From the makers of TekWar and Corridor 7 and... oh God what am I doing?
Like TekWar, it opens with rendered animations of the Capstone Software logo and those magical 'Compact Discs' flying around. There's a spinning rendered disc behind the credits as well.
This stuff was embarrassing at the time and it's never gotten any less embarrassing. We should thank the gods that our children won't have to live in a world where everything is called e-something.
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Could it be that somebody at Capstone actually knew what they were doing?
Probably not.
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This is not what I was expecting. Not that he's on Mars, nobody could have expected that, but the whole reason I'm playing yet another bloody Capstone game is to immerse myself in the most crucial ingredient in any Cinematic Action Adventure...
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Poor Zorro's gonna waste away in that tiny box. Let's crank this thing up to max!
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Does Zorro look like he's out of Monkey Island or what?
Just like in Prince of Persia, I have no idea which way to go or what the controls are. Let's jump across these platforms and head right.
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That was NOT jump!
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And... ARGH! The cross shaped platform span around with me on it!
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Two lives down already and I haven't safely left the first screen.
Gotta be smarter. Smart, like Zorro!
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...to give back to the Church.
There's nothing on the screen below me, so I have to take a blind leap to the right.
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That guy down there's got a sword. I'm going to head right again and hopefully avoid him.
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Zorro's supposed to grab onto the ledge when you make a jump like this, but you have to be standing on the exact right position to begin with otherwise Zorro bounces off the ledge or doesn't reach it.
Back to the start room again. Do I have infinite lives?
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These controls are all over the place. Shift, Return, Control, Alt... don't ever try doing a running jump. Conrad in Flashback was sort of cannonball-like and predictable in his running jump, Zorro flickers and lurches haphazardly across the screen. I've never gotten it to work.
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"Enguarde!"
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In addition to his sword, Zorro's got a whip!
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These rotating platforms are a damned menace! It took quite a few tries to get through this screen. Rotating this platform means you can't get back on top of the long, flat surface very easily. You may as well restart.
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Step on the wrong piece of floor and you're instantly killed and sent back to the very start of the level. There's no way whatsoever to tell in advance which specific piece of the floor kills you.
What's worse is that Zorro doesn't walk on a grid like Conrad from Flashback or Abe from the Oddworld series. He's more like Lester from Another World, in that he can walk any distance, which is why climbing ledges and jumping from platform to platform is so difficult.
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Who builds these places?
After reaching the bottom right platform, you have to make an exact, blind jump off to the right...
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I'm being dishonest here, you can actually save and load at any time and there are six save slots. That's how I've managed to get this far. Hell, I'm actually enjoying how unusual and strange this whole experience is.
That there's the exit! There! THERE! Right THERE!
Hmmm? All you can see is a slightly darker part of the level which you could easy miss and end up jumping up three screens of ridiculous rotating platforms BACKWARDS to try and find the real exit? How about that.
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Swordplay in Prince of Persia is a slow paced, very exact thing. You take a step forward, you take a step back, you PLOK your enemy and try not to get PLOKed yourself. Zorro just waves it about. You can defend but it doesn't work.
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HUGE. Bloody HUGE. They must be at least a dozen screens across by six or seven screens tall. Level two's full of vertical columns of jumping challenges that you have to execute exactly to advance. Eventually, I just started leaping blindly off screen to see if I could safely land and skip parts of the level.
When I was playing level one, I was wondering if I was having so much trouble because I'd fallen from the correct path and was haphazardly making my own route. I now think that the game designers created these levels in an ad-hoc fashion and played each screen once to see if it was possible. They never thought to check if the screens were reasonable or even possible if played consecutively.
Zorro comes very close to being an impossible game. Somebody came along at the last minute and told Capstone that the game wasn't even remotely playable by human beings and Capstone listened and put in the save game feature and Zorro's health bar and saved the day.
Now the game is more like N. Every time I reload, the game switches to another stupid selection of heroic, sappy and cheesy SoundBlaster music. Dying is fun!
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Little do I know that it's the end of level two!
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I guess having huge square scaffolds and rotating platforms in the sky wouldn't have made much sense.
I've spent way too much time playing this now, so I'm going to stop.
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Why, you're going to have to play for yourself and find out!
(Don't actually do that! You'll not get off the first screen alive.)
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