either have a very high tolerance for repetition, or if they play one stage over the course of a day or two, then take a long break before starting the next one.

There are some positive things I have to say about Metropolismania 2, though. For a start, it does have a lot of charm, and even though the townspeople will repeat the same few topics of conversation over and over, it does somehow give the illusion of them all having personalities. Another thing I really liked is that you can go into a first-person view and walk aroud the streets of your town, and the game even keeps the people going about their business while you do so, so you can talk to them just as if you were passing in the street for real. Or you can do it at night, while the streets are empty, all the shops are shut and the only light is from the lampposts. It's got a very comfy feel about it.

Inexplicably, this game and the one before it both got worldwide releases, so you can get them pretty easily, and pretty cheaply. If you're curious, I wouldn't totally dissuade you from giving it a try, though I wouldn't recommend paying more than five or six pounds if you do.

Thursday, 5 September 2019

Command War Super Special Battle & War Game (Arcade)

I've reviewed an unreleased Taito arcade game before, Recalhorn, which was pretty much a completed , fully polished game that just wasn't released. Command War Super Special Battle & War Game is not like that: it's very unfinished, and very rough around the edges. I think it's mainly the presentation and balance that hasn't been worked out, though, and the game is still very playable.

Unusually for an (intended) arcade game, it's a strategy game, that sees you moving troops around a simple board. When one of your troops meets one of the enemy's troops, they enter a little battle, a lot like the ones seen in the Game Gear game, Godzilla Kaiju Daishingeki. Also like that game, the troops themselves are a combination of normal sci-fi military stuff like tanks, jets and giant robots, along with slightly weirder monsters, like cyborg dragons and giant harpies. You might not expect it, but it seems that the tanks are the most important units, just because they're so short that a lot of the larger troops' attacks just go right over their heads.

So, that's the basic premise of the game, but before you play, you're asked to select one of four difficulty levels, which have more of an effect on how the game works then you might expect. On beginner mode, you're automatically given a pre-selected group of troops for each battle, making it the least interersting of all the modes. In amateur, there's always a tank on your team, and you get to buy two more. In Professional and Expert, you get to pick all your troops for yourself, plus the objective of the battles is different: in the lower two difficulties, you win simply by defeating all the enemy troops. In the higher two difficulties, each side also has a special extra unit in the form of a giant robot/tank thing, the defeat of which instantly ends the battle.

You've probably noticed that the screenshots of this game are pretty hard to read, and that's true: clearly, the developers hadn't fully figured out how this game was to be presented, and in its current form it's very messy-looking. You do get used to it after a couple of plays, though it's still a shame that it's hard to get a decent look at the troops attacking each other in the action sections without the big stupid maps in the way. There's also a problem with the money, in that you don't get more money for winning battles, and you need to buy units to replace those destroyed. You can get money in battle to be the first one to reach the flags on the map, but otherwise, you can quickly end up in an unwinnable situation after a couple of stages.

All in all, Command War is a mildly interesting distraction, and a curiosity for Taito fans to look into. In its current form, though, it's not a very good game. It might have become one if they'd continued working on it, but it's easy to see why they didn't: someone obviously had the thought "can we make a strategy game for arcades?", and it gradually became clearer that the answer was "not really".

Saturday, 27 April 2019

The Hunter (Playstation)

The Hunter, also known as Battle Hunter and Battle Sugoroku: Hunter, is a strange one. It's yet another one of those late-life, low-budget Playstation titles, though it's also one of the few that actually got a worldwide release. As a result, there's actually a bunch of reviews for it on GameFAQs from around that time, and what's interesting about those reviews is that they all either loved or hated the game, with nothing in the middle. In fact, I first played it a few years ago and didn't think much of it, but picking it back up again recently, I've had a fair bit of fun with it.

You start the game by making a character, picking your sprite and colour scheme from a total of 64 combinations, and assigning your initial stats to HP, speed, attack and defense. Then you get a job from the broker and go into the dungeon. The dungeons are randomly generated, and the jobs are usually just finding a specific item and getting to the exit. There'll also be three CPU-controlled players trying to do the same. The biggest problem with this game is that pretty much everything is random, and your success relies a lot on luck. Movement speed and combat are determined by a combination of dice rolls and playing cards from your hand (you start with five cards, and you draw one every turn, and all players draw cards from a common deck. The cards do things like add to specific rolls for movement, attack, and defence, or lay traps on the space you're moving off of). The placement of item boxes is also random, and you don't know what's in a box until you go and get it.

For most missions, though, it doesn't matter if you win or lose: all it affects is how much money you get as a reward, and all money seems to do is let you level up, or restore your max HP (which is halved if you ever get reduced to zero in battle). Still, this is a game that should be both boring and frustrating in equal measure, but I think it manages to get pretty far on charm alone. Even though there's only eight character sprites with eight possible colour palettes, there's still a lot of personality in their animations, and they really add a lot, considering the dungeon itself is represented by nothing more than an isometric grid of grey squares.

There's actually a lot of personality in this simple little game generally. It's all in the little things. Like how there's a hundred items in the game, and most of them don't do anything besides letting you sell them, but the fact that they all have names just adds a little flavour to the world. Like all the books you find seem to be university-level textbooks on specific subjects, and so on. It's also pretty addictive, as games with a lot of random generation often are. I think a big problem is that it was released on a home console. On a handheld, where you could more quickly dip in and out of it, or idly play while watching TV, I think it'd have a lot more value.


Luckily, we don't live in 2001, it's 2019, and there's a bunch of mobile phones and chinese handhelds that can emulate the Playstation, plus the game has a release on PSN, so you can even legally download it to your Vita. I haven't tried any of these solutions yet, but the next time I get some US PSN credit, I will be. Because of the love-or-hate reactions this game gets, though, I can only really recommend paying money for it if you've tried it a couple of times via emulation first, just to see if it clicks with you. But for the record, I do think it's a fun and charming game.

Saturday, 23 March 2019

Accel Knights 2: Full Throttle (3DS)

First, I'll point out that though this is a 3DS game, I haven't bothered to stitch the top and bottom screenshots together, since the bottom screen is mostly unused and doesn't have anything interesting on it. But anyway, Accel Knights 2 is a game with an amazing premise: it's about knights on motorbikes jousting in a fantastical future world. Also, the motorbikes can transform into power armour. Obviously, this game never got released in the west, presumably due to some market research by the publisher that told them that people outside Japan weren't interested in buying games where awesome stuff happens. It's also the sequel to a Japan-only DSiWare game, but getting hold of such a thing in this day and age  is currently beyond me.

Anyway, these jousts don't take the form of real time action, instead being a kind of strategic rock-paper-scissors arrangement, albeit one where you can see what your opponent is picking. The battles take place in rounds, and each round has two parts. The first part is the RPS bit, where each knight decides to charge a low, middle, or high attack by holding X, A, or B to fill a meter. High beats middle, middle beats low, and low beats high, and you can see what your opponent is charging. However, you can change which one you want to charge at any point in this very short sequence, and I think the last one you press is the one that you use. It's really best to just pick one and charge it all the way, which gives you a two-out-of-three chance of winning.

The second part of the round is a much simpler rhythm-based affair: there's a bar with some lines along it, another line moves along the bar, and you press A whenever the moving line meets one of the stationary ones. Being successful in either part of the combat builds up your MP, which you then allocate between rounds. The aim of the battle is to be the first one to fill up your final charge meter, which transforms your motorbike into power armour so you can dleiver your final attack and win the fight. You can (and should) also use MP to charge up your two engines (one for each part of the combat round), though, as doing so significantly increases the amount of MP you build up in future rounds, and charging the final meter takes a lot of the stuff.

Accel Knights 2 is definitely a case of style over substance, as the battles are very repetitive, and once you've won a few and figured out how it all works, it's also incredibly easy. But, the game's style is cool enough to make up for the lack of substance, and it's definitely an enjoyable experience (for maybe two or three battles at a time, at least). If you are able to attain access to this game, I'd recommend you do so.

Sunday, 18 November 2018

Graduation (PC)

The Graduation/Sostsugyou series was pretty big in Japan in the 1990s, and spawned a bunch of sequels, anime adaptations and other spin-offs. You probably already know that that success never travelled abroad, though, but there was one attempt at making it. Oddly, that one attempt was made by Mixx Entertainment, the company that would later become Tokyopop, a big part in the turn-of-the-century english-translated manga boom. I'm no industry analyst, but I suspect that a big part of the reason why they failed so hard that most people aren't even aware that any of the Graduation games got a western release is because they chose one of the PC versions to bring over, rather than one of the many console ports. (As an aside, despite the name, this game is actually a translation of one of the sequels, Graduation II: Neo Generation.)

I'm sure the reason they made that decision was to cut costs, though at the same time, they also redubbed all the dialogue instead of just subtitling it (and of course, this being a 90s dub of a Japanese property, all of the girls are from the UK and various parts of America now). The problem is that, before the likes of Cave Story started the big indie boom in the early 00s, PC games had a bit of a problem with aesthetic and thematic homogeneity. That is, it seemed (at least to a casual observer) that PC games were all about manly men doing violent things in grim worlds, compared to consoles, which hosted games of almost every genre, with settings and styles for every taste. Combined with the fact that PCs weren't as ubiquitous then as they are now, and you get the situation that most of the people who would have been interested in playing this game had no way of doing so, or even of finding out it existed. (And there are even more factors you could take into account, like how PCs were usually kept in shared family rooms back then, and toxic masculinity being what it is, a lot of male potential players probably wouldn't have wanted to play something that looked so "girly" in front of their parents, while consoles would more likely be kept in the privacy of one's bedroom).

So, the English release of Graduation sank without a trace. The only reason I know it existed is because I happened to pick up an issue of Mixx-zine from around the time of its release on one of my first ever trips to a comic shop, in which it was heavily promoted (along with another Mixx CD-Rom, a weird multimedia Sailor Moon thing that I'm yet to track down). Nearly twenty years later, I finally get ahold of it, and I have to say: it's not for me, to be honest. The premise is that you're a teacher with a class of five girls, with different personalities (nerd, airhead, delinquent, annoying child, and generic pretty girl), and you've got to guide them through their final year of high school, with the aim not only to keep their grades up, but also to make sure they turn out to be happy, well-rounded individuals. You do this by choosing once a week which subjects to focus on, which girl needs more attention, how strict your teaching style is, and so on. You even have control over what the girls do at the weekends!

The problem is, I'm just not very good at this kind of semi-abstract strategy game. To me, it mostly feels like I'm clicking on boxes and watching numbers go up and down, and I just don't see the logic to any of it. I'm sure someone with the patience and desire to see it through could play the game over and over, eventually learning all its systems and how every thing works, eventually getting a perfect ening where all five girls go on to have amazing lives, but I just don't have the patience for that. I'm not saying it's a bad game, it's just one that doesn't work for me at all (I mean, it might be a bad game too, I guess?). Still, hopefully someone who would be interested in this game, but didn't know it existed might read this, track it down, and write a better, more qualified review of it. But until then, this is probably going to be the only review on the whole internet. Sorry. One final note: since this is an old PC game, you might be wondering about compatibility. Well, as long as you go into the .exe's properties and run it in Windows 95 compatibility mode, it works perfectly in 64-bit Windows 10.