184 lines
9.3 KiB
Plaintext
184 lines
9.3 KiB
Plaintext
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SILENT SERVICE II
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Several years ago, MicroProse released its first submarine
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simulator, SILENT SERVICE. Aimed at the 8-bit machines of the time,
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SILENT SERVICE delivered a solid simulation, and some tense moments
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for players. Since that time, technology has marched on. 16-bit
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machines are the norm, with more memory, graphics, and sound
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capabilities than ever before. MicroProse has turned to its classic
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sub simulator for inspiration in creating a new game that takes
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superb advantage of today's technology. SILENT SERVICE II provides
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enormously enhanced graphics and sound, along with significantly
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expanded play options, to deliver the best World War II sub
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simulator on the market. (The IBM-PC version is the basis of this
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review.)
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In SILENT SERVICE II (SS2), you take the helm of one of several
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U.S. subs that patrolled in the Pacific theater during World War
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II. You may take a boat out on a single mission, a war patrol, or
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embark on a complete war career. There are several missions to
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choose from, all of which are drawn from actual historical
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encounters. The war patrols allow you to choose a sector in the
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Pacific theater to patrol. You encounter enemy ships more or less at
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random, leading to a series of "missions" within a patrol.
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The war career is new with SS2. In the war career, you pick a start
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date, a sub type, and a home port. You play until the actual end of
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the war (August, 1945), or until you are killed (a distressingly
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common way to end the game). During the war, you choose patrol
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areas, and then execute a standard war patrol. Each time you return
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to port, you may choose a new sub and/or a new patrol area.
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You may also switch ports as the war progresses. Your choice of
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home port determines which areas you may patrol. Also, the available
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ports change as the war progresses, following events as they
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actually occurred. Finally, ports under different commands receive
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new subs and equipment at different times.
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As mentioned earlier, the course of the war affects the encounters
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that you have. Encounters around major battle areas (such as the
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Solomon Islands) usually involves well-escorted warships. Encounters
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along shipping routes will likely involve supply ships and tankers.
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The quality of the Japanese ASW efforts also varies as the war
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progresses, reflecting historical alterations in skill and
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strategy.
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Of course, all of this strategic maneuvering is really just
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frosting on the cake. The heart of the game is the tactical
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maneuvering within an encounter. As the sub captain, you are given
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several screens to use in controlling your sub. This portion of the
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game bears the closest resemblance to the original SILENT SERVICE.
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You have several screens that you move among to control various
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functions of the sub.
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The Map screen shows an overhead view of the area with four levels
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of zoom. You can see your sub and the enemy ships you currently have
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a lock on. Tracks are displayed to convey direction of movement and
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relative speed. You'll use this screen to maneuver into a good
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ambush position.
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The Periscope provides a view of the surface, as long as you are no
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more than 55 feet deep and the periscope is raised. Four levels of
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zoom are supported here as well, and a close-up view of a nearby
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Japanese Battleship is nothing less than spectacular. You may use
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the TDC (targeting computer) on this screen to acquire targets.
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Generally, you will fire your torpedoes from this view.
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The Bridge screen is available only when surfaced. It provides a
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slightly wider view than the periscope, and also supports four
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levels of zoom. You control the deck gun from this screen and may
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also fire torpedoes. Note, however, that fighting the Japanese from
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the surface is a sure way to cut your career short.
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The Gauges show you vital data concerning your sub, including its
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current speed, depth, the depth under keel, fuel and battery
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levels, and torpedo load-out. The Damage screen details the
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condition of each major sub component, as well as the total damage
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to the sub.
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Finally, there is a Captain's Log that provides information about
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your sub and the current situation. This data includes the time of
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day, the visibility, and the depth of water in the area.
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As in the original SILENT SERVICE, your job is to be as sneaky as
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possible, exercising caution and patience in prosecuting your
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attacks. The impetuous go-for-broke Captain is likely to end up in
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Davy Jones's locker for his efforts. Of course, some daring is
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required, but SS2 rewards Captains who are selective in their
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bravery.
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In a typical SS2 mission, you'll try to position your sub ahead of
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the enemy convoy. Then you'll submerge (if you haven't already) and
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wait for the convoy to approach. Most convoys consist of escort
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ships (Destroyers and Patrol Craft) and the primary targets
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(non-escorts). Patience (and some nerve) is required as the convoy
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escorts steam by. Then you raise the periscope and let the torpedoes
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go.
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This is usually followed by a crash dive, hard turn, and
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acceleration to flank speed as the escorts turn back to your
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position. At this point a game of naval cat and mouse ensues as the
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escorts steam on the surface in rapid search patterns. If you are
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unlucky (or inept), they will spot you and drop migraine-inducing
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depth charges. These may cause small damage, or knock out a major
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component, such as an engine. And, of course, they may actually sink
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the sub straight off.
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Unlike its predecessor, SS2 lets you use the thermal incline to try
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and evade surface ships. In addition, a much greater variety of
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Japanese ships is represented, with everything from Super
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Battleships (like the Yamato) all the way down to small Patrol
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Craft. In fact, one of the new challenges in SS2 is to prosecute
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attacks against fast convoys that can simply steam away from you.
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Japanese convoys tend to be a little smarter as well, using a
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varied zigzag pattern and aggressive search patterns by the
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escorts. Surface gunnery duels are now heavily slanted in favor of
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the surface ships (as they should be).
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The keyboard controls have been completely redesigned, and a
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keyboard template is provided that maps all of the commands. New
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commands include locking the TDC; rotating the periscope quickly,
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slowly, or 180 degrees; steering to view (and vice versa); and
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rising to periscope depth (55 feet). The revamped controls should
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feel much better to players of the old game. And players of other
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MicroProse games (such as RED STORM RISING) should feel right at
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home.
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One note: The "time-lapsed replay" feature advertised on the game
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box is not actually present in the game. It was left out due to
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memory considerations. This feature would've been nice, but its loss
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doesn't affect actual gameplay.
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The graphic enhancements are simply stunning in VGA. Photographs
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were taken of scale models of each type of Japanese ship. These
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photos were digitized, and the images used with a 3-D algorithm to
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realistically portray angles and degree of detail. Different levels
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of visibility are realistically depicted: Players will find
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themselves squinting through the murk trying to pick out enemy ships
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at night, much as real sub Captains had to do at the time.
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Some new animation has been provided, but the time to load and
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display these is intrusive, so I always toggle them off before
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play. Acceleration of game speed is now supported in _eight_
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levels. This helps alleviate the tedium of those long end-arounds as
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you maneuver your sub in front of a convoy.
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The sounds have also been enhanced, with support for AdLib and
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Roland boards. The disk-based copy protection has been eliminated
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and the game employs a document-based scheme. Note that there is an
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error in the manual, wherein the pictures for the large and small
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freighters have been switched. SILENT SERVICE II supports VGA
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(320x200x256), EGA (320x200x16), CGA (320x200x4), and Tandy graphics
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modes. The joystick is supported, along with the keyboard.
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SILENT SERVICE II comes on either 5-1/4" or 3-1/2" disks. The game
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may be installed to your fixed disk, and in fact, you won't want to
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play SS2 without a hard drive. One of the few negative features of
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the game is a protracted loading cycle that takes about 3-5 minutes
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on my 8Mhz machine. Fortunately, MPS coded a percentage-loaded
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algorithm, so you can see that you're making progress (and not
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merely locked up).
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SILENT SERVICE 2 requires a full 640K, with 580K or more of
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_available_ RAM if run in VGA mode. It will run in less, but minus
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the ship pictures -- a definite problem. Many players will need to
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create a clean boot disk to run SS2.
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I found SS2 to be a delight to play. It captured what was fun in
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the original, adding enough substance and style to grab my
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interest. The addition of the full war career and various sub types
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really raised the game to a new level. The manual by Arnold Hendrick
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is superb, with plenty of background material and play description.
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Gameplay is tense and exciting, and the enhanced visuals pull
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computer sub captains into the simulation like few other games can.
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I love the game, and recommend it to anyone with even a passing
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interest in submarine warfare.
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SILENT SERVICE II is published and distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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