Split over two discs, the 4th Dimension
present Sporting Action on the Arc. A
heavily rhythmic version of Chariots of Fire fades
to reveal a well-designed main menu from which all game
options are controlled.
Up to eight players can take part in one stadium session, and
you can choose to compete in all the events or in a personal
favourite. You cannot select a specific order of events.
Fortunately, the practice option compensates. Removing
the conventional Gold, Silver, Bronze medal-winning
paraphernalia, this allows an armchair athlete to concentrate
on familiarisation with his chosen sport.
Plunging for the "Compete in all events" option, takes you to
the pool and the Diving event. The miserably enforced regime
of Z, X key abuse is re-lived here, as each player takes a go
at the four dive types.
After each attempt a set of scores flash up to reflect the
international judges' impressions which are controlled by
your skill in executing the forward, backward, reverse or
inwards plummet and the difficulty you choose. Despite the
smooth scrolling, I wasn't at all excited.
Welcoming the mouse back, you go Shooting - the clay
pigeon variety. Having established your preferred sight
speed, you choose to take 30 targets randomly or in a
pre-determined order. The latter enables you to memorise directions.
Enjoyable as splitting flying white blobs is, the gun holder
flickers and it's even possible to achieve the ultimate goal of
killing two birds with one shot, as on-screen collision detection
is pretty generous.
The Javelin event is my favourite - the athlete sprinting
motion is good and the game demands good judgement rather
than key-punching. By carefully releasing and angling the javelin
with the mouse, you can reach quite respectable distances.
Should you manage a throw nearing the world record length,
authenticated "crowd-reaction" screams out of the Arc's speak
ers, which lends a nice touch of atmosphere.
Back to the pool starting blocks and more key abuse
where you have to tap out the beat for the swimmer to stroke
to. Keep him breathing by regular stabs at the Return key.
However, to plough speedily through the water means developing a
regular rhythm, as prompted by a flashing panel.
The instructions warn that a lot of practice may be required
to maintain a good speed. This is an understatement.
Staying in the water you are now trasported to a foaming
river, complete with canoe. Course types are: Short, featuring
5 gates, Intermediate with 10, and Professional at 15.
Underwater current behaviour can be shifted between none
and random.
Desperately trying to remember the gate types - colour
coded according to how they should be negotiated - progress
is slow. The coaxing of the canoe is with repeated use of
the ' and / keys, but beyond the irritating "blips" used to signal
collisions, stimulation is thin on the ground.
Finally, Pole Vaulting runs along similar lines to the Javelin
event. After you have chosen the bar height, the brave sprite
jogs up to the daunting gantry.
On command of the mouse, it lowers the pole and rises skyward.
All of the player's involvement takes place in these few split
seconds, and it becomes an increasing challenge to gently
flop over the ever-rising height.
On the occasions that sound is employed, it is used well. A
good example is the convincing giug echoed upon failure to
breath in the swimming event.
The game's backgrounds often have a fuzzy appearance.
However, they suffice, and animation is usually smooth and
well articulated.
Overall though, attempts to spice this software's appeal with
player nationality quirks and a ceremony sequence are over
shadowed by a meekly-coded Archimedes game design.
Attempts to spice this software's appeal with player nationality quirks and a ceremony sequence are overshadowed by a meekly-coded Archimedes game design.
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