164 lines
9.4 KiB
Plaintext
164 lines
9.4 KiB
Plaintext
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MODEM WARS
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MODEM WARS is a one- or two-player strategy/arcade game from Dan Bunten and
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Electronic Arts. Based on a futuristic vision of football, MODEM WARS offers
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decent graphics, seven scenarios of increasing difficulty, game "films," modem
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support, no copy protection, and joystick and keyboard control. This review is
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based on the Commodore 64/128 version; IBM-PC version notes follow.
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MODEM WARS could have been titled "Kill the Quarterback" because, with the
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exception of the QB, all the players of a football team have been replaced by
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robots and droids. Since the QB is the human control behind the mechanized team,
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he must be eliminated. While the rules for this "wargame for the rest of us" are
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simple, the game has strategic depth. Regrettably, however, after such
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humanistic wonders as M.U.L.E., SEVEN CITIES OF GOLD, HEART OF AFRICA, and ROBOT
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RASCALS, Mr. Bunten's outlook takes a turn for the worse with MODEM WARS.
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The object of WARS is to beat your opponent in either of two ways: Knock out
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the command center, or score more points. Scoring more points is accomplished by
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getting your players across your opponent's end line, and saving your command
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center before time runs out. Knocking out the command center will, naturally,
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score more points, but it also ends the game immediately.
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The playing area is an open field made of clearings, plateaus, slopes, forests,
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and rivers. Each side has an end line, and the center line is common to both.
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Except for you as the quarterback, the players are all robots: grunts, riders,
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boomers, spies, and the command center.
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Getting your robots across the end line is done by selecting a robot on the
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playing field and setting a destination. When one of your robots comes close to
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an enemy robot, combat is automatic. En route to the end line, you might
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discover your opponent's command center, which you can then fire upon in hopes
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of a quicker victory. Time passes in clicks, with 10 clicks equal to one minute,
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and the scenarios range from 63 to 254 clicks.
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During a game, the "Multi Console" can be accessed for game statistics and
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command center energy. Also, the current game can be aborted from here. There
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are also Battle, Drone Control, and Radar consoles.
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Knocking out a command center means immediate victory. Assuming you avoid
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having your command center destroyed, in order to win when time has run out,
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you'll have to have more robots across your opponent's end line than he has
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across yours.
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The six scenarios (not including Scrimmage, which is used for the tutorial) are
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QB Sneak, The Bomb, Face-off, Sluggers, Full War, and Defender. Each increases
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in length and difficulty, and offers additional options: reconnaissance robots,
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offensive air attacks, missiles, electronic cloaking, digging in, and a speed
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blitz.
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Drones are airborne robots launched from the Drone Console. Fuel permitting, a
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drone will fly wherever you want. When you select Activate from the Console, the
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drone will move one more screen block, then dive. Its explosion covers a
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four-space area, immobilizes any robots present for 15 clicks, and drains half
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their energies. The drone, of course, is no longer available for more kamikaze
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flights.
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The main C-64 screen display consists of three windows. The main window
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displays a complete view of the playing field; a smaller, scrolling window on
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the upper right contains a zoom-view of the portion of the main window under
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which the cursor lies; the third window is below the zoom-view window, and shows
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a profile of the robot beneath the cursor, its energy, weapon mode, and current
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activity. Messages affecting a robot -- its destination, for example -- also
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appear in this window.
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When a game ends, you can go to the Multi Console, select the Miscellaneous
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option, and watch a replay. Game films can be saved and reloaded.
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No score is earned until a game is over. Thus, if you lose by having your
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command center knocked out, the score will be 500 to 150, no matter how many of
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your robots might have reached the opponent's end line.
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The game is controlled with joystick and keyboard. The stick moves the cursor
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and highlights selections, which the button activates. The "Run/Stop" key
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toggles the Pause feature; the function keys bring up the Battle, Radar, Drone,
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and Multi Console displays; and numeric keys 1 through 9 set the speed at which
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game films are replayed.
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MODEM WARS is not copy-protected, but there is a map-matching exercise between
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screen and manual. WARS also offers 300/1200 baud modem support (Anchor,
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Commodore, and Hayes) for a two-player game. The person on the other end must
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also have a copy of MODEM WARS (which doesn't mean a copy of your copy). I don't
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normally use a Commodore modem, and the 1660 I did use is highly sensitive to
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line noise, incoming phone calls while online, and especially "call-waiting."
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I did connect with one local guy -- not too many people around here have MODEM
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WARS. After three definitely substandard games, we decided a 2-player game would
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have been more fun had we been in the same room. The modem feature did work,
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though; perhaps users who have more experience playing the game will find more
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online fun than we did.
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MODEM WARS is simple to learn, but in no way easy to master. Strategy is deeper
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than the rules suggest; tactics amount to "keep moving." The graphics on the
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C-64 are okay and appear identical to the Tandy screen shots on the back of the
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package (an insert in the package verifies this). The 50-page manual will tell
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you everything you need to know, and then some. Basic instructions and
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keystrokes are on the Command Summary card.
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Overall, MODEM WARS is a good game. It makes the brain work, it's nicely
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designed and executed, and is much different from the usual Dan Bunten program,
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which is to say, more violent. Blowing away robots and droids instead of living
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(though not necessarily human) creatures doesn't make it less violent, although
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I don't suppose anyone will be upset. The "football-as-war" metaphor is not new
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to the world at large, but it is to a computer game.
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The only drawback I found was the modem play. If you are used to online games,
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then MODEM WARS will be second nature. If not, expect to spend a lot of time
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mastering MODEM WARS before tackling a phone opponent.
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IBM-PC VERSION NOTES
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MODEM WARS for the IBM-PC has the same basic gameplay as its C-64 counterpart.
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It requires 384K, DOS 2.1 or higher, and a color graphics card (Hercules, CGA,
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EGA, VGA, and Tandy 16 are all supported). It can be played with a mouse,
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joystick, or just the keyboard. As with the C-64, the IBM version has no on-disk
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copy protection, and is easy to install on the hard drive. The box contains both
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5-1/4" and 3-1/2" disks.
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The package copy says "Play war at blitzkrieg speed." I've never timed a
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blitzkrieg, but I suspect that it moves faster than MODEM WARS. This game has
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strategy and action aspects, but not enough of either. The operation is much too
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sluggish for a dedicated action gamer, and the strategy aspects are too
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simplistic to appeal to a hardened wargamer. Dan Bunten's categorization of
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MODEM WARS as a "wargame for the rest of us" may be just wishful thinking. While
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the execution and concept are solid enough, I expected more from the man who
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created such warm, human, and innovative games as M.U.L.E., HEART OF AFRICA, and
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ROBOT RASCALS. In comparison, MODEM WARS is nothing new. Much of the same ground
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was covered by ANCIENT ART OF WAR, which also pared combat down to the movements
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of individual soldier units across varying terrain.
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Played against the computer, MODEM WARS palled rather quickly. The feeling of
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real conflict was missing, and the manual's use of football terminology seemed
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particularly forced. Actually, the game has many more similarities to "Capture
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the Flag" than to football or other war or strategy games. I played around with
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the game until I mastered the starting scrimmage scenario, and then was totally
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blown away playing QB Sneak. This is not a simple game, but it's not very
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interesting either.
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The only thing about MODEM WARS that I thought was truly intriguing was the
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modem playability, but it was a lot easier to talk about than to set up. I
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posted messages on several BBSes and waited three weeks before I found someone
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interested in trying it out. [Editor's Note: CompuServe now has a "Modem Game
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Players Challenge Board" (GO CHALLENGE) to assist players in contacting others
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for modem games.]
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My opponent and I tied up our phone lines for over ninety minutes -- first
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calling each other to make sure we were following the modem use instructions
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correctly, and then playing. Afterwards, we jointly agreed that the modem
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feature was only interesting in its novelty, and that it would have been much
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more enjoyable to play the game as a regular head-to-head contest. It was more
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fun than playing against the computer, but not much more. My opponent speculated
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that MODEM WARS might be more fun for people who rarely get a chance to see each
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other and are also fortunate enough to have access to WATS telephone service.
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Considering its illustrious author, MODEM WARS was a disappointment. While the
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execution was adequate, the game offered so little in the way of tangible
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rewards that even the addition of much better graphics and sound would not have
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improved the gameplay value for me.
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MODEM WARS is published by Ozark Softscape and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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