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Vol. 3 No. 6 December 1983 FEATURES ROBOTWAR: 12 Third Annual Tournament ULTIMA III 18 Review & Tips Scorpia OPERATION WHIRLWIND 25 Review Mark Bausman REACH FOR THE STARS 27 Review Ed Curtis LEGACY OF LLYLGAMYN 28 An Intro Robert Reams BROADSIDES 30 Review David Long NORTH ATLANTIC ' 86 34 Review & Strategies Jay Selover

Departments Inside the Industry 6 Taking a Peek 8 Letters 14 Dispatches 16 Scorpion's Tale 17 Name of the Game 20 Tele-Gaming 32 Atari Arena 37 The Commodore Key 38 Micro Reviews (Flying Tigers, Space Station Zulu, The Enchanter, Fortress, Secret Agent) 42 Game Ratings 52 Reader Input Device 54 garners represent almost all the money they make when INSIDE THE INDUSTRY they offer a new title. We're not saying these things just to make you feel im- portant. These are facts that market-wise software publishers consider when they decide to release a new game or expand their line. by Dana Lombardy And what are you telling the industry? Your answers to our survey confirm trends reported by stores and distributors over the past months: computer game sales are still good, but overall game sales have slowed, and the average customer is being more careful with his money. Results of the Readers Survey from the July/August 73 percent of you are spending less on software now 1983 issue of CGW. that you have in the past. For whatever reasons-whether Percent it's too many titles to choose from, or too many bad of games- you're cutting back on the number of items you Question Readers buy and the amount you spend. And if you, the hardcore hobbyist, is spending less on software, other computer 1. I buy about the same number of computer 7.2 users are also probably adjusting their spending games each month-even games I haven't downwards as well. The days when a publisher or store actually seen or played. could just stand back and watch sales grow automatically 2. I buy about the same number of computer 19.8 are over. It's a very new and different market game from games each month, but I'm more selective this point on. now and don't usually buy until I see a game. However, one bright spot is that computer games per se 3. I buy fewer computer games now, but I'll 17.9 haven't died. In fact, 94 percent of you are still buying a lot still occasionally buy a game that I haven't of games. Although you may be spending less on games, seen yet. you're still maintaining your interest in them. 4. I buy fewer computer games now, and I'm 55.1 That's good news for publishers. It means that they and more selective about which ones I buy. the stores are going to have to offer you better service and better games in order to keep their share of your game- Those who checked numbers 3 or 4 above were then asked buying dollars. to check one of the following.

5. I'm spending less money now each month 56.9 than in the past on software, but almost all of it goes to new games. 6. I'm spending less money now each month 6.0 than in the past on software, but almost all of it goes to non-game programs. 7. I'm spending less money now each month 37.1 than in the past on software, but this is equally split between games and other software. In analyzing these results, it's apparent that the reader of CGW is more than just a casual computer user. In fact, a good number can be considered "hardcore" computer game hobbyists. Second, as a serious hobbyist, you spend on the average more money in a year than other computer-product purchasers (we're excluding business purchases and considering only at- users). These assumptions make the survey statistics even more important than a general survey would reveal. You the reader of CGW, are the "leading edge" of the home computer revolution in this country. Your attitudes and buying habits affect the industry far beyond your total numbers. For example, while the hardcore computer game hob- byist may only represent 10 to 15% of all home computer users (I suspect it's even higher), you spend close to one- third of the dollars that go to computer games. In fact, for dozens of small publishers, the purchases of computer

In addition to games mentioned elsewhere in this BOMBER COMMAND: 16K Radio Shack of Gaul. You can command up to 10 legions issue, the following products have been received by CoCo game of strategic air operations in against the Gauls who will always out- CGW. Some of these products will receive more Europe, WWII. You the Allied air armada number you 2-1. The Atari version rates 6.93 detailed attention in future issues. Readers wishing on both a tactical and strategic map of in RID, the Apple version should be just as to review any of these games should contact CGW. Europe. Points are gained by destroying popular. Disk. $40.00. military and industry targets with bonuses American Educational Computer for Berlin, Munich, and other mission Blue Chip Software 2450 Embarcadero Way targets. A squadron HQ display tracks losses 19818 Ventura Blvd. #240 Palo Alto, CA 94303 and totals. $19.95. Cassette. Woodland Hills, CA 91364 READER COMPREHENSION SKILLS: AEC has a 6 program series entitled MISSION: EMPIRE! A strategic space war- TYCOON: The second in a series of EASYREADER. RCS is the second of the fare game in 16K or 32K. Formerly economic "games", TYCOON is a complex series. The other titles are Learn About distributed by Strictly Color Software. CoCo, yet very enjoyable simulation of the fast pac- Sounds in Reading; Learn About Words in $19.95. Cassette. ed commodities market. During weekly Reading Parts 1 and 2; and Reading Com- turns you are called upon to buy and sell op- prehension Skills 1. The Easyreader series GALACTIC TAIPAN: A space economic tions on commodities ranging from soy- of programs are packaged in sturdy attrac- game in which futuristic merchants must beans to Japanese Yen. Available for a wide tive vinyl boxes. Lessons are individualized use 17th Century commerce tactics. 32K variety of machines, TYCOON is both a to move learners along at their own pace. cassette for the CoCo. valuable learning tool and a fascinating Sound, color, graphics, and animation are game. $39 to $49 depending on the version. Avant-Garde Creations employed to keep students on-line and P.O. Box 30160 learning. Special guidelines instruct tutors Bram Inc. Eugene, OR 97403 how they can help by pronouncing words, 18779 Kenlake Place prompting, etc. Thus the program can be NE Seattle, WA 98155 used as a family activity. Apple II 48K Disk. THE ELECTRONIC FLASH CARD: An educational program for the Apple II which ZOMBIES: Here is a nice looking fantasy Ark Royal Games makes use of flash card style drills. You in- adventure game for the Atari. The 3-D obli- P.O. Box 14806 put your own flash card problems (a French- que projection scrolling graphics are Jacksonville, FL 32238 English quiz is included with the program). outstanding. Your task is to retrieve seven The system supports most foreign accent crowns which are hidden in seven dungeons ACROSS THE RUBICON 16K and ATR marks and characters. Questions can be of Wistrik the Evil. In addition to the great 32K: Computer based on the Bat- structured in any of 7 formats. A password graphics ZOMBIES features on-line instruc- tle of Huertgen Forest (just prior to Battle of entry system prevents illegal access to your tions, one-player and cooperative two-player The Bulge). Player controls the American quizzes. Looks to be a good learning tool. modes, two levels of difficulty, and high forces in an attempt to capture pillboxes, Disk. $29.95. score saved to disk. There are 74 different cities, and an airfield. Up to 42 units in- dungeon screens. Review coming. $34.95. cluding infantry, light tanks, heavy tank, and Game Co. supply are controlled by the player. Support Microcomputer Games comes from artillery, tac air, and intelligence 4517 Harford Rd. reports. The 32K version adds mortar units, Baltimore, MD 21214 German artillery, counter-battery fire, unit locator, group movement, strategic map, etc. LEGIONNAIRE: Chris Crawford's popular 16K has four levels of play, 32K has game Atari wargame is now available for the Ap- save and five levels of play. 16K is cassette; ple II. Legionnaire is a real-time game of $19.95. 32K is disk or cassette; $24.95. Radio combat between the Roman Legions of Shack Color Computer. Julius Caesar (you) and the barbarian hordes Broderbund Software CBS Software CATION/DIVISION (grades 2-8); LINEAR 17 Paul Dr. Greenwich, CT 06836 EQUATIONS (grades 7-11); and QUAD- San Rafael, CA 94903 RATIC EQUATIONS (grades 9-12). Each MATCH-WITS: A nice looking "Concentra- program takes the student step-by-step tion" style game in which you attempt to through arithmetic and algebra concepts match pairs of a rebus. Six pre-programmed which are known stumbling blocks to young THE ARCADE MACHINE: The popular categories: words, sports, famous people, readers. Programs are $24.95 (disk) or $19.95 Apple arcade construction program is now multiplication, cities, and animals come (tape) each. Available for Apple, Atari, and available for the Atari as well. See CGW 3.1 with the game. You must match two facts C-64. page 32 for a review of TAM. As Broder- about a thing. This makes MW educational. Datamost bund did with the Apple version, they are You don't match symbols, you match facts. sponsoring a contest for best design using The game includes a utility so that you can 8943 Fullbright Ave. TAM. Details are in the back of the instruc- construct your own games. Apple and Chatsworth, CA 91311-2750 tion book. Deadline for entries is June 30, IBMpc, $29.95. ARGOS: Apple arcade game with three 1984. $59.95. phases. In phase one (pictured) you attempt MURDER BY THE DOZEN: A logic and to thwart a space borne invasion. In the se- SPARE CHANGE: The blurb on the box deduction game playable by up to four peo- cond phase you anti-jet guns as you defend says "Warning...get ready to laugh. There ple (either cooperatively or competitively). Los Angeles. It doesn't look like L.A. are Zerks on the loose!" And laugh you will, Players work on any of the 12 cases, mak- (perhaps it's the lack of smog?). In the third Broderbund again shows us delightful ing use of the dossier, a map, and a clue phase you control a tank on a city street as animation. SC is an arcade game in which book. Apple, IBMpc, C-64. $34.95. you attempt to stop the Zerks (Ozzie and you blast missiles, bombs, spaceships, and parachutists. $34.95. Zeke by name) from pilfering tokens. SUCCESS WITH MATH: A series of math Although the game design itself is a bit review programs which help students to CONQUERING WORLDS: A strategy/ar- weak, the graphics and animation make SC learn and practice math skills at their own cade game for up to 4 players, in CW you a nice showcase game. Apple (Atari and pace. The four programs are: ADDITION/ must take over the planets of star-systems (as C-64 should be out soon) $34.95. SUBTRACTION (grades 1-4); MULTIPLI- many as 32) by movement within the systems and warp movement between them. detectives (e.g. Inspector Klutzeau, Lieute- Micromax Systems Inc. You begin with knowledge of only your nant Cincinnato, Achille Merlot, etc.). You 6868 Nancy Ridge Dr. stellar system and its planets from which only have 12 hours to solve the crime. "To San Diego, CA 92121 you must discover the galactic direction of accomplish your goal you can follow other star systems and, if occupied, fight for (shadow) suspects, search rooms for clues, CUBIT: Nice looking arcade game that is their control. Combat, normally done by ar- and interrogate passengers in whatever style much like the coin-op game Q*BERT. Four cade action, may be decided by the com- you wish, from soft and seductive to hard levels with each level having four rounds puter. And, to make things a bit more in- and mean." Atari and C-64. $40.00. make up the game as you go around jump- teresting, each turn has a time limit. Apple ing on cubes to change them to the correct II, $29.95. : Utilizing color. Apple II. No price listed. increasingly popular icons, MCS allows you ROUND ABOUT: An Apple arcade game in to compose music on your Apple II. Sweet MicroProse Software which shapes zoom and zig zag around a Micro System's MOCKINGBOARD is highly 1 Caribou Ct., playing field as you shot them. $29.95. recommended. After seeing this program in Parkton, MD 21102 action musicians will be pricing Apples in 301-667-1151 THE BILESTOAD: Check this one out. A their local computer stores, very nice looking strategy/adventure game in which you compete in a "malevolent sort FLOYD OF THE JUNGLE: Arcade game in of amusement park". You control armored Flower Soft which 1 to 4 players (computer can control knights as you make your way around a 564 Tara Ct. up to three positions) race through the variety of "islands", actually battlefields. Manteca, CA 95336 jungle. Perils include lions, tigers, elephants, The overhead view displays an impressive (209) 239-2116 and pygmies with poison darts. The em- view of the contestants as they fight with phasis is on the race. Could be a good party shield and axe. Beyond the outstanding BANNER-RAMA: A program that prints game. Atari (48K disk or 32K tape) and C-64 graphics, the game allows for a variety of banners for parties, bulletin boards, games, (disk or tape). $29.95. strategies. The rule book calls TB a "non- etc. Two letter sizes and four formats give structured" game. A variety of elements call- you flexibility in designing your banner. NATO COMMANDER: Scrolling, real-time ed "shyben" allow various modes of travel Easy to use and useful. Supports most wargame that simulates a Soviet Bloc inva- around the battlefield. We like it. Apple II, printers (default setting is for MX-80/100). sion of Europe. A one player game, NATO- $39.95. Apple II. $29.95. C requires you to assume command of the NATO armies. Five scenarios and four skill levels. Review coming. Early Atari versions 2755 Campus Dr. H.A.L. Labs had the penchant of dropping the black col- San Mateo, CA 94403 4074 Midland Rd. Suite 23 or on the screen (especially annoying since Riverside, CA 92505 roads, towns, and West German units are MURDER ON THE ZINDERNEUF: A black in color). This problem has been detective game which is playable again and VINDICATOR: Apple arcade game which cleared up with version 2. If you have an ear- again. The characters are the same, but the employs a variety of enemies (some similar ly version of the game that exhibits this pro- motives, relationships, victims, and to coin-op favorites) which attempt to blem, MicroProse will replace your disk. murderers change. You can play the role of despoil the environment you are charged to Contact them for details. Atari and C-64 any one of eight thinly disguised renowned protect. $34.95. (disk or cassette). $34.95. Ibid Inc. Origin Systems Inc. ters involved in the game are Fat Broad, 179 Allyn St. Suite 607 P.O. Box 58009 Dooky Bird, turtles, and a dinosaur. Atari. Hartford, CT 06103 Houston, TX 77258 LEARNING WITH LEEPER: A series of 4 THE ALPINE ENCOUNTER: TAE is the CAVERNS OF CALLISTO: An arcade game games for pre-schoolers: Dog Count, Balloon first in a series of adventure games in which in which you enter an cavern (actual- Pop, Screen Painting, Leap Frog. Atari ROM players battle VODAC, an evil organization ly an abandoned mine) in search of purloin- cartridge received. bent on world conquest. Combining the full ed parts of your spacecraft. A variety of parser type graphic adventure game with ar- items must be found in order to complete OIL'S WELL: Arcade game in which pac- cade sequences (snow skiing) you work your your task. No mapping is necessary, as one man, uh, I mean, a drill bit gobbles oil pellets way through 93 scenes and interact with 28 comes with the game. Apple II. while avoiding oozies and land mines. personalities. There are many possible paths Although it has some maze-chase elements, to the ultimate outcome. In October the com- Reston Publishing Co. it is essentially different in that you must lay pany says that "48 conclusions have been 11480 Sunset Hills Rd. pipe, and remove pipe so as to get the most discovered. Many more are possible." Ap- Reston, VA 22090 oil without having your pipe destroyed by ple now, C-64, IBMpc, and Atari to follow. the baddies. Atari. $59.95. MOVIEMAKER: Here something new that will appeal to many computer gamers. MM Sirius Software Master Control Software Inc. allows the gamer to become a director! The 10364 Rockingham Dr. P.O. Box 26714 user devises the action, sets the scene, Sacramento, CA 95827 Salt Lake City creates the actors, and plays back the com- pleted computer "movie". No programming CAPTURE THE FLAG: Remember PHARAOH'S PYRAMID: A Q*Bert style ability is needed as you create mini-movies WAYOUT, Sirius' game with breathtaking game with an attractive fiction. You start on and cartoons. Atari (disk) , $60.00. Apple 3-D graphics? Now they have taken Wayout level one as a slave and work your way up, disk and Atari cartridge expected out before and made it more competitive. CTF is, using the gifts of Isis, fighting the plagues Christmas. essentially Wayout for two people playing of Moses, building a pyramid, and finally competitively. One player attempts to cap- becoming the Pharaoh of Egypt. Apple now, SPACE KNIGHTS: Another "different pro- ture the flag, while the other player seeks to C-64, Atari, and IBMpc coming. duct from Reston is SK, a science fiction capture the other player. The computer can novel plus disk with game programs based play either position if you wish. Atari. Nexa Corp. on the novel. Atari. Book and disk. $24.95. P.O. Box 26468 San Francisco, CA 94126-6488 Sierra On-Line GRUDS IN SPACE: A graphic adventure Sierra On-Line Building game set in space. Your objective is to CYBERNATION: A strategy/arcade war Coarsegold, CA 93614 deliver a rare fuel to a stranded ship on game in which you must disengage Pluto. This will involve teleporting to warheads in an enemy held base. Three B.C.'S QUEST FOR TIRES: An entertain- various planets and solving various puzzles. distinct mission levels. As with other Nexa ing arcade game (especially if you like the Apple, Atari. products, the perspective graphics are well cartoon strip B.C.) in which you, as Thor, done. Apple. $40.00. must rescue the Cute Chick. Other charac- Continued on p. 45

COMPUTER DIPLOMACY Some of you have read about a game called COMPUTER DIPLOMACY that has been ex- pected from Avalon Hill Microcomputer Games for some time now. The game has been delayed due, as we are told, to the fact that AH is negotiating the sale of the game to a larger company. Diplomacy°' is a board game for seven players based on Europe just prior to WWI. It is a game of negotiation, psychology, alliances, and treachery. While thousands play the board game around the world, there is a sizable number who play the game by mail (PBM) using a gamemaster to run the game. Whatever becomes of CD, there is, and has been for almost a year, an exciting computer related activity tak- ing place in the Diplomacy hobby. Russell Sipe, editor of Computer Gaming World, has taken PBM Diplomacy into the com- puter age. Through the vehicle of THE ARM- CHAIR DIPLOMAT, Sipe's online Diplomacy newsletter, Diplomacy games are now being played by ELECTRONIC mail (PBEM). Games are being run on both Compuserve and The Source. If you have a Compuserve or Source account and like to play Diplomacy (or want to learn) contact Russell. On Compuserve he can be reached by email or by message on GameSig (72435,1434). On The Source he can be reached by smail (TCL920). THIRD ANNUAL CGW ROBOTWAR TOURNAMENT

MUSE SOFTWARE and COMPUTER GAMING WORLD proudly announce the THIRD ANNUAL CGW ROBOTWAR TOURNAMENT. Looking for some better competition for your ROBOTWAR' robot? Here is the perfect place to try him (her?) out. Put up your contender. Does he have what it takes to be a champion? You'll never know unless you "go for it!" ROBOTWAR fans are invited to enter their best Robotwar design into our national competition. Can you beat the likes of NORDEN + (winner of the first annual tourney) or DRAGON (winner of second tourney)? You will never know unless you try. And look what you can win! The winner of the tournament will receive a trophy and a check for $100.00 from MUSE SOFTWARE! All entrants will receive a free Robotwar T-Shirt as well as a discount coupon towards the purchase of ROBOTWAR DATA DISK #2 (containing all the entrants; available after the tournament).

Contest Rules 1. Send your Robotwar program (source and object code) on a diskette to: COMPUTER GAMING WORLD ROBOTWAR TOURNEY P.O. BOX 4566 ANAHEIM, CA 92803-4566 2. Include a brief description of your robot. What is it designed to do? 3. Only one submission per contestant. 4. Include your name, address and phone number with your submission. If you wish your diskette returned, also include return postage. 5. CGW reserves the right to reproduce entries in disk form (with credits) in ROBOTWAR DATA DISK #2. 6. CGW reserves the right to publish the source code of the winning robot in the pages of the magazine. The winner will be invited to write an article on his/her design. 7. Include T-Shirt size (S, M, L, XL). 8. Entries must be received by Jan. 31, 1984. Winner will be announced in the April 1984 issue of CGW. A round robin style tournament will be used to determine the winner.

cover. You will have to enter tive. But it is usually not safe to do LETTERS repetitive orders to squeeze most of a this until after you have destroyed tank platoon into a single depres- the enemy tanks. On a map with lots sion. A few trees in front of the of clear terrain, you can advance COMBAT LEADER depression will provide additional more boldly than in hills or forests — Dear Editor, cover. you might risk a tank dash nor- The computer in Combat Leader 3) Keep all of your tank platoons thward to find and destroy the (CL) is a tough opponent, but your close together, about 100 yards apart. enemy mortars. readers should be able to beat it with This will help them to combine 9) Patrols are not a good idea, a few simple tricks: firepower against any targets within because they frequently are killed range. 1) If your tanks can reach good con- shortly after they find the enemy cealed positions with clear ground in 4) APC's are too weak to trade pun- tanks. front of them, they should stop and ches with tanks. You should use your 10) You should not give up your com- wait for the enemy tanks. (The com- APC's to drop infantry at concealed pany command in order to control puter usually begins with several positions, then retreat the APC's. If individual units. Your "robot" sub- feints by a few tanks or armored per- spotted, you can use smoke 100 yards commanders can probably handle sonnel carriers (APCs). Then the out to conceal them. them more efficiently. Also, if you computer makes the main advance 5) Dismount your mortars in the rear give up the company command, the with its tanks.) toward the middle. They should computer may advance your other 2) The tanks are the most valuable shoot first at APC's and infantry, troops to exposed positions. units in this game. You should not then at tanks. If they can't see targets, The main objective in this game risk losing them in a blind advance they should blindly lob shells at should be to position your tanks to too far northward. Move your tanks suspected enemy positions, such as fire from depressions against enemy into a protected position in the reverse slopes of hills, possible tanks in clear terrain. If you can southern half of the map with clear routes of advance, and enemy smoke destroy his tanks, you should have no fields northward so that they can screens. problem hunting down his remain- hopefully bushwhack the enemy 6) Antitank gun squads should dis- ing APC's and infantry. tanks. Depressions give the best mount as far northward as possible, Good luck, and good bushwacking! and in the suspected path of the Floyd Mathews enemy advance. Each should be con- Pasadena, CA cealed so that enemy armor will not see it until after they get within the MORE C64 PROBLEMS killing range of its guns, which is less than 200 yards. A good location Dear Editor, would be a depression in the middle It was quite refreshing to read Jon or south part of a large woods. The Freeman's column concerning the squad's field of fire should cover the true state of the Commodore C-64 expected approach route for the personal computer, especially after enemy, and the unit should occas- all the nonsense published about it. sionally "look" in other directions. It As a professional programmer, I is very embarrassing to only look nor- bought the 64 because of my budget, thward, and then be steamrollered and because I wanted a machine to by enemy tanks approaching from do some off-hand programming on. the south. Unfortunately, I got the usual mis- 7) You should not risk placing rifle information and got caught with a and machine gun squads too far for- less than desirable machine. Pro- ward. Do not bunch these squads too gramming in assembly doesn't usually close together, or you risk losing all phase me, but the operating system your eggs in one basket. With good (the KERNAL) for the C-64 is such a fields of fire, they can serve as spot- mess, that it's just too much for me. ters for your mortars. You might try I hung on to the computer, how- to place one rifle squad in a depres- ever, because I hoped that there sion on a hilltop to get maximum would soon be available either visibility. The fields of fire of your another language for the C-64, or an units should overlap so that the extension of the BASIC to get easily enemy tanks cannot sneak behind at the graphics and other features of your positions without being the machine. You see, I think the spotted. C-64 has what it takes internally, but 8) In the objective scenario, you will that the software wasn't sophisti- eventually have to seize the objec- cated enough to take advantage of it. But, alas, deep down I now know you'll find that I'm one of your best Atari gives you, and BASIC is in the that even if said programs were to subscribers — with you since volume machine so you don't have to lay out become available for the C-64, that 2, number 1. In all that time I haven't another $50 for the BASIC cartridge. they will take away room from RAM, found it necessary to do anything but Textural display on the C-64 may not and that they'll take their sweet time sit back and enjoy the magazine. be the finest, but I've compared my in coming. As it is, various maga- Sure, I've submitted a few Reader home color tv program for program zines have already published articles Input Devices, but I've never felt I with Ataris, Apples, and TI's. Jump- about "Simon's BASIC" an extension had to stand up and be heard before. man, Frogger, Monopoly, you name of the on-board C-64 BASIC that will But this time I had to speak up. Tell it, looks as good on the C-64 as on add 144 commands to the machine Jon Freeman to put his hatchet away any of the others. RF interference at a cost of (surprise!) 8K being taken and take a fair look at the Commo- seems to vary a lot from machine to away from the BASIC. But where is dore 64. machine — I've had almost none the cartridge or disk? Nowhere that I was one of the first people in the with mine, and I haven't taken any I can see. country to actually buy a Commo- special precautions. Sure, the light In short, I think that the (hopefully) dore 64, (July 1982). Two months blue on dark blue at the beginning upcoming extended BASIC and other later I was probably the first person when you turn the machine on is software may save the C-64 (at least in Phoenix to get the Vic-1541 disk hard to see. One key stroke, control until they change the drives, those drive to use with it. I've had the 2, changes the cursor color to white, fools), but I doubt you'll see a lot machine a long time — I know its and with that combination the defini- of software utilizing that extended good and bad points. tion is outstanding — very easy to BASIC or any other language. So, Jon Let me deal with Jon's objections read, and easy on the eyes. has my promise to spread the word first, then I'll try to make a fairer that "the emperor has no clothes". criticism of the machine. Out of the 16 colors, I'm not too In comparing the C-64 to other David Nakamoto fond of the three shades of gray, but computers like the Apple II, Atari, TI San Gabriel, CA the black and white are absolutely 99/4; byte for byte the C-64 gives you necessary. Considering that most C64 DEFENDED more than any of them. Sure, with games use four to six colors maxi- the operating system unmodified, mum, the 11 colors that are real Dear Editor, you only get 39K of usable memory If you check your records, I think in RAM. That's 1K more than the Continued on p. 50 cessing that we are able to grasp the the potential appeal I think they DISPATCHES essential thing being communicated. could have, designers must follow Insights From the Graphics, on the other hand, convey the example of the arcades. Use Strategy Game their whole message at once, allow- animated color graphics. There are a ing the brain to then dissect the pic- number of good examples on the Design Front ture into elements and symbols as market of graphic strategy games. I needed. The power of graphic com- hope we have seen the last of the text munication is well known and has . People like Chris Craw- led to a great increase in the use of ford and Roger Keating have made charts and graphs in many fields. A the "separate boards and counters" graph allows the viewer to "get an for computer games obsolete. We may overview" or "focus in on important even see the end of "semi-animated" elements" or "look at things with a battles if Combat Leader and Broad- different perspective". sides are any indication. The success Much of the data stored in your of various hi-res adventures indicate brain is in a graphic form. For in- the popular preference for pictures stance, remember the house where (even if they are static). Better still, Dan Bunten you lived previous to the one you live games like Castle and of Ozark Softscape in now. How many windows did that Aztec show that players will not re- house have? Immediately your brain quire as many complex options if you Can you imagine an arcade game recalls a moving "picture" of you give them an interesting character to without graphics or animation? How walking through that house and animate. would a "text version" of "Pac Man" counting windows. The information There are many good examples of strike you? Such a game would never is stored in a "visual" form that can what can be done with graphics in have caught on! be analyzed for any number of things strategy games, but there are pro- All coin-operated arcade games use such as: the number of closets, the blems. Designing reasonably attrac- an animated graphics display to con- location of the refrigerator, and how tive visuals for all the options in your vey information about the status of the rooms were connected. To retain game can be very difficult. A good the game to the player. As we such data as discrete groups of "text- graphic strategy game needs the discussed last time, all such games like" pieces would be very awkward. quality of arcade animation but with also use a joystick (or another similar I wouldn't contend that arcade game a great deal more options. Thus, the device) for player input. Conven- designers analyzed all this before designer may end up producing the tional wisdom in the computer field they decided to use graphics instead equivalent of three or four arcade currently requires "a full-stroke of text. They just knew what "felt games in one strategy game. The per- typewriter-style keyboard" with "an right" to the average game player. formance required by animation 80 character per line upper and Color graphics communicate more routines almost always requires that lower case text display" on all serious easily and quickly than text, but you write in machine language. This home computers. This doesn't im- animation is what really made arcade is a whole lot slower to write and de- press the arcade makers. They use games popular! To a generation rais- bug than some of the "higher" joysticks and graphics displays ed on a diet of Saturday morning car- languages. Although a picture may because such devices are much more toons, nothing could be more ap- be worth a thousand words, it may "user friendly". Can you imagine all propriate than animated characters take over 4000 bytes to store it in the the words needed to describe your and objects. Even as far back as computer. (No one knows how our current position in the maze during "Space Invaders", it was obvious that brains store pictures but I'm sure it a "Pac-Man" game? "You are ap- the cute, marching aliens were a big isn't in the sloppy form that we store proaching an intersection. To your part of its success. The "state of the bit pattern drawings in a computer). left is a long hallway. To your art" has advanced considerably since The final disadvantage to including right . . ." then. Games such as "Q-Bert" and graphics in strategy games is that you Cognitive scientists who study how "Popeye" are cartoons whose out- are putting yourself up against the our brains function have obtained comes are controlled by the player. best that arcade designers can do. some answers to why "a picture is Animation has other advantages. Besides a simple mechanic for how worth a thousand words". According Our brains are much better at the joystick works, all that arcade to them, different parts of the brain discovering things that move in rela- designers worry about is graphic are used to interpret text (symbolic tion to other things. We focus in on gimmicks. So they are good! But a language) than the areas used to ex- patterns of motion quickly. We can strategy game designer has to worry amine graphics (images). Text is determine the trajectory and speed of about all the other elements that made up of symbols (characters) an object much faster than we can make up a game. You have to be sure which are translated into elements describe it in words. Thus, a graphic that you keep track of all the pieces (words) which are then combined to display is essentially "dead" until it that make up the players' score, that create concepts and ideas. It isn't un- is animated (pun intended). til our brains have done a lot of pro- So, if strategy games are to achieve Continued on p. 48 While investigating the Gazebo, you should leave all your treasures here, may catch a glimpse of a Unicorn because you won't be needing them with a ribbon and key around its until the end of the game. neck. Whatever you do, he will Now there are several ways to go, always be out of reach, so you might and for the most part, it doesn't as well leave him alone. Later, some- matter which way you take first, so one will help you get the key from the let's consider the Dreary Room. Peek Unicorn. For now, just make sure in through the window, and the you take everything off the table, scene should look familiar. At least, because all those items will come in it will if you have looked into the red handy in the future. sphere. Recall the scene from the Now, you might as well make your sphere carefully, and then think way through the Topiary and into the about what you found back at the Carousel Room. No one likes the Gazebo. That should give you some Carousel Room, and the reason is ideas on how to open the door and obvious: no matter what direction get the blue sphere. you try to move, you will usually end In your travels (and pretty close to up going in a different one. The room the Dreary Room, too), you will come spins around, you see. So, you may across a dragon. He is your typical want to go West and find you've gone fire-breathing dragon, so you want to ZORK II Southeast instead. be careful here. On the other hand, Of course, there's a way to turn it you don't want to be too careful, off, but you'll have to get past the because you have to get rid of this Riddle Room and into the Circular scaly nuisance. You won't be able to Room for that. The Riddle Room is do it where you find him; the trick As told by Scorpia well-named; you will have to answer is to get the dragon to follow you a riddle to get the door open. Actually, somewhere. Think about the opposite the answer isn't all that difficult; of fire, and you should be able to Back for more, I see! Well, step think about being thirsty. And, as an figure out where to go. right in, plenty of room tonight; added bonus, the answer to the riddle everyone's out doing their holiday is also a clue to the Circular Room. With the dragon out of the way, shopping. Take a seat by the fire Because you'll have to do the right you can now investigate his lair. while Fred pours out your usual, and thing in the Circular Room to get to However, don't spend too much time we'll get started on Zork II. Once another set of rooms where you'll on the trunk; the person in the room again, it's off to the Great Under- find some yummy tea cakes, a robot, is more important at the moment. ground Empire! This time, however, and a red sphere, among other things. Keep her in view at all times, waiting it won't be quite so easy. For one Examine those cakes carefully, and be when necessary. She will assist you thing, there's much more territory to sure to save the game before you do in obtaining a small but important cover, and for another, there's the any experimenting! Also, remember item. And remember to go back and Wizard of Frobozz. to check out the pool in the Pool check the dragon's trunk later on! This delightful (?) person will in- Room. The flask is important, but not The bank is another interesting in evitably appear at the most inconven- in an obvious way . . . and make sure place, and has one of the two most ient moment, and zap you with a you have the cakes with you. frustrating puzzles in the game. spell. These spells all begin with the The red sphere in the Dingy Closet There are two treasures available letter "F": Freeze, float, fall, fence, is very important. However, as you here, a portrait in an office and some fantasize, ferment, etc. Some, such as might guess from the sign on the money in the vault. You will soon float and fence, are merely annoy- wall, it's trapped. You will find the find that you can't leave the ordinary ances, but others, such as fall, could robot helpful here. Keep in mind that, way with the portrait, and that there cause you to end up dead. Therefore, just because you can't see him, seems to be no way into the vault. it's best to save the game often, and doesn't mean he isn't there . . . or that First, read the brochure on the restore any time the Wizard appears he can't hear you. Don't forget to look floor of the Safe Depository. That and hits you with a spell. into the sphere! should give you some idea of what's You start inside the barrow, with Once you have everything you going on here. Then devote your your old friends, the Elvish sword need from this area, you can make attention to the curtain of blue light, and the brass lantern. Picking those your way back to the Carousel Room, for therein lies the method for obtain- up, you move on through the under- which has become stationary. You ing the two treasures. Direction is ground area until you come to the can now use this room as a central very important here; keep in mind Dark Tunnel, where the path forks. point for your explorations, dropping which way you are going, and also One leads to a stream, the other to a off items and treasures that you don't garden area with a Gazebo. need for the moment. In fact, you Continued on p. 47

ULTIMA III: Review & Tips

Scorpia

Such is a typical episode from Ultima III. Lord British has done a superb job with this game, making it NAME: Ultima III unquestionably the best in the series TYPE: Fantasy Adventure so far. The game has been stream- SYSTEM: Apple II/ lined AND expanded, graphics are FORMAT: Disk #PLAYERS: 1 better than ever, the gratuitous vio- AUTHOR: Lord British lence of Ultima II has been done PRICE: $54.95 away with, and, after having played PUBLISHER: Origin Systems the game through to its conclusion, Houston, TX I found no bugs in this version.

Those who are familiar with the previous Ultimas will have noticed that, unlike the earlier games, you Warrior, thief, cleric, mage. To- spell REPOND, and 6 Orcs die on the can have more than one character in gether, they are exploring a heavily- spot. After that, the group makes the game at the same time. In fact, wooded part of the continent of short work of the remaining Orcs, you can form a party of up to four Sosaria when suddenly . . . ORCS! and the thief turns his attention to the characters to bring into play, and they Quickly, the warrior unlimbers her treasure chest. His clever fingers can be of any valid character type. bow and sends an arrow flashing deftly avoid setting off the acid trap, Not only can you have a regular through the air, while the thief slings and the group is richer by 56 gold group, you can have character classes a rock, and the cleric, mace at the pieces and a sword. Now, they will hitherto unavailable, including multi- ready, begins a cautious advance. continue on their way, searching for classed characters, such as Druids, the clues that will help them to defeat who know both mage and cleric Then the mage casts the mighty the dreaded Exodus. spells, Paladins, warriors who can cast cleric spells, Barbarians, who are in only the four directions North, restored. Instead, you must get them fighters that also have some thief South, East, and West, but the mon- resurrected. This can be done by a abilities, and Rangers, fighters who sters can use the diagonals, which high-level cleric of your own, or can cast both mage and cleric spells. can make them deadly close-up, or if you can buy a resurrection (if you However, there is a point beyond they happen to be dragons or other have the money!) at one of the heal- which the multi-classed character fire-breathing creatures who can toss ing shops. cannot advance, and only the "pure" fireballs at you from across the room. One of the more interesting aspects mage or cleric will ever be able to to combat is the fact that only the cast the highest-level, and therefore On your turn, each member of the character striking the death blow will most potent, spells. party gets a chance to act individ- get experience for killing a monster. ually. So, a character can advance, This means that the members will This brings us to the combat se- retreat, cast a spell, attack, etc., on his not all advance in level equally. Keep quences, which have been completely turn. And this is all done in real-time; that in mind, as it may have an effect over-hauled, and make the game if you wait too long, the turn will pass on your combat strategy. much more exciting. First, when to the next party member, or to the Fighting in the dungeons is pretty combat begins, the scene changes to monsters. And the monsters will not much the same as out in the open, be standing still; on their turn, they a close-up of your group and the except that you don't know the mon- will advance towards the...and if you monsters. Your party appears, all sters are there until they attack; there characters individually, at the bottom happen to be up against spell-casting is no forewarning this time around. of the screen, and the monsters, also types, they will throw spells at you. The only difference is that, while on individually, at the top. So, in this There is no running away here; com- the surface you are likely to run into example, we have the Fighter and bat will continue until one side or the any type of monster at any time, in other is wiped out. If the monsters Thief in front, with the Cleric and dungeons the nastier ones tend to be are destroyed, you usually get a Mage behind them, and a group of found on the lowest levels only. 10 Ores at the top of the screen. treasure chest to open, but not Speaking of dungeons, they're a lot Perhaps fortunately, the good guys always. For instance, fighting sea smaller now; they only go down eight always get to go first! monsters will never get you a chest levels. They are smaller because, for There will always be some distance (makes sense: jellyfish don't usually the first time, you REALLY have to between the groups at the start, so it's haul such things around with them!). go into them, or you will not be able wise to have distance weapons like If one or more members happen to bows and slings handy. You can aim die, they will not be automatically Continued on p. 51 THE NAME OF overtly, and in many cases explicitly are similar in construction or intent rip-offs — PAC-MAN clones, for in- but noticeably different. (Just think of THE GAME stance. I could name a dozen without all those colas.) taking a breath, but CGW wouldn't Trademark law is a joke — and get- print their names, and you know ting more so all the time. Recent them, anyway. They represent a clear court cases have emphasized that a case of moral and creative bank- trademark (e.g., Monopoly) must be ruptcy. If they also constitute legal more connected to a company plagiarism, as it appears, you might (Parker Brothers) than to the product wonder how they can get away with it is identifying (the game of Monop- it. So do I. There seem to be several oly). Thus, the more effective the "answers"; none of them entirely trademark, the less legal it is, and any satisfactory. Some of these clones are trademark worth keeping . . . you put out by companies that may be can't keep. viewed by the big boys as too small Adding to this colossal stupidity is to bother with. In many cases (e.g., the recent absurd habit of sticking Jon Freeman K.C. MUNCHKIN), something is be- "TM" on everything that moves. A In my first column a few issues ago ing done, but the legal maneuvers little "TM" (or "tm") attached to a I argued that plagiarism — loosely take so long that everyone may have name or title does not mean that the defined as ripping off someone else's forgotten about it before the verdict name or title is, was, will be, or can ideas and passing them off as your is in. possibly be a trademark. All it means, own — should be just as much of a Compounding the problem is an il- in theory, is that someone in the com- no-no in the field of computer games logical attitude on the part of the pany connected to the product con- as it is elsewhere in the Real World. courts. Examining the mess that is nected to the title (or, especially in This time out I'd like to approach the our current legal/political system the most egregious cases, a lawyer topic from a few other angles: identi- would require at least a long book; connected to the company . . . trying fying plagiarism and related ripoffs; let's note merely that the law looks to justify his fees) is trying to assert, what protection copyright, trade- backwards, not forwards. It does not unilaterally, that the name/title is a mark, and patent law does (and does apply general principles of justice to trademark. In practice, the people in- not) offer; and what we can do about new situations as they develop; in- volved may suspect or believe the such matters. stead, the focus of the system is on name is not — and will not be — a A WORD OF WARNING: I am not closing the barn door after the horse valid trademark, but they hope the a lawyer. I am not offering "legal ad- is gone. Thus, you would logically "tm" will discourage other people vice," and my opinions should not be conclude that if it is illegal to from using it. One assumes this latest used as the basis for legal action. If plagiarize a person's book, play, strategy is the reason for attempting you have serious questions about movie, song or board game, it would to claim a trademark on words like copyright law or your legal rights, also be illegal to plagiarize a person's "Luke" and "hyperspace." consult your attorney. computer game. You would, but the You cannot trademark a computer That said, let's acknowledge the courts wouldn't be sure until an ex- game — only its title — and you can't following: (a) You probably don't ample of that particular kind of patent it, either. Simply put, you can have an attorney. (b) Thanks to more plagiarism was brought to trial and patent hardware but not software: firsthand experience and larger legal a new precedent was set — a process devices — things — but not text, bills than I like to think about, unless that might take years. titles, or ideas. Generally, patents you are a lawyer, I almost certainly (This nonsense is similarly respon- touch the world of computer games know more — probably a lot more — sible for the current confusion over only indirectly, such as the attempt about this than you do. (c) The videotaping — an issue resolved by TI, in its relentless drive toward caveats in the previous paragraph go years ago in the exactly analogous seppuku, to use a patented chip to double for those without my exper- area of audio taping.) keep other companies from writing software to support TI's hardware. tise. Hasty and ill-considered advice "TM" MEANS TOTAL MESS to sue someone, for instance, could YOU CAN'T PATENT result in substantial liability. Sticking While plagiarism, as legally de- "POUGHKEEPSIE" your foot in your mouth is always fined, is still illegal, a variety of While people often confuse the embarrassing; being presented with related practices, immoral or at least elements of patent law with the pro- a bill for the meal might just ruin impolite, are still legal. For instance, tection afforded by copyright, they your whole day. were I to title a game Crunch, Shat- are quite different. Suppose, for in- stance, that two people — one in THE SHORT ARM OF THE LAW ter and Munch, you might view that act as a deplorable rip-off. It would California and one in New York, say The brunt of my attack in my initial not, however, be illegal. You can't — are, separately and independently, column was directed at games that copyright titles, and trademark pro- busy inventing a widget: the same were, in my opinion, obviously, tection does not extend to names that Continued on p. 41

1

OPERATION WHIRLWIND

Mark J. Bausman

which turned out to be a full size multi-color map of the battle area. It NAME: Operation showed all of the terrain features in- Whirlwind cluding clear, woods, roads, build- TYPE: Battalion level ings, streams, and the city; and along strategy the bottom was printed the unit sym- SYSTEM: Atari 400/800/1200 bols. I liked the game immediately 48k when I saw I had seven unit symbols FORMAT: Disk #PLAYERS: 1 and the computer only had two. Lit- AUTHOR: Roger Damon tle did I know the actual balance of PUBLISHER: Broderbund power was stacked in the computer's San Rafael, CA favor. In the Command Phase, you may scroll around the map and make your plans for movement. You may also It is just before dawn on a cold perform close assault on enemy in- order your units to dig in or become morning in Northern France. The fantry; and your own Battalion HQ combat ready. Digging in will pre- naked light bulb hanging from the to guide the whole affair. As the sun vent you from moving, but you will ceiling of your command trailer casts appears over the horizon you can still allow combat while giving de- a harsh shadow over the tactical map hear the sounds of firing from both pleted units the opportunity to build spread out before you. On the right north and south of your location. strength. Units are combat ready by edge of the map, fifteen kilometers Silently you hope that Battle Groups default, unless they have been from your present position, is the North and South will be able to do ordered to dig in, in which case they small French town that is your objec- their jobs because you know that any will stay dug in until you order them tive. At this time of year the two enemy not destroyed by them will fall to be combat ready. A nice feature rivers you must cross will be swift upon you and reinforce any resist- here is that dug in units will flash and and deep, and aerial reconnaissance ance left in the city. If you have taken are therefore easily seen. When you has shown that all bridges over the the city you know those same troops have finished looking at the map and rivers have been blown up. Your will fight to the end in order to retake ordering your units to dig in or engineers will have their work cut the town. Your operations officer become combat ready you will press out for them as they must rebuild enters the trailer with news that all the start key and go into the MOVE- those bridges or your heavy tanks vehicles and men are prepared for MENT PHASE. will probably never be able to get jump off. The sun has fully risen and During movement phase you may across the rivers. Today, all elements it is time to plug your joystick into move any or all of your units which of your command will be needed; the port 1, hit the start key for a new are combat ready. To move a unit, artillery to bombard from a distance; game, and choose your level of dif- you simply use the joystick to move the recon units to sweep ahead and ficulty for another bout with the com- the cursor over the unit you want to locate enemy positions; the light puter in Broderbund's new game — move and press the fire button. You tanks to soften up enemy resistance; OPERATION WHIRLWIND. will then see the unit's movement, the heavy tanks to finish strong When I opened the box, the first points; the infantry to mop up and thing I saw was a folded up poster Continued on p. 48

REACH FOR THE STARS Ed Curtis

(starting with a small fleet and some NAME: REACH FOR THE transports, rather than with an STARS already established colony); Variable TYPE: Strategy Space Production Costs (which allows you Game to vary the costs of all factors within SYSTEM: Apple II, C-64 pre-set parameters); and Variable FORMAT: Diskette Victory Conditions (for those who PLAYERS: 1 to 4 want to be peaceful colonizers or AUTHOR: Roger Keating & "Space Huns"). By manipulating Ian Trout these variables, it is possible to PRICE: $60.00 customize RFTS into a vast array of PUBLISHER: Strategic Studies possible games, each with its own Group distinctive flavor. Sydney, Australia As mentioned, the star map con- factors of every game different, there Below you lies a scarred and sists of 54 star systems of various is no "optimal" strategy. You must pockmarked planet awaiting your types, each of which has a set pro- remain flexible enough to respond to decision to land an occupying force bability of having planets of a par- new information as it is discovered. or to blast off the last vestiges of ticular type (primary, secondary, ter- civilization from this once tranquil THE GAME tiary, or hostile). These planets are, land. As tempting as it is to end your RFTS is designed for four players, in turn, rated for a number of factors, problems in this system with a single up to three of which may be run by including population, industrial order, you are, alas, a conqueror, not the computer. It should be noted here capacity, and planetary environment. a simple destroyer. The order goes that the computer does a very credit- A primary planet, for example, might out and fifty transports land at able job, so much so that at its veteran have a population rating of 90, maxi- strategic points to control and pacify level (the most difficult of three mum industrial capacity of 50, and the temporarily stunned natives. levels) it can prove to be a deadly a social environment of 75. This The above is an example of just one opponent. would mean that the planet could of the many situations which will After selecting the number of com- hold 90 factors of population before face you (hopefully as the player with puter players, their levels of com- revolt became a possibility, could the decision to make) in the new petence, and the names of the human have up to 50 factors of industry built strategy space game—REACH FOR player(s), you are given the option of on it, and starts with an Earth-like THE STARS (RFTS). As the leader of setting the following nine variables: planetary environment. (All factors one of four races expanding into the Game Length (40, 80, or 150 turns); fall on a scale of 0-100, so that a limited selection of 54 star systems, Novas (the possibility of a star going planetary environment of 75 is very it is your responsibility to plan your unstable and exploding); Natural good.) Of the three factors, only races growth by balancing its eco- Disasters (minor but dangerous set- planetary environment is subject to nomic, military, and research expen- backs to your young colonies); Xeno- enhancement beyond its initially set ditures. Too much in the first, and phobes (described later); Solar Debris levels. your colony may be destroyed or cap- (dust motes which slow movement); During the production phase, the tured. Too much in either of the Randomized Star Map (a new com- phasing player is moved to each others, and you might soon find your puter generated star map, other than planet under his control and is given race hopelessly out-produced by all the standard one shown on the in- three of your competitors. With the cluded map); Task Force Set-up Continued on p. 49 LEGACY OF LLYLGAMYN: An Introduction to Wizardry's Third Scenario

by Robert Reams

ous orb from thieves. The leaders of Llylgamyn have appealed to the NAME: Legacy of descendants of the heroes of the Llylgamyn "Knight of Diamonds" and the "Pro- TYPE: Fantasy and ving Grounds of the Mad Overload" Adventure to quest during this time of need. SYSTEM: Apple II/IIe, III The new adventurers will be FORMAT: Disk chosen from this years graduating AUTHOR: WARD, Andrew apprentices. Each apprentice, age 20, Greenberg and will undergo the ancient Rite of Robert Woodhead Passage. These new level one char- PRICE: $39.95 acters will be used for this adventure. PUBLISHER: Sir-tech Software Ogdensburg, NY Legacy of Llylgamyn (LOL) is not a stand alone adventure in the Wiz- Five generations have passed in the until wiser heads called for a new ardry series. Characters transferred Kingdom of Llylgamyn since an in- generation of adventurers to seek the from scenario one and two are re- trepid band of adventurers regained cause of their troubles. This new quired to enter into the Rite of the ancient armor of the Knight of band of adventurers would accept a Passage. This scenario will not allow Diamonds and the Staff of Gnilda. quest to save Llylgamyn from peril. questing on the Legacy of Llylgamyn Since that time, peace and prosperity There is only one relic which has disk itself. A blank disk must be in- have prevailed. The tranquility of power to reveal the source of the itialized and then, using the utilities, their idyllic place, however, has been danger. A mystical Orb taken long a working scenario disk made. Again, broken by an angry mother nature — ago by the great dragon L'kbreth, one using the utilities, you must transfer there have been earthquakes, tidal of the five children of the World Ser- characters onto the new scenario waves and other strange happenings. pent, and it is she who is dedicated disk from the first two adventures. But, the people of Llylgamyn have to the preservation of the balance of (Note: It is important to remember to tended to ignore these events. That the world. Legends passed down write protect the original disk during is, until the peaceful seas rose and thru time say that this dragon has this process or the ancestor will be destroyed the colony of Arbithea and taken the Orb to her mountain lair. lost during the Rite of Passage.) an earthquake damaged the temple of There she has invoked the powers of Transfer sufficient characters to form Gnilda. Panic was wide on the land good and evil to protect this wonder- at least two parties. This is a very challenging adventure and, unfor- res images, showing greater detail suitable offering, it is possible to get tunately, there will be a loss among and allowing better manipulation of the Orb of Earthin. The lowest level the ranks of the heroes. screen graphics, provides greater is inhabited by a fierce band of Boot up this new adventure and go control over the information avail- Garian Corsairs which you should to the Training grounds. Using the able to the gamer. With this adven- skirmish with long enough to collect "R" option it will be possible to ture, it is worth connecting a color experience points worth at least two create the characters which will be display to enjoy the presentation of or three levels before attempting the used. During this ceremony, there is the new monster types as they appear. next level of the mountain. only one point where a choice is The items available at Boltac's Level three will be the most dif- allowed. Regardless of the prior Trading Post have changed. To prop- ficult map to draw in any of the alignment, each character being erly equip your new parties you Wizardry adventures. There is a trick either need to be familiar with medi- involved which, when understood, at created may declare a new alignment eval armaments or have a good dic- least makes the mapping task pos- within traditional limitations. A wise tionary. It will be wise to purchase sible. Level three may yield the "key" move at this point will be to shift as portion of Dios, and on levels above to a short cut which will save much may as possible of the characters be- one to purchase LATOMOFIS POTS door kicking. If this "key" is not ing created to neutral alignment. in quantity as they will be needed for found on level three, then try four. Neither good nor evil characters survival. A new command has been On levels four and five will be found alone can prove worthy of receiving added which makes shopping much objects which are vital to the success- that orb which is the goal of this easier — the ability to pool gold, ful conclusion of the quest. quest. To complete this adventure it which transfers all the gold in the is necessary to have both good and party to one person. Another useful A final word of caution. This evil parties. Maximizing the number command which has been added adventure contains more deadly of neutral characters in the parties provides a list of the names of the monsters than either of the other means a more rapid accumulation of characters who are eligible to join a scenarios. Earlier I recommended experience points for those able to party being assembled at Gigamesh's that Dios portions be carried in the travel with both groups. Tavern. earlier stages of bring characters up Initially, the most striking aspect of in experience level. Above the first this new adventure is again working This adventure abounds with puz- level, the questing party will en- with a character with only 12 hit zles, riddles and strange new monsters. counter monsters which will poison points and no spells. This is a sober- The mysterious island which you will members of the group — thus addi- ing experience for anyone who has discover on level one will be out of tional Latumofis Pots will be re- been used to characters of level 20 reach for quite a while, but when the quired. This adventure also contains and above with all available spells. It means to cross the water becomes more monsters which are life is necessary to remember to have an available, a very pleasant surprise will stealers. In an encounter, they will encounter and escape to the castle's be found there. The challenge of the take experience points and reduce Adventurer's Inn while you still can. maze presented in Legacy of Llyl- their opponent a level. Your only (Try and remember playing Wizardry gamyn will require careful mapping. sure protection is to back-up before for the first time.) A good practice in There are six levels to the maze, with entering the maze. Legacy is to back up your characters the levels above one containing hid- Anyone who has played Wizardry prior to entering the maze. den and apparently inaccessible and was slightly disappointed by LOL was designed by the WARD areas, with secret doors scattered Knight of Diamonds, should be very group (Wizardry Research and Devel- throughout most levels. There are pleased with the Legacy of Llyl- opment Group) Robert Del Favero Jr., plenty of chutes and one death trap. gamyn. In every way, it is a superior Samuel Pottel and Joshua Mittleman. The death trap is a very nasty sur- product. By staring with new char- They are in large part responsible for prise inserted into the adventure for acters set at level one, the excitement the quality product which is this new no apparent reason. There is a riddle is back. The new windows are ex- adventure. Andrew Greenberg and which warns the adventurer not to citing, and even though they slow the Robert Woodhead collaborated with proceed any further, unfortunately game some, the overall effect is well this group to create the first of three the nature of the trap is not apparent worth the slower speed when one scenarios which will be in this series. until it is too late. A warning to the considers color scenes and the im- The thought and effort incorporated adventurer reading this review, "a proved information display which in this game design make it an excep- riddle in three segments do not pro- may be toggled on and off as required. tional challenge to even the exper- ceed", if you must, have a backup The Legacy of Llylgamyn is an ex- ienced gamer. Strategy and pre- because you are going to need it. ample of the maturing and improve- planning are required for success. The quest takes place inside a ment of an already excellent product. The authors have enhanced the mountain. The adventure starts at the This new adventure will challenge all graphics display for presenting this lowest level and your parties must who accept this quest and will leave new adventure. The new system is find their way to L'Kbreth's lair near you looking for the two sequels called "Window Wizardry". The hi- the top of the mountain. With a which follow in its path. BROADSIDES

Dave Long

NAME: Broadsides TYPE: Tactical/Arcade Wargame SYSTEM Apple II FORMAT: Disk #PLAYERS: 1 or 2 AUTHOR: Wayne Gavris PRICE: $39.95 PUBLISHER: Mountain View, CA

"Avast there, ye swabs!! Load with just blast away incessantly without crew acknowledges your command chain shot now, me hearties, an' aim bothering over details. with a snappy "Aye, aye, sir", and fer 'is sails! We'll cripple 'is wings and begins to implement your desires. then dance a pretty ring around 'im..." Naturally, since these are wooden Unfortunately, while I was firing at THE BATTLE ROYAL sailing ships and not formula racers, his sails, he was firing at my hull During battle you give orders to a command to turn, or change speed with solid shot, and my sweet ship your crew of stalwarts by turning the or sailing configuration takes time to went to a watery grave just as his paddles to change the displayed com- implement. The larger your ship masts came crashing down. My mand, and then pushing the paddle (under normal circumstances) the problem, as usual, was a poor eye for button to select your order. Orders slower she is to respond to the helm. distance, and the frustration of often can also be given using the keyboard Should you happen to give the wrong seeing my shots splash into the sea or the Sirius Joyport along with an order, you may find yourself headed while my ship shivered to the impact Atari joystick. The keyboard option for a disastrous loss, since your of his Broadsides. is a bit slower than the paddle option, crew must first respond to your in- but since both sides play with the correct order and then try to com- same system, it doesn't really affect pensate for your ineptness. All this Thus ended one of my many en- the play of the game. costs time, and the enemy may well counters on the high seas in SSI's Your options during battle are as be maneuvering to rake your bow new tactical simulation of ship-to-ship follows: Turn to Port, Faster Speed, while you blunder about. battle in the Napoleonic era. Your op- Steady Speed, Slower Speed, Back tions during combat are many, your Sail, Battle Sail, Full Sail, Solid Shot, THE DISPLAYS options in selecting and/or creating Chain Shot, Grape Shot, Aim at Sails, The combat display is superb. On ships even greater, and when you get Aim at Hull, Fire xxxx Yards (low the left 3/5ths of the screen, you are frustrated with tactical decisions (like range), Fire xxxx Yards (mid range), shown a seagull's eye view of the what type of shot to use or which Fire xxxx Yards (high range), and engagement, depicting the two ships type of sails to hoist), you can opt for Turn to Starboard. in relation to one another. Below the the arcade version of the game and After selection of your order, the ships you are given a two line display showing each side's current victory cast grapples to tie your ships her hull strength, crew strength, points, wind speed and direction, together, the screen changes from the number and type of guns carried, and the time of day. Each battle sailing display to the boarding speed, turning and reloading time, begins at dawn (6:00 AM) and can display and, or course, your com- fire and sniper effectiveness, and continue until sunset (6:00 PM), mand options change as well. boarding casualties inflicted. If you though I've never seen an engage- During the boarding engagement, get sick and tired of ending each ment last that long. Wind speed and crew members are distinguished by game with a swim in the drink, make direction can change at any time, and the direction they are facing, and you yourself a super ship and go at it the wind can blow in the same 12 command your men to attack or anew! The variables pages also allow directions in which the ships can retreat, fight very aggressively, very you to save your newly created move. As in real life, these lumber- defensively, or in balance. You also matchup under Player Option A or ing behemoths of the sea move very command your snipers to fire at the B, to avoid having to re-invent the sluggishly on a tack, and not at all enemy on your deck, on their deck, wheel each time you play. directly into the wind, but they can or at the enemy snipers. It's usually really kick up their heels with the wise to avoid firing at your own deck breeze at their backs. unless things are looking pretty bad, VICTORY CONDITIONS 'Tis one of the facts of the sea that since you may very well miss and kill Victory points are awarded for the wind can shift at crucial moments, your own men. "Friendly Fire" was destroying sails and masts, killing the and ye'd best be alert, for fool- a threat 200 years ago too! enemy crewmen, damaging his hull, hardy to be still givin' orders when Intelligent use of the boarding and for destroying enemy guns. The ye've not noticed the wind shift! option can truly snatch victory from victor also scores a bonus based upon As the ships maneuver, and the the jaws of defeat. If your hull is look- the elapsed time of the battle. Thus, distance between them changes, the ing more and more like a sieve, and if you sink him quickly, you'll score scale of the gull's eye view changes, your sails appear more akin to more points than if the battle drags going from 1200 yards across the ribbons than sheets, yet your crew on til late afternoon. display to 600 or 2400 yards. Should remains strong, try to close with the the distance become too great, (1500 enemy. As you close, fire grapeshot HISTORICAL SHIPS to 2000 yards apart) the two ships to decimate his crew, for a point Statistics are given for 22 actual will disengage and then re-engage blank range you can't miss, and you ships of the era, perhaps the most one hour later in prime broadside do double damage. One or two bar- famous being John Paul Jones' array. You can't run forever! rages of grape can severely deplete famous Bon Homme Richard vs. the The right 2/5ths of the screen shows their numbers and then you should British Serapis. In addition, historical details about the two ships. Combat tie 'em up. More than once I've saved data is presented for British, French, begins with a silhouette of the two the day with this tactic, though the American and Spanish ships of the ships, and a display of your hull enemy will try to fight a defensive era, so you can discover for yourself points (when they fall to 0 you go to boarding action and cast off the the whys and wherefores of the tac- meet Davy Jones in his locker!), your cables which bind you together. If tics of the day. The Spanish, for ex- crew strength (lose too many men this happens, the ships drift apart ample, were much slower at turning and you'll strike your colors), current and play reverts to the sailing screen. and reloading, while the Americans, speed, maximum speed, current Try to close again! Be persistent! though not inflicting as great a order selection, and, last but not damage as some others, could man- least, the number and type of guns on On the other hand, should posi- euver and reload faster than most. each side of your ship. tions be reversed, avoid a boarding As you suffer and inflict damage, action like the plague! But, should it CONCLUSIONS the ship detail display reflects that appear imminent, blast 'em with Broadsides is an excellent depic- damage. You will see holes appear in grape and then try to slash the cables. tion of ship-to-ship combat in the your hull, watch your crew strength Just remember, each man you see fall famous age of "Wooden Ships and diminish, grimace as your sails are means 10 crew casualties, and you Iron Men." The graphics are very shredded by the enemy, and even be can't fight without a crew! pleasing, and the historical statistics kept up to date on the guns you each presented allow you to create a vir- lose during action. THE VARIABLES tually unending array of different When you sink your opponent, or Five original set ups are given on battle situations. The arcade game vice versa (much more common in the game disk, from easiest matchup allows you to continue to fight battle the early games I played) you'll see against the computer to hardest, with after battle with the same ship (so the ship sink slowly below the waves. two of these available slots on which long as you keep winning), while the Many actions are decided not by to save your own matchups. Using tactical game makes for a good tour- the exchange of broadsides, but rather the variables, however, you can re- nament situation, say best three out by cut and parry of your bonny crew create many of the greatest historical of five battles, or most victory points on the decks of the two ships. When battles, or make up your own. scored during a specified number of you close with your opponent, you You can change your ship's name, engagements. In this issue and the next, I'll be War" or "DecWars." Keyboard com- discussing interactive multi-player mands, such as "F" to fire missiles ("MP") games. The idea of MP and "M" to move your ship forward, games is as ancient as gaming itself; allow you to accomplish your seek TELE-GAMING the reality of today's electronic MP and destroy missions. Although simi- games requires a computer, a modem, lar to the mammoth "MegaWars," and a subscription to a telecom- "DecWars" is easier to learn and munications network. Because MP faster to play. You may wish to warm games are difficult to design and up for the larger, more difficult game quite costly to produce, they are by working up through the "Dec- relatively rare. The Source, for exam- Wars" ranks first. ple, is working on the possibility of If an evening of "The Wars" has MP games, but none are online at left you keyed up, you might enjoy a this time. CompuServe, however, has relaxing session in CompuServe's a number of MP games in place, and Casino. At present, only MP Black- more are planned. jack is online, but MP Poker should be available soon. One thousand The most popular MP game on wagering credits are yours when you CompuServe is "MegaWars," and it take your place at one of the four- is played in real time by thousands man tables. You can gamble, deal, or of garners every week. On a typical simply watch the fun, and by using evening, one hundred or more space the "K" ("kibitz") command, you can warriors roam the universe in teams send messages at any time to other of up to ten players. New recruits can players or members of the peanut join either the Colonists or the gallery. Even if you're unlucky and Kryons, and teams are assembled must be ushered out of the Casino informally or by posting announce- (bankrupt!), you may obtain more ments on the electronic bulletin credits from the friendly cashier. board of the Multi-Player Special Maybe you would prefer to play Interest Group ("MPSIG"). As a with several friends at home, all of member of MPSIG, you can com- you sharing your one machine. If so, municate with seasoned "MegaWar- you can still enjoy multi-player gam- riors" (with names such as " ing. CompuServe also offers "Back- Danger," "Han Solo," and "THX gammon," "Concentration," "Foot- Patricia Fitzgibbons 1138"), set up pre-game conferences ball," "Scramble," and "Fantasy." or scrimmages, challenge other teams Each player can then take a turn, and to a game, and trade strategy tips. CompuServe's computers act as both "MegaWars" is an institution on the playing field and scorekeeper. CompuServe and has attracted a core In addition to the computer games 'Tis the season of twinkling lights, of dedicated players. Drop by MPSIG I've mentioned, CompuServe is host brightly colored packages, and holi- one evening and see what the fuss is to the Gaming Special Interest Group day cheer; a time for family gather- all about! ("GameSIG"), whose membership in- ings and the renewal of old friend- Recently, CompuServe has intro- cludes almost five thousand garners. ships. But maybe you're feeling a duced "MegaWars II," an MP space GameSIG schedules online, real time, bit lonely, sitting in front of your wargame that features sound and fantasy role-playing games such as computer with only a machine as color graphics for users of Compu- "AD&D," "Traveller," and "Man, your gaming partner. Perhaps you're Serve's VIDTEX terminal program. Myth, and Magic," as well as ongoing wishing you could join a group of Two four-man teams compete to cap- games of "Diplomacy," "Monopoly," new friends and explore a dungeon ture planets and annihilate enemy and "Risk." Time and distance dis- together, or you're imagining the fun opposition. With the help of your appear when a group of "Dippy" you could have as a valued member ship's phasers, shields, scanners, players from all over the country get of a starship crew in search of vast and sub-space communications, you together with their GameMaster to and uncharted galaxies. and your teammates can spend many plot international intrigue. At some point, most of us tire of exciting hours playing this fast-paced Of course, almost any board game solitary games and want to match game. can be played "live" in GameSIG. wits with real live human beings. If you're more comfortable as a Usually, a group of players schedules But can you, at home with your free-lancer, you can bypass the team a date and time for a game. The computer, meet other gamers for a system of "MegaWars" and try your players then keep track of their friendly contest? You bet your sweet hand against up to nine individual modem you can! players in CompuServe's MP "Space Continued on p. 46

North Atlantic '86: Review and Strategies

Jay Selover

missiles, airstrikes vs. ships and bases, surface combat by opposing task forces, and any land combat bet- NAME: North Atlantic '86 ween infantry forces). The computer TYPE: Strategic Wargame also handles reinforcements, a "re- SYSTEM: Apple II pair and refit" pipeline for ships, and FORMAT: Disk #PLAYERS: 1 or 2 the unloading of any troops and sup- AUTHOR: plies which have been sealifted to PRICE: $59.95 their destination. The system is not PUBLISHER: Strategic a dazzling graphics display; its forte Simulations is rather in managing large forces of Mountain View, CA ships, airplanes, and infantry, and in processing complex search and com- bat routines. Believe me, you don't need graphics for excitement. When on hypothetical future conflict. First, North Atlantic '86 (NA86) is the you see the message, "SSN-116 is it an enjoyable game? (Yes.) Sec- third Gary Grigsby design to be FIRES TORPEDOES . . . TOR- ond, does it accurately portray cur- published by Strategic Simulations PEDOES APPROACHING Inc. It uses the same basic game rent and future capabilities and pro- CVN NIMITZ . . ." followed by a pause, pensities? (Yes.) And third, is it likely system as Guadalcanal Campaign your pulse will quicken! and Bomb Alley, but stretches it to happen that way (would the game Something Old, Something New right to the limits in portraying the be a good training aid for mid- complexities of modern naval con- shipmen at Annapolis)? (No, at least If you're a veteran of Guadalcanal flict. The game begins with a I hope not.) or the Mediterranean, you might be hypothetical set-up well into a NATO- If you haven't seen a Gary Grigsby interested in the new staff in North Soviet war in 1986. The Soviets have design, the game uses half-day turns Atlantic '86. There are a few general subdued West Germany and (a daylight turn, then a night turn). system refinements: more task forces Scandinavia, and have forced neutrality on The player controls the naval and air are now allowed (9 for the Soviets France. As the game starts on Sep- forces of his side (and also, abstractly, and 11 for NATO), a new option off tember 7, the Soviets are established the available amphibious and air- the task force menu gives an update at their bases in Murmansk and Riga, borne infantry). In a turn, one first on the status of all friendly bases, and and at captured bases in Bergen creates new task forces and/or com- the pipeline display can now be set (Norway) and Hamburg (FRG). An bines and divides those already in ac- to scan only a particular ship type invasion of Great Britain is the tion, and then moves each one indi- and/or a limited length into the ultimate goal, but first the naval vidually on the 40x40 low-res map. pipeline. Most of the additions ac- lifeline to the United States must be Next comes assignment of the air- tually pertain to modern combat. For cut. Allied bases on the Faroe Islands craft you want on combat air patrol instance, air missions now take place and on Iceland are the key. If these (CAP) over your bases and task in night turns as well as daylight can be captured, long-range Backfire forces. Next, searches are conducted turns. Also, one no longer needs to bombers will be able to devastate the to locate enemy task forces. Finally, assign combat aircraft to searching. NATO supply lines and ultimately one assigns air strikes and missile at- The computer maintains an inven- starve out Great Britain. tacks against spotted enemy task tory of utility aircraft (search planes, forces and bases. The computer then early warning planes, and helicop- There are several perspectives takes over and resolves all combat from which to evaluate a wargame (CAP and flak vs. airstrikes and Continued on p. 46 -

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instance, make the beginning levels action; the other maintains the of play easier on the home versions graphics perspective while dras- since the game is no longer interested tically changing the scenario. in George Washington's face. Nightraiders from Datamost, keeps the alternating "city" and "space" The other issue is originality. This screens. The players ship moves left is a two-edged blade. On one side are and right, but altitude is only in- ATARI ARENA the rights of creators of the original dicated by how high "up" the screen game. They took the risks on a new Allen Doum the players bullets go. The playfield product or idea, and should profit scrolling is vertical only, not from any "spin-offs". But what about diagonal. the guy who doesn't own the Blue Max (from Synapse) restores machine that the "authorized" ver- the diagonal scrolling, but moves the sion is released on. Are the owners action to a somewhat fanciful version of Apples, for example, not suppos- of World War One. The player may ed to play Star Raiders, or any game strafe or bomb a variety of ground similar to Star Raiders, just because targets, while enemy aircraft may ap- the only authorized edition is on the pear at any time, from in front or Atari? behind the player. By hitting "priori- Whatever the legal answer to that ty" targets the player may advance to question is, it is obvious that many the next of three levels. One major software producers and purchasers difference here is that there are no do not find games "derived" from "lives" to lose in Blue Max. Each hit other games objectionable. (And ar- damages the plane in one of four cade game manufacturers are not ex- ways, with a fifth hit ending the empt from this either, of course). game. Damage is repaired by landing When is a game a copy? Or a at a friendly airstrip. Any time the variant? Is a sequel any more or less plane crashes, no matter how well a rip-off? How new does a new idea the player has done, the game is over. have to be? There is no set answer to While many will say that this is more these questions. Each gamer (and realistic than "lives", the loss of the game creator) has to set his/her own game from one mistake can be quite definition. In the current situation, frustrating. each new game popular in the ar- . . . and it looks like Q*BERT. In cades starts a race to get a similar truth, we seem to be knee-deep in game on the market for each of the Q*BERT's these days, without even All of the reasons (discussed two machines. And, because the counting the authorized cartridge issues ago) for converting a game "authorized" edition has to try to live from Parker Brothers. from one computer to another also up to the original, a "derived" game Juice (from Tronix) is not exactly apply to converting a game popular may even be more fun to play. The like Q*BERT, of course. The main in the arcades to home machines. race is on.. . difference is the playfield; seen as a The fact that a game already has a . . . and it looks like ZAXXON. It foreshortened rectangle with many of following makes a success more likely would be difficult to decide just how the squares missing. The player must than with an original game. But, if original ZAXXON was in the first move over each of the squares the re- the reasons for doing so are the same, place. The scenario is remarkably quired number of times for each of so are some of the disadvantages. similar to Scramble, right down to the six levels of play, with three different An arcade machine can be built use of target fuel tanks to refuel the layouts in each level. There is a with all the custom hardware and players aircraft/spacecraft, and both bonus board at the end of each level. software that the game might require: games giving the player control of Because of the rectangular shape, extra buttons, special graphics, and two dimensions of movement on a joystick control is a little easier to now even laser discs. The home constantly scrolling playfield. What learn than with Q*BERT, but the machine, like any general purpose ZAXXON did of course, was to scroll game is not substantially better or device, is at a disadvantage. the playfield in a different direction worse than the original — just a lit- There are two issues that have than either of the ones that the player tle different. nothing to do with that advantage. was controlling, giving a "three . . . and it looks like Donkey Kong. The first is that a home game is dimensional" perspective to the . . . and it looks like Dig Dug. under different economic constraints graphics. The two games below take . . . and it looks like Frogger. than an arcade game. This is largely opposite approaches to the problem: . . . and it (still) looks like PAC-MAN. ignored in the demand for these one maintains a similar scenario . . . and it looks like this trend will be games, but some publishers, Atari for while cutting back on the graphics around for awhile. computer. It gave the designers at face Device (SID) chip. It's capabilities Commodore something to expand are difficult for the novice program- on, something that with significant mer to use. However, a great many newly designed chips came to be the software packages are available both C64. The engineers for the most part in public domain and commercially understood what they were doing. to make things easy. The SID chip ac- However the people writing manuals tually has four voices; three output and programs did not understand and one input (not discussed in the what powers the engineers had given manual). This voice accepts micro- the new computer. phone or recorded input (voice or music) and can be processed by the The operating system designers SID filters and output to the monitor took a very simple and smart ap- or external speaker(s) with the other proach. They took the existing small three voices. Another SID chip with 8K ROM operating system and the three voices can also be chained to existing 8K ROM BASIC 2.0 (BASIC provide six voices and this can be 4.0 would have required another done many times to provide unbeliev- chip) and slightly modified them to able sound. Understanding how to use the new 6510 chip (an expanded use all this power is only beginning. 6502). The C64 does have 64K of What does this mean to the com- RAM (user available memory) that puter gamer? It means most of us can contain anything. Typically 24K THE have not yet seen the great games COMMODORE is used for the operating system, that will be. Any game that is written BASIC, character set, and KEY for Apple II and IIe can easily be con- miscellaneous 4K. This leaves about 39K of verted to the C64 and be significantly memory available for the novice better if the programmer doing the BASIC programmer. Game program- conversion "understands" the C64. mers who understand how to use the The capabilities of the Atari com- 64K of RAM are able to take advan- puters are very similar to those of the tage of much more than 39K of C64, so those conversions will be as memory. A programmer with great good, if not better. Right now we are understanding, could even replace seeing a lot of software released for BASIC and the operating system the Apple, then the C64. That is Roy Wagner with versions that did only what they because the Apple has been around needed to have done. These new ver- for a long time and their program- This time I would like to talk about sions would simply be loaded from mers fully understand the capabil- understanding the Commodore 64 disk when the game was loaded. ities of the Apple. Soon you will be (C64) and how that relates to the The color display designers pro- seeing much more quality software games we can expect to see. In the vided the Video Interface Chip (VIC, being released first for the C64 then last issue of CGW, Jon Freeman had no direct relation to the VIC com- the others. some pretty harsh statements to puter). This chip extended the state make about the C64. Some of what of the art to give the C64 extensive ACCESS SOFTWARE INC under- he said is valid, some capabilities. It gives us program- stands the C64. Their software games inconsequential, and some showed a definite lack mable character sets, single and have been first and only for the C64. of understanding. I do not blame Jon multi-color sprites, high resolution Their first release, NEUTRAL ZONE, for his lack of understanding as I do and much more. Screen, color, and positions you in a space module at not think Commodore fully under- character memory are all relocatable. the edge of the galaxy with the task stands the potential and capabilities They gave us enough colors for all of protecting your home base from of the computer. The C64 is only an practical programming and gave us alien attack vessels (several different infant (barely a year old) and con- black, white and three shades of grey types). Your "gun turret" rotates 360 sumers and programmers are only so that displays not requiring color degrees for a full panorama (the view beginning to see what it can do. (such as word processing) could be is fantastic) as the screen scrolls left The C64 came from a long line of distinctly provided. The greys also or right. The three dimensional gun very capable black and white com- work nicely for shadows. Sprites are fire and sound effects are excellent. puters. These computers lacked the easily positioned using X-Y co- It gets lonely out there in space, but expressive powers of color and good ordinates. if you don't defend your base it will sound. The first entry into the world The sound designers looked at be destroyed. The game offers several of color and high resolution was the several very expensive commercial levels of play. VIC. This computer showed good synthesizers and provided an ex- The newest game from ACCESS is potential and is still a very successful tremely sophisticated Sound Inter- called BEACH-HEAD (BH). This game shows how the company has of a feature article in the last issue player must decide what bases to ac- taken understanding and expanded (OCT.) of CGW. tivate, what targets (on the basis of on it to do greater things. This game I would like to thank Bob Johnson previous intelligence) to choose and requires you to accomplish several at D.E.S. for making the above games whether to negotiate or not. There is tasks as commander of the sea and available to me for this article. a chance that some bases will ac- land forces attacking a beach-head in tivate automatically, however. the Pacific (you can almost hear the Vic-20 waves). You must destroy strafing Dr. Johnny L. Wilson Strategy Hints: 1) Since "hot" war enemy aircraft with your porn-porn is not likely to start in the first 4-6 guns, then shell enemy ships who are The Commodore Key to Strategy — years of the game, build two bases also attacking you. You then land on At last, Avalon Hill is translating every year for those years. Then, spy the beaches with your armored some of its original microcomputer every year thereafter to insure a first vehicles to travel past many obstacles games for the Vic-20. NUKEWAR, a strike and a good awareness of poten- and enemy fire to reach the enemy player vs. computer war game, is one tial targets. 2) Since the more bases bunker. Your fire power must be of the first. The screen shows two 64 of a type that are available to you in- quick and accurate here, because point grids, each representing a fic- crease the likelihood of their auto- when the enemy sets aim on you it tional country (though almost all my matically activating (and saving you never misses. BH has excellent ac- friends seem to name them USA and a game turn), build in a balanced tion graphics and tremendous sound USSR on their first try). The game manner. 3) Don't negotiate unless effects, with the top scores saved to begins in a random cold war year, you have a clear-cut advantage. (16K disk. Both games are more arcade anytime after 1956. Each turns equals expander required). like than strategy/tactic and retail one year. It CAN continue until the Commodore Key to The Unknown for $34.95. 1980's before the computer launches — Prickly-Pear Software markets a "hot" war at the player's nation. GANGBUSTERS, a multi-player In the last issue, I commented Don't count on it, though. Every year strategy game for the Vic-20 with 16K about good original software and makes it more and more probable expander. Two to six players attempt look alikes that are not worth buying. that the computer will launch a to progress from PUNK, to HOOD, Another prime example of this are nuclear attack. to RUNNER, and eventually to SYN- two game conversions that have just Each year (turn), the player may DICATE BOSS. Our games have been released for the C64. 's either a) build two bases or b) build generally taken longer than the 1-2 PINBALL CONSTRUCTION SET one base and spy on the computer's hours suggested in documentation, (PCS), from Electronic Arts (reviewed nation. The first choice has the ad- however, since we spend an ex- in CGW, MAY-JUNE 83) is outstand- vantage of building one's offensive cessive amount of time at the track. ing (C64 conversion was done by capability more swiftly, but has the One flaw in the program is that one Olaf Lubeck). It includes 5 demo pin- disadvantage of catching you flat- of the players invariably gets locked ball games that play like the real footed if the computer attacks that out of the first game turn. It's ag- thing (except for letting me jostle the year. The second choice builds offen- gravating, but not insurmountable. machine when I had a ball stuck). It sive punch slowly, but has the advan- Each player has the opportunity to even includes some extras that tage of giving the player a first strike invest in unions, bootlegging, prostitu- neither the Apple or Atari version capability when the computer plans tion, bullet-proof limos or the bribery have; multi-color mode for up to 255 to attack first. At the start of the of police at the start of each turn color combinations and a format disk game, if it's before 1965, the player (which equals one year). That is, you option. The pinball games you con- can either build bomber or missile may if you are not in prison. You struct can be given to friends who do bases. Bombers are more accurate of- may also be offered a chance to fill not yet own the construction set. fensively, but are much slower in a "contract." Next, each player has The other game, Broderbund's reaching their target and more easily the opportunity to go to the track to DAVID'S MIDNIGHT MAGIC defended against. Defensively, it is play the ponies (or meet some under- (DMM) (reviewed in CGW, MAR- necessary to build several bomber world touts and tipsters). After visit- APR 82) is ONE pinball game that bases in order to have an adequate ing the track, the player can try to plays nicely, has good sound and air defense against the computer's "pull" his record, pay back the colors, and saves the top 10 scores to bombing raids. Missiles activate and "juiceman" (loan shark), steal a limo, disk, but it is only one game with strike much faster. Starting in 1965, of, if high enough in the mob, put out some slight control options. Both the player may build "Polaris"-type a contract. Finally, you can adjust the games PCS and DMM are prices at submarine bases. This enables the percentages you want to collect from $39.95. With the PCS, you could con- player to develop a balanced defense each of your rackets. struct your own DMM. Another "triad." And, starting in 1970, the The program offers colorful book- game from Broderbund, with tre- player may build ABM bases. keeping and flawless tabulation. It mendous possibilities (150 screens + When "hot" war is declared (either has very limited graphics, but is an any you want to construct) is LODE by the player or computer) the game intriguing game with more than one RUNNER. This game was the subject switches to a "tactical" level. The strategy which can win. 0

NAME OF THE GAME (Cont.) started working on a vampire game look at the games. In our vampire ex- five years ago." Both consult lawyers, ample, the similarities in the two widget — or, at least, similar widgets. who tell them they can't copyright games (coffins, stakes, etc.) are ex- The New Yorker's been working on the notion — the idea — of "a vam- pected; they go with the territory. the project for two years, the Califor- pire game" — only a specific vampire What is notable are the differences: nian for five. For dramatic effect, game: the expression of that idea. A a love story (game) set in San Fran- let's suppose they finish on the same vampire game that used precisely the cisco and a spy story (game) set in an day, but the New Yorker manages to plot and characters of Dracula would imaginary Balkan country have less get in line at the Patent Office just be such an expression, but it would, in common than we would expect, ahead of the Californian. What hap- in fact, infringe upon the copyrights given a vampire hero in both. Hav- pens? The New Yorker gets the already held by author and studio. ing more or less the same "Order of patent; the Californian gets nothing. Battle" in both Gettysburg games Forget five years of work, an earlier Still suspicious (or maybe just would be reasonable; having an en- start, and the obvious fact that greedy), our New Yorker protests, try in both Combat Results Tables neither was copying from the other; "But Love at First Byte has wooden that read, "FLYING SAUCER for the next seventeen years (the term stakes, garlic, coffins, and silver CRASHES; ALL DEFENDERS of the patent), the Californian can't bullets, just like my game!" KILLED," would be more than I do anything with the widget without "So did our movie!" cries a studio would ever believe of coincidence. the New Yorker's permission. (If this rep. strikes you as just a tad unfair — as We do not, then, concentrate on the "So did my book!" wails the ghost stupid, in its own way, as the trade- logical, normal, and expected; we ex- of Bram Stoker. mark provisions mentioned earlier — amine the peculiar and idiosyncratic. "And they weren't original with you won't get any argument from Using a maze in a game is like us- him, either," grumbles someone. me.) ing squares, hexes, or a track around In fact, due to "convergent But wait. If they had been working the edge of a board; evidence of design," the "variables" in many on games, not widgets, the results neither plagiarism nor novelty. It tells games — especially simulations — would be entirely different. In that us nothing about the designer's aren't all that variable. If two in- case, it doesn't matter who got in line creativity or integrity. On the other dependent people or companies do a first; for the rest of their lives (plus hand, dot-eating is neither a natural game on the Battle of Gettysburg, we 50 years that probably won't matter activity nor a traditional design ele- would not be surprised to discover much to either one) both of them are ment. Nor are power pills that turn that the basic conflict, objectives, par- entitled to copyright protection for the hunted into a hunter. The com- ticipants, and setting were similar; in their own efforts. Regardless of the bination of dot-eating, power pills, a fact, we would be shocked if we similarities in the two widget games, specific maze shape, and so forth found Robert E. Lee commanding unless it can be proved that one constitute a unique "expression of an the Union army. designer actually copied the game idea" subject to the protection of Even in such cases, however, we design from the other's game, neither copyright and our own moral as critics, fans, and game players owes the other anything. judgment. want a moral resolution, even if a This brings us to another crucial legal one is hopeless. We want to be There are legal safeguards against point of copyright law that almost no able to decide whether and whom to rip-offs, but they are slow and ineffi- one understands: you cannot — blame, and whom to praise. Did cient at best. There are much more repeat, cannot — copyright an idea. Company B rip off Designer A or effective and immediate methods (If you thought that was exactly what not? available, and "they is us." Two steps does get copyrighted, you have lots are required: (1) Carefully distinguish of company, but you're still wrong.) DID THE BUTLER DO IT? the flowers from the weeds; and (2) You can only copyright the expres- Often the answer is easy: many act on that distinction. We can sup- sion of an idea, not the idea itself — plagiarists don't bother dissembling port originality and creativity in what the design of a game (as I use the because they don't know — or don't we write, say, and buy — or we can term) but not the concept. care — that there is anything objec- allow the weeds to take root and take What in the world does that tionable about copying someone over. mean??? else's work. Some cases, on the other That's our garden out there. And REAL MEN DON'T EAT GARLIC hand, are so murky that only the it's time we tended it. Let's go back to our two widget in- possible plagiarist knows for sure. Jon Freeman is Creative Director of ventors turned game designers and The rest of the time we must satisfy Free Fall Associates, a development suppose that the New Yorker, a fan our own consciences with our own team whose newest games, ARCHON of Bela Lugosi, decides to do a board best judgments. and MURDER ON THE ZINDER- game called Vampire Spy. Six months This calls for careful, intelligent NEUF, are available from Electronic later, the Californian releases Love at analysis of whatever evidence is Arts. Other titles from Jon include First Byte, a computer game. The available. For starters, do the com- TEMPLE OF panies or designers have a reputation APSHAI and CRUSH, New Yorker says, "It was my idea CRUMBLE, CHOMP, and TAX first." The Californian says, "No, I for imagination or imitation? Then DODGE. the Flying Tigers' actual historical booklet or card tells what, is the strategy (as described in the tan documentation. The game designers booklet), it is actually possible to win have packed a bonanza of the game without resorting to the tac- information on five small enclosures. A small tical level. It costs lots of wingmen, white booklet describes the game though. As you win, you are able to situation in its historical context and select better and more effective gives a tour de force of both Allied planes your choices are: 1) P40C and Japanese aircraft used during the Tomahawks, 2) P43A Lancers, 3) P66 conflict. This is supplemented by a Vanguards, 4) Mohawk IVs, 5) P400s glossy poster with line drawings of and 6) Hurricanes. Of course, each all of the aircraft described in the NAME: Flying Tigers booklet. There is a card with loading TYPE: Strategy plane has a different effect on your instructions for the particular com- SYSTEM: Apple II/ Plus potential enemy's planes. If you puter on one side and some very FORMAT: Disk would like to try this strategy, I found good strategic hints on the other. AUTHOR: David Wesely and that the Tomahawks and Lancers Stephen Goss should always try to attack from There is a booklet on the various con- PRICE: $29.95 above, since they cannot usually trols (joystick, keyboard, or paddle) PUBLISHER: Discovery Games outclimb the Japanese fighter escort. with an appendix on Flying Tiger 936 W. Highway 36 Also, NEVER use a level approach tactics that is most useful. Last and St. Paul, MN 55113 (command AL) to attack the Japanese bombers when the fighter escort is at actually superseded by the program Ace attempted to bank left, while a higher altitude. It's invariably "sit- menu itself is a command summary firing at the tail of the 'Sally'. Static ting duck" time, if you do. booklet. My only criticism of the erupted in his ear. Tex has been hit! Although the game may be won in documentation is that it would have He fired at the Nip bomber and broke the strategic level, it was the promise been more "user-friendly" if it were off contact with a quick dive. The of the tactical level with its cockpit in ONE booklet with either a Table `Nate' on his tail missed, as Ace view that attracted me to the game. of Contents, Index or both. pushed forward on the throttle. The Here is where I have some misgiv- Please note that there are some static that was his lifeline to his bud- ings about the game. Although the possible difficulties in loading the dies bit into his ear again, as Red an- documentation does say that the pro- Apple II Plus. A friend had trouble nounced, "Got one, Ace!" gram will not allow you to dive or loading the program on his 48K It's December, 1941 and your climb too steeply, it seems to me that machine with integer firmware in meagre squadron of P40C To- you can barely climb at all. A friend place, but didn't have trouble loading mahawks is outnumbered, as usual. and I tried repeatedly, using both it with a language card in place. Fur- It seems like the "Nips" always have joystick and keyboard controls, to ther, the documentation warns that the advantage in firepower, as indeed force the plane to climb consistently, the program will not load if there is they did in pre-World War II China but continued to lose altitude. One a card slot #0. So, try removing those and they do in this bi-level game. Fly- wonders if the program is not two cards or following the instruc- ing Tigers (FT) has a strategic level, weighted heavily against the kind of tions in the documentation for where you decide the best altitude, maneuverability we armchair aces replacing ROM chips and creating a approach, angle of attack, and target fantasize about. In addition, it is ex- "monitor card," If you're very ex- for your formation to use in engag- ceedingly difficult to master this perienced with dealing with the ing the 8 fighters and 9 bombers of phase of the game, because every chips inside your computer. the enemy force. FT also has a tac- time the player is "shot down" in a In short, Flying Tigers is an in- tical level where you have a graphic dogfight (that is, graphics mode), teresting game that is not yet living cockpit window view of the enemy. he/she must reboot the entire pro- up to its potential. It has many good In this phase, you may use either the gram in order to play again. This is features (the graphics mode, the bail- keyboard, joystick, or paddle to con- a very awkward design feature and out option, and the emphasis on each trol the plane. it is to be hoped that it will be cor- plane's strengths and weaknesses). Using the strengths of your equip- rected in future editions. The designers are to be commended ment as a guideline (as described in for their attempt to cause players to the small white booklet of the One impressive feature of the think strategically BEFORE engaging documentation) and the summary of game, once one figures out which in tactical combat. They are also to

be congratulated for their attempt to represented as small niches in the create the feel of actually flying a wall. Rooms S and T contain suspen- plane and having the enemy in one's sion freezers for the crew not cur- sights. I just can't figure out whether rently on watch. Scattered or not the game is a splendid failure throughout the rooms are ten dif- or flawed success. ferent types of weapons, ranging The siren sounded on the air strip from hammers to rifles. once again, as Ace's squadron took You start the game with four to the air to shoot down the `Sallys' robots, 16 Yargs awake, and 32 and a 'Nate' or two prior to their frozen Yargs. You can place the attack on Kunming. Yargs and robots in any rooms. Yargs NAME: Enchanter Dr. Johnny Wilson are peace-loving and not good at TYPE: Fantasy Adventure fighting, so two or more Yargs should SYSTEM: Many be placed in a room. Robots are good NAME: Space Station Zulu FORMAT: Disk fighters and if all else fails can self- TYPE: Strategy #PLAYERS: 1 destruct destroying everything in the SYSTEM: Atari 400/800/1200 AUTHOR: Mark Blank, Apple II/IIe room. But, you only have a total of Paul Lebling FORMAT: Disk (48k)/ four robots. PRICE: $39.95 Cassette (32k) PUBLISHER: Infocom #PLAYERS: One To unfreeze a Yarg in rooms S or T, Cambridge, MA AUTHOR: Dennis Shields one awake Yarg must be there with PUBLISHER: Avalon Hill no alien spores, larva, or adults in the You stand at a fork in the road, Baltimore, Maryland room. Rooms S and T are critical holding nothing but your spell book. Your mind is dazed from the immens- SPACE STATION ZULU (SSZ) is because you need to add crew to ity of recent events: from nowhere, a humorous strategy game of space combat the aliens. Until you use a you, a lowly novice enchanter, were station defense. The Yargs are a weapon you don't know whether it summoned into the presence of the peace loving race who like to study will kill the alien, have no effect, or august Circle of Enchanters, and and investigate the galaxy they in- worse — "make them grow"! charged with an almost impossible habit. After discovering the Xhap- task: to enter the domain of the power- thon Star Drive, the Yargs became The best strategy is to use at least ful warlock Krill, and destroy him. As very deeply involved in space ex- four Yargs to confront an alien. Try the dawn sun rises over the land, you ploration. They established a out as many weapons as you can to draw a deep breath, choose your path, number of outposts where their ex- learn which do the most damage and and trudge off along a dusty road. peditions could resupply and relax use only those for the rest of the Thus begins THE ENCHANTER, without always returning to planet game. If all else fails, send a robot in- the latest member of Infocom's stable Yarg. Space Station Zulu is such an to a room full of aliens and self of winners. It has all the touches you outpost. It has a 43 member crew and destruct. The game ends when all have come to expect (even demand!) you are the Captain. The crew stand Yargs are dead or all aliens have been of them: the great command parser, three month tours, in between which destroyed. excellent text descriptions, intriguing they are frozen in suspended anima- The graphics are simple, but close puzzles, and coherent story line, to tion. Shortly after an exploration ups of individual rooms are very well name a few. The one difference be- ship left the station "Intruder Alert" detailed. Actions are portrayed with tween this game and most of the sounded. Space Station Zulu's sanc- text statements rather than graphic other Infocoms is that you know ex- tity has been violated by unknown displays. For example: "YOU KILL- actly what has to be done from the life forms! ED HIM or MISSED"; "KILLED AN very start. No guesswork about the The computer reports these aliens ADULT — DAMAGE: — NEEDED ultimate objective is necessary, have three stages of growth: spore, A — "; "WEAPON HAS NO EF- although that doesn't mean getting larva, and adult. The creatures are FECT"; or "WEAPON MAKES there is easy! scattered throughout the station and MONSTER GROW". In this game, the use of magic is all- their numbers are increasing rap- important. You start out with four idly. Their favorite dish is "Yarg"! Despite this, the game is an ex- spells in your possession, and as you cellent strategy situation. You won't progress, you will find scrolls with As Captain, your job is to rid the win the first time, but keep trying. If other spells written on them (one per station of all adult and larva alien life you start to consistently win on the scroll). Some of these spells you can forms. There are 21 rooms lettered A first level, try the other variation of "write" into your spell book, thus through U; four docks numbered 1 "Hidden Monsters", or the "Dif- making them re-usable. However, through 4; and four passage tubes ficult" or "Little Hope" levels. some are so powerful and compli- numbered 5 through 8. Access bet- cated that you can't transfer them ween chambers is through hatches Hosea Battles, Jr. into your book, and so they can be used only once (the scroll vanishes needs, and woe unto you if they will be removed and the victorious after use). aren't satisfied! Finding a water player's flag will be planted on that As you wander through this land supply and something edible at the square. of enchantment, you will come beginning of the game is a must. The standard game is 21 moves by across various creatures, some There are also some rather neat tie- each player. However, there is an op- helpful, some not so helpful, and ins with the Zork series. If you've tion to change the number of moves some that are merely red herrings. played ZORK III, you might recall to be anything from 1 to 54. This You will have to determine in which Scenic View 4, the sacrificial altar change is temporary, and will revert category each of these beings are, and monstrous creatures. Well, you'll back to standard the next time you and act accordingly. learn a little more about them in this boot the disk. Also, your actions should be con- game, maybe more than you'd like to! You can play the game with a sidered with great care: some situa- You may also come across a vaguely human opponent, or any one of six tions have more than one solution, familiar person in one of the Mirror computer opponents. Each of these and choosing the wrong one will put Rooms. computer opponents has its own the game hopelessly out of reach. It's THE ENCHANTER is a lot of fun strategy and method of playing the always best to save a game before ex- to play, especially with some of the game. Further, it is possible for these perimenting, and this one is no deft touches of humor here and there computer players to learn from the exception. All sorts of unpleasant throughout the game. In terms of dif- games, and therefore improve their things (such as being rated a -10 ficulty, I would rate it as being harder own play. This is accomplished by "menace to society") can happen than Planetfall, but not as hard as writing the results to a separate save when you start messing around with Suspended or the Zorks. disk. You can also record the history magic. Bottom Line: Another typically ex- of your play (most recent 30 tour- Food and water are also important, cellent game from Infocom, and not naments) as well as that of the com- as well as sleeping: periodically to be missed. puter players. You can even create throughout the game, you will be and "train" your own computerized reminded of your body's physical Scorpia opponents, and SSI is running a con- test to determine the best com- puterized players. one on which it is established, and The documentation that accom- the four squares adjacent to it in the panies the game is a short, but well- N,S,E,W positions (obviously, corner done booklet that contains the basic fortresses will control less territory). information, as well as some strategy The action takes place on a 6 by 6 advice, and a brief "walk-through" to grid. You and your opponent alter- familiarize you with the play. nate moves, placing new castles on FORTRESS comes on a dual disk: the board or fortifying existing ones. one side contains the Apple version Each existing castle can be fortified and the other side has the Atari ver- NAME: Fortress twice, making for 3 levels of fortifica- sion. Both versions are identical, ex- TYPE: Abstract Strategy tion in all. The stronger a castle is, cept that the Apple game has an SYSTEM: Apple II/Atari the more likely it is to control the sur- on/off option for the sound effects. FORMAT: Disk rounding territory. With either machine, you can use the #PLAYERS: 1 or 2 If the squares surrounding a for- AUTHOR: Jim Templemen/ keyboard or the joystick to move tress are not under equal influence by Patty Denbrook around the playing field. your opponent, your flag is planted PRICE: $34.95 Bottom Line: If you like strategy on them, to indicate control. When PUBLISHER: Strategic games, this is one you'll want to an empty square is adjacent to the Simulations have! Mountain View, CA castles of both players, it will be FORTRESS from Strategic Simula- given to the one with the stronger in- Scorpia tions, is one of those games that you fluence on the square. If the in- can learn to play in five minutes and fluence is of the same strength, spend years learning to master. It neither player can claim the square. combines simplicity of rule with in- Castles can also attack and destroy finite strategy to provide a fast- each other. Two castles immediate- PLEASE moving, yet thought-provoking game. ly adjacent to each other are con- TAKE TIME The object is simple: control more sidered to be "in combat". If their TO FILL OUT territory at the end of the game than strengths are equal, they are simply your opponent does. This is accomp- under attack. However, if one castle READER INPUT lished by placing fortresses on the has more power in terms of fortifica- DEVICE playing field. A fortress can control tions and the support of other near- up to five squares at one time: the by castles, then the enemy fortress NAME: Secret Agent TAKING A PEEK (Cont.) kilometers to safety. Four scenarios. Atari TYPE: Hi-res Adventure cassette. Price not listed. Software Entertainment Company SYSTEM: Apple II/ WAR OF THE WORLDS: Based on their 537 Willamette St. board game of the same name. The screen FORMAT: Disk Eugene, OR 97401 #PLAYERS: One shows a map of London at the turn of the STELLAR 7: Best version of a 'Battlezone" century. Each turn Martians land in their PRICE: $32.95 game we have seen for the Apple. You con- Cylinders. Tripods emerge and ravage the PUBLISHER: Jor-And trol the Raven, an anti-gra y tank as you fight countryside. Your goal is to destroy the mar- on a series of planets with differing enemy tians. Atari cassette. Price not listed. Glendale, CA units. Apple (C-64 before Christmas). $34.95.

Secret Agent grabbed my attention Strategic Simulations Inc. Xerox Education Publications as soon as I booted it up. Even though 883 Stierlin Rd. Bldg. A-200 245 Long Hill Rd. Mountain View, CA 94043-1983 Middletown, CT 06457 there is no color the detailed hi-res graphics and animation are well- PROFESSIONAL TOUR GOLF: A golf CHIVALRY: A combination game which pits famous or not-so-famous board/computer game for the Apple. Designed for the done, interesting, and entertaining. (you can key data in that will create a golfer whole family, Chivalry features 20 different As is common to these types of in your image) golfers on two different games based on the days of chivalry courses. Included are Pebble Beach and a (jousting, tournaments, etc.). Disk, games, very little information is ob- course containing famous and difficult holes gameboard, playing pieces, poster, rules. from around the world, such as Augusta Na- $49.95. tained from the written instructions. tional, Merion, and Oakmont. Apple and You are able to use two word res- C -64. $39.95. STICKYBEAR BASKETBOUNCE: A multi- ponses like "go door" or "unlock level computer game for the whole family, QUEEN OF HEARTS: SSI's first arcade with emphasis on the children. Players at- door". You use single letters for game. They should stick with strategy tempt to catch bouncing bricks, doughnuts directional movement (i.e. N.S.E.W). games. QOH is a video pinball game that or stars before running out of baskets. Ap- isn't as interesting or as smooth as other ple. $39.95. There is also a save game feature. popular pinball games such as PINBALL You carry a watch throughout the CONSTRUCTION SET, DAVID'S MID- STICKYBEAR OPPOSITES: A game that NIGHT MAGIC, or RASTER BLASTER. teaches opposites (up/down, full/empty, in game and you access it by command Apple and Atari. $39.95. front/behind, etc.) to 3-6 year olds. Apple. to see how much time you have left. Task Force Games $39.95. 1110 N. Fillmore As you probably realize the time left Amarillo, TX 79107 STICKYBEAR SHAPES: Helps 3-6 year olds learn to recognize shapes of common becomes critical towards the end of SURVIVAL: A game for one to six players objects. When the child make a correct the game (I believe you use up six in which players compete against the hostile choice, the big, bright picture comes alive environment (rather than against one with animation. Apple $39.95. minutes each time you give the com- another) in an attempt to travel 340 puter a command). Time is lost in try- ing to solve the problems. My first two attempts to finish the game re- sulted in time running out. To finally finish the game I had to start over from the beginning and pick all of the best "paths" to get to the finish in the allotted time. The game is very playable. My pre- vious encounters with games of this type sometimes left me stuck in situa- tions that to me had no logical an- swer in relationship to the game scenario. The answers or actions re- quired in Secret Agent, while hard, are logical to the surroundings. As always, use your common sense. Oh, and by the way, good luck in the maze!

James A McPherson

ON VACATION Silicon Cerebrum, The Learn- ing Game, and Chip & Ferb are on vacation this issue. They will all be back in the February issue. TELE-GAMING (Cont.) NORTH ATLANTIC '86 (Cont.) Starlifter; this cargo plane can play a pivotal role by airlifting troops or moves by using their own boards (set ters) at bases and on appropriate supplies to a threatened base, and up next to their home computer). ships, and executes searches auto- even by dropping paratroops on Often, the regular game rules are matically. After removing this major enemy territory. The Soviets have a slightly modified in order to com- operational decision from the player, similar inventory of six planes; a pensate for long-distance play. For the designer has introduced a new fighter (MIG 23), a fighter-bomber example, in online "Monopoly" each one — most planes which execute (SU 24), two bombers (TU 22M and player has a list of game cards. Using strikes can be outfitted with bombs TU 16), a jump-jet on the aircraft car- the dice-rolling function available in or alternate armament (air-to-air riers (YAK 36), and a cargo type (AN GameSIG's online conference area, missiles for fighter bombers and air-- 12). the players roll the dice, in turn, to to-surface missiles for bombers). One choose their next cards. Who owns can also execute bombing attacks as Differentiation in surface ships has what and how much money has been either a base attack (destroying similar detail. Everything from spent is noted by the referee. enemy supply) or a ground support nuclear aircraft carriers to troop Chess is yet another very popular attack (aiding the upcoming infantry transports are present (and are given game played online in GameSIG. combat). Finally, strikes with correct weapons systems). There are "Chessnuts" have the choice of play- air-to-surface missiles can be given a eleven different types of NATO ing in real time in the conference "stand-off" range. This allows the transport ships and eight different area, or posting their moves in strike force to launch the attack from NATO destroyers. Differences be- messages on the electronic bulletin up to 300 km (3 squares) from the tween classes of destroyers may be board. The players are very enthu- enemy task force. The missiles then as small as the type of anti-submarine siastic about this new type of chess penetrate to the task force alone. missile carried, but the differentia- playing, and have even been com- CAP, flak, and electronic jamming tion is still there. If you're interested peting in a GameSIG chess tourna- will attempt to thwart the attack, but in what we've got in the modern ment, begun last May. If you'd like the bombers themselves will (hope- Navy (as well as our best guess on the a game of chess, it doesn't matter fully) not come under fire. Soviets), this game has it all. where you live or what hours you Missiles, missiles, and more keep. You can simply issue a chal- missiles! Everyone has missiles in Playing The Game lenge via the bulletin board, and this game. Surface ships have sur- quickly begin a game with an oppo- face-to-air (SAM) missiles, anti- This is not an easy game to master. nent who may be thousands of shipping missiles, and anti-sub- If you don't know the difference be- miles away. marine missiles. Aircraft have air-to- tween an AMRAAM and a Flogger, CompuServe is one telecommuni- air and air-to-surface missiles. Sub- you'll learn alright; but you'll lose a cations service that is committed to marines have anti-shipping and anti- lot of ships and planes doing it. The presenting interactive multi-player submarine missiles. Missiles have game provides two short scenarios games for its subscribers. Rumor has ranges from 10 km for some air-to-air which will be invaluable training aids it that another, much expanded, ver- missiles (these are just factored into before you tackle either of the cam- sion of "MegaWars" is in the works. dogfight combat) up to 300 km for paign games (thank goodness for The new scenario will transform the some anti-shipping missiles. Surface- "Save Game" options, the campaigns shoot-em-up aspects of the game into to-surface gunnery combat is often are 122 and 252 turns long). In complex space battles involving the anti-climactic to missile attacks be- solitaire play, the computer handles capture and development of planets. tween task forces which are still one the Soviets, and plays them very well Other projects, including an MP fan- square separated. even though they have the burden of tasy role-playing game, are on the the attack early in the game. To really horizon. (To find out about subscrib- NA86 does provide a good evalua- enjoy NA86, you need to do some ing to CompuServe, call (800) 848- tion of the capabilities of the com- homework. Make up some tables of 8199 or (614) 457-8650.) batants, and most contemporary unit types and capabilities; those pro- Are multi-player games the wave of forces and weapons are included. vided on the player-aid card are the future? I think so. Consider the The NATO player has seven types of useful but fragmentary. Study them, two aspects of "telecommunications." planes. The three standard carrier and then play a short scenario until The "tele" part is innovative and planes; the F-14 Tomcat (remember you're confident that you know the exciting, but the "communications" the Libyan fighters over the Gulf of capabilities of different units. part means human interaction, even Sidra?), the A-6 Corsair, and the A-7 Playing the NATO forces in the friendship. And that's a nice thought Intruder are all there. You also get the campaign game is a real test of your for this holiday season. F-15 and F-16 fighters, the British Tor- mettle. The Soviets start with con- Patricia Fitzgibbons (`Nightie' nado fighter-bomber, and the AV-8B siderable superiority at sea and over- is one of two sysops on—72145,42) Harrier jump-jet used by the British whelming air power. I don't care Compuserve's `GameSIG'. The other Navy and the U.S. Marines. The is Scorpia. seventh NATO plane is the C-141 Continued on p. 54 SCORPION'S TALE (Cont.) inaries go; you should be ready for the fleece. Remember your mythology! endgame now. First, you have to get PRISONER II: A keyhole needs a the fact that walls may not always be past the lizard head in the Guarded key. If you've been taking the easy what they seem. Room. This should be no problem, if way out, this is the time to move Sooner or later, you'll make your you did the right thing back in the around instead. And now, I'll see you way to the bottom of the volcano. Pool Room. Go from the Guarded next year (!), when the feature will be Here you will find a hot-air balloon. Room directly to the Aquarium, Zork I. In the meantime, my very best Now, if you could just figure out where you have to deal with the baby wishes to all of you for a joyous holi- a way of blowing up the balloon, sea serpent. It's a little bit tricky, but day and a Happy, healthy (and you could probably go places. It's some experimentation with the bat adventure-filled) New Year! not all that difficult; remember, hot- should help you find the solution. Scorpia (74045,221) is one of the two air balloon. sysops on Compuserve's `GameSIG'. Once aloft, just wait awhile, and The other is Patricia Fitzgibbons. you'll come to a ledge. Look around Now it's off to the Wizard's Work- You can send you adventure game carefully before going anywhere, or room. There are three stands here, questions to Scorpia via any of the you may find the balloon going on its each one a different color. Those following modes: Compuserve (email way without you. The ledge has one colors ought to remind you of some- 70001,1263); The Source (ST1030); treasure, and the library another, thing, at which point you should do Pony Express; Scorpio, 1319 Second although the second one is not the obvious. This will cause a black Ave., Suite 540, NY, NY 10021. immediately obvious. sphere to appear. Take that into the Back in the balloon, wait some Pentagram Room. more and you will eventually rise to Properly used, the black sphere ERRATA the Wide Ledge. Again, look around will help you summon (in case you Oops. Hope you are not still before leaving the balloon. This time, hadn't guessed) a demon. Listen trying to find the ladder on the no treasure is immediately evident. carefully to what he has to say. When west wall in Zork III. In Scor- However, there might be something you've satisfied his demands, you pia's last column (CGW, in that box in the Dusty Room, if only can ask for anything you want. What Oct. '83) she indicated on pg. you could get it open. Examine the you want is something that will help 46, paragraph two, that you box carefully, and you will notice a you to move the Menhir statue. need to move the ladder on brick-shaped hole in it. Meditate on that for awhile; only one the west side to the hole. Ac- It won't take you long to figure out thing will work. Once you have it, go tually the ladder is on the east that this is where the brick from the to the Menhir Room and move the side. Scorpia caught the error Marble Hall goes, but what to do after statue. Get the item, then return to before production but her cor- that is another matter. You'll need the Oddly-Angled Room. rective missive was lost in some string, that's certain. Just make Go downstairs to the Cerberus "editor-land." Sorry readers. sure you don't blow yourself away! Room, where, naturally, Cerberus is Sorry Scorpia. Now, you're getting close to the waiting. Fortunately, you should be endgame, but you still have a few able to easily handle this monstrous things to do before that. One of them dog, thanks to the item from behind is visiting the Oddly-Angled Room, the Menhir. Now go on into the which is one of the most treacherous Crypt. This is the end of the game; and devious mazes ever devised. there is one thing you have to do You'll want to save the game before here, but I'll keep you in the dark as going any further here; one misstep to what that is. When you've done it, and you could be hopelessly lost. you'll find yourself on the landing to Move around until you find the the Endless Stairs of Zork III. club, and make sure that you look at the club, because it's a valuable clue to the nature of the maze. Another clue is the shape of the windows on the While you ponder that, I'll see what floor. Taken all together, these clues the regulars are having, now that the should help you discern the true stores have closed. nature of the maze, and the writing PLANETFALL: The key isn't that on the club should give you an idea hard to get; the solution is an attrac- of what you have to do here. Be per- tive one. Been to the Tool Room yet? sistent; you may not do it exactly ALI BABA: Go backwards from the right the first time, but that's why you Succubus Room; you will get to the saved the game before you started. Princess eventually. ULYSSES & Remember to hang on to the bat. GOLDEN FLEECE: Only listening to That about does it as far as prelim- the Siren's Song will get you to the DISPATCHES (Cont.) none of their numeric values over- flow, that they have sufficient options to make for interesting play, that your model (if it is a simulation) is realistic! And then on top of all that, you have to make the graphics as good as arcade games because that's the standard players will compare you against. Hmm . . . maybe I should write arcade games instead. Dan Bunten is the author of COM- PUTER QUARTERBACK, CARTELS & CUTTHROATS, mid CYTRON MASTERS all available from Strategic Simulations. He is the lead designer of the Ozark Softscape group that wrote M.U.L.E. and SEVEN CITIES OF GOLD; both of which are available from Electronic Arts.

WHIRLWIND (Cont.) have a good idea of what combat you or execute its counterattack. If it is want to do before entering this phase a counterattack, then new enemy firepower, and range displayed along as all during the phase enemy long units will enter from the top and bot- the bottom of the screen. In addition range artillery will be falling. The tom of the screen, at which time you to these factors, the unit also has ac- barrage ends when you are done should be prepared for some heavy tivity points which are used up by with combat and you press the start fighting. movement and combat. The activity key to move to the ASSAULT At the end of each turn your vic- points are not shown, but if a unit is ORDERS PHASE. tory condition will be displayed and nearing the end of its allocation then you are given the opportunity to save the cursor will turn red. Movement In this phase the infantry and engi- the game. To win, you must have at is much the same as in other games, neers really shine. They may be least one unit in the town and no except no diagonal moves are al- ordered to assault any enemy units enemy units east of the final stream lowed and you may move the same to which they are adjacent. In addi- or south of the forest above the town. unit as often as you want until all of tion to assaults the engineers may, You must hold this position against the activity points are expended. Dur- daring this phase, be ordered to re- counterattack for two consecutive ing the movement phase the com- build bridges which have been blown puter does not just sit there waiting up. If the bridges are not rebuilt, the turns. There are five levels of victory, for you to do your thing. It's forces tanks will have a hard time crossing with the best possible being a break- are lying hidden and just waiting for the rivers and without them you can through at level 3 with no strength you to come into range. When you do forget about taking the town. Tanks loss to your units. they will become visible and prob- may also be ordered to assault, but Although not as complex as some ably open fire. When all movement they will execute an overrun rather computer wargames, this game pro- is complete then press the start key than an assault. When all assault vides the elements of a good tactical again and you will move to the Com- orders have been given then press the duel. You have various units with bat Phase. start key and, you guessed it, you each unit having different capabili- In the COMBAT PHASE, you move into the ASSAULT PHASE. ties in movement, fire power and order your units to fire. To do this In the assault phase all assault, range. You have terrain with its you move the cursor over the firing bridge building, and overrun orders various implications of defensive unit and press the fire button. You are executed. This phase differs from bonus and movement hindrance. then move the cursor to the target the combat phase in that the combat You also have a very clear objective and press the fire button again exe- phase simulates combat from a dis- and a certain time limit in which to cuting your fire order. The most tance while this phase is the close up, reach the objective. As in real situa- frustrating part of this game is kill- bayonette to the body, combat. tions, the enemy is hidden until ex- ing the enemy. At the higher levels Losses will be much heavier in this posed by movement or fire. The com- they can be extremely tough and take phase. The assault phase is the last puter is a good commander and his hit after hit without being destroyed. phase you execute. After this the forces are very tough. It takes a lot Of course there are range and computer will go through some ac- of work to beat the computer at the line-of-sight restrictions and your unit tions including movement and firing higher levels, but with luck, perhaps must have activity points left from at your units. At this time the com- you will succeed and handle the the movement phase. You should puter may also begin its withdrawal vicious machine. q REACH/STARS (Cont.) You might as well prepare yourself Finally, the Zenophobes! When for a long and bloody war once you these malcontents stop in a star the opportunity to use that planet's have trod upon a vet' colony. system which has one of your col- production and the available global onies in it, it acts to isolate the col- points (points unused by that players Another factor that is critical to ony from your available global supp- planets last turn) to develop that col- winning is to CONTROL YOUR ly points. More importantly, any ony. The colony's production is bas- POPULATION! If left to grow, a combat which takes place in a system ed upon the population (P), the cur- planet's population will soon reach which contains a Zenophobe is much rent industrial capacity (IC) and its the point where it is growing faster bloodier. If, therefore, you notice that current social level (SL) in the follow- than you can ship them off-planet. one of your neighbors is being visited ing manner: Once this point has been reached, it by one of these randomly wandering is only a matter of time before the vagabonds, send a single ship over to Production = Px2 + (ICxSL)/16. population exceeds the system's pay your respects and watch the capacity by such numbers that it results. It may be used to build the industry revolts (write off one colony). Roger up to the systems maximum, build Keating, one of the two responsible RFTS is, after a little playing, a space ships (explorers, transports, for RFTS design and development, very user friendly game. Its instruc- and starships), to raise the social level recommends a population level in tions are, for having been written in or the planetary environment, to the mid-twenties but, for added safe- a foreign language (Australian), quite develop more advanced starship ty from attack and the extra popula- understandable. The only exception designs, and to build planetary tion production, I favor a population to this rule is in the Save/Recover defenses. There are, however, limita- in the low thirties. This also makes part of the first edition's rules. It tions upon how fast certain factors your colony less subject to the effects states that you should press "C/R" to (social level, planetary environment, of some random disasters. The key is, recover a saved game. This is fine, technology research, and planetary though, to stop it at a level where it but unfortunately C/R, in Australian, defenses) may be increased which is still manageable. means Control "R"—not carriage are simulated by set maximums Speaking of excess population and return. When this minor difficulty is which may be spent on these what one can do with it, it is impor- understood, RFTS becomes a game categories per turn. tant to know that early in the game, nearly devoid of anything to com- All of this production, though, car- when everyone is running around plain about (other than the vicious- ries a certain potential danger in with tech level one starships, ness of the Veteran level computer games with the full set of variables. transports make very effective CSP players). The only real point of If the Nova option is used, then the (Combat Space Patrol—their job be- criticism which I have found with probability of a star going nova is in- ing to intercept enemy craft entering this game concerns the natural creased by massive research and the system). They are so good, in fact, disasters. These are randomly visited development. While this is not men- that I often use them to stake out pro- upon you during the turn resolution, tioned in the rules, it soon becomes mising star systems which I am not leaving you to discover them when apparent as key systems begin to go yet prepared to colonize. you find that your colony has lost all unstable and must be evacuated. The To continue along this line of Tips, of its industrial capacity. This would risks of rapid development must be feel free to put token forces on good not be so bothersome if there was balanced against the immediate star systems early in the game. It will only a message of explanation ac- threat should you fail to develop not drive off a determined attempt, companying these minor disasters. while others do. but any non-explorer will destroy an When asked, Roger explained that unarmed explorer when it tries to they could have been included, ex- STRATEGIES AND TIPS search that system. cept for a lack of space. Hopefully When dealing with computer op- Conquered planets are also a pain. future versions for 64K machines will ponents, it is important to remember From the point of view of the ex- include these. its priorities. Firstly, it hates humans! owner, he must try to re-take the It will attack a human player in planet as soon as possible if he is to CONCLUSION preference to another computer have any chance. The new owner, on In final analysis, RFTS offers player. Secondly, it hates a winner. the other hand, is forced to hold the features to be found in no other space Being in first place puts a poster with system with as many ships as he has game. Its great artificial intelligence your face on the wall of every available until he can land sufficient and careful design could only be ex- planetary post office. Thirdly, it hates transports to hold the planet. (Fifty pected after Roger Keating's many other players with colonies in the transports will make the planet all successful designs for SSI (When same star system in which it has col- but invulnerable). But, remember, do Super Powers Collide series) and Ian onies. And finally, but far from least not let the native population grow to Trout's long hours of work in important, veteran level computer out number your "colonists" by over development. My only hope is that players will NEVER forget a player two to one, or they could revolt RFTS is soon followed by more who has attacked one of its colonies! against you. games of the same quality. 0 LETTERS (Cont.) I've worked on every brand of join one without much difficulty. micro-computer there is, and haven't People may have heard that Com- colors are likely to handle all of your found the perfect BASIC yet. Com- modore disk drives are so bad that color needs. As for Atari's eight modore's BASIC has some very good they all had to be recalled. This isn't shades apiece — that's a bunch of things about it, and some not so good true. One batch, released in August hooey. You never see more than eight things. The best thing about it is an of 83 were recalled. How many colors on screen at one time for Atari on-screen editor better than anything thousands of cars has Ford recalled (you can get that on the Commodore else on the market. It is so good that with safety defects? The fact that and then some) and if you want dif- one almost doesn't need a word pro- Commodore recalled the faulty ferent shades or tints, you get them cessor program in order to write with drives when they were discovered, by simply adjusting the color knob on it. Although integer variables are sup- shows that the company cares about your television set. ported by the language, I almost its public. I used my disk drive for a Atari's player-missiles and Com- never bother with them. The floating little over a year before needing even modore's sprites are the same things point variables are accurate enough. routine maintenance — a record — forms defined by a shape table in Try squaring some numbers on the none of my Atari using friends has memory. The C-64 sprite does not Atari and taking their square roots been able to match. take a lot of memory, and they can again. With the Commodore, the be mapped in hi-res by the really square root of 4 is 2; with the Atari, Sure, people buying the 64 are good programmers. It's a toss-up it is either 1.9999 or 2.0001. It always novices. They're getting an awful there. bugged me when I owned the Atari lot for their money, and if they make From the lack of time Jon spends that I couldn't do simple arithmetic. any effort to learn about their on the C-64 SID music chip, I suspect Commodore's BASIC has a few other machine, the value increases. When he does not understand it. Atari has good features — it is relocatable and Apple first came out the people buy- a good music synthesizer, but Com- redefinable. A couple of peeks and ing it were novices — the same for modore has a better one. (I only wish pokes take the language out of ROM Atari — the same for Radio Shack. it weren't so clumsy to activate. Pok- and place it in RAM where you can None of them offered a comparable ing things into memory takes a lot of make it do anything you want, in- value for the money. time when you're programming.) cluding all the tricks of Apple's Does the C-64 have flaws? Yes, but microsoft. You sure can't do that not the ones that Freeman cites. with BASIC on a cartridge. Commo- Using poke commands as the basis dore supports n-dimensional arrays for all their graphic routines gets to . . . and for naming files on the disk, be a real hassle! Not having a break it allows up to 16 characters, which key on the keyboard gets to be annoy- can be alphabetic, numeric, or even ing. Some of the funny syntax of punctuational. You get that kind of Commodore BASIC will drive some- power on the Apple, but not on the body who is fairly proficient in Atari. The worst thing about Com- Applesoft, Radio Shack, or Atari modore BASIC is that variables are BASIC nutso. And there is a real ten- limited to two characters. dancy to get OUT OF MEMORY errors when doing complex pro- I fail to understand why Freeman gramming in BASIC. has trouble understanding Commo- On the other hand, the machine is dore's documentation. I found it rapidly being improved, and is grow- numbingly simple. The Programmer's ing in capability at an incredible Reference Manual (for $19.95) is speed. Already there are other lan- much more complete than the small guages available for it — how about guide that comes with the computer. FORTH, PASCAL, PILOT, and CP/M! How much does the Atari program- I now have three of those and only mer's manual cost, and how complete wish I had the time to learn how to is it? How about the hundreds of use them. The '83 releases have been pages of Apple manuals? You can't improved to eliminate sparkle, and get them for a mere $20. In addition, the keyboard has the finest feel this there are now at least half a dozen side of an IBM Selectric that I have books that explain how to use the 64 ever seen on a home computer. Give in infinite detail, ranging in price the machine a real chance, Jon — I from $6.95 to $19.95. Buying one or think you'll find that it is really the two of them is not such a bad deal. best value on the market right now. And, C-64 user groups are spring- ing up like mushrooms after a rain. Ken St. Andre Anyone who wants a little help can Phoenix, AZ ULTIMA III (Cont.) course, in calm winds, you can't As with previous Ultimas, you will move at all. have to make a copy of the flip side to finish the game. However, don't of the disk. Once made, you will play think that fewer levels mean easier Speaking of moving, one of the from, and save to, the copy. All the dungeons! There are plenty of tricks more interesting features of the game characters you create (up to 20) will and traps, as well as unfriendly is its use of "line of sight" displays. reside on that disk. Thus, any time creatures roaming around, to keep For example, if you are walking before you actually begin play, you things interesting, not to mention around a building, you can't see can disperse the current party and difficult. inside it, and if you stand at the form a new one. doorway and look in, you see only a Of course, you ,won't be going little bit of the interior. To view the Now that we've looked at some of down there empty-handed! Guild entire shop, you have to step inside the good points, it's time to look at shops, although difficult to find, sell the door. And even then, you may some of the more annoying features several useful tools, including keys, have to go as far as the center of the of this game. First, the beginning of torches, gems and powders. Gems room to see everything. The same is game is rather noisy, and the little are magical items that show you a true of the outdoors. When walking animated sequence, cute the first map of your surroundings. On the through certain areas of particularly time, becomes tedious by the tenth surface, they display the entire dense trees, all you see is the little time. There is no way around this; world; in dungeons, they show the patch of land immediately surround- you have to sit through it every time entire level you're on. In either case, ing the party; everything else is in you boot up the game. Second, while the party location is shown by a darkness. And, of course, you can't you can examine your entire roster of flashing dot. Naturally, you can only see behind the mountains. characters, you don't see any infor- use the gems once. Powders negate mation beyond class, sex, race, char- time, freezing the actions of all acter status (good, poisoned, dead, creatures outside the party. This ashes), and whether or not he/she is comes in handy when fighting a large in a party. So, you can't tell from the group of nasty monsters, or when roster which characters have what escaping from town guards after an equipment. You can only get the full unsuccessful theft attempt. Powders list using the "Z" status command are, as you might expect, expensive, during play, and that only works for and can only be used once. Be members of the current party. warned, however: powders WILL Sailing by the wind was a good NOT work in Exodus' domain! Tran- idea; unfortunately, it often becomes sacting is extremely important in this frustrating, as the winds tend to game. There are people in every change quite rapidly. If the wind town who have clues for you; some shifts were fewer and slower, it you can get for free, others will cost would make sailing more fun. As it you money. Visiting the Oracle, if is, the winds change about every five you can find him, will be helpful in moves or so, causing frequent stops. your quest. So is having a drink or Your travels will take you to strange But the really disappointing thing, three at the local pubs. Naturally, this places, and you will find many at least for me, is the very ending of means you'll be doing a lot of mysteries to solve along the way. the game itself. After all the fighting travelling around. How does one get to Dawn, city you go through to get to him, the Transportation now comes in three of myths and magic? Where is lost actual dispatching of Exodus is forms: feet, horses and ships. There Ambrosia? What secrets do the remarkably calm and quiet. This was are only two places where you can shrines hold? Is there a way past the a very unexpected anti-climax; I had buy horses, so you'll probably be silver snake, and, if so, what lies really been expecting something a walking most of the time when on beyond? How do the Moon Gates little more spectacular. land. Ships are initially manned by work? And, perhaps most important, Still, in spite of that, the game is ex- pirates; you will have to fight and who or what is Exodus? Quite some cellent, and I am not in the least sorry defeat the crew to get the boat for intriguing questions to be answered! that I bought it. The improvements yourself. However, sailing isn't quite To help you along, the game comes over the previous Ultimas alone is the simple matter it used to be. with several useful items: a very worth the price of admission, and the Before, you could just go in any well-done cloth map of the continent game will certainly provide many direction you wanted, now you have of Sosaria, two books of spells, one hours of enjoyment (and frustration!). to keep an eye on the winds. You for mages and one for clerics, a Bottom line: Definitely not one must sail in accordance with the way handy quick reference card, and, of to miss! the wind blows, so if it's a North course, the basic instruction manual, This review originally appeared in wind, you can't go North, or South which you should read before booting the Gamesig Archives of Compuserve if it's a South wind, etc. And, of the game. and is reprinted here by permission. R.I.D. was prepared with the help of SPEED STAT by SoftCorp International, Westerville, OH 800-543-1350

See page 54 for details on the Reader Input Device

There were 231 RIDs turned in by press time for this issue. We plan in a near future issue to share some of the game design ideas that we asked about in "Misc. question A" in RID 10. Newly rated games and updated game ratings are listed with bold type in the table on page 52.

GAME RATING The table on page 52 includes games evaluated by our readers. For a game to be included in this listing it must first have been offered for rating in our regular RID rating system. Games offered for evaluation are those covered in the magazine and/or those having a good sales record during the time of evaluation. Once offered for evaluation, the game must have been evaluated by a sufficient number of readers to be included in the results. Any game not evaluated by at least 10% of the respondents was not included in the results. Games were rated on a scale of 1 (terrible) to 9 (outstanding). Respondents were asked to consider such things as PRESENTATION (graphics, sound, packag- ing, documentation); GAME DESIGN (design, playabili- ty, interesting?); LIFE (does the game wear well?)

RID -11 (Use card provided) On this page a number of games and articles are listed for evaluation. Please take time to evaluate these games and articles. Use the guidelines above for game evalua- tion. Leave blank any game which you have not played enough to have formed an opinion. Please rate articles on the basis of the article itself, not your opinion of the game being reviewed. Enter a zero for any article that does not interest you.

NORTH ATLANTIC '86 (Cont.) Final Thoughts plausible future. It definitely should how good you are, they will capture I find it interesting that NA86 is not be your first . But, it definitely should be one of the Faroes within the first three days. completely non-nuclear. Whether your computer wargames! The real test will come as the Soviets this hypothesis of restraint is overly next move on Iceland. If you can stop optimistic, I don't know. It does, One final note. The original ver- them, you're doing very well. Even however, allow the game to develop sion of NA86 had a bug which was if Iceland is lost, you cart still win the as an interesting strategy exercise. By corrected about July of 1983. The game. As the U.S. Navy arrives on ignoring nuclear weapons, though, problem was in the location of the the scene piecemeal and the superior Gary Grigsby sidesteps completely Faroes base. Though the map loca- quality of the NATO aircraft eats the question of nuclear missile sub- tion was correct, the program treated away the Soviet numerical advan- marines. These sea-borne ICBM plat- the base as if it were one square to tage, the tide will slowly shift. The forms are operated by both sides. In the east, on a "land" square which is real test is to show the will to keep the game, we don't have to worry inaccessible to ships. Thus ships playing through the lean times. In the about them, they won't siphon off could never dock at the Faroes base. first weeks, the Faroes will fall, Scapa any conventional naval forces to de- If you're not sure if your disk has the Flow (the British base in northern fend them. We also avoid the ques- bug and want to find out quickly, Scotland) will be bombed unmerci- tion of whether attacks on nuclear launch an airstrike from Scapa Flow fully, NATO morale will begin to missile submarines would prompt a at the Faroes. If the program returns drop, and naval losses will be high. nuclear launch by either side. the range as "six", you're ok; a range It's difficult as a new player to avoid NA86 is not a comprehensive game of "five" indicates the bug. SSI will the conclusion that you're just in- of future combat (thank goodness!). send you a good copy if you return competent as a commander, but stick It is a challenging simulation of the problem disk to them with a note with it; it's not over until it's over! theater combat in a more or less of explanation.