MANHUNTER: NEW YORK MANHUNTER: NEW YORK is a one-of-a-kind game. Designed for Sierra On-Line by Dave, Barry, and Dee Dee Murry (of the ANCIENT ART OF WAR series), it's an amalgam of diverse game elements: part detective story, part tale of a lone rebel bucking the odds, part arcade game. Add a post-holocaust setting and a science fiction villain, and you have an idea of the range of concepts that MANHUNTER covers. Clever and action-packed, MANHUNTER's not for the squeamish, but it is an excellent game for everyone else. This review is based on the IBM version; Atari ST version notes follow. It's 2004 A.D. and New York City (and, presumably, the rest of the world) has been invaded by the Orbs. The Orbs are large, eyeball-shaped carnivores capable of flying, thinking, and communicating. Having established the tyrannical Orb Alliance, their will is carried out by robots and Manhunters. Manhunters are humans conscripted by the Orbs to investigate human transgressions against the Alliance. Most Manhunters are vicious, cruel madmen whose loyalties to humankind obviously run thin. You, however, are not that kind of a Manhunter. There's an underground effort to defeat the Orbs, and you're presented with the opportunity to join the resistance and subvert the Alliance from within. As a Manhunter, you're given a new investigative assignment daily by the Orbs. With the aid of an M.A.D. (Manhunter Assignment Device), you track the movements of suspects around the time of their crimes; after a short while, though, the trail goes cold. The tracking device doesn't give you the identity of the human; you've got to deduce that from clues they've left behind. The M.A.D. also lets you travel to locations that the humans have visited, and y can access the Alliance's database to obtain specific information on the suspects once you've determined their identities. In addition, an automatic "note-taking" circuit preserves certain written information for your later reference. According to the game package, MANHUNTER allows you to "choose allegiance between good or evil as the story progresses." This really isn't so. There is only one scenario: The game very obviously wants you to be subversive. If, in fact, you wanted to side with the Orbs, there wouldn't be much point to playing the game; they've already got quite a stranglehold on the population. A few people who've seen or played MANHUNTER have expressed some concern over the graphic violence. I find this reaction unfounded. If you're upset by the sight of computer-generated blood, or by cartoonish corpses, then I can understand an aversion to some of the scenes in MANHUNTER. But your onscreen alter ego never kilbr[hone...as opposed to your average computer role-playing game, in which you might easily murder hundreds of creatures without a thought. The gore in this game comes in two forms: as violence against you, and in the depictions of violence recently committed (e.g., corpses in various states of decay). Every mistake you make results in your dying some sort of unattractive death. And there are a handful of corpses that are not at all pleasant. But the deaths you die are usually so exaggerated as to be comical, and the corpses...well, the corpses do make a point. Death is so common in computer games as to have virtually no impact; in most games, when a character dies, it vanishes neatly. Well, death just isn't like that. And if the deaths in MANHUNTER are supposed to drive your character to react against the Orbs, they must have some impact...and these corpses certainly do. None of them will cause you to run screaming, however. As the story progresses, more and more of New York City becomes accessible to you through the "travel" command. Many famous landmarks are duplicated (including an extensive recreation of Central Park), most in a state of disrepair reminiscent of "Escape from New York" or other future visions of the City. Unlike most other graphic adventures, the emphasis here is not on collecting items and determining their uses. Though there are such puzzles, the focus is on collecting less tangible clues -- fragments of names, veiled messages, symbols -- and deducing their meaning. At times, especially early in the game, you seem to run out of options very quickly. If that happens, it simply means you either haven't tracked everybody you ought to, haven't visited all the locations available, or haven't deduced a name for which all the clues have been given. In this way, it's very easy to tell when you've explored all you can for the time being, and you can concentrate on assimilating the information you've gathered. Although the bulk of the game is spent tracking humans and exploring their pathways, the game is dotted with arcade sequences. Most Sierra games have at least a few of these; MANHUNTER's are plentiful and exceptionally clever. The save-and-restore functions are very handy; you can save your position halfway through an arcade sequence so that you never have to replay what you've already conquered. Thus, an action sequence that might take days to perfect in an arcade can be solved within minutes with the frequent use of the save command. When a botched game results in your character's demise, the Murrys (in Manhunter garb) pop on-screen to offer a hint or a bit of understated sarcasm. The ending is downright exciting. Your last task involves one of those arcade sequences, a frustrating, edge-of-your-seat bombing mission complicated by the close pursuit of the Alliance's Head Manhunter. If you accomplish your mission, an amusing -- and surprising -- sequence of events unfolds, that leads straight into the announcement of a sequel. MANHUNTER's interface is very unusual: no vocabulary, no parser. All the functions you need to control the game can be found in menus. Except for a few names, no typing is required at all. Because the interface bears no resemblance to any you've seen before, it takes a little practice to get used to. Along with your game disks, MANHUNTER comes with a "Manhunter's Field Guide," a quick reference card, and a wonderful map of New York City that's amazingly accurate. The map calls out many locations that become important in the game, as well as quite a few red-herring locations you'll never see. Included with the map are depictions of several mazes you'll encounter -- none especially difficult -- and one of the maps even does double duty (though no indication of its second application is given). The graphics are excellent, the best of any Sierra graphic adventure so far. MANHUNTER is one of the last Sierra games to use the "AGI" graphics: medium resolution used to its greatest advantage. There are closeups, first-person views, aerial shots, long pans...altogether a very cinematic game. The music, too, is effectively atmospheric. To play MANHUNTER on an IBM, you'll need 256K and an IBM, IBM compatible, or Tandy computer. A joystick is optional. The game includes both disk formats: five 5-1/4" disks and two 3-1/2" disks. Neither version has disk-based protection (contrary to the outdated MS-DOS reference card enclosed with the game), but the game requires that you enter a word from the manual before you can begin. Since the game isn't disk-protected, it can be installed easily on a hard drive using the included installation program (or you can simply copy all the files to the subdirectory of your choice). Similarly, you can back up the master floppies and play from your backups using regular DOS copy commands. The program supports many graphics routines: VGA, MCGA, EGA, CGA, Tandy, and PCjr modes are all included. Obviously, the game is far more enjoyable in any of the 16-color modes than in CGA. And given the exceptional graphics of all the Sierra games, and the low price of EGA, I certainly recommend the small investment in an EGA, which can be used with a regular RGB monitor. Alternatively, some CGAs will produce a 16-color image with a composite monitor (TV set); check your CGA manual for the details. A Hercules version of the game is being released, but was not available at the time this review was written. As mentioned above, very little typing is required. Most commands are entered via function keys as explained in the quick reference card, which details the keystrokes for all versions of MANHUNTER yet to come. Note that this reference card is separate from the outdated MS-DOS reference card that is also included. The save/restore functions are quick and easy. Up to twelve saved games may be placed on a single disk or in any given subdirectory; additional saves may be stored in different subdirectories. The ESC key lets you use a pull-down menu system for most functions if you forget the assigned function key; the TAB key displays your inventory. I consider MANHUNTER to be the finest graphic adventure of the year. With puzzles that run the gamut from simple to agonizing, a generous variety of arcade diversions, and delightful, gritty graphics, MANHUNTER has it all. Not that there aren't a few faults: At least one of the puzzles (in the form of a painting that supposedly "communicates" a code number) seems grossly unfair, and the Central Park sequence was a bit too long and repetitive. But overall, MANHUNTER is a compelling and highly unusual game. With MANHUNTER, Sierra continues to break new ground in computer gaming. I look forward to -- and expect a great deal from -- the sequel. ATARI ST VERSION NOTES The Atari ST version of MANHUNTER: NEW YORK is, simply put, one excellent piece of work. It's lurid, exciting, violent, cinematic, and as much a pleasure to stare at as it is to play. Although the package notes that MANHUNTER will work on either monochrome or color monitors, I confess that I didn't even think of viewing it in black and white: The Edgar Allan Poe colors give the game an atmosphere that can't possibly be matched by monochrome. Either the keyboard, a joystick, or the mouse can be used to control gameplay. Most facets of play are covered when using the mouse; typing is minimal, usually a "Return" or the name of a suspect. Function keys bring up a help screen, toggle sound, invoke Travel, and save and restore game positions. Up to 12 games can be saved (you'll have to format save disks from the desktop), and you needn't use the usual "filename.ext" method of entry: You can save a position with whatever words will serve as an exact reminder. Both Sierra and the Murrys understand film devices, and they use them in MANHUNTER to create a great overall effect; sometimes melodramatic, sometimes outrageous, but always worthy of admiration. All I can recommend to ST users is immediate purchase. MANHUNTER: NEW YORK is published and distributed by Sierra On-Line, Inc. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253