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& LIGHT-YEARS! - TRS-80 Color Computer Archive

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etween the desire to put a lot of<br />

information into the game—especially<br />

when you're conversing with game<br />

characters—and the problem of<br />

putting huge amounts of text into<br />

memory and onto the tiny screen.<br />

Buiter has put the text into a book of<br />

"paragraphs." When you encounter<br />

the right character in the game, you<br />

are referred to the book to find out<br />

what he says.<br />

The paragraphs are believable di<br />

alogue, very well written (a rarity in<br />

games; compare it with the embarrass<br />

ingly bad writing in the Ultima series,<br />

for instance). To keep you from cheating and reading the<br />

paragraphs ahead, there are false clues; if you're peeking,<br />

you'll end up on wild goose chases that accomplish<br />

nothing.<br />

Your sensors immediately peg strangers as hostile or<br />

friendly. You can talk to the friendlies and can only fight<br />

with or flee from the hostiles. Not too subtle (don't you<br />

wish you had a machine like that?), but it's better than just<br />

killing anything that moves.<br />

Some of the world creation is medium-dumb: a planet<br />

where there are only two seasons—at every latitude? And<br />

Buiter has a rather lackluster sense of naming; he puts lots<br />

of unpronounceable letters together to fake alienness in<br />

stead of developing the sense of a linguistic tradition.<br />

But the game world is big enough to accommodate dif<br />

ferent experiences, and it doesn't force you into set pat<br />

terns. You can explore randomly, having the adventures<br />

you want to have. I call it the best of the space adventure<br />

games, and it placed high on Geoffrey's list as well.<br />

Firezone<br />

This simple futuristic war game has beautiful graphics and<br />

simple, intuitive controls. If you've ever played a war game<br />

before, you can literally start to play Firezone the moment<br />

it comes onto the screen. This was obviously one of the<br />

game designer's goals: The directions include Quickstart<br />

Creating Characters<br />

Most games that let you assemble a group of characters to take<br />

part in your adventures follow the role-playing pattern set years<br />

ago by the paper game Dungeons & Dragons. Your characters<br />

are different from each other because they have a range of abil<br />

ities. Some have a great deal of strength but aren't too bright.<br />

Some have considerable dexterity and quickness, but they're<br />

quite frail and can't withstand much injury.<br />

Strengths in one area mean weaknesses in another—no<br />

one character has it all. Thus all the characters in your party are<br />

necessary to overcome obstacles and accomplish your goals.<br />

Most of these games follow that basic pattern, but with vari<br />

ations. Sentinel Worlds, for instance, lets you choose faces for<br />

your characters from a group of pictures. Star Flight and Star<br />

Command require you to put your characters through training<br />

before they become reliable in using their skills. Star Command<br />

amusingly takes you through the ups and downs of your charac<br />

ters' education until they finally get good enough to bring along<br />

on your adventure.<br />

Most games use the standard ability groups: strength,<br />

dexterity, intelligence, and endurance. Star Command adds<br />

Esper ability, which serves the role that magical ability serves in<br />

fantasy games. Star Flight uses categories that apply to specific<br />

jobs on your starship: Characters train in areas like medicine,<br />

32 COMPUTEI<br />

instructions for those who don't want<br />

to bother with thick rule books.<br />

Yet despite its simplicity,<br />

Firezone is fascinating, with infinite<br />

choices in both strategy and tactics. If<br />

you play alone, the computer is a<br />

tough but fair opponent. If you play<br />

head to head with someone else, you<br />

can play the same scenario again with<br />

vastly different results. And the game<br />

includes a construction set, so you can<br />

devise more scenarios—though you<br />

won't soon tire of the ones that come<br />

with the game.<br />

This could have been a World<br />

War II simulation; setting it in the future adds little, except<br />

that the designer avoids the standard villains. There's none<br />

of this us-against-the-Nazis or us-against-the-commies stuff.<br />

As science fiction, the game isn't much, but it's still a<br />

fine war game. It is Geoffrey's absolute favorite.<br />

Star Command<br />

This game wants to be Star Flight or Sentinel Worlds, but<br />

it isn't. The setup phase is tedious and too detailed, though<br />

there are touches of wit in training crew members.<br />

It isn't just the primitive graphics; the look of the game<br />

is certainly adequate, and the screen communicates well.<br />

And there's some decent invention in the scenario. The<br />

problem is that there's no sense of experiencing anything.<br />

Mostly you're told about what's going on, and after a short<br />

time it seemed to me that it was a text game which con<br />

sisted of getting assignments from mission control and<br />

mechanically going out. doing them, and coming back. I<br />

wasn't having fun. Geoffrey did find it playable, though it<br />

isn't high on his list.<br />

Wasteland<br />

This game owes a lot to the Ultima series of fantasy games.<br />

You move through a map of post-nuclcar-holocaust Amer<br />

ica, entering surface villages and underground dungeons.<br />

The world creation is interesting and fun—not just jokes<br />

languages, navigation, engineering, and science.<br />

The benefit of this is that you get the sense that you're<br />

playing with well-drawn individual characters. You begin to feel<br />

that you know them personally; you're responsible for keeping<br />

them from getting killed. The drawback is that spending too<br />

much time creating the characters and manipulating them<br />

through the game becomes extremely tedious.<br />

This is particularly true in the area o! weapons and armor.<br />

Maybe some players really enjoy dressing up their characters<br />

like dolls. Star Command has more weapons options than I ever<br />

wanted. But if you're someone who cares about the difference<br />

between an LTV Ranger Seeker Missile and an SS-29 Bulldog<br />

Missile, go for it.<br />

I prefer the approach of Firezone: The game's choices are<br />

few, but those choices differ significantly. This is no more limit<br />

ing than, say, chess, with only a few kinds of pieces that never<br />

theless allow almost infinite possibilities.<br />

And Wasteland, with its full cast of interesting characters,<br />

lets you skip character generation altogether. You can use the<br />

existing characters and get right into the game, or, if you prefer,<br />

you can start from scratch and create your own. I like having<br />

that choice.

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