246 lines
14 KiB
Plaintext
246 lines
14 KiB
Plaintext
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PIRATES!
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One of my favorite old movies is "Captain Blood," a 1935 high seas swashbuckler
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epic that made Errol Flynn a Hollywood star. The rowdy and rugged elements of
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that classic film -- action, adventure, romance, and a dashing hero -- all find
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their way into PIRATES!, a completely excellent strategy/arcade/adventure
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simulation. Set in the West Indies during the Great Age of Buccaneering
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(1560-1700), the game offers piracy, smuggling, treasure, war, politics, and
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beautiful women. (This review is based on the Commodore 64/128 version; Apple
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IIgs, Macintosh, Atari ST, and Amiga version notes follow.)
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PIRATES! is the design and development work of Sid Meier, whose previous
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MicroProse software packages were F-15 STRIKE EAGLE and SILENT SERVICE. Although
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it's a bit too soon to attach a "classic" label to this release, PIRATES!
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deserves all manner of accolades: This game is alive!
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Your goal in PIRATES! is to rise from a lowly station in life, seek fame and
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fortune in the turbulent hotbed of the Caribbean Sea, and retire with your
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health, a grand reputation, land and economic wealth, a gorgeous wife, and a
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title of nobility. En route to this desirable destination, you'll roam the West
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Indies, conduct broadside battles on the open sea, duel pirates and noblemen,
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trade with merchants, visit taverns and local governors, search for buried
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treasure, storm forts, and plunder, plunder, plunder.
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From the Main Menu screen, you can select Start A New Career, Continue A Saved
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Game, or Command A Famous Expedition. This last option allows you to wear the
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boots of a well-known seafaring man, like Henry Morgan or Francis Drake, and
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lead his loyal crew -- successfully or otherwise -- through a simulation of a
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famous historical buccaneering scenario.
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Starting a new career leads to further options. You can select any one of six
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time periods: The Silver Empire (1560), Merchants And Smugglers (1600), The New
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Colonists (1620), War For Profit (1640), The Buccaneer Heroes (1660), or
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Pirates' Sunset (1680). The Buccaneer Heroes time period is the default
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selection.
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You can select any one of four nationalities: English, French, Spanish, or
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Dutch. Selecting a nationality determines starting location, number of ships,
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crew size, and your initial wealth and reputation. Moreover, your nationality is
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no indication of which nation you actually support: You play the role of
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privateer captain, and answer (ultimately) only to yourself.
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There are four levels of difficulty: Apprentice, Journeyman, Adventurer, and
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Swashbuckler. Apprentice offers expert subordinate officers whose intelligent
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and informed aid will reduce your share of the loot; whereas Swashbuckler level
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offers "drunken gutter swine" subordinates who will take hardly any loot and
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like it.
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You can choose to be skilled at Fencing, Navigation, Gunnery, or Medicine, or
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be gifted with much Wit and Charm. Each special ability is useful in a most
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obvious way, but only one can be selected.
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During the opening screens, you will also enter your family name. You'll be
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addressed by this name throughout the game, and it will be entered in the Hall
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of Fame when you retire.
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The C64 screen displays vary as the game progresses. Windows of text appear as
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events unfold, or when decisions must be made. You navigate your ship through
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the wind-laced waters and reefs of a scrolling, on-screen map of the Caribbean
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(the game package includes a map). On a stationary (and wraparound) screen, you
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fire broadside salvos at rival ships. You duel a rival captain on the deck of a
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ship that you and your crew have boarded.
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Pictures appear when you enter towns, visit local governors (and perhaps meet
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their daughters), converse with ancient sailors who have information to sell,
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and when you find buried treasure or loot a rich fleet.
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PIRATES! is controlled entirely by joystick. For menus, the stick moves a shiny
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sword around the screen to highlight the choices, and the button selects.
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Dueling, navigation, and land and sea battles are also controlled (in obvious
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ways) by the joystick.
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In a town, more options are available. You can visit governors and taverns,
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trade with merchants, divide the plunder, or check information -- an option that
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reveals the status of your party and your personal status, and lets you study
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the ship's log (a record of everything you've done and heard in your travels).
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You can also examine fragments of treasure maps, see a list of cities, take a
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sun-sighting with an astrolabe, or save your present position.
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To save a game and to preserve your score in the Hall of Fame after you've
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retired, you will need a blank disk, which must be formatted from within the
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game. Four positions can be saved on each disk.
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Dividing the plunder disperses your crew, and you can then retire with whatever
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fortune and glory you've accumulated. Age and health permitting, you can start a
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new expedition.
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PIRATES! is by far one of the liveliest games I've ever played. You can feel
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the sea spray on your face, hear the clash of swords, and see golden light spill
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from a chest filled with treasure. All is further enhanced by a wealth of
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details. Your crew can be happy, pleased, unhappy, or angry. During a duel, you
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and your rival run the gamut of morale -- from wild to downright scared.
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Colonial towns can be struggling, surviving, prosperous, or wealthy, and Indian
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or pirate attacks, malaria, and the occasional gold rush all affect the towns in
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one way or another.
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Wars erupt and peace treaties are signed constantly; pirate amnesties are
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offered, and you might learn that your long-lost sister was kidnaped by the
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Spanish and is now being held in detention in Havana.
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PIRATES! is tense, fun, exciting, and incredibly satisfying (especially when
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your career is proceeding apace). The C64 graphics are nicely done, the joystick
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works flawlessly, and the game is not at all difficult to learn. The instruction
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manual is jam-packed with useful information, not only about game play but also
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about the men and women, the political activities, and the colonial times of one
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of the most adventurous and interesting periods in world history.
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Sid Meier has combined a wonderful story line with arcade challenges and the
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decisions required of a strategy simulation. Simply put, PIRATES! is one of the
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best.
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APPLE IIGS VERSION NOTES
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The IIgs version of PIRATES! is identical -- play-for-play and menu-for-menu --
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to the program described in the above review. In addition, an absolutely
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mesmerizing harpsichord score rewards you after each successful undertaking (be
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it a promotion, capture of a ship, marriage to the governor's daughter, etc.).
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The accent pictures include limited animation, and the sword fighters emit
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marvelous grunts and groans.
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I spent many hours on this game, and it's now on my stack of "play again" games
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-- a short stack indeed. PIRATES! would be a superb tool for teachers who are
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presenting the history of this period. By trying their hand at smuggling,
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pirating, enforcing the laws of the sea, and treasure hunting, students might
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better understand why those who lived during these times chose the paths they
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did.
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Give this one a 9 out of 10 and an autographed picture of Errol Flynn.
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MACINTOSH VERSION NOTES
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PIRATES! for the Macintosh is a very good conversion. I've played the Apple
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IIgs and IBM-PC versions, and this one is probably the most enjoyable. It's the
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same basic game; nothing was left out (in fact, a few things were added).
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However, I did find that the mouse was impossible to use in combat, and I
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strongly preferred the joystick I used with the IIgs.
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The Mac version is in black and white only; there's no color support. Operation
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under Multifinder is not recommended. PIRATES! uses the standard Mac interface
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wherever possible, although I would not recommend playing it with a lot of
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INITs, since it has been known to crash. There is on-disk and off-disk copy
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protection.
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The Mac version offers several new features. The first is the ability to divide
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the party. The most important implementation of this comes when it is time to
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apportion the plunder. If you divide the party first, then you can keep all the
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ships, cannons, and goods and still send your ex-crew home happy. The new
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feature concerns the governors who send you on side trips; they now remember
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your service and reward you. I haven't noticed that the governors behave any
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differently, but it would be difficult to tell, in any case. Finally, during
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combat, text now describes the weapon the enemy captain is using. This is far
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easier than having to remember which color meant which weapon.
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The Macintosh conversion only improves what I consider to be one of the finest
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action/adventure games ever produced for a computer.
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ATARI ST VERSION NOTES
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The Atari ST version of PIRATES! retains more than all the elements of the
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original Commodore 64 program: It will run on any ST, including the Mega series,
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with 512K, a color monitor, and a mouse; it includes the Divide The Party option
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Jennifer mentioned in her Macintosh version notes; it supports a hard drive and
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backup copies through "key disk" copy protection and documentation checks; and
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it supports most MIDI-equipped synthesizers by way of the ST's built-in MIDI
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ports. Should you actually use a synthesizer, ALT-M will redirect the music
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score to it, while directing the sound channels -- cannonball splashes, sword
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clanks, wind rustling through sails -- to the speaker in your monitor.
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All this points out to the world one thing: PIRATES! on the ST is a model for
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translating a program from one machine to another. Every software development
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company in existence should be forced to purchase both the C64 and Atari ST
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versions of PIRATES! and study them. Steve Bohrer, Russ Finn, Russ Cooney, Max
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Remington, Ken Lagace, Jim McConkey, and project leader Sandy Peterson have more
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than faithfully ported Sid Meier's original design; they've upgraded it, a feat
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the marvelous C64 version made unnecessary, not to mention unlikely. If I could
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give them all a paid Caribbean vacation, I probably wouldn't (I'd go
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myself)...but they'd deserve it.
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And if you have an ST, you deserve PIRATES! It's one of the best computer games
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ever created, and will remain so.
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AMIGA VERSION NOTES
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PIRATES! for the Amiga is proof positive that serious commitment to conversion
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of an IBM game can improve vastly on the original game design and, in the
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process, satisfy even the most finicky Amiga users.
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The game is virtually identical to its IBM incarnation, which is already saying
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a lot. PIRATES! is a classic of game design; it should withstand the test of
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time and technological advance the way MONOPOLY and chess have. The graphics are
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beautifully conceived and drawn, making good use of the Amiga palette for
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variety and detail. The music is worked nicely into gameplay, and all the tunes
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in the game can be accessed independently for your listening pleasure.
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Game control is a pleasure, no matter what your favorite input device may be.
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Main reliance is upon the mouse, with some keyboard input, but a joystick can be
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used to mimic the mouse everywhere except when sailing (where the joystick can
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only be used to turn the ship right or left).
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PIRATES! comes on two copyable disks, and is easy to install on a hard drive.
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It runs in 512K of RAM, but will access the disk less frequently if 1Mb is
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available. With more than 1Mb of RAM, the game can be multitasked, though the
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documentation suggests that problems might arise when trying to use another
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graphics-intensive program with PIRATES! in the background. Since the game plays
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smoothly on the A3000, though (which can have more than 2Mb of CHIP RAM
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depending on the configuration), even this minor problem might not appear in the
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latter system. PIRATES! runs on A1000s, A500s, A2000s, and A3000s. Instructions
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for hard-disk installation are included. Copy protection involves a manual
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look-up at the start of play, which isn't at all intrusive.
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The main manual is the same as the one supplied with the IBM game; included as
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well is an Amiga supplement, which details some special features in the Amiga
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version of the game. Your party can be divided at sea, for instance, and you can
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rejoin those left behind, as well. And governors will sometimes ask you to
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perform a special favor for them, which might have positive effects on rank and
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land ownership. There are some good introductory hints in the supplement on how
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to deal with the various aspects of gameplay; clearly, MicroProse has learned
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from extensive feedback the kinds of things new users might need to know to get
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into PIRATES!
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The only complaint I have is that deleting old saved games requires exiting the
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program. For whatever reason, file deletion is not included in the save-game
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component of the design. I guess this keeps the player from inadvertently
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removing game files from the directory, but it proves an inconvenience,
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especially for those users who are playing from floppy drives with only 512K of
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RAM.
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Otherwise, the game runs smoothly; screen changes from one section of the game
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to the next take place without the visual noise that sometimes accompanies such
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changes in other IBM conversions (e.g., Electronic Arts' 688 ATTACK SUB and
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MicroProse's own RED STORM RISING). Obviously, much thought has been devoted to
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the graphics programming by people clearly experienced with the particulars of
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Amiga hardware.
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PIRATES! is good news for Amigans, not only because it gives us a chance to try
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our hand at this classic game, but also because it signals a real commitment on
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MicroProse's part to doing their conversions right. RED STORM RISING has already
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been released (and looks great, too!), and others are on the way. Good show,
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MicroProse!
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PIRATES! is published and distributed by MicroProse Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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