
Developer/Publisher: CogniToy
Reviewed by SailorMur
on 7/2/01
Article
Discussion Forum
First
Impressions:
MindRover:
The Europa Project is the first release from CogniToy. Refusing
to allow itself to be pigeonholed, MindRover craftily qualifies
for the genres of strategy, action and racing while defying them
all as well. Perhaps you can say that it creates its own genre -
programming.
The premise has you as a bored researcher on Europa (one of Jupiter's
moons). You are so bored, in fact, that you start building little
robots to race and battle with your friends in your spare time.
This is the world you are in - tiny vehicles, big research station.
The game hit the shelves in late 1999, and CogniToy has recently
announced that a new expansion pack, MR_RCX, is on sale on its web
site for $15.00.
Graphics:
The
graphics are interesting - basic and nothing to write home about,
then changing to impressive. The vehicle looks odd and 2D while
you're setting the components, but you can grab the vehicle with
your mouse and turn it, and suddenly it's 3-D, the components
are placed in the right place, and it looks really good. Then,
to place more components, it goes back to 2D, top-down view.
The 3D arenas are nice, with good attention to detail in the various
rooms in the research station, but this is not the game you would
use to show off your new graphics card. There seemed to be a little
clipping bug when my hovercraft slammed helplessly into the wall
again and again (more on that later).
Sound/Music:
Some
game music is bad. Some is good. And some is catchy music that
is just a little too catchy, and you find it going round and round
your head, which is the case with MindRover. They could have done
with a little less emphasis on the techno. I found myself turning
it down so I could concentrate on the action.
Gameplay:
You
start with an empty body (chassis), and choose from nine vehicle
types: three levels of light, medium and heavy vehicles in the
Wheeled, Hovercraft and Treaded categories. Some vehicles are
not allowed in some scenarios (for example, in the Drag Race,
you may only use Hovercrafts).
You will get a top-down view of your vehicle with a certain number
of squares. The larger the chassis, the more squares you get.
These are for your physical components. You can choose between
several types, movement, navigation, and weapons being just a
handful of categories (The "Extras" category had things such as
Taxi light, Police light, and fireworks listed. Those are fun
to use, however watch how much room and weight they take up!)
You have a set umber of points and weight you can have on a mission,
and each component counts towards those limits. If you go over
either points or weight, you can't advance to the next screen.
You will need some sort of thruster/engine at the very least,
steering mechanism for the engine, and possibly some navigation
elements. For the more detailed missions, you will have to worry
about weapons and storage compartments.
When you're done with the equipping of the components you will
come to the wiring stage.
It is not enough to just put the engine and weapon on the vehicle
and hope (although I did try that). You need to set some wires
between, say, the engine and the steering mechanism, or the radar
and the weapons, or the waypoint finders and the thrusters. Your
job is to tell the components to talk to each other and what to
say, and when. It is a very sophisticated stage, and a mind that
loves logic puzzles and programming will be in heaven. You can
program the vehicle to travel between waypoints, have radar detect
enemies, have timing mechanisms turn thrusters on and off, and
have steering and track sensors keep the vehicle from hitting
the wall.
The wiring interface is very easy, with a simple drag and drop
movement creating a wire and a list of what the wires can do appearing.
The game won't let you create a wire where one wouldn't belong,
such as between a weapon and a thruster. If you make a mistake,
simply click on the wire and delete it.
When you're done with your wiring, you try it out. A screen comes
up with a view of a massive room (you did remember you're making
tiny vehicles, didn't you?), and perhaps a track, or an enemy.
If you told your vehicle to do the right things, it will putter
off, in search of an enemy, or a waypoint, or a race trophy. If
you wired it incorrectly, it will sit there, run into the wall,
and/or get destroyed by the enemy. At any time, you can go back
to the setup screens and modify components and wiring and give
it another try.
Enjoyment:
On
one hand, I had a blast at this game. The idea of making something
unique every time to attain the same goal was very attractive.
Sadly, the euphoria only lasted for the tutorials, where the helpful
game text told me what to do during the wiring stage. I got limited
knowledge on how to play with the vehicle to shoot weapons when
an enemy was spotted (I didn't say I shot them AT the enemy) -
and I had great fun at watching my little taxi wander around the
waypoints, shooting rockets here and there.
When the tutorial was over and I was on my own, it became a lot
less fun. My English Major brain had a great deal of trouble getting
my hovercraft to do a simple drag race (the emergency stop before
hitting an electric fence was the hard part). The wiring stage
was altogether too much programming and logic for my abstract
brain, and I got quite frustrated. When I finally conquered the
stage, I was quite proud of myself. But when the next stage of
a race through hallways (note: you don't have to turn on a drag
race) came up, and my vehicle ended up in a corner, repeatedly
hitting the wall, I gave up. I was frustrated because it was obviously
a game that someone could have a great deal of fun with, but that
someone wasn't me.
Multiplayer:
The
online community is strong, which encourages fan sites, user-created
components, and the trading of vehicles. CogniToy also runs contests
- none of the wimpy "Free game and a standard XL T-shirt" to the
winner here: the winners of contests win glass trophies. Pretty
sweet.
Overall
Impression:
If
you are a programmer or have a sharp mind for math and logic,
this would be right up your alley. All of my programmer friends
are interested in it, and I encouraged them to pick it up. The
seemingly infinite ways to modify the components and the wiring
of your car makes this a game that people will play well into
the early morning without noticing the movement of time. Even
if you win the scenario by winning the race, destroying the opponent,
or picking up the loot, you can always go back and see if you
can do it faster, better, more efficiently, or if adding the fireworks
to go off right as you win will make it more in-your-face. Speaking
of in-your-face, you will also love trading vehicles with your
friends and rivals to see who makes the best little tank, hovercraft
or wheeled vehicle. You will remind others of parents at Little
League baseball games once the game starts, and your little perfect
genius is set free to be the best little vehicle out there, with
no guidance from you except your constant encouraging yelling.
However, this is not a game for non-programmers. I, personally,
got frustrated very quickly into the game. If AND, OR, and IF
statements, when not used as conjunctions in the English language,
make you shudder in fear, don't get this game. If you struggled
through those two college math classes you needed for graduation
(liberal arts degree) requirements, stay away. Trust me.
Marketing
Efforts Towards Women:
N/A
Sailor Mur, aka Mur Lafferty, has a long history of contributions
to the gaming community including writing a column
for GameGirlz, working for Red
Storm Entertainment, and doing outreach for women through
public
speaking engagements.
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