"Japan - A Fight for Escape" is a scenario based around a Japanese village under your control against a rival Japanese clan, the Fujguih.
Playability: The playability of this scenario is a little below average, this was due to the lack of Ai files I think. The challenge presented by the enemy was only present when you attacked there base or the final and only rush by the enemy near the end of the 1000 timer win victory. To improve the playability of the scenario the author could add more ai files, make the computer player attack more with triggers or make your town perhaps be under attack at the beginning of the scenario.
Balance: The balance of Japan - A Fight to Escape is as just mentioned is lacking the challenge which a series of Ai files would provide. Build and Destroy scenarios often rely on Ai more than any other type of scenario. To improve the balance without the Ai the author could make the computer attack more, just generally do more things a human player would do. This would improve both the playability and the balance.
Creativity: The creativity of this work is fair and in my eyes the best feature. The renamed units, the Samurai Trainer, the Pikeman Trainer and the Catapult were all good additions in their own right. The creativity in other places lacked the continuation of ideas that little bit further for the creativity score to rise to a higher mark.
Map Design: The map design, is not far from being deemed fair. This is because the map is pretty standard, but lacks the features needed to raise the score a little. The author could improve the score of the map design by adding more gaia details to make the map more personalised and in so doing adding focal points. Adding more elevation changes would also be a nice addition, especially between the cliff like mountains.
Story/Instructions: The story was at the introduction screen fair, there was no history section and the hints section was weak. The biggest issue was the bitmap, there was one but the colour problem had made the bitmap impossible to see, which was a shame as the author had taken the time to make one. Instructions wise, the scenario in game contained very little dialogue but the objectives told you of your options and the two different ways you could complete the game.
Overall: A build and destroy type scenario which was a little bland in places, the lack of a strong challenge through triggers or ai for the most part is the area, which needs most improving.