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- Path: menudo.uh.edu!usenet
- From: dac@prolix.apana.org.au (Andrew Clayton)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Frontier
- Followup-To: comp.sys.amiga.games
- Date: 2 Dec 1993 15:13:38 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 406
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <2dl0n2$780@menudo.uh.edu>
- Reply-To: dac@prolix.apana.org.au (Andrew Clayton)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, shoot-em-up, space, trade, flight, exploration, commercial
-
-
- PRODUCT NAME
-
- Frontier (also known as Elite II)
-
-
- BRIEF DESCRIPTION
-
- Frontier is a space exploration/trading/shoot-em-up game that is a
- sequel to "Elite," a very successful program available for a number of
- computing platforms.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: GameTek UK (Konami is also mentioned)
- Address: 5 Bath Road, Slough,
- Berks SL1 3UA
- England
-
- Telephone: None supplied
- FAX: None supplied
-
-
- LIST PRICE
-
- I paid $69.95 (Australian) for this product from a local computer
- software shop.
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- 1 MB of RAM is required.
-
- Works with all Amigas. 68020 CPU and upwards provide
- smoother animations and better detail, but the gameplay is
- supposedly the same on any CPU.
-
-
- SOFTWARE
-
- Works under all Kickstart versions. The program does not use
- the operating system, and will not multitask.
-
- The program requires a stack of at least 70,000 bytes, but
- most people feel safer with a stack setting of 100,000 bytes.
-
-
- COPY PROTECTION
-
- "Look up a word in the manual" protection.
-
- The program is hard drive installable, but works from floppies. The
- program is a single executable.
-
- Save-game data can be saved on any read/write device. (Floppy, hard
- drive, recoverable RAM disk, etc.)
-
- The copy protection mechanism gets a rating of "acceptable": you
- notice it, but it is not too bad.
-
-
- MACHINE USED FOR TESTING
-
- Amiga 4000/40
- 2MB Chip RAM, 4MB 16bit Fast RAM, 16MB 32bit Fast RAM
- Kickstart 39.106, Workbench 39.29
- 1.1 gigabytes of hard disk space
-
-
- INSTALLATION
-
- The program may be played by booting on the master floppy disk, or it
- can be copied to the hard disk by any normal Amiga mechanism (drop the icon,
- use the Copy command, or use a directory utility program such as Directory
- Opus).
-
- This is a very simple operation. Anyone who has used an Amiga for
- more than 30 minutes should be able to cope. I created a Frontier directory
- on my GAMES: partition, and copied the executable and the six "saved game"
- files into this directory.
-
-
- REVIEW
-
- Years ago, my father raved about a game he was playing called
- Elite. I didn't take much notice, at the time, until I saw it available
- for the Amiga. I purchased it and was entranced. Although I didn't get
- anywhere near the rank of Elite, due to an unfortunate conflict between the
- game and my Amiga 1000, I did have a great deal of fun and "wasted" many
- hours playing the game.
-
- Late in 1992, the British computing magazine "The One" had an
- interview with David Braben, the programmer of Elite, and revealed that he
- was working on the successor to Elite, with the inspiring title of "Elite
- II." The working title was revised to be "Frontier" sometime in late 1992.
-
- Rumours of this game's existence and "imminent release" were rife
- within the comp.sys.amiga.games newsgroup, but the official news was always
- bad, with unexpected delays, and broken release-date promises galore. Then,
- the Frontier demo was uploaded to the Aminet ftp sites and much ooh-ing and
- ahh-ing (and slamming of the demo for being lame) was to be heard. The demo
- turned out to be the opening sequence for the game itself, and sparked off a
- huge discussion in comp.sys.amiga.games.
-
- Eventually, news came from people who had actually seen and played
- the game. The rush was on; and after a few weeks of scouring the local
- scene, I finally acquired a copy from a local computer software shop. The
- installation was a breeze; once done, I put the original disks away in their
- box, and set about playing the game.
-
- Commander Dac, in charge of his shiny inherited Eagle Long Range
- fighter, snapped into existence. Firing away with his powerful engines, he
- took off from the spaceport on the planet Ross, and was promptly shot down
- by hordes of angry police ships, sent by a militant base commander who was
- offended by my lack of manners in not asking for take off clearance.
-
- Game time: two minutes. Real time: five minutes. And I was toast.
- A quick succession of restarting the game, and wild attempts to evade
- authority always ended up with my being declared a criminal and getting shot
- down by the atrociously piloted police ships. I decided that asking for
- clearance to take off isn't just a formality, it's the LAW. Later on in the
- game, when I accrued some fines for doing something considered illegal, I
- managed to evade the police ships and escape; however, I was spontaneously
- killed for not obeying the police, whilst minding my own business beside an
- asteroid, trying to blow it to smithereens. The moral is PAY YOUR FINES!
- The game isn't lenient here: you either pay your fines, or you die.
-
- Frontier is based on the same principles as Elite. You have a
- spaceship with a Hyperdrive, and you carry cargo from one planet or
- spaceport to another, hoping to make a profit in the process. On the way,
- you meet with other spacefarers, most of whom look at you and decide that
- you're easy pickings, and start shooting first. They do not desist until you
- obliterate them or they destroy you. Space combat is an integral part of
- the game. During the early stages it is very difficult to fight other
- spaceships - your firepower is limited to a 1-MWatt pulse laser that fires
- once every 5/8ths of a second, and you have no shields to protect you from
- the clumsy pilots of other spaceships.
-
- Later, combat becomes less life-threatening and more tedious. With
- a 20-MWatt beam laser, you rarely get touched before you've atomised any
- prospective opponents. However, "rarely" doesn't mean "never." Sometimes,
- you get only a blip of a warning, and you're suddenly breathing space, and
- the dreaded "Game Over" tombstone is on your screen.
-
- Tactics and weaponry play an important part in the game. I find
- combat to be quite a simple affair these days with my 4-MWatt continuous
- beam laser. Some people think combat is too easy, and they even go back to
- 1-MWatt pulse lasers to have some challenge. I think they're ego-tripping
- though.
-
- Getting to where you want to go is one of the main problems with
- Elite. Your interplanetary systems can get you going only a few thousand
- kilometers per second. Distances within solar systems are realistically
- portrayed in Astronomical Units or AU's (one AU is the distance from the
- Earth to the Sun, or about 150,000,000 kilometers). Travelling more than 50
- AU's is a tedious process.
-
- The system map is a scalable, three-dimensional representation of the
- various stars, planets, satellites and space stations in your star system.
- The mouse controls your point of view. Zooming is accomplished using the
- function keys F7 or F8, or by clicking on their icons on the screen.
- Everything "works" in the system map - you can watch moons orbiting planets,
- and planets orbiting stars, and other spaceships going about their
- business. All of this functionality is fairly intuitive. Braben has
- supplied an option to reverse the left/right up/down function of the mouse
- if "real motion" confuses you. You can zoom in to look at planets, and then
- look at the surface of the planet and see starports. Orbital starports or
- orbital cities are also displayed, with movement in real or accelerated time
- so you can plan how to get there in the least amount of time.
-
- Frontier's galactic map is huge. The galaxy is about 75,000 light
- years across in this game, and the central part of the galaxy has many star
- systems within a light year of each other. Navigation is fairly simple, but
- there doesn't seem to be much out there to look for outside of the Core
- systems and the Imperial sector.
-
- The responsiveness when updating in the system display is very
- pleasing. Details such as gas-giant rings are visible, with background
- scenery (space dust, stars, motion indicators) selectable on or off, in the
- main program options page. Zooming in on planets, asteroids, space stations
- or other spaceships is all possible. So is communication, but this aspect
- of the game is very limited.
-
- The premise of Frontier is trading between the two star-faring
- groups - the Core Systems, centred on Sol, and the Imperial Sytems, centred
- on Achenar. The Imperials are wholly capitalist: almost nothing is banned,
- and police protection must be purchased. Lots of contraband items are
- available - drugs, slaves, weapons - and life can get hectic, due to the
- increased pirate activity in Imperial space. The Core systems are more
- "refined" and actively clamp down on drug-runners and slave dealers. Do not
- go to a Core system with a hold full of slaves!
-
- Each faction has a ratings system - the Imperial side choosing
- serfs, squires, prince and that sort of thing, whilst the Core systems have
- Colonels and Majors etc. Acquiring medals, awards, and passes is almost
- essential to advance in the game.
-
- Ship types are many and varied, ranging from 4 tonne planet hoppers,
- with only interplanetary drives, to 2,000 tonne cargo behemoths (which turn
- really slowly, and chew through fuel like it was going out of fashion).
-
- A very large ship will cost you about 500,000 credits. Considering
- you start off with 100 credits, this might take a while to acquire (if it
- weren't for the bugs... see below).
-
- Some trade runs are extremely profitable, and these sort of runs
- will be your bread and butter for the first few hours of the game. You
- upgrade your ship with bigger and better weapons, defenses, and add-ons such
- as scanners, radar viewers for scanning other ships, Electronic Counter
- Measures to foil missiles, automatic hull repair systems, and Large Plasma
- Accelerators (weighing in at 900 tonnes!).
-
- The game supplies you with a seemingly endless stream of hopelessly
- piloted enemies who seek to destroy your ship. With adequate shields and
- a steady hand, you can wipe out most opposition easily. But not all
- opponents are braindead. Some are plain deadly, and running away would be
- the best option when you encounter them with their shielded ships and
- 20-MWatt beam lasers.
-
- Frontier has a huge scope, but most players I know have expressed
- some disappointment that 99% of the galaxy is either unexplored or
- uninhabited.
-
- In this review, I haven't discussed the special missions you can
- take, the "small parcel" deliveries, paid passenger services, assassination
- offers, military missions, mining asteroids, mining planets, blowing up Lynx
- bulk Ore carriers, the way the police Vipers tend to crash into each other,
- the penalty for not having atmospheric shields, or how simple it is to die
- repeatedly in situations that are seemingly standard fare. I do hope I've
- given some useful information to some people though.
-
- The bugs can be irritating. The flight simulation is excellently
- handled with Braben's smooth 3D graphics engine.
-
- I like this game a lot, and recommend that any ex-Elite players
- check out this game.
-
-
- DOCUMENTATION
-
- Frontier comes with three manuals and a quick reference card. A
- reference manual, 106 pages long, provides most of the information about how
- the program interface works, and a guide to what functions are available,
- enhancements and upgrades to ships, weaponry, and miscellaneous devices.
-
- A 40-page "Gazetteer" contains descriptions of several dozen star
- systems. It also contains clues about the game.
-
- "Stories of life on the Frontier" is 82 pages long. It contains
- several chapters of short stories about various characters in the game. I
- haven't read this manual much, but what I have read indicates that it
- contains clues about possible game strategies and locations of interest.
-
- The quick reference card indicates how to start the game, what the
- various icons indicate, and situations in which the icons do become
- available. The game controls are minimally explained.
-
- There is no further documentation on the two disks.
-
- I found the documentation to be of adequate quality. There are a
- number of glaring typographical errors and incorrect pieces of information.
- Most of the information you need to play the game is buried in the game
- manual, which lacks an index (but does have a table of contents).
-
- I would say that the documentation is aimed at people who have
- played this sort of game before. I didn't have any specific problem other
- than the lack of an index.
-
-
- LIKES AND DISLIKES
-
- LIKES:
-
- I really liked the processor support for 68040's. The
- program is smooth and responsive on my computer, and works without
- having to disable caches, play with memory settings, or turn off
- the AGA chipset.
-
- Hard disk installability was a key selling point. I have
- reached the stage where I refuse to purchase programs that will not
- load onto my hard disk. This is a problem specific to the Amiga
- computing community. The PClone users of the world aren't treated
- to idiotic floppy-disk based games and protection schemes, and
- haven't been for years. I'm pleased that Gametek marketed the game
- in this format.
-
- DISLIKES
-
- I dislike the Save Game "requestor," which consists of a
- screen full of drive names and directories. AmigaDOS "Assigns" are
- invisible. Finding saved-game files is a matter of knowing which
- drive to look at, and finding the directory. I resorted to saving
- games into a recoverable RAM drive and then copying the saved games
- back to disk when I finished playing the game.
-
- David Braben originally programmed the game so that it was
- "system clean", and would exit back to the AmigaDOS operating system
- when you quit the game. For some inane reason, the game was
- distributed with this feature disabled, so the only way to exit the
- game is to reboot your computer. Very unfriendly. The program
- doesn't multitask, since it takes over the display, but neither does
- it clobber what is already running on your system. A patch exists
- (by Teemu Suikki, tsuikki@cc.lut.fi) which enables you to modify the
- Frontier executable, and quit back to the operating system. I
- highly recommend this patch.
-
- I am constantly disappointed with the number of program bugs
- that my version (1.00) has. Apparently later releases (up to 1.05 at
- the time of this review) have fixed some bugs, but other bugs
- remain. Most can be circumvented, but some of them require you to
- go back to a saved game, or have the ability to ruin the gameplay,
- by giving you unlimited sums of money if you do certain bug-affected
- sequences. A word of warning: money is a signed value, and
- anything over 214,000,000.00 Cr will "roll over" to negative values.
-
-
- COMPARISON TO OTHER SIMILAR PRODUCTS
-
- Frontier is a logical extension to David Braben's Elite; and as
- such, the game most resembles Elite. It could also be compared to Warhead,
- StarFlight 2, Universe 2, or any of the other "pilot a space ship and trade,
- whilst killing anything that moves" sort of games.
-
-
- BUGS
-
- There are many bugs: far too many to enumerate. One Usenet poster
- was disappointed that any attempt to hyperspace into to Beta Lyrae causes
- the program to crash (replicated on the IBM version of the program).
-
- There is an annoying bug with the Bulletin Board showing items from
- the Stockmarket. This can be circumvented by accelerating time until the
- next day, when the Bulletin Board will be reset.
-
- Many people report not being able to "take off" from planetary
- surfaces, even though they have refueled their internal engines.
- Apparently maximum time acceleration will get you going, but your ship may
- suffer considerable damage as it crashes through various obstacles (walls,
- buildings, mountains, etc.)
-
- There are a number of bugs involving money. One planet "sells"
- usually expensive items for negative amounts of money! Take one tonne of
- material, and they GIVE you 3,000 credits. Very silly. Another bug lets
- you sell your ship for the going rate, but not complete the transfer -- you
- get to keep the money but not change the ship. Do this a few hundred times,
- and you can make a hundred million credits in a few minutes of furious
- mouse-clicking. Surely ruins the game though.
-
- One ship has an unfortunate knack of being able to aim its turret
- laser at itself. Excellent way to commit suicide.
-
- There are many more. Most of them can be avoided, and the general
- advice given in comp.sys.amiga.games is to SAVE THE GAME a lot, unless you
- want undue heartache.
-
-
- VENDOR SUPPORT
-
- I haven't contacted the company, and doubt the efficacy of a support
- request directed at a British company, coming from Australia.
-
-
- WARRANTY
-
- There is a registration card that does not mention any kind of
- warranty.
-
-
- CONCLUSIONS
-
- I like the game a lot. It recaptures the feel of Elite, with some
- upgraded graphics and a much larger galaxy to explore. I hope that David
- Braben comes out with the (rumoured) add-ons to this program, since most of
- the galaxy is unexplored and lifeless.
-
- The 3D graphics engine used in the game is very smooth. Certainly
- this is what I expected of something like Wing Commander (which was a great
- disappointment on the Amiga). The introduction sequence (available as a
- "Frontier Demo") is quite neat, and I'm sure it sold more than a few copies
- of this game.
-
- I'd have preferred to have had a properly tested game, with the
- major bugs removed, but I still recommend that people go out and buy the
- game. It's a whole lot of fun.
-
-
- COPYRIGHT NOTICE
-
- This review is freely distributable, as long as mention of the
- author (David Andrew Clayton) is included with the review.
-
- (Dac 'Average, Serf, 2M Credits, Imperial Courier.')
-
- David Andrew Clayton. // _l _ _ AmigaUUCP v1.16D Phone +61 6 290 2215
- Canberra, Australia. \X/ (_](_l(_ dac@prolix.apana.org.au
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
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