INDEX
Select the first letter of the word from the list above to jump to appropriate section of the glossary.
ABOMINATION
(I-95 CD) Eidos/Hothouse; Steve Goss; 1999; UNRATED
Int/Op
1-8; M
A real-time action shooter -- aptly named.
ABSOLUTE ZERO
(I/M) Spectrum Holobyte/Domark; xxx; 1995; UNRATED
Int/Tac-Op
1
Although occurring in a science fiction milieu, this was an arcade shooter. One wonders about the title; at least it did possess some truth in advertising.
A.I.
(I-95 CD) Interplay; xxx; 2000/CANCELLED
Int/Op-Str
1-Multi
A real-time strategy game somewhat reminiscent of STARCRAFT, although the execution was supposed to be so much better. Despite extensive publicity and ballyhoo, the project was cancelled before release.
AIR SUPPORT
(I) Psygnosis; Alaric J. Binnie; 1992; UNRATED
Int/Tac-Op
1
A simulation of combat in the next century, this bore a marked resemblance to ARMOUR-GEDDON.
ALIEN
(Ap) Avalon Hill; H. van Halteren; 1983; UNRATED
Int/Tac
1
A computer version of the now-classic movie with Sigourney Weaver (not to be confused with the movie-licensed arcade-style game from Activision), this product offered a number of scenarios and options in an attempt to "ethnically cleanse" your space vessel.
ALIEN CROSSFIRE, SID MEIER'S
(I-95 CD) Electronic Arts/Firaxis; Brian Reynolds and Sid Meier; 1999;
UNRATED
Int/Str
1-7; M
A sequel to ALPHA CENTURAI, SID MEIER'S.
ALIEN LEGACY
(I CD) Dynamix; Joe Ybarra; 1994; UNRATED
Int/Op
1
This simulation emphasized colonization and development of an FTL (faster-than-light) drive in a strategic contest -- done in a rather uninteresting and role-playing method.
ALIENS VERSUS PREDATOR
(I-95 CD) Fox Interactive/Rebellion; Jason Kingsley; 1999; UNRATED
Int/Tac
1-8; M
Graphically well executed and overly reminiscent of cinematic treatments, it was a somewhat predictable "hunt and kill" the BEM (bug-eyed monster).
ALLEGIANCE
(I-95 CD) MicroSoft; Joel Dehlin; 2000; UNRATED
Adv//Rac-Op-Str
Multi; M
On-line simulation of in-depth real-time space tactics and strategy.
ALPHA CENTURAI, SID
MEIER'S
(I-95 CD) Electronic Arts/Firaxis; Brian Reynolds and Sid Meier; 1999;
****
Int/Str
1-7; M
Released to near-unanimous acclamation, this follow-on to CIVILIZATION was a well-crafted design. Seven different perspectives of colonization allowed the player to choose his personal preference. However, the game did not possess the addictive qualities of its illustrious predecessor. Building communities, researching technology, engaging in diplomacy -- does this smack of deja vu? It met a demand, and met it quite well, but it was definitely not the Second Coming. While graphics were adequate, the strength of this design was in the smooth interface occasionally marred by the repetitious nature of supervising large numbers of colonies. While the colony management could be set on automatic mode, this was not an optimal use of resources. Overall, a creditable design, one which was enjoyable and fun.
AMBUSH AT SORINOR
(I) Mindcraft; Larry Froistad; 1993; UNRATED
Int/Tac-Op
1-2
Similar to SIEGE, but fantasy-oriented.
AMOK
(I CD) GTI/Scavenger; xxx; 1996; UNRATED
Int/Tac-Op
1
More of an arcade shooter, albeit with some strategic and operational choices. The player's mechanized assault vehicle/bot can choose its objectives.
ANDROMEDA CONQUEST
(C/Ap/I) Avalon Hill; David Peterson; 1982; UNRATED
Int/Str
1-4
A strategic game of economic management and planetary conquest, it was simpler than SSG's REACH FOR THE STARS and slightly harder than Avalon Hill's GALAXY.
ARCHIMEDEAN DYNASTY
(I CD) Blue Byte/Massive Developments; Alexander Jorias; 1996; UNRATED
Int/Tac
1
While this initially appeared to be an in-depth strategy simulation, it turned out to be a virtual arcade shooter, albeit the action took place in an underwater science fiction milieu.
ARCTIC BARON
(Am/I) ReadySoft; xxx; 1993; UNRATED
Int/Op
1
Liberate the world from the evil dictators using a steam train in the 28th century. More of a role-playing game, the premise looked interesting, although it seemed that there was a resemblance to Trotsky's armored train of the Russian Civil War.
ARMADA 2525
(I) Interstel; R.T. Smith; 1991; ***
Adv/Str
1-6
No, this was not a Zager & Evans sequel. Instead, it was space colonization, research & development, production and galactic battles -- all here in an ambitious package -- both multi-layered and detailed. Nevertheless, the whole was less than the sum of its parts, since it was still in a quasi-beta stage and never really supported by its publisher.
ARMIES OF ARMAGEDDON: WDK 2K
(I-95) Shrapnel/Boku Strategy; Michael Cooney; 2000; UNRATED
Int/Op
1-2; M
An updated CIRCA 7000: ARMIES OF ARMAGEDDON (1996), with a scenario and unit editor (WDK: Wargame Design Kit).
ARMOR COMMAND
(I-95 CD) Ripcord/Ronin; Edward Kilham; 1998; UNRATED
Int/Tac-Op
1-4; M
A real-time strategy game with decent graphics but a cumbersome interface.
ARMORED ASSAULT
(I) Interactive Broadcasting; xxx; 1995; UNRATED
Int/Tac
1-multi; M
An on-line futuristic tank simulation, which resembled the classic arcade game BATTLE ZONE.
ARMOUR-GEDDON
(Am/ST/I) Psygnosis; Paul Hunter and Ed Scio; 1991; **
Int/Tac
1-2
A simulation of aircraft, tanks and hovercraft attempting to destroy the "mad scientists" who would otherwise destroy the planet. In addition to combat elements, one had to determine research and production priorities. With a heavier emphasis on tactical battles rather than cerebral considerations, it could be fun, but more often resembled a cheap Chinese take-out restaurant, i.e., a half-hour later, you were hungry for something with some substance.
ASCENDANCY
(I CD) Broderbund/Logic Factory; Jason Templeman; 1995; ***
Int/Op-Str
1
A game of strategic conquest, this was an in-depth simulation with a research and development decision tree which engendered admiration. Between the graphics and the technology, there was much to admire. However, as one played on (and on and on), it was slowly apparent that the concept of a game as an entertainment device had died somewhere during the development. Open-ended without victory conditions, this finally self-destructed as an interesting "might-have-been".
ASHES TO ASHES
(I/95) Corel; xxx; 1996; UNRATED
xxx
xxx
No information available.
ASSASSIN
(I CD) Inscape; xxx; 1996(?); UNRATED
xxx
xxx
Ostensibly a DOOM clone; no further information available. In fact, did this ever see the light of day before Inscape faded into the aether?
ASTEROIDS 3D
(I-95 CD) Activision; xxx; 1999; UNRATED
Int/Tac
xxx
An updated version of the early arcade game, with improved graphics.
ATTACK AT EP-CYG-4
(A) Romox; Mike Edwards; 1982; UNRATED
Int/Tac
1
One of the early alien assault games; no other details available.
AUTODUEL
(Ap/C/M/Am/I) Origin; Chuck Bueche; 1985; ***+
Int/Tac
1-2
A computer rendition of Steve Jackson's classic board game, this simulation pandered to the harried commuter in us all. Arm your vehicle and destroy the opposition -- carjacking before the term entered the language. The graphics and game play now appear very dated, and the genre has spawned continuous offspring, of which the latest may be INTERSTATE '76 and CARMAGEDDON.
AWFUL GREEN THINGS FROM OUTER SPACE
(I CD) Quantum Quality Productions; xxx; 1995; CANCELLED
Int/Tac
xxx
A "tongue-in-cheek" game of classic science fiction, which self-destructed with QQP's demise. It was never released and never picked up by another publisher.
BABYLON 5 SPACE COMBAT SIMULATOR
(I-95 CD)
Sierra; xxx; 2000/CANCELLED
Int/Op
1-multi
A space simulator (real-time, first person space combat) based on the television production.
B-WING
(I) LucasArts; Lawrence Holland and Edward Kilham; 1994; ***+
Int/Tac
1
An expansion disk for X-WING.
B.A.T.
(C) UbiSoft; Herve Lange; 1991; UNRATED
Int/Tac
1
A 3-D flight simulation for space jockeys, the player was a futuristic agent for the "Bureau of Astral Troubleshooters". However, this was much more of a role-playing game and is included herein only for completeness.
B.A.T. II
(C) UbiSoft; Herve Lange; 1992; UNRATED
Int/Tac
1
The sequel.
BATTLE ISLE
(Am/I/ST) UbiSoft/Blue Byte; Bernhard Ewers; 1991; **+
Int/Op
1-2
A "traditional" wargame, with a hex-based map in a futuristic conflict. Detailed air, ground and sea units compelled one to adopt a comprehensive combined-arms strategy for victory. Enjoyable for the grognard gamer looking for new worlds to conquer, the system was later used for GREAT WAR 1914-1918. Easy to learn and play, there was still a sense of blandness to the final result.
BATTLE ISLE
SCENARIO DISK VOL. 1
(Am/I) UbiSoft/Blue Byte; xxx; 1993; UNRATED
Int/Op
1-2
An expansion disk for BATTLE ISLE.
BATTLE ISLE 2200
(I) Accolade/Blue Byte; Thomas Hertzler; 1994; UNRATED
Int/Op
1-5; M
Although more futuristic, this sequel of operational warfare suffered from a certain blandness. The campaign was linear, and all too often, victory was derived through gaming tricks a la PANZER GENERAL and not truly reflective of combined arms tactics.
BATTLE CRUISER: 3000 AD
(I) Take2; Derek Smart; 1996; 0+
Int/Tac-Op
1
Seven years in the making, this was a space simulation which went through publishers like Olestra. Introduced by an advertising campaign which pandered to acne-suffering pubescent adolescents, the designer promised the world and gave us dirt. The designer credits list a multi-page travail against the computer industry for its lack of foresight and support; who's kidding whom here? The game itself has to rank near the bottom of any "WORST LIST" since it was incomplete, the manual was inadequate and the game itself suffered from more crashes than a demolition derby. Presumably there is a design hidden within, but if beauty is only skin deep, thus far this design has shown ugliness right down to the bone. While the publisher has promised an updated manual and the designer has promised an updated design, there is nothing on the horizon.
BATTLEDROME
(I) Dynamix; Mark Crowe; 1994; UNRATED
Int/Tac
1-4; M
From Captain Midnight to the present, robots have had their own appeal. MECHWARRIOR 2 set the standard, and this simulation attempted to better it head on; the attempt was unsuccessful.
BATTLE SQUADRON
(Am) Innerprise; Martin Pedersen; 1990; UNRATED
Int/Tac
1
A graphically intense "shoot-em-up" on a futuristic planetscape.
BATTLES OF DESTINY
(I) QQP/ Several Dudes Holistic Gaming; Ken Lightner; 1992; ***+
Int/Land/Tac-Op
1-6; M
EMPIRE in space, the technology was contemporary but the scenario was futuristic. Smooth playing, although the frustration of airborne assaults (with the random dropping of assault troops into the ocean) virtually "killed" the game for me.
BATTLETECH: HONOR BOUND
{cf. MECH*COMMANDER}
BATTLETECH:
MECHCOMMANDER
{cf. MECH*COMMANDER}
BATTLETECH, MULTI-PLAYER
(I/M) GEnie/Kesmai; xxx; 1993; UNRATED
Int/Tac
1-Many; M
An on-line version of BATTLE TECH.
BATTLETECH:
THE CRESCENT HAWK'S REVENGE
(I) Infocom; Barry Green and Tony Van; 1990; **
Int/Tac
1
Set in the BATTLETECH universe, this had strong role-playing elements, but still retained a tactical flavor of mechwarrior combat. However, overall it must be considered as an adventure game rather than a wargame.
BATTLE TREK
(A) Voyager; Chris Frazier; 1982; UNRATED
Beg/Tac
1
A simulation of ship-to-ship space combat; no further information available.
BATTLE ZONE
(I-95 CD) Activision; George Collins; 1998; ***
Int/Tac/Op
1-4; M
A real-time strategy game with the general gaming audience. However, I fondly remember the original console stand-alone -- graphically simple but quick playing and fun. This game was a detailed graphically high-end product which was more detailed than its antecedents required.
BATTLE ZONE II
(I-95 CD) Activision; George Collins; 2000; ***
Int/Tac/Op
1-6; M
A sequel, which became too generic for its own good.
BERSERKER RAIDS
(Ap/A/C/I) Berserker Works; Lloyd Johnson; 1983; UNRATED
Beg/Tac
1-2
An arcade-like game based on the Fred Saberhagen science fiction novels.
BIRTHRIGHT: THE GORGON'S ALLIANCE
(I-95 CD) Sierra/Synergistic Software; Robert C. Clardy
and Kirt Lemons; 1997; UNRATED
Int/Op
1-8; M
A strategy game with strong (in fact, overwhelming) elements of "Orcs & Dorks".
BLAKE STONE: ALIENS OF
GOLD
(I) Apogee/Jam Productions; xxx; 1993; UNRATED
Int/Tac
1
WOLFENSTEIN 3-D in space; a pure "space shooter" with little of distinction.
BEDLAM
(I-95 CD) GTI; xxx; 1998-2000(?); xxx
xxx
xxx
No information available.
BOLO
(Ap) Synergistic Software; Jim Lane; 1982; UNRATED
Beg/Tac
1
An arcade rendition of the Keith Laumer science fiction novellas of futuristic tank warfare.
BREACH
(Am/ST/M/I) Omnitrend; Thomas R. Carbone and William Leslie III; 1988; ***
Int/Tac
1
An early, but detailed simulation of tactical man-to-man combat in the space marines; detailed but somewhat user unfriendly.
BREACH 2
(Am/ST/I) Mindcraft/OmniTrend; Thomas R. Carbone; 1991; ***+
Int/Tac
1
A newer revision of BREACH, and one which fits as a tactical subset into RULES OF ENGAGEMENT. Easy to learn and fun to play, it was reminiscent of SSI's SIX GUN SHOOT-OUT, but moved from the Old West to Outer Space. A design-your-own scenario option and on-line availability of scenarios made this a continuing "fresh" product.
BREACH 3
(Am/M/I) Impressions; Thomas R. Carbone; 1995; ***+
Int/Tac
1
The latest rendition of BREACH, it had a campaign builder as well as a scenario designer and contemporary graphics; it integrated into RULES OF ENGAGEMENT 2.
CARMAGEDDON
(I-95 CD) Interplay; xxx; 1997; UNRATED
Int/Tac
xxx
A car/combat game, the descendant of AUTODUEL and related to INTERSTATE '76. However, victory conditions also involve slaughter of innocent civilians and "collateral damage".
CARRIER COMMAND
(C/ST/M/I) MicroPlay; Clare Edgely; 1988; **
Int/Op
1
Carrier warfare in the 22nd century, to include air and sea options plus production and manufacturing of armaments. Although it combines arcade and strategy elements, it just never seemed to stand out from the crowd.
CAVE WARS
(I CD) Avalon Hill/Broken Arrow Entertainment; Mike
Kuhn, Richard Kim and Tyler Sample; 1997; UNRATED
Int/Op
1-5 (no modem)
A subterranean "fantasy" game of conquest and empires.
CAVE WARS II
(I-95 CD) Avalon Hill/Broken Arrow Entertainment; xxx;
1998/CANCELLED
Int/Op
1-5; M
The sequel to CAVE WARS, it
imploded with the demise of Avalon Hill.
CHAOS GATE
(I-95 CD) Strategic Simulations, Inc.; Steven J. Clayton; 1998;
***+
Int/Op-Str
1-4; M
A relatively decent wargame using the Warhammer 40,000 setting.
CHAOS OVERLORDS
(I) New World Computing; James Morris; 1996; UNRATED
Int/Tac-Op
1-6
A tactical-operational game of futuristic gang warfare.
CIRCA 7000: ARMIES OF ARMAGEDDON
(I) Boku Strategy Games; Michael Cooney; 1996; UNRATED
Int/Tac-Op
1-2; M
Tactical combat and a scenario editor in a science fictional milieu.
CLAY WARFARE
(I CD) Maxis; xxx; 1999-2000(?); NOT YET RELEASED
xxx
xxx
No information available.
COLONY, THE
(Am/M/I) Mindscape; David Smith; 1989; UNRATED
xxx
xxx
A game of science fictional law enforcement; act as the space marshal and patrol the colony.
COMBOTS
(C) Avalon Hill; John Huff; 1990; **
Int/Tac/1
RobotJox without élan. Players design their own robots and scenarios, but the whole is less than the sum of its parts and the genre is more suited to a first person perspective a la MECHWARRIOR or MULTI-PLAYER BATTLETECH.
COMMAND ADVENTURES:
STARSHIP
(I) Merit; Tom Lima; 1994; **+
Int/Tac-Op
1
A graphical and oral delight, this "conquer the galaxy" was flawed by mediocre gameplay. Heavily advertised, it received an A for media efforts, but only a C- for gameplay and results. Composed of equal parts of strategy, action, and role-playing, it ultimately failed simultaneously in all three genres.
COMMAND & CONQUER
(I CD) Virgin Interactive/Westwood; Brett W. Sperry; 1995; ****
Int/Tac-Op-Str/1-4; M
GDI versus NOD; of course, I can still
remember when GDI stood for Gamma Delta Iota (God Damned Independent)
instead of the Global Defense Initiative. This real-time game of near-future
global conflict set the stage for a plethora of imitators. While the game system was
derived from DUNE II, it set its own standards of graphic
opulence coupled with challenging gameplay. Like most real-time games, its biggest flaw is
that individual scenarios often are successfully completed by "puzzle solutions"
rather than combat optimization. Overall, this system has established itself as the genre
of the 90s.
COMMAND & CONQUER
GOLD
(I-95 CD) Virgin Interactive/Westwood; Brett W. Sperry; 1996; ****
Int/Tac-Op-Str
1-4; M
The Windows 95 version of COMMAND & CONQUER.
COMMAND
& CONQUER: COVERT OPERATIONS
(I-95 CD) Virgin Interactive/Westwood; Brett W. Sperry; 1996; ****
Int/Tac-Op-Str
1-4; M
An expansion disk to COMMAND & CONQUER.
COMMAND &
CONQUER: RED ALERT
(I-95 CD) Virgin Interactive/Westwood; Brett W. Sperry; 1996; ****
Int/Tac-Op-Str
1-4; M
The prequel to COMMAND & CONQUER, this simulation postulated a revised version of history. Time travellers went back and assassinated Adolf Hitler before he could become Chancellor of Germany, thereby paving the way for Josef Stalin and Communism to become the threat to the future of humanity. This history line (actually reminiscent of what Hitler had warned about in Mein Kampf) then becomes the area of conflict -- contemporary weapons coupled with Tesla-like technology and Josef Stalin (who must be around 120 years old by now). The graphics were superbly rendered, the gameplay was well-done, and yet real-time play eventually settles down into an attritional race of production against a deficient AI.
COMMAND
& CONQUER: RED ALERT -- AFTERMATH
(I-95 CD) Virgin Interactive/Westwood; Brett W. Sperry; 1997; ****
Int/Tac-Op-Str
1-4; M
The second expansion disk to COMMAND & CONQUER: RED ALERT.
COMMAND
& CONQUER: RED ALERT -- COUNTERSTRIKE
(I-95 CD) Virgin Interactive/Westwood; Brett W. Sperry; 1997; ****
Int/Tac-Op-Str
1-4; M
The first expansion disk to COMMAND & CONQUER: RED ALERT.
COMMAND & CONQUER: SOLE SURVIVOR
(I) Virgin Interactive/Westwood; Brett W. Sperry; 1997; UNRATED
Int/Tac-Op-Str
Multi; M
An on-line version of COMMAND & CONQUER.
COMMAND &
CONQUER: TIBERIAN SUN
(I-95 CD) Electronic Arts/Westwood; Brett W. Sperry; 1999; ***+
Int/Tac-Op-Str
1-6; M
The next chapter to the COMMAND & CONQUER saga, this was a highly anticipated product which was suffered from "sequelitis". If you were addicted to the game system, then this would have been a "must have"; but overall, its improvements were of a minor nature.
COMMAND &
CONQUER: TIBERIAN SUN -- FIRESTORM
(I-95 CD) Electronic Arts/Westwood; Brett W. Sperry; 2000;
***+
Int/Tac-Op-Str
1-6; M
TIBERIAN SUN redux.
COMMAND & CONQUER:
RED ALERT 2
(I-95 CD) Electronic Arts/Westwood; Brett W. Sperry; 2000; ***+
Int/Tac-Op-Str
1-multi; M
The latest generation ...
COMMAND & CONQUER: YURI'S
REVENGE
(I-95 CD) Electronic Arts/Westwood; Brett W. Sperry; 2001;
UNRATED
Int/Tac-Op-Str
1-multi; M
Yet again ...
COMMAND & CONQUER: RED STRIKE
(I-95 CD) Electronic Arts/Westwood; Brett W. Sperry; 2000; ***+
Int/Tac-Op-Str
1-multi; M
A combined package of RED ALERT 2 and YURI'S REVENGE.
CONFLICT 2500
(A/Ap) Avalon Hill; xxx; 1982; UNRATED
Beg/Tac
1
A tactical simulation of space conflict in the 26th century.
CONQUERING WORLDS
(Ap) Datamost; Walt Hochbrueckner; 1984; UNRATED
Beg/Str
1-3
A simulation in which the objective was to destroy the enemy civilization. It was not original when released, and the gameplay did nothing to make it memorable.
CONQUEST EARTH
(I-95 CD) Eidos/Data Design; Eamon P. Barr; 1997; **
Int/Op-Str
1-8; M
A real-time strategy simulation in which the player can attempt to conquer the Earth from afar, sort of an X-COM from the alien perspective. Interesting graphics could not disguise the vacuum of game design. Bugs, design flaws and overall poor game value vied for supremacy as to where to place blame -- stop, there was enough for all.
CONQUEST: FRONTIER WARS
(I-95 CD) UbiSoft/Digital Anvil; xxx; 2001; UNRATED
xxx
Initially due to be released by MicroSoft, it was cancelled and later picked up by UbiSoft. In a 23rd century environment, the player must secure sectors of the galaxy through wormhole travel and exploitation.
CORNCOB 3-D:
THE OTHER WORLDS CAMPAIGN
(I) MVP Software; Kevin Stokes; 1993; UNRATED
Int/Tac-Op
1
A shareware game with an interesting Orson Wellsian/Harry Turtledove twist; instead of the War of the Worlds, humanity takes on the aliens in other worlds using the technology of 1938.
COSMIC BALANCE, THE
(A/Ap) Strategic Simulations, Inc.; Paul Murray; 1982; ***
Int/Tac-Op-Str
1-2
An individual ship-to-ship battle in space (with design-your-own-ship capabilities), this was one of the early classic computer games.
COSMIC BALANCE II
(A/Ap) Strategic Simulations, Inc.; Paul Murray; 1983; ***
Int/Tac-Op-Str
1-2
Utilizing more of a planetary and galactic overview than its predecessor, it was one of the first computer games to emphasize aspects of economics, colonization and exploration on a macro-scale.
CRUSADER: NO REMORSE
(I CD) Origin; Tony Zurovec and Mark Vittek; 1995; UNRATED
Int/Tac
1
A graphically well-done "shooter" in a futuristic environment.
CRUSADER: NO REGRET
(I-95 CD) Origin; Tony Zurovec and Mark Vittek; 1997; UNRATED
Int/Tac
xxx
The sequel to CRUSADER: NO REMORSE.
CRUSH, CRUMBLE &
CHOMP
(A/Ap) Epyx; Jon Freeman; 1982; ***+
Beg/Tac
1
An early release which put the player in the role of the traditional "Hollywood monster" (or should that be "Tokyo Monster"?). At any rate, an enjoyable time could be had by destroying New York, Washington, D.C., or other cities. Obsolescent by any standard, but I still remember stomping out Washington, D.C. with pleasure. The biggest flaw was that the monster was always doomed; eventually, the armed forces would amass enough firepower to end the game, but designing one's own monster and returning to your favorite "stomping grounds" yielded an enjoyable gaming experience.
CYBER EMPIRES
(Am/I/ST) Strategic Simulations, Inc./Silicon Knights; Dennis Dyack and Rick
Goerts; 1992; **+
Int/Tac-Op
1
An adaptation of the European boardgame STEEL EMPIRES, this simulation allowed the player to build teams of mechanoid fighters in the far future and resolve conflicts in an arena-style battle format. A quick "fade", it simply did not stand out in the marketplace -- either in originality or gameplay.
CYBERSTORM
(I-95/CD) Sierra/Dynamix; xxx; 1997; UNRATED
Int/Tac-Op
1-8; M
No information available.
CYBERSTORM 2: CORPORATE WARS
(I-95 CD) Sierra/Dynamix; xxx; 1998; UNRATED
Int/Tac-Op
1-8; M
Eight corporations struggle in a futuristic robot war in 2044 (both real-time and turn-based).
CYBERSTRIKE
(I) GEnie/Simutronics; David Whatley; 1993; UNRATED
Int/Tac
1-Multi; M
An ULTRABOTS on-line, this was more of an arcade "shoot-em-up" and less of a role-playing game. cf. BATTLE TECH for more emphasis on a role-playing orientation.
CYBERSTRIKE 2
(I-95 CD) 989 Studios/Simutronics; xxx; 1998; UNRATED
Int/Tac
1-32; M
A sequel to CYBERSTRIKE.
CYCLONES
(I) Strategic Simulations, Inc./Raven; Eric Biessman; 1994; UNRATED
Int/Tac
1-4; M
A DOOM wannabe, it disappeared rapidly.
CYTRON MASTERS
(A/Ap) Strategic Simulations, Inc.; Dan Bunten; 1982; **+
Int/Tac/1-2
Combined arms tactics in a futuristic milieu with robot warriors. The players controlled robot warriors in real-time combat in order to conquer planets.
DAIKTANA
(I CD) Ion Storm; John Romero; 2000; **
Int/Tac
1-multi; M
A "shooter" based on the QUAKE engine, it was delayed until its engine ran cold. Savaged for "too little too late".
DARK COLONY
(I-95 CD) Strategic Simulations, Inc./Take 2 Canada; Andrew
Brownbill; 1997; UNRATED
Int/Op
1-8; M
A COMMAND & CONQUER clone.
DARK EARTH
(I-95 CD) MicroProse; Nicolao Gaume; 1997; UNRATED
Int/Land
1
A role-playing adventure game.
DARK FORCES
(I) LucasArts; Daron Stinnett, Justin Chin and Ray Gresko; 1995; UNRATED
Int/Tac
1
Star Wars goes to the world of DOOM; a graphically-intensive "shooter".
DARK FORCES II
{see JEDI KNIGHT: DARK
FORCES II}
DARKLIGHT CONFLICT
(I-95 CD) Electronic Arts/Rage Software; xxx; 1999-2000(?); NOT YET RELEASED
xxx
1-6; M
As a fighter pilot, the player is "skyjacked" into a futuristic cyborg body; no further information available.
DARK REIGN: THE FUTURE OF WAR
(I-95 CD) Activision; xxx; 1997; ***+
Int/Op
1-8; M
A COMMAND & CONQUER-like game of real-time future mercenary warfare. The interface has been rendered more accessible than most of its competitors, and the tutorials are well-done. Yet for all its successes, how many of these futuristic pablums do we really need?
DARK REIGN EXPANSION: THE
RISE OF SHADOWHAND
(I-95 CD) Activision; 1998; ***+
Int/Op
1-8
An expansion disk for DARK REIGN: THE FUTURE OF WAR.
DARK REIGN 2
(I-95 CD) Activision; xxx; 1999; UNRATED
Int/Op
1-8; M
The next sequel to DARK REIGN.
DAY OF THE VIPER
(ST/Am) Accolade; xxx; 1990; UNRATED
Beg/Land/Tac
1
A "shooter" without much staying power; maneuver through 25 floors of a space station in order to find the critical floppies for uploading to home base. Run, shoot, kill -- that sums it up.
DEADLOCK
(I CD) Accolade; Russell Shifter; 1996; ***
Int/Op-Str
1-7; M
A game of planetary conquest, it was marred by an attritional combat system and a weak solitaire version. Reminiscent of MASTERS OF ORION, but with less panache.
DEADLOCK II: SHRINE WARS
(I-95 CD) Accolade; Russell Shifter; 1998; ***
Int/Op-Str
1-7; M
Strategy and economics in a sequel whose interface had been altered to allow playability. At the same time, it was still lacking in entertainment value.
DEADLY TIDE
(I-95 CD) MicroSoft/Rainbow Studios; Mark DeSimone; 1997; UNRATED
Int/Op
1
A futuristic submarine simulation, which was marred by overly repetitious gameplay.
DEAD MOON RISING
(I-95/CD) MegaMedia; xxx; 1997/CANCELLED
Int/Tac
1-multi; M
Assassins in space; never released.
DEBUT
(Am/ST) Pandora; xxx; 1990; UNRATED
Adv/Str
1
A British hybrid; SIM EARTH meets BALANCE OF THE PLANET.
DEEP SPACE
(Ap) Sir-Tech; xxx; 1987; UNRATED
Int/Tac-Op
1
A space combat simulator; a precursor to Star Wars.
DEFIANCE
(I CD) Avalon Hill; xxx; 1997; UNRATED
Int/Tac
1-8; M
A 3D first person shooter with a science fiction motif.
DELTA SQUADRON
(Ap) Nexa; Gilman Louie; 1983; UNRATED
Int/Tac
1
A tactical simulation in which the player must duplicate the Star Wars destruction of the "Death Star". The names and premise have been changed to avoid copyright infringement, but there was an obvious resemblance. There are nine different scenarios, but the objective was the same in every case. Note the designer's name; he went on to design FALCON and found Spectrum Holobyte.
DELTA V
(I) Bethesda Softworks; V.J. Lakshman; 1994; UNRATED
Int/Tac
1
An "action" spectacular, the player portrayed a "runner" in the cyberspace world of corporate espionage and destruction. Mirrors within mirrors ... but overall, it was reminiscent of an arcade "shooter" with the obligatory "Death Star" trench.
DESCENT
FREESPACE: THE GREAT WAR
(I-95 CD) Interplay; Adam Pletcher; 1998; ****
Int/Tac-Op1
1-12; M
A surprisingly good science fiction game of space conquest. Reminiscent of WING COMMANDER, it utilized good graphics, an accessible interface and good game mechanics to produce a consistently entertaining product.
DISCIPLES: SACRED LANDS
(I-95 CD) Strategy First; Pro Sotos; 1999; UNRATED
Int/Tac-Op
1-4; M
A turn-based WARLORDS clone, with more fantasy elements.
DISCIPLES II: DARK PROPHECY
(I-95 CD) Strategy First; Pro Sotos; 2001; UNRATED
Int/Tac-Op
1-4; M
The sequel to DISCIPLES: SACRED LANDS.
DOMINANT SPECIES
(I-95 CD) Red Storm; xxx; 1999; UNRATED
Int/Op
xxx
A game of strategy and evolution; the player had to evolve creatures capable of defeating an insidious virus -- humanity.
DOMINION: STORM OVER
GIFT 3
(I-95 CD) Eidos/Ion Storm; Todd Porter; 1998; **+
Int/Op
1-8; M
A COMMAND & CONQUER-like clone, lacking its own personality.
DOMINIUM
(ST/Am/I) Black Pearl/Microids; xxx; 1993; UNRATED
Int/Op-Str
1-2; M
No information available.
DOOM
(I) GTI/Id; John Romero and John Carmack; 1994; ****+
Beg/Tac
1-4; M
A generational descendant of WOLFENSTEIN 3-D, this "shooter" established a benchmark. Marooned on a space station, the player must literally shoot, hack and kill his way through space zombies, monsters and aliens. Quick reactions and a steady hand beat introspection any day of the week, but this one emphasized the skill of the hunt. Not a serious simulation, but one hell of a lot of fun.
DRAGONRIDERS OF PERN
(A) Epyx; Jim Connelley; 1983; **
Int/Tac-Op
1-4
A simulation of Anne McCaffrey's classic science fiction books, this product combined tactical elements (thread fighting) and operational aspects (negotiations with Weyrs). Create your own game-length, and some other interesting features, but it is dated and primitive.
DRAGONSTRIKE
(C/Am/I) Strategic Simulations, Inc./Westwood Associates;
Brett W. Sperry; 1990;
***+
Int/Tac
1
Although this product was set in a D&D world, it appeared to be an Anne McCaffrey clone of the Dragonriders of Pern genre. Jousting atop a dragon with different weapons systems (fireballs, gas, etc.) often resembled a World War I fighter duel. Sadly, this product did not receive the attention or play that it deserved.
DUKE NUKEM 3-D
(I CD) 3-D Realms; Todd Replogle and Allen H. Blum III; 1996; ****+
Int/Tac/1-8; M
The sequel to DOOM, this futuristic "shooter" offered a semi-Sam Spade blowing up aliens in the seedier sections of Los Angeles. Great graphics and great gameplay offered a classic gaming experience.
DUNE II
(I) Virgin/Westwood Studios; Brett W. Sperry; 1992; ****+
Int/Tac-Op
1
A "sleeper", its prequel was strictly a role-playing game. However, this simulation was a wargame par excellance; superb graphics and sound made an enjoyable gaming experience as one took a ruling House in the Dune worlds and attempted to achieve hegemony. While some of the latter scenarios tended to approach attritional warfare, the overall style and flair of this program made one eager for a sequel. Of course, this begat the COMMAND & CONQUER sequels with their real-time play ad infinitum ad nauseam. Too much of a good thing ...
DUNE 2000
(I-95 CD) Westwood; Brett W. Sperry; 1998; ****
Int/Tac-Op
1-6; M
This was an exact remake of DUNE II, with graphics made state-of-the-art and gameplay designed for a Windows 95 environment. The only addition has been multi-player options.
DUNGEON KEEPER
(I-95 CD) Electronic Arts/Bullfrog; Peter Molyneux; 1997; *****
Int/Op
1-8; M
Yes, it's "Orcs & Dorks", but with a difference -- this time, the player was the evil one and must prevent those do-gooders from intruding upon his domain. From the hilarious introduction to the smooth interface to the challenging gameplay, this product is entertainment with a capital E. Highly recommended, even for those who think orcs are for morons. In later stages, the game has a tendency to concentrate on some questionable mores (e.g., corporal punishment) and gameplay may become attritional, but this was still a major success and should be in any gamer's library.
DUNGEON
KEEPER MISSION DISK #1: THE DEEPER DUNGEONS
(I-95 CD) Electronic Arts/Bullfrog; Peter Molyneux; 1997;
****+
Int/Op
1-8; M
An expansion disk for DUNGEON KEEPER.
DUNGEON KEEPER 2
(I-95 CD) Electronic Arts/Bullfrog; Colin Robinson; 1999; ****+
Int/Op
1-multi; M
A sequel, with improved graphics. Overall, this was the "latest and greatest", and should be purchased by the contemporary user. However, by definition, it lacked the novelty and originality of its predecessor.