From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #10382 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Friday, December 23 2022 Volume 14 : Number 10382 Today's Subjects: ----------------- Designs WITHOUT Hiring Costly Professional Landscape ["Ideas4Landscaping"] ---------------------------------------------------------------------- Date: Fri, 23 Dec 2022 15:31:33 +0100 From: "Ideas4Landscaping" Subject: Designs WITHOUT Hiring Costly Professional Landscape 3 Designs WITHOUT Hiring Costly Professional Landscape http://cbdgummiess.today/jxmHF4IRnyuiJzrIJ08e3gg-mmo3oFWxphWtn_x9CWf4yqOI2g http://cbdgummiess.today/aOcsWqAKutbLBwySuX7CnqxnDuEaqzh0F1Ri77y2XaZqLucBdw r the strong distinction between the game's many vehicles. Schneider likewise overcame his initial concerns to appreciate the complexity of the controls and the differences between the vehicles. He considered the locked camera view restrictive when compared to the unrestricted 3D camera in the game's contemporaries. Schneider thought the game should have been longer, with fewer bonus levels and more main missions, though he did appreciate the pacing, design, and difficulty of the included levels. Slo Mo instead asserted that "Over 60 levels and hidden areas within hidden areas give you your money's worth". A Next Generation critic agreed, asserting that the vast size of the levels and numerous secrets and bonus areas make Blast Corps "one of the few Nintendo 64 games that justifies its exorbitant price tag". Shawn Smith and Sushi-X of Electronic Gaming Monthly (EGM) thought the game was repetitive, as did Computer and Video Games. The latter, though, praised Blast Corps's level design and difficulty progression. Ward had fewer reservations, writi ------------------------------ End of alt.music.moxy-fruvous digest V14 #10382 ***********************************************