191 lines
9.4 KiB
Plaintext
191 lines
9.4 KiB
Plaintext
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ANNALS OF ROME
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ANNALS OF ROME is one of three strategy games in the Wargamers
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Series from PSS. FIREZONE and SORCERER LORD are the other two, and
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all are distributed by Datasoft. ROME offers strategic depth, a
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save-game option, and keyboard control. The Commodore 64/128 version
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is the basis of this review; Atari ST, IBM-PC, and Amiga version
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notes follow.
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Subtitled "A Game of Empire Building," ANNALS OF ROME is the most
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ambitious simulation in the Series. The entire Roman Republic is
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under your control, starting with the tax rate. You'll have to
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withstand invading barbarians, the ups and downs of public opinion,
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and the political shenanigans of army commanders. Although ROME
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can't compare with an SSI tactical epic, it does provide plenty of
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strategic opportunities.
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The year is 273 B.C. The lone country under your control, Italia,
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is the seat of the Empire. It is also surrounded by aggressors: the
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Gauls, the Macedonians, and among others, the Carthaginians (led by
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Hannibal, the "father of strategy"). As the game progresses,
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barbaric hordes -- Dacians, Huns, Arabs, Turks -- appear to test the
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mettle of your Empire.
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At your disposal to defend the Empire are the Legionaries, the
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Auxiliaries, and the Limitanei. Auxiliaries are non-Roman soldiers
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recruited from conquered provinces; Limitanei are garrison troops
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that remain in fixed fortifications. The Legionaries have a combat
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rating of ten. Of all the possible invaders, only the Carthaginians
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have an identical rating, at least until the Visigoths appear in 350
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A.D. After 350 A.D., however, Ostrogoths, Vandals, Huns, Arabs,
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Germans, and Turks will overload the Republic with high combat
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ratings.
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ROME spans centuries: A turn covers from one to 25
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computer-determined years; there are eight turns to a century, and
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each is divided into seven phases: Start/Save, Economics, Personnel
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Display, Personnel Assignment, Loyalty, Civil War, and Foreign
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Wars. Should the popularity of the Commander at Rome slip below
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zero, the Personnel Assignment Phase won't occur. Should the Roman
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population remain content, the Civil War Phase won't occur.
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In the Economics Phase, you'll set the tax rate -- perhaps the most
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important act of the game. Choosing the normal tax rate prevents
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inflation but instantly creates a treasury deficit; doubling the tax
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rate fills the treasury but instantly creates 50% inflation. Rampant
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inflation not only puts further strain on the treasury, it irks the
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populace. Should the people revolt, you'll have to deal with
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internal strife as well as invading barbarians. Tax money is
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necessary to rule the Republic, and will, at times, be used to bribe
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your armies should their loyalties wane.
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In the early stages, invaders won't necessarily attack Rome;
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they'll attack neighboring regions. When a region under Roman
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control is attacked, you'll send Legionaries. Army officers are
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taken from the Senate, given command of the armies, and sent to
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areas that have been invaded. As the years tick away, officers will
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die of natural causes, retire, set themselves up as dictators, be
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overthrown or executed, or killed in battle.
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The end of the Foreign Wars phase marks the end of a turn, at which
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point the game can be saved.
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The C64 screen display consists of a map of the Roman Republic.
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Game information is displayed below and to the right of the map. As
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Italia and neighboring regions are invaded, you'll be informed and
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given the chance to respond. The area depictions on-screen will be
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shaded to indicate complete takeover or unresolved conflicts.
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ROME is controlled with the keyboard. Numbers and letters are
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entered at prompts in order to select and assign army commanders,
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bribe the armies with tax money, transfer Rome (as the capital of
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the Republic) should the Empire be lost to invaders, and appoint new
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rulers.
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The game ends when the Empire and Rome are lost. Since Rome can be
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transferred to another region ruled by the Empire, the game might
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not end whe the Empire falls; you'll still have a chance. The goal
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of ROME is to hold on to the Empire for as long as possible.
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The ANNALS OF ROME game package comes with a map of the Roman
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Empire (showing invasion routes used by aggressors), a reference
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card, and a good instruction manual. The manual includes general
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instructions, discussions of various aspects of play, background and
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history of the Roman Empire, and vivid descriptions of the nations
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and barbarians.
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The more I fool around with ANNALS OF ROME, the deeper the game
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becomes. The goal of holding on to the Empire rather than conquering
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all invaders, makes the game strangely compelling, despite the
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advance knowledge that you're going to lose. ROME makes up for this
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less than heartening prospect with its strategic depth. You feel
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that you're really controlling the Empire, as opposed to merely
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moving troops here and there, or invoking tactical routines.
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Tactical combat is all but non-existent; battles are fought and
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resolved by the computer. Other than the (relatively) minor task of
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sending armies to trouble spots, ROME is pure strategy from
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beginning to end.
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Of the three games in the PSS Wargamers Series, ANNALS OF ROME is
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the most ambitious and the most difficult. Both FIREZONE and
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SORCERER LORD are fast-moving and tactically oriented; both would be
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hampered by strategy. On the flip side, ROME would be hampered by
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tactics. If you have time to watch history unfold, and the strategic
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mind to work at changing it, ANNALS OF ROME fills the bill.
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ATARI ST VERSION NOTES
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The Atari ST version of ANNALS OF ROME functions all but exactly as
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the Commodore version. The only difference lies in the
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implementation of the graphics display.
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Each time the map of the Roman Republic is replaced by another
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display (for example, the Personnel Assignment text screen), upon
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returning to the main screen, the map is redrawn. On the C64, the
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event happens swiftly; on the ST, it happens at a crawl. Other than
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this, both the ST and C64 versions are identical.
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IBM-PC VERSION NOTES
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The IBM version of ANNALS OF ROME is virtually indistinguishable
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from the Commodore version. (The implementation of changes in the
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graphics display is dazzlingly fast.) The game is not copy-protected
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and is easily installed on a hard drive. Graphically, it supports
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CGA and EGA, and the graphics are sufficient for the purposes of the
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game; that is, you can distinguish one country from another easily
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enough. The game requires 512K memory and comes with both 5-1/4" and
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3-1/2" disks.
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I don't care for wargames, but ANNALS OF ROME is not really a
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wargame. You do not control individual army pieces on a hexagonal
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board as you would in KAMPFGRUPPE or the like. Instead, you appoint
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commanders, legates, and tribunes, assign them troops, and send them
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off to pursue dreams of conquest. There is a certain sense of
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elation when you finally conquer the last Carthaginian army on the
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board. This is usually followed by a sense of impending doom as
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ninety legions of Germans come thundering down upon you.
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On the surface, this may appear to be intended as a historical
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simulation of ancient European history, but don't expect anything
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remotely approaching historical accuracy. What I enjoyed most about
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the game was not the feeling of power you'd expect as surrogate
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Emperor, but the more gonzo parts of the game. There's the unending
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list of possible commanders with pseudo-historical names, like
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Flavius Scipio, Octavius Cato, and Marcus Drassus. And there's the
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unceasingly changing face of Europe as the Celts invade Spain, or
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the Gauls inexplicably show up in Greece. Later, I took particular
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perverse pleasure in waiting to see if my newly appointed Commander
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of the Garrison of Rome would rise up in rebellion and declare
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himself Imperator. These are moments you won't see in any other
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game.
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Here is a strategy tip: Always bribe your armies as much as you
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can. At times, even that won't be enough. I have played several
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times and never made it to 350 A.D. to face the hordes of
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Visigoths, Vandals, Huns, Arabs, Germans, Russians, and Punk Rockers
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yet to come. Sometimes I found myself mentally comparing the game to
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PAC-MAN; you know the enemy's going to get you, but you have to keep
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out-maneuvering him as long as you possibly can.
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The more I played ANNALS OF ROME, the more compelling I found it.
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Occasionally it reminded me of the movie "Koyaanisqatsi," which
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conveyed the unexpected beauty of a city's traffic patterns sped up
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almost beyond recognition. I also enjoyed the game's ability to
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compress the slow march of centuries and the rise and fall of
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nations into the flick of a few key strokes.
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AMIGA VERSION NOTES
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The Amiga version of ANNALS OF ROME is like the Commodore version:
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no mouse control, no pull-down menus, and keyboard entry only.
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Additionally, the sound and graphics capabilities of the Amiga are
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barely utilized. There are no significant delays (as there were in
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the Atari ST version).
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The program supports only 512K, so if your Amiga has more memory
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than that, you must run the "NoFastMem" utility prior to booting the
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game. ANNALS' problems are relatively minor, and don't seriously
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detract from the playing experience. Further, the game becomes more
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interesting and challenging each time it's played.
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ANNALS OF ROME is published by PSS and distributed by Datasoft.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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