137 lines
8.0 KiB
Plaintext
137 lines
8.0 KiB
Plaintext
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RED STORM RISING
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RED STORM RISING is a tactical-combat submarine simulation designed by Sid
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Meier and Arnold Hendrick and published by MicroProse. This heavy-duty high-tech
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program offers excellent graphics, animation, and sound; four difficulty levels;
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two training scenarios; eight battle scenarios; a campaign game; keyboard
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control; save option; hard drive support; and key-disk copy protection.
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In 1989, the Cold War melted and the Berlin Wall crumbled. Although these two
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stunning and outrageous events render Mr. Clancy's highly plausible chronicle of
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a nuke-free World War III an anachronism, if you keep in mind that both book and
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game appeared before the events, you'll be in for a mesmerizing experience. In
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fact, reality becomes this game: You'll be "submerged" in more than one way. Sid
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Meier, who also designed PIRATES! and SILENT SERVICE, is one of the top software
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engineers working today, and this package further enhances his reputation (not
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that it needed it). RED STORM RISING is one of the best packages of 1990, and as
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such, deserves a prominent spot on your software shelf.
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RSR the novel is based on a hypothetical, yet all too believable, conflict
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between the nations of NATO and the Warsaw Pact. Although the fictional events
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of this No-Nuke World War take place on several fronts (land battles, sea
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battles, dogfights), RSR the game involves only those operations in the
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Norwegian Sea Theater. Believe me, the Norwegian Sea Theater is more than
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enough.
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There are four time frames: 1984 relies on a specific level of submarine
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technology, with new and improved technologies being introduced in 1988, 1992,
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and 1996. There are four difficulty levels: Introductory, Normal, Serious, and
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Ultimate, which takes a really dim view of how long a submarine might last in an
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underwater battle, notwithstanding the skill of its commander. The two training
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scenarios give you the chance to climb RSR's steep learning curve. You'll be up
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against either a Soviet November-class submarine or Kashin-class destroyer; your
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sub will not suffer damage in either scenario, and you can mess around with the
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myriad systems of your ship.
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Once you feel comfortable with the ship's controls, you can fine tune your
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tactical talents in one of the eight battle simulations: Duel (a one-on-one
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underwater fight); Cruise Missile Sub (seek and engage a Russian sub that
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carries cruise missiles); Wolfpack; Boomer Bastion; Convoy (destroy the escorts
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and have fun with the supply ships); Strike Group; ASW Group; Carrier Task
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Force; and Chance Engagement (random selection from one of the previous
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scenarios). Red Storm Rising is the campaign game, which means World War III. It
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starts at the beginning of the war, lasts until one side wins it, and there's no
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backing out. A campaign game set at Ultimate difficulty is the toughest
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challenge RSR offers, and it's not a scenario you'll want to rush into.
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Scenario selection and game setup take place from the Main Options screen.
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Should you bypass training and instead choose a battle simulation or the
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campaign game, there'll be a "Warship Identification Test" (a documentation
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check). Entering the wrong ship ID restricts you to training scenarios.
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The ST graphics screen is threefold: the Navigation Display (which is always
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available), the Primary Display, and the Secondary Display. Also on the main
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screen are verbal reports, currently operating sensor (sonar, radar, or towed
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array), and acoustic volume, which measures the underwater noise your sub makes.
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The Nav Display is a small window in the upper left corner; it indicates your
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current heading, speed, depth, and the angle of the diving planes. Course,
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depth, and speed can be set, as well as emergency turns (as opposed to a basic
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course setting), and silent running (which turns off all sensors); the changes
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will be reflected in the Nav window.
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The Secondary Display has five levels and occupies a window in the lower left
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corner. It provides information about contacts made with the ship's sensors:
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type, bearing, course, speed, range (in thousands of yards), and the accuracy of
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the contact. Other displays handled by this window are the loading of weapons,
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control of torpedos, incoming threats, and damage reports.
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The Primary Display has eight levels, and it occupies the remainder of the
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screen. There is a tactical map; there are sea conditions, sonar, weapon
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control, and defense displays; periscope operation; acoustic signature
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identification; and a ship database. The tactical map uses symbols and color
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codes to indicate enemy vessels and their courses and positions, the tracks made
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by weapons, sonobuoys, decoys, noisemakers, and five depths of underwater pack
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ice.
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The tactical map is an overlay that can be toggled even when other displays
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(such as weapon control) occupy the Primary screen; the map can also be zoomed
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and unzoomed. The database provides detailed intelligence reports (type,
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displacement, maximum speed, weapons, sonar, and sound level) about any Primary
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Display contact.
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The sensors are passive sonar, which is always on; an array of passive sonar
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hydrophones that are "streamed" behind your ship; and active sonar, the device
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that makes the "ping" noise that's so atmospheric (and so detectable).
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In the campaign game, an onscreen strategic transit map is available. Strategic
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transit means you must maneuver your ship around the Norwegian Sea Theater,
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avoid enemy patrols, and seek and destroy enemy forces. While the transit map is
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displayed, your ship, enemy ships, aircraft, and reconnaissance satellites move
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at an accelerated rate: This "accelerated rate" is well beyond a mere
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understatement.
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RSR is controlled via the keyboard, and the package comes with a cardboard
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overlay (covered with both words and icons) that eliminates the need to thumb
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through a reference guide or instruction manual. The entire keyboard is not
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used, but it might as well be, because there are a lot of keystrokes. A mouse or
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a joystick substitutes for keystrokes when selecting options. If either device
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were available to control the game, I wouldn't recommend them: RSR is a
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simulator and, as with any other simulator, the keyboard works best. The Atari
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ST version runs on any ST (including the Mega) with 512K and a color monitor.
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The RED STORM RISING package comes with two disks that can be copied or
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installed on a hard drive; you'll need master Disk A (the "key" disk) when you
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boot. There's the keyboard overlay; a technical supplement for the ST version,
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which provides everything you need to know to play the game (including
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explanations of all keystrokes, map symbols, and color codes); a four-color map
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of the Norwegian Sea Theater; and a hundred-page manual (with a preface by Tom
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Clancy) that's divided into three sections: Operations, Captain's, and Reference
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manuals.
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I found RED STORM RISING (the book) a much better read than Clancy's THE HUNT
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FOR RED OCTOBER, which (despite its hokeyness) Datasoft computerized into a
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tense underwater chase. RED STORM RISING (the game) is at least as exciting as
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RED OCTOBER, and far more complicated, involved, and technical. High-tech
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military marvels are basically what Tom Clancy writes about, and so much from
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the book is in this game that it's almost _too_ much -- which is the only
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possible criticism I can even imagine.
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The opening of the game is a mini-movie that visually duplicates the beginning
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of the book, and it's one of the better designed and executed computer sequences
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around. RED STORM RISING is an epic piece of work that is so worthy of your time
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and attention that MicroProse should send you the package whether you want it or
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not. It's technically difficult, extremely complicated, and the learning curve
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will definitely consume large chunks of time, which might make for some
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frustration. But it's also outstanding in all respects: as entertainment, as a
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simulation, and as a game.
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RED STORM RISING is published and distributed by MicroProse Simulation
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Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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