216 lines
12 KiB
Plaintext
216 lines
12 KiB
Plaintext
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WARGAME CONSTRUCTION SET
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Like special effects in the movies, one of the more intriguing aspects of the
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visually-oriented games we play can be summed up in a simple question: "How'd
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they do that?" Although a player with even the most rudimentary knowledge of
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programming techniques will be able to see something of what's happening, there
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is still much that leaves us amazed and curious, especially with today's
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sophisticated graphics.
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When we've become jaded, when we think we've seen everything, when the thought
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of trying to program our own game creation fades away, a new question forms in
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the mind: "How can I get my hands on the development system (insert your
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favorite software company here) used?"
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No software developer in its right mind is going to voluntarily part with its
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game creation system, but some companies have offered us the next best thing:
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construction sets. And from Strategic Simulations comes the WARGAME CONSTRUCTION
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SET (WCS), designed by Roger Damon, creator of FIELD OF FIRE and NAM. (This
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review is based on the 8-bit Atari version; Commodore 64/128, Atari ST, and
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IBM-PC version notes follow.)
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WCS comes on two disks, and consists of two segments: Game and Editor. The Game
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gives the player the opportunity to load and play any of the eight scenarios
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provided on the Scenario disk, or load and play a scenario designed with the
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construction segment of WCS, the Editor. Since the prepared scenarios are not
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what make WCS what it is, we'll get to them later.
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The Main Menu of the Editor has eight options: Disk Access (loading and saving
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scenarios), Draw Map, Edit Map Colors, Edit Friendly Units, Edit Enem Units,
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Deploy Units, Print Map, and Choose Scale.
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The Draw Map option features a blank 60x60 grid on which we place the terrain
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icons that will become the simulation area. There are terrain icons for Woods,
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Roads and Rivers, blown or intact Bridges, Buildings, and Mines.
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The Edit Map Colors option lets the player alter the colors of Trees, Roads,
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Background, Units, and Water. The default colors are probably the most
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true-to-life, but the ability to change them is useful for different visual
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effects.
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Edit Friendly Units/Edit Enemy Units allows you to set the Firepower, Defense,
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Assault, Movement, Strength, Range, Fire, and Unit type for up to 31 units.
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From the Deploy Units option, the player selects icons that will represent
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Friendly and Enemy units on the map, and places them in their starting
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positions.
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All options, that is, the factors involved, are more complicated than I've
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indicated here, although not quite as complicated as an SSI simulation you might
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have played in the past. None of the options, or my simplified explanations of
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them, contains the essence of WCS (or any construction set, for that matter): an
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idea.
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Part V of the instruction manual is a detailed tutorial which takes the user
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from idea (a good-over-evil D&D fantasy) to ready-to-play game. This important
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and valuable section includes maps of the terrain, short sketches of the
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characters, and charts that indicate the attributes of both Friendly and Enemy
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units.
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WCS can handle various scenarios, from historical battles to fantasy and
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science fiction. The idea and its fruition are up to the user, which is what
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makes WCS so good. The manual and its tutorial are great helps for realizing an
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idea, and you don't have to be a genius to create a decent simulation. You will
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have to do a lot of thinking and imagining, and consider a multitude of relevant
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attributes and factors, and do a lot of research for a historical scenario, but
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then that's what heads are for.
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The eight prepared scenarios illustrate the flexibility of WCS: World War II
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(Rommel's 88s and Abuse on the Meuse), World War III (Fulda Gap), the Civil War
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(Bull Run), terrorist kidnappings (Delta Force Rescue), the 12th Century (Castle
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Siege), a river crossing (To Cross a River), and science fiction (Return to
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Beta4) are all represented. Each of these scenarios can be loaded into the
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Editor to be studied (which is recommended), and altered and saved. (Roger
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Damon, Arlon Harris, Jeffry A. Johnson, and Robert W. Calfee designed the
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scenarios.)
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In addition to the tutorial, the manual contains guidelines, hints, and
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comments on game design, which offer insights into simulations and their
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creation from, as they say, the horse's mouth.
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I'd be foolish to say that WCS duplicates or even comes close to duplicating
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the development system SSI uses: They've spent a lot of time creating
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simulations and building up time-saving programming routines. And they can't
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tell us everything. Still, WCS provides us with everything we need to create a
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complicated scenario -- except the idea, which is how it should be.
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Having spent some time with ADVENTUREWRITER, I can assure you that working with
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a construction set that gives us everything but the idea is not all that easy.
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There's a lot of planning to be done, a lot of false starts, a lot of
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backtracking. Playing a ZORK or a BATTLE OF ANTIETAM and then climbing into an
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adventure or simulation construction set hoping to equal or better the pros is
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an exercise in futility. There's a tendency to think bigger thoughts than a
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construction program can accommodate. This doesn't make things easier but it
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sure helps focus the attention, which also makes WCS worthwhile.
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I've given simplified explanations of WCS's options: Everything is
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joystick-controlled, but the factors and attributes of each option are more
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detailed and involved than I've indicated here. If you have no interest in game
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design, well, there's no construction set you'll find sufficiently appealing to
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buy. If you are interested in game design, you should give WCS serious
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consideration: It's as revealing a game design program as you're likely to find,
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unless SSI suddenly goes mad and bequeaths us its development system.
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COMMODORE 64/128 VERSION NOTES
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Although the C64 version of SSI's WCS is, for the most part, the same as the
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Atari version, there are some differences. The manuals are identical, but the
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C64 version offers a card explaining the changes.
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The C64 version comes on one write-protected double-sided disk, as opposed to
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the Atari's two disks; the Atari Scenario Disk is not write-protected and thus
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can be used to save games or scenarios. The C64 Editor and Game programs are on
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side 1, and the eight ready-to-play scenarios are on side 2.
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A joystick in port 1 controls both versions, but the function keys differ on
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the Commodore: F3 replaces Atari's Option key; F5 replaces Select; and F7
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replaces Start.
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Disks can be formatted from the Disk Access selection of the C64 Main Menu, a
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feature absent from the Atari version (presumably because you can "save" to the
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Scenario disk). On the C64, you'll need a blank, formatted disk to save games
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and the scenarios you've created.
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In the C64 Editor, the F3 key is used to exit previously selected Main Menu
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options. The Draw Map option is the same, except for the "woods edging
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facility," which is a neat function. After you've selected one of the woods
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icons and placed it on the screen to your satisfaction, move the cursor back to
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the icon bar, make sure you've selected a woods icon, and press Select (F5 on
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the Commodore). What this does is smooth out the woods on the screen, "thinning"
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them on the edges so they appear less blocky. This works well and eases terrain
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creation.
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If you've loaded one of the ready-to-go scenarios into the editor, you can
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remove it completely by plugging the joystick into port 2 and pressing the
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button. This works the same on the C64, but I mention it because I found an
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alternative to plugging and unplugging the joystick: If you have a "dongle"
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handy (the one that keeps PAPERCLIP from freezing will do the trick), insert it
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into port 2, wait a moment, then remove it; the scenario will be blanked out.
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When editing map colors, the joystick performs differently on the C64, which
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has 16 colors but no gradations in hues. Thus, moving the stick left or right
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will alter the Commodore's colors, while moving it up or down selects the
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terrain feature (instead of a different shade as on the Atari).
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From the Edit Friendly Units selection, duplicating a unit that transports
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another, or duplicating a dug-in unit, will not allow the newly-created unit to
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transport or dig-in -- you will have to redo this. Redeploying a dug-in unit
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will keep it dug-in.
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(These last two changes will undoubtedly make more sense when you actually use
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the Editor.)
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Another addition to the C64 Main Menu lets you play a game without having to
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reboot. Artillery can be used in both 1- and 2-player games, while artillery on
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the Atari is limited to 2-player games.
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ATARI ST VERSION NOTES
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The major difference between the WCS editor in the Atari ST version and that of
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its counterparts lies in the use of the mouse. Pointing and clicking on a Main
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Menu Editor option selects that option and leads to a screen from which you can
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make changes to your scenario creation.
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The editor itself is a Desktop-like window. Clicking on or dragging the
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horizontal/vertical bars scrolls the terrain. F4 erases the current map, F2
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automatically rough-edges woods and rivers, and F5 (or the Window Enlarge box in
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the upper right corner) toggles the zoom map feature.
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The colors of each map terrain feature can be changed by first selecting Ed
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Colors from the Main Editor Menu, choosing a terrain feature, then clicking on
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the numerals that represent red, green, and blue values (the same as you would
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do from the control panel on the ST Desktop).
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Any of the terrain maps for the eight game scenarios can be loaded into the
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Editor, then cleared or altered and saved, although you will need to format a
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"save" disk before booting the program.
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The neat battle sounds WCS generates are the product of G.I.S.T., a sound
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driver from Synthetic Software that's available from the ANTIC magazine catalog.
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Not only does the Atari ST version of SSI's WARGAME CONSTRUCTION SET retain the
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creative possibilities inherent in all other versions, it looks much better, is
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easier to use, and is not copy-protected. Before using the program, though, you
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will be asked a question whose answer is found only in the instruction manual.
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IBM-PC VERSION NOTES
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WARGAME CONSTRUCTION SET for the IBM should run on any IBM PC, XT, AT, and most
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compatibles; the game should run on _all_ 100% compatibles, but SSI does not
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indicate that it will. WCS requires at least 256K, and offers CGA, EGA, and
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Tandy 16-color graphic modes. SSI doesn't tell us the oldest DOS version that we
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can use with this game, but I would guess that anything from 2.1 up would work
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fine. WCS is supplied on 3-1/2" and 5-1/4" disks.
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The IBM version comes with a reference card that explains the differences
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between this version and the version used in the manual. The program has
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off-disk copy protection; i.e., in order to play the game, you must correctly
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respond to certain questions. The disks copy easily.
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I found the "CGA/MCGA or 64K EGA" graphics option to be very poor. The color
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was much better using the "256K or EGA" option, but the resolution was the same.
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The game play was very similar to the other versions reviewed above. Although
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SSI warns players of possible delays, I didn't notice many lulls (and I'm using
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one of the slower 286s at 12Mhz). The program runs smoothly, but moving all the
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individual units does become tedious. If you love wargames, then be sure to
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purchase WCS: Your imagination can run wild. But be sure you do love
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wargames...or you may find WCS to be a somewhat dull.
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WARGAME CONSTRUCTION SET is published by Strategic Simulations, Inc. and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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