TYPHOON THOMPSON: IN SEARCH OF THE SEA CHILD What a delightful, funny, simple, and playable game this is! Dan Gorlin (of CHOPLIFTER fame) has created an arcade game with none of the usual frustrations, but with enough challenge and variety to keep you coming back for another round of play. (This review is based on the Amiga version.) The premise is original: The year is 2124, and Intergalactic Transport Flight 396 has been lost. Its last known position was near the ocean planet Aguar, in the Omega sector. It ditched in the planet's ocean, and only a faint signal remained, indicating that one human child survived the catastrophe. The Sea Sprites of Aguar have fallen in love with this child, and now keep it hidden away safely in a seemingly impenetrable observatory dome. Others who attempted a rescue have simply disappeared. It is your turn, as Typhoon Thompson, to get in there and bring the child out. The opening animation sequence is one of the funniest segments of the game: A flying saucer is poised over the surface of Aguar; suddenly its doors open. An official-looking person pushes you (Typhoon Thompson) unkindly towards the edge of the exit ramp, which hangs many feet above the Jet-Sled that's waiting on the surface of the planet. You resist with all your might; finally, you're dangled and dropped into the sled. You look up, unamused, and shake yourself off. The flying saucer departs, and you're on your way. The rest of the game is animated just as nicely. You begin each round among the Spirit Guardians. They assign you your mission (which involves collecting magical artifacts for them), give you some appropriate weaponry, and then send you on your way. You travel to a group of islands that constitute the Sea Sprite village, awakening the residents with a couple of shots from your Laser Cannon. Each time you hit an island, a mad Sea Sprite (and in later levels, a _few_ mad Sea Sprites) heads for its Flyer and comes chasing after you. There are eight different kinds of flyers in the game, and they do everything from just bumping you around, to trapping you in sticky bubbles and smashing your Jet-Sled. Different Flyers have different flight patterns and speeds, so you have to practice particular kinds of maneuvers to avoid each type. Your Jet-Sled is like a little one-person hovercraft/kayak. It's controlled entirely with the mouse: Presses of the right mouse button either give you a slight turbo boost (for speed), or send you diving underwater (to escape situations that are becoming rather troublesome); presses of the left mouse button fire your Laser Cannon; combinations of right and left mouse buttons handle the Scatter Bomb and Sprite Magnet at later levels. The space bar fires the Freeze Bomb. You steer your Sled with mouse movement; it's very easy to control. Once a Flyer is in pursuit of you, you may then fire at it; if you hit it, a Sea Sprite is left treading water in a slightly stunned state. If you pass over the Sea Sprite, you collect it and put it in your handy Sprite Bag for later use. But if you don't get to the Sea Sprite quickly enough, it wakes up and starts leaping like a flying fish toward its home island. You can fire at it and stun it again if you catch it soon enough, but if you don't catch it, it picks up another Flyer and comes back after you, twice as mad. This is where the game's challenge and strategy come into play. You can "wake up" as many of the islands as you want by firing at them. Once you've hit one island, news of your presence eventually travels around, and an increasing number of Flyers appear. Your time is divided between firing at Flyers and picking up stunned Sea Sprites; as the game progresses, you'll find that you must be engaged in both activities simultaneously. Trying to collect a bunch of stunned Sprites while Flyers chase after you becomes a wildly engrossing task; the more Flyers you hit, the more Sprites there are to collect, and the more new Flyers come after you. Pretty soon (especially at the higher levels), you find yourself in a sea full of both Sprites and Flyers; some Sprites are sitting stunned in the water, others are leaping home to get more Flyers, and new Flyers are circling, trying to pin you. You accumulate various types of weapons as you go along. At first, all you have is your Laser Cannon. Later, you get: a Scatter Bomb, which scatters all Flyers within range of you; a Sprite Magnet, which (when released) attracts all the stunned Sea Sprites to one place (handy when you need to collect a bunch quickly); and finally, a Freeze Bomb, which neutralizes nearby Flyers (also useful when you want to concentrate on Sprite collecting). Once you've captured all the Sea Sprites in the village, you then head to the Mayor's Island in the middle, which looks like a big cold-capsule. When you pull up your sled next to the island, the Mayor comes out, and you show her your bag full of citizens. She becomes hopping mad (quite literally), and demands their return. You unburden yourself, receiving the required magic artifact in exchange. You then head back to the Guardians to return the artifact and be assigned your next mission. It's not very hard to complete the first three levels, but the fourth is a real challenge. Even after finishing the entire game, this thing is so much fun it's worth playing over and over again. The different levels display various colors and shades, and the game's "sea-surface" 3-D orientation makes you feel as if you're rushing around a beautiful little sparkling harbor in the middle of the night. It's quite lovely to look at. TYPHOON THOMPSON is also one of the very few non-violent arcade games around. No one ever dies in the game (well, except for you, and you don't really die...you just sort of evaporate). The object is to save life rather than destroy it: The Sea Sprites get to go back home, you get to go back to your Guardians, and everyone's happy at the end of each level. You have not only five lives to begin with, but also a certain number of sea-sleds; more often than not, you merely lose your sled, swim back to the Spirit Guardians, and obtain a new one with which to try again. This could be very important to those looking for suitable games for younger children; it was even a pleasant relief for me! The game comes on one copy-protected disk, and runs on all Amigas with 512K of RAM. It's not hard-disk installable. If you have 1MB of RAM, you'll hear beautiful, full-stereo sound, which gives you audible warning of the approach of objects from off-screen. If you're using a monophonic speaker, you may specify mono sound for slightly better high-frequency definition. I highly recommend TYPHOON THOMPSON. It's cute, it's fast, it's easy to get in and out of, and best of all, it provides the sort of elemental fun we often overlook in our endless search for the bigger and better. TYPHOON THOMPSON is published and distributed by Broderbund Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253