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Game: Food Chain
Reviewed by: Kirk
Hiner
I've been a fan of Godzilla since I first saw the King of
the Monsters on "Superhost" one Saturday morning. I have
dubs of all of the series one movies, and I own subtitled
copies of the series two movies, from "Godzilla 1984" right
up to "Godzilla vs. Destroyer." I even own a subtitled
version of the 1954 original--- Japanese version, of course
(which I still argue is one of the greatest science fiction
movies ever made). It's another childhood fascination I
never outgrew, so I was really geared up when I found that
Tri-Star was making a big budget Godzilla movie. But, like
everyone else with the slightest amount of respect for
science fiction and cinema in general, I was so sickened by
the American Godzilla movie that I had to watch the
laughably awful "Godzilla vs. Megalon" just to calm my
stomach.
What's this have to do with Macintosh games? Only this
point: Despite what Devlin and Emmerich wanted us to
believe, size doesn't matter.
Over the past couple of months, I've reviewed massive,
epic games that have revolutionized and revitalized the
Macintosh gaming industry. Titles such as "Unreal," "Tomb
Raider II" and "Redjack: Revenge of the Brethren" have
proven to the PC gaming world that we can not only run their
games, but that we can quite often run them better. The
problem with this is that PC users have long been used to
buying the extra RAM and PCI cards needed to support these
games. In order to get equal ports, Mac users are now forced
to also lay down the dollars for these add-ons. So what do
you do if you haven't got the money or have an older Mac
that can't handle the upgrades? Simple. You play "Food
Chain."
"Food Chain" is the first title released by Cajun Games,
and it's an impressive start. A somewhat bizarre cross
between chess and othello, "Food Chain" nails the two main
requirements of games of this size, it's easy to learn and
addictive to play.
Here's the gist of it. You start with a game board
divided into twenty-five squares. On this board are eight
creatures: two seaosaurs, hovenboofs, yug yugs and
magmaraptors. With each turn, you're given another one of
these four species to place on the board. Each species
survives by eating one of the others. Seaosaurs eat
hovenboofs, hovenboofs eat yug yugs, yug yugs eat
magmaraptors and magmaraptors eat seaosaurs. Hence the title
"Food Chain."
Aside from dietary habits, each species also has its own
special abilities. The seaosaur can survive in water, the
hovenboof can graze on the grass that grows after a creature
dies, the yug yug can eat its own kind (I'd never before
considered cannibalism to be a "special ability," but it has
been a pretty weird decade) and the magmaraptor can fly
across the board to dine on its prey (all other species must
be both standing next to and facing their prey to eat it,
but you are occassionally given the option to turn creatures
that are already on the game board). The goal of the game is
to keep the separate species eating without allowing any of
them to become extinct. If the yug yugs, for example, are
either all eaten up or die of starvation, the game ends.
Sound simple? Don't get cocky. You also need to manage
the land itself. Sometime's you're given a cloud to place on
the board which creates a lake. Only the seaosaur can
survive in water, so no other species may be placed in the
lake. If the lake is placed over a creature already on the
screen, that creature drowns. When a creature dies of
starvation, grass grows in its place. If a hovenboof doesn't
eat this in time, the grass grows into a tree. Trees never
die, and no other species may be placed over a tree. The
more trees you have, the fewer playable spaces you have, the
better chance the game will end due to overpopulation. And
then there's the Grim Reaper, whom you can only place over a
creature already on the game board. That creature
immediately dies and grass grows in its place.
The tricky part is getting as many of the creatures to as
possible eat in one turn. To eat a hovenboof, for example,
the seaosaur must move into its square. If a magmaraptor is
next to and facing the hovenboofs square, it'll move there
to eat the seausaur. If a yug yug was also next to and
facing that square, it'll then move in to eat the
magmaraptor. Setting up big chains like this not only yields
more points, but it also provides you with bonus picks. If
you don't like the creature that the computer gives you on a
certain turn, you can use an awarded pick to change to any
other creature in the chain. You can even chose which
direction they'll face or opt instead to turn a creature
already on the game board. However, it's best to save the
picks for dire emergencies or for setting up another big
chain feast.
The simple sound effects and cartoon animations in "Food
Chain" are colorful and fun. The music, however, is what
really helps the game stand out. It's jungle beat manages to
be lively without drawing attention away from the game, and
it never feels repetitive like the music in most other games
of this calliber.
Perhaps one of the strongest benefits of "Food Chain" is
its minimum system requirements. Because it takes only 5MB
RAM to run and uses hardly any system resources, it's a
perfect way to kill some time while you're printing that 5x7
300dpi TIFF or downloading the 40MB "Myth II" demo. Plus, to
make things a little more interesting, Cajun Games
occasionally sponsors a high score contest; the winners of
the last one received "Food Chain" t-shirts and sizable gift
certificates to MacZone.
"Food Chain" is available for download from Cajun's
website, or you can chose to order the CD for only a few
dollars more. If you're into shareware games, the CD is
probably the better choice as it comes with twenty-nine
other shareware titles from other companies, albeit most of
them only demos.
Will "Food Chain" take the place of "Myth" in your
computer game hall of fame? Probably not, but that's not
what it's trying to do. "Food Chain" is for the times when
you'd rather watch A&E than MTV, when you'd rather drink
tea than Jolt, when you'd rather listen to John Denver than
KISS (come on, you know you'd sometimes rather hear
"Grandma's Feather Bed" than "Lick it Up"). It's also for
those of us who still think that G3 is code for the defense
condition in which a visual sighting of Godzilla has
occurred.
Hey, there's an idea for Devlin and Emmerich; "Godzilla
vs. Mechahovenboof." It couldn't be worse than any of their
other movies. Could it?
Genre: Strategy-board game
Platform: MacOS
Format: Shareware/CD
Developer:
Cajun
Games
Publisher: Cajun Games
Requirements: 68040 processor running MacOS 7.1.2,
5MB RAM, 9MB hard disk space
Network feature: No
3Dfx Support: No
Retail price: $9.95 shareware/$13.49 CD
Availability: Out now
Applelinks Rating
Raised on Intellivision and "Tron,"
Kirk
Hiner has been an avid gamer ever
since he was tall enough to look through the viewfinder on
the Battlezone upright. Although he makes a living using a
PC (not by choice) to design websites for Dynamics
Online, Inc., Kirk never strays
from his 9600/200 or 3400c for computer gaming. When he's
not playing the latest Logicware release, he can either be
found working on his next "never to be published" novel,
rereading anything by Kurt Vonnegut or watching RAW is
WAR.
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