1900-1950 (PART V of V)

INDEX

T U V W X Y Z #

Select the first letter of the word from the list above to jump to appropriate section of the glossary. If the term you are looking for starts with a digit or symbol, choose the '#' link.

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- T -

T.A.C.
(A/C/Ap/I) Avalon Hill; Ralph H. Bosson; 1983; **
Beg/Land/Tac
1-2

A tactical simulation of armored conflict during World War II. Similar to PANZERJAGD, and just as obsolescent.

TANKS!
{cf. WARGAME CONSTRUCTION SET: TANKS!}

TANKS AND SQUADS
(xxx) C&C Software; Al Winfree and Tim Deane; 1982; UNRATED
xxx
2

An early "simulation" of World War II Eastern Front tactics; no further information available.

TANKTICS
(A/Ap/TRS) Avalon Hill; Chris Crawford; 1982; UNRATED
Int/Land/Tac
1

A hypothetical World War II game of German-Russian armor battles; the player could only play the German side. This was one of the first computer wargames.

TASK FORCE 1942
(I) MicroProse; Lawrence Schick; 1992; ***+
Adv/Nav/Op-Tac
1

A detailed simulation of 1942 naval operations off Ironbottom Sound. The graphics were well-done and game play was in-depth. Yet, switching between stations on a single warship or switching to different warships could be somewhat confusing, and allowing the computer to fight on the tactical level was not the key to success.

THEATRE OF WAR
(I) Three Sixty; Bill Banks; 1992; **+
Int/Land-Air/Op (Abstract)
1-2; M

A wargame first -- i.e., the first SVGA release. This was its biggest claim to fame; taking the worst aspects of chess and wargaming, it bundled them into a mediocre product.

THEIR FINEST HOUR
(Am/I) LucasArts; Noah Falstein and Lawrence Holland; 1989; *****
Int/Air/Tac
1

Possibly the best World War II flight simulation done by LucasFilm, this spectacle of the Battle of Britain offered historical missions in a well-designed context. Although there was not a campaign option, the individual missions were fun and entertaining. Later republished as part of AIR COMBAT CLASSICS (with BATTLEHAWKS 1942 and SECRET WEAPONS OF THE LUFTWAFFE).

THIRD REICH
{cf. COMPUTER THIRD REICH}

THIRD REICH P.C.
(I CD) Avalon Hill; Jamie Nash and John Prados; 1996;
***
Adv/Land/Str
1-3; M

A faithful adaptation of the famous boardgame, this version was the best ever done; note that this does not mean it is really good, just that it is the best ever done. The main problem is that it was perhaps too faithful to its paper antecedents -- and it did not even reflect the newest edition of the paper version. For a novice, this simulation is virtually unplayable; for true believers, it will offer a fix for those lacking human companionship.

TIGERS IN THE SNOW
(A/C/Ap) Strategic Simulations, Inc.; Chuck Kroegel and David Landry; 1981; **
Beg/Land/Op
1-2

An operational simulation of the Battle of the Bulge, its most serious problem was a user interface which refused to allow the player to access his units. Instead, the order of battle was cycled through three times, and pity the gamer who did not input his orders by the third time -- primitive graphics, primitive play mechanics and a poor user interface.

TIGERS ON THE PROWL
(I) HPS; Scott Hamilton; 1994; ***+
Adv/Land/Tac-Op
1-2; M

A detailed simulation of World War II's Eastern Front, this program has growth potential. Initially bug-ridden, its designer has labored in a Herculean fashion to make the program into THE simulation of armored warfare. Following this up with PANTHERS IN THE SHADOWS, he will continue to refine the system and develop new editions. Recommended for the grognard only.

TIGERS ON THE PROWL 2.0
(I-95 CD) HPS; Scott Hamilton; 1997; UNRATED
Adv/Land/Tac-Op
1-2; M

A newer version of TIGERS ON THE PROWL, updated for Win95.

TOBRUK: THE CLASH OF ARMOUR
(C) DataSoft; Steve R. Williams; 1987; **
Beg/Land/Tac-Op
1

A tactical/operational "simulation" of the African Campaign covering the Battle of Gazala with a strong arcade element interwoven into the product. Rather than complementing each other, the simulation and arcade aspects denigrated each other's appeal.

TOP GUNNER COLLECTION
(A/C) MicroProse; Sid Meier; 1987; **+
Beg/Air/Tac
1-2

Three arcade games in a package, HELLCAT ACE was the only one within these review parameters. One of the first combat flight simulators, by the time it was placed into this "shovelware", it was obsolete.

TORPEDO FIRE
(Ap) Strategic Simulations, Inc.; John Lyon; 1981; UNRATED
Int/Nav/Tac
2

Submarine warfare in World War II in both the Atlantic and Pacific theaters. A very early effort without a computer opponent.

TO THE RHINE
(Ap/ST/I) Simulations Canada; Stephen Newburg; 1988; UNRATED
Adv/Land/Op
1-2

The War in the West, 29 August - 11 December 1944; no graphics.

THE TRAIN: ESCAPE TO NORMANDY
(I) Accolade; Artech Digital Entertainments; 1988; **
Beg/Land/Tac
1

A grade-B war movie made into a computer game of the same caliber. It ignored the fact that the French Resistance of World War II was an ineffective organization, and that its most efficient members were Communist Party cells -- try to rescue art masterpieces from the clutches of the SS.

TSKFRC-58
(Ap) Jagdstaffel; xxx; 1983; UNRATED
Int/Nav/Tac-Op
xxx

A simulation of the World War II Battle of the Philippine Sea; no further information available.

TSUSHIMA
(C/Ap) Avalon Hill; Kiya Overseas Industry; 1985; ***
Beg/Nav/Tac
1-2

The Battle of Tsushima (Russo-Japanese War), with clumsy graphics and a worse user interface. Yet it was playable and as the only simulation covering this battle, it was enjoyable.

TUSKEGEE FIGHTERS
(I-95 CD) Abacus; Tim Dickens; 2000; UNRATED
Adv/Air/Tac
1-multi; M

A third party expansion disk for COMBAT FLIGHT SIMULATOR.  

TYPHOON OF STEEL
(C/Ap/Am/I) Strategic Simulations, Inc.; Gary Grigsby; 1988; **+
Adv/Land/Tac
0-2

The sequel to PANZER STRIKE, this covered the remaining theaters of World War II (Pacific, Asia, etc.); similar to its predecessor with all of its strengths and weaknesses.

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- U -

U-BOAT
(M/I) Deadly Games; Renee Vidmer; 1994; ***
Int/Nav/Tac
1

A simulation of German U-Boat operations during World War II.

U-BOAT II: DRUMBEAT
(M) Deadly Games; Renee Vidmer; 1996; UNRATED
Int/Nav/Tac
1

An enhanced and upgraded version of U-BOAT, this covered the German offensive against American shipping in the early months of 1942 (the "Happy Time" for the submarines).

U.M.S.
(Am/ST/I) Firebird; Ezra Sidran; 1987; **
Int/Land/Op
0-2

A wargame design kit, characterized by easy design parameters. However, accuracy was sacrificed for playability, and often playability was sacrificed for graphic display. Maritime operations were ignored, so its universality was not "complete". It was visually impressive when released, but clumsy and awkward.

U.M.S. II
(Am/I) MicroPlay; Ezra Sidran; 1991; **+
Int/Air-Land-Nav/Op-Str
0-multi

A newer version of U.M.S., with more emphasis on strategic operations. A visual feast and a playable desert; the "design-your-own" disk was marketed separately. MicroPlay never really supported the product, and the designer himself stepped in to offer superb customer support. Because of its slow speed of execution and obtuseness, it has been often named to the "Worst of All Time List"; I do not agree -- it was bad, maybe even rotten, but there are so many other "Dogs of War" that it cannot begin to compete with.

UNCOMMON VALOR: CAMPAIGN FOR THE SOUTH PACIFIC
(I-95 CD) Matrix; Gary Grigsby; 2002; UNRATED
Adv/Air-Land-Sea/Tac-Op-Str
1-multi

An extremely detailed turn-based game of the operational campaign for the South pacific (May 1942-December 1943).

UNDER FIRE
(A/C/Ap/I) Avalon Hill; Ralph Bosson; 1985; **+
Adv/Land/Tac
1-2

A tactical simulation of World War II infantry and armor; it was open-ended with a versatile map maker and scenario builder.

UNDER FIRE: EXPANSION DISK #1
(A/C/Ap/I) Avalon Hill; Ralph Bosson; 1986; **+
Adv/Land/Tac
1-2

An expansion disk with two new maps and six scenarios.

UNDER SOUTHERN SKIES
(Ap) Avalon Hill; Owen P. Hall, Jr.; 1984; UNRATED
Int/Nav/Op
1-2

A simulation of the pursuit and destruction of the German pocket battleship Graf Spee. In a solitaire version, the computer was only capable of portraying the British.

UP PERISCOPE
(C/I) ActionSoft; xxx; 1986; ***
Adv/Nav/Tac
1

Similar to SILENT SERVICE, this had excellent documentation and good game play, but it could not compete with later entries, e.g., SILENT SERVICE II, SILENT HUNTER.

U.S.A.A.F.
(A/C/Ap) Strategic Simulations, Inc.; Gary Grigsby; 1985; *****
Adv/Air/Str
1-2

An operational/strategic simulation of the Bomber Offensive Over Germany (1943-1945) on a daily basis. Scenarios ranged from one month to two years, and playing time was almost that long. With German production and industrial devastation the key, it was a fascinating product. The designer is currently working on a state-of-the-art version covering the Battle of Britain, and if that is successful, then the Win 95 version of USAAF may finally appear.

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- V -

V FOR VICTORY I: UTAH BEACH
(M/I) Electronic Arts/Three Sixty/Atomic Games; Ed Rains and Keith Zabalaoui; 1992; ***+
Int/Land/Op
1-2; M

Perhaps the smoothest conversion of a boardgame-style wargame to computer format ever done, this covered the Utah Beachhead in the Normandy invasion (June 1944), with multiple scenarios. Reworked later into Avalon Hill's WORLD AT WAR 3: D-DAY -- AMERICA INVADES, it was detailed, but somehow seemed to be a mechanistic game without soul.

V FOR VICTORY II: VELIKIYE LUKI
(M/I) Electronic Arts/Three Sixty/Atomic Games; Ed Rains and Keith Zabalaoui; 1992; ***
Int/Land/Op
1-2

The follow-on to UTAH BEACH, this covered a little-known battle on the Eastern Front. While mechanics were similar to its predecessor, a historical and strategic analysis of why the battle was important and what happened would have been appreciated. Also, the scale just did not seem appropriate for the battle simulated; overall, the weakest of the V4V series..

V FOR VICTORY III: MARKET GARDEN
(M/I) Electronic Arts/Three Sixty/Atomic Games; Keith Zabalaoui and Eric Young; 1993; ****
Int/Land/Op
1-2

The next expansion in the series, this did a commendable job of simulating the airborne drop in the Netherlands (1944). While alternate drop zones were available, I would have appreciated the option to determine my own drop zones and run from there.

V FOR VICTORY IV: GOLD, JUNO, SWORD
(M/I) Electronic Arts/Three Sixty/Atomic Games; Keith Zabalaoui and Eric Young;1993; ****
Int/Land/Op
1-2

The final expansion in the series (before the design team moved to Avalon Hill), this covered the British and Canadian Beachheads during the Normandy invasion.

VICTORY AT SEA
(M) Three Sixty; Jim Dunnigan; 1994; UNRATED
Adv/Nav/St-Tac
1-2; M

Supposed to cover all of World War II at sea (both strategic and tactical modes), this was the only game in existence that I am aware of where the ostensible designer was never given a final copy of the game; in fact, he never really saw anything beyond the alphas. Fingers pointed in all directions, but the net result was a production that fit in the same mold as PATRIOT. Among the problems not involving system lock-ups (and there were plenty of those) was the historical research. Mr. Dunnigan submitted data on the naval vessels only to discover that a "helpful" editor replaced all his data with information gleaned from the 1945 edition of Jane's Fighting Ships; since much of the information was still classified at that time, the net result was to replace historical data with spurious data.

VULCAN
(Am/I) CCS; R. T. Smith; 1989; **+
Int/Land/Op
1-2

Similar to DESERT RATS, this simulation covered the Tunisian Campaign in WWII North Africa. Mediocre graphics and game play did little to enhance the program.

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- W -

WAR
(xxx) Adventure International; xxx; xxx; UNRATED
xxx
xxx

No information available.

WAR AT SEA
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1984; UNRATED
Beg/Nav/Tac-Op
0-2; M

The exploits of the WWI German cruiser SMS Emden.

WAR AT SEA COLLECTION
(I CD) QQP; Bruce Williams Zaccagnino; 1994; ****
Int/Nav/Op-Str
1-2; M

A "shovelware" product which included LOST ADMIRAL, GRANDEST FLEET and WORLD WAR II: BATTLES OF THE SOUTH PACIFIC.

WARBIRDS
(I) Interactive Magic; Dale Addink, John MacQueen and V. Robert Salinas; 1998; UNRATED
Adv/Air/Tac
1-multi; M

On-line simulation of World War II dogfighting.

WARBIRDS: FIGHTER OPS
(I) Interactive Magic; Dale Addink, John MacQueen and V. Robert Salinas; 2000; UNRATED
Int/Air/Tac
1-multi; M

An introductory version of WARBIRDS.

WAR EAGLES
(I) Cosmi; Paul Norman; 1990; **
Beg/Air/Tac
1

A World War I flight simulator. One of the first World War I flight sims for the IBM, its graphics were chunky, game play was awkward, and overall, there was nothing to recommend this as anything more than a thinly disguised arcade product.

WARGAME CONSTRUCTION SET
(C/A/I/ST/Am) Strategic Simulations, Inc.; Roger Damon; 1986; ***
Int/Land/Tac-Op
1-2

Basically the user-modifiable source code of Roger Damon's previous works (OPERATION WHIRLWIND, FIELD OF FIRE and PANZER GRENADIER), the game's potential to design-your-own scenarios was limited by the failings of the system's mechanics. It was most applicable to the World War II era; a novice may well find its flexibility interesting, although the graphics are dated.

WARGAME CONSTRUCTION KIT II: TANKS!
(I) Strategic Simulations, Inc.; Norm Koger; 1994; ***+
Int-Adv/Land/Tac-Op
0-2; M

Armored warfare from 1918 to the near-future, this product possessed a plethora of scenarios (and more which popped up on the Internet); while relatively successful, I found it somewhat sterile.

WAR IN EUROPE
(I) Decision Games; Greg Ploussios and James F. Dunnigan; 1997; UNRATED
Int/Land/Op
2; M

A "retro" game, this is a straight port from the SPI boardgame (1976). Covering the entire European Theater of Operations, including production from the Axis and Soviet perspectives, it was one of the rare "playable" monster boardgames. Now, twenty-one years later, Decision Games offers a straight port -- no more, no less.

WAR IN RUSSIA
(A/Ap) Strategic Simulations, Inc.; Gary Grigsby; 1984; ****+
Adv/Land/Str
1-2

An operational/strategic simulation of the entire Eastern Front (1941-1945), this game was easily learned and played; sheer size and certain defects in the artificial intelligence presented the difficulty. However, it was superseded by Gary Grigsby's later efforts, e.g., SECOND FRONT, WAR IN RUSSIA, GARY GRIGSBY'S.

WAR IN RUSSIA, GARY GRIGSBY'S
(I) Strategic Simulations, Inc.; Gary Grigsby; 1993; ****+
Adv/Land/Op-St
1-2

The third in an on-going series of revisions, which covered the Eastern Front in detail.

WAR IN RUSSIA: MATRIX PROJECT
(I-95) Matrix; Gary Grigsby; 2000; ****+
Adv/Land/Op-St
1-2

An updated WAR IN RUSSIA, GARY GRIGSBY'S, currently available for free download from http://www.matrixgames.com.

WAR IN THE FALKLANDS
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1986; UNRATED
Beg/Nav/Tac-Op
0-2; M

The World War I naval battles of the Coronel and the Falklands.

WAR IN THE SOUTH PACIFIC
(C/Ap) Strategic Simulations, Inc.; Gary Grigsby; 1986; **
Adv/Nav/Op
0-2

World War II in the South Pacific -- a logistician's dream (or nightmare!). Complex and interesting, but it attempted to accomplish more than it could deliver. Recommended only to those with a specific interest in the period. For a better treatment, see PACIFIC WAR by the same designer.

WARSHIP
(A/C/Ap/ST/I) Strategic Simulations, Inc.; Gary Grigsby; 1986; ***
Adv/Nav/Tac
0-2

A tactical simulation of Pacific surface naval engagements during World War II. The documentation and gameplay seem to gloss over much-needed details as to what was (or should be) happening, and the graphics were reminiscent of a sex-education movie showing sperm travelling in various directions. Its main appeal was to the true naval aficionado, and not to those with only a marginal interest.

WARSHIP THAT CHANGED HISTORY, THE
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1987; UNRATED
Beg/Nav/Tac-Op
0-2; M

The voyages of the WWI naval vessels GOEBEN and BRESLAU; no further information available.

WESTERN FRONT
(Am/I) Strategic Simulations, Inc.; Gary Grigsby; 1991; ***+
Adv/Land/Op-Str
0-2

The sequel to SECOND FRONT, this covered what most historians refer to as the "Second Front" (i.e. the war between Nazi Germany and the Western Allies, 1944-45). It possessed a few more bugs than normal, and often seemed to bog down into attritional warfare.

WEST FRONT
(I-95 CD) TalonSoft; Jim Rose
and John Tiller; 1998; ****
Int/Land/Tac-Op
1-2; M

The counterpart to EAST FRONT.

WEST FRONT: BATTLE PACK 1
(I-95 CD) TalonSoft; Jim Rose
and John Tiller; 1999; ****
Int/Land/Tac-Op
1-2; M

Additional scenarios and campaigns for WEST FRONT.

WEST FRONT: SEA LION 
(I-95 CD) TalonSoft; xxx; 1999; UNRATED
Int/Land/Tac-Op
1-2; M

Additional scenarios and campaigns for WEST FRONT.

WEST WALL 1939
(I) Forgotten Fronts; Louis Fox; 1997; UNRATED
Int/Land/Op
1-2; M

A hypothetical situation, this covers the French invasion of the Saar/Rhineland as a reaction to the invasion of Poland.

WHITE DEATH
(Am/I) RAW; Al and Joseph Benincasa; 1989; ***
Adv/Land/Op
1-2; M

The Battle of Velikiyi Luki (World War II, Eastern Front). A direct and literal translation from the board game of the same title, it suffered from user unfriendliness. However, if one liked the board game, ...

WINGED SAMURAI
(Ap/T) Discovery; Dave Wesley and Ross Maker; 1980; UNRATED
Beg/Air/Tac
1

Similar to FLYING TIGERS, only with worse graphics, if that was possible.

WINGS
(Am) Cinemaware; John Cutter; 1990; ***+
Beg/Air/Tac-Op
1

The first "accurate" World War I flight simulation, this offered more of a cinematic treatment of aerial operations than a historically correct gestalt. However, it was fun to play -- perhaps falling somewhere between "cotton candy" and "beer and pretzels". One of the few Amiga products that this reviewer missed on the PC-machines.

WINGS OF FURY
(Ap/I) Broderbund; Steve Waldo; 1987; UNRATED
Beg/Air/Tac
1

A semi-arcadish version of World War II carrier operations with the F6F Hellcat.

WINGS OF GLORY
(I) Origin; Bruce Adams and David Beyer; 1995; ***+
Int/Air/Tac
1

A quasi-simulation of World War I aerial combat, this was graphically lush and simulation lousy. The graphics and semi-cinematic story overwhelmed a sense of reality, and this resembled a CinemaWare product more often than not. The only time the player could fly in a German plane was when the "plot" allowed him to fly a captured DR1. Yet with all its faults, it was entertaining.

WINGS OF WAR
(C) Strategic Simulations, Inc.; Charlie Merrow and Jack Avery; 1985; **
Int/Air/Tac
1-2

World War II air combat with poor graphics and mediocre play coupled with a user unfriendly interface.

WINGS OVER CHINA
(I-95 CD) Abacus; Terry Hill; 1999; UNRATED
Adv/Air/Tac
1-multi; M

An third party expansion disk for COMBAT FLIGHT SIMULATOR, covering the early war years and the era of the AVG (American Volunteer Group).

WOLFENSTEIN 3-D
(I) Id/ Apogee; John Carmack; 1992; ****
Beg/Land/Tac
1

A very "unserious" look at World War II. Escape from the castle and kill thousands of Nazis. Graphics and sounds were superb, rendering this arcade rendition of a previous classic (CASTLE WOLFENSTEIN) into a cult status all its own.

WOLFPACK
(Am/I) Broderbund; John Garcia; 1990; **+
Int/Nav/Tac
1

Submarine operations in the World War II Atlantic. Superb graphics and the ability to play either German submarine or Allied surface combatants could not disguise the historical inadequacies of this product, although marketing efforts tried to do so. Wolfpack communications were so much better than historical that the game resembled modern submarine operations more so than the World War II era.

WORLD AT WAR 1: OPERATION CRUSADER
(I) Avalon Hill/Atomic Games; Keith Zabalaoui and Eric Young; 1994; ****
Adv/Land/Op
1-2; M

V4V moves to Avalon Hill; this simulation of North African desert warfare during World War II was a gorgeous representation of a board game moved to a computer. Eminently playable and the initiation of a popular series.

WORLD AT WAR 2: STALINGRAD
(I CD) Avalon Hill/Atomic Games; Keith Zabalaoui and Eric Young; 1995; ****
Adv/Land/Op
1-2; M

The series continued, although there were some rough spots -- while the game could be played in a number of different zoom levels, some terrain types seemed to move mysteriously from one river side to another depending on the zoom level. Still, a challenging and enjoyable simulation of the Battle of Stalingrad.

WORLD AT WAR 3: D-DAY -- AMERICA INVADES
(I CD) Avalon Hill/ Atomic Games; Keith Zabalaoui and Eric Young; 1995; ****
Adv/Land/Op
1-2; M

A remake of V4V and the D-Day invasions; well-executed both graphically and in terms off game play and user interface.

WORLD WAR II
(I) Domark; xxx; 1995; UNRATED
Int/Air/Tac
1

A flight simulation which covered tactical fighter combat at Midway and D-Day; the player could assume American, Japanese or German roles.

WORLD WAR II: BATTLES OF THE SOUTH PACIFIC
(I) QQP; Bruce Williams Zaccagnino; 1993; **+
Int/Nav-Air/Op
1-2

A simulation of World War II Pacific battles with a moderately severe sense of schizophrenia. The product could never decide whether it wanted to be a serious simulation or an arcade "cutesy". While the design tended to the serious side, the artistic presentation undercut its tone and made the entire product a question mark.

WORLD WAR II: HISTORIC BATTLES
(I) MicroProse; James Day and Ed Fletcher; 1998; *
Adv/Nav-Land-Air/Tac-Op
1-2; M

A pure "shovelware" of previously composted games -- 1942: PACIFIC AIR WAR and ACROSS THE RHINE.

WWII:  GI
(I-95 CD) GT Interactive; Dante Anderson; 1999; UNRATED
Beg/Land/Tac
1

From the folks who brought you NAM, here was another nondescript product ...

WWII ONLINE: BLITZKRIEG
(I-95 CD) Strategy First/Cornered Rat; Jamie McNeely and Mark Pribe; 2001; **
Int-Adv/Land-Air/Tac
1-multi; M

The concept of the "Electronic Battlefield" stretches back to the very beginnings of computer game development -- and always the result is the equivalent of the religious phrase "Next Year in Jerusalem".  Yes, someday the Messiah may come, but it is apparent that he has not arrived yet.  This tactical on-line simulation suffers from a plethora of flaws:  (1)  you ARE the beta-tester; (2)  the graphics are reminiscent of the 1960-ish "Clutch Cargo" cartoons; (3)  the scale of the design does not mesh well (land and air distances/actions differ in terms of magnitude); (4)  there is no off-line (solitaire) play; (5)  after spending an initial acquisition cost, does the user really want to spend an additional $10 per month?  Overall, the game seems to believe that never in the course of human endeavors will so many players owe so much money for so little return.  This is not Eagle Day, but rather Turkey Weak.

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- Z -

ZEPPELIN
(Am/I) MicroProse/Ikarion; Sven Volgelgesang; 1994; *
Int/Air-Econ/Tac-Op-Str
1-2; M

This game deserved the title of "gasbag"; ostensibly an economic simulation of making the zeppelin into a commercially feasible business operation, the design mismatched elements of role-playing (including a sub-plot of seeking a spouse!) and tactical elements of dirigible operations in what had to be the most inane execution of a program in recent memory. Produced from a European design, if this was typical, then we will never understand those people. Sadly, I could have enjoyed a Zeppelin simulation; this was not the one.

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- # -

1st BATTLE OF EL ALAMEIN, LOU COATNEY'S
(immaterial) Self-Published; Lou Coatney; 1995; UNRATED
Int/Land/Op
1-2

Not a computer game, but actually a paper-type wargame which has been published and upgraded on the Web. Mr. Coatney has designed a number of paper wargames earlier (mainly emphasizing World War II's Eastern Front). 

12 O'CLOCK HIGH: BOMBING THE REICH
(I-95 CD) TalonSoft; Gary Grigsby and Keith Brors; 1999; ***+
Adv/Air/Op-Str
1-2; M

A game requiring hundreds of hours to play to a conclusion, this was the ultimate theater air campaign.  Covering the World War II strategic bombing offensives in both day (American) and night (British) parameters resulted in a product which required planning, thought and time.  The title was somewhat misleading, since it would lead one to believe that the product was more of an operational game covering a single bomber wing; instead, this is the entire air campaign.  However, it was TEDIOUS...

101: THE AIRBORNE INVASION OF NORMANDY
(I-95 CD) Empire/Shrapnel; Timothy W. Brooks; 1998; ***
Int/Tac-Op
1-2; M

A realistic, albeit tedious, simulation of Normandy airborne operations.  It would have been nice to have a basic combat load instead of outfitting each and every soldier.

1914: THE WAR TO END ALL WARS
(I-95 CD) JoWood; Bevard Ewers; 2002/2003; UNRATED
Int/Tac-Op
1-4; M

A simulation of World War I from an individual's perspective, as he begins the war and experiences various battles and campaigns; promotions and decorations allow more command control.  The game system has been derived from its predecessors -- HISTORY LINE: 1914-1918 and GREAT WAR: 1914-1918 (1993).
 

1942: THE PACIFIC AIR WAR
(I) MicroProse; Ed Fletcher; 1994; ***+
Adv/Nav-Air/Tac-Op
1-2; M

A very (perhaps too) detailed simulation of carrier operations in the early days of World War II in the Pacific Theater of Operations. The graphics were well-done, although the campaign model was definitely in need of major improvements. Recently re-released as part of a "shovelware" package -- CONQUER THE SKIES.

1942: PACIFIC AIR WAR GOLD
(I) MicroProse; Ed Fletcher; 1995; ****
Adv/Nav-Air/Tac-Op
1-2; M

Although little time elapsed between the initial version and this re-release, the graphics were improved, the campaign model was improved and additional planes were added. Overall, a commendable rewrite and one worth having.

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Revised: November 30, 2002.
Copyright 2001 by M. Evan Brooks. All Rights Reserved.
All trademarks or product names mentioned herein are the property of their respective owners.