143 lines
8.1 KiB
Plaintext
143 lines
8.1 KiB
Plaintext
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STAR CONTROL
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STAR CONTROL takes the old arcade classic SPACE WARS and updates it with
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state-of-the-art graphics and sound, and an entirely new strategic level of
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play. Players control up to fourteen different ship types as they attempt to
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subjugate the Universe (as the Hierarchy), or destroy the Urquan scourge (as the
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Alliance). STAR CONTROL requires players to combine arcade tactics and strategic
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skills to be successful. Those who like both types of games should find STAR
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CONTROL to be a real treat. (This review is based on the IBM-PC version.)
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STAR CONTROL is actually two distinct games that are cleverly interwoven. In
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the first game, you fly a ship against an enemy in a space dogfight. This
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tactical module uses an overhead view with an automatic zoom as the ships
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approach each other. The strategic view allows ships to be built and maneuvered
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across a star cluster.
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In the tactical view, each ship has a unique method of flight and unique
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weaponry. For instance, the Earthling ship is slow-moving, with decent turning
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ability. It fires a heat-seeking missile with good range and fair accuracy. It
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also has a close-range point defense laser system. The Urquan Dreadnought is a
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medium-speed ship with decent maneuverability. It fires a medium range bolt that
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does heavy damage. It also can release about half a dozen small fighters that
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can close with enemy ships and fire independently.
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There are a total of fourteen ships in the game: seven for the Hierarchy
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forces, and seven for the Federation. Not only do the weapons and flight
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characteristics differ, but so do fuel and crew capacities. The crew capacity
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determines how much damage a ship can take. Powerful ships, such as the Urquan
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Dreadnought, can take enormous damage. The Arilou can take very little, and may
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be eliminated with one good shot.
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Fuel is required to fire the main weapons, and a full level of fuel is required
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to use the special weapon/ability that each ship has. As with crew capacity,
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fuel levels vary from ship to ship. However, with fuel capacity, more is not
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necessarily better. A ship with a relatively small fuel capacity can replenish
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more quickly, and therefore can use its special ability more often.
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Ships are controlled by turning and using forward thrust. Inertia effects are
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accurately modeled so that ships often shoot past each other, all guns blazing.
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In many battles, a planet is present that has a strong gravitational field.
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Ships can use this field to slingshot by, and gain on their opponents. But
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beware: Slower ships (such as the Earthling and Chenjesu) can be easily trapped
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in the field. Damage is taken every time a ship collides with the planet, so a
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trapped ship will soon be destroyed.
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The second part of the game is a strategy module in which both sides maneuver
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within a star cluster. This strategy module actually comprises nine scenarios
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with varying starting forces and objectives. In most of the scenarios, the sides
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start at opposite ends of the star cluster. Each side begins with a certain
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number of ships and installations.
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Generally, you're attempting to wipe out the opposition. This involves
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destroying all enemy ships, or the enemy Starbase. To accomplish these goals,
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you must hop from star to star until at least one of your ships is in the same
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star system as an enemy ship. At the end of the turn, a battle ensues in each
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star system, with ships present from both sides.
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This battle is fought using the tactical module. If more than one ship is
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present for a side, each ship participates if necessary, but one at a time.
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Thus, all clashes are resolved as one-on-one dogfights.
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In the strategic level, you have numerous options available (besides jumping
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from star to star). First, if you have a Starbase, it can build new ships if it
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has sufficient funds to do so. Each ship has different costs, with the more
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powerful ships costing nearly four times as much as the weakest ship.
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You may build mines on stars with mineral worlds. These mines contribute funds
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to your treasury that can then be used to build ships. You may also build
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colonies on life worlds. Colonies can replenish ships that have lost crew
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members. They also aid the movement of friendly ships.
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Finally, you may construct fortifications on a star system. Fortifications halt
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the movement of enemy ships. For an enemy ship to leave a fortified star, it
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must succesfully besiege the fortification (10% chance per attempt), or be
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joined by a second ship.
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Two or more enemy ships automatically destroy a fortification. A single enemy
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ship automatically destroys any non-fortified mine, colony, or Starbase. Note
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however, that this is done _after_ combat with any other ships in the system.
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Only surviving enemy ships (if any) can destroy installations or fortifications.
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Finally, you may take only three actions each turn. An action includes
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beginning construction of an installation, movement between two stars, and
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building a new ship. Thus, you must carefully evaluate your priorities and
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anticipate possible enemy moves.
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A wild card thrown into the strategic level is the random presence of Precursor
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artifacts. These artifacts are objects left behind by an earlier,
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technologically advanced race. They are randomly discovered on new worlds, and
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augment some aspect of the discovering ship. For example, Precursor fuel packs
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increase a ships's fuel capacity.
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If you exhaust the possibilities of the nine Fleet scenarios included with the
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game, you may use a construction kit to create new scenarios. The game lets you
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customize the keyboard commands so that you may set up your ship controls in any
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manner you like.
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The authors also include an option whereby you may hand over control of the
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tactical or strategic play to the computer. Thus, if you dislike arcade games,
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you can play the strategic level only. And of course, if you live for arcade
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shoot-'em-ups, you can hand over the strategic play to the computer.
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STAR CONTROL also supports two player face-to-face play, and should be most
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challenging with human opponents.
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You may set the difficulty level of the computer opponent. At Standard level,
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the computer player is quite good, but will not use its ship's special
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abilities. At Good, the computer player begins using special abilities. At
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Awesome, the computer plays a bit more aggressively and intelligently. One
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quibble with the game is that the difference between Standard and Good is far
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more pronounced than the difference between Standard and Awesome.
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STAR CONTROL uses spectacular 256-color VGA graphics. The close-ups of the
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different world types are particularly well-done. However, the strategic and
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tactical views are less spectacular, and look almost as good in standard EGA
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mode. In addition, Tandy graphics and CGA graphics are supported.
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The game requires 640K of RAM in VGA and Tandy modes, but runs in 512K on EGA
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and CGA systems. It may be installed on your hard drive, and is distributed on
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5-1/4" disks; 3-1/2" disks are available from Accolade. Copy protection is
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handled via a codewheel that's used once at the beginning of play only. AdLib,
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Roland, CMS, and Tandy sound modes are supported. The game also incorporates
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digitized sounds that play quite well through a standard PC speaker.
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I found STAR CONTROL to offer surprising depth of play. Initially, it seemed to
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be little more than an updated arcade game. But the different ship types put a
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whole new twist on matters. Moreover, the strategic module, while simple,
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provides interesting options to the game player. Add in the adjustable
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difficulty level and the scenario builder, and you have a game with a very
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long-playing life.
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So, after a slow start, I can now heartily recommend STAR CONTROL to those who
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like both arcade and strategy games. If you prefer arcade only, I can still
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recommend the game. But if you abhor arcade games, I cannot recommend it:
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Although you can have the computer handle the arcade sequences, the strategic
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module is not complex enough to hold most strategy gamers' interest on its own
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merits.
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STAR CONTROL is published and distributed by Accolade.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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