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UCM 23
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                  RESERVOIR GODS' "DOUBLE JUGGLER VEGETABOBBLE"
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system.... STf, STe, MegaSTe, Falcon, TT, 1 MB RAM, RGB, VGA

credits... code - mr pink
           grfx - sh3
           musx - msg

release... o4/2oo2

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Yaaouuu... It seems as have the RESERVOIR GODS ended their big break since 1999,
since not too  long  time after  their smashing "CHUCHU ROCKET" conversion  of a
DreamCast game, now another release popped up.

This game features a quite simple game idea, juggling, as the title already says
and a closer look  onto the game itself proves. This small game was put together
as 24 hours game, that doesn't means  that you need  24 hours to play it through
or that it will  delete itself after 24 hours, but that all stuff was done in 24
hours instead. So you will ask me, is it possible to create a game in 24 hours..

"Yes" I would say... but then you know that the game will have some drawbacks as
well, since even for a conversion of a known game  idea you need a lot  of time,
at least if you're willing to squeeze out that idea until the very end.

The fine thing at first, not alike as it was with "CHUCHU" now all Atarians with
at least 1 MB RAM can  play the game at  once. Furthermore it doesn't matters if
you're running a  VGA or RGB monitor, it runs fine  on both... and last  but not
least they support any kind of  controls, including Jaguar Pad, as always. So on
the systems side it's a typical RESERVOIR GODS game, on the known high technical
standard...

So we must take a look behind  the scenes to find out more... After starting the
game a  slideshow alike intro, showing  up several  logo and title  pages in the
typical SH3 style, that means damn  static and fancy  coloured logo's, comes up,
without any sound or  music... Hum... But  this changes  as the main menu of the
game appears. This looks like this...

Yeps, it's a quite strange coloured thing. On the upper right corner the whole menu stuff is located, containing the usual buttons to turn music and fx or even the speaker on or off, choosing the controls and play level. Play level doesn't means in what level you have to start, but what difficulty you choose to play, since the game itself doesn't features any levels. There are two difficulties to choose, A and B... A is called in the readme to be the Lamer stage, B the Super stage. Since I'm a lamer, yurk, I tried A at first. Finally you reach the game screen, that looks like this...
Eeeks, game over! The horrible slim lined guy below is the juggler and your aim is to avoid it to let the blue balls fall down to the floor. Therefore you can move your arms left and right while pressing the special buttons to do so. Then the ugly guy on the playfield moves his arms like a spastic. Btw... you have just 3 possible moves at all, that means that the guy is always moving both hands and so you have to take a closer look onto the flight of the blue balls. But after all the balls aren't very fast in falling, the only problems occuring if they're coming down all three at once, because then fast movements are needed to avoid a clash on the floor and the obvious game over. And that's all about the game idea! Damn simple, isn't it?! It is, without any doubt or question. But if you think the different game modes feature something burning too, you're wrong, since I didn't saw a big difference in them, and also in the "hard" game mode I knocked away the highscore at the first attempt. As I said highscore, yes, there is one, a saveable too that is a nice feature to hold up the motivation. And here it is damn needed, since the game doesn't has any special features, it's just pure juggling and so the neat chip musix or the small gimicks on the upper border of the screen, don't help to make the sparse thing much better... Mmmh... after all there aren't much more words to loose in here... except the final ones... ...final words... "DOUBLE JUGGLER VEGETABOBBLE" is a nice title for a quite uninspired game that doesn't only torments the eyes and ears (luckily you can switch off the fx!), but also the motivation, since the game hasn't a deeper meaning. I think only the implemented saveable highscore will bring people to the point to play it a bit more often. Ok, it's 24 hours game, but after all you see it in nearly every point, the very sparse grafix that seem to be inspired by some LCD game, or the nearly not existing game play. Highlites are the neat chip music and the high technical level, that makes it run on any Atari 68oXo hardware without any probs and the easy controls. So this makes the game to a neat break filler, but really nothing more. After the great "CHUCHU ROCKET" that surely will bring wake nights while playing, this little thingie here is a bit disappointing... :/ But after all Atari gamers haven't a big choice nowadays and I believe, if I take a look at some games released in the past, that also this one will find its lovers... ___ratings______________________________________________________________________ visuals ..... 2o % - Torment me! I wanna be a LCD pocket game! audio ....... 7o % - Neat chip sound, but nerving fx... controls .... 1oo % - hehe, really, just left and right! grin... idea ........ 1o % - not much to say, just juggling... motivation .. 3o % - no more stages, boring with the time, highscore saveable ___overall_____46_%_____________________________________________________________ I just hope that the next RESERVOIR GODS' games will be a bit more addictive and fun to play... As I look onto their release list so far, this one is maybe the absolut deepest point in their row of releases... too bad... .tSCc. moondog . o4/2k2 --------------------------------------------------------------------------------
UCM 23