Tomcat Alley Sega Cd Review

воскресенье 15 мартаadmin
Game Name:Tomcat Alley
Platforms:Sega CD/Mega CD
Publisher(s):Sega
Developer(s):The Code Monkeys
Genre(s):Rail-shooter
Release Date:Feb, 1994

Title: Tomcat Alley Platform: Mega CD Region: PAL Condition: Good, Complete. A renegade Soviet commander threatens the U.S. As Tactical Officer, it’s up to you and your pilot, Dakota, to stop him! You target and fire, execute defensive maneuvers, navigate and communicate in 7 big missions against air and ground targets. Tomcat Alley for Sega CD.

Okay gentlemen, it’s time to face a fundamental truth. Something you learned from the age of five, and remains just as true today as it did then; Fighter jets are totally fucking awesome. Top Gun knew this. The Discovery Channel knows this, which is why they show those specials on them all the time. And the designers of this game knew this. The question is not “will you like a game about jets,” the question is “will you like THIS game about jets?”

For all odds, you really shouldn’t. Tomcat Alley is a FMV game following almost the exact formula as the gargantuan disaster that is Midnight Raiders. In fact, it’s made by the same company. The jackoff CIA operative from that game even makes an appearance in this one, seemingly tying the two together. Luckily, it seems like a different and more clever team is behind Alley, and the two games play very uniquely, despite being essentially the same game about two similar subjects.

Especially Gunslinger and Dino Tamer I can't bring myself to believe that the dinos don't changeFromIdk if I'm too late, but here are the despoiled divinity costumes I've found so far.Gunslinger-Neon Ninja-Pirate Captain-Dino Tamer-FromIce sages costume FX are changed to a lighter turquoise green, with sparkles added along with the snowflakes when icicles break or when you attack/ultimate. Vanguardian costumes. Any comments with new costumes ill edit into this post.Also, I know that Trovesaurus has item thumbnails but it's not what they look like worn.Another Also: I'm not looking for the Titan soul costumes, I had a comment or two about that in my previous thread.Thanks to the people who've already commented, and also thanks in advance to the commenters on this thread Classes we still need:.Boomeranger.Candy Barbarian.Chloromancer.Dracolyte.Fae Trickster.Knight.Lunar Lancer.Shadow HunterAdditional clips/descriptions/Photos would be appreciated for the classes we already have too!

Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. LIKE SPACECHEM IN 3D! Design and run factories in a first-person, fully 3D environment. HISTOGRAMS ARE BACK! Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble. Infinifactory reset game. Despite extensive sleuthing by our players, the alien writing in Infinifactory is not a real language. Although it may have no meaning, that doesn’t mean it’s meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game.

Upon loading the game, the first thing you’re treated to is a grainy introduction video of your pilot arriving at the super-secret air base Tomcat Alley. I guess Miramar wouldn’t let the crew film there, so instead your base is a giant mesa in the middle of the desert, complete with a styrofoam wall painted to look like rock that grinds back to reveal a keypad and scanner that allow stealthy entry to the base. The mesa itself holds a storage hangar full of the game’s namesake – the F-14 Tomcat, which really isn’t secret enough to require hiding it in the fucking Batcave.

Your role in the game appears to be that of a faceless Radar Intercept Officer (RIO), or that guy who sits in the back of the plane and does everything but fly it – from finding targets to launching missiles to answering the radio. The video also introduces you to your wingmen – one is a greasy mustached man who looks better suited to a season on HBO’s Oz, the other is one of those blonde, barely attractive women for budget films where the script calls for a knockout hottie, but Vanessa Marcil is too expensive. It’s sort of the same case as when a bogusly attractive relative becomes a local furniture store’s “poor-man’s gorgeous model” for their TV commercials, or when Gary Busey gets a role because he’s a “poor-man’s Nick Nolte.”

The plot is only as deep as it needs to be, which apparently isn’t much. The back of the game’s case told me more about what was going on than the videos did – a Russian general has gone rogue and is threatening the US with an assortment of MiGs and bombers with viral payloads. Just where you are is never explained – it seems like you’re flying over the western US, but the tone of the game is not as rushed and serious as it should be if the Commies were flying missions over our backyard. It doesn’t really matter though, as any plot they could come up with would just be an excuse to shoot down planes, which is what you do like it was going out of style.

You’ll spend the grand majority of the game in the plane’s cockpit, watching videos of flying, launching missiles, or taking evasive action. The game will switch over to a first person HUD when you’re required to make split-second decisions, like dodging missiles or answering the radio. You’ll also fire missiles from this view. Regardless of the mission given to you in the video briefing, every engagement will break down like this: You take off and select the first waypoint from the HUD. Video of plane flying and detecting bogeys. Back to the HUD to pick a target out of no less than five contacts. Video of plane flying to meet bogey. Fight bogey. Repeat until you reach goal.

The game’s randomization elements kick in here. Essentially about ten scenarios have been pre-baked before the show, and the game randomly pulls one out of the oven. Five of these involve you coming up behind the enemy and getting a chance to shoot first. Five of them involve the enemy getting the drop on you and you having to take evasive action, which simply involves selecting the countermeasure icon and watching the plane do something neat to dodge the missile. Every engagement WILL be somewhat unique, but they’re all pulled from the same ten edited scenarios. Yet they’re general enough that it won’t be a huge distraction.

One thing to note though, and one of the only real flaws of the game, is that when you’re not shooting the enemy, you’re always being fired upon, and you always must release a countermeasure in this situation. You’ll always be saved if you do, but you only have a few of them per mission, and when you run out, you can’t do a single thing but take a sidewinder up your ass. Where it starts to get unfair is when luck is against you and you’re fired on by the same plane three or more times in a row. Since it’s all random, you could theoretically run right out of countermeasures before getting the opportunity to launch a single missile. It would be nice if the missiles could randomly miss, or your pilot could do some of those neat tricks he’s paid to do, but alas, when you’re out of countermeasures, you’re done.

Controlling the aircraft is greatly improved over Raiders. The plane is controlled through a small HUD of icons, with an aiming cursor moved by the D-pad. The B button selects an icon, and is how you select waypoints, change missiles, and answer the radio. The only other time you need the HUD is to target and destroy an enemy. This is a challenge, and involves chasing a fast-maneuvering enemy with your comparatively sluggish crosshairs. The A button shoots, and unlike Raiders, if you shoot early then you actually miss. Though also unlike Raiders, if you can line up the crosshairs with the plane for even a second, they will “stick” to the plane briefly and turn red to indicate a lock. Release the D-pad, tap A, and watch the fireworks. It’s a harder system to get used to, and actually more difficult than Raiders, but the locking system makes it manageable, and the challenge of it all makes a kill much more satisfying.

All that’s left to talk about are the graphics, which are your typical Sega CD quality. These are lit well, however, and its much easier to understand what’s on the screen. The cockpit shots, of which there are many, are actually believable. It looks like the actors are actually in a jet up in the air, instead of in a mock cockpit in front of green screen like in Raiders. The planes are a similar story, and look like original footage instead of expected military stock (unless the Navy just did a better job of filming their F-14s). Everything is also smooth when fighting planes, despite being fast and disorienting. The planes in these sequences seem to be hand-drawn instead of actually filmed – you rarely will be able to tell, but it would explain why the sequences are so visually well-controlled. The sound is dead-on, with the famous sounds of F-14 engines flaring, radio chatter, and warning alarms coming through with perfection.

Tomcat Alley is actually enjoyable, despite tackling subjects and methods tried and failed by other games. You are just watching splices of virtually plotless grainy video, and you are just moving a cursor over a green box and pressing a button, but it just doesn’t seem to matter here. Maybe it’s because of the fighter jets, but whatever the reason, if you’re looking for Sega CD games, then this is one worth checking out.

The Good

Hey, it’s actually fun, despite not being much different than certain other CD games (we don’t name names here at JGR, but it starts with an “M” and ends with a “idnight Raiders”).

The Bad

That little countermeasure issue, and take this advice: answer the radio immediately or you’ll get bitched out.

Tomcat Alley
Developer(s)The Code Monkeys (Sega CD)
Novotrade (PC)
Publisher(s)Sega
Designer(s)John Zuur Platten
Platform(s)Sega CD, Windows
ReleaseSega CDWindows 95
  • NA: November 6, 1995
Genre(s)Action, FMV game
Mode(s)Single-player

Tomcat Alley is an interactive movieFMVvideo game developed by The Code Monkeys for Sega CD. It was the first Sega CD game to feature extensive full screen, full motion video.[1] It was later released, with higher quality video, for Windows-based PCs.[1] A 32X version was also in development,[2] but never released.

Storyline[edit]

The player controls a United States Navy pilot who has to bring peace and stability to the world after the cash-poor former Soviet Union sold off some of its military equipment to an unfriendly government.

The game takes place in a full screen, full motion video, first-person perspective, and the player has to move quickly to launch missiles at enemy aircraft.

Critical reception[edit]

GamePro named Tomcat Alley the best Sega CD game at the 1994 Consumer Electronics Show, commenting, 'The demo at CES was stunning. It still had that grainy Sega CD look and feel, but you actually felt like you were flying inside the Tomcat.'[3] They later reviewed the game and gave it a perfect score, stating: 'Tomcat Alley uses actors, sets, and outstanding aerial footage to create a breathtaking aerial battlefield.'[4]Electronic Gaming Monthly gave the game a largely negative review: 'Aaargh, another full-motion video game! If you've played Night Trap or Double Switch, then you've played Tomcat Alley. .. the video [is] very blocky and often hard to see'.[1]

References[edit]

  1. ^ abcTomcat Alley on MobyGames
  2. ^'Gaming Gossip'. Electronic Gaming Monthly. Ziff Davis (66): 56. January 1995.
  3. ^'CES Showstoppers'. GamePro (57). IDG. April 1994. pp. 74–81.
  4. ^'ProReview: Tomcat Alley'. GamePro (58). IDG. May 1994. pp. 52–53.

External links[edit]

  • Tomcast Alley at MobyGames
Tomcat Alley Sega Cd Review
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Tomcat_Alley&oldid=948467014'