
We exit the highway and turn into the empty parking lot of a computer superstore. He has a parking lot in mind, and soon I find myself concentrating on the differing textures of every seam on this stretch of Texas asphalt, perfectly rendered through my backside by the factory RSR/Racer’s Group suspension. “You should have heard it before the turbos,” remarks Jason, his voice elevated above the gurgling din of idle. Considering the fact it’s turbocharged, the engine has a surprising exhaust note: It’s two parts GT3 RSR, one part industrial tree shredder. The 3.6 takes some throttle to coax it to life. I drop in over the thigh bolster of the passenger Recaro SPG, rotate in, and fumble with the Sparco five-point harness. “You can get used to the clutch there, before you drive it on the street.” I shake off the face slap and mutter something about having driven some pretty finicky Porsches. “I’ll drive us to a parking lot,” says Jason Herrera, the car’s caretaker and Princeton’s project mentor, after refusing to toss the keys my way. In its place is a plain decklid rendered in carbon fiber, because Princeton’s Midnight Blue 993 is destined for a more leisurely stroll on the twilit streets of Houston tonight. In case you’re wondering, that particular piece of bodywork is back in the shop, awaiting track duty. Tracing the lines of this Porsche from front to rear, the only suggestion of restraint is the lack of a rear wing. The game was also positively reviewed by Zzap!64 magazine.Princeton Wong’s 993 lacks subtlety.
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The reviewer concluded "I would recommend this wholesome software to anyone old enough to read". Info gave the Commodore 64 version five stars out of five, describing it as "some of the most broadly therapeutic and consciousness-raising software available", and "very entertaining". The magazine's Charles Ardai described it as "fascinating the first time out" but repetitive later. Johnny Wilson of Computer Gaming World described the game as "a delightful, humorous and thought-provoking exercise in decision-making, value exploration and evaluation, and vicarious wish-fulfillment." Minor qualms were raised concerning the disconnect between past experiences and current situations, and the mild tendency of the game to be "preachy". This decision might change the alter ego's "Physical", "Confidence", and "Intellectual" statistics, which in future experiences might influence the alter ego's ability to get into college or succeed in social situations.

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For example, in the high school segment, the player might be given the choice of trying out for the school baseball team, or deciding instead to crack down and study harder to improve in math.

Some of these experiences are disturbing, and can even lead to premature death (such as being raped and killed by a child molester), though most tend to be humorous.Īlter Ego keeps track of certain player statistics throughout the game, which in turn affect the alter ego's ability to succeed at certain choices.


In the process of playing the game, the player's alter ego proceeds through seven phases with their respective experiences: infancy, childhood, adolescence, young adulthood, adulthood, middle adulthood, and old age. In this manner, the user progresses through the alter ego's entire life and examines what impact their decisions had. After making a choice in each node, the user is moved back to the tree with that node marked as completed. Each icon bears a symbol showing what kind of experience it represents (for example, a heart denotes an emotional event). The player chooses an icon representing an "experience" or situation to explore. The player's alter ego begins the game as an infant the game presents the user with a tree diagram with nodes, each labeled with an icon. The player reads through the scenes in each node, and makes decisions for them to develop their character.
