167 lines
11 KiB
Plaintext
167 lines
11 KiB
Plaintext
COVERT ACTION
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When there's a crime being planned somewhere in the world and the national
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security is threatened, the President starts to worry. When the best agents
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in the CIA come up with dead ends and can't make sense of the sparse clues
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they've found, the President starts to sweat. When it becomes obvious to the
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President that disaster is imminent, he tells the chief of his security bureau
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simply to "Get Max Remington". Much as the chief dislikes the idea of calling
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upon a rogue agent whose past is a mystery, whose background is nearly unknown,
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and who answers to authority only when it's convenient, a Presidential order
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can't be ignored.
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Max is probably the best secret agent in the world, and is rumored to have
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actually worked for the agency in the past. Frustrated with having to work
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within the confines of the system, Max left the agency and did freelance jobs
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for the Western Powers. Max built a formidable reputation for solving even
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the toughest cases, making friends and valuable contacts along the way and
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creating a loose organization within the intelligence agencies of the free
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world. After also building a sizable bank account, Max now only takes those
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cases of personal interest or great importance.
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When the President calls for Max, asking for help, Max employs the "unique"
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skills not officially condoned by law organizations - Tapping phones, decoding
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messages sent and received, gaining inside information from contacts around the
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world, as well as breaking into the headquarters and hideouts of the suspected
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criminals and their allies to rifle their files. All this and more is termed
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COVERT ACTION - working beyond the law to catch ruthless criminals and the
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ingenious Masterminds who launch their plots behind the scenes.
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COVERT ACTION is another simulation by Sid Meier, and like his previous
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games it can be terribly addicting. In fact, I found it difficult to tear
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myself away from it to write this review! Although there are a limited number
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of plots and the procedures become routine, I kept finding myself wanting to
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get "just one more" enemy agent, and when a case was finished I just had to see
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what the next one was.
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A single game involves capturing all 26 Masterminds, each of whom heads an
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international organization. Each Mastermind will keep planning crimes in order
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to achieve a certain goal, using operatives from his own organization as well
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as those allied with his. Stopping a single crime, or even foiling several,
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will not stop the Mastermind from pursuing his objective, but each time you
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break up his current plan you gain clues to his identity, organization, and
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location. You finally track him to his hideout with enough evidence to make
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the arrest, but the next Mastermind is waiting in the wings to put his plot in
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motion. Thus, a single game can conceivably consist of a hundred individual
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cases before you earn Max a place in the Hall of Fame.
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You begin your career by choosing whether to play as either Maxmillian or
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Maxine Remington. The game is non-sexist, complete with an assistant at CIA
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headquarters named Sam(antha). You are then asked to provide your code name,
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useful for distinguishing between different ongoing games. Your next decision
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is to choose the level of difficulty: Local Disturbance, National Threat,
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Regional Conflict or Global Crisis. The level chosen affects the amount of
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information you receive at the start of each case as well as how hard each of
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the four parts of game play are. Local Disturbance is very easy and is good
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to learn the ropes during your first case, but be aware that the difficulty
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can only be changed after capturing a Mastermind, and that you can't go back
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to a lower level once choosing Global Crisis level.
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Finally, you must select the amount of training you want to have in each
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of four game play categories:Combat, Driving, Cryptography and Electronics.
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This is one of the best features of the game for me, as it allows you to make
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the best of your natural playing abilities. Each skill is initially Average,
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and you may spend four training "points" to raise an ability to Good, Excellent
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or Awesome. The combination of overall game difficulty and skill levels will
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determine how hard each section of the game is. If a skill is left at Average,
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that part of game play is more difficult than the overall game level. A skill
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level of Excellent or Awesome will make that area of the game easier. In my
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case, I was able to survive at Global Crisis level by training in Combat to
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Awesome, Driving to Good, and leaving Cryptography and Electronics at Average.
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Someone who is better at arcade action (Combat and Driving) might choose to
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train less in those areas and more in the areas requiring logic (Cryptography
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and Electronics).
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Combat is probably the most important skill, if neccessary, you can play
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the entire game using it alone. Breaking in to the criminals' hideouts and
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fighting the guards can yield all the information needed. Inside the building
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you can photograph files, desk drawers, wall and floor safes, bathroom sinks
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and even toilets to gain clues and gather evidence. Break ins also allow you
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to plant listening devices (bugs), access the criminals' computers, and make
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the arrests. You choose five items to carry with you depending on whether you
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want to gather evidence or move in for a collar. Items include an Uzi loaded
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with tranquilizer bullets (no blood and gore in this game), a Kevlar vest for
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added protection, grenades, gas mask, a camera, bugs, and a safecracking kit.
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Driving skill is used to tail suspects or to arrest them by running them
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off the road. It also may be neccessary to lose pursuers when you leave a
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building after setting off an alarm. Cryptography is used when in the CIA
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building to decode messages found during a break in or thru a wire tap.
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Electronics is used for tapping phone lines and installing tracers on the cars
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you want to follow.
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A case begins with the Chief briefing you on a situation that the President
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thinks that only Max can handle. You are given a brief description of what is
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happening, and depending on the game level, you may receive additional info on
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the area of the world the operation is happening in and the name of a criminal
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organization known to be involved. The Chief then gives you the clues that his
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bureau has collected, the amount of which also depends on the difficulty of the
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game. The rest is left up to you, to find out what crime is being planned and
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who the participants are, then to gather enough evidence to arrest them.
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When the case ends, the Chief debriefs you and you receive an efficiency
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rating. Points are awarded for arresting suspects, confiscating evidence, and
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preventing the crime. You are penalized for allowing double agents to remain
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undected in the CIA, allowing the crime to succeed, and allowing the Mastermind
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to continue. Your total is compared to the maximum possible, giving a rating
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from 0-1000. It is possible to rate nearly 1500 as you receive double points
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for "turning" a suspect, getting him to work for you by finding incriminating
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evidence inside his home. The suspect continues to play his part in the crime,
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reporting back to you. If the criminal was an important participant, arresting
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him may cause other agents to go into hiding, unable to fulfill their roles.
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If the Mastermind senses the game is up, he'll go into hiding until he can plan
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another crime.
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After the debriefing, your rating is multiplyed by the game level (1-4) to
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gain a final score which is put in your career record. This score also will
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determine the location of Max's vacation and the quality of the company. You
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see a scene ranging from the laundromat to the casino, populated by members of
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the opposite sex ranging in number and attractiveness.
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The copy protection is manual based, requiring you to match a Mastermind's
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picture with his organization. This was a little difficult, as the pictures
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on the screen are in color and those in the manual are black and white. You
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are only required to make the match at the beginning of each case.
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COVERT ACTION comes on 4 5.25" or 2 3.5" floppy disks and may be played
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from either one or two floppy drives or a hard drive with at least 1.5 MB of
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free space. The game comes with a batch file for hard disk installation, or
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the disks may be copied and played from backup disks. If you play using only
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one floppy disk drive, you will sacrifice some of the graphic animations.
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Your game position may be saved on any disk, four positions per disk.
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COVERT ACTION requires an IBM PC/XT/AT, PS/2, Compaq or Tandy 1000 model
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computer, or any other 100% compatible model computer. You must have a version
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of DOS 2.0 or higher, and a minimum of 512K RAM. With higher versions of DOS
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than 3.1, or when using MCGA graphics, 640K RAM may be required. If your
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computer has a Turbo speed, it is recommended that you switch it to normal to
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run the game.
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Your computer must have a color monitor, and the game can be run using CGA,
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EGA, MCGA, VGA, or Tandy 1000 (16 color) display cards. I really would not
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recommend CGA, it looks terrible and it becomes difficult to distinguish the
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various objects. The music and sound effects may be played using an IBM
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internal speaker, Tandy sound chip, Ad Lib Sound Board or Roland LAPC-1. There
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is also a Custom Driver option for use with other sound drivers which may be
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supplied by Microprose in the future.
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The game is played using the keyboard only or a joystick with the keyboard.
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The joystick may be chosen before the game loads or switched on during game
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play. Because of the arcade nature of the combat, players may want to use the
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joystick/keyboard combination. The keyboard commands were a bit confusing at
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first, but quick to become accustomed to, and a reference card is provided.
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This is an enjoyable simulation, although you may find it repetitive after
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a dozen or so cases. The manual doesn't agree with the game in some minor
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areas, but I was told by Microprose that the information for the manual was
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written before the game was complete. There was supposed to be the option to
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review your career at any time, but the only time you can see the list of cases
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you have completed and the Masterminds arrested is at the end of each case
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after the debriefing. There are a couple of logical bugs, but in this complex
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a simulation I suppose it's not possible to catch everything. If you do find
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the scenarios too often repeated, just try setting the game aside for a week
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or two (if you can) then return to it and resume the chase.
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COVERT ACTION is published and distributed by Microprose Software, Inc.
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