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September 1989 Number 63

Features SSI's "Curse of the " 8 Star Saga Two: The Clathran Menace 32 Scorpia Explores Another "Forgotten Realm" Masterplay's New / DeNardo & Lombardi Epyx's "The Omnicron Conspiracy" 14 Linking Up for " ' 38 "We'd Tell You More, But . . ." / Dennis Owens Playing a "Mean[er] 18" / Major David S. Stevens SSI's "" 16 Hints for 's "Arthur" 40 "It Takes A Thief" To Be The Best / Roe Adams Scorpion's Tale Offers "Roundtable" Discussion The Sounds of Silicon 18 "Name The Game" Contest 42 CGW's Test Lab Explores IBM Sound Boards Win A Free 3-Year CGW Subscription / DeNardo & Sipe " 2100" vs. "Sargon 4" 20 Software Toolworks and Spinnaker Face-Off / Roy Wagner Departments It's A "Grand [Old] Fleet" 22 Letters from Paradise 4 Taking A Peek 6 SimCan's World War I Naval Combat Game / Lt. H. E. Dille Conversions Received 6 SSI's "Red Lightning" Strikes Twice 26 Rumor Bag 7 Modern Warfare on the ST and IBM / M. Evan Brooks Inside The Industry 11 Game Ratings 24 Here Comes the "Fire King" 28 CGW Hall of Fame 25 SSG's Action/Role-Playing Game / Douglas Seacat Reader Input Device 48

How to Plan for a Long "Journey" 30 Cover Art from "Curse of the Azure Bonds" 1989 TSR, Inc. All Game Hints from Abroad / Roe Adams rights reserved. Used with permission. Letters

forces received reinforcements, but only The items which I gave a in the nick of time. Their salvation was lar- "down-check" to in my review would re- gely due to the possession of a core of quire a prohibitively expensive re-write of elite fighting units, well armed and sup- the entire code: plied, supported by saturation bombard- 1. Fire control being tied to the unit's ment from air and artillery. vice weapons; In most battles, victory was dependant 2. Reactive armour interaction with small upon such factors as timetables, weather, arms fire; supply and sheer luck. Having read inten- 3. The inability for the sely on the subject, I was awestruck by second-in-command to take over; the accounts of individual bravery and 4. The reaction of an entire formation to self-sacrifice, depravity and barbarism. It one unit coming under fire; and was a war which, in many ways, 5. The firing of missiles only on the 3rd Parallel Viewpoints developed the doctrine of modern war- pulse. fare and could easily have become WWIII. As of this time, there are no firm release As a long-time fanatic of CGW, and It is amazing to me that a non-program- dates for the revised Apple/C-64 versions lucky winner of the famous CGW writing mer such as myself could ever be in- of the software. As mentioned above, the contest (#30, p. 35), you may recall my volved in the production of a software documentation is not expected to be cor- name. By the way, thank you again for package. I hope my good fortune will en- rected en masse. the all-expenses-paid trip to Monona, WI, courage other readers to do whatever Nevertheless, Overrun! which I won as a result of the afore-men- remains an they can to benefit the computer gaming achievement in wargaming. Both fun and tioned contest. industry. With any luck, CGW will always challenging, its complexity and depth of My interest in Jay C. Selover's article on be there to tell us about it. detail are awesome! If you aren't sure, go SSG's MacArthur's War was unique, Daniel H. Antolec defend the E4 or Hamadan! since I had the honor of working with Monona, WI SSG on that project. It was my respon- Buddy Knight sibility to conduct the research, create the Ed: Thanks for the information. But Sherman, TX scenarios, construct the maps, and write what we really wanted to know was: Ed: The article written by Buddy (COW the articles. I knew that a review in CGW what was the highlight of your all-ex- #61) stated that most of the would be an acid test, since CGW pense paid trip to Monona? problems/gripes would be corrected in reviewers always write frankly and such Version 1.1. The use of the term, "most," reviews carry a great deal of weight. I was was overzealous and the context sug- very pleased with Mr. Selover's opinions Enthusiasm Overrun gested that an updated version was im- on MacArthur's War and wish to offer minent. The reality is that updates occur some additional information which The fog of war is ever-present. I recently on an "as needed" basis. Overrun! will should interest the readers. found that I have contributed a certain need to sell thousands of units before it Mr. Selover's comment regarding the re- amount of "fog" concerning SSI's Over- becomes economically feasible to search behind MacArthur's War is quite run! and what will and will not be produce an updated version. correct. I logged 400 hours of research, upgraded/corrected in future versions. covering 40 books, over 100 actual battle Concerning the documentation, SSI in- maps, and interviews with Korean War formed me at the time I was preparing Boring Into CGW's Style veterans. The result: 10 historically ac- my review that the documentation errors Gentelmen [sic], curate battle scenarios, each with several would be corrected during the next print- variants. The variants were based on ing of the Rulebook and Briefing Manual. Yours is without doubt the single most documented and speculated 'What IF?" Apparently, unknown to the individual as- boring magazine I've read to date. To be situations. sisting me, SSI had placed a single order fair, I made the huge mistake of giving you two chances to redeem yourselves. I agreed with Mr. Selover that the first covering the entire expected production You failed horridly [sic]. Bad writing and several months of the Korean War was run. This will, unfortunately, preclude the an upsetting overabundance of wargame one of a "certain sameness", but found reprinting of the entire documentation in reviews make for serious [unreadable, that fascinating. In contrast to the vast corrected form. damaged in mail] time, put 'em down for number of WWII battles, most if not all of In my review, I unintentionally may have the [unreadable, damaged in mail] read- the Korean War battles represented in worded things to imply that SSI was cor- ing. I won't buy it again. MacArthur's War were crucial. The out- recting all of the items mentioned as er- come of a given battle could well swing rors or problems in the software. For Vance P. the momentum, or result in utter victory that, I apologize. That kind of influence Salt Lake City or defeat. There was a sincere urgency on the part of a reviewer is rare. During Ed: Just in case we didn't know where and desperation, magnified by the vast my discussions with SSI, shortly after you stood, you certainly made it clear in differences between opposing forces. Overrun!'s release, the only items which your R.I.D. article ratings [Letters (F), UN Forces found themselves fighting were mentioned by SSI as items being Abrams Battle Tank Review (F-), losing efforts early in the war, with little considered for correction were the follow- Napoleonic Scenario (F--), Are You ing: realistic chance of defeating their enemy; Saved? (F), Batman Review (F-), Hidden they were buying time with their blood. A 1. Missing units, such as the Marine Agenda Review (F-), Scorpion's Mail fighting withdrawal is certainly one of the LAV-AT and LAV SPT PLTs; (F-), Presumed Guilty Review (F+), Fan- most difficult of military tasks, and the 2. Lack of a FOG-M platform in Europe tastic Voyages IV (F), Journey Review communist forces were specialists in en- (for which FOG-M was primarily (F+), and Rumor Bag (FF-)]. Garth circlement. As a rule, communist forces designed); and Fitzmorris was so upset by your rating tended to possess greater numbers, but 3. Correcting the "bug" which prevented and vote to "Dump the Column" that he lacked air support. Later in the war, UN artillery units from changing states. wore his bag backwards for two weeks.

Taking A Peek

Cinemaware 4165 Thousand Oaks Blvd. Westlake Village, CA 91362 : The player takes the part of Dancis Frake, space pirate, in this adventure/arcade game. Piloting spaceships, shooting down aliens, swordfighting, interacting with the local inhabitants, and piecing together clues to the location of the long-lost Kristal of Kronos will keep players hopping from planet to planet. The good-looking graphics and arcade sequences mesh nicely with the adventure elements. ($49.95). Circle Reader Service #1.

EeeZee Systems, Inc. 2899 Agoura Rd., Suite 550 Westlake Village, CA 91361 KONKERS: Billed as a memory/skill game for two, this unusual card game plays somewhat like -style double solitaire. Two players race to play cards from their hand to the play field in Ace to King order. Points are awarded for each card played, with a special single most challenging job in the world bonus for playing the Konker card. IBM of sports is to take an expansion sports ($39.95). Circle Reader Service #2. team and develop it from a cellar-dweller into a championship club. It takes years, but it can be done (The NY Mets baseball team being the most classic ex- ample). With Omni-Play Basketball you are given the dual roles of General Manager and Coach. Conduct trades with the computer controlled teams, recruit from the minor leagues, improve you current roster at training camp. All the options are here to begin building a Omnitrend Software dynasty from scratch. SportTime has a winner here. Amiga pictured ($49.95) & P.O. Box 733 C-64 ($34.95). Circle Reader Service #4. West Simsbury, Ct. 06092 UNIVERSE 3: Part three of this popular adventure series puts players in the captain's seat of a Federation OMNI-PLAY HORSE RACING: From Worlds Starcruiser on a diplomatic mis- the touts to the tote board, this horse sion to Tau Ceti III. After 50 years of racing game offers an excellent betting isolation, the Federated Worlds has sent simulation. The animation offers the your ship to re-establish relations with thrill of horse racing excitement and the the Home Cluster. All is well until it is dis- handicapping tournament allows players covered that a murderous traitor is work- to bet heavily (and sometimes, destruc- ing to thwart this vital mission. Players tively) without really going broke. use a Breach-style interface to explore Weather, track conditions, jockey the world and hopefully uncover the records, and past performances by each Benedict Arnold among their crew. IBM. horse add to the realism. A future Circle Reader Service #3. module which allows players to buy, sell, own, and trade horses will be released soon. We bet you Pete Rose will want to Sport Time play this game. IBM with CGA or EGA 3187-G Airway Ave. and joystick optional, ($49.95). Circle Costa Mesa, CA 92626 Reader Service #5.

OMNI-PLAY BASKETBALL: The (Continued on page 34) Industry News

alking across the main quad on dergraduate, I delved into my backlog of this game will have mechanical bull the Stanford University campus, I industry and told him that if riding, "Dowse the Damsel" (a "G-Rated" Wcaught the uplifting strains of he'd liked Panther Games' Fire Brigade, Wet T-Shirt Contest), and "One Beer, Widor's "Toccata" emanating from the im- he should watch for their upcoming Please" (where players slide beer mugs pressive pipe organ inside the Memorial Fulda Gap game. Apparently, the U.S. down the bar using a horizontal slider Church. My contact was sitting in one of Army is impressed enough with similar to the vertical slider used in Mean the back pews, the reflection of the Panther's original product that they are 18 and Jack Nicklaus' Greatest 18 Holes stained glass windows giving his face a using it to study the logistics of supply of Championship Golf). He smiled, as- dithered look. signed me to a II, and waved me away. "So, what's new at Lucas- I booted the machine and film?" I asked in a quiet clicked onto the Appletalk whisper. He pointed to the Network used by the com- organ and smiled. "They're The puter center. Frankly, I had publishing a pipe organ never seen so many Apple simulator?" I asked in- logos in one room before. I credulously. checked my Email and found "Not exactly," he replied, Rumor an anonymous tip about "but the code name is Pipe King's Bounty, a Christmas Dream. In the U.K., it's release from New World marketed as PipeLine. It's a Computing. King's Bounty real-time abstract strategy is supposed to be an action game where the player is Bag game with an adventure randomly given pieces of wrap. Player characters must pipe and expected to build recruit an army of men and a network of plumbing monsters, defeat the master before the sludge catches villains who hold pieces of a up with him." map vital to the central by William Randolph Greeley quest, assemble the map in When I suggested that it order to locate the Sceptre of didn't really sound like a Order and rescue the Sceptre Lucasfilm game, my contact reminded and may formalize a deal for a future as a means of saving the character's me of Ballblazer. "Unfortunately," my con- product (a second generation ground homeland. My informant told me to think tact went on, "the bad news is that Loom warfare simulator to be called, 2GWS). of King's Bounty as a fantasy variant on won't be released until early 1990. The 's . good news is that it will be a worldwide If you've ever wondered whether lightn- The rest of the evening was quiet, so I release, simultaneously available on ing strikes twice in the same place, I have finished my tasks and started to leave the Amiga, Atari ST, and IBM." an answer of sorts. Just as I was ready to enter the computer center, a voluptuous cluster. I stopped abruptly behind a fellow "Speaking of global strategies," he con- blonde streaker charged out of the stu- computer sciences student. This student tinued, "New World Computing is work- dent center and collided with your dedi- had programmed a Spacewar clone. I ing on a computer version of Flying cated reporter ("It's a dirty job . . .). By caught my breath in nostalgic euphoria. Buffalo's card game, Nuclear War. The pure reflex ("Sure, Bill!), I happened to Then, I broke the news. "I hope you're graphics should be great with animated catch her in a bear hug. She blushed the not planning on selling that game." missiles, bombers, explosions, and world color of Mars when I recognized her as a "Oh, no," he assured me, "not unless I leaders (with different personalities)." public relations person from one of the could find some new spin for an old idea." local game companies. I refused to I thanked my source and excused release her until she told me a Silicon Val- "Well, I just wanted to let you know that myself, explaining that I was supposed to ley rumor. "Well, Infocom is going to Accolade is working on a game which be on my way to the computer center. release a role-playing ad- combines elements of Spacewar and Ar- On my way to the computer center, I had venture called Mines of in the Fall. chon. Like Archon, there is a strategic ele- to cross the student center patio. This It's menu-driven and the object is to find ment, and like Spacewar, there is a very wouldn't have been so bad if two jets a missing city and get off the planet alive simple tactical system in the game. Since hadn't flown over in a low-altitude cat and rich. I can't tell you what our com- it is a science fiction game, players plot and mouse game. I looked up at the jets pany is doing." to conquer star systems and colonize and ran into a fellow coming out of the planets. Since it has action elements, student pub. I ended up wearing most of I replied in my best Jack Webb impres- one to two players can fight it out using his beer. He recognized me as a reporter sion, "That's all right, ma'am. I already simple "Up, Down, Left, Right, Fire" com- for CGW (the bag over the head is some- know what your company is doing." mands from the keyboard. The working what distinctive). After telling me the stain title is Starcon, as in "Starcontrol". should wash out of all but the bag, he Entering the computer cluster, I handed my card to the cluster buster (i.e. com- asked, "did you know Accolade is close "Well, that's what I get for letting my puter room monitor) and he was taken to releasing The Blue Angels on the PC? CGW subscription slip!" muttered the stu- aback by the smell of the spilled beer on A friend told me it simulates, at least, ten dent, "Your column could have saved me my clothes. "Have you been drinking different maneuvers and you can choose hours of coding. By the way, what do you beer or swimming in it?" Since I had the position you take in the formation. look like under that bag?" You get multiple camera angles to record done neither, I tried to take his mind off the action, too." the issue by telling him about Accolade's I answered truthfully, "Sorry, there are Bar Games. In addition to the traditional some industry secrets that shouldn't ever Not about to be outdone by a mere un- air hockey and liar's competitions, be revealed." Review

Curse of The Azure Bonds by Scorpia

urse of the Azure good at fighting giant- Bonds is the se- sized creatures. At high Cquel, of sorts, to levels, both classes can , al- learn spells. though you needn't have played POR to play Character creation is this game. The premise the same as it was in is simple: while travelling POR, with the exception on the road to Tilverton, of character portraits. No your party is ambushed individualized pictures and knocked out. When are displayed when everyone wakes up, they camping. You do, of find themselves at the Til- course, make up an icon verton Inn, with five for each character (the strange blue marks (the icons have not changed bonds, or sigils) on their at all) and you also have arms. the opportunity to modify any character's Each bond represents stats before play begins. a different evil group. Transferred characters Through the bonds, bring their icons with these groups can control them, though, so you the actions of the charac- don't have to make ters. The object, there- them over again. fore, is to seek out these five groups and discover Once the party is as- the means of removing sembled, the game starts the bonds. in the Tilverton Inn. You get a brief explanation of Since this is a follow- how and why you're up game, you can trans- there, after which you're fer your characters from on your own. The first Pool of Radiance and order of business is to it's a good idea to do so. equip everyone. Do that It will give you a before exploring the headstart in the game. town or you may regret Characters will transfer it later. The armory is over with no weapons or just across from the inn. equipment, though, so Remember to have all you won't have the use spell-casters memorize of any of the goodies spells, also. you picked up in POR. Tilverton is not a very On the other hand, large town and there is each character does receive 300 no way you can get lost (you can auto- platinum pieces (the equivalent of 1500 TITLE: Curse of the Azure Bonds map here). Nothing much is going to SYSTEMS: IBM, C-64/128 gold) with which to buy weapons and REVIEWED: IBM happen until you've visited the armor at the start of the game. This sum PRICE: IBM ($49.9S) Filani. She gives you some information is more than enough to purchase the C-64/128 ($39.95) about your bonds and seeing her sets up DESIGNERS: SSI Special Projects Group best armor and weaponry for everyone in PUBLISHER: , Inc. the encounter that will send you search- the party. Sunnyvale, CA ing after the first evil group, the dreaded If you haven't played POR or simply assassins called Fire Knives. prefer to start with entirely new charac- ters, you can create a party from scratch. Two new classes, Paladin and Ranger, Once you've had the major combat and Single-classed characters begin at level 5, are available in the game. Both are worth rid yourself of the Fire Knife bond, you'll characters with two classes start at 4/4, having. Paladins have healing abilities be banished from the town (the King and triple-classed half-elves begin at 4 in and are under a constant "Protection doesn't trust you . . . but then, you did all classes except Magic-User, which from Evil" spell (which adds +2 to all try to kill him, so maybe he has his begins at 3. saving throws). Rangers are especially reasons). So, you find yourself outside of Tilverton with two places to go, Shadow- monsters. If Azure Bonds is really using from you before you can journey on to dale and Ashabenford. the tables as put forth in the original Dun- wherever it was you were heading. So, geon Master's Guide, then most of the don't lose your codewheel! Either way forces you into an en- critters should not be hitting as often as counter. Heading to Shadowdale, you turned out during play, especially when In some ways, Curse of the Azure must face a band of displacer beasts. On characters have very low AC's. An Bonds is a bit disappointing. Except for the road to Ashabenford, you come armor class of -5 or better is not across a flock of hippogriffs. The 'griffs easy to hit, even for high-level are the easier ones to take out, so monsters. Ashabenford is the recommended route (it makes no difference, by the way, if you For instance, in the sewers below go by trail or wilderness). Tilverton, a number of Otyughs (nasty creatures that live in dung Ashabenford is a "cardboard" town. You heaps) have made their home. can't walk around in it. You simply While they are fairly potent, they choose places to go from a menu. The still need to roll a 19 to hit AC -6 same is true for most of the others, with and a 20 to hit AC -7. They certain- the exceptions of Hap, Yulash, and Zhen- ly rolled a lot of 19's and 20's over til Keep. a fair number of combats. This After you've healed up your wounds, was also evident in combats with gotten all your goodies identified, and lower-level opponents as well. Be- trained everyone who has enough ex- tween that and the difficulty the perience, it's time to decide where to go party often had (until they acquired next to remove another bond. That is the very low THACO's) in striking, I the two additional classes from the AD&D general pattern of the rest of the game, wonder if the to-hit numbers are being system, nothing really new has been with a few side tours thrown in to provide calculated properly. (See pg. 46 for more added to Azure Bonds. The emphasis is you with experience and treasure, but information.) have no effect on the main action. These Graphics are a little improved over "side tours" are mini-dungeons under the first game, and many of the most of the towns. However, you won't animations for attacking monsters be able to get into any of them until you are very good, except perhaps for have removed at least two bonds. At that black dragons, who always look as time, a new command, (S)earch, appears though they are losing their lunch on the wilderness map when you're out- when they strike. Character icons, side a town. It should be used with care, as mentioned earlier, are exactly as some of these caverns can be quite the same as those in POR. nasty. Speed in the game remains a problem. The IBM version was When four of the bonds have been promised to be faster, but I did not removed (and only then), you go on to see much improvement over POR the final showdown with our old friend in that respect. This is probably from POR, Tyranthraxus, in the ruins of due to the 8 Mhz clock speed of my Myth Drannor. This time around, he's a clone, as reports from players with storm giant, which means, yes, more high-end machines (clock speeds of still very much on hack-and-slash; there lightning bolts (he really has an obses- 10Mhz or better, preferably better) indi- is no puzzle-solving at all, and oppor- sion with them). cate that Azure Bonds plays, loads, and tunities for genuine role-playing remain saves quickly at those speeds (this The ending itself is, alas, rather disap- with a hard disk, of course ... play- pointing. Unlike POR, once Tyranthraxus ing from floppies is definitely has been defeated (for good and all, final- slow!). Thus, if you don't have a ly), the game ends. You won't be able to fast computer, be prepared for go anywhere or do anything, except save long waits, especially when loading the final position (presumably for the next or saving. sequel, whenever that arrives). As with POR, the game comes Combat is just the same as it was in with a manual explaining game POR; nothing has been changed, al- play and an Adventurer's Journal, though you generally face fewer op- with little paragraphs to read at ponents in any particular encounter. No designated points in the game. more hordes of 60 orcs or waves of While it might be tempting to crazed kobolds. On the other hand, browse the entries right off, it really monsters in Azure Bonds are tougher, is more fun to wait until you're sup- and even 5 or 6 can be quite difficult to posed to read them. defeat. There is also, as before, the in- I do have some concerns about the ran- famous rune code-wheel for piracy protec- limited. dom number generator used in the tion. One difference is that this time, in- On the other hand, there is certainly game. My experience over many combats stead of typing in a complete word, you potential here for adding more depth in is that the RNG seems too often only enter a single specified letter. In addi- future games. For example, one of the weighted towards the low end for charac- tion, from time to time during play, an more interesting encounters (although, ters, and towards the high end for old man pops up and demands a letter (Continued on page 46) Industry News

has marketed games like Starglider, Carrier Com- mand, and Guild of Thieves Inside the Industry under the Rainbird label. Microprose plans to market between six to twelve Telecomsoft products per News, Notes and Quotes From the year through their Medalist International division. The Computer Entertainment Industry products will now carry a MicroPlay label. At least, six is no real indication that it living off products that take Telecomsoft products are Infocom's will be used. In addition, eight hours to learn to play expected to appear under there are leaks about a com- well and up to 200 hours to the MicroPlay label prior to West Coast pletely new parser that may complete." the end of 1989. Move Stirs never be used. ZIL ( Im- plementation Language), Controversy the current development sys- tem, is functionally dead. Broderbund The dismantling of In- Electronic focom as an east coast sub- However, Rob Sears to Publish sidiary of Mediagenic offers (General Manager for In- Arts Inks focom), "Distinctive mixed signals regarding the insisted that it Lucasfilm and future of the storytelling would have taken more than Software" division. To many industry two years for the east coast New World Pacts observers, moving Infocom subsidiary to recoup its los- Gary Carlston (Broder- Microprose is not the only to the Menlo Park head- ses. He noted the MS-DOS bund Software Chairman) major publisher to make quarters of Mediagenic was problems and suggested and Bill McDonagh (Execu- major waves in distribution inevitable. The failure of that the consolidation might tive Publisher of the Enter- of late. Dis- , the database not have been necessary if tainment and Education tribution has added New produced by Infocom, the IBM SKUs could have Publishing Group) have an- World Computing, publish- necessitated an infusion of been released initially. Never- nounced a renewed commit- ers of Might and Magic and capital. The acquisition of theless, he has noted that ment to entertainment Might and Magic II, and the company which was Duncan Blanchard, a wizard publishing. Carlston noted, Lucasfilm Games, publish- once synonymous with inter- Macintosh programmer, "We enjoy the game busi- ers of Maniac Mansion, Bat- active fiction became in- moved to the west coast to ness. Our getting out tem- tlehawks 1942, and Indiana evitable. Infocom's cor- join Mediagenic's Technol- porarily was a result of some Jones and the Last Crusade porate functions were assimi- ogy Group. Duncan is al- entertainment products that games to its lineup of Af- lated by Mediagenic in a legedly working on a hybrid didn't fly, while we had filiated Labels. gradual evolution designed technology between ZIL and products in other areas, like to reduce overhead and future storytelling projects. Print Shop, Carmen San- streamline operations. In ad- Of the 24 people who were diego, etc. that were doing dition, Infocom's inability to employed at the time of the extremely well." get new products out in east coast shutdown, twelve The two executives an- Sierra 1988, tremendous research were asked to make the nounced that they have Responds to and development costs in move to the west coast and signed a long term agree- upgrading the development five accepted. Of the five, ment with Distinctive Virus Report system, and technical snafus Donald and Elizabeth Lan- Software, Inc., to jointly with regard to releasing MS- goisey are working on a hy- develop entertainment The Financial Times of DOS SKUs during the initial percard story. Donald is a products. Distinctive London and The Daily roll-out of new products in computer artist who has Software is the British Telegraph of London have 1989 took its toll on the worked on some of the Columbia-based firm who each reported that Interna- viability of the Massachusetts latest Infocom products and developed Test Drive, Grand tional Data Security, a subsidiary. Elizabeth wrote two stories Prix, and others for Ac- London-based security con- for the Infocomics series. colade. sultant, has received several Herein lies the dispute. , VP of Entertain- distressed calls from traders Sources inside Infocom ment at Mediagenic, ex- in the financial district. Each believe that Mediagenic pressed great hope in the hy- caller had been playing a pulled the plug just when percard product, suggesting Microprose pirated version of the first the money invested in that it would be more of an Leisure Suit Larry during graphics development (admit- adventure and less of a Acquires lulls in their work schedules. tedly, more difficult and ex- simple exploratory toy (like Apparently, the pirate ver- pensive to implement than Manhole and Cosmic British sion contains a virus pro- the original projections) had Osmo). The new direction in Telecomsoft gram that will destroy all the started to pay off. Back- the company's approach to programs and data files on a ground sources suggest that storytelling products was In May of 1989, user's hard disk. According the entire Mac II develop- made clear when Ybarra sug- Microprose acquired to the story in The Financial ment system is paid for, but gested, "We cannot con- British Telecomsoft. In the Times, the virus had already except for , there tinue, in the marketplace, past, British Telecomsoft struck computers in Switzer- land and West Germany. of titles. Robert Garriott, four player version of the The game allows players to Sierra, publisher of the president of , notes game. Now, two players can choose from vintage World game in the U.S., and Ac- that since his brother team up against their War I and World War II tivision U.K. distributor of Richard, a.k.a. Lord British, favorite two foes for a true aircraft running from Fokker the game in Europe, both and Charles Bueche original- multi-player version of the Triplanes to B-17G Flying note that the original game ly worked as developers for, game. Also, the service now Fortresses. did not contain the virus. then, Sierra, and moved on provides a directory of Meanwhile, Prodigy (the The problem only exists on il- to an affiliate relationship modem game players which joint-venture backed by IBM legal copies of the game. with Electronic Arts, and can be accessed by typing and Sears) has joined with finally, Broderbund, the "Go Challenge." Opponents Broderbund to feature an company has learned from who play Microsoft's Flight on-line version of Where In the best. Gary Carlston, Origin Simulator III, Interstel's Em- The World Is Carmen San- chairman of Broderbund, pire, Electronic Arts' diego? Each week, a mystery reiterated best wishes during Graduates Modem Wars, and is placed on-line and readers a brief light-hearted Spectrum Holobyte's Fal- who solve the case have from Broderbund ceremony at the recent Con- con may currently be located their names listed on-line. sumer Electronics Show and on-line and a directory for Broderbund Software Those with the very best indicated positive feelings EA's 688 Attack Sub is due and Origin, Inc. have an- scores are posted in the about Origin's foray into full- to be added in the near fu- nounced an end to their af- Detective Agency Hall service software publishing. ture. filiated label agreement. of Fame. Terming the departure of Meanwhile, on GEnie, Air CGW On-line magazines or the publisher of the Warrior, the popular Macin- news stories can be found series as a "graduation," On-Line Games tosh, Amiga, and ST game on Compuserve in the both companies underscore Are Proliferating designed by the GameSig; on PCLink, the fact that the distribu- Corporation, has made the QuantumLink, and Apple- tion/marketing agreement With the success of their transition to the IBM world. Link as CGW Magazine, on has worked well in the past new network game, Sniper!, The aerial combat simula- Prodigy with three news and Origin, Inc. is moving based on the TSR board tion allows, at least, 25 stories per week, and soon, onward toward a new iden- game of the same name, players to engage in high- with special features on tity as publisher of a full line Compuserve now offers a resolution graphic dogfights. GEnie.

Review

gainst all odds fact, you may find your- and after facing self going around and hordes of Star- zapping everyone you dust-sniffing evil Men- Epyx Unleashes The meet just to see them tants, ravenous radioac- disintegrate or riding tive rodents, and scaly, back and forth to Cron tentacled sewer-beasts Omnicron Conspiracy just for the thrill of the (and those are just the transporter (ooh, it females on this scragg- By Dennis Owens tingles!). Nevertheless, ly planet), you (Ace be prepared to restart Powers, Intergalactic the game if you do. Star Policeman Extraor- Killing innocent dinaire, that is) have civilians is not tolerated finally succeeded in on Cron or on its cleaning up the planet and you will not Cron. After scouring be able to hide behind every possible bar and your badge if you are cheap motel for clues, caught. There are numerous after interrogating--closely—every female, ways to be killed or at last, you have Omnicron Conspiracy have the game end, avenged your partner's SYSTEM: IBM but its designers must death. PRICE: $49.95 be credited for coming PUBLISHER: Epyx "You done good," TITLE: Redwood City, CA up with several of the your chief tells you. most inventive sequen- Then, he sighs. "Now if ces ever utilized in a we can only find some- graphic adventure in one to help us stop order to depict your that nut from blowing fate after you breathe up the planet . . . " your last. Modern So, what did you ex- medicine can certainly pect, hero? work miracles, but I'm Omnicron Con- not sure I like the spiracy is a baffling, result. wacky, charming co- The manual which nundrum of a graphic comes with the game adventure. It is chock is brief and exact. A full of flying, caped of- hint section takes up fworlders, blustery bad guys, green long-tongued Frugs, and Vur- half its space and, while it does explain exactly how to win and lonians selling insurance. Death waits at almost every turn as what to do in each important location, at least it does so in a you try to solve the mystery of who killed Agent 786 and why. series of steps: hints, tips, and solution. Then, you must try to deal with the consequences—and then, Omnicron Conspiracy is not particularly linear. Though you do the consequences of the consequences of your actions. need certain objects from time to time to make your job easier Smoothly animated and graphically attractive, the game, which (dexBoosts or Quickheals, for example, in the evil Mentants shows us just how far graphic adventures have comes since the temple), you can, in the course of your snooping around, resolve days of Ring Quest, offers plenty of opportunities for interactions any number of your problems—like any experienced Star with NPCs, whether it be trying to pick up that cute little shefly in Policeman would—simply by being quick-witted, nimble-fingered, the Green Tattoo Bar or trying to score some dexBoosts off the and brilliant of mind. rude Sion (who really does tell you to "get lost, Space Pig!" should you be dim-witted enough to approach him (it?) with your Interactions with objects/NPCs are menu-driven. Walk up to badge flashing). them until their name appears in the box above the main screen, Alas, however, though the action (especially around that cheap then press return. The objects you carry are used/examined/etc. via the function keys. motel) seems to offer a lot of . . . how shall we put it . . . ex- The only drawback, if it can be called that, to the game is that it ploratory opportunity, Omnicron Conspiracy is strictly PG-Rated- a surprise, considering the advertisements for the game being is, unfortunately, almost as much fun watching the background bandied about by Epyx. and interacting with the non-importants as it is actually tracking down the bad guys. Soaking up the atmosphere and listening to Still, though, the game is diverting enough and its visuals amus- the tunes at the Mind Zi Tavern or the Green Tattoo is a terrific ing enough to make the SciFi police adventure a success on its way to while away some time—and you never know who you own terms (consisting of a sort of feckless, innocent vulgarity). might meet there. The residents of Cron are not—usually—happy to see you. Even though most will let you go your own way, at least grudg- Chris Ebert, the musical wiz behind the soundtrack, did a terrific ingly respecting your badge and the law you represent, none will job with it; the music is catchy and melodic. And it is in the small hesitate to tell you what they think if you get in their way. Never- touches, the musicians at the Green Tattoo, for example, that the game is the most fetching. theless, most of the populace is irrelevant to your mission (to dis- cover what Agent 786 was getting a little too close to and why he Omnicron Conspiracy, because of its logical puzzles, ease of in- was making those in power nervous). teraction, and humorous (sometimes, downright sweet, small Omnicron Conspiracy supports hard drive, joystick or keyboard touches), can certainly be recommended. It makes an interesting input (both equally easy to use), and graphics displays from change of pace and offers an entertaining story for anyone who monochrome to VGA. The graphics are clever and handsome. In likes graphic adventures. I Review

illsfar is SSI's caliber of design. latest foray into While the storylines of the TSR world each quest are inter- of . The Dark Arena esting and promise Hillsfar is an ancient much in the way of ex- elven city across the citement, the graphics Moonsea from Phlan, SSI's "Hillsfar" and implementation the gutted city which do not measure up to adventurers cleared of by Roe Adams the promise. The map evil influences in the is full of mysterious first installment of the sounding locations, series, Pool of such as Ghost Lake, Radiance. Long ago Wizard's Forest the elves left Hillsfar , Dragon and it is now being Skeleton, and ruled by a Merchant- Shipwreck. Yet, a visit Mage named Maalthir TITLE: Hillsfar to every place yields SYSTEMS: C-64/128, IBM whose Red Plume REVIEWED: IBM the same looking Guards are practically PRICE: C-64/128 ($39.95) graphic modules with everywhere. Step out IBM ($49.95) the single secret door DESIGNERS: Westwood Associates of line in this city and PUBLISHER: Strategic Simulations, Inc. in always the exact you end up being Sunnyvale, CA same topmost NW thrown into the arena corner. No attempt as sport for a has been made to cus- Minotaurs. tomize any of the loca- The module is tions to match the designed for single ad- mood of the design. venturers to go on The Arena is the mini-quests. There are main quest module separate sequences for the fighters. It is for Fighters, Mages, also most aptly Thieves, Clerics, and dubbed "punishment" combo-class charac- for other character ters. Characters al- types caught looting ready generated in various locations or Pool of Radiance may be transferred into this scenario, although being thrown out of bars. Characters are given only staffs to fight without any of their "goodies". Each quest consists of three or with, and can purchase no armor. Magic is unavailable in four segments that are quite linear. Even if you know from a pre- Hillsfar, so it is a sobering sight to see your Mage or Cleric in the vious "Save Game" what the next leg of the quest is, you cannot Arena, trying to duke it out with a staff against a big monster. activate that sequence until all of the preceding segments have The joystick controls used in fighting are very difficult to learn been fulfilled. In short, Hillsfar belongs to the budding genre of and most players will want to avoid the Arena whenever possible. "action adventures" whereby the joystick-driven arcade action is Because of the slow response to joystick input, whole sequences as relevant to a player's success as the role playing. of action moves need to be planned out before combat begins. For those players who like to run thief characters, Hillsfar offers, In fact, much of the idle chatter in the taverns is tied up in giving without a shadow of a doubt, the best simulation of thieving skills long, detailed playing hints to the adventurer so he will be able to ever done in any medium, not just on computers. There is some- fight each of the arena opponents effectively. thing glamorous and exciting about being a thief and filching the The archery field has a simple carnival type shoot. Various tar- ruby eye out of the idol before the hordes of fanatic worshipers gets are offered and birds occasionally fly across for extra points. can kill you. In Hillsfar, players are confronted with a cutaway If your character has high DEX, you ought to try hitting the very view of any lock that the thief must try to pick. Each tumbler in elusive mouse that darts across the screen by shooting during the lock has its own shape and every professional thief carries a the instant he pauses before changing direction. lockpicking set with corollary shapes on the ten double-ended The worst aspect of this game is the travel action sequence on lockpicks; 20 unique shapes in all. The player must select the horseback between location. The player must steeplechase his right side of the right lockpick for each tumbler. Doing it correctly way from place to place. Each strip of travel looks exactly the causes the tumbler to graphically sink in the lock—very gratifying same as every other strip, only the obstacles shift around for indeed. Choosing the wrong pick breaks the pick, rendering it variety. By the 10th trip, or so, it is such a dread that the player useless until the character can return to the Thieve's Guild for begins to ask, "Is this trip really necessary?" To make matters somewhat expensive repairwork. To simulate working under pres- worse, the game implementers decided to require the players to sure, each attempt at lockpicking is timed. A burning fuse on the travel to a specified camp outside the city in order to "Save screen lets the player know how much time is left. Failure to pick Game". Yes, this is the only spot in the entire game that the the lock in the allotted time can trigger a variety of painful lock game can be saved or restored. So, "Save Game" necessitates, at traps. The number of tumblers in each lock varies with the difficul- a minimum, two horseback strips and could require six if the char- ty of the lock, from a mere 3 to an awesome 8. It should be acter happens to be going and returning to a remote location noted that it takes a considerable amount of practice, probably where something hazardous to their health was about to take over the course of a few days, to really develop the dexterity and place (which in a RPG is very frequent). spatial skills necessary to do well as a lockpicker. The satisfaction The bottom line is that Hillsfar is a must buy for those who of ripping through a 6 tumbler lock, though, is unparalleled. aspire to becoming a super thief, such as Roger Zelazny's Westwood has set a new standard for skill simulation in a game. Shadowspawn. Otherwise, imagine the absurdity of doing Mage Alas, the rest of the game fails to even remotely come up to this or Cleric quests without being able to cast any spells at all!

Survey

The CGW Test Lab wide range of musical instruments and special effects. The rhythm section also offers variety with its 30 preset drum and percussion sounds. The MT-32 has MIDI capabilities, allowing it to interface with The Gamer's Guide any MIDI compatible keyboard or MIDI se- quencer, and the board's package in- cludes a piece of software called EASE (Easy Arranging and Sequencing Environ- to Sound Boards ment) which aids in creating and editing MIDI sound data. The MT-32 is by far the richest sounding board tested but also bears the 'richest' price tag. You can nce again the techies at CGW donned our smocks and locked O drive one off the lot for a mere $550. It's ourselves in the hermetically probably a bit beyond the casual gamer's sealed CGW Laboratory to bring you the needs, but a perfect system for those in- latest info on gaming hardware. This terested in its MIDI capabilities. month, our focus is on IBM sound Despite its expensive price tag, the boards. Roland board has relatively healthy in- dustry support. Electronic Arts and Ac- Entertainment colade will each release three products software and this fall which support the Roland. Fur- gamers alike have ther, Dynamix, , and Origin long since out- will support the board in future releases. grown the Sierra will also continue with their sup- pathetic, single port and promotion of the Roland board. voice beeper Big If you want to hear the Roland board first Blue bestowed hand, Sierra offers an audio cassette upon their featuring both the Roland and the AdLib machines. To get boards playing pieces composed for Sier- the full enjoyment ra products. out of their gaming software, many IBM owners are purchasing ad- ditional sound AdLib Music Synthesizer Card: The equipment. To AdLib Music Synthesizer Card, an 11 help out prospec- voice synthesizer based on FM technol- tive buyers, we've ogy, offers the same basic synthesizer listed the features found on many keyboards. Of the 11 and prices of the voices, six can be melodic and five per- five top add-on cussive. In an optional mode, nine simul- boards available taneous voices can be sounded. The per- for the IBM. We cussive sounds, such as the bass drum, also want to give tom-tom, and cymbals are produced by a garners an idea of clever trick combining the use of white what industry sup- noise generation with FM synthesis. The port is like for package which retails for $195 comes each board, so we with the Juke Box playback program of asked 25 of the 25 prerecorded songs to sample. Visual top game publish- Composer, a sequencer program which ers about their fu- aids in the composition of your own ture plans for songs, is also available for an additional sound board sup- $50. port. Here's what Being one of the first sound cards avail- we found out. able, AdLib has a great deal of gaming software support. Eighteen of the com- panies we queried had AdLib on the top Roland MT-32 of their list. Sound Module: The Roland MT- 32 is the high priced, but high performance board on the market. Com- Covox Sound Master PC: The Covox posed of eight individual synthesizers and board's list of features includes the a percussion sound module, this 32- AY8930 Programmable Sound Generator voice synthesizer can produce 32 sounds (a chip similar to that found in the Atari simultaneously. The synthesizer section ST), a direct memory access 8-bit contains 128 preset sounds, including a digitizer, stereo amplifier, and two digital joystick ports. The joystick ports ac- commodate the contact type stick used by the Commodore and the Atari. The package also includes two, 2.25 inch speakers. The board comes in on the lower end of the pricing scale at a reasonable $89.95. Industry support for the Covox board is fair. Those who have made a definite commitment to the Covox include Electronic Arts, Data East, and CapCom. , Om- nitrend, and Konami are looking at the board as a future possibility.

Innovation SSI2001 Sound Board: The Innovation board is the budget model on the market, sell- ing for $69. The SSI2001 sound board is driven by the Commodore HMOS 6581 chip found in the Com- modore machines. The chip is a three voice synthesizer/sound ef- fects generator called the SID or Sound Interface Generator and is among the simpler devices used in the boards sampled. The sound quality reflects this, though you real- ly can't beat the price. From our industry survey it seems support for the Innovations board is rather weak. Only one company, , mentioned support for this board.

speakers, headphones, or home stereos. This package goes for $129.95.

Though the Game Creative Labs, Inc. Game Blaster: Blaster is a new player This spring, Creative Music Labs in the field, there released a music development package seems to be a high called the Creative Music System (CMS), level of industry inter- which contains a plug-in adapter card est. Of the companies and five disks of software called the Intel- we talked to, the follow- ligent Organ. This hardware/software ing plan to support the combination enables users to easily com- board: Dynamix, pose complex musical pieces using up to Cinemaware, Ac- 12 voices, plus percussion. The user colade, Omnitrend, 'plays' the keyboard and the software Lucasfilm Games, adds bass, chord, and rhythm accompani- Origin, and Sierra. ment in real time. The software package Mindscape and also enables users to add animation and Konami are consider- lyrics to any composition. This suggested ing the board but had retail on this package is $195. not come to any decisions as of our Of more interest to garners is the new, call. Creative Labs, stripped-down version of this package Inc. tells us they are released in June. This product, called the doing a fourth quarter Game Blaster, includes the adapter card promotion with Sierra, featuring the and a disk of 40 pre-recorded songs. The CMS Game Blaster in the packaging of 12 voice adapter card can reproduce Silpheed. sounds from a preset library of 32 instru- ments. It has a built-in amplifier to drive (Continued on page 35) Review

than previous versions. The Spracklens continued to meet these challenges with Sargon III and now, Sargon 4. Chessmaster 2100 is the recent succes- sor to Chessmaster 2000, both recent entries in the market of programs.

by Roy Wagner From the humble beginnings of 2K, these programs have now expanded to being well over 100K in memory in size and requiring 384K to run. The game play of both of these programs will cer- tainly challenge all. The features are what separates one from the other.

The Match-Up

Let's start with appearances. Both pro- vide 2D and 3D displays. The PC version of Chessmaster 2100 provides monochrome, CGA, Tandy, and EGA dis- play. The MAC display of Sargon 4 offers five different sets of chess pieces that are not very impressive by Mac standards and offers an editor to design your own pieces or enhance those provided. Chessmaster 2100 provides only one set of very nice pieces and suggests using Deluxe Paint II to design new pieces. The two-dimensional display is much easier to use with both versions. Unfor- tunately, Sargon 4's display repaints part of the board each time that a requestor window appears over the chess board. I found this particularly annoying. Chessmaster 2100's display was clean and quick. Chessmaster 2100 comes with 110 clas- sic games from 1834 to 1988. Sargon 4 comes with 107 from 1851 to 1980. These games can be "replayed" as you watch to help learn more about how the experts play the game. A brief commen- tary for each game is included in the TITLE: Chessmaster 2100 SYSTEM: Apple II, IIGS, TITLE: Sargon 4 manuals. The moves can be sent to a C-64/128, IBM SYSTEM: IBM, Macintosh printer. # PLAYERS: 1-2 PRICE: $49.95 PRICE: C-64/128 ($29.95) DESIGNERS: Dan and Kathe Spracklin Chessmaster 2100 features a multi- Others ($39.95) PUBLISHER: Spinnaker Software DESIGNERS: Fidelity Cambridge, MA part, animated tutorial of basic chess PUBLISHER: Software Toolworks moves. Sargon 4 comes with a collection Chatsworth, CA of 45 board positions in five categories; checkmates, openings, tactics, strategy, endgames. Text in the manual briefly dis- cusses these setups, but they cannot be n the beginning, the noble game of As home computers expanded with automatically replayed. I found the chess could only be played face to more and more memory to 8K, 16K and tutorial a nice added feature. Both face with another human player. With I beyond, other programs appeared. The programs will let you set up any board the advent of the computer, program- first was a significantly expanded version positions and save them to disk. In the mers sought to match human with com- from Peter Jennings called case of checkmate problems, both puter. Unfortunately, this took the largest on the Commodore PET 2001. This was programs will easily solve them. of computers to play but a trivial game of later challenged by Sargon from Dan and chess. With the introduction of the per- Kathe Spracklen on the TRS-80. I thought it was interesting to read in sonal computer the challenge continued, the Sargon 4 manual that it "has an open- but with greater success. Back in those MicroChess, though a good program, ing library of more than 68,000 unique early days of the "home" computer, the faded away. Sargon II was introduced on positions . . . by far the largest opening first successful entry was from Peter Jen- the new Apple II computer and gained in collection of opening moves ever sup- nings. He produced a commercial ver- popularity. From that point to the plied with a commercial chess program". sion a chess program that actually played present, many other chess programs Chessmaster 2100 has a library of over a good game of chess in less than 2K of have been marketed by other authors, 150,000 positions. I should add that the memory (actually less than 1700 bytes). each with better game play and features packaging for Sargon 4 does claim "an opening library of in a program. This over 145,000 is not to say that moves—more than Sargon 4 is not a twice as many as good purchase. It competing is an outstanding programs". chess playing partner, but lacks For the new the features of the chess player, Sar- competition. gon 4 offers "Novice" and "Easy I'm sure many will Play" modes. wonder how these Chessmaster 2100 programs perform offers "Newcomer" against one and "Intermediate" another. A defini- modes with the op- tive answer to this tion to select "Nor- would be very dif- mal", "Coffeehouse" (good & poor), or used by Chess Federation. ficult to provide without a great deal of "Best" moves. For the advanced player, This is only an approximate and unofficial time to try and find a fair match of op- both offer a wide variety of timed options rating. It is nice to have this relative tions and conditions. I tried several from 2 seconds to an infinite time to evaluation available to provide some matches at very quick levels of play and decide on each move. In the case of the measure of ones ability. would have to say in all fairness to both latter or for any move, you can force the programs that the results were a draw. computer to move before the time has End Game (The Decision) elapsed. When it comes down to making your The beginning chess player will find move as to which program to buy, I that Chessmaster 2100 is easier to beat You can also set the depth of moves would say that you will find the features with it's "Newcomer" and "Coffeehouse" (ply) that the computer "looks" for each of Chessmaster 2100 to be the clear win- option and this is something every move. A ply represents a half move. A ner in the marketplace. Sargon 4 has a beginner's needs. There is plenty of depth of 3 ply means that the computer long standing reputation, but that alone growth and challenge in both of these looks at its next move (1 ply), your will not give you everything that's wanted games for any average chess player. response to that move (2 ply), and it's response to that move (3 ply). With Sar- gon 4, you can set a maximum depth of 20 ply. Chessmaster 2100 will let you input any number with no indicated maxi- mum. The more ply the longer it must "think". Sargon 4 beeps with each move and you cannot turn it off on the Mac. Chessmaster 2100 let's you choose to be silent, have a bell, music, or even a digitized voice inform you of events. Sar- gon 4 only offers coordinate notation (e2- e4) for moves. Chessmaster 2100 offers both coordinate and algebraic notation (e4). With both, you can play against the computer or it will play against itself. With Chessmaster 2100, it will referee be- tween you and another human player. Sargon 4 will switch top and bottom dis- plays, Chessmaster 2100 will rotate through all four possible positions. Both games offer hints for the next move, the option to take back one or more moves, verification of legal moves, the option to change sides, and an op- tional replay from a list of moves. Chessmaster 2100 has other nice fea- tures, including: an analysis of your moves, opening move practice with coaching, blindfold chess where the pieces of one or both sides are hidden from view, a display of captured pieces, and a display of threaten pieces. The most interesting extra with Chessmaster 2100 is the ability to rate your play. This is based on the system Review

he period between the the number of ships they end of the Russo- contain. As such, as ele- TJapanese war (1905) ments of a light force are and the Washington Con- damaged, its combat abilities ferences (1921-22) was a Grand are reduced until the unit is renaissance for naval ar- eventually rendered ineffec- chitecture. Lord Fisher, of tive for continued service. the British Admiralty, saw the Fleet Light forces are best utilized need for modernization as scouts, to relay messages, among his large, but aging by Lt. H.E. Dille to conduct torpedo attacks fleet. His advocation of scrap- or to interpose themselves ping obsolete portions of the between attacking forces fleet, and focusing new con- and main body units when struction upon heavily ar- withdrawal is desired. Ger- mored, big gun ships called TITLE: Grand Fleet: man light forces are more ef- Dreadnoughts, was con- Tactical Naval Combat in the North Sea, 1914-1918 fective at the latter than their troversial, at best. Despite SYSTEMS: Amiga, Apple, Atari ST counterparts, due largely to debate within the Admiralty, C-64/128, and IBM their ability to produce REVIEWED: IBM and arguments that such a PRICE: $60.00 smoke screens. course of action would DESIGNER: J. Baker provoke an arms race with PUBLISHER: Simulations Canada Battle Stations! Bridgewater, Nova Scotia Germany (which it did), Lord Seven scenarios are Fisher prevailed and naval provided with the game, in- warfare was revolutionized. cluding three which repre- Battleships became kings of the sea for the next thirty years and, sent the Jutland action. Two of these involve the scouting and although they have since relinquished their predominance to main engagements, while the third takes players from the begin- aircraft carriers, remnants of the battleship revolution are still in ning to the end of this twelve hour conflict. As each turn repre- service today. sents two minutes of game time, but may actually take five Grand Fleet (OF) derives its name from that of the British Home minutes of real time, the complete Jutland scenario can be very Fleet, under the command of Admiral Sir John Jellicoe and based tedious to play in its entirety. The seventh scenario is particularly at Scapa Flow in the Orkney islands. The opposing German interesting because it is based on the fictional assumption that Fleet, called the High Seas Fleet, was based in Jade Bay, and in the High Seas Fleet sortied in 1918 to engage British convoys the estuaries of the Weser and Elbe rivers. Admiral Friedrich von from Scandinavia. In doing so, of course, they encounter the Ingenohl commanded the German Fleet from the beginning of Grand Fleet, supported by an American squadron. Finally, when the war until 1915, when he was relieved by Admiral Hugo von players tire of the pre-generated scenarios, a powerful scenario Pohl. The differences between the two fleets, with regard to num- generator is included. Thus, it is easy to recreate WWI engage- ber and type of combatants, effectiveness of damage control, gun- ments that occurred in the Pacific theatre or create as many other nery accuracy and shell penetration characteristics, combine to fictional engagements as desired. make GFs study of North Sea operations tactically fascinating. Friendly Fire Bracketing The Target GE utilizes a laminated map and grease pencils to track the posi- To place things in perspective, for those players who are still un- tions of units. But, unlike SimCan's previous releases, some familiar with Simulations Canada's operating system for histori- units are often maneuvering and engaging the enemy off the cal naval wargames (see the Long Lance review in CGW #48 and map! This is particularly true in the larger engagements like Jut- the In Harm's Way review in CGW #57), players assume the role land. Therefore, unless you have a very good conceptual ability of echelon commanders onboard the flagships of their respective for spatial relationships, the best thing to do is make a larger map fleets. In this capacity, players direct the formation and movement utilizing the coordinates on the one provided as a starting point. of the fleet element they command and issue orders to subor- Another concern involves the lack of documenation provided with dinate fleets or light screening forces. Only two orders may be is- regard to "immune zones", those areas where, for a given class of sued each turn thus, given that the number of elements you com- ship, it is possible to attack the enemy with little fear of damage mand in a given scenario may be as high as twenty-five, judicious from return fire. The program provides you with a recommended selection of what orders to send is one of the major keys to win- range for the group, but does not account for the differences that ning the game. would certainly be a factor in a group of mixed ship types. Finally, The second crucial skill required for success in GF is the art of deadtime seems to be more of a factor in GF than it was in prior tactical maneuver. Aficionados of warfare in the age of sail will releases. The action is still exciting once you get to it, but it cer- recognize a maneuver known as capping the tee, wherein a tainly would have been nice to have had some manner of ac- column of ships passes ahead of their opponents on a perpen- celeration (a la Silent Service) to get to that point. dicular course in order to bring the most guns to bear on the enemy at the least risk to one's own ships. In addition to Returning to Port maneuvering to cap the tee, players may wheel, column turn in GE, despite some minor flaws, is a good treatment of naval war- succession or order several other divisional tactics to either fare during this period. Whereas Battlecruiser (SSI) illustrated engage or withdraw from the enemy. combat between individual platforms more readily, GF emphasizes Forces are comprised of capital ship squadrons, either Dread- command and control, tactical maneuver and decision-making nought or Pre-Dreadnought class, and light squadrons, their based on limited intelligence. GE also allows players to modify vari- largest ships being cruisers or destroyers. Capital squadrons are ables such as British shell penetration and flash protection (i.e. af- groupings of individual major combatants, each of whom may be fecting the frequence of magazine explosions) to handicap more detached to act independently if damaged such that they can no experienced players and provide balance to the scenarios. Overall, longer keep up with the remainder of the group. Light squadrons, this product is recommended for dedicated wargamers and en- however, are not represented as individual units. Instead, these thusiasts of the historical period covered, but may prove too in- units are treated as a group with a strength rating equivalent to volved and time-consuming for "weekend warriors".

CGW's Top 100 Games

See Reader Input Device on page 48

The Categories Strategy (ST): Games that emphasize strategic planning and problem solving. Simulation (SI): Games based on first person perspectives of real world environments. Adventure (AD): Games that allow you to take your alter ego through a storyline or series of events. Role-Playing Adventures (RP): Adventure games that are based on character development (usually involving attributes). Wargames (WG): Simulations of historical or futuristic warfare from a command perspective. Action/Arcade (AC): Computer games that emphasize hand-eye coordination and reflexes. Game Rating Chart

THE HALL OF FAME The Games In CGW's Hall Of Fame Have Been Highly Rated By Our Readers Over Time. They Are Worthy Of Play By All. Review

by M. Evan Brooks

ed Lightning is SSI's latest war- palette and map background), but would gaming release. An operational have eased play considerably. Rland/air simulation of the Central Front in a prospective European Conflict, GAME PLAY Red Lightning is the obverse to Red Storm Rising (the book, not the com- There are some truly interesting and in- puter game). This is because Red Lightn- novative concepts in Red Lightning: ing concentrates on the land battle in brigade strength is depicted as a Europe. The maritime struggle, as well as divisional subset with deployment choices the battles for Iceland and Norway, im- of "forward", "rest" and "reserve" (in order pact on the simulation, but are not neces- for a unit to advance after combat, at sarily decisive (and demand marginal least one of its subunits must have a player involvement). "reserve" deployment); unit strengths dif- fer markedly based on movement status With units representing individual aircraft and divisions/separate brigades, (units having time to "dig in" utilize a much stronger "static" strength); the air the player must either delay the Soviet Of- fensive until reinforcements can be war, composed of air superiority, strike, brought to bear (NATO) or strive to break reconnaissance and close air support mis- through the NATO defenses and into the sions is easy to use; and the struggle for European heartland (Soviet). Each turn the Atlantic, Iceland and Norway merge represents twelve hours of real-time and with the main battle, impact upon it, and the game may last either 20 or 60 turns yet remain sufficiently isolated as to not (player choice), unless a decisive victory is overly draw the player's attention from achieved earlier. The map uses " the Central Front. wargame-standard" hexagons, each of which repre- Yet, despite these appreciated concepts, sents a 25-km distance. The entire map the user interface is awkward, clumsy, depicts a geographic region from Poland and annoying enough to deter all but the (east) to Benef ( most dedicated gamer from penetrating Belgium-Netherlands-France) (west) and Denmark (north) to its secrets. "Never in the history of war- Austria (south). gaming has so little interface led so many TITLE: Red Lightning to so much ". The ST-version SYSTEM: Atari ST, IBM REVIEWED: IBM (with 386, VGA) utilizes a mouse, which does alleviate DOCUMENTATION # PLAYERS: 1-2 some of the problem, but serious flaws PRICE: $59.95 remain. PUBLISHER: Strategic Simulations, Inc. The documentation is up to usual SSI Sunnyvale, CA Each turn, the player must access the standards, but be certain to read the Info Menu—composed of the strategic material carefully! There are numerous report, political report, full hex report, new concepts which require complete weather report and supply net, and the comprehension and they are mentioned GRAPHICS Orders Menu—composed of air opera- quite cursorily in the rulebook, e.g. Vic- tions, special operations, para/amphib, tory Conditions are totally dependent The map and units are distinctively and movement. Unfortunately, where the upon morale. Morale, in turn, is depend- colored and differing types of terrain are basic premise of Red Lightning is to em- ent on battlefield conditions, casualties easy to distinguish. The screen displays phasize corps integrity (i.e. units fight bet- and seizure of key terrain. Know the inter- an area 14 by 7 hexes (c. 4% of the total ter when they are in geographic proximity relationships of these factors and what is map area). A map card portrays the en- to their corps headquarters), the user in- critical in winning. tire field, although national boundaries terface makes corps cohesion difficult to The Order of Battle is included as an are not easily discernible. attain and maintain. Unit movement al- ASCII-file. The print-out runs well over 30 The Soviet Forces are portrayed in red, lows one to move, but there is no "next" pages, but it is essential to player suc- while NATO Forces utilize blue. Because key which will access the next unit in the cess. Even more important, the Order of it is relatively difficult to determine which Order of Battle. In fact, one must "es- Battle includes all units and subunits. units belong to what corps, however, this cape" to the Info Menu and go to the Nowhere is there a succinct listing of reviewer would have appreciated a dif- "full hex report" in order to determine the units actually appearing on the map. This ferentiation of colors by nationality (e.g. location and strength of the various requires extensive editing of the ASCII- blue for British, green for American, etc.). units; subunit deployment decisions (for- file. In order to save CGW readers some This should only be true for the player ward/reserve/rest) are made here. The time and trouble, the unit order of battle side (since he would not know the com- "full hex report" procedure is time-con- is reprinted herein (see offer on the follow- position of the enemy) and could admit- suming and laborious. While a "next" key ing page). tedly be difficult (given the computer does exist here, the subsequent unit's location is noted only by map coor- support can well be factored into the given). Granted that military intelligence dinates; referring back to the map forces grand scheme of things; however, when often acts as an oxymoron, this seems an one back to the first unit accessed. Thus, one executes a strike mission, one is told unfair implementation of an axiom that is one must use the map card or a sub- of which unit has been the subject of the not always true by definition. stitute to write The side theaters down the loca- (the Atlantic, tions of the Iceland and Nor- various units in way) are critical order to utilize when considering corps battlefield in- possible NATO tegrity. reinforcements. Also, as one at- This reviewer ad- tempts to move, it vocates quick rein- is important to forcement of Nor- determine way with two or strength and three airborne morale. But these brigades. They features can only may well swing be accessed from the tide. Further, the Info Menu, if Norway is safe, thereby compell- the Battle of the ing the player to Atlantic and any do a massive escape/access/escape/ac- strike. The flaw is that this is by text only, possible invasion of Iceland is rendered cess between menus in order to properly and the strike is not shown on the map. NATO-favorable. However, if Norway falls "play" the simulation. Movement is com- Thus, unless one quickly writes down to the Soviets on the first turn (before posed of "maneuver" and "travel". what units have been hit, he will have no any reinforcements have a chance to ar- Maneuver is limited to two hexes of move- idea of what has happened. Target rive—a 1-in-33 chance), this reviewer ment and is used for combat operations; analysis and interpretation are not recommends a quick surrender and it does not actually occur until the com- facilitated thereby. rebooting the simulation. Why start out bat portion of the turn. Travel allows Intelligence gathering is very important, with an albatross? Enough will be flying more flexibility, although Red Lightning although its results are limited to simple toward you, anyway. does not allow one to retract a travel reporting that an enemy unit exists in a In gameplay, maintain corps integrity! order once it has been executed. Thus, certain hex (i.e. no strength data is Corps headquarter and artillery units not since travel orders scheduled to are executed imme- maneuver will con- diately, and utilize tribute 1/2 of their an IBM-keyboard strengths to units movement of 1-2-3, within 2 hexes. 7-8-9, an inadver- NATO must take ad- tent keystroke can vantage of massive easily ruin a game artillery defensive turn and destroy an fires in order to slow hour of play. The down the Soviet player is left with the onslaught; similarly, key decision as to the Soviets can use whether to return to this to crack a well- the last saved posi- entrenched position tion or simply allow by overwhelming the genesis of fires. defeat to be at- tributable to key- board "stumbleitis". CONCLUSIONS SSI has dealt with Red Lightning has this situation earlier some interesting and its civil war game concepts. simulations general- However, despite ly allow one to this interest, the retract the move, al- awkwardness of the beit with the loss of user interface made some operation the game a "chore" points. A similar to this reviewer. The treatment would mouse-supported have been ap- ST version is not as preciated here. flawed, but the over- Air operations are all ease of use is critical, but strike sorely lacking in missions are not what is supposed to well-depicted. Air su- be software enter- periority and close tainment Review

with endless ammunition. Enemy creatures are equally end- less, arising from monster generators which must be destroyed to gain any respite. In addition to his crossbow, the Hero has pockets, each Fantasy able to hold up to nine of the same object. There are many objects to be found throughout the game, such as keys (each time one is used, they disappear), spells, and magic boots. Eating food replenishes the Hero's health, and finding Aflame objects such as belts, helms, and wands increases the Hero's Strength, Armor, and Magic respectively. SSG's "Fire King" What sets the game apart from Gauntlet is a more com- plete Fantasy plot and some complex puzzles. While most by Douglas Seacat RPGs have stronger plots than Fire King, it is an exceptional- ly detailed one for an action game. Most of the puzzles aren't here's foulness afoot in fantasy land again. The Fire overwhelming, but require logical reasoning and even King, one of the four elemental Mages of power, has (Gasp!), some note taking. This puts the game in a different been murdered. The Wind Mage, Earth Mage, Water league than the more bash-n-smash Gauntlet. There are still Mage, and Fire King used their vast powers in balance to plenty of creatures to hack apart, but simply running around keep the land in harmony and delightful bliss. With the Fire killing things won't get the player anywhere. King's death, how- At the beginning of the game, the player must explore the ever, everything has town (it's really a castle, but why be picky?) and then des- gone wrong. In the cend into the catacombs below to find out the secret of the town catacombs, Fire King's corpse. This introductory quest is a good starting where his highness's point. It allows the player to learn game play, figure out a royal corpse lies, a few rudimentary puzzles, and increase his combat proficien- Dark Beast has cy. The puzzle itself is very easy, since there are clues scat- taken over, killing tered everywhere, and the documentation even provides a any who venture step by step guide through this area if the player is complete- near and sealing the ly stumped. Once the secret has been found, the player town off from out- must depart the town and head for the Fire King's castle, side aid or escape. and into the heart of the game, where the puzzles become Alas, if only a hero much more difficult. were to venture into the catacombs and save our poor town! Feeling the Warmth (Good Points) Fire King is the of the game is one of its most outstanding fea- newest game by tures. I enjoy a good exciting round with a joystick as much SSG, and is in many as any action-fanatic, but it seems most games of this genre ways a deceptive don't even try to have a plot. They use ridiculous back- product. From all ac- grounds and stories as convenient excuses to try out some counts the game new graphics or joystick maneuvers. In Fire King, it is impos- sible to get anywhere without paying some attention to the TITLE: Fire King would seem to be just another SYSTEMS: C-64 basic RPG from the cast of story line, as well as the various puzzles relating to the plot. PRICE: $39.95 many which have come before DESIGNERS: Stephen Lewis & Stephen Wang Secondly, I think that this particular synthesis of ar- PUBLISHER: SSG it. The packaging, the blurb on cade/RPG is a good idea, and a nice change of pace. While Walnut Creek, Ca. the back, and the premise itself some games such as Fairy Tale, and Dungeon Master have can easily lead a person to this used an action oriented interface, they were RPGs first, with conclusion. In truth, however, while Fire King does have only secondary action elements. In Fire King, the exact op- many RPG elements, it is primarily an action game. The syn- posite is true. While the entire plot, and most of the puzzles thesis of action and RPG is an interesting, if not altogether are heavily borrowed from RPGs, the game is an action successful one. game first and an RPG second. When hordes of attacking In the game, the player can choose one of six different creatures pounce on the Hero, with an endless series of "heroes", each with his/her own particular blend of attributes. glowing bolts firing from his crossbow, there can be no There are three of these: Armor, Strength, and Magic. While doubt that this is an action game. The RPG elements only all three come into play during the game, it is important to provide a path for the action vehicle to travel. remember that this is, despite an appearance to the con- trary, an action game and, therefore, Strength is the most im- Fanning the Flames (Bad Points) portant characteristic. There are thousands of lurking crea- tures in this game, and the player that can kill the most has Ironically, one of my complaints about Fire King directly re- the best chance of survival. Also, since there are some very lates to the synthesis which I admire. While playing the nice offensive spells, a strong Magical ability is vital. Armor game, I got the feeling that the programmers hadn't been isn't nearly as important in comparison; if the player can kill entirely sure which way they wanted to go. Did they want an all his opponents before they even touch him, why bother action game with RPG elements, or an RPG with some ac- with defense? A good choice of characters is "Shadow" who tion? I think they eventually decided to go with the former, has strong offensive power, and good magical capabilities. but didn't commit themselves fully. I wish they had gone a lit- tle further in providing a solid action game first, and then The actual game system is a close twin to the Gauntlet ar- souped it up with the fantasy plot. As it is, while the plot cade/computer game, since the player shoots a crossbow remains very good, the action game itself is lacking. The con- trols aren't entirely smooth, the enemies are very stupid, and are overwhelming in themselves, but together they take away there is little of the sense of fast-paced excitement which from the enjoyment of the product. makes an action game fun. The idea is definitely a good one, but the execution falls flat. Conclusion An example of this is the awkward way the game handles the "pockets". The player must stop movement, bring up the All things con- pocket display, choose which spell he wants to use, and sidered, I must then use it. All this goes on while the enemy monsters are still recommend bashing away at the player, who can lose valuable health Fire King, al- points in the process. It would have been much better if the though it is with player could instantly hit a key to enact a spell or item, reservations. The without the awkward interruption. There could be a separate plot alone is key for each pocket, thus allowing the player complete con- enough to make trol along with speed. The process the game currently uses the game a wor- wouldn't be bad in a slow-paced RPG, but in a real-time ac- thy product, and tion arcade game, it is almost unbearable. the puzzles are an added treat. These two smaller complaints tie in to my largest problem However, this with the game, which is the overall "feel" of the product. The game is definitely not for everyone. Strict RPG players should entire game just seems to have a rough edge, as if it weren't stay away unless they also enjoy action games and action finished yet. The graphics are alright, but don't stand out, fanatics need to be aware that the graphics aren't the best even for the C-64. Many of the color choices are such that available and the interface can be awkward. On the other some characters and items almost blend in with the back- hand, Fire King will appeal to those garners who want more ground, making game play a strain upon the eyes. This intelligence and mental difficulty in their action games. Fire roughness extends to the action interface as discussed King shows much promise, and is a good game; it's just too above, the documentation, the packaging, and also to the bad the same thought didn't go into the action play as went save mechanism, which is very crude. None of these items into the great plot or Fire King would be a first rate game. Game Hints

"The first step of a journey is always the longest one." A —old Chinese proverb, probably attributed to TICKET TO RIDE Confucius.

n this case, your Steps Along Infocom's "Journey" first step is briskly I walking to your by Roe Adams nearest computer store and ordering this exceptional game. After that, your steps become much shorter as you tour goes through the mineral rich careful in the woods as this is a bad carefully tread through the many byways streambeds which are quite dangerous in time for allergies. A must stop is of this game. the Spring when snow is melting high in a local tribal village where the dinner the mountains. Be sure to visit the bath- cuisine is four star. Join Astrix for an after Frequent "Save Game"s are definitely in ing beauties around the pool and collect dinner nightcap and hear his tall yarns order here (suggested number 20+). some of the quaint native handicrafts. about the traveling anvil salesman. When you get to the end game, you will The culmination of our first day's travel is send money in to the magazine to renew dinner with your Tour Director, the Day four brings the seashore. Your your subscription for just this one hint famous Astrix himself. Despite all ap- party will travel to the quaint seaside alone! pearances to the contrary, he is IN. The town of Zan. Along the way inclement weather may speed your travel. Zan is Astrix Tours offers a rare treat for the party needs to learn how to see what is al- famous for its Curio Shop and Tavern. jaded traveler. Instead of having to decide ready in front of them. The Tavern is a very rowdy place, so try whether to go to the mountains or the Day two delves into the home of the to be heard but not seen. The Zan Inn seashore this year, go to both! Astrix friendly Dwarfs. The view from the towers actually achieved an unheard of 3 stars, Tours has booked you into the sleepy is spectacular, while the subterranean but the inspector was rumored to be cur- mountain town of Lavos as your first stop vaults hold many surprises for the un- rently vacationing on the Misty Isle. Do on the Journey. Be sure to stock up on wary. Through the , a brisk stroll will take care while in Zan not to run afoul of provisions and examine the AAA guides enable the party to meet some of the the local authorities. The Zan jail is sup- (Astrix's Aerie Asylum) to be found inside local fauna and talking flora. Late after- posed to be escapeproof. The tour party Webba's store. Free drinks are available noon tea is scheduled at the village, al- has a choice of ships available to suit any in the local Tavern where the friendly na- though the temperature may be a little mood, so visit the wharf area and meet tives will beguile you with fierce stares toasty. Back to Astrix's for another fine the different Captains. Each Captain has and cold shoulders . . . of meat. The dis- dinner and spellbinding tale of high ad- something quite different to offer the dis- reputable louse-infested fellow in the venture. cerning traveler. Costs are commen- corner is your native guide. No expense surate with services! has been spared (literally none!) to find You must get up early for the Northern such an experienced man who is willing route, but take heart because the forest Ah, the joys of relaxing on the high to sacrifice his life to lead you had such a is fun-filled, indeed! seas. Feel the zephyr winds wafting perilous trip. Why the last four trips he If you know how to get around the na- through your hair. Enjoy the gentle rock led never had any complaints. Of course, tives, you can have a spiritual experience ing of the waves. A truly memorable ex- they still haven't been heard from, either. that you can tell your friends about for perience! All too soon you will arrive at Without his guidance, the party is surely years. A visit to the mine digging will be the Misty Isle where you will face one of doomed to perish. With his help, you still most illuminating. Be sure to ask the old the greatest challenges of your life. have an excellent chance of messing up, miner for tips on prospecting. Don't but at least it wouldn't be his fault! Only Astrix Tours can offer such diver- scare him as he is a recluse and very shy. sity of travel vistas. Sign up now for a trip Be very careful to stay to the main areas "You take the high road and I'll take that you will always be glad you had the low and you'll be at Astrix's before or it will be the death of you. taken. Discounts are given for large me."—popular song of the mountain After lunch, the Southern route winds groups and special musing are available people. through the woods. This is a good time for repeat clients so that they can learn for individual sidetrips. Many interesting to maximize their adventuring. Remem- Don't feed the places await the cautious traveler. At the ber, Astrix Soars! roving bands of old mill, learn to operate ancient equip- bandits. Be sure ment. The tattered manual reads, "Now to Scout around you see it, now wherever pos- you don't!". sible in your The dilapidated travels. If your castle is eyes get smoke- reputed to be filled, remember haunted. The that "Truthful- ghost's jokes ness is next to are said to be Godliness". Our earthy. Do be

Taking A Peek

(Continued from page 6)

Conversions Received Apache Strike (Activision) C-64, IBM Battletech (Infocom) Atari ST Bubble Bobble (Taito) Apple ll California Challenge (Test Drive II Scenery Disk) (Accolade) Apple IIGS Caveman Ugh-Lympics (EA) IBM Decisive Battles of the American Civil War: Volume Two (SSG) IBM Dr. Doom's Revenge! (Paragon) C-64 The Duel: Test Drive II (Accolade) Apple IIGS Echelon (Access) IBM Heroes of the Lance (SSI) C-64 Jack Nicklaus' Greatest 18 (Accolade) Apple IIGS Jack Nicklaus' Major Courses Disk (Accolade) C-64 Journey (Infocom) Apple ll The Supercars (Test Drive II Car Might and Magic ll (New World) IBM Disk) (Accolade) Apple IIGS (Cinemaware) Take Down (Gamestar) IBM Apple IIGS & Atari ST War In Middle Earth Shangai (Activision) Mac (Melbourne House) C-64 Shufflepuck Cafe (Broderbund) Mac Where In Europe is Carmen Space Harrier (Mindscape) IBM Sandiego? (Broderbund) Apple II Speedball (Cinemaware) C-64 (Infocom) Apple ll

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will sport a speaker connection with a built-in amplifier, a microphone jack with amplifier, an analog joystick port, Garners' and a MIDI interface. The 'Killer Kard' is supposed to be out in Oc- tober with the suggested retail under Guide To $200. So who's the leader in this pack? Well, the Roland MT-32 is definitely Sound the performance leader, though the price tag makes it out of reach for most. The AdLib has the most sup- Boards port, due primarily to the fact that it's been on the market longest and its price is in the medium range. The In- novation is the budget choice, but Coming Soon to A PC near you .. . you know the old saying . . . The Creative Labs, Inc. has announced the CMS board seems the best buy, com- fall release of a new sound card, to be bining quality sound with strong sup- called the Killer Kard. The new card will port for a decent price. But before boast the 12 voice stereo output in- we announce a winner, we must cluded on the Game Blaster plus the 11 wait until the release of the Creative voice output included on the AdLib card. Labs 'Killer Kard'. If all is as It will also sport a library of digitized promised, this card may be just what sounds and special effects, and 23 syn- the market demands. It's ability to thesized voices. It will have the ability to use both the AdLib and CMS drivers, digitize sounds or speech input through a it's long list of features, and it's mid microphone, using DMA for speed and range price may find a nice market compression algorithms to conserve niche. Until then, we'll have keep our memory. And that's not all! The board ears open. Review

stones as player markers, and the players' imaginations. The computer's role in the game is akin to a dungeon master in live role playing games. The Computer Game Master(CGM) keeps track of player movement, trades, combat, and the like, Star Saga II: doling out paragraph numbers as the situation requires. The game begins with each character (from one to six can play) on the edge of an unexplored section of the universe Mankind Strikes Back called the Galactic Arm, each with an individual goal to ac- complish throughout the course of the game. From there the by Vince DeNardo & Chris Lombardi characters traverse the Arm, explore the unknown, discover ex- otic locales and uncover strange alien civilizations, in order to acquire new info and weaponry that will aid them on their in- The ominous approach of the survey line of Clathran bat- dividual quests. The real joy of the game is in discovering and tle and colony ships was sweeping through the galaxy, exploring each planet, experiencing their individual societies, identifying, classifying, and exterminating all in its path. and learning their origins, history, and idiosyncrasies. Hats off Known collectively as the "Clathran Menace", it meant many to Sheila Greenberg for writing some terrific prose! things to many people. To most of the human race, it meant Along with exploration, there is a very distinct economic nothing, as they were being purposely kept in the dark by phase in the game. The Galactic Arm is a rough section of the their "superiors", so universe and even the most passive and peaceful of characters as not to cause must be armed to the teeth. This requires the acquisition of a any undue panic. myriad of weapons, defenses, and abilities, which of course What good was it must be purchased, sometimes with money or goods, some- to evacuate a city times with blood. The galactic economy operates on the barter in the face of im- system and most planets produce a commodity that they will pending disaster if happily trade for a commodity in demand. Success in this the only road out phase of the game requires a bit of trader's savvy, with trading of town wasn't information becoming a valuable commodity in its own right. finished? Acquiring that neat Phase Sword and Discontinuity Wave Gen- To Professor Lee erator you discovered on Middle Rialla will require a little (or a Dambroke, Dean of lot of) time, organization, and a trading drone. Trading drones the Department of travel instantly to any planet in the Galactic Arm and allow you Xenobiology on the to trade with its market. Drones are a must and with their help university world of you can eventually build up your ship and personal weapons to Harvard, the a respectable level. The economic phase has been changed "Clathran Menace" very little from game one. A few of the common trade items was a matter of found in Star Saga One have been dropped and some new science and ones have been added, but the process of trading and building knowledge; the line weapons and skills has been left virtually intact. must be breached and stopped, or TITLE: Star Saga: Two: Combat is a very important aspect of this game and is, unfor- The Clathran Menace the darkness of ignorance and tunately, completely handled by the computer. Ship and per- SYSTEMS: IBM & Apple IIGS stagnation would fall over the sonal weaponry are both divided into six categories: three for at- # PLAYERS: 1-6 PRICE: $79.95 galaxy for all eternity. tack and three for defense. The computer evaluates your op- DESIGNERS: Rick Dutton To Laran Darkwatch, mystic Dis- ponent and chooses your best weapons and defenses against Walt Freitag ciple of the Final Church of Man, Andrew Greenberg that opponent. It then gives a score for each category and Mike Massimilla it was a question of faith; faith in adds them. If your total for the three attack categories adds to PUBLISHER: MasterPlay the ultimate triumph of good over one hundred, the attack is successful; if lower, it fails. It's very Tampa, EL evil, faith in the Founders of the simple, though far from perfect. There is no way to know what Final Church, and faith in their weapons will be effective against a certain opponent. If you are vision of mankind's place in the Cosmos. defeated in hand-to-hand combat by a Keresk, for instance, do To M.J. Turner, the top pilot in the Space Patrol, or the you buy a Stun Field or a Phase Sword to improve your com- whole galaxy for that matter, it was a question of pride; pride bat score? There's no way to gauge weapon effectiveness so in the abilities of mankind to overcome all obstacles in pur- players usually end up spending the time to buy both. When suit of its ultimate destiny ... to rule the stars. we played Star Saga One, we felt that the combat could have All were impressive goals, solid tenets upon which to build been fleshed out much more without changing the balance of a society and a glittering future. Or were they merely brittle the game too much. In Star Saga Two, there is much more conceits, ready to crumble at the first pressure from the combat than in One, and the frustrations of not being able to "Clathran Menace"? pick and choose weapons and tactics appears magnified due So begins Star Saga:Two The Clathran Menace, the middle to the increased incidences of conflict. The current game also game of the planned trilogy from the folks at Masterplay. Just doesn't seem to provide the players with an opportunity to use as Star Saga:One Beyond the Boundary took interactive non-violent skills to maneuver around opponents as much as science fiction storytelling beyond the boundaries of the genre, Star Sage One did. (Although, if you think of the universe in so does Star Saga:Two The Clathran Menace take us into terms of the Old West, the Bible-toting preachers of those days dark,foreboding, and menacing territory; unknown dangers in also toted a six gun or two.) an unknown future. Our group began with three players and fell to two for the last As in the first game (reviewed in CGW #50, pgs. 39 & 40) half of the game. It seems that a three-man game plays nicely, Star Saga is an interactive novel, played through a stack of 14 maintaining an interesting level of interaction while allowing booklets containing over 50,000 paragraphs of excellent fic- the game to progress at a fairly smooth pace. As in Star Saga tion. The computer program is non-graphic, the only visuals One, if a member of the play group is unable to play a session, provided are a glossy, color map of the Galactic Arm, colored the game has a suspend feature which enables you to lock the player out of the game and resume playing with the remaining players are exploring and have lots to read while others are characters. The "locked-out" character is frozen in time, relative- trying to move across the game board and trade. ly unaffected by the other players' actions until logged back on. The game breaks into three phases. There is the initial phase There is a major difference in Star Saga Two from the Star of exploration and information gathering, followed by a long Saga One, however. The driving force in Star Saga Two is the period of trading and building which climaxes with the success- advance of the Clathran Survey Line, inexorably moving for- ful (hopefully) breach of the Survey Line. That is followed by ward, sweeping up worlds, and closing off portions of the the final phase of exploration leading up to the climactic battles game to players. Everyone must eventually penetrate that line for control of the Galactic Arm. The middle phase of trading and, if you skip too many sessions and try to get back in the and building is much longer in Star Saga II than in its predeces- game, you may find yourself too far behind! The solution, of sor. The Clathrans are very tough and that damn Survey Line course, is to play every session and, in all honesty, the addic- keeps sweeping forward. This is a much tougher and tion of the game makes that fairly easy. dangerous game than the first. Caveat Emptor! No quiche- Though this is a great game, our play group did find a few eaters need apply for this one. faults worthy of mention. Be warned that the game is very direc- Despite the few faults, Star Saga Two is a wonderfully written tive. One player felt it so linear that it destroyed the role-playing and produced game that can really glue you to the computer. element in the game for him. On the other hand, it's pretty im- It's a dangerous game in that you can easily and unwittingly possible to make a game with this broad a scope and not use find yourself playing into the early morning hours, every ses- some traffic copping to get people where they ultimately need sion! It is tough, and frustrating at times, but a very refreshing to be. There's enough to do, and, after the Clathrans have break from standard RPG/Adventures. The Masterplay people been dealt with, enough time to go back and experience all the have taken another step toward creating a game that truly cap- adventures that time necessitated skipping the first time tures the storytelling capabilities of the computer. around; and players will want to go back and explore further. That's a real testimony to the scope and power of the prose. How does Star Saga Two stack up against its predecessor? After finishing Star Saga One in a four man group, I went back Just as "The Empire Strikes Back" was a turning away from the and played a different character through solitaire. What I lost in far-reaching wonders and anticipated excitement of exploring surprise was more than made up for in the richness of the addi- the "" universe, to the darker and grimmer task of ex- tional experiences I encountered. It also broke up the long ploring self and combatting the enemy, so too does Star Saga year's wait between games One and Two. Two turn in towards solving the Clathran Menace. Until that The game pacing is somewhat uneven. Our first session had major obstacle is overcome, all else fades away into possible one player reading so much fiction that he had to skim a few projections of a dark future. paragraphs to keep the game moving. The next session, he The journey you make in Star Saga Two will take you was trading and had maybe five paragraphs to read the whole through more twisted landscapes and into more hostile en- night. The game phases can be so distinct that it seems some- counters than ever before, but oh what a ride you'll experience! what schizophrenic at times. This can be a problem if a few It's definitely an "E-Ticket" in computer games today. Review

The Dream the ball and where to land it on the fairway Approaching the 1st in order to obtain the tee at The Country best approach shots. Club, the host of the Linking Up for When shooting at the 1988 U.S. Open, I pin, one also has to be begin to notice the but- keenly aware of the terflies forming in my Tournament Golf slopes and contours stomach. By the time I found on each green. reach the tee of this By David S. Stevens Landing in the wrong 455 yard dogleg left, I location can often see numerous trees make the difference be- partially obscuring tween a birdie and several large sand three putting. traps along the left side of the fairway. I Computer realize that if I follow the safer route and Sports Network play the ball to the While Mean 18 is an right, I could be leav- excellent golf simula- ing myself a difficult tion, golf is more enjoy- 240 yard shot to an ex- able when opponents tremely undulated TITLE: Tournament Golf are involved in fierce, green, guarded by two SYSTEMS: IBM with Hayes Compatible Modem friendly competition. If bunkers in the front # PLAYERS: Unlimited you can get together a and surrounded by PRICE: $49.95 Packaged w/ Mean 18 ($69.95) foursome, you'll find deep rough. From this Course Disks ($9.95) playing a round of distance, the likelihood Weekly Tournaments ($2-$3) computer golf on of stopping the ball DESIGNER: Scott Brown PUBLISHER: Computer Sports Network some of the better golf close to the pin would Houston, Texas courses extremely en- be minimal. In fact, fail- joyable. However, at ing to execute the per- times, finding op- fect shot from this distance would mean boob tube. There, each weekend, I can ponents can be difficult and simply play- a difficult third shot from deep rough or fantasize about my abilities while I admire ing against the computer can become sand which would probably result in a others consistently executing perfect boring. Enter Computer Sports Network. bogey for the hole. Thus, I take aim shots. That was until the advent of the down the middle and plan to draw the personal computer. By using their Tournament Golf pro- ball around the corner and toward the gram and a modem, one can compete in sand traps on the left. This approach, if Now, each week I find myself teeing off a nationwide golf tournament each week. performed correctly, will set up an easier on some of the most challenging golf One simply runs the Tournament Golf approach shot to the green and a pos- courses around the world and competing program. The program automatically sible birdie. Careful not to overswing, I nationally against hundreds of other dials and connects the user through the meet the ball squarely, sending it flying frustrated golfers for "funny money". It is network. In less than a minute on the straight down the middle of the fairway. all possible because of a company called average, one can access CSN's host com- this is not what I had planned, but at Computer Sports Network (CSN). They puter. Once on-line, one can access a least it's not sailing off to the right. Luck brought together the personal computer, bulletin board which contains pertinent in- is with me though, as the ball lands and a national computer network and formation about the tour and other items takes a favorable bounce toward the left. Accolade's Mean 18 to create exciting of interest to the players. One can also When it finally stops rolling, I am left with tournaments where one can compete check the results and statistics of past a simple approach shot to the green each week without ever having to leave tournaments, as well as the leaderboard which I execute perfectly. All that remains the house. of the current tournament. There is also is a testy five foot putt, which I sink easily the capability of downloading golf cour- for a birdie. The tournament has begun. Tips From A Would-be Pro ses and other programs from CSN's host computer to your own. Finally, one has Fantasy, or reality? Mean 18 is an award winning, three dimensional golf simulation which has the option of participating in that week's tournament. Reality been reviewed in previous issues of this publication (numbers 33 & 46). The What true golf fanatic has not imagined game follows the actual rules of golf and The golf tournaments are played off-line himself competing on tour each week at has incorporated nearly all the features and follow authentic PGA rules. Four the major golf courses around the and challenges that one would expect to rounds must be completed any time country? The idea of being able to drive find on an actual golf course, except for during the week. The only stipulation is a perfect tee shot, 270 yards down the maybe the weather. that once any single round is started, it middle of the fairway, and follow it by a must be completed without interruption. 240 yard shot to within a foot of the pin To score well in this simulation requires In other words, if halfway through a for an easy tap-in eagle, can have an in- that one develop a well-thought-out plan round you decide to turn off your com- vigorating effect on one's psyche. Of of attack for each hole. One cannot simp- puter and depart the course for the day, course, a true hacker like myself realizes ly just go out and slug away. The risks you will be disqualified. Since each round that such fantasies are never going to be and benefits of each shot have to be lasts approximately thirty minutes, this a reality. Instead, I have had to resign weighed against one another. Decisions should not pose a problem. myself to the armchair in front of the must be made as to which way to work (Continued on page 43)

Game Hints

Warning: Although "The Scorpion's Tale" is a warm and will have himself crowned on Christmas Day at noon. That's only comfortable tavern of the mind with a nice cozy fire of three days off, so Arthur doesn't have much time. vibrant images, our resident storyteller conjures up il- luminating hints about games. If the gentle reader eschews Once the churchyard is deserted again, Arthur can start moving hints, let him beware! around. The first place he should move to is Merlin's cave outside the town (Merlin told him to, anyway). However, he has to watch Ahhh, autumn again! One of my favorite times of year (actually, out for the Invisible Knight. Any time Arthur steps into the any season except Meadow, the summer is ok with Knight comes me . . . grin). Fred TITLE: Arthur: along and snarfs is back from the The Quest for Excalibur anything Arthur is Grues Convention SYSTEMS: Apple II (w/ 128K) Scorpion's Macintosh (with 512K) carrying. and ready to serve Supports Mac II Color your favorite REVIEWED: Apple II Yes, it's that tired PRICE: Apple II ($39.95) old thief routine beverage. We have Macintosh ($49.95) a special on ale Tale DESIGNER: that went out (or this month (for PUBLISHER: Infocom should have) with As Told By Scorpia Cambridge, MA those of drinking . Unfortunate- age), to get you in ly, you'll have to the mood for a lit- put up with it here, tle trip through Mer- at least until Arthur rie Old England finds the means of during the time of thwarting the knights and thefts. Until then, chivalry. Arthur should avoid going into the "Arthur" is based meadow carrying on the King Arthur anything of impor- and the Round tance as much as Table legends, of possible. So, Ar- course. As you thur should drop might expect, the what he's carrying game deals with before leaving his getting Ex- town (you have to calibur from the go to the Meadow stone to prove his to reach Merlin). right to rule England. Since, in At the cave, Mer- legend, Arthur lin gives Arthur the simply walked up ability to change and pulled the into five animal sword from the forms: badger, owl, stone, a few (well, salamander, turtle, more than a few) and eel. Each of changes needed to these forms will be be made. necessary to solv- ing all the puzzles The game has on- in the game. The line hints, but the owl, in some ways, best way to play is is the best, since as with them off. However, you should bring them up, at least once, a bird you can fly almost anywhere, including places you might to read the notes. They provide some interesting background in- not be able to reach in your human form without great difficulty. formation to the game. It is also a fast way of travelling from place to place. Basically, Arthur must prove he has what it takes to be King. The only drawback is that you can't carry anything as an owl (or This involves solving a lot of puzzles and accumulating a whole as most other creatures). Ergo, the owl form is good for scouting bunch of points: quest points, experience points, wisdom points, and some other purposes, but it's not an easy way to get around and chivalry points. When he has a high enough score in each obstacles that must be passed by solving puzzles. category, he can pull the sword free and be acclaimed King. After visiting Merlin (don't forget the bag!), Arthur should ex- plore the environs past the Meadow, where he will soon come It all starts in a churchyard where Arthur first tries, unsuccessful- across the Red Knight. The Knight guards the entrance to a ly, to pull the sword out. Merlin appears and gives him a pep talk, causeway that leads to an island in the middle of a lake. In order then vanishes. Soon after, the soldiers of the evil King Lot arrive to get past the Knight, Arthur must give him four special objects: on the scene. As there's a curfew on these days, Arthur needs to a golden fleece, the hair of a dragon, the tusk of a boar, and the get out of sight, fast . . . or the game will be a short one. egg of a raven. Obtaining these items forms the bulk of the game and the trials Arthur must pass to prove himself worthy of Arthur watches while Lot has his soldiers cart off the stone, Excalibur (Arthur can reach the island in animal form, but it won't sword and all. Obviously, Lot is up to no good here. The next do him much good). morning, Lot appears on the churchyard steps, apparently wield- ing Excalibur. After giving a hyped-up talk to the assembled At this point, doing some exploring (as a human and otherwise) peasantry (the man definitely has a way with words), he says he is a good idea. The game has an auto-mapping feature (with separate maps for human and animal forms, by the way) but it is Knight and get back anything that might have been stolen (and something of a pain to use on the Apple (more on that later), so the knight won't steal anything again). The knight also has an you may want to make your own as you go along. item that Arthur can use, but first . . . another riddle (riddling was a big pastime in those days). This one is a little easier, actually, Once you have a fair idea of what's where, Arthur can get down and I know I can count on you to solve it pretty quickly. Arthur is to the serious business of proving himself the stuff of Kings. A now able to get the first of the four objects he needs for the Red visit to the tavern in the town is certainly in order. Arthur should Knight. pick up some infor- Which object mation here as well should be next? as an item or two. Well, the boar is not Don't worry about too difficult. As a being kicked out; matter of fact, Ar- only one visit is thur doesn't even necessary (provided have to fight him (it you get what you would be a pretty need). uneven fight). A Moving right along boar, you know, is a to the badger hole sort of wild pig. (could anything be Think about a more blatant?) by whole roast pig for a the smithy, a trip in- moment, and you'll side is definitely in get the idea. order. Interestingly enough, the badger You may be den is right next to wondering about the castle prison. In- the Black Knight. Ar- side the prison (the thur does have to means of entry is defeat him in com- rather obvious), is a bat. It's the only way prisoner of great im- to get across the portance. Arthur is going to have to get the man out of the river with items in hand (animal forms can, of course, do it easily, castle. It's the chivalrous thing to do, after all, and besides, he'll but they can't carry anything). However, it's not something to try tell Arthur where to find something he needs. too early in the game, as Arthur will do better should he have a fair amount of experience under his belt. Save the game before Of course, there's a guard to dispose of first. Arthur will have to making the attempt. If it's clear that Arthur isn't going to win, try be a bit physical here. Then, there's the matter of leaving the again later. castle. Arthur, of course, could just fly off as an owl, but that doesn't help the other man much. However, poking around pas- Beyond the river, as you probably knew before this, is the sageways and listening in the right place should provide the dragon (yes, the one with the hair). Dealing with him is rather means of leaving, although a visit to the armory should be made simple, provided you've done the right things at the glade in the before bidding a fond farewell to the castle for now. forest. Then, it's into the cave for some real fun. Also in the badger hole, just a quick jaunt south of the den, is Spooks! All sorts of ghosts (including those of things you may the badger , full of twisty little passages, all alike. Yes, you have killed up to this point) start popping out of the woodwork, do have to go through it. Sigh. Since you can't carry anything to so to speak. Feeling scared? There's no need. After all, ghosts drop, you'll have to think of another way to keep your place, so are immaterial. to speak. I wonder if being in this place makes you feel itchy? Past the ghosts, you will find two rooms (in different directions). Somewhere along the line, you'll look in at the cottage on the One is the Cold Room. Brr, is it cold in here! How cold is it? Cold moor. The poor peasant inside appears to be in bad shape. Then enough to make your very words freeze (now, THAT'S cold!). Too again, that's not surprising. It's not too warm in here, after all. bad Arthur doesn't have a parka (this isn't a place to linger). Well, don't just stand there gawking, Arthur, help the poor man, for peat's sake! The other room has an occupant. The occupant is a basilisk. Basilisks are relatives of Medusa: one look and you're stoned .. . And let's not overlook the Kraken in the lake (even if you'd literally. So, you better not look, at least not straight on. prefer to). Examine him carefully (just don't get too close). How pretty! Wouldn't you just love to have that little bauble? Too bad There's another room after that one. It's the Hot Room. Whew, you can't carry a weapon underwater. That would help a lot. it's hot in here! How hot is it? Hot enough to dry up your throat What can you do about this? (Ever play Zork II? Remember the and tongue (now, THAT'S hot!). Arthur wouldn't want to stay in dragon?). here too long, either. Now, if he could just say the magic word By this time, you'll probably want to do something about the In- that would open the door, he'd be ok. visible Knight. So, a trip to the ivory tower is in order. Of course, And in that last room is . . . a pretty young girl? Sure about if you joust had a key to open the door, it might be easier to get that, Arthur? I wouldn't be, if I were you. It's really the demon inside (hehe). trying to fake you out. That's about all he can do, since he hap- Inside the tower, be sure to explore everywhere. Arthur has to pens to be chained (the chains aren't fake) to the chair. He also answer a riddle (the name of the old man in the tower) and the happens to be sitting on the fleece. clues are all there. Still, it won't be all that easy, as the name is But has he got a deal for you! Just open the manacles, and you somewhat concealed. I hope Arthur knows his alphabet well. can have the fleece. Easy, eh? Of course, demons aren't known Once that's taken care of, Arthur can pay a visit to the Invisible (Continued on page 45) Contest Name That Game! The art department was sitting around the other day trying to find something to do (the department only works one week a month you see). Suddenly, and without warning the "art department" sat up in his chair. "Hey, let's do another contest! But, let's not do those quiche eating over- ly easy contests the editorial department comes up with. Let's kick buttski!" So here it is. Here are twelve images that appeared on game box covers in the past eighteen months. Can you identify the name of each game? Hint, the games in question were all mentioned in some fashion in the pages of CGW. Submit your answers to CGW Contest Dept., P.O. Box 4566, Anaheim, CA later than October 16, 1989. The winner tie, a winner will be determined by lot. 92803. Entries must be postmarked no will receive a three-year subscription (or Look for winner's name and answers in three year renewal) to CGW. In case of a November CGW. (Continued from page 38)

myriad of statistics on one's performance. bers competing on the tour with an Tournament Some of the more common statistics are: average weekly participation of over 100. Golf average driving distance; per cent of fair- During the 1989 season, CSN plans to in- ways hit; per cent of greens hit in regula- itiate a handicap system and expand to Once a round is completed, your score tion; average putts per hole; average three different tours based on one's card can be turned in the next day, or score per round; and per cent of subpar ability. whenever it is convenient. Score cards holes. One's ranking in each of these are automatically submitted to CSN's and other categories is also maintained. I have found participating in CSN's tour- host computer the next time it is ac- While Accolade has developed a num- naments to be exhilarating. Each hole cessed. The score card must, however, ber of golf courses which are used in the must be carefully analyzed. Every shot is be transmitted prior to starting another tournaments, CSN has also modeled addi- critical. As one begins to master the round and the final round's score card tional courses. They currently have five ability to hit the ball consistently with just must be turned in prior to the end of the volumes, with three courses on each a slight draw or fade, the desire to obtain tournament, which is Sunday at mid- disk. Some of these courses include extra yardage on each shot increases. night. At the end of the week, the one Sawgrass, Pinehurst, Cypress Point, Oak- The extra yardage obtained on a tee shot who has the lowest score is the winner mont, and the PGA West Country Club. can often simplify one's approach shot and is awarded a trophy along with A sixth volume is in the works. and increase the probability of making a points which simulate the dollars awarded birdie. But an errant tee shot caused by in pro tournaments. CSN has a toll free number, 800-727- the overswinging can also spell disaster. 4635, which can be used to obtain an At the beginning of each tournament user ID and password, as well as to order For those tired of competing against round, the "Tournament Golf' program any of their products. No PGA qualifying just the computer, CSN can provide plen- checks to ensure that the correct unal- school is required to join this tour. ty of stiff competition on some of the tered golf course is in use and then in- world's most challenging golf courses. vokes Mean 18 to begin the tournament. In The Club House That is something that neither family, During play, it maintains a record of all time, nor ability would allow us to ex- shots. This record is also submitted to In February 1988, CSN started with thir- perience in "the real world." CSN's computer at the end of each ty players competing in their first tourna- round. Thus CSN is able to maintain a ment. Currently they have over 500 mem-

(Continued from page 41)

for their trustworthiness. On the other hand, Arthur can't just pull the fleece out from under him. Looks like Arthur will have to ac- cept the demon's offer. However . . . there's a trick involved here. If Arthur is really clever, he can avoid freeing the demon while still obtaining the fleece. The demon really is bound by the contract between him and Arthur, so it's very important to notice exactly what he says. So, at last, Arthur has everything and can go running off to give them to the Red Knight. There is, though, the little matter of waking the Lady in The Lake. For that, you should pay close at- tention to the poem on the inside cover of the manual (the manual, not the book of hours). Be aware also that you'll have to wait a bit before the event. It won't happen at midnight, but quite some time after. Once she's been awakened, you'll have what you need to chal- lenge King Lot to a duel. The only problem with the duel is that, after all this business about being brave and chivalrous, you win by what is essentially a cheap trick, rather than by skill or force of arms. This takes the edge off the victory. Anyway, once you've put Lot out of the picture (no, you don't kill him), you can finally pull out Excalibur and be proclaimed King of England. Before closing the Tale for this issue, however, I must mention some problems. Arthur is Infocom's most poorly produced game ever. The number of disk swaps and disk flippings (the game comes on three double-sided disks on the Apple) is simply out- rageous, even in all-text mode. When you have to change disks because part of a paragraph is on one, and the rest on another, you know something is wrong with the design. This is also some- times necessary with a single sentence. The auto-mapping, while very nice, suffers from the same flaw. As you get further into the game, the map naturally becomes more detailed, and a lot of disk swapping is required as the map is re-drawn. The Apple II graphics are mediocre at best and are slow to come on. On the other hand, the basic Macintosh graphics are in- dustry standard and the Mac II graphics look very nice. Disk access is generally slow. Your best bet is to forego pictures and map in order to play in all-text mode. It will speed things up a little, at least. Speaking of disk access, the Apple II version is not very bright in some circumstances. For example, it tells you to put, say, Side 2 in Drive One. Then it goes looking for the disk in Drive Two first. Why? I have no idea, but that's what it does. Also, you have to be careful when restoring a position. If you put the wrong disk in the drive by mistake, or if you type in the save name wrong, the game will buzz between the drives for awhile, then tell you the save failed, and you'll have to do it over again. If you have a hard drive, I recommend using it; your life may be a little easier. Well, that's it for this time. Remember if you need help with an adventure game, you can reach me in the following ways: On Delphi: Visit the GameSIG (under the Groups and Clubs menu). On GEnie: Stop by the Games Roundtable (type: Scorpia to reach the Games RT). By US Mail (enclose a self-addressed stamped envelope if you live in the Unites States): Scorpia, PO Box 338, Gracie Station, New York, NY 10028. Until next time, happy adventuring! Copyright 1989 by Scorpia, all rights reserved. (Continued from page 9)

Curse of the Azure Bonds Playing Tips he best order for removing the bonds is mages exclusively). When the Drow are Azure Bonds Tilverton (Fire Knives), Yulash defeated, you will be able to go through the T(Moander), Haptooth (Dracandros), Zhen- caves to the Red Tower. Avoid the NPC mage unfortunately, nothing much really til Keep (Fzoul/Beholder), and finally Myth Dran- Akabar. He throws his spells with wild aban- comes of it) happens in Rakshasa nor (Tyranthraxus). Remember when fighting don, especially fireballs, and is likely to toast country, a small part of the Myth Drannor Drow that they are highly magic resistant and your entire party. He isn't evil, just stupid. spells usually don't work. ruins. You can, if you wish, become in- Red Tower: You don't have to fight the volved in a gambling dispute between Note: the Beholders under Shadowdale are dragons. Just be nice. Against the Dark Elf two Rakshasa, which leads to a "who do really there and they are best left alone. One is Lord (a toughie), F/MU's with Blink active are you trust (if anyone)?" situation. bad enough; ten or so are just a bit much (we good (Fire Shield will not work). On the way won't even mention the Dark Elf Lords, Rak- down, it's best just to make for the next stairs; Another is in the sewers under Tilver- shasas, and High Priests). there isn't much in the rooms. Two traps in the ton. A group of Otyughs will gladly trade tower: one is a note (my MU/Thief was able to Tilverton: Search the Thieves Guild before read it safely) and the other is a trapped stair- you the "shiny thing" in their dung heap, going into the sewers; their treasury has some way (no way to avoid unless the note is safely if you bring them the choice piles of filth very nice items. Ditto for the Fire Knives read). The combat with Dracandros and collected by some neighboring otyughs hideout (Their armory has a couple of good friends should not be too hard. Hint: he (this is actually a fair trade; the otyughs swords, including a +3 Frostbrand). generally uses a cold fire shield. won't renege if you bring them the gar- Yulash: Buy a couple of magic missile Zhentil Keep: This will be the hardest, and bage). wands from Zhentil Keep first. Yulash is under most frustrating, battle of the game. Your op- siege, so try to avoid encounters with the More incidents like those, but having a ponent is a Beholder, whose powers include marauders (as well as crumbling walls and disintegration, death ray, petrifaction, and definite effect on the game, would be a sinkholes) on your way to the Pit. Do fight the others. He can use four of these powers per big plus. The ability to make deals with a Shambling Mounds by the cleric's body; you round. You will have to rely entirely on saving faction, or join one, or play one against will obtain a wand of defoliation and a wand of throws to survive. the other, properly fleshed out, could add lightning (stinking cloud, by the way, will affect a stronger role-playing element to the the mounds). This is bad enough, but he isn't alone. He has a troop of Minotaurs, plus a Medusa, with game. The addition of a few puzzles Inside the pit, take and Dragonbait into him. Thus, on the first round, you must get rid would also be welcome. the party. In the encounter with Mogion and of them quickly so your fighters can run down company, use your regular spells (fireball does These considerations are especially im- to the Beholder lurking in the second rank. nicely) against the cultists to wipe them out Then it's just a matter of hacking at the Be- portant now, as the characters have fast. Try Hold Person on Magian (works about holder, and keeping your fingers crossed that reached (by game's end) fairly high levels, 50% of the time) so you can kill her easily (AC - no one fails a saving throw, until you defeat where huge amounts of experience are 5 is not easy to hit), leaving you only the him. When it's over, heal up anyone who needs necessary to advance. If character trans- mounds to deal with. it before ending combat. Once again, there is fer is to remain a part of the series (which Use magic missile wands, the wand of defolia- an immediate conflict set up to take effect I certainly hope it does), then emphasis tion and hack'n'slash to defeat the critters. when you end combat. When that's done, you needs to be placed on role-playing, After they're all down, do not end combat. will be able to save the game (whew!). rather than a lot of fighting. The true First, heal up everyone who is in need of it (or heart of AD&D is not rolling the dice, but at least in dire need), because you will have to Myth Drannor: Visit the Elven Queen in the fight three "Bits O'Moander" when you end crypt; you will get some nice things from her. the relationship between the characters Watch out for Rakshasa in disguise. At the final and their world. combat. Each of them is a nasty super Sham- bling Mound of AC 0 and 140 hitpoints. Don't encounter with the Big T, follow the same plan Bottom line: Standard follow-up; better even think of running. You have to kill them. as with the Beholder: wipe out the auxiliary troops (margoyles and high priests in this case) than POR in some ways, but combat still Haptooth: Clean out the Drow by walking to clear a path. Tyranthraxus is vulnerable to predominates. around the village and fighting every patrol weapons and high-level spells. A high-level until there are no more. Head for the barn and Copyright 1989 by Scorpia, all rights ranger can do a lot of damage to him, because the major encounter there. If you kill off the of the storm giant body. Speed is essential, to reserved. patrols, there will be fewer Drow to fight in the prevent characters being killed by lightning barn (the dark elves in the barn are clerics and bolts. Good luck!

whether a friendly character's attack suc- enter the Tilverton sewers, you get a mes- SSI Interoffice ceeds is fairly simple: sage warning you about slippery footing Memo IF Random(20) - THAC0 + and combat being difficult. What you THAC0MOD > = - AC THEN Hit aren't told is that while you're in there Date: 8/2/89 THAC0MOD is set to -2 and ACMOD is To: George MacDonald, Project Leader Enemy attacks are calculated similarly: set to +2. In effect, the good guys are all From: Scot Bayless, Programmer IF Random(20) - THAC0 > = at -2 to hit and the bad guys are at +2. Subject: Scorpia's Hit Probability - (ACMOD + AC) THEN Hit Ouch! Questions in CGW's Azure Notice the terms THAC0MOD and Obviously, the Tilverton sewers aren't the Bonds Review ACMOD. These are values that our only place where probabilities get skewed. OK, they got us. You're right. We don't authors can use to alter the hit prob- Like all good DM's, our authors bend the always give the player an even break. In abilities of friends and foes to account for dice to suit the story. Of course we usually fact, there's even a place in the game circumstances like bad footing, poor light drop some pretty broad hints in the narra- where we boost the monsters' THAC0 and or whatever. tive text. So, if it looks like you're not get- hinder the players'. Scorpia's observation about the Otyughs ting the die rolls you should, odds are The basic method for determining is, in fact, entirely correct. When you first you're not.

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