108 lines
6.1 KiB
Plaintext
108 lines
6.1 KiB
Plaintext
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STAR COMMAND
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STAR COMMAND is a computer role-playing game from SSI. One of its authors
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(Winston Douglas Wood) was also the programmer for the PHANTASIE series, but
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STAR COMMAND doesn't remind me at all of those games. (This review is based on
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the Amiga version; Atari ST version notes follow.)
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The premise of the game is that you, the player, are in command of a group of
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eight characters who are assigned missions by STAR COMMAND. You start out with
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green troopers and wind up with a group that can (and must) save mankind.
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STAR COMMAND is a disappointment. No mouse support exists, and the graphics and
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sound effects are very simple. When you boot up the game, the title screen
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depicts hand-to-hand combat between troopers and ant-like aliens, but it's
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poorly drawn.
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When you leave the starport, you see a small section of the galaxy you're in.
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You maneuver your ship with key controls to a star. You use a key control to
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display a close-up of that solar system. Information is available for each
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planet using the proper key commands, but there are no furthur graphic displays,
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except of ship-to-ship or party-to-party combat. (Both of these are standard.)
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The ship-to-ship combat is illustrated with small icons of the various ships on
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a plain background. You use keyboard commands for maneuvering your ship and
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firing the ship's weapons. It's not arcade action, though: You're dependent on
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the skill levels of your characters, not your eye-hand coordination.
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Party-to-party combat occurs when you board a ship (by moving the ship icon
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over the last remaining enemy ship's icon), or land on various planets. In this
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situation, the icons are letters of the alphabet! The enemy is always divided
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into two parties, represented by the letters "A" and "B." They're also always in
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the same poorly-illustrated setting: outline drawings of boxes representing
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tables and chairs in a room. Disappointing to be sure, but you do become
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accustomed to it as you play.
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STAR COMMAND allows for replayability by not assigning the same missions to
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every crew you may create. I found creating a crew and equipping it a little
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bewildering, however. You are given a limited amount of funds to begin with, not
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nearly enough to buy more than a basic space ship, and become properly armored
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and fitted with one Multi-barrel Laser Cannon (recommended).
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I made several false starts by trying to finish the first mission rather than
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just going out and shooting down Pirate ships to earn money. But once I spent
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time accumulating a little wealth and equipping a crew in order to board the
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Pirate ships and tow them to Port (earning still more money), I was able to
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finish the first mission quite easily.
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There are 53 different weapons to choose from in outfitting members of your
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crew, 16 different types of armored suits, and pages of other weapons, ships,
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and equipment to learn about!
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The fun of the game is in developing your characters and upgrading their ship,
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weapons, and armor. You make the money to do so by completing your missions, and
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by selling enemy ships that you've towed in. Locating the objects of your
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mission can be tricky. Painstaking exploration of each square within a specific
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area is required. This is often tedious work, and it slows down the game
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considerably.
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STAR COMMAND runs on all Amiga systems. It requires 512K of RAM and a color
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monitor. The disk isn't protected, but manual protection is employed.
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I cannot enthusiastically recommend STAR COMMAND. It's only average in
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gameplay, and below average in sound and graphics. But because of its large
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variety of weapons and the ability to upgrade, the game does have some very
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devoted fans. Bear this in mind when you're deciding whether to purchase it.
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ATARI ST VERSION NOTES
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The Atari ST version of STAR COMMAND fares better overall than the Amiga
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version described above. While the sound effects are typical SSI (cheesy, as
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usual), the graphics are fine, and either the mouse or the keyboard can be used
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as a controller. Since there's no physical copy protection (documentation checks
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arise prior to a game save), the three disks can be backed up on to floppies or
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installed on a hard drive. You'll need 512K and a color monitor.
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Seven hundred and fifty copies of version 1.0 of STAR COMMAND were shipped with
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a virus, which is less alarming than it sounds. The deal is that the virus
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copies itself to backup disks, and to any disks booted after an SC play session,
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by way of a system reset (a warmstart). The virus, however, won't kick in until
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it finds a "key," which is actually another virus -- one that has already
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infected your system. If you turn your ST off and COLDSTART it, the virus code
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will be restricted to SC backup copies.
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By the time I learned of the virus, I'd already copied all the program files,
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picture files, and data files to floppies _and_ to a hard drive. The word is
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that hard drives aren't affected; in any case, no strange or deleterious effects
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have surfaced (so far). As long as you use backup copies exclusively and
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coldstart your machine after playing SC, v1.0 shouldn't cause problems. Just to
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be safe, though, you might want to let SSI/EA replace your game disks with v2.0.
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STAR COMMAND looks really good on the ST, even though the graphics are neither
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spectacular nor state-of-the-art. Once you've created and trained a squad and
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become involved in the missions and exploration, the game plays easily. It's
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complex (insofar as there are planets, aliens, and weapons galore), but not so
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complex as to be unwieldy. (I've heard complaints to the contrary, but I didn't
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seem to have much trouble.) SSI's rating system usually underestimates, so
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expect the game to be tougher than its Introductory level implies.
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Each new game offers a different series of missions, allowing repeated play.
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Although an RPG will always be an RPG -- regardless of setting or plot
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trappings, STAR COMMAND is a fine adventure made even better by its SF theme.
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STAR COMMAND is published by Strategic Simulations, Inc. and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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