Antiquated Game Player
Transcription
Antiquated Game Player
Antiquated Game Player A magazine for the old school, vol II. W elcome to Volume II of Antiquated Game Player, a magazine designed to offend only one third of humanity. Allow me to explain.There are three types of people in this world. There are those who think everything new is better than what came before it. There are those who consider the past in all ways superior to the present. And there are those with common sense. My hope is that this publication will appeal to two of the three! The other group, whether it actually comprises one third the world's population or nine tenths, is simply not my audience. This magazine is for old fogies and inquisitive young folk. Since Volume I had a fantasy theme, I decided to focus on science fiction for my sophomore effort. I have always loved both, but in my youth I definitely leaned more toward fantasy in my media consumption. As I've gotten older that preference has waned, especially when it comes to fiction. Let's face it, most fantasy fiction is mediocre, and many of the best fantasy writers probably wrote more science fiction than fantasy, including some of my personal favorites like Jack Vance, Fritz Leiber, and Poul Anderson. But this magazine is supposed to be about games, not fiction. For this issue I finally played Wasteland and I finally finished Mechwarrior, a sci fi game I did actually play back in the day. I also played Battlecruiser 3000AD for the first time, and apparently I lived to tell the tale! In my research I also spent quite a bit of time reading old computer magazines, which inspired me to write about a formative influence of mine, "The Role of Computers" column in Dragon Magazine. In fact, the column is still one of my most used resources, and I decided to create an index of its reviews and hints, which you can find at the end of this issue. Finally, all that time spent reading those old magazines prompted me to write about how computer games have changed since the early days of computing in "Games For Nerds". I hope you enjoy the issue, it was a long time coming. I already have some exciting plans for Volume III, coming sometime in 2017! Jonathan Simpson @MagisterLudi11 Table of Contents Battlecruiser 3000AD ......................................................... 4 Games For Nerds .............................................................. 10 The Role of... The Role of Computers ............................. 15 Antiquated Opinion .......................................................... 18 Senescent Tech: The Apple IIGS ...................................... 29 The Role of Computers Index .......................................... 34 Battlecruiser 3000AD: A Retrospective W generated for it by its creator, Derek Smart, and its failure to live up to that hype on its initial release. In fact, version 1.0 of the game is widely regarded as unplayable. If you were reading computer game magazines in the early 90s, you probably remember the hype. But like me before I began my research for this article, what you probably have not done is actually play one of the later releases of the game. So, what I am going to do is tell you if you should. Almost twenty years later, is Battlecruiser 3000AD worth your time? hen thinking about science fiction games to play for this issue, I knew I wanted to play at least one game in the space simulation genre. There were a wealth of choices, from actionoriented flight simulators like Wing Commander to the more openended trading sims like Elite. I have played a number of these over the years, but there was one game I had not played which had always intrigued me. A game that is best known as a high profile failure, but which nevertheless spawned numerous sequels. A game which is responsible for perhaps more internet flame wars than any before or since. That game is Battlecruiser 3000AD. If nothing else, the scope and ambition of the game is something to behold. Whereas most games of this type place you in command of a relatively small ship, Battlecruiser 3000AD Battlecruiser 3000AD is known primarily for two things: the hype 6 gives you something closer to the U.S.S. Enterprise than an XWing. With an initial crew of over one hundred members, the logistics of managing the ship are overwhelming at first. The manual that was eventually included in later releases is wellwritten by Derek Smart but nearly 200 pages long, not including the numerous appendices, and the threeletter acronyms are legion. You'll need to know that PTA stands and issue orders to interceptors and shuttles. You can pilot those craft yourself if you so desire. You can steer the battlecruiser and fire its numerous weapons systems. You can traverse the galaxy manually or use the Navitron to set a path for the autopilot system. You can fill your cargo holds with trade goods. You can tow disabled craft with your tractor beam. You can align your battlecruiser such that its solar panels operate at maximum The Many Versions Of Battlecruiser Take 2 released the first version of Battlecruiser in 1996 against the wishes of Derek Smart. Since that initial imposed release, Derek Smart has continued to develop the game. There were numerous patches and upgrades, and different versions were released via other publishers over the next few years. Commercially, four games bearing the Battlecruiser name were released between 1996 and 2003: Battlecruiser 3000AD, Battlecruiser 3000AD v2.0, Battlecruiser Millennium, and Battlecruiser Millennium: Gold Edition. When patches and demos are considered, there are almost too many variations of Battlecruiser to count. None of these games are sequels, exactly. They are more like refinements of the original game, delivering on promised features and fixing bugs. They are snapshots of an evolving codebase, the life's work of Derek Smart. (continued) for Passive Target Acquisition and that CTL means Continuous Tracking Logic. And of course you must know the difference between the NID and the CVD and what each is used for! This is the ultimate game for nerds[see Games for Nerds in this issue!]. efficiency(you may need to do this if you run out of Radine to power the ship's nuclear reactor). You can launch probes and mining drones. If your battlecruiser is boarded by hostile aliens, you'll need to send your marines to search out and destroy them. And you can watch in realtime as your marine search parties move about the ship. According to Tim Howgego's FAQ[1], you should also disable power to launch control to prevent the intruders from escaping in a shuttle! Learning the game is as uphill battle, but the level of control afforded to you is unprecedented. You can issue orders to each of your crew members. You can clone them. You can launch 7 Considering the complexity of the game, the numerous interacting systems, the dynamic universe, etc., it is easy to see what went wrong in Battlecruiser 3000AD's development. If anyone else seriously attempted a game of similar ambition in the 90s, it was never publicly released. As a software developer, I understand how say tinkering because that is the best way to describe my interactions with the game. Perhaps at some point, you 'play' Battlecruiser, but I have not gotten that far along with it. I cannot say much about the quality of the game that lies underneath all those systems, but I did have some fun tinkering. It is at least interesting to (continued from previous) And that codebase lives on beyond Battlecruiser. Smart's next series, Universal Combat, is a clear continuation of Battlecruiser. Approximately six more "Battlecruiser" games were released under the Universal Combat moniker. And although I have not played them, I expect that even Smart's other, more differentiated games are still branches in the evolutionary tree of Battlecruiser, inheriting a great deal of DNA from their ancestors. The only version that I have played is v1.01D7C of Battlecruiser 3000AD. This is the version that was released as freeware by Smart in February 1998. This version runs in DOSBox and is the only version I have been able to get running on my PC. I have a physical copy of v2.0, released by Interplay, but it requires Windows 95/98 and is much harder to get running on a modern PC. I spent maybe 46 hours trying to get it to work in Windows 7, Wine, and virtual machines running Windows 98 and XP, all to no avail. I also tried all of the above with the freeware release of Battlecruiser Millennium, with identical results. Luikly, I found v1.01D7C to be relatively bugfree. difficult it must have been just to get the game in a relatively bugfree state. The task of actually making a fun game out of all of those systems must have been an order of magnitude more challenging. Furthermore, if the credits listed in the manual are complete, the main 3000AD development team consisted of only four people. The fact that the game even exists at all is kind of amazing. I spent a dozen hours or so tinkering around with Battlecruiser 3000AD. I 8 the right kind of person. It is also full of ideas, many that I have not seen in other games of the genre. If I can ever get v2.0 or Millennium working properly[see The Many Versions of Battlecruiser box out], perhaps on real hardware running Windows 98, I will most likely delve into the game further. If you are a nerd or are developing a space simulation—which probably means you are a nerd—then I think Battlecruiser 3000AD is still worth Flying over Africa in an interceptor. playing. For everyone else, it is probably not worth the time investment required to get acquainted with the game. I do not consider that a fault of the game however. Different players want different things from games and the size of a game's potential audience should not be a measure of its quality. Unforturnately, Battlecruiser 3000AD was marketed to the mainstream computer games market, which by the mid1990s had already begun to broaden beyond computer nerds. Perhaps this was a major contributing factor to the vitriol the game received on release. It was made to be the game Derek Smart had always wanted to play, and I do not think many concessions were made for a mainstream audience. It was a gigantic failure of marketting to assume that the wider market at all resembled Derek Smart. I believe that is a statement that even his many critics can agree with. [1] If you do want to try the game, it is well worth your time track down Tim Howgego's FAQ and walkthrough. It is practically essential. 9 GAMES FOR NERDS W hen I set out to create a magazine covering old computer games, I decided to use the adjective antiquated to describe the publication's intended subject matter. However, age alone doesn't make a thing antiquated. What is it about the games I am interested in which makes them not just old, but old fashioned and outmoded? The hardware they were programmed for is certainly antiquated, but there is more to it than that. Old computer games aren't just technically inferior versions of the games that are being made today. They were designed differently, made for a different audience of game players. To be direct, the games of the 80s and 90s were made for nerds. describes the nerd as a practitioner of a topic or field. This stands in contrast to the geek, who is an enthusiast of a topic or field, and not necessarily a practitioner. Nerds are intellectuals who are idea and achievement oriented. Geeks are collectors who are trivia and fact oriented. There is certainly overlap in the areas of interest between nerds and geeks, but nerds tend more toward the scientific while geeks lean towards the cultural. But no matter the area of interest, there are certain characteristics that all nerds share, and likewise for the varying types of geek. The two categories are also not mutually exclusive. An individual can be both a nerd and a geek. We all have a picture in our mind of what a nerd is, but for my purposes we need a more exact definition. For instance, what is the difference between a nerd and a geek? To shed light on that and other questions, I turn to an article written by Burr Settles to define the terms[1]. Settles Over the last thirty years the computer game industry has shifted from primarily making games for nerds to primarily making games for a broader audience, including geeks. In the 80s and early 90s, the computer game market was naturally limited to the relatively few people who owned 10 home computers, either hobbyists or professionals who used their computer for work. Professionals probably account for the popularity of golf simulations and the like, but the primary market for noneducational games were hobbyists. And at the time, messing around with computers was a much nerdier hobby than it was a geeky one. Furthermore, this was a time when the teams which made computer games were comprised of a mere handful of people at most. The programmer—the one individual you had to have to make a computer game—wasn't just an engineer, he was usually in effect a game desiger as well. The biggest nerd on the team played a major role in the design and conception of the product. So, the games of the 80s to early 90s were largely games for nerds because that is who both the consumers and the producers were. To support the consumer portion of this claim, let us take a look at Computer Gaming World, one of the first magazines specifically devoted to computer games. CGW surveyed its readers monthly to gather their ratings of current games. In the early days of the survey, games were divided into two categories: Strategy and Adventure/Action, and the top 50 games in each category were printed in each issue along with their average rating out of ten(eventually, CGW would unify the list into a single top 100). Top Ten: CGW January 1989 Strategy Adventure/Action 1. Battlechess 1. Dungeon Master 2. Typhoon of Steel 2. Wasteland 3. Empire 3. Future Magic 4. Reach for the Stars (3rd) 4. Battlehawks 1942 5. Earl Weaver Baseball 5. Pool of Radiance Consider the Top Ten list for January 1989. All ten of these games can be considered either role playing, strategy, or simulation games. By CGW 100 in 1992 the Top 100 is still littered with the usual suspects but the top 10 is starting to show a slight tilt away from hardcore simulations(see next page). It is still a fairly nerdy list for sure, but perhaps slightly less so. There are three graphical adventures on this list and the two flight simulators, Wing Commander II and Red Baron, are more on the arcadey end of the spectrum. 11 Top Ten: CGW November 1992 Unified List (All Genres) 1. Civilization 6. Indiana Jones: Fate of Atlantis 2. Ultima Underworld 7. Monkey Island 2 3. Wing Commander II 8. Red Baron 4. Hardball III 9. The Dagger of Amon Ra 5. Solitaire's Journey 10. Perfect General simulators were particularly notorious for having detailed manuals that read like a combination of an owner's manual and a history lesson on the relevant plane and/or military conflict. Role playing games came with manuals not at all dissimilar to manuals for actual pen and paper RPGs. I remember spending hours studying Wizardry VII's 107 page manual, planning my party's composition from the 11 races and 14 professions available. So, what is the tangible difference between the nerdtargeted games of yesteryear and the massmarket games being made today? How are the games different in a nerdfocused industry? For one, nerds are more likely to enjoy games for more than just their entertainment value. Games for nerds can appeal to their nature as hobbyists and tinkerers. Complexity, obtuseness, challenge, all the things that hamper immediate enjoyment of a game, aren't necessarily a negative for nerds because nerds like puzzles and problem solving. They like hobbies they can really immerse themselves in. The challenge is part of the enjoyment. Thus nerds favor games that require more effort from the player, games that are more demanding. Bethesda's Elder Scrolls series serves as a good example of a developer decreasing complexity over time in search of a larger market. Each game in the main line series after Daggerfall has less options for character development and arguably less complex game play than its predecessor, while also selling significantly more units[2]. Daggerfall features a large choice of character classes and a complex custom class creation option. The game has 35 skills in total, with each One common attribute that makes these games more demanding is their complexity. Computer games used to come packaged with thick manuals that were practically required reading in order to enjoy the game. Flight 12 The main screen for Daggerfall's custom class creation. Isn't it glorious? class dividing them into primary, major, minor, and miscellaneus categories. By the time the series gets to Skyrim, there are only 18 skills and no classes. Skyrim also eliminated the eight basic character attributes of Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower that had been a part of the series since its beginning. choices at all when they advance a level. The difference carries over to computer games based around the two editions as well. Except for the fact that party sizes are larger, SSI's "Gold Box" games certainly have fewer moving parts than the games in the Neverwinter Nights series. But despite this, the "Gold Box" series requires more from the player. The combats are more challenging, dungeon exploration is in first person without auto mapping, and there is very little hand holding. It is telling that the most demanding of the third edition computer games is The Temple of Elemental Evil, a game based on a first edition module and intended as a throwback to the classic AD&D games of old. But even when modern games are more complex than their historical antecedents, they still tend to be less demanding. Character development in third edition D&D is quite a bit more complex than in first or second edition. Third edition players have much more choice in how they develop their characters, with Feats, Skills, and a very flexible system of multiclassing. Whereas in first edition, only spell casters have to make any The expansion of the market for computer games has also changed the 13 way games are made. Instead of making games for themselves, developers now focus test their games extensively to ensure that the game playing experience is as smooth as possible. An effortless play experience from moment to moment is a worthy goal for certain types of games, but a lot is lost in exchange. This isn't the type of game that everyone wants to play. It is especially frustrating for nerds to see genres that traditionaly thrived on complexity through randomness, numerous interacting variables, or just plain open ended experimentation be streamlined down to the point that they no longer resemble their former selves. How often have you heard someone gripe about the lack of a good story in an RPG? A good story certainly wasn't the expectation in the early days of RPGs. The genre has simply evolved into something totally different. Which brings us to the next point: narrative is increasingly important in games. Many games today are a bit like movies: bitesized packages of entertainment with predefined beginnings, middles, and ends. As entertainment products this makes sense, but there is very little reason to replay a game of this sort. It stretches the traditional conception of a game as nothing but a set of rules defining interaction between the game and one or more players. Every game of chess, for instance, is a unique sequence of interactions, making the game immanently replayable. Finally, less games are being made that appeal to interests outside of game playing. This isn't surprising considering the industry's conception of games as purely entertainment products. The prominence of historical war games, flight sims, and other such simulations is in the past. The educational market does still exist, and there are a few noteworthy exceptions, but most games exist solely to entertain the player and don't assume any nongaming related skills or knowlegde aside from basic literacy. The purpose of this article is not to decry progress in game design, but to point out that game design has progressed primarily along just one of several possible paths, not necessarily a better or worse path than the others available, just a different one. There are players who, with good reason, still prefer an older style of game design. A style which unfortunately hasn't seen as much development over the years. Complex, sometimes confusing games aren't necessarily bad games. Perhaps they are just made for a different kind of player, a ner... ahem, an Antiquated Game Player. [1] http://slackprop.wordpress.com/2013/06/03/ongeekversusnerd/ [2] http://www.vgchartz.com (useful for a rough estimate only) 14 The Role of... I of TSR, Inc., the developer and publisher of Dungeons & Dragons. But aside from covering D&D, Dragon had regular columns on other related topics: science fiction and fantasy novels, original short fiction, other games published by TSR, and of course, computer games. f I had to point to the single influence which was most responsible for igniting my interest in computer games, it would be Dragon Magazine. It may seem strange that I came to computer gaming through a pen and paper role playing magazine instead of one devoted to computers, but I don't think my story is that unusual for the time. Computers were not yet ubiquitous in the early 90s. You needed a reason to own one before you committed to the purchase. For me and many others, that reason came in the form of a hobby outside of computing itself. In my case that hobby was pen and paper gaming. Dragon Magazine had a number of computer gaming columns over the years, but the one which was current when I began reading the magazine was "The Role of Computers". It was also the longest running and, dare I say, the best of them. "The Role of Computers" quickly became the column I looked forward to the most each month, even before my family owned a computer. The computer games described there seemed to come so much closer to replicating the real RPG experience than the few console RPGs I'd been exposed to. I first subscribed to Dragon Magazine the Summer prior to beginning 8th grade, but I had picked up or perused issues here and there before then. I was interested in the magazine because it was the official mouthpiece 15 Since I didn't know anyone else who was interested in D&D at the time, approximating the real thing in a single player experience was paramount. The existence of these games fueled my interest in computer games and even computers in general. today were not yet established in 1986. This is especially true with regard to user interfaces. Many of the games reviewed in "The Role of Computers" were innovating, they were doing things without precedent. Thus, The Lessers not only had the task of evaluating games for their readers, they also had to describe them well enough that the reader could actually understand the moment by moment experience of playing the game. And their success in doing this, I think, is the true legacy of "The Role of Computers". As someone who didn't even own a computer, through "The Role of Computers" I could still imagine the experience of playing Eye of the Beholder or King's Quest V. It is even more impressive considering that The Lessers accomplished this using relatively few screen shots. The column began with authors Hartley and Patricia Lesser in Dragon Magazine #110 in June 1986. Kirk Lesser would join the team in issue #128. Collectively known as The Lessers, they published the column in almost every issue of Dragon Magazine until their final column in issue #196. Running from 1986 to 1993, "The Role of Computers" provides a stable perspective on the industry during a time of rapid change. In 1986, a diverse range of home micro computers like the Apple II and Commodore 64 competed in the market, but by 1993 the PC/MSDOS hegemony was at least nascent, if not already established. Likewise, during this time the personal computer industry would transition from the primarily 8 bit micros to full 32 bit architectures. This hardware revolution was matched by the pace of software innovation and it was all documented by The Lessers in their wonderful colmun over its nearly 8 year span. "The Role of Computers" also served an important function as the center for a community of role playing and adventure game players. In a time before internet access was widespread, The Lessers successfully built a community by publishing reader submitted letters, requests for game help, and game hints and tips. In an era before gamefaqs, the game player didn't have a lot of options for game help outside of official hint books or phone help lines, so this must have been a very useful resource. There was also an annual survey to determine the readers' game of the year. Judging by the quantity of reader submitted During this period of rapid change, computer games were incredibly diverse. Many of the genres and conventions we are familiar with 16 material, simply reading all the letters they received must have been a significant time commitment. It is clear that The Lessers felt that community involvement was important. Plus, reading the hints for unfamiliar games was actually quite useful for learning about a game. I bought Dragon Wars, one of my all time favorite RPGs, solely because of the hints I read in "The Role of Computers". "The Role of Computers" was not only significant to me at the time I first read it, I routinely use it as a resource today. In fact, I refer to it so often that I have taken the time to compile an index of all the reviews and hints published during its 8 year run. In honor of "The Role of Computers", I am printing the entirety of that index in these pages. To some, it will surely be seen as a waste of page count to put it here, but I will refer to this index frequently and will personally find it convenient to have it in a nicely printed form. Hopefully I'm not the only one! (The index starts on page 34) 17 Antiquated Opinion Wasteland RELEASED: 1988 FORMAT: Apple II, C64, PC/DOS PUBLISHER: Electronic Arts DEVELOPER: Interplay Prod. R eleased in 1988 for a variety of personal computers, Wasteland is mostly remembered these days for its influence, its innovations, and for the highly regarded series it inspired, Fallout. Playing the game today, what is most striking about it to me is the degree to which it replicates a pen and paper RPG scenario. Of course, most if not all CRPGs up to this point had similar aims in simulating that experience, but few had attempted to clone the experience as closely as Wasteland did. In fact, many of Wasteland's innovations: its character development and skill system, its high degree of environmental interaction, and its openended approach to problem solving stem from pen and paper games. MAXCON(analogous to Hit Points in D&D). Of these stats, Intelligence is the most important because it determines the number of points the character has available to spend on skill development. Some basic skills, like Climb only cost one point to learn while more complex skills can cost more. Pumping more points into a skill can increase its level, but this isn't necessary because skill levels will increase on their own through use. Skill development is only possible at character creation and at libraries that can be found scattered about the wasteland. Level advancement in Wasteland is also similar to D&D. Level, or Rank in the game's parlance, can be increased by earning experience points. With every new promotion, MAXCON is increased by 2 points and 2 points can be allocated to increase any of the other base stats, including MAXCON. By increasing Intelligence new skill points will be gained for use in skill development. This is the only means of acquiring The similarity to pen and paper RPGs begins with character creation. As is often the case in computer RPGs of this era, you are required to utilize virtual dice to create your party of characters. In this case, you can create a party of up to four characters with the randomly generated characteristics of Strength, Intelligence, Luck, Speed, Agility, Dexterity, Charisma and 18 skill points in the game. at various distances from the party. Unlike The Bard's Tale, the player characters and enemy groups are positioned on a 2D map. Any movement, including attempts to flee combat, is conducted on the map. The party will need to create enough distance or break line of sight with all enemy groups to exit combat. Distance is also important because each weapon has an effective range. Unlike most pen and paper games and many later computer RPGs, experience points can only be earned by defeating enemies in combat. This was the norm in computer games of the time, but is a notable divergence from pen and paper games. For all the ways that Wasteland broke from computer game tradition to return to its pen and paper roots, this was one obvious omission. Despite including numerous opportunities to avoid or mitigate combat in the game, character advancement is still tied solely to combat. Which means that alternate solutions carry with them an experience point penalty. Wasteland's combat is lacking some depth compared to The Bard's Tale due to the lack of magic, but the game does at least provide a variety of weapon types. There are melee weapons, firearms, explosives, rocket launchers, etc. Some of these are powerful one use items with an area of effect that can damage multiple enemies. Firearms often have multiple firing modes and have varying size clips that require reloading once depleted. One idea borrowed from pen and paper games is that ranged weapon attacks are all discharged simultaneously prior to melee attacks. Speaking of combat, the game borrows the basics from The Bard's Tale series, but with a couple of additions. Like The Bard's Tale, combat is turnbased with actions chosen for all characters before the round commences. The enemies appear in one or more separate groups Wasteland's enemy designs are varied and interesting. 19 Any combatant who fires a ranged weapon always gets a shot off, even if he is simultaneously ripped to shreds by his opponents' gun fire. and out of consciousness quite frequently during combat. And since there are no items or skills in the game which restore CON, there isn't anything that can be done to prevent this. The major weakness of the combat system has more to do with the mechanics for damage and healing than with the actual combat system itself. In essence, it is both really hard to die and equally hard to recover health in Wasteland. The stages of dying in Wasteland are manifold. First, when a character's CON falls below one they fall UNCONSCIOUS. With time, an unconscious character will regain CON and will eventually wake up once his CON has climbed back above zero. But take too much damage before that can happen and a character will enter SERIOUS condition. At this stage and below, a character's condition will worsen over time. Untreated, a character will pass through the CRITICAL and MORTAL stages before finally dying. If a character reaches serious condition, their only recourse is to see a doctor, who could be another player character with the Medic or Doctor skill. Successful application(s) of the skill will move them up the ladder towards mere unconsciousness. At which point it is only a matter of time until they are back on their feet. Regaining consciousness can even happen in battle. Unfortunately, waking up in the line of fire with one CON is not conducive to remaining conscious. As a result, characters will be popping in Once the dust from battle clears, the only option for CON recovery is to execute the WAIT command to slowly regain CON, ideally in a location that is safe from random encounters. Were it not for the ability to create macros to execute a series of commands with the stroke of a button, this alone would be almost game breaking. Fortunately, there are macros, and a macro that WAITs ten times or more is basically essential to your enjoyment of the game. But even worse, an entire party of unconscious characters is not a failure state. Game overs only occur once every party member is in at least serious condition. Enemies will wait around until one party member regains consciousness before attacking again. Since this party member will only have 1 CON, he will likely only get off one shot before being put back to sleep. This tedious—and illogical—state of affairs could have been avoided by making an unconscious party a dead party and balancing the combat around that. Luckily for Wasteland, the rest of the game more than makes up for the deficiencies of its combat system. In 20 The main exploration view is reminiscent of a map for a table top role playing game. even a thorough player would miss the majority of it in a single playthrough. terms of interactivity and open endedness, Wasteland set a very high bar indeed. Borrowing once again from pen and paper games, the top down, graphical display of the game world is complemented by text descriptions for specific objects or areas. These add greatly to the atmosphere but also provide clues for interactive possibilities. Player characters' stats, skills, and items can all be used to interact with environmental objects. A squeaky floorboard might be able to be pried up with a crowbar or a computer terminal could be hacked to reduce the number of robot guards patrolling an area. Locked doors could be bashed down with Strength, picked by the Lockpick skill, or demolished with TNT. The sheer quantity of interaction programmed into the game meant that There are also consequences to your actions. Consider the above example of three ways to open a locked door. Using the Lockpick skill will open the door quietly, but using a louder means of entrance might draw unwanted attention and lead to a forced combat encounter. Wasteland gives you many choices and options but doesn't make the mistake of making them all equivalent. The decisions you make in the game will matter. Of course, achieving this level of detail takes a great deal of time. Wasteland took a reported 4 years to develop[1], a staggering length of time for a game of the 80s. Wasteland also benefited from the contributions of the 21 professional writers and pen and paper game designers on the project. If anything, writers understand the hard work that goes into refining a piece of work and the importance of logical consistency. Pen and paper designers, on the other hand, are accomplished at designing for a medium that is much more open ended and freeform than electronic games. By borrowing liberally from pen and paper games and by utilizing professional writers, Wasteland's designers were able to acheive a level of verisimilitude that is rare even to this day. The game presents a world that is not only detailed, it is also logical. encounters, is an issue that would plague computer RPGs for years to come. Perhaps Wasteland's designers felt they needed the combat to pad out the length of the game. Or perhaps they were afraid to break with the past in too many ways at once. But whatever the reason, the places where Wasteland did innovate by reevaluting the typical computer RPG design decisions were staggeringly successful. Wasteland is a fantastic computer game and still one of the best translations of pen and paper role playing to personal computers. PLAY So, if Wasteland is a product of pen and paper game design philosophies, how does it fare as a computer game? Considering all the elements that make up the game, the combat is definitely the weakest. And it is Wasteland's combat which hews closest to computer RPG tradition, being very close in its implementation to The Bard's Tale. The combat system itself is servicable, the main weakness being the frequency and tedium of combat and healing. The tedium of healing is a problem unique to Wasteland, but the frequency of combat, particularly of random EXPERIENCE [1] RetroGamer 134 22 Mechwarrior RELEASED: 1989 FORMAT: PC/DOS, PC98, Sharp X68000 PUBLISHER: Activision R eleased in 1989, Mechwarrior is a 3D mech piloting simulation (probably the first ever) with simple adventure and trading elements. Based on the pen and paper roleplaying game of the same name, Mechwarrior was the first in a series of electronic mech simulations and the second computer game set in the Battletech universe. defeat them in battle, and reclaim the ancient Chalice of Herne which was stolen from his family. To do this Gideon will also need to earn enough money to build a small fighting force of mechs powerful enough to defeat the murderers. Initially, the game should be approached as an adventure game. On each planet visited, you are given a menu of important locations, potentially including a bar, a mech complex, a star port, and the headquarters of the ruling House where mercenaries can seek employment. The bar is where you can recruit mercenaries, meet people, or check for the latest rumors. The mech compelx is where mechs are bought, sold and repaired. The star port provides transport to any planet in You take the role of 18year old Gideon Braver Vandenburg, sole surviving heir of the Vandenburg clan in the 31st century feudal society of the Successor States. His family murdered by a political rival, he has until his 23rd birthday to prove it and claim his rightful position as Duke of Ander's Moon. Taking up life as a mercenary on a random planet at the start of the game, Gideon must search for clues leading to the location of the mercenaries hired to kill his family, 23 the Successor States as well as travel information. You also have options to manage your crew, visit NewsNet for the latest happenings around the galaxy, and save or restore your game. some mechs from an industrial planet and sell them for a higher price on a planet without much heavy industry. However, you cannot rely on this technique alone to build your lance. You're also going to need 3 solid mercenaries to fill out your crew. And until you've built a name for yourself, you'll only be able to hire novice pilots. To build your rep, you're going to have to complete missions. The novice pilots you recuit early on will gain experience, but it is much faster to just replace them. And with only 5 years to complete your mission, speed is of the essence. The bars and NewsNet are essential to completing the adventure portion of the game. Without the clues they provide you will not have any idea how to advance the story, which requires visiting the correct locations on certain planets. The story that plays out is a reasonably well written "Choose Your Own Adventure" type affair. You are given choices at various points, with an incorrect choice usually leading immediately to a "game over". Once the villains' location is uncovered—which won't be the same planet in every game—you should use the time remaining to build up your unit in preparation for the final assault. Once you decide to actually look for mecrenary work, you'll head over to the planet's ruling house headquarters. There you will be presented with a randomized selection of missions. The particulars vary, but there are three basic types: destroy or capture a target, defend a target, and destroy all opposing mechs. Once terms are negotiated—some employers will negotiate more than others—you can proceed with the mission. Building a viable unit, or lance, of 4 mechs takes money. Gideon starts with a Jenner and a small amount of cash. The Jenner is a lightweight mech without a lot of firepower. To complete the game you're probably going to want at least three Battlemasters, the biggest and baddest mechs there are. Outside of the adventure section of the game, there are two ways to make money: completing mercenary contracts and through trade. Trade is actually the quickest way to make a buck. Buy Once in the cockpit, you are met with a simple first person 3D polygonal view of the battlefield along with cockpit controls for your mech. The game supports 2axis joystick controls, but most functions are keyboard only, making a joystick of limited usefulness. You can rotate your mech's waist independently from 24 its direction of movement and you can adjust the aiming reticule up and down as well. If available, jump jets can be fired either straight down to provide lift or backward and down to provide lift and forward momentum. The cockpit status displays are pretty complete, providing weapon and ammunition readouts, current throttle, a topographic map, damage indicators both for your mech and your current target, and current heat level. You can also call up a full screen tactical overview where you can issue simple commands to your lance mates if desired. attack heavy mechs where they are less armored and hamstring them by taking out a leg. This one tactic can see you through most battles in the game. There are some good ideas in Mechwarrior but the technology of the time doesn't quite seem to be sufficient to make a truly exciting 3D mech simulation. The pace is just too slow and the terrain too simplistic to make for an exciting combat simulator. Meanwhile, the adventure and trading elements aren't interesting enough on their own to hold anyone's interest for long either. The result is a game that is mostly interesting for its historical significance. But I must admit that I did feel the thrill of victory when Gideon finally hefted the Chalice of Herne at the end of the game. There must be something of substance there to give me that kind of satisfaction. Unfortunately, the missions themselves are fairly simplistic, without a lot of room for strategy or tactics. I rarely needed to issue commands to my squadmates as their default orders were generally sufficient. Tactics in the game amount to simple flanking maneuvers and precision targetting, the most fully realized aspect of the simulation. Damage is location specific and you can aim at specific parts of a mech such as the legs or head. From what I understand, the various mechs are accurate representations of their tabletop incarnations in terms of weapon placement and armor, which means you can take out specific weapons or aim for vulnerable locations. One of the most effective tactics is to use the superior speed of a lightweight mech to circle behind and PLAY EXPERIENCE 25 Star Wars: Dark Forces RELEASED: 1995 FORMAT: PC/DOS, Macintosh, Playstation PUBLISHER: LucasArts D ark Forces is the confluence of two powerful commercial forces of the mid90s, Star Wars and DOOM. Of course, Dark Forces is not in any official sense related to DOOM. It is simply the developer's attempt to make a game similar to DOOM but set in the Star Wars universe. Today, we look upon any attempt to make a Star Wars themed derivation of a popular game with a healthy measure of cynicism, but that wasn't the case in 1995. After all, we'd already seen Lucas Arts strike gold with XWing and TIE Fighter by copying Wing Commander. Why couldn't they succeed again with Dark Forces? And of course, as we now know, our optimism was not misplaced. In fact, Dark Forces is one of the better DOOM clones and still holds up today as an excellent first person shooter. You take the role of the mercenary Kyle Katarn. Employed by the rebellion, over the course of fourteen missions you will uncover and attempt to thwart the Empire's fabrication of yet another super weapon. These missions span a period which includes the events of A New Hope but precedes The Empire Strikes Back. Fortunately, the movie tieins are for the most part limited to a few tangential characters such as Jabba the Hut and Boba Fett(and best of all, no Jedi!). The primary villain and the Fortunately, the interior levels aren't just bland hallways and rooms. 26 main thread of the plot are unique to Dark Forces. Dark Forces stands on its own as a Star Wars game and wasn't made as a tiein for some other media. puzzles instead of tedious obstacles. Even more amazing is the fact that the levels still manage to feel like real, functional places and not simply game levels. Released two years after DOOM, in 1995 for MSDOS and Macintosh, the developers built a custom game engine with a number of technical advancements over DOOM, including the ability to crouch, jump, and look up and down. The new engine also increased the three dimensionality of the levels, allowing for more complex level layouts. These technical advancements appear to have been driven by the game's design and are more than just cosmetic improvements. They aren't merely bullet points on the back of the box—you can jump and crouch because you'll actually need to do those things to navigate the game's complex levels. The levels are also quite diverse. The game has a mission based structure that sends you all across the Star Wars galaxy. You'll still explore your fair share of similar looking military interiors, but you'll also visit moons, planets, the neon city of Nar Shaddaa, and the Imperial capital Coruscant. Most importantly, all of these locations feel like they fit the Star Wars universe. The textures are excellent despite their low resolution and the interactive MIDI music that Lucas Arts is known for is amazing as always. The sound effects are also fantastic and really add to the mood. The sound of the whistling wind when perched on some high point is very evocative of a certain scene in The Empire Strikes Back. Fortunately, those complex levels are one of the game's strong points. After crawling though countless ventilation shafts and access tunnels, you'll soon have a better understanding of the Empire's infrastructure than the construction engineers who built the spaceships, military complexes, and space stations you traverse. It is a testament to the fantastic level design that the requisite key and switch hunts which play out within the labrythine levels are for the most part compelling One common weakness of PC FPSs is in the implementation of their save/restore systems, of which there are two basic types. The most common implementation in the mid 90s was a save/restore anywhere mechanic. In games that use this system, which includes DOOM and most of its immediate clones, you can save your progress at any point to a number of different save slots. Likewise, you can reload from one of 27 these saves at any time. If you die, it is game over, but there is no restriction on when or how many times you can save or reload your game. This makes it possible to break the game into segments as small as you like, replaying each segment until you've passed it to your satisfaction. Failure can never send you back further than the last segment you completed. complete the mission. Lose a life and you'll respawn at a nearby checkpoint with restored health and shields. Lose all your lives and the mission is a failure and you're forced to replay the mission from the beginning. This really works in the game's favor because it provides lots of incentive to explore and uncover the many secrets hidden throughout the levels. The game is challenging enough that you'll need every health, shield, and ammo pickup. You can even find extra lives if you look hard enough. This focus on exploration is something that has been lost in modern FPSes. Limiting restarts as Dark Forces does is a great way to make item pickups really matter and motivate the player to explore. Many modern FPSes use the second type of system, where game progress is saved automatically when you pass certain check points. You could think of this as the game being broken down into fixed segments. Once you complete one of the predetermined segments, you never have to replay it. Many games which use this system have auto regenerating health because it reduces the likelihood of getting stuck if you reach a check point in bad condition. Whereas games with the the save anywhere system often rely heavily on item pickups. In these games, resource management usually plays a larger role. While perhaps not the best Star Wars game—that honor probably belongs to TIE Fighter—Dark Forces is at least worthy of consideration. It succeeds in creating a highly immersive and playable experience. It is also one of the best entries in the now apocryphal Expanded Universe. Both of these systems have their drawbacks. Dark Forces cleverly forges a middle ground between the two, using elements of the check point system in a way that works well with a game relying on item pickups. In Dark Forces you can't save at all during a mission. Instead, you are given a limited number of lives to PLAY EXPERIENCE 28 Senescent Tech: The Apple IIGS Tech Specs Released: September 1986 CPU: WDC 65C816 @ 2.8 MHz RAM: 256KB or 1.125MB, expandable to 8MB Graphics: 640x200 2bpp, 320x200 4bpp (4096 color palette) Sound: Ensoniq 5503 Digital Oscillator Chip with 64K RAM OS: Apple ProDOS or Apple GS/OS T he Apple IIGS was the culmination of the Apple II line of computers and a fine machine that was sadly overshadowed by the release of the Macintosh two years earlier. With the IIGS, Apple Computer managed to release a 16bit update to the Apple II that had multimedia capabilities that rivaled the Atari ST and Commodore Amiga, while still maintaining backwards compatbility with 8bit Apple II The Bard's Tale software. The IIGS even featured an operating system, GS/OS, which had a very Macintoshlike graphical user interface, complete with Finder. With GS/OS, the IIGS actually had a full color GUI before the Macintosh did. I could go on for ages about the computer itself, but AGP is a game magazine, not a computer magazine. It is high time to start talking about the game software available for the IIGS. Dragon Wars Thanks to the work of Rebecca "Burger" Heineman, the IIGS features the best version of several of Interplay's classic RPGs, including The Bard's Tale I and II and my personal favorite Dragon Wars. The Bard's Tale games are especially 29 nice ports, featuring the ability to save anywhere and automapping. In addition, they utilize the IIGS's ability to select a different color palette for each scanline from a pool of 16 palettes. Bard's Tale I and II utilize this mode to give each monster a unique color palette. Also, the bard's songs are played using instrument samples from the bard's equipped instrument! Dream Zone Zany Golf A number of famous developers either cut their teeth on the IIGS or created some of their most well known titles for the platform. Naughty Dog began life as an Apple II software house and developed the graphical adventure Dream Zone and the RPG Keef the Thief for the IIGS. Will Harvey, a vaunted creator of the time, produced both Zany Golf and The Immortal for the IIGS first. Rastan Shadowgate Of course the IIGS received many ports as well. The Japanese company Taito ported several of its arcade games to the IIGS, inculding Arkanoid and Arkanoid II, Qix, and Rastan. ICOM Simulations released a number of point and click adventures for the IIGS, including Deja Vu, Deja Vu 2, Uninvited, and Shadowgate. Each of these originated as black and white Macintosh games but received full color ports to the IIGS. These are just a few of the titles available for the IIGS. Your best source for more information about the IIGS and its software library is a web site called "What Is The Apple IIGS?"[1]. I don't think I've ever seen a more comprehensive site for a single platform. It even has working disk images and 30 descriptions for every commerically released game for the system. If you are interested in the IIGS, browse on over there posthaste! Emulation Unfortunately, Apple IIGS hardware is fairly expensive these days. Luckily, there are some good emulators for the system. I initially explored emulation as a precursor to actually buying a system, but I found the emulation experience satisfying enough that I held off on buying a IIGS, at least for now. It is worth providing a brief tutorial on IIGS emulation since most emulators aren't as straightforward and well supported as DOSBox. And aside from the emulator, the system itself is foreign to most of us anyway. The emulator I use is ActiveGS[2]. ActiveGS was designed as a browser plugin, but can also be run locally as a standalone application. It is a Windows application, but I have been running it successfully in Linux with Wine. Once you've installed the program, you can run disk images either by modifying the default.activegsxml file or by simply passing the filename of the disk image as a command line parameter. In Linux, I usually invoke ActiveGS with the following command: wine .wine/drive_c/ActiveGS/ActiveGS.exe harddrive_image.zip Disk images can be in .2mg, .po, .dsk, or .zip format. ActiveGS will launch with the disk image mounted in the proper manner depending on its type. In the example above, the zip file contains a hard drive image and ActiveGS will mount it and boot into GS/OS. From there I can mount the disk image(s) for any game or application I want to run. To access the menus to do things like mount drives, modify emulation settings, etc. all you have to do is right click. The IIGS mouse only has a single button, so rightclicking to bring up the emulator menus doesn't interfere with the operation of IIGS software. One of the first settings you may want to change is under the Runtime Info tab. From there you can set the emulation Speed Mode to emulate the presence of an expensive Zip accelerator card, boosting the CPU clock to 8MHz. You can also set it to Slow for better IIe compatibility or to Unlimited, which may cause issues with some software but is nice for CPU intensive games. The important thing to know about mounting disk images is that ActiveGS 31 emulates a IIGS with two 3.5" drives in Slot 5 and two 5.25" drives in Slot 6. Slot 7 can support hard drive images up to 32MB. Also make sure you have enabled Persistent Storage on the Options tab if you want ActiveGS to save any changes you make to disk images. This creates an overlay in the directory you specify and won't actually modify the original disk images. There are a couple of problems you may run into when trying to run disk images. Some older games won't run properly in GS/OS. These disks will usually come with ProDOS included, so you can simply boot from the game disk to run the game(just run ActiveGS with the disk image as a command line parameter). Conversely, some newer games don't include an OS on the disk. To run these games you'll have to boot from an OS disk or a hard drive first. Then mount the disk image and run the application. Hopefully this brief tutorial will encourage you to check out an overlooked, but very capable machine. I find the hardware and software diversity of the 1980s absolutely fascinating and the Apple IIGS certainly occupies one of the more interesting corners of computer history. [1] http://www.whatisthe2gs.apple2.org.za [2] Available at http://activegs.freetoolsassociation.com. GS/OS will look quite familiar to Macintosh users. 32 33 The Role of Computers Index Reviews Game Title Issue No. A Boy and His Blob(nes) A10 Tank Killer 1.5 ATrain AAARGH! Abrams Battle Tank Aces of the Pacific Airborne Ranger Alien Syndrome Alisa Dragoon Alternate Reality: The City Alternate Reality: The Dungeon Amazon: Guardians of Eden Archipelagos Arcus Odyssey Arkanoid Armor Alley Atari Lynx Axe of Rage Back to the Future III Barbarian(ibm) Bard's Tale Construction Set Bard's Tale III Basketball Challenge Battle Chess Enhanced CD ROM Battlechess(amiga) Battlehawks Battletech: Crescent Hawks' Rev. BattleToads Beyond the Black Hole Beyond Zork Black Magic Blazing Lasers Game Title 157 176 187 141 147 188 135 141 190 131,135 135 193 169 178 144 166 155 150 180 150 183 138 136 192 144 142 167 187 152 132 124 169 34 Issue No. Block Out(lynx) Bloody Wolf Bomber BrainBlasters Breach 2 Buck Rogers: Countdown to... Buck Rogers: Matrix Cubed Budokan California Games Carriers at War Castle of Dr. Brain Castles Castles II: Siege and Conquest Castles: The Northern Campaign Centurion: Defender of Rome Challenge of the Five Realms Champions of Krynn Championship Baseball Chuck Yeager's Advanced Flight... Citadel Civilization Cobra Mission Conquered Kingdoms Conquest of the Longbow: The... Conquests of Camelot: The... Contra Curse of the Azure Bonds Cybergenic Ranger: Secret of... Danger Zone(Top Gun) Darklands Darkseed Darkspyre 181 164 158 165 158 171 182 161 129 193 180 175 193 180 163 196 156 132 140 155 183 192 194 179 160 142 149 174 181 190 188 172 David Wolf: Secret Agent Day of the Viper Death Knights of Krynn Decisive Battles of the American... Delta Patrol Discovery: In the Steps of... Dive Bomber Dr. Plummet's House of Flux Draconian: Drakkhen Dragon Crystal Dragon Wars Dragon's Lair Dragonfire II: The... DragonStrike Dream Zone Dungeon Explorer Dungeon Master Dungeon Master: Chaos Strikes... Dungeon Master(ibm) Earl Weaver Baseball Earl Weaver Baseball II Ebonstar Elvira Elvira II: The Jaws of Cerberus Empire Empire Deluxe Empire(ibm) Eric the Unready Eye of Horus Eye of the Beholder Eye of the Beholder II: The... F/A18 Interceptor F29 Retaliator Faces Falcon 3.0 Falcon AT(ibm) Falcon(ibm) Fantasy Zone Final Assault Fire King Flood Gateway to the Savage Frontier Gauntlet(mac) GBA Championship Basketball Global Commander Global Conquest 154 157 173 135 128 191 141 157 160 175 152 133 116 161 134 163 136 171 195 132 127 137 169 180 131 195 142 193 169 171 179 140 174 168 188 142 132 136 142 158 164 177 150 129 140 189 Goblins Gods Gold Rush! Gunboat Gunboat(amiga) Gunship 2000 Halls of Montezuma: A... Hard Nova Hardball Harpoon Harpoon(amiga) Harpoon(mac) Harrier Combat Simulator HeadOn Baseball HeadOn Football Heart of China Hidden Agenda Hillsfar Hostage Hyperspeed If It Moves, Shoot It Ikari Warriors Imperium In to the Eagle's Nest Indiana Jones...Fate of Atlantis Indiana Jones and the Last Crusade Indoor Sports IntelliType Iron Lord Ishido: The Way of Stones Ishido(lynx) J.B. Harold Murder Club J.R.R Tolkien's War in Middle... Karnov Keef the Thief King's Bounty King's Bounty(genesis) King's Bounty(mac) King's Quest V King's Quest VI Kingdoms of England II: ... Knight Force Knights of Legend(apple II) Knights of Legend(ibm) Laser Squad Legacy of the Ancients 35 190 189 145 159 174 178 132 167 132 156 174 168 131 141 141 176 150 147 146 180 166 142 165 128 193 152 133 137 159 165 181 176 147 142 157 166 175 187 170 192 192 157 155 157 158 131 Legend of Kyrandia Legends of Valour Lemmings Lemmings(mac) Loom Lure of the Temptress M1 Tank Platoon M4 Manhunter 2: San Francisco Marble Madness Martian Memorandum Mechwarrior Mega Man III MEGA Pack MegaTraveller 1: The Zhodani... Microsoft Flight Simulator 2.0 Might and Magic Might and Magic II Might and Magic III Might and Magic IV Might and Magic(genesis) Might and Magic(ibm) Might and Magic(mac) Miner 2049er Mines of Titan MiniPutt Minotaur Mission: Thunderbolt Moebius: The Orb of... Monte Carlo Neverwinter Nights Night Trap Nova 9 Nuclear War Oids OnCourt Tennis Orb Quest: The Search... Out of This World(ibm) Out Run Pacific Islands Paladin II Pax Imperia Penguin Land Phantasie III Phantasy Star 2 Phantasy Star III 191 196 171 193 159 194 154 193 156 131 177 161 168 158 164 142 122 146 177 191 175 132 140 192 154 131 188 189 141 133 179 195 180 159 137 132 118 184 137 189 193 196 140 130 160 176 Pharaoh's Revenge Pinball Wizard Pirates Plan Nine From Outer Space Planet's Edge Play Action VCR California... Play Action VCR Football Play Action VCR Golf Police Quest III Pool of Radiance Pool of Radiance Clue Book Pools of Darkness Populous Populous: The Promised Lands Power at Sea Power! PowerMonger Prince of Persia Prophecy Prophecy of the Shadow PT109 PT109(ibm) Quarterstaff Quest For Glory II: Trial by Fire Quest For Glory III: Wages of War Questron II Railroad Tycoon Railroad Tycoon(mac) Realms Realms of Darkness Realms of Darkness Red Baron Rex Nebular and the Cosmic... Rise of the Dragon Risk: The World Conquest Game Road Avenger Road Runner Roadwar 2000 Roadwars RoboSport Rockford Rogue Rush'n Attack S.C.OUT S.D.I. Sanxion 36 142 129 132 190 182 141 141 141 178 143 142 178 150 156 138 135 168 188 148 189 140 142 133 174 192 138 165 174 194 122 124 188 194 170 156 195 140 118 141 172 141 112 142 196 128 130 Savage Secret of the Silver Blades Shadow Dancer Shadow of the Beast Shadow of the Beast II Shadowgate Shadowlands Shanghai Shanghai(lynx) Sherlock Holmes Consulting... Shining in the Darkness Shinobi Shufflepuck Cafe Siege Sign of the Wolf Silpheed SimAnt SimCity Terrain Editor Skate or Die Skyfox II: The Cygnus Conflict Sokoban(ibm) Solitaire Royale Sonic the Hedgehog Space Harrier 3D Space Legions Space Quest I(ibm) Space Quest III Space Quest III(mac) Space Quest IV Space Quest IV Space Rogue Space: 1889 Spaceward Ho! V3.0 Spectre SpellCraft: Aspects of Valor SpiderMan Spirit of Excalibur Star Command Star Control II Star Fleet II: Krellan Commander Star Saga One: Beyond the... Star Wars Starflight 2: Trade Routes of the... Stellar 7 Street Sports Basketball Strider(nes) 155 163 172 169 169 128 192 138 181 175 178 190 142 189 141 151 178 147 132 133 132 141 174 144 193 177 149 176 173 179 153 170 196 184 190 177 171 138 195 154 142 145 165 167 131 151 StrikeFleet, the Naval Task... Super Space Invaders Superstar Soccer Swamp Gas Visits the USA Sword of Aragon Tangled Tales: The Misadvent... Task Force 1942 TaskMaker Test Drive Tetris(ibm) Tetris(mac) The Ancient Art of War at Sea The Ancient Art of War in the Air The Bard's Tale The Bard's Tale II (discussion) The Computer Ed. of SCRABBLE The Dagger of Amon Ra The Eternal Dagger The Faery Tale Adventure The Faery Tale Adventure(genesis) The Four Crystals of Trazere The Immortal(ibm) The Incredible Machine The Journeyman Project The Keys to Maramon The Kristal The Last Ninja The Legend of Blacksiver The Lord of the Rings, Volume 1 The Magic Candle The Pawn The Revenge of Shinobi The Secret of Monkey Island The Sierra Network The Simpsons: Bart's House... The Simpsons' Arcade Game The Summoning Their Finest Hour: The Battle... Thexder(mac) Thud Ridge Tiger Road Time Bandit TNK III Tower of Myraglen Treasures of the Savage Frontier Trust and Betrayal: The Legacy... 37 134 187 132 178 153 166 193 155 132 135 141 129 190 116 120 131 189 129 132 175 187 178 193 196 163 152 132 144 169 148 134 163 168 184 179 180 194 153 176 151 156 158 135 129 184 150 Tunnels & Trolls Ultima Underworld: The Stygian... Ultima V Ultima VI Ultima VII: The Black Gate... Universal Military Simulator V for Victory: Battleset 1... Vapor Trail War of the Lance Warbirds(lynx) Warlords Warrior of Rome II Waxworks Welltris Who Killed Sam Rupert Wing Commander Wing Comm. Secret Missions Exp Wing Commander II Wings of Fury 167 187 137 162 191 137 180 178 158 181 172 189 192 159 195 166 169 177 132 Winter Games Wizard's Crown Wizardry (mac) Wizardry IV Wizardry IV(ibm) Wizardry V Wizardry VI: Bane... Wizardry VI: Bane...(mac) Wolfenstein 3D Wonder Boy in Monster Land Wooden Ships and Iron Men World Builder World Games World Tour Golf Y's Books I and II Zak McKracken...Mindbenders Zany Golf Zarlor Mercenary Zombie Nation 132 114 110 130 142 145 168 174 192 144 138 118 132 132 172 142 144 173 172 Hints Game Title Issue No. Actraiser Alternate Reality: The City Autoduel Battletech: Crescent...Inception Beyond Zork Bubble Bobble Buck Rogers: Countdown... Cadash Champions of Krynn Citadel Conquest of the Longbow Conquests of Camelot Curse of the Azure Bonds 181 133,141 138,159 147,149,151,153,159,174,182,187,172,181 136,182,187 157 170,171,174,177,179 181 157,161,163,175,194 173 180 164,183 151,152,153,157,158,160,161,162,164,165,166,167, 168,170,173,174,175,181,184,190,194 130 168 194 173,177,181,195 178 144 157,164 162,171,174 Dark Castle Dark Heart of Uukrul Dark Queen of Krynn Death Knights of Krynn Defender of the Crown Deja Vu Deja Vu II Draconian: Drakkhen 38 Dragon Wars DragonStrike Dungeon Master Dungeon Master: Chaos Strikes... Elvira II Eric the Unready Eye of the Beholder Eye of the Beholder II Faery Tale Adventure Frederik Pohl's Gateway Gateway to the Savage Frontier Gemstone Warrior Gold of the Aztecs Hero's Quest I Heroes of the Lance Hillsfar Indiana Jones and the Last Crusade King's Quest V King's Quest VI KungFu Master Leather Goddesses of Phobos Legacy of the Ancients Legend of Blacksilver Maniac Mansion Mean Streets Mechwarrior MegaTraveller 1 Might and Magic Might and Magic II Might and Magic III Might and Magic IV Moebius Neuromancer Operation Wolf Phantasie Phantasie II Phantasie III Pirates of Realmspace Planet's Edge Pool of Radiance Pool of Radiance (mislabeled) Pools of Darkness Prophecy of the Shadow Quest for Glory II Quest for Glory III 161,165,170,172,173,178,178,181,183,188,190 163,181,181,190 157,173,178,188,193 175 181 193 173,181,187,193,194 187,188,196 138 187 181,190 129 173 157,177 149 149,152,172 179 192 192 173 190,191 150 143,149 133 178 157,159,161 164 127,129,131,135,136,137,138,140,141,142,144,146, 151,167,170,181 145,154,157,176,181,184,195 177,181,187,188,196 191 144 146,158,172 157 127,150,154 131,150 133,150 194 182 143,145,146,147,148,153,157,158,159,167,172,178 170 177,179,181,182 188 179 192 39 Questron Questron II Rise of the Dragon Search for the King Secret of Monkey Island II Secret of the Silver Blades Sentinel Words 1 Shadowgate Shard of Spring Sim City Space Rouge Spectre Spellbreaker Spellcasting 101 Spirit of Excalibur Star Command Stellar Seven Sub Battle Simulator Sword of Aragon The Bard's Tale The Bard's Tale II The Bard's Tale III The Dagger of Amon Ra The Dark Heart of UuKrul The Eternal Dagger The Last Ninja The Magic Candle The Pawn Times of Lore Treasures...Savage Frontier Ultima III Ultima IV Ultima Underworld Ultima V Ultima VI Ultima VII War in Middleearth Warlords Wasteland Wishbringer Wizard's Crown Wizardry Wizardry II Wizardry V Wizardry VI Wizardry VII 149 149 189 172 189 164,165,167,168,171,172,173,175,175,177,178,188,191 147 130,147 127 146 164 184 172 178,188,190 172 150,154 177 144 164 130,135,138,143,144,157,167,120,124,172,173,174,179 127,128,129,130,131,133,135,136,137,140,141,142,157, 159,177,190,192,168 141,142,144,146,147,151,152,157 189 164,169 130,133,135,137,150 147 178 127 144,153 196 136 136,142,154,147,155,177 187 140,142,143,144,146,148,156,164,176,189,190 164,165,167,168,173,174,175,175,177,180,183 187,190,195,196 173 192 149,167,174,175,179,181,184,187,193 143 138 167,170 170,174 145,151,152,156,158 174,176,178,179,190 192 40 © Copyright 2015 Jonathan Simpson. All Rights Reserved. For digital copies and more information, go to http://jjsimpso.magcloud.com. Prepared by MagCloud for Jonathan Simpson. Get more at jjsimpso.magcloud.com.