164 lines
9.9 KiB
Plaintext
164 lines
9.9 KiB
Plaintext
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HARPOON
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Military simulations today seem decidedly limited by marketing philosophies.
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Tactical combat simulations, usually presented from a you-are-there cockpit
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perspective, lack the all-important feel of detail and intricacy, thanks to the
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notion that too much realism can take the fun out of the "game." Strategic
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wargames, on the other hand, with their common reliance on the overhead
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perspective, are visually dull, and diminished in realism by the omniscient
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options they offer. Three-Sixty Pacific's HARPOON is a vibrant promise of better
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things to come. (This review is based on the IBM-PC version; BattleSet notes for
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the IBM-PC version of NORTH ATLANTIC CONVOY follow.)
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Detail, intricacy, realism: Each is a hallmark of HARPOON. Evolved from the
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highly successful miniature boardgame, HARPOON is the most current and accurate
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simulation in its field. Its great graphics and lack of a copy-protection scheme
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make HARPOON a wargame enthusiast's dream.
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HARPOON is a naval simulation at the commander level, depicting the final
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confrontation between the USSR and NATO forces. As Commander of NATO's North
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Atlantic Task Force (or perhaps as the Soviet Northern Fleet's counterpart), you
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have at your disposal a massive database of more than 100 Soviet and NATO weapon
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systems: aircraft, surface ships, as well as submarines -- everything that would
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be brought to bear in a naval confrontation of such grand magnitude.
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You'll find the strengths and weaknesses of the different weapon systems an
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important facet of HARPOON. Naval simulation no longer consists of old
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broadsides. Victory depends not as much on who fires first, but on who spots
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whom first, and who efficiently husbands able resources to launch an offensive
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force while dealing with the missile group that's heading closer at 1500 knots
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per hour. With the limitations imposed by weather conditions at sea, inaccurate
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intelligence, and the constant threat of the preying submarines, you'll waste no
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time chewing on your nails and scanning the map, wondering where the enemy fleet
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might be on this desolate expanse of water.
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HARPOON includes GIUK, the first in a series of BattleSets (or mission modules,
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if you will). This BattleSet consists of 12 Scenarios that take place within the
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boundaries of Greenland, Iceland, and the United Kingdom Gap. It's interesting
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to note is that each consecutive scenario is more difficult than the previous
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one, although there's a lot you need to appreciate regarding HARPOON's idea of
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"difficulty." You may command an entire Carrier Task Force in one scenario, and
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a miniscule group of missile boats in another; in either case, the scenario's
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difficulty is by no means a gauge of your fleet's quality. Rather, difficulty
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depends on how hard it becomes for the Task Force Commander to keep the fleet
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straightened out -- a factor affected by the fleet's size, which increases in
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proportion to the difficulty level of the scenario.
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HARPOON is described as a commander-level naval simulation, and rightly so, I
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believe. The game effectively balances the player's role as Commander with some
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simple limitations that many strategic simulations often forget. Commanders
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direct their troops, and the troops direct the machinations: Air defense is
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handled automatically, among other things; and though you may determine what to
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dispatch to an unidentified group of air contacts, you are far from deciding its
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tactical outcome. This leaves you with a Commander's sense of controlling not
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just a fleet of ships, but a fleet of people as well.
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The HARPOON package contains a 16-page booklet on "Tactics" by Larry Bond, and
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an eight-page documentary by Tom Clancy that describes his visit aboard two
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Soviet warships. The 100-page HARPOON Operations Manual offers interesting
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points and comments, although I'm happy to say that novice players truly can be
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up and running without consulting the documentation. However, I expected a
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detailed manual to complement such a detailed system, and HARPOON's lack of sam
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could produce a small sigh of disappointment in others. Users unfamiliar with
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naval/military terms, as well as the few of us who fail to comprehend the sensor
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charts and their varying horizontal bars, will want more.
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HARPOON's huge arsenal of options is greatly enhanced by its mouse support;
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keyboard commands are available, but rather clumsy. Currently, HARPOON also
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supports a number of sound cards, and Three-Sixty has plans to add Roland MT-32
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support in the future. The program requires 640K of RAM, as well as a hard
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drive; the files on the 360K distribution disks are compressed and must be
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decompressed in order to run. As of this writing, Three-Sixty is scheduled to
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deliver free upgrades to all registered owners, in order to correct game bugs
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found in the first commercial version; users may specify a disk format for their
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upgrades. After having devoted three years and substantial resources to the
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development and realization of HARPOON, Three-Sixty's support policies and
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exclusion of copy protection are exemplary and unique. Thanks, Three-Sixty!
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The game displays Hi-Resolution 640x350 EGA, VGA/MCGA 16-color, Low-Resolution
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320x200 EGA, Tandy 16-color, and CGA 4-color graphics. Although all of these are
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enjoyable, it's the "Hi-Res" EGA mode that allows the program to flaunt its
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quality graphics.
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HARPOON is nothing less than an excellent electronic interpretation of a
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constantly evolving and fascinating miniature boardgame.
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NORTH ATLANTIC CONVOY BATTLESET NOTES
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HARPOON: NORTH ATLANTIC CONVOY (NACV) is the first in a projected series of
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BattleSets for owners of the landmark naval simulation HARPOON. NACV adds two
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countries and 16 scenarios to those included with the original game (GUIK:
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BattleSet 1). In NACV, the scope of play broadens dramatically to encompass the
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entire North Atlantic ranging from the Norwegian and Barents seas down to
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Gibraltar and west to the southern United States.
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NACV is an expansion to HARPOON. Players must already have the game to make use
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of NACV. Also, you must have version 1.1 or later of HARPOON to be able to use
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NACV. To check this, bring up the "About Harpoon" window under the PC menu. If a
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version number is displayed in the window, it should say 1.1 (or higher). If it
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doesn't (or if no version number is given), send your disks to Three-Sixty, who
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will upgrade them to version 1.1 free of charge.
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From the beginning scenarios on in NACV, players face greater challenges than
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they did in GUIK. First, even the beginning scenarios present a broader range of
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platforms and more numerous forces than the early scenarios in GUIK. Second,
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play in NACV is dominated by submarine forces, particularly on the Soviet side.
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Anti-Submarine Warfare is a chancy, tense affair at best. In NACV, the
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uncertainty and anxiety of this type of warfare is made very real.
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For the NATO player, a large portion of many of the NACV scenarios is spent
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gnawing on your fingernails while waiting for the next enemy contact. You can
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attempt to ferret out the enemy by launching patrols, both around bases and over
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remote areas of the sea. However, nothing is certain, and your first indication
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of the presence of an enemy sub may be its incoming torpedo track.
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On the Soviet side, life is no less grim. Playing hide and seek with
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high-flying NATO ASW aircraft is definitely a good way to develop an ulcer.
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Worse, there is often no way for the Soviet forces to strike against NATO
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aircraft. Patience and some luck are required for the Soviet forces to reap
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their harvest of NATO convoys ships.
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One of the interesting ways in which NACV lets you what-if different situations
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is in the setup of several scenarios. In NACV, there are some scenarios that
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differ mainly in the side that controls an important area. For instance, in one
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scenario, NATO may be given control of Keflavik (Iceland). In another, Keflavik
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has been captured by the Soviets. You can play either side in both scenarios and
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obtain first-person experience of the importance of this strategic airbase and
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port.
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There are some minor problems with NACV and version 1.1 of HARPOON. First, it
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is still possible to hang the machine or to exit suddenly to DOS. Frequent saves
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are advised. Second, Soviet subs seem to be uncannily hard to spot for NATO
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subs, despite their greater noise level. Thus, scenarios featuring only subs for
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both sides tend to be heavily slanted toward the Soviet side.
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Finally, scenarios in NACV are rather long. Add to this the fact that, for long
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stretches in many scenarios, there are no enemy contacts and very little for the
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you to do. Thus, even at the maximum time compression, time can drag on
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seemingly forever (10-20 minutes in real-time is not unusual). This does not
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occur in all scenarios. And for those who do have a problem with it, there's
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usually some fast and furious action to break up the long lulls.
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Despite the anomalies, NACV is a worthy successor to GUIK. In fact, with its
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greater number of scenarios and the increased number of forces involved, NACV
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delivers potentially more playing time than GUIK. The situations are varied,
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though perhaps not quite as much as those in GUIK. Now if only there were some
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way to compress the playing time!
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NACV supports all of the original graphics modes of HARPOON, including EGA
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(640x350x16 and 320x200x16), Tandy Graphics (320x200x16), and CGA (320x200x4).
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It requires 640K of RAM and may be installed on a hard driv; there is no copy
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protection. NACV makes heavy and intelligent use of the mouse, and keyboard
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equivalents are provided for every action. NACV comes on three (360K) 5-1/4"
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diskettes. 3-1/2" disks are available for $5.00
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NACV is highly recommended for HARPOON owners. Those who don't own HARPOON yet
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should give it a _serious_ look.
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HARPOON and NORTH ATLANTIC CONVOY are published by Three-Sixty Pacific and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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