1950-2000 (PART I OF IV)

INDEX

A B C D E

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

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- A -

A-10 ATTACK!
(M) Parsoft; Eric Parker; 1995; UNRATED
Int/Air/Tac
1

This simulation of the A-10 offered eight missions of close-air support.

A-10 TANK KILLER
(Am/I) Dynamix; Damon Slye; 1989; ***+
Int/Air/Tac
1

A simulation of the Warthog, the best CAS (close air support) aircraft ever forced on the Air Farce. The graphics were well done and missions were varied, but joystick control was overly sensitive and maintaining level flight proved difficult, especially when using the chain gun.

A-10 TANK KILLER 1.5
(Am/I) Dynamix; Damon Slye; 1992; ****
Int/Air/Tac
1

An upgraded version of A-10 TANK KILLER, with Desert Storm scenarios included. You could actually recognize the water towers in Kuwait City...

ABRAMS BATTLE TANK
(I) Electronic Arts; Damon Slye; 1989; **+
Int/Land/Tactical
1

The first serious contemporary tank simulation for the faster 16-bit machines, this product has been superseded by later releases (M-1 TANK PLATOON, iM1A2). Graphics were adequate, but terrain elevation left something to be desired, and the main deficiency was that the program only portrayed a single tank while modern doctrine emphasizes larger element (company/squadron) employment.

ACE: AIR COMBAT EMULATOR
(C/I) Spinnaker/UXB; Ian Martin; 1986; UNRATED
Beg/Air/Tac
1-2

A British import and quasi-arcade game, it offered a two-player split screen option.

ACE 2: AIR COMBAT EMULATOR
(C/I) Cascade; Ian Martin; 1987; UNRATED
Beg/Air/Tac
1-2; M

Similar to its predecessor, except for the fact that it occurred over an ocean environment and not land.

AEGIS -- GUARDIAN OF THE FLEET
(I CD) Time Warner/Software Sorcery; James R. Jones; 1994; ***
Int/Nav/Tac-Op
1

With an interface derived from JUTLAND, this simulation offered seven campaigns ranging from the Falklands (1983) to the Atlantic (1993), with the user being able to take on single ship to multi-ship engagements against opponents ranging from Libyans to Russians. The manual was deficient in explaining how to actually use the ship's systems and the game system itself offered a technician's view of warfare -- all glitz and no strategy.

AFTER BURNER
(C/ST/Am/I) Sega/Sega Enterprises; Jack Rebbetoy; 1989; *
Beg/Air/Tac
1

An arcade game, with little or no reference to military operations, simulations or entertainment..

AH-64A
(I-95 CD) Eidos; xxx; 1997(?); UNRATED
Int/Air/Tac
1-2; M

A contemporary tactical helicopter simulation.  

AH-64D LONGBOW 1.0
{cf. LONGBOW}

AH-64D LONGBOW 2.0
{cf. LONGBOW 2.0}

AH-64D LONGBOW
{cf. JANE'S COMBAT SIMULATIONS: AH-64D LONGBOW}

AH-64D LONGBOW GOLD
{cf. JANE'S COMBAT SIMULATIONS: AH-64D LONGBOW GOLD}

AHX-1
(I-95 CD) GT Interactive; xxx; 1997; UNRATED
Int/Air/Tac
1

A rotary wing simulation.

AIDE DE CAMP
(I) HPS; Scott Hamilton; 1993; ****
Int/Land-Nav-Air/Tac-Op-Str
1-2; M

Not a game as much as a gamer's aid, this utility program assisted in converting any board wargame to computer output, albeit without the AI. Once files are created, games can be played by E-mail. Several board wargaming companies offer scenario disks, but due to copyright restrictions, user libraries have been frowned upon. On-line services often allow user exchanges. The program was useful, but somewhat user-unfriendly. The Win95 sequel promises much more user friendliness and accessibility.

AIDE CAMP II
(I-95) HPS; Scott Hamilton; 1997; ****
Int/Land-Nav-Air/Tac-Op-Str
1-2; M

The successor program -- with better graphics, better interface and ease of use.  Similar to its predecessor, but for a Windows 95 environment.   Overall, a major success, but its major weakness is that although anyone can create a functional conversion, an artistic rendition requires innate talent.  With most major board game companies now releasing the ADC version as an additional value, the benefit of this program just keeps growing. 

AIRBORNE RANGER
(C/Ap/Am/ST/I) MicroProse; Lawrence Schick and Scott Spanburg; 1987; ****
Int/Land/Tac
1

Contemporary Ranger operations in a semi-arcade mode; yet, it was fun and it worked. Challenging to both adults and children, it was recommended for a diversion from the more serious simulations. Of course, this has really aged poorly and the graphics look "oh so primitive".

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
(I) Impressions; David Lester; 1992; **
Int/Air/Str
1

Multi-scenario options for strategic air supremacy in the Middle East. The scenarios themselves were detailed and somewhat esoteric, e.g. Bahrain vs. Qatar (actually not that unrealistic given the political realities). But the speed of the game could not be slowed down (eventually a patch was distributed over electronic bulletin boards). Overall, an interesting effort with little potential for enduring play value.

AIR HAVOC CONTROLLER
(I CD) Trimark/Rainbow America; Rob Rinnard; 1994; ***
Int/Air/Tac
1

A graphically intense simulation of air traffic control, its emphasis was on playability and realism was definitely of secondary concern. Its biggest flaw was the lack of geographic coverage (only Arizona was included).

AIR STRIKE USA
(Am/I) CinemaWare/Spotlight; Rod Swift; 1990; *
Beg/Air/Tac-Op
1

An arcade game semi-disguised as a flight simulator, Air Strike portrayed an ATF II (ultra-modern attack fighter) in a multitude of missions world-wide. Documentation was somewhat spartan and the world views and flight mechanics were similar to the documentation.

AIR TRAFFIC CONTROLLER
(At/M) Creative Software/Avant-Garde; David Mannering; 1982; UNRATED
Int/Air/Op
1

No information available.

AIR TRAFFIC CONTROLLER
(I) Mallard; Robert B. Wesson; 1991; ****+
Int/Air/Tac
1

This was the class act of air traffic control games. While it may have been only adequate in graphic terms, it surpassed all comers in terms of realism and coverage. A total of ten supplemental disks were available, which extended coverage to the entire United States, Australia, Canada and Europe -- and many secondary airports were included in such coverage. The voice commands do not work with the new faster machines, and it is hoped that someday this program will be upgraded to current machines.

APACHE
(I) Interactive Magic/Digital Integration; Rod Swift; 1995; ***+
Adv/Air/Tac
1-2; M

A detailed simulation of the Apache helicopter, its graphics and flight model were adequate, but not truly inspiring. Actually, this was the best helicopter flight simulation at the time of release, but with LONGBOW, it has definitely receded into the background.

APACHE HAVOC
(I-95 CD) Empire/Razorworks; Matt Smith and Todd Gibbs; 1999; ****
Int/Air/Tac-Op
1-4; M

A simulation of both Russian and American rotary wing aircraft, this was less complex than LONGBOW 2, but eminently playable.  Theaters included Cuba, Georgia, and Southeast Asia.  A sequel (COMANCHE HOKUM) is planned which will allow full interoperability.

APACHE STRIKE
(M/I) Electronic Arts/Silicon Beach; James W. Long and Tom Zerucha; 1988; UNRATED
Beg/Air/Tac
1

An arcade version of an AH-64 helicopter simulation; all action occurred in an urban environment a la AIR WOLF.

APOLLO 18: MISSION TO THE STARS
(C) Accolade/Artech Digital Entertainment; Rick Banks and Paul Butler; 1988; **+
Int/Tac
1

A game of space shuttle missions, loosely based on reality. Graphics and gameplay were superseded by SHUTTLE.

ARCTIC FOX
(C/Ap/ST/Am/I) Electronic Arts; Kevin Ryan, Jeff Tunnell, Damon Slye and Richard Hicks; 1986; **+
Beg/Land/Tac
1

A futuristic tank arcade game resembling the early arcade "Tank Zone", but with more options. Reality was left far behind and overall, there seemed more emphasis on form over substance.

ARMOR ALLEY
(M/I) Three Sixty; Arthur Britto II; 1990; *+
Beg/Land-Air/Tac
1-4; M

An arcade tank/air support game, this involved eight scenarios of increasing difficulty. Graphics and gameplay could offer a short entertaining diversion, but little of serious import; an updated version of an early Apple 8-bit game.

ARMOR ASSAULT
(A) Epyx; John Weber; 1982; *+
Beg/Land/Tac
1-2

A tactical meeting engagement between US and Soviet forces. This game was one of the first to offer a "design-your-own-scenario" option. Orders of battle were limited to six vehicles each (no other air or ground support), hence its realism was very low.

ARMORED FIST
(I CD) NovaLogic; David Seelholzer, John Garcia and Stewart Kosoy; 1994; ***+
Int/Land/Tac
1

The most realistic graphics ever done for an armored simulation could not disguise the semi-arcade nature of the gameplay. Yet, in many cases, it doesn't matter -- playing as either the Americans or the Russians, the intense graphics often overcome the limited realism.

ARMORED FIST 2
(I-95 CD) Electronic Arts/NovaLogic; John Garcia and Sherwood Simon; 1997; ***+
Int/Land/Tac
1-8; M

The newer rendition of armored warfare, its graphics continued to amaze, but its realism continued to stultify.  As a game, it was enjoyable; as a simulation of contemporary armored warfare, it was sub-marginal.

ARMORED FIST 3
(I-95 CD) NovaLogic; David Seeholzer; 1999; UNRATED
Int/Land/Tac
1-32; M

The latest contemporary armored warfare simulation from NovaLogic.

ARMORED TASK FORCE
(I-95 CD) Shrapnel Games/ProSim;  Patrick E. Proctor; 2002; UNRATED
Adv/Land/Tac
1-Multi; M

Contemporary armored/mechanized operations.

ARMOR IN ACTION
(I) Arsenal Design; Jim Day; 1998/CANCELLED

Adv/Land/Tac-Op
1-4; M

A proposed/cancelled design on contemporary armored warfare.

ASHES OF EMPIRE
(I/Am) Gametek; Mike Singleton; 1993; UNRATED
Int/Land/Op-Str
1

A logistician's dream (nightmare?) of reconstructing a nation-state that has recently disintegrated into numerous factions (does the name Boris Yeltsin ring a bell?).

ATAC
(I) MicroPlay/Argonaut; Sam Littlewood and Mike Beaton; 1992; **
Int/Air/Tac
1

Initially titled "White Shadow" (until many people confused it with an old television show about a white basketball coach in an inner city school), this simulation (ADVANCED TACTICAL AIR FIGHTER) portrayed the drug wars between the US and the Medallin cartel a la Clear and Present Danger. Adequate was a fair description, but no one was really excited about the parameters of the design.

ATF
{cf. JANE'S COMBAT SIMULATIONS: ATF)

ATF GOLD
{cf.
JANE'S COMBAT SIMULATIONS: ATF GOLD}

AV8B HARRIER ASSAULT
(Am/I) Domark/Simis; Jonathan Newth; 1992; ****
Adv/Air/Tac-Op
1

A detailed simulation of the British Harrier. Unlike most flight simulators, this had a second element -- that of JTF (Joint Task Force) commander. One could plan and execute an amphibious operation. The concept was superb; the execution left something to be desired -- the operational planning/execution was subordinate to the tactical portion, while it should have been the reverse. cf. JUMPJET for similar treatment of the tactical aircraft portion.

AVENGER A-10
(I) Spectrum Holobyte; Scott Bayless; 1993/CANCELLED
Adv/Air/Tac
1-Multi; M

Originally designed to be part of Spectrum Holobyte's "Electronic Battlefield", this simulation was eventually cancelled. With the Falcon flying at supersonic speeds and the Warthog poking along at subsonic speeds, the interface between the two was just not feasible given the technology. Falcon terrain scenery would be merely large chunks of pixels in an A-10 perspective -- thus, the project was scrapped.

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- B -

B-1 NUCLEAR BOMBER
(Ap) Avalon Hill; Gary Bedrosian; 1980; 0
Beg/Air/Tac
1

An early game from Avalon Hill, its play mechanics are embarrassing in the contemporary market; in fact, its play mechanics were embarrassing when it was initially released. A virtual X-Y axis game of nuclear "bombs bursting in air".

BACK TO BAGHDAD
{cf. FIGHTING FALCON: BACK TO BAGHDAD}

BALANCE OF POWER
(Ap/GS/Am/ST/M/I) Mindscape; Chris Crawford; 1985; ****+
Adv/Dip/Str
1-2

With numerous revisions having already appeared, this simulation of modern power politics graduated from a bi-polar world (US/Soviet) in its initial release to a multi-polar world (US/Soviet/Chinese/Third World) in its later edition. While the political interactions could sometimes be unrealistic, the simulation was still the best ever done on power politics.

BALANCE OF POWER: 1990 EDITION
(M/Am/I) Mindscape; Chris Crawford; 1990; ****+
Adv/Dip/Str
1-2

The multi-polar world, with 18 additional nations and active foreign policies by non-super powers.

BALTIC 1985
(Ap/C) Strategic Simulations Inc.; Roger Keating; 1984; UNRATED
Int/Nav-Air/Op
1-2

Part of SSI's "Rapid Fire" series, this simulation covered World War III in the Baltic.

BATTALION COMMANDER
(A/Ap/C) Strategic Simulations Inc.; David Hille; 1985; ***
Int/Land/Tac
1

A simulation of company/battalion level operations, this was the modern counterpart of COMBAT LEADER. Doctrine and gameplay were substantially correct, but the computer graphics were weak.

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

More of an abstract battle chess than a modern simulation.

BATTLEFIELD BOSNIA
(I-95 CD) Mobyte; xxx; 2000/CANCELLED
Int/Land/Op
1-2; M

A simulation of the military battles in Bosnia in the 1990s.

BCT: BRIGADE COMBAT TEAM
(I-95 CD) Shrapnel/ProSim; Patrick Proctor; 1999; UNRATED
Adv/Land/Op
1-2; M

Designed by a serving army officer, this simulation of contemporary conflict may be the most accurate product currently available on the market.  It may lack the glitz and polish of the more mainstream games, but it makes up for it in doctrine and lessons learned.

BCT EXPANSION PACK 1
(I-95 CD) Shrapnel/ProSim; Patrick Proctor; 2000; UNRATED
Adv/Land/Op
1-2; M

Additional scenarios for BCT: BRIGADE COMBAT TEAM.

BCT EXPANSION PACK 2
(I-95 CD) Shrapnel/ProSim; Patrick Proctor; 2000; NOT YET RATED
Adv/Land/Op
1-2; M

Additional scenarios for BCT: BRIGADE COMBAT TEAM.

BCT CONSTRUCTION SET
(I-95 CD) Shrapnel/ProSim; Patrick Proctor; 2000; NOT YET RATED
Adv/Land/Op
1-2; M

Additional tools for BCT: BRIGADE COMBAT TEAM.

BIRDS OF PREY
(Am/I) Electronic Arts/Argonaut; Chris Sawyer; 1992; **
Int/Air/Tac
1

Modern aerial warfare with over forty different aircraft; yet, the various aircraft had suspiciously similar flight characteristics and instrumentation. Overall, the personality was bland, bland, bland!

BLUE ANGELS
(C/Am/ST/I) Accolade; Rick Banks and Paul Butler; 1990; **
Int/Air/Tac
1

What if they didn't give a war but people still came? This product simulated formation flying, and did it rather well. On the other hand, flying a hot interceptor without a viable enemy leads to a certain lassitude. Let's face it -- this was a boring concept even though the execution was acceptable.

BOMBER
(C/Am/ST/I) Activision/Vektor Grafix; Andy Craven; 1990; UNRATED
Int/Air/Tac
1

Released in the United States as STRIKE ACES; also known as FIGHTER BOMBER.

BOMBER ATTACK
(A) Avalon Hill; xxx; 1982; UNRATED
Beg/Air/Tac
1

No information available.

BOOT CAMP
(C) Konami; xxx; 1989; UNRATED
Beg/Land/Tac
1-2

An arcade game of basic training with a two player split-screen option.

BRAVO ROMEO DELTA
(I) RAW/Frankenstein Software; xxx; 1992; **
Int/Nav-Air/Op-Str
1-2

All the fun of thermonuclear war -- that was its "high point". Minimal graphics mixed with tedious accounting procedures yielded a game in which political restrictions, albeit realistic, made one hope for a "global winter".

BRIGADE COMMANDER
(Am) TR Development, Inc./Argonaut Software; xxx; 1991; UNRATED
Adv/Land/Tac
1

A hex-grid real-time based simulation of contemporary land combat. A Desert Storm scenario disk was also released.

BROKEN ALLIANCE
(I-95 CD) HPS; Scott Hamilton; 2001; UNRATED
Adv/Land/Tac
1-2; M

An expansion for TIGERS ON THE PROWL 2 or PANTHERS IN THE SHADOWS, it covered Korean War scenarios (1945-1953) and Allies vs. Soviet in the same period.

BUZZ ALDRIN'S RACE INTO SPACE
(I CD) Interplay; Fritz Bronner; 1993; *****
Int/Air/Str
1-2; M

If you remember Sputnik, if you remember marching down to the auditorium to see Alan Shepherd, then this is for you. A game of space firsts, this is the only game ever designed which makes the fields of logistics and research and development fun! Based on the designer's boardgame LIFTOFF, this game is enjoyable both as a game and as history. The CD version is recommended for its multimedia interludes, although the disk-based version offers the same gameplay.

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- C -

CAMPAIGN II
(Am/ST/I) Empire; Jonathan Griffiths; 1993; 0+
Int/Land/Op-Tac
1

This simulation of modern conflict took a mediocre gaming system (CAMPAIGN) and completely flummoxed it. Covering hypothetical battles, this also portrayed Korea, Israel (1967/1973), Vietnam (1962), Iran-Iraq (1980s) and the Gulf (1991). The simulation's strongest aspect was its task force organization (reminiscent of PATRIOT), but its historical accuracy was abysmal. The 1962 Vietnam scenario showed South Vietnamese and American Corps arrayed against the North Vietnamese Army in a conventional confrontation; in 1962, the U.S. had less than 1500 advisers in-country. In summary, the history was non-existent, the lessons of warfare more akin to race car driving and the overall level of enjoyment approaching that of a moderate case of hemorrhoids. At least it did not rewrite the hard drive ...

CAPITALISM
(I CD) Interactive Magic; Trevor Chan; 1994; ***+
Int/Econ/Op
1-2; M

Economics as a game, this was a virtual "MBA in a box" (speaking of which, maybe that's where we should put all MBAs). But as a simulation of microeconomics, its tutorials delivered; its only flaws were the lack of actual geography and missing realism factors (e.g., taxes, government interference in the marketplace, etc.). Still, the best economic simulation ever done.

CAPITALISM PLUS
(I CD) Interactive Magic; Trevor Chan; 1996; ****
Int/Econ/Op
1-2; M

The improved version, offering better graphics and more realism.

CAPITOL AFFAIRS
(I-95) 2am.com; xxx; 1998; UNRATED
Int/Pol
1-multi; M

An on-line game of contemporary political science.

CARDINAL OF THE KREMLIN
(I/Am) Capstone/Intracorp; xxx; 1990; *+
Int/Land/Tac-Op
1

An adaptation of the Tom Clancy novel to computer game format, this simulation of Cold War politics and SDI research utilized intensive bar graphs as a replacement for action and entertainment.

CHUCK YEAGER'S ADVANCED FLIGHT TRAINER
(A/Ap/C/M/I) Electronic Arts; Ned Learner; 1988; *+
Int/Air/Tac
1

Available in "Classic" packages (generally three older products), this simulation was a flight simulator for a number of aircraft. Note the word "trainer" was operative, there was no combat. More than replaced by CHUCK YEAGER'S AIR COMBAT.

CHUCK YEAGER'S AIR COMBAT
(I) Electronic Arts; Brent Iverson; 1991; ****+
Int/Air/Tac
1

A flight simulator offering the ability to fly scenarios in World War II, Korea or Vietnam, or mix-and-match them. Adequate graphics (although this reviewer is not overly fond of polygon-emphasized graphics), good game play and an excellent post-mission analysis yielded a high recommendation.

COMANCHE MAXIMUM OVERKILL
(I) Electronic Arts/NovaLogic; Kyle Freeman and John Garcia; 1992; ****
Int/Air/Tac
1

THE gunship simulation of 1992! Excellent graphics and gameplay were only slightly marred by the paucity of scenarios. Not necessarily accurate in any historical sense, in fact, one could literally bounce off canyon walls with little damage; now try that in a real helicopter (but make sure your insurance is fully paid up first). However, the entertainment value was present.

COMANCHE MAXIMUM OVERKILL -- MISSION DISK 1
(I) Electronic Arts/NovaLogic; Kyle Freeman and John Garcia; 1993; ***+
Int/Air/Tac
1

Additional graphics, enemies and scenarios. However, the fight model remains the same, and the end recommendation would be that if you enjoyed the original, have at it; if not ...

COMANCHE 3
(I) Electronic Arts/NovaLogic; Kyle Freeman and John Garcia; 1997; ****
Int/Air/Tac
1-8; M

The graphics and flight model have been vastly improved. While the flight model may not be as sophisticated as that of JANE'S LONGBOW, the ease of play mechanics yielded a recommendation to the more casual player.

COMANCHE GOLD
(I) Electronic Arts/NovaLogic; Kyle Freeman and John Garcia; 1998; ****
Int/Air/Tac
1-8; M

The latest iteration, with improved graphics and scenarios.

COMANCHE HOKUM {cf. ENEMY ENGAGED: RAH-66 COMANCHE VERSUS KA-52 HOKUM}

COMBAT AIR PATROL
(Am) Psygnosis; Ed Scio; 1994; UNRATED
Int/Air/Tac
1-2

A Desert Storm flight simulation, in which one could fly the F-14 or F-18; particularly noted for its poor flight model.

COMBAT COURSE
(A/C/Am/I) Mindscape; xxx; 1989; UNRATED
Beg/Land/Tac
1

An arcade game, closing resembling BOOT CAMP -- both in tenor and end result, although it did possess a construction option.

COMBAT LEADER
(A/C) Strategic Simulations, Inc.; David Hille; 1984; ***
Beg/Land/Tac
1

A tactical simulation of armored warfare (squad/platoon) over a forty-year period with built-in as well as design-your-own scenarios, the game offered a myriad of options. Quick playing, but with primitive graphics (destroyed armored vehicles resembled nothing so much as cockroaches).

COMMAND DECISION
(I) Arsenal Design; Frank Chadwick; 1999/CANCELLED
Adv/Op/Land
1-4; M

No information available.

COMMAND HQ
(I) MicroProse; Dan Bunten; 1990; ****+
Int/Land-Nav-Air/Str
1-2; M

A product capable of recreating World Wars I-IV(?), this was a modified "beer and pretzels" game. Highly recommended for entertainment, although not as a historical learning experience. Even today, it remains eminently playable.

COMPUTER CONFLICT
(Ap) Strategic Simulations Inc.; Roger Keating (REBEL FORCE) and Jim Yarbrough (RED ATTACK); 1980; UNRATED
Int/Land/Tac
1-2

Composed of two games, RED ATTACK was a two-player introductory modern scenario, while REBEL FORCE was a solitaire game of LIC (light intensity conflict) with the player commanding the conventional forces.

CONFLICT
(ST/Am/I) Virgin/Mastertronix; David Eastman; 1990; ***+
Beg/Dip/Str
1

An easy-to-learn game of the contemporary Middle East. Quick and fun to play (if not particularly a massive intellectual challenge), it bore a resemblance to HIDDEN AGENDA, but was less menu-driven. Could the player survive as the Israeli prime minister or would he cause Armageddon?

CONFLICT EUROPE
(Am/ST/I) Mirrorsoft; xxx; 1989; UNRATED
Int/Land/Op-Str
1

Similar to NATO COMMANDER, but with a clunkier interface and a less imposing game system.

CONFLICT IN VIETNAM
(A/Ap/C/I) MicroProse; Sid Meier and Ed Bever; 1986; ***+
Int/Land/Op
0-2

The final product of the Command series, this simulation of campaigns in Vietnam taught valid lessons in an enjoyable format. Yet, when all is said and done, Vietnam was an unattractive war and there was little opportunity for the player to really "win". Without a doubt, the best computer simulation ever done on the period.

CONFLICT: KOREA
(Am/I) Strategic Simulations Inc.; Norm Koger; 1992; ***
Adv/Land-Air/Tac-Op
1-2

A simulation of the Korean War (1950-51) and a hypothetical invasion (1995). Detailed and accurate; but while the Korean War went from massive thrust and counterthrust and back again to a static attritional warfare without maneuver, the program only covered the initial year. Granted that the later years were totally different types of warfare, the lack of historical completeness was disappointing. The interface was noteworthy for its awkwardness.

CONFLICT: MIDDLE EAST
(Am/I) Strategic Simulations Inc.; Norm Koger; 1991; ***
Adv/Land-Air/Tac-Op
1-2

A serious simulation of the 1973 Yom Kippur War and a future Arab-Israeli War, this product was very detailed. Mouse implementation is much easier than the designer's last design (RED LIGHTNING), but it still required much time and thought. Recommended for the serious aficionado.

CONQUER THE SKIES
(I CD) MicroProse; Misc.; 1997;
**
Int/Air/Tac-Op
1-2; M

"Shovelware", containing FALCON 3.0, GUNSHIP 2000, FLEET DEFENDER, and 1942: PACIFIC AIR WAR. Although the price was right, the games were pre-Windows 95, often difficult to run on a current system, and most damaging of all, the manuals were on-line and had to be printed by the user.

COVERT ACTION
(I) MicroProse; Sid Meier and Bruce Shelley; 1991; **+
Int/Land/Tac
1

Espionage, involving breaking-and-entering, code deciphering, car chases and a few other tasks of Liddy 101. One of Sid Meier's least commercially successful designs, he continues to insist that it remains one of his favorites. I keep saying that I will have to look at it again; have I missed that much?

CRISIS IN THE KREMLIN
(I) Spectrum Holobyte; Larry Barbu; 1992; **
Int/Pol/Str
1

The Slavic version of HIDDEN AGENDA, only done completely with economic analysis. Superb rendition of the problems facing a Soviet Union shortly before dissolution. From the viewpoint of a certified public accountant, the program is s busman's holiday; for the rest of us, it was somewhat tedious. A classic case of marketing being on the cutting edge of the news only to have the story break six months too soon.

CYBER JUDAS
(I/95 CD) Merit/DC True; Robin Antonick, Brad Stock and Charlie Athenas; 1994;
***+
Adv/Dip/St
1

The sequel to SHADOW PRESIDENT, the game mechanics were smoother and the graphics more detailed. However, I personally found the rendition of cabinet secretaries to be distracting. The basic premise (i.e., that a cabinet member is a traitor and you as the President must ferret him out) was somewhat inane, but other options allowed the user to participate in a Realpolitik environment. Overall, while game mechanics require much menu crunching and graphics can be unappetizing, the socio-political impact of this game should be made almost mandatory for anyone interested in politics.

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- D -

DECISIVE ACTION
(I-95 CD) CGSC; Jim Lunsford; 1998; ****
Adv/Land/Op
1-5; M

Produced at the Command & General Staff College by a military professional, this operational simulation offered correct military training in a computer model.  Although there was no AI, this was designed for instructional purposes and achieved its goals of depicting operational conflict.

DECISIVE ACTION
(I-95 CD) HPS; Jim Lunsford; 2001; UNRATED
Adv/Land/Op
1-5; M

A more commercial adaptation of DECISIVE ACTION (CGSC).

DEFCON 5
(C/I) Cosmi; Paul Norman; 1987; UNRATED
Beg/Air/Str
1

An SDI simulation; no further information available. Then again, one can only wonder about a game with a title of DEFCON 5, since that is the most peaceful status (DEFCON 1 means that war is imminent).

DEFINITIVE WARGAME COLLECTION 1
(I CD) Strategic Simulations, Inc.; various; 1995;
****
Int-Adv/Land/Op-Str
1-2

A CD compilation of the following: BATTLES OF NAPOLEON, SWORD OF ARAGON, TANKS (SSI); DECISIVE BATTLES OF THE AMERICAN CIVIL WAR I, II and III, GOLD OF THE AMERICAS, BATTLEFRONT, REACH FOR THE STARS, WARLORDS (SSG); CONQUEST OF JAPAN, D-DAY: THE BEGINNING OF THE END, GLOBAL DOMINATION, WHEN TWO WORLDS WAR (Impressions). A number of classics, and a number of not-so-classic; the most serious flaw is that the documentation is on the CD, and there are no maps included.

DEFINITIVE WARGAME COLLECTION 2
(I CD) Strategic Simulations, Inc.; various; 1996;
****
Int-Adv/Land/Op-Str
1-2

A CD compilation of the following: PANZER GENERAL, STEEL PANTHERS, ROMANCE OF THE THREE KINGDOMS, GENGHIS KHAN II, HARPOON II, OPERATION EUROPE, TANKS!, CLASH OF STEEL, COMMAND HQ, V4V: UTAH BEACH, V4V: MARKET GARDEN, HIGH COMMAND. Once again, a number of classics, and a number of not-so-classic; the most serious flaw is that the documentation is on the CD, and there are no maps included.

DELTA FORCE
(I-95 CD) NovaLogic; Daniele Gaetano; 1998;
****+
Int/Land/Tac
1-8; M

A surprisingly good simulation of contemporary Special Forces in action.  Militarily, this was executed correctly, and while the graphics and gameplay were not as outstanding as RAINBOW 6, it was the cream of the crop for military operations.

DELTA FORCE 2
(I-95 CD) NovaLogic; Daniele Gaetano; 1999; UNRATED
Int/Land/Tac
1-8; M

The sequel.

DELTA FORCE: LAND WARRIOR
(I-95 CD) NovaLogic; Pat Griffith; 2000;
UNRATED
Int/Land/Tac
1-50; M

Contemporary tactical simulation.

DESERT STORM WITH COALITION COMMAND
(I CD) Compton's NewMedia/Quanta Press; Dave Arneson; 1993; ***+ (history)/* (game)
Beg/Land/Str
1

As a game, there was little substance, and virtually nothing to recommend. However, as a source document for the Gulf War, this program shines. Literally, the complete Congressional report coupled with sound bites and photographs.

DRAGON FORCE
(Am/I) Interstel; Roger Damon; 1990; ***
Int/Land/Tac
1

Known for OPERATION WHIRLWIND, FIELD OF FIRE, PANZER GRENADIER and WARGAME CONSTRUCTION SET, Roger Damon updated his tactical system to the sixteen-bit machines. A logical descendant of his earlier designs, this simulation offered several man-to-man tactical situations in the contemporary environment. Yet, this mercenary-type combat game did not have the interest of earlier designs and rapidly faded from the marketplace, possibly because it resembled his prior designs all too closely.

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- E -

EF2000
(I CD) Ocean/Digital Image Design; Martin Kenright and Steve Monks; 1995; ****
Adv/Air/Tac
1-8; M

The Eurofighter was a design concept for the Experimental Aircraft Program (EAP). This flight simulator, although allowing layered complexity, was designed for the true flight buff. Its details were state-of-the-art when released and still elicit admiration. However, it must be run in a strictly DOS environment, and its fans eagerly awaited its Win95 successor.

EF2000 2.0
(I-95  CD) Ocean/Digital Image Design; xxx; 1997; UNRATED
Adv/Air/Tac
1-8; M

The sequel to EF2000.

ENEMY ENGAGED: RAH-66 COMANCHE VERSUS KA-52 HOKUM
(I-95 CD) Empire/Razorworks; Matt Smith and Todd Gibbs; 2000; NOT YET RATED
Int/Air/Tac-Op
1-4; M

A sequel to APACHE HAVOC, covering scout reconnaissance rotary wing aircraft with full interoperability between the two simulations.

ESCALATION
(I) Game-Tech; xxx; 1995/CANCELLED
Int/Tac/Land-Air-Nav/Op
1-2; M

An interesting concept, this simulation was pitting two superpowers against one another (read U.S/Soviet). Each side would take a weapons mix, develop it and then be ready to go to war; in effect, this is exactly the type of simulation that the military often utilizes. Be that as it may, the project was cancelled in mid-stream and the concept seems to have disappeared.

EXTREME WARFARE
(I-95 CD) Red Orb; xxx; 2000/CANCELLED
Int; Land-Air/Tac
1-multi

A proposed, albeit never released, simulation of armored warfare.

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Revised: November 17, 2002.
Copyright 2001 by M. Evan Brooks. All Rights Reserved.
All trademarks or product names mentioned herein are the property of their respective owners.