After beating your gums
out, not to mention the
microswitches on your
Quickshot, on
Tau Ceti, what
better way to relax than a nice
gentle game of glyding.
Glyding? Where have you
been? You mean to slouch
there and tell me you've never
been to the Galcorp Leisure
Complex? Boy, do you need a
break, flyboy. Okay, park your
skimmer over there and join me
in the glyding room in ten
minutes. Room 10, that is.
I know it looks complicated
but it's not. You stand on this
side of the box, and I stand on
the other side. That sticky ball
on the wall by your bat is what
we're playing with, and all you
do is repel it using your bat so
it zings across the court at me.
Like tennis, yeah, Fun, eh?
Seems like a lot of fun? Sure.
Galloping from the same hay
strewn stable as
Tau Ceti and
Academy,
Room 10 is a horse
of a different hue entirely. A
first, in that it simultaneously
takes games forward and back
at the same time. Back to the
old ping pong games you used
to play on your telly in the late
70s, forward as in a 3D version
of the same. It's as true today
as it's ever been that the best
games are a simple but
addictive idea, with the only
frills being totally relevant to
the gameplay.
Tau Ceti was
brilliant in this respect and so is
Room 10. More of a tennis
game than
Tennis, more of a
ping pong game than
Ping
Pong, with none of the
contemptuous familiarity of
either.
The graphics are smooth
and easy on the eye and
there's a few nice touches like
a slight recoil when the ball is
struck by a bat. You can also
alter lots of game parameters,
like speed, selection of
computer or human players
(play your chums!), different
colour schemes, and computer
skill. You've also got the option
of selecting keys or Kempston
(indeed new Sinclair) joysticks.
This is an enjoyable and well
made game. Good to loosen
up on before you face the
blighted shores of
Tau Ceti
once more.
| Ratings given by other magazines |
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| Info supplied by the SPOT*ON database |