You are on page 1of 58

January 1988

Number 43

FEATURES
Into The Eagle's Nest 10
Mindscape's New Action-Strategy Game / Trade Forman Hines

Bullets For Breakfast 12


SSI's New Shiloh Game / Jay Selover

Airborne Ranger 18
Action-Strategy From Microprose / Kevin Rohrer

Border Zone 20
"Scorpion's Tale" Gives Playing Tips / Scorpia

Mech Brigade 24
Offensive and Defensive Tactics / Roger E. Bohn

The Universal Military Simulator 28


Sneak Preview of an Exciting New Product

High Seas 31
Charting The Course of Garde's New Game / Bob Proctor

Darkhorn 32
Avalon Hill's Multiplayer Fantasy Wargame / Johnny L. Wilson

Empire 40
A Wargame From Interstel / William "Biff" Kritzen

Inside Trader 44
A Stock Market Game with "Cosmi"c Overtones / Jasper Sylvester

Legacy of The Ancients 46


An Adventure Game From Electronic Arts / Scorpia

Goodbye "G" Ratings (The Perils of "Larry") 48


Part Three of Our Adult Software Report / John Williams

Blackjack Academy 54
A Casino Blackjack "Simulator" Roy Wagner

DEPARTMENTS
Taking A Peek 4
Reader Input Device 55
Game Ratings 56
Accolade PROJECT: SPACE STATION: With take command of a World War II era
20813 Stevens Creek Blvd. NASA finally taking the gamble of ASW equipped Fletcher-class
Cupertino, CA 95014 authorizing expenditures for the destroyer. The graphics are not as im-
space station project, this re-release pressive as those in Destroyer, but
APOLLO 18: "One quick flip of the of the former Human Engineered the game feels more realistic be-
joystick for man, another challenging Software design is a very topical cause the player sees essentially
action game for Accolade." Eight game. There is plenty of depth to the what a captain would see in the CIC
scenarios await prospective mission product, but it lacks the multi-player (Combat Information Center). IBM
control specialists and astronauts challenge of EOS and the manage- ($14.95). Circle Reader Service #3.
from Launch, En Route, Lunar Land- ment verisimilitude of Space
ing, Moonwalk/ Lunar Blastoff, Dock- M+A+X. Apple, C-64, IBM ($14.95). SUPERBIKE CHALLENGE: Racing
ing Maneuver, Return Route (with Circle Reader Service #2. aficionados will enjoy this arcade
Spacewalk), Re-Entry, and Splash- style motorcycle game which con-
down/Recovery. Each sequence re- tains twelve International Grand Prix
quires a different style of timing and Broderbund
courses (Anderstop, Assen, Bugatti,
skill and they must be successfully 17 Paul Drive
Hockenheim, Jarama, Misano, Mugel-
completed in sequence in order to San Rafael, CA 94903-2101
lo, Rijika, Salzburgring, Silverstone,
win the game. C-64 ($29.95). Circle SEARCH AND DESTROY: Players Continued on pg. 6
Reader Service #1.
DEMON STALKERS: An action
Taking A Peek game in its own right, this product
Continued from pg. 4 also features a construction set for
creating original arcade adventures.
Spa, and Suzuka). Each course is Players attempt to gather relics,
scenery specific and players may scrolls, amulets, bells, chests, and ar-
control their cycles via keyboard or tifacts while avoiding traps and
joystick. IBM, ST ($19.95). Circle defeating monsters throughout the
Reader Service #4. 100 level dungeon called "Doom-
fane." If one is successful, he is
ready for the final confrontation with
Cheapware
the evil demon, Calvrak. C-64
Robert L. Nicolai
($29.95). Circle Reader Service #6.
4038 N. Ninth St.
St. Louis, MO 63147 DRAGON'S LAIR: The animation
20TH CENTURY FARO: Join the isn't even close to the interactive
ranks of gamblers from the age of laser disc version, but there are
Louis XIV in this latest computerized some beautiful screens in this home
card game from Robert Nicolai. computer version of the coin-op hit.
During the 18th Century, Faro was The familiar characters (Dirk the
the most popular gambling game in Daring, Princess Daphne, and Singe
England. In the "Wild West" era of the Dragon) are all here in two dif-
the United States, few saloons did ferent adventures, the original
not have a Faro table. If you like "Dragon's Lair" and its sequel, "Es-
"luck oriented" gambling games cape from Singe's Castle." C-64
such as Roulette or Wheel of For- ($24.95). Circle Reader Service #7.
tune, you will enjoy the 19th Century
feel of this fast-playing game. IBM Epyx
($30.00). Circle Reader Service #5. 600 Galveston Drive
P.O. Box 8020
Electronic Arts Redwood City, CA 94063
1820 Gateway Dr. SPIDERBOT: The plot for this ar-
San Mateo, CA 94404 cade adventure revolves around
three runaway chemical reactors ap- Simulations Canada tian Land of the Dead, where Osiris
proaching meltdown and a "Spider- P.O. Box 452 must defeat the "Master" (a "devourer
Droid," a one-legged robot which Bridgewater, Nova Scotia of the spirit") of each animal species
uses nets to capture the creatures in Canada and survive to experience the Pas-
the vicinity, must attempt to find the sage of Rebirth. IBM ($49.95). Circle
reactors and stop the process. In the LONG LANCE: Grand tactical naval
Reader Service #13.
tradition of Gobots and Trans- combat in the Pacific during 1942 is
formers, the "SpiderDroid" can trans- the subject of this simulation. The
game includes five scenarios from Spectrum Holobyte
form into "Spiderbot," a two-legged,
the Guadalcanal campaign and a 2061 Challenger Drive
ceiling crawling robot that can fire
capacity to "build your own" Alameda, CA 94501
radioactive bolts in self defense (sort
of a schizophrenic robotic Spider- scenario. In a departure from FALCON: This product is a flight
man?). Apple, C-64, IBM ($24.95). SimCan's previous format, the play- simulation of General Dynamics' F-
Circle Reader Service #8. ing aids are now coated maps and 16 Fighting Falcon. Dogfight
grease pencils instead of paper scenarios allow player/pilots to fight
Sierra On-Line, Inc. maps and cardboard counters. up to three MiGs at a time (remem-
P.O. Box 485 Apple, C-64 ($60.00). Circle Reader ber the movie, "Iron Eagle"?). here
Coarsegold, CA 93614. Service #11.
are twelve different air-to-ground mis-
sions to choose from, as well. A
TO THE RHINE: As a sequel to the
POLICE QUEST: This new three- bonus feature includes the ability to
popular "Operation Overlord," this
dimensional adult oriented animated dogfight against a friend via a null
product is part two of a four part
adventure is more "Police Story" than modem connection. IBM ($49.95 in
series on the Western Front of World
"Dragnet." Written by a retired Califor- both 5.25" and 3.5" formats). Circle
War II. This command-oriented study
nia State Highway Patrolman, this ad- Reader Service #14.
picks up where "Overlord" left off
venture is reality-oriented with a capi-
and sets up "Counterpunch," the Bat-
tal "R." Players are expected to follow SOKO-BAN: Tired of those mazes
tle of the Bulge simulation which is with gruesome ghoulies and other
strict police procedures and every-
yet to come. More detailed than vile villains chasing after you? This
thing in the game is based on actual
"Overlord," this design adds airdrops, strategy maze game is different! In
experiences. IBM ($49.95 in both
unit transfers, replacement units, this game, players are
5.25" and 3.5" formats). Circle
and more detailed supply rules. warehousemen who must move
Reader Service #9.
Apple, C-64, IBM, ST ($60.00). Circle boxes from one area of the maze to
Reader Service #12. another in the least number of
pushes (moves). The game includes
SPACE QUEST II: VOHAUL'S Sir-Tech Software, Inc. 50 levels of increasing difficulty.
REVENGE: He's back! From the P.O. Box 245 Workers arise, you have nothing to
pages of "Space Piston Comics" Charlestown Ogdensburg Mall lose but your maze! IBM ($29.95).
comes Roger Wilco, mild-mannered Ogdensburg, NY 13669 Circle Reader Service #15.
space janitor who sweeps to new
heights of glory in his new adven- SEVEN SPIRITS OF RA: Based on
ture. Yes, Sludge Vohaul has devised the cosmic battle between Osiris and
a new plan to rule the universe (hor- Set in the ancient Egyptian mythos, Please fill out
des and hordes of bore to bore, er, this graphic adventure involves com-
ah door-to-door insurance sales- bat and puzzle-solving based on an- Reader Input
men). IBM ($49.95 in both 5.25" and cient philosophical writings and Egyp-
3.5" formats). Circle Reader Service tian hieroglyphics. The adventure Device on Pg. 55
#10. takes place in the "Duad," the Egyp-
A regular contributor for Questbusters, Trade introduced points? What are we coming to?], and these rooms often
herself to CGW's adventure game enthusiasts with her contain goodies like treasure and medical kits.
review of Shadowgate (November, 1987). This issue, she A word about the medical kits and food rations should
zeroes in on a popular action-strategy game. be in order here. While it may be tempting to grab the
prizes as you go, keep an eye on your damage points and
With the growing popularity of fantasy role playing only use as much medicine and food as you need. In your
Wgames, it is almost surprising to find a new action- travels, you are sure to take plenty of damage (especially
strategy game—and a good one, at that. Into the Eagle's since you cannot see or hear the guards' shots and can
Nest is reminiscent of the old hit, Castle Wolfenstein. The only keep track of your health by watching your damage
premise is very similar: your mission is to penetrate a four- meter), so leave enough medicine to see you back to
level Nazi fortress and defeat all corners in a quest to res- health when you really need it. Backtrack to food and
cue a prisoner hidden somewhere inside. Survive three res- medicine caches when you are down to 25 hit points
cues and you get some new orders: (halfway to death, as it were).
to assemble a four- part bomb and The same point can be made with
blow up the castle once and for all. An Adventure Gamer regard to ammunition. Your soldier
Along the way, you will find a number can only carry 99 rounds, so picking
of items that help ensure your survival: Looks "Into The up more is not only useless, but foolish
extra rounds of ammunition, treasures since excess rounds disappear when
such as artworks and jewels that add Fade's Nett" you pick them up. It is better to leave a
points to your score, elevator passes pile of ammo safely behind, where you
that allow entry to new levels of the can go back for it, than to grab it all
fortress, keys that open locked doors, and find out later that you desperately
and most important, food and medical need it. Ammo is especially important
kits to heal some of your fighter's when you find walled rooms blocked
wounds. You might also find bombs with green orbs that must be shot
hidden in the boxes that sometimes through to gain entrance. It is a good
house treasures. Be careful, however, idea to blast a path straight through,
when shooting these boxes open, then wait for the guards inside to ap-
since hitting an exposed bomb proach the cleared area. That way, it is
detonates it and the game automatical- easy to eliminate the guards without
ly ends. placing yourself in much danger.
Upon entering the fortress, you will I found that it is crucial to keep extra
find yourself presented with a bird's- keys on hand, since you can get all
eye view of a passageway patrolled by the way to the prisoner only to lose the
Nazi guards. Be alert and take cover as game for the lack of a single key to
much as possible, since the guards TITLE: Into The Eagle's Nest get through that final door. Once you
can attack you from all sides. Each SYSTEMS: Amiga, Apple II, C-64/128, IBM find him, coaxing him out can be the
PRICE: $29.95 (Amiga $39.95)
guard must be shot twice in order to PUBLISHER: Mindscape, Inc. hardest part of the game. The prisoner
eliminate them and getting caught in a Northbrook, IL
is highly disoriented and follows you
crossfire causes you to suffer far more by Tracie Forman Hines blindly, even going so far as to trap
damage than the enemy does. you in a corner in his anxiousness to
Each level of the maze remains the please. Sometimes, you have to fire a
same from one game to the next, so you will soon warning shot in his direction (don't worry, I haven't ac-
learn the best way through each level. Doorways cidentally killed him yet) to get him moving in the direc-
barred with yellow barriers can be opened if you tion you want him to go.
bump against them, but be prepared to retreat to relative Once you have led the prisoner safely to the main floor
safety and blast away at the guards inside as soon as the (using elevator passes) and out the main gate, it is on to
door is opened. Gray doors require keys (which can only the second rescue. This, frankly, is where I have the only
be used once per door). Fortunately, once a door is open, problem with this game. Each fortress is exactly alike,
it remains that way as long as you stay on that level. down to the types of treasures found in each room. After
Note also that the guards are incredibly stupid, so it is having so much fun exploring and mastering the first
easy enough to manipulate them into attacking you one fortress, players rightfully expect to face brand-new chal-
at a time. Just lure a group of them around a corner and lenges as a reward for their derring-do. It was very disap-
stay hidden until a single guard appears. Then, blast him pointing to find the same series of rooms as in the first
and repeat the maneuver until all the guards have been castle.
destroyed. A few rooms even contain drunken officers, un- Aside from that, Into the Eagle's Nest was some of the
conscious slouchers who sit with their heads on their best fun this jaded critic has had in ages and it is a game
tables. They can be killed with a single shot for a lot of that most people will go back to time after time. Strategic
extra points [Ed. Note: Killing drunks give you extra shootout fans will find this one a blast.
The rule book includes eleven pages

BULLETS FOR required to play the "basic" game,


sixteen pages required for the "inter-
mediate" and "advanced" games,
complete orders of battle along with

BREAKFAST organization tables, several pages of


data on how the computer calcu-
lates various functions, and an excel-
lent 13-page historical account of
the battle (with four situation maps
showing where the historical forces
The were on the game map at various
points in the battle). All of these fea-
tures have become standard with

Battle the system, but that does not


diminish their value. The amount of
information given the player to allow

of for both historical understanding


and efficient play of the game can
be held up as a standard for other

Shiloh computer wargame producers.


The game system itself involves
standard player turns where Con-
federate forces move and attack,
Review by Jay C. Selover
Union forces do the same, and
then, each side repeats their move
TITLE: Shiloh: Grant's Trial In The West
and attack sequence one more
SYSTEMS: Apple, Atari 8-bit, time. Units include infantry and
C-64, IBM
# PLAYERS: 1-2 cavalry brigades, artillery batteries,
PRICE: $39.95 and two individual Union gunboats
DESIGNERS: Chuck Kroegel
David Landrey on the Tennessee River. Units are
Brian Hermundstad rated individually for manpower (and
PUBLISHER: Strategic Simulations, Inc.
Mountain View, CA number of guns for artillery units), ef-
ficiency, fatigue, morale, weapon
Dr. Jay Selover, editor of Fire & feedback cards and looking for ways type, ammunition level, mode (line
Movement magazine, is a frequent to incorporate suggested changes or column), facing, fortification level,
contributor to CGW. For "The Grand into each of the releases. [Ed. Note: command control level, rout status,
Age of Warfare" issue, he has Jay has not had an opportunity to and disruption status.
evaluated the American Civil War see SSG's new American Civil War The heart of the system involves
series from Strategic Simulations, game that is mentioned elsewhere the "operation points" (Op Points)
Inc., reviewed the latest release in in this issue.] that each unit receives each turn.
this series, and offered strategic With that out of the way, let's go These are used for movement, reor-
notes for both sides. back to the beginning and take a ganization, mode changes, building
brief overview of the SSI Civil War fortifications, resting, fire combat,
system. Shiloh is the fourth release and melee combat -- if you want to
The Bottom Line: in a series which has included do anything with a unit, it will need
The ACW System games on Antietam, Gettysburg, to have enough Op Points. The two
and Chickamauga. It covers the two- features which really come into
I Let's get it out of the way right day battle (April 6-7, 1862) using sharp focus in playing the game are
from the start the "bottom line." hour-and-a-half turns. Map squares fatigue and command control. Units
Shiloh locks up SSI's position as represent 200 yards and the units of gain fatigue when moving, fighting,
the producer of the finest operation- maneuver are brigades (though taking casualties, and building for-
al level American Civil War system to each brigade can be broken down tifications. It is amazing how quickly
date. Why? Frankly, it is not so into two separate units for inde- fatigue mounts up when you force a
much any one feature of the game, pendent maneuvering). Physical unit into continual combat for a
as it is the evidence that the design components are standard SSI fare couple of turns (remember, two
team at SSI continues to be sensi- (very good); the game disk, a sixty turns represents three hours of fight-
tive to the voice of the public. Some- page rules booklet, and a laminated ing). Fatigue is much more likely
one at SSI is obviously reading the player aid card/map representation. than sheer casualties to cause a unit
to rout and routing units simply run The terrain present in Shiloh is change relative to efficiency is that
away from the battlefield, useless for similar to Chickamauga (lightly to units with starting efficiencies of less
anything until you can get them to heavily wooded in most areas), but than forty will never rally if they rout
reform (some routed units become in this case the playing area natural- (they will sit out the entire rest of the
useless for the rest of the game). ly constricts towards the primary game, useless, in routed status).
Command control has been a key Confederate objective at Pittsburg These two new rules do a great job
feature in the SSI system since the Landing. Imagine the Confederate of presenting you, the commander,
first release. Although brigades are army attacking down a funnel (from with the problems which occurred
the units represented when so many new
on the map, the division troops got their first
and corps commanders taste of combat. The
are also present, as- Union commander must
signed to particular be very careful to avoid
units of their command. a reenactment of the
Units near their com- historical scene of
manders will get the thousands of troops
most Op Points to use cowering at Pittsburg
each turn, while those Landing throughout the
whose divisional and battle.
corps commanders are
a distance away will
have their movement Tips On Play
and combat capabilities
much reduced. Keeping
your leaders up front in
the thick of the fighting
M ost of my tips
apply to solitaire
play against the com-
will get the most out of puter. When dealing
your troops, but unfor- with overall strategy,
tunately, it will also you can take advantage
probably get a con- of tendencies the com-
siderable portion of puter opponent consis-
those leaders wounded tently exhibits (humans
in combat (or, even tend to be much less
worse, captured), and likely to stick to the
the cost in victory same plans game after
points for wounded game!).
leaders is very sig- The Confederate
nificant. If you have not player obviously needs
seen or heard about any of the pre- the wide end down towards the to attack hard during the first
vious releases, take my word for it mouth) and you will have a feel for day of the battle. He should take
that just about anything you could how tough it can be to capture the to heart the suggestion in the
hope for in terms of the factors in- final victory squares. rulebook that he concentrate on
fluencing warfare during the Civil In all, some fourteen new features chewing up Grant's army and forget
War is included. Also, with the in- have been added to the SSI system about capturing Pittsburg Landing
clusion of the "basic" game, you can for Shiloh. A few are specific for this (it simply can not be done unless all
just as easily opt for a bare-bones, battle (such as the Union gunboats of the "fudge factors" are set strong-
quick and easy game. Lexington and Tyler), but most repre- ly in one's favor). The initial set-up
sent additional system refinements. has Bragg's two divisions (Ruggles
Premier among these is the in- and Withers) behind and on either
Specifics in Shiloh clusion of "untried" units. All units side of Hindemann's (the only
begin the game without an assigned division in Hardee's Corps). If

W hat, then, is new in Shiloh?


First of all, the battlefield is
new and the size of the battle is
efficiency rating; they are simply clas-
sified as "Green" or "Regular"
(depending on whether that par-
everyone just starts advancing north-
east, one ends up with Bragg's
Corps split (Ruggles tends to end up
refreshingly small. Both Gettysburg ticular unit had ever seen combat west of Shiloh church and it is very
and Chickamauga involved very before). During a unit's first ex- tempting to send Withers looping far
large forces and large maps, but posure to combat, an efficiency is around the right flank towards the
Shiloh seldom requires the strategic assigned (randomized each game, Peach Orchard). Resist the tempta-
map view (though it is still available) but within set limits). Another tion and take the extra time to form
up Bragg's Corps on the left flank Corps and a flanking move around had their fun on the first day. All of
and advance through Widow Howell the Peach Orchard towards Wicker the infantry will probably be needed
Field into the Union right flank Field by Breckinridge (both of these on the line, but the cavalry can be
(probably Sherman's feeble division). should be the fresher formations in well utilized as reinforcements
This leaves Hindemann in the cen- your army) can bag a lot of captured spread out in the rear. Their extra
ter and no one on the right during Union troops. Finally, remember movement lets them jump around to
the first few turns. Hindemann's that any breakthroughs or openings bolster weakened sectors and cover
division should advance immediately will pay more dividends if turned the retreats of exhausted troops --
and try to nail Prentiss' division kind of like Civil War kampfgruppen!
during the first turn in Rhen Field
For the Union player, the first day
(Peabody's brigade often routs in it's
is mostly a matter of responding to
first combat, never to be seen
Confederate moves, giving ground
again!). After that, the center be-
while minimizing losses (the territory
comes an area of advancing
can be retaken tomorrow, but the
square-by-square against a variety of Union
dead and captured cannot be
units. Polk's Corps should be com-
brought back!). Prentiss and Sher-
mitted to the center as it becomes
man take the brunt of the initial at-
available; supporting and then,
tack. All they can do is fall back in
taking over for Hindemann.
as orderly a fashion as possible. I al-
What, then, about the Confederate
ways try to get Stuart's lone brigade
right flank, so much discussed his-
pulled all the way from the left flank
torically as a wasted opportunity?
over to the rest of Sherman's
The problem is that the computer-
division immediately. Their absence
led screening force (Miller's and
can be covered with cavalry and the
Stuart's brigades, plus some cavalry)
computer does not press that flank
is good. Though they give up
initially. They can usually arrive just
ground easily, they slow the advance
in time to keep the rest of the
somewhat and generally do not take
division from completely falling apart
heavy casualties. They simply will
in front of Crescent Field. As
not stand still and take it on the
Hurlburt's and McClernand's
chin. Instead, they retreat back to
divisions activate, move them to the
the Sunken Road, where con-
Sunken Road and Crescent Field
solidated Union forces make a pretty
(respectively) where the Union can
strong stand. Hence, leave the right
make its first stand with what
flank for Breckinridge's reserve
remains from Prentiss and Sherman.
division. When they finally activate,
W. Wallace's division will probably
one can practically road march
be used in the center (when they
them to the Peach Orchard before
finally get forward) and the later ar-
they will see any Union Troops (the
rivals (L. Wallace and the first ele-
computer will retire the Union left
ments from Buell) can be assigned
flank if pressured with a mere caval-
to the weakest areas as they enter
ry brigade). They enter the battle
the battlefield.
fresh and are set to crack the left
end of the Union defense on the Tactically, the Union forces must
Sunken Road. Here, then, is my sug- avoid localized encirclements at all
gested Confederate disposition with costs, even if one must cut and run
a line from Crescent Field through into isolations of Union forces than with the entire line for a couple of
Review Field to the Sunken Road by by sending troops forward towards squares. Having good command
about 11:00 A.M. From left to right, Pittsburg Landing. Confederate control (maximizing the Op Points
the line includes: a couple of cavalry players can feel comfortable if eve- for each unit) is important. Failure in
brigades, Ruggles, Withers, Clark, ning finds their line running from this area is often a reason that
Cheatham, Hindemann, and Breckin- Sowell Field over to Cloud Field. Stuart's men get gobbled up on the
ridge (with more cavalry). During the Use the night to straighten up the left flank when a human opponent
midday, crack the defense at Cres- line and fortify (there is no reason to attacks there in force. It is also easy
cent Field and the Sunken Road by retire back to the Union camps as to get the Union artillery units into
encirclement (the Sunken Road in the Confederates did historically!). very sticky situations if one is not
particular is tough to assault head During the second day, con- careful. When they fire, they gain
on). An attack up the middle federates should hold on as well as fatigue (very quickly). If they are on
towards Duncan Field by Polk's possible and remember that they (Continued on page 16)
second day, territory is
more important than it
The Battle was for the Con-
federates on the first

of Shiloh day. The Union must


recapture most, if not
all, of the victory point
(Continued from page 14) squares. Fortunately,
the superior number
the line and fire in all available of Union forces for
phases during a turn, they may only the second day allows
have six Op Points when it is time to for deep penetrations
retire. Unless one likes the idea of with plenty of units to
leaving them all behind, Union artil- feed through the gaps
lery should probably occupy only and reinforce the
two positions during the first day. flanks of the spear-
The first should support the Cres- heads. Of course, the
cent Field to Sunken Road line and Confederates are likely
the second should overlook the to respond to any
Perry Field to Cloud Field area. breakthrough by retir-
The Union player can take heart, (after discounting the Confederate ing the entire line. The exact mo-
even if the first day finds his forces points for victory squares which he ment to break off an advance and
pushed all the way back to the can recapture on the second day). If turn it into an encirclement is an art
Chambers Field/Pittsburg Landing he isn't ahead by this calculation, which generals throughout the ages
area, if he has conserved the bulk of there is nothing to be done. If he is, have struggled with. Now, it's your
his army. He will be ahead on points the following applies. During the turn!
NAME: Airborne Ranger tice Ranger and Veteran. In Practice area in an Osprey V/STOL aircraft
SYSTEM: c-64/128 mode, parachute landings cannot and dropping three supply pods
PRICE: $35.00
DESIGNERS: Lawrence Schick go wrong, but scores cannot be along the way. When the green
Scott Spanburg
PUBLISHER: Microprose
saved to the "high scores" list, jumplight flashes and the buzzer
Hunt Valley, MD either. Points are scored for enemy sounds, one must "hit the silk" and
killed, fortifications destroyed, and maneuver his parafoil to a safe land-
Kevin Rohrer is one of our most ing.
vocal and long-term readers. His Upon landing, the scene changes
"Reader Input Device" card is usual- to an aerial view of the ranger in
ly one of the first to arrive for every enemy territory. One must use the
issue and invariably has a comment joystick to crawl, walk, and/or run
on it, be it critical or complimen- him toward his objective, picking up
tary. In his first review, he looks at supply pods as he goes. Your ranger
Microprose's new action-strategy carries an M-16 rifle, grenades, light
game. anti-armor rockets (LAW), a knife,
and time bombs. Unlike Comman-
do, one does not have an inex-
T hroughout U. S. history, it has
been the mission of the U. S.
Army Rangers to seek out the
haustible supply of weapons and am-
munition, so conserving ammunition
is a must. Speediness is also neces-
enemy, wherever he may be. From
sary, since one is racing against an
the time of Roger's Rangers, a unit
on-screen clock. If one does not
used by the British to patrol the
complete the mission and arrive safe-
American wilderness during the
ly at the pick-up point before the al-
French and Indian War, Ranger
lotted time elapses, the character
units have upheld a proud tradition
dies or experiences imprisonment.
of versatility, independence, and
toughness. The primary mission of The game includes a map of the
mission area which can be accessed
the Rangers is patrol. Indeed, they
at any time. Utilization of this map al-
are trained and equipped to reflect
lows one to plan the safest route of
that mission. Combat is left to
larger, more conventional units, approach to the objective. It also ser-
ves as a game pause to enable one
while Rangers fight only when neces-
to cope with life's little distractions.
sary. Stealth is both their major
The game's graphics are colorful
strength and greatest ally. When a
and interesting. The animation is
fight becomes necessary, however, it by Kevin Rohrer smooth and the sound is excellent.
is swift and deadly to the enemy.
missions accomplished. Veteran For example, one can hear enemy
Microprose's new arcade/strategy Rangers that successfully ac- soldiers walking towards one's posi-
game, Airborne Ranger (AR), gives complish their missions (and live to tion before they become visible.
you the chance to perform twelve dif- tell about them) will receive promo- Also, gunfire from enemy soldiers
ferent missions that Army Rangers tions and awards. They can also be outside of fortifications is qualitative-
might perform or have already per- saved to a separate data disk and ly different in sound than enemy fire
formed somewhere in the world saved for future use. from inside a fortification. These are
(e.g. Destroy a Munitions Depot, Movement and weapons are con- all welcome features.
Capture an Enemy Officer, or trolled by the joystick and keyboard. Further, unrealistic situations do
Liberate a P.O.W. Camp). When To start, one of twelve missions may not occur in AR. For example, con-
play begins, however, players will be selected. Missions are rated for crete pillboxes cannot be destroyed
probably be reminded of an earlier difficulty from one (easy) to nine with gunfire or a grenade. A LAW
arcade game entitled, Commando. (suicide). Within these base ratings, (light anti-tank weapon) or time
Both games use the same basic the difficulty can be increased by bomb is necessary in order to blow
premise (i.e. an individual soldier using the joystick to move a sliding them up.
which must move from point A to scale depicted on-screen. Increasing With its fast play, as well as great
point B, dodging or killing enemy the difficulty rating adds enemy for- graphics and sound, this game is
soldiers and destroying fortifica- tifications and makes enemy soldiers certain to appeal to both youth and
tions). Have no fear, however, AR is smarter, faster, and better adults. The twelve missions and vari-
not a simple rehash of Commando. marksmen. Any mission played at able difficulty levels will also mean
It is an entirely new product with five or better is tough to accomplish. that garners should not grow tired of
much depth and versatility. Actual play begins by flying over it very quickly. Microprose is sure to
There are two modes of play: Prac- the randomly generated mission have a winner with AR.
Scorpia's mutters that you will have to deliver Still, if you look over what you have
regular hint the information while he leads his with you, you might get an idea or
column ex- pursuers on a merry chase else- two. There is a fair amount of time
amines where. Exit the agent, leaving you in this scenario to try different
Infocom's with an unreadable paper written in things, as the clock ticks slower
latest release Frobnian and not much time before here, giving you more leeway. Non-
and updates the searchers arrive. etheless, that clock is ticking away,
readers on The major focus of this mini-adven- and events are moving forward,
"bugs" in ture is keeping the police from dis- even though you may be doing noth-
another In- covering the document. You don't ing at all (except staring at the
focom game. really get into much trouble yourself screen and thinking).
Eventually, the police will reach
B rrr! Those icy January
winds can really get to you!
So, don't just stand there in the
your compartment and subject
both you and it to a thorough
doorway (it's cold out there!), search. The blood on the floor
come inside and warm up by will not go unnoticed, either, al-
though you can probably talk
the fire. Fred is mixing up a little
something to warm your insides, your way out of that one.
too (just sip it first; Fred's been Presuming that the paper
dipping into the Alchemy books hasn't been discovered, your
again). When you're a bit next (and final) task is to deliver
thawed out, we can talk about the information. This is fairly
something contemporary this simple. When the train reaches
the next station (the one just
time: spy stuff, intrigue, and all
before the border), everyone is
that cloak-and-dagger kind of
thing. ordered off, so the train can be
searched more completely. It's
Border Zone, Infocom's first while wandering around on the
venture into spy/intrigue and platform that you have the op-
real-time action, turns out to be portunity to pass over the infor-
something of a disappointment. mation. As long as you aren't ob-
This is due in part to having vious about your actions, you
three small games instead of should be able to manage this
one large one on the disk and without being spotted. That pret-
also, because most of the puz- ty much takes care of the first
zles are trivial in nature. In fact, scenario.
only the ticking of the game- In the second one, you are the
clock brings any difficulty to the wounded American spy,
games. Further, few people are codenamed Topaz. The action
likely to have much trouble complet- if they do find it; you'll be detained a picks up after the document has
ing Border Zone, as clues are few days, and then released. In the been handed to the businessman
provided within the scenarios them- meantime, however, the American and you have jumped from the train
selves via a "Hint" command, the Ambassador to a foreign country will near the border. Your task is to get
same as is found in Nord and Bert. have been assassinated. So, there is safely across into neutral territory.
All three mini-adventures are set in some incentive to passing on the in- This one is tougher, as you have
the mythical Eastern Bloc country of formation to the agent's contact. more to do, and the clock is now
Frobnia, although each is played A quick look around the train com- ticking on fast time. If that's too fast
from a different point of view. In partment does not yield any good for you, you can always enter a com-
scenario #1, you are an American hiding places. It's a pretty bare mand and make it slower. You will
businessman, thankfully on his way room. You certainly can't just stick also need the map that comes with
out of Frobnia, heading for the bor- the thing in your pocket or briefcase the game, so you know where
der of a neutral country. (interestingly, you have no luggage, things are and how to get to them
At this point, in the best tradition just the briefcase). It would be found quickly. After all, a pack of dogs is
of British spy novelist E. Phillips Op- there without any difficulty at all. No, on your trail, too.
penheim, an American spy barges I wouldn't recommend under the From the map, you can see that a
into your train compartment, drip- seat, either. It would be just a trifle small house and shed aren't too far
ping blood all over the floor. He obvious, even folded up. away. Of course, you wouldn't
thrusts a document into your hands, The solution to the document puz- dream of trying to hide out there,
pins a carnation to your suit, and zle is slightly more subtle than that. since all buildings in the area likely
to be searched. On the other hand, an hour to find out where the assas- need is to be in the right place at
you jumped off the train with very lit- sin is hidden and prevent him from the right time and then, run like hell.
tle in the way of possessions, so you killing the ambassador. To make There's nothing like a brisk game of
might, at least, find a few useful things even more difficult, Topaz is follow-the-leader to get the blood
items to help you out. in the area, too. moving (or perhaps that should be:
Getting inside the house will take a Your best bet here is to first save flowing). The death of the assassin,
certain amount of timing, but it isn't the game after entering the and the exit of Viper from the scene,
hard. The shed is even easier, as no scenario, then move around the ends the final scenario.
one is around. The difficult part will area learning where things are. The One problem with these Border
be getting past the border check- tiny map on the business card can Zone scenarios is that they are all
point. You can't simply waltz past it; help you to orient yourself. stand-alone adventures. What hap-
there are guards and pens in one has no effect
watchtowers with searchlights whatsoever on any of the
that must be evaded, and two others. For instance, if you fail
fences that must be passed. to deliver the information in
Once you reach the area of scenario #1, it means nothing
the checkpoint, your attention at all in scenario #3, which
should be concentrated on begins with the assumption
the guards and the lights. You that the information was
will soon notice some pat- properly delivered.
terns there, and reaching the Even worse, a careful ex-
first fence is only (!) a matter amination of the first and third
of careful timing. However, scenarios shows that delivery
that clock is still ticking, and or non-delivery of the docu-
the guards are still making their Once you've found out where the ment is totally irrelevant to the ac-
rounds, so you must do something assassin is and how to get there un- tion. Viper doesn't need that docu-
about the first fence pronto. noticed by the hordes of police in ment, as it was stolen from him in
Now, you're under the watchtower, the vicinity, you can restore and get the first place by Topaz. Viper al-
between the two fences. A good down to the matter at hand. The as- ready knows about the assassina-
look at the second fence tells you sassin is always in the same place, tion, and is out to stop it however
that this one is a much tougher nut so you don't have to repeat the he can. The document is really su-
to crack. In fact, you probably won't steps necessary to locate him. perfluous, which in turn pretty much
be able to get through it the same The major difficulty at this point is makes scenario #1 superfluous, too.
way you did the first one. I'd even that, although the assassin will let All this makes for an unsatisfying
venture to say that nothing you have you into the room with him (you experience. Who cares if the infor-
with you could get you through that know the right password), he is ex- mation is delivered or not or
fence directly. There are some in- tremely nervous and doesn't trust whether or not Topaz gets across
direct ways, though. This is a pretty you very much. If you try to pull a the border? Everything is just fine in
tall tower. Think about it. Once over gun on him, or interfere with him in scenario #3, where all has already
the border, the second scenario any way, he'll just blow your head happened as it should.
ends. off. Since this is not exactly what Border Zone would have been far
The final scenario puts you in the you had in mind to happen, you better as one single, combined
role of Viper, the KGB agent who must find some other way of stop- game, where the events in one area
was searching for the document on ping him. had a true and important effect on
the train. However, Viper isn't merely Remember that you don't want to events in a future area. Even allow-
an enemy agent; he's actually a get your own hands dirty in this mat- ing for this in the individual
double agent, working for the ter. If you could get someone else to scenarios would have improved the
Americans. Not many people know do the dirty work for you, you would game greatly. As they are now, the
about that (not even Topaz), and have scotched the assassination, scenarios are excruciatingly linear in
Viper would like to keep it that way. while still not becoming involved to design, with only one right way to
Viper has a problem: now that he's the extent of blowing your cover. do them, and have no real intercon-
set up the assassination of the This means, of course, that you nections among each other.
American Ambassador, he has to can't just walk up to the nearest cop
find a way to stop it, without allow- and tell him about the assassin. The real-time aspect is only partial-
ing himself to become directly in- Your superiors back home might get ly so; you can, in fact, pause the
volved. the wrong ideas about you. You game almost any time you want to.
Time in this scenario is shortest of can't tell anyone else, either, but .. . This is necessary for reading long
all. Not only is the clock ticking perhaps you could trick someone text passages on the screen, but you
away in fast time, you have barely into doing the job for you. All you (Continued on page 23)
BORDER
people won't enjoy it, but at least farmhouse come down, but you go
you know what you're getting into. to all the accessible areas and don't
see it anywhere, restore the game to
the point before you entered the
Fred Warms Your Cup

ZONE (Continued from page 21)


With "Beyond Zork" Bug
Problems
Fields, and try again. The
farmhouse came down behind the
corbies (where it isn't supposed to),
and you'll never be able to reach it.

can also use it to stop the action


while you take out time to think. The
After my original article on
Beyond Zork went to press, I
was advised of some flaws in the
Well, it's that time again. As al-
ways, if you need help with an ad-
necessity for giving you a chance to venture game, you can reach me in
game that may prevent people, espe-
the following ways:
read also defeats the purpose of the cially Mac users (and perhaps of
real-time clock. On Delphi: Visit the GameSIG,
other versions as well) from complet-
What sharpens the disappointment under the Groups and Clubs menu.
ing the game. First, under no cir-
is the fact that Border Zone was writ- On GEnie: Stop by the Games
cumstances should you open the
ten by Marc Blank, the man (actually RoundTable (type: Scorpia to reach
Shady Wall. If you have opened that
one of them) who gave us Zork. the Games RT). On The Source:
Wall, make sure you close it again
Had I not seen his name on the box, Send SMAIL to ST1030. By US Mail
before going to the other wall. Other-
I would never have believed this was (remember to enclose a self-ad-
wise, you will not be able to finish
dressed, stamped envelope with
one of his products; the game does the game. A bug in the program
your questions): Scorpia, PO BOX
not come across as a top-notch ef- prevents a certain item from lasting
fort. 338, Gracie Station, NY NY 10028.
long enough if the Shady Wall door
So, there you have Border Zone, is open. Until next time, happy adventuring!
one of Infocom's weakest games to The second problem is in the Copyright © 1988 by Scorpia, all
date. This is not to say that some Fields of Frotzen. If you hear the rights reserved.
Offensive
stopped and in clear terrain with
nothing between them, then the
second (range dependent) com-

and ponent is the only one which mat-


ters. However a variety of other fac-
tors, such as cover terrain, can fur-

Defensive ther reduce the effectiveness of fire.


These factors simply multiply the
range component, which greatly

Tactics in simplifies calculations. They are:


a) Number of firing units: All units
in a platoon are considered to be

Mech identical and the effect of a


platoon's fire is multiplied by the
number of units in the platoon. For

Brigade example, ten tanks will destroy twice


as many units as five tanks given
identical circumstances (Since many
by Roger E. Bohn Soviet platoons have ten tanks, com-
pared with four or five for NATO,
Roger Bohn teaches operations from those results and the documen- this is a major factor!).
management and is currently tation in general. b) Movement: If the firing unit is
working on a project utilizing Final I will discuss the firing algorithms moving very slowly, divide kill prob-
Frontier's Space M+A+X as a case first, beginning with direct fire abilities by two; at 10, divide by
study for operations management in against armored targets. Then I will three; and at 20, divide by four. The
a Research and Development en- show how to modify the analysis same adjustments apply if the target
vironment. In this issue, he offers a and conclusions for anti tank vehicle is firing and all of these ad-
statistical analysis of tactics for guided missiles (ATGMs) and in- justments are cumulative. Thus, if
Mech Brigade and by happy coin- fantry. In the second half of the ar- one unit moving at 20 fires at
cidence, for_ Kampfgruppe, its ticle I will discuss some useful tac- another unit moving at the same
predecessor. tics growing out of the analysis. I speed, the effectiveness of the fire is
originally intended to provide tips on reduced sixteenfold. Even at close
playing the computer opponents, range and with overwhelming fire

M ech Brigade, like


Kampfgruppe, has virtually
everything in a tactical land war-
but have decided not to spoil your
fun by telling you its weak points.
power, therefore, you could only ex-
pect to knock out about .1 vehicles
per pulse of firing. (1.3 divided by
game: hidden movement, ammuni- 16.)
tion, indirect fire spotting, delayed Part 1: The Basic c) Terrain: If the target is in protec-
movement, command and control, Formulas for Firing tive terrain (woods, town, or
unit facing, and sophisticated for- entrenchment) and stopped, divide
mulas for determining unit effective-
ness. Unlike many computer war-
games, the documentation of Mech
The probability of scoring a kill
when one unit fires at another
separates into two components.
by three. If there are two blocking
points between the firing unit and
the target (e.g. a woods square),
Brigade gives us information about One depends on the range, muzzle divide by two. For four blocking
these formulas. It describes precisely velocity of the firing weapon, and points-, divide by three.
the algorithms used for calculating armor thickness of the target. A d) Silhouette: The kill probabilities
the effects of fire. These involve mat- good rule of thumb is that it will be, are proportional to the silhouette of
ters such as: range, armor thick- at most, 1.3 units destroyed per the target. Thus an Abrams (sil-
ness, smoke, movement of the firing pulse of firing, depending on cir- houette 4) will be about 1.33 times
and targeted units, and whether the cumstances. The other component more vulnerable than a T-80 (sil-
firing unit has had time to range the is a set of factors which are inde- houette 3) under identical cir-
target. Nonetheless, figuring out the pendent of the range, and simply cumstances.
implications of the rules and algo- multiply each other. Since this com-
rithms is a challenge. I resorted to a Range Dependent Factors:
ponent is much more straightfor-
Lotus 1-2-3 spreadsheet to figure Range, armor, and weapon
ward, I will start with it.
out the effects of different variables This component is based on the
on kill probabilities. Some of the Range Independent Factors: range, the number of pulses fired,
results were surprising. Therefore, I Terrain and other adjustments the adjusted maximum penetration,
have isolated a set of useful tactics If the firing unit and the target are the armor strength, and nothing
else. These relationships are quite precisely, the expected number of 100%, and that is only reached on
complex and, therefore, I have kills per pulse fired), for one unit, in the fourth pulse. Furthermore, fire at
graphed them. The graphs will be clear terrain with both target and a range above 6 (one third of the
presented and discussed later. firing unit halted. For example, Abrams' maximum range) is much
Under the best possible circumstan- graph #1 shows a heavy tank (M60, less effective, and beyond range 14
ces (e.g. range of zero and a tank Abrams, Leopard2, T-72 or T-80) is almost useless. Most graphs of
firing for several pulses at a lightly ar- against any moderately armored tar- direct fire weapons against armor
mored vehicle), the maximum kill get such as an APC, or even the will fall into one of these two pat-
probability is about 130 percent per rear armor of most tanks. This is the terns. As long as the maximum
firing vehicle, per pulse of firing. simplest case, because the APF penetration (MP) is more than about
(The 1.3 is for a target with sil- (penetration factor, adjusted for 2.5 times the armor, graph #1 is the
houette 3. It is about 1.7 for sil- range and armor) is always exactly one to use In fact as long as you
houette 4, such as an Abrams tank, equal to 2. The top line shows the scale it to the maximum range of
and about .8 for silhouette 2.) For results when 4 pulses have been the firing unit, graph #1 is almost
example, a weakened platoon of two fired. Let's start with that. At close precisely correct.
tanks would destroy about 2.5 APCs range the maximum probability is
ATGM Adjustments
per pulse of firing. A platoon of 125 percent. This falls to 75 percent
more powerful tanks would not at maximum range. The next line All of the above apply also to
change this. Presumably this reflects ATGM weapons fired at vehicles, ex-
shows 3 pulses of firing. The bottom
the idea that under optimal cir- cept that:
line shows 1 or zero pulses fired, i.e.
cumstances the probability of a hit is a) The maximum kill probability for
the kill probabilities for the first pulse
100%, and with a powerful enough a single firing unit is about 30% in-
of firing. The distance between the
weapon one hit will destroy the tar- stead of 1.3.
lines is determined by the ACCuracy
get. The maximum of 130 percent b) Movement of the target does
rating of the firing unit; units with
instead of 100 percent is a minor not reduce the kill probabilities.
high accuracy (e.g. tanks) are much
anomaly. Movement of the firing vehicle still
better after 4 pulses than when they
does.
Interpreting the graphs: Al- start firing. The downward slope of c) If the unit firing the ATOM is
though 1.3 is the upper boundary, each line reflects the effects of suppressed greater than 25 (which
things go downhill from there. RANGE. Now, let's look at graph is quite often the case) divide by
Armor thickness, weapon MP (maxi- #2, for an Abrams firing at the front four. The latter two changes have a
mum penetration), and range all in- armor of a T-80. Here the maximum lot of implications for the best ways
teract nonlinearly. The graphs penetration is 48 and the armor is to attack with and defend against
presented in this article are based 36. These are within a factor of two ATGMs, which I will discuss in the
on an analysis using Lotus 1-2-3 to of each other. Hence the APF is less second half of this note.
graph the kill probabilities for dif- than 2, and the graph looks radically
ferent combinations. Each graph different than graph #1. The maxi- Infantry
shows the kill probability (more mum effectiveness of fire is only The rules for fire at infantry are
rather different, and very units may all target a
situation specific. Basical- single enemy unit. When
ly, infantry in protected that hapless unit is
terrain is extremely hard destroyed, as will quickly
to knock out or even to happen, all of your units
suppress. Moving infantry have to start over from
in open terrain is very vul- zero pulses at once. Fur-
nerable. Infantry sup- thermore, other enemy
pressed to level 200 is units in the stack will not
also very vulnerable, have received any sup-
regardless of where it is. pressing fire. Therefore,
when assigning targets
Part 2: Tactics manually, generally avoid
the top unit in a stack

Now that we under-


stand what factors
determine the effective-
and spread fire among
the available choices. (All
too often, the enemy
ness of firing, we can seems to have five or six
look at some tactics for T-80 platoons of ten
causing as much tanks each in one target
damage as possible, stack.) As units destroy
while minimizing the their assigned target,
damage to us. the graphs); and c) firing through they will pick out the top
heavy smoke or trees. Sometimes, unit. The decision to switch targets
Managing Ammunition for one of your units is an important
however, these will be unavoidable.
One of the features of the game is In fact, there are cases where they one. Examine the graphs and the
that it tracks ammunition levels of are desirable. When enemy units are ACCuracy rating to see how much
each unit on the board. Most units closing rapidly, you can select tar- you will give up. ATGMs lose noth-
have 40 pulses of ammunition. gets and fire a few pulses at them. ing when they switch targets (unless
Depending on the scenario, running Then, when they stop, you will al- the target is at their minimum
out of ammunition can be a big fac- ready be on the top line of the range), but for tanks the effect is
tor near the end. This is especially graphs where your fire is much dramatic. On the other hand it is
true for main tanks near the end of more effective. usually pointless to let a weak unit
assault scenarios, which last 20 flail away at the front armor of a
turns. It is possible to manage one's Pitfalls of Automatic tank. At least, if it holds its fire, it
own ammunition by not firing in Target Selection may not be spotted.
situations where it will have very low In between turns, your units will
Targeting Priority
effectiveness (see below). Pull back select targets automatically if their
units when their ammunition level present target is destroyed. There Usually, each of your units will
gets low. This enables commanders are some predictable patterns in this have several possible targets. In
to entice enemy units into wasting which you can exploit, especially making these choices, the first
ammunition by giving them a lot of when playing a computer opponent. priority is to target the units causing
unattractive targets, such as infantry Once selected, a unit will stick with you the most trouble. Second, keep
in reinforced squares, rapidly a target unless you manually assign firing at same unit. Third, fire from
moving units, and units which are another target. If you do make a sides or rear to maximize armor
only visible for a few pulses, then manual assignment, you lose the penetration. Fourth, a penetration
hide (Note: To make infantry visible, pulses of firing accumulated so far. MP number which is three times
have it fire at anything.). Closer units will be selected first. greater than the armor value of the
Do not, therefore, waste fire. Since Hence, you can use unimportant target will almost always be success-
firing when you are moving or when units as "cannon fodder" while other ful. Finally, fire at moving units only
the target is moving reduces effec- units approach. With luck, you can if you expect it to stop.
tiveness, makes your units visible, keep them moving and pull them
and wastes ammunition, such ac- out before they are destroyed. The Optimal Use of and
tions should be avoided. Other ex- unit in the "top" of a stack will be Avoidance of ATGMs
amples of situations with low effec- selected first. (It appears that posi- a) When being fired on by ATGMs,
tiveness include: a) firing for only a tion in the stack depends on the try to shoot at each ATOM unit with
few pulses, especially for weapons unit ID number. For example B2, a minimum of one of your units,
with high ACCuracy rating; b) firing B3, CO, C2, EO. This is unfortunate, even if you have no chance of
at long range (in some cases; see since it means that several of your (Continued on page 38)
a a
Sneak Preview:

The Universal
Military
Simulator
O ne's first impression of UMS is that of awe.
The computer generated topographical bat-
tlefields, the highly playable nature of the game, and
the very flexible nature of the construction set come
together to give us the impression that UMS is
definitely a breakthrough product. However .. .
This initial sneak preview is being written literally at
of the game, try moving a unit on a hill to another
the 11th hour of production on
Name: Universal Military Simulator
this issue [Ed.: Actually it was map point on the same hill (i.e. no change in eleva-
Systems: Atari ST, IBM (soon)
Designer: tion). If the computer accesses a movement penalty
D. Ezra Sidran written at 6am on the day we
Publisher: Firebird Licencees for "hilly terrain," you have the defective version. A
Ramsey, NJ went to press].
replacement copy of the game can be obtained
In the past three days the
from Firebird. Call them at 201-444-5700 for infor-
phone lines between the COW offices and Ezra
mation. Note: the problem only exists on the early
Sidran (designer of UMS) have been humming.
When the "final production" copy of UMS arrived copies of the Atari ST version. The IBM version has
all the corrections.
less than a week ago we were simultaneously elated
and frustrated. Elated, because this is an "awesome" Now that we have dealt with the problems in the
product. Frustrated, be-
, cause there were some
serious problems in the ex-
ecution of the program.
Most of these have been
cleared up in the past
three days and the version
we have just received
seems to have successfully
addressed the problems we
saw. We feel we must men-
tion those problems here
since the very earliest
copies of the Atari ST
programs still have these
problems. To summarize
them: the retreat rules did
not work properly; moving
across hilltop squares
caused movement penal-
ties even if the "intersec-
tions" were of uniform elevation, such as terrain on early ST copies, we want to say that this is a cutting
top of a mesa; artillery had no line-of-sight restric- edge product that all computer wargamers will want
tions (O.K. for WWII and modern scenarios, but un- to play. First of all, the three-dimensional
realistic in earlier periods); and units that lost an ini- topographical views of the battlefield offer a unique
tial round of battle were almost always eliminated perspective in computer gaming. The ability to look
before players could regain control of the units and at the entire map from eight different compass
retreat them. points is, to our knowledge, unique. Further, player-
To determine if you have one of the early copies commanders may either observe the entire bat-
tlefield from one of these compass points or zoom
in on critical portions of the map. This may be done
by means of easily accessible pull-down menus.
Also, moving units across the screen in UMS is akin
to moving miniatures across a table-top of lavishly
constructed terrain. It may not be as colorful, but
neither is it as expensive and the commander's view-
point is quite similar.
Second, the use of "click and drag" movement
and targeting speeds the game considerably over
some earlier command structures. Players do not
have to worry about remembering what they or-
dered each unit to do, since the program draws an
arrow for each unit's intended route. Some players
may be suspicious that the program allows unrealis-
tic criss-crossing of units over each other when they

their own maps, orders of battles, and objectives,


but players who feel that certain units are too
strong, too fast, or too experienced can adjust those
with the powerful editor. If players think the artillery
has too large a melee factor, they can adjust the
melee factor downward. Further, the editor includes
six "wild cards" in which the player can design one's
own weaponry.

With the "wild cards," as well as the light infantry,


heavy infantry, light cavalry, heavy cavalry, archers,
elephants, chariots, knights, catapults, pikemen,
field artillery, horse artillery, headquarters units,
armor, armored cavalry, airborne units, and assault
units , the program truly does allow almost any his-
torical, fantasy, or science-fiction battle to be
recreated.
see these arrows. The computer acts as a traffic
director, however, and does not allow illegal stack-
ing or logistically impossible movement to occur.
Third, the fact that commanders order their units
toward objectives and only enter instructions for ap-
proximately every hour and a half of simulated time
makes the game a legitimate command study, espe-
cially for periods earlier than this century. The
frustrations of command control are certainly there
and that is part of the appeal of the game. Fourth,
miniatures garners will appreciate the program's in-
clusion of elements such as terrain, elevation,
weaponry, morale, status (defending, attacking,
maneuvering, or held in reserve), and unit efficiency
in its combat calculations. Both miniatures and
board wargamers will appreciate the fact that the
program allows the player to view the computer's
battle logic and observe how it calculates the
battle's resolution. Viewing the logic is optional,
however, and those who want a "limited intel-
This product should generate lots of excitement.
ligence" approach do not have to access this infor-
CGW plans to publish a major review, a designer's
mation.
article, a comparison of UMS with SSI's Wargame
Finally, the program's constructability allows for Construction Set, and various scenario articles in fu-
tremendous flexibility. Not only can players design ture issues.
Name: High Seas action is better; you interrupt play sider changing your mind whenever
System: Apple w/64K, C-64 only when you need to give or a tempting target presents itself).
# of Players: 1-2
Price: $49.95 change an order. When playing with There are three viewing modes in
Designer: Ralph Bosson
Publisher: Garde
a friend, however, you may find it High Seas. Chart view shows you
works better to have an automatic the entire playing area (usually 21
order phase every 10 minutes of miles square but it can be smaller)
iaHgmehbosSut game time. You can plot your ship's and is used to find out where you
Age of Fighting Sail. It's not moves out ahead or else give are in relation to land or enemy
the only one; SSI's Broadsides and general orders to pursue or evade ships. The second view—Map
Avalon Hill's Clear For Ac- screen, also shows you a view
tion have been around for
awhile and Broderbund has
just released The Ancient Art
Charting the from above, but in more
detail. You see your ship and

of War at Sea (though only


for IBM at the moment). [Ed.:
It is also worth noting that
Course of Garde's any others within a couple
thousand yards or so, long
range for the cannon of the
period. You can tell which
Avalon Hill is expected to
release a computer version
of "Wooden Ships and Iron
Men" in 1988.] High Seas
High Seas way ships are moving relative
to the wind and it is in this
mode that you plan your
moves.
emphasizes the period 1750 Finally, Battle view is what
to 1810 or, roughly, from the you would see from the deck
Seven Year's War to the War of a ship. This view is used
of 1812. It is possible to for selecting targets and view-
recreate both the single ship ing the results of combat. In
duels fought by the young Battle view, there are "blind
U.S. Navy as well as the spots" where a ship approach-
larger battles fought between ing you will not show up on
the British and the French either the side or rear view
during the Napoleonic until it is quite close. Also, all
period. The game slows ships look alike whether they
down considerably as more are 28-gun single deckers or
ships are added, however, so 110-gun triple deckers, but
there is a "patience limit" that there is a big thrill in seeing
dictates how big a battle you your enemy minus a main-
will want to play. You can mast after a heavy broadside!
save games to disk, though, Battle view has the potential
so you don't have to finish it to really make you feel a part
all in one sitting. of the action and I was
Of all the games on the tempted to play an entire
topic, High Seas is the most game in this mode for
flexible. You can play either realism's sake. Alas, the
side against the computer or game reverts to the Map
another player. You can con- screen automatically for or-
trol all of the ships on your ders.
side or concentrate on com- Orders are given using pull-
manding one or two while by Bob Proctor down menus and sub-menus
the computer handles the that are reasonably similar to
rest. You can even have fun the enemy and allow the computer those used on Mac, GEOS, or
chasing and capturing merchant to take care of the details. Some ac- Apple IIGS software but there
ships and eluding (or sinking) their tions, like adding or reducing sail or does not appear to be any support
escorts. reloading guns, take time and keep for mice. You will probably find the
the crew busy so that further ac- keyboard superior to a joystick for
Sextant Sighting tivities must wait. In battle, you can precise control, but there is no ac-
use conditional orders like "don't fire counting for taste, so choose
(The Game System)
until you get within 200 yards" (or whichever you like. Some options

H igh Seas can be played with


either turns or continuous ac-
tion. In solitaire mode, continuous
whatever distance you choose) or
hold fire completely (in which case
your officers ask you if you'd con-
are less than intuitive the GET A
SCENARIO command is hiding on
(Continued on page 34)
is true of Darkhorn.

DARKHORN Galaxy was open-ended


because of the random
map capability. Darkhorn
comes equipped with 16

OF PLENTY by Johnny L. Wilson


pre-generated maps and
the random map gener-
ator, too. Galaxy forces
players to consider their
resources as a significant
D arkhorn is a real-time, multi-player fantasy war-
game with almost unlimited potential for quick
gaming sessions or all night campaigns. Once again,
portion of their strategy
and this is even more
the name Tom Cleaver is associated with an extremely critical in Darkhorn. In
playable multi-player game. Please allow the writer short, Darkhorn is
some brief reminiscences. I remember sitting in a vintage Cleaver and more
semi-circle with six other players playable than ever.
TITLE: Darkhorn
SYSTEMS: Apple, C-64 around a 48K Apple II console in the
# PLAYERS:
PRICE:
1-4
$30.00
basement of the New Albany Indiana
DESIGNER; Tom Cleaver Public Library back in 1978. Armed Both Auras
PUBLISHER: Avalon Hill
Baltimore, MD with graph paper in hand and In The Water
anxiously awaiting my chance at the The fiction of Darkhorn revolves around a cataclys-
keyboard, we enthusiastically played the predecessor
of Galaxy, Tom Cleaver's first published computer mic battle (or series of battles) between four
major races. A la Tolkien, these races are Dwarves
game (Avalon Hill), and my very first computer (Grum), Elves (Aura), Humans (Balt), and Changelings
gaming experience. On another occasion (a couple of (Dred). All have their advantages listed in the
years later) I remember the light in Russell Sipe's eyes documentation, except for the Changelings. It appears
as Tom offered a guest lecture on computer gaming that this race has the characteristics of the other three
during Sipe's "History of Gaming" class which he in a random fashion and all the recruiting bonuses,
taught at the University of Louisville's "Free Univer- but this is not certain.
sity." That light may Players who do not like the representative names
have been the spark given to the races may change them to their own or
that eventually bir- their enemies [Ed.: how about ex-girlfriends?]. Dwar-
thed CGW. Then, as ves have a combat advantage over elves, but are
recently as a year weaker than men. They receive a combat bonus of
ago, I remember the ten points when they are in hilly terrain. Elves have an
night that four CGW advantage over men due to magic, but have difficulty
staffers gathered, with dwarves due to the latter's magical resistance.
amidst tens of They receive a terrain bonus in woods areas. Men easi-
thousands of dollars ly defeat dwarves, but need to avoid elven magic. As
of computer games, social animals, men receive the terrain bonus in
and once again played an old favorite, Galaxy! towns. All races receive a five point combat bonus for
Yes, this really does make a difference to the review. each friendly fort in the area (up to four per area) and
The first two reminiscences remind us that Tom has for having parties of mixed races (combined arms, as
never been satisfied with games which are only for it were). In addition, each elf in the party gets a bonus
one person and it is his desire to spread the joy of
of two points representing a ranged weapon effect.
computer gaming to as many as possible. He has con- Although these bonuses are listed in the documenta-
stantly sought to have human-to-human interaction tion, they must be constantly kept in mind by success-
refereed by the computer rather than settling for the
ful players.
standard (primarily solitaire) designs. In Galaxy, there
is considerable waiting to input one's orders. In When playing with less than four human players,
Darkhorn, up to four players can input their orders one should note that the computer opponents are ex-
simultaneously, using a combination of paddles, joys- tremely proficient at resource management. Since
ticks, and/or keyboard. Galaxy stretched the limits of each party earns action points (the resource units)
the Apple sound box to make terrific alarm and laser simultaneously, it is advantageous to have as many
sound effects. Darkhorn goes even further by using parties as possible. Computer players practice this
the melodic themes from Wagner's "Ride of the reproductive mitosis to maximum efficiency. Human
Valkyrie" and Beethoven's "Ode to Joy," among others players who tend to think in terms of consolidating
to indicate combat results. Galaxy has a short learning parties into large task forces will fare poorly in this
curve and doesn't have to be a long game. The same game. Furthermore, it is extremely profitable to fortify
one's home quadrant as expeditiously as possible.
Those who fail to do this find themselves backed into
a "last ditch" defense effort at their home castles.
The real-time aspect adds an exceptional dimension
to the game. Players find themselves anxiously await-
ing the addition of the next action point in order to
add a recruit prior to a vital attack and gain numerical
advantage or a combined arms bonus. The computer
"intelligence" is adept at switching from party to party
in order to minimize this wait. Human players must dis-
cipline themselves to switch from party to party, even
when battle seems imminent. (Note: There is a
"pause" command for those unexpected phone calls
and the like.)

Dark Hordes to Darklord

P layers who tire of fighting one scenario at a time


have the option of playing the campaign game. In
the campaign game, players conquer eight provinces
(maps) in a row in order to face the "Final Trial"
against the Darklord. Winners of this final battle/trial
hold claim to being the new Darklord.
In summary, Darkhorn is a fast-paced strategy game
which is ideal for getting the gang (or the family)
together for an evening's entertainment. Challenge,
depth, and interest level make this a product to con-
tend with for many years.
(You don't without trying to fire other; and discusses some of the op-
High Seas them.) What do you do if your ship
gets stalled pointing into the wind
tions for each captain. Nevertheless,
the whole section on FLAG
(Continued from page 31) ("in irons")? (Order a turn in either MANEUVER is inadequate. In several
the SAVE GAME sub-menu, for ex- direction and wait for the ship to scenarios, ships start in line, bow to
drift around.) What do you do if you stern, and almost any attempt to
ample. Once you get used to them,
the menus work pretty well. They are "in irons" and also fouled with turn will result in multiple foulings.
could be made a bit faster by put- another ship? (I've never found an Some advice on how to avoid this
ting the most used command, answer to this one, the ships foul should be included. The term "close
CLOSE (which returns you to a each other repeatedly and drift hauled" is also misused to mean
higher level menu), at the top in- forever.) some form of reduced sail (less sail
stead of the bottom. Indeed, some of the commands than Battle Sail which is less than
themselves are given short shrift. Full Sail). I would suggest either
"Reefed" or "Reduced" instead.
Charting a Course "Close hauled" means that a
ship is sailing as much into the
(The Manual) wind as it can. In game terms,

M y first impression of the


High Seas manual was
favorable. It has forty-three
that means 45 degrees off the
wind.

pages of text, an index, a glos- Opening


sary, a bibliography, and uses Dispatches
graphics well. So much for first
impressions, after reading it and
(The Scenarios)
trying to find the answers to sub
Sequent questions, I feel it is
woefully incomplete.
I n the back of the manual are
descriptions of the 11
scenarios that come with High
The "Tutorial," a page and a Seas. These are stored on a
half long, is really just a "How to separate disk so that game and
get Started Quickly" piece. scenarios can be available at the
You've seen them; "First do this, For example, I quote from the same time (if you have two disk
now do that" and after one turn you paragraph on the FLAG MANEUVER drives). They are:
are left in the middle of the game command, "...COLUMN and LINE 1. Constellation (44 guns) vs. Insur-
knowing a few commands but with are flag ship only orders (See FLAG gente (38 guns) Date: 2/9/1799
only a vague idea of what your other SHIP CONTROL in the MOVEMENT 2. Constellation (44) vs. Vengeance
options are or how to use them. AND TACTICS chapter...)". Okay so (52) 2/1/1800
The reference section of the far, but when we turn to that chap- 3. Constitution (44) vs. Guerriere
manual goes through the menus in ter we learn only that the FLAG (38) 8/19/1812
order, explaining each command in MANEUVER command "...brings up 4. Constitution (44) vs. Java (47)
detail. This sequence makes no a standard maneuver sub-menu, but 12/29/1812
sense as far as playing the game with two new commands added, 5. United States (44) vs.
goes. You get scenario editing COLUMN and LINE, which are Macedonian (38) 10/25/1812
before anything else and an explana- group formation orders." This is an 6. Chesapeake (44) vs. Leopard
tion of the different views doesn't explanation? Even if you are ex- (44) 6/22/1807
come until page 15. The jumbled perienced at naval matters and you 7. Battle of Lissa c.1811
order, combined with murky text, figure out that LINE means all ships (4 British vs. 6 French & Italian)
will leave you confused and force turn at the same time and COLUMN 8. Battle of Cape Verde (modified)
you to return frequently to the means ships turn one after another c.1780
manual with the uncomfortable feel- at the same place, wouldn't you like (5 British vs. 5 French)
ing of having missed something. to know if there is any delay for 9. Raid on Merchantmen
In fact, you probably have! Many FLAG commands or if there is a pos- (hypothetical) c.1800
aspects of the game are not covered sibility that a ship will miss a com- (1 French vs. 2 British and convoy
at all or are buried away with no mand? of 4)
index reference. How do you inter- The chapter on MOVEMENT AND 10.Convoy Intercept (hypothetical)
rupt to give orders when you are TACTICS is helpful as far as it goes. c.1690
playing with continuous execution? It provides some useful data on ship (4 British vs. 3 Dutch and convoy)
(Hold an arrow key down until you speed under varying conditions of 11.Battle of Ushant c.1795
see an acknowledgement.) How do sail and wind; shows an example of (8 British vs. 7 French)
you know when guns are reloaded? two ships sailing towards each (Continued on page 36)
High Seas High Seas will inevitably be com-
pared with "The Ancient Art of War
at Sea" and I prefer High Seas for
There are also bugs that surface in
multiple ship melees. One is that
(Continued from page 34) you can fire at targets that are com-
fighting the frigate duels typical of pletely hidden behind other ships
the War of 1812. without damaging the ship in front.
The first six scenarios take an
average of 15-20 minutes each, This is good when the nearer ship is
When it's one ship against one
depending on how aggressive you on your side, frustrating when it is
ship, you are concerned with adding
are. (Hint: being aggressive does not an enemy, and unreal ALL the time.
and reducing sail, playing for the
improve your chances of winning, it When you select such a target, it
weather gauge (wind advantage),
gets redrawn on screen in FRONT
merely forces a quick conclusion.) loading different kinds of shot and
The multi-ship scenarios, 6 through of the nearer target. Another
maneuvering for a rake. High Seas
11, take much longer, say a couple problem was that, from time to time,
does this better than any other
of hours. Scenario 9 is not too bad, one of my ships would turn right
game I've seen. "Ancient Art" may
but number 11, with 15 ships, in- when ordered to turn left. A few
have better animation for boarding
cluding 100-gunners on both sides, turns later everything would be all
but it is no more realistic. Besides,
can take all day. It is easy to modify right again. Neither of these "bugs"
grappling and boarding is a last
these scenarios, changing the crew appears at all if you are playing one
gamble for a ship which has lost
size or quality or adding damage to ship against one ship.
other advantages.
a ship, and you can also design The overall design and flexibility of
your own scenarios from scratch. For fleet actions, however, High High Seas are excellent. The level of
Seas is not so hot. It is so slow that simulation and the graphics are satis-
an accelerator card is almost man- factory, but the problems with the
The Gazette (Conclusions) datory (for Apples anyway). Having manual and the glitches during
he two new games on the topic
T easily outclass the older titles.
128K does not help this much since
we're not waiting on the disk drive.
multi-ship actions prevent me from
giving it a hearty recommendation.
!
Mech than nothing, but can be neutralized
easily.). A good tactic for the owner
fantry up in APCs, with heavy smoke
cover. Unload adjacent to the

Brigade of helicopters is, therefore, to keep


them constantly in motion until all
SAMs have been located. While you
armor, preferably in protected ter-
rain, then, send your APCs into the
enemy square. Enemy units will tar-
(Continued from page 26) are moving, SAM fire effectiveness is get the APCs since they are in the
low. Equally important, enemy SAM same square. By the time your APCs
knocking it out. Chances are you units may get off one or two shots, are destroyed, your infantry will have
can raise its suppression above 25 at low accuracy, and then have you had time to move in, and will have
and cut its effectiveness to a relative- move out of range. The remaining several pulses of firing accumulated.
ly low level (Kill probabilities divided missiles will probably not be a Infantry can be very effective on the
by four.). Keep it suppressed and problem when you reappear. Once attack if used in this way, provided
wait for it to run out of missiles. SAMs are located, you can stay the terrain has lots of cover and
(ATGM carriers have 16 missiles, but away from them, devote a few tanks protected squares. If you have armor
units such as APCs only have 4.) or artillery barrages to knocking and are trying to avoid infantry, the
b) When you are firing ATGMs, use them out, or concentrate your best approach is simple. Stay away.
them against moving targets, since helicopter units to destroy them. On the attack, send in reconnais-
unlike normal weapons, movement As a defender against helicopters, sance units and keep them moving
of the target does not reduce their you should grit your teeth and set to spot infantry. Then, bypass
effectiveness. Note also that range your SAM target selection range to a squares which contain it. If infantry
does matter (see the graphs), so in very low number. Keep your SAMs enters your square, keep moving.
most situations set range at less under cover and stationary enough When defending against infantry,
than the maximum. Remember that to reduce the chance of being have some units target enemy APCs
your unit will probably not be spotted. In this way, you can force while still loaded. Try to position
spotted until it fires (unless it is your opponent to remain cautious in yourself so that assaulting infantry
moving). Try to fire, though, before his use of helicopters. Eventually, he must move through unprotected ter-
the targets reach your minimum may stop them within your range, rain, where it is very vulnerable. If
range (either one or three squares) and you can then attack (Do not you must assault infantry, have your
since effectiveness is reduced at waste missiles firing at moving tanks (or other high SS weapons, in-
minimum range and eliminated en- helicopters, unless you are cluding self propelled artillery in
tirely at less than that. The most logi- desperate and want to suppress direct fire mode) accumulate a full
cal way to avoid being suppressed them temporarily.). If he keeps them four pulses of firing before entering
by counter fire is to use your ATGMs moving, they will be less effective. the enemy square. If you can get the
after enemy units have already enemy infantry past 100 suppres-
Use of and Avoidance of Infantry sion before entering the square, you'
selected other targets. Sometimes,
they can be pulled back out of sight Infantry's most potent weapon is its can probably destroy it. However,
so their adversaries lose the ac- LAW's, which have a range of zero. your tanks are vulnerable in the
curacy effects of accumulated pul- Therefore, infantry used well can be meantime to light ATGMs and other
ses (ATGMs do not increase their ac- extremely effective, while used poor- fire. Notice that these tactics require
curacy as they fire more at one tar- ly the same unit can be wiped out good command and control, since
get, so you lose only one pulse of ef- with impunity. I once lost two you will have to constantly change
fective fire when you do this). platoons of Abrams tanks to a single your movement orders, depending
platoon of infantry! As a user of in- on where enemy units move. If you
Use of and Avoidance fantry, the goal is to get friendly in- have units which are not in com-
of Helicopters fantry units into a square with mand and control, use them for sup-
Helicopters are effective for a protected terrain which also has porting fire.
variety of missions, as discussed in enemy armor in it. This ac-
the Strategy Notes of the rules. The complished, one can probably
only weapons which counter them destroy the armor with ease. It is Conclusion
effectively are the self propelled SAM greatly preferable to have already ac-
systems and the British Rapier, cumulated several pulses of firing at These are the tactical algorithms
which have long range, high ac- the armored unit, using small arms. which determine combat results in
curacy, and high destructive power. This will make the first shots of your Mech Brigade. It is up to you to
However, each SAM unit carries only LAWs more effective. As the choose, deploy, and use your forces
4 missiles and if these are wasted, defender, you can do this by luring to take advantage of them. Good
helicopter units will be essentially un- the attacker into an adjacent square luck! [Ed: The same basic algo-
touchable (The shoulder SAMs and with protective terrain, then moving rithms and strategies work in
self-propelled flak units such as the your infantry. If you are the attacker, Kampfgruppe, CGW's 1985 Game
infamous Sergeant York are better you can do it by bringing your in- of the Year.]
TITLE: Empire playability of an already successful II, etc. The most popular map,
SYSTEMS: Amiga, ST, IBM system has been significantly en- though, is the randomly generated
# PLAYERS: 1-3
PRICE: $49.95 hanced. In fact, it has been made one that changes with each game.
DESIGNERS: Walter Bright
Mark Baldwin
too user friendly. The game flows so These randomly generated worlds
PUBLISHER: Interstel Corporation smoothly that it is hard to break are composed mostly of islands and
Webster, TX
away when needed, such as when contains numerous sea lanes to
the phone rings, nature calls, or the defend. With a rectangular map grid
W hile Empire is the latest
release from Interstel, it is
not entirely a new
boss says,"Quit playing that game
and get your review written!"
that is 98 squares by 58 squares,
there is a lot of world to conquer!
game. The history
of this game is
rooted in the his-
tory of computers Veils From
themselves. It is a The Darkside
mainframe game
that has found its
welcome way to with the
the personal com-
puter. Many
people are aware
The Rise knowledge of the
total number of
cities there are to
of this game from
the public domain,
but the game was
and Fall conquer, usually
65-70, and the
screen shows the
not really sup-
posed to be public
domain. Walter
of Random player's starting
position. This is im-
portant because
Bright created the
game while he was
at Cal Tech
Empires that is all the
player sees. The
computer neatly
(California Institute handles "fog of
of Technology) By William "Bill' Kritzen war" by showing
and completed a only the eight
version for the squares surround-
VAX which has ing the active unit.
been distributed by DECUS since As units move through new territory,
1980. Dr. Trevor Sorenson of Inter- Bataille A Trois the areas become known and stay
stel saw a mail order version of the visible while the surrounding
public domain game in 1984 and ap-
proached Bright in 1985 about
publishing a personal computer ver-
U p to three players, in any com-
bination of computer or human
opponents, can play and computer
squares remain black. The term,
"left in the dark," really fits.
There are many user-friendly com-
sion of the game. Bright's hands players can be rated standard or ex- mands in the game such as: setting
were tied because Epyx had original- pert. There is also an efficiency patrolling patterns for ships; estab-
ly signed to do a commercial dis- rating that can be used to handicap lishing flight paths for planes, etc.,
tribution of the game for home com- any of the players by varying either that really make the game play
puters. Fortunately (for Interstel) the rate of production or the combat smoothly. This is fortunate because
Epyx backed off the project so that efficiency rating applied to the this is a long game. We set up three-
Bright got the rights back from Epyx player. Both can be adjusted upward player games on several occasions
in 1986. At that time, Bright con- or downward in any combination, so and, each time, we spent an eve-
tacted Interstel and an improved ver- it is extremely simple to customize ning before we even came into con-
sion was published. one's opponent(s).The game even tact with each other. "It's a big world
has a play-by-mail setting. out there, kids!" The game goes
Those who played the public much quicker in solitaire mode, but
domain version will be impressed by Once the players are set, players it is still a long game.
the addition of escorts, patrolling, choose the map to be played on.
click and drag interfacing, capacity The program contains a number of
for cruisers and battleships to bom- pre-set maps that include: the Carib- Guns or Butter?
bard, and increased destroyer bean, the Mediterranean, S.E. Asia
speed. As in previous Interstel
releases, a la Star Fleet I, the
or any of several configurations that
come with names like Weird I, Weird Next, comes the production
phase. This is actually the heart
of the game and it is here that the unit combat strength, vulnerability of lands and build up a decent in-
game is won and lost. Each con- target and luck) and eliminates the dustrial base) you need to formulate
quered city can produce a unit of loser. It really hurts when a transport a plan of attack and defense. The
varying types. Cities that are inland with six units on board gets sunk by game will be won or lost during this
can produce armies or fighters, a defending army that was waiting second phase. What you build and
while port cities can, in addition to in one of those undiscovered black where you build it will determine
armies and fighters, produce squares. Cities are attacked as if whether or not you proceed to the
transports, destroyers, subs, they were enemy units and, once third or mopping up phase.
cruisers, battleships, and aircraft car- captured, are immediately adjusted There are several philosophies to
riers. Knowing playing Empire. I
what to produce favor the
and when is the army/cruiser/bat-
key to victory. Each tleship approach. I
unit requires a dif- initially build armies
ferent duration to to explore my
produce. The homeland and cap-
spectrum runs from ture cities. Some
the minimum six people prioritize
turns to produce an fighters because
army to the maxi- they can cover
mum sixty turns to more ground for ex-
produce battleships. ploration. They
Additionally, once a can't participate in
city has produced a assaulting cities,
unit, it requires less however, and they
time to produce take twice as long
more of the same to build. This seems
types. Armies only questionable to me,
take five turns to since speed is of
produce and bat- the essence in this
tleships take fifty phase of the game.
thereafter because Then, I build one or
the city's industry two transports to
has been tooled up. get my armies off
The variety of the home islands.
units in this game is When the
impressive. Armies transports are com-
are the slowest pleted, I change my
moving units with a home base produc-
range of one tion to building
square. Fighters cruisers and bat-
can move five tleships. As I ex-
squares (with a total range of twenty for production. Battleships and plore a new island and capture
before having to refuel). All the ships cruisers can bombard any coastal cities, I build armies. That gets the
move two squares with unlimited square and are invaluable for sup- troops to the front lines quickly. I
range, except for destroyers which porting any invasion that might don't build destroyers because they
move three squares. As ships take meet resistance onshore. can't bombard, and will die when
damage, their speeds are adjusted they come up against anything
downward. (See Table #1 for a com- heavier. I build subs when I don't
plete summary of unit capabilities.). know what else to build. I've found
that a fleet of cruisers and bat-

War is Swell T he game has three phases to it.


First, explore your home ter-
ritory and build transports to launch
tleships can handle any sea in-
vasions from the other side, can easi-
ly sink any carriers or subs they run

C ombat is conducted by moving


into the square of the opposing
unit. The computer then takes all
your initial explorations/invasions.
Then, after you have met enemy
resistance, (sometimes immediately;
up against, and most importantly,
can support invasions, defend
beachheads and protect the ap-
the appropriate factors into con- but hopefully, not until after you proaches to cities that are being
sideration (damage previously taken, have had time to conquer a few is- counterattacked. I've played Empire
solitaire a dozen times, have pushed enemy units. Better yet, land where fectively and will continually try to
both computer players up to expert there aren't any enemy units and let slip transports into your rear areas. If
level with increased production of the battleships and cruisers pick off you haven't left a garrison or two on
one and a half times my own, and enemy troops that move against any any of your islands, or kept some
this approach has worked every of your invading units. Choose an ships patrolling the sea lanes you'll
time. I haven't been able to try this area for your ships that you can posi- find some previously friendly islands
strategy to completion in any face-to- tion your units behind. As the becoming hotbeds of rebellion.
face games because they have enemy moves towards your land 6. Fighters and cruisers work ex-
taken way too long to complete, al- units, your ships can pick them off. tremely efficiently in tandem. Use
though you can save the game after 3. In a situation where you want to the fighter to sweep the area and
any turn. circumvent enemy armies in order act as reconnaissance. Then, bring
to attack a city, do not attack the ar- the cruiser in for the kill. This par-
mies. Simply move past them (after ticularly works well in "Search and
Ten Commandments (not all, there are no zones of control) Destroy" missions where elusive
necessarily etched in stone) and let them attack you. Land units transports are the targets.
seem to defend much better than at- 7. Repair ships in forward ports. It
1. When using transports to un- tack. At sea, I haven't noticed this takes too long to travel to rear areas
load in an invasion, move as close trend. and redeploy. After all, you might
to a city as possible and attack it 4. If you find an enemy carrier, need to pull a ship out of repairs
from the sea. If you move overland, send a cruiser or battleship right for early in order to protect the port. A
you're more susceptible to attack it. Carriers go down very easily and cruiser/battleship in port, under
from enemy units. Once you cap- they usually have a full squadron on repair or not, can defeat anything
ture the city, build armies in it. You'll deck when they go. Planes can that tries to attack the port except a
probably need them for reinforce- chew up infantry pretty well, so keep transport. This is a good way to
ments. some ships around at all times. defend a port from invasion, just
2. Use your cruisers and bat- 5. Always watch your back door. watch out for any unfriendly
tleships to clear the landing area of The computer uses seapower very ef- transports.
8. Keep updating your production
cities. As you conquer forward is-
lands, readjust your rear-area cities
to produce ships and fighters. Use
the newly conquered, frontline cities
to produce armies. Your transports
won't have so far to go to reload
and you will have lots of troops up
front when the enemy counterat-
tacks.
9. Don't butt your head against the
wall. If you don't have enough
troops or support ships to take an
area that's heavily defended, avoid it
until you have built up enough of an
invasion force.
10. Finally, don't accept an enemy
surrender, crush him totally. Given a
chance, he would do the same to
you. Normally, I would not be such a
cold, heartless bleep, but after invest-
ing forty or more hours in one of
these games, and suffering two or
three humiliating, crushing defeats
in a row, the computer's got it com-
ing. Lose this game a couple of
times and you'll know what I mean.
If there were an eleventh com-
mandment it would be: "buy this
game!" It's addictive, a tough chal-
lenge, and most importantly, fun to
play!
1
TITLE: Inside Trader generator. This capacity
SYSTEM: IBM ameliorates somewhat the
PRICE:
DESIGNERS:
PUBLISHER:
#24.95
Soft Serv
Cosmi Corporation
Wilmington, CA
THE "COSMI"C most important criticism
listed below.

I nside Trader is fun, fast,


and fascinating, but it is
not "The Authentic Stock
STOCK Portfolio
Trading Game" it is billed
as. Nevertheless, it is inter-
esting enough for prospec-
EXCHANGE: of Problems
(Critical Remarks)

tive stock market


manipulators of simulated
securities environments to
T he game suffers with
regard to realism,
however, in several minor
pay attention to. Players are areas and one major con-
given $30,000 dollars in sideration. Minor areas in-
seed money. Like the clude the lack of a sales
panicked stock broker commission assessed in
caricatured in Doonesbury a securities purchases and
year ago who was worried sales, the absence of taxes
about losing his job if he charged to a profitable sale,
didn't make a million dollars and the fact that the market
before he was thirty years does not discount earnings
old, players are expected to reports as much as actually
turn that thirty thousand occurs on the Big Boards
into millions before the play (NYSE and ASE). The major
session is over. problem, which can also be
a remarkable opportunity
once one is aware of it, is
the random event gener-
Tale of the
ator. The minor events like,
Ticker Tape "Oxychem's Audrey II plant
(Game Overview) food found to increase car-
nivoracity in house plants,"

T his is not a static game.


The screen is constant-
ly moving. On the right
are humorous and useful
with regard to their effect
upon individual stocks. The
hand side of the screen, a major events, however,
window displays a real-time make the game fun, but
ticker tape which is per- cost it realism. After all, if
petually being updated. Jesus returns as he
Most of the screen func- promised in the book of
tions as a wire service win- Revelation and declared all
dow where news stories re- stock brokers to be sinners,
lated to the various in- it would have decidedly
dustries are frequently being
typed and where players are
A Review of and more impact on the world
than to reset every stock's
approached by informants value to $1.00 per share as
with the "inside information"
necessary to make high-
Strategy for happens in the game. In-
deed, one would be hard-
yield investments which pay
off rapidly. Below the wire
service window is the com-
"Inside Trader" pressed to convince this
reviewer that even an AIDS
virus which only affected
mand entry window where by Jasper Sylvester stock brokers would reset
the real action (i.e. buying, any national securities
selling, viewing portfolio holdings, speed up purchases and sales. Fur- market to $1.00 per share for
and getting instant quotations) ther, the program allows the player every stock. Yet, this is what hap-
takes place. The program is to customize both the corporate pens in the game. The same would
friendly in its use of function keys to data base and the random event be true if "Companies in the Inside
Trader game" were ". . . to be in- an informant approaches the player mation. Third, it allows the player to
dicted for inside trading." with "some information about" or trade on inside information without
Of course, since this means that "some reliable information about" a running the risk of being inves-
securities are never reduced below particular industry, the player can tigated by the Securities and Ex-
$1.00 per share, it means that it is use his cash reserves to purchase change Commission (and this does
advantageous to buy all the shares the securities of every company in happen in this game).
one can when that industry rather After quickly purchasing all the
these cataclysmic than purchasing stocks available in the industry
market shake-ups the information group, the player should hold the
occur. Since these from the insider. stocks until a major announcement
cataclysmic events Note: more often is made regarding the designated in-
occur with uncom- than not the in- dustry. If the announcement is a
fortable regularity, dustry in question merger or new product an-
it also means that will experience a nouncement, almost the entire
players need to gain (although it portfolio will be profitable. If the an-
learn to make their can go the other nouncement is bad news, the player
profits in a hurry, way on occasion). will lose some money before he liqui-
liquidate their This ac- dates the portfolio. Nevertheless, the
portfolios as soon as possible, and complishes three objectives within probabilities for good news outweigh
keep large cash reserves on hand the game's parameters. First, there the bad. In either event, the player
whenever possible. This way, players is usually a coattail effect within the needs to liquidate that portfolio
will not be hurt by these fantastic industry and other corporate stocks soon enough to get his profits and
events go up when a merger (often the sub- maximize cash reserves for the next
ject of the proffered rumor) is con- tip. This system may sound simplis-
summated. This may be unrealistic tic, but it has always worked for this
Inside Information (A in the "real world," but it works in reviewer and seems sound enough
Strategy That Works) this environment. Second, it enables to help others turn their nest eggs
the player to get in on the action into millions. If only it were this real

B esides regular news reports


available to the players (such as
found in most stock market games)
without shelling out money for infor- on Wall Street.

this game goes a step further and


has informants which approach in-
vestors with: "a little information
about;" "some information about;"
and "some reliable information
about" a certain industry or a par-
ticular corporation (hence the title of
the game). Of course, "reliable infor-
mation" is better than "a little infor-
mation" and "some information," so
the fee (bribe) which the informant
wants is priced significantly higher.
Now, the more one pays for informa-
tion, the more profit one is going to
have to make just to break even.
Further, all of the information is not
accurate. Therefore, the challenge is
to make the profit without having to
pay the informants.
In order to accomplish this, one
must know which corporations
belong to which industry group. It
takes too long to find each corpora-
tion in the master list included with
the documentation in the game and
time is of the essence, so it is sug-
gested that one use the table in-
cluded with this article. Then, when
CGW's resident adventure expert enter this otherwise-inviolable building and such as weapons and armor or possibly, a
why you are there. The major quest is to nul- Museum coin.
takes us on a tour of a very bizarre Some encounters, however, need not end in
lify the power of the leather scroll, which is ac-
museum in this review of a popular tually a compendium of spells of great evil battle. Once in awhile, you will be met by crea-
product from Electronic Arts. (no, you won't get to use any of those spells tures with something for sale: weapons,
during the game). armor, Museum coins, potions to restore hit-
Before you can do that, however, there are a points, food, etc. It's up to you to decide
TITLE: Legacy of the Ancients number of minor missions (relatively speak- whether or not you want to buy whatever is
SYSTEMS: Apple II, C-64/128 ing) that you must undertake first, which in- being offered. If you refuse, the creature will
PRICE: $29.95 volve using the various Museum exhibits and simply leave, often with the cheery remark,
DESIGNERS: Chuck and John Dougherty
PUBLISHER: Electronic Arts travelling across the length and breadth of the "You passed up a good deal!" What you have
San Mateo. CA land, as well as other less-savory places, such to watch out for is: (a) some of the monsters
as dungeons. you fight will also be the same type who oc-

I
casionally offer to sell something and
t sits in the desolate northeast of (b) what you buy may not be worth
Tarmalon, far from the prying what you paid for it.
eyes of the primitive natives. Farmers, Striders, and Pixies are
Erected centuries ago by strange,
alien beings, known only as The An-
cients, it is a place of both educa-
tion and amusement: The Museum.
Legacy of The non-hostile; they will always offer
something for you to buy. All the
rest, however, are very chancy. One
time an Eaton Warrior may want
For uncounted years, only the An-
cients walked its long, winding cor-
ridors, depositing gem-like coins to
view the exhibits of this minor
Ancients nothing more then to sell you a shod-
dy leather hide (while proclaiming it
to be excellent), another time he may
simply want to bash your head open.
world. Then one day, an innocent Of course, there will also be those
Tarmalon peasant stumbles across creatures who are just totally hostile,
the body of a strangely-garbed with nothing to offer but a quick
man, clutching a scroll in one hand death. After playing for awhile, you
and an odd onyx disk in the other. should have no trouble distinguishing
For this peasant, a new role in his- which are which (grin).
tory is about to Also in the outdoors are a number
begin . . of towns. Not all towns have all
facilities, but among them you will
come across healing shops, food
stores, magic emporiums, training
Legacy of the Ancients may
arenas for endurance and dexterity,
remind people somewhat of
armories, banks, loan associations,
Questron, which is no surprise,
gambling dens, buy-back shops, pur-
since it has the same authors. The
veyors of rafts and climbing gear,
graphics have been changed, but
and fortunetellers.
one can still see echoes of the pre-
The fortunetellers, for a small fee,
vious game, particularly in the mat-
will give you some hints and clues
ter of the character you maneuver
regarding the quests in the game, or
through the adventure.
reveal what weapon is most effective
Unlike most games of this type,
against which type of creature (good
your alter-ego is always pre-set and
idea to carry several different ones),
possesses the same attribute values
or give you the old con job ("I see
in each game. There is no option to
you winning a fortune at blackjack!").
create your own unique, individual
character. It is, at least, a great
time-saver and gets you right into The University of Dexterity
the thick of things from the start. By Scorpia
There are only six attributes for
your character: Strength (the
higher, the more damage you do), Endurance After completion of each task, your charac-
T he training arenas (there are four
altogether) are actually arcade-
style games. The Weapons Schools
(the higher, the less damage you take), Dex- ter becomes stronger and more powerful, (in Alanville and Laingsburg) put you in the
terity (the higher, the more often you hit, and going up in level and attributes, better able to center of a rectangular room, then send
the less often are hit), Intelligence (the higher, fight, and more proficient in spell casting, until fireballs at you from different directions. Your
the more successful you are with spells), (at last!) he/she is ready for the final confronta- job is to shoot them with your crossbow
Charm (the higher, the lower the prices on tion (yes, as usual, there is a main bad guy to before they hit. The better you do, the greater
merchandise), and Hitpoints (the higher, the defeat). the increase in your Dexterity when the ses-
harder you are to kill). The major continent of Tarmalon is fairly ex- sion ends (this happens when you are hit five
These attributes are raised in various ways tensive, and you will be doing a lot of travell- times total).
throughout the game: by training at the ing outdoors. Transportation is limited to Armor training (Grand Ledge and
Weapons and Armor schools, by playing the travelling on foot and by raft; there are no hor- Thompson's Crossing) is somewhat similar, al-
Stones of Wisdom, by successfully completing ses (except at the very end) or other means of though in this case slightly easier: you need
quests, etc. Hitpoints go up only when you getting around, although you can buy a spell only block the fireballs with your shield. Again,
achieve a new level of experience, granted to that will teleport you back to the Museum when you've been hit five times, the session
you by the Museum's Caretaker. from wherever you may be in the wilderness. ends.
Naturally, as you travel, you will encounter a The only thing to be careful about is a poor
number of unpleasant beings, mostly performance, which could cause a LOSS of
Trails from the Black Museum
Y ou begin inside the Museum itself, after
first reading about how you managed to
monsters. Killing them does not help your ex-
perience level, but it does provide you with
money and, occasionally, other items as well,
Dexterity or Endurance. The game keeps
track of your attribute levels, and as they in-
crease, the training sessions start at higher
levels of difficulty. Eventually, you will come to Herb of Life, after you've opened it, will allow getting out will automatically return you to the
a point where your own skill with the joystick you to buy herbs of life at the healing shops. Museum!
(or keyboard; joystick recommended for this) Pirate Treasure is the first of the three dun- Four Jewels, as you might expect from the
has reached its limit, and that's when you geons you must visit in the game. At the bot- name, has four jewels scattered around its bot-
should stop, since you'll never get any better, tom is the sapphire coin that will open the tom level for you to find. Reaching the lowest
and may actually begin to lose points (it's a way to the Lost Exhibits, a second series of ex- level is a bit tricky, so make sure you map ac-
good idea to save the game before you try the hibits, ordinarily hidden away from casual curately here. This one is just as nasty as The
arenas, even though you do get practice if you visitors. Test, so do come prepared.
want it).
Spelunking for a Spell Castling Out of Check
Adventures at an Exhibition

T he heart of the game, however, is the


Museum and its exhibits. Some of these
T he dungeons (all three of them) are not
especially difficult in terms of mapping, al-
though the third one (Four Jewels) does have
side from the dungeons, there are also
two castles. One sits in the middle of an
inland lake, the other is the endgame se-
exhibits actually transport you to dif- quence, which you won't be able to
ferent places on Tarmalon (such as reach until you've obtained the
dungeons) or provide you with diamond coin (and the diamond coin
weapons, money or other items. It is won't be available until you've achieved
perfectly safe to stroll through the cor- seventh level).
ridors of the Museum itself. There are The first castle (two levels) contains
no monsters roaming the pas- the magic flower and several other
sageways. items of interest. You can walk
In order to use the exhibits, you anywhere along the first level, and so
need coins. Not the ordinary gold long as you don't open any chests, the
coinage of Tarmalon, but special gem- guards won't bother you. Be alert for
like coins, of varying types: jade, secret doors in the walls; they're impor-
topaz, sapphire, amethyst, turquoise, tant.
ruby, and diamond. Each of these is The second level is private and if any
usable for one or more exhibits. guards see you up there, they will
You start with two jade coins and ac- come to attack. Fortunately, there is a
quire the rest in various ways, usually way around this, if you've gotten the
by purchasing them from merchants right hints from the fortunetellers. By
in the towns. When a merchant will the way, the castles do not reset when
offer a coin seems to be randomly you leave them: once you've looted a
determined, and you don't know chest it stays looted, so you can't use
which one you have until after you've the castle as an endless supply of
bought it. Typically, jade coins will be money.
offered early in the game, and other Since you're going to have to open
types later on. some of those chests scattered
The exhibits are in a rough ascending se- a trick or two to it. All are eight levels deep, around, it's best to go into the castle
quence, and you have to finish one set before and naturally there are monsters lurking on prepared. Spells in general will not be as effec-
you can go on to the next, making the game each level. These critters are specific to the tive here as in the dungeon, so much of your
rather linear in nature, for all the wandering dungeons; you won't find them anywhere else. guard-elimination procedures will have to
you may do in the wilderness. For instance, Some have rather nasty abilities, such as depend on weaponry. Make sure you have
you have to complete all three jade exhibits breaking your weapons, eating your armor, or plenty of healing herbs with you before you
before you can move on to the topaz ones. reducing attribute points, so you want to get embark on any chest-opening expeditions.
The exact order in which you do each exhibit rid of them as soon as possible. The second castle is nastier by far. It is the
in the set isn't important, so long as you do For that reason, you should always go into a domain of the evil warlord who is in posses-
them all. dungeon armed to the teeth with spells, as sion of the scroll (for those who may be
many as you can afford. While the selection is wondering, somewhere early in the game you
It is of VITAL importance that you view each
limited (there are only six spells in all), the will be ambushed by bandits, severely beaten,
exhibit, as viewing exhibits is part of the level
ones available can do the job. Magic Flame, and the scroll stolen from you; this is built-in
advancement scheme. One exhibit, the
Firebolt, and Kill Flash are the best ones to and can't be avoided).
Tapestry, serves no real purpose in the game.
have. You can purchase up to a hundred of Guards in this castle are not at all friendly,
While it is a map of the continent, it shows no
the first two, and twenty of the third. they are tougher to kill, and they are not as
useful information. Since an amethyst coin is
Of course, you will find treasure (mostly dumb as their counterparts in the first castle.
needed to view it, and amethyst coins are also
money) in the dungeons, as well as little boxes You can't sucker them into following you to a
needed for the truly important Stones of Wis-
that, when opened, restore hitpoints. A few of narrow entry where you can take them out
dom, some people may be tempted to skip
the boxes are trapped, however, and will ex- one at a time. Instead, they have assigned
the Tapestry entirely. Don't do it! That exhibit,
plode upon opening. There is no way to distin- areas and will not move out of them under
like all the others, must be activated.
guish good boxes from bad boxes, so opening any provocation. So, you're just going to have
The three jade exhibits are Thornberry,
a box or chest is a little chancy. to wade in there full tilt and start swinging.
Weapons, and The Fountain. The Thornberry
There are other traps in the dungeons, too, On the other hand, this has one advantage:
exhibit will actually send you there, and even
so make sure to examine every stretch of tun- if you're getting low on hitpoints, you can
give you a little cash to spend. Weapons will
nel or corridor for hidden dangers before you back off (if not surrounded), munch some
provide you with a decent, if primitive, weapon
walk down it. Once a trap has been discerned, healing herbs, and then return to the fray. So
and The Fountain will give you money in ex-
you can safely walk past it without worry. bring lots of healing herbs with you; you'll be
change for a promise to locate and return a
Traps made visible this way will remain visible needing them.
stolen magical flower.
until you leave the dungeon. After you locate the scroll (no easy matter),
Once you've seen those three, you will start
you have to fight it out with the Warlord. For-
to pick up topaz coins, allowing you to use the The remaining two dungeons are found in
tunately, he isn't quite so bad as the guards.
next set of exhibits: Pirate Treasure, Herb of the Lost Exhibits; they are The Test and Four
Unfortunately, his guards are also very dedi-
Life, and Native Currency. Jewels. The Test is a tough one: you're placed
cated. Once you kill the warlord, the castle will
As you might expect, Native Currency at the bottom of the dungeon (a mean one)
provides you with a nice chunk of cash. The and must find your way out. Good thing that (Continued on page 50)
In the first two parts of this series, John presented his Dear Sierra,
case for the place of adult software in our hobby (CGW Please drop that purile, obviously immature
#39 and #40). In this summary article for the series John slimeball John Williams [Marketing Director, please!]
takes a more subjective look at the question. into a greasy brown wrapper and drop it in the
nearest trash compactor . . . .Please remove my
name from your customer list. I don't need trash, I
I n my last two articles for Computer Gaming World, I
spent significant time writing about the origins of adult
software and what attempts governments and people have
can get that anywhere.
Dear Mr. Williams,
made to hinder or stop its release. Most of the material in Recently, I purchased your HomeWord Plus program.
those articles was gathered in the early summer of 1987, I am very happy with it, but I am returning it be-
before or very soon after the release of Sierra's Leisure cause I cannot tolerate your behavior . . . . I have
Suit Larry in the Land of read your little
the Lounge Lizards, a "editorial," where you
game openly marketed as trumpet the arrival of
an "adults only" product.
By late November,
Leisure Suit Larry had
GOODBYE "G" filth and perversity in
computer gaming . . . .
I will not do business
been shipping for over five
months. There had been
reviews, protests about the
RATINGS with any company that
would give a job to
someone like you . . . .
product, and hate mail.
My first two articles on the
subject of adult software
The I consider these two let-
ters to be fine repre-
sentations of the "fan"
have been published and
some of the readers don't
like the subject at all. This
Perils mail that I received after
Larry shipped. Both cus-
tomers were fairly abusive
last article in the three-
part, "Goodbye G Ratings" of "Larry" to me personally and both
notified me that Sierra had
series will detail some of lost their business. While I
the more interesting question some of what is
episodes that have come The New Wave of Adult said in these letters (My ac-
about from the release of
Leisure Suit Larry.
Entertainment Software: Part Three tions should not affect the
royalties going to the
I will apologize in ad- by John Williams
writers of HomeWord Plus
vance for the rather per- and I am not purile), I had
sonal and "unprofessional" a feeling that I might
style this article displays. I tried to keep up the "industry receive some of them.
pundit" style of writing evident in my last two articles, but I expected a few negative reactions from the consumers
the events in this article hit a little too close to home. (you can't please all the people, etc.). What I, and Sierra,
did not expect was the reaction that we received from the
Dear Sierra,
industry itself. Our largest customers were very noncom-
I read with regret in your recent newsletter that you
mittal. A few, that must remain nameless (they pay the
intend to go into the porno software business. How
rent), wouldn't handle it at all. Some of the major chain
any company with your fine products and reputation
stores would stock the product, but refused to advertise it
can make such a poor decision is beyond me .. .
(which represents a significant cut in sales volume). One
The glorification of loose moral behavior has caused
distributor that publishes a very influential bestsellers chart
a rise in social disease and divorce and a general
would not list the product although it outsold most of the
decline in the quality of American society. The
products listed (including a few Sierra products that made
money you make from this venture into filth comes
the chart). An independent dealer from North Carolina,
at a high price . . . .
who was sent a demo copy for evaluation, sent the
I lifted this text from one of the first letters that Sierra sample back, cut smoothly in two with a hacksaw (no let-
received regarding our release of Leisure Suit Larry. ter accompanied this item). At the same time, the sales
Despite its occasional lapse into self-righteousness and numbers for the product skyrocketed. Obviously lots of
ridicule, it made a great attempt to tell us why the publish- retailers were selling lots of Leisure Suit Larry, but no one
ing of Larry might be a mistake (Not that I agree, but I ap- wanted to admit it.
preciate an argument well presented). It was one of only a Inside Sierra, equally interesting things were happening.
very few to arrive until my first article for CGW appeared. One of our finest customer support people quit because
Then the deluge began .. . she refused to answer questions on Larry. A highly
respected prospective applicant for our quality assurance to advocate the initiation of a ratings standard that would
(debugging) area had to be bypassed because he told us cost software developers millions each year to enforce.
up front he would refuse to work on Larry conversions Ken is a genuinely great guy, however, and in later parts
and planned sequels (good computer-knowledgeable of our discussion (parts that didn't lend themselves to
people aren't easy to find in Coarsegold, CA). My own quotation), Ken did advocate voluntary uses of warnings
boss, originally very excited that I had been asked to write on adult-oriented software packages and pointed out that
some articles for CGW, began pressuring me to bury the if it ever did get to be a problem, the government would
project and work on something else. As the IIGS version get involved. Ken was also very helpful with the wording
went into production, our President demanded that all on the warning labels (he practically dictated the warning
jokes based on "gay life" be removed from the product, used on the present Leisure Suit Larry box and the
even though we had not received a single complaint on soon-to-be-published Police Quest boxes). [Ed.: the warning on
the matter. In short, as the product gained sales momen- Leisure Suit Larry simply reads: "This game contains
tum, the company was seeming to grow embarrassed by it adult subject matter. Parental guidance is suggested"].
The computer magazine reviews of Larry also gave His overall opinion seems to be that as long as we attempt
reason for pause. There were many good reviews, but to let the buyer know of anything possibly offensive inside
mixed with these were many pieces by writers on a soap- a box, we have done our jobs as members of society.
box. The highly influential MacWorld magazine panned I agree with this opinion, but a recent phone call put my
the game by saying that the "game contributes nothing to resolution to a test. A woman from southern Illinois called
enlightened male attitudes toward women" and Info to complain about Larry. It seems her son got a copy of
blasted both Sierra and Electronic Arts (distributor of the the game from his friend at school and she caught him
Amiga version of Larry) for treating women as sex objects. playing with it one night. It wasn't an authentic copy and
CGW, perhaps worst of all, published a quick and simple the pirate that had "liberated" the disk of its protection had
way to bypass the trivia test in the product that was also laid to waste the opening warning screen and the
designed to keep youngsters out of the game. [Ed: The trivia test designed to keep kids out of the product.
original intent of giving the bypass tip was to allow our Is Sierra at fault because it originated the product that
readers (most of whom are over 18) to avoid some non- fell into the hands of her child? It would be very easy for
essential preliminaries. In looking back, we probably me to say no. The child was using a pirated game. I
should not have published the tip.] wonder if she even chastised the child for receiving stolen
Although I have never felt like it was the responsibility of property. The disk had been altered so that any child
computer entertainment software to promote enlightened could get hold of it. Did the pirate feel any social respon-
attitudes toward women, I should point out that we have sibility when he put the altered software on a bulletin
received a number of letters from women who played and board system? On top of it all, Leisure Suit Larry contains
enjoyed our game. Many of these women seemed to think no real nudity and doesn't get "rowdy" with the user un-
that Leisure Suit Larry exposes macho, chauvinistic men less he/she inputs some nasties of their own, first. We
for the jerks they really are. I believe that Larry provides made every attempt to be socially responsible.
humorous shock treatment for those males that aren't yet In summary, the whole issue of whether adult software
"enlightened toward women" by showing chauvinism as should exist comes down to freedom versus censorship.
the stupid prejudice that it is. Should Sierra stop making software that liberated adults
Which brings us to the point of social responsibility. In enjoy because it might offend some other people or be-
the motion picture industry, it is the responsibility of the cause, despite our best efforts, it might land in the hands
movie company to submit each finished product to the of the young? In this country, there is a system of govern-
MPAA for evaluation. Each product is given a G, PG, PG-- ment that states "one man (or woman) - one vote." There
13, R, or X rating (the triple X rating on some movies is is a capitalistic system that says, "If you don't like the
strictly a marketing ploy). Through this system, the motion product, don't buy it." Working within these two systems,
picture industry has circumvented the threat of govern- Sierra and other software companies will learn whether
ment controls and given concerned citizens a way to steer adult-oriented software is a good idea.
clear of those titles that offend them. The MPAA is a so- If Leisure Suit Larry and its coming sequel continue to
cially responsible organization that works. sell well (to date, Larry has been our most successful
Should such a system be put in place for computer product launch, second only to King's Quest III), Sierra
software? For an expert opinion, I asked Ken Wasch, Ex- will continue to market adult games. If we do not continue
ecutive Director of the Software Publishers Association of to do our part to keep these products out of the hands of
America. those that will be offended, concerned citizens will put
"Adult computer software is nothing to worry about. It's their one vote to work and the government will attempt to
not an issue that the government wants to spend any put an end to development of "adults only" entertainment
time with . . . . They just got done with a big witchhunt software (or, at least, make it difficult).
in the music recording industry, and they got absolutely You, the consumers, cast your votes each day with dol-
nowhere . . . ." lars and opinions. In reality, the long term success of the
Ken's job is to protect the interest of computer software adult-oriented software segment lies in your hands, not
publishers in Washington, so he would hardly be expected ours.
low. Most of the time, it's safe to use the Remember that prices are not the same in
Legacy monsters as food, although now and then every town, so keep notes on which places
what you eat won't agree with you, and you'll have the lowest prices on which items.
of the take some loss in hitpoints. Fortunately, there Surplus weapons and armor can always be
is no poisoning as such, so this is more in the sold at an armory or buy-back shop. Check
Ancients nature of temporary indigestion than anything
else.
the prices of new equipment first, so you can
get the best deal possible.
I liked the idea of using a museum and its The manual that comes with the game is a
(Continued from page 47) exhibits as the focal point of the action. It's a slim one, but tells you pretty much everything
fascinating concept that I hope the author will you need to know to get started, and has
self-destruct in five minutes. This is rather develop further in future games; there is much some clues (printed upside-down) in case you
nerve-wracking, since the way you came in is potential here. On the other hand, there isn't become stuck here and there. Read it carefully
not the way you can go out. much in the way of interaction in the game. before you begin the game.
Therefore, you have to go running through You can't really talk or hold conversations with Overall, Legacy is not an especially difficult
an unfamiliar part of the castle, looking for an anyone. Most of the people are merchants, game. Puzzles are few, and its linear arrange-
exit that hasn't yet been closed. As you might and your dealings with them are fairly mun- ment makes it fairly easy to get through, once
expect, there is only one, and of course there dane: buying and selling items. Even with the you have the hang of things. One minus is the
are guards in the way. You'll have to fight fortunetellers, it's merely a matter of paying a endgame: once completed, you're stuck. This
through them to get out alive. Let's hope you sum and receiving a clue in return. makes reaching level 10 rather a hollow vic-
have some healing herbs left for this. Once you get settled into the game, you'll tory, since you can't do anything with your
When you return to the Museum, you find it has a very even tenor to it. Monsters character afterwards, such as save it. Obvious-
receive your final rewards: ascension to level and other beings you encounter don't change ly, if there are going to be any follow-ups to
ten, and another that I won't mention here. In as your level increases, although in the out- this game, your character won't be transferred
some ways, it's not as fancy as the ending of doors, you may find yourself facing several at over. So if you want to enjoy your level 10
Questron, but it is certainly more enduring. once. By that time, you should be able to status, make sure to save the game before
handle them without much difficulty. going to view the final exhibit.
Monster Hash Bottom line: Legacy is a moderate RPG-
Legacy has some interesting features, style game, with some interesting touches;
Recipes for Monster Hash suitable for beginner and intermediate-level
among which is the ability to use the
play.
bodies of slain monsters as a food source.
This can really come in handy when you're
low on cash and your food supply is running
C ombat is spell-oriented in the dungeons
and weapons-oriented everywhere else,
so save spells for dungeon expeditions.
Copyright © 1988 by Scorpia, all rights
reserved.
1
Name: BlackJack Academy major gambling centers (Las Vegas seriously use this program's counting
Systems: Amiga Strip or Downtown, Reno, or Atlantic system, you must do it mentally for
Coming for: C64,Ap2gs, IBM)
# of Players: 1-5 City), liberal rules, or even custom each player preceding the play of
Price: $49.95
Designer: Dennis Saunders, PhD.
rules. your hand. The number of cards
Publisher: Microillusions The Strategy menu options provide remaining to be dealt and the current
Distributor: Activision
rules can also be displayed from this
menu.
Blackjack Academy is more an en-
The default program startup uses
vironmental simulation than a
Las Vegas Strip rules, one player in
true tutorial of blackjack. This is not
the third seat (middle), and $500 in
to say that one does not learn how to
chips. The only time the keyboard
play blackjack with this program, but,
(rather than mouse or joystick) ever
rather, that a fixed set of lessons is
needs to be used is to modify the
not utilized. One learns by playing
player's(s') setup.
blackjack in a casino environment. by Roy Wagner I found this program/
The sound of the chips being
game/simulation both
played on the green felt table,
enjoyable and educational. I
your choice of five possible
liked to fill all seats with "dif-
seats, and the sound of the
ferent" types of players ($2 bet-
cards being shuffled and dealt,
ting conservative, $10 betting
help to create a realistic casino
with no plan, $15 playing the
ambience. Only the sound of
system, $15 checking the op-
clinking beverage glasses
timal play, and $25 wild shot
being delivered to the table
betting). I start each seat with
and an occasional slot
the same amount of money
machine jackpot is missing.
and watch the totals vary. Win-
The small manual introduces
ning is great, but losing it all
the novice to the basics of
only drops the player from his
blackjack in four pages and an
spot at the table. You can easi-
additional four pages give in-
ly establish the player again
structions for program
with a new bankroll. Where is
specifics.
that pit in the stomach, empti-
The Help menu options ex-
ness in the wallet, and slow
plain the various blackjack play
walk from the table? How do
options (insurance, double
you simulate that without real
down, split pair, surrender,
money?
and hit/stand) in greater text
The program play is so
detail. Hard/soft card counts,
smooth that it is easy to keep
rule variations, and some
playing on and on. If you do
simple techniques of card
notice the sun rising, you can
counting and money management
save the game to disk and come back
are succinctly discussed. These
to it again. A small quick reference
methods are easy and avoid the com-
chart on blackjack play comes with
plex schemes of many other black-
the program which can sit right near
jack systems.
your computer or be easily carried in
The Setup menu options let you your pocket when you decide to head
modify the conditions of game play to for Vegas. The Amiga interface is fully
your particular preferences. You can used and this does include letting you
choose one or more seat positions multi-task. The game disk is copy
specifying player name, starting protected.
amount of money and whether to dis- you with general play and betting This program is a good example of
play card point totals. (Very nice if strategy. At any time, it will provide software that can be used for recrea-
you're not in the mood for low level the optimal play for the current hand. tional fun, serious study, and possibly
mental gymnastics.) From one to six This compares the dealers hand with financial profit (or loss). The graphics
decks of cards can used. The mini- yours and explains the best action to and sound are at a quality level. The
mum ($2, $5, $25, $100) and maxi- take. The hands of other players are user interface is excellent. If you like
mum ($100, $300, $1000, $3000) not discussed. The card deck count playing blackjack or want to learn
betting limits for the table can be set. display is only updated at the end of more about the game, this program is
The rules of the table can be set for each round of play. So, if you want to for you.
RID #43 (Use card
opposite pg. 4).
On this page, a number of games
and articles are listed for evalua-
tion, as well as some general inter-
est questions. When evaluating a
game, consider such matters as
PRESENTATION (graphics, sound,
packaging, and documentation);
GAME DESIGN (design,
playability, and level of interest);
and LIFE (does the game wear
well?). For each game which you
have played or each article which
you have read, place a 1 (terrible)
through 9 (outstanding) next to
the appropriate. number
"Gettysburg" continued to hold the high ground on the strategy side of On the Action/Adventure side, readers sailing under the Jolly Roger
our readers' Top 50, but "Ancient Art of War at Sea" is attempting to take reefed the mainsails of "Pirates" enough to allow the original "Wizardry'
the wind gauge by sailing into third place in its initial engagement. The ini- and "Might and Magic" to sneak ahead of it "Might and Magic" enchanted
tial strong showing by 'Wargame Construction Set" appeared to be prema- its way to a hard-fought third place. Expect it to stay in the top 10 for a
ture as it dropped from the top 10 completely off of the chart. The "Rebel while due to a resurgence of popularity with its two new conversions. "The
Charge at Chickamauga" dropped off from third place to eighth, but that Eternal Dagger" sliced onto the top 10 ahead of its predecessor, "Wizard's
still left SSI with five out of the top 10. Crown," in its first ratings test

You might also like