fileball.whpress.com
1999

November 1998

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Timeline

Muscles in the Shell

A huge one level scenario. Variety here is tight access and then grand areas. Author says terminals are not worked out but they seemed fairly clear as to where to go, however mission itself is not clear. After exploring everywhere, winding down, following the jillion passageways & taking the myriad elevators one finds those fatal flaws so often seen when an author is inclined to make his Map the toughest ever; compilers that can't be killed or moved, troopers that can't be decimated - you've no choice but to quit and try again. Doesn't change the situation.

MƒDemolition1

Ten maps for your picking-up-ammo pleasure. Map one is square. Map two is roundish. Three is titled Live Fast. Level/Map nine suffers from smearing. Level ten, well, watch out when firing that Launcher! Water medium in most of these maps, good ammo & plenty of ways to recharge when recharger works. Decent Package from the Suicide King. He recommends it here, suicide that is. Fire that Launcher Dude!

Nobody's Fool

Two levels; requires Reeboks, fast trigger finger and outstanding action key agility. Pattern Buffer, also lots of ammo and a price on your head.

NT's WaterWorld

Very clean-looking construction, beautiful attention to detail. KILLER monster placement... literally. (Getting to that first term buffer is a real bear.) The terms are, well... strrange. An adrenaline rush all the way through, though... definitely worth a look. (Don't give up if you die the first 20 or 30 times, though.)

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