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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

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