Computer + Video Games - Commodore Is Awesome
Computer + Video Games - Commodore Is Awesome
Computer + Video Games - Commodore Is Awesome
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Bastogne<br />
road-block<br />
during the<br />
battle of the<br />
Bulge. The player<br />
takes either side<br />
aginst a computerised<br />
or human opponent, and a<br />
handicapping system allows<br />
beginners the chance to win.<br />
The key to successful<br />
command at this level is<br />
''thinking two down" — the<br />
Corps commander gives orders<br />
through his two or three<br />
divisions to the regiments<br />
underneath.<br />
The program allows access to<br />
reports on the state of the<br />
regiments at the end of each<br />
six-hour move (one in four of<br />
which is normally spent<br />
asleep!) by a simple menudriven<br />
system which takes an<br />
hour or so to master.<br />
After that each of the<br />
scenarios can be got through in<br />
two or three hours for six to ten<br />
game days. The Corps<br />
commander learns how to<br />
judge the state of his regiments<br />
from information on casualties,<br />
supply arid fatigue, and to give<br />
air support and extra divisional<br />
resources where they are<br />
needed,<br />
The game is strong on<br />
realism, keeping the player t(J<br />
his own view point while<br />
occasionally reminding him<br />
that the troops on the ground<br />
may not agree with it!<br />
The game's one weak point is<br />
its graphics, which are horrible.<br />
The map is an almost<br />
meaningless jumble of hexes<br />
and hard-to-read symbols<br />
(printed black-on-black in<br />
places) which scrolls in a<br />
manner guaranteed to cause<br />
the user headaches.<br />
Also, while the two island<br />
scenarios are good the others<br />
have the problem of Corps<br />
command, artificially restricting<br />
movement within the area of<br />
the map while important things<br />
may be happening just out of<br />
sight. But, if you don't like these<br />
games, design your own!<br />
As with Carriers at War, the<br />
program allows the player to<br />
construct his own scenarios,<br />
adding scenery to the map and<br />
specifying the strength of each<br />
battalion. The possibilities are<br />
endless,<br />
Sea war and air war are,<br />
largerly, matters of machines.<br />
Land war has always been even<br />
more a matter of terrain and<br />
people, and so is very much<br />
harder to model on the<br />
computer. Battlefront is a very<br />
good attempt, but it is not the<br />
perfect game that it might have<br />
bee<br />
-<br />
GRAPHICS<br />
4<br />
PLAYABILITY<br />
7<br />
11. REALISM<br />
Ir. VALUE<br />
8<br />
CARRIERS AT WAR<br />
P. MACHINES: CBM 64/APPLE<br />
le<br />
SOFTWARE/STRATEGIC<br />
,<br />
STUDIES<br />
GROUP<br />
SP.<br />
PRICE: E29.95<br />
Ulo•<br />
VERSION RESTED: CBM64<br />
PYour<br />
Japanese carrier task force<br />
Pbears<br />
down, through the<br />
darkness L before dawn on 7th<br />
December 1941, on the<br />
I<br />
E<br />
NOUMEA<br />
clear<br />
S i r<br />
b<br />
e rSELECT<br />
unsuspecting American fleet at<br />
Pearl Harbor.<br />
You check the intelligence<br />
plot — they are still at Pearl,<br />
nothing reported in the other<br />
harbours, nothing at sea or in<br />
the air. The weather is clear,<br />
although there is cloud to the<br />
east and the prediction is for<br />
squats, You check the course<br />
and speed of your carriers.<br />
Three hours before dawn.<br />
You order the aircraft to arm,<br />
and 15 minutes later reports<br />
show feaverish activity on the<br />
T<br />
R<br />
A<br />
T<br />
E<br />
G<br />
I<br />
C<br />
P<br />
L<br />
dirdem<br />
*<br />
I<br />
L 1.<br />
*<br />
-<br />
Vt.<br />
1.<br />
1<br />
1<br />
.<br />
a EMERY<br />
t7<br />
"<br />
SASE<br />
hanger decks_ Af first light to<br />
give the target and launch the<br />
strike. The ticking clock shows<br />
its progress, but you can only<br />
guess until the first aircraft<br />
return wth tales of sinking<br />
battleships. How accurate are<br />
they? You order a second strike,<br />
and redirect part of it to the<br />
American airfields. Finally, as<br />
1the<br />
last strike is recovered, you<br />
turn and steam for home.<br />
This in itself would be an<br />
excellent wargame, but it is<br />
only the teaching scenario for<br />
Carriers at War, from the<br />
Australian design team of<br />
Roger Keating and Ian Trout.<br />
The player takes either side<br />
against the computer or<br />
another player not only at Pearl<br />
but at Coral Sea, Midway, the<br />
Solomons, Santa Cruz and the<br />
Philippine Sea.<br />
TOBRUK<br />
CLASH OF<br />
1011150NE:AMSTitar'<br />
le SUPPLIER: PSS<br />
PRICE: f9.95<br />
his member of the i'SS<br />
Wargamers series runs on the<br />
Amstrad only. It is mis-named,<br />
since it deals with Rommel's<br />
offensive against the Gazala<br />
line in May 1942, with Tobruk as<br />
the final objective.<br />
The player has only the<br />
choice of German forces<br />
against the computer, but two<br />
can play with linked Amstrads.<br />
The game is good in its<br />
handling of strategy problems,<br />
The Germans are given variable<br />
air support and moving supply<br />
dumps to stress the importance<br />
of supply for this kind of<br />
warfare,<br />
The graphics are among the<br />
best I've seen for representing<br />
military formations in the<br />
desert. The problem is that it's<br />
ever too soon. You can only<br />
take one side in one battle of the<br />
war.<br />
The reason for this is that all<br />
the extra program memory has<br />
gone into an optinal feature a<br />
-• • • • • •<br />
we n<br />
GRAPHICS<br />
▪ PLAYABILITY<br />
lb. REALISM<br />
▪ VALUE<br />
Merr 1<br />
NAPOLEON AT WAR<br />
P. MACHINE: SPECTRUM<br />
le SUPPLIER: CCS<br />
le. PRICE; EL%<br />
Ken Wright, author of Waterloo<br />
and Austerlitz, has moved from<br />
lothlorien to CCS for his latest<br />
Napoleonic battle, the littleknown<br />
draw against the<br />
Russians at Eylau on 8th<br />
February 1807.<br />
It uses similar mechanisms to<br />
his two previous games, but is<br />
improved by a few extra<br />
features. Artillery is represented<br />
separately this time, and on the<br />
big battlefield of Eylau the<br />
devolved command system, by<br />
which the player leaves Corps<br />
commanders in charge of their<br />
own forces, works rather better<br />
than in previous games. At<br />
least, the Marshals of France do<br />
fewer stupid things.<br />
But the game is still very<br />
limited, and rather poor value.<br />
You get no choice of scenario,<br />
no choice of terrain, no choice<br />
of side, no choice of starting<br />
position, and no re-run facility,<br />
All you have left is the chance<br />
to give the French side orders.<br />
Unfortunately, the combat<br />
mechanism seems to involve<br />
such a large random factor that<br />
whether they win or lose has<br />
almost nothing to do with the<br />
You need a disk drive<br />
and your own disks, and the<br />
game isn't cheap, but neither is<br />
a Rolls Royce. The designers<br />
say they have somehow<br />
crushed 80K of machine code<br />
into the program, and the result<br />
is a naval wargame such that I<br />
have seen nothing to compare<br />
with it.<br />
IA. GR APH I C S<br />
7<br />
st• puyAsitiry<br />
9<br />
b. REALISM 10<br />
VALUE 8<br />
THE<br />
ARMOUR<br />
tank simulator. The designers<br />
call this an arcade option, but<br />
it's more than that.<br />
Nor is it as out of place as it<br />
seems in a strategy game —<br />
Rommel frequently left his<br />
headquarters with plans for the<br />
battle and led from the front in a<br />
command tank (although I<br />
doubt if he personally fired on<br />
as many British tanks as this<br />
game allows!)<br />
Attempts to mix strategy and<br />
shooting in games usually don't<br />
work very well — this is one of<br />
the better ones.<br />
ID. GRAPHICS<br />
11. PLAYAS-WM<br />
11. REALISM<br />
VALUE<br />
orders you do give them.<br />
One result of this is, oddly, to<br />
make Napoleon at War slightly<br />
more playable.<br />
Eylau was a confused battle,<br />
with re-inforcements for both<br />
sides arriving at odd moments<br />
throughout the day (this is not<br />
represented in the game, by the<br />
way). At the end it was a messy<br />
and hard-fought draw, which<br />
amounted to a strategic defeat<br />
for Napoleon, who needed to<br />
keep on advancing. The<br />
arbitrary nature of the combat<br />
system means that while<br />
Austerlitz, Napolion's greatest<br />
victory, is virtually unwinable,<br />
Eylau, a battle he virtually lost,<br />
stands quite a good chance of<br />
being won.<br />
5<br />
3<br />
3<br />
2