111 lines
6.0 KiB
Plaintext
111 lines
6.0 KiB
Plaintext
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688 ATTACK SUB
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Submarine warfare is a slow-paced affair. Computer game authors are challenged
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to balance between realism and boredom when designing a submarine simulation.
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688 ATTACK SUB has met the challenge. (This review is based on the IBM-PC
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version; Amiga version notes follow.)
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The game is played solo as a series of ten scenarios that progress from cold to
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hot war. Each scenario has a strategic or tactical objective that goes beyond
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sinking as much shipping tonnage as possible. 688 ATTACK SUB tests a player's
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ability to adapt to the different aspects of submarine warfare. Six scenarios
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are playable via modem against a human opponent, which takes the game beyond
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beating the programmed strategy.
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Players can choose either an American or a Russian submarine. The two types of
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subs have different strengths and weaknesses. The Russian Alfa-class sub is
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faster, while the American Los Angeles-class sub is quieter and has more
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high-tech instrumentation.
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The submarine's systems are controlled from seven stations. The game always
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opens in the Radio Room, with a display of the mission's orders and objectives.
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The ship's Helm has rudder, engine, and ballast controls. The Periscope view
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allows visual targeting. The Navigation Board automatically pilots the sub to
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selected waypoints. The Weapons Room fires torpedoes, missiles, and noisemakers.
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The Sonar Room controls the active and passive sonars for detecting submerged or
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surface targets. The Status Panel shows damage to the submarine's systems.
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Keyboard or mouse controls all systems.
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Except for the Status Panel and Radio Room, the sub's stations display a
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top-down map, which has eleven magnification levels. The map depicts land masses
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and water depths, as well as the locations of any targets that have been
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detected by sonar. In VGA mode, sixteen shades of blue show the depths of the
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waters.
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A contour imaging display is available on the American Los Angeles-class sub.
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This high-frequency sonar shows the peaks and valleys of the ocean floor in a
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side-view, three-dimensional relief. I found the display useful when maneuvering
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in narrow valleys to avoid detection.
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The documentation is adequate to get a new player started. The most difficult
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task facing a novice is learning to "drive" a simulator. The Quick-Start Guide
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runs through the most important skills that a new submarine commander will need
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to master for full game enjoyment.
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Weapons control in 688 ATTACK SUB can be simple, or quite sophisticated. The
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Mk-48 torpedo can be launched at a targeted ship or sub in automatic tracking
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mode. The torpedo can also be steered by a seven nautical mile-long cable. When
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the cable is severed, the torpedo goes into search mode, and tries to hit the
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nearest target.
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It took me a long time to become skillful enough to complete all the 688 ATTACK
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SUB scenarios. Even after I had mastered steering, navigating, and weapons
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control, I needed some hints from Electronic Arts to complete the last two
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missions. The user manual didn't stress the importance of active sonar; in fact,
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more was said about the dangers of detection when using active sonar.
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Consequently, I was ill-prepared to take on some formidable opposition in the
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later scenarios.
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As of this writing, some problems with the two-player modem game have been
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reported. I experienced inconsistent communications in my test of modem games.
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The most common problem was losing the connection before game start-up.
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Electronic Arts is aware of these problems and has pledged to fix them.
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I tested 688 ATTACK SUB on a GenTech 386/20, with Everex EVGA and Mitsubishi
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Diamond Scan monitor. (I used the CH Products Mach IV joystick in mouse
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emulation mode as a pointing device.) This is a well-designed and pretty game,
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especially if you have VGA. I enjoyed playing the ten scenarios, and wish there
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were more. I was disappointed that the two-player game did not work flawlessly.
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Ultimately, the greatest challenge is playing against another human being
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instead of a program.
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A scenario design utility would make 688 ATTACK SUB a great game. Competing
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against another player does not necessarily require you to play online. Users
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would be able to design more missions and increase the value of the game. I hope
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Electronic Arts considers it.
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AMIGA VERSION NOTES
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Despite the fact that the label on the disk reads 668 ATTACK SUB, the Amiga
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version of this simulator does not feature a hitherto unknown vessel; it allows
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you to command a 688 Los Angeles-class submarine (or a Soviet Alfa-class), just
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as in the MS-DOS version.
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Gameplay is identical to the MS-DOS version reviewed above, although there is
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no modem option in the Amiga version. Graphics are nicely drawn. The ships and
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aircraft you spot through your periscope look like digitizations of the real
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thing, and digitizations of various crew members are clearly detailed. Sound
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effects are also rendered faithfully -- from the sonar pings and explosions
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you'd expect in a submarine simulation to crew members' voices, and even whale
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songs.
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I encountered no major bugs, although the graphics display in the periscope and
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top-down windows occasionally had trouble refreshing, leaving a black rectangle
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that disappeared after switching displays a couple of times. Also, you can stop
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the sub dead in the water by clicking on the "target" button, and then not
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selecting a target.
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688 ATTACK SUB is easy to get up and running and installs quickly on a hard
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drive. The increasingly difficult scenarios pull you ever deeper into the
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intricacies of submarine warfare. Design trade-offs (such as limited torpedo
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range, and speeding up the time it takes for some things to happen) make the
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game more playable, and don't detract from the feeling that you're in charge of
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a nuclear submarine. The game is a definite step beyond the first generation of
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submarine simulators (e.g., SILENT SERVICE), and I heartily recommend it.
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688 ATTACK SUB is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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