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    When you buy a product

    the manufacturers.ay a lot more attention to

    Continued on pg. 36

    VOL. 2 NO. 4JULY-AUGUST 1982

    FeaturesT H E W A R P F A C T O R 6Strategies for Winning Decisive VictoriesR ENDEZ V O US7A Space Shuttle Flight SimulationW E ' R E I N T H E M O N E Y9Economic Simulations For The AppleCONTROLLER A R E V I E W 12Avalon Hill s Air Traffic Control SimulationPURSUIT OF THE GRAF SPEE A REVIEW18Strategic Simulations Naval WargameSTARSHIP COMMANDER A REVIEW20A Space Combat SimulationADVENTURES CHEAP ER BY THE DOZEN AND A HALF 22Sur vey of THE CAPTAIN 80 BOOK OF BASIC AD V EN TU R ESHORS E RACING CLAS S IC A REV IEW23A Horse Race SimulationSNE K TT CK ON KNIGHT OF DI MONDS 23An Unusual Approach to the Second Wizardry ScenarioDNIEPER RIVER LINE28or How Can You Be Two Places At Once When You're Not Anywhere At All?CHOPLIFTER'30Rescue the HostagesRE L WORLD G MING 31New Column by Dan BuntenC SINO 33DataMost's Card Game

    DepartmentsLettersHobby & Industry NewsInitial Comments5Silicon Cerebrum 14Atari Arcade27Micros34Reader Input Device40

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    LETTERSDear Editor:

    As an Apple III owner, I havefound several problems in gamesoftware designed for the Apple II.As many may know, the Apple IIIcan emulate an Apple II, but thereare limitations.

    Until recently, the biggest limi-tation has been the lack of paddles.Before the new FCC regulations, allApple II's were supplied with paddles,and almost all software manufac-turers took advantage of this. Unfor-tunately, for the first six monthsthat the Apple III was out, therewere no paddles for them. There wasno easy way to use the paddlesdesigned for the Apple II either.Since then, a joystick has come outfor the Apple III, BUT it will onlywork in emulation mode IF the soft-ware manufacturer uses the standardApple paddle read write routines. Todate, only one program, On-Line'sMISSILE DEFENSE, has worked.This means I don't get to enjoy suchclassics as SPACE EGGSor RAST-ER BLASTER on my Apple III... ever.

    More recently, Apple II programshave been coming out with keyboardversions. Usually, the keyboard ver-sions are more difficult to play (suchas Sirius' SNEAKERS -my favoriteprogram, which makes them mucheasier to play. Some software houses,such as Picadilly, have several versions(Keyboard, Joystick, Paddles, AppleIII Keyboard) on one disk. The AppleIII Keyboard is also laid out differently,thus causing some problems for theuninitiated.The greatest threat lately has beena change in software protection. Manyof the newer programs have protectionschemes so sophisticated they fool

    my emulator. These programs donot even boot--they just make nastynoises. I am naming names here--Broederbund, IDSI', and EnergyGames. Broderbund used to be myfavorite software house, but I refuseto buy games from a company thatdoesn't have programs that work onmy computer (No Broderbund soft-ware later than APPLE PANICwill boot). My Christmas packagefor my Apple was ruined by twoprograms that wouldn't boot-TRICKSHOT(IDSI) and SANTA'S SLEIGHRIDE (Energy Games). For those

    who think I might be kidding--Ichecked on a friend's Apple II, andall of the above-mentioned disksbooted.

    My New Year's Resolution (whichI have kept until now) is: I won't buyprograms that don't say they willrun on my Apple III in emulationmode (although I will buy programsthat will run in the Apple III nativemode). This means a loss of about$2000 per year to the computer gamesindustry from me alone. So longBroderbund I hope you changesoon. I really enjoyed your gameswhile I could use them. My favoritesoftware company at the moment isPicadilly--mostly because they havean Apple III keyboard version on alltheir games.

    Deirdre L. Maloy

    MORE STRATEGY FOREASTERN FRONTDear Editor;

    I am an Atari 800 owner and I wasglad to see your recent addition of aregular Atari column to your maga-zine. I have also enjoyed your cover-age of Eastern Front--my favoritecomputer game.Bob Proctor was clear and read-able in "A Beginner's Guide toStrategy and Tactics in EasternFront" but his article did little morethan repeat Chris Crawford's own

    playing hints in the Eastern Frontplayer manual. To whit: surroundthe Ruskies, don't try to marchthrough them.Interested readers and dedicated

    gameplayersare surely able togarner this information from theplayer manual without Bob's helpinghand. Of more use (and more in-terest) might have been an articledealing with grander strategies andtactics which are not immediatelyobvious from reading the rules.

    The good game, like the goodplayer, has a specific strategy towhich it tries to adhere. This game"personality" in Eastern Front isnot very complicated, but it is ef-fective. The German player mustfirst discover what it is that theRussian units do, then develop aneffective counter-strategy.

    Logically, if Crawford's own notesin Eastern Front suggest surround-ing the Russian units to destroythem, then his program's strategy mustbe to keep those units from beingsurrounded. This is indeed whathappens during the game. Whenever

    the Russian units are outflanked,they retreat, trying at all times tomaintain their lines of supply. Thislatter is crucial to the Russian units.They cannot be beaten back duringthe winter unless their strength isdiminished. And the only way theirstrength can be diminished is bycutting their supply lines.Knowing this simple fact, theGerman player must find ways tooutflank the Russians. And he hasan excellent tool to use: his superiormobility.The German player must foreverbe involved in end runs. He mustfind clear sailing for his own unitswhile forcing the Russians to retreatacross water and woods.High scores are possible usingthis strategy even without having todestroy large numbers of Russianunits. The entire German army can

    be shifted north and begin a longtrek eastward (along the northernbank of the Volga) at about Christ-mas time, which--with some fighting--will take the hard pressed Germantroops to the eastern edge of theboard by March.A more realistic and satisfyingtactic is, as Bob Proctor suggested,to ignore the game score and try totruly take Russia. This involveseliminating as many Russian unitsas possible. My best game has left atotal of six red squares on the board--

    all surrounded and facing eminentdestruction in April.Similar or better results can beaccomplished by completing twocrucial encirclements of the Russiantroops.The first, which must be completedby September 28 (before the mudsets in), brings panzer units north-ward from Kiev and the PripetMarsh through the narrow gapbetween the Volga and Don Rivers.Once in firm position south of Moscowand moving at all possible speed,these units can stonewall the Rus-sian retreat from the Germaninfantry units pressing steadily east.When successful, this plan destroysall the Russian encampments in thewoods south of Rahev. Any re-maining Russian units will retreateast of the Volga and will not be ableto return to the Moscow battlefielduntil the winter months. (Be sure toretreat the panzer units beforeOctober or they are likely to bebogged down and caught before the

    winter ice frees their movementagain.) Only a small holding force is

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    needed in the south around Dne-propetrovsky--five or six infantrywith the Hungarian panzer unit.The second encirclement must becarefully timed due to the annoyingtank reinforcements the Russiansreceive around Gorky. The Russiansmust be allowed to re-cross the Volgain order to slow their final retreatback toward the east.Given that the German playercontrols the line from Smolensk toMoscow to just west of Gorky bywinter, then an east-west line shouldbe held no further north than Rahev.The Russians will push north through

    the woods east of Smolensk andwest across the Volga towardMoscow.While the Russians are on theoffensive, the German player mustrun to the far north with his panzerunits and whatever infantry is notneeded in defense. (Some can be sentto take Leningrad.) These units thenrush east and cross the Volga justeast of Gorky--or perhaps even as fareast as Kazan--and move south. Oncethey reach the open Russian plain,

    they will cut off supplies for theRussian counter attack forces aroundMoscow. The German units whichwere previously shaky in defensewill be able to press attacks with nofear.

    fensive placement clogs their ad-vances. Eventually this long whiteline begins to swing south, like adoor on its hinges. The large redmass of Russian units is then prickedby white and slowly shrinks...untilthe door slams shut.

    Good luck to all Eastern Frontplayers and Computer GamingWorld. I look forward to more in-depth gaming articles and yourcontinued success.Ed. Thank you for some ex-

    cellent strategic suggestions forEastern Front. Your letter seems toindicate, however, that you did nottake note of the title of Bob's articleor the explicit statement in the thirdparagraph of the article; to wit--This article is written for thoseof you with little or no wargamingexperience. Many of our Atarireaders indicate that the article washelpful to them even with a gooddeal of wargaming experience. Ifound the article of help to me(beyond what was offered in therulebook). None-the-less your stra-tegic suggestions are appreciatedand I know will be of interest to ourreaders.

    N O T IC E T O R O B O T W A RENTHUSIASTSRobotwar enthusiasts will beglad to know that there is an

    organization being formed tosponsor Robotwar tournamentson an ongoing basis. FrankKrough of North Hollywood, Cali-fornia has formed a Robotwarclub for the purpose of holdinglocal and postal Robotwar tour-naments. If you live in the South-ern California area you may wantto get directly involved with thelocal tournaments. For those ofyou that live elsewhere, check outthe postal Robotwar tournamentsFrank's group will be running.

    Entry fee for a tournament willbe $4.00 which will cover handlingcharges and prizes. Tournamentswill be classified as either novice,master, or champion. If you wantmore information drop Frank anote:Frank KroghP.O. Box 5337North Hollywood, CA 91616

    If the German player can alsobring his southern force and re-inforcements to bear on the Russianssouthern flank, then the entireRussian army will begin to shrinkand disappear inside the white circle.Alternatively, these latter Germanunits can press east and take Stalin-grad. But obliterating the Russians ismuch more fun than taking afeatureless city.

    This second encirclement proce-dure is satisfying but tricky. TheRussians will desperately attemptto break through the German armorand, once out of the trap, they havean excellent chance to remain at bayuntil the end of the game. There arealso a few Russian reinforcements(cavalry particularly) which arriveat the eastern edge of the board andmust be drawn westward towarddeath.

    A picture to keep in mind is thewhite German units strung out fromwest to east north of the Volga--thepanzers in front, the infantry laggingbehind. The red Russian units pressnorth to attempt to break thisextending line, but the Volga slowstheir movement and effective de-

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    HOBBY ANDINDUSTRY NEWS

    Avalon Hill has announced thatthey will begin developing gamecartridges for the ATARI VCS andMATTEL INTELLIVISION gamesystems.

    Program Design of Greenwich,Connecticut has released MOON-BASE I0 and STARSHIP DUELfor the Atari 400/800. MI combinesan arcade/adventure format with avoice narration. Game consists ofdisk and voice cassette. SD is acassette game of starship combat.Hayden Book Company (50 EssexSt., Rochelle Park, NJ 07662) an-nounces the release of TETRAD, afour-level Tic-Tac-Toe game for theApple II, and TRS-80 GALAXYOF GAMES, which includes four

    games for the TRS-80 computer (levelII 16K). The four games are Hang-man, One Arm Bandit, Skunk,Jacks.Acorn Software (634 North CarolinaAve., S.E., Washington D.C. 20003)announces a series of machinelanguage adventures for the TRS-80

    Model I/III entitled MYSTERIOUSADVENTURERS.Written by achap in England the series makesuse of "proper English". The firstrelease in the series is ARROW OFDEATH PT. 1.JON FREEMAN and ANNEWESTFALLhave left AutomatedSimulations to form FREE FALL

    ASSOCIATES, a game design anddevelopment firm. Jon's credentialsinclude Rescue at Rigel; Crush,Crumble, Chomp; The PlayboyWinner's Guide to Board Games(book); and The Complete Book ofWargames (book). Jon was a co-founder of Automated Simulations.Anne's background includes exten-sive experience in the programmingfield from business to game applica-tions. She was formerly the SeniorSoftware Engineer at AutomatedSimulations. FREE FALL can bereached at 3888 Corina Way, PaloAlto, CA 94303.

    Computerware (Box 668 Encinitas,Ca 92024) has released STARSHIPCHAMELEONfor the Radio ShackColor Computer (disk or cassette,16K required. SC is a space combatgame in which the player controllingthe starship Chameleon protects aplanet from an aerial attack of enemyinvaders ($29.95).The Liberty Software Co. (635 In-

    dependence Av. S.E., Washington,D.C., 20003) has released MEDIEVALMAGIC, a new adventure game forthe TRS-80 Model I/III. MM waswritten "especially as an introduc-tion to the adventure format of gameplaying".

    Automated Simulations has re-leased several new titles for the Atari400/800 computer. ALIEN GARDENis an arcade game available on ROMcartridge ($39.95). Four new releasesin the adventure game area by Auto-mated are mentioned in this issue'sinstallment of Atari Arcade.Strategic Simulations will be re-

    leasing GALACTIC GLADIATORS(Computer Ambush in space) in LateJune or early July. GG featuresindividual combat, maps, scenariodesigning routines. Speaking of COM-PUTER AMBUSH, the long promised updated version is on tem-porary hold. They hope for a fallrelease but winter is more likely.GUADALCANAL CAMPAIGN isnow slated for a middle of Julyrelease. An improved WARP FAC-TOR will be released for the IBM PCin middle July. The IBM version willfeature graphic display of combat.The computer opponent in the IBMversion will be three times fasterthan the Apple version.

    The Apple version of CYTRONMASTERS should be out by thetime you read this. The Atari versionof CM should be out in August orSeptember. Paul Murray's new spacecombat game THE COSMICBALANCE (or "Son of WarpFactor") will be out in mid-July forthe Apple. SSI hopes to have theAtari version available at the sametime, otherwise look for the Atariversion at the end of summer. TCBwill be a joined later by a strategicspace game in which TCB will beused to fight tactical battles gener-ated by the strategic game.

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    OMMENTSIn addition to games mentioned

    ssues.

    SUPER TEXT 40/80 COLUMNDISPLAY: SUPER TEXT 40/80is a new and better version ofMuse's popular SUPER TEXT IIword processor. Features of thenew package include: 40 or 80column display; page headers andfooters; user definable key; type-a h e a d b u f f e r ; c o u n t e r o c c u r re n c e sof words/phrases; display ofavailable disk space; split screen;multi-file find and replace; andothers. We look forward to usingSUPER TEXT 40/80 as ourregular word processor at CGWas soon as we get an 80 columnboard.

    Data Most9748 Cozycroft Ave.Chatsworth, CA 91311

    WORLD SERIES BASEBALL:This is the old Programma Base-ball game that first came outback in 1979. The game is thesame even down to the same color-ful introductory sequence whichincludes a redention of "Take meout to the ball game". It is still avery good "beer-and-pretzels"baseball game. Written by CharlesSullivan Jr.

    Broderbund Software1938 Fourth St.San Rafael, CA 94901

    DUELING DIGITS: Here is aneducational game that makes useof hi-res graphics and can beplayed by anyone who can add1+1. It is interesting as a com-petitive game and can help teachyounger persons basic mathskills. One or two can play, butsolitaire play is only a shadow ofthe two player game.

    The New American Library1633 BroadwayNew York, NY 10019BUYING AND BEATING THEHOME VIDEO GAMES: A thickpaperback (676 pages) filled withinteresting information on the homevideo game field. The bookincludes: tips and strategies onmore than 200 games; descriptionsand analysis of five home videosystems (Atari VCS, Intellivision,Odyssey, Astrocade, FairchildChannel F); playability ratingsand skill levels. This SIGNETpaperback sells for $3.95 and isworth checking out.

    Synergistic Software830 N. Riverside Dr. Suite 201Renton, WA 98055NIGHTMARE GALLERY: NGhas a lot of the flavor of thepopular coin-op game CENTIPEDE.Various creatures parade up, down,and across the screen as youattempt to shoot them. If you likeCentipede or Cavalier's BUGATTACK you'll like NIGHTMAREGALLERY. The sound effectsinclude an amazingly realistic"scream".

    Continued on pg. 39FIREBUG: A game of arson.Although the fiction of the gameis regrettable, this is one of thebetter low-res graphic gamesavailable for the Apple. In FIRE-BUG you go around dropping gascans in order to spread the firebeing fueled by a fuse whichfollows you. If you don't movefast enough the fuse will catch upand you'll "make an ash" out ofyourself. Can be played with key-board control or a joystick.

    TEXT WIZARD: TW is a wordprocessor for the Atari 400/800.Using 50 different commandsText Wizard can do all the normalfeatures of a word processor (suchas insert, delete, replace, search,reposition, etc.). Additionally TWcan print multi-copies, use multipletype lettering (bold, elongated,condensed, normal) and providefor proportional spacing of thedocument. Documentation is clearand easy to follow. TEXT WIZARDis CGWs Atari 800 word processor.

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    the ship and knock out its weapons.If you are using photon torpedoesdon't get too close before you firethem. If you get within 2Mk. of thetarget they become ineffective andyou are left with only your phasers.It is better to fire your torpedoes andphasers as close as possible withoutrunning the danger of coming with-in 2Mk. of your target.In using drones, unless you cancreate a drone swarm, never counton them to destroy a specific shield.

    Drones are unpredictable due tomovement of the target and elec-tronic counter measures. They sel-dom hit the shield you want or ex-pect. A drone can best be used tosoften the target by knocking outany general shield support. In thisway it is not important which shieldit hits and it increases the efficiencyof your main weapons.I believe one of the most impor-

    tant tactical weapons you have, andone the computer never uses, areyour boarding parties. I cannotoverstress the importance of allo-cating energy to your transporters.When attacking a larger ship youcan do enough damage in one turnto knock out a shield but you will notnormally be able to cripple its wea-pons. However boarding parties cansabotage a ship's weapons and makeit possible for you to attack again onthe next turn without sustaining alot of damage yourself. How muchdamage they do will depend on theirnumber and the level of damagealready inflicted. This is because theMarines aboard the enemy vesselwill resist yours. But one of the firstareas to receive casualties are theMarines. So the more damage youinflict, the more damage your board-ing parties can do.

    If you are already in close to atarget and want to fire your wea-pons on the first time point use therange command with a range great-er than the range to the target. If youuse the time command and the wea-pon in question will not fire throughthe facing shield, then that weaponwill not fire at all during the turn. Byusing the range command, the wea-pon can still fire if you changecourse or the enemy should move insuch a way that would bring theweapon to bear. This is especiallyimportant if you are going to sit andspin your ship because the programmoves the ships first and thenchecks to fire weapons. This bringsup an important defensive tactic. Ifyou had a shield badly damaged ordestroyed at the end of the last turn,you can usually reinforce one of the

    shields next to it and turn it towardthe enemy before he can fire.Here are a couple of importanttechnical observations that youshould remember. First, when firingweapons using the last instant op-tion, the weapon must be capable offiring through the facing shield atthe start of the turn. If you are

    commanding a Dreadnought andyour target is facing shield two, youcannot fire your siege phaser thelast instant even if you turn andmove toward the target. Second, thephaser field of fire for the Allianceand Klarson Cruisers are inaccurate-ly depicted on the Starship DataCards. This can be most trouble-some when entering firing com-mands. I've constructed a chart tocross reference the phasers with theshields. By reading across you cansee through which shields a phaserwill fire and by selecting a shieldand reading down determine whichphasers will fire through that shield.

    SCENARIOSHere are some scenarios which ifexecuted property against a com-puter controlled opponent will resultin decisive victories.

    Cruiser vs. DreadnoughtIn this game you will use thedecoy tactic along with the Klarson'smaneuverability to strike a Dread-nought in the flank and cripple it.In the first turn set your speed at12 to 14Mk . Move straight at the

    Dreadnought for twelve time pointsand then turn and finish the turn on

    a heading of 030 degrees. Launch atype one drone on this and the nextturn.

    The Dreadnought will assumeyou're going to try and move up onits right side. In the next turn it willcontinue to move toward you andturn slowly to the right in an effortto keep its forward shield facingyou. Set your speed for 20 Mk., over-charge your disruptor bolts andenergize your transporters. Turnright to 090 for four time points andthen start turning back toward theDreadnought. You want to crossdirectly in front of the Dreadnoughtat a range of 8 to 10 Mk. with aheading of about 330. Once youachieve this continue turning leftfor the remainder of the turn. Setyour disruptors and phasers to fireat a range of 3 Mk.

    The Dreadnought's phasers willfire when you leave its facing shield.You should still be more than 10 Mk.away at this point and your shieldswill absorb the damage. Your mainblow will hit the Dreadnought inshield 5 or 6 at a range of 3 Mk. Thiswill do sufficient damage to get yourboarding parties aboard and knockout many of its weapons.

    On the next turn, hold your posi-tion and fire all your weapons in aneffort to destroy another shield andget more boarding parties transport-ed. The Dreadnought probably won'tmove on this turn so next turn youmay be able to shoot at the sameshield. Continue destroying shieldsand transporting boarding partiesuntil the Dreadnought is destroyed.

    An interesting variation to thisscenario is to use a Klarson Dread-nought and give the computer twoAlliance Cruisers. You'll need alittle more speed on the first turnand more moderate turns on thesecond Launch type two drones atthe second Cruiser while attackingthe lead ship. With eight transpor-ters you have a good chance ofcapturing a Cruiser.Freighter and Fighter vs. threeImperial Raiders

    This is a short game but you canmake it more challenging by givingthe computer a fourth Raider. Youwill use the Freighter with its largershields as a screen for the Fighter.On the first turn move your Freight-er straight at the enemy at a speed of11 Mk. You don't want to decoy onthis turn because your drones willhave a better chance of hitting if the

    Continued on pg. 37

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    WE'RE IN THE MONEY...Economic Simulations For The Appleby Bob Proctor

    BASIC INFORMATIONNAME:omputer S tocks And Bondsall StreetT Y P E tock Market gametock Market gameSYSTEM:pp le. A tar i. Pet . TRS -80. IBM A pp le I I or App le I I+FORMAT:isket te (also on tape)iskette P L A Y E R S : 1 to 6to 9 U T H O R ob Garmanonald BrownP R I C E 25.00 ($20 on tape)24.95PU BLISHER : Ava lon H i llE Software4517 H arford Rd.01 73rd StreetBattimore, MD 21214es Moines, IA 50312(301) 254-5300515) 224-1992N M E artels & Cu tthroatsonglomerates Coll ideT Y P E usiness gameusiness gameSYSTEM:pple I I or Apple I I+pple I I or Apple I I+F O R M T isketteiskette P L A Y E R S : 1 to 6to 4 U T H O R an Buntenason, Mayne. SieglingP R I C E 39.9539.95PUBL ISHER : St ra teg ic Simula t ions Inc.ockRoy465 Fairchild Dr., Suite 108721 E. Gray Rd.

    Mountain View, CA 94043cottsdale. AZ 85260The four games reviewed here fall into twoompany.Stock market games are easy to understandecause they're based on the well known axiom,"Buy low, sell high." Invariably, the number ofstocks, bonds and other investments available aremuch smaller than in real life. Here we have twowell done games; one of which simulates day-to-

    day activity and one which simulates year-to-yeardecisions.

    COMPUTER STOCKS AND BONDSIn COMPUTER STOCKS AND BONDS, each

    turn represents a year; a game being ten turnslong (figure about 30 minutes to play with 3 or 4people). You can't borrow or "leverage" (lever-aging is buying something with funds that don'tbelong to you) in any way. You have a choice ofnine stocks and one bond. The bond pays a simple5% dividend, so that if you invest everything inbonds you'll turn your initial $5000 into $7900 --with no risk In effect, the bonds are just like asavings account. If you can't do better than thisthen it is a mistake to buy stocks. This lesson, thatadditional risk should pay additional dividends, isthe basic lesson to be learned in the game.

    The nine stocks are hypothetical companies andrepresent a cross-section of different stock types.There is a growth stock which can usually beexpected to go up but pays very low dividends.There are risky stocks which offer "high" divi-dends -- as much as 7%. There are speculativestocks that offer no dividends at all but maydouble (or halve) their value in a single year.Dividend ratios, growth potential, and risk are themajor factors to consider when you are going tohang on to stocks for a year or more. However, animportant aspect of long-term investing is absent;there is no information about the economic cli-mate that would give you a way of judging which

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    stocks will be best. Plausible reasons are given forvery large gains and losses but these are after thefact: winning is largely a matter of luck. Twofactors make this game unique: it is the only one ofthe four available for computers other than theApple and it is the only one which needs only 32Kof RAM (instead of 48K).

    WALL STREETIn this game, each turn represents a single day

    instead of a year. Five turns make a week and agame lasts one or more weeks. There are nodividends here and no other forms of investmentfor comparison; just day-to-day trading in com-mon stock. However, there are broker's fees when-ever you buy or sell and there are interest paymentson any money you borrow. The interest rate isabout 20% per year, so the game feels very contem-porary. You are also allowed to sell short, whichmeans selling stock you don't have (yet), hopingthat the price will fall before you have to deliver it.

    There are 30 stocks from which to choose; allreal companies, most of which are actually listedon the NYSE. They are grouped into six indus-tries: computers, entertainment, oil, automobiles,retail, and appliance manufacturers. As with thereal market, certain industries may show promi-nent trends, though individual stocks in thatgroup may not follow them. Whereas I have yet tosee a company go bankrupt in STOCKS ANDBONDS, it is a distinct possibility in WALLSTREET: IBM and GM seem as likely to go underas anybody else. All of your choices, then, areequally risky. You must "play" the market, specu-lating on the daily fluctuations (somewhat exag-gerated) of the market.

    What makes WALL STREET unique is yourability to buy information about the market.Knowing what will happen to a particular stock orindustry group on a given day can help you to aquick fortune or avoid a catastrophic loss. Thereare six levels of information in the game. Thelowest costs nothing and provides nothing. Thenext costs $10 per week and gives you (accordingto the 8-page rulebook) a 10% chance of getting atip about any given event. In game terms, thismeans into one tip every 6 weeks or so. Eachhigher level costs 5 times as much as the nextlower and gives you an additional 10% chance.Thus the highest, level 5, costs $6250 per week andgives you a 50% chance. At best, then, there's halfa chance that you won't know about an eventahead of time. To give you perspective, let's saythat the most common event, a 10% change oneway or the other, will occur to a stock that costs $50per share. In order to pay for the cost of infor-mation, you'd have to have 1250 shares of it --$62,500 worth It's not likely you'd have this muchunless it were late in a long game; in other words,

    tips can cost more than they're worth.Even if you could buy a large block of stock, itwould certainly attract the attention of the otherplayers. The order of play is set randomly by the

    computer so if you happen to be first then everyoneelse can copy you and cash in on your tip withouthaving to pay for it. This means that if you have toplay before your rivals, it might be better not toreveal what you know (but you still must pay forthe information). Another type of player inter-action concerns breaking codes. Each player's tipsare delivered by means of a 4 to 5-digit numberwhich is decoded with a "secret" number chosenby the player. This code is not hard to crack,particularly when you can see which stocks theplayer is buying and selling, so the wise playerwill change their secret number occasionally -- itcan be done at the end of any week.

    I don't think this game is realistic -- IBM won'tgo bankrupt in 2 weeks and real tips are free andunreliable rather than expensive and 100% reli-able -- but the player interaction makes WALLSTREET the most interesting stock market gameyet.

    CONGLOMERATES COLLIDEWe now move from the world of private inves-tors to the world of corporations. In CONGLOM-ERATES COLLIDE, you are an executive of alarge corporation. You are trying to expand your

    company by buying up other companies. There arealways 20 companies to be bought, of varying sizeand profitability, and when they're gone the gameis over. Basically, it is a very simple game. Youmust expand to win, but there are varying levels ofrisk to choose from. Low risk means slow growth;high risk (heavy borrowing and even selling someof your stock in your own company for extra cash)means faster growth. Which strategy is best de-pends upon interest rates, stock prices and timing.The first two fluctuate wildly and unpredictably.One would expect the characteristics of the 20companies to change too, but they remain con-stant throughout the game.

    There are three ways to play this game: two aresolitaire and one is with one to three other people.Playing by yourself, you can either see how muchyou can expand in 15 turns or you can play themulti-player game against two opponents control-led by the computer. In all versions, the recordhigh score is kept on the disk.

    My greatest complaint with CONGLOMER-ATES COLLIDE is that the computer-controlledplayers apparently get extra help. They get enoughcash every few turns so that you (or I) haven't aprayer of winning. Since their books can't beinspected, it's hard to say whether this is aprogram bug or a deliberate attempt to make

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    CARTELS & CUTTHROATSThis game is the best of the four reviewed here

    -- even my 11-year old son thinks so Each

    ith two people or some otherination. The game can be "open", where

    Each turn, you must decide how much raw

    product, or the most advertising

    The players may expand their companies byew factories, can (and sometimes must )

    the game is enjoyable either way. At the end ofeach year, an annual report shows the currentstandings of all companies.

    Any number of strategies may win but a goodCARTELS & CUTTHROATS player, like a goodmanager, will always be aware of what the com-petition is doing. If you start to lose market sharebecause ABC lowered their price, should you 1)drop yours to match; 2) cut back on production butkeep your price up; or 3) gear up for ABC's shareafter they go out of business? There is much playerinteraction, even in the closed game. UnlikeCARTELS & CUTTHROATS, the computer-con-trolled players are absolutely fair. They play areasonable game, each with a different strategy,and are challenging to the beginner. As your skillincreases, you'll find they are not too aggressiveand can be beaten easily.

    The documentation is excellent. The fifteenpage rulebook explains the rules clearly; givingyou an understanding of what is happening andincludes strategy tips. There is enough infor-mation here to qualify this game as an intro-ductory course for Micro-economics; in fact, at arecent seminar, CARTELS & CUTTHROATS wasshown as an example of Computer-Assisted In-struction. Don't let that fool you; it's a great game

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    BASIC INFORMATIONNAME:ontrollerTYPE:eal Time Sim ulat ionSYSTEM:tari with 32KFORMAT:is k PLAYERS:n eA U T H O R :rank D. K elley& William VolkP R I C E 30PUBLISHER:valon H ill Game C o.4517 H arford RoadBaltimore. MD. 212 14301-254-5300

    Remember the movie Airplane? Picture the scenein the control tower exploding with completeconfusion, the controller with mike in hand shoutingout instructions to the pilot, all culminating with a747 through the window. I felt just like the con-troller in Airport the first few times I tried myhand at Avalon Hill's CONTROLLER.

    As the name implies, you, as the controller, takeon the awesome task of safely guiding in eightaircraft before they crash, run out of fuel, orsimply fly away (presumably to find safer facili-ties). This is a fine example of a game which runsin real time, but which has the sophistication of acomplex simulation. Unlike most simulationswritten in basic, the computer does not just sit andwait for you to input your next command. If you'rebusy thinking, it's busy flying the eight planes.I've sat looking at the radar scope, frozen withindecision, getting more and more flustered asplane after plane crashes, flys away, or shootsright off the runway.

    The disk is self-booting and, after a short wait,asks you the number of planes you'd like to control(1 to 8). You then select the type of planes. Thethree choices are;

    a) Light plane:low, maneuverableb ) J et lin er :ast, ponderousEach type has it's unique characteristics of minand max speed, rate of turn and climb, ceiling, andfuel usage. All of these must be considered in orderto successfully issue commands to the pilots.Once you've picked your airplanes, the gamestarts. You're presented with a regularly updatedtable on the left side of the screen which gives thecurrent heading, altitude, and velocity for each ofthe eight planes. To the right is a radar scopeshowing the location of each plane in relation to

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    slow them all down to minimum speed to give memore time to think and to conserve fuel, and thento stratify all planes to altitudes that will prohibitcollision. I then work on landing the closest to thefield. This simple system does not take into accountwho is lowest on fuel, arranging not to have two ormore planes arriving at the same time, or who isclosest or farthest from the field. I have, using thismethod, been able to land six planes this way,three light and three jetliners. My two privateplanes ran out of fuel.CO N T RO LLE R is certainly a challenge. Theclosest analogy to the control process in thisoriginal game might be lunar lander in the wayyou must plan the effects of your commands inorder to achieve the right results. However, CON-T R O L L E R adds seven more landings not tomention one more dimension. This game requiresyou to learn the aircraft involved and developprocesses to safely land them. After four longnights I could only land six planes (my average isfour). At 10 to 35 minutes a game, getting CON-TR OL L ER down pat may take a very long time. Iwould recommend CONTROLLER to those whowould like a "thinking" game that doesn't let youdawdle around moving planes like chessmen. Thearcade player, however, may be disappointed withthe slow (real time) action of the game.

    There are two items I would like to see in-vestigated on future releases. The first is the realtime command entry. All Basic programmersknow the problem of stopping a program to servicethe players keyboard input when we'd rather becomputing away. This can be solved if Basic looksat the keyboard and only stops to process an entryif one has occurred. With CONTROLLER, if youinput your commands too fast (when the programisn't ready for them) some of the entry may be lost.This can be frustrating with the tension of four orfive planes all vying for the same landing stripwithin seconds of each other. Perhaps a smallmachine language keyboard handler that istriggered by the vertical blank display interruptmight work. This would allow normal keyboardinput while Basic chugs along.

    This touches on my second suggestion. Maybemore of the Atari's great features could have beenincluded in the game. The Atari sound generatorcould supply radar beeps, plane crash explosions,and successful landing sounds. Also, more colorswould enhance the display and make readabilitybetter. Of course these enhancements make agame very computer specific which has its obviousdisadvantages when developing software.

    As of this writing (May 1982) Avalon Hill hasstated that an updated version of CONTROLLERis in the works. Perhaps we will see the abovesuggestions incorporated into a later version.

    the control tower and two landing strips. Thisscope has two scales (10 and 100 mile radius)which can be toggled between by entering "S". Atthe bottom of the screen is data on a specific planeyou have selected. This includes fuel left, lastheading command, last altitude command, andbearing and range from the control tower.

    In order to land an airplane it must be on theapproach markers, have correct heading, be slowenough, and be low enough. You achieve this bygiving each pilot instructions on altitude "A",heading "C", and velocity "V". Of course the timeit takes for each of these to occur depends on thecharacteristics of the individual plane.

    But, it's not as simple as that. If two planes aretoo close, you run the risk of mid-air collision. Ifyou neglect a plane that is flying away from thetower it will fly away and you will loose contact.And finally, the toughest problem is running outof fuel. For example, if you make a private jet taketwo passes before it lands it's very likely it will runout of fuel.

    The approach I've adopted is to go through allplanes and head them towards the tower, then

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    (b) decrease it by one for each adjacenthex containing a negative value.(3) Copy the new map back into the old one.(4) Repeat steps (2) and (3) some arbitrarynumber of times.When you're done, each hex will contain some

    value. The sign of the value indicates who controlsit (+ = you, - = them), while the magnitude of thevalue indicates how strong that influence is.Values near zero suggest weak control, while largevalues (either positive or negative) suggest strongcontrol.

    This technique works fine...assuming that thepieces don't move, that they all have the samecombat strength, that they can't affect non-adjacent units, and that the map has uniformterrain. This, of course, leaves out most wargames.So, to be effective, we need to find some way oftaking these different factors into account. Let'ssee how we can modify the algorithm above toadjust for each of these complications.MOVEMENT

    T H E S IL IC O NC E R E B R U Mby Bruce Webster

    MAP WEIGHTING (PART 2INTRODUCTION

    Last issue we discussed an approach for allow-ing a game program to "look" at a hex map. Themethod assigns a value to each hex indicatingwho controls that spot and how strongly theycontrol it. This is the algorithm used:

    (1) Assign each map location one ofthree values:(a) if it's empty, assign zero (0);(b) if it's occupied by your side, assignsome arbitrary value say, 50);(c) if it's occupied by the enemy,assign the opposite value

    (i.e., -50).(2) Make a new copy of the map, with eachlocation receiving its old value modifiedby the six hexes surrounding it:(a) increase it by one for adjacent hexcontaining a positive(non-zero) value;

    Given two units of equal strength, the one thatmoves faster exerts more influence. More accu-rately, the speedy unit exerts the same level ofinfluence, but does it over a wider area. Since ouralgorithm is based on immobile units, we need tomake some changes to account for unit movement.Modifying part (1) of the algorithm is one solu-

    tion. Originally, we placed an arbitrary value(positive or negative) in each occupied hex andzero in each unoccupied one. Now, for each unit,let's place values (of the appropriate sign) in allthe hexes it can move to. We might want to reducethe influence by distance. Suppose we have a unitthat can move up to 5 hexes, and we give itslocation a value of 50. Here are some possibleassignments for the hexes it could move to:

    distance1 hex5.00.00.02 hexes6.70.02.53 hexes2.50.0.64 hexes0.00.0.15 hexes.3.0.0Here are the equations used:1) value : = 50 / (distance + 1);2) value : =50 (distance * 10);3) value : =50 / (distance * distance);Which one to use? That depends on the game itselfand will require some experimenting and "tweak-ing". In fact, you'll probably want to come up withone of your own; these are just suggestions.This method leads to another problem: what

    Continued on pg. 17

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    Given two units of equal movement ability, the

    Given two units of equal movement ability and

    Some questions arise when taking attack range

    he reader.

    Given two identical units, the one that is least

    Dealing with terrain factors becomes very messy

    very quickly. Consider the problem of determiningall the hexes to which a unit can move. Supposethat the unit has a movement factor of 5. If weignore terrain, then we simply look at all locations5 or less hexes from the unit's current position. Wecan do that easily. Now let's add terrain. Theresult? We must try to trace a path to each of those90 hexes, taking into account the cost of movinginto each hex along the way. There are some well-defined algorithms for doing this, but they'regoing to take extra time and memory. And theterrain effects on combat strength and attackrange can be even harder to handle.CONCLUSIONS

    We can make a game-playing program compli-cated without much effort. If we really try, we canmake it very complicated. Unfortunately, the im-proved performance doesn't always justify theincreased time and memory consumption.In the next few issues, I'll have examples of the

    techniques described above, as well as some of thealgorithms needed to carry them out. As always,I'm happy to hear from you, especially anyonewho would like to submit a column for SiliconCerebrum. You can reach me at:

    Bruce F. Webster9264 Grossmont Blvd.La Mesa, CA 92041.

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    P U R S U IT O F T H E G R A F S PE E :A Review

    by William Edmunds

    BASIC INFORMATIONNAME:ursuit of the G raf SpeeT Y P E ar GameSYSTEM:pp le I I w/ ROM Card or App le I I P lus

    PURSUIT OF THE GRAF SPEE is awar game based on one of the early conflicts ofWorld War II. The Graf Spee, one of Germany'snew pocket battleships, was sent to the SouthAtlantic to sink Britain's supply ships. In thisgame, twelve Allied ships must find and sink the

    Graf Spee as it moves about sinking merchantships. The game can be played by two players orsolitaire, with the computer playing the Germanside. A complete game can take two hours. Gamescan be saved after each turn but require a separateSSI initialized diskette.

    The game is played on a map of the SouthAtlantic which is displayed on the Hi-Res screen.The ocean is sectioned by a grid upon which shippositions are displayed by identification letters.There are ports on the coast of Africa and SouthAmerica which can be used for refueling andrepairs.

    The game starts on December 1, 1939 and endson December 25 or sooner if the Graf Spee is sunk.There are two turns per day and you can moveyour ships one space in any direction each turn.Inputing moves is very simple and you can goback and change any or all ship moves as often as

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    If the Graf Spee is in the same location as one of

    Once the Graf Spee is spotted, the game moves

    The main portion of the game is finding the Graf

    The Allied ships you have for searching are

    Even with occasional reports of the Graf Spee's

    when moving into a location. By patrolling insmall clusters off the main shipping lanes, youshould improve your chances of locating the Speeeither by sightings or radio distress reports. Thereis a short version of the game that starts onDecember 13 with the Exeter, Ajax, and Achillessighting the Graf Spee as it leaves the Plate Riverarea. But starting the game with three cruiserssighting the Spee is no easy victory, as you willsee.

    When the Graf Spee is spotted, the game movesto a naval battle. The author has done a good job ofsimplifying many aspects of the real world whilemaintaining those which give you tactical controlover your ships. The player input is simple and theresolution of a turn is quick. All the ships are ratedfor maximum speed, size of guns and their place-ment, armor thickness, strength of the hull andsuperstructure, and torpedoes. There is a chartwhich gives maximum range at which the shellswill penetrate the different thicknesses of armor.This makes for a nice tactical game within themain strategic game.

    Battles are initially set up with the Graf Speedirectly ahead at a range which is dependent uponweather conditions. The Graf Spee will be runningfrom the encounter while firing its stern guns atyou. Your ships all have more speed and canovertake the Spee, but except for the Renown, yourguns are smaller and cannot penetrate the Spee'sarmor at long range. If you start your pursuit froma long range, your ships, one by one, will succumbto the Spee's larger guns.

    The December 13th scenario is a perfect exampleof this. The game starts with clear skies whichplaces you at long range. In this case, I find it isbetter to break off the attack and try shadowingthe Spee. According to the formula given in themanual, with clear skies and three ships you havea better than eighty percent chance of successfullyshadowing. Then on the next turn, if the weatheris bad and you manage to keep track of the Spee,you will be able to launch your attack from ashorter range. You most likely will lose a ship ortwo but a torpedo hit will slow the Spee down.Then you will be able to finish her off with yourremaining ship as the hits come in a fury due to thetargets reduced speed, your closing range, and thesmaller guns' increased fire rate. Of course, if youlose track of the Spee, then it's back to square one.

    The PURSUIT OF THE GRAF SPEE is a goodintermediate level war game. It combines astrategic game, its anguish of unsuccessful search-ing, with tactical battles which can produce thethrill of battle when you're finally closing in forthe kill. This game characterizes many of theaspects of naval combat while being fast pacedand easy to play.

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    STARSHIP COMMANDER:A R E V IE Wy Bob Proctor

    BASIC INFORMATIONN A M E :ta rship Comm anderTYPE:trategySYSTEM:pple II or Apple II+

    1 4 8 K , r e q u i r e s p a d d l eF O R M A T :iskette (DOS 3.3)# PLAYERS:A U T H O R :ilman LouieP R I C E :39.95P U BL I S H ER: V oy a ge r S oftw a re

    P.O. Box 15-518San Francisco, CA 94114

    Is there anyone with an interest incomputer gaming who has neverplayed STARTREK? You know,where you dash from quadrant toquadrant, destroying Klingonswherever you find them? The gamehas been around for over a decade ( )and there are countless versions,including the more glamorous off-spring such as Atari's STARRAIDERS. For those who arefamiliar with it (and I assume thatmeans almost everybody), the mostimportant thing I have to say aboutSTARSHIP COMMANDER is thatit is NOT another souped-up versionof STARTREK.

    Instead, SC depicts a single battlewith 1 to 3 enemy ships (the baddiesare called Vegans here). To win, youmust destroy them, force their sur-render, or force them to run away.As commander of the USS Ranger,you must not only give orders aboutnavigation and weapons, but must

    make decisions about how to allocateenergy, when to rest weary crewmembers, and when and where touse your repair droids. The game ispacked with detail but unfortunate-ly the documentation doesn't giveyou an over-view of what's happen-ing. For this reason, many may findthat SC is not worth the effortrequired to master it; but Trekkieswill love its ability to make you feel--more than any other game -- likeyou're in the Captain's chair of aFederation starship.TAKING OFF

    The first thing that strikes youwhen you start playing is the waythe paddle is used to control allgame functions. Almost every screencontains a list of choices. By rotatingthe paddle knob, you move an arrowto the item you want and push thepaddle button to select it. YouNEVER have to touch the keyboardWhile I think this is an excellentapproach, I would still like to havean option to use the keyboard inemergencies. For example, the knobon my old set of Apple paddles wouldnot turn far enough to let me selectthe last item on each list. Unfor-tunately, this was usually "RETURN"and I was stuck--unable to continuethe game. Some of the better paddleshave an adjustment screw to correctthis, but I don't know what to tellyou if your pair is non-adjustable.Perhaps you can devise a test to seeif your paddle (0) has a full range ofsettings. Of 3 pairs I've tested, only

    mine had this problem, so maybe itis not too common. On the otherhand, you would not want to buythis game and discover that youcouldn't play it.

    GIVING ORDERSThe list which you will use themost is called the Command Screen.From it, you can select any of 7stations of the Ranger:

    Communicationto talk to the Vegancommander .Defenseto maintain yourshields.Engineeringto allocate repairdroids and pow er.Life Supportto change crew orteam assignments.Navigationto control the shipsspeed and course.Scienceto "scan" an enemy

    vessel's status.Weaponsto fire positrons ortorpedoes.Each time you return to the Com-mand Screen, there is an asterisk infront of the stations which you haveselected so far that turn. This keepsyou from overlooking an importantfunction (like Weapons ) which is anaggravating mistake. It's a greattouch which makes you feel like thecomputer, for once, is on your side.Besides these stations, there are 2

    other choices on the Command

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    Screen. The first ends the game (withan option to save it and continuelater) and the other ends the turn.When the turn ends, you see theexchange of weaponry on a scannerscreen, get a report of damage, in-juries and fatalities, and see therelative movement of the ships on ascreen called the "Motion Detector."Then you're back to the CommandScreen and it's time to plan yournext moveGETTING THE PICTURE

    There is a lot of informationavailable from your shipboard com-puters. There are about 30 differentscreens which convey the status ofyour ship and as many others whichallow you to perform some action.

    The graphics used to display infor-mation are superb. There are barcharts to compare actual powerusage with allocated power, a graphto give you the relationship betweenspeed and distance covered, sche-matics of the Ranger to show damage,and plan views showing the relativeposition of all ships. If a businessprogram had these graphics andease-of-use, people would rave aboutit. It's very nice to see them in agame; certainly the need to easilyunderstand a lot of informationexists here too.

    As good as the graphics are, thereis so much information that it is notclear at first what is important andwhat is "chrome." This is a mixedblessing as it adds mystique whichmakes role-playing more fun, but itmakes it harder to figure out a win-

    ning strategy. I expected to find adescription of what's going on in the19-page book that comes with thegame. It's not there and I considerthis omission SC's biggest failing.This is a very complex simulationand a Commander should under-stand it, not be learning it on the job.Take Power, for example. It is ob-viously being used up -- the rules tellyou how much is needed for some(but not all) functions. However, no-where are you told that the enginesare also generating power or thatthis amount depends on the effic-iency of the team on duty in Engi-neering. It is possible, if you arefrugal, to generate more power thanyou use and thus replenish the bat-teries a little. In a battle where bothsides are severely crippled, this tacticmay be the game-winner; the extraenergy might allow you to repairyour torpedoes first. The point isthat such subtleties are not obvious(at first) and are not explained -- youhave to be willing to dig for them.DELEGATING AUTHORITY

    In the beginning it seems likethere are too many decisions tomake; so it is nice that you can givethe computer some of your decision-making burden. Both the Defenseand Navigation stations have Auto-matic Control options -- with thesein effect, you only have to worryabout Weapons each turn and LifeSupport every 4 turns or so. Withdefensive auto-control, the computerwill distribute power to your shields,keeping most of it in the shields thatare facing the enemy. In Navigation,you can choose semi-automatic,where the computer sets the coursebut you control speed, or full auto-matic, where you select a distanceand the computer will attempt tokeep the RANGER that far from theenemy.

    It is necessary to go to Life Supportto rotate the crew teams from Dutyto Sleep to Standby. There ought tobe a way to give orders to have themrotate automatically but there isn't.There are, to my way of thinking,several such features which shouldexist but don't. For instance, thereisn't any report that shows you thepower allocations for ALL of themain systems. Each total is availableon the appropriate report but I wouldexpect an overview to be availableat Engineering. It isn't -- anywhere.It's also very hard to get a clearpicture of power consumption. Theamount left in the batteries will giveyou an idea of how much you'reusing but there is no report to showyou clearly where it's all going.

    Another item I miss is a plot of theenemy's projected position. This isthe point where the Vegan ship(s)would be at the end of the next turnat their present course and speed.The auto-pilots can use this projec-tion, but there is no way to display itif you want to do your own navigation.The automatic controls, both in De-fense and Navigation, do an ade-quate job for a novice but will not doas good a job as an experiencedCommander. If you are going to begood at SC, you must eventuallytake up these duties yourself. Itwould also be nice if there was someindication of ship heading on theMotion Detector. This would let yousee which shield was facing theenemy, a crucial factor.GETTING PROMOTED

    At the end of the game you get ascore and a rank based on yourperformance. Under 8000 pointsearns you the rank of Crewperson,higher scores earn one of 11 higherranks -- all the way up to FleetAdmiral for more than 38,000 points.The number of points you get willdepend on several factors but isprimarily a function of how manyVegan ships you faced and howstrong they were. You can choose tofight 1, 2, or 3 at the beginning of thegame and select the type (Destroyer,Cruiser or Dreadnought) of each. Atfirst, you'll have your hands fullwith a single Destroyer but as youlearn, you can increase the challengeby selecting a stronger force. Youalso get an 8000 point bonus if youcan get the Vegans to surrender.You demand this using the Com-munication station. The Vegan com-mander has no sense of humor at all.CONCLUSIONS

    STARSHIP COMMANDER putsYOU in charge. The level of detail isextraordinary; you know each crew-member by name and control everyaspect of your ship's operation. In agame lasting from one to four hours,you, like STAR TREK'S CaptainKirk, will not only have to knowgood battle-tactics but will have tomanage your ship well enough tomaintain fighting efficiency equalto the enemy's. The documentationis weak; it explains the commandsand options but does not provide aninsight into what is happening. Thiscan only be gained by playing. [Ed.Note: Please see the designer's notesfor Starship Commander in our nextIssue]. For those who are willing todig for this understanding, the gameoffers considerable challenge andsatisfaction.

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    ADVENTURES - Cheaper By The Dozen And A Halfby Dick Mcgrath

    BASIC INFORMATIONN A M E :he Captain 80 Book ofBasic AdventuresG E N E R A LCONTENT:rogram design and basic

    language codingtechnique applied toadventure-type programsSPECIALFEATURES:. A newly-releasedadventure programgenerator whichcreates adventure

    programs in basic .2. Complete programl istings in basic for

    eighteen popular adven-turesA U T H O R :obert LiddilPRICE:19.95PU BLISH ER: 80-N or thwes tPublishing, Inc.

    3838 South Warner St.Tacoma, Washington98409

    In addition to software on tapeand disk, there are armloads of bookswith program listings which youcan type in yourself. CAPTAIN 80'sBOOK OF BASIC ADVENTURESis one such volume... and a source ofhours of exciting challenge for thecomputer adventurer."Captain 80" is the pseudonym ofauthor Bob Liddil, who writes acolumn of the same name for the 8U.S. Journal, a national magazinedevoted solely to the TRS-80 com-puter.The book opens with a forward bythat guru of computer adventures,Scott Adams, president of Adventure

    International. As a pioneer of thecomputer software industry, hiscomments provide a stamp ofapproval. He describes the book as"the world's first anthology of basicadventurers from some of the bestknown writers of micro-computersoftware".

    The first seven chapters are brief(2 or 3 page) monographs, possiblythe substance of past or futureCaptain 80 columns. The first twochapters provide a bit of philosophi-cal history on the role of the ad-venturer in literature, and draw aninteresting comparison between theadventure hero of the past and hismodern counterpart, the computeradventurer. The remaining mono-

    graphs offer brief suggestions onhow to play, design, write andmarket computer adventures. Don'texpect the "complete adventuregarners manual", however. Re-member, each chapter is only two orthree pages long.

    Chapter 7 is particularly valuableto the sight-unseen mail orderpurchaser of computer adventures...in fact, this chapter alone could beworth the price of the book Itcontains capsule descriptions of 27popular, commercially available ad-venture programs. A little researchcould prevent you from wastingmoney on a program that doesn'tappeal to your particular interests.

    But the real value bonanzas inthis book are the adventures Of the252 pages, 215 are devoted to theprogram listings of eighteen basiclanguage adventures. If you con-sider that each one retails separatelyfor about $15.95, you could sell out atotal of about $287.00 for thiscollection on disk or tape You'regetting them for about $1.10 each inthe book. Now that's value

    All the programs are written forthe Model I TRS-80 but should beeasily convertible to other machinesand other versions of basic. All butone should run in 16K of memory,although you may need to removethe remarks statements and com-pact some of the code to fit.

    All have been published previouslyand most are still commerciallyavailable. The authors are some ofthe best in the business: ScottAdams, Lance Micklus, Teri Li, GregHassett, Don and Freda Boner, andothers. These adventures representa cross-section of some of their earlyefforts. Though their current work isundoubtedly more sophisticated, youcan hardly complain when you'regetting these at about $1.10 each.All are still great fun, and a fewhave become classics.

    Let me give you a sampling: Oneof Scott Adams' first efforts, Ad-ventureland, was written when allyou could find were Star Trekimitations. It has a sleeping dragon(tread lightly), a swamp, a lava flowand Paul Bunyon's magic axe. Thisis the original version, written inbasic. Though it was later rewrittenin machine language, this is still anexcellent introductory adventure forthe novice.

    Greg Hassett, the teenage founderof his own mail order softwarebusiness, Adventure World, is also aprolific computer adventure writer.Five of his early efforts are includedinCaptain 80. "Journey To The CenterOf The Earth" -- designed by abeginner, for beginners; "House OfThe Seven Gables"; the claustro-phobic "King Tut's Tomb"; VoyageTo Atlantis" and the sinister "Sorcer-er's Castle". Collectively, they tracehis developing talents as a computeradventure writer.

    Lance Micklus is well known as abusiness and utility program writer.His only currently available ad-venture program, "Dog Star Ad-venture" is included as the singlespace age theme in the book.A father-daughter programmingteam from Indianapolis, Don andFreda Boner, have contributed atale of Kentucky Moonshine, re-venooers, good old boys and southernsheriffs in Thunder Road. They alsowrote the most recent of the pro-grams, a two part series: Revenge OfThe Balrog and The Fortress AtTimes End, fun for dungeon anddragon fans

    For those of you who like "Big"adventure, Teri Li's AtlanteanOdyssey, is a full 48K in length. Notonly is it the largest program, itcomes complete with simple graphicsof the adventure locations. Teri, aprofessional programmer for InstantSoftware, has two other programs inthe book -- Lost Dutchman's Goldand Spider Mountain.

    If you've read this far, you probablyknow what is meant by a "ComputerAdventure". But just in case youdon't, let me give you a definitionstraight from Captain 80's book; Acomputer adventure is... "A semi-intelligent, word recognizing com-puter program which employs anovelistic style to present an un-solved puzzle." It is a word orientedgame in which the player communi-cates with the game author throughthe computer. The writer has thrownout a challenge to the player, in theform of a puzzle. The author's successis measured not so much by whetheryou are able to solve the puzzle, butby the amount of fun you have intrying.

    Continued on pg. 39

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    HORSE RACING CLASSIC A REVIEWby Barry Austin

    N A M E :orse Racing ClassicT Y P E :ports GameSYSTEM:pple IIF O R M A T :isk# PLAYERS:to 9P R I C E :36.95PUBLISHER:aaumi SoftwareInternational8 North Grosvenor Ave.Burnaby. British ColumbiaCanada , V5B 1J21604)294-2891[In Howard Cosell's voice] -- It's asimulation. A pedagogic device with-out parallel in the annals of digitizedsports games. An electronic derbyparty which fetes more equine ex-citement than my own loquacious

    platitudes and perambulations incovering the May Classic (theKentucky Derby for the uninitiated)in my own nasal and lugubriousfashion.Thank you Howard for that niftyintroduction to HORSE RACINGCLASSIC. Yes, we agree with you,HRC is a good horse racing simu-lation, a good teaching tool, and justa darn good party game. There havebeen several horse race gameswritten for the Apple (most werelittle more than lo-res programmingexercises), but HRC stands apart.

    As a simulation, HRC makes useof a horse's track record to determinethe potential performance of eachhorse on the daily card. For example,a horse that has a record of comingfrom off the pace (according to theracing form provided for each race)will have a good chance of closingon the leaders in any given race.Anyone who knows how to read aracing form will feel very comfort-

    to "Place" bet? How did I lose mymoney so easily? The appendix tothe rulebook has a nice little dis-cussion on understanding odds andpay-offs.

    While HRC performs admirablyas a simulation and tutorial onthoroughbred wagering it reallyshines as a party game. With HRCat a party, don't be surprised if youfind a room full of otherwise normalpeople jumping up and downscreaming for "Spectacular Bid" (oreven "Spectacular Dud") to raceacross those last few grueling inchesof the monitor for a well earnedvictory. As we have just hinted, youcan change the name of any of the100 horses stored on the game disk.This will not change the horses per-formance record (which is stored bydate and race), but can provide ahumorous touch to the proceedings.Each bettor is given an initial stakeof $100 which he or she uses to tryand win the most money. The gamestores the ten highest winning totalson disk. This "Handicapper Hall OfFame" adds an additional touch tothe game, evidenced by a recentincident in which a player refused tobet on the last 4 races of the dailycard because he had a $1 lead overthe all-time third place total.

    From one to nine bettors can buythe traditional win, place, and showtickets for any of seven horses in thefour to nine races of the daily cardrace. Bettors can also buy tickets inany combinations such as betting ahorse "across the board". This hi-resgame is very well done and wellworth the $36.95 price tag.

    able with HRC, as the two mostrecent performances of each horsein a race are given for your ex-amination. In addition to the recentracing history of each horse andstandard racing form data (weightcarried, Odds, fastest time, numberof starts, wins, places, and shows),HRC gives a rating to the jockey andtrainer assigned to each horse. All ofwhich adds an amazing degree ofrealism to the game.As a tutorial, HRC can be used toteach a novice not only how to readthe racing form, but how to makeintelligent choices at the bettingwindow. When is it best to bet acrossthe board? Is there really any logic

    S N E A K A T T A C K O NK N I G H T O F D I A M O N D SBy Harry Conover

    The chevroned boys, fresh from a30 day leave after whipping Werdnain Woodhead/ Greenberg's firstWIZARDRY scenario, PROVINGGROUNDS OF THE MAD OVER-LORD, were ready to join forcesagain. This time their task was evenmore difficult. Find the five items onGnilda and return them, along withthe staff of light, to her highness sothat she might regain her throne.

    They had been warned by previousmercenaries that the maze wasguarded by monsters of incrediblestrength and that even level 13veterans had fallen victim to it'smany entrapments. But expeditionleader Prospero knew his men.Stormtroopers Kirk and Frenchy alongwith Akido the Samurai, would leadwith Lord Prospero, Damien andLechat in the rear, casting spells

    and giving aid when neededAfter stocking up with armamentand supplies and a blessing from thenether worlds, Stoned Sammy (lostforever ) the group made their wayinto level one."Not as bad as I thought", crackedKirk, reaching the middle chamber

    and receiving instructions fromGnilda.

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    by B ill W illettIf you're an Atari gamer like me,you've probably visited all the soft-ware stores within a thirty mileradius to find that special combina-tion of software and people that can

    help you find what you want. Or,you buy countless magazines andread the reviews to help you spendyour limited software dollars. Rightnow, Atari game software is justbeginning to become abundant. Wegarners need two things to make ushappy. We need more games, andways to choose what fits our needs.To get more games, you need moreprogrammers. To convince these pro-grammers to spend their limited timeon the Atari there must be sufficientpayback for the time invested. The

    Atari has inherent capabilities tomake a game programmer's timemore efficient. But more important,the number of Atari users is growinginto a substantial market. The lackof software and the potential sales isdrawing programmers to the newAtari market.

    The special capabilities I'm talkingabout are the features built into thehardware to make the game pro-grammer's life so much easier. Thebeginner, like me, can now do wonder-ful things like scroll across maps orfly needlefighters through defendertype worlds. These capabilities areeven more important to the pro-fessional programmer. The time hesaves in developing graphics can beused in fine tuning and developingmore games.

    I'll give some examples of how theAtari has made my life easier as agame programmer. I'm working ona war game right now that I couldnot have undertaken with any othermachine on the market. I've in-corporated a four screen map (similarto Eastern Front's six screen map)in basic. To scroll across this map onanother machine I would have hadto use complex machine code routinesto actually move the map throughthe display memory. With the Atari,this scrolling is done by calling afifteen byte machine code user routinewhich has to change only a fewmemory locations. Yes, I had tolearn some assembly language, but

    not like I would have on an Apple orColor Computer.To have created this map (40 wide

    by 24 deep) on another computerwith graphic blocks would haverequired some 15 thousand bytes.The same resolution on the Atarican be done using a redefinedcharacter set with only one thousandbytes. This is done by redefining thealphabet as pieces (trees, forests,tanks, etc.) and printing them on thescreen just like text. The 8 by 8matrix of graphics blocks definingthe piece can be specified with onlyone byte.

    A final example is the gamersGodsend, the player missile. In mygame, to move a piece withoutplayers would mean moving theimage of the piece through the map,restoring the map as I went. Withplayers, the map is left intact and Imove a player around on the screen.The computer takes care of who's ontop of who and moves the piecewithout disturbing the map.While there are advantages to pro-gramming your game on an Atari,there are also some negatives. Oneis the limited market at this time fortheir efforts. Another problem is the

    lack of good utilities. We're nowseeing the second generation ofutilities which should provide bettertools for the programmer. Anotherproblem I've heard of is the slownessof chaining programs.NEW RELEASESProtector, Chicken, and Dodge Racerare three designs for the Atari fromSynapse Software. Protector seemsto be very popular and with goodreason, it uses all the Atari's features.See notes on the game in the Jan.Feb. and May-June issues of CGW.Dodge Racer is the old standby wherethe player guides his car around anumber of concentric tracks thatcan be switched between. The playerattempts to clear the tracks of dotswhile not being hit by the oncomingcomputer car. Chicken captivatedme. Although a simple concept of achicken catching falling eggs droppedby the cagey fox at the top of the

    screen, the playability is excellent.The detail is superb. The fox's feetmove and he sits down when done.The chicken flaps her wings andshuffles her feet. The chicks (theresult of a dropped egg) peep andbustle realistically. Best of all I likethe little man who boots the chickenoff the screen (the result of steppingon a chick). Synapse seems to beproducing good games.

    Datasoft's Tumblebugs is like theApple Dungbeatle. You are pursuedin a large maze by a number oftumblebugs. You must eat all thedots before the tumblebugs get you.The unique thing in this game is themagnifying glass window whichmoves above the maze (which is toolarge to see detail) and magnifieswhat is below it. Gamma Software'sHockey is a delight to play. Thistwo, three or four person game hasthree players and one goalie per sideand is quite similar to Intellivision'ssoccer.

    SSI has released Tigers In TheSnow and The Battle of Shiloh inAtari versions. Both require theBASIC cartridge, and either disk ortape, and cost $40. All versionsrequire 40K except tape Shiloh whichuses 32K. Both have scrolling mapsThe Battle of Shiloh recreates thefamous American Civil War battle,while Tigers in the Snow simulatesthe December 1944 offensive by theGermans. You can find reviews onthese two games for the Apple inback issues of CGW, Mar.Apr. forTigers and Jan.Feb. for Shiloh.

    EPYX has announced four ad-venture games to delight we Atarians.King Arthur's Court sends the playeroff fighting dragons and wizards inorder to return the crown. Nightmareputs you in a magical castle withgargoyles, headless men and, packsof very hungry rats, all tempting tostop you from retaining your sanity.When shipwrecked on Vulcan's Isleyou'll battle demons and satyrs toearn freedom. In Crypt of the Undeadyou are in a cemetery and must findyour way to the world of the livingbefore dawn. Although I haven'tseen these games yet, that they allrequire joysticks is a good sign.

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    BASIC INFORMATIONNAME:nieper River LineTYPE:argameSYSTEM:pple. Atari. Pet, TRS-80FORMAT:i sk or Tape PLAYERS:

    U T H O R ruce A. KetchledgeP R I C E 20.00 [ tape): $25.00 (disk)PUBLISHER:valon H i l l Game Company

    The desperate position of German defensivestrategy on the Eastern Front in 1943-44 waspartially solved with the use of mobile Kamp-fgruppen (battlegroups) as fire-brigades, scram-bling desperately between emergencies withnever enough resources, keeping disaster at arm'slength until the numbers finally caught up withthe German Army. DNIEPER RIVER LINE, arecent release by Avalon Hill, accurately simu-

    lates the problems (and frustrations) of a hypo-thetical sector commander in the German Armywho sees the writing on the wall.

    Some old ideas are re-worked here: fog-of-war(inadequate or inaccurate information); and in-adequate resources desperately trying to do toomuch with too little for too long. The result is aseries of scenarios guaranteed to earn the player(metaphorically speaking) his service decoration,combat fatigue, and transfer to a quiet sector (likeNormandy).The physical components are typical of AvalonHill's board games: multi-colored mounted map-board; die-cut counters; 16-page narrative-basedrules booklet, and thick 1" box. As the programfeatures text only (which must be interfaced withthe mapboard and counters), pirating is renderedimpractical. A pirated version would resemble thegraphics state-of-the-art in wargaming of early

    1971, with "paste-your-own" counters in the formatof early zip-lock.The Game SystemDnieper River Line is 8-12 turns long, with each

    28

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    game-turn representing one hour of "real" time.Each turn is subdivided into five phases: RussianMovement; Russian Combat; German Movement;German Combat; and Reinforcements. A save-game option exists at the conclusion of eachgame-turn.

    The Russian movement phase is exclusivelycomputer-controlled, with passive interaction neces-sary for the German player to keep track ofRussian activity and intentions. An averagecomputer turn takes 2-4 minutes. The usefulness(completeness) of information available to theGerman player is directly related to how well hisunits can "see" what's going on. Russian unitsmove toward fixed objectives (there are six) untilthey capture objectives, encounter German units,run out of movement points, or are disrupted byGerman fire.

    The combat phases incorporate an algorithmwhich includes severity of fighting, disruptionlevels, smoke, anti-tank capabilities, percentagestrengths, and combat modes. The computerdisplays combat odds as a ratio and immediatelyresolves the combat, with defeated forces retreatingup; to squares toward their side's baseline.

    The German movement phase presents stra-tegic choices for the player: command (to changethe status and move an individual unit); status (tocheck the condition of all German units); reserve(to request the release as reinforcements of off-map units); artillery (to request off-map artillerysupport); objective (to review the ownership of theobjective squares); and quit (to end the Germancombat phase).In the command sub-phase of the Germanmovement phase, units can be deployed in one ofthree combat modes: static (no movement allowed,

    limited observation, and defensive strength isdoubled); assault mode (normal movement, com-bat, and observation); and mobile mode (doubledmovement allowance, normal observation, andcombat strength reduced by one-half).Disruption levels (displayed during the statussub-phase of the German movement phase) have a

    devastating effect on the combat capabilities ofunits, with an adjusted combat strength equal to1/1(+x), where x=disruption level. Disrupted unitsthat aren't moved or attacked, or don't participatein an attack can recuperate in disruption levels.

    Each unit has a displayed number, type, strength,location, mode, and status displayed during thestatus sub-phase of the German movement phase.A check also exists to easily see whether or not aunit has been moved. Combat, movement, and

    Continued on pg. 38

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    BASIC INFORMATIONN A M E :hoplifterT Y P E rcadeSYSTEM:pple (now): Atari (soon)F O R M T iskette OF PLAYERS:

    U T H O R AN GORLINP R I C E 34.95PUBLISHER:RODERBUND SOFTWARECHOPLIFTER is an outstanding new releasefrom Broderbund Software. Outstanding in that:1) 3-D highly animated graphics are the best yeton the Apple, and ; 2) the game is truly a "new"game.

    You can look at any game that has come out thisyear and not find one that is CHOPLIFTER 'sequal for graphics. A very realistic smooth scrollingscreen with 3-D effects highlights this game whichputs the player at the controls of a helicopter withthe mission of rescuing the hostages from theBungelings (a nation of militaristic ideologues).The first time you play you may well find yourselfmuttering "incredible" as you watch the screen.Photos with this article cannot do justice to thegraphics and animation. The helicopter can appearto fly across the screen or turn and fire toward thescreen with a nice 3-D effect. The 3-D effect alsocomes into play at the border crossing.

    The animation is also outstanding. I got tickledwhen I saw the hostages wave to me as I flewoverhead. I got even more tickled when I saw how

    realistically they ran to my 'copter when I hadlanded. But I burst out laughing when I returnedthem safely to base and saw them wave good-by asI left on another mission. The fighter attacksequence makes good use of the 3-D and animationwhich Dan Gorlin put into this game.

    While trying to rescue the hostages from theirbarracks (which you may have to fire upon inorder to set the hostages free) you are opposed bytanks, jet fighters, and drone air mines. The tanksfire at your craft while you are on the ground, andthough not usually accurate on the first shot ortwo they become deadly accurate after that. Don'tleave your 'copter on the ground for more than a

    Continued on pg. 38

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    R E A L W O R L DGAMING D a n u n tINTRODU TION

    I guess by the fact that we all read this maga-zine, we share an interest in computer games Butthere are so many different types of games. Also, itseems that each type only appeals to specific

    groups. There are arcade games, adventure games,wargames, business games, sports games, fantasygames and so on and so on. To be such a smallgroup (at least for the time being) we surely havediverse tastesAs a game designer, I am constantly remindedof the size of the various "interest groups" that

    make up the potential markets for my games.There is no doubt that the largest number of peopleat this point are interested in arcade/action games.However, I feel there is also a potentially largegroup that would be interested in simulationgames if designers could only develop better games.Real World Gaming will examine the field ofsimulation games and offer game designersthoughts and techniques for better game design.In this first installment I will attempt to illustratesome of the vast potential inherent in the simula-tion gaming field.

    Simulation games can let you experience a real-life field of endeavor that is not normally open toyou. Such games, in one form or another, havealways been popular. Monopoly, when it wasintroduced in the 1930's, probably derived a largepart of its early success from the fact that people"down on their luck" from the depression couldwheel and deal like real estate tycoons. Wargames,in a like manner, have offered many "would be"military strategists a chance to re-fight the greatbattles of history. You could even contend thatmany of today's arcade games are a type of "roleplaying" simulation game since many give theparticipant the chance to, for example, save theworld from some dreaded foe.However, all of these games have simplified thereal-world to maintain "playability". In fact, thissimplification often leaves nothing but an abstractshadow of what the real-world is like. Who couldpossibly believe that playing Monopoly is a realis-tic view of the field of land investment anddevelopment? Before the advent of computergames, most games were either so abstract as tohave only a vague resemblance to reality or wereso complex as to be unplayable for most people.But the computer offers the possibility of creatinggames that make realism playable.Computers can reduce the conflict between thecomplexity necessary for realism and the simplicityrequired for playability. All the information neededto create a good "model" of a real-world field ofinterest can be kept by the computer. All thecharts, probability tables and other paraphernalianeeded previously in simulation games can behidden away in a few computer chips. Playerscould then concern themselves only with the factsand decisions which parallel those required in theparticular real-life area being simulated. The com-puter would do all of the work required for

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    analyzing the situations and generating results.Greater realism would still require more sophisti-cation among the players, but this type of "com-plexity" would be a result of the knowledge neededto pursue the activity the game is simulating asopposed to being caused by the mechanics of thegame. For instance, to play a good computerbusiness management game, you might need tolearn something about making decisions based onfinancial reports, but you would not and shouldnot have to know how to do the bookkeeping anddetailed accounting to prepare those reports.

    Good simulation games would allow you toquarterback a professional football team, managea multi-million dollar corporation, dabble in thestock market, explore for oil, fight glorious battles,... all from the comfort of your own easy chair.These games would be "educational" without youreven knowing that you are learning. They wouldbe exciting in ways that arcade games couldn'tpossibly be. There are limits to the challenge ofjust coordinating a hand on a joy-stick with an eyeon a video screen. But, since simulation games adda mental aspect, there are no bounds to thepotential for fulfillment. (It's been said that thereis no toy like the human mind).

    So, if simulation games are so great, why aren'tthey more successful in the market? We arecurrently selling personal computers to the "right"people (although things may change later). Thegreat majority of the computer games audience ismade up of a more intelligent, better educated,relatively affluent elite. Some have proposed thesimple answer that people just don't like to think.If this were true, humans would be in big troublebecause many of the species we are driving toextinction can out-DO us but none can out-THINKus. I am certain this is not the reason whysimulation games don't do very well. We need tolook at the games themselves to get a reasonableexplanation.

    It often helps to better understand a muddledpicture (such as computer gaming) for one togeneralize a bit. For the purposes of discussion,let's say there are two extreme types of games:abstract and realistic. Checkers would be a goodexample of an extremely abstract game and war-games could represent the other end of thespectrum. However, wargames can vary con-siderably in their realism versus abstractionbalance. Chess, for instance, could be consideredto be a very abstract wargame. So, instead of twocategories in which we could dump all games,abstract and realistic are the extreme points on aline. Checkers would fall very close to the abstractend of the line and moving toward realism youmight find chess, Monopoly and wargames in thatorder

    In the case of "board" (or non-computer) games,the main feature of abstract games is the simplicityof their mechanics. Likewise, realistic board gamesare marked by a high complexity. In fact, the onlyreason most board games are so abstract, isbecause greater realism always meant more com-plexity before there were computers. I doubt thatwhoever "created" chess would have designedsuch arbitrary rules and abstract representationsof feudal power had he had access to a method thatcould easily simulate the subject area with muchgreater realism. Nonetheless, even if you disregardthis biased view of game design, it is still apparentthat the old rules of "realism equals complexity"are less constant since the computer became partof games.

    That notwithstanding, the unfortunate fact isthat many computer simulation games are copyingfrom our predecessors of the pre-computer days.We are using many game conventions that are nolonger necessary. We don't need to have turnswhere each player gets a chance to make theirinput when we can allow simultaneous action. Wedon't need games built on game maps from thepre-computer era. In addition, there are capa-bilities offered by computers that were totallyunavailable previously. The great success of arcadegames should make it obvious that the inclusion ofchanging graphics and continuous physical in-volvement in games are attractive features. Butsince board games don't have such things, mostgame designers don't even attempt them.

    Simulation games have a great potential butgame designers have to go quite a distance towardsnew techniques in their programs. In the suc-ceeding articles of this series, I shall describe someof the methods that can be used to improve games.Some of what I will write will be based on a formaleducation in Industrial Engineering, OperationsResearch and Systems Simulation. Other ideaswill be based on experience gained "the hard way"(by spending many hours on a few games whichnetted little better than minimum wage). Finally, Ihope to convey some of the things that others havediscovered. (Towards that end, anyone withinteresting ideas to contribute, please contact methrough Computer Gaming World.) But, even ifyou are not interested in designing games, youshould at least be aware of some of the thingswhich will help you become a more discriminatingconsumer of what the marketplace offers.

    I look forward to the day when simulationgames will fulfill the potential I believe they have.I hope you will become a believer too

    Dan Bunten is the author of Computer Quarter-back, Cartels and Cutthroats, and Cytron Masters;all published by Strategic Simulations.

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    by Stuart GorrieBASIC INFORMATION

    NAME:asinoT Y P E ard GameSYSTEM:pple II (Apple IIIm u l a t i o nFORMAT:iskette PLAYERS:U T H O R ob Ro