156 lines
10 KiB
Plaintext
156 lines
10 KiB
Plaintext
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M1 TANK PLATOON
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It is generally acknowledged that when MicroProse sets out to do a serious
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simulation, it comes up with designs no other company can touch. Other companies
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might have more in the way of visual and aural splash, but for detail and
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ingenuity in game design, MicroProse is unmatched. M1 TANK PLATOON may be its
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best simulation-and-strategy game ever. (This review is based on the Amiga
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version.)
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The problem with doing a tank simulation is that, at one level, it's simply not
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"sexy." Unlike any air combat sim (even the weakest: a tank simulation), if it's
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going to be at all realistic, it's going to involve lots of time spent in
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anticipation and preparation before the moment of actual battle. And, in the
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battle itself, the dynamics of the moment are going to require the player to
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have some knowledge beforehand about what to do. In other words, there's almost
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more to do and think about _prior_ to engaging in the simulation than there may
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be during the simulation itself. The challenge in design, then, is to provide a
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system that helps facilitate the process of analysis leading up to the actual
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battle (including some means of training the player in the art of platoon
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tactics), and to do it in a way that's absorbing and exciting.
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It's in the meeting of this challenge that M1 TANK PLATOON really shines. From
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the extensive documentation, to the layout and handling of the platoon and
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related equipment, to the inclusion of trainable computer "staff" who handle
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tank positions while you're somewhere else, M1 TANK PLATOON provides the means
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to develop an in-depth understanding of the immensely complex nature of
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on-the-scenes armored land warfare. And, as if that weren't enough, a solid-fill
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animation of the actual battle (from the various available tank positions, as
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well as from a wide range of outside views) puts you in the hot seat with as
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much detail of presentation and accuracy as FALCON achieves for the F-16.
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The simulation is really three different kinds of games rolled smoothly into
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one. At the top-most level, you're engaged in a small-unit tactical wargame, and
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it's indeed possible to remain in an overhead, "over the board" position and
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play M1 TANK PLATOON all the way through. From this position, orders can be
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issued to all available units and tank operators, the status of units can be
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checked, group and formation commands can be issued, and enemy positions and
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status (when known by your own units) can be considered. Assistance can be
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called onto the battlefield in the form of helicopters, artillery fire, and
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A-10s, and supplementary IFV (Infantry Fighting Vehicle) units can be included
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as part of the attack plan. The overhead map is zoomable to eight different
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levels of detail, allowing you as much overview of the different components of
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the battle as you'd like.
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At the next level down, you're no longer engaged in a boardgame-style wargame,
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but instead managing the platoon and related units from the position of the Tank
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Commander. As Tank Commander, you give orders to the platoon by reverting
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momentarily to the overhead map, as well as by directing one particular tank's
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actions (thus influencing movement, direction, and targeting of the platoon).
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You also give orders from this position to the three other manned positions in
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the tank. These positions are all handled by computer players, whose abilities
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improve or decrease based on performance in each battle. So, essentially, a
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role-playing element is involved at this level of the game, and part of the
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challenge can be to organize and train a crack team for each tank. Manning of
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tank positions is organized by rank, and failure to follow proper protocol, for
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instance, can have negative effects on the ratings of each platoon member (16 in
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all, four per tank). Successes and failures in battle lead to medals and points
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being awarded to the platoon, which you can subsequently allocate as platoon
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commander. Even this allocation can have either positive or adverse effects on
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the characteristics of each soldier, depending on the "rightness" of the
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recognition given for performance.
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Finally, in the thick of it all, you can choose to man one of three positions
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at any time in any tank: TC, driver, or gunner (the loader is always a computer
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player -- there's not much fun in playing that position, anyway). At this level,
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you can also step out of the tanks entirely, and watch the progress of the game
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across the battlefield from a fully controllable "spotter" view (much like those
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available in FLIGHT SIMULATOR). Here is where the solid-fill graphic animations
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come into play, and where the game starts to operate more like a vehicle
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simulation. From each tank position, the landscape is portrayed in solid-fill
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from that position's perspective. In the TC's case, for instance, even things
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like binoculars and night-vision aids are simulated (the gunner also has thermal
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sights). Tank and platoon movement is portrayed in real depth, and all units,
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friendly or enemy, are present and animated as well. Care has been taken to
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design landscape commensurate with the potential realities of a battle
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situation, and hills, bridges, roads, rivers, and trees all come into play as
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elements in the simulation.
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The detailing at each of these three levels of design is simply immense. While
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the actual battles are comparatively small-scale, there's nothing small-scale at
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all about what you must pay attention to as the simulation progresses. The
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rhythm of the battle is duly felt, with an initial period of expectation and
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blindness to where the enemy is going to actually appear, followed by the sudden
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shock of having to change tactics to deal with the actualities of enemy
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positioning and advance, and then with settling down into the routine of taking
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up hull-down positions, covering advances, deciding on group formations,
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choosing how to defend or assault positions, and all the other sweaty
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nitty-gritty that constitutes the excitement of the development of a
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confrontation.
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The miracle in all this is that despite the complexity of the reality
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represented, the design and simulation interface are both logical and intuitive
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enough to facilitate smooth and rapid movement between fundamentally different
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elements in the game. You can jump from strategy to tactics without a blink (at
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least in terms of simulation control), and step in at any point, at any level,
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where intervention is necessary.
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Without going into a lot of detail here, it should also be noted that
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MicroProse has taken great care in the creation of each of the units involved in
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the simulation: There are no major oddities in terms of unit strengths or
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techniques, on either the human or the computer player's side. (You can only
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play the U.S. side, of course -- this _is_ M1 TANK PLATOON, after all!)
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The game comes with an endless series of single engagement possibilities, as
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well as a campaign option. Engagements (including battlefield design, units
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involved, time of day, and weather) are all randomly created by the computer
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each time, so that there's no problem with having finished all the scenarios
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included. The campaign option is also dynamically produced over the course of
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the battles; in fact, what the enemy throws at you in the next battle will be
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affected by how well or poorly you've done in the one just before it. Win a
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number of battles in a row and the computer will step up the quality and
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intensity of its attack units. M1 TANK PLATOON is therefore infinitely playable
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for this reason alone.
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On the Amiga, the whole simulation from start to finish can be controlled with
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the mouse. Keyboard commands are also available, and over time, they may be more
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efficient in some cases than the point-and-click interface. All relevant
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controls at each tank position are activated as buttons, and can be clicked on
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and used with the mouse pointer, making for a real "hands-on" experience in the
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M1. While the frame rate of the solid-fill graphics is surprisingly low on full
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detail (I can think of a number of Amiga-original solid-fill designs that push
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more polygons around onscreen at a _much_ faster rate), it's still quite
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adequate for the purposes of the game (and a lot better than some recent
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solid-fill conversions from the IBM to the Amiga). Perhaps the detailed
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calculations involved in the strategic side of the game slow things down some.
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Documented on disk but not in the manual is the fact that the balance between
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frame-rate and simulation accuracy can be changed by using a shift-keystroke
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combination; be sure to type out the included "readme" file.
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M1 TANK PLATOON comes on one disk, and includes a full 200-page, nicely bound
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and printed manual, and a full, detailed, and carefully written 10-page
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technical supplement (which identifies differences introduced into the program
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since the writing of the manual for the original IBM versio). It runs on A1000s,
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A500s, and A2000s with 512K of RAM, and speeds up when run with 1Mb or more of
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RAM. Copy-protection consists of a vehicle identification routine integrated
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nicely (and realistically) into the game design. The simulation can be loaded
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either from power-up or from the Workbench. Hard-drive installation is
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absolutely simple: Just copy everything from the disk into a drawer and go! M1
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can be controlled entirely with the mouse, or with the mouse and keyboard, or
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with the mouse, keyboard, and a joystick (the last for certain tasks, like
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driving or aiming).
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I have yet to read a review that has done full justice to the incredible
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richness of this program, and I doubt I've captured it here. M1 TANK PLATOON is
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simply a quantum leap beyond all but a very few other software simulations, in
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terms of both variety and depth. Not something to pick up for a few minutes
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after breakfast before going off to work, but a design, game, and system that
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pays back double every hour spent learning and understanding what it has to
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offer. I expect to be playing it for years to come.
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M1 TANK PLATOON is published and distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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