115 lines
7.2 KiB
Plaintext
115 lines
7.2 KiB
Plaintext
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SWORD OF THE SAMURAI
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When an entertainment product is referred to as a "sleeper," it doesn't mean
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(as some believe) that it's boring enough to put you to sleep! Rather, it refers
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to the product's unexpected success. SWORD OF THE SAMURAI from MicroProse is a
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true sleeper -- on an artistic, if not commercial, level. This is one of the
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richest and most complex games ever released; it's graphically and musically
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advanced, extremely versatile, and involves a wide variety of game elements:
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arcade swordplay, wargame strategy, role-playing, exploration, and mapping. Yet,
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although the game presents a staggering number of ways to start and progress,
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it's also friendly enough to allow you to practice nearly any of the component
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elements individually. (This review is based on the IBM-PC version.)
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The overall flavor of SAMURAI is role-playing, though the execution is largely
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arcade and requires skill with a joystick or the keypad. The main object here is
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to take your character (to whom you give a name and assign certain strengths and
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weaknesses at the outset) and advance in level. Play your tiles right and you'll
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advance from a samurai among rival samurais to a hatamoto among rival hatamotos.
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Advance from there to daimyo, the lord of the province. There are 47 other
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provinces, all with their own daimyos. Should you conquer a minimum of 24, you
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can declare yourself Shogun, but you'll have to defend this title against a
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consortium of competing daimyos.
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There's no facility for female characters, although (as the designer's notes
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point out) females played an undeniably subservient role in the samurai culture
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of feudal Japan. Historically, the game focuses on a 110-year period of Japan's
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history (1490 to 1600), an era also covered by several other games (NOBUNAGA'S
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REVENGE from Koei, for example).
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Your Samurai begins with whichever specific advantages have been given to your
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family. You might start out excelling in swordsmanship, or you might have
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greater land holdings, a greater number of servile samurai, or greater honor. In
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order to increase in rank, you'll need to increase all these attributes.
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("Honor" is an amazingly resilient term in these circumstances, since much of
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your progression is dependent on your ability to seem honorable while forcing
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others to act dishonorably.) Some of the many methods of increasing your
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stature: marrying into a good family; performing tasks for your superiors
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(rescue missions, battles); making your peers seem dishonorable or killing them
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outright; helping others; donating land; even indulging in the occasional tea
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ceremony.
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Aging is an important factor; your original character will die long before a
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Shogunate is attained. When your character marries, sons and daughters are
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randomly generated (slowly), and when your heir -- it must be a son -- takes
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over for you, you'll find your new character significantly reduced in attributes
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and acquisitions. Thus, it will happen that your most successful characters are
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quite old. At some point, they'll start losing their abilities and you'll have
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to retire from worldly affairs.
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Every time you think SAMURAI has shown you all it's going to show, it surprises
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you with new varieties of situations. Elements of the game (such as the overhead
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traveling map within your domain) vanish to make room for new wrinkles. For
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example, early in your career, you may choose to prove your honor by rescuing
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hostages or members of your Daimyo's family. Later, when you _are_ a Daimyo,
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you'll find yourself _forced_ to defend your family, your guests, and even the
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peasants who inhabit your domain from assassins and bands of thieves. Early on,
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you'll also have little opportunity to use your troops in actual combat, but
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when attempting to become Shogun, you'll constantly employ troops to overtake
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other Daimyo's domains.
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SAMURAI's graphics are excellent, with support for EGA and VGA, as well as
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16-color Tandy graphics; 4-color CGA mode is also supported, but Hercules
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monochrome graphics are not. The screens display muted colors, simple patterns,
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bold calligraphy, and traditional Japanese artwork. Even the swordplay screens
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(in which two characters face each other and perform arcade-style combat) are
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highly stylized and altogether different from traditional computer graphics. The
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settings for these battles vary greatly, from outdoor scenes to the traditional
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tatami -- bamboo mats -- of the training area. Other combat sequences utilize an
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overhead scrolling map of rice paddies, or towns, or complex multilevel mazes
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within homes or castles.
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The music on the Ad Lib or MT-32 is also extremely authentic and atmospheric.
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The MT-32 music in particular is remarkably realistic, with gongs and plucked
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strings and all the traditional eastern musical detailing. I did find the music
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repetitive, though: A single game can take many days to play (depending upon the
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difficulty level you set), and although the themes do vary as you change level,
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you may spend many hours at one level...listening to the same few themes over
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and over. Still, this is a niggle; these compositions for computer are
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brilliant.
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The experience, in sum, is one of total immersion in Japanese history. At the
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easier levels, the arcade sequences are not terribly challenging, but the
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strategy is demanding at every level, which keeps the game from becoming _too_
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easy even at the lowest level. Moreover, there are brief flashes of devilish
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humor throughout. During the game's intense disk accessing, there are delays,
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but rather than offer a crude "Please Wait" or "Loading..." message, the game
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gives us random bits of appropriate Oriental philosophy. My hands-down favorite
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is: "Suspend expectations of imminence."
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If you're playing the MS-DOS version, be sure to print a copy of the "read.me"
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file provided on disk; it includes some important information not presented in
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the manual. The game is hard-disk installable and requires a minimum of 512K of
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RAM. Either 5-1/4" or 3-1/2" disks are included; check the label on the spine of
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the box to see which version you're buying. The copy protection is my only
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sticking point for this game: There's both a key-disk scheme and a document
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check. Thus, you must keep the manual _and_ the original Disk "A" nearby at all
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times. Key-disk protection is just about the most heinous, unfair, and punitive
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form of copy protection around. If you object to it strongly (as I do), be sure
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to write a letter to MicroProse demanding that they cease and desist. Key disks
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are far more liable than manuals to be destroyed by a wayward dust mote in a
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disk drive, or a fingerprint, or simply the ravages of time and constant access.
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After 90 days, should your key disk fail, you'll have to pay a whopping $15.00
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for the privilege of playing your game again. If this game were not so good, I'd
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advocate a boycott.
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But, for better or worse, SWORD OF THE SAMURAI is a highly recommended game --
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for wargamers, arcade gamers, and CRPG fans alike. To paraphrase the program
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itself, "It is good to see MicroProse do a good deed. MicroProse is a game
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company of exceptional honor."
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SWORD OF THE SAMURAI is published and distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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