157 lines
7.9 KiB
Plaintext
157 lines
7.9 KiB
Plaintext
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BATTLES OF NAPOLEON
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BATTLES OF NAPOLEON is a tactical wargame simulation based on the
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conflicts of the Napoleonic Wars. Written by David Landrey and Chuck
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Kroegel (GETTYSBURG: THE TURNING POINT, BATTLE OF ANTIETAM, SONS OF
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LIBERTY) and published by Strategic Simulations, the advanced-level
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NAPOLEON offers four ready-made historical scenarios, a
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comprehensive construction editor, strategic and tactical map
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views, menu control, and no copy protection. This review is based on
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the Apple II version; Commodore 64/128 and IBM-PC version notes
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follow.
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In addition to the incredible detail of the battles, NAPOLEON's
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construction set allows you to customize the information contained
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in the tables the program uses to run the game; even the objectives
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a computer opponent would use during a game can be altered. To be
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able to create a map, build and deploy armies, set victory squares,
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and edit the game tables amounts to a development system. No copy
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protection is an added bonus, although there is the familiar
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documentation check. Best of all, NAPOLEON looks good on the Apple
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II (a Laser 128, in this case). Then again, it'd be awfully hard to
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make one of these games look bad, even on an Apple.
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The scenarios in NAPOLEON are Quatre Bras, Auerstadt, Borodino, and
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Waterloo. From the Game Menu, various alterations to them can be
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set: who moves first; computer or human opponents for both French
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and Allied sides; any of five levels of difficulty, and any of five
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levels of strength; reinforcement arrival; and ammunition supplies.
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The Computer Directive table, which appears after the Game Menu,
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allows you to set the strategy the computer will use as your
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opponent. The basic strategy you can select (Option A) actually lets
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the computer choose what it will do, and the remaining options are
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variants of this. Retreats, Holding of Positions, and Counterattacks
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can be automatic or random. Most interesting of all is the Analyze
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Situation, in which the computer opponent bases its strategy on
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whatever is happening at any given time (as opposed to, say,
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automatically retreating, or counterattacking).
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Each turn in a scenario covers a half-hour of real time, and
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consists of 25 phases: During the Objective Phase, orders are passed
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down from higher to lower command levels; four separate combat
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phases are further subdivided into Cavalry, Artillery, Melee, and
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Retreat/Advance phases; the Victory Phase determines "victory
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points" based on casualties inflicted, and the taking of terrain
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objectives. Victory points are calculated, and a new turn begins.
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The Apple II screen display consists of a scrolling map. Each map
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square represents 100 yards, and icons represent five levels of
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elevation, towns, woods, swamps, open fields, and fortifications, as
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well as battle units, such as cavalry, artillery, and infantry
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battalions.
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NAPOLEON is controlled through menus whose functions are invoked
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with keystrokes. The number keys control cursor movement in eight
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directions. Keystrokes in the Command Menu (far too many to
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mention) allow you to access units, toggle between strategic and
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tactical map views, center the map, plot melee fire, set units to
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advance, change directions, access the Fire menu, and give orders to
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cavalry and skirmishers. Orders can be aborted; units can be removed
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from the map in order to study the terrain; unit formations can be
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altered; victory squares can be highlighted. Keystrokes that access
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a unit will also reveal all the information about that unit and its
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current status.
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The Construction Set editor allows you to edit any of the
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historical scenarios, create an entirely new scenario, build and
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edit screen maps and armies, set objective squares, and edit the
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tables the program consults during a game. Maps as large as 1600 can
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be constructed from the Void. Terrain can either be added by you, or
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generated by the computer. Armies can be created (also from the
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Void), then edited and deployed on the map. All facets can be saved
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and reloaded later for further editing or play.
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The NAPOLEON game package comes with a game disk, a scenario disk,
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a manual of Game rules, and a manual of Editor rules. Both manuals
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are jammed with details and information, and there is also a card
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with guidelines for building armies.
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BATTLES OF NAPOLEON is a monumental program. The scenarios brim
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with vitality, and play with an ease and clarity typical of all SSI
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wargames. Although NAPOLEON plays easily, the scenarios function at
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an advanced level. Unless you've had experience with SSI
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simulations, you'll find NAPOLEON unruly, even if only due to the
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large volume of information you'll have to digest in order to play
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it well. Since SSI probably has a few tricks up its sleeve, it's
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safe to say that the Construction Set editor is probably not
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complete; it might as well be, though, because you can invent a new
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game scenario upwards from its most basic map and table parts.
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If you're new to wargames, BATTLES OF NAPOLEON is not the place to
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start: It's simply overwhelming, in both detail and possibility.
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Veterans, of course, will enjoy it, and to them it is recommended.
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COMMODORE 64/128 VERSION NOTES
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The C64/128 version of BATTLES OF NAPOLEON is virtually identical
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to the Apple II version. The disks are not copy-protected, and
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backups can be made. It's best to point out to Commodore users that
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in order to make playable copies of the NAPOLEON disks, you should
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use a commercial copy program, or the copy utility in the Epyx
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FASTLOAD cartridge. The entire contents of the disks must be
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copied; the copy program on the C64 Demo disk isn't up to this
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task.
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All the detail and complexity of NAPOLEON is contained in the C64
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version, and it, too, is recommended for veteran and serious
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wargamers.
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IBM-PC VERSION NOTES
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The IBM version of BATTLES OF NAPOLEON is essentially the same as
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the Apple and Commodore versions. Some changes have been made to the
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interface, including different key commands and mouse support.
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The IBM version comes on two 5-1/4" disks (3-1/2" are available)
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with no on-disk copy protection. A documentation check is used at
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the beginning of play to confirm ownership. BATTLES OF NAPOLEON
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supports CGA and EGA modes (EGA in 320x200x16), and requires 512K to
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run. Unfortunately, little effort has been made to exploit the full
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potential of the EGA graphics mode. Backgrounds are black, and units
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are simple military symbols with no graphic embellishments. SSI did
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make one nice change in allowing units to be displayed in different
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shapes depending on their formation. For example, infantries in line
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formation are shown as longer, thin rectangles, rather than
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squares. Players familiar with the state of the art graphics in
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SSG's newer games or in Panther Games' FIRE BRIGADE will be
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disappointed with NAPOLEON's graphics.
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SSI has added mouse support, but it's not implemented as well as it
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could be. A sword pointer allows players to click on commands
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instead of typing their letter. However, units may not be moved with
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this pointer, nor selected with a double-click. In my opinion, the
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mouse support reflects a half-hearted attempt to modernize the
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standard SSI interface.
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Having criticized NAPOLEON's graphic presentation and interface on
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the PC, it's only fair to point out that all of the features praised
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in the Apple review above are present in the IBM-PC version. The
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simulation is detailed and complex. The included scenarios cover a
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wide range of situations, and the editor opens up nearly endless
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possibilities for exploring other battles. For grognards and
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Napoleonic era aficionados, this is definitely worth checking out.
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For less experienced gamers, and those who care little for pre-20th
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century warfare, BATTLES OF NAPOLEON should probably be left on the
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shelf.
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BATTLES OF NAPOLEON is published by Strategic Simulations, Inc.,
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and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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