INDEX
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SABRE ACE
(I-95 CD) Virgin Interactive; David Kinney; 1997; **+
Int/Air/Tac-Op
1-8; M
A simulation of the air war in Korea (1950-1953), which was too arcadish in nature. The flight models' resemblance to the Korean War aircraft was purely coincidental, although the product did have "pretty pictures".
SEA ROGUE
(I) MicroPlay; James R. Jones III; 1992; ***+
Int/Nav/Tac
1
Not a wargame as much as an economic simulation to find and salvage treasure and wrecks throughout the world. The graphics were well done and the research was remarkable -- more than one could ever think of knowing about famous wrecks. A different sort of game, it merited serious consideration as a change of pace, although the competition of "combat" was somewhat specious.
S.D.I.
(Ap/C/ST) Master Design; Kellyn Beck; 1987; UNRATED
Beg/Air/Op-Str
1
Missile strike (both offensive and defensive) management in an arcade format.
SEAL TEAM
(I) Electronic Arts; Andre Gagnon and Howard Hays-Eberts; 1993; ****
Int/Land/Tac
1
The most detailed SpecOps game ever done. One could not call the game experience necessarily enjoyable, but the Vietnam Conflict definitely came alive. Graphically intensive, there were still some problems with resolution and joystick input, and the jungle foliage was much too sparse, but there was still something that called one back to try another scenario. Campaigns take a SEAL team through a tour of duty, and there were over eighty missions for play value. "And it's one, two, three -- what are we fighting for?!"
SEAWOLF
(I) Electronic Arts; John Ratcliff and Paul Grace; 1994; **+
Int/Nav/Tac
1
A successor to 688, this simulation portrayed the newest class of attack submarine. Emphasis was placed on graphics and the "Christmas tree" almost exclusively, which caused realism to suffer. Overall, graphically well done for the time, but historically and realistically appalling.
SEMPER FI
(I-95 CD) Interactive Magic/Stanley Associates; Joe Balkowski; 1998;
***+
Int/Land/Op
1-2; M
A simulation of Marine Corps actions in three contemporary theaters -- Korea, Cuba and Iraq. Doctrine was acceptable, but overall, the game system was merely adequate, and nothing deserving of accolades.
SENSOR COMBAT
(I-95 CD) AFIWC; Mark Baldwin and Mike Ley; 1997; ***+
Int/Land/Op
1-2; M
This was the first military simulation based on commercial gaming design. Using EMPIRE II as a basis, this attempted to illustrate information warfare, although too often, it depended upon a force-on-force attrition model. The two installments (Balkan Cauldron and Korean Nightmare) were free to Department of Defense employees and active military personnel. However, the developer's contract was not renewed and obtaining a copy of this might be difficult.
SEVENTH FLEET
(Ap/C/ST/I) Simulations Canada; Bill Nichols; 1985; ***+
Int/Nav-Air/Op
1-2
A naval simulation without graphics using a paper map and counters, it was an interesting simulation of US-Soviet naval combat operations in the Pacific.
SHADOW PRESIDENT
(I) DC True; Brad Stock, Robin Antonick and Charlie Athanas; 1992; ***+
Adv/Dip/St
1
Not for the jet jockey or the immediate gratification player, this simulation was an intricate and detailed simulation of global politics from the perspective of a national leader. Containing the data from the CIA/KGB Factbooks and scenarios that were factual or easily could have been, it had the dreaded "highly educational" appendage, but that doesn't mean that it should be ignored. CYBER JUDAS was its graphic sequel.
SHADOW WATCH
(I-95 CD) Red Storm; Kevin Perry; 2000; ***
Int/Tac
1
RAINBOW 6 done in a more cartoonish albeit turn-based format. Its biggest flaw was that each mission required certain expertise, and one could not progress if any operative was killed in the line of duty. For a more entertaining turn-based patrol simulation, cf. X-COM.
SHIPWRECKERS
(I-95 CD) Psygnosis; xxx; 1997; UNRATED
1
Piracy in a semi-cartoonish format. For a better treatment of treasure recovery, cf. SEA ROGUE.
SHUTTLE
(Am/ST/I) Virgin/Vektor Grafix; ; Stephen Clarke-Willson; 1991; ***+
Adv/Tac
1
If you have any interest in the shuttle, this program was mandatory. Although this reviewer was not overly enamored with the polygon-fill graphics, there was no question that the detail and documentation offered the most realistic rendition of shuttle flight available to anyone other than an astronaut.
SHUTTLE DESIGNER
(Ap/I) Simpletec, Inc.; xxx; 1985; UNRATED
Int/Tac
1
A simulation of shuttle design and launch/orbit operations.
SILENT STEEL
{I CD) Broderbund/Tsunami; xxx; 1995; UNRATED
Beg/Nav/Tac
1
A movie sans plot, this was a text adventure with updated graphics. Discover the saboteur aboard, which leaves little of replay value.
SILENT THUNDER: A-10 TANK KILLER
(I-95 CD) Dynamix; xxx; 1996; **+
Int/Air/Tac
1
A flight simulation which offered mediocre graphics and mediocre gameplay of the ground support attack aircraft.
SKYCHASE
(Am/I) Maxis; Ralph Russell; 1990; UNRATED
Int/Air/Tac
1-2; M
A split screen jet combat game, with a limited playing environment.
SNOW STRIKE
(I) xxx; xxx; xxx; UNRATED
xxx/Air/Tac
xxx
A flight combat arcade game using drug interdiction as a framework. cf. ATAC for a similar treatment.
SOLDIER OF FORTUNE
(I-95 CD) Activision/Raven; Eric Biessman; 2000; UNRATED
Adv/Land/Tac
1-Multi; M
Similar to RAINBOW SIX or DELTA FORCE.
SOUTHERN COMMAND
(Ap) Strategic Simulations Inc.; Roger Keating; 1981; UNRATED
Int/Land/Op
1
A simulation of the Yom Kippur War, covering only the Sinai Front.
SPACE SIMULATOR
(I) MicroSoft/BAO; xxx; 1994; UNRATED
Adv/Tac
1
A space vehicle simulation, more educational than entertaining.
SPEARHEAD
(I-95 CD) Interactive Magic; Mark Long and Joanna Alexander; 1998; **+
Int/Tac-Op
1-8; M
Contemporary armored operations executed with such an awkward interface that the game itself failed.
SPECIAL FORCES
(Am/I) MicroProse/Sleepless Knights; xxx; 1992; UNRATED
Int/Land/Tac
1
A British import, akin to AIRBORNE RANGER. However, actual teams were available instead of a single "Sergeant Rock", but the user interface was not overly friendly.
SPEC OPS: RANGERS LEAD THE WAY
(I-95 CD) Ripcord Games; Eric Church and Javier Garavito; 1998;
***+
Int/Land/Tac
1
A realistic treatment of Special Forces operations with relatively decent graphics; however, it paled in comparison with RAINBOW 6.
SPEC OPS: RANGER TEAM BRAVO
(I-95 CD) Ripcord Games; Eric Church and Javier
Garavito; 1998; ***+
Int/Land/Tac
1-6; M
An expansion disk to SPEC OPS: RANGERS LEAD THE WAY which added multi-player capabilities.
SPEC OPS 2: GREEN BERETS
(I-95 CD) Ripcord Games; John E.
Williamson; 1999; UNRATED
Int/Land/Tac
1-6; M
The sequel to SPEC OPS: RANGERS LEAD THE WAY, but emphasizing Green Beret operations (unconventional warfare). Future sequels should therefore include CIVIL AFFAIRS and PSYCHOLOGICAL OPERATIONS in order to complete the SPECIAL OPERATIONS COMMAND (SOCOM)
SPYCRAFT: THE GREAT GAME
(I/95 CD/M) Activision; xxx; 1996; ***+
Int/Land/Tac
1
An interactive role-playing game which overcame some of its limitations to offer an interesting, if relatively one-time through, aspect of contemporary espionage.
SQUAD BATTLES #1: VIETNAM
(I-95 CD)
HPS; John Tiller; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M
Tactical scenarios of the Vietnam Conflict.
SQUAD BATTLES #2: TOUR OF
DUTY
(I-95 CD)
HPS; John Tiller; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M
A sequel to SQUAD BATTLES #1: VIETNAM, with additional Vietnam scenarios and operations.
STEALTH
(At) Broderbund; Tracy Lagrone and Richard E. Sansom; 1984; UNRATED
Beg/Land-Air/Tac
1
An abstract simulation.
STEALTH MISSION
(C) SubLogic; Steve Setzler; 1988; **
Int/Air/Tac-Str
1
An early simulation of the "Stealth" fighter-bomber, it failed to keep pace with the MicroProse releases, cf. F-19, F-117.
STEEL BEASTS
(I-95) Shrapnel Games/eSim; Al Delaney; 2000;
UNRATED
Int/Tac-Op
1-8; M
A simulation of contemporary armor operations. Initial looks seem quite promising.
STEEL PANTHERS II
(I-95 CD) Strategic Simulations, Inc.; Gary Grigsby; 1996; ***+
Adv/Land/Tac-Op
1-2; M
The contemporary equivalent of STEEL PANTHERS; graphically well done and reflective of the three-dimensional combat environment, but personally I found the design to be somewhat mechanistic.
STEEL THUNDER
(C/I) Accolade; Tom Loughry; 1988; **
Int/Land/Tac
1
A tank "simulator", it was more akin to an arcade game. Still entertaining, although lessons learned have little relation to reality.
STORMOVIK
(I) Electronic Arts; Paul Grace; 1990; **+
Int/Air/Tac
1
A flight simulator from the Soviet perspective, it lacked élan. The scenarios were forced, and reflect internal dissension (which was somewhat prescient), but the missions and flight characteristics were all rather bland.
STRATEGIC CONQUEST
(Ap/GS) PBI; John L. Jamison; 1984; UNRATED
Beg/Land-Air-Nav/Str
1-2
RISK for the Apple.
STRATEGIC CONQUEST PLUS
(M) PBI; Peter Merrill; 1987; UNRATED
Int/Land-Air-Nav/Str
1
RISK for the Apple updated.
STRATEGIC FALCON
(I) Keyboard Commander Corps; Bill White; 1994; UNRATED
Adv/Op
1
A third party expansion for FALCON 3.0.
STRIKE ACES
(C/Am/I) Accolade; Andy Craven; 1990; **+
Int/Air/Tac
1
A jet flight simulator within a Red Flag training exercise. Adequate graphics, boring premise.
STRIKE FLEET
(C/Ap/Am/I) LucasFilm; Noah Falstein; 1987; ****+
Int/Nav-Air/Tac-Op
1
Modern naval fleet actions with an emphasis on "you-are-there" perspectives. Good graphics and game play did much to overcome certain historical inaccuracies (sacrificed for playability), but switching from bridge-to-bridge to effect changes was an awkward experience. Overall, this was one of the more successful contemporary naval surface warfare simulations; it taught a lesson well of overwhelming the enemy's platforms. The graphics have become obsolete, but the game mechanics and interface could still be used for new simulations.
SU-27 FLANKER
(I CD) Strategic Simulations, Inc.; Nick Grey and Igor Tishin; 1996; **+
Adv/Air/Tac
1-16; M
A Russian design, this was a vastly detailed and complex simulation which had too many bugs to be truly playable. But it did have potential, and it was realized with the sequel, SU-27 SQUADRON COMMANDER'S EDITION.
SU-27 SQUADRON
COMMANDER'S EDITION
(I-95 CD) Strategic Simulations, Inc.; Nick Grey and Igor
Tishin; 1997; ****
Adv/Air/Tac
1-32; M
This product corrected most of the bugs and flaws in SU-27 FLANKER, and consisted of version 1.5 and a mission disk with an additional 150 missions.
SU-27 FLANKER 2.0
{cf. FLANKER 2.0}
SUBMARINE TITANS
(I-95/CD) MegaMedia; xxx; 1997; CANCELLED
Int/Op/Str
1-multi; M
A game of real-time underwater world strategy, this game offered a world of submarines and submarine states not seen in public since Mr. Hero went public. Aside from the strange premise, the project was cancelled before release.
SUB VERSION 1.0
(Am/M/I) Point of View; xxx; 1992; UNRATED
Int/Nav/Tac-Op
1-2
A "cat-and-mouse" submarine game reflecting little of reality.
SUEZ 73
(Am/I) RAW; Al and Joseph Benincasa; 1991; UNRATED
Adv/Land/Op
1-2
The Battle of Chinese Farm in the 1973 Arab-Israeli War. This program was initially slated for release in 1987, but delayed until 1991 when the designers signed with a new distribution company.
SUPER HUEY I
(A/C) Cosmi; Paul Norman; 1985; *+
Beg/Air/Tac
1
More of a flight simulator than a combat model, it was characterized by clunky graphics and gameplay.
SUPER HUEY II
(A/C) Cosmi; Paul Norman; 1988; *+
Beg/Air/Tac
1
The sequel to SUPER HUEY I, without any major improvements.
SUPER VGA HARRIER
(I) Domark; Jonathan Newth; 1993; ****
Int/Air/Tac-Op
1
An improved version of AV8B HARRIER ASSAULT.
TAC OPS
(M/I) Arsenal; I. Holdridge; 1994; ****
Int/Land/Tac-Op
1-2; M
Possibly the most accurate contemporary land simulation, this most resembled a military CPX (command post exercise) of the 1980s. In fact, the conversion from Mac to PC took almost three years, and in such time the graphics in the industry had evolved while this simulation did not. Its biggest flaw (albeit an intentional design choice by the designer) was to ignore the impact of morale, thereby forcing the scenarios into a vendetta of Hatfield-McCoy "take-no-prisoners" situations. Still, it can be useful for military officers and others interested in the modern battlefield.
TAC OPS '98
(M/I) Avalon Hill; I. Holdridge; 1998/CANCELLED
Int/Land/Tac-Op
1-2; M
A rewritten version of TAC OPS, which allows unlimited elevations (as opposed to two in the original version) plus more detailed artillery support; cancelled with the sale of Avalon Hill to Hasbro.
TANK
(I) Spectrum Holobyte; R. Anton Widjaja; 1989; ***
Adv/Land/Tac-Op
1
A modern tank simulation, it was similar to M-1 TANK PLATOON and in fact covered certain aspects in a better fashion, especially larger unit operations. However, terrain slope remained a significant problem and overall, this program was quickly relegated to second place by the consumer.
TANK COMMANDER
(I CD) Domark; John Cartwright and Lyndon Homewood; 1995; **+
Beg/Land/Tac
1-4; M
A British import which emphasized gameplay over realism, this contemporary armor "simulation" was easy to play but offered little of lasting value. Infantry targets were notoriously hard to acquire by gunsight, and it was so much more satisfying to hear the "crunch" as you rode over them.
TANK PLATOON
(Ap) Dataworks; xxx; 1983; *
Beg/Land/Tac
2
An early tactical wargame in which each player had ten units. It is interesting only if one can see just how primitive and virtually unplayable it looks today.
TANK WARS
(I) Interactive Magic; xxx; 1999/CANCELLED
Int/Land/Tac
1-multi; M
A introductory version of M1A2 BATTLEFIELD.
TEAM APACHE
(I-95 CD) Mindscape/Simis; Lee Brimmicombe-Wood; 1998; ***
Int/Air/Tac
1-2; M
A rotary wing simulation which emphasized command control over flight realism.
TEAM YANKEE
(I/Am) Empire; Steven Green and Richard T. Horrocks; 1990; **
Int/Land/Tac
1
An arcade-like product trying to pass as a simulation of modern tactical armored warfare.
TEAM YANKEE 2:
THE PACIFIC ISLANDS
(I/Am/ST) Empire; Steven Green and Richard T. Horrocks; ; 1992; UNRATED
Int/Land/Tac
1
If at first you don't succeed, ...
TEAM YANKEE 3: WAR
IN THE GULF
(I) Empire; Steven Green and Richard T. Horrocks; 1993; UNRATED
Int/Land/Tac
1
OK, so somebody liked the system. Just don't expect realism or accuracy.
TFX: F-22
(cf. EF 2000 2.0)
TFX: TACTICAL
FIGHTER EXPERIMENT
(I) Ocean/Digital Image Design; Martin Kenwright; 1994; ***+
Adv/Air/Tac-Op
1-2; M
A contemporary flight simulation about the Euro-Fighter and advanced conceptualizations of the next generation of fighter aircraft. While interesting and possessing potential, it was not fully realized until EF2000.
THEATER EUROPE
(A/C/Ap) DataSoft; Ian Steels; 1986; **+
Int/Land/Str
1
A U.S.-Soviet confrontation in Central Europe; rendered obsolescent by history and gameplay. More of an arcade game than a simulation of contemporary warfare.
THEATRE OF WAR
(I) Three Sixty; Bill Banks; 1992; **+
Int/Land-Air/Op (Abstract)
1-2; M
A wargame first -- i.e. first SVGA release. This was its biggest claim to fame; it took the worst aspects of chess and wargaming and bundled them into a mediocre product.
THEME HOSPITAL
(I-95 CD) Bullfrog; Peter Molyneux; 1997; UNRATED
Int/Econ/Op
1
An interesting conceptualization of hospital economics accomplished through a semi-cartoonish perspective. Still, a valid learning tool (albeit tongue-in-cheek) of the perils of HMOs.
THUD RIDGE
(Am/I) Three Sixty/Acme Animations, Inc.; xxx; 1988; **
Int/Air/Tac
1
One of the earliest Vietnam combat air simulations, it never achieved any market success. Realism and historical accuracy simply could not avoid the inherent subject matter's unpopularity.
THUNDER BLADE
(I) Mindscape; xxx; xxx; UNRATED
Beg/Air/Tac
1
An arcade helicopter combat simulator.
THUNDER CHOPPER
(C/Ap/I) SubLogic; John B. Rosenow; 1987; **
Int/Air/Tac
1
Helicopter simulation; of little interest or gameplay, except it could also use FLIGHT SIMULATOR scenery disks.
THUNDERHAWK
(Am/I) Virgin; Mark Avory; 1992; UNRATED
Int/Air/Tac
1
A helicopter simulation; no further information available.
THUNDERSTRIKE: AIR ASSAULT
(I CD) JVC; xxx; 1995(?); UNRATED
Int/Air/Tac
xxx
A contemporary helicopter combat simulation; no further information available.
TICONDEROGA
{cf. U.S.S. TICONDEROGA}
TOMAHAWK
(A/C) DataSoft; D.K. Marshall; 1987; **
Int/Air/Tac
1
A helicopter simulation, whose strongest points were mediocre graphics and gameplay.
TOMAHAWK 2: FIRESTORM
(I) Eidos/Core Design; D.K. Marshall; 1995; UNRATED
Int/Tac/Air
1
Did it really require eight years to follow up a mediocre piece of software with another of its ilk?
TOP GUN
(I) Ocean; Stephen Wahid; 1987; UNRATED
Beg/Air/Tac
1-2
A split screen flight combat simulator.
TOP GUN: DANGER ZONE
(I) Konami; xxx; 1991; UNRATED
Beg/Air/Tac
1-2
An arcade flight simulator.
TOP GUN: FIRE AT WILL
(I CD) Spectrum Holobyte; Ken Allen; 1995; ***+
Int/Air/Tac-Op
1-multi; M
Based on the movie, this flight simulator attempted to be an easily-accessible game for the non-grognard. However, by simplifying the mechanics, the program drove away the hard-core who provided the initial buzz. Also, while the game mechanics may have been simpler, this program was released with a moderately heavy machine use (for the time). Coupled with initial "undocumented features", these flaws sufficed to minimize the shelf life of the program.
TOP GUN: HORNET'S NEST
(I-95 CD) MicroProse; Paul Mazurek; 1999; **
Int/Air/Tac
1-8; M
A simplistic overly linear contemporary flight simulation; only recommended for those requiring every flight simulation ever done.
TOP GUNNER COLLECTION
(A/C) MicroProse; Sid Meier; 1987; **
Beg/Air/Tac
1-2
Three arcade games in a package, of which MIG ALLEY ACE and AIR RESCUE (a search-and-rescue arcade game) are within these review parameters. One of the first combat flight simulators, this was shovelware in its most basic form and obsolescent when released.
TORNADO
(I/Am) Spectrum Holobyte/Digital Integration; Rod Cobain and
Stephanie Burnett; 1993; ***+
Adv/Air/Tac-Op
1-2; M
A detailed simulation of the British Tornado, it had more details than most users would ever need to know, but for the serious flight jockey, it was recommended.
TORNADO:
OPERATION DESERT STORM
(I) Trimark/Digital Integration; xxx; 1994; UNRATED
xxx/Air/Tac
1
A flight simulation covering Desert Storm scenarios; no further information available.
TOTAL AIR WAR
(I-95 CD) Infogrames/Digital Integration; Steve Hunt and Tim
Preece; 1998; ****+
Adv/Air/Tac-Op
1-8; M
A sequel to F-22 AIR DOMINANCE FIGHTER, this simulation added a campaign mission planner. Using the "Warden Doctrine", the program allowed the user to literally determine the course of an air campaign in the theater of operations. Although it was well-conceived and executed, a warning about the underlying doctrine should be mentioned. The Warden Ring Theory has not been accepted as doctrine by the US Air Force; COL John Warden (ret.) is the Billy Mitchell of the 1990s. The controversy over whether air power can do it all rages on ... (for additional readings, cf. Douhet's COMMAND OF THE AIR {1942} and Warden's AIR CAMPAIGN: PLANNING FOR COMBAT {1988}).
TRIAD WARGAME SYSTEM
(I) Navy Triad Institute; xxx; 1995; UNRATED
xxx
xxx
A game system compatible with TCS (Triad Campaign System).
TRODART (TRoop
Deployment and Reconnaissance Terminal)
(I) Gowhile Software; xxx; 1986; UNRATED
Int/Land/Tac
2
An early simultaneous movement modem wargame utilizing a "capture the flag" rationale.
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.
UNDER THE ICE
(ST/I) Lyric; John Almberg; 1989; *+
Adv/Nav/Tac
1-2
A contemporary submarine simulation, defeated by clumsy and ill-defined mechanics. Although the designer maintained that it was the "most accurate simulation ever done", he was alone in his opinion.
U.S.S. TICONDEROGA
(I CD) Mindscape; Matthew Stibbe; 1995; UNRATED
Int/Nav/Tac-Op
1
A graphically intense but design-poor simulation of contemporary naval combat.
VALKYRIE
(M) GameTek; xxx; 1993(?); UNRATED
Int/Air/Tac
1
A modern helicopter simulation; no further information available.
VC
(TRS/Ap) Avalon Hill; Britt Monk; 1982; UNRATED
Beg/Land/Tac
1
A tactical simulation of Vietnam -- almost as enjoyable as the real thing, i.e., not very.
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
SET 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.
WEAPONS FREE
(I) Arsenal Design; Bill Nichols; 1999/CANCELLED
Int/Nav/Op-Str
1-2; M
A proposed simulation of contemporary naval warfare; no further information available.
WEREWOLF VS.
COMANCHE
(I-95 CD) NovaLogic; 1995; Kyle Freeman; ***+
Int/Air/Tac
1-2; M
The next iteration of COMANCHE MAXIMUM OVERKILL.
WINGMAN
(A/C) MicroProse; Andy Hollis; 1982; *+
Bas/Air/Tac
1
A very early flight-combat game, with basic graphics and little reality.
3-D HELICOPTER
(I) Sierra; Joe Wofford; 1987; **
Int/Air/Tac
1-2; M
An helicopter simulation whose graphics were slow and clunky.
5th FLEET
(I) Avalon Hill; Joseph Balkowski and Mike Innella; 1994; ***
Int/Nav-Air/Op
1-2; M
An overly faithful translation of the boardgame, this simulation suffered from the "literalness". In the boardgame, one had to choose which medium to move -- surface, sub-surface or air; in the computer version, this game mechanic was unnecessary, since simultaneous movement could have easily been implemented. No matter, it was the same as the board game; so if you liked the board game, the computer game will be a familiar friend.
5th FLEET SCENARIO DISK
(I) Avalon Hill; Joseph Balkowski and Mike Innella; 1995; UNRATED
Int/Nav-Air/Op
1-2; M
An expansion disk for 5th FLEET.
688 ATTACK SUB
(Am/I) Electronic Arts; John Ratcliff; 1989; **
Int/Nav/Tac
1-2; M
A popular contemporary submarine simulation, although this reviewer has never been able to determine the reason for its popularity. Game play resembled World War II submarine operations more than the modern theater, and the simulation's emphasis on periscope target acquisition was unrealistic.
688i HUNTER/KILLER
{cf. JANE'S
COMBAT SIMULATIONS: 688(I) HUNTER-KILLER}