149 lines
8.7 KiB
Plaintext
149 lines
8.7 KiB
Plaintext
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WAR OF THE LANCE
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WAR OF THE LANCE is a strategy wargame designed by David Landrey and Chuck
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Kroegel (GETTYSBURG, BATTLE OF NAPOLEON), published by Strategic Simulations,
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and distributed by Electronic Arts. Set in TSR's ADVANCED DUNGEONS AND DRAGONS
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"Dragonlance" world of Ansalon, LANCE offers fine graphics, scenario and
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campaign games, strategic and tactical maps, two-player mode, joystick or
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keyboard control, save option, and no copy protection. (The Commodore 64/128
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version is the basis of this review; IBM-PC version notes follow.)
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Now that 16-bit machinery has taken over the gaming world, 8-bit games seem not
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only more scarce, but pale in comparison. Strategic Simulations is one of the
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few developers that still pays close attention to the extreme low end of
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computers, and although it's doubtful that any game could do much to resurrect
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the 8-bit machine, if nothing else, WAR OF THE LANCE maintains SSI's tradition
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of playability and competence. This means it's as good as any SSI strategy game,
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regardless of the plot or setting.
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WAR OF THE LANCE is set in the same world as HEROES OF THE LANCE and DRAGONS OF
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FLAME, so some of this might seem familiar. Takhisis, who first appeared in
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HEROES and from whom the Disks of Mishakal were recovered, has formed an evil
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pact with the Highlord alliance, whose greedy eyes are now set on Ansalon. The
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Whitestone forces, who've been squabbling and politicking for years, failed to
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notice anything amiss. Now, with the Highlord alliance on the rampage,
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Whitestone struggles to join its isolated lands together before the Highlord
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releases its near-invincible dragonarmies.
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The goal of LANCE is to make alliances, conquer enemy nations, and destroy
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enemy troops; the game can be won on points alone or through the destruction of
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Highlord's capital of Neraka. The campaign game begins prior to the union of
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Takhisis and Highlord and lasts 30 turns, the equivalent of six game years. The
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scenario option begins the game after Highlord has conquered several nations.
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From the Opening Menu, you can select the (human or computer) force that
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controls Highlord (you're always Whitestone), choose scenario or campaign game
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and level of play, adjust the strength and replacement percentages for each
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side, and adjust your alliance percentage. Level of play gives a combat
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advantage to one side or the other. A high alliance number gives you a better
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chance of convincing other nations to join you.
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Each turn is divided into 19 phases, including quest, reinforcement,
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subversion, diplomatic, movement, and combat phases. (If Highlord is controlled
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by the computer, all of its phases are automatic.) The message phase starts each
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turn; it lists nations conquered during the previous turn, provides ongoing
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information about the war, and gives the current status of any quests in
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progress.
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Quests give each side the chance to search for magic items, such as Gnomish
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technology, armor, banners, and "Dragonlance"s (and the pure dragon metal needed
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to make them) -- any of which might turn the tide of the war. True Cleric
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Goldmoon and her Companions (all of whom appeared in HEROES and DRAGONS OF
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FLAME), along with other Whitestone champions, are automatically sent off on a
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quest. Both Quest and Champion phases keep you informed of their progress.
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Many phases merely display information and require no input; others, such as
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the Subversion and Diplomatic phases, require some input. Subversion lets you
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send units out into the field, where they'll attempt to slow down enemy quests.
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The Diplomatic phase lets you attempt to ally with a country; if successful,
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you'll be able to move that country's units. If an alliance fails, you'll have
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to negotiate.
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The most important C64 screen is the map of Ansalon, which is very large and
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which can be scrolled in any direction. The terrain consists of forts and
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tunnels, cities, towers, forests, glaciers, steppes, mountains, rivers, and
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bridges. There is also an ocean zone called the Maelstrom, within which ships
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might be lost, and from which ships are thrown to a random location.
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The Initiative phase determines which side, based on the outcome of previous
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activity, will be the first to enter Movement and Combat phases. The Movement
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menu lets you move the cursor around the map, get units, switch between tactical
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and strategic maps, center the cursor in a selected map quadrant, and determine
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enemy strength on any given cursor square. When a unit is selected, you can move
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it, set its attack posture, cycle through the units, transfer magic items, and
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set fleet activity and attacks.
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Available through the Movement menu are disk operations, from which disks can
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be formatted, directories listed, and games saved and deleted. The Combat phase
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begins with naval encounters, followed by air and land battles. The computer
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searches the map for a brewing fight; upon finding one, it displays troops and
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menus. Attackers choose from retreat, light (harrassment), or heavy (all forces)
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strategies. Defenders can retreat, stand strong, or launch a counterattack. You
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have the option of watching the battle unfold on the tactical map.
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Combat is the final phase of a turn. It leads to the message phase, which
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starts a new turn. Turns continue until they're exhausted, after which one side
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is declared the winner on points. Capturing the opponent's capital wins the game
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automatically.
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LANCE can be controlled via either joystick or keyboard. The stick or the
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cursor keys cycle(s) through available menu options; the button or the spacebar
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invokes the selection. Both controllers worked fine. Before the game begins, you
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can choose which to use, although you may switch between devices while you're
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playing. You can abort or change any choice, and exit from any menu.
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The WAR OF THE LANCE package comes with one double-sided disk that is not
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copy-protected. There is a documentation check, however. The instruction manual
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is SSI's usual model of clarity
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WAR OF THE LANCE maintains SSI's high standards of playability and attention to
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detail. The graphics are fine, disk access is minimal, and the game plays like a
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charm. SSI seems to have dropped its difficulty rating system; if I were to rate
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this, I'd say it's Introductory level, which means that it approaches
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Intermediate. Regardless of difficulty, LANCE looks good and plays as easily as
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can be.
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HEROES OF THE LANCE and DRAGONS OF FLAME, arcade/action/adventure games, were
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both set in TSR's "Dragonlance" world, but WAR OF THE LANCE is the first
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strategy wargame set in "Dragonlance." There are still plenty of strategists out
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there, many of whom own 8-bit machines. Similar to other SSI wargames, yet
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different because of its setting, LANCE gives 8-bit users something useful to do
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between 16-bit graphic extravaganzas. You can buy LANCE because it's possibly
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the last game for your 8-bit, or you can buy it because it's a good game: Either
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way, you can't lose.
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IBM-PC VERSION NOTES
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The IBM-PC version of WAR OF THE LANCE is distributed on two 5-1/4" floppy
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disks (3-1/2" disks are available separately) that can be copied onto your hard
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drive. LANCE uses manual copy protection. As opposed to the usual "Page #, Line
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#, Word #," you have to find a named section of the manual, as well as the
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specific word. (I don't see why things have to be made so difficult for the
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legitimate user, even in the name of "combatting piracy.")
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IBM-specific instructions are included on an enclosed cardboard card, separate
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from the manual. 512K RAM is required, and LANCE can only be played from the
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keyboard. For this type of program, that's not a handicap at all. No specific
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clock speed is mentioned, and again, this wargame is not the sort of environment
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in which speed really becomes an issue -- although 386 owners will probably love
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how swiftly the battles are displayed.
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Graphics choices are CGA and EGA. EGA graphics are very colorful, although
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somewhat "blocky." The back of the box shows Apple screens; the IBM version
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(with EGA) actually looks much nicer than the illustrations depicted. LANCE is
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played in total silence, so obviously there is no support for any soundboard.
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My only real gripe is that it's possible to save a game only when "Save" is a
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choice on the menu. Each round consists of 19 "phases," and "Save" only appears
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once per round, meaning that you either have to wait a long time to be able to
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safely exit, or you have to reach for the reset button, dumping the game in
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progress. Obviously, this complaint is a minor one, especially in light of the
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quality of execution throughout the rest of the game.
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WAR OF THE LANCE 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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