195 lines
12 KiB
Plaintext
195 lines
12 KiB
Plaintext
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GOLD OF THE AMERICAS
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GOLD OF THE AMERICAS (GOTA) is a breath of fresh air in a market recently
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inundated with simulators, arcade conversions, and action adventures. GOTA takes
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you back in time to the chaotic years that followed Columbus's (re-)discovery of
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the Americas. You represent one of the four major powers whose political
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maneuverings, high-seas larceny, and New World exploitations dominated the
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300-year period following Columbus's historic landing. (This review is based on
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the IBM-PC version; Amiga and Atari ST version notes follow.)
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In GOTA, your goal is to achieve the largest colonial presence in the New World
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by the end of the time period covered in the game (1500-1800). Each turn spans
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ten years, so you have 30 turns in which to accomplish this. Colonial presence
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is measured by the total levels of each colony. Levels range from 1 to 7 and
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reflect an increasing degree of development. These levels are governed by the
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amount of money you devote to developing a colony, as well as by the potential
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for development of each province (again, ranging from 1 to 7). Provinces may
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change hands through military conquest, or they may declare independence, so the
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game involves more than just "grab and grow" tactics.
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Essentially, GOTA is a game of resource management and economic development.
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Player turns consist of reviewing results of the previous turn, acquiring items
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for use in the current turn, placement of purchased items (and reorganization of
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currently placed items), and determination of the economic posture of each
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colony. While GOTA covers the same period of history as SEVEN CITIES OF GOLD, it
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bears little resemblance to that game. It _is_ very reminiscent of an old
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boardgame called CONQUISTADOR, and players of that game will undoubtedly
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consider GOTA to have much of the same appeal.
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To begin, results from the previous turn's activities are reported. These show
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how each colony fared and how successful trading was in that turn. The results
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of any raids or privateering are also reported. You'll be informed of your
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income, as well as any other gains or losses: Colonists may die from plague or
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native revolts; trading ships may be sunk or plundered; colonies may be raided,
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and new provinces explored and looted. Income is distributed between a treasury
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and your own personal secret funds. These secret funds are handy, because
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they're not subject to the extortionate tax that follows the results phase of
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each turn.
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After the results, the game's most unpleasant event occurs: tax collection. An
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obese man appears and claims an average of _over_ 100% of your previous turn's
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income. If you made more money this turn than last, there is a good chance
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you'll be able to pay this exorbitant amount. Otherwise, you may have to tap
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your secret funds, or simply turn over whatever cash you have and shrug your
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shoulders. While the latter may seem the most appealing, there are penalties for
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this, the most obvious being that the government will curtail the number of free
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items it provides if your taxes are not paid in full. Unfortunately, at some
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point in the game, you definitely will _not_ be able to pay your taxes, even
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with secret funds.
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Following taxation, you may purchase items to use in your next turn, including:
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Armies, Colonists, Trading Ships, War Ships, Privateers, and Slaves. Armies are
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used to explore, raid, quell native revolts, and repel raids against your own
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provinces. Colonists do just that: colonize. Trading ships return income from
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trade; war ships protect them from other traders and privateers. Privateers raid
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ships (including your own, if in the same area!) for their income. Slaves may be
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placed with a colony and exploited for additional income. They may also revolt:
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_Caveat emptor_. All items cost $500, so purchase decisions are fairly
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straightforward.
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In the next phase, items are placed on the map, and you're to determine the
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economic stance of each colony. Choices are: Exploit, Develop, and Placate.
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"Exploit" generates the most income, but lowers colony loyalty, which can lead
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to colonial independence (or conversion to another player). "Develop" severely
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reduces the returned income, but gives you a chance to raise the level of a
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colony. "Placate" returns more income than "Develop," but less than "Exploit."
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"Placate" will help retain colonial loyalty, however, and is virtually mandated
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for well-developed colonies. Following this economic phase, the computer players
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make their decisions, and the results of the turn are displayed.
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GOTA is very easy to learn and play. Turns pass quickly, and an average game
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should last little more than an hour. You can play the four countries according
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to their historical characteristics, which means that at no time are their
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capabilities evenly matched. Over the course of the game, this "imbalance" evens
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out, and offers players an opportunity to assume different roles as their power
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ebbs and flows.
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The interface is wonderful, particularly if you have a mouse. Simple pointing,
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clicking, and dragging are used for everything -- non-typists should love this
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game! Gameplay tends to be free-flowing and rollicking, with the last five turns
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particularly chaotic as players attempt to grab each other's provinces while
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older colonies begin to go independent. The graphics are nice, particularly in
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EGA, but nothing to shout about. The computer AI is well-done (an SSG hallmark),
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with Novice, Normal, and Expert modes provided.
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On the down side, a few enhancements to the game would have been helpful:
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First, there is no way to back up in your turn. Once you've completed item
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purchasing and moved on to item placement, you cannot go back to change
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purchases. You _can_ scan the map while purchasing, but you may still miss
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something. Second, although you can play with "Random" continents and "Random"
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Europe for more balance and variety, the shape of the continents is constant. A
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random continent capability similar to that in SEVEN CITIES OF GOLD would have
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been better. Finally, there are some sketchy historical notes on the package,
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but I would have appreciated something more substantial. (SSG usually excels in
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this area, which may explain my disappointment here.) The rules themselves are
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well-written, if brief.
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The game comes on two 5-1/4" diskettes (3-1/2" disks are available), and
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requires 512K to run. It supports CGA, Hercules, EGA, MCGA, and VGA graphics
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modes. There is no copy protection of any kind, and the program installs easily
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on a hard drive. Mouse and keyboard control are both offered. There is no sound
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board support.
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GOLD OF THE AMERICAS is a well-designed, entertaining game. I recommend it
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highly, especially for multiple players.
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AMIGA VERSION NOTES
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Gameplay in the Amiga version is identical to that of the IBM-PC version: The
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game is fast, colorful, and dynamic, and entertains you for either a brief round
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of play or for hours at a time, depending on your choice.
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One of the best features of this program is its mouse control. In some games
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that rely heavily on mouse input, there are infinitesimal (and sometimes longer)
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post-click delays that make control feel sloppy. Or, sometimes the window within
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which the mouse pointer must operate is so small that you're constantly
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"hunting" for just the right place on the screen to click. GOTA suffers from
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neither of these problems: Mouse control is simple, quick, and decisive. This
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helps you move smoothly through each phase of gameplay, and because the screen
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is organized around graphic representations of choices, there's no fiddling with
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menu bars, sub-menus, or mysterious command abbreviations.
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The graphics in GOTA are a real improvement for SSG. If there was one factor in
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earlier SSG games that players might have complained about, it was the
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relatively primitive quality of the graphics. (REACH FOR THE STARS is an
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exception, although its graphics are still somewhat simple by current
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standards.) No longer! While there's no animation in the game, it's not
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necessary: As you click on each choice, a small window in the upper-left-hand
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part of the control portion of the screen fills with a colorful, nicely drawn
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picture indicating your selection. The opening screen is a small masterpiece of
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computer art, depicting two warships in the middle of battle; the map of the
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North and South American continents is jaggie-free, colorful, easy to read, and
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a pleasure to look at. The iconic representations of all components of the game
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are also precisely and informatively designed. Bravo for this major step forward
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on the part of SSG!
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Not only are the graphics themselves well-designed, but the layout of the game
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is also exceptional. The entire left half of the screen is devoted to the map,
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where game progress is indicated with appropriate icons. The right-hand section
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of the screen consists of a series of different windows, which you scroll
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through as you move from one segment of the game to the next. In all cases,
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screen layout is immediately comprehensible and absolutely manageable. As in
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REACH FOR THE STARS, you find soon after the game begins that you don't even
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think about where to go to make the next decision in your turn. The transparency
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of this interface should serve as a model for other wargame designs.
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Sound on the Amiga version is relatively sparse, but always appropriate. The
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game begins with a short, rollicking tune that nicely introduces the events
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about to ensue. National anthems play when a country manages to capture another
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country's colony, and the game finishes with a pleasant little melody
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accompanying the game results screen.
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GOTA comes on one copyable floppy disk, and is not copy-protected (a rather
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bold move for a company as small as SSG). It plays easily in 512K of RAM, is
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hard-disk installable, and multitasks like a champ if you have more than 512K.
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SSG is one of the few companies to realize that Amiga players might like to end
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the program with a command other than Ctrl-Amiga-Amiga. Thanks, SSG, for a great
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game, and a well-implemented design!
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ATARI ST VERSION NOTES
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The Atari ST version of GOLD OF THE AMERICAS plays identically to the IBM and
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Amiga versions described above. The graphics are bright and colorful, and the
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mouse interface works like a charm. GOTA for the ST requires a color monitor and
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a double-sided drive (if you need single-sided disks, SSG will provide them).
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The program disk is not copy-protected; it will run from a hard drive, as long
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as you don't put the game files in a folder. The instruction manual is for the
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IBM and Amiga versions, but it describes gameplay for all editions; information
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pertinent to the ST is in a README.TXT file on the program disk.
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The good thing about the interface is the design of the play screen: The right
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half is a series of nested windows, similar to the series of nested menus of
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SSG's BATTLEFRONT game system for 8-bit Apples and Commodore 64s. The bad thing
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about the interface is that you can't back out of anything: Once you've made
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purchases in the Acquisitions phase, or placed items on the map in the Placement
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phase, and then clicked on Continue, that's that. In the BATTLEFRONT system,
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nothing became irrevocable until you selected RUN 5; in GOTA, decisions are
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irrevocable as soon as you make them.
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Apart from this, GOLD OF THE AMERICAS for the ST is a fine game, easy to learn,
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easy to play, and easy to look at. Not only that, it's also SSG's first-ever
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release for the ST. A port of HALLS OF MONTEZUMA is due later in the year, and
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if sales warrant it, SSG will continue its newborn support. Excuse my pessimism,
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but it's unlikely: Pirates recently destroyed the 1990 Northeast AtariFest, so
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continued support from anyone seems like a pipe dream. I urge all normal ST
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users to help out SSG. Until they throw in the towel, you'll be getting good
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games -- and GOLD OF THE AMERICAS is a great place to begin.
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GOLD OF THE AMERICAS is published by Strategic Studies Group and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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