1900-1950 (PART I of V)

INDEX

A B

Select the first letter of the word from the list above to jump to appropriate section of the glossary.

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- A -

ACE OF ACES
(A/C/I) Accolade; Michael Bates and Rich Banks; 1986; **+
Beg/Air/Tac
1

An arcade-type flight simulator offering a somewhat ahistorical rendition of fighter combat during World War II. The emphasis was on fun, although the lack of depth quickly became apparent.

ACES OF THE DEEP
(I) Sierra/Dynamix; Mike Jones; 1994; ****
Int/Nav/Tac-Op
1

A superb rendition of U-Boat warfare, it delivered good gameplay, good graphics and good execution; superseded by COMMAND ACES OF THE DEEP.

ACES OF THE DEEP EXPANSION DISK
(I) Sierra/Dynamix; Mike Jones; 1995; ****
Int/Nav/Tac-Op
1

This expansion set required the original program, but added options such as the Mediterranean theater, new gauges, torpedoes and the Type XXI as well as sonar and radar for late war patrols. Only available a short time, it was automatically included in COMMAND ACES OF THE DEEP.

ACES OF THE PACIFIC
(I) Dynamix; Damon Slye; 1992; ****
Int/Air/Tac-Op
1

A World War II flight simulator, reminiscent of BATTLEHAWKS, but in Dynamix's own style. A superb manual supplemented a game of similar caliber. Now marketed as part of ACES: THE COMPLETE COLLECTOR'S EDITION.

ACES OF THE PACIFIC EXPANSION DISK
(I) Dynamix; Damon Slye; 1993; ****
Int/Air/Tac-Op
1

A supplement for ACES OF THE PACIFIC, it added more planes, missions and options to what was already an outstanding product, and included later models (1946).

ACES OF THE PACIFIC 2
(I-95 CD) Sierra/Dynamix; xxx; 1999/CANCELLED
Int/Air/Tac-Op
1-multi; M

The planned sequel to ACES OF THE PACIFIC.

ACES OVER EUROPE
(I) Dynamix; Damon Slye; 1994; ****
Int/Air/Tac-Op
1

Dynamix took its system into the Western Front. Sadly, while ACES OF THE PACIFIC covered the entire war, this covered only the latter half of June 1944 in the European Theater of Operations. cf. SECRET WEAPONS OF THE LUFTWAFFE.

ACES: THE COMPLETE COLLECTOR'S EDITION
(I CD) Dynamix; Damon Slye; 1995; ****+

Int/Air/Tac-Op
1

An amalgamation of Dynamix' top top-flight flight simulations -- RED BARON, ACES OF THE PACIFIC, ACES OF THE PACIFIC EXPANSION, ACES OVER EUROPE, and A-10 TANK KILLER plus a historical multimedia treatise PIONEERS OF AVIATION. While these are all DOS-based games with less than state-of-the-art graphics and can sometimes be difficult to run in a Win95 environment, the sheer breadth and depth of these mandate acquisition of the set. The major drawback is that the documentation is on the CD and not hard copy.

ACES: X-FIGHTERS
(I-95 CD) Sierra/Dynamix; xxx; 1999/CANCELLED
Int/Air/Tac-Op
1-multi; M

A World War II fighter simulation, this allowed the player to fly as Germany, Britain or the United States. However, in addition to "simple" flight warfare, the player could R&D his own weapons inventory -- just make sure you're aware of the trade-off between innovation and availability; having the ME-262 available in August 1945 does little good if VE-Day occurred in May.

ACHTUNG SPITFIRE
(I-95 CD) Avalon Hill/Big Time; Charles Moylan; 1997; ****
Int/Air/Tac-Op
1-2; M

A tactical rendition of the Battle of Britain; a descendant of OVER THE REICH.

ACROSS THE RHINE
(I) MicroProse; James Day; 1995; **+
Adv/Land/Tac-Op
1

This was the most anticipated wargame of 1993-1994. When it was finally released in 1995, it quickly sank to the depths of the ratings charts. "We wuz robbed!" seemed to be the cry of wargamers everywhere. But what they were in fact was surprised because they did not get what they had been anticipating; hoping (and to a certain degree being misled by the design team) for an M1 TANK PLATOON of World War II, the customer received a totally different package. While the design was severely flawed, it had many innovative concepts (few of which worked). On top of the design flaws, the game asked more from the MS-DOS operating system than it could deliver. The historical manual was very well done, and looking back on this one, this reviewer feels that the gamers may have "gone a bitch too far".

ACTION AT JUTLAND
(I) General Quarters; Owen P. Hall, Jr.; 1997; UNRATED
Int/Nav/Tac-Op
1

Two games in one -- an operational simulation of operations in the North Sea (1916) and a tactical naval battle game. General Quarters has been producing games for several years; a one-man shop type operation, these games are generally characterized by minimal graphics and marginal gameplay.

ACTION IN THE NORTH ATLANTIC
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1989; UNRATED
Beg/Nav/Tac-Op
1-2; M

World War II and the Murmansk run; sink the Scharnhorst!

ACTION OFF THE RIVER PLATTE
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1987; UNRATED
Beg/Nav/Tac-Op
0-2; M

The pursuit and destruction of the German "pocket battleship" Graf Spee off the coast of South America.

ACTION STATIONS
(Am/I) RAW; CDR Alan Zimm; 1989; ****
Adv/Nav/Tac-Op
1-2

A very comprehensive simulation of surface warfare during World War II (actually 1922-45). Excellent research and complexities were marred by poor graphics and an awkward user interface. Still, it is the most detailed simulation ever attempted for this historical period, and can still serve as an effective research tool.

ACTION STATIONS: SHIPS, SCENARIOS AND UTILITIES DISK
(Am/I) RAW; CDR Alan Zimm; 1992; ***+
Adv/Nav/Tac-Op
1-2

More ships and options for ACTION STATIONS.

ADVANCED SQUAD LEADER GAME ASSISTANCE PROGRAM
(I) Self-Published (on-line, GEnie); Steven Zundel; 1992; UNRATED
Adv/Land/Tac
1-2

A "computer assistant" for the classic paper wargame SQUAD LEADER, this shareware product was quickly taken off the market when manufacturer Avalon Hill threatened legal action since its own computer version was forthcoming. Gamers are still waiting for the "official" version.

AFRIKA KORPS
(Am/ST) Impressions; Ken Wright; 1991; UNRATED
Int/Land/Op
1

A British release, this simulation of the North African Campaign was never released in the United States.

AFRIKA KORPS
(I-95 CD) Avalon Hill; xxx; 1998/CANCELLED
Int/Land/Op
1-2; M

A computerized version Avalon Hill's classic boardgame covering the North African Campaign of World War II; cancelled with the Hasbro acquisition of Avalon Hill.

AFTER PEARL
(A) SuperWare; George Schwenk; 1984; ***+
Beg/Nav/Op-Str
1-2

A strategic simulation of the War in the Pacific (1941-1945), this game bears little resemblance to history. Reminiscent of Avalon Hill's boardgame VICTORY IN THE PACIFIC, it was quick and fun to play. A "cotton candy" game, it may have contributed to mind-rot, but this reviewer still remembers it with affection. Game play mandated the use of battleships as the arm of decision; carriers were useful, but the battlewagons were what decided the outcome of the war.

AGE OF RIFLES
(I CD) Strategic Simulations, Inc.; Norm Koger; 1996; ***+
Int/Land/Tac
1-2; M

A detailed examination of tactical warfare from the Mexican War (1846) to the Russo-Japanese War (1905), this allows the gamer to "dervishly" beat up on Fuzzy-Wuzzies to his heart's content. With a scenario editor that was relatively easy to use, a plethora of scenarios have become available over the Internet covering the obscure and not-so-obscure battles of the 19th Century. Remember, a repeating rifle generally beats a bow and arrow, unless one grows too ambitious ... My personal feeling is that the scenarios were in fact too generic, and I was never able to discern in game terms the basic advantage of the needle-gun in the Franco-Prussian War or why certain rifle advances occurred in certain times. But if the history may be a little weak, the game value is pretty strong.

AIR ATTACK
(I-95) VR1; xxx; 2000; UNRATED
Int/Air/Tac
1-Multi

An on-line game of World War II aerial combat.

AIR COMBAT CLASSICS
(Am/I) LucasArts; Noah Falstein and Lawrence Holland; 1988-1993; ****+
Int/Air/Tac
1

A classic compilation of LucasArt's World War II combat flight simulations -- BATTLEHAWKS 1942 (World War II in the Pacific); THEIR FINEST HOUR: THE BATTLE OF BRITAIN (and mission disk); SECRET WEAPONS OF THE LUFTWAFFE (tactical air combat in the air offensive over Germany, 1943-1945). The latter included all the expansion disks (P-80, P-38, HE-162 and DO-335).

The latter two programs included campaigns and scenario designers, with SECRET WEAPONS allowing a more strategic option than was normally seen in flight simulations. From TBDs to ME-262s, they were all here! Released over a four year period, the graphics were no longer state-of-the-art, but the documentation and play value were still excellent. Until CHUCK YEAGER'S AIR COMBAT, LucasFilm had claimed World War II aerial operations as its private domain. By the time Sierra/Dynamix released their aerial simulations (ACES OF THE PACIFIC, ACES OVER EUROPE, ACES: THE COMPLETE COLLECTOR'S EDITION), LucasArts had abandoned the historical simulation for "a galaxy far, far away".

AIR DUEL
(I) MicroProse; Ciaran Gultnieks, Dominic Robinson, & Ian Martin; 1993; *+
Int/Air/Tac
1

Covering air warfare from 1915-1990, this was more of a game than a simulation. Somewhat reminiscent of CHUCK YEAGER'S AIR COMBAT, it was the only product that allowed a match-up of Fokker and Phantom -- presumably a one-sided duel. Yet, the game element was so pronounced that the duel was not in fact one-sided; for example, the jet wash of the Phantom never affected the fragile Fokker and it was almost impossible to get a lock-on or gunsight picture of the World War I aircraft.

AIR FORCE COMMANDER: WORLD WAR II
(I) Impressions; David Lester; 1993; **
Int/Air/Str
1

Taking the AIR FORCE COMMANDER-system back in time, other than the historical milieu, there was no improvement or added value. Actually, the game system was somewhat reminiscent of KENNEDY APPROACH with the altitude bars depicting differences in aerial positioning, but it simply lacked the gameplay.

AIR POWER
(I CD) Mindscape; Rod Hyde & Mark Shaw; 1995; *+
Int/Air/Tac-Op
1

Based on a fictional history where rigid airships became the norm, this product offered a semi-role playing challenge in what would be the technology of the 1920s-1930s. While the concept may have been intriguing, the gameplay was not -- turgid, difficult to control and those were the high points. Somewhat reminiscent of ZEPPELIN (hmm, airships just can't get no respect ...)

AIR RAID PEARL HARBOR
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1991; UNRATED
Beg/Nav/Tac-Op
0-2; M

Variations on an unplayable theme? Based upon the title and description, this simulation of the Japanese assault on Pearl Harbor in 1941 must be for either sadists or masochists (depending on which side is played).

AIR WARRIOR
(C/A/M/I) Kesmai; Kelton Flinn; 1988-1997; ****
Int/Air/Tac
1-multi; M

An on-line simulation of tactical air combat from World War I through Korea.. Continually being revised and updated, it is interesting although it can become an expensive way of life. The learning curve is lengthy, but often veteran pilots are available on-line who are willing to give assistance and tutorials. Players have formed their own squadrons and geschwaders, as well as naming themselves after historical aces and living alternate lives. Historical scenarios, furballs, free-for-alls, multi-player crews -- they are all present, just try to maintain a semblance of normal life. {Hey, Nowi, this one's for you!}

AIR WARRIOR, SVGA
{see SVGA AIR WARRIOR}

AIR WARRIOR II
(I-95/CD) Interactive Magic/Kesmai; Jonathan Baron; 1996; ****
Adv/Air/Tac
1-multi; M

Both stand-alone and on-line, this simulation delivers as much as any computer pilot could reasonably want in terms of flight modeling. Graphics are adequate, but with an emphasis on World War II, there are sufficient planes and scenarios to keep the geschwaders busy for many months. Even if you don't play on-line, this may be worth checking out...

AIR WARRIOR III
(I-95/CD) Interactive Magic/Kesmai; Jonathan Baron; 1997; ****
Adv/Air/Tac
1-multi; M

An sequel to AIR WARRIOR II.

ALLIED GENERAL
(I-95 CD) Strategic Simulations, Inc.; Carl Norman; 1996; ****
Beg-Int/Land/Op-Str
1-2; M

A sequel to PANZER GENERAL, this added slight improvements to the original blockbuster. However, as with most sequels, it just did not have the oomph to surpass its predecessor in terms of panache and originality. Also, this program simulated the Allied campaigns in the World War II European Theater of Operations (and North Africa), and most gamers wanted to try to change history and not simply relive it.

ANCIENT ART OF WAR IN THE SKIES
(I) MicroProse; Dave and Barry Murray; 1992; **+
Int/Air/Tac-Op
1

Aerial operations of World War I done in a "cutesy" fashion, it was a "beer and pretzels" game. Done by the same design team as ANCIENT ART OF WAR and ANCIENT ART OF WAR AT SEA, it stretched the game system too far. While the graphics and gameplay were adequate at the time, they did nothing to distinguish themselves.

ANGLO-BOER WAR
(I-95 CD) Twilyt; Travis Bulford; 2001/CANCELLED; UNRATED
Int/Land/Op
1-2; M

A proposed design on the Second Anglo-Boer War (1899-1902).  While this subject has not been covered before, it would be surprising to see if it would make an interesting situation; unless the British command was hamstrung with Colonel Blimps (as was historically the case), the war would be over quickly.  Hindsight offers the player too much knowledge.  But the company has undergone financial difficulties and unless additional venture capital is found, this project is deader than the Boer Republic.

ARDENNES (BATTLEGROUND 1)
(I-95 CD) TalonSoft; Jim Rose and John Tiller; 1995; ***+
Int/Land/Op
1-2; M

The first of TalonSoft's BATTLEGROUND-series, it covered the Battle of the Bulge in a series of unconnected scenarios. It has been superseded by BULGE (ARDENNES EXPANSION).

ARDENNES OFFENSIVE
{cf. DECISIVE BATTLES OF WORLD WAR II: ARDENNES OFFENSIVE}

ARNHEM: THE MARKET-GARDEN OPERATION
(Am/I) CSS; R. T. Smith; 1991; UNRATED
Int/Land/Op
1-3

Monty's folly, the airborne invasion of the Netherlands; no other information available.

AT THE GATES OF MOSCOW
(A/C/Ap) SGP; David Heath; 1985; UNRATED
Int/Land/Op
0-multi

A computer game released simultaneously with the board game version, it covered the 1941 Axis drive on Moscow. It served as further proof that no boardgame designer has ever been able to do a successful port to the computer.

AUGUST 1914
(I) Forgotten Fronts; Louis Fox; 1994;
***
Int/Land/Op
1-2; M

This simulation of the beginning of World War I constitutes a "plain vanilla" wargame. Published by an independent producer, he has sought to design games which are not commercially feasible for the mainstream. As such, this type of minimalist game resembles a basic boardgame of the 1970s. It is easy to learn and play while offering a number of valid lessons; on the other hand, graphics are functional and sound is silent.

AWARD WINNING WARGAMES
(I CD) Strategic Simulations, Inc.; various; 1994; ****+

Int-Adv/Land-Nav/Op-Str
1-2

The first CD "shovelware" from SSI, it included CARRIER STRIKE, PACIFIC WAR, WAR IN RUSSIA and CLASH OF STEEL. Although the games and graphics are dated and can often be difficult to run in a Windows 95 environment, the sheer play value of these mandate inclusion in a wargamer's library.

AXIS & ALLIES
(I-95 CD) Hasbro; James Hardy; 1998; ***
Int/Op-Str
1-3; M

A faithful, if uninspired, adaptation of the boardgame.  The graphics and A.I. were mediocre, but the gist of the game was there.

AXIS & ALLIES: IRON BLITZ EDITION
(I-95 CD) Hasbro; xxx; 1999; UNRATED
Int/Op-Str
1-3; M

An expansion set (utilizing third edition rules) with eight new scenarios.

Back to Top

- B -

B-17
(Am/I) MicroProse; Mike Brunton; 1992; ***
Int-Adv/Air/Tac-Op
1

A detailed flight simulation of the B-17, its graphics were well -done for internal views and sub-marginal for external views. Bomber operations are inherently dull (somewhat akin to driving an unwieldy bus on a fixed route), and this simulation more than covered the topic. Unwieldy, ponderous and relatively dull, it was too much of a simulation and not enough of a game.

B-17 FLYING FORTRESS:  THE MIGHTY 8TH
(I-95 CD) Hasbro/MicroProse; Graham Davis; 2000; UNRATED
Int/Air/Tac-Op
1

A sequel to B-17, this emphasized crew roles more than flight models.  A steep learning curve coupled with a fast machine (this was one of the first products to virtually require a 1 GHz machine, no matter what the minimum requirements stated on the box) and a manual that was de minimis yielded a product that appealed to a very limited audience.

B-24 COMBAT SIMULATOR
(C/Ap/I) Strategic Simulations, Inc.; John Gray; 1987; ***
Int/Air/Tac
1

A simulation of the World War II Ploesti oil raids, the player had to join his B-24 to the formation, fly to the target and inflict maximum damage. While accurate, the game suffered somewhat from a repetitious nature and the fact that a single bomber in a raid offered little room for initiative. In terms of gameplay and graphics, it was superseded by SECRET WEAPONS OF THE LUFTWAFFE.

BANZAI
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1991; UNRATED
Beg/Nav/Tac
0-2; M

The last voyage of the Japanese super-battleship Yamato in a tactical battle simulation of World War II Pacific action.

BARBAROSSA
(I) Interactive Broadcasting; xxx; xxx; UNRATED
Int/Land/Str
1-multi; M

An on-line simulation of the German invasion of Russia during World War II; no other information available.

BATTLE COMMAND
(C) Applied Computer Consultants; Bob Sinclair; 1986; UNRATED
Int/Land/Tac
2; M

More of an abstract battle chess than a modern simulation.

BATTLE CRUISER
(A/C/Ap) Strategic Simulations, Inc.; Gary Grigsby; 1987; ***
Adv/Nav/Tac
1-2

The sequel to WARSHIP, this simulation covered World War II in the Atlantic and World War I. Similar to its predecessor, it suffered the same strengths and weaknesses.

BATTLE FOR MIDWAY
(C) Firebird; xxx; 1986; UNRATED
Int/Nav-Air/Tac-Op
1

No information available.

BATTLE FOR MIDWAY
(I-95 CD) Abacus; Terry Hill; 1999; UNRATED
Adv/Air/Tac
1-multi; M

An third party expansion disk for COMBAT FLIGHT SIMULATOR.  

BATTLEFRONT
(C/Ap) Strategic Studies Group; Roger Keating and Ian Trout; 1987; ***+
Int/Land/Op
0-2

A very flexible game covering corps-level combat and proper use of the chain of command during World War II. Design-your-own scenarios opened the bulk of the 20th century to gaming; however, the artificial intelligence of subordinate commanders was notoriously weak. The game system either attracted or repelled the player -- there was no middle ground.

BATTLEGROUND
(xxx) MVP Software; xxx; 1987; UNRATED
Int/Land/Tac
2

Tactical squad-level operations on the Western Front during World War II; no AI.

BATTLEGROUND 1: ARDENNES
{cf. ARDENNES}

BATTLE GROUP
(C/Ap/I) Strategic Simulations, Inc.; Gary Grigsby; 1986; ***
Adv/Land/Tac
1-2

SSI's World War II Western Front sequel to KAMPFGRUPPE, this simulation offered tactical scenarios and the ability to design-your-own. Not as successful as its antecedent, it suffered from the same problems. Superseded by STEEL PANTHERS.

BATTLE HAWKS 1942
(Am/I) LucasFilm; Noah Falstein and Lawrence Holland; 1988; ****+
Int/Air/Tac
1

The first foray of then-LucasFilm into flight simulation, this was a spectacular success when published. Allowing one to play either side in the Pacific War, missions were well-done graphically for the time, challenging and enjoyable. The manual was especially well-done, with color pictures of the planes; Dick Best, a Midway dive bomber veteran, served as technical consultant. This was later published as AIR COMBAT CLASSICS with the rest of the LucasArts World War II flight simulations.

BATTLE OF BRITAIN
(C) Firebird; xxx; 1986; UNRATED
Int/Air/Op
1

No information available.

BATTLE OF BRITAIN
(M) Deadly Games; Rene Vidmer; 1989; UNRATED
Int/Air/Op
1

No information available.

BATTLE OF BRITAIN II
(M/I) Deadly Games; Rene Vidmer; 1992; **+
Int/Air/Op
1

An early Windows-based wargame, this was a port from West End's classic solitaire board game RAF. Its rating owed more to the fact that it was the only Battle of Britain simulation available than to its intrinsic merit. While one could transfer squadrons between airbases, the limitations were severe and all too often, one could merely watch in frustration as raid after raid piled it on. If the RAF had actually had such limited flexibility, Coventry would have been repeated a hundred-fold.

BATTLE OF BRITAIN
(I-95 CD) TalonSoft; Gary Grigsby and Keith Brors; 1999;
***+
Int-Adv/Air/Op
1-2; M

Gary Grigsby's first design for a non-SSI release, this was a detailed air campaign of the Battle of Britain (historical 1940 and hypothetical 1941).  While an obvious descendant of USAAF, this was graphically improved, with much added detail and verisimilitude.  However, each day of air operations could take 30 minutes or longer to resolve, and the campaign could become tedious; only execute 1-2 days of air operations per sitting.   Otherwise, impatience and short-cuts yield to less-than-optimal results.   While some players were able to "break" the code and win through pure gaming aspects, the self-respecting grognard would seek to win through air superiority -- gradual carpet-bombing and opening up into the interior seem a valid method to defeat the RAF.  Night bombing operations were only useful once victory had to be achieved by other than air superiority alone.

BATTLE OF THE BULGE
(I) Ark Royal; Carl Carpenter; 1988; UNRATED
Int/Land/Op
1-2

No information available.

BATTLESHIP BISMARCK
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1991; UNRATED
Beg/Nav/Tac-Op
1-2; M

The British must find and sink the German battleship, while the German must avoid the British and find and sink Allied commercial shipping.

BATTLES OF THE ATLANTIC
(Ap/ST/I) Simulations Canada; L. Howie; 1986; UNRATED
Adv/Nav/Op
1-2

A World War II simulation covering the control of the sea lanes from North America to England and Russia. An amalgamation of a board and computer game, it used a map, counters and computer -- all to limited effect.

BATTLE STATIONS
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1991; UNRATED
Beg/Nav/Tac-Op
0-2; M

A simulation of the WWII USS Houston; historically a lopsided contest with a few American and Allied forces attempting to stem the Imperial Japanese fleet at its zenith.

BATTLE STATIONS
(M) TimeLine, Ltd.; M. L. Samford and W. P. Worzel; 1986; UNRATED
Beg/Nav/Tac
1-2

Again, the old Milton Bradley BATTLESHIP game with some new ideas and twists not found in either the computer or boardgame versions.

BATTLE TANK: BARBAROSSA TO STALINGRAD
(Am/ST/I) Simulations Canada; Stephen Newburg and Stephen St. John; 1990; UNRATED
Adv/Land/Op-Tac
1-2

Tactical armored combat in the East, June 1941-May 1943.

BATTLE TANK: KURSK TO BERLIN
(Am/ST/I) Simulations Canada; Stephen Newburg and Stephen St. John; 1991; UNRATED
Adv/Land/Op-Tac
1-2

Tactical armored combat in the East, June 1943-May 1945.

BATTLES IN TIME
(I CD) QQP; Bruce Williams; 1996; *
Int/Land/Op
1-2; M

Taking a page from numerous TV dramas (e.g., TIME TUNNEL, QUANTUM LEAP), science fiction (LORD KALVAN, TIME PATROL) and Jim Dunnigan's hex-based paper wargame TIME TRIPPER, this product betrayed its ancestors. Poor graphics, poor gameplay and a suspicious sameness in historical weapons lethality (e.g., a flying dinosaur had the same effect as a modern bomber) betrayed this as a poor swan song for QQP.

BEACH-HEAD
(C) Access; Roger and Bruce Carver; 1983; ***
Int/Land-Air/Tac
1

An arcade game of World War II amphibious landing operations, any pretensions to reality were purely fortuitous. Yet, it had a visceral appeal and fun factor in the early days of computer gaming. Strictly a "shoot-'em-up".

BEACH-HEAD II: THE DICTATOR STRIKES BACK!
(C) Access; Roger and Bruce Carver; 1985; **
Int/Land-Air/Tac
1-2

A sequel to BEACH-HEAD allowing for head-to-head play; its gameplay proved that if it's worth doing once, it's worth overdoing.

BERLIN 1948
(Am/I) Electronic Zoo/Rainbow Arts; Stefan Graf; 1990; **
Int/Land/Tac
1

More of a role-playing adventure, set in Cold War Berlin, the player had to interact with the environment in order to recover a missing nuclear weapon (perhaps an earlier SUM OF ALL FEARS?).

BEYOND CASTLE WOLFENSTEIN
(A/C) Muse; Silas Warner; 1984; ****
1

An arcade "classic", this product took the dungeon mentality and transferred it to World War II. A sequel to CASTLE WOLFENSTEIN, it offered an infiltration of a Nazi fortress to assassinate Adolf Hitler. As serious as PAC-MAN, its graphics are outdated, but it was fun in its day.

BEYOND SQUAD LEADER
(I) Avalon Hill; xxx; 2000/CANCELLED
Adv/Land/Tac
1-2; M

For the grognard, this was the "Holy Grail" -- and just as elusive. Based on Avalon Hill's famous boardgame series, this has been reported to be in design stages for two decades. In the 1980s, it evolved into UNDER FIRE, in the 1990s, CLOSE COMBAT. Avalon Hill was still seeking the "true rendition", and the boardgame fanatics (who can make AIR WARRIOR zealots look sane) are still demanding a faithful conversion. Look for it in the millennium, possibly entitled COMBAT 666.  

BIG THREE
(I) SDJ; Steven D. Jones; 1991; UNRATED
Int/Land/Str
2-3

A shareware version of World War II in Europe, lacking any artificial intelligence. Eventually, it was "cleaned up", but its graphics and gameplay still made it appear like something that should have remained shareware. For a better treatment of the European Theater of Operations, see CLASH OF STEEL.

BIG THREE
(I) Alliance Software; Steven D. Jones; 1995; UNRATED
Int/Land/Str
1-2; M

The "cleaned-up" version, it could have used a deeper scrubbing.

BISMARCK: THE NORTH SEA CHASE
(C/Ap) DataSoft; Anthony Stoddart; 1987; *+
Beg/Nav/Tac-Op
1

An arcade-type simulation of the chase for the German battleship, this product offered little innovation, insight or play value. Its accuracy was minimal, its graphics marginal and its gameplay obtuse.

BLITZKRIEG: BATTLE AT THE ARDENNES
(Am/I) RAW; Al and Joseph Benincasa; 1989; UNRATED
Adv/Land/Op
1-2

A conversion of a boardgame, this simulation of World War II's Battle of the Bulge had a confusing interface and lengthy game mechanics.

BLITZKRIEG IN THE WEST
(M/I) Arsenal; xxx; 1994; CANCELLED
Int/Land/Op
1-2; M

An operational simulation of the Battle of the Bulge.

BLOOD AND IRON: BATTLES OF THE BIG RED ONE
(I) Twin Dolphins; Paul Meyer; 1993; CANCELLED
Int/Land/Tac
1-2

A never-released simulation of small unit tactics during World War II (US First Infantry Division).

BLUE MAX
(A) Synapse; Peter Adams; 1983; 0
Beg/Air/Tac
1

An arcade game in every sense of the world (and marketed as such). However, because it was one of the first simulations to have a World War I environment, it is included herein. Among the more interesting design "features" was an inverted joystick (to climb, one pushed forward; to dive, one pulled back).

BLUE MAX
(Am/I) Three Sixty; Rick Banks and Paul Butler; 1990; *
Int/Air/Tac
1-2

First out of the blocks in the 1990-91 World War I air simulator competition, and it showed. Besides a simulation model, one could also use the traditional hex-movement representation. Overall, much more of a game than a representation of reality, it did not succeed on any level.

BOMB ALLEY
(Ap) Strategic Simulations, Inc.; Gary Grigsby; 1982; UNRATED
Adv/Air-Nav/Op-Str
1-2

Gary Grigsby's sequel to GUADALCANAL CAMPAIGN, this treatment of the World War II Mediterranean Campaign was not a success -- slow, ponderous and basically uninteresting.

BOMBER
(M) Deadly Games; Rene Vidmer; xxx; UNRATED
Int/Air/Tac
1

A World War II bomber simulation. No further information available.

BREAKTHROUGH IN THE ARDENNES
(A/C/Ap/I) Strategic Simulations, Inc.; David Landrey and Chuck Kroegel; 1984; **+
Adv/Land/Op
1-2

A follow-on to OPERATION MARKET-GARDEN, this game suffers the same strengths and weaknesses (among the worst of the latter was the lack of a "takeback" -- any error in keyboard input was impossible to change). Better than TIGERS IN THE SNOW, it was more complex and offers virtually nothing to a contemporary gamer..

BULGE -- THE BATTLE FOR ANTWERP
(C) Green Valley Publishing; xxx; 1985; UNRATED
Beg/Land/Op
1-2

A "real-time" Battle of the Bulge game which boasted "no manual required." From what players have said about this program, intelligence also appeared to be dubiously optional.

BULGE (ARDENNES EXPANSION)(BATTLEGROUND 1)
(I-95 CD) TalonSoft; Jim Rose; 1996; ***+
Int/Land/Op
1-2; M

An expanded and updated version of ARDENNES (BATTLEGROUND 1), this corrected several minor design features and added two new maps (Rochefort and St. Vith) as well as many additional scenarios.

BULGE '44
(I-95 CD) HPS; John Tiller; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M

The Battle of the Bulge redux ad infinitum.

BURMA SEAC
(I-95) Forgotten Fronts; xxx; 2001; UNRATED
Int/Land/Op
1-2; M

A boardgame-like simulation of the CBI (China-Burma-India Theater) of World War II.

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Revised: July 13, 2002.
Copyright 2001 by M. Evan Brooks. All Rights Reserved.
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