174 lines
10 KiB
Plaintext
174 lines
10 KiB
Plaintext
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NUCLEAR WAR
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If the idea of taking one of humanity's worst nightmares and turning it into a
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satirical strategy game intrigues you, then NUCLEAR WAR may be right up your
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alley. NUCLEAR WAR is one of the most appealing "light" strategy games I've
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encountered, and it's a great way to blow off a little steam after a hard day's
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work. (This review is based on the Amiga version; IBM-PC version notes follow.)
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Though the game takes only moments to learn, and a round of play takes no more
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than fifteen minutes or so to complete, NUCLEAR WAR provides hours of almost
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infinitely variable playing enjoyment. The options available in terms of
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opponents and turn decisions provide for a different kind of game each time you
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play.
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NUCLEAR WAR comes on two unprotected disks, and can be started from the
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Workbench. 512K of RAM is required, and the mouse is used for all game control.
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The program runs on all Amiga systems, and can be installed on a hard disk,
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though the original key-disk must be inserted once at startup. Extra RAM above
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512K is used for additional graphics and sound effects. Virtually all available
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chip RAM is used by the game on both the 512K and the newer 1Mb chip-RAM
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systems, so it's recommended that you not multi-task while running the game
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(even though it's marginally possible to do so).
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The game starts at the "Diplomacy Terminal." You begin by selecting four out of
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ten available computer opponents. Each computer opponent has a different
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personality, which has a significant effect upon the kind of relationship you're
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going to have during the game. Some opponents are pacifists who don't take
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kindly to threats or nuclear stockpiling. Others are warmongers who are quite
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willing to walk all over you should you take a less than consistent, hard-line
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position towards them.
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One of the most endearing aspects of the game has to do with these
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personalities; after playing a few times, you really begin to develop a feel for
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the differences between the characters, and actually grow fond of their foibles
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(my current favorite is "Colonel Malomar Kadaffy"). Learning what each character
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expects of you is probably the most important long-term project you should set
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for yourself during repeated play. How the characters treat each other is
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equally important. You learn which ones are likely to form alliances; then, you
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can predict -- after lots of careful study -- who's most likely to start a round
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of attacks. Combining different personalities in a game is another way of
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varying gameplay; no two combinations work out similarly.
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Once you've selected your opponents, the first order of business is to figure
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out what kind of attitude you should take towards each of them (this is called
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"Happy Face Diplomacy" in the manual). There are five different attitudes you
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can take (Benevolent, Friendly, Neutral, Unfriendly, and Hostile), and each
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affects your computer opponents' attitudes towards you. Attitude affects the
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likelihood of an opponent's attacking you, either through propaganda (which
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steals your population away), or through actual nuclear strikes. It also affects
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the extent of an opponent's reactions to any aggressive moves you make, even if
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they're not aimed particularly at that opponent.
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Attitudes are hard to calculate; you'd think just being nice to everyone would
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net you the best results, but it isn't so. Some characters seem most eager to be
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your buddies when you're at your most hostile towards them; others find anything
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but sheer Benevolence an outrage and an abuse of their Sacred Presence. Only
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time allows you some mastery over who's going to respond best to which kind of
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attitude; there are no easy formulas.
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After you've selected opponents, thought about personalities, and set attitudes
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(which can be changed at any time), you begin the actual game itself. Gameplay
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consists of a series of turns, and you're limited to one choice each turn. Your
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choices include:
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1. Building your arsenal, which (based on population size) results in a certain
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number of missiles, bombers, warheads, and defense systems added to your
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supplies.
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2. Using Propaganda, which involves targeting an opponent's population for a
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propaganda campaign, the success of which can add from one to ten million people
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to your population from theirs (and is quite tricky to manage successfully).
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3. Setting up a Defense System, which protects your country against an
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anticipated nuclear strike. (If a neighbor's set up a missile on the launchpad,
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and you're not on the best of terms, it's time to think about duck and cover).
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4. Readying a strike, which involves deploying either a missile or a bomber for
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a strike next round.
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5. "The Big One": launching a Nuclear Strike.
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Once you've made one of the above choices and ended your turn, you come to the
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Global Monitor Screen, which displays an animated sequence for the enactment of
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each player's choices for that turn. These animations are original and
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hilarious, and come complete with the requisite sound effects. A text message
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describing each player's action also appears, along with the animation at the
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bottom of the screen. If you just want to get on with things, you can read the
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message quickly and cut short the animation with the click of the left mouse
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button -- a nice touch.
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During a turn, all actions basically end up affecting the size of the
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population of your cities. City size is represented by different icons, with the
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Tent representing the lowest population level, and the Metropolis representing
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the highest (I even thought I saw a Geodesic Dome grow over one of my cities
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once; perhaps I was hallucinating?). Nuclear strikes can lead to the eradication
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of a city. When all cities in one country are wiped out, that player is out of
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the game. If the human player is demolished before the others, the game plays
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itself in a speeded-up sequence to the end (this is quite fun to watch).
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Along with the choices each player makes, there are certain disasters, which
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can occur randomly at any time. Some are advantageous, such as the Population
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Explosion. Others are apocalyptic, such as Nuclear Meltdowns. Some are just
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plain strange, like the tossing of airborne cows via Cattletech from one country
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to the next, the launching of cities into outer space, the appearance of flying
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saucers, and the dropping of a 16-ton weight upon a city (a prospect almost as
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unpleasant as the flying cows). All you can do in the face of such disasters is
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cross your eyes and hope for better times ahead.
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Should you become eager to launch a nuclear strike, you have a range of weapons
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and platforms from which to choose. Different megatonnage warheads have
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different costs and effects, and require different kinds of delivery systems.
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Missiles can only be used for one strike, but bombers can be used to deliver a
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series of strikes over a number of turns -- handy if you're running out of
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friends fast. Defense systems are a nice way of never having to say you're
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sorry.
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After a while, I found that the game has a little message that runs counter to
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the satire and high hilarity present during play. Without giving too much away,
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suffice it to say that being the first on the block to drop a bomb on someone
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else is no guarantee of long-term survival. Over time, gameplay enforces the
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idea that nuclear war, after all, isn't ultimately a whole load of fun (though
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the game certainly is!).
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The concluding game screen is the most cynical: For instance, one time Tricky
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Dick managed to win the game but lose the world, and I found him leaping up and
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down amidst smoldering ruins, shouting, "I won! I won!" That elicits the kind of
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laugh that includes both a wince and a knowing nod.
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If you're the kind of person who insists that there's nothing at all funny
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about nuclear war, I recommend this game to you. This sort of hilarity is
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liberating, refreshing, and ultimately consistent with the most serious attitude
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you could imagine towards the real problem. It's no small condolence that the
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laughter comes in the midst of one of the most original and playable strategy
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games available for the Amiga.
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IBM-PC VERSION NOTES
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New World Computing's version of the classic card game has now been ported to
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the IBM. Fans of the old NUCLEAR WAR, or players looking for a game that shows
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off their VGA graphics, need look no further. This edition takes excellent
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advantage of VGA's 256-color mode, giving IBM'ers the rare treat of playing a
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game that looks every bit as good as its Amiga counterpart.
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NUCLEAR WAR comes on two 5-1/4" disks; a 3-1/2" disk is available for $5.00.
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The game is hard-disk installable, and uses a manual-based protection scheme.
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NUCLEAR WAR is heavily animated, so it runs slowly in VGA mode on many machines;
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New World Computing recommends that you play on at least an 8MHz machine.
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Fortunately, a key is provided that lets you cut an animated sequence short,
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which helps mitigate the slow speed.
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The interface is mouse driven, though the game can easily be controlled from
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the keyboard. The mouse support is well thought-out and quite smooth.
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VGA mode requires 640K of RAM to run. EGA and CGA modes are also supported, and
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they run in 512K. The EGA version is quite sharp and stands up well in
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comparison to the VGA graphics. Unfortunately, the CGA graphics are not nearly
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as nice. In fact, I recommend that CGA-only players pass this one by. It _can_
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be played in CGA mode, but much of the value of the game derives from the sharp
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graphics, which are lost in the 4-color mode of CGA.
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There is no soundboard support, but the sound effects through the PC speaker
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are well done. These can of course be toggled off if they become too annoying.
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NUCLEAR WAR for the IBM is a beautiful (and hilarious) game. Although it won't
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tax the minds of most strategy gamers, it can provide some low-key
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entertainment. The only thing I miss is an option for multiple players (in the
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style of the original card game).
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NUCLEAR WAR is published by New World Computing 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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