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Inside Mac Games Volume 7 #1
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TEXT_139.txt
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1999-02-01
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174 lines
  
 
 
 
 
 
by Rafi Guroian
Berkley Systems, $29. Requirements: PowerPC, 18MB RAM, System 7.5.5
or later, 4x CD-ROM. Contact Berkley at http://www.berksys.com.
Jack is back. Just when this reviewer thought that the You Don’t Know Jack
franchise had been played out to its fullest, Jellyvision (the designers) goes
and does something like this. And believe me, what they did is simply
amazing. Granted, YDKJ: The Ride has its faults, which should have been
caught, and caught early, but the new innovations in the game far outweigh
what has been lost.
Lost, you say? What’s been lost? Yes, that’s right, folks. YDKJ has taken a
turn in goals, but the turn isn’t for the worse. Simply put, if we were to take
Cookie (the host of YDKJ) out of the game, and call some of the bonus rounds
different names, we could easily strike the name "You Don’t Know Jack" and
call the game something completely different. No longer do we feel like we
are getting ready to go on a game show. No longer do we get the sense that we
are on display in front of a studio audience with an accompanying vocal band.
And most of all, no longer do we have those oh-so enjoyable interludes
introducing question numbers. Yes, folks, it’s an entirely new premise, but
fear not, the game is not just good, it’s great! (guess I had too many Frosted
Flakes this morning)
Yes, the departure from the familiar "game show atmosphere" is sobering to
say the least. I’ve got to admit that I did not like this fourth installment of
YDKJ when I first played it. A die-hard jack-ee, I was almost insulted at
such a change. For example, we are no longer treated to a pre-show Green
Room preparation for the game in the same way that we are used to. Instead,
the same objectives (getting the number of players and your names) are
accomplished with the idea that you are about to embark on a theme park ride
of some sort. Yeah, it’s weird, believe me. Personally, I don’t think it makes
a bit of sense, but I am willing to overlook the entire premise, basically
because of the innovations here. "Innovations?" you ask. "How could they
possibly innovate the pre-game questionnaire?" The answer is rather
simple: Play with your mind. Yes, that’s right. YDKJ: The Ride is actually
witty. To begin with, you are asked a question at the launch of each game.
Some of the questions are rather personal; some are funny. In any case,
whichever answer (you are given two options) that you pick will alter the
course of the rest of the game. In some cases, depending on your pick, the
computer will refuse to let you enter your name and will make you enter a
different name instead (I was forced to be called "Two Percent" in an episode
about milk). Before I caught on, I even quit out of the game and restarted my
computer thinking the keyboard had gone haywire. In another case, my
friend, Peter, was ridiculed for having the same name as a disciple in the
Jesus Christ episode.
 
The Ride slowly began to grow on me once I started getting a handle on where
the game was going conceptually. Cookie returns once again for his fourth
installment as host (Movies, Netshow, and Volume 3 were his last outings),
which is always a welcome sound. In addition, we are treated to several other
hosts from previous games, each of which takes over for a period of time. We
hear from Guy (from YDKJ: Sports and Sports Netshow), Nate (perhaps the
best YDKJ host of all, who hosted the original game and the Netshow),
Schmitty (formerly of YDKJ: Television and now Netshow), and finally, Buzz,
the much-debated, questionable host of Volume 2. Believe it or not, Buzz
actually comes across much better this time around, partially due to the
obvious hazing he gets in this game from other hosts ridiculing him of his last
outing’s performance. The fact that The Ride brings back all of the former
hosts was enough to make me grin ear-to-ear right there.
The game’s format has also changed. No longer are we given the opportunity
to pick from three question categories. Instead, depending on which answer
we pick at the beginning of the game (yes, it comes back to haunt you
consistently), we are led to a specific "floor" or to put it simply, a specific
episode of set questions. This is perhaps the poorest part of the game,
detracting from the infinite combinations of games the older format used to
provide. Instead, once you’ve played an episode, you know all of the questions
and answers. This becomes incredibly annoying if you’ve deleted the game
from your hard drive after playing upwards of twenty games, only to find that
you’ve got to play through a good portion of those twenty to start getting new
episodes. Had the makers of the game created a workaround on this, The Ride
would have gotten a perfect score from me.
 
Buzzing in as a host of question values flash by you on the screen now chooses
the questions for you. In addition, question values are no longer constricted to
the $1,000, $2,000, $3,000, $4,000, and $6,000 limit. Question values
are now much more eclectic with some individual values topping $12,000.
Of course, this makes for a much more intense multiplayer game.
Bonus Rounds are also great fun. In addition to the tried-and-true Gibberish
Questions and Dis-or-Dat, we are presented with new Bonus Rounds like the
Road Kill and Bingo, each tailored to the episode’s content. Sorely lacking
from this volume (as with Volume 3 and Television) is the Fiber Optic Field
Trip. This was perhaps one of the best features ever implemented in a trivia
game (the host would call a random person out of the phone book and have
them make up a question). I strongly encourage Jellyvision to give it another
go the next time around.
In all, Jack: The Ride is a winner. Die-hard fans, like myself, will be
disappointed at the non-Jackness of the product. At times, it seems like the
game is in an identity crisis. The game starts up like an amusement park
ride, but ends in the familiar (and hilarious) spoof radio commercials as if
we were on a game show. It’s becoming clear that Jack is going to have to
make a decision for the next entry, but for now, it stands on its own. The
inclusion of popular Jack commercials on one of the game’s two CD’s is
priceless, and may be worth a good chunk of the game’s price right there. In
any case, Jack has done what nobody thought was possible: make an already
great game, even better, albeit at the cost of some familiar features.