156 lines
9.3 KiB
Plaintext
156 lines
9.3 KiB
Plaintext
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BLUE MAX
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BLUE MAX, a World War I air combat game from Three-Sixty Pacific, tries to
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cover a lot of different bases and misses the mark pretty badly on one of the
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main elements: the air combat simulation used for Action Dogfights and
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campaigns. The other two game modules might find a niche in the current market:
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a two-player split-screen version of the dogfights and campaigns, and a
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boardgame-style strategy game in which you plot your moves one at a time against
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another player or the computer. Air combat simulation enthusiasts will want to
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avoid BLUE MAX for reasons exlained below in the description of how the planes
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fly. (This review is based on the IBM-PC version.)
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The game opens with a nicely designed sequence, including a digitized animation
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loop from what looks like an old silent movie, in which a pilot (grinning like a
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maniac) pulls the firing handle on his machine guns. At the main screens, you
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set up the various options in the game. On the registration menu, you create a
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pilot, determine his side in the game (Allied or Axis), his control device,
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whether he uses "realistic " or "direct" flight, and whether bullets go where
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the crosshair points, or have realistic trajectories requiring you to lead your
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target.
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On other menus, you can set different levels of world or cockpit detail, and
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choose sound and VCR recorder options. You can set weather options that will
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give you wind or clouds.
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There are four planes for each side in BLUE MAX, and they can be selected from
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a series of full-screen views showing a 256-color digitized bitmap of each
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plane, with the performance specs. The German planes available are: Fokker Dr1
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(Triplane), Albatross DIII, Fokker EIII (Eindekker monoplane), and Fokker DIII.
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Allied planes are: Se5a, Sopwith Camel, Nieuport 17, and Spad SVII.
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Here's a breakdown of the available game modes:
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One-Player Games: Practice Flight -- just like it says, and you can't be
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killed; Action Dogfight -- an unstructured air combat flight; Practice Strategy
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-- a boardgame-style game against the computer; and Campaigns, a series of
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Action Dogfights with different mission goals. There are three campaigns
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available, each with a different scenery layout. You'll encounter an enemy ace
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on campaign missions, and before each mission, there is a screen with
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information about the ace and mission goals.
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Two-Player Games (Note: This is split-screen play on the same computer, with
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each player using different controls; it's not a modem hookup): Cooperative
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Dogfight -- where two players fly the same side in an unstructured air combat
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flight; Action Dogfight -- the same, except going up against each other;
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Strategy -- a boardgame-style game against another player; and Campaigns -- two
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players flying the same or opposite sides in a series of missions within a
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campaign format.
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The strategy game is described later; all the other modes rely on the Action
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Dogfight as the main game element, with a smaller screen used for the
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split-screen two-player modes. Here's how it works:
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What you see when you climb into the cockpit looks pretty good. The cockpit,
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and view of the wings and tail, are nicely rendered in 256 colors (in VGA). Each
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of the eight planes has a different cockpit and view of the wings and tail. In
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the case of a plane like the Fokker EIII, this is really interesting, since it's
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a small monoplane with an A-frame strut over the cockpit as an anchor for the
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guy wires that support the wings. On the other hand, there are no functional
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gauges or indicators in any of the cockpits; instead you see a small digital
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readout of altitude, airspeed, and damage at the bottom of the screen.
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You can switch to an unusual "instrument panel" view that reduces your cockpit
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view to a window in the top center area of the screen, and displays four
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rectangular panels with various kinds of information beneath it. The reason this
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screen looks strange is that the information panels and cockpit window are
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borrowed from the two-player split-screen and Strategy game modules. However,
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it's the only way to see the compass, fuel, and damage indicators. When you're
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hit, you take a percentage reduction in one or several areas of your plane's
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performance; for example, you might lose the ability to turn to the left.
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Ground detail is sparse, with a small number of polygons representing low
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hills, a river, roads, and a few buildings. There are four very small maps in
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the manual, with labels on the wrong pages and hard-to-read symbols. The "world"
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you fly over is small, but there is a different arrangement of the standard
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elements for each of the three campaigns.
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Wind can be set to one of two levels, or turned off, and it's more like
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turbulence than wind: The view jumps around when it's turned on. Clouds are
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interesting: They're 3-D solid polygons that you can fly into and be surrounded
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by white until you emerge. It's a nice feature, but since they're solid 3-D
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objects, it really slows down the frame rate if you keep them turned on.
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The simulation falls apart once you start flying. There may be some appeal in
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using the "direct" flight mode as an arcade game, but for the most part, the
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planes in BLUE MAX fly as if they were programmed by someone who has no
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understanding of airplanes. To take the most extreme case (and all these
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examples are in "realistic" flight mode), you can take any plane in BLUE MAX,
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stand it on its tail, and go ballistic. That's straight up at roughly 1,000 ft.
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every six seconds, for as long as you want -- pretty good for a WWI biplane.
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With just a little nose elevation over the horizon, you can climb 1,000 ft. in
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three seconds. This is better climb performance than a Lear Jet!
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When you dive, airspeed tops out at your plane's maximum speed in level flight,
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no faster. There's a strong self-righting tendency if you bank and then let go
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of the stick. Enemy planes will do evasive maneuvers in which they dance on
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their tails and spiral forever upward; apparently they've never heard of a stall
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either. The time it takes to close with an enemy plane is completely off: You
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can swerve around, firing shots at a plane approaching head-on at close range,
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for what seems like forever before he passes you. When you roll the plane one
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way or the other, the axis for the roll isn't based on the plane's center of
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gravity, but is instead located in the center of your forward view, which feels
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very strange, like swinging on a pendulum, and makes the plane hard to control.
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These characteristics might make sense in an arcade game, but oddly, a few
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realistic elements have been included, such as losing lift in turns, "realistic"
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bullet trajectories (if that option is chosen), and collisions: Collide with an
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enemy plane and you both go down.
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In two-player split-screen mode with flight realism set to "direct," BLUE MAX
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works fairly well as an "action" or arcade game, although because the cockpit
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window is reduced to a smaller size, it can be hard to make out details
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regarding which way an enemy plane is facing. If one player uses a joystick or
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mouse, the other player must use the keyboard. The game supports two players on
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the keyboard, but not joystick plus mouse, and not two joysticks.
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The AdLib sound has good and bad qualities. The machine-gun fire and explosions
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are very good; the engine sound is a little too much like a VW Beetle, but it's
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not bad. There are some sound effects (such as getting hit by enemy fire, and
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hearing planes zoom past) that have a science-fiction, "arcade-ish" quality.
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The strategy game is based on planning out a dogfight one step at a time, using
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a hex map board and the two-player split-screen view. Each player sees a reduced
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cockpit view in which you can look around in different directions while your
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plane's position is frozen, and you can cycle through the information panels
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described in the "instrument panel" view above. For movement, the cockpit view
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is replaced by the hex map, and depending on your plane's limitations, you can
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use up your moves turning or changing altitude. There's a time limit for moves,
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beyond which the computer will move for you.
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When both players have programmed their moves, the computer will animate the
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move, with the players watching on each of their screen's cockpit views. If one
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sees an opportunity to fire while the planes are moving, he or she does so, and
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the computer tallies the damage, applying it as a reduction to the plane's
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performance for the next move.
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The BLUE MAX manual specifies an IBM PC with 512K of RAM as a minimum
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requirement. For the "Action Dogfight," an AT-class machine would be better, but
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the strategy game will work well on a slower machine. There is no copy
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protection. Graphics supported are Hercules, CGA, EGA, and VGA. Sound support is
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for AdLib and Sound Blaster. The game refused to run at all under QEMM, so I
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booted from a clean DOS 4.01 floppy. At one point, the game crashed with a
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"Memory exhausted: 2702" message (with 580K of RAM free at the DOS prompt), but
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this only happened once.
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I feel that BLUE MAX has little to recommend it as a WWI air combat simulation,
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and should only be considered if the two-player split-screen arcade dogfight or
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strategy game appeals to you.
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BLUE MAX is published by Three-Sixty Pacific and distributed by Electronic
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Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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