124 lines
7.7 KiB
Plaintext
124 lines
7.7 KiB
Plaintext
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GALLEONS OF GLORY
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GALLEONS OF GLORY (GOG) from Broderbund simulates the historical voyage of
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Ferdinand Magellan. Although Magellan sailed around the world, this game only
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takes the player as far as South America, presumably to allow for the
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possibility of a sequel. (This review is based on the MS-DOS version, which
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was programmed by Louis Ewens.)
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Broderbund's product fact sheet describes the game thus: "Based on
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historical fact, players assume the role of Ferdinand Magellan, pitting them
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against nature and shipboard politics as they try to discover the strait."
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That's a pretty good description of the game. Nature plays a big role in GOG.
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The weather is important, and the geography of the South American mainland is
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crucial to success. Both are random. Ship's politics is really a marketing
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cypher for a basic resource management game. Like the old game CAMEL, the
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player has to balance food, water, and morale against speed and time spent
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exploring. The only differences between the two games are that in CAMEL the
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player was outrunning pygmies, and in GALLEONS OF GLORY there is a graphical
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interface. Everything the player can do affects one of these basic variables.
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For example, putting ashore can get some fresh food, but wastes time, or
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sailing at night can increase speed, but reduces morale. There are several
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dozen commands that can be issued to different members of the crew.
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Issuing orders is about all the player can do. There is no other way to
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exercise skill. On the whole, arcade sequences don't work well in strategy
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games, but I believe that GALLEONS OF GLORY is crying out for some action. It
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would be challenging to actually haggle with native peoples, instead of
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merely ordering the captain to trade with them. It would lend credibility to
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the game if the player could actually control the way in which the ship was
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sailed and navigated, rather than simply issuing orders to the navigator to
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find a safe harbor or move further out to sea.
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There is a distinct feeling that you are not quite in control. This feeling
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is strongest when faced with a mutiny. These seem to occur, if not randomly,
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then with little forewarning. I experienced one mutiny when I had a morale
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score of 95% and full stocks of food and water. I didn't find out why they
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rebelled. Although the player can ask crew members for gossip, this potential
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method of giving intuitive advice about playing the game was wasted because
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they rarely give any real warnings or useful information. The player is much
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better advised to look carefully at the log book statistics to see what is
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going on. Likewise, there is a map in the game of the coastline, but I found
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it very crude and difficult to comprehend. Given that the player is searching
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inlets for one that may lead to the Pacific, it is very difficult to use the
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map to actually navigate. The voyage across the Atlantic is not covered at
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all, and once the player has found the path to the Pacific, the game ends. It
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would have been a much grander goal for the player to have circumnavigated
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the world.
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GOG begins with a pleasant animated title page, and a scroll that flashes
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the historical context of the game before your eyes. The border of this
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screen has an engaging and convincing late-medieval/early-Renaissance feel to
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it. Unfortunately, this style of graphics is not sustained in the rest of the
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game. All the graphics are in EGA mode, despite being run on a VGA system.
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The other graphics are more reminiscent of the adventure games of a few years
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ago, especially with the grainy effect that 16-color EGA can give. Still,
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there are some nice touches, including fades, and small animations such as
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changing weather conditions and when the player opens the log book. However,
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the is a limited number of screens and only a few characters to encounter,
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so the graphics soon lose any visual appeal and become merely functional.
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They don't sustain any willing suspension of disbelief beyond the first few
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minutes of the game.
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The player interacts with the game using a pointer, which can be driven by a
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mouse, joystick, or keyboard. The only exception to this, and it is a strange
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anomaly, is that the log book can only be closed by pressing the escape key
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on the keyboard. The player's character (Magellan, the admiral of the fleet)
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moves around the flagship by selecting locations from a menu at the bottom of
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the screen. In any location, the player can choose to talk to a member of the
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crew chosen from a menu at the top of the screen. Any encounter is driven by
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a small menu of options. The menu operates in the same way for each
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encounter, except that the orders that appear apply to the current character.
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For example, the priest may be asked to bless the crew while the cook can be
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ordered to increase the rum ration. The user interface, like the graphics, is
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functional and efficient, but has little variety or attractiveness of its
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own.
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The game supports Sound Blaster, Tandy, and AdLib sound cards. I don't have
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a sound board, so I was able to test only the speaker sound effects. These
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were good, if not outstanding. There were plenty of tunes, but few real sound
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effects. It may be that these are available with a sound board, yet I cannot
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help but feel that the sound in this game was a missed opportunity. I would
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have liked to hear "Land ahoy!" now and again. MicroProse's SILENT SERVICE II
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manages a plausible "Dive, dive, dive!" on the PC speaker (and it wasn't
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referring to the state of my office!).
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The program is supplied on 3.5" and 5.25" disks; both are included in the
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game package. This is increasingly common and very worthwhile. I have a
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portable PC that only has a 3.5" disk drive, so I know how frustrating it is
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to discover that the game that I have recently bought will not run on my
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machine, simply because it came on the wrong disk size. The game claims to
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run under any DOS version from 2.11 or higher. I used the latest MS-DOS 5
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without any problems. GALLEONS OF GLORY requires 512K of RAM and runs on IBM
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PC/XT/AT/Tandy and 100% compatibles in VGA, EGA, CGA, Tandy, and Hercules
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graphics modes.
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The manual for the game is very good. It is short, but well put together,
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reasonably well illustrated, and very effective at explaining the game to the
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beginner. It lacks the amount of historical or background information that
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MicroProse puts in their manuals, but it is better than most. The only
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serious omission is any guide to long-term strategy. It would have been a
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valuable addition to the manual to have suggested different solutions to the
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problems the game throws at the player; I suspect that it did not because
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solving these problems is the main challenge of the game.
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Once you realize that the game is not quite what it is heralded to be -- a
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simulation of the voyage of Magellan -- but is in fact a simulation of
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coastal exploration and rationing, it's easier to enjoy GOG and to find some
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value in it. To its credit, GOG does create the sense claustrophobia of
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shipboard life very well, and the mutiny sequence is well executed. There is
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quite a large "solution set" to explore in managing the simulation, so there
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are plenty of opportunities to experiment. There is a clearly defined goal
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and distinct methods of achieving it, and various measures of intermediate
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success that help guide the player.
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GOG is probably an excellent game for a young person who wants to learn
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about the subject. The manual is good and is obviously well researched. As a
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game for adults, who are used to programs like KING'S QUEST V or Cinemaware-
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style products, GOG must be compared to a Wednesday afternoon matinee rather
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than a Saturday night blockbuster.
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GALLEONS OF GLORY is published and distributed by Broderbund.
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