161 lines
9.7 KiB
Plaintext
161 lines
9.7 KiB
Plaintext
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LIGHTSPEED
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I grew up reading science fiction novels, so I've always enjoyed space
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exploration games. LIGHTSPEED from MicroProse's MPS Labs is the latest variation
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on the theme. Previous simulations from MPS Labs include F-19 STEALTH FIGHTER,
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SILENT SERVICE, RED STORM RISING, and M1 TANK PLATOON. So as you might expect,
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space combat is the core of the game. LIGHTSPEED does include enough alien
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negotiation and trade to provide a good context for the battles. (This review is
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based on the IBM-PC version.)
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Your mission in LIGHTSPEED is to explore a star cluster, in preparation for a
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human colony ship en route to the cluster. You must locate a suitable colony
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world, contact alien races inhabiting the cluster, and eliminate any threats to
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the colony. Planetary resources must be built up for the colony by mining and
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trade with aliens.
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The game contains two star clusters. The first is an easy introduction to the
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game. The second cluster contains more star systems and alien cultures, and the
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political setup is more complex. I liked the open-ended game design. You can
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form alliances with any of several different confederations or individual
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aliens, each with its own outlook and priorities. Your approach to colonizing
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the cluster can be either a "Federation-style" benevolent one, or a
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"Romulan-style" conquest using treachery and a merciless force. Some weaker
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aliens can be terrorized into abandoning their star systems. This means you can
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play the game several different times, with new approach each time.
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The game graphics are very good. Spaceships and starbases are rendered in
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shaded polygons, so close approaches during combat don't result in the sudden
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jump you get with bit-mapped graphics. There isn't much detail on the enemy
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ships, but there is a lot of variety in the designs.
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Your ship is a 3.4-kilometer-long Trailblazer-class warship. There is no
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specific character you play, and there are no crew characters. You control all
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functions directly, jumping from station to station. This has an unfortunate
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consequence in combat: If you jump into one of your fighter cockpits, the
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Trailblazer "goes dumb" and will continue on the same course, doing nothing to
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defend itself until you jump back onto the main bridge. It makes you feel as if
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you're a disembodied intelligence all alone on the ship, but doesn't seriously
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hamper the playability.
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The main bridge has a forward viewscreen with a holograph tank below, showing a
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3-D radar screen and a view of the currently targeted ship. To navigate between
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systems, you call up a rotating 3-D model of the star cluster, with color codes
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for known or unknown star systems. Clicking the mouse or joystick buttons cycles
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through the stars, and you engage the Spindrive for faster-than-light travel
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between star systems.
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If you happen to drift near another ship while in Spindrive, you get a
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proximity alert warning. This gives you an opportunity to knock the other ship
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out of Spindrive into normal space for an attack. Pirates or other enemy ships
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often use this method of attack.
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The defensive Blaster Turret screen shows a view of surrounding space, with a
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crosshair in the center and a 3-D radar screen at the bottom. You can spin 360
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degrees on any axis to fire on enemy fighters or incoming missiles.
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The Engine Room screen at first glance is a complex arrangement of colors and
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whirling shapes. A closer look reveals that all your ship's systems use the same
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10 components. Engine room components are destroyed in combat: Each hit by an
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enemy warship might take out one or two. In the heat of battle it's sometimes
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necessary to jump to the engine room, replacing components from spares in your
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ship's hold, or swapping from other systems. The only way to get more components
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is through trade or by scavenging debris after a battle.
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Your success in the cluster depends on several factors. Besides removing
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threats to your colony, you must build up resources -- water, organics,
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minerals, and radioactives. Establishing mines gives you a start, but you get
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the bulk of the resources needed by trade with aliens. You also trade for
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components and fuel to keep your ship running.
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When you arrive at a new star system, you'll see either empty space or an alien
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starbase parked in front of you. In either case, you launch a probe to scan the
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system for resources, or establish contact with the aliens. There is no
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star-system travel, or surface exploration on planets -- all contact with aliens
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occurs at starbases or between star systems.
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Once you make contact, you see a full-screen view of the alien. The alien
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contact graphics in 256-color VGA are nicely done, with palette color cycling
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effects in some backgrounds. All alien screens include an animation loop, so
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that the alien isn't just a static picture. Some topics cause a change in the
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facial expression or other body movement (some of these guys don't have what
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you'd call a face). A different musical theme plays during contact with each
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alien, in major or minor key (depending on how the alien feels about the subject
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of conversation).
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You talk with the alien using a panel with pushbuttons for your pre-programmed
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questions and responses. If an alien agrees to trade, a "universal exchange
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interface" opens up with icons representing components in your ship's hold on
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one side, and those offered by the alien on the other. Clicking on objects
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selects them for trade, and a sliding bar shows the trade balance between you
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and the alien. A similar screen is used for trading in planetary resources, such
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as water or minerals. I drew a paper spreadsheet showing all the alien trade
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values, which made it easy to find trade routes where I could buy low and sell
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high. Peace treaties may be signed with the aliens you want to keep as friends
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and trading partners.
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Eliminating a hostile or dangerous alien from a star system requires combat
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with the starbase and its defending warships and fighters. You'll also have to
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defend yourself against attack while in transit between systems. You begin the
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game with few engine room components (and therefore a weak ship), but your ship
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becomes more capable after you've traded up in number and quality of components.
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The Trailblazer's main gun is powerful but slow to recharge, and has limited
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range. While maneuvering the Trailblazer into firing position, you can use one
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or several of the 10 missile chassis on board. These can be instantly configured
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as a guided missile, a kamikaze, or a fighter. Fire-and-forget guided missiles
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cause little damage -- the manually piloted kamikazes cause heavier damage when
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rammed into an enemy ship.
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Fighters have laser guns and are good for defending the Trailblazer or for
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knocking out critical systems on an enemy ship like a shield generator. You can
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toggle your view and control among the Trailblazer's bridge, the cockpit of any
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fighters or kamikazes you've launched, and the defensive blaster turret by
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hitting the spacebar.
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Here is a typical scenario that shows how all the stations are used in combat:
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First, you power up the thrusters and get the Trailblazer moving toward a
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warship, to bring your main gun in range. You launch a kamikaze to distract
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enemy fighters, jumping into its cockpit to set it on course. Then you jump back
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to the Trailblazer bridge, launch a fighter, jump into the cockpit, and head for
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the enemy warship to knock out its shield generator. When the enemy fires its
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main gun, you jump back to the Trailblazer's blaster turret to shoot down the
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incoming missiles, then jump back to the fighter to finish knocking out the
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shield generator. Finally, you return to the Trailblazer bridge to finish the
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job with your main gun.
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Sound effects during combat include explosions, laser blasts, collisions, and
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engine noise. The Trailblazer's engine emits a deep hum, which adds to the "big
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ship" feel, and you hear a sort of industrial clanking noise in the engine room.
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The effects and music soundtrack were all good, on both my AdLib and Roland
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LAPC-1 sound cards.
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LIGHTSPEED requires a 100% IBM-compatible computer using DOS 2.1 or higher,
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with 512K of RAM installed, or 640K for VGA; a 286-class machine is recommended.
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The frame rate is slightly better than the average flight simulator, since there
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is no ground or sky detail to animate during combat. The game supports VGA and
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EGA, and sound support is provided for AdLib, Tandy, and Roland cards. My copy
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of the game was distributed on 5-1/4" 360K floppies. The game is copy-protected
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with a lookup scheme that requires the game manual.
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There is one glaring flaw in LIGHTSPEED: the manual. In particular, there is no
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mention at all of how to finish a game. There's a vague description in a
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question-and-answer section of the technical supplement. But even that doesn't
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tell you about the essential colony screen. This shows you how you're
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progressing, and it triggers the events that establish a colony once you have
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enough resources. The "C" key to access the screen is mentioned only on the
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quick-reference card, which doesn't explain the importance of the screen. I
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abandoned the first cluster after building up excessive resources without
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getting a colony, since I didn't know about the colony screen.
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Once I found the colony screen, I had fun playing LIGHTSPEED. I would rate it
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as an easy-to-intermediate-level game. Most of the challenge came from figuring
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out the tactics to use in space combat -- the alien diplomacy and trade was
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interesting, but a little too easy. As far as I could tell, the program is
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bug-free. I recommend LIGHTSPEED for space adventure fans, especially if you
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like a heavy dose of spaceship combat in your adventuring.
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LIGHTSPEED is published and distributed by MicroProse Software.
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