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- From: "SYSTEM MANAGER" <manes@vger.nsu.edu>
- Organization: The Amiga Online Review Column - ed. Jason L. Tibbitts III
- Subject: REVIEW: The Perfect General
- Keywords: game, strategy
- Path: menudo.uh.edu
- Distribution: world
- Newsgroups: comp.sys.amiga.reviews
- Followup-To: comp.sys.amiga.games
- Reply-To: "SYSTEM MANAGER" <manes@vger.nsu.edu>
-
- The Perfect General from Quantum Quality Productions is a strategy game that
- utilizes maps and turns to simulate military conflict. Mark Baldwin
- designed the graphics version of Empire, a game that I am hopelessly
- addicted too! Bob Rakosky did the port for the Amiga, and one that
- should be admired as it was hard disk installable in the height of
- gronk the disk drive age. The same addictiveness that made Empire
- the game it is, has been incorporated in The Perfect General.
-
- [Wow. This is the second review I've received on this game. I wish I
- could get this response for more Amiga products. JLT3]
-
- This game costs $49.95 and will run on an A500/A2x000/A3000 machine
- under AmigaDOS 2.0 and AmigaDOS 1.3. The game is hard disk installable
- and is manual password protected. The game will also multitask.
-
- I should note that I won this game on CIS when I attended the
- conference by White Wolf Productions. It has not tainted my view, but
- I do think that the reader should know how I ended up with the game.
- -----------------------------------------------------------
-
- Game Installation / Set Up
- --------------------------
- The game comes with a single disk, a users manual, and several nicely
- colored maps. The disk must be installed in order to play, as you
- can't play the game from the master disk. I think this is a good
- method as it prevents the user from saying "Ahh.. what the heck, I'll
- run off the master disk...", and end up destroying the disk. You
- never had that happen have you?? :-)
-
- The machine I use as my acid test for programs is an Amiga 3000 with
- 6 megabytes of RAM. I do not use the plain old topaz fonts that
- Commodore sets the machine up with. I use several proportional
- fonts, and they tend to cause cosmetic problems with most installation
- programs, and games in general. Not so for The Perfect General. I ran
- the installation program, and it worked like a champ first time. It
- asked me where I wanted the program to install (instead of just assuming
- DH0:) and when I told it the name of the directory it came back and
- said "It does not exist, do you wish me to create it?" This pleased
- me no end. I get real tired of some installation programs requiring
- you to create a directory first. The installation program asks you
- whether you want to have the music and animation turned on, and a few
- other questions. All and all a nice clean installation program. It
- was written in SAS/C. How can I tell? They didn't change the default
- icon that SAS/C creates for an executable. It worked like a champ.
-
- Let me pause here and give my feelings about installation programs.
- I wish that all installation programs were AmigaDOS scripts
- instead of stand-alone C programs. Why? Because I want to know what
- they are about to do to my system. I take for my example the recent
- release of Silent Service II (by the way... GREAT PROGRAM), it assumes
- that I want to install the program on DH0:. I could not change it,
- and fortunately I could assign DH0: to where I wanted. Amiga 3000s do
- not have a DH0: partition! Further, if I had one, I would object to a
- program trying to put itself there as usually that is where Workbench
- would reside. I don't need to tell you that the manual did not tell
- the purchaser a thing about the assign command. The novice user would
- not have a clue how to fix it. Anyway, I was very pleased that the
- Perfect General gave me an opportunity to decide where I wanted to put
- the game. The installation program worked right first time, though I
- will ping them a bit for writing a C program to install it. :-)
-
- What is the Perfect General?
- ----------------------------
- Folks, this is a strategy game, not a tactical game. The game designers
- make it clear that it is a strategy game. It can not be compared to
- Empire in any way, except it carries the same addiction that Empire
- does!
-
- What is the Perfect General? It is a game based on turns where your
- strategy skills are evaluated. You can play the attacker or the
- defender or for the most accurate rating you can play both in a
- match. You have a given set of turns for each scenario to complete
- the objective. The object is simple, control as many cities as you
- can. At the end of each turn your victory points are accumulated
- and presented to you. At the end of the assigned number of turns,
- you are given the opportunity to continue playing the scenario
- without additional scoring, or play the role of defender (if you
- are the one attacking), or play the role of the attacker (if you
- are the defender) or, finally, evaluate your performance.
-
- A game turn is composed of various phases. Unit purchase and placement,
- Mobile Artillery Fire, Indirect Fire, Artillery Plot, Direct Fire,
- Movement, Direct Fire and Scoring. I am taking the following directly
- from the manual as it best represents each phase.
-
- Turn Sequence
- -------------
- A game lasts a fixed number of turns, which varies by scenario. Each
- turn consists of a sequence of phases. There are two parts to each
- phase. The first is for the attacker forces and the second for the
- defender forces.
-
- The phase sequence is as follows:
-
- - Unit purchase and placement. At the beginning of the game, a commander
- will build a combat force. In some scenarios, additional Buy Points may
- be available in later turns to purchase reinforcements.
-
- - Mobile Artillery Plot. Orders for indirect fire for mobile artillery
- will be given now. The units will execute these orders in the next
- phase.
-
- - Indirect Fire. All pending orders for indirect fire will be executed.
- Stationary and mobile artillery will now fire. The commander will have
- given the orders for stationary artillery in the previous turn.
-
- - Artillery Plot. The commander will order the plotting of indirect fire
- for stationary artillery units (Light Artillery and Heavy Artillery).
- These orders will execute during the indirect fire phase of the NEXT
- turn.
-
- - Direct Fire. Orders for direct fire may be given. Shots will fire
- when the order is given. The targeted unit may have the option to shoot
- back (return fire).
-
- - Movement. Units may move to new locations. It is possible for an
- opposing unit to fire at the moving unit (passing fire).
-
- - Direct Fire. Units not having fired this turn may receive direct fire
- orders. As in the direct fire phase, shots are fired when the orders
- are given. The targeted unit also may return fire.
-
- - Scoring. Victory Points are accumulated. A commander also may earn
- Reinforcement Buy Points.
-
-
- Game Play
- ---------
- The game starts with its theme music, and much like the Amiga version
- of Empire the music... well, it is less than exciting. However, the
- true wargamer won't much care since you can get by this noise pretty
- quickly. In fact, the installation program gives you the opportunity
- to turn it off--I recommend that you do so.
-
- A menu is presented when the program is started. It contains the
- following: Help, About the Perfect General, New Game - One Computer,
- Play by Modem, Reload Saved Game, Study Battle Record, Change hardware
- configuration and quit.
-
- Online help is available everywhere in this program. With the help
- being available everywhere it makes it much easier to get around in
- this program. The help is short and to the point. My hat is off to
- White Wolf Productions for including this excellent online help area
- in the game.
-
- 'About the Perfect General' gives you the name of the programmers and
- people that were behind the project. It is worth looking at just to
- see all the credits the wolf gets. A wolf in sheep clothing indeed!
-
- 'Play by Modem' is the option I am looking forward to checking out.
- According to the manual you can play via null modem or by a modem.
- I am fascinated by this game possibility, I may post a mini-review
- just on this later when I get a chance to try it.
-
- The 'Change Hardware configuration' gives you the ability to change
- some of the things you set up when you installed the program. This
- is where you can turn off the music at the beginning if you wish!
-
- 'Study Battle Record' will let you view your statistics by scenario.
- This display gives a large amount of information on the hit/miss
- ratio as well as who you were successful with as both an attacker
- and as a defender.
-
- 'New Game - One Computer' is probably going to the option that you will
- use first. The tutorial in the manual starts you there. After selecting
- this option you will be presented with the scenario screens. There are
- a total of 14 scenarios that come with the game, and more in development!
- From the scenario screen you can explore the available scenarios and
- select one to play. I have played First Battle and a Simple Little
- War. While you are in the scenario selection screen you should read
- the long description and take a good look at the map.
-
- The scenario screen gives you an opportunity to set the scenario
- rules. These rules include whether you are to act as the attacker
- or defender, whether hits are considered partial kills or full
- kills, whether your shots always hit or randomly miss, whether your
- enemy is in full view or Line of Sight (LOS). Many other options
- are available here as well.
-
- To start the game, select 'Play This Scenario'. Once you select
- this you are presented with another menu. This menu allows you
- to choose the type of opponent you will play against, or whether
- you want to watch the computer play itself. You can have a human
- opponent or the computer. If you select the computer as your
- opponent you can select the skill level in which the computer
- will play. So far, the level 1 setting has defeated me consistently!
- Once you select the play level of your opponent you will be presented
- with the Buy Screen.
-
- The Buy Screen works on the principal of Buy Points. Each scenario
- comes with 'x' amount of Buy Points. You use these Buy Points to
- purchase any of the following items:
-
- (Taken from the manual)
-
- Armored Car:
-
- Having a movement range of 9 per turn (over clear terrain), the
- Armored Car is the fastest moving piece. It is also the easiest
- of the armored unit types to kill, and the least strong offensively.
- This unit is great on breakthroughs to get behind enemy lines to
- artillery or his reinforcement points. Due to its fast movement, it
- is a valuable unit for transporting infantry pieces.
-
- Light Tank:
-
- The Light Tank is a fast armored unit, with the movement range of 6.
- It is relatively weak on defense and offense, but if close enough can
- damage any opposing unit. It is useful, inexpensive all-purpose unit.
- It is also quite good for monuments in front of public buildings when
- the war is over. [By the way, I really enjoyed the humor in the
- manual!]
-
- Medium Tank:
-
- This unit has a movement range of 5 and has more offensive and defensive
- power than the Light Tank. It is the best all-purpose unit you have
- available. Don't be afraid to use it. Many players have won games when
- they used a considerable force of medium tanks.
-
- Heavy Tank:
-
- Moving 4 hexes per turn, this is the slowest but most powerful of armored
- units. It is also expensive! You must be careful how you use this piece in
- the full kill mode of combat. If a light tank can get within a range or
- two to this unit, it can destroy the heavy tank. If used properly, these
- heavies can win many games for you. Also remember, an indirect artillery
- shot does not discern between an infantry and a heavy tank.
-
- Mobile Artillery:
-
- Like the heavy tanks, this unit has a movement range of 4 and is very
- expensive. The Mobile Artillery can fire like regular artillery, but
- is less accurate and has a limited indirect firing range. When this
- unit plots indirect fire, it will fire the very next phase. If you
- choose not to take indirect fire, it may take Direct Fire in later
- phases like any other armored piece. In this mode of firing (direct)
- it can fire with the effectiveness of a heavy tank. Defensively, it
- is as vulnerable as a light tank. This is an expensive but valuable
- unit, it has turned the tide of many battles.
-
- Infantry:
-
- Having a movement range of 1, this unit is not very mobile by itself.
- An armored piece can transport an infantry unit. This unit can damage
- armored units only at a range of one. It is inexpensive to buy and
- easy to kill. It can be useful for scouting, revealing ambush, and
- occupying towns to earn victory points.
-
- Engineer:
-
- This unit type has the attributes of the infantry units, except cost.
- It also has the important ability to build or remove mines. It also
- can build a bridge over a river or destroy an existing bridge. The
- Engineer can be a very valuable piece if used effectively.
-
- Bazookas:
-
- The same as the infantry units in movement and defensive capabilities,
- the Bazooka has the offensive fire-power of a Light Tank. It is
- great for inexpensive defense against armor.
-
- Light Artillery:
-
- Artillery Units cannot move by themselves. An armored piece must
- transport the artillery unit to move it. Defensively, it is more
- vulnerable than even an infantry unit. Offensively, the Light Artillery
- can be a powerful weapon. This unit can execute indirect fire or
- direct fire within a turn.
-
- When firing indirect, the player plots the shot one turn, but must
- wait until the next turn for the shot to fire. You also specify
- whether the plotted show will be with BARRAGE or not. Barrage shots
- will affect the location hit by artillery shots for the entire turn,
- blocking movement. Shots fired without barrage will hit and do their
- damage. They will not have any lingering effects, other than the damage
- they cause to the terrain. Artillery shots may drift up to a two
- locations from their target and will destroy anything they hit directly.
- They also may damage or kill anything adjoining the strike location.
-
- Heavy Artillery:
-
- This unit has the same attributes as the Light Artillery, but is
- significantly more powerful (and more expensive). Its range is more
- than twice the range of the Light Artillery. When fired with
- BARRAGE, the shot affects the strike location and the surrounding
- six adjacent locations. This effect exists for the remainder of the
- turn. This can cause your opponent considerable consternation!
-
- Mines:
-
- A player can initially purchase mines and place them at the beginning
- of the game. Engineers also can build them during game play. Mines
- may not be placed or built on bridges or in towns. Engineers or a
- direct hit from an artillery shot will destroy a mine. The mine will
- destroy any unit that moves onto the location containing it. A mine
- has an effective charge lasting two detonations. So another way to
- destroy a mine is to move any two units onto the mine. The mine will
- destroy the units, but also will burn itself out in the process. This
- may not be the most efficient approach, but it does work. Mines
- are always visible.
-
- After selecting the military items you must place each on the map.
- Depending on the scenario you will be forced to a specific area of
- the map to start. Pointing and clicking with the mouse is all there
- is to placing your military items on the map.
-
-
- The Actual Turn
- ---------------
- Once you place your pieces on the map, your opponent will be given
- the same opportunity. If you have Line of Sight turned off you will
- be able to see all of your enemy units. If not, only the ones that
- can be seen by your individual units will be displayed.
-
- You play each phase and then your opponent plays the face. At
- the end you are given a score. This score is based on the number
- of cities that you are occupying at the end of the turn.
-
- The game play is smooth and quite enjoyable. I especially enjoy
- plotting and firing the artillery! It is great fun to watch and
- listen to the effect of barrage fire on the enemy!
-
- The user interface is nice and quite peppy on my A3000. It doesn't
- use Intuition style menus. When questioned about this by users,
- White Wolf explained that Intuition does not support double-buffered
- animation techniques that were used in this game. The menus do
- feel nice and work well.
-
- Conclusion
- ----------
- I have spent already far to many hours playing this game, I suspect
- that Empire will finally get a rest. I strongly recommend this game
- to anyone who enjoys solid strategy and enjoys watching the fruits
- of their labor on the screen.
-
- Rating:
- -------
- (Rating is based on a scale of 1% to 100%, with 100% being the best)
-
- Graphics: 85% (The graphics are good, but is would be nice
- if the program allowed close ups on the map,
- or maybe a 3D perspective view. The view that
- the game presents is the traditional, though
- better detailed than most, hex based map games).
- Sound: 78% (Would have been 88% but I penalized 10% for the
- horrible music score)
- Installation: 95% (Would have been 100% if install was not written in C)
- Playability: 95% (5% penalty for slow scrolling maps)
- Longevity: 100% (This game will addict you for a long time!)
-
- Overall: 90% - A must buy!
- ---
- +------------------------------------------------------+ /////
- | Mark D. Manes | /////
- | email: manes@vger.nsu.edu | /////
- | "Ohh say can you C!" | \\\\\/////
- +------------------------------------------------------+ \\\\// Amiga!
-