205 lines
10 KiB
Plaintext
205 lines
10 KiB
Plaintext
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SANDS OF FIRE
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SANDS OF FIRE from Three-Sixty Pacific takes you to the scorching
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deserts of Northern Africa, where you drive one of several Allied
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tanks against the German forces of Erwin Rommel. SANDS OF FIRE lets
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you drive the lead tank in a battalion of five tanks. You not only
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control your own tank through the simulator, but also dictate the
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formation and tactics of your teammates. (The IBM-PC version is
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reviewed.)
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Essentially, SANDS OF FIRE is a tank simulator in the same class as
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TANK or M1 ABRAMS. The difference is that you aren't bothered with
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the various electronic devices that dominate modern battle tanks.
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Nor is the terrain in SANDS OF FIRE as varied as that found in
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Central Europe. SANDS OF FIRE also lacks the depth of either M1
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ABRAMS or TANK.
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In SANDS OF FIRE, you spend most of your time switching among three
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different positions. The first position is the Driver's position.
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Here you steer the tank using two levers. Each lever drives one of
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the treads. To go forward, you push both levers forward. To turn,
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you push one lever forward while leaving the other at a lower
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speed. You can even "turn on a dime" by reversing one tread while
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moving forward with the other. The driver's view is, unfortunately,
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a very small slit. So once your course and speed are satisfactory,
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you'll want to switch to the Commander's view.
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In the Commander's view, you have a much wider view. You can also
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load and fire the main gun or the machine gun from this view. Most
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important of all, you can rotate the turret in order to scan your
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surroundings or aim the gun. You will spend most of your time in
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this view looking for the telltale signs of enemy tanks: a plume of
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dust on the horizon.
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The third view is the Gunner's Sight. This gives you an extremely
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narrow magnified view. This is useful for long-range accuracy,
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though in practice, the movement of enemy tanks tends to be
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magnified as well, making it hard to get a good shot off.
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Of course, you don't just jump into your tank and drive off.
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Three-Sixty includes numerous scenarios for you to participate in.
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The first is a Training Ground. This will help you learn the tank
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controls and hone your firing skills.
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Once you are ready for the real thing, you may play one of six
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different battles. Two of the battles feature U.S. tanks: Kasserine
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Pass, and Tunis & Bizerte. The other four feature British Tanks:
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Taking of Tobruk, Operation Crusader, The Fall of Tobruk, and El
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Alamein.
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The battle you choose dictates the type of tank you drive and the
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types of vehicles that oppose you. For instance, in Crusader, you
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drive Crusader Cruisers. In Tunis & Bizerte, you drive M4 Shermans.
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You won't face any Tiger tanks in the early scenarios, but you
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almost certainly will in later scenarios like Kasserine.
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Finally, you may choose to play the entire campaign for either the
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British or the U.S. side. This is simply the complete set of battles
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linked chronologically.
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Each battle consists of several engagements. At the beginning of an
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engagement, you're shown your orders. First you're given your
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overall objective for the engagement. This varies, from a delaying
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action to a breakthrough.
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You are also shown an overhead map of the battle area. Your
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battalion is displayed, along with all of the enemy units. Your
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assigned course and those of your opponents are shown, along with
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any salient terrain features. Terrain is generally flat, but there
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may be mines and escarpments. Headquarters and pillboxes may also be
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present.
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Once you are satisfied that you understand your orders, you click
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on either the Commander or Driver, and the engagement begins. Your
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first task is to tell your driver to head on course. For some
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strange reason, your tanks _always_ start the engagement with a
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northerly heading. It would've been more sensible to have your tanks
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already aimed along the assigned course.
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As you move, you can switch to an overhead map that displays the
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position of all active units. This is the same map used to display
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your orders. The game generally does a good job of simulating fog of
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war, but this map tends to destroy that. The map is updated
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throughout the engagement, so you can always find the enemy. In
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terms of playability, this is very handy, as it is all too easy to
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lose track of the Germans. But historically, it seems questionable.
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As you move along, the terrain shifts and slides under your tank.
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This is difficult to discern clearly, however, as there is very
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little detail to the terrain. The ground is ochre colored (in EGA),
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with occasional lines flashing and moving across the screen. It is
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difficult to get oriented, and there are few cues to help you _see_
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the terrain as you pass over it. Escarpments should be clear and
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distinct, but often the only way you know you've been on one is when
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you pass over and enemy tanks suddenly come into view.
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You first spot the enemy as plumes of dust just over the horizon.
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As you draw nearer, small silhouettes come into view. As the enemy
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vehicles get close, they become more detailed. Recognizing these
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silhouettes is an important part of the game. Your tank carries
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three types of ammo: High Explosive (HE), Armor Piercing (AP), and
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White Phosphorous (WP). You must use the correct type of ammo on
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each vehicle to be successful.
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For example, only AP is effective against tanks. HE and WP will
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work against infantry and lightly armored or soft targets, such as
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half-track personnel carriers. You need to save your AP for hard
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targets, as you have relatively little of it. Also, you are
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evaluated at the end of each engagement based on choosing the
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correct ammo type.
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As you close with the enemy, your other tanks begin to fire and
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maneuver on their own. This is where your choice of formation has an
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impact. Each formation presents different fields of fire for your
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battalion; these dictate the effectiveness of your unit in engaging
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the enemy from various angles. Also, your own field of fire is
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inhibited by the presence of your other tanks, so you must carefully
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weigh the pros and cons of each formation.
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For myself, the Leading Column was most effective, as it placed my
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tank in front with clear fields of fire at all angles except the
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rear. This maximized my own tank's effectiveness, though in many
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situations it would be, historically, less than optimal.
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Once engaged, play consists of moving your turret till you get a
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good firing angle, letting fly, then quickly reloading and
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re-aiming. This portion of the game requires arcade skills more than
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anything else. You must lead your shots slightly, and be able to
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quickly click the gun handle, shells, and fire button while also
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tracking the turret in the proper direction.
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You can attempt to shoot on the run, but as you might expect, this
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is a chancy affair at best. Your tank tends to bump and wobble as it
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moves, throwing your gun around and making any attempts to aim
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nearly futile. Thus you usually want to get into range, stop, and
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begin firing as the enemy tanks close with you.
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After you wipe out the enemy, drive them from the field, or are
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destroyed, the engagement ends. You are taken to an after-battle
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report where your performance is summarized. This sequence is very
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reminiscent of those used in most MicroProse games, down to the
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awarding of various medals if you perform particularly well. Then
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you are taken to a re-loading screen, and on to the next engagement
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(or to a final screen if the battle or campaign is finished).
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The graphics and interface of SANDS OF FIRE range from fair to very
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good. The interior of the tank is sharp and uncluttered. The
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exterior terrain is, however, far too drab, and presents a major
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problem for those trying to orient themselves. The interface is
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primarily mouse-driven, though the keyboard is supported.
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Unfortunately, the game usually exhibits some delays in reading
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mouse input. In the heat of battle, this could become quite
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irritating, as your click on the Fire button fails to register until
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your gun is off target. With practice, this can be anticipated and
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compensated for, but not completely.
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SANDS OF FIRE supports VGA/EGA (320x200x16), CGA (320x200x4), and
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Tandy graphics modes. It requires 640K RAM, and may be installed on
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a hard disk. There is no copy protection of any kind. A mouse is
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recommended, though it can be played from the keyboard. No
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soundboards are supported. SANDS OF FIRE comes with 5-1/4" disks;
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3-1/2" disks are available for $5.00.
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As a simulation, SANDS is fair. Your ability to control the other
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tanks in your formation is limited. Your own tank is quite simple,
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and the controls do not vary from tank type to tank type. The use of
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silhouettes is well done, though they tend to be blocky and
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difficult to discern at some angles. In general, tactics go by the
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wayside, and you'll focus mainly on rapid firing and re-loading.
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Another oddity is that, while the notes stress the fact that the
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Allies failed to use tanks properly through most of the war, the
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game doesn't give you a chance to change this. You are always given
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a lone tank battalion, even though you often face combined arms
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forces consisting of tanks, artillery, and infantry. I would like to
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see a game like this in which I had access to other unit types
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besides tanks.
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Also missing was the omnipresent Allied air power and artillery.
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Mines and pillboxes are present, along with the occasional infantry
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men. But you're never given the pleasure of dealing with Italian
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units.
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Still, I found SANDS OF FIRE to be quite enjoyable as a pure game.
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Once I gave up worrying about its historicity, I enjoyed the
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swirling confused tank engagements quite a bit. I did find the game
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often had lulls where I wished some sort of time acceleration option
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was available. I was also disappointed with the terrain algorithms
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used. Finally, I would've liked the chance to play either side in
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the game.
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In summary, I recommend SANDS OF FIRE to would-be tank commanders
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who are looking for a little fun without any serious brain strain.
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For those seeking a real tactical challenge, I suggest you wait to
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see if MicroProse or Spectrum HoloByte releases a World War II tank
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simulator with more meat to it.
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SANDS OF FIRE is published by Three-Sixty Pacific Software and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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