194 lines
11 KiB
Plaintext
194 lines
11 KiB
Plaintext
|
||
EMPIRE
|
||
|
||
EMPIRE is a strategy game of war and world conquest written by Walter Bright
|
||
and Mark Baldwin, published by Interstel, and distributed by Electronic Arts.
|
||
Part of the STAR FLEET simulation series, EMPIRE offers fair graphics, a
|
||
GEM-like command interface, world map generator and editor, demo mode, Standard
|
||
and Expert difficulty levels, save option, joystick and keyboard control, and no
|
||
copy protection. The Commodore 64/128 version is the basis of this review;
|
||
IBM-PC and Amiga version notes follow.
|
||
|
||
Presumptuously subtitled "Wargame of the Century," EMPIRE (version 2.0) looks
|
||
good (more or less) on the C64. Despite the extensive commands, it plays easily
|
||
enough, too -- thanks mostly to pulldown menus, scroll bars, dialog boxes, and a
|
||
joystick-controlled pointer. The problem I encountered is that the opening turns
|
||
(nearly one hundred of them) are relentlessly uneventful: You'll explore, and
|
||
attack cities, and watch your fighters run out of fuel, but the enemy doesn't
|
||
appear until well into the game. Or, rather, what _seems_ like well into the
|
||
game: EMPIRE goes on and on, so perhaps they really appear sooner than I think.
|
||
|
||
The combatants of EMPIRE are the United Galactic Alliance and the Krellan
|
||
Empire. The Krellans have gone wild and are invading Alliance space. They're
|
||
using a plan known as Operation Big Brother: Invade an Alliance planet that has
|
||
low or medium technology, set a Krellan emperor in place to rule it, introduce
|
||
high tech and use its own inhabitants and resources to conquer it, and then turn
|
||
the planet over the Krellan Empire.
|
||
|
||
Equally troubled by a lack of people and resources, the UGA now sends you
|
||
(Captain William Brown) and your crew and advisors into an Alliance region
|
||
called Attachment 1. Your goal is to land on a planet, explore it, and unite and
|
||
fortify the cities. The UGA does not want to be detected by the Krellans, so
|
||
what you're actually doing is providing a planet with the means to defend itself
|
||
against invading Krellan forces. In effect, you're creating an Alliance Empire
|
||
to counter the as-yet-unrestrained growth of the Krellan Empire. Of course,
|
||
being the Good Guys, you'll unleash democracy on the planets, but not until the
|
||
Krellan threat has been rendered powerless.
|
||
|
||
A documentation check lets you land on a planet, after which you'll select a
|
||
world map (specific or random) from the eight that are available (not including
|
||
any you might have designed with the map editor). Even after a world has been
|
||
loaded, all you'll be able to see is the one city from which you begin your
|
||
exploration. You'll then set the production demands for that city: armies,
|
||
fighters, destroyers, transports, subs, cruisers, carriers, or battleships. As
|
||
these are produced and you advance, the world will unfold on the map.
|
||
|
||
The C64 graphics screen consists of a map window within which is a blank 48x80
|
||
grid of blocks. Although only a 20x37 grid is visible (due to screen
|
||
limitations), the horizontal and vertical scroll bars move the display to other
|
||
map coordinates. Above the map is the menu bar: File, Reports, Orders, Commands,
|
||
and Miscellaneous. File contains save/load, new game, and map editor options.
|
||
Also on the main screen are turn counter, unit ID, message line, and mode
|
||
indicator.
|
||
|
||
There are ten different modes of play: Move, Survey, Group Survey, Direction,
|
||
Move To, Escort, Patrol To, Mark Flight Path, Production, and Computer. Move
|
||
mode will be used most often. Survey mode lets you change production demands and
|
||
orders; Group Survey lets you give the same commands to more than one combat
|
||
unit.
|
||
|
||
On the map, the land is green, the sea is blue, and unexplored areas are black.
|
||
As combat units are produced by the cities, iconic symbols appear, including
|
||
those for transports (which can be empty or have armies on board), and aircraft
|
||
carriers (which can be empty or have fighters on board).
|
||
|
||
Each game turn is two-phased: Production and Movement/Combat. Due to the
|
||
vastness of the world you'll be exploring, and the fact that an enemy unit won't
|
||
appear until you get right next to it, you might go through 100 turns before
|
||
anything other than exploration happens. You'll be conquering cities and
|
||
producing combat units, which is a good thing because your forces will have some
|
||
heft to them by the time the Krellans do appear. A turn is considered complete
|
||
when each combat unit has executed its orders or moved.
|
||
|
||
From the Reports menu, you can check the Status (cities captured, their
|
||
production, units destroyed); Info on a unit or map block; Ship Report; Set
|
||
different Production demands for a city; and see a Production Map, which removes
|
||
combat units and displays only cities. Periodically, a dialog box pops up and
|
||
informs you of the units that have been produced.
|
||
|
||
The Command menu lets you set the mode. The Orders menu lets you set
|
||
directional movements, patrols and escorts, load and unload ships, clear orders
|
||
that have been previously set, and skip a move.
|
||
|
||
The Map Editor provides the tools needed to create a world map: Seas, land, and
|
||
cities can be put on the map manually, or grown, blotched, and sprinkled
|
||
automatically. The map can then be saved and used as a world in a game.
|
||
|
||
EMPIRE is controlled with a joystick and the keyboard. The stick moves an arrow
|
||
around the screen, pulls down the menus (in conjunction with a held button), and
|
||
highlights and invokes choices. Pointing at a unit, holding the button down, and
|
||
dragging the pointer creates a movement line.
|
||
|
||
The EMPIRE package comes with one double-sided disk that is not copy-protected.
|
||
Both sides (program and maps) can be backed up, and it is on the backup that
|
||
games and maps can be saved. There'll be a documentation check before you can
|
||
load a map; an alternative is to type in the word Demo (or leave the machine
|
||
unattended for a few minutes), after which you can watch a few turns of a game
|
||
already in progress. The 61-page instruction manual explains everything you need
|
||
to know and more, and there is also a C64 Command Reference card that lists all
|
||
the game and map editor keystrokes you can use instead of the joystick.
|
||
|
||
For the most part, EMPIRE is okay. The only glitch occurs when loading a map:
|
||
If you want to load a specific map, there won't be a prompt to insert the map
|
||
disk, although there will be a prompt if you choose the random map option. Since
|
||
the maps have single-letter filenames (A through H), it's not really a problem.
|
||
|
||
Graphically, the interface is far less primitive than the map, which is merely
|
||
colors and a bunch of iconic unit symbols. Gameplay, though, is smooth and easy,
|
||
and it would be even without the GEM-mie interface. There are plenty of commands
|
||
to master, but since the enemy won't appear immediately, you'll have plenty of
|
||
time to get used to them.
|
||
|
||
As strategy games go, EMPIRE suffers because you never see the enemy until
|
||
you're nearly on top of them. Other than capturing cities and producing combat
|
||
units, there are neither missions nor objectives. The world is so large that
|
||
cities and units eventually become isolated. You can turn them off by putting
|
||
them into Sentry mode but this means that all production ceases; any cities in
|
||
Sentry mode will be useless to you, but perhaps not to the enemy.
|
||
|
||
Although EMPIRE looks fine and plays easily, it lasts for a long time -- much
|
||
of it uneventful -- and there isn't really much to it.
|
||
|
||
IBM-PC VERSION NOTES
|
||
|
||
I've found EMPIRE in its Interstel form to be one of the two finest wargames
|
||
available for the IBM. For starters, the IBM game map is 60x100 tiles, not
|
||
outrageously large compared with other wargames -- it just looks like a lot
|
||
because you can't see it all at once. You can also scroll to any portion of the
|
||
map at any time; therefore, if enemy troops have suddenly "appeared" next to one
|
||
of your cities or armies, it's because you weren't being careful. It would be
|
||
rather like a general only paying attention to the troops he can see from out of
|
||
his tent.
|
||
|
||
The manual was completely rewritten for the IBM-PC version, and all the
|
||
commands given are specific to the IBM. There is a quick reference card enclosed
|
||
to supplement the manual.
|
||
|
||
EMPIRE is distributed on both diskette formats: a single 5-1/4" disk and a
|
||
single 3-1/2" disk. Neither version is protected, but a key word from the manual
|
||
must be entered in order to access the program. The game is easily transferred
|
||
to hard disk using the included installation program.
|
||
|
||
The program requires an IBM PC, compatible, or Tandy 1000, 3000, or 4000, with
|
||
either a CGA or EGA (and will run on a monochrome monitor if need be). It
|
||
requires 512K of RAM. When you start the program, you can use any of several
|
||
command-line parameters to change the format of the game. Some are amenities for
|
||
slower machines, such as forcing the screen to blank out between map rewrites,
|
||
or forcing CGA mode to increase the speed if you're playing on an EGA system.
|
||
You can also use a mouse (to great advantage), or disable the mouse from the
|
||
command line (even if you have a mouse driver loaded).
|
||
|
||
Another nicety is the option of changing icon sets. In CGA mode, there are four
|
||
icon options; basically, these change the colors of the land icons to various
|
||
combinations of the cyan-magenta-white-black palette. In EGA, there are two icon
|
||
sets; these merely toggle the colors for opposing players. The EGA graphics are
|
||
by far the best ever seen in a land-based wargame (there ar a couple of
|
||
outer-space wargames with similarly exceptional graphics).
|
||
|
||
It's important to note that the disks have a "readme" file; this file contains
|
||
some of the information on icon sets as given above, manual errata, and general
|
||
information that can be very useful (such as the game designer's CompuServe
|
||
account number!). Be sure to print this file out and keep it with your manual.
|
||
|
||
I give EMPIRE highest marks. All wargames are long, and EMPIRE is no exception
|
||
(which is why the best wargames always allow you to save your position!). Given
|
||
its flexibility, I recommend EMPIRE even for people who've never played a
|
||
wargame before. However, there may be differences between the IBM version and
|
||
others that make this edition more playable.
|
||
|
||
AMIGA VERSION NOTES
|
||
|
||
EMPIRE is a long game requiring great amounts of time. In my opinion, the
|
||
graphics and sound do not attain "Amiga quality."
|
||
|
||
The graphics are composed of small squares or blocks, much like that of the
|
||
ULTIMA series. Even if a vehicle is over different types of terrain, an ominous
|
||
black outline surrounds it. The land masses are also very jagged and
|
||
unrealistic. A river or lake appears as a small blue block with wavy lines
|
||
inside. But the blocky look is not the only problem. The squares are _very_
|
||
small. At times, I was not able to distinguish a sub from an aircraft carrier!
|
||
|
||
EMPIRE's sound on the Amiga is just fair. The digitized jet and tank sound
|
||
effects are well done, but after two hours of it, I began to get a slight
|
||
headache. However, the game's opening music is very nicely done. In fact, I
|
||
would even classify the music as outstanding.
|
||
|
||
I _did_ enjoy playing EMPIRE. Graphics and sound alone do not make a game,
|
||
especially a strategy game. Yet, improvements in those areas would have made the
|
||
Amiga version better. EMPIRE has a lot going for it, but without higher quality
|
||
graphics and sound, the game cannot become a classic for the Amiga.
|
||
|
||
EMPIRE is published by Interstel and distributed by Electronic Arts.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|