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- Path: menudo.uh.edu!usenet
- From: malbers@ns.ccsn.edu (Marcus Albers)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Act of War
- Followup-To: comp.sys.amiga.games
- Date: 13 Jun 1993 15:52:23 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 172
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <1vfifn$shd@menudo.uh.edu>
- Reply-To: malbers@ns.ccsn.edu (Marcus Albers)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, war, simulation, shareware
-
-
- PRODUCT NAME
-
- Act Of War, Version 1.1
-
- [MODERATOR'S NOTE: This review was updated on June 20, 1993. The
- most recent game version as of this date is version 1.4.
- Reportedly, it adds "fire and ignitable materials, new weapons, and
- two new missions."
- Thanks to Thomas Baetzler <s_walter@irav1.ira.uka.de> for sending in
- this information. - Dan]
-
-
- BRIEF DESCRIPTION
-
- This is a game "in the tradition" of games like Laser Squad and
- Rebelstar, in which one player controls a squad of warriors and the other
- player (or the computer) tries to stop the first one from completing the
- selected mission. It can be found at all Aminet sites in the directory
- pub/aminet/game/misc.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Dave Smith
- Address: 4 Cleveland View
- South Bents
- Sunderland
- SR6 8AP England
-
-
-
- DISTRIBUTION METHOD/SUGGESTED DONATION
-
- This program is Shareware. If you wish to register it, you are
- asked to send a donation of 5 Pounds Sterling as a minimum donation. For
- it, you will receive "a nice letter", a mission editor (see below), and the
- latest update of the program, along with any new missions that have been
- developed. For a donation of 10 Pounds Sterling, you receive "a very nice
- letter", the above, as well as the 250K of AMOS source code on another
- diskette. For a donation of more than 10 Pounds Sterling, you will receive
- "an unspeakably nice letter", the above, as well as "Christmas cards for
- life."
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- One megabyte of memory in required to run Act Of War.
- It is fully compatible with OS 1.3 and 2.0.
- Runs in both NTSC Standard and PAL modes.
- Is compatible with faster processors.
- It is compatible with the A570 CD-ROM drive active.
-
- SOFTWARE
-
- None.
-
-
- MACHINE USED FOR TESTING
-
- Amiga 500
- One megabyte memory
- Workbench/Kickstart 1.3
- A570 CD-ROM drive
-
-
- REVIEW
-
- As af player of war simulations with figurines as well as the old
- SSI battle simulations on my Commodore 64, I have found a love for being
- able to control a squad of warriors completely. I can put them in
- situations that no sane person would do, and just see what happens. I
- can do more than just run and shoot. I can use a couple of warriors and put
- them in the heat of battle to act as decoys as the rest of my men go rushing
- into the complex and break the prisoners out. And there are usually a
- number of ways of accomplishing the given task. When I read the
- documentation for Act Of War, I knew that this was the game for me.
-
- Act Of War is a war simulation "in the tradition" of games like
- Laser Squad and Rebelstar. The player controls his/her squad of warriors,
- which are faced with a situation and an objective. In Act Of War, you are
- able to play against either a computer opponent or a human enemy. A lot of
- strategy goes into the execution of any scenario. It is not simply "fire
- and forget."
-
- Play for each character is split up into a number of actions or
- moves. Each separate character has a number of actions available such as
- movement, opening doors, or firing upon an enemy. The characters take turns
- making all of the moves. This simulates real-time action, and can be used
- to allow for things like injuries by decreasing the number of moves that the
- injured character has. Much realism can be figured into such a system, and
- it is a completely fair system. When firing takes place, both combatants
- get an equal chance to fire; i.e., if a character fires upon an enemy during
- his turn, the enemy gets to fire back, even though it is not technically his
- turn.
-
- Act Of War is a completely open-ended simulation. It could be said
- that the game is simply a play system, around which the actual simulation is
- built. When the game is registered, you are sent a mission designer that
- allows you to create graphics, types of characters, and types of weapons
- that are used. Everything can be changed.
-
- Another very nice thing about Act Of War is that all of the game
- functions can be accessed either either from menus or by keyboard. This is
- nice for people who do not have easy access to both the keyboard and the
- mouse do to their setup, or for people that have a bad mouse and would
- rather use the keyboard. Its also nice not to have to flip through menus to
- access a certain function quickly (like changing weapons).
-
- Graphics are excellent. The are very colourful and well drawn, even
- though there area lot of greys used with the science fiction basis of the
- included missions. The sound is also very well done. But this must be
- attributed to Team 17, for Dave got permission to uses the samples from Team
- 17's great arcade shoot'em up Alien Breed. The weapon reload sound is
- simply amazing. Because of total flexibility with sound, graphics, and
- character attributes, it is possible to make a scenario that utilizes tanks,
- planes, and even spaceships! Takes you back to the days of Wargames
- Construction Set for the C64.
-
- The artificial intelligence system that Dave designed is hard to
- beat, even on the "easy" level. The enemy characters don't just move
- randomly, nor do they simply follow and shoot (the smarter ones at least).
- Some even go so far as to set up barricades and wait for other characters.
- This allows for a fair amount of strategy to be used in taking care of the
- enemy. Will he stand and fight, or will he retreat when he gets too much
- damage? Of course, nothing is as challenging as playing against a good
- human opponent. The only thing that I dislike about this is that for two of
- the three scenarios included, it is very hard to have a two player game.
- The lack of the human factor is what makes these two scenarios possible.
- The third is very playable as a two player game, and of course there is the
- scenario designer.
-
-
- DOCUMENTATION
-
- The documentation is in the form of a soft-copy manual that may be
- printed. I haven't printed it out yet; but from the size of the
- documentation file, it looks fairly massive. It covers everything from
- basic play functions to explanations of each and every control mechanism.
- There are also separate files for each of the three scenarios, allowing the
- player to access the information on the current scenario quickly without
- having to page through the main document.
-
- [MODERATOR'S NOTE: There is now a LaTeX format manual available on
- the Aminet ftp sites called aow14texman.lha. Thanks to Thomas
- Baetzler <s_walter@irav1.ira.uka.de> for sending in this
- information. - Dan]
-
-
- LIKES AND DISLIKES
-
- What did I like: the graphics and sounds, the included scenarios,
- are very well done, the tried and true play system, and the AI system.
-
- What didn't I like: the fact that some scenarios cannot be well
- done by two players.
-
- On suggestion is the addition of a modem link for two player mode.
-
-
- CONCLUSSIONS
-
- I give this game a 9.5 out of a possible 10.
-
-
- COPYRIGHT NOTICE
-
- I impose no formal copyright on this review. I only ask that that I
- be informed if you find this review good enough to post on any on-line
- service such as GEnie or Compuserve.
-
- Marcus J. Albers, malbers@ns.ccsn.edu
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
- Send reviews to: amiga-reviews-submissions@math.uh.edu
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- Moderator mail: amiga-reviews@math.uh.edu
-