161 lines
9.6 KiB
Plaintext
161 lines
9.6 KiB
Plaintext
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MEGATRAVELLER 1: THE ZHODANI CONSPIRACY
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This game should never have been released. There are several indications that
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it was never properly playtested: Many serious and obvious bugs exist in the
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program. For example, when when you create your own characters (rather than use
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pre-created characters), the game crashes almost every time you try to save your
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character pool. It took me three to five tries _per character_ to successfully
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create and save the five I needed for playing the game. This bug is extremely
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frustrating, as the character creation process in MEGATRAVELLER is very
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involved, and takes a fair amount of time. (This review is based on the IBM-PC
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version; Version 3.0 upgrade notes follow.)
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However, the worst aspect of MEGATRAVELLER is the real-time combat system.
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Real-time combat can be successfully implemented with multi-character parties.
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(SENTINEL WORLDS is an example of a role-playing game in which this was done
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very nicely.) But this implementation is truly awful. First, you must control
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all your characters, but the speed of the combat is so fast that it's impossible
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for any human being to control more than one character; to attempt to control
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more than one guarantees that you'll lose the fight. The only tactic that works
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is to create a Super Rambo character, and fight with that character only. The
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other characters must be left standing, so they can serve as decoys to draw some
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fire away from Super Rambo. This ploy is totally unrealistic and absolutely
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ridiculous; it also means you must create characters with high hit points, so
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they can survive as sitting ducks during combat.
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Additionally, both keyboard and mouse response during combat are very slow and
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erratic. In several instances, the mouse and keyboard totally froze for more
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than a second; this is an eternity in a real-time combat system. However, the
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computer-controlled attackers move and fire very rapidly and smoothly.
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Typically, they could get off two to three shots for every shot I could fire,
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even when I was pounding on the F(ire) key as rapidly as possible. This
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indicates that the computer has enough horsepower to run the game on a 12MHz
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AT-class PC, but the program has its priorities wrong. The combat code gives a
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higher priority to controlling its characters than to responding to the player's
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commands. As a result, it's artificially difficult to control even Super Rambo
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during a fight. (This lack of response appears to be a basic design flaw in the
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program. It occurs at many other points in the game, as well.)
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Compounding the problem, your player-controlled character does not always hit
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where you aim the weapon! Accuracy appears to be the result of your ability to
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aim, and the character's skill with the weapon. This is the worst possible
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combination of arcade combat with role-playing combat.
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The only place to save is in a starport. This is very unfriendly. You can quit
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a game at any time, but unless you are near a starport, you will lose all you
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have accomplished since your last visit. This feature is especially annoying in
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light of the unpredictable program crashes.
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The manual is both well done and poorly done. For anyone interested in playing
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the original board version of MEGATRAVELLER, the manual is fine. But if you're
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interested in playing the computer version, the manual is inadequate. For
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example, it doesn't tell you how to put someone into sick bay for treatment. You
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have to figure this out yourself, by "Assigning" someone to sick bay; it's not
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mentioned anywhere in the manual. Furthermore, the menu system is not very
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intuitive. Deducing the exact sequence of icons to click on when attempting to
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do something is not trivial within a command system as complicated as this
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game's.
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The IBM-PC version comes with 5-1/4" diskettes only; no version information is
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evident. The program supports both joystick and mouse. Copy protection is
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manual-based. The Covox sound card is supported, and RealSound is available for
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systems that lack sound cards. I was unable to verify Covox support, but the
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RealSound effects were rather mediocre. In most cases, they seemed no better
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than the noise you normally hear from the PC speaker in other games.
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The design is a reasonable implementation of MEGATRAVELLER for a computer. The
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main drawback is the extremely poor programming. There is nothing intrinsically
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wrong with a real-time combat system; it can be made to work, with proper
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coding. The only game-design problem here is the inability to save the game
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outside of a starport. As I said above, the manual needs heavy re-writing to be
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useful. Paragon states it is working on a major revision of MEGATRAVELLER. Due
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to its numerous and serious bugs, I was unable and unwilling to finish this
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version, so I can't evaluate the overall quality of the gameplay (as opposed to
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the quality of the programming). However, based on what I _could_ play, it
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appears that MEGATRAVELLER would be a decent game, if the bugs were properly
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eliminated.
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VERSION 3.0 UPGRADE NOTES
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Version 3.0 of MEGATRAVELLER 1: THE ZHODANI CONSPIRACY for the IBM PC fixes all
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major bugs in the previous versions and properly implements the real-time combat
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system. The version number is displayed on the first screen after running
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TRAV.EXE. However, the version code apperas in dark gray lettering on a black
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background: It will be hard to spot. Owners of previous versions of
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MEGATRAVELLER 1 can obtain a free upgrade by sending their original floppies
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back to Paragon, with a cover letter stating that they wish to upgrade to
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version 3.0. Write to:
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Paragon Software
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600 Rugh Street
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Greensburg, PA 15601
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There are still some minor bugs in the program, but the bugs do not show up
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very frequently, and you can get around all of them by exiting the program and
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restarting it. However, because of the limited ability to save your game, you
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can lose considerable gameplay by restarting. This is especially acute when
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trying to clear out the rebel base on Louzy. One of the bugs in the program
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occurs when you leave the rebel base: The rebel forces regenerate; this is true
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even when you finally clear the base by killing their leader. The most commonly
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encountered bug causes some items held by your characters to mutate when you
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restore an old game.
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The new real-time combat system only requires you to control one character; the
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other characters can be given orders to follow. Also, the computer now locks on
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whomever you target. The accuracy with which your characters shoot depends on
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their attributes and skills, rather than your reflexes. If you control a
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character who has high dexterity, and hold down the "F" key, that character
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fires more frequently than anyone else. This is a useful feature to exploit.
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Using version 3.0, I was finally able to finish MEGATRAVELLER 1. More
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importantly, I _wanted_ to play and finish the game. That is the good news. The
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bad news is that the game engine still needs more work, and the game eventually
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turns out to be rather simple and easy.
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Space combat and interplanetary travel still occur within the same manual
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real-time system used in the original versions. In this game, space combat is
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not necessary (and easily avoided), but if space combat becomes necessary in
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future games, a similar overhaul of the space combat system will be required.
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Unfortunately, lots of interplanetary travel is unavoidable. The current system
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is totally manual, and locating your destination requires trial and error.
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Christopher Columbus had more navigational aids and a better idea of where he
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was going when he first crossed the Atlantic Ocean! The game seriously needs an
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autopilot function for interplanetary travel. At best, the current system is
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boring. At worst, it is very frustrating, and detracts from the enjoyment of the
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game.
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A potential problem with the game engine is that it is possible to lose
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critical items. For example, the half-imperial seal can be dropped or sold. A
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safeguard to prevent something like this is needed.
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The basic story, foiling the Zhodani conspiracy, is rather simple. The main
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difficulty is in obtaining the 2,000,000 credits needed to buy a Jump-2 engine
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to complete the game. There is a very nice touch wherein a character who has to
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be rescued gets moved from place to place. This provides the only interesting
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complication in the main mission. The game is filled with many side missions
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that can be undertaken for money. However, the side missions are (for the most
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part) very simple, and do not have interesting stories associated with them. The
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game ends abruptly, and you're not even allowed to save the game. If you want to
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port your characters to the sequel, save the file UCHARS.DAT.
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All hardware requirements, graphic and sound capabilities, and copy protection
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methods (manual-based) are identical to those of the original release.
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With version 3.0, the MEGATRAVELLER game engine is now playable, but still
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flawed. However, the flaws are correctable. Interplanetary travel and space
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combat needs to be automated. MEGATRAVELLER suffers from simplistic
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storytelling, but the various events in the game indicate that the game engine
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can support some very complicated storylines. The NPC dialogues need to be
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improved with some color, such as accents. It would be really nice if you could
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save at any time. In the final analysis, this is a good game with strong
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potential to be a great series, if and when the remaining flaws in the game
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engine are corrected and the storytelling is improved.
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MEGATRAVELLER 1: THE ZHODANI CONSPIRACY is published by Paragon Software and
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distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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