223 lines
14 KiB
Plaintext
223 lines
14 KiB
Plaintext
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BATTLETECH: THE CRESCENT HAWK'S REVENGE
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If you were dissappointed with either BATTLETECH: THE CRESCENT HAWK'S INCEPTION
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or MECHWARRIOR because they didn't bring FASA's universe to life, throw out your
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preconceptions now! Infocom listened, and converted the board game, story, and
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most importantly, the BattleMechs themselves, into a computer game. The combat
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system has been completely redone: The emphasis is on _command_ in BATTLETECH:
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THE CRESCENT HAWK'S REVENGE. (This review is based on the IBM-PC version of the
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game.)
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BATTLETECH: THE CRESCENT HAWK'S REVENGE (BTII) picks up the saga of 19-year-old
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Jason Youngblood (son of Jeremiah Youngblood) shortly after his adventures in
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BATTLETECH: THE CRESCENT HAWK'S INCEPTION. In BTI, Jason entered the Citadel on
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Charos III (Pacifica), determined to live up to the legacy of his father, the
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greatest Phoenix Hawk pilot alive. He began his training at the institute,
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trying to master the skills required to pilot and do battle in the awesome
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BattleMechs. But before he completed his training, the planet was invaded by
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House Kurita, who destroyed the Citadel and sent Jason on a desperate quest to
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determine the whereabouts of his father. Conflicting reports listed him as
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either captured or killed, and Jason wasn't going to believe the latter.
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During his search, he met Rex Pearce, his father's comrade and a member of the
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Crescent Hawks, a crack fighting force that Jeremiah founded. The members were
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scattered and forced into hiding, but Jason sought them out; with the help of
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Rex and a holodisk that his father had left him, he discovered a huge cache of
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'Mechs and 'Mech parts, giving House Steiner a great advantage in the ongoing
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Succession War. This also earned him honor in the eyes of his patroness, Katrina
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Steiner, who awarded him command of the Crescent Hawks and permission to search
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for Jeremiah.
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As BTII begins, you're on your way with your Crescent Hawks to the Kell Hounds'
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base on Lyons. The Kell Hounds drove the Kuritas from Pacifica, and you've been
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told that Morgan Kell may have information about your father. As you enter
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orbit, Kurita aerospace fighters begin attacking your DropShip, the vehicle that
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serves as both your transport for your 'Mechs and your Command center. The
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Kuritas are honoring a vendetta against the Kell Hounds, and now, you. Your
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DropShip crash-lands in a lake, killing the pilot and trapping you, your 'Mechs,
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and two remaining MechWarriors inside (Victor Stewart, the pilot, was your
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fourth MechWarrior). To make things worse, a Kurita Locust is on its way to sink
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your ship before you can escape! A Locust isn't much of a threat to you inside
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your Command 'Mech, but you can't get out; one or two hits from its lasers and
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it'll deep-six the ship! You spot a really beat-up Kell Hound Jenner in a
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position to intercept, but its pilot is very green, and the 'Mechs scanner is
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shot. Your only hope is to guide the pilot to intercept and disable the
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Locust....
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The history of the Inner Sphere and Succession Wars is detailed in the game
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manual, but I'll attempt a brief summary here so you'll understand some of it.
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Players of the BATTLETECH CRPGs will be familiar with the universe and story,
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which is very rich in detail. Readers of the BATTLETECH books will note that
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parts of the game story (first Clan attack, some of the battles near the end of
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the game) can be found in LETHAL HERITAGE and BLOOD LEGACY.
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About 1000 years ago, as humans' technology increased, they spread out among
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the stars, colonizing as they went. Unfortunately, humankind was still prone to
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war, and soon turned its vast technological skill to becoming more adept at it.
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The huge BattleMechs, powerful extensions of human pilots' bodies, soon gave
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warfare a new and horrifying dimension. The Inner Sphere, as the known galaxy is
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called, is split into five major sections, each with a ruling family, or House.
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The Star League, a remnant of central Earth authority, kept a kind of peace, but
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eventually crumbled, and the League army left the Inner Sphere for an area known
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only as the Periphery, taking their technology with them.
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With the Star League gone, there was no one powerful enough to maintain the
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peace, and worse, no one who could rebuild that which wars had destroyed. The
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Houses (named Steiner, Davion, Kurita, Liao, and Marik) fought desperately among
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themselves for the things they could no longer make. While civilization slid
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into chaos, the Succession Wars raged on; the only thing humankind improved was
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its ability to make war. Alliances were made and broken among Houses, each of
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which had a different type of government and philosophy of warfare. Houses
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Steiner and Davion are allied through marriage, forcing Houses Marik, Kurita,
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and Liao into an alliance. The Kuritas lead the alliance, and follow a strict
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old-Earth Samurai code.
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BTII is divided into two parts: the story and the scenarios. The story is where
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you get your information, make decisions, and select your 'Mechs and
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MechWarriors. The scenarios are where the combats take place, and are a wargame
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type of arena. You command up to three lances of four 'Mechs each, using them to
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achieve the scenario objective. If a scenario is finished successfully, you can
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save the game and the story continues. If you fail, you can replay it or load a
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previous position.
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The story itself is divided into two parts: The first part concludes with the
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rescue of Jeremiah Youngblood in "Operation Liberty," and the second part begins
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about ten years later, when you must put your Crescent Hawks and yourself under
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the command of Colonel Chiun, the same Kuritan commander who imprisoned your
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father. It is time for the Houses to unite, because a new threat emerges -- the
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Clans. They are the descendants of the Star League, armed with superior
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technology, and among themselves, they practice a "survival of the fittest"
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policy for leadership, with the losers' entire family being killed. In this
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second part, the Pacifican institute has devoloped new "Enhanced" 'Mechs, with
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better armor and improved weapons. Now the fun really starts!
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After the last mission, all Crescent Hawk members receive various awards.
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Everyone who helped defend Imperial City on Dierson receives the Bushido Blade;
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those who perished receive the Dragon's Eye posthumously, and the Crescent Hawk
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lance leaders (you and whoever finished the final battle) receive The Order of
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the Dragon, House Kurita's highest honor. The Crescent Hawks are taken off
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active duty, and you are put in charge of the Training Grounds on Pacifica to
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train MechWarriors to fight the Clans, who are sure to return someday. A new
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option appears when you load a game: "Training Ground," which lets you make your
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own battles, assembling Enemy and Friendly forces using any of the over 50
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'Mechs in the game.
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The combat is real-time, with speed adjustable from 1 to 8. You directly
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command each unit in the Command Lance, but can only give general orders to the
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leaders of the other lances. Orders include where to move, formations, speed,
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offensive or defensive fire, and targets. Later in the game you may also see
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satellite maps, get intelligence on enemy positions, and call in strafing and
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artillery shelling. Not to make it too easy, the satellite uplink to the
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DropShip jams at irregular intervals during combat. A careful choice of 'Mechs
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and tactics before the scenario begins -- as well as careful conservation of
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your resources -- is crucial, since you usually go through a few battles before
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your 'Mechs get a break.
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There are over 50 'Mech types used in the game. Each type is listed with full
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detail in the manual, and included on a big, full-color poster in abbreviated
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detail. In combat, 'Mechs are displayed with percent armor remaining, weapon
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status, speed, heat, and overall condition. Weapons are grouped into three
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ranges (Long, Medium, Close), and ranked from "None" to "Incredible" (displayed
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in either in white or gray -- white meaning the weapons are still functioning,
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gray meaning that they're damaged or destroyed). The ranking takes into account
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all weapons that fall within that range. For example, the Atlas 'Mech:
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1 Class 20 Autocannon
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1 LRM-20 Missile System
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4 Medium Lasers
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1 SRM-6 Missile System.
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Simplified for display, its weapons are:
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Long Moderate
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Medium Devastating
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Short Incredible
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If, say, two of the Medium Lasers are calculated as destroyed, the Medium
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rating might drop to "Brutal," and the Short rating may drop to "Devastating."
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Movement rate is ranged from "Slow" to "Very Fast J," with the "J" indicating
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Jump Jets. The 'Mech slows as it is damaged, affecting its ability to keep up
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with the formation. When Speed is displayed in gray, the 'Mech cannot move at
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all; in most cases, it may as well be dead. Enemy units may be scanned, but the
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results are not as accurate as they are with the improved technology in the
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second half of the game.
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The views are overhead maps, and each scenario's map is included in the manual.
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Digitized voice messages and message text are sent from units in each lance when
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a movement is completed, or an enemy is spotted or destroyed; sometimes, they're
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just general comments, like "We're really taking a beating!" or "I could use
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some tactical support, sir!" The ones you hate to see are "Too much damage! I'm
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punching out!" or "Say goodbye to my family for me...." Each MechWarrior has a
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level of experience from Green to Elite, along with abilities you don't see, but
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which do affect the way they fight, follow commands, etc. They always fight to
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the best of their abilities, and they follow your commands, but sometimes
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they'll wander out of formation, or do something equally frustrating. Green
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pilots may push their 'Mechs too hard, causing a shutdown, or worse.
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The interface is really smooth, with keyboard and mouse point-and-click
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commands, or shortcut function keys to locate the unit. Selecting a unit brings
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up the commands menu if it's a unit in your lance, or the Command Unit (CU) of a
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subordinate lance. Otherwise, you see a window describing the unit's status.
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Clicking on the DropShip icon (when available) brings up the available options
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(Intelligence, Shell Coordinate, Rolling Barrage, Call Strafing, View Satellite
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Map). Not all options are available in all scenarios, and the Satellite Map
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becomes unavailable when the uplink is jammed.
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The scenario may not be saved in progress, but may be aborted or restarted at
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any time. The menu is called up with the <ESC> key. Finished scenarios may be
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saved in six renamable slots before the story continues.
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BTII is not copy-protected in any way, but the manual contains so much
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information (maps, 'Mech specifications, background information, etc.) that the
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game would be difficult to play without it. In addition, the manual explains the
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tactics, and helps you through the first two scenarios. In a few places, the
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designer (Tony Van) respectfully asks you not to copy the game. Personally,
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that's good enough for me.
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The program supports the Roland LAPC-1, MT-32, Sound Blaster, AdLib Music
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System, PS/1 AudioCard, PC Internal Speaker, Game Blaster/Creative Music System,
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Innovation Sound Standard, Covox PC Sound Master, Tandy Advanced Digitizing
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Sound System, and Tandy 1000 3-Voice Sound (in short, I believe, any card made).
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Graphics cards supported are EGA, VGA, MCGA, and Tandy. A hard drive, DOS 3.0
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or higher, and 537,600 bytes of free RAM are required. BTII runs on the IBM PC,
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AT, XT, PS/1, PS/2, or 100% compatibles, as well as the Tandy 1000.
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My edition came with two 3-1/2" 720K disks, and four 5-1/4" 360K disks, both of
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which contain ZIPped files that the Install program decompresses according to
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the configuration you specify. The files totalled about two megabytes when I
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installed for MCGA and PC internal speaker.
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The game also comes with order forms for BATTLETECH RPGs, history and
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background books, BattleMech models, and other goodies for the enthusiast. This
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may be unwanted junk mail to some, but the BATTLETECH universe is a very well
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thought-out and diverse setting for a game.
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I suppose I could criticize the title of the game as being a bit misleading.
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THE CRESCENT HAWK'S REVENGE isn't quite right, because Jason doesn't really
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exact any revenge on the Kuritas: It's an uphill battle to rescue Jeremiah, then
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a desperate escape. Finally, you end up allied with the Kuritas -- sure, to save
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the Inner Sphere, but still, where's the "Revenge"?
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BTII can take quite a while to finish; sometimes it takes several tries to
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complete a scenario to your satisfaction. Completing a scenario successfully may
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not be good enough; you may find that your lances are too battered to complete
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the next battle. It was fun (up to a point) to keep trying to finish in the best
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possible shape. Ah! But when you finally take command of a Marauder+ (one of the
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enhanced 'Mechs) and have 11 other units to command, plus strafing, you can
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really get into the BATTLETECH universe -- and it feels so good to hear your
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comrade announce "Puma out of the picture!"
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While the first BATTLETECH game didn't even scratch the surface of the universe
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created by FASA, and only introduced you to a few 'Mechs, the sequel comes as
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close to a board RPG as a computer game can. Some argue that this is a wargame,
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not a CRPG. I think that Infocom and FASA have done for BATTLETECH what SSI did
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for AD&D, except that the combat is real-time instead of turn-based, making it
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perhaps more "real." I wasn't a BATTLETECH fan before this game, but now I'm
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considering buying some books and a model or two....
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BATTLETECH: THE CRESCENT HAWK'S REVENGE is published by Infocom and distributed
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by Mediagenic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |