home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-05-08 | 592.2 KB | 11,040 lines |
- SVGA AIR WARRIOR by Kesmai, published and distributed by Konami
- Reviewed by Robin G. Kim
-
- I went vertical after the head-on pass, causing him to lose sight
- of me as I maneuver onto his six. The pilot of the FW190A
- finally spots me again and breaks hard left. I line him up and pull way
- back on the stick of my P-51D, dragging the nose toward the hard turning
- Focke-Wulf. My vision dims as the G's build, till I'm on the verge of
- blacking out. Airspeed is bleeding off rapidly, but I keep the pressure
- on. As I slowly bring him into my sights, my plane begins to buffet
- violently. The stall light is flashing, telling me that I'm right on
- the edge of the envelope. My Mustang is an unforgiving mount--push it
- any harder and before I know it I'll be tumbling helplessly downward
- in a spin. I want to ease off, but I'm so close to a shot I decide
- to risk it. I drop maneuvering flaps to boost my turn rate a bit,
- and push the throttle forward to full war emergency power to counteract
- the extra drag. He passes though my gunsight as I pull inside his turn,
- trying to judge the correct amount of lead. I press the firing stud,
- making minor adjustments to walk the stream of tracers from my six
- .50 calibers onto the target. Just a little more...paydirt! Bits of
- his plane break off and fall away as I continue the barrage of lead.
- As his plane begins to trail a stream of smoke, the German pilot
- decides that things aren't going so well and does a lightning quick
- three-quarter roll to starboard into a split-S. Damn! So close! The
- Focke-Wulf can roll so much faster than my Mustang that I can't hope
- to follow him through his defensive maneuver. I break off the attack,
- clean up my flaps, and build up some airspeed for another pass. I
- didn't get him that time, but he's leaking fuel or oil--either way, he
- won't be going far...
-
- SVGA AIR WARRIOR is an air combat simulator covering the WWI, WWII,
- and Korean War eras. Its emphases are on realistic flight dynamics,
- weapons performance, multi-player modes, and a blistering frame rate
- to the exclusion of all else. That means that ground graphics are
- crude, consisting of pyramidal mountains, blue regions for lakes
- and rivers, gray rectangles for airstrips, and small gray buildings
- representing ground installations. External views of other planes are
- also gray, boxy, and crude, but not so crude that you won't be able to
- tell the difference between a Corsair and a Mustang, for example. The
- sharp cockpit graphics are well done, but if great graphics are what
- you're looking for, this game is not for you. If you crave a realistic
- combat simulation, where physics is not ignored and skill and
- intelligence are more important than arcade game reflexes, where you
- really _feel_ like you're flying a plane in combat, read on.
-
- SVGA AIR WARRIOR is the first PC flight simulator to run at 640 x 480
- resolution with 256 colors. It has its own DOS extender and runs in
- 32 bit protected mode, using all the memory you have in your system with
- its built-in memory manager. The manual claims it is compatible with
- other memory managers, but using them will just slow the game down.
- I've tried it with QEMM and though I did not notice any performance
- penalty, my machine would invariably go through a cold reboot every time
- I exited the game.
-
- System requirements:
-
- DOS 3.3 or later (5.0 recommended), 386 20 MHz or faster, 4 MB
- extended or expanded memory (2.5 MB free), 12 MB of free space on your
- hard drive, mouse or joystick, SVGA card (>= 512 KB), SoundBlaster and
- SoundBlaster Pro supported but optional (no built-in speaker support),
- Thrustmaster FCS and WCS are fully supported, as are most types of
- rudder pedals (my Maxx rudder pedals work fine). NO COPY PROTECTION.
- My machine is a 486/33, 8MB, SBPro, ATI Graphics Ultra, and CH
- FlightStick (its throttle control is supported).
-
- SVGA AIR WARRIOR is really three games in one. First and foremost,
- it is a front-end to the interactive AIR WARRIOR game on GEnie.
- Second, it can be played in a similar manner head-to-head over a
- modem or null-modem connection . Third, it can be played in
- "offline" mode, against computer-controlled opponents. This is
- intended to allow practice for playing on GEnie, but I consider it
- worthwhile on its own. I found it strange that the box does not even
- mention the inclusion of computer opponents. I had to hear about it
- from a friend. It is fully documented in the manual, however.
-
- The AIR WARRIOR game on GEnie allows upwards of 60 people to dial in
- and fly with and against each other. It is a very rich environment,
- including interesting facets such as multi-plane tactics, escorted
- bombing missions, and huge "furballs" containing scores of dogfighting
- planes in a small region of space. This aspect of play is reviewed
- in a companion article elsewhere in this issue. The game comes with a
- coupon that can be exchanged for $50 worth of GEnie credit.
-
- The head-to-head mode is smooth and seamless at 2400 baud (higher
- speeds are neither necessary nor beneficial). The manual brags that
- modem play is crisp even at 1200 baud, but I have not tried it.
- Ground installations cannot be attacked in this mode; it is purely
- air-to-air combat (unless you count strafing your opponent while he or
- she is trying to take off as ground attack!).
-
- Here is a list of planes/vehicles you can pilot:
-
- P-51D Mustang Very fast, not very maneuverable, maintains
- energy well.
-
- P-38J Lightning Bad roll rate, good turner, decent firepower
- with lots of ammo.
-
- F4U-1D Corsair Very durable, tons of ammo, harsh stall
- characteristics, good acceleration in a dive
-
- Spitfire Mk IX Very maneuverable, good roll rate, lethal
- weaponry, but light on ammo.
-
- Bf109F-4 "Franz" Good acceleration, great climb rate, forgiving
- in a stall, but poor firepower, light on ammo,
- small fuel tank.
-
- FW190A-8 Devastating firepower, great roll rate,
- unmaneuverable, touchy in low speed stalls.
-
- Ki-84 Hayate "Frank" Fast, maneuverable, , good firepower, weak
- airframe, not very durable.
-
- A6M5A Zero "Zeke" Turns on a dime, but slow and very fragile,
- very little ammo, weak firepower.
-
- Yak-9A Fairly maneuverable, bleeds energy very quickly.
-
- Me262A Sturmvogel WWII jet, very fast, amazing firepower, poor
- handling at low speeds.
-
- A26B Invader
- B-17G Flying Fortress
- B-25H Mitchell
- Mosquito Mk XVI
- Ju88A-4
- G4M "Betty"
- C-47 Skytrain
-
- F-86F Sabre
- MiG-15 Fagot
-
- Sopwith Camel
- Fokker Dr.I
- Fokker DVII
- Spad XIII
-
- Bristol Brisfit
-
- T-34
- Flakpanzer IV
- Jeep
-
- Bombing is not supported in offline or head-to-head play. However, if
- you assign a level bomber to a computer pilot when playing offline, it
- will attempt to bomb enemy installations, and other computer pilots on
- that side will perform escort duty. Ground units are also not supported
- offline.
-
- Flight Instruments:
-
- - stick position indicator/artificial horizon (choose one or the other)
- - throttle lever (moves as you adjust the throttle)
- - altimeter
- - compass
- - vertical velocity indicator (1000's of ft./min. of climb/dive)
- - accelerometer (G-meter)
- - rudder indicator
- - oil pressure gauge
- - airspeed (actual or indicated, your choice)
- - warning indicator (stalls, oil starvation, excessive RPM)
-
- The instruments are arranged in the border area around a central window
- which contains your view outside the cockpit. This inner window is
- is 400 x 300 pixels, taking up 5/8 the height and width of the screen.
- Although it would be nice to have a bigger viewing window, it would
- definitely slow down the frame rate, and the current window size still
- uses almost twice as many pixels as most PC flight simulators use
- for the whole screen. Above the viewing window is a bar with icons
- marking the lateral position of all planes visible from the current
- view angle, and on the left and right margins at the top of the screen
- are lists of these icons and information about the planes they
- represent. The icons are color coded, so you can easily determine
- friends from foes. A constantly updated range readout is provided next
- to each icon, along with either the type of plane it is or the pilot's
- player number. The latter is only shown for friendly planes when
- flying online on GEnie.
-
- At 640 x 480 resolution, the dials and gauges are extremely sharp--a
- pleasant change from fat lines you see at 320 x 200 in other flight
- simulators. Once you get used to the clear, legible markings and thin
- needles, it's hard to go back.
-
- Realism Options:
-
- Real-time -
- Online mode plays at half real time; this allows full speed
- for offline or head-to-head.
-
- Buffeting -
- Screen shakes when you approach a stall.
-
- Stalls -
- High-speed (accelerated) stalls become possible; caused by
- exceeding a plane's maximum allowable angle of attack (i.e.
- trying to turn too hard).
-
- Spins -
- Stalls can turn into a normal spin or unrecoverable flat spin.
-
- Lethality -
- Online mode give planes triple the realistic amount of ammo,
- reduced gun lethality, and makes it a lot easier to hit targets;
- this option allows realistic settings for use offline or
- head-to-head.
-
- G Effects -
- Blackout and redout occur if too many positive or negative Gs
- are pulled, respectively. Pulling Gs close to the limit results
- in gray-out.
-
- Features:
-
- Four drones -
- Up to four computer-flown planes may be set up to fly with you,
- against you, or against each other. You can individually set
- the drone's plane type, skill level (recruit, veteran, or ace),
- the side it fights for (A, B, or C), and its home airfield.
-
- Continuous battle option -
- Destroyed planes may be immediately regenerated on the ground at
- their originating airfield.
-
- Two maps -
- European theatre and Pacific theatre; the latter includes
- aircraft carriers for use by Corsairs and Zekes.
-
- Radar -
- Ground based only, allows you to find where the action is.
-
- 26 cockpit views -
- All easily accessible from either the keyboard or the keypad
- using intuitive key combinations. For each of eight main
- viewing directions (front, back, left, right, and all diagonals)
- there are three views, level, 45 degrees up, and 45 degrees
- down. There are also views looking straight up and straight
- down. The latter gives you a nice view of your lap--you can't
- see down from a real airplane! The front-down view is similarly
- obscured (except for bombers with glass noses), but shows a nice
- rendition of your feet on the rudder pedals and the lower
- cockpit instruments. Most views have nice artwork of what
- you'd really see from the particular plane you're flying, but
- the lesser-used views just have gray silhouettes to block your
- view of what you're not supposed to be able to see. Some planes
- do not come with any artwork, so all you see in any direction
- are the gray silhouettes. The game comes with cockpit artwork
- for the Korean War jets, A-26, and all WWII fighters except the
- Yak-9 and Me262. Artwork for all other WWII planes except the
- Yak-9 and Mosquito are available from GEnie (a paid download,
- unfortunately), and more may be created in the future.
-
- Gun camera -
- Allows you to record parts or all of a flight from your
- point of view. During playback is the only time you are
- allowed an external view of your plane (crude, blocky, and
- gray). This is an excellent learning tool, especially if you
- download tapes created by GEnie's best pilots to see how
- the experts do what they do.
-
- Adjustable ground graphics -
- This can be done on the fly to trade off graphical detail for
- frame rate. You don't lose too much by going to the lower
- levels of detail, except for the nice gradient horizon and the
- patchwork farmland below.
-
- Joystick sensitivity -
- Allows you to setup roll and pitch sensitivity of your joystick
- separately, including an adjustable dead zone. It is easy to
- create a nonlinear response curve using the simple graphical
- interface. Dead zones can also be specified for rudder pedals
- and the Thrustmaster FCS' "coolie hat."
-
- Fuel load -
- You can choose how much fuel to take off with. The amount
- you carry affects your plane's flight characteristics. Fuel
- consumption varies a lot from plane to plane, and with different
- throttle settings.
-
- LCOS -
- Optional lead computing optical sight, helps you judge lead in
- deflection shooting. You must manually adjust the range in 500
- yard increments (easy to do). Many experienced Air Warriors
- don't use it, preferring to walk the tracers onto the target,
- but it's a good learning tool.
-
- Accurate weapon modeling -
- When you hit the fire button on planes with mixed weapon types
- (machine guns and cannons, for example) all weapons fire.
- Since ammo loads vary, this means your firepower may decrease
- as your total ammo supply dwindles. The FW190 has the greatest
- firepower of all prop fighters in the game, but once its cannon
- shells are exhausted, its firepower drops by an order of
- magnitude.
-
- Variable damage -
- Hits on your plane can cause control damage, fuel leaks, oil
- leaks, stuck flaps, landing gear damage, etc.
-
- Varying vulnerability -
- Different planes can withstand different amounts of damage. You
- just have to look crosswise at a Betty bomber and it will burst
- into flames, while an F4U Corsair can take a lot of hits before
- it goes down.
-
- War emergency power (WEP) -
- Short duration extra boost of power that varies for different
- planes. Most planes are just redlining their engines. Corsairs
- and Bf109s have water injection, so they can use it longer.
- FW190s have nitrous oxide injection which for the most part only
- improves high altitude performance.
-
- Oil starvation -
- Most planes' engines only receive proper lubrication under
- positive G loads. Prolonged negative G maneuvers will result in
- reduced oil pressure, causing engine damage that will eventually
- become severe enough to make it seize up. The rate it which oil
- pressure is lost varies considerably from plane to plane.
-
- Compressibility -
- Characteristic flaw of some planes (e.g. P-38J) that cause
- flight controls to lock up above 375 knots.
-
- Structural limits -
- Exceeding a given G-level for long enough in some planes will
- rip the wings off.
-
- Graphic bits -
- When a plane gets hit, bits of it will break off and tumble
- away. You can even see them fall in your rear view mirror as
- you fly by! If your target springs a fuel or oil leak, it will
- stream smoke. Do enough damage and it will explode with
- an extremely satisfying BOOM, leaving a cloud of debris that
- floats to the ground.
-
- Sound bits -
- Excellent sound effects, many of which were digitized from real
- planes. The engine noise is the best of any PC game I've ever
- heard. There are about ten different sound effects than can be
- turned on or off from a setup menu. The engine startup sounds
- are superb, and differ between radial engines, inline engines,
- and jet engines.
-
- Flight Dynamics:
-
- The planes all fly very differently. With full realism turned on, you
- must exercise a large amount of control to avoid accelerated stalls.
- With less maneuverable planes, vertical maneuvering speed is quite
- high. It's easy to stall out at the top of steep climbs, and if the
- you don't ease off on the control stick, or if you apply too much
- rudder, the plane will snap into a spin. Different planes have
- different stall/spin characteristics. The Mustang and Spitfire are
- very touchy, while the Bf109 hardly ever spins. Turn rates, roll rates,
- induced drag, acceleration, stall speeds, and maximum AOA (angle of
- attack) all vary from plane to plane. The values of these performance
- parameters for a given plane will often dictate which combat tactics
- will work and which won't. Make lots of hard turns in a FW190A and
- you will soon find yourself slow and vulnerable, no longer able to
- maneuver. A Zeke, on the other hand, can turn extremely well at low
- speeds but becomes sluggish at high speeds, particularly in roll
- performance. This is without a doubt the most realistic feeling air
- combat simulation I've ever played on a DOS PC.
-
- Artificial Intelligence:
-
- The computer pilots at ace level are very good. They use the vertical
- fairly well, and are tough to nail down. Unlike in Aces of the Pacific,
- they aren't all perfect shots. Even if you eventually get good enough
- to beat them consistently one-on-one, you can always add more enemies.
- The drones do not cheat, so they have no built-in advantage over you,
- other than an intimate knowledge of their performance envelopes (they
- never stall or spin). In fact, they always fly under the restrictions
- of all the realism options, so if you turn them off for yourself, the
- computer planes will be much easier to beat since you will be the one
- with an unfair advantage.
-
- The Competition:
-
- ACES OF THE PACIFIC is probably SVGA AIR WARRIOR's biggest competitor
- in the DOS prop fighter simulation niche, along with
- CHUCK YEAGER'S AIR COMBAT, which I haven't played. While ACES'
- graphics and depth are superior in most respects, it's flight dynamics
- are a joke in comparison. It's only advantages in realism are varying
- weather conditions, the sun, night flying, and more accurate modeling of
- aerial gunnery (taking directly into account weapon placement/bullet
- dispersion, rates of fire, etc.). Still a good game, but much farther
- toward the game side of the game-simulation continuum than
- SVGA AIR WARRIOR.
-
- Cockpit Views:
-
- One area where SVGA AIR WARRIOR shines above all other PC air combat
- simulators that I have seen is its from-the-cockpit viewing system.
- This is something that every flight simulation strives to do well at,
- but almost always falls short of the mark. As described above,
- SVGA AIR WARRIOR has 26 different views out of the cockpit, though
- the downward views are included mostly for aesthetic reasons, since they
- do not allow you to see out of your plane. This wide variety of viewing
- angles, together with the intuitive way in which they are accessed,
- makes it possible to track targets about as well as could be done in
- real life. It takes a little practice, but eventually you become so
- proficient that it takes no almost thought to be able to track a bandit
- through the most complex gyrations. Keeping sight is made easier by the
- overlap that exists between adjacent views. Transitions between views
- are instantaneous.
-
- By comparison, ACES OF THE PACIFIC only offers six out of cockpit views.
- The first five are limited enough that there are huge blind spots,
- making it difficult to track targets since they move in and out of view.
- The sixth view, straight down, is unrealistic because WWII fighters did
- not have glass floors. Switching between views in ACES incurs a small
- but noticeable delay.
-
- FALCON 3.0's padlock view is without a doubt the easiest mechanism
- available for tracking a bandit in a dogfight. Unfortunately, it has
- two flaws which limit its desirability. First, it allows you to see
- at greater downward angles than should be possible from the cockpit.
- Second, although padlock allows an unrestricted view of the target, it
- is difficult to tell the exact direction in which you are looking.
- This does get easier with practice, since you can always take quick
- glances at the secondary windows, but is cumbersome and confusing
- compared to SVGA AIR WARRIOR's views. There, the different cockpit
- artwork in each direction and the tactile feedback from your fingers
- on the view keys combine to give you a firm frame of reference, so
- you always know where you're looking and how the bandit is moving
- in relation to your plane.
-
- When it comes to external views, most other flight simulators win out
- over SVGA AIR WARRIOR, since the latter only allows exterior views
- during film playback, and even then only focussed on your crude, gray
- plane.
-
- The Manual:
-
- The manual is about 3/8" thick, and is well done. It was written by
- AIR WARRIOR players on GEnie, and is full of useful tips from the
- experts. There is even a forward included by Robert L. Shaw, author of
- "Fighter Combat: Tactics and Maneuvering," a textbook used by Navy
- fighter pilots which has also proved popular among AIR WARRIOR fanatics.
- The manual includes an obligatory air combat maneuvers section, and has
- profiles on all the WWII planes in the game, complete with
- comments/opinions from the players. Unfortunately, the WWI planes and
- the Korean War jets are not discussed at all.
-
- A lot of the manual is devoted to things which are only relevant when
- playing online on GEnie, but most of it is generally applicable. The
- manual includes many useful tables and graphs of relative aircraft
- performance parameters, ammo loads, and weapon lethality. The tables
- I appreciated most were the ones for each profiled plane that listed the
- following data at 1000 ft. altitude increments:
-
- - top airspeed (true)
- - top airspeed (indicated)
- - best climb speed (true)
- - best climb speed (indicated)
- - best rate of climb
- - time to altitude
- - corner velocity
- - maximum sustained turn rate
- - maximum airspeed in a flat turn
-
- Summary:
-
- If you play AIR WARRIOR on GEnie or plan to start, get this game (but
- then you probably already have it by now). If you're really into
- realistic air-to-air combat without all the bells and whistles and
- can find people to go head-to-head with, buy it. Although the computer
- controlled drones are competent, going against living, breathing,
- _thinking_ human beings adds on a whole new dimension.
-
- Even with all the realism options turned off, SVGA AIR WARRIOR is
- still a difficult game to master. To be truly successful with a
- given type of plane, you must have a thorough knowledge its strengths
- and weaknesses. You must know how it compares to every other plane
- in a variety of performance criteria. Maneuvers which work well
- against some plane types can be suicidal against others.
-
- Flying with full realism turned on adds another layer of complexity
- onto the game. For diehard realism fanatics, it is a dream come true,
- as it factors in even more characteristics which add to the uniqueness
- of each plane's personality. When accelerated stalls, spins, and
- blackouts are possible, flying skill becomes a much larger determinant
- in the outcome of a given combat. Winning still requires a good
- knowledge of air combat tactics, but more than that it requires finesse.
-
- This article is Copyright (C) 1993 by Robin G. Kim. All rights reserved.
-
-
- AIR WARRIOR by Kesmai, available through GEnie
- Reviewed by Robin "Sandman" Kim
-
- Having gained some altitude, I turned my A6M5 Zero-sen "Zeke" toward the
- action. An enormous "furball" had developed 20 miles to the northeast,
- with about a score of enemy planes preying upon a mere handful of my
- countrymates. They quickly began dropping like flies, so I decided that
- party was too wild for my tastes and instead cruised along the perimeter,
- hoping for some easier pickings. I spotted an enemy Zeke 5000 feet below
- me that had gotten separated a bit from his fellows. I dove to the attack,
- but unfortunately he saw me coming and a turning battle resulted. The next
- thing I knew, an enemy F4U Corsair was bouncing me from above. It was two
- on one. I dodged his attack, pulling upwards to convert some of my speed
- to altitude so I could distance myself a bit from the Zeke, when I noticed
- that more unfriendlies had joined in on the fun, a Ki-84 Hayate "Frank" and
- another Zeke. I knew I was a goner, all alone against four enemies, but I
- fought hard since there was no way to escape. Although I was looking
- frantically all around me at all times, trying as best I could to evade
- whomever happened to be lining up for a shot at me at any given moment, I
- was still taking occasional hits. Coming around one turn, I saw the
- Corsair diving on me again. I wheeled onto his tail as he passed and
- followed him upwards, firing all the way. At this point I was oblivious to
- the other bandits; I was determined to take at least one of them with me
- before I fell! As the Corsair exploded under my stream of fire, I broke
- off, taking several hits from the other attackers of whom I'd completely
- lost track. Eventually, I was able to nail one of the Zekes by using full
- flaps in a tight turn, but now I was low and slow--a vulnerable target.
- Luckily, the Ki-84 had also bled all its energy, and its maneuverability at
- low speeds was no match for my tighter turning Zeke; I capitalized on his
- misjudgement and finished him off as he tried to escape. Meanwhile, his
- partner got a few more hits on me from behind.
-
- Though there was only one Zeke left, I was still in dire straits. My
- fragile Zeke had taken more damage than I had any right to expect and still
- be flying. It was leaking fuel like a sieve, its flaps were jammed, the
- landing gear was inoperable, and I had almost exhausted my meager supply of
- ammo. I pretended to engage the remaining bandit, but at the last moment
- transitioned into a diving extension in hopes of escaping. He followed me,
- just out of gun range, neither closing nor falling back. I glanced at my
- fuel gauge and knew I would never make it all the way back to base.
- Checking the ground-based radar display, I saw a friendly fighter only five
- miles away, off to the right. I sent him a quick radio message asking him
- to clear my tail, and he moved quickly on the attack; I suspect he had
- already decided to attack my pursuer before I called for help. I told my
- rescuer I'd fly straight and level, so the Zeke behind me would make a nice
- steady target. The enemy pilot never saw what hit him as he exploded in a
- cloud of debris behind me. Target fixation can be hazardous to your
- health!
-
- I thanked my comrade, and continued back toward base, running out of fuel a
- minute later. After gliding several miles, I was forced to perform a belly
- landing right on the shore of my home island, just five miles from the
- airfield I took off from.
-
- Three kills in one flight--not too bad! I hopped into another Zeke to see
- if I could do it again...
-
- AIR WARRIOR is an interactive air combat simulation available through the
- GEnie online network. Upwards of 60 people can dial into GEnie and fly
- with or against each other in the same aerial arena. The focus of the game
- is on WWII prop planes, but Korean War jets are occasionally allowed in,
- and a separate but seldom used arena is always available for WWI planes.
-
- While the game is coordinated by a host machine accessed through GEnie, to
- play you need a "front end" program that runs on your PC. The front ends
- run by the players' PCs and the host machine cooperate to present a
- consistent universe to all the people flying online. Front ends have been
- written for most major personal computing platforms, including the Amiga,
- Macintosh, and IBM PC compatibles, for which there are two versions
- available. All front ends except the SVGA DOS version are available for
- free download from GEnie. The SVGA version may be purchased from most
- software stores, and includes features not present in the other front ends,
- such as computer controlled opponents and the ability to play head-to-head
- with a friend over a modem link. A full review of this product can be
- found in a companion article in this issue. When not connected to GEnie,
- the other front ends do allow you to practice flying the various planes,
- but no combat is possible, and yours will be the only plane in the air.
-
- The online arena on GEnie switches back and forth every thee weeks between
- a European theatre and a Pacific theatre, with each transition defining the
- end of one campaign and the beginning of the next. In both theatres, the
- arena is divided geographically into three countries, A-land, B-land, and
- C-land. These do not represent real countries, so AIR WARRIOR does not
- actually simulate any past wars, just the planes that flew in them. Pilots
- for each country have unrestricted choice of the planes available in the
- current theatre, so it is not unusual for a P-51D Mustang to attack and
- destroy an enemy B-17G Flying Fortress, for example. The two theatres
- present different sets of planes to choose from, but there is some overlap
- between them.
-
- The Game:
-
- Air-to-air combat in AIR WARRIOR is totally unlike any other air combat
- simulation available on a personal computer. Two factors contribute most
- to the uniqueness of the online experience:
-
- - The sheer number of planes in the air at the same time: Situational
- awareness becomes critical when there are 20-30 planes all within
- 10 miles of you! You must be constantly on your guard, searching the
- skies around you, or you are sure to be bounced by an unseen enemy
- who will shoot you down before you know he is even there. You must
- also plan ahead, or you could find yourself surrounded by enemies,
- miles away from the nearest help. If you're not too deep into enemy
- territory, the display generated by your country's ground-based radar
- station is helpful in locating other planes in your area and
- determining whether they are friends or foes.
-
- - The human factor: Every pilot you fight against flies differently.
- The skill level, fighting style, and aggressiveness of your
- opponent must be rapidly evaluated to decide how, or even if, you
- should engage. Teamwork also comes into play, as multi-plane tactics
- can be extremely effective in combat. The human factor comprises
- such a large part of the simulation that it merits its own section
- later in this article.
-
- AIR WARRIOR provides a large number of different plane types that can be
- flown. The flight dynamics of each have been carefully modeled from the
- best information the authors could obtain, and incorporate a host of flight
- performance parameters. Because of this attention to detail, the
- differences between any two plane types is profound. Disparities in things
- like top speed at a given altitude are obvious, but some are more subtle,
- such as diving acceleration, roll rate changes at varying speeds, and the
- rates at which airspeed is bled off during hard turns at different speeds.
- Learning the capabilities of a given plane type takes time, but is
- necessary to learn which tactics suit it best, and which should only be
- used in extremis.
-
- There are two basic styles of fighting in AIR WARRIOR, "stallfighting" and
- "boom and zooming." Stallfighting involves tight turning dogfights, and
- gets it name from the tendency of such battles between equal opponents to
- degenerate into turning battles at just above stall speed. This style is
- best suited for more maneuverable planes, with good turning ability and low
- speed controllability. Proponents of boom and zoom tactics eschew turning
- fights. Their tactics involve cruising over the action at high speed,
- picking out likely targets (an art in itself), and making full throttle
- diving attacks on enemies below. If done correctly, a target can often be
- taken out just as the enemy pilot realizes he or she is under attack.
- Following the firing pass (the "boom"), the attacker does a steep climb
- back to high altitude (the "zoom") to escape the gunfire of the enemies
- below and either set up for another pass or look for other targets. Planes
- best suited to boom and zooming have very fast diving speeds and can
- preserve their airspeed well in zoom climbs; turning ability is desirable,
- but strictly secondary. A large ammo load and powerful guns are also
- useful attributes.
-
- Beyond fighter versus fighter combat, bomber intercept missions pose their
- own unique problems. What's the best way to get within gun range of a fast
- moving bomber that is headed your way but at a much higher altitude? What
- about one that is flying only 50 feet off the ocean surface? How can you
- get its escorts out of position so you can safely press your attack? These
- questions are not academic; they come up all the time during the course of
- battles in the AIR WARRIOR arena, and how well you as a pilot can answer
- them will sometimes have a tangible affect on the big picture.
-
- Although the air-to-air combat environment in AIR WARRIOR is absorbing
- enough for most people, the game also has a rich strategic aspect woven
- into it. Bombing missions play a critical role in the flow of battle, and
- possible bombing targets are numerous and varied. Each country has a
- number of airfields, a capital city, and various industrial complexes such
- as aircraft factories and oil refineries. Airfields are normally equipped
- with a runway, control tower, hangar, anti-aircraft artillery emplacement,
- fuel tanks, and ammo dump. In the Pacific theatre only, all three
- countries also start out with two aircraft carriers, self-contained
- floating airfields placed close to the front.
-
- Destroying almost any ground installation will hinder the efforts of the
- enemy in some way. If an airfield facility is damaged, for example, planes
- that take off from that field will be handicapped in some way directly
- related to the damage done. At the same time, a computer controlled cargo
- plane and some trucks will start out from a rearward supply area to attempt
- to resupply the stricken airfield. This effort can be prevented by either
- intercepting the supply vehicles, or by knocking out the supply area _
- before_ hitting the airfield facility. One popular but difficult target is
- a country's ground radar station, located in the control tower of the
- country's main airfield, deep in enemy airspace. Without their ground
- radar feeding them information, enemy pilots will have a much poorer idea
- of what's going on around them.
-
- Both the European and Pacific theatres have one or two special airfields in
- the middle of the map. These are not owned by any country at the beginning
- of a campaign, and are the only fields that can be captured. Because of
- their forward locations, these fields are of prime strategic value and
- usually mark the location of the heaviest fighting. They can be expected
- to change hands many times during the course of a campaign. Capturing one
- of these airfields is a difficult operation, as the coup de grace must be
- made by a slow, unarmed C-47 cargo plane dropping a full load of
- paratroopers near the field after its control tower and anti-aircraft gun
- have been destroyed. Shooting even a single paratrooper as he floats to
- the ground will completely foil the attempt unless multiple C-47s are used.
-
- Level bombing can be carried out by medium or heavy bombers, and single-
- seat planes can be used in a fighter-bomber role by loading them up with
- one or two bombs and using dive bombing techniques. Two- and four-engined
- bombers often require fighter escort, though other players may also be
- recruited to ride onboard as gunners. Like fighters, different bombers
- have different strengths and weaknesses. B-17 Flying Fortresses are slow,
- but carry more bombs than any other plane, can take a ton of damage, and
- have heavy defensive armament. At the other extreme is the Mosquito, an
- amazingly fast bomber that carries a light load of bombs and is devoid of
- defensive armament, but is ideal for lightning quick surprise raids on
- smaller enemy installations such as radar stations.
-
- On some occasions, special scenarios are organized by some of the more
- experienced players that impose extra rules intended to structure play.
- Scenarios vary widely, from the simple to the elaborate. Many of them
- reenact historical air battles, and as such restrict the type and number of
- planes available, determine the airfields each side starts out with, and
- specify victory conditions, e.g. successfully bombing certain targets or
- capturing airfields.
-
- The Human Factor:
-
- Flying with and against _real people_ is the heart of the AIR WARRIOR
- experience. Many people who play AIR WARRIOR for the first time have
- extensive flight simulator experience from games like RED BARON, FALCON 3.
- 0, and ACES OF THE PACIFIC. They do well in those other games and assume
- they will be instantly competitive in the online arena. New people almost
- invariably do quite badly their first few times up. Part of this can be
- attributed to the immense scope of the theatre and the complex interactions
- that occur when scores of planes are up in the air at the same time, and
- two thirds of them are trying to blast you out of the sky. An equally
- important factor is the totally different nature of the competition.
- Unlike the computer controlled enemies in other personal computer air
- combat simulations, the human pilots in AIR WARRIOR vary widely in how
- proficient they are at the many abilities desirable in a fighter pilot.
- Some have very quick reflexes, but poor tactical sense. Others have a
- sound background in the theory of air combat maneuvering, but aren't very
- good aerial marksmen. And then there are those very few who can do almost
- everything well, and are veritable institutions of the game.
-
- Because tactical conditions can vary so much and human beings are
- inherently unpredictable, no two combats are ever the same. You must
- always be watching for your opponent to make a mistake or expose a weakness
- in his fighting style that you can exploit to achieve victory. On the
- other hand, if you see your opponent doing this to you, formulating a plan
- for escape may be more prudent! Unless you are one of the AIR WARRIOR
- elite, there are pilots out there who are a _lot_ better than you in almost
- every way. Better pilots will perform maneuvers that you've never even
- seen before, and if you do not quickly formulate an effective countermove,
- the odds are that you will not survive the fight.
-
- Many players belong to organized (or sometimes disorganized) squadrons.
- Squadron members often team up, using multi-plane tactics to gain advantage
- over their enemies. Most squadrons set aside one night a week to fly
- together as a more or less cohesive fighting force for their country.
- Cooperation across squadron boundaries and with those who do not belong to
- any squadron is still common, however, as there exists a sense of
- nationalism among most players. In contrast, some players prefer to the
- role of solitary hunters, stalking their prey alone, and relying solely on
- their wits and skill to survive.
-
- AIR WARRIOR's flexible implementation of radio communication makes it a
- social game, and you never feel like you're all alone up there. One
- frequency can be used to transmit messages to everyone in the air. This is
- useful for chatting with acquaintances who fly for other countries, trading
- compliments and insults, and bragging about how many kills you've scored in
- your current flight. It is often the way new players get informal inflight
- training on the details of play. Questions from beginners are always
- answered, and the environment is generally friendly. Another frequency can
- only be heard by your fellow countrymen, and is mostly used for
- coordinating attacks, calling for help, communicating the status of enemy
- airfields, and often just for some friendly conversation. Each country
- also has numerous private frequencies intended for use during close-knit
- group operations.
-
- Online Training:
-
- AIR WARRIOR is a difficult game to master. A gratifying number of
- experienced players are willing to go out of their way to help new players
- through the difficult familiarization period, but over time some players
- decided this wasn't sufficient and that some kind of organized training
- would be more beneficial.
-
- Currently, there are three programs in which new players can participate to
- learn more about AIR WARRIOR and to improve their combat abilities. Tuesday
- Night Training (TNT) and Sunday Afternoon Training (SAT) are relatively
- informal sessions that take place at regular times in a special training
- arena. All are welcome, including experienced players who wish to hone
- their skills further under the tutelage of some of AIR WARRIOR's finest
- pilots.
-
- Also available is the more formal Air Warrior Training Academy program.
- This is a package deal that includes seven two hour training sessions, once
- a week, with a free hour of practice in the Academy's own arena before
- class. Once you sign up, you will get a training manual full of useful
- information and a large detailed map of the European theatre. The Air
- Warrior Training Academy instructors are all very experienced pilots.
- Classes are very small, consisting of five people or less, so there is a
- lot of time for individual attention from the instructor(s). A typical
- training session consists of a lecture portion, some in-flight instruction
- in the arena (exercises, pairing off for one-on-ones, furballs, etc.), and
- a question and answer period at the end. All this is available at a single
- package price--a very good value, considering the amount of online time
- included.
-
- Technical Difficulties:
-
- Due to occasional performance problems with the AIR WARRIOR host network or
- the access node through which you connect to GEnie, flying online is not as
- seamless as one would like. In the worst case, players sometimes get
- spontaneously disconnected and must call back in. This happens rarely for
- most people, but is frustrating when it occurs, and sometimes people get
- "dumped" multiple times in one night.
-
- A more pervasive problem is known as "warping." Warping is evident when
- other planes seem to leap (warp) from place to place, and is the result of
- the plane position updates sent by the host getting to the front end too
- infrequently. Warping is usually present to one degree or another when
- flying online. When it's not too bad, planes just seem be a little jerky
- in their movements at times, but it's not too hard to compensate for it.
- Severe warping, on the other hand, makes combat very frustrating, since you
- may only get to see updates of your opponent's position once every second
- or so. The most common source of warping problems is your particular GEnie
- access node. Some people have "good nodes," so they rarely see any
- significant warping, while others are stuck with "bad nodes" that can
- sometimes become intolerable. GEnie does make an effort to correct these
- performance problems, but progress is not normally swift. For most people,
- warping is a relatively minor annoyance that does not materially affect
- their enjoyment of the game.
-
- Sandman Goes Online:
-
- After having practiced for many hours against computer-piloted drones
- offline, flying head to head against friends via modem connections, and
- attending two Air Warrior Training Academy classes, I finally felt I was
- ready to enter the main AIR WARRIOR arena online. I was pretty nervous,
- having heard all the stories about how difficult the game is for new
- players, but I thought I had reason to be optimistic as well, since I had a
- lot of flight simulator experience, and I did fairly well against my head
- to head opponents. The handle I chose for myself was "Sandman."
-
- My first night online turned out to be Korean War night, so I took up a
- MiG-15 and headed for the battlefront. I came upon a friendly MiG in a
- losing battle against an enemy F-86, and decided to help out. After making
- sure there were no other enemies nearby, I charged into the fray. As the
- F-86 engaged me, the MiG pilot saw his opening and disengaged at high
- speed. I had started out with both a speed and altitude advantage, and was
- able to get the F-86 pilot to bleed all his airspeed away. He realized
- things were going badly, and tried to disengage as I saddled up on him. My
- heart was beating so hard in an adrenaline rush that I had a hard time
- keeping a steady hand on the stick as I lined up for a shot. I fired a six
- second burst into him as he rolled his plane violently back and forth.
- Bits of his plane broke off from multiple hits, it trailed smoke for a
- moment, then BOOM! My first kill!
-
- I cruised around a bit more that night and got one more kill. Several times
- I found myself losing a fight or being bounced by attackers I hadn't
- noticed until almost too late, and had to flee back to my home airfield
- with pursuers hot on my heels. After this successful first night of play, I
- began thinking that maybe the game wasn't so difficult after all.
-
- The next night it was back to WWII planes in the last day of campaign 87 in
- Europe. There were at least 50 people on, and the swarms of planes had me
- befuddled. I basically had no idea what was going on, and got shot down
- twice: once, when I got impatient for a kill and got low and slow in the
- middle of a furball in a P-51 (always a dumb thing to do), and once when I
- was bounced by a Spitfire and P-38 Lightning flying as a team. After this
- pummeling, it was clear to me that there was a lot more to being a good AIR
- WARRIOR pilot than bagging two lucky kills in a jet.
-
- Campaign 88 in the Pacific theatre started up the next day. I decided that
- I would fly for B-land, since most of my friends were on that side, and I
- was hoping to get invited into a squadron. This night began much as the
- one before--horribly. I kept getting bounced by attackers from on high. I
- damaged a number of planes, but got killed six times. It was pretty lonely
- up there, and I was starting to get very discouraged. There was a lot of
- talk on the radio, but none of it included me. Dispirited, I took off
- again in a Corsair. This time, I brought along a couple of bombs, thinking
- if I couldn't shoot down planes, at least I could do some ground pounding.
- I asked my fellow B-landers where I should drop them, having no clue as to
- the current strategic situation, and not really wanting to drop them on a
- friendly airfield by mistake! Eventually a fellow named "Holmes" responded
- that the nearby aircraft carrier owned by C-land would make a good target.
- I lined up along the length of the carrier, made sure my bombs were armed,
- and dropped both of them toward target with Holmes nearby watching. Both
- bombs struck home, and one of them even took out the carrier's anti-
- aircraft gun that had damaged my plane slightly as I pulled out of my dive
- bombing run. Finally did some dirt! I got some congratulations from my
- fellow B-landers over the radio, and my morale instantly improved.
-
- I followed Holmes north to an airfield owned by C-land, since it looked
- like he was outnumbered and I thought I could do him a favor in return for
- his help. I bounced a P-38 that was chasing Holmes, and watched him blow
- up under my stream of tracers as I flashed by. The enemy pilot had never
- seen me coming. After regaining altitude lost in the dive, I noticed an A-
- land Ki-84 approaching me from below--usually not a good idea. I decided
- to see how smart this guy was. I dove on him, and just before I got within
- gun range, I pulled up into a steep climb. Just as I'd hoped, he pulled up
- hard after me. I watched in my rear view mirror as he tried to point his
- nose at me while I continued up in a vertical climb. He eventually ran out
- of steam and started falling off on the verge of a stall. Quickly, I
- yanked all the way back on the stick, dropped full flaps, and came
- screaming down on him from directly above. He hung there almost
- motionless, completely defenseless against my attack. I opened up at
- maximum range and saw the fragile Ki-84 explode before I'd gotten to within
- 300 yards. Two kills in as many minutes!
-
- I was extremely low on fuel at that point, and tried to get my bearings so
- I could head for home. Unfortunately, a dot above the horizon which I'd
- been keeping an eye on resolved into another A-land Ki-84 that dove toward
- me on the attack. I turned slowly towards him, trying to conserve as much
- airspeed as possible, and passed him head on, firing all the way. I was
- very worried that I would become engaged at that point and eventually run
- out of fuel, but then I got a much appreciated message from a nearby B-
- lander saying, "You're all clear, Sandman." I checked the radar display and
- sure enough, the Ki-84 had been engaged by my countrymates. It was nice to
- have an extra pair of eyes on my side! I departed the area and made my way
- back to base.
-
- I decided to call it a night, so I thanked Holmes for helping me, and
- wished everyone a good night. I was surprised and pleased to see a lot of
- "g'night"'s in response. The B-landers are a friendly crowd! The session
- ended on such a high note that it no longer mattered that I'd been shot
- down so many times. The kills I did get and the sense of camaraderie I
- experienced more than made up for it. This was getting fun!
-
- Since that time, I've flown a number of different planes to see which fit
- my style and disposition best. The amazingly maneuverable Zeke was fun to
- fly, and I did fairly well in it (the episode related at the beginning of
- this article was my most memorable encounter while flying a Zeke), but I
- did not especially like flying a plane so slow that it was incapable of
- disengaging from anything but another Zeke. I now specialize in boom and
- zoom tactics. My plane of choice is the P-51 Mustang. It has a lot of
- ammo, and is the fastest plane in the sky. I normally fly alone, pouncing
- on enemies below me, but I also enjoy coordinating attacks with my fellow
- B-landers. The other guy ties up the bandit in a turning fight while I
- make diving passes on him, almost always with lethal results.
-
- Besides simple fighter sweeps, I've also performed numerous dive bombing
- runs, several bomber escort missions, and a couple of high and low level
- bomber intercepts. These all require their own sets of skills, and I've
- still got much to learn in these areas. Over time, I have become much
- better able to read tactical situations, so I more often know when to
- engage and when to retreat. This is one of my most important survival
- skills, since I am often outnumbered and there are always lots of pilots up
- who are far better than I am. By flying cautiously, playing to my
- strengths, and avoiding situations where I've tended to do badly, I've been
- able to score 2.5 kills for every time I got shot down or crash, and about
- one kill per sortie. I'm finally holding my own. Yet even though I have
- shot down more than 75 enemy planes, I still get that same heart pounding
- adrenaline rush in combat that I did that very first night, and often find
- I have to force myself to relax the white knuckle death-grip I have on the
- control stick. If I had to sum up the entire AIR WARRIOR experience in one
- word, it would be "intense."
-
- The Price Tag:
-
- GEnie costs $4.95/month for unlimited use of basic services, including the
- AIR WARRIOR bulletin board which gets a large amount of traffic, and
- $6/hour non-prime time for the good stuff like playing AIR WARRIOR or
- downloading files. If you do not have access to a local GEnie node, your
- only alternatives are to call into GEnie long distance or to connect to a
- remote access location in your area. This latter option adds $2/hour to
- the cost of using all GEnie services, including basic services which are
- otherwise free.
-
- Anyone interested in playing AIR WARRIOR is hereby warned that the game has
- proven to be highly addictive to some people. Many unknowingly rack up
- GEnie bills in the hundreds of dollars their first month online. It is
- very easy to do, so it would be prudent to keep a close watch on your
- online playing time to make sure it stays within your budget.
-
- For more information about the GEnie network, including instructions on how
- to sign up, call (800) 638-8369 in the U.S., or in Canada, (800) 387-8330.
-
- If you do decide to take the plunge and enter the wild and wooly world of
- AIR WARRIOR, tell 'em Sandman sent you. Good hunting!
-
- This article is Copyright (C) 1993 by Robin G. Kim. All rights reserved.
-
-
- YSERBIUS on The Sierra Network from Sierra On-Line
- Reviewed by Frank Bruno
-
- My day usually doesn't begin until about 8 PM when I am ready to make my
- foray into the volcano of YSERBIUS. I am Ander, a ranger who ekes out his
- living and earns his fame attempting to discover the secrets of YSERBIUS.
- I will make this foray into the dungeon today in an attempt to discover
- the whereabouts of "the pit", an entrance to the 5th level which I have
- heard about. This is not an adventure which I wish to partake of alone,
- as I have only recently attained a fairly respectable level.
-
- Upon entering the mountain, I call out to the other adventurers in the
- area, looking to form a party. I am quickly joined by three eager
- adventurers who are also looking to earn fame and experience. Quick
- introductions are made, and we proceed towards the mines. Along the way
- we notice others grouping as well as a few adventurers struggling to
- escape the dungeon with little more than their lives intact. Unlike them,
- I have formed a strong party to tackle the mines, and don't attempt to
- take on the challenges alone.
-
- Our first journey takes us to a little used door. Using my ranger
- abilities I am able to detect the presence of enemies ahead. Cautiously
- we enter the door and are set upon by thieves and barbarians. Thinking
- quickly, we enter the battle. Our wizard casts a lightning bolt, killing
- a thief. They retaliate and cast a lightning bolt, severely wounding one
- of our knights. I grab my sword of radiance and am able to dispatch the
- remaining thieves. Luckily all the barbarians miss. It is quick work to
- dispatch the rest and then we heal our knight and continue our journey...
-
- The above excerpt is the beginning of an adventure undertaken by my
- on-line persona, Ander, the Smiter, on the island of YSERBIUS.
-
- YSERBIUS is an on-line multi-player game, part of Medieval land in The
- Sierra Network(TSN). It is only one part of TSN, but in my opinion, the
- best. The entire "land" is presented in very well done VGA graphics.
- Upon entering Medieval land, one must either select a character, out of
- the six which you are allowed to have, or must create a new character.
- Once a character has been selected, the scene shifts to a landscape of the
- island with the volcano in the center, a castle on the left and a small
- building, the inn on the right. The inn houses all of the guilds and
- allows players to post messages and see who's on-line. The other castle
- allows you to inspect your character, train for new levels and purchase
- equipment.
-
- Once you are all set to enter the dungeon, you must choose whether to
- resume from where you left off, or start fresh at the top. Usually the
- top entrance is used. It allows you to start with full hit points and
- allows you to recruit other players to form a party. Recruiting players
- is as easy as calling out that you would like to start/join a given party.
-
-
- In some games it can be difficult to start out, but don't worry too much
- about it, because there is usually an upper level character willing to
- help a lower one out. A word of warning, there are those of a higher
- level who seek only to challenge (a method of fighting between two people)
- lower level characters. Be wary of these people. Some may only want a
- friendly fight, but some are only out to pray on the weak and
- inexperienced. Personally I recommend avoiding all personal challenges as
- I don't wish to associate with those types of people.
-
- After your party is formed, it is time to set out in search of fame and
- fortune. The dungeon contains many encounters, both random and fixed.
- The fixed encounters can either be a combat encounter, or scattered
- throughout the dungeon there are clues which can guide you to the many
- quests and secrets which remain to be discovered.
-
- Combat is an adventure in itself. Your persona will challenge many
- beasts, from lowly wolves to dragons and beyond. It is for this reason
- that each character has a number of skills and spells at his disposal.
- Skills range from simple healing to the ability to read tracks or runes.
- Some skills are automatic, but others must be used wisely. Unlike other
- games, it is possible for all characters to learn and use spells. Spells
- vary from a simple blast or heal to the most powerful spells such as death
- darts and resuscitate.
-
- Once engaged in combat, each person must decide what their character will
- do. The choices are made by selecting icons with the mouse. They are:
- Fight, cast a spell, use a skill, or use an item. Fighting involves
- swinging the weapon in your right hand at the group of monsters you wish
- to attempt to dispatch. Casting a spell allows you to keep party members
- alive or wreak havoc on the monsters. Skills will allow you to heal a
- wound or chase fleeing monsters. Finally, there are many items with
- inherent magical powers which can be used during combat. After combat,
- the corpses are looted and treasures taken from the lair. The treasure
- consists of magic, treasures, gold, and experience.
-
- After combat is over, the party leader comtrols the movement of the party
- by use of the mouse on icons. A map is kept by TSN which shows where you
- have been. Exploring is a good part of the game. There are many levels
- and many quests which must be solved to allow your player the power to
- eventually win the game and discover all the secrets of YSERBIUS.
-
- YSERBIUS runs on a 286 based machine or faster with VGA and 1MB memory. A
- 1200BPS or faster modem (2400BPS for RED BARON) is also required.
- Installation takes about 5 MB of hard disk space. The test machine I used
- was a 50MHz 486, 380MB HD, SVGA and Sound Blaster Pro. Note: a sound
- board is not supported currently, but support is planned in the next major
- release. Also included for new subscribers is 3 free hours playing time.
-
- YSERBIUS installed flawlessly. I was able to connect at 1200BPS no
- problem, but I kept getting kicked off at 2400BPS. So my first hour on
- was at a slow 1200. Since most information is kept on the callers
- machine, the speed difference between 1200 and 2400 isn't much, but is
- noticeable. The next day I called the sierra help line and was given a
- new init string for my modem, which worked flawlessly. I was off and
- running that night at 2400 baud and dungeoneering! Unfortunately my 3
- hours did run out, but talking to the on-line helper, I was able to
- subscribe to YSERBIUS immediately and continue playing. Help is always
- available, all I had to do was ask.
-
- Although I love YSERBIUS, there are a number of bugs, some good and some
- bad. The good bugs are that it is possible to make a potion permanent and
- duplicate items. The bad bugs are the occasional "boot", getting kicked
- off. I must also point out that the maintenance schedule is not set, you
- can get kicked off at any time. This can be annoying, but only happens
- once a night. My last complaint stems from the number of users.
- Sometimes there can be severe overcrowding, resulting in slower response
- times and the inability to enter the dungeon at a given level.
-
- YSERBIUS is a great game and a must play! The most you have to lose is 3
- hours having a great time. I'd recommend giving it a whirl; for $16.00
- for 30 hours, it has to be one of the most affordable on-line games to be
- found and it is extremely addicting.
-
- This review is Copyright (C) 1993 by Frank Bruno. All rights reserved.
-
-
- 4D Boxing from Electronic Arts
- Reviewed by Ken Fishkin
-
- GAME TOPIC
- 4D BOXING is an arcade-style pro boxing simulation. You create a boxer and
- take them through a career. Opponents may be either human- or
- computer-controlled, and controlled through either the joystick or the
- keyboard.
-
- COPY PROTECTION
- Irritating manual lookup. A boxer's picture is shown, and you supply their
- name. It is especially irritating because (a) a lot of the pictures look
- alike, and (b) the names can be pretty long, and you have to type it all
- in exactly right. Yuk.
-
- DOCUMENTATION
- Skimpy, but sufficient.
-
- SOUND
- There are only two sound effects - a missed punch, and a landed punch.
- They are both nicely done.
-
- There are several snippets of music and speech, incorporating the
- announcer's intro ("Ladies and Gennnnntlemennnnn...", crowd noise, and the
- decision). Nicely done.
-
- GRAPHICS
- The terrible rendering is redeemed by the superb animation. "Rendering"
- is the actual physical appearance of the boxers. For speed reasons, this
- is carried to the simplest extreme imaginable. The chest is a single
- trapezoid; the arms are two cylinders with a circle on the end for the
- gloves; the face is 3 or 4 polygons with a nose and eyes splatted on. At
- the start, you think you're boxing in "Bizarro World".
-
- You get over this quickly, though, because they have done a wonderful job
- incorporating human motion into the boxers movements. Boxers bob up and
- down on the soles of their feet, their head snaps back when hit with an
- uppercut, they crouch and lunge when throwing a hook, they sway from side
- to side when groggy, and so forth, all in an utterly natural motion. This
- is so well done that you quickly get beyond the Bizarro visual appearance.
-
- STARTING A NEW BOXER
- To create a boxer, you specify name, jersey color, trunks color, and other
- stuff. There are two interesting parts to this process:
-
- First, you can specify the boxers height and weight. These are independent
- of each other - you can make a tall skinny Breland-esque beanpole, or a
- short stubby Tyson-esque slugger. Although it doesn't mention it in the
- manual, we found that height affected boxing in natural ways - short
- boxers are better at body punching, and taller boxers jab better.
-
- Second, your boxer is rated in 3 areas: speed (which governs both how fast
- they move and how fast they throw punches), power, and stamina. By
- adjusting sliders corresponding to the 3 areas, you give your fighter his
- initial stats.
-
- I really shouldn't say "his" stats - the game has a variety of male
- boxers, but also several female ones!
-
- PICKING AN OPPONENT
- Your boxers quest is to climb up the ratings chart, and eventually become
- the champeen. There are 50 boxers ahead of you, and you have around
- 40 fights to do this. Your boxer improves after every fight, so you have
- to balance these two factors: on the one hand, to get the best fighter,
- you should crawl up the rankings as slowly as possible. On the other hand,
- to rake in the most money and become champ, you want to jump up as rapidly
- as possible. A nice touch.
-
- You can choose to fight any of the 3 opponents ranked just above you. I
- think you can also "slum it" and fight a lower-ranked opponent.
- Once you decide who to fight, you go into the gym to improve your
- fighter - by adjusting 3 sliders, you can distribute your improvement
- across speed, power, and stamina. Remember your opponent - if he's
- lightning-fast, you may want to put it all into speed; if he's a
- thunderous puncher, into stamina.
-
- THE FIGHT
- Fights start as 3-rounders, and become longer as your boxer advances.
- Your boxer can view the fight from any one of a jillion angles -- through
- his eyes, overhead, over the shoulder, ringside, through your _opponents_
- eyes, etc. -- you can also have custom camera angles. I found that the
- "through your own eyes" and "ringside" cameras were the only ones I ever
- used. There is a one-round VCR feature that lets you review each round.
-
- You throw punches by using the numeric keypad in a fairly intuitive
- way: the top left number "7" throws a left hook to the head, the bottom
- right number "3" throws a right to the body, and so forth. There are a
- few non-intuitive settings ("left hook to body" is 4, but "right hook
- to body" is 3, not 6). You also use the numeric keypad to bring up your
- gloves, bob left, bob right, and move backwards.
-
- This interface works OK, but I bet it works better with a joystick
- than on a keyboard -- on the keyboard, it's harder to switch between
- punching and moving.
-
- If your punch lands, it does a certain amount of damage depending
- on the type of punch and your boxers power. There are two types of damage,
- "short-term" and "long-term". Body punches, for example, do little
- short-term damage, but wear away long-term. A hook to the head does a lot
- of short-term, but little long-term. Your opponents stamina determines how
- well he can take these punches.
-
- There's one significant problem with this approach -- there's not enough
- variation in the damage. Against weak opponents, you will virtually always
- knock them out in 2 rounds, 3 if you're unlucky. On the other hand,
- against stronger opponents, you will virtually _never_ knock them out;
- only a massive flurry of _tens_ of punches will even have a chance of a
- knock-down, and you can forget about a knock-out. You simply will not
- re-create an Ali-Liston, Tyson-Spinks, or Tyson-Douglas. Once you start
- fighting the "tough guys" (say in the top 10 rankings) each fight turns
- into a 15 round marathon, where you will have to win on points -- don't
- even try to knock 'em out.
-
- Different fighters have different styles: some are more aggressive than
- others, some have more punching power than others, and so forth. There
- appears to be virtually no change in their style _between rounds_, though
- -- if they're way up or down on the judges scorecard, it seems to make no
- difference in their style. This, combined with the lack of randomness in
- the punching effect, makes the longer fights pretty boring: the second
- round is just like the first, the third is just like the second, and on
- and on and on....
-
- THE FIGHT OUTCOME
- Each round is judged on a "10-point must" system -- if no fighter is
- knocked out by the end of the fight, the judges determine the winner.
-
- After the fight ends you are shown a newspaper headline describing
- the bout. In a very nice touch, there is a black-and-white photo
- accompanying the headline, consisting of a freeze-frame from the final
- knockout (or the end of the fight, in case of a decision).
-
- HINTS TO ASPIRING FIGHTERS
-
- At the start, load up on power and speed -- ignore stamina, as most
- fights are only going 1 or 2 rounds anyway. Swarm on your opponent, and
- put him away: use a lot of body punches. As you advance, start putting
- more and more into stamina, and less and less into power -- as mentioned
- above, once you're up a ways in the rankings, your power is pretty much
- irrelevant.
-
- Don't punch yourself out -- it's tempting to throw nonstop flurries
- of punches, but try to discipline yourself to never throw more than, say,
- 3 punches per interchange. Punch-throwing is a _major_ drain on your
- stamina.
-
- SUMMARY
- This is a great little simulation, marred only by the limited
- replay value -- after about 10 fights, the thing loses its charm, due to
- the limited variation in fights. Otherwise, this is a definite buy.
-
- This review is copyright (C) 1993 by Ken Fishkin. All rights reserved.
-
- ED. - Enjoy these two reviews of Conquered Kingdoms
-
- --------------------------------------------------------------------------
-
- CONQUERED KINGDOMS by QQP Inc.
- Reviewed by Jennifer Schlickbernd
-
- GRAPHICS-VGA/EGA
- SOUND-ADLIB/SOUNDBLASTER
- COPY PROTECTION-DOCUMENT LOOKUP
- MODEM SUPPORT-YES, NO SERIAL LINK-UP OR PBEM
-
- CONQUERED KINGDOMS is a war/strategy game done by the company that brought
- you THE PERFECT GENERAL, THE LOST ADMIRAL (strategy game of the year and
- one of my all time favorites), SOLITAIRE'S JOURNEY, and most recently
- BATTLES OF DESTINY.
-
- Conquered Kingdoms is built off of the Lost Admiral engine. The graphics
- are similar but improved, the game play is based on Lost Admiral, and the
- artificial intelligence routines apparently are taken from that game.
- Conquered Kingdoms is set in this year's favorite place to set strategy
- games, medieval castles and fantasy lands. There are two modes to playing
- the game, battles and Castacia (campaign). I'll deal with the battles
- mode first, because the campaign mode is based on it.
-
- There are nine battle maps. Each map consists of land, rivers/oceans,
- castles, resources (coal, gold, and wood), and cities. The object of the
- battles is to have more victory points than the opponent. Victory points
- are gained by holding castles and cities. You have a wide assortment of
- units to assault cities and castles with. Knights, Swordsmen, Lancers,
- Cavalry, and Catapults are the "human" units, while Gargoyles, Rogs,
- Phantoms, Dragons, Wizards, Trolls, and Ogres are the "fantasy" units.
- After the beginning of the game (where points are given to build units)
- resources are necessary to create units. The amount of resources vary
- depending on the unit. Also, gold can be used in a sense to replace coal
- and wood. In other words, a unit may cost 1 gold + 2 wood + 1 coal OR 3
- gold.
-
- When a new battle map is started, an opponent must be chosen. Human play
- is supported by modem-to-modem play. There was supposed to be an play-by
- -email option, but it wasn't implemented in the shipped version. QQP says
- there will be an update to include it. After choosing the opponent, a
- second screen appears allowing further tailoring of the game. There can
- be random or fixed point combat resolution, short, normal, or "until
- annihilation" games, basic units (human only) or advanced (adds fantasy
- units), and the level of computer opponent (between 1-21) can be chosen.
-
- The game begins by showing the map, and allowing the choice of cities.
- Depending on the size of the map, one, two, or three cities can be chosen.
- After choosing the cities, the units are chosen. The interface is simple
- point and click where the selected unit is to start.
-
- The game starts after the units are chosen. Units are moved in accordance
- with their movement factors modified by terrain. Wizards can teleport in
- and bring any units that are in the same space (two units can occupy one
- space) and one unit in a space adjoining. Most units can only move one
- space in woods or hills unless they fly (Dragons and Gargoyles). Blue
- side moves, combat is resolved, and then Red side moves.
-
- Combat is straightforward. Ranged combat is resolved first, then melee.
- If a unit is involved in melee (another unit is in the same space) then it
- cannot make a ranged attack. Catapults cannot defend themselves, and will
- be smashed in one attack unless in a castle. Phantoms within two spaces
- cause non-Dragon units to be "scared" and only cause half damage. Wizards
- can cast Fireballs which do 8 damage to an area and all adjacent areas.
- One of the most frightening moves in the game is for one Wizard to
- teleport in another Wizard, and let that Wizard cast a fireball. Troops
- that are right next to each other in a mass can really be decimated this
- way.
-
- Unless Annihilation was chosen at game start, the game is over when the
- predetermined number of turns is done. Victory points are gained by
- holding on to cities and castles. Each castle is worth 300 multiplied by
- the number of castles owned, so that if there are two castles owned, each
- castle is worth 600, three, 900, etc. Most of the time the bulk of the
- points will come from castles and not from cities, although in one of the
- maps there are cities worth 1300 points. Unlike Lost Admiral, there is no
- penalty for losing the starting cities. The player character will gain or
- lose notches depending on how badly the player lost or how overwhelming
- the victory. The character starts as a Serf, I've made a Duchy, but there
- is nothing in the documentation that indicates what the possible levels
- are.
-
- The campaign game uses 9 areas. Each area is made up of many maps (40+
- for some) and the object of the campaign is to take a certain number of
- maps. Some of the maps will yield bonuses such as free Dragons, Wizards,
- or Phantoms, extra officers, or more gold. When playing the campaign
- game, each side starts with a Cavalier (called a King) and that Cavalier
- can heal human units within its same space. Once it has won a battle, it
- will go up in level and be able to heal units further away. Extra
- officers can be obtained (as mentioned) by winning maps with bonus
- officers, but they'll be squires instead of kings. The campaign games can
- be very long affairs, and if all the campaigns are played, expect to spend
- 40+ hours playing.
-
- Not that spending 40+ hours at this game would be at all painful. The
- game incorporates the playing style that was familiar in Lost Admiral,
- while adding additional complexity to the elements that the player must
- deal with. The game play is great. Constant real decisions must be made
- regarding the choosing of units, the distribution of the units in the
- starting cities, and the mode of attack on the castles. Each unit has its
- strengths and weakness, and after 40+ hours of play, I'm not able to find
- any striking imbalances. The Wizards are the most questionable, but I
- feel they work. They cost an awful lot to build, particularly once the
- game starts, and they have little defense. Because of the 21 levels of
- play, a player can start slowly and move up as competency is gained.
- Substituting random damage for fixed means a far less predictable game,
- but keep in mind the AI may suffer for the increased complexity level. I
- prefer fixed damage, since the planning is then reliable.
-
- The presentation of Conquered Kingdoms ranges from poor to average. The
- graphics are quite boring, and the sound support is only there for
- marketing purposes. There's a lot of screen garbage (particularly between
- turns) that should have been eliminated before shipping the product. The
- manual is badly done, with lots of missing information. The information
- can be picked up during game play, but QQP really needs to get on the ball
- with the presentation of their games. It's what's keeping them from the
- elite of strategy game companies. I'm very disappointed that they didn't
- even bother to put in a null modem connection and that they didn't include
- the PBEM or any explanation that it was missing.
-
- In spite of these problems, I'd highly recommend CONQUERED KINGDOMS. It's
- a lot of fun, each battle doesn't take too long, and you'll find yourself
- engrossed 'til 2AM on this one.
-
- This review is copyright (C) 1992 by Jennifer Schlickbernd.
- All rights reserved.
-
- --------------------------------------------------------------------------
-
- CONQUERED KINGDOMS by QQP Inc.
- Reviewed by David desJardins
-
- CONQUERED KINGDOMS (CK) is a turn-based strategy game for one or two
- players. It basically consists of a collection of individual scenarios,
- although there are provisions for a campaign game (more on which later).
- The play is mostly symmetrical between the two sides, Red and Blue,
- although Blue moves first in the turn and Red moves second, which creates
- some differences. As in previous QQP games, you can be represented by a
- game persona and play many different scenarios as that persona. The game
- will keep track of all the results of the scenarios you play, and award
- you promotions based on your victories.
-
- The first thing to be said is that this game has great similarities to THE
- LOST ADMIRAL (TLA). It is clear that the same game engine was used.
- Despite the change from sea to primarily land movement (and thus, for
- example, units which, instead of being "anchored", are "sentried") the
- overall mechanics of the game are extremely similar. However there are
- are many additions, and a few changes which, while minor in terms of game
- mechanics, are fundamental to the game play.
-
- The basic mechanics are quite simple. Each player controls a collection
- of units, no more than two of which (from each player) can occupy the same
- square at the end of movement. Most units can move three hexes per turn,
- but must stop when entering woods, hills, or an enemy-occupied square, and
- may not move at all through water. But some are faster, some slower, some
- are not affected by certain sorts of terrain, some can fly and are not
- affected by any terrain, and there are boats for carrying other units over
- water. A units normally becomes visible to the opponent whenever any
- enemy unit moves within three hexes. (Spies are an exception; they have a
- longer spotting radius and are hard to spot themselves.)
-
- The sequence of play is: Blue moves, both players attack, Red moves, both
- players attack. That is, you have the same combat options in both halves
- of each turn, regardless of whether you just moved. Every unit can attack
- every combat phase. If one or more enemy units occupies a unit's square,
- it must attack one of those units; otherwise, if it has a ranged combat
- capability it may attack any unit within its range.
-
- Combat is resolved with a matrix which gives the damage done by every unit
- type to every other unit type. (There is a fixed damage option, in which
- the damage is exactly the value in the table, and also for variety a
- random damage option in which it can vary somewhat from that value.) Since
- there are over 15 unit types, this is a rather large matrix, but
- fortunately it has quite a bit of structure, and over time you learn its
- quirks. Some units cannot hurt other units: for example, archers against
- knights, or lancers against swordsmen, or cavalry against lancers, or
- catapults against cavalry.
-
- There are three sorts of objectives on the maps. TLA has only one sort,
- cities, which award points, produce resources for constructing new units,
- and serve as sites for constructing new units. In CK, these three
- functions have been split into towns, resource sites, and castles
- respectively.
-
- Towns and resources are pretty basic. If you have a unit in a town at the
- end of a turn, and your opponent does not, then you score the points for
- that town. If you have a unit on a resource site at the end of a turn,
- and your opponent does not, then you capture that resource, and it begins
- contributing to your construction. Successive turns spent on the resource
- site make it yours for a period of time after you move away, and
- eventually permanently yours (unless captured by the other player).
-
- The order of movement mentioned above comes into play here. Since Red
- moves second in the turn, it is somewhat easier for Red to capture sites,
- because Blue doesn't have an opportunity to counterattack before the
- points are scored or the resource site is captured. (Thus, if a site goes
- back and forth between the two players, each capturing it on their move,
- then Red will always control it.)
-
- Castles are more complicated than towns and resources. A castle takes up
- several hexes, and protects all friendly units within its hexes by
- reducing the damage inflicted on them. (If the castle is neutral, it
- protects both sides.) Also, the castle has a "keep," in which units are
- immune to ranged attacks, and a "gate," which is the only way nonflying
- units can enter and leave the castle. Only certain nonflying units may
- enter the gate of an enemy castle, and they must stop moving when they do
- so.
-
- Castle ownership is determined by sole occupation of the keep, again
- checked only at the end of the turn. Castles can also be destroyed by
- enemy bombardment, of which certain units are capable. Castles normally
- repair themselves over time, but not if the attacker controls the three
- "siege points" located around the perimeter of the castle. (Occupying any
- hex of the castle is also supposed to put it under siege, but it doesn't
- seem to work that way for me.)
-
- As mentioned earlier, new units are produced only in castles. Castles
- also award points equal to 300 times the _square_ of the number of castles
- owned. These two factors combined with their defensive advantage make the
- castles the key strategic points of every scenario.
-
- Victory in a scenario is determined solely by score. But, of course, if
- you wipe out all of the enemy units then you can occupy all of the towns
- and castles and win by a mile. :-) You can choose between short, normal,
- and long play; in short play seizing victory points early is vital, while
- in long play all that really matters is eventually controlling most of the
- board.
-
- I mentioned above that the game has campaigns as well as scenarios. These
- basically amount to sequences of scenarios in which the winner of previous
- scenarios gets extra units in subsequent ones. Once you have won enough
- scenarios by a wide enough margin, you win the campaign. Campaigns also
- add a new unit type---officers---which grow in strength from scenario to
- scenario when they survive. I found the officers a very pleasant
- addition; however, the extra units were not. The usual result is that,
- after winning the first scenario decisively, I would acquire up several
- extra major units for the next scenario, and all subsequent ones would be
- cakewalks. I wish they had found some way to tie the scenarios together
- into a sequence without making it into a runaway for one player or the
- other.
-
- This concludes the summary of the game. Now I will grade it in various
- areas.
-
- The best thing about CK is the underlying game design. Absolutely an A+.
- The mechanics simply work beautifully. The abilities of the different
- units are diverse and interesting, without being overwhelming. The costs
- of the units are generally well balanced, and every unit has both
- strengths and weaknesses. Every unit is worth buying in the appropriate
- situations. I would compare the quality of the fundamental mechanics of
- the game to a board game of the highest caliber, which is strong praise
- indeed for me.
-
- If I have any question in this area, it has to do with the spotting
- radius. In TLA, units were only spotted in the same hex, except that
- carriers could spot two hexes away. The result was that one was always
- making plans based on woefully incomplete information about the enemy
- forces and their disposition. The change in CK, to three hexes for
- ordinary units and six hexes for spies, is a major one indeed. One can
- plan much more accurately and with much less guesswork. I wonder if
- something in between these extremes would have been better. But, given
- the amount of playtesting which must have gone into the design, I'm
- probably wrong and the designer probably right.
-
- The computer implementation of the game mechanics merits perhaps a B.
- Eighty or ninety percent of it will be familiar to anyone who has played
- TLA.
-
- The only bugs which I am certain of are very minor. The graphics are
- spartan but acceptable. The figures are the best part: both attractive
- and easily distinguishable. The maps are not as good. There are 10
- hand-drawn maps provided with the game, and a random map which is
- machine-generated simply by filling in the hexes with appropriate tiles.
- Personally I find the machine-generated graphics preferable! The
- hand-drawn maps are not particularly attractive, and are frequently hard
- to read, so that I often find myself entering a hill hex when I meant to
- skirt the hill, for example. Or I am unable to tell without clicking on a
- hex whether it is water or land. I also found a discrepancy on one of the
- maps, where a printed road didn't exist for game purposes.
-
- Unfortunately, the random maps do not seem to have any roads, which
- seriously handicaps those units which normally make use of them (swordsmen
- and catapults). The configuration of a castle is also different---and I
- think slightly less interesting---on the random maps.
-
- A miniature map of the whole scenario is in the corner of the screen; it
- is useful, I suppose, but could be bigger. There are several parameters
- which the user can set to, for example, speed up the animated combat
- between units. These are a nice addition, but I wish that the maximum
- speed were even higher. With my Sound Blaster, combat is accompanied by
- sounds, and certain phases by music; the sound effects get tiresome after
- a while, but of course you can always turn them off.
-
- The game is not particularly speedy but not particularly slow either.
- Typically it takes the computer opponent 30 seconds to a minute to move on
- my 33 MHz 386DX. This isn't too bad considering that it typically takes
- me a couple of minutes to resolve combats and several minutes to plan each
- of my moves. I suspect that it might be quite annoying on a 286, though.
-
- The artificial intelligence is a difficult thing to judge fairly. The AI
- plays very well, and really does use its units effectively. I'm frankly
- amazed at how well it plans. But unfortunately I still seem to clobber it
- every time. At the highest level (21) the computer gets about 50% more
- units than the human player, and that just isn't enough.
-
- The AI in TLA had to get an A+ in anyone's book. I don't think it is
- possible to "master" it in the sense of always beating it badly at the
- highest level. And the AI in CK seems to play just as well. I think the
- reason that its results are not as good is in two parts. First, the game
- is just more complicated, and thus there are more different options to
- deal with. Secondly, the increase in visibility makes it much easier to
- outthink the computer. In TLA, there was no way to avoid having your
- submerged submarines stumble onto the enemy destroyers from time to time.
- In CK, except at the very beginning of the game, you generally know enough
- about the positions of the enemy units to avoid any great calamities.
- (Also, the increased visibility makes the weaknesses of the computer more
- apparent, because the stupid things that it does are exposed to you.)
-
- I have to say that the AI is definitely _not_ a reason for anyone _not_ to
- buy this game. If you are not especially good at this sort of game, then
- the AI will keep your hands full. And if you _are_ especially good at
- this sort of game, then you definitely want this game, because you are
- probably frustrated at the lack of good computer opponents, and the AI is
- still the best that I have seen in any game except TLA. If you do find
- yourself beating the machine, there are several ways you can handicap
- yourself to equalize the game again. (The one I like best is to take a
- _random_ selection of units---there is a special key for this---instead of
- placing them myself. You can also handicap yourself by taking Red instead
- of Blue; Red has some advantages later in the game, but Blue frequently is
- a big winner on the very first move when it can ambush a large number of
- Red units.)
-
- Finally I can't resist the chance to grade the documentation. I give it a
- D. QQP needs to go back and get their act together on this one. My list
- of complaints is too long to go through in its entirety, but I will
- mention a few points. _Nowhere_ in the manual does it mention perhaps the
- single most basic fact about the game, that there is a maximum of two
- units per hex! A paper combat chart is provided with the game, but it has
- several errors. (The online chart, accessible within the game, is
- correct.) The documentation describes a play-by-email mode which does not
- exist. These two points would be understandable---I understand that there
- is a lead time in printing and preparing documentation to get a game out
- on schedule---except that the discrepancies are not mentioned in the
- online readme file either. What is the purpose of the readme file if not
- to describe errors and problems in the hardcopy documentation?
-
- Fortunately the game mechanics are so well-designed and lucid that it is
- easy to figure out what is supposed to be going on, in almost every case.
- (As I mentioned above, though, I still don't quite understand the
- circumstances under which a castle is sieged, for example.)
-
- In summary, I do strongly recommend this game to everyone who enjoys turn
- based strategy games. I can't really recommend it over its predecessor,
- THE LOST ADMIRAL, though. For what it does, TLA is absolutely the best
- game ever produced. If you haven't played that, I would suggest getting
- it first. (I believe that its street price has been falling
- substantially.) If you have played TLA, and enjoyed it, but feel that you
- have explored it pretty fully, then CONQUERED KINGDOMS is definitely
- recommended and offers a whole new variety of options. If you have played
- TLA and didn't like it, then I don't know what's wrong with you, but you
- probably shouldn't take my advice on anything. :-)
-
- This review is Copyright (C) 1993 by David desJardins.
- All rights reserved.
-
-
- COMANCHE: MAXIMUM OVERKILL from NovaLogic
- Reviewed by Glenn Slayden
-
- COMANCHE: MAXIMUM OVERKILL is a good battle helicopter simulator with
- incredibly realistic terrain for powerful 386 and higher computers. I was
- able to complete the game in about ten hours.
-
- Following Origin's lead, NovaLogic has decided to require a powerful
- computer in order to deliver the best possible game. In fact, Comanche
- features the highest realism of any flight simulator I've seen.
- NovaLogic's "voxel space" technology yields textured, bitmapped, shaded
- terrain that approaches photorealism. The skies are particularly
- beautiful, with realistic streaking clouds, or ominous cloudy haze. Just
- piloting the helicopter through narrow winding gullies, around the strange
- Mayan pyramid, and over the dramatic sculpted world is nearly worth the
- hefty purchase price of around fifty dollars.
-
- The stunning graphics in this game are not free, however. The product
- requires a 386 or greater microprocessor and at least 4 megabytes of
- extended memory. Since the manual states that the program "makes use of
- the full 32-bit 386/486 power of your CPU by using flat mode assembly
- programming," this game will not run on a 286. My testing configuration
- was a 486/33 with plenty of RAM, himem.sys only, a CH FlightStick, and a
- SoundBlaster Pro, and the performance was fine in the highest of the three
- detail modes.
-
- Two more configuration notes--you'll need 12 megabytes of hard disk space,
- and Video7 VRAM users will have to put the card in PURE mode in order to
- get rid of two horizontal lines that cross your screen.
-
- Comanche: Maximum Overkill supports ordinary joysticks, but has special
- support for the CH FlightStick (the helicopter's collective control is the
- large dial on the joystick), and Thrustmaster FCS and WCS. The WCS, if
- used, allows you to control all the most important functions without using
- the keyboard.
-
- The only craft available to you is the Comanche, which is apparently an
- actual army design that is currently under development. Like in the
- actual Comanche, your helicopter's "onboard computer" automatically
- handles many of the interdependencies between flight settings, such as
- adjustments in tail rotor counterforce. I used manual tail rotor
- adjustment very rarely. All you really have to do is adjust the
- collective, and use the joystick to tilt the main rotor.
-
- The helicopter is limited to a ceiling of 500 feet, but this didn't bother
- me too much since it's much more fun to hug the terrain, and since flying
- low reduced the helicopter's radar image.
-
- The game is centered around two sets of missions. The first set is called
- "training," and is designed to familiarize you with the helicopter. These
- missions are fairly easy, and cover the multiple weapon systems available
- to you: automatic cannon, rockets, Hellfire laser-guided missile, Stinger
- radar-guided missile, artillery support, and Hellfire missiles on a
- wingperson's Comanche. These latter must be guided by a laser from your
- own Comanche, which reduces their usefulness somewhat--only targets in the
- open and visible from a distance can be safely targeted. You get a medal
- after completing the first set of missions. This took me approximately 2
- hours.
-
- The enemy targets include various tanks, helicopters, and fuel storage
- tanks. A single Hellfire, Stinger, or cannon round respectively is
- usually enough to destroy the target.
-
- The second set of missions is called "Operation Maximum Overkill." These
- are basically a continuation of the training series, increasing in
- difficulty with each mission. After completing the first three missions,
- you must complete the remaining ones in order. And if your Comanche is
- destroyed during a mission, you must complete the previous mission before
- attempting the failed mission again. For this reason, it's sometimes
- advisable to abort the mission if your Comanche gets seriously damaged.
- This can get very tedious when you get to the last mission, which is
- considerably harder than any other. I spent about five hours completing
- just the last mission. The sequence could have led up to this mission
- more gradually.
-
- The music in this game is average, and the sound effects, including
- squawking radio communications, falling artillery shells, and your talking
- onboard computer, are great.
-
- The most obvious shortcoming of Comanche Maximum Overkill is the number of
- missions. This game easily could have held my interest for a much longer
- time if there had been more to do. The game engine is fantastic, so why
- not supply more terrain and missions? For example, the terrain does not
- include any snowy or desert conditions. Also, since missions begin with
- your helicopter already in enemy terrain and finish automatically when all
- goals are complete, there is no large-scale explanation of the conflicts
- you're sent into. There is no home base for you to return triumphantly
- to--if you make it there on your remaining fuel supply. In this respect,
- Comanche is more of an arcade game than a strategy-driven flight
- simulator.
-
- As mentioned above, the wingman function could use some improvement. An
- option for the wingman to direct his own laser would be helpful and
- realistic, for example.
-
- In short, I'd recommend Comanche for its incredible graphics--if you have
- a very capable computer. I liked the results of NovaLogic's bitmap
- rendering techniques better than those found in Wing Commander I/II. I
- found it mildly addictive to play, and you can inject your own strategy to
- make the missions more interesting or challenging--using only cannon on
- enemy helicopters, for example. The artillery support is a great creative
- addition, and the fast paced, adrenaline pumping action kept my grip tight
- and my knuckles white. Don't expect great cinematic or strategic elements
- from this game, though; it's mostly a shoot-em-up.
-
- This review is Copyright (C) 1993 by Glenn Slayden. All rights reserved.
-
-
- STRIKE COMMANDER from Origin/Electronic Arts
- Reviewed by Jeremy Reimer
-
- Availability: Most software stores worldwide.
-
- Price: Varies, around $70 in stores, less by mail order.
-
- Graphics: 256-colour VGA (320x200)
-
- Sound Support: Adlib, Sound Blaster or Pro, Roland/LAPC-1, Pro Audio
- Spectrum. Sound Blaster or PAS can be used at the
- same time as a Roland.
-
- Input support: Keyboard, standard joystick, mouse, Thrustmaster FCS
- and WCS, Flightstick, Flightstick Pro. Joystick can
- be used with mouse for padlock view.
-
- Disk space required: Partial install (must periodically reinstall portions)
- 27 megs, full install 35 megs. Speech pack (sold
- separately) adds 7 megs.
-
- RAM required: 586k free low DOS memory (DOS needs to be loaded high)
- 2.1 megs high memory (no memory manager required,
- although it will coexist with them)
-
- Operating system
- compatibility: DOS 5.0 or 6.0
-
- Known conflicts: Older versions of SMARTDRV (before Windows 3.0
- version). Older disk compressors (Stacker before
- 3.x, Superstor before Pro, all compressors make game
- run unacceptably slowly, especially DoubleSpace).
- Some incompatible non-Microsoft mouse drivers
- OS/2 and/or Windows (won't supply VCPI memory
- required). Memory managers on systems with more than
- 16 megs RAM.
-
- CPU required: 386 processor, 33 Mhz absolute minimum for play-
- ability, 486/33 recommended, 486/66 ideal.
-
-
- INTRODUCTION
-
- Most people would say that Strike Commander needs no introduction, as we've
- all heard quite a lot about it. The posters advertising "The assault
- begins Christmas 1991" stick in quite a few people's minds, and what most
- people want to know now is simply this: has it been worth the wait for what
- could be the longest-delayed game in history?
-
- In a word: yes. Origin has always been known for pushing the technology
- envelope instead of following the rest of the pack, and they have done it
- yet again with Strike Commander. Wing Commander sold a lot of 386 systems
- when it was introduced and made a lot of 286 owners very angry (until they
- were forced to upgrade to a 386 or better) But that was then, and this is
- now. A 486 has been useful for some games, but never a requirement. This
- has changed. For now there is a much more enjoyable reason to upgrade to a
- fast CPU, a fast video card and a fast hard disk than there ever was in
- making Windows perform reasonably. THE GAME ENGINE
-
- We've heard a lot of talk and rumours about it, so let's get down to some
- facts. Wing Commander revolutionized gaming graphics technology on PCs
- (and some would say in gaming generally) but it drove the population into
- two firmly divided camps: those who preferred bitmaps and those who
- preferred polygon graphics in their flight sims. The trouble with bitmaps
- was that they would jerk from one angle to another causing alignment
- difficulties (especially with large ships) and became rather blocky when
- viewed close-up. Polygons, on the other hand, were drab and boring, no
- matter how many of them you slapped together into one object.
-
- This has all changed. Origin has successfully fused polygons and bitmaps
- into one glorious whole, a TRUE texture-mapped world that can look lovely
- and obey basic laws of physics and geometry at the same time. The only
- drawback is of course that it chews up a lot of CPU cycles, but they are
- becoming cheaper all the time. I'm even considering a 486 motherboard
- upgrade, and that's saying something.
-
- The best way to appreciate the technology is to go into "View Objects" from
- the main menu of Strike Commander, after the animated intro which is
- actually quite nice. It is a pretty standard engagement with two F-16's
- against a MiG with some nice music and speech and very smooth animation.
- But the "View Objects" menu shows you that this is not just another flight
- sim behind a pretty intro. The objects look like they were bitmapped and
- scanned in, yet they rotate with the smoothness of polygon animation. How
- is this possible? From the gameplay, going into the Options dialogue box
- (all such boxes are rendered in nice metallic-looking frames) allows you to
- set the detail level, presumably to make 386 owners able to play the
- missions with proper smoothness. But I found that even on lowest detail it
- wasn't THAT much faster, and then it was just another polygon sim anyway.
- Give me the great graphics.
-
- Here's how it works: A standard polygon F-16 is rendered much like Falcon
- 3.0 (you can see this in the dialogue box as you set the detail level)
- With a click you can add gourad shading, as seen in such games as Disney's
- Stunt Island. This uses various shades of the same colour added on in thin
- lines, the net effect of which is to smooth the polygon edges into curves.
- It really fools the eye. But it doesn't end there. With another click,
- you add Texture, and therein lies the magic. The textures are added on
- like decals; the camouflage paint is the most obvious effect, but the
- details are many, including a see-through cockpit with a little pilot
- inside, all the standard markings you'd expect to see on a military jet
- (numbers, logo, etc) and even little bullet holes that you may have
- inflicted yourself. While you may not have the fine control of Tom Cruise
- in order to fly inverted with the enemy at a distance of two feet, even if
- you do the detail will still be there. When planes have flown past me at
- close range I have often suppressed the urge to look behind me; with a
- stereo sound card this effect may be inevitable.
-
- The ground is done much the same way, although the gourading makes things
- look very hazy, as if you were flying over green mush instead of forests.
- But landmarks are bitmapped, cities, buildings, rivers, etc and they add to
- the sense of realism. The horizon is very hazy, and it seems almost
- impossible to turn this haze off even with the slider haze control bar. If
- you turn ground gourading off, instead of the huge speed increase you would
- expect you merely get The Land Of The Hundred Parallelograms. A really
- nice addition is the texture-mapped transitions, which merge the gouraded
- polygons with the flat land. THIS is why you want a fast CPU, so you can
- turn the detail WAAY up, and see everything. One slight flaw: as in
- Underworld 1, some of the texture mappped ground effects go a bit flowy
- when you get within a few feet of them. The city bitmap in particular
- changes into a kind of surrealist painting, but usually by this time you
- are close enough to worry about crashing. The land DOES change quite a bit
- in elevation, so one moment you may thing you are safe above ground and the
- next minute you slam into a hill. The digitized "Pull up" voice helps, and
- seems to have been pulled directly from Falcon 3.0. For once I'd like to
- hear a SCREAMING command to do so. "PULL UP, DA**IT, YOU MORO..."
- <crash, fireball>
-
- GAMEPLAY
-
- It is difficult to judge gameplay without trying it on a faster system. I
- did test the flight model, and although I am not a pilot myself I can say
- that it is above average. Not on par with Falcon 3.0, certainly, but
- better than F-15 III. However, the F-15 is quite a different beast than
- the F-16 you spend most of your time flying in Strike, so perhaps the two
- can't be easily compared. The plane, however, doesn't just fly like a brick
- in any direction you point it. It performs differently at different
- altitudes; you can stall when you try and perform the Su-27 "cobra"
- maneuver in your trusty F-16. Air-to ground missiles, when dumbfired, will
- miss the target they were aimed directly at, obeying the laws of gravity
- and falling in a parabola. The blackout at ~9 gees is quite nice. I
- remember seeing the line-by-line interleaved blackout on the original
- Falcon on an XT with CGA! This is quite different. Before things go
- black, they go grey; the colours slowly fade and finally disappear
- altogether. The blackout isn't just the entire screen going dark, either,
- the contrast increases and you lose the outside view first. This is nice.
-
- Another neat thing: the sun blind spot (which you can turn on or off in the
- options menu along with most other enhancements) is a REAL sun blind spot.
- Not the "gee my cockpit looks a bit yellow" of Aces of the Pacific, if you
- fly straight into the sun you will soon lose the ability to see anything
- else at all. Most missions will inevitably have you running out of missiles
- before the enemy does. If you aren't an ace avoider, use the Novice enemy
- pilots option. For the early missions, at least, you are fairly safe
- except for ground-launched SAMs, although other planes will try and get on
- your six. The targeting computer can be selected also, with smart targeting
- on it is much easier to line 'em up and fire. Some pilots will inevitably
- drop flares, however, in any case you will be forced to use guns on almost
- every mission. I got one gun kill with "Easy Gun Kills" OFF before I
- switched it to ON. It makes the enemy planes a little more vulnerable to
- your shots, but not any easier to hit. Gun battles are neat because you
- have to be REALLY close, and at that range you can see the lovely
- explosions and watch your helpless foe eject and float down to earth. The
- trouble is when you are that close you can sometimes run into debris from
- the explosion which can ruin your day, or integral parts of your plane,
- anyway. And don't think about ejecting with only a mere reprimand as in
- Wing Commander. Every plane you lose (including wingmen) costs your
- squadron half a million clams, and if you lose 15 you lose your insurance.
- (Insurance?? It'll all become clear when I describe the plot)
-
- Ground kills are difficult, as they are for me in all sims I have tried.
- Trying to fly level while arranging all the targeting systems and releasing
- a bomb while avoiding flak and SAMs is not always fun. Buildings don't
- just vanish or get flattened when hit, but turn into smoking burning
- shells, another realistic feature.
-
- I can't provide any detailed framerate data for those people who revel in
- such things. With most of the detail on I get about 4 frames per second on
- my 386/33 and standard ATI VGA card. But this is pretty much a wild guess
- on my part rather than raw data. Although now you see why a 486/66 is
- ideal, on such a machine, easily five times faster than my own, the
- framerate should be more than acceptable.
-
- One of the most limiting aspects of all personal computer-based flight sims
- is that your vision is always limited to the flat screen in front of you.
- Real pilots are able to look around 360 degrees and evaluate situations
- visually. Most sims offer alternate views, usually looking straight behind
- and to the sides at 90 degrees. I have often found these to be of little
- use as the views are extremely limited and don't allow you to "follow"
- enemy planes around. Falcon 3.0 changed this with a "padlock" view that
- allowed a player to look at and track enemy planes a little more easily,
- but Strike Commander takes this to an entirely new level. I was suprised
- to find such an important innovation, integral to flight sims in general,
- in a game which was supposed to be focussing primarily on great graphics.
-
- The "virtual cockpit" view in Strike Commander can be accessed by the
- little "coolie hats" on the advanced joysticks, but those of us with
- standard joysticks get it too. Simply hold the second button down and the
- joystick becomes like your head: move it around and the view changes
- exactly like it would if it was your head that was moving. The entire
- cockpit is scaled and rotated, with the sides and rear of the plane as
- smooth shaded polygons and the instrument panel as one huge bitmap
- (although you lose the HUD graphics) to increase the sense of realism.
- When you release the second joystick button control of the plane is
- returned to you as your "head" turns back.
-
- On a 386/33 this is a rather slow process, but even another option is
- available. You can select to use the mouse as a padlock view while you
- continue to fly the plane with the joystick. Not only that, but the screen
- only updates when you stop moving the mouse, so looking behind you can be
- as fast as it takes to snap the mouse quickly to one side. Then,
- continuing to fly the plane, you can casually move the mouse around an
- entire half-sphere and view everything around you like a real F-16 pilot
- would. I found this feature enormously useful and something all sims
- should have.
-
- THE MISSIONS
-
- The game starts with a fairly simple mission and gives you a chance to play
- around with the intermission scenes. You click on an empty bunk or cot
- (depending on which base you are staying at) to save a game and click on
- the other, occupied one to load a game. When you move the mouse over the
- person on the cot he or she smoothly wakes up and turns to look at you. In
- fact, all of the characters in the game act this way to your mouse
- probings. This makes for a nice effect. You can click on people to talk
- to them, but the conversations are already scripted for you. This I found
- disappointing, but you DO get far greater control over the plot later in
- the game.
-
- From the main base there are several places you can go: the office, where
- you can talk to the squadron's accountant (see PLOT), the barracks which I
- have described in the last paragraph (nice digitized and semi-digitized
- pinups of male and female models are provided in the barracks for you to
- gaze at... reminiscent of Wing Commander 1 Secret Missions 2), and finally
- the truck to take you to the airstrip (and your next mission) Click on the
- truck and it starts up and smoothly turns and moves out; like all
- animations in the game this is visually impressive.
-
- After a brief chat you select which weapons you want to load your F-16
- with. This is very similar to F-15 III, knowledge of the manual or air
- weaponry in general helps you to decide what to take along, although the
- default selections work well for most missions.
-
- Are you ready to fly? If not, go back to the main menu and fly a training
- mission first. These are very configurable and allow you to go up against
- all kinds of planes. The first thing I did was go up against a squadron of
- five 747s. That's right, 747s. Those jumbo jets look strange in a V-
- formation with their engine exhaust streaming out behind them. Fun to
- shoot down though.
-
- The real first mission is a fairly easy flight where you have to defend a
- Hercules transport against some rebel fighters in Mirage 2000s, little
- delta-winged planes from France. Fairly easy mission unless you have the
- difficulty level set at Ace, and my wingman did most of the work for me.
- The wingman AI seems to be quite a bit better than in Wing Commander, where
- they could barely manage to finish off a solitary fighter that you had
- already softened up. Here they not only take out nasties for you but even
- warn you when someone is on your six. This is going to make for some real
- competition on the kills sheet, although sooner or later you know you'll be
- expected to take out an entire nation's defence force on your own. :)
-
- On slower machines (like my 386/33) it is almost imperative to set some of
- the easy options on, like smart targeting and radar. That way you can
- worry more about flying and less about targeting. Find the plane, lock on
- and boom! Usually he's gone in a nice explosion and a last word, and often
- a parachute too. But soon you'll run out of those nice smart missiles and
- be forced to put your Vulcan cannon into service. This is very hard
- especially at a low frame rate, but still possible on my machine with a
- little practice. There are plenty of other options to make the life of a
- novice pilot easier as well, such as turning off midair collisions,
- stalling, and other hazards. MUSIC AND SOUND
-
- While I only have a Soundblaster and so haven't sampled the Strike
- Commander score from a proper MIDI card like a Roland, the FM music is
- quite good and appropriate for the game. There are the standard themes
- that you hear during a mission: free-flying, combat, near-death and victory
- tunes. This is quite similar to Wing Commander. If you want, you can turn
- off the inflight music and listen to other more important sounds like
- engine whine and missile screams. I also found that this helped to
- increase my concentration (ever seen an F-16 pilot with a Walkman?)
- However the best music is in the intermission scenes, where it changes to
- suit your locale (barracks, driving into Istanbul, or inside Selim's bar)
- Sort of techno-music with a few chords that sound like they could be
- electric guitars (with a suitable stretch of the imagination) with the
- occasional lapse into an Arabic-sounding bit and some other parts that are
- a bit forlorn and so fit the plot perfectly. The music wins Jeremy's Test
- of Approval which means I wound up humming parts of it while watching TV on
- occasion. Speech is also similar to Wing Commander II; without the speech
- pack you get it only in the introduction, with the pack you get most (but
- not all!) in-flight messages digitized and some intermission bits as well.
- THE PLOT
-
- The game is set in 2011, after economic collapse and disaster in the United
- States and around the world. Most of the states have declared themselves
- independant and Quebec is also at war with the rest of Canada. You, as an
- ex-military fighter jock, find yourself playing the role of mercenary in a
- squadron called Stern's Wildcats (There's Chris Roberts and his kitty names
- again) based in Istanbul.
-
- You find out very early on that this is not an easy assignment. It is
- difficult to tell your friends from your enemies and despite Stern's
- attempts to take only the missions that have some sort of ethical payback
- (relief efforts and such) the squadron is divided over whether morals
- should take precedence over the bottom line. It's hard to imagine any
- military unit paying for itself, but these mercenaries must constantly
- struggle against red ink as they take huge paybacks from petty dictators
- around the world and shell out large amounts of cash for weapons and plane
- replacement. Neither the squadron's chief engineer or the accountant are
- particularly happy people. The base itself is a run-down rathole that even
- has to suffer the occasional attack.
-
- Life is hard and many people end up being buried in shallow graves in a
- foreign country, but instead of a clear objective to reach for (as in the
- end of World War II or the collapse of the Kilrathi empire) it seems almost
- an inexhaustable conflict, with the players changing every few weeks.
- Here's where I start to get a bit depressed, especially after watching the
- evening news and seeing what is going on in Bosnia and other troublespots
- in the world. Maybe as the plot continues there will be some end goal to
- reach for (in fact I am sure of it) but at the moment it is just more
- pointless killing, and even though pointless killing is the sort of thing I
- LIKE to have in a computer game, it is too realistic here to be enjoyable
- all of the time. I noticed this towards the end of Wing Commander II, too.
- When the CHARACTERS start getting tired of fighting, this translates rather
- quickly to the player. But how can you stay away from those gorgeous
- graphics and sounds (and explosions)...
-
- BUT IS IT LINEAR, OR DO YOU HAVE SOME SAY IN THE MATTER?
-
- One of the biggest draws towards Strike Commander for me was the promise of
- having some control over the storyline, not sitting back like the stunt
- pilot and watching your double act out your life for you. This is hard to
- achieve in a computer game and I wasn't surprised to find the options quite
- limited in SC. From the very beginning it is obvious that Stern is grooming
- you for command, making you watch as he reprimands other pilots, for
- example, and your character is very much his protege. For the first few
- minutes you watch and learn, with no interactivity at all except choosing
- who to talk to in the intermediate scenes.
-
- But when you unexpectedly have to take command of the squadron yourself,
- things change. Now you have TOO much to worry about. Forget equipping
- your plane, you have to also replenish the base's stock of armanents and
- keep track of expenses! As if I didn't have to worry about money in the
- real world, now here's a chance to play with some high stakes and throw
- away a million or two while watching the accountant sweat. Then you will
- be expected to choose missions (usually only three are offered to you) on
- the basis of payback and difficulty level, which you must determine for
- yourself after a brief conversation with the shady types in Selim's bar in
- Istanbul. You also get to choose who your wingman will be, which may prove
- useful in the more difficult missions. I can't wait to have to decide who
- to chew out and who to praise. This is very much a love/hate thing, I love
- the options but hate having to worry about them all the time. However,
- this is what makes for a great game and is also a step forward from the
- Wing Commander series. It involves you more closely with the game and that
- is a good thing.
-
- CONCLUSIONS
-
- Aside from REALLY wanting a 486/66 (but not too happy with the $900
- motherboard cost), there are quite a few things about this game to praise.
- I haven't found any bugs so far, quite a difference from Wing Commander II,
- and quite impressive for such a large game. I'm sure they will arise for
- some people on some systems but on mine it is quite stable, although I
- haven't added a disk cache yet (I am so used to OS/2 where it is built-in!)
- and that may make things more complicated. The cache seems quite
- necessary, though, and I certainly have the RAM for it. There have been
- reports of some problems on other systems but these are usually linked to
- old BIOSes or strange cards coexisting in the machine. I don't usually like
- flight-sims that much, prefering to get my action in deep space where there
- are no stalls and no ground to crash into, but Strike Commander is worthy
- of replaying. The difficulty level can be adjusted so finely that everyone
- from bonehead joystick mashers (like me) to top-level ace flight-sim nuts
- will have fun with it, and there is a reward (in the terms of more points
- and a higher score) for flying with the difficult options on.
-
- What this game REALLY makes me wish for is Wing Commander III. Without a
- ground horizon (I hope they make planetary forays very optional) the
- framerate should be much higher, and I'll probably have a 486 by then
- anyway. We know that Wing III will see the end of the Kilrathi Empire so
- there's something to look forward to and not the depressing plot of Strike.
- And the thought of seeing those lovely Kilrathi capital ships in their TRUE
- perspective without bitmap jerking and blockiness but with mouth-watering
- detail just makes me drool. And a smooth padlock view in a Morningstar
- Mark II will be an incredible experience. This is one hot game engine, and
- it will be nice to see it translated to other games, especially the Wing
- Commander series!
-
- The future is here, courtesy of Origin. I raise my glass to them and hope
- that they NEVER stop advancing the cutting edge of computer games.
-
- This review is Copyright (C) 1993 by Jeremy Reimer. All rights reserved.
-
-
- ULTIMA VII PART TWO: SERPENT ISLE from Origin
- Reviewed by Daniel J. Starr
-
- Computer Graphics Memory Disk Space
- Minimum 386 VGA 2 MB 25 MB
- Max/Rec. 386SX/20+
-
- Control: Keyboard, Mouse (recommended)
- Sound: Adlib, Sound Blaster, SB Pro, Roland LAPC-1/MT-32
- Notes: Supports simultaneous SB or SB Pro and Roland. Cannot be
- run with expanded memory manager (EMM386.EXE or equivalent).
- Requires 535,000-587,000 bytes of free conventional memory to
- run, depending on configuration.
-
- Reviewed version 1.02 on: 486/66, 8MB RAM, SB Pro and Roland sound cards.
- Reviewer recommends: 2MB disk cache, SB-compatible sound card.
-
- (A warning: users of DOS 6.0's Doublespace may need some work to free up
- enough low memory. See the technical postscript at the end of the
- article.)
-
- The ULTIMA series of computer games have been a breed apart almost from
- the beginning, and essentially unique in outlook and design since ULTIMA
- IV: QUEST OF THE AVATAR. Ever since that classic, the Ultima games have
- been distinguished by the detail and richness of the world depicted in the
- games, by an emphasis on more substantial 'role-playing' instead of
- endless combat, and by a continuing effort to find novel and interesting
- ways of having the player save the world -- not to mention ever-increasing
- sophistication in graphics and interface.
-
- The most recent Ultima, ULTIMA VII: THE BLACK GATE, represented at once
- both a step up in technology and a step down in plot. The appearance of
- the world the player stepped into, and the detail of its elements, was
- incredible -- chairs, dishes, everything were all individually represented
- and manipulable. On the other hand, the plot was a thin combination of
- "hunt the elusive villains" and "stop the world-conquering megalomaniac"
- which had the player essentially following a series of step-by-step
- instructions from various mentors all the way through.
-
- Happily, The Black Gate's sequel, ULTIMA VII PART II: SERPENT ISLE,
- further improves on its predecessor's interface while providing a new and
- substantially better plot. Serpent Isle looks significantly better, is
- controlled more easily, and has a lot more depth to its story and play.
- The game's one major flaw is an excessively forced linearity. Despite its
- 'Part 2' marking, Serpent Isle is worthy of recognition in its own right
- (and, incidentally, can be played without having played U7, without too
- much lost). In my opinion, it's substantially more enjoyable than U7, and
- worth a try from almost everyone.
-
- Those who played Ultima VII will recall that at the end of that game, the
- Avatar, savior of the kingdom of Britannia in times of danger, had
- banished -- but not destroyed -- the demonic Guardian, while his arch-
- henchman Batlin escaped. In the tale of Serpent Isle, you, the Avatar,
- are dispatched with your companions by Lord British to the newly
- rediscovered Isle. It appears that both the Guardian and Batlin have
- retreated there, and perhaps there you may find the source of the
- continuing natural and magical disturbances plaguing Britannia. And so
- another chapter in the saga begins...
-
- GO WEST, YOUNG AVATAR (Interface)
-
- The interface will be immediately familiar to players of U7, and quite
- intuitive for anyone else. The left mouse button represents the player's
- hands, the right button his feet. A single right-click moves a step, a
- double-click moves to the clicked location, holding the button down moves
- the player continuously in the mouse pointer's direction. A single left-
- click looks at something, a double-click talks to it, uses it, or attacks
- it (whatever seems appropriate...), and a click-and-drag picks something
- up to drop it in the player's inventory or elsewhere.
-
- Some nice touches have been added to the interface since U7. A 'targeting
- mode' lets the player click more easily on fast-moving characters ("Wait!
- You! I want to talk to you!"); keyboard 'hot keys' let the player
- conveniently call up his map, spellbook, or the like; a unified combat
- screen lets one adjust all party members' tactics at once. Combat has
- also been improved in that characters don't shoot each other nearly as
- often as in U7. One nuisance that has not been eliminated is food; one's
- companions will still stoically (but vocally!) undergo starvation while
- food remains unused in their packs. But the overall control of the game
- is quite smooth these days.
-
- U GOT THE LOOK (Graphics & sound)
-
- The appearance of Serpent Isle is likewise similar to that of Ultima 7,
- but again ratcheted up a few notches. As before, the detail is incredible
- (especially compared to other adventure and role-playing games, where 90%
- of the 'environment' remains backdrop), with everything from cloaks to
- diapers to plates and flowerpots individually modeled. You can pick the
- things up, carry them around, drop them elsewhere, use them, break them or
- attack with them if it's appropriate. One gets so used to it that one has
- to remind oneself that it's not at all this way in other games. Here,
- it's almost literally possible to pick up everything that isn't nailed
- down. Even the bags and backpacks in which you carry your inventory
- appear on screen when opened as, well, bags and backpacks. The level of
- realism is really quite amazing, and still completely unequaled in
- computer gaming.
-
- The biggest single improvement in Serpent Isle's look over U7 is in the
- character portraits. When you talk to someone, their portrait appears
- next to their words (and yours next to your choices of conversation
- subjects), each portrait an ellipse almost a half-screen tall and half as
- wide. Some seem to be digitized photos, others are painted, but all are
- very nice. Virtually everyone has a unique picture.
-
- Other features have been added to dress up SI's look -- in the literal
- sense of 'dress up', 'paper-doll' inventory displays alter the character's
- pose and dress directly with what he or she wears, to the point where it
- becomes fun to try on different pieces of equipment to see what it'll look
- like. New terrain types have been added, and more variety and detail to
- the preexisting features.
-
- Sound, for its part, is excellent as ever, with suitably realistic birds
- chirping, thunder crashing, and snow leopards meowing (don't ask).
- Another feather in SI's cap is substantially more and more varied speech
- than in U7; five different entities offer you digitized salutations at
- various points during the game, in addition to full speech during the
- introduction and endgame sequences.
-
- So Serpent Isle definitely looks and feels even richer than its
- predecessor ... but how does it play?
-
- A WHALE (SERPENT?) OF A TALE (Game story)
-
- Serpent Isle's plot has a great story to it, with great atmosphere, lots
- of conversation, much more seriousness, depth and realism than U7. It
- also has a linear organization with a poorly designed flag system that can
- stymie the player for no logical reason. You win some, you lose some...
- it's more annoying in places than U7 ever was, but on the other hand
- there's so much more to do and so much more to the story than in U7 that
- it still comes off as a significantly better game. (Maybe we can get the
- best of both worlds in the next Ultima.) SI is an incredibly rich game;
- the frustrations are worth it.
-
- The first thing to mention about the play of Serpent Isle is the
- conversation. Lots of it. More than one person on the net has remarked
- that the last time they saw this many words in a computer game, the name
- on the box was Infocom. Fortunately, the words are well spent -- this is
- a decidedly articulate and intriguing populace here on Serpent Isle. There
- is now much more to each character than simply his or her role in
- fulfilling your quest -- almost everyone has a distinct personality, and
- it's a lot of fun just to walk around, talk to everyone, and enjoy this
- miniature world. There are cute idolizing kids, pompous fools, seducers
- and seductresses, braggarts, thieves, nincompoops, and plenty of average
- but still interesting people. Everyone has something to talk about. Even
- the little remarks people make when you greet or leave them have been
- improved tremendously -- you get little kids saying "Come back soon!" and
- knights saying "Slay a goblin!" on departure, not to mention old grumps
- muttering "Leave me alone!" when you try to talk to them. The quality of
- conversation in SI is unequaled... it's probably the single strongest
- feature of the game.
-
- The next item on the list is the story of the game -- not so much what the
- player actually does in the game, but the tale that's revealed in the
- process. It's certainly one of the most convoluted and rich tales I've
- ever seen in a computer game... there are several different bad guys,
- good guys, and other guys, not to mention all manner of motives and
- activities. It may be the stimulus of having a game not set on Britannia,
- where so much is already given; but for whatever reason the tale that
- unfolds is more interesting than any of the other Ultimas to date.
- Serpent Isle features all manner of romance, treachery, tragedy, and
- villainy. The ultimate secret of why things are going wrong, when
- discovered, is not completely novel, but it is more original than the norm
- and it is done well. And there are a LOT of surprising twists along the
- way.
-
- I should also mention that Serpent Isle does a much better job of being
- 'adult' -- both in violence and in sex -- than U7. There's some real gore
- (dismembered body parts, and a few dismembered MOVING body parts), and
- some real heavy tear-jerking, that goes on at some points in the game.
- There are even two sex scenes, with full 1-inch-high nudity (although the
- screen does go dark before things get too raunchy). Overall, Serpent Isle
- feels like a much more serious, more real world than Britannia. People in
- SI have passions, ambitions, and problems -- less superficial ones than
- the convenient 'oh, Avatar, could you help me with thus-and-so' variety of
- U7. SI still features the Ultimas' annoying habit of stereotyping towns
- as the 'city of beauty' or the 'city of mages' instead of giving places a
- more natural personality, but it is by far the most realistic and vivid
- Ultima to date in terms of individual characterization.
-
- GOING THROUGH THE MOTIONS (Game play)
-
- So, the atmosphere is great... what about the play? For the most part,
- the mix of player actions is vintage Ultima: talk to a lot of people,
- pass through assorted gauntlets, participate in a variety of rituals, and
- fight lots of nasties along the way. Serpent Isle's presentation of the
- blend has its good points and bad ones.
-
- One of the strengths of SI is the number and variety of challenges. There
- are a _lot_ of subplots the player must work through in the game on the
- way toward solving the main quest and they come in many different flavors.
- The player, at various points, gets to: pass logical or physical
- challenges, unriddle mysteries, discover traitors, win free of prison,
- fight the occasional ferocious monster or deranged wizard, and participate
- in mighty rituals. All of these come with very nice conversational
- dressing, so that they do come across as worthwhile rather than routine;
- only in a few places does the presentation fall flat and the transcendent
- come off as trivial. On the other hand, they do seem to come in packs...
- for example, at the beginning of the game, it seems one is continually
- attending banquets and trials, while toward the end one is constantly
- performing great rituals. It might have been more exciting if the two
- were better mixed. Still, the aforementioned quality of scripting makes
- almost every scene gripping.
-
- A second strength of SI is its set pieces -- its 'reward' sequences and
- the like. There are numerous occasions when the player gets to sit back
- and watch the fun, and they are very well done. Again, the writers did an
- outstanding job scripting this one. It's hard to convey how much is added
- by this, short of quoting extensive sections from game play; suffice it to
- say that the story is presented in vivid and impressive detail in this
- game. It really is a standard-setter in this respect, not only for CRPG's
- but also for traditional adventure games.
-
- SI does have a major weakness: linearity. That is, the game is
- excessively strict about requiring the player to do certain things in a
- certain order. Sometimes this takes the carrot-and-stick approach in
- which the person or object you need to do B is conveniently locked up and
- won't be available until you do A. Sometimes certain conversation options
- -- though they were entirely obvious! -- won't appear until you've done
- something somewhere else. Many times characters seem completely oblivious
- to important events, while occasionally doors will inexplicably become
- unlocked or chests will appear in places because a game flag has been
- tripped elsewhere.
-
- All of this is a slap in the player's face and a real jarring factor when
- everything else seems so natural. The good news is that this only happens
- every so often, at crucial game bottlenecks. The bad news is that it gets
- very annoying to observe that one is being shoved none too subtly down a
- certain path. The frequent repetitions of citizens of Monitor of "Not a
- knight!" (there's a Test of Knighthood, which the game wants you to take,
- see) are only one example. It's a real pain, since the story could have
- been told much the same way without so many restrictions, and since it
- robs one of the opportunity to merrily explore that The Black Gate
- offered.
-
- The corollary weakness of linearity is that the game highlights all the
- programmers' oversights, whether the player is expected to do certain
- things in a precise order or manner, or the programmers just plain goofed.
- For example, in the town of Monitor, one of the first things you want to
- do is go see the town leaders. You are directed to the crematorium, where
- you are told that the leaders are in the crypts -- but NOT where those
- crypts are! So, you go hunting all over town for the crypts and fail to
- find them. Eventually, the leaders leave the crypts and can be found
- elsewhere in town. If you talk to the crematorium manager at this point,
- he now tells you, if you ask, that the crypts are behind the curtain at
- the back of the crematorium. Because of the way the conversation options
- are controlled by game flags, it was not possible to learn this from him
- when the leaders were in the crypts -- which was when you wanted to know!
- AARGH!
-
- Worse yet, much later in the game, a gate is opened by placing the right
- sequence of runes on a set of altars. But the gate will not open unless
- one has been told the sequence -- the correct sequence does not work, even
- if one guesses it, until then. Moreover, unless one has had a certain dog
- sniff a certain object (in a logically completely unrelated event), it
- STILL won't work. You can't progress until you figure out what it is that
- the game expects you to have done that you haven't, the fact that there's
- no logical reason for this obstacle notwithstanding. Idiocies like these
- occur in various places throughout the game. Only one or two of them are
- show-stoppers, but when they occur they can be incredibly frustrating.
-
- An additional flaw is the lack of any real source of good advice. The
- game has enough twists and turns that it's occasionally quite unclear what
- the player should do next. At times like this it would have been
- invaluable and simple to have an option to consult a companion -- "Gee,
- Dupre, what should we do now?" "Milord, I suggest we revisit some of our
- earlier acquaintances. Perhaps one of them has something new to offer."
- This sort of thing would significantly alleviate some of the problems
- caused by excessive linearity. Instead, the game generally has little or
- no help to offer.
-
- ("It's not a bug, it's a feature" -- there are two places where the game
- offers nonexistent or erroneous help, and it REALLY needs correction.
- First, for the soul prisms to work, they need to be 'sealed' after use by
- employing them on a device suitable for binding spirits (nudge, nudge).
- Second, when Xenka tells you to go to Sunrise Isle, don't. Nothing there
- at that point -- she really means the Shrine of Balance.)
-
- On the whole, though, Serpent Isle is a very rich game. There's a lot to
- do, with a lot of variety, and the scripts that surround each element are
- extraordinarily well done. Kudos to the writers -- though not to the
- designers of the flag system. The story is definitely good enough to
- justify the player's suffering through the artificial restrictions, but
- the gamer should be ready for them (and Origin should be ashamed of them).
-
- SETTING SAIL (Technical notes and summary)
-
- Documentation and installation are fine (although at 25 MB, it's a real
- resource-eater). And there is the traditional nifty cloth map -- at last,
- of a place besides Britannia! I should note that characters from Ultima 7
- are not transferred, although the Avatar does arrive at the Isle with a
- full complement of equipment. While people have reported occasional
- problems getting the game to install or boot up, nothing like the reliably
- distressing bugs of Ultima 7 have shown up yet in Serpent Isle, except for
- the flag system mentioned before ("it's not a bug, it's a feature") --
- there are, as noted, a couple of places where the game won't let you
- progress because you haven't done something else unrelated. Like U7, SI
- taxes the hard drive a great deal; I strongly recommend using any extra
- RAM for a disk cache. While it's hard to tell on a fast computer, users
- of 386SX's have reported that SI does run a bit faster than U7.
-
- In all, Serpent Isle is certainly a quality game. It does have its
- annoyances, but it matches an unequaled technology in appearance and
- interface with a superbly scripted story. It's more vivid, more
- realistic, and more fun than its predecessor, and has more plot depth than
- anything on the market, although there are a few points in it where the
- poorly designed flag system and strictly linear organization can provide
- much frustration. Along with the rest of the Ultimas, it occupies a place
- between the adventure games and the dungeon games, so it's not always
- clear who the audience is. But a game with this much depth deserves a
- look from almost everyone.
-
-
- --Technical Postscript: Removing Doublespace Drivers--
-
- Serpent Isle requires 535-587K of low memory to run, and is incompatible
- with expanded memory managers (which are normally needed to load programs
- into high memory), so users of disk compression software may need to
- remove their drivers to free up sufficient low memory. The problem with
- doing this with DOS 6.0's Doublespace software is that the drivers are
- marked as system files and therefore are loaded regardless of the contents
- of your CONFIG.SYS and AUTOEXEC.BAT files. It is possible, however, to
- get around this; the following batch files should do the trick. (Use EDIT
- or your favorite editor to type these in and save them as DOS text files.)
- Of course, Doublespace won't function without its drivers, so you will not
- be able to read the compressed portion of your hard drive. In particular,
- DO NOT USE THESE FILES IF YOUR ENTIRE BOOT DRIVE IS COMPRESSED. Use at
- your own risk.
-
- (Why is it incompatible with expanded memory managers? Because the
- 'VOODOO' memory management system used in Ultima 7 and Serpent Isle puts
- the CPU into the semi-documented 'Big Real Mode'. This lets the programs
- access all of memory quickly, allowing the multitude of objects and
- characters featured in the games to be manipulated at a reasonable speed.
- Unfortunately, Windows and expanded memory managers can't deal with the
- CPU in this mode. The good news is that Serpent Isle should be the last
- Ultima to use this system; Origin apparently has found an adequate normal
- compiler for its purposes.)
-
- NODOUBLE.BAT
- Rem ** Once this is run, all subsequent boots will not load the
- Rem ** Doublespace drivers. Run DOUBLE to cause Doublespace
- Rem ** once again to be loaded on subsequent boots.
- Rem ** Note: you will not be able to read the compressed portion
- Rem ** of your hard drive without Doublespace loaded. DO NOT USE
- Rem ** THIS FILE IF YOUR ENTIRE BOOT DRIVE IS COMPRESSED.
- ATTRIB C:\DBLSPACE.INI -S -R -H
- RENAME C:\DBLSPACE.INI DBLSPACE.HLD
- ATTRIB c:\DBLSPACE.HLD +S +R +H
-
- DOUBLE.BAT
- Rem ** when run after NODOUBLE has been run, resets files so that
- Rem ** subsequent reboots once again load Doublespace drivers.
- ATTRIB C:\DBLSPACE.HLD -S -R -H
- RENAME C:\DBLSPACE.HLD DBLSPACE.INI
- ATTRIB C:\DBLSPACE.INI +S +R +H
-
- This review Copyright (C) 1993 by Daniel J. Starr. All rights reserved.
-
-
- DUNE ][ the BUILDING OF A DYNASTY by Westwood/Virgin Games
- Reviewed by Clark Chang
-
- Spice Melange. The most precious substance in the universe, it is only
- found on one planet. That planet is Arrakis, more commonly known as Dune.
- Whoever controls Dune, controls the Spice. The Emperor has proposed a
- challenge; whoever produces the most Spice shall control Dune.
-
- Three houses rise to the challenge; the noble Atreides, the insidious
- Ordos, and the evil Harkonnen.
-
- Thus sets the background for this game. It is essentially a series of
- battles, and with each new battle, you are gradually introduced to all the
- "tools" you get to use in the final 9th battle. DUNE ][ is primarily a
- tactics game and the conflicts are handled in real time. The focus of
- each battle is harvesting spice, since that is the only source of the
- credits you need to build your base as well as your army.
-
- The game begins with a choice between the three houses. Each house has
- its own advantages and disadvantages in terms of the military units it has
- access to, and thus a different strategy is needed with each house to make
- the most effective use of these weapons to exploit the weakness in the
- enemy's army. There is a common pool of military unit types which each
- house can use; these include trikes and quads (fast wheeled vehicles
- useful for reconnaissance), three different types of tanks (combat tanks
- which are faster than siege tanks which have better armor and more
- powerful weapons, as well as missile tanks that have longest range of
- these three tanks), some form of infantry and ornithopters to harass your
- enemy from the air. But each house also has its own special weapons which
- no other house can use. Atreides have Sonic Tanks which are deadly
- against infantry and can cause massive destruction to buildings.
- Harkonnens have the Devastator; it is the most powerful tank in the game.
- The Ordos can use the Deviator, which fires a nerve gas that changes the
- allegiance of the enemy troops it hits. Winning the game involves
- combining these different weapons so that they cover each others
- weaknesses and eventually destroy your opponent. Your opponent isn't the
- only danger you face. Gigantic sandworms creep beneath the surface of the
- planet, and will arise and swallow tanks and harvesters whole. The only
- way to escape sandworms is to stay on rocky areas which the sandworm can't
- reach.
-
- But the game is not limited to the maneuvering of armies. Victory or
- defeat also depends on your ability to harvest spice and build a base
- which can support your war effort. In this area, all the houses are equal
- in that they can all use the same type of buildings. One of the first
- buildings you construct is the spice refinery, which gives you a harvester
- with which to gather the spice, as well as a refinery to convert the
- gathered spice into credits. You can build spice silos to store more
- spice and save more credits. Light and Heavy factories are necessary to
- build the nucleus of your army, the quads as well as the tanks. Hi-tech
- factories let you build ornithopters as well as carry-alls (large flying
- machines which can rapidly transport your harvester to and from the spice
- fields to the refinery and rescue damaged vehicles) Repair facilities can
- be built to fix those damaged vehicles. If you need military units
- quickly, you can always use your spaceport to make a bulk order and
- rapidly increase the size of your army. Walls, Cannon Turrets and Rocket
- Turrets are useful for the defense of your base. All this takes power,
- requiring the building of Wind Traps.
-
- As with most computer wargames out on the market, the AI is not good. Its
- attack strategy is limited to continuously sending units at you, but with
- a decent defense, this is trivial to overcome. Its defensive strategy is
- limited to point defense of its base. For example, it will just ignore
- the movements of your units until they get close to its base and start
- causing damage. Because of this, you can easily launch flank attacks
- against which the enemy is completely unprepared. To overcome the lack of
- AI, the computer has the advantage of a pre-set up base with a pre-
- existing army, whereas you have to start from scratch, which means the
- longer you last, the greater the chance of your victory.
-
- Other than that, I still found this game very enjoyable, and in fact
- played the game three times as each of the houses. Each house has a
- different strategy to use based on its special weapons, and part of the
- enjoyment came from figuring out what's effective with each house. The
- graphics are good; if you roll a tracked vehicle over an infantry troop,
- you get to see a big blood spot left behind. Vehicles when destroyed do
- not simply just blink off the screen; sometimes there will simply be an
- explosion leaving a hole in the sand or rock. Other times, you will
- simply see a glowing hulk which fades away. Infantry killed by gunfire
- appear as bodies lying on the ground.
-
- Another excellent feature of the game was the ability to play around with
- the "timing" of the game. This way, you can accelerate time during boring
- parts of the game, i.e. when you are just gathering spice and defending
- yourself against those suicidal frontal attacks by the enemy when
- reactions aren't that crucial. Yet later on, when you want to move in 10
- units at the same time on enemy positions, you can slow down the time and
- ensure that your units all arrive at the same time.
-
- Finally, this game is great for those people who hate reading manuals and
- like to just jump in and play the game. There is an online help which
- tells you pertinent information about the different structures and
- military units involved in the scenario. Furthermore, the scenarios are
- also set up apparently with that goal (instant playability) in mind. Your
- first mission is limited to gathering spice, and each mission following
- makes it easy to learn the capabilities of each structure and of the
- different military units.
-
- Speaking of manuals, there is copy protection on this game which I
- considered very innocuous when compared to other protection schemes used
- in games. It is a documentation look up, and it occurs twice; there is
- one near the beginning, between the second and third mission I believe,
- and one near the final battle. Since it asked questions about the
- structures, it became easy to answer the question without needing to refer
- to the manual.
-
- Hardware support includes 256 color VGA as well as most sound cards.
- Unfortunately, since I didn't have a sound card, I got to listen to the
- bleeps emanating from my PC speaker. However, even those sounds weren't
- horrible; sounds of explosions and missiles firing was pretty good. The
- game can be controlled by mouse or keyboard, but I found the game much
- easier (as well as more efficient) to play using the mouse. The only
- regret I have about this game is the lack of connectivity; your only
- opponent is the computer, and I think the game would be greatly enhanced
- by adding the ability to play against another human over the modem.
-
- In general, I consider this game one of the best of this year. In fact,
- if you are a student, don't buy this game. Seriously though, I spent 9
- days playing this game continuously, and I was glad it was released
- during winter break. The spectacular graphics, the addicting gameplay,
- as well as the euphoric feeling of triumph at the end of the last several
- missions kept making me come back to play it repeatedly.
-
- This review Copyright (C) 1992 by Clark Chang. All rights reserved.
-
- --------------------------------------------------------------------------
-
- DUNE 2 from Westwood Studios
- Reviewed by Bill Foust
-
- DUNE 2 is a truly amazing sequel based on Frank Herbert's series of
- books. The only thing in common with the previous game and series is the
- world in which the game takes place. Despite this, I don't think fans of
- the original game or series would be upset with the game.
-
- Dune 2 has to be the most addictive game for everyone around. Not only
- would I stay up all hours of the night playing it, but my roommates and
- floormates would watch me play it for hours on end as well. The aspect
- that makes it so addictive is the real time movement system, as opposed to
- a turn-based movement system. There are a lot of aspects that must happen
- at the same time in order to survive - harvesting, building new
- structures, moving units around etc. For some people it's too much to do
- at once, but for others it adds an interesting aspect of complexity to the
- game.
-
- Unlike DUNE, in Dune 2 you control structures and units. At the
- beginning of each mission you have a token force, and a construction
- factory. There are a wide variety of structures you can build - a wind
- trap power structure, a spice refinery, a radar facility, various
- factories, defensive turrets, walls, foundations etc. Some structures
- build units others provide functions for the base. All of these require
- money, and like the real world a product has to be sold for money. On
- Dune, that product is of coarse spice.
-
- At the beginning of the game you are asked to choose a house to play
- under. Each house - Atredies, Ordos, and Harkonen - have different
- aspects. This is one area where Herbert fans would be impressed, because
- the personalities of the houses are closely followed. Once this is done
- your mentat tells you your objective for this mission. The mission
- objectives vary only slightly. The first two simply require that you
- collect a certain amount of money. The rest require that you destroy the
- enemy. After each mission is completed, a map of Dune is displayed and
- you can pick the next sector that you wish to take over.
-
- From a technical aspect Dune 2 does a lot of great things. The sound
- effects are great, though I have heard of some compatibility problems with
- the less common sound boards. Unlike most games these days, Dune 2 has
- very few bugs. The graphics are cool, and the animation is smooth.
- Neither are spectacular, but I'm not complaining.
-
- Unfortunately there are a number of down points about Dune 2 as well.
- First off the computer opponents are downright stupid. They send a few
- units at a time in a straight line for your base. A good line of units or
- turrets facing one direction will hold off anything the computer sends at
- you. Secondly there is no way to group units together for movement as a
- group. This is very irritating when you have a line of 30 units and you
- want them all to move one space forward. Even though a combination
- mouse-keyboard speeds this up a lot, it is still very annoying and
- something that all strategy games should come with. Also, there is a limit
- of some kind, I haven't been able to figure out where or what the limit is
- on.
-
- This review Copyright (C) 1993 by Bill Foust. All rights reserved.
-
- ERIC THE UNREADY - by Legend Entertainment, distributed by Accolade
- Reviewed by Casey Sisterson
-
- Wow! A knight (sort-of), a princess in distress, a wicked witch, and a
- dastardly dragon. What more does a person want in a game?
-
- Okay, you guessed it. I liked the game. GAME? This is not just a game,
- it is an experience. Why do you ask? Well, I'll tell you, but first, some
- background....
-
- It all started rather innocently one day. I saw this package with MONKEY
- ISLAND on it. Well, I said, I got a few days to waste, why not. So I
- shelled out a few samolians, took it home and played it. Things have not
- been the same since. From one game to another, looking for that same
- feeling, Whoaaaaa is me, the longing for just one more hilarious game!
-
- Then, suddenly, the other day, whilst strolling through my local computer
- store, I saw this box. It mentioned Guywood Threepbush. Well, that's all
- it took. I quickly forked over the dough, and hummed a little tune on my
- way home.
-
- So I've been around the block a few times, and know most of the tricks of
- the trade concerning 'graphic/adventure' games. My first thought about
- this game was, 'I HAVE to type?'. WRONG! Your house mouse will do just
- fine in this game. So off I went to get some cheese to help my mouse point
- it's way to work. With my mouse satisfied, I quickly went out to get some
- roller skates with which I would roll the little guy around with. I never
- did get to try a track ball though, couldn't find a track which would let
- me in to roll a mouse around. Well, to get to the point, the mouse
- interface works just fine. You can point at the various words within the
- list of nouns, verbs, etc, and they magically appear in the work window.
-
- They only beef that I have (besides that in my freezer) is that when you
- point to the picture in the upper left hand corner, it allows you only to
- 'look' at that item/picture. You cannot incorporate it within your
- sentences.
-
- For all of those music enthusiasts out there, I have good news. This game
- is abound with it. A constant flow of unending music which is pleasing to
- the ears have been masterfully mixed with the game. The music helps set
- both the mood and the tempo of the game. The music requires either a Sound
- Blaster, an Adlib, or a Roland sound card. I personally have the Sound
- Blaster pro card, and the music was very enjoyable. I found myself
- recognizing the music, such as the theme from Star Trek, the Adam's Family,
- and other great scores.
-
- The digitized sound effects are perfect. A highlight of the game. (Try
- the throw cookies, or spit command!). From the twanging of a crossbow, to
- the kissing of a pig, the digitized sounds wafting out of my speakers leave
- me rolling on the ground. To enjoy these hilarious outbursts, an Adlib, or
- Sound Blaster is required. The set up also states that a PC speaker may be
- used, but we all know that the PC speaker sounds just like a cat in heat.
-
- I found the interface to be quite usable and enjoyed it. Some games are
- ruined by a horrible interface, but my fears of this games be ruined were
- soon proved to be untruthful. The point and click driver was easy to use.
-
- The save game feature was also easy to use. I had 50+ save games, so I
- figure you can save until you collect some interest.
-
- Onto the plot....
-
- Well, as I stated in my intro, there is this knight named Eric the Unready
- (go figure?), and Princess, and an evil witch. The King of the land is
- prophesied to die on the next Saturday, and his only daughter must be
- married at that point, or her evil (and might I say, UGLY) cousin shall get
- the throne. The witch is the mother of the cousin, and she has a husband
- in mind for the princess. You, Eric the Unready, must fight their
- dastardly deeds and win the heart of the princess, all by Saturday...
- Along the way, you'll meet a gnome family (which resemble the Addams
- family), the captain of a raft (much like the Enterprise! -- I nearly died
- laughing when I say BONES!). You'll visit places far below ground (the
- 'Not So Great Underground Empire') and visit a Temple of Virgins (damn
- those height requirements!) and maybe even converse with a few gods.
-
- Any problems with the game? No. Not one. Well, okay, a few, but I'm
- rather embarrassed to say so. I got stuck a few times during the game,
- but, with a little trial and error, and a little help, I was on my way
- again.
-
- The game is actually pretty long. My fiancee and I spent a few nights
- playing the game, and had a very good time (NOTE: computer geeks notice
- that last sentence! Wife/Girlfriends/fiancees/etc. like this type of
- game!!).
-
- ERIC THE UNREADY also makes sure that you have all of the items required
- before going to the next stage of the game. You'll not be almost finished
- the game, and find yourself short of a boot for some guys foot. Game like
- that produce a few swears. No swears during this one. Another feature I
- like are the cut-animation scenes between each adventure. They add to the
- plot, and give you a clue as to where to go and what to do.
-
- Some other features that I like is the map that is included by the touch of
- a function key. All areas that have been visited will appear. This helps
- a person to navigate around the world. The downside of this is that the
- picture and the map cannot be displayed at the same time. No big. Another
- function key brings back the picture. The list of words for instructions
- have two lists in reality. A first short list followed by a line, then the
- list of all possible commands. The short list contains all of the commands
- necessary to complete one episode. The characters within the game are all
- very interesting. Make sure you talk to each one. They all give clues to
- some point within the game.
-
- The last feature of the game worth mentioning is the newspapers. They
- provide a hilarious story as to the previous day's events. The classifieds
- are interesting, and also helpful.
-
- From one hilarious parody to another, the games plot rolls along. All in
- all, I fully recommend ERIC THE UNREADY as your next adventure/RP game.
- This game has the Sisterson approval of 5 thumbs up out of 5 thumbs (okay,
- so I don't have 5 thumbs, but if I did, all would be raised in favour of
- this game).
-
- This review is Copyright (C) 1993 by Casey Sisterson. All rights reserved.
-
- --------------------------------------------------------------------------
-
- ERIC THE UNREADY by Legend Entertainment Co.
- Reviewed by Carl Muckenhoupt
-
- ERIC is the latest work by Bob Bates, Infocom alumnus, founder of Legend,
- and author of TIMEQUEST. In a recent Game Bytes interview, Bates described
- the title character as "a cross between Sir Launcelot and Inspector
- Clouseau." The game is a broad farce set in a swords-and-sorcery setting
- with modern touches, much like Legend's SPELLCASTING series, only without
- the magic, the collegiate motif, or the sex. (Well, there is some slightly
- off-color humor, but that's it.)
-
- After a prologue involving a pig and an outhouse, the game starts in
- earnest with the kidnapping of the beautiful Princess Lorealle. The object
- of the game is to rescue her. Naturally, all the knights in the realm want
- to take on the quest and win Lorealle's hand in marriage, but Queen
- Morgana, who wants the quest to fail, chooses the bumbling Sir Eric. Just
- to be on the safe side, she also sends assassins after him. With the
- player's guidance, however, Eric can always keep one jump ahead of them,
- leaving enough rubble in his wake to slow them down.
-
- The main portion of the quest is spent in pursuit of five artifacts, such
- as the Crowbar of the Apocalypse and the Bolt Cutters of Doom, that will
- enable the Eric to open the gates of the castle where Lorealle is being
- held. Thus, there are five sub-quests in the mid-game, bracketed by two
- introductory parts and the climax. In the process, Eric visits locations
- like the Mountain of the Gods (reachable only from the well-guarded Temple
- of Virgins) and the Swamp of Perdition (populated primarily by characters
- from old TV shows).
-
- Like all of Legend's other releases, ERIC is an illustrated text adventure
- with optional command menus and special user interfaces for specific
- puzzles. Graphics ranging from EGA to SVGA are supported, as are AdLib,
- Sound Blaster, and Roland music cards. The continual background music is
- dominated by the breezy lite-rock sound familiar to anyone who has played
- any of Legend's other games. (Who is this Arfing Dog person, anyway?)
- Numerous digitized sound effects can be played through appropriate music
- cards or the PC internal speaker. Most of these effects are assorted
- crashes, bangs, and shrieks to be played when Eric commits unintentional
- property damage; in addition, there is the best vomit sound I have ever
- heard in a computer game.
-
- Copy protection is in the form of a diagram in the manual, which is only
- used once in the game, early on. Once you've passed it, you can save the
- game and never go through it again.
-
- The only new feature in the user interface is the addition of conversation
- menus, which replace the "ask <person> about <thing>" command.
- Unfortunately, these menus don't branch or change at all, making the
- experience of talking to a character very similar to the experience of
- reading the newspapers scattered throughout the game.
-
- This game is going to be compared to the SPELLCASTING series a lot. And
- with good reason. Like Meretzky's games, the focus is on bizarre
- situations and clever puzzles, as opposed to Bates' usual focus on well-
- researched details. For example, one item is said to be located in the
- branches of the tallest tree in the forest, but, since the tree turns out
- to be growing upside-down, the item must be sought underground. Elsewhere
- is a room where r's are transformed into w's, transforming certain items in
- your inventory (a particularly Meretzkian touch, I thought). Many of the
- puzzles are in direct imitation of Meretzky, such as the puzzles based on
- puns, or a certain room where the player must send a marble bouncing off
- assorted obstacles in a manner extremely reminiscent of a Babel fish.
-
- Still, Bates' comic style is different from Meretzky's. For one thing,
- it's much gentler. Sir Eric is noble in intent. Even if he routinely
- destroys buildings during his quest, he means well. Speaking of
- destruction, I think the slapstick was a little overdone in this game;
- Bates seems to think that you can make things funnier by increasing their
- scale. However, ERIC derives more of its humor from parody than from
- slapstick. One of the high points of the game is a visit to the Not-So-
- Great Underground Empire, where the screen suddenly goes into all-text mode
- to describe the location "West of House." And ZORK isn't the only game
- lampooned. There are references to games by Legend and LucasArts, as well
- as Monty Python and _The Wizard of Oz_. It even squeezes in Star Trek and
- Fantasy Island. If all this sounds stupid to you, well, I'll have to admit
- that the humor does get pretty stupid at times. But the puzzles remain
- clever.
-
- The action takes place on Torus, a toroidal (doughnut-shaped) planet.
- Actually, toroidal planets are not uncommon in adventure games. Any
- rectangular map with wraparound in both the north-south and east-west axes
- (i. e., King's Quest 1) is toroidal. If you deduce from this that ERIC
- takes place on a rectangular grid with wraparound, you are wrong. The game
- is divided into eight separate regions. Each day, Eric finds himself in a
- new area, and must complete his task there before the day is out. Doing so
- triggers some form of accidental mass destruction which propels him into
- the next area and the next day.
-
- In the process, Eric invariably loses all his possessions, except those
- that will be necessary later, which simplifies inventory management
- enormously. This is a technique used frequently in animated graphic
- adventures, where the overhead of programming objects in new areas is
- greater. Old-time gamers will miss the challenge of deciding what will
- come in handy later, but few will miss lugging around tons of useless junk.
-
- On the down side, the intense linearity of ERIC almost makes me wonder if
- this the same Bob Bates who wrote TIMEQUEST. For those who missed my
- glowing review of that game, let me explain. TIMEQUEST is a paragon of
- good design. Like ERIC, and indeed like most recent adventures, it
- consists of small groups of rooms, each with its own set of puzzles. But
- each group of rooms is accessible from the start of the game, allowing the
- player to explore freely. This design has the advantage that, if you are
- completely stuck on one puzzle, you can still make progress in some other
- part of the game.
-
- In ERIC, if you get stuck on one puzzle, you're stuck. The five sub-quests
- that make up the bulk of the game could have been made simultaneous, but
- they were not. You have to complete them in order, and you can't even look
- at the next one until you've finished the one you're on. This enables the
- author to put more structure into the plot, but it also takes away some of
- the sense of player control - a problem magnified by the limited choices in
- the conversation menus and the occasional scenes where Eric performs
- actions without player input.
-
- In all fairness, all these complaints are common in graphic adventures.
- Most of Sierra's games are extremely linear, give the player no control
- whatsoever over dialogue, and have frequent "cartoon" scenes where the
- player just sits back and watches the animation. But I think I speak for
- most adventurers when I say that we expect more from a text-based
- adventure, particularly from Legend. If we don't have the special effects
- of a Sierra or LucasArts game, and we don't have the flexibility and
- control of a Legend or Infocom game, what do we have?
-
- We have humor and pseudo-Meretzky puzzles. I'm not sure that's enough to
- qualify this game as one of the classics, but it's pretty good. I have the
- feeling that this game will largely be bought by the same people who bought
- the SPELLCASTING games, who will enjoy it provided that they don't get
- stuck. Beginners are advised to invest in hint books, and warned that they
- won't get all the jokes. One final warning: after you win, the game
- displays the message "End of part 1." That's right, this is going to be a
- series.
-
- This review is (C) Copyright 1993 Carl Muckenhoupt. All rights reserved.
-
- HIGH COMMAND from Colorado Computer Creation
- Reviewed by Ken Fishkin
-
- GAME TOPIC
-
- HIGH COMMAND is a strategic-level simulation of WWII, in the European
- theater. You take the part of either the Allies or the Axis, and try to
- make the world safe for democracy or fascism, depending. The game is
- always 2-player. The second player may be either human- or
- computer-controlled. There is, at present, no modem support. This is
- promised for a future version.
-
- COPY PROTECTION
-
- Manual lookup.
-
- MANUAL
-
- The manual has a lot of information (205 pp), but needs to be a lot
- better.
-
- 1) The writing style is concise, but often drifts over the line into
- nerd-speak. Consider this typical section, describing the effect of the
- Ribbentrop-Molotov pact on Spain's diplomatic posture:
-
- "If Germany and Russia execute the Ribbentrop-Molotov pact, then the
- probability of a diplomatic response to the Axis is decreased by 0.02
- times the economic points of Poland divided by 100. The probability for
- the Allies is increased by an equal amount"
-
- Jeesh! Why not just staple in source code listings? I think this would
- have been much better done by having an appendix of precise formulas for
- those interested, and a more general description in the main manual.
-
- 2) The manual is laid out in a confusing fashion. Most of the manual is
- organized by "phase" - everything that happens during ground movement,
- then everything that happens during air movement, etc. However, all the
- menus get a chapter all their own, and all the information boxes/dialogs
- do as well. Not only is this very confusing on the first read-through
- (you're reading descriptions of information boxes for things which you
- haven't had explained yet), but it spatters information on a task
- throughout the manual. Some of the information on how diplomacy works is
- in the "Menu" chapter, some in the "Boxes" chapter, some in the "Resource
- Allocation phase" chapter, and most in the "End-of-turn phase" chapter.
-
- 3) There is no index. In a game of this size and sweep, this is a must,
- especially considering the manual organization described above.
-
- 4) I don't believe there is a single example in the entire manual.
-
- 5) The description of how production works is _woefully_ short.
- Production is probably the most complicated part of the game, and it gets
- almost no description. Major parts of the system are left undescribed -
- see the 'PRODUCTION' section of the review for details.
-
- GRAPHICS
-
- The graphics are primitive, fairly blocky, EGA. If you require visually
- appealing games, stay away.
-
- SOUND
-
- Virtually none. The IBM speaker is used to (optionally) beep out national
- anthems. If you require aurally appealing games, stay away.
-
- BASIC GAME PLAY
-
- Each turn represents one month. Each month consists of the following
- phases: production, air, naval, land, second air, second naval. The
- double-move for air and naval units works very naturally.
-
- Each phase is plotted simultaneously. This works very well, and gives
- each phase (the land phase most of all) an enjoyable guessing game
- aspect, as you have to guess where the enemy will be moving _their_ land
- units.
-
- All units, be they ground, air, or sea, have two ratings: size and
- "organization". Units use up organization when moving or fighting, and
- recover it at the end of the turn. A small highly-organized force may
- defeat a large disorganized one. Also, different nationalities have
- slightly different proficiencies - a 5-point German armor is better than a
- 5-point Italian armor. Unit size is always displayed, unit organization
- is never displayed - you have to query the unit to find that out. This is
- too bad - it'd be nice if they added a "view organization" mode.
-
- Units may split/combine - an 8-point infantry may split into a 5, a 2, and
- 1, for example. Since missions are assigned on a per-unit basis, it may
- seem like you should always keep all units at size 1. Resist this
- temptation! First of all, there's a limit of 18 units per hex (why 18, of
- all numbers, I don't know). Second of all, you'll quickly find yourself
- overwhelmed keeping track of all those little units. Third of all,
- sometimes you have to "shave" units to a particular strength. A 5 point
- transport, for example, can't transport 5/6 of a 6 point unit - make sure
- the 6 is split into a 5 and a 1 before the naval phase.
-
- PRODUCTION
-
- Production is a flawed gem. A lot of promise, but a lot of problems.
-
- First, the gem part. As per most strategic games of this type, you can
- produce new combat units. In addition to combat units, you can also
- invest in non-combat production: R&D, economic stimulus, improving
- industrial production, A-bomb or rocket research, or diplomacy. All
- non-combat production follows a law of diminishing returns - the more you
- spend on it, the less return each additional unit of investment gives you.
- Each combat investment requires a certain amount of time to come to
- fruition (it takes longer to build an aircraft carrier than an infantry
- unit), and also a certain amount of no less than 6 different quantities:
- 1) industrial production, 2) ship-building production, 3) oil, 4)
- minerals, 5) materiel, and 6) money. Only naval units, for example,
- require materiel.
-
- While it may seem difficult to juggle 6 quantities like this, I thought
- this worked well, and lent a nice touch of realism - all units are not
- created equal. However, this system is severely flawed in its
- implementation.
-
- First of all, you do not produce on a national level - rather, each
- individual factory produces on its own. This would not be so bad, except
- that you have to truck the oil/mineral/materiel to each factory manually
- as well. This is a huge pain. You can ask the AI to do this for you, but
- it will just distribute equal amounts of oil/mineral everywhere, which is
- rarely what you want.
-
- Second of all, the manual does not tell you that unit production locks up
- production _until that unit is completed_. If you decide to build an
- aircraft carrier, say, the ship-building production of that port will be
- tied up for a long time. There's nothing particularly bad about this,
- except that they didn't document it.
-
- Third of all, there is no way to trade with friendly minors. There is a
- special "hard-wired" trade of Swedish minerals to Germany (although I
- couldn't figure out how much, or where it showed up), but other similar
- cases (Hungarian oil to Germany, Norwegian minerals to Britain) are simply
- not allowed.
-
- Fourth of all, and most of all, the manual does not tell you how to
- acquire materiel! As all naval units require materiel, this makes it
- impossible to build any naval units. After many fruitless hours of
- experimentation, I finally found the answer by calling the authors (who
- were very friendly and helpful, by the way). Here's the answer:
-
- "Materiel is produced by selecting 'resource transport', picking a factory
- as an origination site, and a shipbuilding facility as a destination site.
- Each unit of materiel which you transport costs 1 industrial production, 1
- oil, and 1 mineral. The oil and the mineral must be present at the
- factory before you do the transportation".
-
- Since oil/mineral/materiel must be present before you produce, the
- production phase becomes a real pain. You have to sit down and click on
- each oil/mineral site to find out how much you have to work with (there's
- no national 'pool'), then work out on paper what you want to build where,
- then go through the elaborate machinations required to put the
- oil/mineral/ materiel in its proper amounts at each factory, and then do
- the production.
-
- Whew! I normally love the production aspect of games like this, but this
- was just too much hassle for me. For future versions, I strongly suggest
- that they change this system. Make oil/minerals 'pooled' assets (all you
- need is a dialog box telling you what the sources were), and allow
- 'deficit spending', so you can specify production and _then_ ask the
- computer to transport resources in such a way as to satisfy this
- production. And re-write the manual.
-
- DIPLOMACY
-
- I mentioned that you can spend money on diplomatic activity. You do this
- by picking a target country and throwing money at it. The more money you
- throw at it, the more likely that that country will become more friendly
- to you, modulo four things. First of all, different countries have
- different innate responsiveness to initiatives - Hungary is much more
- responsive to German diplomatic overtures than Belgium is, for example.
- Second of all, the enemy may also be throwing money at this country. You
- may wind up just canceling each other out. Third of all, larger countries
- require more money. Fourth of all, there is a law of diminishing returns.
-
- I enjoyed this aspect a lot - it works very well.
-
- AIR
-
- There are 3 types of air units: fighter, fighter-bomber, and bomber.
- There are a variety of missions to which they may be assigned (ground
- attack, movement, etc.), and the "anti-mission" of CAP. CAP is an
- "anti-mission" in the sense that if any enemy air missions come nearby,
- they have to fight their way through the CAP. If they don't, they get
- bounced back to base and the mission is aborted. You may not have enough
- air power to blanket an entire front with CAP, so the simultaneous
- plotting aspect of the game gives air mission assignment a guessing game
- aspect - if you put all your CAP up north, and the computer flies all his
- missions towards the south, you're out of luck.
-
- I also like very much the way that the game handles ground attack. Ground
- attack does _not_ reduce the combat strength of the target - corps are not
- wiped off the map by ground attack. Rather, it disorganizes them.
- They'll have a harder time moving or attacking, and will be more
- vulnerable to a ground attack by land forces.
-
- This worked well, except that since the simulation executes missions
- sequentially, one large mission will defeat _n_ small missions - one 30
- point CAP will easily swat 6 5-point CAPs out of the sky. I'm not sure
- whether this is a bug or a feature.
-
- NAVAL
-
- There are 7 types of naval units: subs, destroyers, cruisers, battleships,
- aircraft carriers, transports, and merchant marine. Transports transport
- combat units, while merchant marine transfers resources. Naval warfare is
- waged on two different fronts. First of all, there's the standard surface
- engagements. This works like air missions, with "naval patrol" being the
- analog to CAP. Other 'regular' missions are shore bombardment, naval
- transport, amphibious assault, movement, etc. This part all worked fine,
- except that for some bizarre reason you can't do an amphibious assault
- into a port - you have to land next to it and then fight your way into the
- port. This has the (possibly intentional) side-effect of making Malta
- impregnable to amphibious assault.
-
- The second front is merchant marine warfare. This is handled in a fairly
- abstract way. You delegate naval units to either escort or attack
- merchant marine in their current sea zone. Typically this is a subs
- against destroyer combat. Each sea zone then resolves merchant marine
- combat. Here again the "guessing game" comes into play - you don't know
- in advance which units he'll allocate to protecting his capability, or to
- attacking yours. They have also subtly designed into this system the
- advantage which occupation of France and Norway gave the Axis in submarine
- warfare. In order to attack sea zone X, you have to have units in sea
- zone X. If you have a port which fronts on sea zone X, the units never
- leave port - you just assign them to attack. If you have no such ports,
- you have to spend a month moving the units out there, and they can only
- stay "on station" for a limited time. As France/Norway have ports
- fronting on the Mid-Atlantic and North Atlantic, respectively, Axis
- ability to attack those zones improves when they take those countries.
-
- LAND
-
- There are 5 types of land units: infantry, mechanized, armor, marine, and
- airborne (which is _phenomenally_ expensive to build, BTW). There's
- really only one land mission - "move there". There are 6 'impulses' in
- the land phase, and units can move in as many impulses as they have
- movement allowance to support. Units are allowed to delay their movement.
- You can have your armor, for example, sit around for a few impulses, while
- the infantry (hopefully) punches a hole in the line. The armor then
- streams through into the rear in later impulses. Of course, the enemy
- may be reinforcing the line at that spot, or may be retreating...here
- again, the simultaneous nature of mission assignment works very well.
-
- There are several subtle adjustments that further advance this system.
- Remember that moving uses up organization, so all other things being
- equal, a defender gets a slight bonus. In addition, infantry units which
- fight "standing still" get a bonus. In addition, armored units which
- fight _not_ "standing still" get a bonus.
-
- This program does the best job of any simulation I've ever played at
- simulating blitzkrieg exploitation and breakthrough.
-
- AI
-
- I was very disappointed in the AI quality, especially as Alan Emrich's
- review in _Computer Gaming World_ praised it. In my very first game I
- took the Axis and won WWII by October 1940, conquering England and France.
- In my second game I took the Allies, and put Axis AI intelligence at the
- max (there are 5 levels). By August 1940, I had crushed the German
- invasion of France, and even conquered Italy from Southern France! There
- is a game balance mechanism whereby one can give one side a bonus to its
- unit strength - I think use of this is a must when playing against the
- computer.
-
- The AI weaknesses are both strategic (the computer Axis left nearly all
- German armor in Poland, not using it for the invasion of France) and
- tactical (the computer will fritter away small units attacking larger
- ones).
-
- The AI does have two nice aspects. First of all, you can set not just the
- AI level, but also the AI personality, on a scale from "timid" to
- "reckless".
-
- Second of all, as a human player, you can ask the AI to perform any part
- of your turn, on any turn. This is a great feature. If you don't want to
- bother with the production system, the AI will do it for you. If you
- don't understand naval missions yet, you can ask the AI to assign it. In
- this way you handle only those parts of the game which you feel like
- handling. Yay!
-
- GAME BALANCE
-
- I don't want to take too strong a stance on this, but I think the game may
- favor the Axis: the Luftwaffe is awesomely strong.
-
- On the grand strategic level, there's another imbalance in favor of the
- Axis. Russia starts the game neutral. The Axis need not invade Russia in
- order to win, and if they don't it seems very hard for the Allies to
- convince Russia to join their side and attack Germany. An Axis strategy
- of ignoring Russia and pounding Britain seems hard to defend against.
-
- SUMMARY
-
- Well, if the graphics are unappealing, and the sound is rudimentary, and
- the manual needs work, and the AI is poor, why buy the thing? Because the
- game underneath is so very good. This game is a classic example of a book
- that should not be judged by its cover, or even by its first chapter.
-
- While the game does have bugs, the High Command folks appear dedicated to
- fixing them and generally improving the product. They have already
- released one free upgrade (version 1.1), and have a second which should be
- out soon (by the end of January, they tell me).
-
- If you look beyond these limitations, there's a great game system at work
- here. If you're a fan of the "Third Reich"/"World in Flames"/"Europa"
- boardgames, or SECOND FRONT-style computer games, you might want to check
- out HIGH COMMAND. I can't give the game and out-and-out buy
- recommendation due to the weak AI, but it is the first computer game I've
- seen that really does capture, and capture well, a "Third Reich"-style
- game.
-
- This review is Copyright (C) 1993 by Ken Fishkin. All rights reserved.
-
-
- F15 STRIKE EAGLE III
- MicroProse Software
- 386+ (386/33+ recommended), 2MB RAM, VGA, HD req'd
- No Copy Protection
- Reviewed by David Masten,
- on a 386/33 with Soundblaster, CH Flightstick, WCS.
-
- Yet another flight sim. But F15III represents a radical, and welcome,
- departure from recent MPS sims. A new graphics engine is debuted and
- there is much greater emphasis on realism. So, yet another purchase!
-
- First the readers digest version: the avionics are the best, and most
- complex, I've seen in a flight combat sim. Yes, eclipsing Falcon 3. The
- cockpit look is right-on, as the manual's photos of the game and real
- cockpits attest. MPS has succeeded in designing a fun game without
- compromising the believability of the ground attack combat. Air combat
- is far less convincing, but a big improvement over its predecessor. On
- the flipside, framerate is abysmal, and a lot of the features I've come
- to expect in sims are missing.
-
- In F15III you play pilot and Weapons System Officer (WSO, ie backseater)
- of the F15E strike variant of the US super-fighter. You fly single
- missions or "campaigns" in the "Desert Storm" conflict, or fictional
- scenarios in Korea and Panama.
-
- Sadly, the campaign is one in name only, it is simply a series of single
- missions. Your scoring dictates pilot promotions, medals, and campaign
- outcome. I saw no signs of continuity between missions. For example, I
- destroyed three pesky gunboats that were continually in my ingress route.
- And there they were, sitting in the same location in the subsequent
- mission. I've won campaigns in about eight missions (admittedly with
- liberal use of pilot revival), and lost one in five (yes, deliberately!).
-
- Each mission is the familiar MPS solo flight vs heavy opposition with
- primary and secondary targets assigned. From a series of fine animations
- you can choose from four levels of difficulty and ten realism options (I
- set all to "authentic"), proceed to a "briefing", then weapons selection,
- and finally to the flightline.
-
- In the briefing, a chalkboard lists the targets, plus info on time of
- day, enemies expected (invariably everything they've got), and a few
- other bits of info not worth reading. You are also given VCR shots of
- the targets (sometimes illegible), and location on a map. With its large
- scale, all I can tell are the basic courses and approximate target
- distances. The more useful in-flight map is similar to the one in F117A.
- Intelligence is virtually nil, which I guess is okay as you can't adjust
- waypoints anyway.
-
- You do get a fine choice of ordnance, better than F3, and with the
- "authentic" weapons setting be sure to choose ones that can destroy the
- target. I suggest "practicing" on your own airfield <evil-grin>. I like
- the inclusion of laser guided bombs and Sparrow missiles which aren't
- "fire and forget". Two nits: both the quantity of ordnance loaded per
- pylon, and released per pickle, are fixed.
-
- Missions start either on the runway "cleared for takeoff", or just after
- in-flight refueling from a KC-10. Missions end with landing, or
- rendezvous with the tanker. Too bad refueling plays no other part.
-
- Ground attack is this jet's forte, and where this game excels. It's all
- there, including Forward Looking IR and LANTIRN for night navigation and
- targeting (day or night). You'll see those famous Desert Storm type
- views terrifically depicted on the FLIR MPD. You have 7 MPDs (multi-
- purpose displays), 2 ground radar modes, many delivery options (CDIP,
- auto, laser, guided, and combinations thereof) and HUD modes to "aid"
- you. With aids like these, I know why this is a two-man plane! Alas,
- you've got to do it all as your backseater is confined to the occasional
- digitized warning (modem mode excepted). The greatest challenge is
- identifying and designating the target before overflying it. You have
- various ways to do this, and with practice you get the hang of it all.
- The ability to use the mouse to designate targets from the HUD, FLIR, or
- radar maps is appreciated.
-
- In flight, the feel is there. You manage all the complex systems,
- struggle to achieve early target acquisition, stay low to avoid radar.
- Pay attention to the TWI (very much like F3's). When you are eventually
- detected (perhaps due to the carnage you left behind!) expect SAMs, AAA,
- and ground control directed enemy flights to greet you. It's no walk in
- the park, well done! Night flights are especially hairy as the sky is
- black, and FLIR usage is a must.
-
- Air to air is less well implemented. Again the many radar modes (LRS,
- SRS, TWS, STT, Auto, Bombsight) are terrifically sophisticated. Radar
- coverage is a forward looking cone, nose stabilized, like it should be.
- Also, the mouse can be used a number of helpful ways on the radar MPD,
- like designating targets or selecting azimuth angle. But I never miss
- with my missiles if fired in constraints (lock, min/max range, aspect).
- Gun hits have a rather generous target radius and one burst kills, though
- targets must be reasonably close (0.4 miles on highest difficulty). Your
- ability to evade missiles, and countermeasure effectiveness, is far less
- assured than in F15II, but not nearly as believable as in F3. Enemies
- will throw in some moves when in a knife fight, but fly alone and are
- pretty dumb. They do a very good job sneaking up on you and firing with
- little warning. But the main problems with dogfighting are the framerate
- and possibly the flight model.
-
- I only say "possibly" to flight model bugs as the HUD probably displays
- "indicated" rather than "true" airspeed. In that case the climb
- performance and maximum speed of about 400 knots and mach 1.2 (in
- afterburner for a clean jet), aren't as poor as they first appear. But
- the Mach number, HUD and (my calculated) ground speed don't jibe, so I'm
- not sure what is modelled. And mach 1.2 is still well below the F15's
- reported mach 2+ capability. At low altitude, the modelling seems
- better. Weight penalty is modelled better than in F3. But fuel
- consumption is a bit high, and incorrectly isn't better at altitude.
- Another reason to stick to low level flight. Neither flaps nor rudder
- control are supported. Rudder would have been especially helpful in
- lining up ground strikes.
-
- Summarizing the simulation, it is believable, and very intense, as long
- as one sticks to low level ground attack. If air engagements are treated
- as something to avoid, and with BVR techniques when inevitably forced to,
- it remains convincing. The variety of targets dictates different
- weapons, and thus delivery and approach methods. Throw in the
- variability of enemy engagement, and the result is surprisingly
- unrepetitive gameplay.
-
- There's more to F15III than just realistic systems. It is much hyped for
- the new graphics engine. I find this to be a matter of personal taste,
- but a few comments are offered. Impressionism fans, have we got a sim
- for you! The sky detail is lovely, but I turn it off for framerates
- sake. Cities are a mottled collection of gray pixels, with structures
- (often the same color) rising from within. As one said, it looks most
- impressive 10 feet from the monitor, yet I've grown to like it. Most
- impressive to me, is the enormity of the MPS worlds and the amount of
- detail within. The Korea theater includes all of Japan, and a chunk of
- China and Siberia. Within this area you will find uncountable cities,
- airfields, and military sites (as well as a familiar green friend
- towering above Tokyo). In the Persian Gulf, you'll fly over oil wells
- and even a huge oil spill. Turn on "training mode" and slew (teleport)
- your planes location to tour these bountiful worlds!
-
- View selection, including tactical, reverse tactical, missile, padlock,
- some with scanning, are fairly comprehensive. Explosions are fantastic.
- Your bird is beautifully rendered. All other planes are mediocre, very
- similar to those in F117A.
-
- Sound support is also fine. The engine sounds great and the few WSO, and
- "Bitchin Betty", comments are helpful. But without her "pull-up" warning
- as in F3, I often become a lawn dart. Also, WSO commands warning of
- enemy planes would be welcome. AWACS give such info, but only when
- asked. More than once I've punched in a request to hear "snap, 262, 0
- (miles)". Thanks for the warning, bud! There is also supposed to be a
- JSTARS flight which may reassign targets, but I have yet to see it
- implemented.
-
- The game lacks a VCR replay. The stock recap animations aren't an
- adequate substitute. The prominent display of a VCR and TV in the main
- screen leads me to believe one was planned. Instead all it shows are
- promos for other MPS sims.
-
- Also missing is a mission designer, or the option of choosing various
- mission types (ala Aces of the Pacific). Though there is no Red Flag
- training ground, the "alt-t" training option suffices.
-
- But my main gripe is framerate. It is poor on my 386/33 and less than
- good on a 486/33. With minimum detail I average only 8.5 fps in flight
- at altitude, and a poor 4 to 6 in low level attack. You eventually
- accommodate. But when I flew F3 (no speed demon itself) and then
- returned, F15 again seemed oh so jerky. The otherwise useful padlock and
- outside views especially suffer.
-
- A big plus are the three modem modes. I couldn't get it to work by modem
- (hardware problem?), but did with direct connect of a 486/50 to a 486/66.
- Direct connect loaded as quickly as normal mode and worked reliably. Had
- a terrific time in head-to-head where we limited ourselves to guns. Lack
- of practice made both the wingmen and pilot/WSO options less successful,
- but still most interesting. These modes add welcome variety and
- challenge. If you are fortunate enough to have two super-machines that
- you can so use, I'd recommend giving this sim a chance.
-
- A few odds and ends: The only bugs I've encountered are rare lockups when
- overflying the Gulf, and occasional loss of digitized voices. MPS is to
- be commended for supporting not only the FCS, but also the new Virtual
- Pilot and Flightstick Pro. You will need a new prom for your WCS to get
- the support listed in the manual. But I found the old F15II setting to be
- adequate as it gives flare, chaff, brakes, and of course thrust
- (including AB). It supports most soundboards (sorry no native GUS).
-
- Overall, this sim is far too good to share the same appellation as F15II.
- It offers better avionics simulation, ground combat, and more accessible
- gameplay than Falcon 3. But it doesn't compare in air-to-air combat,
- weapons simulation, depth, or long-term value. Framerate is the killer.
- For me, F3 is still clearly the modern air combat sim of choice. But
- given the necessary hardware, F15III has much to offer to novices and
- super sim-jocks alike.
-
- --------------------------------------------------------------------------
-
- F15 STRIKE EAGLE III from Microprose Software
- Reviewed by Andrew Fenic
-
- Until the release of FALCON 3.0, Microprose was arguably the clear leader
- in the field of jet combat simulators. With the introduction of the new
- Spectrum Holobyte title, however, MPS was technologically leapfrogged.
- Falcon 3.0 provided superior flight models and campaign options to
- F117A's. In addition, it allowed for head-head play over the modem or a
- local area network. With the introduction of F15 STRIKE EAGLE III,
- Microprose has succeeded in regaining some lost ground and, in a few
- critical areas, has even surpassed the realism and accuracy of Falcon 3.0.
-
- Upon loading F15SEIII for the first time, one is presented with one of the
- most awesome introduction sequences ever put together. The animation is
- remarkably smooth, and the planes used are very nearly photo-realistic.
- It becomes clear after viewing this intro that a tremendous amount of work
- went into making this a polished and bug-free product. The result is a
- simulation that is light years ahead of both F15II and F117A. In
- F15SEIII, Microprose models the F15E model in tremendous detail.
- Virtually every cockpit control and threat indicator present on the real
- aircraft is present within this simulation. Noticeably absent, however,
- are support for both rudder and flaps. While this would be an
- unforgiveable ommission from a WWII era simulation of propeller planes, it
- is less critical in a jet simulation where most of the aerial combat
- occurs at great distances and most manuevering is done at speeds where
- flaps and rudders are rendered far less useful. This is especially true
- of F15SEIII where the focus is clearly on air-ground and not air-air
- engagements.
-
- One of the most noticeable (and advertised) aspects of this new simulation
- is that the graphics engine has been entirely redone. Gone are the
- featureless sky and uniformly colored ground. In their place, Microprose
- has come up with a means by which cloud and landscape features may be
- dynamically generated. Initially, the effect is not as impressive as one
- might expect, especially when compared to the remarkable terrain present
- in COMANCHE: MAXIMUM OVERKILL. Despite this, the graphics do provide a
- much better indication of speed and altitude. In addition, one soon
- discovers that the clouds are not just a pretty backdrop (as in Overkill),
- but can actually be interacted with. One can fly between cloud layers,
- below layers, or up above them in the clear blue sky. When flying between
- layers, occasionally translucent sublayers will drift either above or
- below the aircraft. The effect of this is quite extraordinary, and I
- commend Microprose for bringing forward such a revolutionary new
- technology. The ground, unfortunately, is not nearly as impressive.
- Mountains are still generated using polygons, and the dynamic shading
- techniques for the surface are not at all realistic. Another major
- problem is that the frame rate of the new graphics engine is totally
- inadequate. Users of 486DX2's will be pleased; but many 386 users have
- returned this title due to the fact that it can only deliver 1-4 fps at
- full detail level. Surprisingly, the lowest detail levels do not perform
- as well as other sims at high detail. The system I am using to play the
- game is a 486/33 with an ATI graphics card (21 on the 3DBench public
- domain speed benchmark). On this machine, the padlock feature (like
- Falcon 3.0's) is all but unuseable due to poor framerate, with the average
- framerate in the normal views being only adequate (8 fps when turning, 12
- when flying level).
-
- Another feature of the new graphics system is that it delivers what must
- be considered the most realistic explosion and smoke effects ever seen in
- a simulation. While the effect on frame rate is appalling, the impact of
- seeing Baghdad in flames is mesmerizing. Similarly, when flying over a
- city such as Baghdad the now infamous tracer fire can be seen everywhere.
- When flying at low altitude, it can pose a very serious threat to your
- aircraft. Unfortunately, the cities themselves are rendered as little
- more than black and grey blotches on the ground. This detracts somewhat
- from the realism, and also makes identification of ground targets within
- cities difficult. Most specific targets, however, are rendered with great
- accuracy via detailed polygon graphics (very similar to Gunship 2000).
- Other than your F15, however, planes are not rendered in much detail.
- This is acceptable, as the best features of F15SEIII are in the air-ground
- and not the air-air aspects of the game. Also, if you get close enough to
- see an enemy aircraft you have probably made a critical error! Sound
- effects are also quite good, with liberal use of both digitized voices and
- realistic jet engine effects.
-
- In order to simplify the game for new players, Microprose provides both
- standard and authentic flight models. The standard model is very similar
- to F117A's, with no attention paid to drag or the effect of putting
- additional weight on the aircraft. For the expert player, the authentic
- mode provides an excellent recreation of the flight characteristics of the
- real F15E. Under full ordinance load, it is difficult to get off of the
- runway and truly flies like a stuffed pig. As each bomb is released,
- performance increases markedly. Once all ordinance is jettisoned, the F15
- performs like the hot fighter that one might expect. With low fuel load
- and all weapons spent, I was able to come very close to some of the
- published limits of the true aircraft (Note that fuel load does impact the
- performance of the plane, which is a welcome addition!).
-
- Microprose has also done a magnificent job of recreating the
- instrumentation and weapons control available in the real aircraft. Both
- the air-air and air-ground radar are, in authentic mode, superior to those
- modeled in Falcon 3.0. The player can either control the pilot or the
- weapons officer. The pilot has 3 view screens that can display various
- combinations of radar or flight information. Each weapon type is modeled
- in great detail, with different HUD information and, for certain types, a
- special view screen and targeting controls. The laser guided bombing is
- uncannily authentic, and quickly brings back memories of the video footage
- (primarily from F117's) from Desert Storm. An impressive amount of
- air-ground radar is carried aboard the F15, which allows the weapons
- officer to locate targets on radar maps as detailed as .67 mile square
- (from up to 40 miles away!). One part of the manual states that this radar
- is so powerful that it could roast a turkey in 15 seconds. (As a function
- of this, pilots are discouraged from turning it on before getting
- airborne!) F15SEIII allows either the pilot or weapons officer to
- designate targets using the mouse. Once a target is designated, a diamond
- appears on the HUD to show the pilot the precise location of his prey.
- Upon reaching the target, all that is typically necessary (for "dumb"
- bombs) is to place a circular aiming reticle onto the target and release
- the ordinance. Despite its great realism, F15SEIII fails to model the
- effect of different layers of air pressure and wind on dumb ordinance. In
- the "real world", a perfectly lined up shot will stray a great distance
- from its target due to these factors. This tends to make bombing from
- great altitude with MK82's (500 lb dumb bombs), and MK84's (2000 lb dumb
- bombs) far too easy. Despite this, F15SEIII is unquestionably the most
- authentic bomber simulation to date.
-
- As far as campaign options go, F15SEIII is not impressive. It is virtually
- identical to the old Primary, Secondary target system found in F15II and
- F117A. There are no friendly wingies, no mission builder, and only a very
- simplistic map dictating what paths you must follow to reach preset
- waypoints. Another problem is that there seems to be no variability in
- the positioning of enemy planes and mobile targets from mission to
- mission. If one finds an SU27 in a particular place during the first
- mission, it will also be there during the next (even if you had blown it
- out of the sky!). The only good point is the mission debriefings, which
- have photorealistic depictions of each event that occurred during the
- mission.
-
- Despite the limitations of the campaign mode, F15SEIII delivers some of
- the most challenging missions I have yet faced. Often, 6 or more enemy
- MIGS must be engaged during a particular fight. With all authentic
- options on, it is a daunting task to track all of them while dodging
- ground fire (there are SAM's everywhere!!). To compensate, the air-air
- weapons have been made quite lethal and the AI of enemy Migs is very
- limited. As I view F15SEIII as primarily a mud moving (ie air-ground)
- simulation, the lack of awesome dogfighting did not bother me much. If
- this is your goal, however, Falcon 3.0 is a far better air-air simulation.
- F15SEIII definitely has the edge in air-ground, however, with much
- improved modeling of specific weapons systems and a more authentic model
- of a fully loaded bird. Another nice feature of F15SEIII is that an AWACS
- plane (or JSTARS, if they are nearby) can be consulted to determine the
- location of bogies without activating radar. Also, a passive threat
- indicator system notifies the pilot of the location of any enemy ground or
- air threats without revealing your location.
-
- While I did not have a chance to test the modem options, what I have heard
- indicates that this aspect of the game is very well done and can
- compensate for some of the limitations of not having friendly wingmen.
- Once connected, a second player can man the weapons station while the
- pilot concentrates on keeping the aircraft in flight. It is in this
- scenario that the real advantages of the F15 over other aircraft become
- apparent; especially in long range air-air engagements where it has a well
- deserved reputation as the most lethal aircraft on earth. (The F16 is also
- an excellent air-air fighter, but is designed more for engagements at
- close range or long range engagements with excellent AWACS support).
-
- With this title, Microprose has succeeded in creating their first
- realistic jet combat simulator. As with many new titles, the current
- state-of-the-art in hardware is required for it to perform adequately.
- This makes the game, in its current form, virtually unplayable on a 386SX
- machine and fairly slow on a standard 386. As the frame rate increases, I
- have found the quality of the rendering to become more and more apparent.
- Hence, the owner of a 486 DX2 will likely perceive the new graphics
- technology to be far more impressive than will a 386 owner. Also, be
- prepared to spend 4-5 hours learning to play with the authentic options
- on. This is an *entirely* different game in authentic mode than in
- standard mode! Once the intricacies of the advanced modes are mastered,
- this simulation provides more than enough challenge to keep one flying for
- a long time. Despite its extremely limited campaign mode and demands on
- the system, this ranks as Microprose's best simulation to date and is the
- closest thing to flying a real F15 that has yet been offered for a
- personal computer. Those with an interest in performing uncannily
- realistic strike missions will undoubtedly fall in love with this title.
- If you are looking for a good dogfight, wingmen, and detailed campaign
- modes your best bet is still Falcon 3.0 due to its far superior enemy AI
- and excellent campaign-based mission builder.
-
- This review is Copyright (C) 1993 Andrew Fenic. All rights reserved.
-
- WORLD CIRCUIT by MicroProse Software
- Reviewed by David Masten
-
- Control: Keyboard, Joystick, rudder pedals
- Sound: Adlib, Soundblaster, and compatibles
- Reviewed on: 386dx33, DOS6, 8 MB RAM, SB, CH Flighstick, mouse
- Computer Graphics Memory Size
- Minimum 286 VGA 1 MB RAM 2 MB
- Max/Rec. 386 2 MB RAM 8 MB
-
- Speed Racer sits in his powerful Mach Five, nervously awaiting the starting
- light for the Italian Grand Prix at Monza. His prospects are dim as he
- starts in the 26th and last slot, and hasn't set his car for this fast
- track. At the green, he gets his characteristic slow jump off the line,
- but quickly passes some slow pack drivers and moves into 20th before the
- first chicane. He knows he must be more aggressive as this race is only 13
- laps, 25% of the full length. Hope of a money finish is almost lost when
- an ill-timed pass results in a slight shunt. But he saves the spin and
- only loses a single place. With each lap, the road improves and the car's
- handling settles down and he continues to pass lesser drivers. Fortunately
- other cars have their problems, and he moves to 7th by lap 6. No problem
- catching the mediocre Capelli and Nakajima by lap 10. But with a 10 second
- gap to Ferrari #2 with the tough Alesi, it looks like he'll have to settle
- for 5th. But he finds his groove and drives like a madman, picking up 3
- seconds a lap. A big break, Prost is well ahead, but the other leaders are
- bunched and thus slowed. The pack is in sight on the final lap. A well
- timed final run on the Parabolica catapults him into a sprint to the finish
- line. Alesi deftly passes Mansell after drafting him through the turn,
- Mansell slips up just allowing Racer to clip him at the finish by 20
- thousandths. Not bad, a fourth place finish and three hard-earned
- championship points.
-
- The above replay of a World Circuit race is indicative of both the
- excellent simulation and, as important, the drama that this game delivers.
- Let me state outright, this is a great game, by far the finest driving sim
- I've tried. It isn't perfect in any single facet, but it has the total
- package of graphics, sound, configurability, realism, and playability.
-
- In World Circuit, you compete for the F1 championship racing the complete
- 1991 circuit of 16 tracks (in '92 S. Africa replaced Phoenix and in '93
- another European track was added). Alternatively, you can opt to run a
- single race, or just practice. Just released is a second patch which
- upgrades the game to v1.05 and fixes the modem play (introduced in the
- first patch). You can also time-share in a race, where one player drives
- while the other player car(s) are computer-driven until their turn to
- assume control.
-
- Though fictitious names are used, the computer drivers are designed to
- emulate the performances of the actual 1991 season. And editing team and
- driver names is easy with the supplied data. A total of 35 drivers are
- given, with 26 qualifying for any given race. If you prefer not to have
- McLaren-Honda and Williams-Renault dominate, you can set opponent ability
- to random, or equal. One poor design choice: only the drivers are modeled,
- not the cars. So the player can turn the same times in a Coloni-Ford, as
- in Ayrton Senna's championship car. Driver abilities are otherwise not
- editable, so reconfiguring the racers to emulate '92 or future years would
- be difficult. Given these limitations, I'm glad they stuck with '91 rather
- than the boring '92 season absolutely dominated by Williams (and where
- Ferrari disappeared as a major player).
-
- The car graphics aren't outstanding but are at least the equal of all other
- sims. The otherwise identical cars are finished in up to three colors to
- reflect 1991 teams. The single cockpit design is attractive though about
- as austere as a real F1 car's. Added are indicator lights for
- configuration options, and a status panel. As you can't see any of the
- team colors from inside, the only driver identification comes from the
- status panel or a name box.
-
- Course graphics also won't blow you away. But the most important point is
- that layouts are extremely accurate. I watched the Grand Prix of San
- Marino, and every turn, elevation change, and even bridge, was right on!
- Their scenery and layouts do give them all very unique feel. Some are wide
- open, others like Monaco, are claustrophobic. Buildings, grandstands,
- trees, signs, even yachts, abound. The superb texturing of the track's
- road and grass give a nice impression of motion, but at a framerate cost.
- Anyway, you don't get to enjoy the view much, as you must pay strict
- attention to the course and cars. In wet races, the road ahead will be
- progressively less visible due to cars kicking up spray in front of you.
- Overall, a huge thumbs up here.
-
- The framerate/detail compromise they chose is right on. The game defaults
- to a fair 8.1 fps on my 386/33, which I bumped up to 10 fps based on the
- provided "processor occupancy" readout. When I defeat the texturing, the
- track still looks good and I can get a terrifically smooth 17 fps. It then
- compares with Indy 500, giving a wonderful feeling of speed and fluidity.
- Those lucky 486 owners can get both the high framerate and the texturing,
- or opt for higher framerate still. The game was too choppy with the lowest
- settings on a 386dx-20 for my taste, but others have reported better luck
- with slower machines.
-
- Views include cockpit, from behind, from in front, and from the nearest of
- many trackside cameras. A replay is included but it only shows about the
- last 10-20 seconds. You can select all views from any car in replay or
- while racing (dangerous!). I would like to have seen zoom, pan, and
- selectable camera views added. As the side view mirrors are worthless for
- opponents pulling up broadside, why does no driving sim let you turn your
- head sideways?
-
- Sound support has been a common complaint, but I find it fairly good,
- especially with the patch. Crank it and the engine sounds kind of like my
- departed Interceptor 500. Tire squealing is about the only other effect.
- But crashes are too mute and could also benefit from more flashy
- pyrotechnics.
-
- For what it's worth, the intro animation is good, but in-game animations
- are slow enough to be slightly annoying and aren't up to MPS standards. No
- surprise as this game was designed independently and marketed by MicroProse
- UK. A thoughtful feature: you can choose a medium installation (5 MB) that
- does without the intro or a small installation (2 MB) that also forsakes
- the game animations.
-
- As to the simulation, I'll discourse ad nauseam on flight sims, but am
- hesitant to do so with cars. Strange, as I have a considerable amount more
- time behind the wheel, than in an F16! Anyway, understeer and oversteer
- are setup dependent. Setup options are: front/rear wing downforce, braking
- distribution, gear ratios, and tire compound. Nowhere near as
- comprehensive as Indy500, but I prefer the present approach. The included
- options give this gamer a sufficient taste of the role of track dependent
- car setup, without stalling gameplay. For me, the "feel" is there. Both
- slipstreaming, and early race sluggishness (due to fuel load and, cold
- tires, and/or a clean track) are modeled. You sense the imminent loss of
- grip, loose tire traction with too much applied power, and can sometimes
- save impending spins. Weaknesses include a simplified damage model which
- includes only tire wear and wing damage, and ignores over-revving.
-
- As important is the competition and feel of the racing experience. Amiga
- users reported that opponents were too easy to master. The intro re-
- enactment of a race on Pro level (fourth of five), partly supports this.
- But I'm not a lock to win at that level, finishing third in a full
- championship season. I do usually manage the fastest qualifying times, and
- by a good margin on the courses I consider myself to be competent on. Your
- car tends to be faster than the computer opponents, but they compensate by
- being better in a crowd and more consistent on turns (at least compared to
- me). Still, there is "ace" level to master, and if even that gets too
- easy, one can always handicap themselves by starting from the back. Or
- choose a wet track. Or the wrong setup!
-
- But on the positive, opponents have different ability. I can't
- definitively state that aggressiveness or steadiness is individually
- modeled. But more than once I've seen Mansell and Senna duel till one (or
- both) is bumped off. All we need is Mansell's ceaseless whining and
- appeals to the racing stewards to complete the picture! Drivers will make
- mistakes, and get into accidents. If you see a flagman ahead, be careful
- as a spunout car may block the road just around the bend. Reportedly, they
- will make pitstops for tire changes. Time in the pits varies, and you may
- have to wait if your teammate is already there. Also, opponent lap and race
- times (and even championship standings) will reasonably recreate actual
- 1991 results. In summary, they act like racers, not like objects put in
- your way.
-
- All is not perfect however, as teammates don't cooperate, and the leaders
- aren't properly conservative late in the race. I've seen the leader
- attempt a foolhardy pass and get ridden off on the last lap. Also, a bit
- much bumper car action seems to occur, though often the fault of this
- novice racer.
-
- As to the learning curve, at first the courses seem daunting. But the six
- driving aids and the manual's fine course maps and descriptions help. I'd
- start by watching other drivers run the circuit to get a feel for the
- layout. Then run a few laps with all aids on. After a few, disable the
- auto-braking (which brakes for curves, not other cars). A few more laps
- and you're ready to defeat the auto-shifting. The next aids to go are
- indestructibility, self-righting spins, suggested gear, and finally,
- suggested line. By then, you'll be eclipsing the course record. Then
- increase the competition level, which also disables the various aids in
- turn. Further you can set both traction and steering control aids which
- tend to keep you on course. The patch is supposed to have fixed the very
- squirrely handling which resulted with the steering aid deselected. But
- this steering aid isn't so overt, as you still have to steer properly to
- stay on course, so I've kept it on.
-
- You can also choose control between joysticks, mouse, keyboard, or a mix.
- The patch adds terrific rudder pedal support for brake/throttle. You can
- vary the race distance continuously from 10% to actual. You can even vary
- the time allowed for qualifying. One fun qualifying feature is that you
- can run your hot laps then watch the leader board from the pits. If not
- satisfied with your position, go back out (given enough time and remaining
- sets of qualifying tires).
-
- Post-race information is good, including each driver's race and fastest lap
- time, and comparison to stored records (originally set to the actual pre-
- 1992 record). The computer tracks driver's and constructor's championship
- points as well as the placement of each driver for each race in a season.
- These can be displayed, printed, or downloaded to files.
-
- The manual is replete with info on the tracks, teams, racing techniques and
- Formula One in general. This helps set the mood, but is the worst case yet
- of MPS dodging disclosure of what is and isn't modelled. For instance,
- Phoenix is noted for its rough surface, gearbox, and tire wear. Clearly the
- first two are incidental, but will the tire wear be track dependent? Tire
- choice is a major part of F1 racing, and should (and may) be so here.
- Also, the manual was originally written for the Amiga version, and hasn't
- been updated. The included PC technical supplement fails to mention the
- traction and steering aids which can be defeated. Also mentioned is that
- extra RAM and XMS/EMS may be utilized, but not how
-
- much. The manual is also the source of the familiar copy protection which
- is long overdue for the scrap heap.
-
- World Circuit only lacks in not having a course designer, and a more
- comprehensive, longer replay. Graphics and sound are as good or better
- than all other driving sims, but aren't revolutionary. So why do I like it
- so?
-
- The designers captured what was important. The feel of the racing
- experience is there: excellent track layouts, smooth graphics, believable
- modeling of both driving and opposition. There is enough adaptability to
- appeal to both arcade and simulation fans. It's even terrific fun to just
- watch a race enfold. Its combination of open-ended play, configurability,
- and reasonable opponent ability has already provided countless hours of
- challenge and fun. In final, my anticipation placed this one on the pole.
- In the opinion of this hard core simmer, it is not only superior to my
- other driving sims (GP Circuit, Stunts, Indy 500, Car & Driver _Demo_), it
- is one of the best games I've played.
-
- This review is Copyright (C) 1993 by Dave Masten. All rights reserved.
-
- --------------------------------------------------------------------------
-
- WORLD CIRCUIT: THE GRAND PRIX RACE SIMULATION by Microprose
- Reviewed by Robert Barker
-
- The lights turn green. You drop the clutch, hit the gas, slam the gearbox
- into second, then third. Hustling around Ste. Devote, you catch fourth,
- fifth, and sixth as you fly up the hill to the Casino at 160 mph. Rounding
- the Casino turn at 90 mph, you hurtle down to the Mirabeau, downshift to
- 2nd and roar down to the Loews hairpin. Down to 1st, grab 2nd, feather the
- throttle all the way through the Portier, mash the throttle, and work you
- way up through the gearbox as you blast into the Tunnel on your way to the
- Novelle chicane. Out of the Novelle in third, and through the Tabac in
- 4th, you work your way around the swimming pool complex. You shift down to
- 1st as you enter La Rascasse, upshift to 2nd for the Antony Noghes curve
- and fly across the start-finish line to complete your first lap at the
- Grand Prix of Monaco.
-
- What might sound like the long awaited sequel to Grand Prix, a driver's
- make believe world at their local Malibu racetrack, or every fans
- television armchair fantasy is actually the latest entry into the auto
- racing simulation market. This new program stands head and shoulders above
- the rest and sets a new standard for others to follow. We are talking
- about World Circuit, the Grand Prix Race Simulation by Microprose.
- Designed by Geoff Crammond of Stunt Car Racer fame, World Circuit simulates
- the world of Formula 1 Grand Prix motor racing. Originally developed for
- the Amiga, the PC version has finally arrived, after months of waiting.
- Has it been worth the wait? My answer is a resounding _Yes_!
-
- Microprose lists the requirements for World Circuit (WC) as a 286/386/486
- PC, 1MB Ram, VGA or MCGA capability, DOS 5.0 or PC-DOS, and 2-8 MB hard
- disk space. WC supports the PC Speaker, Ad-Lib, SoundBlaster, and Roland
- sound cards. Control is via mouse, joystick, or keyboard. The program
- also allows you to print results on any IBM or IBM compatible printer. The
- amount of hard drive space needed varies because the install program lets
- you customize your installation by leaving out the introduction sequence
- (3.2 MB) and the animation sequences (2 MB). The customary Microprose
- manual is included, giving games details, driving tips, an examination of
- the tracks and teams that make up the Grand Prix circus, and looks at a
- typical racing team, complete with some very good technical information.
- This reviewer has only seen WC available on 3 1/2 HD floppies and is not
- aware if it is available on 5 1/4. Also, a 386 computer or better is
- highly desirable.
-
- The opening of WC is a flashy, fast-paced affair complete with 3-D graphics
- that really gets the player in the mood to go racing. The game consists of
- many menu screens, the first of which allows one to choose between a quick
- race or the main menu.
-
- The quick race is just that. The player is placed in a preset car, in a
- preset position, on a preset track, and races for a preset number of laps.
- From the main menu, the player can drive a quick race, select drivers
- and/or teams, load saved games, names, or setups, set the help features
- desired, practice on any circuit, drive in a non-championship race, take
- part in the World Championship of Drivers, use the game options menu, and
- exit to DOS. WC even supports a multi-player mode wherein players take
- turns at the controls for a pre-deteremined number of laps.
-
- The first thing a player will want to do is to access the Select Drivers
- menu. While the driver's helmets and car colors are correct for the 1991
- season, the names of the drivers, teams, and engines have been changed.
- Curiously, these aliases still reflect the nationality of the real drivers
- and teams. This reviewer can only speculate as to the reason for this -
- perhaps FISA, the teams, or drivers hold copyrights on the names. So,
- instead of being Nigel Mansell for a day, the program lets you Robert
- Davies. Not to worry. Using the 1991 team roster supplied by Microprose,
- the player can edit the names, save them to a file, and through the game
- options menu, set the program to load the corrected names when the game
- boots up.
-
- The help options menu lets the player select how much help they want. Help
- can consist of auto braking, auto gearshift, self-correcting spins, an
- indestructible mode, suggested gears, and the ideal line. Auto braking and
- gears, suggested gears, and indestructible mode need no explanation. Self
- correcting spins point the car in the right direction after a spin. Ideal
- line lays down a dashed line on the track showing the player the ideal line
- to take. The amount of help a player chooses directly affects the
- opposition faced by the player. Choosing all available aids allow the
- player to race at the rookie level. Turning off all aids, and the player
- races at the ace level. The level of competition rises accordingly too.
-
- The game options menu is really the heart of the game. Through it, the
- player can customize many different aspects of the game. Through the
- quickrace menu, the player can set the length of the race, the starting
- grid position, car number, and the weather. Additional options let the
- player can customize the program in other ways. Other options include
- customizing driving controls, competition level, graphics frame rate,
- display formats, race lengths, and the length of practice and qualifying
- sessions.
-
- The graphics may be customized as well. There are four detail and two
- texture levels to choose from that affect the scenery and track. With
- texture on, I did not notice much of a change in the scenery, but the track
- really came alive. With a 386/25, the game speed also dropped
- dramatically. With a 486/66 there is no noticeable speed change at all.
- The designers allow the player to customize their own frame rate through
- the game options menu. In addition, pressing the O key at any point in the
- game gives the player access to processing rate of their microprocessor.
- Expressed as a percentage, this lets a player customize the game so that it
- works at an optimal rate on their own system. A very nice touch.
-
- Nice touches abound in the game. They include the way the cars disappear
- in a cloud of gray haze on a rainy track, chirping tires while cornering
- quickly or bouncing over curbs, the giant oil can at the start-finish line
- at Hockenheim, flag marshals waving yellow flags warning of problems ahead,
- viewing your car from many different angles, being able to ride with or
- view any driver on the grid, overviews of each of tracks, how the trees
- disappear into the haze on the way to the Ostkurve at Hockenheim; the road
- texture, and the background graphics throughout the program. However, nice
- touches and pretty graphics are one thing. This is a driving simulation
- and the most important consideration is how does the game drive? In this
- reviewers opinion, World Circuit is the best driving simulation on the
- market available anywhere.
-
- Why? Simply put, the game is a tremendous driving simulator. It makes the
- player feel like they are driving a race car. There is an almost 3-D
- effect while driving the car that adds to the illusion. While other
- driving sims depict the hills and curves of the track, the modeling is
- basically flat. In WC, you feel as though you are driving up to the Casino
- turn and down to the Loews hairpin at Monaco or down to Eau Rouge and up to
- Les Combes at Spa just as you would in a real car. The track modeling is
- very accurate, complete with trees, curbing, sandtraps, and any unique
- features of each track. The control routines allow for a fine level of
- control over the car making driving the car a challenge to be relished.
- Shifting gears makes you feel just like Nigel Mansell at the wheel of the
- Williams-Renault. The designers even offer the player the chance to
- perform one the tire burning power turns Mansell is so famous for (only at
- the Pro and Ace levels though). Don't go off the road though or you will
- find yourself spinning through the grass. Using the joystick adds a great
- deal to the driving experience and is highly recommended.
-
- There are negative points - all relatively minor and none adversely
- affecting game play. The first group is more general in nature, while the
- rest pertain directly to game-play. The first complaint is with the
- manual. Packed with information in the traditional Microprose way, it is
- difficult to find anything.
-
- An index would have been greatly appreciated. The second gripe is the use
- of fake names for the drivers as mentioned earlier - a great nuisance.
- Another criticism concerns the sound. While the sound of the engine is
- acceptable (but too tame in my opinion), the external sounds are anemic at
- best. In addition, this reviewer would have liked to have seen more car
- adjustment than wings, brakes, tires, and gears. An advanced level to
- allowing adjustments, ala Ferrari F1 and Indianapolis 500 would have been
- nice. Perhaps an add on package could be developed for the future. Are
- you listening Geoff Crammond? My biggest general complaint concerns the
- overuse of screens asking the player to confirm actions that have already
- been performed (setup or game loaded, etc.). Having to click on a screen
- to verify actions already performed is a complete waste of time. WC has
- enough in the way of menus without this feature.
-
- Game related criticisms include the unrealistic damage routines in the
- game. Even in Ace mode a driver can still be rear-ended, bounce off walls,
- or redline the engine without damage. Also, a damaged car does not perform
- equally for a human driver as it does with a computer driver. A damaged
- computer car is much too difficult to catch and overtake. The biggest
- negative of all concerns the AI routines used. A player can set the level
- of opposition to equal, random, or 1991 levels. However, the 1991 computer
- opponents do not drive at all like their real-life counterparts. For
- example, while racing at Monaco (in Ace and Pro modes) in preparation for
- this review, this reviewer was surprised to see such drivers as Pieroluigi
- Martini and Mika Hakkinen regularly out-qualify and out-drive Michael
- Schumacher, Ricardo Patrese and Aryton Senna. If the level of competition
- was really accurate this could not happen (Martini qualified 14th and
- Hakkinen 26th in 1991). Nit picking? Perhaps, but it points to a far
- more serious lapse in the game. On more that one occasion at Monaco (and
- other random races), Aryton Senna just did not exist at all when race day
- came around. Once, in Canada, the whole McLaren team was nonexistent. For
- a program developed with such obvious care and attention to detail, such a
- lapse is very hard to accept.
-
- Criticisms aside, WC is a very welcome addition to the gaming world and
- fills a long standing void in the market. I would like to encourage Mr.
- Crammond to develop this program further, perhaps offering additional
- releases to enhance the existing package. Possible subjects could include
- a driver pack including the great drivers (like Fangio, Clark, or Stewart),
- the great tracks (like Watkins Glen, Brands Hatch, or the old Nurburgring)
- or perhaps sports car racing or rallying could be covered by this system as
- well.
-
- However, as Shakespeare said, the play's the thing. Most of us will never
- experience driving a real racing car. Apart from taking a driving class or
- autocrossing, WC may very well be the next best thing. If you are
- interested in racing at all, get World Circuit - you won't be sorry.
-
- This review is Copyright (C) 1993 by Robert Barker. All rights reserved.
-
-
- MAUNA KEA: LINKS CHAMPIONSHIP COURSE from Access Software
- Reviewed by Brian Chung
-
- Requirements: LINKS, LINKS 386 PRO, or MICROSOFT GOLF
-
- Access Software has done it again. The long-awaited MAUNA KEA
- CHAMPIONSHIP COURSE is finally here and it looks gorgeous. The package
- came along with three 1.44M 3.5" disks, but one can also get the 1.2M
- 5.25" version or order the 720K version. The box also contains a score
- card, and a MAUNA KEA golfbag tag if ordered directly from Access. As
- usual, MAUNA KEA is not a stand-alone product. Either LINKS, LINKS 386
- PRO or MICROSOFT GOLF is needed to play the course.
-
- My first impression of MAUNA KEA was a big WOW! MAUNA KEA's tropical
- beauty matches, if not surpasses, the rugged mountainous atmosphere of
- BOUNTIFUL and the seaside charm of HARBOUR TOWN. Built on a 5,000-year
- old lava flow of Mauna Kea Mountain, this course offers some of the most
- challenging and beautiful holes, including the par-3, third hole which all
- the LINKS 386 PRO owners should be familiar with by now from the start-up
- screen.
-
- As a real life golfer, I found MAUNA KEA to be quite challenging. The
- greens have a lot more curvature than HARBOUR TOWN, and there are plenty
- of obstacles like the famous lava flow in the middle of the third hole.
- However, what really killed my score were the dog-legged holes. Robert
- Trent Jones, the designer, must have had a sadistic streak in him when he
- designed MAUNA KEA. There are about six holes with fairways curving at a
- right angle, and it is very hard to determine where the fairways lie in
- those holes even with the help of the overhead view. However, if you are
- only a weekend golfer, you might as well relax and just enjoy the scenery.
- The views are simply breath-taking. Palm trees, sandy beaches, green
- mountains, I couldn't wish for a better place to play golf in the middle
- of December.
-
- MAUNA KEA comes along with two new start-up screens and the version 1.08
- of the LINKS386.EXE. Unfortunately, I cannot tell you how this version
- differs from the 1.0 or 1.05 because there was no documentation. The two
- new start-up screens are both from the actual Mauna Kea resort and include
- a 1-800 number one can call to make a reservation at the Mauna Kea Beach
- Hotel.
-
- One tiny complaint I have about MAUNA KEA is that this course runs slower
- than HARBOUR TOWN or BOUNTIFUL. On a 386/40 with 4 megs of RAM, MAUNA KEA
- took as much as 20 seconds longer to draw than the above two courses. My
- guess is that MAUNA KEA contains a lot more trees, bushes and shrubberies
- than the other two, and therefore, takes longer to draw. It is not a
- major flaw, but it does get slightly annoying every now and then.
- However, I won't complain if it really is the details of the holes that
- are causing the delay. After all, the fine details like the golf carts on
- the side of the pathway are one of the major reasons why I bought LINKS
- 386 PRO.
-
- In conclusion, this course is a must for all the LINKS, LINKS 386 PRO and
- MICROSOFT GOLF owners. Not only is the course beautiful, but it will also
- provide quite a challenge for those who mastered the previous courses for
- the above games.
-
- This review is Copyright (C) 1992 by Brian Chung. All rights reserved.
-
-
- ED. - Very important note here... Cineplay Interactive is now out of
- business. This game review is something of an epitaph for the company. We
- were able to obtain a copy of the game just recently through Interplay, the
- original distributor, in order to make some screen shots. What we found
- was abysmal. The game manual was missing pages 5-20 which made it
- extremely difficult to answer the copy protection manual-based question to
- say the least. If anything, this is a lesson in how NOT to market and
- publish a game. What is sad, however, is that the production intent is
- quite good, but the implementation leaves something to be desired. The
- game should now be available in many bargain bins for a steal.
-
- Caveat Emptor
-
- --------------------------------------------------------------------------
-
- POWER POLITICS by Cineplay Interactive
- Reviewed by Jim Gindin
-
- System Requirements:
-
- MS-DOS, Tandy or Compatible. 386 minimum, 2 Meg RAM, Hard Disk, VGA or
- MCGA. Mouse and Windows 3.0 or higher required. No sound support at all.
-
- Version 1.06 available through contacting Cineplay Interactive by phone, or
- through their bulletin board. Warning: getting technical assistance through
- this company is a painful experience. Their service number is an answering
- machine, and it took me about one month to get them to return my phone
- calls (I finally just asked Ross if I could tell them I was reviewing for
- this magazine, and that got Cineplay to answer my questions).
-
- POWER POLITICS uses a little less than 5 Meg of your hard drive.
- --
- Cineplay Interactive has captured much of the excitement of a pres-
- idential election with its Microsoft Windows game, POWER POLITICS.
-
- Unfortunately, the game has some major bugs which make game play very
- difficult and it doesn't contain a few features which would add greatly to
- its entertainment value.
-
- These problems should be addressed in an update (1.06) which is currently
- available, and a new version (2.0) which is due this spring. This review is
- based on the original version. Cinema Interplay has not sent the promised
- 1.06 fix.
-
- The game allows from one to three players to act as advisors to to a
- presidential candidate. Games start either four, eight or 12 weeks before
- the presidential election. Each contest begins with a Democrat, a
- Republican and an Independent vying for president.
-
- The object is to build enough support for your candidate to generate the
- 270 electoral votes required for election in November. Each week, you
- select the states the presidential and vice-presidential candidates will
- visit. Then you put together a regional and national advertising budget for
- the week.
-
- Vice-presidential campaigning is simple. You choose a state for each day
- and decide whether to campaign for votes or hold a fund-raiser.
-
- The game revolves around presidential campaigning. Each day is divided into
- four time periods. The player can select one of four activities for each
- time slot, which takes place in one of the eight largest cities in that
- state: - campaigning on one of the 13 issues which is part of POWER
- POLITICS. - holding a press conference (media selects two issues). -
- holding a fund-raiser (only one is allowed per state per game, this
- includes those held by the vice-presidential candidate). - resting (some
- rest is required to keep your candidate effective).
-
- You may also buy advertising for a specific state or city, challenge the
- other candidates to a debate, create a new advertisement, ask for polls,
- visit an image consultant or play a "dirty trick" on an opponent.
-
- The media interaction is where POWER POLITICS is strongest. You have access
- to several types of polls. You have a lot of control over which of your
- advertisements run in specific locations. You have to concentrate on your
- budget (which is mostly spent on advertising) over the entire campaign,
- anticipating how much money you'll be able to raise.
-
- A good advertisement will greatly increase your candidate's popularity in a
- particular state. Advertisements are either positive or negative (against a
- specific opponent) and are either about character or a specific issue.
- Negative character ads on an opponent cost the most to produce, but seem to
- be very effective - especially when the race in a particular state is
- close.
-
- Presidential campaigning is as effective as advertising and much cheaper,
- but you can only visit one state per day, and campaign in only city during
- a time period. But one visit, especially when you choose an important issue
- for the people in that state, will produce dramatic popularity swings.
-
- Campaigning effectiveness also depends on the profiles POWER POLITICS sets
- up for each candidate. Each presidential hopeful since 1960 was rated in
- several categories, including charisma, fund-raising, endurance and
- position on the 13 key issues. A candidate generator is included, so you
- can test different sets of viewpoints and strengths on the political
- battlefield.
-
- After campaigning for November 1 ends, the election begins. Here's where
- POWER POLITICS missed a great opportunity to capture the excitement of
- election day. In the most detailed of the election options, state results
- are reported one at a time, more or less from east to west.
-
- Usually, before California, with its 54 electoral votes, reports its vote
- tally, one candidate has passed the winning total of 270. There's really no
- drama in the election, aside from waiting for one or two key states to
- report, if you believe the election will be decided by those states.
-
- Although it wouldn't affect game play, it would be nice to see more drama
- in the election itself. The election should be the grand finale of this
- game, not an afterthought. Put a couple of digitized news reporters on the
- screen, show partial returns from states, make some projections and let the
- large close states remain undecided until very late in the evening. POWER
- POLITICS could capture the excitement which several weeks of campaigning
- sets up.
-
- Another problem here is that the available popular opinion polls are too
- accurate. The final election tally almost never varies by more than one
- state from the latest polls. This also decreases the drama of the election,
- and makes late-game strategy a little too easy.
-
- Other features would greatly help the game. While candidates are available
- from the last 32 years, including Kennedy and Nixon, all campaigns take
- place in the political arena of 1992. This means that the same issues are
- always important in states. This greatly limits strategy. Also, electoral
- votes are always doled out according to the 1990 Census. So California and
- Florida are much more important than they were in 1960, and Pennsylvania
- and New York are much less important. As a result, the "what if" scenarios
- are limited to "what if Kennedy and Nixon could be exported to 1992?"
-
- This feature will be added with the 2.0 version, according to a Cineplay
- representative.
-
- POWER POLITICS programmers chose to use the eight largest cities in each
- state for campaign purposes. This had nothing to do with geography, though.
- For instance, in Michigan, seven of the eight cities are in the liberal
- southeastern part of the state. Only Grand Rapids represents the very
- conservative western half of Michigan, and there is no representation north
- of Lansing. My guess is that means a state's preferences are not
- represented city by city, and this greatly detracts from the strategy of
- campaigning in diverse states like Michigan.
-
- I'm also disappointed in the computer's AI for running your opponent's
- campaigns. Late in the campaign, when gaining votes in large, close states
- should be manditory, computer candidates are often running around smaller
- states which won't affect the outcome of the election.
-
- This, too, will be improved with version 2.0. The representative I talked
- to said some improvements were made in 1.06. At least your opponent won't
- be off in Idaho, a state you hold a 70-30 advantage in, on the weekend
- before the election.
-
- The issues seem equivalent in importance, too. A real campaign often
- becomes centered upon one or two issues at times. POWER POLITICS would
- greatly benefit from adding news events, such as "the people demand that
- the candidates address increasing crime rates in the inner cities." Foreign
- Affairs is also missing from the list of available issues, likely to the
- detriment of George Bush's presidential hopes.
-
- The "dirty tricks" available are fun at first, but limited to only a few
- choices. These should vary for each candidate.
-
- Even with all the problems described above, POWER POLITICS is entertaining,
- and worth consideration for anyone who enjoys politics and elections. But
- more important than any of the above comments are two related bugs which
- combine to make the game unplayable. I should point out that Cineplay is
- aware of both bugs, and fixes should be in version 1.06. I can't confirm
- this through my own testing, and you will still find the original version
- on game-store shelves, so I'm mentioning them here.
-
- Late in the game, the program will often make a bad memory reference,
- which, of course, immediately ends the game. Frequent saves should minimize
- the importance of this problem, but games can only be saved at the end of a
- week, and they are not saved properly. For some strange reason, when you
- restart a saved game, any money you spent on advertising after saving the
- game is lost - and you don't get the benefit of that advertising. You also
- lose the following Monday on the campaign trail. Losing that money can be
- disasterous to your campaign late in the game.
-
- Without fixes for the save-game and game-crash bugs, POWER POLITICS is
- simply unplayable. I can't recommend it to anyone. My guess is that company
- officials realized that if they couldn't release this game near election
- time, they would miss the window of interest provided by the 1992 election.
-
- The game was clearly rushed to market, as evidenced by the fact that Ross
- Perot's running mate was identified as Norman Schwartzkopf, yet the option
- to have an independent candidate suddenly leave the race was included.
-
- If version 1.06 runs as promised, POWER POLITICS is a solid game, though
- probably a little too simple for the avid political follower. If version 2.
- .0 provides the older political arenae, as well as improvements to the AI,
- the handling of issues and the election, I would consider this a "must-
- -have" for anyone interested in politics.
-
- This review is Copyright (C) 1993 by Jim Gindin. All rights reserved.
-
-
- SPECTRE/PC by Velocity Development Corporation/Peninsula Gameworks
- Reviewed by Joshua E. Randall
-
- Game requirements:
-
- 2 megs hard drive space
- 640K memory
- VGA monitor
-
- Supports mouse, keyboard, and joystick
- Supports PC Speaker, SoundBlaster, and AdLib
-
- No copy protection, but checks serial number when you attempt to play a
- multi-player game.
-
- Reviewed on:
-
- 286/16 386SX/16
- 640K RAM 2 megs RAM
- no mouse Logitech mouse
- internal speaker SoundBlaster (basic) version 1.5
-
- If I had to choose one word to describe SPECTRE/PC, it would be "simple".
- The graphics and sound are simple, the object of the game is simple, the
- controls are simple. Despite this limitation, though, SPECTRE/PC is an
- enjoyable game in many respects.
-
- I first learned of SPECTRE last year when it was written for the Macintosh.
- I spent many a fond hour collecting flags and blowing away computer tanks.
- The few network games I played were great fun as well. But I longed for a
- PC version.
-
- Recently my wish came true. SPECTRE has been ported to the PC platform.
- It is an addictive action game utilizing virtual reality technology.
-
- The player controls a Spectre, an abstracted tank, in a strange world of
- geometric shapes. His goal on each of the innumerable levels is to collect
- the flags found randomly scattered about the level. But enemy tanks stand
- in the way, ready to fire on the player without provocation. So the player
- must not only collect flags, but blast other tanks. Points are scored for
- each flag, each enemy destroyed, and for speed of play (a bonus ticks down
- as time elapses).
-
- That's really all there is to the game. Each level is just like the last,
- except for the color palette, number of flags, and number and type of
- enemies. This is not a game with an ending; there is no "cheese screen" to
- reward good play, only a list of the top ten scores.
-
- Play begins with the player selecting one of four different types of tanks
- to control. Actually, the tanks all look the same; they vary only in their
- attributes: Speed, Shields, and Ammo. The three preset types are "Strong"
- (all shields), "Speedy" (all speed), and "Balance" (true to its name). The
- fourth type is a custom tank, where the player can experiment with any
- combination of attributes, parceling out a total of fifteen points among
- the three attributes.
-
- After that, the player's tank drops (literally) onto the playing field.
- The standard viewscreen fills nearly the entire monitor, with a small area
- for radar in the upper right corner. Movement is easy with the number pad,
- and an aiming cross is thoughtfully provided for encounters with those
- nasty computer tanks. Unlike a real tank, the Spectre can only fire
- straight ahead, so when you rotate to face an enemy, that is the direction
- you will go if you accelerate.
-
- Aside from enemy tanks and flags, the world of SPECTRE/PC also holds Ammo
- Dumps, undulating squares on the ground which heal the player's tank and
- replenish his ammunition, and weird geometric obstacles, which are good for
- hiding behind when badly injured.
-
- These obstacles are truly strange: giant rotating windmills; huge
- revolving cylinders; pyramids; and billboards. In the Mac version, these
- objects were all of a solid color. For some reason, in SPECTRE/PC, the
- objects have designs on them. This bit of glitz is more distracting than
- anything else, although it does add to the feel that you are in a different
- world: huge eyes (vaguely reminiscent of "Blade Runner"), stylized
- planets, and hieroglyphics, among other things, emblazon the geometric
- objects. If you wish you can toggle the designs off. Not only does this
- cut down on distraction, it also speeds play considerably on slower
- computers.
-
- On the lower levels, enemy tanks are simple red wedges which can be
- destroyed with a single hit. On higher levels, an orange tank, which looks
- like a shark's dorsal fin, appears; this one takes several hits. On
- succeeding levels, the red tanks get stronger, requiring two, three, even
- four hits to destroy. The orange tanks get flat-out nasty; they can almost
- match the maximum possible speed of the player's tank, and they can take as
- many as ten hits to destroy. The enemy tanks also become better shots, and
- fire quick streams of bullets which can be deadly at close range.
-
- The player's tank picks up a single enhancement. At level ten and above
- you gain grenades. Grenades use up ten units of ammunition, but do damage
- equivalent to many hits. They also have somewhat of a scatter effect. It
- is here that I have one of my main complaints with SPECTRE/PC. In the Mac
- version, grenades had a wide enough blast radius that they were truly
- useful, especially to take out more than one opponent at long range. In
- the PC version, their blast radius is so narrow that they can only be used
- effectively against a single opponent.
-
- Two other viewing options (aside from the standard "cockpit" view) are
- offered. One is a three quarters isometric view. The other is a bird's eye
- view. While you can pan back in both of these to see more of your
- surroundings, neither is really useful, especially in light of the radar
- screen.
-
- Gameplay was fine on both the 286 and 386SX. The ability to turn down the
- level of graphical detail helps to compensate for varying computer speeds.
- Sounds are sparse -- a simple whoosh when you pick up a flag, a clang when
- you are hit -- and almost the same on both internal speaker and soundcard.
- I find keyboard to be the easiest way to control the game, but mouse and
- joystick are functional as well.
-
- Just playing by yourself, SPECTRE/PC gets boring very quickly. But the
- game shines over a network. Up to six players can compete in a several
- styles of gaming. Flag Rally is a simple race to touch several flags.
- Raid pits two teams against each other as each tries to touch the other's
- base. Arena is the best: a massive free-for-all, played up to a certain
- number of points or for a certain number of minutes.
-
- SPECTRE/PC offers network play over a modem, direct connection (with speeds
- up to 115 kilobaud), or true network (Novell IPX or NetBios). In a glaring
- oversight, modem play is only possible if your modem is on COM1 or COM2.
- In today's age of mice and multiple peripherals, this seems a foolish and
- short-sighted limitation. Because I only have one copy of the game, I was
- unable to test this aspect of play. But from my experiences with the Mac
- version, I can say that network play is a gripping experience.
-
- SPECTRE/PC is a simple game which is fairly well executed. As a one player
- game, it is good only for occasional bouts of destructiveness or self-
- competitiveness. As a network game, though, it is great fun. Now if only
- you could play it over the Internet....
-
- This review is Copyright (C) 1993 by Joshua E. Randall. All rights
- reserved.
-
-
- X-WING by LucasArts Entertainment Company
- Reviewed by Gavin Adams
-
- Requirements: 386 or better, MS-DOS 3.1 or higher, 1MB RAM, 256 color
- VGA/MCGA, Hard Drive (takes 12MB)
- Recommended: Mouse, Joystick, Sound Card, Additional Memory (Expanded
- Only)
- Supports: Sound: Soundblaster, Adlib, Roland, Pro Audio Spectrum
- and Compatibles. Joystick: All two button joysticks,
- Thrustmaster FCS. Others: General MIDI
- Review Machine: DECpc 433ST (486/33 EISA), 20MB RAM (8MB Expanded, 8MB
- Disk Cache), Mouse, Joystick, Hard Drive, TSENG ET-4000
- SVGA Adapter, 17" Multi-sync Monitor, Pro Audio Spectrum
- 16
-
- After seeing Star Wars (1977, 20th Century Fox) on its opening day, there
- was only thing I wanted to do: fly an X-wing starfighter for the Rebel
- Alliance. Now, 16 years later in 1993, X-WING by LucasArts allows you to
- do just that.
-
- Installation and configuration of X-WING was a breeze, and I had no
- problems once installed. If you have more then 1MB or memory, it is
- highly recommend that you configure additional RAM as expanded memory
- (EMS), as X-WING doesn't support XMS. A disk caching program such as
- SmartDrive will shorten transition time between scenes, and help out when
- bringing other information while in the cockpit.
-
- The first thing you see when running the game is the obligatory "intro
- scene." Like most other games, it's fun to watch once or twice, or when
- you have company over. Pressing the Enter key skips the opening scene and
- takes you to Joystick Calibration 101. After this you end up in the
- "registration room" of the starship Independence. Here you create,
- delete, and can view the pilots you've created. The first time through
- each game you have to pass the copy protection scheme.
-
- Once you've taken on the persona of your favorite starfighter pilot, you
- enter the main shuttle bay of the Alliance starship Independence. Those
- who have been through Star Tours at Disneyland will get a kick out of the
- shuttle announcements. From here, you can take a shuttle to the pilot
- proving ground, to another base where you fly historical missions, start a
- tour of duty (the meat of the game), get the specs on both Alliance and
- Empire ships, or view a previously recorded mission tape.
-
- The pilot proving ground (known as the "MAZE") puts you in the cockpit of
- the X-wing, Y-wing, or A-wing starfighter. You run through a bunch of
- gates, which get progressively harder each level and includes laser
- turrets that fire at your ship. After completing level 8 for each craft,
- you get a flight badge which is added to your dress uniform (you also get
- patches for completing missions and other things). The purpose of the
- course is to get you used to the ships, energy management (engine, lasers,
- shields), and to the different views. Highly recommended for those new to
- the game.
-
- Flying the historical missions (6 missions for each of the 3 different
- starfighters) introduces you to missions objectives and space combat
- against the Empire. Historical missions may be flown in any order, and
- when a Tour of Duty (TOD) mission has been completed, it becomes available
- as a historical one.
-
- The Tour of Duty area is where you get to go through a series of missions.
-
- There are three different tours, leading up to the destruction of the
- Death Star. The missions are played out in a linear fashion, and you have
- to complete each mission to advance to the next. You receive a pre-
- mission briefing describing the objectives and goals, fly the mission, and
- return to a mission debriefing. Don't get killed, though. If your pilot
- is killed, all points are lost when you "resurrect" him or her from the
- registration area. The missions get harder as you progress, and I assume
- each TOD gets harder also (I'm only in TOD 1).
-
- On missions with more then just one pilot, you can assign other pilots you
- have built up to take control of the other starfighters. The benefit to
- this is that if you don't assign pilots, the ones the computer assigns are
- all rookies. This describes the overall structure of the game.
-
- All the starfighters (both Alliance and Empire) have different
- characteristics. The Y-wing flies more sluggishly then the X or A-wings,
- the X-wing has more lasers then the other two craft, TIE bombers fly
- slower then TIE interceptors. Allocating energy is an important part of
- the game, and a variety of strategies are needed for the different
- missions. Increasing laser power may be important during a mission filled
- with TIE fighters, while heavy shields and speed make the difference in
- reconnaissance missions. There are different weapon systems to be used
- for different objectives. Proton torpedoes and missiles are good for
- targeting starcraft far away or attacking large ships, lasers are the
- staple for close-in combat and finishing off damaged ships, while ion
- cannons are useful for disabling ships and making them easier to board.
- Finally, you can send commands to others in your attack group, or to your
- wingman.
-
- LucasArts have outdone themselves on the graphics; they are unbelievable.
- Unlike Secret Weapons of the Luftwaffe, X-WING uses polygons for the ships
- and other structures in the game. Bitmapped images are still used for
- explosions and backgrounds (planets, galaxies, etc.), but the feeling when
- flying 20-30 meters off the surface of a star destroyer is amazing. The
- polygon images are also light shaded and texture mapped. Laser blasts
- have the same look as in the Star Wars movies: bright solid centers with a
- soft glow on the outside. Space debris can be turned on to give a sense
- of speed. All this and the silky-smooth frame rate gives you a real sense
- of being there.
-
- The background music is O.K., but not up to par with games such as Star
- Control II. The introduction music is true to the movie, but the bass
- just isn't there. I was able to get a more "bass-y" sound by changing my
- sound card's mixer levels, but I think LucasArts could have done a better
- job on the music. Given that, the roar of a TIE fighter as it passes
- close by, the sound of your lasers and proton torpedoes being fired is
- great. There have been some complaints of the game slowing down when
- lasers are fired using digitized sounds on Soundblaster audio cards, but
- no conclusive explanations have yet been given. The fix so far is to turn
- off digitized sound effects.
-
- During any flight, you can record your mission and play it back. The VCR
- functions are pretty good, and you can do things such as track different
- ships, have a tracking or free floating camera viewpoint, or change your
- viewing angle using your regular flight controls. Depending upon your
- memory configuration, you can allocate more memory to the VCR function,
- which reduces disk access during play.
-
- Besides camera recording, there are many different options you can
- configure. A few are music, sound effects, "cheat" modes (unlimited
- weapons / invulnerability), detail levels for practically everything, and,
- of course, Death Star detail. Those with 486 machines can probably get
- away with full detail for everything. Those who own 386 class machines
- should take the defaults the installation program recommends, and turn up
- the detail slowly.
-
- There is one thing related to the game I didn't like--LucasArts shipping
- strategy. X-WING was available directly from LucasArts (for full retail +
- shipping and handling, of course) approximately one week before it hit the
- shelves of retail stores and mail-order companies . Much discussion has
- been given to this subject (both ways), but IMO I hope this doesn't become
- a trend in the industry. Besides that, this looks to be a solid game that
- won't require major bug fixes.
-
- With add-on mission disks coming (first available Spring 1993), X-WING is
- an addicting game with great playability and staying power. In my opinion,
- X-WING is a definite contender for GameByte's Game of the Year for 1993.
-
- This review is Copyright (C) 1993 by Gavin Adams. All rights reserved.
-
- --------------------------------------------------------------------------
-
- X-WING from LucasArts Games
- Reviewed by Brian Chung
-
- "Long, long time ago, in a galaxy far, far away..." These were the words
- that inspired us all. We all wanted to be Luke Skywalker and fly that X-
- Wing towards the exhaust port of Death Star. We all wanted to be Han Solo
- and mighty Chewbacca and fly the Millennium Falcon. And we all wanted to
- be Princess Leia and lead the rebellion against the evil Emperor Palpatine.
- Earlier this week, I was dreaming no more. I was actually leading a wing
- of X-Wing fighters against the TIE fighters thanks to LucasArts' awesome
- new game, X-WING. Simply put, X-WING is a space combat simulator, or at
- least, that's what it says on the box. But it's much, much more than
- that. It is the most spectacular sight and sound show available for PC.
-
- In X-WING, I play the role of a new Rebel Alliance recruit. After hearing
- an inspiring speech by Mon Mothma, a leader of the Alliance, I decided to
- join the rebellion. When the game starts, I am in the flagship
- Independence as a rookie pilot. From there, I can either fly the training
- course, the historical missions, or go straight to one of the three tours
- of duty. The training course lets you fly one of the fighters through a
- slalom course in space. I have to fly along the course hitting all the
- gates, and at the same time shoot laser bunkers that guard the gates to get
- more time. In the historical missions section, I fly the fighters against
- the Imperical forces in a "historical" engagement. But the training course
- and the historical missions are not real. They are just simulations. The
- tour of duty is where the real meat of the X-WING lies. Here, I get to fly
- the rebel fighters in a series of missions against the TIE fighters, Star
- Destroyers and eventually, the Death Star itself! One drawback to the tour
- of duty missions is that they are linear. I must finish one mission
- successfully before I can go on to the next one. There are no multiple
- storylines or multiple branches. So be prepared to be stuck in one mission
- for hours and hours, if not days and days. But I did like the fact that I
- can play the training, historical missions and tours of duty in any order I
- want to. I don't have to finish one to start the other. And I can always
- go back to the combat simulators for a refresher course when I start having
- problems in the tours of duty.
-
- Unlike Origin's WING COMMANDER series, X-WING uses filled polygons. I am
- not going to start a debate on bitmaps vs. polygons in this review, but I
- love what LucasArts has done with X-WING. The fighters in X-WING are
- rendered beautifully using polygons. TIE fighters really look like those
- from the movie. But I never realized the true advantage of the polygon
- graphics until I flew an X-Wing fighter between the bridge and the shield
- generator on a Star Destroyer! With this kind of realism, I am willing to
- sacrifice the more colorful and detailed look of the bitmaps. Besides,
- there are plenty of bitmapped graphics in X-WING during the cinematic
- sequences between the missions and in the introduction.
-
- Sound is another amazing component of X-WING. I play X-WING with a
- Soundblaster Pro card, and with this I get all the background music and the
- digitized sounds without a hitch. The background music is taken directly
- from the famous Star Wars themes by John Williams. There is nothing more
- adrenaline pumping than hearing the Imperial March in the middle of a
- pitched dogfight announcing the arrival of an Imperial reinforcement.
- LucasArts has also done a great job in incorporating the digitized samples
- from the movie into the game. The samples range from R2-D2's bleeps to
- the whoosh of the TIE fighters as they whiz by my X-Wing, and they all add
- to the heightened sense of realism.
-
- Two recommendations to those who are thinking of buying X-WING. First, if
- you don't have a joystick, get one. X-WING does support mouse and
- keyboard control, but the fighters do not move as fast as when flown with
- a joystick. And slow moving X-Wing is a turbo laser fodder. The enemy
- fighters have the best dogfighting ability I have seen so far, so you need
- all the advantage you can get. Second, let your friend or a group of
- friends play the game and develop their characters. If you let the
- computer assign your wingmen and the members of other wings, it will only
- assign "rookie" pilots. But if you have multiple characters with higher
- ratings, you can use them as your wignmen and the members of other wings.
- So, instead of just one person developing multiple characters, have a group
- of people take turns playing so that when you fly, you can have your friend
- with the "top ace" rating as your wingman.
-
- In conclusion, X-WING is...X-WING is..."WOW!" Whether one is a Star Wars
- fan or not, this game will capture one's imagination with realistic
- graphics and sounds. Now, if you will excuse me, I have a Death Star to
- blow up.
-
- This review is Copyright (C) 1993 by Brian Chung. All rights reserved.
-
-
- STAR LEGIONS from Mindcraft
- Reviewed by David desJardins
-
- STAR LEGIONS is a real-time strategy game of planetary conquest. It is a
- 1-player game, in which the player plays a single campaign consisting of a
- sequence of essentially independent battles. Each battle consists of a
- single planet to be conquered within a specified time limit. After each
- scenario the player receives a score which reflects how well the battle
- was conducted. Success in conquering the planet quickly, without
- inflicting massive bombardment damage, is the primary ingredient of a good
- score. The player receives awards based on the score of each battle, and
- promotions based on maintaining a high average score over several battles.
-
- Each planet contains up to 10 or more cites to be attacked. The time
- limit for conquering the planet is up to 100 or more minutes of real time.
- (1 minute of real time represents 1 hour of game time.) Each city exists
- in a separate "zone" which does not interact for combat purposes with any
- other zone. Thus, the player must deliver troops to each zone for the
- purposes of conquering that city, and when the city is conquered any
- surviving attackers can be withdrawn to be used in other zones. Combat
- occurs simultaneously in all of the zones in which opposing forces are
- present. Usually most but not all of the cities must be conquered in
- order to cause the planet to surrender.
-
- The player has up to 100 legions with which to conduct the battle. Each
- legion consists of four cohorts of shock troops and six cohorts of
- warriors; thus there could be up to 1000 cohorts which could see combat
- over the course of a single battle. Obviously this is too many to direct
- individually. Thus, the primary way in which the player directs the
- troops is through general orders in each zone (attack, defend, conquer,
- withdraw, etc.). The player can also command cohorts individually when
- necessary. For example, to construct landing pads and form a defensive
- perimeter when first entering a particular zone.
-
- Every attack on a zone must begin in the same basic way. At first, shock
- troops are the only ones which can enter an enemy held zone, by "beaming
- down" from orbit. Once shock troops have been landed, they can construct
- landing pads for drop ships which can carry the more powerful warriors.
- When the player has managed to amass a sufficient force of warriors within
- a zone, a general attack or conquer order is sufficient to ensure victory.
-
- This simple framework for an attack certainly omits a great deal of
- complexity. Shock troops are disoriented soon after beaming down, so they
- fight less well at first. On the more advanced planets, cities contain
- shield generators which prevent beaming down or landing drop ships in the
- areas they protect, lasers which fire at drop ships as they convey troops
- to and from orbit, and phasers which fire at ships in orbit. All of these
- can be destroyed by your troops easily enough, if you can reach them.
-
- Finally, of course, each city is defended by enemy troops. These are much
- like your own, except of course that they vary widely in strength, and are
- generally weaker than your troops. This is a good thing, because there
- can be an immense number of them. Also, they become stronger as the
- combat goes on (reflecting the calling up of reserves to repel your
- attack). The defenders also have immobile fortifications, which are
- basically just stationary troops.
-
- The enemy troops start out basically scattered about the zone, with the
- largest concentration typically in the center of the city. But once your
- attack begins they will generally swarm toward your forces, leaving some
- of their number behind to defend the city and its installations.
-
- The movement system is somewhat interesting. Each cohort of troops exerts
- a sort of zone of control which is costly to move out of. This means that
- as the troops move together they become locked into combat. If one side
- tries to move away, it doesn't get very far, because it costs their units
- more to move out of the enemy zones of control than it costs the pursuing
- units to close again. And meanwhile they are taking damage. Also, shock
- troops cannot beam up from within enemy zones of control.
-
- So, these are the basic mechanics of the game. How does it all work
- together?
-
- The first thing to emphasize is that this is a true real-time game. Many
- non-turn-based games are not truly real-time. Games like SIEGE and
- RAILROAD TYCOON have the property that the player can slow down, or even
- halt, the progress of time. Thus one can essentially take as long as
- necessary to plan one's actions. Not so in STAR LEGIONS. There is only
- one speed to the game: 1 minute of real time to 1 hour of game time. And
- while the game can be frozen to take a break, it is not possible to do
- anything (such as give orders or even examine units) while the game is
- frozen.
-
- This probably is not bad. After all, if one battle is already scheduled
- to take over 100 minutes of real time, who wants to slow it down or stop
- it frequently? And, very much unlike Siege, the game runs very smoothly
- at its normal speed. There is no need to stop the game in order to find
- out what is going on, or to give orders.
-
- However, there is a _lot_ to do in those 100 minutes. Quite simply, it
- takes a long time to conquer a zone, even if one does manage overwhelming
- force. If one is going to conquer 10-15 zones in 100 minutes, one has to
- have combat going on in many zones simultaneously. And it is frankly hard
- to keep up with everything that is going on. There's no question that
- one's strategy suffers greatly from having to jump from zone to zone to
- zone to control everything that is going on.
-
- (I haven't even mentioned controlling ships in orbit. The player has four
- types of ships: command ships, troop ships, destroyers, and supply ships.
- These can all be maneuvered into different orbits for different purposes.
- Probably this is a good idea in many cases, but frankly I usually couldn't
- find the time. Note that the interface for orbital maneuvering is
- unusually clunky and time-consuming. I'm giving the whole orbital part of
- the game short shrift in this review because it seems relatively
- peripheral, even though there is a lot of detail there too.)
-
- The second thing to emphasize is that the game is very hard. By the time
- the player gets to tech level 6 and 7 worlds (the most advanced), there
- are an awful lot of defenders, and a lot of phasers and ack-ack to take
- out. Head-to-head confrontation with these masses of defenders is just
- not going to be successful. Your shock troops will get torn to pieces,
- and your warriors can't be landed as quickly as the defenders can mass
- against you. And you may not have enough in any case.
-
- What can you do? The answer is that you have to outsmart the computer. A
- very typical strategy is to beam down a few shock troops into a far,
- relatively inaccessible corner of a zone. Many or most of the defenders
- will surge in that direction. When they have almost reached you, beam
- those troops up and beam down somewhere else. Maybe next to a
- now-lightly-defended shield generator or ack-ack gun which you can take
- out, or maybe just on the other corner of the map where you can now
- attempt to land dropships.
-
- There are other strategies, including orbital bombardment, but the basis
- of all of them is counting on the defenders to overreact to small decoy
- forces. The rules even suggest that three cohorts is a good number for
- decoy purposes. There are two things that I don't like about this. One
- is that it seems that you are tailoring your strategy to particular flaws
- in the AI of the program, rather than to the actual tactical situation.
- (It gets sort of ludicrous, watching 100 defenders slosh across the
- countryside toward your three storm troops in the mountains, while leaving
- the rest of the map wide open.) Second is that it is extremely
- frustrating to try to do this well while juggling five other zones at the
- same time. If you could count on being able to control the right zone at
- the right time, it would probably not be that hard to beam up and beam
- down various decoy forces at various appropriate times. A large part of
- the difficulty comes from trying to schedule all of the different things
- going on in all of the different zones. I frequently lost decoy forces,
- or even lost their decoy effect, just because I didn't get back to the
- right zone at the right time.
-
- The overall interface of the game is pretty good, although certainly not
- perfect. As I said above, it is definitely possible to give orders to all
- of your troops in real time, at least as long as you stay within a single
- zone. The flow of time was perfectly smooth on my 386/33, with no
- mysterious interruptions for the computer to plan or just to spin the
- disk. The units are generally readable and I thought the map graphics
- were quite good. There is a digitized speech feature which pops up
- various individuals on your screen from time to time to deliver
- information (often redundant information). I found this completely
- useless and annoying. You can turn the speech off, but they still appear
- and move their lips. Just dumb.
-
- You have to move from screen to screen to perform various functions, and
- there is a useless scrolling option which makes this go really really
- slowly, but as long as you turn this off it is relatively easy to get to
- where you want to be, as long as you can decide where that is.
-
- There is no copy protection. The rules seemed to be relatively
- well-written, although they are in a "briefing" style which I don't
- particularly prefer. One thing they don't cover in sufficient detail is
- how your score is computed: the rules don't make it at all clear, for
- example, that you are better off failing to conquer a planet than
- resorting to blowing up its cities in order to force it to surrender.
-
- I found what I considered a significant bug, in that if all of my troops
- were eliminated from a zone, I could not bombard the zone from orbit. I
- was given a bug workaround--deselecting and reselecting the zone on the
- planetary map--which solved the problem with a certain amount of
- inconvenience. (It requires switching modes more often than I would like,
- with the result that I would occasionally accidentally bombard a zone.
- This can be very, very bad for your score. In general, bombardment seems
- to be a bad plan, period.) There was also one minor bug, in which one of
- the pop-up windows tried to appear at the instant I was switching between
- screens. The result was that it partially appeared, minus the "dismiss"
- button. But by guessing about where it was supposed to be and clicking
- randomly I eventually got it to go away. Compared to recent releases of
- games of similar complexity I would say that the game is very close to
- bug-free.
-
- My final assessment: recommended for those who like real-time games in
- which the challenge of managing many activities simultaneously is a
- central part of the game, and who will not become too frustrated by a game
- which is quite difficult to win.
-
- This review is Copyright (C) 1992 by David desJardins. All rights
- reserved.
-
-
- F-ZERO by Nintendo
- for the Super Nintendo
- Reviewed by Chris Petit
-
- Type: Sci-Fi Racing Players: 1
-
- Game Basics:
-
- You are one of four elite merchants, billionaire playboys who have grown
- bored with their endless galactic trading. So, you're daring to venture
- onto hazardous tracks, for thrills, and for a reincarnation of the Indy
- 500 races on Earth ages ago. If you do well, you'll have attained the
- greatest honor ever known---you'll be the F-Zero Champion of the Universe.
-
- Each of the four merchants has his own hovercraft, each with distinct
- abilities. The Yellow craft has crummy handling and can take the least
- amount of damage, but has the best acceleration, while the Purple craft
- has the best top speed, but fair acceleration and excellent handling on
- turns, and the Green craft has the most damage-taking ability, while the
- Blue craft is a well balanced craft with no strengths or weaknesses.
-
- You can race in one of three Leagues (in order of difficulty: Knight,
- Queen and King), each of which has 5 tracks, and can choose one of three
- difficulty levels (Beginner, Standard and Expert). Or, you can do a
- Practice Run on one of seven tracks, against nobody or a computer-driven
- rival craft.
-
- In both selections, the game plays the same. You must make it to the end
- of five grueling speed-packed laps, ramming other craft out of the way,
- while dodging obstacles that seem to litter the landscape.
-
- In order to stay in the race, you must be at least a certain position in
- the rankings (15th for the 2nd, 10th for the 3rd, 5th for the 4th, and 3rd
- for the last lap). If you fail, you drop out of the race.
-
- At the end of each lap, you gain a special thruster boost, which can be
- used as you see fit. This gives an explosion of speed which can let you
- zoom past an opponent who is just in front of you.
-
- However, not all cars seem to be in the race---there seem to be a few
- drone cars racing around. Passing these doesn't increase your ranking at
- all. Only some particular race drivers will increase it.
-
- Make it in 3rd place or better, and you proceed to the next track.
- Survive through 5 tracks, and the game ends.
-
- Important Point:
-
- The viewpoint will disorient those not used to it or SMK. Your car
- doesn't move onscreen---the track rotates and moves beneath you.
-
- Review Comments: (all ratings are from 1.0 to 10.0, with 10.0 being high)
-
- Graphics: 9.5
-
- Impressive graphics, but they seem to lack 'depth' (e.g. nothing in 3-D
- other than the track)
-
- Music: 9.0
-
- Quite catchy tunes that set the mood quite well for each track type.
-
- Sound Effects: 7.0
-
- Well done---no surprises either way.
-
- Play Mechanics: 8.0
-
- Very intuitive for the most part, but some control placement is confusing
- when in the heat of a close race.
-
- Skill Range: 8.0
-
- Quite a broad range of abilities are represented here, through the 3 sklll
- levels and the tracks.
-
- Skill Progression: 8.0
-
- Very smooth progression between the skill levels, but not perfect.
-
- Replay Value: 8.0
-
- A solid racing game, however the lack of 2-player options and truly varied
- play options makes this a bit limited. However, the game remains fun and
- challenging.
-
- Gameplay: 9.5
-
- Overall, excellent. All four of the hovercraft are playable and fun to
- use. Computer opponents are relentless when you leave them behind,
- however---it seems that you can't ever get past them.
-
- Overall: 8.38
-
- Quite a solid performer, and a good value if you like straight racing, but
- it seems to lack some variety.
-
- --------------------------------------------------------------------------
-
- F-Zero vs. Super Mario Kart: A comparative review
-
- Maker: Nintendo (both)
- System: SNES (both)
- Type: Sci-Fi Racing (F-Zero) / Fantasty Racing (Super Mario Kart)
- Players: 1 (F-Zero) / 1 or 2 (Super Mario Kart)
-
- Game Basics:
-
- Super Mario Kart (hereafter abbreviated as SMK) is a fantasty racing game,
- where you pick one of eight drivers (all classic Mario game characters,
- but only four karts are distinctive), and use various assorted items
- (found inside Question Blocks) to attack the other drivers, and Coins to
- make your kart run faster.
-
- F-Zero is a science fiction racing game, where you pick one of four
- drivers (all with different car abilities), and try to win the race by
- ramming other hovercrafts aside or avoiding them, on a race to the finish
- line.
-
- Super Mario Kart has a vast array of gaming choices---the Battle Mode to
- try to attack a human opponent's kart, a Match Race to compete with only
- one opponent, on any track, or a Mariokart GP to compete with a human
- opponent AND the other karts.
-
- F-Zero has a more modest array of choices (partly due to the fact that it
- is solely a one-player game)---you can select three classes of tracks (and
- a fourth that I haven't found yet), and three levels of driver difficulty.
-
- Important Points:
-
- F-Zero focuses more on the actual race, whereas SMK focuses half on the
- straight racing and half on destroying the opponent's karts. Also, F-Zero
- has more speed, whereas SMK has you doing a few things at once (avoiding
- other karts, picking up items to attack them, picking up coins AND
- avoiding obstacles built into the track).
-
- Graphics: (SMK)
-
- Both games have good solid graphics that are appropiate for their genres
- (slick smooth racetrack for F-Zero, and 'cute' graphics for SMK), but SMK
- seems to have more three-dimensionality to its tracks (due totally to the
- obstacles on the track).
-
- Music: (F-Zero)
-
- Again, both games have music that really sets the tone for each board and
- for the game altogether. But, F-Zero has what I feel is better music
- (matter of personal preference---the music is faster and more intense in
- F-Zero, reflect-ing the more intense racing pace).
-
- Sound Effects: (SMK)
-
- Sound effects are well done in both, but SMK has slightly more 'realistic'
- sound effects, mainly because hovercrafts can't really be used for racing
- yet.
-
- Play Mechanics: (F-Zero)
-
- Both games play well, and have highly responsive controls. However, I
- prefered F-Zero's greater speed to SMK's more leisurely pace.
-
- Skill Range: (SMK)
-
- Neither game has a problem here---both represent a broad range of skills.
- However, I felt that SMK offered the greater range, since its extra race
- tracks were easier to reach and also provide more realms of racing
- excitement after you beat them.
-
- Skill Progression: (F-Zero)
-
- Neither game does really well here---both have major leaps in skill
- between the easier and harder driving skill levels. However, F-Zero's
- tracks don't make as far jumps ahead in difficulty.
-
- Replay Value: (SMK)
-
- Both games are always fun and challenging. However, the greater range of
- 2 player options in SMK (there are no 2 player modes, period, in F-Zero),
- grant it a better replay value overall.
-
- Gameplay: (Tie)
-
- Both games play a solid race, and both have their strengths and
- weaknesses. Both, however, do a super job of representing the performance
- of their respective vehicles (hovercraft are faster, go karts are slower
- and less manuverable). There was nothing I could really say stood out
- enough to grant either game a better rating here.
-
- Overall: (SMK)
-
- This was a difficult choice. F-Zero is still a solid game, and will
- provide long hours of enjoyment to most people. SMK's real strength lies
- in its 2 player options, which permit greater levels of competiton between
- human drivers. If F-Zero had 2 player options, I don't know which would
- be the clear winner.
-
- This review is Copyright (C) 1993 by Chris Petit. All rights reserved.
-
- SUPER DOUBLE DRAGON by Tradewest
- For the Super Nintendo
- Reviewed by Chris Petit
-
- Type: Martial Combat
- Players: 1 or 2
-
- Game Basics:
-
- You are one of two martial arts specialists. Now, you are infiltrating a
- deadly band of outlaws.
-
- Gameplay progresses similar to Double Dragon---you have a number of enemies
- onscreen, and must dispath them with weapons (e.g. Barrels/Dynamite/
- Nunchucks) or your martial arts skills (kick/punch). However, in this
- update for the SNES, they added several abilities: Your character can
- block (a good thing, too, since the characters get fatigued quickly), and
- also perform a special move (which looks strangely like Ken's Hurricane
- Kick in Street Fighter 2).
-
- You go through seven stages of play, each with more, nastier, enemies which
- try to end your life. At the end of each stage, you must fight a Boss
- character (who is much moer difficult to defeat, since it often possesses
- special powers).
-
- Important Point:
-
- The game takes place in pseudo 3-D. In other words, you must 'line up' with
- someone you want to fight, in order to attack.
-
- Review Comments: (all ratings are 1.0 to 10.0, with 10.0 being high)
-
- Graphics: 6.0
-
- Although the backgrounds are well-done, the actual characters (you and the
- enemies) seem to be very 'blocky' and jerky in their movements. Also,
- some of the fighting areas are annoying (fighting on top of stairs, where
- if your character falls, he goes offscreen but isn't killed---you must
- climb back up to get into the action).
-
- Music: 8.0
-
- Tunes are very familiar to Double Dragon players. Addition of bass lines
- was well done and sets the stage for fighting excitement.
-
- Sound Effects: 8.0
-
- Grunts and hits sound realistic, as do weapon attacks, for the most part.
-
- Play Mechanics: 1.0
-
- Not only are the controls cluttered (you are asked to do an awful lot in
- comparison to the other Double Dragon tapes) and non-intuitive, but the
- characters response is VERY poor---you seem to be fighting underwater as
- far as your control goes. Also, you must get in-line with characters to
- fight them, further breaking the Action Fighting mood.
-
- Skill Range: 4.0
-
- Decent range for a Martial Combat type of game. However, the game starts
- out a bit difficult.
-
- Skill Progression: 5.0
-
- The progression is nothing to write home about, but it is decent for this
- type of game. Fairly even, but there are spots where you are suddenly
- overwhelmed.
-
- Gameplay: 4.0
-
- The controls also kill this. Controls must respond quickly in a game on
- this type, or the game rapidly becomes frustrating. If you overcome the
- control problems, though, it plays a decent game.
-
- Replay Value: 4.0
-
- The lackluster controls really kill the replay value of this game.
-
- Overall: 5.00
-
- The game could have been much more, but as it is, it's a mediocre tape, at
- best, with flashy graphics.
-
- This review is Copyright (C) 1993 by Chris Petit. All rights reserved.
-
- WONDERDOG by JVC
- For the Sega CD
- Reviewed by Bobby Martin
-
- I recently picked up a copy of the new Sega CD title WonderDog, and it is
- great! The Sega CD games have a whole new look and feel to them that is
- really fluid. The graphics do not look like the typical Genesis graphics.
- Although I don't believe there are more colors, there seem to be. The
- sound is excellent, of course.
-
- WonderDog is basically a cross between Mario and Sonic type games. You
- play the character of Wonderdog (what a surprise), a pup who has been
- injected with a serum that increases strength, vitality, etc. Your weapon
- is a shooting star, which functions almost identically to Mario's fireball
- (bounces off the ground). There are several things that really make this
- game outstanding. First, the graphics are outstanding. The backgrounds
- are highly detailed and VERY creative. The moving sprited are detailed as
- well. Scrolling and movement is perfectly smooth.
-
- Probably the best part of this game is the variety of enemies. There are
- over 400 TYPES of enemies...basically, every zone has completely different
- enemies. Many levels have several bosses. It's really cool to complete a
- level and have a whole new background AND set of enemies awaiting you at
- the next level. The music, as can be expected, is exceptional. The
- tracks vary for each level and are VERY far from typical Genesis music
- (cymbals, pianos, and organs sound completely authentic).
-
- At the end of each world, a password is issued which can be used to get
- back there once you die or quit. The passwords are not collections of
- characters, rather, they are real words that are easy to remember. The
- sound effects is the only area that this game fell a little flat. The
- effects are great and they sound nice, but there is a very small variety
- of them. EVERY enemy emits a Homer Simpsonish "Doh" when you hit it...it
- gets a little old after a while.
-
- The only warning I will post about this game is that it is fairly easy...
- for those people that do not like semi-easy games, no matter how good the
- graphics or gameplay, do NOT get this game. However, for anyone else, I
- would strongly recommend it. On a 10 scale I would give it a 9...
-
- This review is Copyright (C) 1993 by Bobby Martin. All rights reserved.
-
- BATMAN RETURNS by Konami For the Super NES, 8 Megabits
- Reviewed by Jer Horwitz
-
- Travel back to the distant year 1992, when the impending summer block-
- buster, Batman Returns, was not receiving the level of hype an impending
- summer blockbuster should expect. Anxious moviegoers packed the theater in
- the first week or two, then sales died down quickly as word-of-mouth
- spread that there was hardly any coherent plot. With a weak marketing
- blitz, the Batman T-Shirts and underpants stayed on store shelves long
- after the movie closed, and demand for Bat-trash was at an-all time low
- (except perhaps for the time period when Adam West wore tights to portray
- Batman on television). The only video game based on the movie to come out
- any time close to the film's release was Atari's Lynx translation, a two-
- dimensional walk and fight game with reasonable play mechanics.
-
- Back to the present day, eight months after the movie's theatrical
- release. Sega has already released Game Gear and Genesis versions, with a
- Sega-CD version waiting in the wings. The movie's already available for
- video rental. Konami should have had a good reason for waiting this long
- for a game based on a decidedly average license, especially when there are
- already tons of Bat-games on the shelves.
-
- And they did. Batman Returns for the SNES is a dynamite fighting game and
- more. Of all the Bat-games released so far, Konami's effort is the only
- one to accurately capture the spirit of Batman, the character, and Batman
- Returns, the movie, constantly pleasing the senses with hi-resolution
- digitized cinema story screens and beautifully reproduced Danny Elfman
- music. Well balanced throughout, Batman Returns hardly ever disappoints
- the player.
-
- Those who have criticized the Batman movies for being 'too dark and
- brooding' should find satisfaction in Konami's rendering of the sets from
- the movie, which are far better artistically but similar in palette to
- Sunsoft's old Genesis Batman game. This translates into "rich yellows,
- dark purples and blues, only enough white to make you notice it when it
- appears, and an emphasis on greys and blacks." No pixelization, which in
- my opinion was one major factor working against a critically acclaimed
- Genesis version of Batman Returns. There are large, detailed sprites with
- animation as good as the above-average side-scrolling beat-em-up, but not
- quite the fluidity level of Street Fighter 2. [The Catwoman comes to
- mind.]
-
- The music... The music... What can I say about it? The best parts of the
- movie were the fighting scenes and the music. The same holds true for the
- game. I can't emphasize how perfectly Konami translated the Elfman scores
- -- often the driving force behind your fighting is the pounding of the
- notes in the background. This is a game I could seriously recommend
- taping the soundtrack from - it would save you the cost of purchasing the
- movie's soundtrack CD since the clarity of the instruments is digitally
- clear. Sound effects are standard fighting fare.
-
- The gameplay is a mix of three genres. There are the fighting scenes,
- which dominate the game, where Batman moves around in a three-dimensional
- space. Within those scenes, the player character looks more like Batman
- than any other licensed Bat-game ever released, kicking and punching just
- like the movie hero. He tosses Batarangs to stun enemies, swings on a
- grappling hook wire as a power-draining kick to the chest, and can utilize
- a smart-bomb-like "test-tube" three times unless he finds others. The
- two-skull bash is here, and background interactivity has been tossed in
- for the times when Batman wishes to throw an enemy through a plate glass
- window or park bench.
-
- The second genre is 2-D side scrolling run-and-shoot. Batman runs from
- left to right, flattening enemies with Batarangs and swinging over
- obstacles with his grappling hook in a totally different manner from the
- fighting use of the weapon. The third is a quickie Batmobile driving scene
- which obviously lacks the scaling obstacles of the Sega-CD game, and has
- only one type of enemy and a boss. This is the only disappointing part of
- the game - it's used in the early introduction to level one as a non-
- playable visual and was likely incorporated when play-testers said, "It
- would be cool to play it, too." That's the only reason I can fathom for
- the lack of depth within the single sequence. Better there than not, I
- guess.
-
- The enemies are the only other flaws in the games. While well drawn and
- animated, and as smart as Final Fight's, they aren't as varied or
- difficult to defeat as Super Sonic Blast Man's. The bosses, however, are
- far, far more capable and become progressively harder. SSBM introduced new
- foes each stage, Final Fight used a cast which increased each level from a
- base of four characters or so, not including color variations. Batman
- Returns' first level has only two or three enemies and only one new
- character per level. No color differences. The backgrounds are the
- thrill, the enemies get repetitive. It's the trade-off factor. The game
- is fun to play through, but since I personally don't find action games fun
- to play after I've beaten them, I can't judge the replay value.
-
- What Batman Returns has to offer: Fighting scenes visually, musically. and
- playably better than Final Fight; perhaps a little better than Sonic Blast
- Man playably in the fighting scenes but certainly better overall when you
- add in the superb graphics, sounds and extra 2 genres. What it lacks are
- better driving scenes and more enemies, but considering that it's an 8-meg
- cart, Konami really packed it in tight. It also has the cinema
- intermissions (with a VERY long opening) accompanied by CD-quality music.
-
- Unlike Sonic Blast Man, which was pretty much a clone of Final Fight with
- extra artificial intelligence and some comical touches, Batman Returns
- warrants a purchase even if you have SSBM or Final Fight. It's a little
- harder than the latter, and a little longer, too. The Bat-license has
- finally been done properly -- the only reason to hope for a "Batman
- Returns Again" movie would be the chance that Konami might do a video
- game for it.
-
- This Review is Copyright (C) 1993 by Jer Horwitz. All Rights Reserved.
-
-
- BIOMETAL by Athena For the Super Famicom/Super NES, 8 Megs Japanese
- [Import]
- Review by Jer Horwitz
-
- Some people say that the shooter genre has worn itself thin, and that "new
- shooters" seem to recycle everything except for the aesthetics. I would
- tend to agree. Generally, it's pretty simple to figure out what you do -
- stay towards the left (or bottom) of the screen, and shoot towards the
- other side. So, I really don't have to go through the play mechanics
- description, do I?
-
- With BioMetal, I have to do a little describing. Athena, a company which
- has released very few games and even fewer good ones, turned out a
- shooter which ranks in my Top 10 "Most Enjoyed" cartridges right now. An
- excellent use of the SNES, it's definitely a must-see for fans of the
- genre. Is it original? Not especially, except for one feature of the
- ship's power-up mechanism. I'm saying this up front so everyone who feels
- hung up on "originality" in games can skip this review immediately and
- move on to "The Lost Vikings" before they get too excited and murder some
- good Japanese programmers.
-
- The major innovative feature of BioMetal is the aforementioned power-up
- device, a spinning set of globes which are both defensive and offensive in
- nature. A small meter at the bottom of the screen slowly loses power after
- you press a button to turn the globes on; the globes spin around your ship
- constantly, absorbing enemy small-arms fire (note that larger weapons will
- instantly vaporize you). When you're in a situation where your front guns
- aren't pumping out enough power to destroy whatever is confronting you,
- you can fire the ring of globes in any of eight directions. Athena
- programmed the ring so that it can be called back at any time with the
- same button, so you can rapidly hit the target repeatedly if it's close to
- you, instead of having the ring fly all the way to the other side of the
- screen, etc. The last feature of the ring is that it can suddenly widen
- itself to nearly the full screen size, doing limited damage to almost
- everything on screen.
-
- That feature (the globe weapon) is indicative of the game's design; it
- would have been very easy to make a "smart bomb" which you could fire off
- repeatedly to kill everything, but this game makes you think before using
- the globes. Also, don't forget to consider the little meter at the
- screen's bottom - when it runs out of energy, your ship is completely open
- to being obliterated, so you have to turn off the globes until they
- recharge (in a minute or so). The control of your ship, even with the
- multiple functions of this secondary device, is still very smooth.
-
- There are also conventional weapons that can be used. Your ship starts out
- with a gun which shoots a horizontal line of shells, and can be expanded
- to fire additional lines diagonally. Instead of that gun, you can also
- obtain a laser cannon which gets progressively stronger (but starts out
- amazingly weak) and a wave blaster, which fires (at first) only in front
- of your ship but can be upgraded to fire in back, as well. There are also
- missiles which attach to your ship and fire at the same time as your guns;
- these come in three configurations. All of these weapons are found
- floating around in the levels.
-
- The visuals in the game are really well done. Parallax scrolling on the
- levels is extremely fluid, with a great desert planet level featuring
- smooth dunes on the horizon with another planet in the sky. The bosses are
- large and make some nice entries, and surprisingly enough, the levels are
- filled with an assortment of large and small enemies which appear in large
- clusters on-screen at once with little or no flicker (and no slow down),
- at least in the several levels I've played. The theme of the game is
- combating machines and living creatures (Bio / Metal), and the backgrounds
- reflect it nicely.
-
- The music is great, although the scoring isn't especially noteworthy.
- Using a small selection of instruments, the musicians created some very
- memorable tunes which I've listened to without playing the game (if that
- says anything for how much I like them). I get the feeling that this may
- not be a vibe everyone gets from the soundtrack, since the instruments
- aren't amazing, but I'd advise you to give it a serious listen on a high
- volume level (especially in the second part of the opening sequence and
- the first two levels).
-
- The play style is "overwhelm the player". Even the first level is filled
- with tons of simultaneously-attacking enemies, and the first boss spits
- out a cloud of small arms fire from the lower part of the ship while a
- disintegrator beam shoots out of the midsection. Again, I use the example
- because this is representative of what the game as a whole does, over and
- over again. Also, many of the enemies require multiple hits, so you're not
- just wiping out waves of mindless attackers all the time. The
- strategy/frustration level is below Gaiares and the R-Types but above the
- Thunder Forces (Lightening Force, too; don't blame me for the misspelling)
- and Axelay. The game is very difficult even on normal (and easy, for some
- people), a welcome change from the oft-repeated scenario where your
- weapons not only are "powerful enough to single-handedly wipe out an
- entire armada", but do so on your first attempt.
-
- BioMetal is a pretty fun game, and a great challenge for a shooter,
- although some will certainly be overwhelmed by the difficulty and won't
- find the fun in it at all. Overall, the programming of the various
- aesthetics mixed with the more cerebral style of play makes it a must-see
- game for the shooter fanatic who has been disappointed all too often.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All Rights Reserved.
-
-
- BUBSY: CLAWS ENCOUNTERS OF THE FURRED KIND by Accolade
- For the Super Nintendo (SNES), 16 Megabits
- Reviewed by Jer Horwitz
-
- The hype machine for Bubsy has been working overtime - Accolade has pushed
- the game in print advertisements more than any other game they've released
- for a game console, at least two magazines have featured monthly updates
- on the game's progress in development, and demo copies containing a
- playable sample were shipped out months ago to staffers at some game
- specialty stores. So, obviously, the first question you're going to ask is
- whether or not the game lives up to all the hype, right? Answer: It's a
- very good game, but it's not the galactic messiah it's being made out to
- be.
-
- Bubsy is an enchanting Sonic-style game based on a Sonic-style character;
- he jumps on enemies' heads to destroy them, can run slow or fast, and the
- primary difficulty is being careful not to run into an enemy or trap
- accidentally. In this case, our hero is an uppity bobcat instead of an
- uppity hedgehog, he collects balls of yarn instead of rings (although the
- yarn has no effect except points), and there are multiple ways to get to
- the end of any given level, all of which end with Bubsy flipping a sign
- around with his picture on it. In other words, Bubsy is very much based on
- the winning concepts which have propelled Sonic and Sonic 2 to the top of
- gamers' charts, although Bubsy has his own symbol, the exclamation point
- which appears on his shirt and throughout the game.
-
- There are 16 chapters, which is a confusing term in that the individual
- chapters are larger than the Sonic "stages" [which are, in turn, pieces of
- "zones"]. Some chapters have two sections with two sets of background
- graphics and enemies, while others only have one part with one set of
- background graphics. The relevance of this: each set of three chapters
- (1-3, 4-6...) shares the same set or sets of background graphics, similar
- to Sonic's "Zones". They're named differently, and grouped differently,
- but don't be fooled into thinking there are 16 different backgrounds.
- After each three levels, there is a boss confrontation with bosses similar
- to those in Sonic 1.
-
- The game itself places you in a 360 degree side-view scrolling
- environment; in other words, rather than just running from left to right,
- you also have a tremendous amount of upwards and downwards movement in the
- levels. While collecting yarn and searching for various items, Bubsy
- attacks alien invaders by first bouncing on their heads and then slicing
- them with his claws. After jumping off of something high, Bubsy can glide
- through the air, increasingly affected by gravity depending on the height.
- He begins with nine lives (cute) and can find continues hidden in hard to
- reach places, although he doesn't start with any. There is also a password
- feature, which is more necessary in Bubsy than Sonic because of the size
- of the individual chapters. The two-player mode is alternating as opposed
- to simultaneous; just as well since the game would not really work with a
- simultaneous mode.
-
- T-Shirts with various numbers and symbols are found in great abundance
- around the levels; a 1 or 2 would designate 1 or 2 extra lives, a white
- exclamation point T-Shirt is temporary invincibility, while a black T-
- shirt with an exclamation point turns Bubsy into a shadow who can't be
- seen by enemies for a few seconds. Since each level is absolutely huge by
- normal standards, there are large exclamation points which denote
- "continue here" areas when you touch them.
-
- Three factors set Bubsy apart from Sonic, primarily. The first is the
- animation - the designers spent an amazing amount of the game's memory
- animating Bubsy himself, and most of the animation is his death and injury
- scenes. The second is the number of [truly] hidden rooms in the game, used
- for bonus stages to collect more yarn balls. The third factor is the
- different approach to the background graphics.
-
- The death and injury scenes are key to your appreciation of Bubsy as both
- a character and as a game. If he hits the ground after a high fall, Bubsy
- flattens out on the ground, recomposes himself, and walks off the screen
- like an accordion, complete with sound effects. If he smacks into a wall
- or object, he falls over and birds fly over his head until he swats them
- away (no, you can't control that). If he touches something sharp, he pops
- like a balloon and goes flying around the screen until it fades to black.
- These are the primary comical touches in the game, and there are many more
- which I haven't listed, including every animation Sonic had in his first
- game.
-
- Bubsy's levels are large to begin with -- then, when you find a door
- someplace, you may find yourself whisked off to another part of the level
- or to a secret bonus room. Within the bonus areas, the object is to
- collect as many yarn balls as possible before you fall off of slides or
- moving platforms. They're a welcome diversion from the normal run-and-jump
- action in the game, but use very similar graphics each time.
-
- The visual style of the game is far more bawdy than any other game of its
- sort in recent memory. The colors are never as vibrant as the Sonic games
- at any given time, but the use of shading is generally equivalent and
- sometimes better. The background objects seem to have been drawn virtually
- without concern about how much memory they'd use, and you'll see some odd
- but very cartoony graphics of houses, muscle flexing string-bean men,
- trains and animals as a result. Because of the immense memory requirements
- of large background tiles, the programmers need to repeat them quite
- often, and thus, like Sonic, there are the aforementioned three chapters
- at a time which all use the same background art and vary only in their
- layout and items. The major difference between the Sonics and BubsyUs use
- of these tiles is that Sonic's were small (such as a single stone), and
- could be used repeatedly without any "deja vu" feeling. In Bubsy, the
- levels come off looking and feeling very similar to one another, since
- the tiles are things like entire houses (used in levels 1-3) or the cab of
- a train (appearing in levels 7-9).
-
- The music is appropriate to the theme, but not overly stirring or taxing
- of the SNES' capabilities. The musical programmers' work is far better
- than the Sega Warner Brothers licenses, which are the closest to the style
- in Bubsy that come to mind. The sound effects vary between very nice and
- reasonable; one notable feature is Bubsy's one or two sentences of
- digitized speech at the beginning of each level, another thing made
- possible with extra memory. Although there is no static, the sentences
- are occasionally murky and hard to understand; they become somewhat
- annoying if you find yourself dying repeatedly and returning to the
- level's introduction.
-
- "Cut to the chase - how fun is Bubsy?" you ask. To be blunt about it, not
- as fun as Sonic 2, which used the majority of its character animations to
- make Sonic *do* different things, like spin around in three-dimensions as
- he runs on a Mobius loop. Bubsy makes it fun to die, instead. Some of the
- levels in Bubsy just aren't different enough from each other, but the game
- feels much longer and generally more challenging [which sometimes means
- that it's more frustrating]. I enjoyed playing it quite a bit, but it's
- not quite as addictive or flashy as the Sonic games were; it makes up for
- that with "the cute cartoon factor" accompanied by "cute cartoon
- expressions" (like eyes which suddenly bulge and bodies which go elastic
- when falling from a tall platform) which Sonic doesn't have.
-
- Whatever else can be said about Bubsy (again, as both a character and a
- game), it is a tremendous step forward for Accolade. After playing Star
- Control, Hardball, Warpspeed and Universal Soldier, you'll have a much
- different feeling from that you get with Bubsy, both in smooth use of the
- interface and in the amount of fun you'll get out of the cartridge. It is
- the closest thing to Sonic (even on par with Road Runner's Death Valley
- Rally) available on the SNES, and it's due to make a Genesis debut soon.
- As a character, Bubsy has tremendous depth, and his "world" is truly a
- playable cartoon. Hopefully, the future will bring a bigger and better
- Bubsy 2, perhaps with the cartoony intermissions it would seem to deserve.
-
- This Review is Copyright (C) 1993 by Jer Horwitz. All Rights Reserved.
-
-
- Tres Fatal: A Comparison of the Three Fatal Fury Games
- For the SNK Neo-Geo, by SNK Home Entertainment, 46 Megs
- For the Nintendo Super NES and Sega Genesis, by Takara U.S.A., 12 Megs
- Reviewed by Jer Horwitz
-
- In the (approximately) two years since SNK introduced their competitor to
- Street Fighter II, Fatal Fury has been perceived by many as a nice step up
- from the primitive alternatives to SF2, yet not quite the equal of
- Capcom's blockbuster game. Neo-Geo owners were happy to have it, though,
- and it can now be had through game merchants for about the same price
- (perhaps used) as the newly released Genesis and Super NES translations.
-
- It's probably a waste of time to review the two-year old Neo-Geo version
- of Fatal Fury, so I'll try not to bore you with unnecessary facts. SNK's
- original version of the game has a total of 11 characters, three of them
- selectable by the player. Andy and Terry Bogard, martial artists, are out
- to avenge their father's death at the hands of the game's final boss. Joe
- Higashi, who tags along, is the Bogards' friend and a Muay Thai expert.
- The non-selectable enemies are *Duck King*, a mohawked punk; *Michael
- Max*, a boxer; *Richard Meyer* (sometimes spelled Myer in the game), a
- Capoeira gymnast; *Tung Fu Rue*, an old man who transforms into a flying
- hulk; *Hwa Jai*, another Muay Thai; *Raiden*, a huge wrestler; *Billy
- Kane*, a staff-wielding street tough; and *Geese Howard*, the man who
- killed Jeff Bogard.
-
- The Neo-Geo's FF main features included a long opening sequence, strong
- music with one track of fully digitized chanting (Richard Meyer's scene),
- characters which scaled in and out of two background levels (so fights
- could have a psuedo 3-D), voices announcing the participants in each
- fight, bonus stages with full-screen arm wrestling graphics, multi-layered
- detailed backgrounds, and characters as large as those in Street Fighter
- II. There was also a two-on-one feature, pitting two humans against the
- computer. Because of the amount of memory the programmers could play with,
- there was also an abundance of digitized voice during the fights. The
- arcade and home Neo-Geo versions don't control as well as SF2 (either the
- arcade or SNES version), with special moves which were difficult primarily
- because they had to be done slowly. That problem also affected the game
- play, which moved slightly slower than SF2 to begin with, but became worse
- with harder-to-execute moves. One last problem was the amazing amount of
- damage a single special attack or flurry of unblockable moves could
- inflict upon an unprepared player.
-
- Takara's two translations of Fatal Fury have each taken different paths to
- replicate the arcade game's feeling on machines with fewer special
- graphics and audio chips, and in almost a quarter of the memory. The
- translations wind up feeling like two overlapping parts of a whole,
- sharing certain features of the original but each lacking enough to be
- decisively "better" than the other. Neither version retains the digitized
- voice announcing the combatants, the two-on-one feature, the original
- opening sequence, or the original bonus stages.
-
- The Genesis version of the game comes closer to retaining the good aspects
- of the Neo-Geo's play mechanics. The two planes of fighting still exist,
- so your character is able to jump from one plane to another or be thrown
- from one to another. The characters' scaling, of course, was removed from
- that part. The amount of damage done by the moves seems to have been kept
- pretty much the same. There are some new special animations and moves
- encorporated into the characters, although the sprites don't look quite
- the same as the Neo-Geo originals at times. You can now choose from any of
- the characters when playing one fight against the computer, including
- player versus himself, but can't choose the boss characters when playing
- in the normal arcade (you versus everyone) mode. For all of the new
- features, the Genesis version is missing two of the enemy characters (Hwa
- Jai and Billy Kane), although Hwa Jai does appear as a background
- character in Duck King's level (where Richard Meyer used to be in the Neo-
- Geo version). To compensate for this, you now battle the other two player
- characters during the game, a feature not used in either the Super NES or
- Neo-Geo versions. The voices have also been changed a bit, not necessarily
- for the better, and some of the better digitized sounds have been retained
- from the original.
-
- The Super NES version is a different story. While retaining all of the
- original characters, the psuedo 3-D fighting has been removed entirely, so
- the game plays much more like a limited version of Street Fighter II. Some
- of the joystick commands for special moves have been changed, to make it
- harder to use cheap attacks. The sprites look very much like the Neo-Geo
- originals, as do the backgrounds, with the notable exception of Raiden,
- who came out looking much better on the Genesis than on the SNES. The game
- pace is faster on the SNES than the Genesis, partially because of
- programming and partially because of the lack of 3-D movement, which
- slowed down the original game, too. The animation is more fluid on the
- SNES than the Genesis, and there isn't much of a difference in the
- characters' overall looks from the Neo-Geo version. There are no new
- special moves, though, and you can't play a two-player match with computer
- opponent versus computer opponent like you can on the Genesis. The SNES
- allows you to have one player as one of the three good guys and another as
- any character, at best.
-
- The Genesis version controls better, generally, than the Super NES
- translation. Whereas I still have trouble executing the SNES moves after
- weeks of play, the Genesis ones took only a day to get the feel of (both
- systems using joypads). The Genesis version's music, while not the quality
- of the Neo-Geo's, is much better than the SNES version's. The SNES score
- is sometimes off-tune and annoying, whereas the Genesis one lacks the
- digital clarity of the SNES instruments. Neither version does justice to
- the original soundtrack, though. The sound effects used in the Genesis one
- are overall better than the SNES ones, although the SNES sounds are taken
- from the original game.
-
- Each game's backgrounds are a compromise on the multi-layered originals.
- The SNES version does a better job of recreating the original art, but
- doesn't animate them as well as the Genesis version. Unfortunately, the
- Genesis version is completely missing two backgrounds (Hwa Jai's and Billy
- Kane's, again), and the backgrounds which contained references to SNK were
- changed to Takara signs in the Genesis version only. The SNES backgrounds
- have more layers of parallax. Neither game retains the non-human
- background animation like Duck King's moving subway train or Raiden's
- amusement park Ferris Wheel rotation. Overall, both games generally do a
- good job of retaining the original feel.
-
- The on-screen character movement in the SNES version is definitely
- smoother than the Sega version, which is somewhat jittery. The jumps and
- collision detection on the SNES version feel a little different from the
- original, and although the Genesis version comes closer, it's also not
- quite the same. Things like the animation of throwing people are slightly
- botched in both versions, while the artificial "slow-down" at the end of a
- match to emphasize a character's defeat is a little too slow on the
- Genesis game. The Genesis version retains the large pictures and
- intermission screens from the Neo-Geo version, while the SNES pictures are
- somewhat smaller.
-
- The artificial intelligence of the Genesis version is superior to the SNES
- version, although there are 8 numbered settings in the SNES game and only
- three levels of difficulty in the Genesis game (compared with four in the
- SNK home version and one in the arcade version). You'll probably find it
- very hard to beat the computer on the highest level of difficulty on
- either game, but the SNES version's difficulty comes more from cheap shots
- which can't be countered because of the difficult control scheme and weak
- blocking. The Genesis opponents are generally more like the SNK originals,
- mostly because the original game required a lot of jumping in and out of
- the two planes, and the Genesis one does the same thing.
-
- The big overall question: Which Fatal Fury is supreme? The Neo-Geo's
- version is the best, of course -- the other versions don't quite match the
- smooth flow of the original, nor can they duplicate the graphics and
- sounds perfectly. Of the other two, it's a toss-up. The Genesis version is
- more like the arcade game in duplicating the overall play mechanics,
- including the 3-D combat and on-key music. The SNES version is much
- smoother visually and retains the whole list of characters and
- backgrounds, but feels a little less like the original than the Genesis
- game. The original features added to the SNES and Genesis games actually
- make them more fun in two-player mode than the Neo-Geo game.
-
- I wasn't a huge fan of the Neo-Geo title, and I can't say I love the home
- versions, but any Fatal Fury makes for a fun time and a good two-player
- game. Takara's programmers did a good job of bringing Fatal Fury down to
- the average player's wallet size, but if you're a real fan of the
- original, you may have to buy both games to get the full experience
- outside of the arcades.
-
- This Review is Copyright 1993 by Jer Horwitz. All Rights Reserved.
-
-
- Fatal Fury 2 by SNK
- For the Neo*Geo MVS Arcade Units and Home Entertainment Systems, 106 Megs
- Reviewed by Jer Horwitz
-
- The day has finally come when I can review a one-on-one fighting game
- comparable to the arcade Street Fighter 2 series. SNK's Fatal Fury 2 is a
- masterpiece of a fighting game which has the balance and control necessary
- to compete with the best of the best, while providing some amazing music
- and graphics to thrill the ears and eyes. SNK's staff created some
- beautiful characters and backgrounds which really deserve several
- paragraphs of individual description each, but to keep this review within
- reasonable limits, I'll just hit a few of the many highlights.
-
- For the uninitiated, the genre this game fits into is "one-on-one
- fighting", where you choose a character who has various martial arts
- skills and fight against either the computer or another person to see who
- has better reflexes and strategy. The fights are conducted on a best-of-
- three rounds basis unless one of the rounds is a draw or double knockout;
- then, you will have one extra round to determine the fight's winner. You
- are given four credits (total games) to win 12 fights, including a fight
- against the character you choose to play as. Fatal Fury 2 offers a choice
- between eight player characters, described below, and then confronts you
- with four "evil" characters who cannot be used by the player. There are
- also two bonus stages where you smash either stone pillars or bundled
- rocks for extra points.
-
- The trait of the first Fatal Fury which differentiated it from Street
- Fighter II was your characters' ability to fight on two levels of
- background, going in and out of the screen with a combination of buttons.
- The feature was unique but it took away from the pace of the game; Fatal
- Fury 2 retains the same feature and adds enough speed, animation and
- fluidity that it's not a drag on the action anymore. The two players
- versus the computer mode (where you could pick from the three players and
- fight a computer opponent) in Fatal Fury has been removed; it's no great
- loss.
-
- The original Fatal Fury starred three characters who fought in the "King
- of Fighters" tournament; they were out to defeat the evil crime lord Geese
- Howard and his bodyguards, ultimately succeeding in winning the contest
- and knocking Geese off of the top floor of his office building. Yet, there
- was a part of the story no one knew -- the tournament was originally
- designed by Geese as a method of training his bodyguards to defend him
- against another Tevil crime lord', Wolfgang Krauser, a German who intended
- to kill Geese when he arrived in America. When Fatal Fury's heroes, the
- Bogard Brothers and Joe Higashi, killed Geese, Krauser decided that he was
- going to set up his own contest to wipe out any opposition to his plans.
-
- The game begins after eight "heroes" receive invitations to the new
- "Sultan of Slugs" Battle Royale tournament (luckily, this part isn't
- mentioned in the arcade version; sounds pretty weak, eh?). The heroes:
- Andy Bogard, the American who is Japanese-trained in Kappo and now lives
- in Italy (?); Terry Bogard, a Karate expert living in the western U.S.;
- Joe Higashi, the Japanese Muay Thai expert who now resides in Thailand;
- Kim Kap Hwan, a Korean Tai Kwan Do expert; Cheng Sin (or Chin Shin) Zan,
- a fat middle-aged Tai Chi master from Hong Kong, Mai Shiranui, a fan-
- wielding Japanese Ninja girl; Jubei Yamada, a lecherous old Japanese man
- who knows Judo and loves cookies, and Big Bear, the American wrestler who
- formerly guarded Geese Howard under the name Raiden - he now lives in
- Australia (go figure).
-
- The game's backgrounds are amazing; it's quite obvious how the 106 megs
- were used in this title when you pay attention to the details of the bac
- -ground art. Andy Bogard's stage in Italy takes place on a boat traversing
- a Venetian canal, with background scenery which scrolls by rather quickly
- and never repeats monuments in 90 seconds. Terry Bogard's level is a
- train-ride past Mount Rushmore and through "the Wild West". Then, there's
- Mai's stage, among the most beautiful sights I've ever seen in a video
- game, a wooden raft which floats through the Jukai river in Japan. The use
- of parallax scrolling is simply amazing in each stage, with vivid colors
- and real depth to the locales. Mai's river is complete with beautiful
- shades of blue water which change color as the time of day changes in the
- game, Terry's train bounces up and down on the tracks, and Kim Kap Hwan's
- background in Korea has a familiar sight - the old man bicycling from Chun
- Li's stage in Street Fighter II, this time riding a motorcycle. The catch
- - you can actually jump-kick him (and the other bikers) off of their
- bikes. I would love to describe Krauser's amazing background, but I'm not
- into ruining games for people. [You get the option at this article's end.]
-
- The graphics and animation of each character are better than those in
- Street Fighter II. The visual movement of things has a much more dynamic
- look than those of any other fighting game out there - huge, energetic
- sprites just burst out at you [literally, when they scale from foreground
- to background] and many of the 12 characters are regularly more than half
- the height of the screen. Big Bear is almost the full height of the screen
- when he signals victory, as are a few of the others. Interestingly enough,
- SNK opted not to use the tried and true method of displaying electrocution
- and catching on fire used in SF2 and World Heroes; you now see electricity
- zapping along the extremities of the characters like sparks, and small
- flames catching on parts of their clothing -- a REALLY neat effect.
- Background animation is great, too - Australia alone has little things
- like bouncing sheep, a sun which projects a realistic haze and a full
- crowd of cheering people.
-
- The animation itself deserves a few notes. The sheer quantity of sprites
- per character is amazing. There are at three different ways for a player
- to be electrocuted, for example - sound like enough to you? There's also a
- copious amount of "nice touch" animations (things which you don't see in
- games with memory limitations; an example is Jubei beginning a match by
- kicking off his shoes -- one of them flies backward off the screen and the
- other flies out (without scaling) towards the screen.
-
- Each character has been given a personality complete with animations and
- voices to show off their attitudes, including a snazzy "taunt" for each
- character. Andy rakes his hair back and gestures to you to come closer,
- Cheng slaps his rear to indicate to you where to aim, and Jubei munches
- on a cookie. Cheng yells comically in Chinese as he leaps through the air
- and gets hit, wiping his forehead when he wins a fight. There are
- different animations for victories, defeats, and ties, and voices in
- almost every conceivable place (except in the round intermissions). You
- have to love the new, gruff looking Terry Bogard whose ripped jacket,
- shadowed brow and perfect animations convey just the right feeling - that
- same "right" feeling is all throughout the game.
-
- The gameplay shines with the type of balance and control a one-on-one
- fighting game needs to be successful with mass audiences. Unlike SF2,
- which has at least one character who few people enjoy using, Fatal Fury
- 2's characters each have enough to make them enjoyable and no single
- character dominates the others or has a move which simply cannot be
- countered. The offensive powerhouses like the Bogards and Big Bear are
- countered well by Kim Kap Hwan and Mai, who specialize in counterattacks.
- There's also a good balance between long-range projectile attacks and
- short-range grabbing, punching and kicking moves. The life meters have
- similar damage settings to the original Street Fighter II arcade release,
- and the blocking is really improved over the first Fatal Fury. The buttons
- have been changed from the Fatal Fury set-up, also -- A is a fast, weak
- punch, B is a weak kick, C is a strong punch and also the throw and
- "taunt" button, while D is the strong kick and occasionally the "latch-on
- to your opponent" button. The timing of the joystick and the gameplay have
- been fixed entirely - special moves are as easy to execute as SF2's and
- the game is much smoother and faster than before. There aren't any weird
- lags in movement or incidents of brain-dead computer opponents just
- standing there while you pummel them. They rarely fall for the same thing
- more than twice - that's a warning.
-
- There is, however, one thing I should note about the artificial
- intelligence of the game. I've noticed at least one "combination" weakness
- in the computer opponents which tapers off on the "Hard" difficulty level
- but is notably present in the Easy, Normal and MVS levels -- in other
- words, a certain two-move combination will almost always knock certain
- characters down. This combination doesn't work on everyone every time
- (especially not the boss characters), and it can be blocked by another
- player, but the CPU seems to be open to the attack quite often on the
- above levels. It only happens with one character, though, and since it
- isn't a problem on "hard", I can't detract much for having it in there.
-
- The soundtrack is at a level of excellence above 90% of the games offered
- for any system, with each stage given a CD-quality track completely
- fitting to the environment. While the old Fatal Fury music was discarded
- almost entirely, the excellent Raiden-level music was retained and
- slightly rescored for the Big Bear level. The soundtrack is given perfect
- priority with the voices and sound effects, so that Mai's wooden raft
- level sounds like you're really passing through rushing water and Terry's
- train really sounds like it's riding on tracks, although neither sound
- imposes upon the great music playing in the foreground. The instruments
- are crystal clear, as are the voices - and there are an amazing number of
- in-play Japanese, Chinese and English voices strewn throughout - I believe
- that every character has more than one voice of some sort, and some of
- them have four or five. The sound effects are similarly great, with Andy's
- Hishoken fireball transformed from the slow, dopey looking wave in Fatal
- Fury to a rush of magical wind.
-
- There are short intermissions with comments from each character, and
- unlike other fighting games, these characters have tons of different
- phrases. The best of the best are those which refer to one character
- fighting against him- or herself, making references to how only one person
- can be the "real" character. The best intermissions come at the boss
- stages, when you learn the fate of the old Fatal Fury characters, who have
- all been murdered at Krauser's hand. No voices in the intermissions, but
- you can't have *everything*.
-
- The final thing I'm going to mention is the amazing number of special
- moves for each character. There are at least four special attacks for each
- person, including moves which are tremendously difficult to execute and
- can only be used when the character's life is low. Two nice improvements
- on the old Fatal Fury are that the diagonal (lower left to upper right)
- moves are one hundred times easier to execute and the diagonals can be
- used to charge moves that require "hold down and then push up and a
- button" moves [thus you can be defending against an attack and charging
- Kim Kap Hwan's razor kick, and you can even press diagonally up to
- execute it].
-
- The key elements to understanding my feelings on the game are the
- following: SNK allows you four credits total per player, which increases
- the challenge a lot, but also allows unlimited human vs. human matches.
- The game also allows you to pick your first computer opponent upon
- startup, so people with difficulty can practice easily against their
- toughest enemy or rack up points quickly on their easiest opponents. There
- are four levels of difficulty in the home version and at least eight in
- the arcade version - very unusual in that the arcade game is based on a
- numerical scale (which actually displays at the bottom of the screen) like
- SF2's multiple levels, and the home version lets you pick Easy, Normal,
- Hard and MVS [unknown where it lies on the number scale]. The characters
- represent all varieties of playing styles, and the aesthetics are dead-on
- perfect for this genre.
-
- [PLEASE NOTE: In approximately one half page, a list of the final bosses
- and their stages will follow. If you do not wish to know those details,
- please scroll carefully.]
-
- The big question, I guess... Is it better than Street Fighter II?
- Extremely tough to answer. A friend and I sat down and played it for
- several hours together, and we continuously teetered on the answer "yes".
- I would suggest that SF2, simply because it was the first "perfect" game
- out there, make it hard for any other game to get the full respect of
- players primarily because you were taught the "street fighting" skills and
- controls over the course of many sessions of SF2. Any other 'clone' will,
- by nature, be easier to master because you already know the format. Fatal
- Fury 2, side by side and released at the same time as SF2, would likely be
- the superior if the games were judged on visuals and sounds alone. The
- computer opponents are not as diverse a bunch as Street Fighter's, though.
- In the current gaming scenario, with so many clones out there and three
- versions of Street Fighter 2 to choose from, you'll have to try Fatal Fury
- 2 and decide the answer for yourself. When a game makes you make that type
- of tough call in a comparison to what is arguably the best game (series)
- of all time, and it's available immediately without a messy translation
- for home play, I highly recommend you purchase it instead of dumping your
- cash into someone else's arcade machine.
-
- (By the way - give SNK special kudos for providing one of the best manuals
- ever made for a game. Along with great character art and info, there's a
- Japanese-style comic and some info on the genesis of the Mai character.
- Really funny, too!)
-
- [Notes on the BOSS CHARACTERS for those interested:]
-
- *Billy Kane* was Geese's second in command in the last game, and he
- returns much tougher and carrying a three-sectioned staff. He now lives in
- Great Britain, and he is arguably among the most impressive boss
- characters in existence; he now wears British flag T-shirt ripped at the
- sleeves - totally neat. You fight in front of the Tower Bridge and can
- hear a bell tolling in the background; you can't move in 3-D because there
- are grinding gears near you which Billy likes to toss you into...
-
- *Axel Hawk* is a boxer living in the eastern U.S., and while he bears some
- similarity to Michael Max and Balrog, his animation and moves are much
- better. He's really powerful, and you fight him in an electrified ring
- which stops you from moving in 3-D -- if you do, or you get tossed into 3-
- D by Axel, you'll be electrocuted with a totally different animation from
- the normal shock. His name may be a parody on Sega's Streets of Rage
- character Axel, whose original name was "Hawk".
-
- *Laurence Blood* is a Spanish matador, but unlike Vega, he actually
- carries the traditional cape and knife and you fight in a colosseum
- filled with running bulls. Again, watch out for the 3-D movement. He
- treats you like a real matador might - look out for the cape.
-
- *Wolfgang Krauser*, the final boss, is the best final boss of any game
- I've played in recent memory. Complete with opening and closing voices,
- Krauser's stage is a cathedral in Germany complete with an orchestra of
- violinists animated in the background. Krauser himself is a huge thin
- wrestler-type of guy who throws fireballs and can use the "Kaiser Wave", a
- huge vertical wall of energy which can deck you silly. 3-D is
- unrestricted, and Krauser uses it well.
-
- This review Copyright (C) 1993 by Jer Horwitz. All Rights Reserved.
-
-
- MECHWARRIOR by Activision
- For the Super Nintendo
- 8 MB w/battery backup
- Reviewed by Rob Nava
-
- Battletechies look out! Mechwarrior, the new Battletech simulator by
- Activision, will be blasting its way into your living room via your SNES!
- If you've ever played the role-playing game, computer game, or (for the
- really privileged) the Battletech VR simulator in Chicago and still can't
- get enough, then here's what you've been waiting for... You are Herras in
- the year 3027. Your home planet has been ravaged by the Dark Wing Lance,
- a renegade mercenary cartel, and your family was just one of the Lance's
- victims. Ten years have passed since your family's death, and you have
- finally saved up enough money and trained hard enough to go after the evil
- mercenaries. It has gotten to the point to where even Prince Hanse Davion
- has ordered the destruction of the Dark Wing Lance. It won't be easy
- though, because you only had enough C-bills to buy the lightest mech
- available. In the beginning, you'll have to take on easy missions, hone
- your skills as a mech pilot, and modify and buy better mechs so that
- eventually you'll be able to work your way up to and annihilate the
- dreaded Dark Wing Lance.
-
- The game intro begins... against a backdrop of a red-orange sky, several
- mechs charge a city from the right, their lasers blaring as they march
- forward. Suddenly, one of them gets nailed! Mech parts fly. That's
- one guy that won't be home for dinner. It sounds cool doesn't it? Well,
- in actuality, its just OK. A couple of nicely animated (but poorly
- detailed) sprites scrolled against a still background is probably closer
- to the actual effect. I just wanted to spruce it up a little for the
- Battletech freaks.:-) After the intro you have a choice between
- Starting a new game, Loading a previous game (3 slots), Practice (become
- familiar with the controls), or toggling the Stereo/Mono sound. Now the
- game begins...
-
- The first thing that you see is a tavern in the background. You begin
- in the middle of a futuristic city (it IS 3027 you know!), and before you
- are four icons. The icons are in the form of monitors and the first
- monitor from the left is full of static meaning... no commands (yet).
- The second one has eating utensils imprinted on it. This sends you into
- the tavern in search of some info on the Dark Wing Lance. The third
- says GHQ and selecting it will transport you to Headquarters to pick up
- a little mercenary work. Once an assignment is accepted, the first
- monitor becomes active displaying a skull and crossbones image and
- selecting it takes you to the battlefield for some mech blastin' action!
- The last monitor from the left has a mech icon within it, and needless
- to say choosing it will take you to the mechshop. Detailed descriptions
- follow:
-
- Skull and Crossbones: This monitor becomes active only after accepting an
- assignment. Selecting this icon will take you to another screen which
- shows a diagram of your mech(s) including weapons available, damage
- taken and C-bills left. You then choose ONE mech to take into battle.
- There are NO co-pilots in this version of Mechwarrior which, I think,
- was a very dumb move on Activision's part. Anyway, after a mech is
- selected, it's time to rumble!
-
- Eating Utensils: This monitor takes you inside the tavern that is visible
- in the background. Once inside, a new set of four more monitor/commands
- become available. Beginning from the left you see another eating utensil
- icon. This lets you talk to the guy who runs the joint--Gearle. Gearle
- is a pretty good guy and tends to give out good information. His first
- bit of advice is to pay attention to what planets people mention when
- you talk to them in the tavern because that is usually (i.e. always)
- where your next mission awaits you. You MUST take the appropriate
- missions to move the storyline along. Although there are many missions
- to choose from only the ones mentioned by those in the tavern will move
- you towards your goal! The second icon is a talk icon. By selecting
- this you will be able to talk to people around the tavern (this icon is
- not always available). The third monitor houses a holo-vid. By using
- the holo-vid you may play/rewind messages to you from remote allies (not
- always available either). The final monitor is a News Net monitor.
- This command lets you listen to the latest word on planetary wars and
- the supposed whereabouts of various members of the Dark Wing Lance
- (again... it's not always available). Note: Almost all of the people
- that you encounter in the tavern are cyborgs!
-
- GHQ: After entering the GHQ, you will notice six rectangular boxes
- running up the left side of the screen as well as a war room background.
- The upper-most box is the "OK" box which accepts a mission. The next
- two boxes down are the left and right scroll boxes. Using these you
- are able to view the various missions available to you. Each mission is
- displayed with the following information: Date, Contract (garrison
- duty, riot control, etc.), Planet, and Value (C-bills offered for that
- particular job). If you wish to up the Value of a mission a la the PC
- version (I never played the RPG), choose the next box below with the $$$
- in it. Here you can add or subtract the Value of a contract and re-
- submit your offer. If you ask for too much though, look out, because
- your potential employers may get offended and offer you a fraction of
- what they were originally offering you. I suggest that you save every
- time that they accept your new offer, and restore your game if you get
- rejected. If you should happen to want more information about a
- particular mission, simply click on the INFO box when the appropriate
- mission is being displayed. This additional info includes the number of
- light, medium, heavy, and assault mechs you have to destroy to complete
- the mission, as well as planetary data such as Type (earth, ice, lave
- etc.), Temp (affects overheating), and Gravity (affects jump jets). The
- final box is the save box. You have a total of three slots to save your
- games. Your saved games cannot be named and are instead saved and
- identified by the date on which you saved it (game date not real date).
- This can be a little confusing if you save several times on the same date,
- but it's not too big of an inconvenience.
-
- Mech: The selection of this icon will take you to the mechshop. A
- different still background appears showing a huge mech being repaired or
- modified as well as still four more icons. One of which is a wrench icon
- which appears when your mech has been damaged or is not re-loaded to its
- full capacity. When selected repair and re-loading your mech is automatic
- and complete as long as you have enough money. If you find yourself a
- little short on C-bills (not very often), your mech will only be repaired
- or re-loaded accordingly. The next monitor has the ??? symbol within
- it. This allows you to make numerous adjustments to your mech. This
- will be discussed separately since it is quite involved. The third
- monitor has BUY in it. This takes you directly to the mechshop where
- you can buy a new mech. I found it hard to believe that none of the
- mechs are named. There are no Riflemen, Locusts, Battlemasters or any
- other familiar mech names associated with any of the diagrams. This is
- odd because as far as I know this game was properly licensed to
- Activision by the creators of Mechwarrior and Battletech. I guess that
- I could be wrong though. A list of the possible mechs will follow
- shortly. The final monitor is the SELL monitor. This only appears
- after you own two or more mechs. The game pays rather well for your old
- mechs. Maybe too well... because once you have acquired the best mech
- in the game, there is really not a great need for C-bills anymore. The
- contracts eventually become so lucrative that what little repairing
- damage and re-loading cost there is easily becomes manageable with C-
- bills to spare.
-
- DESCRIPTION OF MECHS AVAILABLE:
-
- LIGHT MECH #1 Weight: 20 tons
- Speed: 144
- Heat: -9
- Armor: 48
- Airspeed: 54
- Price: Free (you start with it)
-
- LIGHT MECH #2 Weight: 25 tons
- Speed: 144
- Heat: -7
- Armor: 48
- Airspeed: 54
- Price: $656,000
-
- MEDIUM MECH #1 Weight: 30 tons
- Speed: 126
- Heat: -5
- Armor: 72
- Airspeed: 54
- Price: $727,000
-
- MEDIUM MECH #2 Weight: 35 tons
- Speed: 108
- Heat: -5
- Armor: 96
- Airspeed: 54
- Price: $851,000
-
- MEDIUM MECH #3 Weight: 50 tons
- Speed: 108
- Heat: -1
- Armor: 88
- Airspeed: 54
- Price: $1,081,000
-
- HEAVY MECH #1 Weight: 55 tons
- Speed: 108
- Heat: -4
- Armor: 112
- Airspeed: 43
- Price: $1,176,000
-
-
- HEAVY MECH #2 Weight: 75 tons
- Speed: 72
- Heat: -1
- Armor: 200
- Airspeed: 43
- Price: $2,064,000
-
- ASSAULT MECH Weight: 80 tons
- Speed: 76
- Heat: -2
- Armor: 280
- Airspeed: 0
- Price: $2,432,000
-
-
- CUSTOMIZING YOUR MECH: (Cool option!)
-
- You will spend a great deal of your time customizing your mech for the
- awaiting battle. You begin with $50,000 by the way and more is earned
- through battle. There are six boxes in the ??? screen but oddly enough,
- only five have uses. The first box is just a "static" box that is never
- used. Hmm... Anyway, the second box accesses the heat sinks on your
- mech. You can remove and sell heat sinks to minimize weight, but that
- could risk overheating your mech during the heat of the battle. Too
- many,however, can weigh you down. Heat sinks each weigh 1.0 and cost
- $10,000. The third box lets you buy or sell weapons for your mech.
- Detailed descriptions follow shortly. The fourth box allows you to
- access new engines for your mech. I usually avoid dealing with engines
- until I have the Assault Mech. Incredibly, there are 21 different
- engines! I thought about listing them all, but I decided that they
- would simply take up too much space. I don't know if there really is a
- need for quite so many anyway. I don't even bother with them really.
-
- There are eight different types of engines. For those of you who are
- interested, they are: LTV, DAV, Pitban, Leenex, MAGNA, VOX, OMNI, and
- VLAR. They range from $78,000 to $268,000. The fifth box lets you
- change the amount of armor that your mech has. The more armor you have,
- the better protected AND the heavier and slower you become. Armor
- weighs .5 and cost $10,000 each. Finally, you are able to adjust the
- number of jump jets that you have. More JJ's will obviously give you
- faster speeds in the air, but weight and land speed must again be
- sacrificed. I don't recommend any JJ's until later in the game when a
- big mech might move too slowly to successfully defend bases. The key to
- customizing is to keep the overall weight to 0 or below--you are
- automatically notified of any excess weight. Any plus weight slows you
- down and increases your chances of overheating. In fact, if you have
- ANY plus weight at all, you overheat just by standing in place even if
- you are not firing weapons. For those of you who don't know, if you
- overheat your mech, you become paralyzed until your mech can cool down.
- Sacrificing some armor or weapons will keep your weight down. Also, the
- addition of heat sinks to create negative heat will also cool you down
- faster and prevent overheating. Remember to keep the type (lava, ice,
- etc.) and temperature of the planet that you will be fighting on in mind
- when choosing a configuration!
-
- WEAPONS:
- HEAT DAMAGE POWER COST WEIGHT
- Short Range Missile: 2 3 $42,000 3
- Short Homing Missile: 2 3 $51,000 4
- Medium Range Missile: 3 4 $65,000 4
- Medium Homing Missile: 3 4 $72,000 5
- Long Range Missile: 4 6 $83,000 5
- Long Homing Missile: 4 6 $120,000 6
- Machine Gun: 0 2 $35,000 1
- Small Laser: 1 3 $40,000 .5
- Medium Laser: 3 6 $62,000 1
- Large Laser: 8 8 $84,000 5
- Particle Cannon: 10 10 $105.000 7
-
-
- Note: Homing Missiles are good for the first missions and Particle
- Cannons are essential to your battle plan if you plan to win the later
- missions.
-
- GENERAL NOTES:
-
- --Interaction with all the monitor/commands is good (as far as commands
- go). Little time is needed to learn exactly what you're doing in setting
- up your mech.
-
- --Wide Variety of planets/missions
-
- --Must follow advice of people in tavern if you want to advance storyline.
-
- --There are several major characters that you must defeat (kinda like
- bosses) who use special colored mechs.
-
- --It's wise to buy an Medium mech and then upgrade right up to an Assault
- Mech as soon as possible
-
- --There are NO co-pilots or inter-planetary travel (none shown anyways,
- besides the battle sequences) like in the PC version
-
- --Money tends to become useless after the Assault Mech is bought.
-
- --You must adjust your mech perfectly to accomplish some of the harder
- missions.
-
- --There are 5 mission types: [1] Destroy all mechs, [2] Defend Base--
- basically destroy all mechs, but the enemy is more interested in
- destroying your base than you. You may lose by either dying OR getting
- your base destroyed. These missions are usually hard., [3] Pick Up Item--
- a certain item must be picked up (i.e. run into) in order to complete the
- mission., [4] Attack Base--destroy enemy base. There are only a handful
- of these missions, and [5] Defeat So and So--defeat end boss for a
- certain level.
-
- --Cinemas are decent at best.
-
- --I've played at the Chicago Battletech Station and although the battle-
- field is "flat" because of Mode 7, the feeling is pretty close considering
- that this IS only a SNES not a computer simulator.
-
- SUMMARY OF BATTLES:
-
- You begin with a Mode 7 overhead view as your mech drops down on the
- battlefield from above. There is quite a bit a scaling and rotation here.
- Then you are thrust into the cockpit view and your mission type is
- flashed on the screen (Ex. Defend Base ). Immediately you'll notice
- the instrument panel's easy to understand displays. The top 2/3 of the
- screen shows the the battlefield, and as you move the whole filed scales
- and rotates with ease, and as you move about you get a nice "walking"
- effect. Enemy mechs are easily visible here or on your radar display on
- the lower right portion of the screen. Enemy mechs are shown as big
- yellow dots if they are on the ground or little yellow dots if they are
- airborne. Any bases show up as a B on the screen too. You can also see
- two profiles of mechs on your instrument panel--the one on the left is
- yours while the one on the right is the enemy mech currently in sight.
- Your mech profile is continuously revolving showing all sides and even
- your feet on the profile mech move according to your actual movement.
- In the center of the displays is your weapons panel. Here you see what
- weapon you are currently using and how much ammo you have left. You may
- choose to fire a certain weapon be selecting it with your L and R
- buttons or you may choose to fire all your weapons continuously by
- holding the B button down. Your heat gauge is located just to the right
- of your mech profile which BTW serves as your damage meter too. Make
- sure that you don't heat up! An overhead view may be brought up on the
- screen by pressing the X button. The overhead view is real-time so the
- action doesn't stop. You may find that the first battles are extremely
- quick and easy, but the later missions put you up against 11 or more
- mechs at once. Some of which may be high powered Heavy and Assault
- Mechs. It is sometimes a good idea to run away backwards from a mech
- while you're firing at him. Of course the ability to de-limb or be de-
- limbed is found in this game. If you lose a leg, however, you are
- unable to walk although you are allowed to move via jump jets! The jump
- jets in Mechwarrior are activated by pressing A once. They will not
- turn off until A is pressed again. In general, I found the controls
- during battle fairly quick and responsive.
-
- THE RATINGS
-
- GRAPHICS: Mechwarrior had some very sharp graphics! Most everything had
- nice detail. The tavern and city backgrounds had a gloomy, bladerunner-
- ish look to them. I thought that the monitor commands were a nice
- touch. If I had to complain, I would say that there were too many still
- backgrounds. The re-draws of the enemy mechs could have been a little
- better too. Otherwise... a good job. [8]
-
- SOUND/MUSIC: The music in Mechwarrior definitely fits the mood. It's
- very sci-fi like. Most people commented on how the background music
- while in the mechshop area sounded like it was straight out of Predator
- 2. While not outstanding, the sound effects held their own as well. [7.
- 5]
-
- PLAYABILITY: Once you get the hang of it, Mechwarrior is quite easy to
- play. Since you spend quite a bit of time outside of the battlefield, I'm
- glad that Activision setup an easy to understand interface for modifying
- mechs, talking, and such. The battles themselves are not tough to master
- as far as controls go either. Good job here too. [8.5]
-
- ENDURANCE: This game will not top any "easy games" lists. Although the
- first missions are way short and very easy, the difficulty level shoots up
- as you move along. There are plenty of possible missions and some of them
- are TOUGH! Sometimes... frustrating! Nevertheless you'll get many hours
- of play out of Mechwarrior. [8.5]
-
- FUN FACTOR: This kinda depends on how big of a Battletech fan you are.
- If you are a big fan, it rates way high. If you know nothing about
- Battletech, I still think that you will enjoy this game... but not as
- much due to lack of background information. But, I let four other people
- try it (1 Battletechie, and 3 Non), and they were all hooked! [8.5]
-
- Final SCORE: [8.33]
-
- This review is Copyright (C) 1993 by Rob Nava. All rights reserved.
-
-
- ROAD RASH II by Electronic Arts Co.
- Reviewed by Allan Kowalski
-
- Having played with a few simulators on various platforms through th years
- I have come to expect the standard vague and repetitive graphics usually
- associated with simulations involving any fast moving vehicle, be it a
- car, a plane, or a spaceship. Such a preconceived notion left me totally
- unprepared for ROAD RASH II.
-
- The degree of detailed ( although not high resolution) graphics is truly
- impressive. Combined with the extremely fast speeds at which the scenery
- rolls by, I found myself with true sensation impression of zooming along
- a country road at high speed.
-
- The game itself is straightforward enough. The premise is a cross country
- motorbike race.The goal is to win the race, or at least to qualify
- (meaning finishing no lower then 3rd). There are five tracks, each with
- some unique features and characteristics. Five levels of difficulty exist,
- and when one has qualified in races on all five tracks at one level, the
- system automatically brings you to the next level of difficulty.
-
- Although the courses themselves remain the same from level to level, they
- are made more difficult by means of increased agressivity from the
- opponents, as well as other hurdles at various points along the road.
-
- It is perhaps in this aspect that the game exhibits its distinctiveness
- from typical racing games. Winning a race involves more than just driving
- faster and better than the rest of the drivers. Opponents will try to
- knock you off of your bike by means of physical punches, kicks or even by
- using cahins and clubs. Needless to say you must defend yourself by these
- same means.
-
- In addition there are cops all along the road who will "bust" you if they
- can catch you.They will even set up roadblocks at various points along
- the way, which you must navigate around, or over.
-
- Finally, as if all of this wasn't enough there are a wide variety of
- obstacles which one must be on the lookout for at all times. These in-
- clude oil slicks, rocks, and various forms of wildlife on the road such
- as cows, sheep, moose, dear, etc....
-
- Learning to deal with all of the above while driving fast enough to win
- the race would seem to be sufficient but there is still more. Each time
- you successfully complete a race you win some money. The better you place
- of course, the more you win. As your cash grows you can buy various
- types of faster and more powerful bikes, with which you can win even more
- races and more money to buy even more powerful bikes, and so on..
-
- However, its not that easy. If you get "busted" by the cops you have to
- pay a fine. If your bike gets wrecked you have to pay repair costs. If you
- run out of money, you go back to the first level and the beginner bike.
-
- Having only reached the second level of driving I cannot comment on its
- ultimate difficulty, but although the first level is easily completed,
- things get much tougher at level 2. Not only do you have to learn how to
- use the road, and know when its danger points are, but you quickly learn
- that you won't get far unless you can fight off your opponents.
-
- All of the the abovementioned aspects to the game make it an extremely
- enjoyable one to play. I think its safe to say that few people will find
- it boringly easily to finish. Just getting to know the various bikes
- available will take a fair amount of time (considering some of them are
- very expensive). The driving itself as fast paced and keeps you on your
- toes at all times. One moment of lapse in your concentration and BOOM,
- you hit a moose or an opponent comes up behind you and knocks you off your
- bike.
-
- There has clearly been alot of attention paid to detail, from the double
- rear view mirrors, to the sound effects. Believe me, the simulation of
- speeding head on at 100 m.p.h. into an oncoming car has made me wince
- several times. The only dissapointing features, and they are relatively
- minor, are the animations at the end of the race, which are pretty cheesy,
- and the control of the bike which is not as fine tuned as I would like.
- As a result, it took me a while to avoid swerving from one side of the
- road to the other, but it comes eventually.
-
- All in all, I would say this is one of the best video games I have ever
- played.
-
- This review is Copyright (C) 1993 by Allan Kowalski. All rights reserved.
-
-
- ED. - This is truly a first, though no surprise. No sooner do we wrap up
- our preview of Strike Commander when our full reviews show up as well!
- So, enjoy this great short preview of Strike Commander, PLUS two full
- length reviews of the game as well. With this much information, you'll
- be well-armed.
-
- --------------------------------------------------------------------------
-
- STRIKE COMMANDER by Origin Systems
- Previewed by David Pipes
-
- Min. Req's: 27 megabytes disk space, 4 meg RAM, 386 or better, DOS 5.0,
- VGA display.
-
- Suggested: '486-33 or better, 8 meg RAM, 43 megabytes disk space (with
- speech pack), memory manager (VCPI compliant), smartdrv.exe (from Windows
- 3.0 or higher), joystick, sound card
-
- Price: (Egghead) US$56.99 + US$14.99 for speech pack
-
- Known Incompatabilities: Requires DOS 5.0 (although others may work).
- Smartdrv.sys will not work with SC. '386 Step B chip will cause problems.
- Will not work with disk compression software active. SoundBlaster must be
- at IRQ 3, 5 or 7.
-
- Tested on a '486-33 ISA with Logitech mouse, Oak SVGA card, 8 meg RAM (2
- in smartdrv cache), ViewSonic 4 monitor, IDE harddrive, original Sound-
- Blaster (220h, IRQ 7).
-
- So, the wait is over. I was originally not going to buy this game, being
- quite happy with Falcon3, but the screenshots got to me. It is time, I
- thought, to see what Origin feels will be "the best flight simulator" I
- have ever played. So down goes the bank account, and that evening,
- after a quick return run because of a bad disk, I am engaged in installing
- Strike Commander.
-
- The first sign of interest is that the copy protection is only present
- during installation. But it is a bit odd - it asked me for a person's
- name, then only wanted the *first* name. Weird. But the installation
- proceeds, about 20 minutes to load the disks in, and at least 10 to build
- the terrain. I decided to install all the maps, rather than have them
- generated before each mission.
-
- Success! As the starting screens show an interesting if short movie, I
- can't help but notice the high quality of the digitized voices. Quite a
- good job here, with regional accents and inflections. Promising.
-
- The movie ends and the main screen is presented. Here one can load games,
- start a new one, run a training mission or look at a small object
- library. I browse through the objects - they are as advertised, bit-
- mapped polygons, quite good looking. They hold their designs very well,
- even under close-up review.
-
- Strike Commander has chosen to use a Falcon3-like map area of polygon-
- based ground features, which can then be Gouraud-shaded and textured. The
- shading creates smooth contours, while the texture-mapping overlays
- vegetation, rocks, fields and the like. A detail menu lets the player
- decide how much of this he will enjoy - the more details, the slower the
- frame rate. It took quite a bit of experimenting for me to find a good
- level of detail; I ended up running the disk cache, so that I could set it
- all on. The final result is slower than Falcon3 on my machine, and in
- general more detailed - camouflaged planes, realistic cities, beautiful
- buildings, runways and the like.
-
- But I say "in general". Origin has made great strides in PC graphics,
- giving us near military simulator quality. Surprising that this runs, even
- on a '486, isn't it? Well, let's just say that it only runs on a foggy
- day. While the detail is amazing, it can only be displayed so much at a
- time, so a "haze" setting determines how far one can see at any time.
- Unfotunately, at 5,000 feet up with haze set to far, I cannot see the
- entire city in the training scenario. No sweeping vistas here, but rather
- something akin to midsummer smog on every mission. I understand and even
- sympathize with the design decision which led to this choice, but I think
- this is where I gave up on the "best flight simulator" label.
-
- I have flown a few missions - this is just a first look, after all! - and
- the characters and scenarios are fun and entertaining. The excellent
- scene graphics set the mood very well. When on a mission, the speech pack
- adds a lot of flavor, with ruthless sounding enemies (how'd they get my
- frequency, anyway?) and your co-flyers calling back and forth, although
- without the spontaneous, stressed, static sounds of Falcon3. These guys
- are clearly Hollywood pilots, but then, it *is* a game.
-
- The flight model is servicable. Inverted flight is too easy, while
- blackouts and sun glare are very well modeled. Load does not really seem
- to affect performance, and the engines respond quickly. Auto-landings and
- auto-takeoffs are available, while the autopilot is a space warp type.
- Clearly action is paramount.
-
- The HUD is good and useful, and seems accurate. Pop-up screens provide
- MFD output for weapons and radar; a full screen map is available. The
- cockpit is bit-mapped and thus is just eye-candy, but a beautifully simple
- method allows an easy scan of anywhere in the pilots field of vision - a
- great touch. But there is nothing that I have seen that be a "padlock"
- view, although I could have missed it. The usual external views are
- available, along with a "victim camera" which shows instant replays of
- your kills, if you so desire. I have not seen a replay device like the
- ACMI interface in Falcon3.
-
- All in all, this is a flight-based game, with beautiful but limited
- graphics and a good storyline and interesting characters. The flight
- model is not the focus of the game, nor is planning - the play's the
- thing! And for action and interest, Strike Commander is just the thing.
- If you long to take your plane up and shoot down murderous rebels, or even
- bomb an IRS-sponsored mercenary group, this is your game.
-
- Just remember - this game is '486 bait. I wanted to upgrade to a 486-66
- after playing! You will want a 33 mhz machine at minimum to play this, in
- my opinion. But if you have that and a sound board, you will be set.
- Enjoy!
-
- This preview is Copyright (C) 1993 by Dave Pipes. All rights reserved.
-
- --------------------------------------------------------------------------
-
- STRIKE COMMANDER by Origin Systems, Inc.
- Reviewed by Michael Wang
-
- [ This game was reviewed on a 486DX/33 system with a 256K cache, 8 MB of
- RAM, and a VL-Bus ET4000 video card with 1 MB of memory. The 3DBENCH score
- for this machine is 27.0 frames per second (FPS). 3.5 MB of RAM was
- reserved for a Super PC-Kwik disk cache and the rest was left for STRIKE
- COMMANDER to use. ]
-
- This article is not intended to be a complete review of STRIKE COMMANDER
- (SC), but instead contains some miscellaneous comments I have about the
- game.
-
- GRAPHICS
-
- I believe a 486DX/33 is the slowest processor you should have to run SC if
- you want decent graphics. If I turn off most of the ground details like
- rivers, fields, "interest", and cities, I get a tolerable number of FPS.
- Turning on things like city detail can drop the FPS to about one or two on
- my machine. It also helps to have a large disk cache running while playing
- SC, otherwise there are lots of pauses during flight which makes flying
- even more choppy.
-
- One oddity about the graphics engine is that the FPS is quite good if you
- are just rolling the plane left or right. However, pulling the nose up, or
- heaven forbid, pushing the nose down, cuts down quite dramatically on the
- FPS. Strange.
-
- Of course, the main reason why you don't get a high number of FPS, even on
- a 486DX/33, is because SC applies Gourand shading and texture mapping
- (which you can turn off) to the underlying polygon models, and these
- techniques are extremely CPU intensive. Without these two features, the
- graphics in SC are only slightly better than a game like FALCON 3.0. With
- these two, however, the object graphics like planes and tanks are
- absolutely incredible! They look as good as hand-drawn bitmaps and yet you
- can still rotate the objects in all three dimensions and zoom in and out
- without any loss of quality or "pixelation". (As a sidenote, I can hardly
- wait for PRIVATEER to come out. Without the ground stuff to worry about, I
- think the FPS with be much better than in SC and will blow the graphics in
- X-WING away.)
-
- The ground details, however, are not so good even with Gourand shading and
- texture mapping turned on. It is difficult to judge distance from the
- ground, which means I have to keep a close eye on the altitude indicator,
- otherwise I crash all the time. Also, since the underlying structures are
- still polygons, you don't see the "roughness" in the terrain that games
- like COMANCHE: MAXIMUM OVERKILL will show you. For example, when flying
- through a canyon, a section of wall from the top of the canyon to the
- bottom is a single polygon. So if you pass between walls that are close to
- each other, all you see on either side are two shaded polygons with nice
- straight edges. Hardly very realistic.
-
- And the "haze" feature is horrible. I can understand why Origin put it in
- the game since it cuts down on the amount of terrain the graphics engine
- has to calculate, but sometimes it feels like you are flying through a fog
- bank. For those of you just starting out, try flying through the canyons
- in the practice missions and you will see what I mean. You can't see more
- than a couple of miles in front of you and it can be difficult to figure
- out which way you are supposed to turn through the canyon.
-
- USER INTERFACE
-
- Well, to put it kindly, the user interface is mediocre at best. I can't
- believe Origin spent more than two years on this game and they still
- couldn't get the user interface working right. Here are just some of the
- problems I have with the it:
-
- * You can't cycle backwards through the weapons selection screen.
- Originally Origin intended to have a key ('Q') to cycle backwards through
- the weapons your plane is carrying, but for some reason took it out before
- the game was released. Why? It is extremely annoying to try and select a
- certain weapon, miss it, and then cycle through the rest of the weapons
- again. It wouldn't have been so bad if SC provided separate air-to-ground
- (A-G) and air-to-air (A-A) weapon selection keys like FALCON 3.0 provides.
- SC does have a key that puts you in A-A mode, but it doesn't have one for
- A-G mode, so when you are attacking ground targets and want to switch A-G
- weapons, you have to, in many cases, cycle through your A-A weapons before
- you can get to the weapon you want.
-
- * You can't see how many flares or chaff you have left without switching
- weapons. This is really lame. I couldn't get the documented Alt-W key
- sequence to work which is supposed to bring up the weapons display screen.
- Instead I have to switch to a different weapon, look at how much chaff I
- have left, and then cycle through all the weapons again. Argh!
-
- * In the "zoom-in" cockpit mode, the right pop-up screen obscures the
- distance to target indicator in the HUD and also the closure speed
- indicator. These are important numbers to know about when dogfighting, but
- for some reason Origin decided to cover most of them up. This is
- completely unnecessary because the pop-up screens have extra details
- around the edges that Origin could have gotten rid of without losing any
- functionality.
-
- * Similarly, the left pop-up screen blocks the infrared and radar warning
- indicators when your cockpit is either zoomed in or out. These are,
- obviously, very important lights to be able to see, particularly because
- they will blink faster as a missile gets closer. The cockpit voice will
- warn you that a missile is incoming, but you can't tell what kind of
- missile it is, and how far away it is. This is particularly annoying when
- attacking SAM sites because I usually have both pop-up screens up with one
- of them being the ground radar and the other the camera view so that I can
- target those SAM sites with Maverick missiles. I'm constantly having to
- turn off one or the other of those screens when a missile is launched,
- dodge the missile, and then I turn one or the other back on to try and
- resume the attack. Very frustrating.
-
- * You can't skip the auto-takeoff sequence. Dumb, dumb, dumb. You have to
- wait close to a minute for the game to show you the same sequence over
- and over again. You can skip the auto-landing sequence. Why can't you skip
- the takeoff one? You can speed things up a bit by increasing the time
- compression, but there is still no reason for not being able to skip it.
-
- GAMEPLAY
-
- The gameplay isn't too bad, but there are some problems with it including:
-
- * Not giving clear indications when mission objectives have been achieved.
- Sometimes you get a message telling you that you have completed the
- mission objectives, other times you are left wondering if there is
- something you didn't bomb or shoot down. Even more annoying is that in
- some cases, you can't auto-pilot unless the game thinks you've completed
- the objectives at a particular site, and other times it will let you auto-
- pilot, but then you find out later that you didn't finish the mission
- properly.
-
- * The plot line is almost completely linear, despite what the manual
- implies. You don't have any control over what missions you have to fly.
- You only have limited control over the order in which you fly them. E.g.,
- you go to the bar and mission A and B are available. You pick A, finish
- that and go back to the bar. B will then be the only mission available. If
- you pick B first, then A will the only one available when you return. Big
- whoopie. Your supposed to be this commander of this "moral" fighter group
- and you never get a chance to make decisions that shows this.
-
- POSITIVES?
-
- So, you might ask, is there anything good about this game? Well, despite
- all the problems listed above, STRIKE COMMANDER is one of the few games
- that has keep me playing all night long and into the morning. In fact, I
- did this not once, not twice, but three nights in a row (over a weekend).
-
- Why did this game do this to me? To put it simply, the game is fun to
- play! The controls are simpler compared to games like FALCON 3.0, and
- despite their problems, they allow me to concentrate on blowing things up
- instead of worrying about what keys to press. Auto-takeoff and landings,
- automatic waypoint designation, and an autopilot that allows you skip all
- the flying between waypoints are all features borrowed from the WING
- COMMANDER series and they all make playing more fun for me.
-
- And the plot, despite being linear is quite interesting. I'm not quite
- sure how to explain it, but each individual campaign and the story line as
- a whole, is more engaging than in the WC series. In WC, the missions got
- repetitive relatively soon, and the basic story line was the same -- kill
- more furballs. In SC, the setup was such that the game kept me wanting to
- fly just _one_ more mission before I turned off my PC. Unfortunately, this
- desire to keep flying missions meant that I finished the game on "Rookie"
- level in about 40 hours. Fortunately, there are still two more skills
- levels for me to try my hand at.
-
- This review is Copyright 1993 by Michael Wang. All rights reserved.
-
-
- ULTIMA VII PART II: SERPENT ISLE by Origin Systems/Electronic Arts
- Previewed by Richard Wyckoff
-
- Six months after the Avatar freed Castle British from the Guardian's
- blackrock gem prison, Dupre brings Lord British a magical scroll sent by
- the Guardian to his accomplice, Batlin, who mysteriously dissappeared at
- the end of Ultima VII. So begins SERPENT ISLE, with an amazing 3-D
- rendered introductory sequence comparable to that in King's Quest VI.
-
- The Guardian has sent Batlin to the Serpent Isle, the lost continent which
- Iolo's wife Gwenno had left to search for during Ultima VII. There, Batlin
- and the Guardian will bring about the destruction of Britannia, unless you,
- the Avatar, can stop them.
-
- SERPENT ISLE uses a refined version of the Ultima VII engine: the graphics
- have the same incredible detail (which reminds me of playing with painted
- lead miniatures on a complex scale model of a fantasy world, except that in
- the Ultima series, the miniatures are animated), but the speed of scrolling
- has been increased. The inventory system has been overhauled: each
- character is now represented by an animated 'paper doll' which changes
- position as equipment is moved around: wield a two-handed sword, and the
- Avatar's hands come together to grasp it; pick up a corpse, and a dead body
- appears slung over the Avatar's shoulder; find a bag, and it gets hung off
- the Avatar's belt. Due to popular demand, there is also a new combat menu,
- which allows access to all party member's combat orders and status at once,
- and a slew of keyboard shortcuts have also been added, to minimize the
- amount of mouse clicks that common activities required in Ultima VII.
-
- The Serpent Isle is completely new to the Ultima series, which allowed the
- designers much more freedom: the cities and land is all new, and there is a
- large snowy region to explore, provided the Avatar finds the proper
- clothing. Never before seen monsters roam the Isle, along with old
- favorites. Brand new reagents and syllables of power have been added to
- the magic system. Magical scrolls now exist; they have one use, and can be
- cast, or, with the proper spell, added to the Avatar's spellbook.
-
- The Ultima series has always been known for its technological achievements,
- but the main factor that distinguishes an Ultima game from any other RPG on
- the market is the depth and richness of the story. SERPENT ISLE has the
- most complex storytelling system to date, and plenty of new features to
- make it more realistic. There is a huge amount of text in this game, and
- the writing approaches the level of the best fantasy novels. Characters
- react to the Avatar and each other even more realistically than in Ultima
- VII. The text that appears above the heads of characters while they walk
- around (known in Origin lingo as "barks") has been made a crucial part of
- the SERPENT ISLE story: your companions will not hesitate to point vital
- details out to you while you are exploring the countryside, and the Avatar
- has finally learned to greet people politely, rather than just walking up
- and tersely saying "Name" or "Job." Furthermore, your actions will affect
- what characters will say to you. If you find yourself in need of money,
- for example, you may just find someone stopping you with a business
- proposition.
-
- SERPENT ISLE proves that not only is there still life in the Ultima series,
- there is magic. Fans and newcomers alike will delight in the game.
-
- This preview is Copyright (C) 1993 by Richard Wyckoff. All rights
- reserved.
-
-
- EL-FISH by Maxis
- Previewed by Dave Pipes
-
- Maxis' newest release is the next in the series of software toys they are
- so fond of producing. This time, the simulations team is Russian, a group
- of mathematicians and programmers (including the designer of Tetris) who
- found a way to turn some very sophisticated math into very good desktop
- eye candy.
-
- The program installs to about 8 megabytes of disk space. I was able to
- test it on a '486-33 with a VGA card. It will run in SVGA for a number of
- chipsets; unfortunately mine was not among them. A mouse is required,
- coprocessor recommended. 4MB of RAM is needed, and Sound Blaster, Adlib,
- Covox and Roland cards are supported (I used a SB original).
-
- The graphics are 256 colors, either 376x348 or (with VESA 1.2 drivers)
- 600x400. Not 640x480, oddly enough. To save you the trouble I had, here
- are the cards it is known to support: Video-7 (VRAM II Ergo, WIN.GVA,
- FastWrite VGA), Trident (TVGA, TVGA 9000), ATI Tech. (VGAWONDER, XL24),
- Orchid Tech. (ProDesigner IIs), Add-On America (Renoir Ultra-SVGA), Everex
- Sys. (Viewpoint Premium), Radius (SVGA MultiView), Cardinal Tech. (VGA700,
- VGA765), Genoa Sys. (MultimediaVGA 7900, SuperVGA 6300), Infiniti Sys.
- (Extended VGA) and the Portacom Tech. Eclipse II. All these cards will do
- the SVGA mode.
-
- The sim is quite straightforward, allowing you to catch fish from "the
- wild", then mutate them or breed them with other fish until the desired
- characteristics appear. The end results are then animated, a process
- which results in 200kb to 500kb in animation files per fish. So be sure
- you have some disk space to spare. Fish can be reduced to their genetic
- code, about 2k, for mass transfers and storage.
-
- And where do you put your sim-fish? Why, in a sim-aquarium, of course!
- The program has a large number of basic bottoms and backs, and lots of
- photographed rocks, plants and even animated toys to add to the design. In
- addition, fractally-grown plants are available in wide variety, and can be
- changed to suit the needs of the setup. When placed, the fish swim around
- all the different obstacles with barely a hesitation. Music can be
- generated or brought in to add a finishing touch to the aquarium.
-
- Let's face it. This is *not* a game, it is more like a DYO aquarium kit
- without the mess or expense. The design of the tank is interesting, and
- many moods can be created. The fish genetics are amazing, controlling
- body size, shape, color, stripes, dots, scales, fin size, fin shape and
- even behavior. Some fish school, others are aggressive loners. Some
- even seem to nibble on rocks and gravel, hunting for food. As far as fish
- go, this is *the* simulator, far surpassing any other I have seen or heard
- of.
-
- For the crowning touch, the graphics are amazing. Each fish has up to 256
- different frames of animation. They swim in all directions, fins moving
- and bodies undulating, sometimes just hanging in the water, casually
- expanding and contracting various fins. Even in the low-res mode, the
- graphics are beautiful. My cats actually dived for the computer screen
- when I put the first tank up, batting at the fish just like they would
- with a real tank. This program is a beauty.
-
- With the fish breeding and tank design features, this can be a very
- creative toy. And the display is perfect for showing off your machine to
- people who don't really like Wing Commander or Ultima. All in all, if you
- like fish, this is the way to go. El-Fish is a technically
- sophisticated, attractive, relaxing program for anyone with even the
- remotest interest in the topic.
-
- One warning - this game will be *very* slow on less than a '486-33. The
- animation will probably not suffer as much as the generation process, but
- definitely think in terms of fast processors and mucho memory in order to
- get the most out of this sim.
-
- This preview is Copyright (C) 1993 by David Pipes. All rights reserved.
-
-
- ED. - See how important it is to include your NAME when you submit a
- review to Game Bytes???
-
- --------------------------------------------------------------------------
-
- ARMOUR-GEDDON by Psygnosis
- Previewed by Mysterious Man!!
-
- For IBM PC, AT, PS/2 & Compatibles. 10 MHz 80286 minimum, 25 MHz 80386
- recommended. Requires 585K free memory. Supports 256 VGA, 16 colour VGA
- & EGA, AdLib, Soundblaster, Roland Sound Cards. Requires Hard Disk.
-
- The installation instructions also state you will need 64k of EMS to play
- sampled sounds.
-
- ARMOUR-GEDDON comes on three 3.5 inch disks that includes a Creepers demo.
- You also get a large keyboard summary chart in English, French, German and
- Italian and a medium-sized manual.
-
- The program installed fine, but the auto-detect sound program failed to
- identify my Pro Audio Spectrum, deciding it was either an AdLib or
- Soundblaster. However, the music and sound effects appear fine, basic as
- they are. The differing vehicles provide varied basic engine sounds,
- nothing special. There is no music apart from the initial opening
- screens.
-
- ARMOUR-GEDDON is a strategy and simulation game. You organise and pilot
- up to six vehicles, tanks, hovercraft, helicopters, fighters and bombers
- over a 80km by 80km (250 square mile) area. Your aim is to collect 5
- segments of a Neutron bomb in order to destroy the enemy's Beam cannon.
- You must destroy power lines in order to give yourself more time. The
- game also features a head-to-head serial link.
-
- There is a training mode that allows you a good stock of vehicles,
- weapons and devices, unlike in the real thing, where you must research
- and develop most items and find materials for new ones.
-
- There are a number of control areas. The HQ allows you to access the
- other departments and systems, as well as each one of your six vehicles.
- The HQ also displays any relevant messages concerning your actions, and a
- grid map of the combat terrain and vehicle positions. The Intelligence
- bureau keeps an eye on your vehicles via remote satellite. You use this
- screen to set way points for your vehicles. The Research and Development
- team allow you to develop and build new weapons and systems. Resources
- in stock are displayed via the Stores monitor. You replenish depleted
- stocks by pillaging destroyed enemy vehicles and installations.
-
- This preview is based on initial impressions. The ability to control 6
- differing vehicles at the same time is fun! The hovercraft responds as
- you expect it to, it's difficult and slides all over the place. The tank
- and bombers are slow, the helicopter a completely new concept, and the
- fighter, well, it's a fighter. It should be stressed that this game is
- not a flight simulator, it is not a Falcon 3. The planes are easiest to
- fly, the hover craft and helicopter is not so easy. There are the
- standard 360 degree views; however, ARMOUR-GEDDON scrolls smoothly to the
- chosen view, rather than jumping straight to it, a nice realistic touch.
-
- You decide where to place your vehicles within the huge play area, and
- then you load each of them up with weapons and utilities of your choice.
- The game features 'time' so that you can end up flying in complete
- darkness -- good thing you chose to load the night sight and not the
- neutron bomb. After you start the engines, power up your shields, you aim
- for the waypoint beacon. The waypoint indicator's ensure that you know
- where to aim your craft. My initial skirmishes were quickly ended by
- either poor flying or driving skills or a massive enemy attack. The
- polygon graphics are smooth even on my 20 MHz 386; however, ground detail
- is very low.
-
- In summary, the game has potential. It's not a game you can quickly pick
- up and be an expert at immediately. I have only played in the training
- mode, and didn't get very far in that! The graphics aren't the best, but
- the movements and scrolling are very smooth. The music and sound effects
- are poor; however, I feel the game play has some new ideas to keep players
- amused (for example, the hovercraft). The storyline and tasks should be
- enough to keep people playing for a long time.
-
- This preview is Copyright (C) 1993 by The Mysterious Man. All rights
- reserved.
-
- RETURN OF THE PHANTOM by Microprose
- Previewed by Ross Erickson
-
- Microprose made a bold move into the graphical adventure category last year
- with their release of Rex Nebular and the Cosmic Gender Bender. While 'Rex'
- may not have stood the gaming industry on its ear, what it did show the
- gaming industry and market is that Microprose has some incredibly power
- tools to produce some very intriguing and stunning-looking adventures. It
- doesn't necessarily mean they can 'weave a good yarn' or create a head-
- scratching yet logical puzzle. But let's be fair - they have just gotten
- started. With their next major adventure, Microprose should dispel all
- doubts about whether they will be a contender in the graphical adventure
- genre.
-
- Return of the Phantom (ROTP) looks to be an excellent adventure using MPS's
- adventure toolkit. The graphics are nothing short of stunning (as evident
- by these screen shots). The interface is just like Rex Nebular's, kind of
- a cross between a LucasArts and a Sierra adventure, though more similar to
- the LucasArts productions. The commands are very accessible, yet don't
- detract from the overall screen appearance. Microprose is obviously
- spending a lot more attention to the audio quality of their adventures too.
- After installation, the player can not specify one device for music
- (typically a Roland card), and another for the digital effects
- (Soundblaster). There is also plans for a full CD-ROM edition of this game
- too which will presumably incorporate full speech throughout the entire
- game.
-
- The story of ROTP pits the player as Paris police detective Raoul Montand
- who begins his adventure in 1993. You just watched the chandelier at the
- Paris Opera house fall on an unsuspecting audience and you begin your
- investigation. As you proceed, you mysteriously ends up in the
- supernatural world of 1881 where you must rescue your girlfriend from a
- dire fate by entering into the bizarre world of the Phantom of the Opera.
- As detective Montand, you must avoid all the traps of the Phantom and solve
- the puzzles that await you in order to rescue Christine.
-
- Upon playing just a few minutes of the beta copy of ROTP, it's clear that
- MPS was not satisfied even with the quality of Rex. The rotoscoped
- animation quality of the characters and the smooth scrolling screens shows
- a high commitment to the quality of the graphical elements of the game.
- The puzzle quality? Time will tell as we get further into the game.
- For fans of the adventure genre, ROTP seems to be one not to miss.
-
- Return of the Phantom should be shipping in June.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- BUZZ ALDRIN"S RACE INTO SPACE by Interplay Productions
- Previewed by Ross Erickson
-
- Though just barely released, Buzz Aldrin's Race Into Space (Buzz) offers a
- big jump for Interplay in an entirely new direction. Buzz reminds me of
- Sim-We-Gotta-Get-To-The-Moon-FAST. It's a unique production that offers
- an incredible amount of historical data and insight on what it took to
- plan a moon shot. Positioned as a simulation, Buzz pits the player as
- either the head of the U.S. or Soviet space programs with the goal of
- being the first to land a man on the moon.
-
- As director, you have the entire inventory of the respective countries at
- your disposal. You'll be responsible for setting up and organzing all of
- the astronaut selection, training, and planning programs, as well as all
- of the manned and unmanned oribital flights that lead up to the actual
- launch for the moon. There's a rich historical aspect to this game
- (though I use that term lightly) as you truly feel transported back to the
- early 60's and the incredible energy and excitement that swept the U.S. in
- its goal to fulfill Kennedy's proclamation that the U.S. would put a man
- on the moon. There's even some historical video footage that is included
- in the game that sets the stage for the goals of the game. There's lots
- of technical detail here for those who want access to it, but the game is
- also configurable in difficulty to even make it accessible to young
- gamers.
-
- A very interesting historical perspective is included in the game in the
- form of an 'accessory book' that chronicles the history of the U.S. space
- program and offers insight into what went on in the early Mercury, Gemini,
- and Apollo programs.
-
- Interplay is also sponsoring a contest to celebrate the release of the
- game. "Buzz Off to the U.S. Space Academy" will award two award winners
- the chance to attend the U.S. Space Academy (right up the road from me!)
- in Huntsville, Alabama. Other prizes such as official Space Camp jackets
- will also be awarded. The contest runs through August 15, 1993.
- As this game is just released, Game Bytes will also be publishing a full
- review of the game in an upcoming issue of the magazine. In all respects,
- Buzz is truly an innovative and unique game that will draw the player
- directly into the decisions that must be made in order to put a man on the
- moon.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- QUARTER POLE by MicroLeague
- Previewed by Ross Erickson
-
- Quarterpole (QP) is one of the first games in the market that takes a
- serious look at the world of thoroughbred horse racing. While certainly a
- 'sports game', QP is also more than that. It's really a 'sports
- environment simulation' set in the world of high-stakes horse racing.
-
- As the player, you will be transported to Blue Rock Downs where you can
- choose your own scenario to achieve the ultimate goal - make a fortune. As
- a bettor, you can check out the racing form and make a wide variety of
- bets, including exactas and daily doubles, on your way to your wealth. As
- a stable owner, you also have the ability to hire the best trainers to keep
- your investment in thoroughbreds competitive and winners on the track. You
- can also buy and sell horses at the auction and enter them in selective
- races. There are 10 daily races, including claims and allowance races,
- with over 125 stakes and handicap races throughout the seasonal year.
-
- MicroLeague has also setup a sweepstakes to coincide with the thoroughbred
- racing season and the 119th Kentucky Derby. A variety of prizes, including
- official Derby merchanidise, will be awarded. The contest will run through
- August 1, 1993.
-
- Quarter Pole is an interesting look at a sport that, to date, hasn't had
- much attention on the computer screen. The graphics look well-done and
- there is a lot of attention to detail in the world of sport betting for the
- ponies.
-
- Quarter Pole should be released in May of 1993.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- FLASHBACK by SSI, Developed by Delphine Software
- Sega Genesis version by U.S. Gold
- Previewed by Ross Erickson
-
- Any gamer worth his salt has probably seen some version of the hit game
- 'Out of this World/Another World' by now. This genre-busting title showed
- how well a game could do by focusing on atmosphere. The graphics were
- rather simple polygons, but used in such a cinematic fashion that the
- suspension of disbelief was achieved quickly. OOTW was a big hit because
- what it did, it did incredibly well. Millions have asked, "Where's the
- next one!?". The wait is almost over. In fact, it already IS over if you
- have a Sega Genesis. Flashback is the long-awaited sequel to OOTW/AW,
- however, it's not a true sequel in the sense that it continues the same
- character and storyline from the first. Flashback is a brand new story
- with a brand new protagonist. Delphine has, however, used OOTW as a base
- from which to build another big hit.
-
- Flashback is the story of a young research scientist named Conrad Hart.
- In the year 2142,, Conrad is preparing his thesis on molecular density
- (Buckaroo Banzai comes to mind briefly) and develops a machine (not an
- Overthruster, I hope...) capable of analyzing the molecular structure of
- any living being. Using the machine, Conrad discovers that several high-
- ranking members of society are actually extra-terrestials in disguise (a
- 'Rowdy Roddy Piper' movie-bomb comes to mind too). The E.T.s find out
- they're 'gig is up' and snatch Conrad and his mind. Playing Conrad, the
- player awakens on the E.T.s home planet with no memory of who he is or why
- he's where he is. Throughout the game, the player's job is to survive (of
- course) to the next level and recover from the amnesia and foil the
- alien's plot to destroy earth.
-
- Flashback is played on three worlds, six levels, and should keep the gamer
- busy for much longer than OOTW did. The game is six times as large as its
- predecessor. There are plenty of character interactions in the game and
- you must take clues from NPCs you encounter and items you pick up along
- the way to aid you in your memory recovery. You'll interact with a wide
- variety of objects like teleporters, mines, disintegrators, and force
- fields. Some backtracking is inevitable as you plan your strategy through
- the puzzles.
-
- The graphics have an incredible sense of realism to them. This is due in
- great part to the rotoscoped animation process that was used to create the
- character's movements. Players of the hit, Prince of Persia, will
- instantly recognize this level of the character's animation as they run,
- walk, climb, and manipulate their environment. While OOTW's graphics were
- somewhat simple, yet very effective, gamers will find the 256 color
- graphics extremely vibrant and unique, depending upon which part of the
- game you are playing. One unique advantage of the computer version of
- Flashback over the Genesis version is the zoom mode that shows the close
- encounters that Conrad has with other characters at twice the normal size.
-
- The sound effects and music are also very effective and well done. The
- soundtrack creates a very effective mood, and the digital sound effects
- are many and thoroughy immerse the gamer into the action taking place.
- Flashback should be shipping within a month.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- DOOM! from ID Software
- Previewed by Ross Erickson
-
- To say this is a preview is somewhat of a misnomer. It was already
- previewed! You asked for more shots... you got them. Check out these new
- screens from what might be the hottest action game of 1993. No need to
- ramble on again about the game - you read all about it in Game Bytes #9.
- To really tantalize you, the screens you see here should all have animated
- faces in the walls. A truly gruesome effect!
-
- Hope you enjoy the shots. Sorry for the duplication problem last issue.
- We didn't know those shots had been released by ID. We wanted to show you
- some really unique shots from the Alpha copy we are working with.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- FATTY BEAR'S BIRTHDAY SURPRISE by Humongous Entertainment
- Previewed by Ross Erickson
-
- It's nice to see a company take themselves seriously in whatever genre
- they choose to participate in. Humongous, by choice, has come out of the
- chute with a high standard of production qualities. This high standard
- was evident in their first offering - Putt Putt Joins the Parade.
- Designed for younger children, Humongous has designed their games with the
- youngsters in mind, yet their high standards of excellence has drawn in
- gamers of all ages. Putt Putt was the first, and now their second major
- release is almost upon us. Fatty Bear's Birthday Surprise (FBBS) looks to
- be a worthy 'sequel' to Putt Putt.
-
- Fatty Bear is a lovable stuffed teddy bear who comes to life only for the
- kids and lives with a fun little girl named Kayla. Fatty never comes to
- life when the grown-ups are around. Kayla is having a birthday soon, and
- the story of the adventure is how Fatty Bear is planning to surprise Kayla
- when she awakens on her birthday. The graphical quality is still very
- high, and the sound support is excellent. Like Putt Putt, there is a very
- thematic approach to the music and sound effects that are included in
- FBBS. Like the first game, FBBS should also be available on CD-ROM for
- even more sound effects and full speech throughout.
-
- If you have kids in the 3-8 range, or if you just love a well-produced
- title, you should take a long look at FBBS. It's expected to be shipping
- in just a matter of a few weeks.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- THE LEGACY: REALM OF TERROR by Microprose
- Previewed by Ross Erickson
-
- I somewhat hesitate to include a preview of Legacy in this issue because
- we still don't have that much on it yet. However, in the interests of the
- players and readers, we'll do our best and tell you as much as we can
- about this new title from Microprose.
-
- Legacy is a new adventure game from Microprose, but is not using the same
- 'Adventure Engine' as used in Rex Nebular and Return of the Phantom. The
- game puts the player as the owner of a recently inherited old mansion that
- is rumored to have some strange goings-on happening inside. You must
- enter the house and find and destroy the entity that is controlling the
- commotion within a specified time limit.
-
- At first glance, I was under the impression that we were going to
- experience a kind of 7th Guest type of production combined with an Ultima
- Underworld style of play. In truth, the game appears to be more like the
- tile-approach used in the Eye of the Beholder or Crusaders of the Dark
- Savant, but set in a haunted house. The effect should still be effective
- combined with the right sound effects and atmosphere. There is an
- automapping function included that makes it easy to know where you are in
- the mansion. In truth, this is one BIG mansion. There are 10 levels of
- the house, with up to 40 rooms per level. The mouse is well implemented
- and used to examine and pick up objects, manipulate them, and engage in
- the ever-present combat. The mouse is also well-used in the magic and
- spell system too. Truly, this game reminds me a high-quality EOB game set
- in a haunted house.
-
- The graphics look quite well done in today's very competitive graphical
- world. Microprose has made a firm commitment to audio support in all
- their games, so there's no reason to think audio will be skimped in
- Legacy. I'm looking forward to this game and it should be out soon. It
- may not compete graphically with 7th Guest, but it sure will be a heckuva
- lot bigger.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- A VIEW FROM THE EDGE by Ross Erickson
-
- Greetings! Again...whew! It's getting tough to put up with these lengthy
- delays. BUT! We endured and here we are again. I know talk is cheap, but
- there WILL be another issue of Game Bytes appearing shortly before the BIG
- event in Chicago - C.E.S. One way or another, Game Bytes will get the news
- from C.E.S. for all. We're determined to compete with the big boys!
-
- On another note, Game Bytes is getting precariously close to supporting
- advertising to some extent to allow us to continue. Having the right
- equipment and financing to handle all of the public relations stuff
- necessary to be taken seriously has made the decision of whether to do
- advertising or not a moot point. We simply can't continue Game Bytes and
- experience a financial loss each month. We need to recoup some costs each
- month. Expect to see it start in Issue #11.
-
- We're also very pleased to see the Internet comp.sys.ibm.pc.games newsgroup
- split pass. The amount of traffic being handled on this network is simply
- unbelieveable. There was certainly a need to have the kind of information
- being shared there be a great deal more organized. We fully support this
- split. Game Bytes will be officially represented in the comp.sys.ibm.pc.
- games.announce group which will be moderated. Announcements, questions, or
- otherwise any type of official news about Game Bytes can be submitted or
- posted (with the moderator's approval) in this section. For individual
- letters, it is still best to use email on any of the major services. To
- date, Game Bytes is "officially" sponsored on Internet (as mentioned
- above), America On-Line, CompuServe, and the Worldwide Fidonet network in
- the Games sig. We also get great distribution through the Software
- Creations shareware hub BBS. All told, I believe our active readership
- (those who are still out there clamoring for this issue!) is over 50,000
- readers per issue. Thanks to ALL of the great readers who let us know how
- we're doing. Honestly, one of the most enjoyable parts of doing this
- magazine is communicating with the readers. We don't get as much mail as
- we would like so we encourage you to write often.
-
- Thanks for sticking with us through this semi-tough time. Even the IRS guy
- didn't care that we were trying to get an issue out the door!
-
- Enjoy the issue
-
- Ross Erickson, Editor/Publisher Game Bytes Magazine
-
- Rumors/News
-
- With C.E.S. almost upon us (again!), there is some jostling in the market
- going on to set the stage well for what appears to be a very interesting
- summer show. Several companies are quietly talking about what they will be
- showing and/or announcing at the event. Here's a brief rundown on some of
- the juicy stuff we're hearing now.
-
- Though no real details are known yet, Access is supposedly working on yet
- *another* major upgrade to their flagship product - Links 386 Pro. What
- made me laugh is one of the major features is "much better graphics".
- Hehehe. Gee, and I thought the graphics in what we have now look terrific.
- Can't wait to see the next one. SVGA beyond 640x400 perchance? What is
- really exciting is what Access likes to refer to as their 7th Guest beater.
- Tex Murphy 3, otherwise known as "Under A Killing Moon" is to be the
- company's first CD-ROM only game and will sport graphics and animation that
- will rival 7th Guest. Boy, it's a good year to be a consumer.
-
- Accolade will hopefully have something new to show for their
- Ditka/Hull/Pele sports lineup at CES. To date, most of their marketing
- energies have been spent on 'Bubsy'. The new sports titles should be out
- in early to mid fall. Early looks at Brett Hull Hockey look great.
-
- XOR - NFL Challenge Premium Edition - The wait goes on... What more can I
- say...
-
- I had a very interesting conversation recently with the head of White-Web
- Software. This new startup will be in the blocks for quite a while to
- come, but their production goals/plans reach WAY into the heavens. A
- family of CD-ROM only games for Windows NT (and perhaps Windows 3.X, 4.X)
- that include several flight simulators, a tank sim, a sub sim, and even
- some strategy and RPG games are planned for a very ambitious start. The
- first product from White-Web isn't likely to appear until mid-to-late '94.
-
- The pinball market will be heating up shortly on the 'electronic table' as
- Amtex is gearing up to release their next pinball game - 8 Ball Deluxe.
- Early looks show a very polished product. Dynamix is also close to
- finishing (finally!) their Windows-based pinball game family. There will
- be lots of variety with the Dynamix offering as there are at least 6, and
- maybe more, very unique and graphical tabletops. The virtual silver ball
- should be flying should be flying soon.
-
- Broderbund has just released the latest 'Carmen' as she steals the
- important stuff in space. Excellent production values, but I wonder how
- much more there is to explore. The one we're all waiting for is Prince of
- Persia II and the wait is almost over. Fans of the first have been waiting
- literally years for this new one. Read about it in GB #11.
-
- Cyberdreams has let the word out that their much anticipated CyberRace
- won't be out until the fall. Using technology similar to Novalogic's Voxel
- graphics, CyberRace should sport a very realistic environment to play in.
-
- Fans of the highly-regarded, yet often overlooked Harrier AV8B flight sim
- who also own one of the ubiquitous S3 graphics accelerator cards should be
- rejoicing soon. Domark is finishing up the final touches on the high-res,
- 640x480x256 color version of the flight sim that takes advantage of this
- graphics accelerator. Talk about great graphics with smooth frame rate!
- This sim alone could sell a lot of graphics cards. The hope is that Domark
- won't stop with the S3 chip. The ATI accelerators are also widely in use.
-
- Dynamix - C.E.S. - you'll have to wait!! I can hardly contain myself!
- Major cool new stuff coming. [serious pain at biting lips and tongue
- preventing me from talking]
-
- Electronic Arts will be in full force at C.E.S. with all of their affiliate
- and subsidiary partners (like Origin!). Some very interesting developments
- are expected, including some MAJOR upgrades to some titles that have been
- favorites for years. Stay tuned. CD-ROM will continue to be an important
- part of EA's strategy, both from a PC, as well as a 3DO perspective. Watch
- this space for some more indepth reporting on how well the 3DO marketing
- phenomenon is turning into actual development projects.
-
- Virgin Games isn't resting for long, now that their long-awaited 7th Guest
- is finally shipping. What is referred to by many as 7th Guest, but known
- to Game Bytes officially as 'The 11th Hour' is already well into
- development and could be out as early as Christmas this year. Trilobyte is
- already past the learning curve so future 'Guests' should be easier to do.
- Expect to see 7th Guest on every entertainment CD platform known to man.
- Other new CD projects underway at Virgin include Curse of Enchantia and the
- first Kyrandia. Dune, Shuttle, and Monopoly are also already headed to the
- silver disk.
-
- Velocity, of Spectre and Jetfighter fame, is REALLY hard at work on
- Jetfighter III. The design goal is to take the comprehensiveness of Falcon
- 3.0/Tornado, the graphical panache of Strike Commander, and the framerate
- of Jetfighter II, and put them all together into the best kick-*ss flight
- simulator the market has ever seen. Lofty goals. We wish them well.
- Especially if they want it our this millenium. Their goal is less than 9
- months from now.
-
- Though Tsunami had a bold start in the market, and we can expect Blue
- Force: Next of Kin relatively soon, legal entanglements with Sierra may
- cause the throttle to be cut back a bit until they sort this out. Tsunami
- is made up a lot of ex-Sierra'ites and there's some dispute over who owns
- what.
-
- Finally (for this issue, at least), some big new products from SSI are
- coming, despite their downsizing. Unfortunately, SSI had to cut back
- somewhat and they lost some VERY talented folks. We're sorry to see them
- gone. But the products roll on. Dark Sun is *NOW* scheduled for a late
- July/early August release (haven't you heard this before?). New stuff
- coming in the pipeline include Grigsby's latest, 'Gary's War in Russia', a
- highly improved and enhanced 'Archon Ultra', and some new fantasy and
- strategy titles, entitled 'Fantasy Empires', 'Stronghold', and 'Cautious
- Steel'. There's even some news showing up that a 'Great Naval Battles II'
- is in the works. For those annoyed with some pesky bugs in the otherwise
- terrific Tony La Russa Baseball 2, a significant revision in the works and
- nearing completion.
-
- Watch for more news coming your way soon in Game Bytes #11.
-
-
- The following escaped publication because of a file error - Sorry!
-
- Ultimate Fighter For the SNES, 12 Megs Reviewed by Jer Horwitz
-
- There's reason for some hope regarding Ultimate Fighter. The game used
- for last issue's review was the Japanese version of the game, titled Fist
- of the Flying Dragon S: Golden Fighter. Culture Brain, in response to the
- Japanese assessment of that game, released a "Hyper Version" of Golden
- Fighter in Japan in time for the holidays, only five months after the
- release of the original version. I'm happy to say that it significantly
- improves upon the first game by adding some options almost necessary for
- the post-SF2 one-on-one fighting genre. Tournament mode now allows you to
- set handicaps, multiple difficulty levels for the computer opponents, time
- limits, and play a character versus him- or herself. There is an entirely
- new "Battle Mode" which allows you to fight in any of the boss
- confrontations from the story mode, also at multiple difficulty levels.
- The control has been changed a little to improve on jumping attacks, also.
-
- These features add significantly to the play value of the game, and
- although it is still not of the same caliber as Fatal Fury or Street
- Fighter II, it now has more options and more to do than either of them. As
- Ultimate Fighter has not been released yet, Culture Brain may package
- either the original or the Hyper version under that name. If Culture Brain
- releases the Hyper version of the game as Ultimate Fighter, then they
- should be commended for not only improving the original concept, but also
- for caring about their U.S. audience enough to release the best possible
- version when it was ready. If not, draw your own conclusions and let your
- pocketbooks decide their fate. In either case, rent the game before you
- buy. There's enough to Ultimate Fighter that renting it shouldn't detract
- from the long term value.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All rights reserved.
-
- ============== GAME BYTES ================
-
- Editor and Publisher
- ~~~~~~~~~~~~~~~~~~~~
- Ross Erickson
-
- Assistant Editor
- ~~~~~~~~~~~~~~~~
- Daniel Starr
-
- Programmer
- ~~~~~~~~~~
- Ed Rafalko
-
- Contributors
- ~~~~~~~~~~~~
- Eric Taylor Alex Gagin
- Jer Horwitz Daniel Starr
- David Taylor Adam Cheal
- Kevan Pettelbach Ken Fishkin
- Jennifer Schlickbernd David desJardins
- Jay Wilbur Clark Chang
- Bill Foust David Pipes
- Sid Meier Casey Sisterson
- Carl Muckenhoupt Dave Masten
- Andrew Fenic Chris Petit
- Jim Day David Cheong
- Brian Chung Glenn Slayden
- Rob Nava Jim Gindin
- Allan Kowalski Jeremy Reimer
- Richard Wyckoff Joshua Randall
- C.J. Apello Robert Barker
- Greg Cisko Bobby Martin
- Mitch Aigner Phil Rice
- Jerry Luttrell Gavin Adams
- Adam Pletcher Frank Bruno
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Game Bytes is published monthly by Ross Erickson,
- 108 Castleton Drive
- Harvest, AL 35749
-
- INTERNET - ross@kaos.b11.ingr.com
- Compuserve - 71441,1537
- America On-Line - RossGBytes
-
- Contents are copyright 1992 by Game Bytes, unless otherwise indicated.
-
- Reviewer Spotlight - David Taylor
-
- My life is game-o-centric. I started playing video arcade games with
- Asteroids and Space Invaders when I was about 10. I am now 23 and find
- myself in the arcade usually once a week. The first real *computer game*
- I played was Lemonade Stand on an Apple ][ in junior high, and I fell in
- love w/ the machine & computer games instantly. During my Apple ][ years,
- I imprinted heavily on everything Origin produced, Rescue Raiders, Aztec,
- Wizardry, and my joystick. During high school, I became more interested
- in game programmers, friends like Jason Jones (author of Minotaur) and
- untouchables like Richard Garriott (aka "Lord British").
-
- When I got to college, I started writing game reviews for some local
- college newsletters. I liked it a lot because I'm anti-piracy and could
- still get games for free. Also, it was fun to be given license to
- verbally disect games, slamming or praising them based on whether they
- made me happy. I've since discovered I don't have very a fair taste in
- games. It's gotta be smooth, extremely responsive, and engaging for me to
- like it. That nixes almost everything. With the existence of Rescue
- Raiders and Ultima III on a 1MHz 128k Apple, there's no excuse for less in
- my mind on a 33MHz 8Mb 486.
-
- As I got over the first few weeks of realization that I wouldn't ever meet
- those "untouchable amazing game authors," I buried the treasured idea deep
- in my head and forgot to mark the spot with an "X". After my parents
- moved to Russia and Austin became my new hometown, I suddenly realized
- that this was where Origin was! I started by doing a tour of the place
- for an article in our university paper, the "Daily Texan."
-
- After I heard about Game Bytes, I realized that the audience was much more
- appropriate, and might even enjoy an interview, so I suddenly excavated
- that idea to meet Richard Garriott. Ross gave me the go-ahead, and Galen,
- the PR stud at Origin, originally scheduled a phone interview, but I
- whined that I had always wanted to meet him, and (bless his heart) he
- rescheduled a real interview. My mind was prepared, but my mouth reverted
- to age 13, back when I buried the meet-mr-ultima idea, so I mostly tried
- to let him do the talking. It was pretty heady. I think it came out a
- good interview, but being three feet from this guy in his corner office
- reduced me to mumbles and chuckles of agreement.
-
- For those of you that think I spend too much time talking about Origin,
- please be patient. I'm not a terribly big fan of their latest PC games
- for speed & crispness reasons mentioned above. However, their technology
- and staff are fascinating, and it's a 10 minute drive to their building.
-
- After Garriott, I interviewed Chris Roberts, the development team at ID
- Software, and today, Warren Specter. With Chris Roberts, I mostly sat
- there nervous and asked stupid questions trying not to fall into an
- English accent. With ID Software, I said "Gotcha" 127 times. With
- Warren, I forgot my coat. I think it gets a little better each time.
-
- You really can't win with the being-a-speck-in-front-of-a-God thing. I've
- developed two UNIX games now. Did this new expertise help ease
- nervousness? No. After you become an amateur, your eyes are opened to
- entirely new dimensions of complexity in games produced by companies like
- Origin. It helps you quantify the tinyness of your specdom, though. You
- can start to say, "Gee, that game would take 6 Dave-years to finish."
-
- All this game-related stuff has been fun, though. I finish my 6-year EE
- degree at the University of Texas this May. I like electronics, enjoy
- serious programming, but *love* games. I've heard that the game industry
- is hard to break into and that there isn't much money in it unless you're
- a god or a lucky startup, but I'd like to maybe take a crack at it anyway.
- I'm a big fan of UNIX, too, and hope someday to help prove that it can be
- a wonderful OS for games.
-
- Presenting... the Game Bytes Issues Index! (Issues 1-10)
-
- Game Bytes has covered well over 150 games in the past several issues.
- Using this index, you can look up the particular games you're interested
- in, find out what issues of Game Bytes cover them, and download those
- issues. Also included is a list of the interviews and other special
- features GB has done to date -- the interviews from several issues ago
- still contain a lot of current material.
-
- The easiest way to use the games index is to employ the search command of
- your favorite word processor to find a distinctive string, such as
- "Ultima", "Perfect", or "Lemmings". The list is alphabetized; series have
- been listed together rather than by individual subtitle.
-
- All issues of Game Bytes to date are available by anonymous FTP at ftp.
- ulowell.edu in the /msdos/Games/Game_Bytes directory. Contact Ross
- Erickson, ross@kaos.b11.ingr.com, if you need assistance acquiring Game
- Bytes or have other questions.
-
- Game Bytes Features List, Issues 1 - 10, Chronological Order
- -----------------------------------------------------------
- Issue Interview (Sample Associated Games)/Feature
- ----- -----------------
- 2 Richard Garriott of Origin (Ultima series)
- 3 Chris Roberts of Origin (Wing Commander, Strike Commander)
- 4 ID Software (Wolfenstein 3D, DOOM, Commander
- Keen)
- 5 Damon Slye of Dynamix (Red Baron, Aces of the Pacific)
- 5 Scott Miller of Apogee (Wolf3D, Duke Nukem)
- 6 Bob Bates of Legend (Part 1) (Spellcasting 101)
- 7 Bob Bates of Legend (Part 2)
- 8 Looking Glass Technologies (Ultima Underworld)
- 9 Warren Spector of Origin (Serpent's Isle)
- 9 Ron Gilbert of Humongous (Putt Putt)
- 9 -- Winter CES Report --
- 9 -- Hardware Issue: sound cards, joysticks, etc. --
- 10 Sid Meier (Pirates!,Civilization,RR Tycoon)
-
- Game Bytes Article Index (Issues 1-10), Alphabetical by Title
- ------------------------------------------------------------
- Product Title Review Preview Tips
- ------------- ------ ------- ----
- 4-D Boxing 10
- A-Train 3
- A.T.A.C. 5
- Aces of the Pacific 3 1 8,9
- Action Stations! 8
- Air Combat 5
- Air Force Commander 8
- Alien 3 (Genesis) 7
- Alone in the Dark 9
- Amazon 6
- Armorgeddon 10
- ASCIIpad (SNES, Genesis) 9
- Assault Suits Valken/Cybernator (SNES) 9
- Axelay (SNES) 8
- B-17 Flying Fortress 6 4
- B.A.T. II: The Koshan Conspiracy 7
- Batman Returns (Genesis) 9
- Batman Returns (SNES) 10
- Battlecruiser 3000 A.D. 8
- Battles of Destiny 9
- Betrayal at Krondor 9
- Birds of Prey 7 4
- Bio-Metal (SNES) 10
- Bubsy: Claws Encounters ... (SNES) 10
- Buzz Aldrin's Race into Space 10
- Caesar 9
- Carrier Strike 6
- Carriers at War 6
- Castle Wolfenstein 3-D 2
- Castles II: Siege and Conquest 9 9
- Challenge of the Five Realms 4
- Chessmaster 3000 2
- Civilization 5 9
- Comanche: Maximum Overkill 10 6
- Conflict: Korea 6
- Conquered Kingdoms 10 7
- Conquests of the Longbow 3
- Contra 3: The Alien Wars (SNES) 5
- Crisis in the Kremlin 6
- Cyber Empires 9
- D/Generation 2
- Dark Sun: Shattered Lands 6
- Darklands 7 3 7
- Darkseed 5
- Doom 9,10
- Dune 3
- Dune II 10
- Dungeon Master 7
- Dynamix Football 3
- Earl Weaver Baseball 2 4
- Ecoquest: The Search for Cetus 2 5
- El-Fish 10
- Eric the Unready 10 8
- Eye of the Beholder 2 1
- Eye of the Beholder 3 8
- F-117A Stealth Fighter 3
- F-15 Strike Eagle III 10 5
- F-Zero (SNES) 10
- Falcon 3.0 1 5,8
- Falcon 3.0: Operation Flying Tiger 6
- Fatal Fury (Comparison) 10
- Fatal Fury 2 (NeoGeo) 10
- Fatty Bear's Birthday Suprise 10
- Fighter Power Stick (SNES) 9
- Flashback 10
- Flight Simulator 4.0 (Scenery Round-up) 8
- Front Page Sports: Football 8 6
- Galactix 6
- Gateway 4
- Global Conquest 3
- Gobliiins 10
- Gods 6
- Gravis Gamepad 4
- Gravis Ultrasound 9
- Great Naval Battles 8
- Greens! 2
- Gunship 2000 2 10
- Hardball 3 4,5
- Hardball 3 Statistical Utilities 7
- Harpoon 1.3 Designer Series / IOPG 6
- Heaven and Earth 4
- Heimdall 7
- High Command 10
- Hong Kong Mahjong 3
- Humans 9
- Indiana Jones and the Fate of Atlantis 5
- Jack Nicklaus Golf: Signature Edition 2
- Jimmy Connor's Tennis (SNES) 9
- Joe and Mac (SNES) 2
- King's Quest VI: Heir Today, Gone Tomorrow 9 6
- Laura Bow 2: The Dagger of Amon Ra 4 3
- Legacy: Realm of Terror 10
- Legends of Valor 8
- Lemmings II 9
- Les Manley: Lost in L.A. 1
- Lightning Force (Genesis) 9
- Links 386 Pro 5 1
- Links Courses: Mauna Kea 10
- Links Courses: Troon North 2
- Loom -- CD-ROM version 5
- Lord of the Rings II: The Two Towers 7 3
- Lost Treasures of Infocom 5
- Lure of the Temptress 8
- Mantis: XF5700 Experimental Space Fighter 7 4
- Martian Memorandum 5
- Mech Warrior (SNES) 10
- Micro League Baseball 4 6
- Might & Magic: Clouds of Xeen 8 9,10
- Mike Ditka's Ultimate Football 6
- Monkey Island 1 9
- Monkey Island 2: LeChuck's Revenge 5
- Monopoly 9
- NCAA: The Road to the Final Four 3
- NCAA Basketball (SNES) 8
- NFL Pro League 7
- NHLPA Hockey '93 (Genesis) 7
- Nova 9 2
- Oh No! More Lemmings 3
- Out of This World 6
- Pirates! Gold 2
- Planet's Edge 3 9
- Pools of Darkness 2
- Powermonger 5
- Power Politics 10
- Prince of Persia 4
- Pro Audio Spectrum 16 9
- Prophecy of the Shadow 7
- Pursue the Pennant 4.0 4
- Quest for Glory I (VGA edition) 7
- Quest for Glory III: The Wages of War 7
- Quarterpole 10
- Rampart 4
- Rampart (SNES) 7
- RBI Baseball 4 (Genesis) 7
- Red Baron Mission Builder 8 4
- Rex Nebular and the Cosmic Gender Bender 5
- Return of the Phantom 10
- Risk for Windows 1
- Risky Woods 9
- Road Rash II (Genesis) 10
- Road Runner Rescue (SNES) 9
- Robosport for Windows 8
- Roland MT-32/LAPC 9
- Rules of Engagement 7
- Screen Antics: Johnny Castaway 8
- Secret Weapons of the Luftwaffe 4
- Sega CD (Genesis) 8
- Shadow of Yserbius 10
- Shadow President 9
- Shadowrun (SNES) 9
- Starfox (SNES) 9
- Sherlock Holmes, Consulting Detective Vol.I 7
- Shining in the Darkness (Genesis) 4
- Siege 6
- SimAnt 4
- Solitaire's Journey 5
- Sonic the Hedgehog 2 (Genesis) 8
- Sound Blaster 16 ASP 9
- Space Megaforce (SNES) 7
- Space Quest V: The Next Mutation 3
- Spectre 10
- Speedball 2 5
- Spellcasting 301: Spring Break 8 8
- Spellcraft: Aspects of Valor 9 3
- Spelljammer: Pirates of Realmspace 9
- Splatterhouse 2 (Genesis) 5
- Star Control II 8
- Star Legions 10 6
- Star Trek: 25th Anniversary 1
- Street Fighter 2 (SNES) 8
- Streets of Rage 2 (Genesis) 9
- Strike Commander 10 3
- Stunt Island 8 7
- Summer Games 8
- Summer Challenge 5
- Super Advantage Joystick (SNES) 9
- Super Double Dragon (Genesis) 10
- Super Hi-Impact Football (Genesis) 8
- Super Play Action Football (SNES) 9
- Super Mario Kart (SNES) 9
- Super Smash T.V. (SNES) 9
- Super Sonic Blastman (SNES) 9
- Super Star Wars (SNES) 7
- Super Tetris 3
- Take-a-Break Pinball 6
- Tegel's Mercenaries 6
- Terminator 2029: Cybergen 9 5 9
- The 7th Guest 5
- The Castle of Dr. Brain 5
- The Incredible Machine 7
- The Legend of Kyrandia 7
- The Lost Admiral 6
- The Magic Candle II: The Four and Forty 5
- The Miracle 3
- The Mystical Quest (SNES) 7
- The Perfect General 3
- Theatre of War 6
- Thrustmaster 4,9
- Thunderhawk 2
- TimeQuest 2
- Tony La Russa Baseball II 8
- Triax Turbo Touch (SNES) 9
- Tristan Pinball 9
- Turbo Science 7
- Ultima 1, 2, and 3 (First Trilogy) 7
- Ultima 7: Forge of Virtue 6 4
- Ultima 7: The Black Gate 3 1 5,6
- Ultima 7: Part 2 - Serpent Isle 10
- Ultima Underworld: The Stygian Abyss 3 7
- Ultima Underworld II: Labyrinth of Worlds 9 8
- Ultimate Fighter (SNES) 9
- Utopia 9
- V for Victory: Utah Beach 7
- V for Victory: Market Garden 9
- Veil of Darkness 8
- Virtual Pilot 9
- WaxWorks 7
- Wayne Gretzky Hockey III 5
- Wilson Pro Staff Golf 9
- Wing Commander 2 1
- Wing Commander 2: Special Operations 2 4
- Winter Challenge 5
- Wizardry 6: Bane of the Cosmic Forge 1
- Wizardry 7: Crusaders of the Dark Savant 8 5
- Wonderdog (Sega CD) 10
- Wordtris 4
- World Circuit 10 7 10
- X-Wing: Star Wars Space Combat Simulator 10 7 10
-
- Name: Lonnie Barnett
- City: Cincinnati, OH
- Phone: 513-777-4419
- Email address: INTERNET - lonnie@meaddata.com
- Opponent wanted for: Perfect General, Conquered Kingdoms.
-
- Name: Andy Van Fossen
- City: Columbus, Ohio
- Phone: 614-771-7233
- Email address: INTERNET - andy.vanfossen@osu.edu
- Opponent wanted for: Command HQ
-
- Name: Scot Kight
- City: Ames, Iowa
- Phone: 515-292-8097
- Modem speed: 14.4K
- Email address: INTERNET - tarjan@iastate.edu
- Opponent wanted for: Falcon; Battle Chess; F1GP(when available);
- Perfect General
-
- Name: Marc Paulin
- City: Moncton, New Brunswick, Canada
- Phone: 506-855-4974
- Modem speed: 2400
- Email address: INTERNET - markus@info.umoncton.ca
- Opponent wanted for: Battle Chess 1 & 2, Fire Power, 688 Attack Sub,
- Populous I
-
- Name: Steve Crawford
- City: , Colorado
- Phone: 303-440-5917
- Modem speed: 14.4K-baud
- Email address: INTERNET - smithme@spot.Colorado.EDU
- Opponent wanted for: Conquered Kingdoms, Siege: Dogs of War
-
- Name: John Gantert
- City:
- Phone: 410-569-0416
- Modem speed: 2400
- Email address: INTERNET - jgantert@nyx.cs.du.edu
- Opponent wanted for: Wordtris, Super Tetris
-
- Name: Brett Lawler
- City: Hunstville, Alabama
- Phone: 205-464-0651
- Modem speed: 14.4K-baud
- Email address: INTERNET - brett@b8.b8.ingr.com
- Opponent wanted for: Falcon 3.0
-
- Name: Andrew Argyle
- City:
- Phone: 514-985-2998
- Modem speed: 2400
- Email address: INTERNET - uunet!sobeco!paxmtl!andrew
- Opponent wanted for: Command HQ
-
- Name: Jim Knutson
- City: Austin, Texas
- Phone: 512-892-1386
- Modem Speed/Type: V.32bis/2400/1200/...
- Email path/Internet number: knutson@mcc.com
- Modem opponent wanted for: Falcon 3
-
- Name: David Ondzes
- City: , MA
- Phone: 617-661-2597
- Modem Speed/Type: 2400
- Email path/Internet number: picasso@acs.bu.edu
- Modem opponent wanted for: Anything, I do not know what is possible
-
- Name: David desJardins
- City: Princeton NJ
- Phone: 609-683-0312
- Modem Speed/Type: Nuvotel 14400I (V.32 bis, V.42, MNP-5)
- Email path/Internet number: desj@ccr-p.ida.org
- Modem opponent wanted for: Conquered Kingdoms, Battles of Destiny,
- will buy other strategy games
-
- Name: Kevin Williams
- City: Cleveland, Ohio
- Phone: 216-754-2313
- Modem Speed/Type: 2400/Infotel
- Email path/Internet number: kbw@po.CWRU.Edu
- Modem opponent wanted for: Falcon3, TPG, Powermonger, CHQ
-
- Name: Chris Fodor
- City: San Diego, California
- Phone: 619-220-0115
- Modem Speed/Type: 2400 Hayes Compat
- Email path/Internet number: cfodor@UCSD.edu (most reliable)
- Modem opponent Wanted for: Modem Wars, Global Conquest, F29 Retaliator,
- Falcon 3.0?
-
- Name: Jim Green
- City: Madison, Alabama
- Phone: 205-464-0691 (home) or 205-730-8850 (work)
- Modem Speed/Type: 2400 Hayes compatible
- Internet/email: 129.135.142.103/jim@pdsjg.b24a.ingr.com
- Modem apponent for: Siege (Dogs of War), Mail or call me for other game.
- I can't remember ones that have modem support.
-
- Name: Ray Eifler
- City: Southfield, Michigan
- Phone:
- Modem Speed/Type: USR HST 14.4
- Email path/Internet Number: goldberg@iastate.edu (until spring)
- Modem opponent wanted for: Perfect General, others
-
- Name: Robert Keng
- City: Fremont, California
- Phone: 510-794-8421
- Modem Speed/Type: US Robotics Courier HST DS w/ v.32bis and ASL
- 14,400 max connection speed, 38,400 DTE
- Email path/Internet Number: primus@netcom.com
- Modem opponent wanted for: Falcon 3.0/OFT, F-15 III......
-
- Name: Brian Weaver
- City: Boulder, Colorado
- Phone: 303-786-0021
- Modem Speed/Type: 9600 v.32/v.42bis
- Email path/Internet Number: weaverb@rintintin.colorado.edu
- Modem opponent wanted for: Falcon 3.0, Armor Alley, I'll buy just about
- any good game.
-
- Name: Joel Schaubert
- City: Round Rock, Texas
- Phone: 512-388-4298
- Modem Speed/Type: 2400 baud connections
- Email path/Internet Number: schaubert@fisher.com
- Modem opponent wanted for: Command HQ
-
- Name: Dave Killion
- City: Concord, California
- Phone: 510-674-9143
- Modem Speed/Type: Generic 2400B, getting a Generic 9600B
- Internet/Email path: Killion@eis.calstate.edu
- Modem Opponent Wanted For: Perfect General, 688 Attack Sub, Falcon 3.0,
- others
-
-
- Name: Wity Ganda
- Internet/Email path: wity@iastate.edu
- City, State, Country: Ames, IA, USA
- Zipcode/Postal Code: 50012
- Phone number: (515)294-5016
- Modem Speed/Type: 14,400 bps (Intel)
- Modem Opponent Wanted For: Knights of the Sky
-
-
- Name: Simon Garton
- Internet/Email path: sgarton@ucsd.edu
- City, State, Country: La Jolla, CA USA
- Zipcode/Postal Code: 92037
- Phone number: 619-458-8390
- Modem Speed/Type: 14.4 Kbaud (v.32bis)
- Modem Opponent Wanted For: Falcon 3.0
-
-
- Name: David Ondzes
- Internet/Email path: picasso@acs.bu.edu
- City, State, Country: Cambridge, MA USA
- Zipcode/Postal Code: 02139
- Phone number: 617-661-2597
- Modem Speed/Type: 2400
- Modem Opponent Wanted For: Any modem game
-
-
- Name: Steve Krispli
- Internet/Email path: 00048323@ysub.ysu.edu
- City, State, Country: Youngstown, OH USA
- Zipcode/Postal Code: 44512
- Phone number: 216-726-7647
- Modem Speed/Type: 14.4 Kbaud (v.32bis)
- Modem Opponent Wanted For: Interested in playing Perfect General, Empire
- Deluxe, Battles of Destiny
-
-
- Epic MegaGames is pleased to become the first advertiser in Game Bytes
- Magazine. Like Game Bytes, our shareware games are distributed through
- on-line channels. Over the next year you will see some really exciting
- games coming from us, including this gem - Solar Winds by James Shmaltz.
- Check them out on your local BBS, CompuServe or Software Creations.
-
-
- ----------* S O L A R W I N D S *----------
-
- From Epic MegaGames
-
- In Solar Winds, you play the role of Jake Stone, bounty hunter. You'll
- interact with a wide variety of characters. Some will become your allies
- and help you while others will prove to be dangerous adversaries who may
- try to lead you to a tragic ending. All along, a dark and mysterious plot
- is developing as you progress. If you; carefully examine all of the
- clues, avoid dangerous situations, win in combat against your enemies,
- obtain the proper items and complete all the missions, you -may- survive
- long enough to learn the secret of Solar Winds.
-
- Solar Winds features beautiful smooth-scrolling 256-color VGA graphics,
- sound card and mouse support. Requires a 286 (or higher) processor and a
- hard disk drive.
-
- Solar Winds is two complete episodes. You can try the first episode
- as shareware. When you register, you'll receive both episodes, a hint book
- and cheat codes. The price is only $30 US.
-
-
- -- SPECIAL OFFER TO GAME BYTES MAGAZINE READERS --
-
- Check out our special offer for Game Bytes readers for $5 off the price
- of your next order from Epic MegaGames. An order form is contained in
- this month's Game Bytes. Print it and send it by fax or mail to the
- address on the order form and the savings are all yours!
-
- Internet's Top 100 Games
-
- This week the votes from 132 people have been used to compile this chart.
- Send your votes to appelo@dutiag.twi.tudelft.nl and you'll get the next
- chart sent to you personally. Ask for the document that tells how to vote.
- The format for every line with a vote is: points title publisher [ ID ]
-
- ===========================================================================
- The Net PC Games Top 100 Edition 18 - Week 18 - May 3, 1993
- ===========================================================================
- TW LW NW Title Developer/Publisher(s) Cat ID Points
- ---------------------------------------------------------------------------
- 1 1 9 X-Wing LucasArts/US Gold AC [1169] 674
- 2 2 18 Civilization MicroProse ST [1002] 666
- 3 4^ 15 VGA Planets {S} Tim Wisseman ST [1131] 304
- 4 5^ 16 World Circuit/F1 Grand Prix MicroProse SP [1123] 295
- 5 3 5 Ultima 7 Part 2 (Serpent Isle) Origin/El. Arts RP [1195] 261
- 6 7^ 18 Wolfenstein 3D {S} Id/Apogee AC [1013] 250
- 7 8^ 17 Dune 2 Westwood/Virgin ST [1110] 245
- 8 9^ 15 Ultima Underworld 2 Origin/Electronic Arts RP [1127] 246
- 9 6 17 Star Control 2 Accolade ST [1116] 215
- 10 10 17 Alone in the Dark Infogrames AD [1105] 192
- 11 11 18 Ind. Jones: Fate of Atlantis LucasArts/US Gold AD [1003] 168
- 12 12 17 Comanche: Maximum Overkill NovaLogic/US Gold SI [1101] 128
- 13 13 18 Ultima 7 (+ Forge of Virtue) Origin/Mindscape RP [1001] 143
- 14 15^ 17 Crusaders o.t. Dark Savant Sir-tech/US Gold RP [1104] 152
- 15 16^ 15 The Incredible Machine Dynamix/Sierra PU [1128] 133
- 16 14 18 Ultima Underworld Origin/Mindscape RP [1009] 114
- 17 17 16 Railroad Tycoon MicroProse ST [1121] 118
- 18 -* 1 Strike Commander Origin/Electronic Arts SI [1218] 381
- 19 18 18 Harpoon (+ disks) Three-Sixty/Electronic Arts ST [1058] 100
- 20 20 9 Space Quest 5 Dynamix/Sierra AD [1173] 107
- 21 21 7 Minesweeper MicroSoft ST [1184] 105
- 22 19 18 Lemmings (+ More Lemmings) Psygnosis PU [1095] 99
- 23 26^ 6 Nethack 3.1 {freeware} DevGroup RP [1186] 132
- 24 22 13 Warlords SSG ST [1135] 77
- 25 23 18 Monkey Island 2 LucasArts/US Gold AD [1014] 71
- 26 24 18 Eye of the Beholder 2 SSI/US Gold RP [1067] 68
- 27 27 18 Falcon 3.0 (+ op.) Spectrum Holob./MicroProse SI [1005] 83
- 28 25 18 King's Quest 6 Sierra AD [1015] 65
- 29 48* 2 Monster Bash {S} Apogee AC [1213] 156
- 30 28 18 Wing Commander 2 (+ Sp. Oper.) Origin/Mindscape AC [1007] 59
- 31 29 18 Darklands MicroProse RP [1008] 65
- 32 30 15 Commander Keen 4, 5, 6 {S} Id/Apogee AC [1129] 55
- 33 33 16 V for Victory (+ scenario's) Three-sixty/El. Arts ST [1114] 71
- 34 34 15 The Lost Admiral QQP ST [1126] 74
- 35 31 15 The Humans (Human Race) Imagitec/US Gold/Mirage PU [1112] 50
- 36 37^ 14 Spear of Destiny Id/FormGen AC [1124] 72
- 37 35 8 Empire Deluxe New World ST [1177] 59
- 38 32 18 Links 386 Pro (+ courses) Access/US Gold SP [1006] 44
- 39 38 18 A-train (+ constr. set) Maxis/Spectrum H./Ocean ST [1004] 71
- 40 36 16 Conquered Kingdoms QQP ST [1122] 40
- 41 39 10 Eric the Unready Legend/Accolade AD [1151] 36
- 42 40 17 F-15 Strike Eagle 3 MicroProse SI [1103] 41
- 43 43 18 Aces of the Pacific (+ miss.) Dynamix/Sierra SI [1010] 56
- 44 45^ 8 Prince of Persia Broderbund AC [1172] 45
- 45 42 18 Wing Commander 1 (+ Secret M.) Origin/Mindscape AC [1026] 41
- 46 41 18 Eye of the Beholder 1 SSI/US Gold RP [1093] 32
- 47 46 15 The Summoning SSI/US Gold RP [1117] 37
- 48 44 13 Empire: Wargame of the Century Interstel ST [1142] 28
- 49 52^ 4 Violent Fighter Star AC [1185] 52
- 50 47 18 SimCity Maxis/Ocean ST [1079] 39
- 51 50 18 Out of this World Delph./Interp./US Gold AC [1012] 32
- 52 51 11 Populous 2 (+ disk) Bullfrog/Electronic Arts ST [1149] 25
- 53 49 10 Cosmo's Cosmic Adventure {S} Apogee AC [1162] 15
- 54 55^ 6 Zone66 {S} Renaissance/Epic AC [1190] 32
- 55 53 16 Gobliins 2 Coktel V./Digital I./Sierra PU [1107] 25
- 56 54 10 MechWarrior Activision AC [1159] 27
- 57 59^ 5 Solitaire's Journey QQP ST [1183] 39
- 58 76* 2 Lemmings 2: The Tribes Psygnosis PU [1207] 77
- 59 57 14 Stunt Island Assembly Line/Disney/Infogr. AC [1130] 34
- 60 58 9 Ultima 6 (The False Prophet) Origin/Mindscape RP [1153] 35
- 61 65^ 18 Lost Files of Sherlock Holmes Mythos/El. Arts AD [1016] 42
- 62 64^ 7 Inca Coktel V./Digital I./Sierra AC [1158] 37
- 63 73^ 3 Bandit King of Ancient China Koei ST [1210] 52
- 64 56 10 Populous 1 (+ disk) Bullfrog/Electronic Arts ST [1155] 9
- 65 60 18 Conquest of the Longbow Sierra AD [1055] 22
- 66 66 5 Galactix {S} Cygnus AC [1194] 31
- 67 70^ 12 SimLife (The Genetic Playgr.) Maxis/Mindscape ST [1138] 40
- 68 63 18 Dungeon Master Psygnosis RP [1024] 25
- 69 61 18 Legend of Kyrandia Westwood/Virgin AD [1025] 22
- 70 75^ 9 Might & Magic 3 New World/US Gold RP [1170] 39
- 71 67 9 Wayne Gretzky Hockey 3 Bethesda SP [1171] 19
- 72 69 8 Command HQ MicroProse ST [1166] 22
- 73 68 18 Quest for Glory 3 Sierra RP [1018] 20
- 74 74 18 Red Baron (+ missions) Dynamix/Sierra SI [1070] 31
- 75 90^ 7 Veil of Darkness Event Horizon/SSI/US Gold AD [1175] 43
- 76 71 18 Gods Renegade/Konami AC [1023] 9
- 77 72 16 Might & Magic: Clouds of Xeen New World/US Gold RP [1102] 9
- 78 77 18 Powermonger Bullfrog/Electronic Arts ST [1036] 18
- 79 81^ 5 Savage Empire Origin RP [1192] 22
- 80 78 6 Tony Larussa's Ult. Baseball 2 SSI SP [1191] 15
- 81 80 10 Major Stryker {S} Apogee AC [1161] 18
- 82 84^ 9 Chuck Yeager Air Combat Electronic Arts SI [1174] 18
- 83 82 11 Catacombs Abyss {S} Softdisk AC [1141] 15
- 84 79 14 Battles of Destiny QQP ST [1132] 10
- 85 83 18 Perfect General (+ scenario's) QQP/Ubi ST [1098] 18
- 86 92^ 4 Seven Cities of Gold Ozark/Electronic Arts ST [1167] 25
- 87 99^ 3 Rex Nebular MicroProse AD [1115] 32
- 88 87 14 Front Page Sports: Football Dynamix/Sierra SP [1133] 18
- 89 62 18 Dune Cryo/Virgin ST [1075] 2
- 90 85 6 Rise of the Dragon Dynamix/Sierra AD [1181] 12
- 91 86 18 Push-over Ocean PU [1030] 22
- 92 89 3 Maelstrom Don Bluth/Merit ST [1199] 12
- 93 88 18 Monkey Island 1 (+ vga v.) LucasArts/US Gold AD [1027] 15
- 94 96^ 2 Dylan Dog Simulmondo AC [1203] 15
- 95 93 18 Global Conquest MicroProse ST [1068] 15
- 96 91 9 Bane of the Cosmic Forge Sir-Tech/US Gold RP [1164] 6
- 97 97 2 Immortal Electronic Arts AD [1200] 12
- 98 -^ 1 Pools of Darkness SSI RP [1204] 17
- 99 98 18 Chessmaster 3000 Softw. Toolw./Mindscape ST [1029] 9
- 100 -^ 1 Castle of the Winds {S} Saadasoft/Epic RP [1196] 15
-
- Dropped out:
-
- 94 1 Ringworld Tsunami/Accolade [1189]
- 95 1 Earl Weaver Baseball 2 Electronic Arts [1211]
- 100 5 Spirit of Excalibur Virgin [1176]
-
- ===========================================================================
- The Net PC Games Tip 20 Edition 18 - Week 18 - May 3, 1993
- ===========================================================================
- TW LW NW Title Developer/Publisher(s) Cat ID
- ---------------------------------------------------------------------------
- 1 4 5 Colonel's Bequest Sierra AD [1205]
- 2 8 5 Ultrabots (Xenobots) NovaLogic/Electronic Arts AC [1201]
- 3 3 4 Ken's Labyrinth {S} Epic AC [1208]
- 4 - 1 Eye of the Beholder 3 SSI/US Gold RP [1225]
- 5 10 3 Michael Jordan In-Flight ZCT/Electronic Arts SP [1217]
- 6 9 3 Solitaire for Windows MicroSoft ST [1214]
- 7 7 8 Wrath of the Demon ReadySoft AC [1188]
- 8 12 3 Ween: The Prophecy Coktel V./Digital Int./Sierra AD [1215]
- 9 11 4 Challenge of the 5 Realms MPS/MicroProse RP [1212]
- 10 17 2 Stunts Broderbund AC [1221]
- 11 16 2 Battle Chess 4000 Interplay ST [1220]
- 12 14 2 AD&D Unlimited Adventures SSI RP [1219]
- 13 - 1 Bard's Tale 1 Interplay RP [1226]
- 14 15 3 Paganitzu {S} Apogee PU [1216]
- 15 20 2 Shadow of the Comet Infogrames/Interplay RP [1224]
- 16 - 1 Core Wars Intern. Core Wars Society ST [1227]
- 17 - 1 M.U.L.E. Electronic Arts -- [1228]
- 18 18 2 Cobra Mission Megatech AD [1222]
- 19 19 2 Jetfighter 2 Velocity SI [1223]
- 20 - 1 Menace Psygnosis -- [1229]
-
- The Net PC Games Top 100 is compiled using votes sent by many people from
- all over the world. The latest chart is published every Monday on Usenet
- in the comp.sys.ibm.pc.games newsgroup. A collection of all editions can
- be found on the risc.ua.edu ftp-site. More detailed information on how the
- chart is compiled, can be found in the Top 100 document. Just ask for it.
- ---------------------------------------------------------------------------
- TW : This Week | (c) 1993 all rights reserved Jojo Productions
- LW : Last Week | Weena 41 a
- NW : Number of Weeks | With many thanks to the 3013 CD Rotterdam
- - : New Entry | Delft University of Technology The Netherlands
- ^ : Climbing | for providing us with the Tel: +31 10 4114510
- * : Bullet | necessary facilities. appelo@dutiag.twi.tudelft.nl
- ---------------------------------------------------------------------------
- AC : Action PU : Puzzle SI : Simulation ST : Strategy
- AD : Adventure RP : Role-Playing SP : Sports {S}: Shareware
-
- We are pleased to be able to be partners with the Software Creations BBS
- system, home of the Apogee software distribution network. Through this
- BBS network, we are able to have Game Bytes distributed on over 2000
- BBS systems throughout North America. Dan Linton, the chief sysop of
- Software Creations, welcomes new users and we would like to encourage all
- who would like to be participating members in one of the best BBS systems
- in the country to call and check it out. The numbers for Software
- Creations are:
-
- 508-365-2359 - 2400 baud
- 508-368-4137 - 2400 - 16.8K-baud - US Robotics Courier HST Dual Standard
- 508-368-7036 - 2400 - 14.4 Kbaud - V.32bis
-
- All new Apogee shareware releases START with Software Creations, so by
- being a member of this board you'll be guaranteed to be the first to have
- new releases from Apogee/ID such as the Keen series, and next year, the
- incredible Doom series. Plus, you'll always find each and every issue
- of Game Bytes on Software Creations first.
-
- Call today!
-
- HOW CAN YOU SUPPORT GAME BYTES?
-
- The positive response we've received from so many around the world has
- given us great hope for continuing to publish Game Bytes. As you may
- know, there is no income generated through any means for this publication
- to continue, yet there are significant expenses, both monetarily and
- time. We would like to resist changing our strategy indefinitely, but
- expenses are getting tight. As you will see in these 'pages', we are
- considering adding advertising to Game Bytes to offset these expenses.
-
- If you enjoy Game Bytes and feel it is of some value to you, please
- consider making a donation or contribution of some kind to our cause to
- help keep Game Bytes alive. We need your assistance. Your welcome
- contributions can be sent to:
-
- Game Bytes
- 108 Castleton Drive
- Harvest, AL 35749
-
- In return for your donation of $15.00 or more, we'll make sure we mail you
- directly the next issue of Game Bytes.
-
- Thanks for helping us keep Game Bytes alive.
-
- Ross Erickson
- Editor and Publisher, Game Bytes
-
- ED. - We are please to present our interview with Sid Meier of Microprose.
- As most of you know, Sid is the author of several epic megahits for Micr
- -prose, including F-19 Stealth Fighter, Railroad Tycoon, and Civilization
- to name a few. He's a legend in the computer games industry and we're
- thrilled that he took time out of his busy schedule to talk to us about
- his work and his future gaming plans. I'm also extremely grateful to Dave
- Pipes who took the responsibilty for this interview and also the time to
- travel to Microprose headquarters. Thanks Dave!
-
- --------------------------------------------------------------------------
-
- GB: First, thanks for letting us talk to you. We have a large
- proportion of students and programmers among our readers, and one of the
- more frequent questions that was raised about this interview concerned
- your back-ground. Can you tell us how you got started with computers?
-
- Sid Meier: Well, I have a Bachelor's degree in computer science,
- actually, from the University of Michigan. Before I came to Microprose I
- worked in more mainstream computing, for General Instrument Corporation,
- which is now just down the road. (Microprose is located Northwest of
- Baltimore in Hunt Valley, Md.) They put in minicomputer networks,
- terminals and the like, and I did systems analysis work for them. Pretty
- mainstream stuff.
-
- I've always been interested in gaming, and math and science, and computers
- allowed me to get into those areas in a new way. When I was in high
- school, computers were not generally available, and when I got to
- college, they were just becoming a field in which people actually made a
- living. This was in the middle '70's.
-
- GB: What is your favorite game, of the one's you've made?
-
- Mr. Meier: My favorite game? Generally it is the latest one, and in this
- case, I think Civilization would be my favorite. Whatever your latest
- game is, it's like your youngest kid; that's your favorite one. But that
- changes over time.
-
- GB: That seems to be the current favorite on Internet, anyway.
-
- Mr. Meier: Yes, it seems to be doing fairly well. We got a lot of good
- feedback on it. Civilization does seem to have a little something extra
- to it.
-
- GB: Do you follow any of the networks?
-
- Mr. Meier: I do, secondhand. We have a guy named Quentin who monitors
- the different networks and brings back some of the comments for me to
- look over. So I tend to hear things secondhand; I don't actively
- participate. It would take a lot of time, I think, and while it would be
- interesting, right now I don't have the time. But I do get comments from
- people; in fact, we did a whole revision of Civilization based on comments
- which came out of the networks. Civilization in particular seemed to
- stimulate a lot of discussion, analyzing and strategizing, so the last
- revision we did was to plug a few loopholes by which people could break
- the game by using some weird strategies.
-
- GB: Yes, that revision was pretty well received on the net. Now, to
- change the subject, what advice do you have for people who might want to
- get into computer game development?
-
- Mr. Meier: Well, even just a few years ago I would have said "Learn to
- program". But these days you can get into game design without being a
- programmer. Five years ago, the only way people got into the computer
- game industry was either by getting a job with a game manufacturer and
- working their way up, or by independently producing a game that showed
- they had the potential - maybe it was not the greatest artwork, but it
- demonstrated that they had potential, and they were hired. But the days
- of the independent "lone-wolf" designer are pretty much gone, given that
- it really takes a lot of work and technology to put a game together today.
- Every now and then there is a Tetris, but for every Tetris there are a
- thousand people who tried to do it and didn't succeed.
-
- I still think a good background in programming is always helpful. The
- other avenue through which people come to us, especially, is the board
- game industry - wargames, family games, sports games and things like that.
- Those are the two key elements; programming and game design. The more you
- can do of those, either in school or on your own, the better you get at
- it, the more successful you're going to be. The other avenue here is
- through playtest; that is the one area in which just a strong interest in
- games can get you going, and then it is up to you to show what you can do.
- Most companies have a playtest group or do playtesting somehow, and that's
- generally the easiest place to get involved with the company. If you have
- talent, hopefully they'll recognize it.
-
- GB: This question seems to come from a lot of people who've developed
- shareware or freeware games under Unix, say, and they've had some
- experience with distribution, but they are not sure whether that can go
- anywhere these days. Is it possible to approach a company in that way,
- with a game as your resume?
-
- Mr. Meier: It's tough. It is certainly worth a try. But the bad news is
- that a lot of times you will have more fun doing those shareware games
- than working for a game company. Game companies are most likely going to
- tell you what to do, what game you will work on. They are not necessarily
- going to do your idea, the one the world is just waiting for. Most
- companies will listen, but they generally have their niche, the type of
- game they do well, and most games are now done by large groups, with a lot
- of input from marketing and sales as to what they want. So the days of
- one person having a really great idea and turning it into a software
- product for the company are kind of gone, as far as the big game companies
- are concerned. There is not the avenue for a lot of independent, "Here's
- a million dollars, go off and do whatever you want and create a game" type
- of development. So for those people who are doing shareware games, I
- caution them that it might be more fun to do that than to work in a big
- company, although financially, one is a job and one isn't.
-
- If you are in it for the fun, I would stay in it for the fun. I just
- mention that issue because people think that they are going to come to the
- game company and do whatever they want, that they will walk in the door
- and find a party going, it's not quite like that.
-
- Moving on...How do I get my ideas? I haven't really thought about that...
- I think a lot of it is reliving my childhood. There are a lot of topics,
- like railroads and history, that left an interest, but that most adults
- have little time to go back to. That is one of the nice things about what
- we do here; we get to go back to our childhood interests and develop them
- into games which interest both younger people and adults. We try to put
- together games that aren't totally hard to play, but that can get into a
- lot of detail if you want it to.
-
- GB: Almost a family focus?
-
- Mr. Meier: I guess so, yes. Different games appeal to different people,
- but my primary criterion for an idea is, "Would I like to play this game?"
- That's the first test. Then too, is it a game that can be done? Is it
- realistic to think we could really do a good job with the game? Those are
- my two criteria. Generally, my games spring out of things I liked to do
- when I was younger.
-
- As for the relation between our games and board wargames, we don't deal
- with any board game manufacturers directly, because there is a big
- difference between board wargames and computer games. Most board wargames
- are designed for multiple people and the interaction between people is a
- big part of the game. This is not present in a computer game, and is
- replaced by interaction with the computer. So in certain situations, a
- computer can take the roles of the opponents, while other situations are
- better suited to human opponents.
-
- GB: Do you design with single-player games in mind?
-
- Mr. Meier: Yes.
-
- GB: There has been a lot of talk about multi-player versions of some of
- your games.
-
- Mr. Meier: Especially on the networks, yes. But in my mind the majority
- of players are solitaire players, and those are the people we write for,
- primarily. I think that network games can be more fun, and someday will
- be as popular, or more popular, than single-player games, but right now
- the reality is that most people play games solitaire, even if the game can
- have multiple players. It's kind of a strange statistic, but even board
- wargames which are designed for multiple players tend to be played by one
- person. The computer is always ready to play, but with a multi-player
- game, you have to find someone to play, who is not much better or worse
- than you are, coordinate schedules...all that stuff. So the majority of
- gameplay of our products is single player. Of course, the biggest reason
- is that we don't support a lot of multi-player games, but even if we did
- provide that option, they would be more likely to be played solitaire, so
- we orient the games so that they play well in that particular way.
-
- There is a lot of overlap between what we do and board games, because
- certain topics just make good games. So many things have been made into
- both board games and computer games. But we don't try to copy the design
- of a board game, for example the way a particular game might handle
- railroads or air combat, because the requirements are different. There
- are different requirements for computer games and board games. But many
- of the topics are just cool topics, and account for the overlap between
- what they do and what we do.
-
- There are a couple of ways to develop a game, but what we try to do is to
- be very interactive in developing. What that means is that as soon as
- possible, generally within a week or two, we try to put together a
- prototype. It is something that will give us a very rough idea of the
- gameplay, but also something that we can actually play. From then on it is
- an evolutionary process, refining the prototype into a final product.
- This lets us play the whole time we are developing, so we are always going
- back and forth between playing the game and adding features. We never
- spend three months doing something before we discover that it is not fun
- to do; we are always checking ourselves to make sure that what we just put
- in makes the game more fun, or integrates with what is already there,
- things like that. I find that the interactive development creates a good
- game.
-
- That is in contrast with traditional programming. In traditional
- programming, you get a big spec, somebody has designed the whole thing,
- and you start with point 1a, do that and work your way through the rest.
- But that assumes that you know what you want at the beginning. That's not
- the case with a game. You know what the topic is, but how exactly are you
- going to take that and make it fun? We don't know how to predict that or
- design that from the beginning. We know certain things, we think this
- will be fun, we think that won't be fun, but until we can actually sit
- down and play, we really don't know whether it will work or not. So we
- try to get the play experience as early as possible so that it is easy to
- make changes, and it keeps us in touch with the goals and the fun as the
- game develops. I think that is one big difference between what we do here
- and traditional programming; we are much less spec oriented, code flys in
- and out. People complain because they convert my code and find a big
- section of code that is commented out; but I don't know whether I'll need
- to put it back in later, so I just leave it during development. If you go
- through our code, you'll notice it has a lot of evidence of patching, and
- non-straight-line design.
-
- GB: So are you working at the top of a pyramid of people who are feeding
- off of your code?
-
- Mr. Meier: I do almost all the coding for my games myself, for the IBM,
- which is now the primary platform. Now when the game is done, someone
- will take it and do it for the Macintosh, or for the Amiga. But I don't
- have a staff of programmers working on what I do because I find that to be
- not very efficient. It is easier for me to work alone, and the product is
- still of a size that I can reasonably do it myself. I think you lose a lot
- of efficiency by working in a team - you don't have a spec, and you are
- trying to give vague instructions to people. It just doesn't work.
-
- So I do most of the coding, with the caveat that I work on top of a
- number of libraries which provide the graphics and sound routines for me.
- I don't do a lot of writing in assembly language, we have routines for
- writing to the screen, copying in blocks of pixel, grabbing pictures from
- a disk, things like that. We have a good library of basic functions, and
- I'll write the code in C on top of it.
-
- GB: So you have a lot of reusability?
-
- Mr. Meier: Yes, I reuse a lot of code. On some projects, and once in a
- while with mine, we can split off a part and give it to another group.
- For example, starting screens, or an introductory sequence, or if there is
- some part of the game that can really be seperated, we'll occasionally
- have someone else do that. This happens with things like three-d graphics
- packages. But if it is something that has to interact, it is best if one
- person does it, otherwise you get the multi-person problems - "I thought
- you were passing this here..." "No no no..."
-
- GB: How do you balance gameplay and accuracy?
-
- Mr. Meier: Well, that's a good question. I lean towards the side of
- gameplay. But then at the end we try to make it look accurate! That's
- where the manual comes in, to justify all the decisions we made to make
- the game fun to play. My philosophy is that if you are having fun, you
- are not going to quibble over whether the 3rd Panzer Division was right
- here, or whether F15's actually fly at 625 knots, or whatever. If you're
- having a good time, you're busy having fun. If you are not having fun,
- your mind starts to wander around and pick at the details...Our job is to
- keep you involved in the game and let your imagination take over.
-
- So you have to have enough accuracy to draw the player into the situation
- - "Oh, yes, that is what Napoleon looked like!". But if people wanted
- strict accuracy, they wouldn't play computer games. If you want reality,
- you can go out the door, there's reality staring you in the face. People
- play computer games because they want larger-than-life, they want
- excitement, they want to have fun, they want it to be a condensed, high-
- points-only version of reality. So we try to do this; for example, in
- Civilization, you go through 5000 years of history in only 20 hours. We
- cut out some of the slower parts and let you focus on the action.
- Accuracy is fine, but we try to put the fun there first, and add the
- accuracy once we know the game will be fun.
-
- GB: How do you come up with an interface for a particular game?
-
- Mr. Meier: Well, that goes along with our process of playing. Generally
- by playing the game all the time, you'll notice when you need a keystroke
- to do something, or you'll want a report that shows these eight things.
- All the interface issues tend to be very clear when you are actually a
- player as well as a designer. You can tell when a designer did not play
- the game; you'll think, "Nobody ever played this game, or they never would
- have made me go through this whole process to get one piece of
- information", or whatever. I think that by constantly going back and
- playing the game as it progresses, you get a good feel for what should be
- easily accessible, what sorts of information should be tied together and
- put on the screen at the same time.
-
- The IBM doesn't have the interface standards that other systems do, and
- our interfaces tend to be a little bit ad hoc that way. They are designed
- more to give you what you want to know for one game than they are to fit a
- standard for all of our games. Within that we use our own game-playing
- experience to design the interface that makes the most sense.
-
- GB: So it evolves just like the game?
-
- Mr. Meier: Yes.
-
- GB: Do you reuse a lot of code?
-
- Mr. Meier: Yes, if we can. I mentioned our library, where we reuse a
- whole bunch of code, and I will reuse code often in building a prototype.
- In the first week or two, to get something going, you need to borrow a lot
- of code from another product, even though it might not fit exactly.
- Unless you think you've got something that might work, it gets replaced
- later on in the process. But with the sound, graphics and gameplay
- libraries, a game could be up to 50% recycled code.
-
- GB: Another change of subject...What new products are you working on?
-
- Mr. Meier: We are working on an American Civil War game. Now
- historically, games that I've gotten heavily into - and I'm not certain
- that this one will reach market, we are just working on it - if we have
- to cancel a game, it is because it is not fun, or we ran into some
- insurmountable technical problems, or we'd have to take some cheesy
- shortcut, and we just don't want to do that. Or if someone comes out
- with exactly the same product six months before we do, something like
- that. There are times we shy away from finishing a topic if it looks like
- other companies are doing the same thing. I'd just like to caution you
- that this game may never reach the market, for whatever reasons.
-
- My approach is to say, "What's fun about the Civil War? What would be neat
- to do in the Civil War?" We're trying to put something together that lets
- you do everything. There is the whole strategic side of the war - when do
- you put out the Emancipation Proclamation? Do the British or French get
- involved? So the big strategic issues are there, calling for volunteers,
- things like that. But once you do a little of that, there is a whole set
- of interesting problems involved with moving your troops around; an
- operational scale where you decide to cut off Harper's Ferry, march up to
- Pennsylvania and attack at Gettysburg, or just defend down here in
- Virginia. And then there are a lot of interesting tactical problems;
- moving your troops around that hill, trying to get through these woods.
- Those are all too much fun to leave out of the game, so we are trying to
- put them all in without creating a game that takes 500 hours to play,
- that would actually take 4 years to finish. We're dealing with that issue
- right now - how do we give you the flavor of all these things. When
- something interesting needs to be done, you do it, but when things are
- just moving along, in a slow way, the computer handles all that. It
- transports you forward to the next interesting event.
-
- So right now our goal is to have all the fun stuff, all the interesting
- things that were going on, right there, and you can take part in it.
- We're trying to do that without overloading you with the number of things
- you need to know. So that's the challenge. We have some ideas, but we
- haven't gotten all the way through that.
-
- It will be an IBM game, and hopefully...I don't like to put out games that
- take 20 megabytes of disk space and require a 486 to run. That's fine for
- some games, if they want to do that, but it is not necessary, and I'd
- rather have more people able to play the games. Hopefully, whatever
- computer you have will be the perfect computer to run this game.
-
- As for Pirates Gold, I'm not really involved with that. I wrote the
- original program, and this is kind of redoing the graphics. Back when I
- wrote Pirates!, I did it on the Commodore and the IBM was 4th on our list
- of conversions, and we did the Atari and other versions first, so when we
- did the original program, it didn't even run under DOS. So it will be a
- real updating - vga graphics, bringing it into the '90's. But that is not
- something I'm personally involved in.
-
- GB: We did get an awful lot of questions about that.
-
- Mr. Meier: I've been amazed by that...
-
- GB: In fact, you can still go out and buy a copy, for a significant
- fraction of the initial price.
-
- Mr. Meier: There is something about that game that people just liked. It
- was weird because it was the only real adventure game that I have ever
- written, and even it is not really strictly an adventure game, but at the
- time I saw all these puzzle games out there, and I saw all these... 18 hit
- point games, and I just said, "You know, there is another way of doing
- adventure games". Those were all sort of boardgaming concepts, and here's
- how you could do a computer adventure game. I did Pirates! because I
- thought there was another way of doing adventure games. I wondered, "Is
- it only me that likes this kind of game?", and it turned out that a lot of
- other people liked it. It appealed to a lot of people who didn't play our
- other games - a lot of women played Pirates! I'm not sure exactly why; a
- lot of older and younger players. Our traditional games have appealed to
- the late teen, younger adult male - high testosterone people, but Pirates!
- appealed to a wider range of people. It had a more relaxed pace, not
- quite as focussed on one particular thing. It let you explore different
- avenues. I think Civilization has that quality too.
-
- When I was on the boards after doing Civilization, and I asked what we
- should do next, it would be Civilization II, and another Pirates!. I was
- surprised at how popular it still was. It was just something about it. It
- was different, and I think there is still no other game that tried to
- have it follow the same interface strategy, combining simple menus with
- action sequences, things like that. I guess there are other games that
- take a similar approach. But at the time it was different, and still most
- adventure games are the puzzle type or moving the guy around the screen to
- pick up the apple, put down the apple. Those are the most common types
- around.
-
- GB: What about multiplayer versions of Civ, or Railroad Tycoon?
-
- Mr. Meier: Well, that's a hard question that we've been asked a lot.
- "Why don't you do scenario disks, or follow-ons?" or whatever. The
- problem is that it is nearly as much work, not quite but getting close, to
- do a revision as it is to do a new game. We don't deliberately take
- things out of the game to sell them to you later. So when we put out a
- game like Civilization or Railroad Tycoon, naturally it's hard to get
- enthusiastic about spending another year doing railroads, or whatever.
- And we also have new ideas, which we want to do - if we had done a
- Railroad Tycoon II, there probably would not have been a Civilization.
- We probably made the right choice.
-
- GB: This then ties in with the design methods; the finished product is
- not spec'd out to add other parts later on. I don't think this viewpoint
- has appeared on the nets yet - people just seem to be concerned about
- where the next part is, without realizing how hard it is to add on.
-
- Mr. Meier: I think if we got more organized, we could plan them with
- sequels in mind, an upgrade path, but I prefer to put the good ideas into
- the original game. I don't think we can be accused of making people pay
- twice for one game. The reason people want a sequel is that they liked the
- first game. The risk is that if you design with a sequel in mind, and
- people don't like the game, then you never get to do the sequels. I'd
- rather do the first one and have it be good.
-
- GB: How would you react to someone volunteering to write a network
- interface to one of your games, or a utility to stop a game at some point
- and hand control from one player to another? We've seen this question a
- few times from people who seem to be quite capable at this kind of thing
- on Unix or Novell or whatever. What are your feelings about this kind of
- thing?
-
- Mr. Meier: I don't know that it would be quite that straightforward. The
- reason that I didn't do a multi-player Civilization, for example, is
- because the game is turn-oriented and if two people are playing, one
- person will spend half the time waiting for the other to have their turn.
- It seemed like that type of game really didn't lend itself to multi-player
- play. It didn't seem like a good idea, and I don't think the problem would
- be solved if someone figured a way to stop the game for one player while
- the other moved.
-
- In the cases where we didn't do a network game, it is because it didn't
- seem like it would be a good game, not because we didn't want to do it or
- didn't feel like it. We had to make a choice between a network and a
- single-player game, and we chose single-player.
-
- The problems will not go away with a piece of code that someone writes to
- let one player go for a while, then the other takes their turn. If people
- want to play that way, I don't see why that shouldn't be done. I'm not
- sure it's quite that simple...figuring out how to stop it, where to break
- it up, those things always look a lot easier from a reasonable distance.
-
- GB: I've only heard of one claim that this has been done for
- Civilization.
-
- Mr Meier: Well, I guess it's possible, there are save games... It
- wouldn't amaze me, but it would surprise me.
-
- What really needs to happen is that these network guys have to create a
- multiplayer gaming community that rivals the size of the individual
- player gaming community. That's going to take a while, but I think it's
- going to happen. That kind of gameplay is inherently more fun than
- single play, because you get the best of both worlds; a lot of games you
- can play against one other human player and three computer opponents, so
- you get everything going on at once. So I think if the technology and the
- costs come into place, that should become much more possible. But right
- now, primarily because I have to compromise the single-player version in
- order to write a good network version, I tend to focus on the single-
- player version.
-
- I am amazed at what people can hack - they've got programs to edit a saved
- game and give themselves a million dollars - that's great, I'm glad people
- are having fun with doing that. But that doesn't mean that we can easily
- change something. The amount of money you get has been well balanced, and
- the type of units you get is tuned. It is fun to experiment with
- something different, but that doesn't mean that it is balanced.
-
- GB: People seem to balance these on a meta-level: "I've got all this
- money, so I won't use this unit type". Perhaps that is unconscious.
-
- Mr. Meier: Yes, that's like taking the toy, once you've used it in the
- real game, and once you've done what your supposed to with it, taking it
- and crashing it into this thing over here, and seeing what kind of fun you
- can have that way. That's another approach to games; once you've got the
- initial fun out of it, to try to get more creative fun out of it, to see
- what you can create with it. I think it's great, the more fun people have
- with the game. That was the whole point in the first place, for people to
- have fun with the game. We're not trying to change the world, just trying
- to let people have a good time and learn a little bit, keep them off the
- streets.
-
- GB: How about the AI? How do you tweak the AI to function at a certain
- level and not another? How do you feel about people writing and saying
- "Look, it's too easy, make it harder!"?
-
- Mr. Meier: Well, we don't hear from the guy who says it's too hard, you
- know. There's a certain psychological deterrent to that.
-
- I think people are always going to get better than the game, and I think
- that's good, because a game that is always beating you is depressing. So
- I think that people have to be able to reach a point where they think they
- are better than the game. But it has to be an interesting path, or there
- is no satisfaction in getting there. We play the games ourselves, and we
- do a lot of playtesting, so we think we've got a pretty good handle on
- what the various diffculty levels ought to be, how tough a game it ought
- to be. If somebody feels they have beaten the game and tells all their
- friends about it, that is one more step in the game, more fun people can
- have. None of those people have played the game for an hour or two; these
- are all people who've spent as much time as they ought to be spending with
- the game. It's probably a good thing that they beat it, rather than play
- it forever. Our experience has been that for every person who is bragging
- to their friends that they've beaten the game, there are ten people who
- are still working their way through it. Our problem is a little bit more
- to make it playable by people who are less skilled, so they don't get
- frustrated, than to make it the ultimate challenge to somebody who has put
- in 100 hours on it. You can't please all the people all the time, but we
- are aware of this, and we try to get all the difficulty levels to make
- sense for most people.
-
- GB: On behalf of our Game Bytes readers around the world, we certainly
- want to thank you for taking the time from your hectic schedule to talk to
- us and let us know more about your gaming philosophy. It's been entirely
- enlightening! As you, a "Sid" game is something special and we all
- anxiously await your next gem. Thanks for your time.
-
- Mr. Meier: My pleasure.
-
- This interview is Copyright (C) 1993 by Game Bytes Magazine. All rights
- reserved.
-
-
- THE FRONT PAGE SPORTS: FOOTBALL Off-Season Coach's Challenge
-
- Test your skill at building plays and game plans in the Dynamix Coach's
- Challenge and win a limited edition Front Page Sports: Football
- Letterman's Jacket from Dynamix!
-
- THE CHALLENGE
- -------------
- Build one Offensive and one Defensive game plan using the stock Dallas
- team (in DYNAMIX.LGE). You may use stock plays or your own custom plays.
- Save the plays and game plans to either 3.5" or 5.25" IBM diskette and mail
- them to Dynamix. Pairs of entries will be drawn at random and played head-
- to-head in simulated Exhibition games until all entires have been played.
- Winners in these games will advance to the next round, and additional
- rounds will be played until a Champion is determined.
-
- THE SETTING
- -----------
- The play-offs will take place on Monday, June 14th with exhibition play
- set in Dallas on artificial turf in 70 degree weather.
-
- PRIZES!
- -------
- The Champion will receive a limited edition, personalized Front Page Sports
- Letterman's Jacket. The top eight finishers will have their custom plays
- included in the stock playbook of the next edition of Front Page Sports:
- Football.
-
- RULES
- -----
- All entries must be postmarked no later than June 10th, 1993 and must
- include the contestant's full name, address and phone number. Only one
- entry will be allowed per person and all entries become the property of
- Dynamix, Inc. Employees of Sierra On-Line and Dynamix are ineligible.
-
- Results will be published in the 12 edition of Game Bytes Magazine. All
- winners will be notified by mail.
-
- Send your entry to:
- Dynamix, Inc.
- Front Page Sports Football Contest
- 1600 Mill Race Drive
- Eugene, Oregon 97403
-
-
- Title: Gobliins II Complete Walk-Thru
- Authors: Adam Cheal (i3y092@rick.cs.ubc.ca)
- Kevan Dettelbach (s1d192@rick.cs.ubc.ca)
- Date: March 26, 1993
-
- +==============================================+
- | Walk-Thru for Gobliins 2: The Prince Buffoon |
- +==============================================+
-
- Compiled by: Adam Cheal & Kevan Dettelbach
-
- Comments: VERY hard game, with a lot of scenarios where things must be
- done EXACTLY right or you get no hint that it was the right
- thing to do. Very cool animations though, and impressively
- long. In the walk-thru, Winkle is the Blue Gobliin, and
- Fingus is the Green Gobliin.
-
-
-
- Part 1: The Village -------------------
-
- Move Fingus near bottle. Get Winkle to attempt to take the
- sausage. While the old men are laughing, get Fingus to grab the bottle. Go
- to Fountain scene. Move Winkle and Fingus near fountain. While Fingus uses
- the fountain, get Winkle to use the bottle on the jet of water. Get Winkle
- to use bottle on toad and then take the stone. Go to Village scene.
- Get Fingus to use bottle on flowers, then take a flower. Make
- Fingus use the flower on the Notable. While Winkle stands on the doormat,
- get Fingus to use the switch. Get Winkle to take the sausage. Go to
- Fountain scene.
-
- Get Winkle to knock on door then talk to wizard. Get Fingus to
- knock on door and talk to wizard. Get Fingus to use stone on mechanism.
- While Fingus uses rung, get Winkle to go to chimney. Get Winkle to use
- chimney. After wizard invites you in, enter house. While Winkle stands on
- the rug's tail, get Fingus to take the matches from it's mouth. Get Fingus
- to use matches on kettle then use bottle on kettle. Wait for kettle to
- start steaming. Get Winkle to use kettle to blow out the fire. Get Winkle
- to take spring key. Get Fingus to use spring key on cuckoo-clock while
- Winkle positions himself on the tail of the rug. While Fingus uses cuckoo-
- clock, Winkle uses stone on the large key that emerges from the clock. Get
- Winkle to take the key. Go to Fountain scene.
-
- Get Winkle to use the large key on the cellar, then take the wine.
-
- Go to Giant scene.
-
- While Winkle uses the chicken, get Fingus to use the sausage on
- the head of the chicken. Get Fingus to take the egg. While Fingus uses the
- sausage on the pot-hole, get Winkle to walk past the dog. Get Winkle to
- use the hole in the tree. Get both Winkle and Fingus to enter the burrow.
- Get Winkle to light the wood pile with the matches. Get Fingus to use the
- egg on the fire to wake the giant up. Get Fingus to give the giant the
- wine and the sausage. Enter the forest.
-
- Part 2: Entering the Castle ---------------------------
-
- Get Fingus to enter tower, and he will throw out a bomb. While
- Fingus uses the bomb, get Winkle to light it with the matches. Get Winkle
- to enter the tower and he will throw out a bomb. While Fingus uses the
- bomb, get Winkle to light it. Finally, get Fingus to enter the tower, and
- another bomb will be thrown out. Get Winkle to use the bomb while Fingus
- lights it. Get Winkle to stand on the carpet, then get Fingus to stand on
- the carpet. Go to Kael scene.
-
- Get Winkle to use the bottle on the nymph, then on Kael. Get
- Winkle to stand on Kael's hand to be lifted into the tree. Get Fingus to
- move on top on stone located to left of Kael. Get Winkle to use the
- branch, and Fingus will catch the falling flower. Get Fingus to use the
- flower on the stone flap located to the left of the mushroom patch. After
- he drops the flower in, get Fingus to open the flap again to get some
- honey. Get Fingus to move on top of the stone ramp to the left of the
- stone flap. Get Winkle to open the stone flap while Fingus hops on the
- back of the bee. Get Fingus to give the honey to the nymph. Get Fingus to
- pick the mushroom that the nymph pointed out. Get Winkle to knock on the
- door and give the mushroom to Vivalzart when he appears. Enter the
- treehouse.
-
- Get Winkle to talk to Vivalzart then put the mushroom in the
- machine. Get Fingus to press button on machine. When the machine gets
- stuck, move Fingus on top of the pad located under the vulture's nest. Get
- Winkle to use the jar to get a worm. Get Winkle to press the switch to the
- left of the machine, then quickly use the worm on the vulture and Fingus
- will fall carrying a piece of meat. Get Fingus to use the meat on the
- piranha. Get Winkle to stand on top of the garbage can lid in front of
- Vivalzart. Get Fingus to pick up the meat bone, and give it to Vivalzart.
- After Winkle gets catapulted, get him to pick up the clothes peg and the
- elixir of kindness. Get Fingus and Winkle to use the bottle on the
- container where the drips are going. Teleport...
-
- Get Winkle to use the clothes peg on the tube. Get Winkle to use
- the headlight and he will grab the drumstick. Get Fingus to use spring
- while Winkle uses the headlight to grab the pump that appears. Get Winkle
- to use the drumstick on the hood to make a flycatcher. Get Fingus to use
- the hole. Get Winkle to use the pump on the saxophone player, while Fingus
- uses the flycatcher on the mosquito that appears. Get Winkle to use the
- hole and move Fingus to the saxophone player. Get Fingus to use the pump
- on the saxomphone player while Winkle uses the flycatcher to get the note.
-
- Move both Winkle and Fingus on top of spring and get one of them to use
- the spring to make a door appear. Get Fingus to use the hole, while Winkle
- uses the door and moves near the guitar player. Get Winkle to talk to the
- guitar player while Fingus waits and uses the flycatcher to get the note
- that floats over. Finally, get Winkle to use the mosquito on the headlight
- to scare the drummer while Fingus uses the flycatcher to get the last note
- in the melody. Teleport...
-
- Get Winkle to use the stone on the ball. Get Winkle to use the
- melody on the door to the right of the basketball player. Move Fingus next
- to the door to the right of the clock. Get Winkle to enter the little
- boy's house and when the boy appears out of the lower door, get Fingus to
- enter his door and he will grab the ball from the boy. Move Winkle under
- the basket. Get Fingus to give the ball to the basketball player while
- Winkle uses the basket to knock the ball into the Town Hall. Get Winkle to
- talk to the mayor. Get Winkle to knock on the clockmaker's door and talk
- to Tom who gives Winkle an hourglass. Go to Trench scene.
-
- Get Fingus to use hourglass on trench to make a bridge. Get both
- Winkle and Fingus to enter the opening on the other side of the sand
- bridge.
-
- Part 3: The Castle Courtyard ----------------------------
-
- Move Winkle in front of Rustik, then move Fingus in front of
- Stalopicus. While Winkle pokes Rustik, Fingus waits until Stalopicus opens
- his mouth, then grabs the gum from inside it. Get Fingus to use the gum on
- the opening on the cupboard to make an imprint. Get Fingus to take the
- mayonaise. Get Fingus to walk up on to the roof near the animal skull,
- then jump off. Without moving Fingus from his current position, get him to
- use the mayonaise on the ground in front of him; this will force him to
- drop the tube on the ground. Now move Winkle to the left of Gromelon while
- Fingus heads for the roof again. Make Fingus jump off the roof onto the
- mayonaise and blind Gromelon while Winkle grabs the sword. Get Fingus to
- take the mayonaise. Go to Forge scene.
-
- Get Fingus to use the imprint and the sword on the blacksmith.
- Move Fingus to the right of Oto. Get Winkle to get the stool, then use it
- on Oto. Get Fingus to grab the end of Oto's lance and he will swing over
- to the bellows. Get Fingus to jump on the bellows, then talk to the
- blacksmith to get the key. Move Fingus onto staircase under Focus while
- Winkle moves to left of Focus. While Winkle uses mayonaise on Focus, get
- Fingus to use the stool on the meat to grab a piece. Get Winkle to take
- anvil. Go to Guards scene.
-
- Get Fingus to use meat on Aridal to get his false teeth. Get
- Fingus to use the key on the cupboard, then grab a diving suit from the
- cupboard. Get Winkle to get a diving suit from the cupboard. Go to Well
- scene.
-
- Get Winkle to enter the tunnel, and he will press a button that
- reveals a door. Move Fingus to the left of the hatchet. Get Winkle to use
- the hatchet while Fingus presses the switch behind the hatchet, which
- opens the hidden door. Move Fingus in front of the tunnel and move Winkle
- in front of the door. Get Fingus to enter the tunnel, and he will press a
- button that starts the monster's mouth moving. As soon as Fingus reappears
- out of the tunnel, send Fingus in the door and he will begin to speak out
- of the moving mouth. While this speaking is going on, get Fingus to use
- the stool on the hoist to connect the rope to Schwarzy's belt. Get Fingus
- to use the false teeth on Schwarzyto scare him, then use the anvil on him
- to hold him down. Get Fingus and Winkle to use their diving suits on the
- well.
-
- Part 4: Trapped Underwater --------------------------
-
- Get Winkle to stand on the platform on top of the mast. Get Fingus
- to use the lantern, and Winkle will grab the fish-lamp that emerges. Go to
- Mermaid scene.
-
- Get Fingus to enter the hole located on top left of the octopus.
- Get Winkle to use the shell while Fingus waits and catches it. Leaving the
- shell where it is, move Fingus in front of the cavity located under the
- mermaid. Move Winkle into the hole at the top of the octupus ramp. While
- Fingus sticks his hand in the cavity and pulls out a starfish, Winkle
- waits for the "glove" to appear, then uses the shell to trap the "glove".
- Move Winkle down to the shell, and get him to use it; he will pick up a
- glove and a starfish. Go to Wreck scene.
-
- Move Fingus and Winkle near the lantern. Get Winkle to use the
- lantern to summon the moray eel, then move him on top of the seashell. Get
- Fingus to turn the rudder which will summon a fish that will, eventually,
- cause Winkle to be catapulted to the bow of the ship. Move Fingus to the
- top of the stone staircase on the right. Get Fingus to use the fish-lamp
- on the dark ??? spot. Get Fingus to use the starfish on the chest that
- appears while Winkle uses the statue to get catapulted up to the chest,
- and he will grab the sword inside the chest. Get Winkle to enter the door
- located on the main deck a few times and he will eventually pop out the
- skull. Get Winkle to use the sword on the skull to release the diamond,
- then pick up the diamond. Go to Mermaid scene.
-
- Move Fingus and Winkle near the blob on the top left, using the
- stool on the seahorse to get catapulted up. Get Winkle to use the glove
- on the blob. Get Winkle to use the green bottle to get a pearl. Get Fingus
- to use the bottle to get a piece of parchment. Move Fingus and Winkle away
- from the blob and get Winkle to get the glove back from the blob. Get
- Fingus to give the pearl and the diamond to the mermaid. Get Fingus to
- pick up the stool (if you left it by the seahorse). Get Fingus to use the
- parchment on the octopus. Leave via the opened door.
-
- Part 5: Inside the Castle -------------------------
-
- Get Fingus to use the swordfish, then Winkle grabs the salt.
- Fingus lifts the pot cover while Winkle uses the salt on the fellow in the
- pot. Winkle moves near the rope on the ledge above the cook while Fingus
- moves near the other end of the rope. While Fingus grabs the rope, Winkle
- yanks on his end to lift Fingus up to the ledge above. Fingus uses the
- file on the chain above the cage to free the bird. Fingus then takes a
- thumb tack from the wall. Go to the Throne scene.
-
- Fingus takes pepper. Go back to Storeroom scene.
-
- Move Fingus behind cook, while Winkle moves near the meatballs.
- Winkle uses the pepper on the meatballs, then quickly moves to steps
- joining platforms above cook. When the cook is lifted up, Fingus puts the
- thumbtack on the case, then Winkle uses the kindelixir on the meatball
- that is thrown up to him. Go to Throne scene.
-
- Winkle uses the stool on the cornice while Fingus jumps in
- Winkle's hands. While Fingus presses the switch near the top right of the
- screen, Winkle climbs in the door that appears in the eyeball. Move Winkle
- through ear, near the tongue. While Fingus enters the ear, Winkle pulls
- the tongue. Move Fingus near the hole and move Winkle near the orifice.
- While Winkle pokes his head in the orifice, Fingus uses the glove on the
- hole to get the cockroach. Fingus uses the cockroach on the hole, then
- uses the kindelixir on the cockroach. Repeat ear-pull tongue-use glove
- procedure to get another cockroach. Move both Winkle and Fingus back up on
- the walkway above the throne. While Winkle walks into ear, get Fingus to
- pull the tongue and Winkle will grab the crown. Go to Armour scene.
-
- Fingus uses the stone, then the helmet to talk to the boy. Fingus
- then uses the crown on the helmet to restore the true king. Fingus takes a
- feather from the knight's helmet, then uses it on the paint can. Fingus
- moves by the hole at the bottom of the screen. Fingus uses the cockroach
- on the hole, uses the brush on the cockroach, then sprinkles pepper on the
- cockroach to create a "ladybug". Fingus then douses the "ladybug" in
- kindelixir and waits until the "ladybug" walks into the hole. Go to Throne
- scene.
-
- Fingus uses Buffoon to free him. Go back to Armour scene.
- Move Buffoon near machine on roof. Move Fingus under machine, then
- get Buffoon to use the machine. Repeat for Winkle.
-
- Shrunken on the Desk --------------------
-
- Winkle grabs the match and uses it on the eye to pop it out.
- Buffoon uses the eye and kicks it around breaking the glasses. Winkle
- picks the glass splinter. Move Fingus to the handle of the knife, and
- Winkle near the poiont of the knife. While Fingus lifts the handle, Winkle
- lifts the point and they shift it over a bit. Repeat. Fingus then grabs
- the bookmark and cuts it off on the knife. Fingus uses the bookmark on the
- candle, then uses the glass splinter on the ray to melt some wax. Fingus
- grabs the wax and uses it on the seal to create an imprint. Fingus then
- uses the imprint on the keyhole to open the chest. Fingus grabs the seed,
- and uses it on the village on the map. All the characters use the plant to
- disappear.
-
- The Village Entrance --------------------
-
- Winkle uses the hole in the beanstalk, then grabs the bean that
- falls down. Winkle stands to the right of the stone, while Fingus stands
- to the left. Winkle opens the stone and uses the bean on the mole while
- Fingus quickly grabs the hat. Winkle climbs up the beanstalk to the apple
- tree while Fingus moves to the far left of the apple tree. Winkle uses the
- match on the tree to knock an apple off and Fingus uses the hat on the
- bouncing apple to catch it. Winkle then uses the apple on the hole to
- trick Buffoon into coming down from the limb. Winkle and Fingus eat
- mushrooms to follow Buffoon to Dreamworld.
-
- Dreamworld ----------
-
- Winkle moves near star at the top of the ladder, while Fingus uses
- the skittles. When the bowling ball appears under Winkle, Winkle uses the
- star and jumps off to capture the bowling ball. Winkle moves onto the
- cover and drops the bowling ball on it with him. Fingus then jumps on the
- flag located to the left of the star which knocks the pin to the top right
- of the screen. Repeat the skittle procedure to get another bowling ball.
-
- Winkle uses the bowling ball on the cover, then moves onto the teeter-
- totter below. Fingus jumps on the flag to the left of the star which
- boosts Winkle up onto the rainbow. While Fingus stands on the flag under
- the rainbow, Winkle jumps on the flag on the rainbow to boost Fingus up.
- Winkle moves to the flag to the left of the star (below rainbow). Fingus
- presses the feeler button to create a bubble then quickly runs over and
- hops on the bubble. When the bubble lands on the cover, Winkle jumps on
- the flag to send Fingus floating over the pin. Fingus grabs the pin, and
- jumps down. Get another bowling ball and repeat the procedure above that
- moves both Winkle and Fingus on to the rainbow. Move Winkle near the
- switch and move Fingus neat the feeler button. Winkle presses the button
- and Fingus waits until Buffoon is in the bubble blower than presses the
- feeler button, while Winkle runs over to the "Buffoon Bubble" and pops it
- with the pin.
-
- The Village Entrance (again) ----------------------------
-
- Move Buffoon on the end of the catapult, Winkle near the other end
- of the catapult and Fingus near the button. While Fingus presses the
- button, Winkle jumps on the catapult and Buffoon grabs the key and is
- grabbed himself in the process. Go to Mountain scene.
-
- Mountain --------
-
- Winkle stands by stone, while Fingus moves to the level above him.
- Winkle lifts the stone and Fingus takes it from his hands. Repeat the
- procedure to move the stone up another level. Fingus stands on lion's head
- and Winkle throws the stone to catapult Fingus to the staff. Fingus pushes
- the head of the staff off onto a ledge below, then jumps down. Move the
- stone up one level. Winkle stands on the lion's head while Fingus throws
- the stone. Winkle climbs in the hole and Fingus moves onto the lion's
- head. Winkle pushes the head off the ledge to catapult Fingus onto the
- floating ledge. Fingus jumps on the !!! spot on the ledge to lower it down
- to Winkle who promptly jumps on it. While Winkle stretches over to the
- rock, Fingus quickly runs across his back to the birds. Fingus uses the
- file on the cage to free the birds, then grabs the key. Go to Plant scene.
-
- The Village Entrance (for the LAST time!) --------------------------------
- ---------
-
- Fingus uses the key on the door, then walks through it into the
- village.
-
- The Laboratory --------------
-
- Fingus uses magic water on Buffoon. Fingus grabs the pencil on the
- ledge above Tazaar. Winkle uses the pencil on the blackboard three times,
- then grabs the sponge that Tazaar throws at him. Winkle stands near the
- armchair and Fingus moves near the portrait. While Fingus uses the pencil
- on the portrait, Winkle uses the armchair to bounce up and grab the
- boomerang. Winkle then uses the mug on Tazaar and Fingus uses the
- boomerang on the toothpick that falls down to knock it to safety. Winkle
- takes the toothpick and uses it on the skeleton to reveal the magic water.
-
- Winkle uses the sponge to mop up the magic water. Winkle then blows on the
- pipe while Fingus uses the wet sponge on the smoke to create a magic
- portal. Both Winkle and Fingus enter the door.
-
- Deathland ---------
-
- Winkle stands on the top right ledge and Fingus stands on the
- eyeball. Winkle jumps on the !!! on the left of the ledge to catapult
- Fingus to the mouse. Fingus grabs the mouse and jumps down. Move Fingus
- and Winkle to the right of the mud. While Fingus uses the mouse on the
- mud, Winkle jumps on the crocodile and is catapulted up to the ledge.
- Quickly, Winkle uses the boomerang on the teeth. After Buffoon falls to
- the floow below, Winkle jumps on the !!! on the ledge to launch the
- eyeball at the evil creature that appears. Winkle uses the wet sponge on
- the rock. Buffoon stands on the eyeball and Winkle jumps on the !!! on the
- ledge again to catapult Buffoon onto the sponge. After the water covers
- the rock, Fingus uses the pencil on the rock to draw a magic door.
- Quickly, Winkle uses the door handle to open the door to home. That's
- it!!!
-
- LONG! game and the ending is fairly cheesy (nice drop to DOS when it's
- done), but very challenging. Hope the walkthru helped!
-
- This walkthru is Copyright (C) 1993 by Adam Cheal and Kevan Dettelbach.
- All rights reserved.
-
-
- Magical bonuses
- ---------------
-
- Weapons/armor/etc can also have magical properties, which are also
- added to the base class. Armor provides additional resistance from
- the Element selected. Weapons do additional damage to monsters.
-
- WEAPON ARMOR PERSONAL
- Describing Special BONUS BONUS BONUS Cost
- Adjective Property (damage) (resist.) (person) plus
- -------------- ------------- ---------- ---------- ---------- -------
- Acidic Acid/poison + 2 +10 +200
- Accelerator Speed +23
- Accurate Accuracy + 5 +500
- Arcane SP +25
- Archmage SP +20
- Armored AC + 4
- Blazing Fire +20 +25
- Brigand Thievery +10
- Buddy Personality + 2
- Burgler Thievery + 6
- Burning Fire + 2 + 5 +200
- Castors SP + 8
- Chance Luck +10 +1000
- Charisma Personality +12
- Charm Personality + 5
- Clever Intellect + 2 +200
- Clover Luck + 5
- Cold Cold +10 +20
- Cryo Cold +25
- Defender AC + 6 +600
- Dense Energy + 4 + 9 +400
- Divine AC +16
- Dyna Electrical +20 +25
- Ectoplasmic Magic +20
- Ego Personality +23
- Electric Electrical +15 +20 +1500
- Exacto Accuracy +30
- Fast Speed +10
- Fiery Fire + 3 + 7 +300
- Flashing Electric + 5 +12 +500
- Flaming Fire +10 +15 +1000
- Flickering Electrical + 2 + 5 +200
- Force Might +23
- Freezing Cold + 5 +15 +100
- Friendship Personality + 3
- Frost Cold + 4 +10 +400
- Fuming Fire + 5 +12
- Gambler Luck +25
- Genius Intellect +30
- Giant Might +12
- Glowing Energy + 2 + 5
- Health HP + 6
- Holy Personality +30
- Icy Cold + 2 + 5 +200
- Incandescent Energy + 3 + 7 +300
- Kinetic Energy +25
- Knowledge Intellect +12
- Leadership Personality +17
- Leprachauns Luck +30
- Life HP +10
- Lucky Luck +20 +2000
- Mage SP +16
- Magical Magic +10
- Marksman Accuracy +10
- Might Might + 2
- Mind Intellect + 3
- Mystic Magic + 5 + 5 +500
- Noxious Acid/poison +32 +40
- Ogre Might + 8
- Photon Might +43
- Pirate Thievery +25
- Plunder Thievery +18
- Poisonous Acid/poison + 8 +20 +800
- Power Energy +13 +1000
- Precision Accuracy +15
- Protection AC + 2
- Pyric Fire + 4 + 9 +400
- Radiating Energy +20 +20
- Rapid Speed + 8
- Rogue Thievery +15
- Sage Intellect + 5
- Scorching Fire
- Seething Fire +15 +20 +1500
- Sharp Accuracy + 3
- Shocking Electrical +10 +15 +1000
- Sonic Energy + 5 +11 +500
- Sparking Electrical + 3 + 7 +300
- Speed Speed +12
- Spell SP + 4
- Static Electrical + 4 + 9 +400
- Strength Might + 3
- Swift Speed + 3
- Thermal Energy +15 +15
- Thought Intellect + 8
- Thunder Might +15
- Toxic Acid/Poison +16 +25
- Troll HP + 2
- True Accuracy +20
- Vampiric HP +50
- Velocity Speed +30
- Venomous Acid/poison + 4 +15 +400
- Vigor HP + 4 +400
- Warrior Might + 5
- Wind Speed +17
- Winner's Luck +15
- Wisdom Intellect +23
- Witch SP +12
-
-
- Special Weapons - do 3 times normal damage to specified monsters
- ---------------
- Beast Bopper
- Bug Zapper
- Dragon Slayer
- Golem Smasher
- Monster Masher
- Undead Eater
-
-
- THE FOLLOWING WERE COMPILED BY PHIL RICE:
- ----------------------------------------
-
- The following is the Weapons/Armor/etc. lists as compiled by Phil
- Rice. Phil did it a little differently. I particularly like the method
- he came up with to classify Armor/Weapons by material.
-
- Take it away, Phil.............
-
-
- First of all, I would personally like to thank the following people for
- sending me their lists, corrections and input:
-
- James Zarbock
- James Reed
- Keith Bilafer
- Mitch Aigner
-
-
- I found that there is a lot of info, but it needs to be organized in a
- format that is easy to extract the info that you need. That is the part
- I have been working on a lot (not to mention all of the cross checking).
-
- With the weapons, I tried to come up with a ranking system that would
- be accurate. Example:
- SPEAR 1-9
- CUTLASS 2-8
-
- The spear does 1 pt of damage more than the cutlass, but the
- cutlass does a minimum of 1 pt of damage more than the spear.
- So, what is fair?
-
- What I did is just add the minimum and maximum damage
- together to get a 'average' (I just didn't divide by 2 -- no
- real point).
- Rank
- SPEAR 1-9 1+9 = 10
- CUTLASS 2-8 2+8 = 10
-
- According to my rank, they would be equal (IMHO).
-
- So now you have these two good lists. Now when I am playing the game, I
- have five or six different type of weapons to choose from. I check the
- list, but I found that it takes a while to add all of the value, write
- them down, and then compare them. So I came up with a cross reference
- ppppchart.
-
- Now there are couple of different ways I could have come up with a
- numbering system, but I took the easy way out and did it by order.
-
- Well, I am probably rattling on a little too much. Here are the lists.
- I hope you find the information useful.
-
- NOTE: Please note that the ranking order between the weapon and armor
- materials are different. That is why they are on two lists.
-
-
- WEAPONS and ARMOR LIST
-
-
- WEAPONS
- Description Damage Rank Classes
- -------------------------- ------ ---- -----------------------------
- CLUB 1-3 4 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- DAGGER 2-4 6 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- SLING 2-4 6 Kn Pa Ar . . Ro Ni Ba . Ra
- CUDGEL 1-6 7 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- AXE Hand 2-6 8 Kn Pa Ar . . Ro Ni Ba Dr Ra
- NUNCHAKA 2-6 8 Kn Pa . . . . Ni . . .
- SWORD Short 2-6 8 Kn Pa Ar . . Ro . Ba . Ra
- MAUL 1-8 9 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- BOW Short 3-6 9 Kn Pa Ar . . Ro Ni Ba . Ra
- SPEAR 1-9 10 Kn Pa Ar . . Ro Ni Ba Dr Ra
- CUTLASS 2-8 10 Kn Pa Ar . . Ro . Ba . Ra
- MACE 2-8 10 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- STAFF 2-8 10 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- FLAIL 1-10 11 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- HAMMER 2-10 12 Kn Pa Ar Cl . Ro Ni Ba Dr Ra
- SCIMITAR 2-10 12 Kn Pa Ar . . Ro . Ba . Ra
- SWORD Long 3-9 12 Kn Pa Ar . . Ro . Ba . Ra
- WAKAZASI 3-9 12 Kn Pa . . . . Ni . . .
- BOW Cross 4-8 12 Kn Pa Ar . . Ro Ni Ba . Ra
- SABRE 4-8 12 Kn Pa Ar . . Ro . Ba . Ra
- TRIDENT 2-12 14 Kn Pa Ar . . Ro Ni Ba . Ra
- SWORD Broad 3-12 15 Kn Pa Ar . . Ro . Ba . Ra
- BOW Long 5-10 15 Kn Pa Ar . . Ro Ni Ba . Ra
- GLAIVE 4-12 16 Kn Pa Ar . . Ro Ni Ba . Ra
- KATANA 4-12 16 Kn Pa . . . . Ni . . .
- PIKE 2-16 18 Kn Pa Ar . . Ro Ni Ba . Ra
- AXE Battle 3-15 18 Kn Pa Ar . . Ro . Ba . Ra
- BARDICHE 4-16 20 Kn Pa Ar . . Ro Ni . . Ra
- NAGINATA 5-15 20 Kn Pa . . . . Ni . . .
- AXE Grand 3-18 21 Kn Pa Ar . . Ro . Ba . Ra
- HALBERD 3-18 21 Kn Pa Ar . . Ro Ni Ba . Ra
- AXE Great 3-21 24 Kn Pa Ar . . Ro . Ba . Ra
- FLAMBERGE 4-20 24 Kn Pa Ar . . . . Ba . Ra
-
-
- ARMOR
- Description Armor Class
- ------------------------ ----------- -- -- -- -- -- -- -- -- -- --
- BOOTS 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- CAPE 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- CLOAK 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- GAUNTLETS 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- ROBES 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- HELM 2 Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- SCALE ARMOR 4 Kn Pa Ar Cl . Ro Ni Ba . Ra
- SHIELD 4 Kn Pa . Cl . Ro . Ba . Ra
- RING MAIL 5 Kn Pa Ar Cl . Ro Ni . . Ra
- CHAIN MAIL 6 Kn Pa Ar Cl . Ro . . . Ra
- SPLINT MAIL 7 Kn Pa . Cl . . . . . Ra
- PLATE MAIL 8 Kn Pa . . . . . . . .
- PLATE ARMOR 10 Kn Pa . . . . . . . .
-
-
- AC
- MATERIAL BONUS
- -------- -----
- Wooden -3
- Brass -2
- Bronze -1
- Leather 0
- Glass 0
- Crystal 1
- Coral 1
- Iron 1
- Lapis 2
- Silver 2
- Pearl 2
- Amber 3
- Steel 4
- Ebony 4
- Quartz 5
- Gold 6
- Platinum 8
- Ruby 10
- Emerald 12
- Sapphire 14
- Diamond 16
- Obsidian 20
-
-
- MATERIAL To HIT DAMAGE RANK(to hit + damage)
- -------- ------ ------ ----
- Leather -4 -6 -10
- Wooden -3 -3 -6
- Brass 3 -4 -1
- Bronze 2 -2 0
- Glass 0 0 0
- Crystal 1 1 2
- Coral 1 1 2
- Iron 1 2 3
- Lapis 2 2 4
- Pearl 2 2 4
- Amber 3 3 6
- Silver 2 4 6
- Ebony 4 4 8
- Steel 3 6 9
- Quartz 5 5 10
- Gold 4 8 12
- Platinum 6 10 16
- Ruby 6 12 18
- Emerald 7 15 22
- Sapphire 8 20 28
- Diamond 9 30 39
- Obsidian 10 50 60
-
-
- P S
- L C l E a D
- e W B r S Q a m p i
- a o B r G y C L P A i E S u t e p a
- t o r o l s o I a e m l b t a G i R r h m
- h d a n a t r r p a b v o e r o n u a i o
- e e s z s a a o i r e e n e t l u b l r n
- r n s e s l l n s l r r y l z d m y d e d
- __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
- CLUB |1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 22
- DAGGER |2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 23
- SLING |3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 24
- CUDGEL |4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 25
- AXE Hand |5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 26
- NUNCHAKA |6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 27
- SWORD Short |7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 28
- MAUL |8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 29
- BOW Short |9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 20
- SPEAR |10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 31
- CUTLASS |11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 32
- MACE |12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 33
- STAFF |13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 34
- FLAIL |14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 35
- HAMMER |15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 36
- SCIMITAR |16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 37
- SWORD Long |17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 38
- WAKAZASI |18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 39
- BOW Cross |19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 30
- SABRE |20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 41
- TRIDENT |21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 42
- SWORD Broad |22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 43
- BOW Long |23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 44
- GLAIVE |24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 45
- KATANA |25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 46
- PIKE |26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 47
- AXE Battle |27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 48
- BARDICHE |28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 49
- NAGINATA |29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 40
- AXE Grand |30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 51
- HALBERD |31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 52
- AXE Great |32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 53
- FLAMBERGE |33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 54
-
-
-
- P S
- W B e r S Q a m p i
- o r o t l s o I a l e m t b a G i R r h m
- e s z e s a a o i e r e e n t l u b l r n
- __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
- SCALE ARMOR |1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
- RING MAIL |2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
- CHAIN MAIL |3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
- SPLINT MAIL |4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
- PLATE MAIL |5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
- PLATE ARMOR |6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
-
- Here is the Element, Attribute, and Magic List (and a little explanation).
-
- When I put together the magic list, I did it after I finished the game.
- I had a few questions about whether certain spells affected one, a group,
- or all monsters. Since I finished the game and almost all of the monsters
- are dead, I couldn't verify some of the spell stats (and I wasn't going to
- start over :-)
-
- Some of the spells seemed pretty straight-foward (ie. Cure Poison), so I
- did not include an effect description for those. I also separated the
- combat spells from the rest of the spells. I did this because I did not
- want to wade through the entire spell list while in an intense combat
- situation. Now you can glance down, pick a spell, and still keep the
- momentum of the fighting.
-
- There are a few holes and questions. If anybody can fill in the blanks/
- questions, please e-mail me. Thanks again to everybody that helped out
- and expressed interest in the list.
-
-
- ELEMENT, ATTRIBUTE, and MAGIC LIST
-
-
- (weapons) (armor)
- ELEMENT DAMAGE RESISTANCE
- ------------------ ------ ----------
- ACID/POISON
- Acidic 2 10
- Venemous 4 15
- Poisonous 8 20
- Toxic 16 25
- Noxious 32 40
-
- COLD
- Icy 2 5
- Frost 4 10
- Freezing 5 15
- Cold 10 20
- Cryo 25
-
- ELECTRICITY
- Flickering 2 5
- Sparking 3 7
- Static 4 9
- Flashing 5 12
- Shocking 10 15
- Electric 15 20
- Dyna 25
- ENERGY
- Glowing 5
- Incandescent 3 7
- Dense 4 9
- Sonic 5 11
- Power 13
- Thermal 15 15
- Radiating 20 20
- Kinetic 25
-
- FIRE
- Burning 2 5
- Fiery 3 7
- Pyric 4 9
- Fuming 5 12
- Flaming 15
- Seething 15 20
- Blazing 20 25
- Scorching 30 30
-
- MAGIC
- Mystic 5 5
- Magical 10
- Ectoplasmic 20
-
-
-
- Attribute Bonus
- ---------------
- ACCURACY
- Sharp 3
- Accurate 5
- Marksman 10
- Precision 15
- True 20
- Exacto 30
-
- ARMOR CLASS
- Protection 2
- Armored 4
- Defender 6
- Divine 16
-
- HIT POINTS
- Troll 2
- Vigor 4
- Health 6
- Life 10
- Vampiric 50
-
- LUCK
- Clover 5
- Chance 10
- Winners 15
- Lucky 20
- Gambler 25
- Leprachauns 30
-
- INTELLIGENCE
- Clever 2
- Mind 3
- Sage 5
- Thought 8
- Knowledge 12
- Wisdom 23
- Genius 30
-
- MIGHT
- Might 2
- Strength 3
- Warrior 5
- Ogre 8
- Giant 12
- Thunder 17
- Force 23
- Power 30
- Photon 47
-
- PERSONALITY
- Buddy 2
- Friendship 3
- Charm 5
- Personality 8
- Charisma 12
- Leadership 17
- Holy 30
-
- SPEED
- Swift 3
- Fast 5
- Rapid 8
- Speed 12
- Wind 17
- Accelerator 23
- Velocity 30
-
- SPELL POINTS
- Spell 4
- Mystic 5
- Castors 8
- Witch 12
- Mage 16
- Arcane 25
-
- THIEVERY
- Burgler 6
- Birgand 10
- Rogue 15
- Plunder 18
- Pirate 25
-
-
- Special Powers
- --------------
- Dragon Slayer x3 vs Dragons
- Monster Masher x3 vs Monsters
- Undead Eater x3 vs Undead
- Golem Smasher x3 vs Golems
- Bug Zapper x3 vs Bugs
- Beast Bopper x3 vs Beasts
-
-
-
- MAGE
-
- DAMAGE / COMBAT SPELLS
- Damage
- Spell SP/Gems Area Damage Type Notes
- ----------------- ------- ------- ---------- -------- -----------------
- Dancing Sword 3*/10 1 6-14* Physical
- Elemental Storm 100/10 Group 150 Random
- Energy Blast 1*/1 2-6* Energy
- Fantastic Freeze 15/5 Group 40 Cold
- Finger of Death 10/4 1 death Magical
- Fire Ball 2*/2 Group 3-7* Fire
- Golem Stopper 20/10 1 100 Magical Golems only
- Implosion 100/20 1 1000 Energy
- Incinerate 35/10 1 250 Fire
- Inferno 75/10 Group 250 Fire
- Insect Spray 5/1 Group death Poison
- Lightning Bolt 2*/2 1 ? 4-6* Elec
- Magic Arrow 2/0 1 8 Magical
- Megavolts 40/10 Group 150 Elec
- Poison volley 25/10 All 60 Poison 6 Arrows / 10 pts
- Prismatic Light 60/10 Group ? 80 Random
- Shrapmetal 1*/0 Group 2* Physical
- Star Burst 200/20 All 500 Physical
- Toxic Cloud 4/1 Group 10 Poison
-
-
- OTHER SPELLS <***
-
- Spell SP/Gems Area Range Effect
- ------------------- ------- ------- ---------- ------------------------------
- Awaken 1/0 Party removes SLEEP condition
- Clairvoyance 5/2 Gargoyle heads give
- advice
- left head - Treasure
- right head - Danger
- Day of Sorcery 40/10 Party Light, Levitate, Wizard
- Eye, Clairvoyance, Power
- Shield
- Detect monster 6/0
- Dragon Sleep 10/4 1 Puts Dragons to SLEEP
- Enchant Item 30/20 Bestows magic power to
- item
- Etherealize 30/10 Guarantee TELEPORT 1
- square
- Identify Monster 5/0
- Item to Gold 20/10
- Jump 4/0 Party Skips 1 square (no
- doorways)
- Levitate 5/0 Party
- Lloyd's Beacon 6/2 Teleport / place you
- have been
- Power shield 2*/2 Party 1*
- Recharge Item 15/10 Restore 1-6 charges
- Sleep 3/1 Group
- Super Shelter 15/5 Party Protected rest
- Time Distortion 8/0 Party Stops time to escape
- danger
- Wizard Eye 5/2 Top view of surroundings
-
-
-
- CLERIC
-
- DAMAGE / COMBAT SPELLS
- Damage
- Spell SP/Gems Area Damage Type Notes
- ----------------- ------- ------- ---------- -------- ----------------
- Acid Spray 8/0 Group 15 Acid
- Cold Ray 2*/4 All 2-4* Cold
- Deadly Swarm 12/0 Group 25 Physical
- Fiery Flail 25/5 1 100 Fire
- Flying Fist 2/0 1 6 Physical
- Frost Bite 7/0 1 35 Cold
- Holy Word 100/20 Group ? death Magical Undead only
- Mass Distortion 75/10 Group half HP Magical
- Moon Ray 60/10 All ? 30 Magical
- Pain 4/0 Group 8 Physical
- Sparks 1*/1 Group 2* Elec
- Sun Ray 150/20 All 200 Energy
- Turn Undead 5/2 Group 25 Magical Undead only
-
-
- OTHER SPELLS
-
- Spell Gems Area Range Effect
- ------------------- ------ ------- ---------- ------------------------
- Beast Master 5/2 Group Hypnotize MONSTERS
- Bless 2*/1 1 1 Armor class
- Create food 20/5 Party
- Cure disease 10/0 1
- Cure Paralysis 12/0 1
- Cure poison 8/0 1
- Cure wounds 3/0 1 15
- Day of Protection 75/10 Party Light, Prot. Elem,
- Heroism, Holy Bonus,
- Bless
- Divine Intervention 200/20 Party Heals all damage
- First Aid 1/0 1 6 Healing
- Heroism 2*/3 1 1* Level
- Holy Bonus 2*/1 1 1* Damage
- Hypnotize 15/4 Group Hypnotize PEOPLE
- Light 1/0
- Nature's Cure 6/0 1 25 Healing
- Power Cure 2*/3 1 2-12* Healing
- Prot. from Elements 1*/1 Party
- Raise Dead 50/10 1 removes DEAD condition
- Resurrect 125/20 1 removes ERADICATED
- condition
- Revitalize 2/0 1 removes WEAK condition
- Stone to Flesh 35/5 1 removes STONED condition
- Suppress Disease 5/0 1 Slows the effects of
- DISEASE
- Suppress Poison 4/0 1 Slows the effects of
- POISON
- Town Portal 30/5 Party Teleport to any town
- Walk on water 7/0 Party Walk on SHALLOW & DEEP
- water
-
- This walkthru is Copyright (C) 1992 by Mitch Aigner and Phil Rice. All
- rights reserved.
-
- WORLD CIRCUIT : Linked Modem PLay
- By Greg Cisko
-
- INTRODUCTION:
-
- World Circuit is a Formula One racing simulation by Micro-Prose. This is a
- guide/summary of my experiences in "Linked Modem PLay". First off my system
- is a 386/16. I have a 14400 baud modem. My CPU is not the best but at 8.1
- FPS, World Circuit is VERY playable & very near realtime. THe reason this
- is mentioned will be covered shortly.
-
- SOFTWARE REQUIREMENTS:
-
- The program requirements are, that both parties have version 1.05 of World
- Circuit. Version 1.04; whould make the link but suffered data mismatch
- errors, along with lost connections. Connections/links would last far less
- than 15 minutes. This would require re-linking. Versions earlier than 1.04
- did not have the link option. Version 1.05 fixed all this. The link is made
- as easily as with v1.04, & will last until you hangup.
-
- MAKING THE LINK:
-
- There are some preliminary things that should be done, before the link is
- attempted. First make sure that the calling machine has the slower CPU.
- The calling machine basicly controls the whole operation. By having the
- slower CPU do the controling, you ensure that data transfers do not get
- overloaded. A "fixed amount" of data is transfered back & forth. I believe
- this is due to the frame rate selected by the controling machine. So this
- precaution makes sense. In addition to having the slower CPU control the
- link, you should make sure BOTH machines are configured to the SAME
- framerate. This should improve the reliability of the connection. The only
- other precaution before starting the link, is to make sure your modem has
- compression, error correction & flowcontrol disabled. All of these will
- "buffer" the data sent back & forth. This will make for a very jerky & out
- of sync ride around the track. Once these precautions have been met,
- follow the link menu & make the connection. Be sure that you both select
- "modem" connection & the same baud rate. If you have a hayes compatable
- modem, use the modem initialization supplied with the README. This will
- turn off the compression & error carrection ect....
-
- AFTER THE LINK IS MADE:
-
- After the link is established, there is a data transfer. This sync's both
- machines. This transfer of data takes about 10-15 seconds at 9600 baud.
- Just slightly longer at 2400 baud. This is in marked contrast to other
- popular modem games. Namely Falcon 3.01.1, which takes 2 minutes to sync at
- 9600 baud & nearly 10 minutes at 2400 baud.
-
- At any of the menu screens you can communicate with the other machine.
- [cntl-m] allows a message window to pop up. You can type 40 charecters at a
- time. This is a very usefull feature for general communication.
-
- The controlling machine, moves thru the menu to select the type of race or
- practice desired. You can have a normal non-championship race/practice
- session with all 26 cars. Or you can have a quick race with only the 2
- linked cars participating.
-
- WORKING WITH A LINKED CONNECTION:
-
- Once the race/practice is decided on, it is time to drive. If you are
- practicing, more than likely you want to change your setup. When you go to
- the setup area, you are requesting the other driver pause. Both people
- have to go into setup at the same time. So if your buddy is in the middle
- of a HOT lap, you might have to wait a minute or so. The people I have
- done linked play with, have not had the patience for this though. By the
- time I was done with my HOT lap & went to the pits, they were out on the
- track! I suggest waiting. Your buddy should be aware of what "pause
- requested" means & accomidate you. Otherwise you need a new buddy.
-
- Once the setups are suitable its time to drive. On my machine (386/16) with
- 8.1 FPS the framerate was almost unplayable! Keep in mind, the high marks I
- gave the game on my machine with 8.1 FPS. World Circuit has a spectacular
- feature that will show the occupancy of your processor. Playing the game
- unlinked (normaly) at 8.1 FPS, 54% of the processor is used. During LINKED
- play, on the same track with the same detail set, I get 120-160%. On my
- computer, the processor is used 2-3 times as much during linked play. I
- believe what is required, is 2 fast computers. I believe this is the "weak
- link". One friend of mine has a 486/33 (with a 14400 modem, that he bought
- just so we could race). He thought the frame rate was so bad/slow that he
- took the modem back to the store. Needless to say he gave up. My other
- friend has a 486/50 and a 9600 modem. He seems to tolerate the reduced
- framerate. Perhaps he can make the required adjustments easier. I would
- like to point out that reducing the detail level HAD NO EFFECT on the
- linked framerate. Going to slower baud rates did not seem to make any
- difference worth mentioning, in the reduced framerate. This is why I
- believe the "problem" to be CPU dependant. Until I get a faster CPU, I have
- no way of confirming this though. I do know this... 8.1 FPS is totaly
- acceptable for racing World Circuit. What I get with linked play is NOT 8.1
- FPS. More like 3-4 FPS.
-
- ACTUAL DRIVING:
-
- The only way I've been able to cope with the reduced framerate, is to
- COMPLETELY memorize the track. That is, know what gear to be in, at what
- point on the track. You definately cannot drive by reflexes or seat of the
- pants. I would almost ignore everything, except for the mechanical gear
- shifting, braking & accelerating. Things are MUCH slower & over-correcting
- is a problem. For instance my one buddy has done a 1:16.3 in Brazil. My
- best is 1:17.1. He could not get anywhere near 1:20 linked where I was
- able to get a 1:18.2! He apparently does his driving "seat of the pants". I
- do the mechaninal approach I mentioned above. Also I would suggest giving
- 100% attention to staying on the track. Slow way down if you have to, just
- don't spin or crash. In my last linked 20 lap quick race, I failed to do
- this. I was careless & crashed. I limped into the pits for "new" body work.
- When I came out of the pits, I was 40 seconds behind my opponant. This was
- at MONACO. I was shaving 7-8 seconds a lap when I did a 1:24 lap! (I had
- been lapping in the 1:30's. My buddy had been lapping in the 1:39's) My
- buddy addmitted later that he was so shaken by this, that he pushed too
- hard. He spun in the 1st gear hairpin with 2 laps to go. I passed him in
- the hairpin, (he was still spun out) & won the race. I was really worried.
-
- FINAL COMMENTS:
-
- While version 1.05 of World Circuit, seems to have it's previous linked
- problems solved. It is still worth mentioning the aside from the reduced
- framerate I experienced, there were still pauses. These were for about a
- second or so. I couldn't tell if they were due to the connection almost
- being lost, or from re-syncing. In any event the pauses were there, and
- didn't appear to be framerate dependant. I would also like to mention that
- if both linked partners use faster CPU's, The framerate may very well be
- acceptable & enjoyable.
-
- So have fun & enjoy. World Circuit is by far the best racing simulation I
- have tried. I am a BIG Formula One fan & tend to be very critical of such
- things.
-
- This article is Copyright (C) 1993 by Greg Cisko. All rights reserved.
-
-
- GUNSHIP 2000 HINTS ON PLAY
- By Jim Day. Game Designer Gunship 2000
-
- FLIGHT
- ~~~~~~
- Control:
- --------
-
- Although it is best to start out in "easy" flight mode, you should try to
- progress to "realistic" flight as soon as is possible. Realistic flight
- gives a much more precise control of the helicopter. You should strive to
- control your altitude with just the cyclic (joystick) control, and stay
- away from using the collective for in flight altitude adjustments.
-
- Try to use the dual joystick, joystick/keyboard or joystick/rudder pedals
- control options. These options enable you to control the tail rotor. This
- additional control greatly enhances flight control. It is much easier to
- use the tail rotor to make quick turns than the cyclic. Hard cyclic turns
- can result in an altitude loss; a problematic situation when near the
- ground.
-
- Altitude:
- ---------
-
- Try to avoid overflying mountains (except near your base) unless you wish
- to get a high view of the countryside. The altitude gain is just not worth
- the exposure. Stay low, but not too low as the discovery of the enemy at
- extremely low altitudes gives you little time to react to incoming
- threats. It real combat, helicopter pilots seldom fly below 100 feet. If
- you are searching for the enemy, an altitude of about 225 feet is probably
- about right. If you know where the target or objective is located, go in
- low and hot to avoid as many of the enemy defensive units as is possible.
-
- Gauges/Indicators:
- ------------------
-
- Keep your eye glued to the radar altimeter (the one located in the HUD -
- the altitude gauge in the console is the barometric or pressure
- altimeter). This indicator shows your true height to the ground
- immediately below the helicopter. As the ground rises up to meet you, this
- indicator shows the loss in altitude. The low altitude warning also sounds
- when your altitude enters the red zone (this zone is player adjustable by
- the "c" or "v" keys).
-
- These subtle altitude changes can mean the difference between life or that
- fatal crash. One particular area to watch is the coast in the Persian
- Gulf. As you near the shore, flying from inland, the terrain rises
- slightly - pay attention to the altitude change.
-
- It may seem obvious, but pay close attention to the threat display - give
- it a glance every so often. Threats can pop up on the periphery or to the
- rear that your CP/G can not see to call out. In those situations, maneuver
- towards or away from the potential threat. Keep in mind that as you move
- towards a target, the dead (or safety) zone is reduced - this is a
- combination of range and altitude.
-
- In general, fly "out of the cockpit" only taking periodic glances at the
- console. The HUD provides the key flight data, and the console should be
- used only as a backup.
-
- Friendlies:
- -----------
-
- Upon reaching the rank of 2nd Lieutenant, you are given the responsibility
- of multi-helicopter command. These guys can accomplish a great deal if you
- utilize them with care.
-
- With fresh-faced rookies, do not expect then to take on the enemy single
- handily - they just do not have the skills. Just as you had to learn the
- ropes, these guys also improve with time. Rank and decorations are the
- best measure of their competence.
-
- Their degree of competence is applicable to three different areas:
- offense, defense and flight skill. The best pilots hit the targets with
- the fewest shots and at the greatest range; avoid taking damage; and hit
- their waypoints right on the mark. Those new guys and less experienced
- pilots fall somewhere short of this optimum.
-
- With these limitations in mind, give them something attainable. Pick-ups,
- cargo missions, small target groups or moving targets are a good place to
- start. They are skilled enough to always fly to a drop-off or pick-up
- point if their last waypoint is somewhere near the location. They even let
- you know if they spot a pick-up by communicating "Objective Sighted!".
- Position their final waypoint or assign a new flight path on the location,
- and they will fly directly to the point. Of course, they always fly
- directly to the base or FARP (accessed by a second press of the "to base"
- key).
-
- Once they have developed a certain degree of experience, there is not a
- single mission they can not handle. Take care of them, and they will take
- care of you.
-
- TACTICS
- ~~~~~~~
- S-2 Report:
- -----------
-
- Pay attention the unit sightings information in the report. The order of
- the four units listed indicates the frequency of the number you could
- expect to meet in this mission. The unit listed first has the greatest
- frequency, the second a lesser frequency, and so on.
-
- Toughest Primary/secondary Targets:
- -----------------------------------
-
- Headquarters, Depots, Fixed Emplacements and Infantry Groups provide the
- greatest challenge. They all have a large and diverse mix of potentially
- dangerous units. They also require a high degree of destruction to achieve
- the mission. This combined with the deployed enemy defenders, makes for a
- tough assignment.
-
- Easiest Primary/Secondary Targets:
- ----------------------------------
-
- Moving vehicle platoons, and to a lesser extent moving mech groups, are
- the easiest targets. This assumes that you have found the target. Only a
- few of the units in the platoon or mech group stop to engage you - the
- others try to escape and continue on to their objective. This makes for a
- limited number of enemy shots. As an added benefit, the enemy defenders
- must spread out along the path of movement, thereby, limiting their
- concentration.
-
- Toughest Single Targets:
- ------------------------
-
- This is probably all infantry targets and the 2S6 (the 2S6 is found only
- in Europe). The infantry are tough to destroy and they have a number of
- weapons to throw back at you. M261 and M255 rockets can make short work of
- the infantry. Hellfires can also be effective, but it may take more than
- one to do the job. When in close, blast them with your cannon. The 2S6's
- laser guided missiles and accurate cannon make it an extremely tough
- adversary. Fire-and-forget weapons are the best choice as you can not
- "spoof" its laser guided missiles. Guiding a TOW-2 or Hellfire-A into the
- target can be a dangerous prospect. The preferred tactic is to fire a
- Sidearm, Hellfire-B or M247 rockets and immediately fly away from the
- target. Even if a laser missile is in flight, when the 2S6 is destroyed,
- the missile automatically drops its lock (this is also true of radar
- guided missiles - eliminate the source and the missile no longer tracks).
- This tactic should also keep you out of its cannon range.
-
- The ZSU-23(4) and towed guns can also be a tough nut if you come upon them
- within their cannon range. Their high rate-of-fire (especially at the
- higher enemy quality levels) enable them to throw out a large number of
- shots in a short period of time.
-
- Easiest Single Targets:
- -----------------------
-
- Aside from the various structures and buildings, these would be all tanks
- and machine-gun armed recon units, such as the BRDM-2 and EE-9. These
- units are pretty much sitting ducks and can be destroyed with impunity.
- Even if you fall within range of their machine-guns, it is rare that you
- take a hit. These are all good candidates for cannon fire; do not waste
- limited ordnance on these targets.
-
- On-line Data Base:
- ------------------
-
- Until familiar with the various enemy targets and units, you are
- encouraged to use the on-line data base (alt-p keys with a target lock) to
- secure important information.
-
- Weapons:
- --------
-
- You really need to tailor your choice of weapons to the nature of the
- targets. This knowledge comes from experience, the manual and the on-line
- data base. Try different combinations on different target types - best
- done while in the training mode. Keep in mind that the damage inflicted
- can vary; it is not a fixed amount. A target could be destroyed with one
- hit on one occasion, but may require two hits on a second occasion.
-
- Before you reach the level of command access to a Longbow Apache, rockets
- can substitute as a poor man's fire-and-forget weapon. While they take a
- certain degree of finesse to utilize, they do have the advantage of flying
- directly to the target if launched in constraints. As an added bonus, you
- can usually carry a whole passel of them, and set the number to fire in a
- salvo. With three different types, choose carefully and pay attention to
- the S-2 report.
-
- Sidearm is also a good weapon to consider, as it is a true fire-and-forget
- weapon system. While the number that can be carried is limited, it is a
- good choice for the wing tips on Apaches when light air activity is
- expected. It is more than capable of silencing most radar sources with the
- exception of ships.
-
- Mavericks or Penguins are a must when dealing with ships. They have the
- capacity to destroy a ship with a single hit; not guaranteed with
- Hellfires or TOWs. Maverick, if available, is the preferred choice over
- Penguin since it has a dual role against ground targets.
-
- A mistake some players make is changing the weapon type while a guided
- missile is still in flight to a target. For example, if you have a
- Hellfire-A in bound to a target, do not change the weapon selector to
- another weapon type. The on board computer becomes confused, and the
- Hellfire no longer tracks the target.
-
- The effectiveness of ripple fire can not be emphasized more, when engaging
- closely grouped targets with guided weapons. Launch one missile, wait a
- few moments, launch a second, wait a few moments more, and then launch a
- third, and so on. This tactic greatly reduces the total engagement time
- over the target, and therefore your total exposure time. It has the added
- benefit of eliminating the threats in short order. Technically, all of the
- missiles are targeted on the first target. But after the first target is
- destroyed, the targeting system automatically shifts to the next target -
- locking the next missile on to that target. This process continues until
- all of the targets are destroyed or the missiles have all hit their
- targets. If the target was not destroyed by the first hit, you have
- another missile following closely in its wake to finish the job.
-
- Moving Targets:
- ---------------
-
- Moving targets are not all that difficult to find, if you keep a few key
- points in mind. They move at speed of about 25 knots - so less than 1/4
- of your average speed. This gives you an idea as to where they may be
- along their path. They always move in the indicated direction, but modify
- their path based upon intervening terrain (they avoid mountains, valleys
- and rivers). You may discover them off of the path due to these terrain
- types. However, they generally move in the direction indicated.
-
- Moving units that appear to start on a road will more than likely follow
- the path of that road, including movement through road canyons.
-
- Search & Destroy (or Rescue):
- -----------------------------
-
- These can be one of the most frustrating mission types. Just keep in
- mind that the target is out there, and your intelligence data relating to
- the suspected location is fairly accurate. The target should be no more
- the a few map units from the indicated location (the mission map is
- divided into a 16 by 16 grid - therefore it is divided into 16 x 16 map
- units). The challenging part is that the target could be in any direction
- from the indicated location.
-
- A good clue to the location can be the discovery of enemy defenders. If
- you start to encounter these defenders, the target can not be far away.
- After all, the defenders are there for a purpose.
-
- Sea Targets:
- ------------
-
- Enemy ships can be a bit of a challenge, especially if you come across
- them at short range. If you are to engage known ship targets, approach
- them form the seaward side and pick up altitude to about 300 or so feet.
- This should give you enough range to deal with anything they may throw at
- you.
-
- Air Targets:
- ------------
-
- Now these guys can give you some real trouble. Pay very close attention to
- the S-2 report's section on enemy aircraft. If it states "extremely
- heavy", you best be prepared for some heavy action. Stingers and
- Sidewinders are the weapons of choice in this case. Stingers are more than
- capable of dealing with most of the enemy helicopter threats with a single
- shot. There is no doubt when firing a Sidewinder. Your can is also more
- than capable of taking out an enemy helicopter. It this case, you will
- have to get in close.
-
- Enemy high-performance aircraft definitely require Sidewinders; in most
- cases, Stingers just do not have the punch to take one out with a single
- hit. It is a truly lucky shot if you are able to get a hit with your
- cannon. Keep in mind, that these guys must be dealt with, since they keep
- coming back until they are damaged or destroyed. The good thing is that
- you do not see them all that often - after all, helicopters just do not
- tangle with fast movers all that often.
-
- Jammers, Chaff & Flares:
- ------------------------
-
- Jammers should be activated at the first notice of an enemy inbound
- threat. The jammer either "spoofs" the enemy missile or it does not -
- there is no grey area in this regard. If you do jam the missile make sure
- to move out of its flight path. Jammed missiles do not disappear, they
- just continue on a straight flight path. That is why it is a good tactic
- to keep targets on the periphery rather than flying directly towards the
- target. With this approach, the jammed missiles miss to the left or right.
- The IR jammer has an equal chance of jamming a missile each time it is
- attempted. The radar jammer is a different story. The enemy units
- frequency hop until they are able to defeat, or "burn through" your
- jamming signal. That is why initial missiles are jammed and later missiles
- can not be jammed. Turn off the radar jammer after use; remaining active
- reduces its effectiveness.
-
- Chaff and flares are close-in defenses. Launching chaff or flares when the
- missile is still 2 km away is very ineffective. It is purely a matter of
- timing. Allow the missile to approach and then launch the decoy. If you
- launch too soon the chaff cloud will have dissipated or drifted off or the
- flares will have hit the ground or burned out. If you launch too late, the
- missile will not be fooled, and will still track your helicopter. If
- possible, break left or right after you launch the decoy; this enhances
- the effectiveness of the decoy. You can lose constraints or even drop the
- lock while targeting for guided weapons (Hellfire-A and TOW-2). The
- missile continues to fly in a straight line. If you re-acquire the lock
- before the missile flies by the target or it is able to turn quickly
- enough to maneuver to the target, it will still impact.
-
- Another effective tactic to avoid enemy missiles, is to drop down or fly
- behind hills. If you can mask your signature to the missile, it losses its
- track. That is why it is advisable, when possible, to approach targets
- from terrain rather than over flat ground.
-
- As a last ditch choice, it is also possible to "dodge" missiles by making
- quick last minute breaks to the left or right. You do not have the
- quickness and sharp maneuverability of a fighter aircraft. As a result,
- this maneuver is a real challenge as it requires precise timing, but at
- times may be your only hope of escape. The maneuver is much more effective
- against radar guided missiles than IR guided missiles. Radar guided
- missiles have a much larger turning radius then IR missiles, and are less
- able to respond to quick breaking turns. IR missiles are designed to
- engage fast breaking targets.
-
- Training is a good place to test these tactics and maneuvers. You can get
- your timing down and locked without any damage to get in the way of your
- tests.
-
- SCORING
- ~~~~~~~
-
- Your main purpose in life is to destroy the primary and secondary targets.
- You are not rewarded for missing those objects, even if you manage to
- destroy everything else out there. The really successful pilot are
- rewarded for hitting the targets and getting back in less than thirty
- minutes or less. This may mean that you may have to set your sights to
- just the primary or the secondary on certain missions. Make sure that you
- get at least one of them, preferably the primary, and get that helicopter
- back to base. They are too expensive to leave littered about the
- battlefield.
-
- To maximize your score, and consequently your success and rewards, destroy
- all of the targets in the primary and secondary. Even though you can
- achieve the mission by destroying less than the total number of targets -
- get all of them while you are there. If possible, eliminate all air
- targets encountered. If you have to make a choice, skip the buildings,
- recon units and tanks, and concentrate on the missile armed units and
- anti-aircraft guns. After all, how many points do you expect to score for
- torching houses, churches and mosques.
-
- You are definitely recognized for eliminated the bad guys while flying
- smaller and less well armed helicopters. It is especially apparent is you
- fly one of those helicopters yourself. You have probably noticed that the
- Longbow Apache is an extremely powerful helicopter. Well, the Task Force
- Commander has also noticed this fact. He is impressed with the guys that
- fly Defenders and Comanche Scouts.
-
- If you started with a pilot that has suffered a number of setbacks, i.e.
- did not get either the primary or secondary on a series of missions or
- consistently has walked back to base, you may be further ahead to start
- over with a new pilot. That guy probably has too many reprimands in his
- file to achieve a high rank before forced retirement gets him first.
-
- If you can avoid it, never decline missions or abort a campaign. These are
- big black marks on your record. And by all means, try not to lose any
- pilots. It is your responsibility to take care of them. If you lose too
- many, you may find yourself in civilian clothes flying a traffic
- helicopter.
-
- This article is Copyright (C) 1992 by Jim Day. All rights reserved.
-
- HARPOON BATTLEBOOK
- Author: James DeGoey
- Publisher: Prima Publishing
- Reviewed by David Cheong
-
- This book is labeled 'The Official Strategies and Tactics Guide', and is,
- I believe, the only published guide to Harpoon available in the market.
- The game actually comes with a 'Harpoon Tactical Guide' which is very
- useful and the Battlebook does not repeat what is published in the Guide,
- but supplements it with inside information and hints on better play. The
- Battlebook was published in 1991 and includes coverage of Battlesets 1, 2
- and 3. Battleset 4 (Indian Ocean and Pacific) is NOT covered in this
- book.
-
- This is a beautiful book, nice glossy cover with the Harpoon title screen
- shot of a US Navy officer with RayBans reflecting a burning ship against a
- red sky. A description of the Battlesets follows, then a short section on
- 'How to use this book', which gives a brief layout of the book as
- follows:-
-
- Part I - 4 chapters discussing Harpoon program and tactics, with 2
- scenario walkthroughs and guide to the Scenario Editor.
-
- Part II - Guide to Platforms, Sensors and Weapon systems.
-
- Part III - Computer Harpoon Data Annex.
-
- The next chapter is titled 'Guide to Harpoon Tactics'. As mentioned
- earlier, the game itself contains a comprehensive guide and this chapter
- only suggests solutions to some of the common problems players have
- routinely found frustrating during scenario play. This includes hints on
- scouting, formations, electronic warfare, submarine warfare, anti-
- submarine warfare, anti-surface warfare strike warfare, air warfare and
- anti-air warfare. It covers essential topics poorly covered elsewhere,
- but it is all too short, only 20 pages in length.
-
- Two scenario walkthroughs follow, based on Dawn Patrol, the first scenario
- from the first Battleset, one each covering red and blue. However, what
- you play on the computer will rarely follow the walkthrough exactly, so
- you're better off just reading it first. I found the walkthrough
- marginally useful, since I already knew how the play the game and would
- rather that half the space devoted to it be filled with more hints
- instead.
-
- The Scenario Editor Design Guide follows an it takes you through the
- design of a scenario based on a novel Blue Water Navy: World War III at
- Sea by naval historian Michael Palmer. This is a very good chapter
- explaining the intricacies of the Scenario Editor, as the manual that came
- with the scenario editor did not explain things in much detail.
-
- The next 5 chapters covers submarines, surface ships, aircraft and
- helicopters, sensors and weapon systems. Each chapter discusses the
- different classes of ships or aircraft and compares their capabilities
- extensively. If you're a Harpoon boardgame owner like myself, all the
- data included in this book is available in greater detail in the Data
- Annex 90/91 by Game Designers Workshop. However, the data presented in
- the Battlebook is condensed and gives you a good idea of each platform's
- capabilities. This is extremely useful if you know little about that
- particular class of ship or aircraft, since it immediately gives you an
- idea of what that ship or plane can do. Availability and the numbers of
- each platform in the Battlesets is also given. The chapter on sensors and
- weapon systems gives details on how the various sensors are used, such as
- surface search (SS), air search (AS) and height-finding (HF). It also
- gives ranges and probabilities of detection. Sonars are also covered. I
- found that these topics are not covered at all in the Harpoon manual, so
- this section comes in very handy.
-
- The next 4 chapters are actually data annexes covering platforms, sensors,
- weapon systems, land-based sensors and weapon systems. These cover topics
- of lesser importance, such as damage points, number of helicopters a ship
- can carry, weapon magazines, helicopter and aircraft ratings, which
- platforms carry what sensors and what weapons etc. The annex on land-
- based systems is the most useful, giving a map of the battleset and the
- location of the bases, together with the sensors and weapons of each base
- and its capabilities. The last annex is a troubleshooting guide.
-
- Actually, if one were to spend the time browsing through all the platforms
- in the game itself, one would be able to glean most of the information
- available in this book. Alternatively, one could go out and buy the
- boardgame Data Annex (if it can be found), the information contained in
- this book is summarised neatly in charts and tables and therein lies its
- value, not just raw data, but processed and easy to digest. This
- information gives you, as a naval commander, the basis of how to use your
- resources to the best of their ability, instead of just throwing
- everything piecemeal into the fray. (just try this when playing the
- Reds!). I would recommend those serious in the game to check this book
- out ASAP.
-
- This review is Copyright (C) 1993 by David Cheong. All rights reserved.
-
- THE OFFICIAL LUCASFILM GAMES AIR COMBAT STRATEGIES BOOK
- Authors: Rusel DeMaria and George Fontaine
- Publisher: Prima Publishing
-
- Reviewed by David Cheong
-
- This book covers the 3 Lucasfilm games Battlehawks 1942, Their Finest
- Hour: Battle of Britain and Secret Weapons of the Luftwaffe (not
- including the add-ons). It is an impressively thick book (470 pages)
- with many photographs with a layout much like the manuals of TFH: BOB and
- SWOTL. The general trend of the book is to present the history of World
- War II, starting from prelude to war till the end of the war in Europe.
- Interspersed in the history are interesting anecdotes of war and sections
- of the individual aircraft covered in the games. Also present are the
- tips and tactics for each and every mission of all 3 games, slotted in at
- the appropriate time in history!
-
- Personally, I did not like this format, as it devoted many pages to the
- history of WW II including political issues and significant moments in
- land and sea warfare. These topics are covered in better detail in other
- books and have nothing to do tactical air combat, which is what these
- games are about. This is especially true if one is widely read about WW
- II. However, the authors' purposes for bringing out the history is so
- that the reader may better understand the whole picture of the war and
- its development, instead of viewing each scenario as a stand alone. To
- their credit, the authors have managed to weave in very interesting
- anecdotes of personal stories and events of war to keep the book
- interesting. This pictures in the book are very numerous, but
- unfortunately, some cover aspects of land warfare to support the
- historical perspective and many 'photos' of aircraft in the game such as
- the Me 109, P-47, Zero, B-17 etc are actually photographs of models. I
- feel that the use of models is fine for illustrating a maneuver such as
- the hammerhead, but to use so many pictures of models throughout the book
- detract from the flavour of the book as a historical perspective
- (especially since all the Me 109s look the same when pictured together).
-
- There is however, much to be said about the good points of the book. A
- detailed blow-by-blow account of the Battle of Britain is given,
- including even daily losses on each side. Such an account is hard to
- come by (the closest I've come is Alfred Price's The Hardest Day, 18
- August 1940: Battle of Britain). Even better is the linking of each
- scenario in the game with an actual day in the real battle. This
- provides the ultimate background to the game - a real historical reason,
- time and place for flying the mission. This is what simulation is all
- about! Ratings for each scenario are provided as easy, moderate, hard or
- impossible. Precise tactics are also given, as are starting positions.
- There is a chapter on campaign strategies and scoring tips, including
- detailed breakdowns of award of points and the number of points needed to
- attain a certain rank or get a certain medal. Most importantly, the book
- advises newcomers how to get experience safely and how to maintain a
- roster of top aces in your squadron.
-
- Part II provides a background to the Pacific War, what lead to Pearl
- Harbour and the strategies adopted by each side. The next chapter deals
- with the Battle of the Coral Sea. This time the entire battle is
- recounted with numerous anecdotes before the scenarios are presented in
- the same format as before. This chapter makes a good read and bears more
- relevance to the game Battlehawks 1942 than the previous account on Pearl
- Harbour. The chapter deals with Midway in a similar fashion, following
- which the Eastern Solomons and Santa Cruz battles are dealt with. Again
- a breakdown of points is given at the end of this part.
-
- Part III deals with the period covered by SWOTL. It starts in 1941 after
- the Battle of Britain and recounts the history of events till the arrival
- of the Eighth Air Force in England. The book then concentrates more on
- the airwar over Europe, with the missions interspersed at the appropriate
- times, again with a historical background and strategy.
-
- The last few chapters deal with SWOTL Campaign and Tour of Duty
- strategies and is arguably the most important part of the book for those
- looking for hints on how to survive a Tour. The next chapter describes
- maneuvers, scoring, medals and ranks and a large target list. Appendix A
- teaches how to use the gun cameras. Appendix B is on how to use the
- mission builder, C on Aerobatics, D on additional missions for TFH: BOB,
- and E on tips by Larry Holland, the designer of the series. A
- bibliography is included for those interested in further reading.
-
- I would recommend this book if you like SWOTL and the series, but
- personally, with so many new and marvelous flight sims out nowadays, few
- would be still playing BOB, let alone BH 1942. The background
- information is worth a read, if you want a refresher course in WW II.
- The tips given for each scenario are certainly useful and well worth
- recommending the book, as is the scoring information and strategy tips on
- campaign and tour of duty.
-
- This review is Copyright (C) 1993 by David Cheong. All rights reserved.
-
-
- X-WING COMBAT STRATEGY v1.0
- By Adam Pletcher
- Appendix by Greg Cisko
-
- "Red Leader! Incoming missiles, eight o'clock!"
-
- "What?! Where? I don't see-" KABOOM!! One more dead Rebel.
-
- Getting a little tired of this? I doubt many people would disagree when
- I say X-Wing is not the easiest of games. It's the most complicated,
- fast paced space combat simulator yet, and the missions are designed to
- never let you forget it. There's dozens of aspects to every combat
- situation in the game, and only split seconds in which to think of them.
-
- In playing X-Wing a lot since its release, we've nailed down a few
- skills and tips that are of great use in fighting the Empire. Hopefully
- some of you will find them of use (while you still have some hair left).
-
- -----------
- Table of Contents
-
- Part 1: Evasion
- Section 1A: Evading Lasers
- Section 1B: Evading Missiles
-
- Part 2: Attacking
- Section 2A: Tracking
- Section 2B: Using Lasers
- Section 2C: Using Missiles
-
- Part 3: Tips & Hints
-
- Appendix: Pilot Proving Grounds:
- The Maze Made Simple
- -----------
-
-
- >> PART 1: Evasion <<
-
- Half the battle is knowing when to turn around and head for the hills,
- and in X-Wing this is a big truth. Mastering a few basics on evasive
- maneuvering can save your ass many times, and thus, the asses of your
- escorts as well. Seriously, this is a big deal.
-
- Section 1A: Evading Lasers
- --------------------------
- Let me start by explaining why these tactics work. While the enemy logic
- and AI (artificial intelligence) in X-Wing is very impressive, it isn't
- perfect. Simply put, the enemy can lead, but not predict. This means
- that enemy fighters and starships have a deadly knack for watching your
- current heading and laying down lasers that will intersect with your
- course moments later. Not a difficult concept... everyone who played
- Wing Commander 2 will remember the "targeting leads" your computer put
- in front of enemy ships for you to fire at. This is basically what the
- enemy algorithms in X-Wing do. And everyone who played WC2 will also
- remember that those lead targets didn't always work. Especially when
- the enemy ship was in the process of changing course.
-
- So the drawback to the enemy logic in X-Wing is that it cannot predict
- course changes like a human can. I'm sure this is just around the
- corner, programming wise, but it hasn't been seen in commercial
- simulations yet. If you're pulling back on the stick and doing a constant
- loop, chances are really slim you'll take much laser damage (notice I
- said _laser_ damage... more on that later). The constant course changes
- throw the enemy's leads off. They'll still fire, but they'll expect you
- to continue on a straight line, so they'll miss. This all sounds great,
- but when you're pulling a constant loop, you're unable to get much
- work done. There's a couple things you can do to help shake laser fire
- and still get somewhere. They are designed to get you away from a vessel
- in the quickest manner without taking much (if any) damage.
-
- - "Box" evasion: Pick a point ahead of you in space and trace
- a four-point "box" around it. At each point, pause for a moment.
- The size of the box and the length of the pauses should vary with
- your distance from the attacker. If you're close, trace a larger
- box with very small pauses. If you're farther away, a slightly
- smaller box should work, with longer pauses.
-
- - "Circle" evasion: This is identical to the Box method, but
- it is a little more difficult to master. It's more effective
- because you are constantly moving (in a circle around a chosen
- point instead of a box). The reason it's harder is because
- it's easier to "drift" off of your point and end up facing the
- enemy again. Again, the further you are from the baddies, the
- slower the circle should be. If you're too fast, you may end
- up getting tagged by shots fired at you on the last pass.
-
- These are pretty simple, actually, but can be very effective at times.
- When fleeing your attacker using these techniques, be sure to keep him
- centered in your rear radar scope (or forward scope if you're attacking).
- You should rarely have need to look at your main view once you get the
- hand of this. It also helps to have a friendly starship or nebula to
- keep as your focus point ahead to help prevent drifting.
-
- The main advantage to using these methods instead of just jinking around
- like crazy, is you can still attack something in front of you while you're
- evading incoming fire. When approaching the enemy instead of fleeing,
- you'll probably have to widen your "box" or "circle" slightly. Pause
- every now and then and get a couple good shots off and you'll be fine.
-
- Don't get me wrong, you'll get damaged allright. These aren't foolproof
- methods, and there's always fighters off to your left or right making
- things even more interesting. So keep an eye on those shields and take
- breaks to charge up now and then (_especially_ when attacking the
- Star Destroyers... you'll need to take _many_ such breaks... more on
- those later).
-
- Section 1B: Evading Missiles
- ----------------------------
- I've seen a lot of discussion about this on the 'net. Missiles in X-Wing
- may seem hard to shake at first, but once you get the hang of it it's
- almost fun (*gasp!*).
-
- Enemies who fire missiles at you (TIE Bombers or Assault Gunboats) are
- rarely very close to you. This will almost always give you a few seconds
- to prepare.
-
- - When you get the warning that a missile has been fired (from
- your R2 unit or a wingman) immediately find the amber dot on
- your radar (the missile, of course) and turn so it's in your
- forward scope.
-
- - At this point the missile should essentially be coming right
- for you and it shouldn't be changing course too much. Put the
- dot on the very outskirts of your front scope (see SCREENSHOT
- #1) and wait. By taking this approach, it is _very_ difficult
- for the missile(s) to "cut the angle" and hit you on the first
- pass.
-
- - If all goes well, the missile will pass you and end up in the
- center of your rear scope. Now, spin around and put the missile
- right in front of you (you should be able to see it as a red
- and orange streak on your main view).
-
- - By following the missile around, keeping it right in your sights,
- you're once again preventing it from turning sharp enough to
- catch you. Don't bother shooting at it, you _won't_ hit it.
- Follow it around until it runs out of gas, and bingo! You're
- home free.
-
- With a little practice, this becomes very easy. I've only had about five
- in a hundred reach me, and that's usually because the bogey was unusually
- close when he fired, or there were several missiles inbound. With a
- little fancy flying, you'll soon be able to get two or three missiles
- in front of you like this, trying in vain to reach you.
-
- Like I said, I wouldn't bother shooting at them. It's impossible to hit
- them from their sides like that when you're following them. I've watched
- many people claim they shot them down like that, but when in reality,
- they just fired at the instant it ran out of fuel and exploded. I'm
- not saying they can't _ever_ be shot down... just not from that angle.
- I've tried hundreds of times, and the only time I've ever shot one down
- is when it's just been launched and is heading straight for me. If you
- can pinpoint it in front of you fast enough and get some laser shots
- off, you might get lucky (I've managed this only five times).
-
- The only drawback to the above evasion method is the time consumed. It
- takes a good fifteen-twenty seconds for a missile to run out of juice,
- and those can be precious seconds sometimes. You have to evaluate
- whether you can spare the time or you should just take your chances.
- Strong, two-layered shields can take three or four solid missile hits
- if you manage your shields right... But if you decide to take your
- chances and not follow the missile, at least line it up like I described
- above and let it fly back to your rear before you take off. You'll
- have a much better chance of eluding it.
-
-
- >> PART 2: Attacking <<
-
- Section 2A: Tracking
- --------------------
- If you expect to get very far in X-Wing, it's _mandatory_ you learn how
- each of the enemy vessels (specifically fighters) move. This, along with
- accuracy with the lasers, are by far the two most important skills to
- have in this game. When you get some idea where the fighter you're
- pursuing is about to turn, you can greatly increase you chances of taking
- him out. Here's a brief summary of the observations I've made about
- each fighter:
-
- TIE Fighters:
-
- This is an average fighter, all around. It usually runs somewhere
- between 90-100 kps in combat, and has moderate mobility. Mostly goes
- side to side, and rarely moves up and down much. When attacking, it
- basically heads for the target and shoots until out of range. Very
- simple AI.
-
- TIE Interceptor:
-
- These are a little tougher. They tend to run faster than the Fighters,
- but have less vertical mobility. From what I've seen, when they're
- moving sideways, they can only manage about 30 degrees of vertical
- movement. This is their weakness. They're very tricky when attacking,
- they tend to swerve sideways into range, pop off two or three quick
- ones, and continue to swerve off the same side. Be ready for this.
-
- TIE Bomber:
-
- Key word here is SLOW. They run about 70-80 kps, but this can be a
- real pain. When you haul ass up to a wing of Bombers getting ready to
- dump their load on your escort, it's hard to brake quick enough to keep
- from overshooting. 2/3 speed works very well. Once you've matched
- speed, their easy targets. The Bombers are also exceptionally easy
- to nail on the first approach (see First Pass under Laser section).
-
- Assault Gunboat:
-
- These guys run about 80-90 kps, and have much greater mobility than
- the other TIEs. They have no problem with vertical movement and use
- it excessively. One thing I've noticed is they tend to bank more
- before turning than other ships, making it easier to predict course
- changes. They use lasers more than the Bombers, so stay awake.
-
- Advanced TIE:
-
- Nasty, nasty little buggers, seen only in the late missions of Tour 3.
- They have great mobility in all directions, and hardly _ever_ stop
- moving around. I found no major weaknesses, but by the time you see
- these mugs, you should be ready to take anything on. These dudes are
- the worst!
-
- The bigger ships don't move much, so that's about it. An _excellent_
- way to learn about a ships movement is to take some good long camera films
- of heavy combat. By moving the Camera Position behind an enemy ship, you
- get a bird's eye view of how it moves around, and it's limits of movement.
-
- Also remember that the Rebel fighters bank when turning side to side.
- This means that if you're trying to do a 180, don't go straight to one
- side... you'll never get there. Vertical movement is necessary when
- you're attempting to reach targets behind you.
-
- Section 2B: Using Lasers
- ------------------------
- I put tracking and firing under the same category because it's mandatory
- to learn both at once. You won't get far in X-Wing if you always run
- ahead of your target, stop, then shoot. In order to take ships out
- fast enough, you need to be able to make fast, accurate shots while
- _constantly_ changing course to match your target. I can't emphasize
- this enough. The Proving Ground is a good place to practice your
- marksmanship, but combat is the only place to master both tracking and
- firing. Here are some basic tips for each of the Rebel Starfighters:
-
- X-Wing:
-
- I've think that in the X-Wing Fighter, using the dual-linked shots is
- best. The S-foils are so far apart, using single shots is almost
- useless at moderate to close ranges. Save the quad-linked firing for
- large targets like Freighters or Corvettes... Since you can only get
- two or so shots at once to land on a fighter, using four is usually
- a waste of energy. Torps are sparse on the X-Wing, so make 'em count.
-
- A-Wing:
-
- This is my favorite, fast and agile. I keep the speed pretty high
- unless I'm tailing a Bomber or something that's too slow. The best
- part of the A-Wing is the concussion missiles. They run faster and
- can turn tighter then the protons. They're almost as powerful and
- there's more of them. Can't go wrong.
-
- Y-Wing:
-
- Slow, but tough. The big advantage is the close proximity of the two
- laser cannons. When using dual-linked firing, it's really rare to see
- one hit and the other miss. If you need to disable something in a
- big hurry (an all too common occurrence in the Tours), knock its
- shields down with torps or lasers first, then tap on it with the ion
- cannons. Much faster. (also see note about Gunboats & ions in the Tips
- & Hints section).
-
- Attack Tips for All Rebel Fighters:
-
- First Pass: When you've got an incoming flight of fighters/bombers you
- need to take out quickly, try to do it on the first pass. This is not
- as hard as it sounds, especially if they're coming straight at you. Get
- the nearest one targeted before they're in range. When the red dot
- appears in front of you, center the targeting reticle as accurately as
- you can. As soon as you get in range and the reticle starts flashing and
- beeping, let go with three or four laser bursts (or a missile). There
- are always a few seconds to fire at them before their lasers reach you.
- As soon as you see the glimmer of yellow in the distance, get ready to
- move to avoid the incoming lasers. This long-distance attacking is a
- skill worth practicing. On several occasions I've been able to knock out
- all three TIE Bombers in a flight before they've even made the first pass.
-
- Just remember, when using lasers, most of your attention should be spent
- in following your target and anticipating his moves... staying one step
- ahead. Firing should be an afterthought.
-
- Section 2C: Using Missiles
- --------------------------
- Missiles can be a real waste of time if you're not patient. Just because
- you've got a lock on the fighter you're tailing doesn't mean it's going
- to hit it. If you're gunning for a fighter (or one of the bombers),
- wait until it hesitates and is flying relatively straight away from you.
- This is obvious, of course, but the missiles (especially the slower
- torpedoes) have a hard time playing catch-up after an initial miss.
-
- Unlike Wing Commander, once you have a target locked, you can stray away
- from it to some degree and the missiles will still remained locked. Once
- you've gotten the lock buzz going in your ears, you should be able to
- swerve away from the target thirty or forty degrees. Even though the
- buzz stops, the missiles will still find the target. This is of _great_
- benefit when you're attacking a capital ship that's firing at you
- steadily. Once you get lock, you can still jink around a bit and avoid
- some of the fire while getting good shots off.
-
- Study the dynamics of the proton torpedoes vs. the concussion missiles...
- they're very different. Watching some recorded missile shots helps.
-
-
- >> PART 3: Tips & Hints <<
-
- This section is just for miscellaneous hints and pointers I've come up
- with. Some of these tactics are obvious, some aren't, so take them for
- what their worth.
-
- Ion Cannons:
-
- Like mentioned earlier, if you've got a strong bogey to disable
- (i.e. Corvette, Frigate), use missiles & lasers on until the shields
- fall, then hit it with the wimpy ions. Saves time.
-
- The Gunboat Ploy:
-
- You guys will love this one. There are at least three or four missions
- where you pilot a Y-Wing against one or more Assault Gunboat flights
- (among other types as well). If you find yourself getting maimed by
- the Gunboats then DISABLE THEM! The Assault Gunboats are the only
- Imperial Fighters strong enough to get disabled with ion cannons without
- blowing up. Once you've disabled one, use SHIFT-I to tell your wingmen
- to ignore it. Voila! The SOB just sits there, unable to do anything.
- The best part of this is, if you keep most of the disabled Gunboats
- around, no new ones will show up! This makes the mission just a wee-bit
- easier to deal with. When you've completed the mission goals, just
- tool around and scrape up the kills! Like shooting ducks in a barrel.
-
- Full-Screen Notes:
-
- Use full-screen mode! Once you've gotten used to the controls of
- the starfighters, there's no real reason to keep the cockpit view around.
- The only instrument not available at all is the missile lock indicator
- (the one for you). If there's a lot of missile-laden bogies out there,
- you might want to keep the cockpit view. Otherwise, the full-screen
- view gives you a much greater angle and perspective to the battle.
- Much easier.
-
- Star Destroyers:
-
- - As mentioned in Tour 2, mission 10 when (and if) you attack any Star
- Destroyers, go for the shield generators first (the two towers on the
- bridge section). This is mandatory. After that, try hitting the half-
- sphere on the underside of the Star Destroyer, this appeared to me to
- be it's primary weak spot.
-
- - Occasionally you can find a "dead spot" around a Star Destroyer where
- you are safe from its turbolaser batteries. The only places I've found
- them are behind the STD, near the engine exhausts (see SCREENSHOT #2).
- These spots vary according to the number of other rebels in the area
- the STD has to deal with, but they're worth finding. After clearing
- out most of the escorts, I was able to take down the Intrepid with help
- of the dead spots.
-
- Cloned Wingmen:
-
- This borders on cheating, but if you find that your wingmen can't cut
- the protoplasm, try this one. Go into the XWING directory and make
- several copies of your .PLT pilot file. Call them WING1.PLT, WING2.PLT,
- etc. or another whatever name you want. Then when you're at the flight
- prep room (the one with the pilot's mug shots), assign the generic
- pilots to the other flights in the mission. Because they are have your
- skills, the computer will do its best to emulate your statistics,
- making your wingmen MUCH more effective. Seriously, it makes a big
- improvement. Don't forget to update their .PLT's occassionally as your
- skills grow.
-
- Shield Tips:
-
- - Learn how to manage your shields. This is more important than laser
- and engine management put together. My general rule: every time I
- get hit more than two or three times (or once with a missile) I hit
- "S" three times quickly. This evens out your fore and aft shields,
- helping to keep any "weak spots" out. After awhile you'll be able to
- guess pretty accurately how your shields are holding up without looking,
- even from full-screen mode. It's a pretty obvious tip, but definitely
- make a habit of it if you're a beginner.
-
- - If you've got any dead time in a mission at all (like waiting for an
- escort or another enemy wing to appear), throw all the power you can
- into charging your shields. Every spare moment should be spent doing
- this... never know when you'll need it. And don't forget... you can
- hit ['] to get extra shield boosts from your laser reserves in dire
- situations.
-
- Train, Train, Train:
-
- Seriously, if you plan to advance out of mediocrity in X-Wing, you must
- train. Go through ALL of the Proving Grounds (see Appendix), get your
- badges, and move on to the Historical Missions. These are invaluable in
- teaching you the hundred aspects of combat fighting.
-
- --------------------------------------------------------------------------
-
- >> APPENDIX: Pilot Proving Grounds <<
- by Greg Cisko
-
- X-Wing Maze made SIMPLE
-
- When I started doing the maze, I was so bad I thought I would never get
- my flight badges. I was wrong.... As of this writing, (3/20/93) I have
- made it to level 10 in all 3 starfighters. I have learned some tactics
- that should help everyone.
-
- 1.) You can make it thru all levels with your speed set to 70-80 KPS.
- Energy can be reconfigured around this "base". If you can go faster, that
- is of course better.
-
- 2.) Set your shields to 1 notch below normal charging. Use the ['] to
- shift power from lasers shields as needed. Lasers should be set to
- increased charging or full charging.
-
- 3.) Missing one of the gates is NOT a disaster. You may even be able to
- miss 2 of them and still complete the level.
-
- 4.) Crashing into a platform is much preferable to missing a gate .
- I have crashed many times and still completed levels. When you crash,
- use that time to blast the laser boxes on that platform. Coming to a
- complete stop (crashing) and blasting the boxes while I was accelerating,
- was much better than missing a gate.
-
- 5.) On levels 1-7 set your shields to double front. Not much will shoot
- at you from behind on these levels.
-
- 6.) Any time saved thru one level will not be added to the time alotted
- on the next level. Finishing a level with more time remaining will affect
- your score though.
-
- 7.) For the higher levels, work on destroying the boxes on a platform
- at the greatest distance possible. As you exit one platform start
- targeting the next platforms' boxes.
-
- You should keep ALL this in mind as you fly the maze. Level 3 is by far
- the hardest. You only have 3 minutes, forcing you to blast more boxes
- than you might otherwise. (Each laser box blasted adds 2 seconds) When
- I completed level 3 for the X-wing, I had 15 seconds left, with 13 gates
- to go. I thought this was impossible. All of these final platforms are
- loaded with boxes. I shot enough of them to keep my time at 15 seconds;
- and I completed this level. It was a pretty bizarre feeling. I actually
- shot enough boxes so the warning beeper stopped! Once you get past
- level 3, concentrate on flying cleanly thru all the gates. Blast
- boxes if you can, as they now shoot at you more accurately. You don't
- need to blast them for time, as much as to prevent them from draining
- your shields. You will now get from 5.5 to 4.5 minutes per level.
-
- I noticed some things that were particular to the different starfighers.
-
- X-Wing: The lasers are spaced just the right distance apart. This allows
- you to fly right at a gate, and blast both boxes without much correcting.
-
- Y-Wing: Much more power is able to be transferred to the shields. This is
- due to the ION guns storing energy. ION guns were not that effective for
- shooting boxes.
-
- A-Wing: Much of each level can be completed with a speed over 100 KPS.
- This gives much less time to target and destroy boxes. Reducing your
- speed to 80-90 KPS gives you more time to destroy boxes. Aiming in the
- A-wing is more difficult than with the other starfighters. The boxes
- pretty much have to be in the middle of the targeting reticle.
-
- Completing level 8 is how you get your flight badge. These have laser
- boxes behind the gates. They shoot at you after you fly thru the gate.
- These can be destroyed by shooting thru the base of the gate before you
- fly thru. After all, the gates are holographic projections. Destroying
- these boxes is not a problem, since you are using the FORCE anyway!
-
- ---------
-
- We can be reached at: adam@mentor.cc.purdue.edu
- cisko@d0tokensun.fnal.gov
-
- Watch for later revisions of this aricle on Internet! For great mission
- specific info, see the "Internet Guide to X-Wing" collected by Nick Vargish
- (vargish@sura.net) found in the Star Wars archive at FTP wpi.wpi.edu!
-
- This article Copyright (C) 1993 by Adam Pletcher. All rights reserved.
- Appendix Copyright (C) 1993 by Greg Cisko. All rights reserved.
-
-
-
-
- ============[ GAME BYTES READERS SPECIAL OFFER ORDER FORM ]===============
-
- Epic MegaGames Toll-free: 800-972-7434 (Orders Only)
- 10406 Holbrook Drive Questions: 301-983-9771
- Potomac, MD 20854 USA Fax: 301-299-3841
- Compuserve: 70451,633 or GO SWREG
-
- ** You always receive a bonus Epic shareware game with your order! **
- Please place a check mark in the [ ] boxes below, and add up the totals.
-
- ---------------------*- GAME BYTES SPECIAL OFFER -*-----------------------
- [ ] Special discount! Game Bytes readers can save $5 off your
- order by mailing or faxing this form to the above address.
- Sorry, no phone orders can be accepted for this offer.
- Also, if you buy TWO or more games this dicount is $10!..... ________
-
- [ ] Solar Winds: Both episodes of Jake Stone's adventure in
- 256 colors, with arcade, adventure, & role playing ($30).... ________
-
- Zone 66: Ultra fast 32-bit VGA fighter jet arcade game...... ________
- [ ] Missions 1-4: Foreign Shores, Ice Wind, Heat, Plains ($30)
- [ ] Add-on Missions 5-8: Fury, Plantation, Hell, Frontier ($25)
- [ ] Zone 66 Mega Pack: Game plus all eight missions ($45)
-
- [ ] Ken's Labyrinth (3D): 256 color VGA 3D trilogy. Search for
- Sparky, Sparky's Revenge, & Find the Way Home ($30)......... ________
- [ ] Dare to Dream: A trilogy of graphical adventures through your
- dreams and nightmares! For Microsoft Windows ($30)......... ________
- [ ] Jill of the Jungle, Jill goes Underground, and Jill Saves
- the Prince! The entire action-adventure trilogy ($30)...... ________
- [ ] OverKill: Fast-action arcade conquest of six unique
- planets + hint sheet & cheat code ($30)..................... ________
- [ ] Brix & Brix 2 Deluxe: Thrilling 256-color puzzle action,
- 224 levels of fun, with Sound Blaster support ($30)......... ________
- [ ] Castle of the Winds -- Fantasy role-playing for Microsoft
- Windows 3.0 or later (Two immense game worlds) ($25)........ ________
- [ ] Gravis PC Gamepad: 4-button digital joystick makes games twice
- as fun! Plugs into your computer's joystick port only $25
- when ordered with any of the above games or $30 alone...... ________
-
- Shipping & Handling (International add $2 extra)........ __$4.00_
-
- Maryland residents MUST add 5% tax........ ________
-
- Total enclosed ________
-
- IMPORTANT! Circle disk size: 5.25 AND High Density
- 3.5 Low Density
-
- Is this your first order from Epic MegaGames? YES NO
-
- Name: _______________________________________________
-
- Address: _______________________________________________
-
- City, ST Zip: _______________________________________________
-
- Country: ____________________ Phone: __________________
-
- Payment by: [ ] Check [ ] Money order [ ] Mastercard [ ] Visa
-
- Card # _____________________ Exp Date: _______ Signature: _______________
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- We would like to take this opportunity to extend an invitation to all
- readers of Game Bytes to express your views back to us. Let us know if
- you like the concept we have developed with this type of publication.
- Our reviewers love a little controversy and would welcome alternative
- opinions to their own. Be prepared, however, to back up your stand if
- you disagree with what was written. These are, after all, opinions.
-
- Game Bytes truly wants to become the people's sounding board for the
- gaming industry as a whole. Through your comments and feedback, we can
- not only make our publication a better vehicle for communicating gaming
- information, but we can also effectively communicate our desires for
- better and/or different gaming experiences to the software publishers
- themselves.
-
- We also want to extend and invitation to all to become regular reviewers
- themselves. We have no permanent "locked-in" reviewer staff. Those that
- write for us now and excited to do so, but we welcome other reviewers who
- wish to have their opinions made known as well. Game Bytes is a magazine
- for the gamer from the gamer, and we hope our reviewer ranks will grow.
- Don't be bashful - let us hear your views on your favorite games.
-
- In future editions of Game Bytes, we will use this column to publish your
- letters, comments, raves, and complaints for all to share. We hope you
- will take the time to use it. Editorially speaking, we'll only be
- concerned about certain types of four-letter words, so keep those to a
- minimum, and we'll not be concerned about censorship. This is a free
- forum, but a certain sense of decorum should prevail. Nothing more needs
- to be said.
-
- There are several ways to send your letters and comments to Game Bytes if
- you wish to be heard. We'll start with the U.S. postal system. Letters
- can be mailed to:
-
- Game Bytes
- 108 Castleton Drive
- Harvest, AL 36749
-
- Using Compuserve, your letters can be sent to the address:
-
- 71441,1537
-
- On America On-Line, send your comments addressed to:
-
- RossGBytes
-
- And finally, using Internet mail, feel free to mail your letters to:
-
- ross@kaos.b11.ingr.com
-
- Any of these three mailing methods are perfectly acceptable. If you
- happen to have an account on EXEC-PC in Wisconsin, one of the largest
- subscription service bulletin board systems in the world, or Nitelog in
- California, you can also leave a mail message for me there. My full
- account name on both systems is Ross Erickson.
-
- We look forward to reading your comments about Game Bytes and how to make
- it better with each issue. There are a lot of active gamers out there,
- and if we can reach just some of you, we will know this effort is
- worthwhile.
-
- Hope to hear from many of you soon!
-
- Ross Erickson
- Editor and Publisher
-
- We'll be repeating this message in a few more issues of Game Bytes to
- encourage readers to respond.
- Alex Gagin of Russia writes:
-
- Hello! As I know, you are editor of Game Bytes magazine. So I have one
- question: Where I can take it from ftp-sites? I need exact address, i.e.
- not only ftp-site but directory and may be file names.
-
- GB: Alex, welcome! You can find Game Bytes on a wide variety of FTP
- sites around the world. Our readers do a good job of spreading it far and
- wide. As for us, upon completion, I immediately upload it to the
- following two sites:
-
- ftp.ulowell.edu (129.63.17.1) - /msdos/Games/Game_Bytes directory
- wuarchive.wustl.edu (128.252.135.4) - /pub/MSDOS_UPLOADS
-
- Sorry for boring you but I haven't ftp to other countries except Russia,
- so I have use ftpmail. But sending many times commands "DIR" to server
- (while I found those files somewhere in subdirs) will take some time. So,
- please..
-
- GB: Hopefully, we've answered your question. By the way, getting mail to
- your country is still very tentative at best. Most of the time, the mail
- bounces back to us. This makes for slow replies, so perhaps there's
- another method we should explore.
-
-
- Eric Taylor of Lehigh University writes...
-
- GameBytes Magazine,
-
- I want your staff to remember back to the game Ultima IV, published by
- Origin Systems. Specifically, remember the documentation. Since Ultima
- IV was originally programmed for the Apple II, it couldn't have the flashy
- graphics or sounds that today's machines are capable of producing. The
- documentation is what filled this gap. The History of Britannia, one of
- the manuals, was incredibly well-written and illustrated, and included
- material that was not integral to playing the game itself, but rather to
- immersing the reader in the world of Brittania.
-
- Ultima VII, as much as I've seen of it, has tried to move that reading
- into the computer. The documentation is just a short pamphlet that
- contains a rudimentary overview of Brittania and technical instructions
- about installing the game. Why do people read anymore, if other, much
- less time-consuming options such as television exist? Simply because no
- form of media can ever be as powerful as a book. A book is interpreted
- differently by each reader, so those texts that came with Ultima IV were
- many different things to many people; some of them, such as myself,
- thought that they were an excellent way of compensating for hardware
- limitations, while others found the reading to be a chore and started in
- on the game immediately, while still others were somewhere in between.
-
- The point I am trying to make here is that you, as a gaming magazine,
- specifically as a multi-media gaming magazine, represent the transition
- from the written word on the page to the computer-generated text on the
- screen. It is important that you do not let your writing become as
- primitive as some of the games are. Take, for example, any manual written
- for a game cartridge for a home video entertainment system like Genesis.
- There are always numerous flaws in grammar, spelling, and general
- conceptual ideas. These mistakes force the user to rely solely on
- gameplay for the gaming "experience." The gaming experience is not just
- based on gameplay, but on the combination of the gameplay and its concept.
- Shooter-type games become boring because they suffer from a routinization
- of gameplay: they are all basically the same, with the same goal in mind.
-
- I beg of you never to let GameBytes get wrapped up in this advancement
- that places so little emphasis on substance and so much on eye-catching
- graphics. Show them, of course, but remember that the writing is
- ultimately more important because the reader can interpret what you write;
- screen shots are horrible indicators of what a game is actually about, and
- even worse at conveying the theme of a game. Your purpose is to fill that
- gap. I wish you luck. I would like to put this idea into action myself,
- but as I own an Apple IIGS, I am not near the current gaming platforms.
- Maybe someday I can get myself a 486. Until then, it's up to you guys.
-
- GB: Eric, thanks for a highly enlightening and informative letter. It's
- obvious that you have paid a lot of attention in your life to the Ultima
- series! Our philosophy towards this magazine has been and always will be
- to produce a content-driven piece; something that has a lot of material
- that is quality driven. Of course, quality and value are in the eye of
- the beholder, and we let the reader judge that.
-
- Thanks for reading Game Bytes, and I hope we have you as a permanent
- reader.
-
-
-