272 lines
17 KiB
Plaintext
272 lines
17 KiB
Plaintext
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FEDERATION
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Originally titled FEDERATION OF FREE TRADERS (in its UK incarnation),
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FEDERATION is a space-trading role-playing game whose design resembles ELITE and
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STARGLIDER II. Visually and aurally, FEDERATION is marvelous, particularly in
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the space-flight simulation and dogfighting sequences. Fifteen different (and
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quite complex) missions are available. However, you can play the game
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successfully without selecting any of them if you choose to be a space trader
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instead. (This review is based on the Amiga version; Atari ST version notes
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follow.)
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At the outset, I should mention the game's documention problems. The
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documentation for the original game was considered inadequate when it was
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released in Europe, but it was relatively complete. Spotlight/Cinemaware, for
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reasons unknown and unimaginable, decided to omit documentation for whole
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portions of FEDERATION. For example, there is a complete "computer language"
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called SIMPLE (which is a cross between BASIC and Assembler) built into the
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game. How this can be used, or what it can be used for, is difficult to
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determine without some documentation. Nevertheless, I was able to discover a
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Format command, which allows you to replicate FEDERATION's particular disk
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format; this is useful for making a good Gamesave disk. And there are CATalog
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and DIRectory commands as well, although they don't produce listings of the
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files on the FEDERATION disk.
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Also, while some missions seem more or less straightforward, others are defined
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so generally in the game itself that, without further documentation, it becomes
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nearly impossible to figure out what to do to complete them. One mission we've
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discussed on CompuServe is the "Rescue a Stranded Spaceship" mission. There's no
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way of knowing exactly what you're supposed to do to effect a rescue, and if you
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are partially successful, you get stuck at the point in the mission where you
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receive the Distress Signal. It was only after a group of us searched 'til we
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were gray that we discovered that merely finding and identifying the ship
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sending out the signal resulted in success with the mission.
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I'm sure it would please all those who have purchased FEDERATION if
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Spotlight/Cinemaware would do us the favor of providing a revision of the
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documentation. (Even some of the function key assignments are improperly
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documented in the manual!)
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Yet, like Dr. Frankenstein's monster, FEDERATION rises from the morass of
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inadequate treatment. If you're willing to assume the challenge of figuring out
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its inscrutable aspects, and can withstand the concomitant frustrations,
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FEDERATION proves to be a major treat.
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There are a number of possible goals in the game, and you can pursue any of
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them in whatever order you like. First and foremost is learning about trading,
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so you can improve your Hartley Mk I's defensive, offensive, and speed
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capabilities. Trading can take many forms, including learning which items at the
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space stations are of higher value on the planets, which types of star systems
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are in need of foodstuffs, hardware, medical supplies, luxury items, etc., and
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which items are currently being produced at the fastest rate in your location.
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You can also trade on a black market with other friendly or neutral ships in
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space.
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The simplest kind of trading involves finding an item which is cheap enough so
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you can corner the station or planet's entire supply. A basic economic lesson is
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revealed here: When you buy up the entire stock of a particular item, you create
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a shortage, thereby driving up the price; you can then sell the item back at the
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higher price and make a profit (there _is_ a one percent "dock-to-hold transfer
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fee" taken out of your profits with each trade, though). Repetition of this
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activity (ad nauseum) will quickly net high profits, although it's the most
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boring way to "succeed" in the game. It's nice to know, though, that if you're
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impatient to have a Class 5 Star Drive, 5 megawatt Lasers, and some Sentient
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Drones, you can equip your ship in no time with these items and then get on with
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other aspects of gameplay.
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FEDERATION is clearly a role-playing game. There are 20 different weapon types,
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30 different types of Engine drive, and 5 different levels of shielding to grow
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into. Your successes in completing missions assigned to you by the Federation of
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Free Traders lead not only to cash rewards, but to promotions in rank, from
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Cadet to Admiral. Promotions are also based on the number of hostile ships
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you've destroyed, and with each promotion, you gain access to new and more
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challenging missions. You thus have long-term goals to reach, which help
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structure your experience of the game. It's very easy to imagine yourself a
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member of FOFT, working through the various missions to earn promotions. If you
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fail in a mission, you're demoted and don't get the cash reward; character (and
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ship) development is by no means a linear process.
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FEDERATION treats players to the best combination outer-space flight simulation
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and arcade sequences around. While in space, your ship flies more like a
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spaceship than an airplane, and the simulation of the effects of attitudinal
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thrusters in terms of pitch and yaw is perfect. Control over the ship's movement
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works primarily through the joystick, although acceleration, deceleration, and
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Hyperspace jumps all involve use of the keyboard. Ship control quickly becomes
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intuitive, and leaves you free to develop your maneuvering skills when
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dogfighting.
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The Hartley Mk I is capable of landing on planets, as well. You have to move
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carefully and at the right angle into the planet's atmosphere (after checking in
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at the Immigration Control space station in each star system). Upon re-entry,
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your ship begins to behave a little more like an airplane. Different planets
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have different kinds of surfaces, and both the radar and out-the-window views
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give you a sense of the features you're passing over.
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Some planets are very mountainous, and a real challenge to land on (you have to
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come swooping down at the last moment after skimming the mountain tops in order
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to be able to land at a safe enough angle on the runway). Others are primarily
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ocean. Still others feature lots of hostile terrain, and you'll have to
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determine how high to fly to keep out of hostile fire. (You can also fire back
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at ground-based installations while making your approach, but I haven't had much
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success staying on course _and_ taking out the laser bases, as well.) The radar
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and the directional beacon help guide you on your course towards the runway.
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Once near it and approaching at the right angle, the ship auto-lands. After
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landing, you engage in trade as you would at a space station.
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Docking with the space station, a necessary part of the game, can be a bit
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difficult at first. The FED.TIP file available in The Gamers' Forum's library
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will help you quickly learn how to dock.
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In space, there are 32 different kinds of ships you'll encounter in each of the
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thousands of different star systems you visit, some of them hostile and some of
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them friendly or neutral. These ships are 3-D polygonal-filled vector designs (a
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la STARGLIDER II), and are some of the most rapidly animated polygon-fill
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objects I've ever seen. They vary immensely in terms of speed, offensive, and
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defensive capabilities (all outlined in a nicely detailed color chart included
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with the game). It's worth spending some time learning how to fly close enough
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to identify the different kinds of ships, even if only to enjoy the graphics.
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There's an option in the game to examine each of the ship types in your own ship
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computer's database, which also helps you learn the shapes.
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When you encounter other ships, they're identified on your radar as either
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hostile, friendly, or unidentified (missiles, meteors, ship convoys, satellites,
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and space stations are all separately identified, as well). If they're friendly
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or unidentified, you'll be able to communicate with them via your ship-to-ship
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network, and can carry on a relatively rudimentary conversation about the
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possibilities of doing some black market trading (I _wish_ some info on how to
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conduct a productive conversation had been included!).
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However, if the other ships are hostile, you're in for a challenging dogfight,
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one that's as exciting as any you'd find in a good air combat simulation. Taking
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on a cluster of four or five ships simultaneously (without crashing into any of
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them in the process) is an engaging effort.
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The Hartley Mk I is equipped with a cleverly designed radar system, which tells
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you not only where the ships are located on a horizontal plane in relationship
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to your own, but also where they are on a vertical plane. This is accomplished
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by providing dynamic "stalks" above or below the points identifying the
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positions of the other ships, which increase or decrease depending on whether
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you're flying towards the plane they're on or away from it. Take the way STELLAR
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CRUSADE indicates the positions of the various star systems and animate it, and
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you'll see exactly what I mean. Although it sounds complicated, this kind of
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radar gives you a simple, clear, and precise sense (once you understand it) of
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the position of the other ships near you. The radar can be zoomed in and out
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from 0 to 8x magnification, so you can use it either to scan the whole star
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system at the 0 range, or to scan the area immediately around your ship. (I
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found 5x or 6x magnification to be most effective during dogfights.)
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Along with the radar comes a rather complete ship's computer, which is used for
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a number of purposes. In order to trade, equip your ship, select missions,
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communicate with other ships, set courses, or check inventory, you must first
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log on to GALNET. The logon process is not unlike that required by any BBS, and
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your time online is recorded and indicated when you log off (incidentally, this
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also contributes a lot to the realism of the imagined universe). Once on the
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net, you have a range of commands available to access the various
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above-mentioned tasks.
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When setting your course, you can access a view of the galaxy you're in (one of
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32,767 available), and can plot a course to any star system within that galaxy.
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If you've selected a mission, there's a Mission Destination command that will
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automatically lock in a destination for you (if it's within the range of your
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engine and fuel capacities). If you want to move to a new galaxy, you lock onto
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a star system first, and then hit the "G" key to make the jump (you must have
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purchased a drive powerful enough to make it, of course).
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You can also access the Navigation Library, which contains an extensive (and I
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mean _extensive_!) database of all the star systems in the game. For each system
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you investigate, statistics are presented regarding quality of the system's
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starport, diameter of the main inhabited planet in the system, atmosphere,
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percentage of surface covered by water, population level, government type, tech
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index, and law level. All of this information is useful; based on the
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information provided for each system, you can decide on trading prospects,
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chances of making a safe landing, and the likelihood of running into lots of
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high-tech or low-tech hostile ships.
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One of the UK reviews of FEDERATION complained bitterly about the fact that
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hostile ships made moving around in each system a lengthy and difficult process.
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Clearly, the reviewer had not figured out that the difficulty only occurs in
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those systems full of hostiles. Carefully choosing which system you're going to
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visit, and using the most information you can gather, makes a huge difference in
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both your success in the game, and your enjoyment of it.
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Finally, there is a nicely laid out Damage Control system; you can always check
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on the status of all ship systems, and assign repair drones to those systems in
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need of work (repair drones are used up, and can be replaced at the space
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stations).
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The music and sound effects in FEDERATION are incredible; you have a choice of
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20 different compositions, most of which are richly rendered (if somewhat
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aggressive) electronic versions of classical pieces, including movements from
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works by Vivaldi, Handel, Tchaikovsky, Khatchaturian, and Delibes. You can start
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or stop the piece you've selected at any time, and it's a real blast to initiate
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the music during the docking sequence; the experience is much like the opening
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docking sequence in the movie "2001." There are klaxon alarms, special sound
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effects for each of the weapons systems, and appropriate sound effects for the
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Hyperspace jump sequence (a "Star Wars"-style visual sequence that is ample
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demonstration of the Amiga's superb graphics capabilities).
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The graphics are equally stunning. Your ship's control panel is beautifully
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designed, rivaling that in STARGLIDER II. The out-the-window universe is full of
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blinking stars (all right, so stars only blink due to atmospheric conditions
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that aren't present in space, but it sure looks nice). The planets, meteors,
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other spaceships, and satellites are all amazing polygon-fill renderings.
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There's plenty to look at wherever you are in the game, and coming up on a space
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station highlighted against the background of the local planet, with the skies
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of the universe framing the whole scene, is a breathtaking experience.
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The game is distributed on one disk, which (according to Cinemaware) is not
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copy-protected. (I discussed this extensively with a QA staffer at Cinemaware.)
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However, the disk itself uses a proprietary format, so you can only copy it if
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you can figure out how to do so. I couldn't, but I'd like to, because disk
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accesses are sometimes rather brutal! Fortunately, they only occur when loading
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the game or playing a new music selection. A joystick is required for play, and
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the game will work with 512K of RAM on A1000s, A500s, A2000s, and A2500s. Game
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saves are possible, but only one save per disk is allowed.
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I _love_ this game. Simply put, FEDERATION is one of the most amazing programs
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I've encountered for the Amiga. It's a shame the documentation is so shabby.
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ATARI ST VERSION NOTES
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The 512K, color-only Atari ST version of FEDERATION is much like the Amiga
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version described above, up to and including the 20 background songs and the
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poor and inaccurate documentation. Basically a clone of Firebird's ELITE, the ST
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incarnation of FEDERATION has outstanding graphics and animation, 32K worth of
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galaxies and eight million planets (eight million planets...that's funny),
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joystick and keyboard control, save option, and copy protection.
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In the manual, the ST key reference lists F6, F7, and F8 as the keystrokes that
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will invoke, respectively, the ship's computer, the navigation computer, and
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damage control: The correct keystrokes are, respectively, F8, F6, and F7. Also,
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the numeric keypad moves the cross-hair on the navigation screen, not the cursor
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keys indicated in the manual.
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If you log on to the Galactic Network and enter Help, you'll be asked if this
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is a new game; if it is, you'll be given an ID number that you'll have to
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remember or write down if you hope to log on later. When you do sign on again
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with the ID number, entering Help displays a list of the undocumented disk
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commands, such as Format and Dir.
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As a space-flight simulator, FEDERATION is wonderful, I suppose. The radar
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screen works fine and seems accurate, but it makes absolutely no sense. I have
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yet to blow up a pirate attack ship, mainly because I can't fly the Hartley Mark
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I worth beans; I couldn't fly the ELITE ship worth beans, either. All the flight
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physics belong in ORBITER: If the Millenium Falcon followed the physical laws of
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space flight, we'd still be at the local cinema.
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Since FEDERATION follows the laws of airlessness (as much as can be expected in
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512K), it seems logical that you'll be playing this game forever -- eight
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million planets is a lot of planets to visit, even without strict adherence to
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flight laws. This non-astronautical bent is probably a deficiency inherent in
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me, and my only consolation is that at least FEDERATION doesn't require you to
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deal with space combat on the continuous, nanosecond by nanosecond basis that
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ELITE demanded.
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The FEDERATION package for the ST comes with one copy-protected disk, an
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MS-DOS/ST/AMIGA instruction manual, a FEDERATION poster, and a poster of all the
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ships. You'll need a blank diskette for saved games (one save per disk). You
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might want to format it ahead of time, although you should be able to use the
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Format command available via GalNet.
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FEDERATION's graphics and animation on the ST are fabulous, some of the best
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around; they're even better when you know the correct keystrokes. The sound
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effects are fine. The musical selections really add something to the game, which
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is unusual because most soundtracks become an annoyance after a while (usually a
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very short while). If you can handle the tricky and frustrating space flight
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activity, FEDERATION will reward you with a fine gaming experience.
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FEDERATION is published by Cinemaware and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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