PRE-20TH CENTURY (PART II OF IV)
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DAWN OF CIVILIZATION
(A) SuperWare; George Schwenk; 1984; UNRATED
Beg/Land/Str
1-4
An early game of the development of empires and civilization.
DAWN OF WAR
(I-95 CD) Virgin Interactive; xxx; 2001/CANCELLED
Int/Land/Tac-Op
1-multi
A real-time strategy game concerning the survival of the species -- Neanderthal, Cro-Magnon or Saurian.
DECISION AT GETTYSBURG
(I) TigLon Software; Jeffrey R. Wickersham; 1990; *+
Adv/Land/Op
1-2
The first VGA graphics wargame, this operational simulation of the Gettysburg Campaign suffered from the lack of a friendly user interface. No group orders were allowed, and the interminable clicking to move reinforcements to the battlefield quickly became tedious.
DECISIVE
BATTLES OF THE CIVIL WAR I
(Ap/C/M/I) Strategic Studies Group; Roger Keating & Ian Trout; 1988; ***
Int/Land/Tac-Op
0-2
The BATTLEFRONT system adapted for the American Civil War. SSG products inspired either vast admiration or marginal distaste, with their emphasis on "fog of war" and lack of command control. Covered the Battles of Bull Run I-II, Shiloh, Antietam, Fredericksburg, and Chancellorsville. Now packaged as part of the DEFINITIVE WARGAME COLLECTION.
DECISIVE
BATTLES OF THE CIVIL WAR II
(Ap/C/I) Strategic Studies Group; Roger Keating and Ian Trout; 1989; ***
Int/Land/Tac-Op
0-2
See above. Covered the Battles of Gaines Mill, Stones River, Gettysburg, Chickamauga and Chattanooga. Now packaged as part of the DEFINITIVE WARGAME COLLECTION.
DECISIVE
BATTLES OF THE CIVIL WAR III
(Ap/C/I) Strategic Studies Group; Roger Keating and Ian Trout; 1989; ***
Int/Land/Tac-Op
0-2
See above. Covered the Battles of the Wilderness, Spottsylvania, Cold Harbor, Atlanta, Franklin, and Nashville. Now packaged as part of the DEFINITIVE WARGAME COLLECTION.
DEFENDER OF THE CROWN
(C/I/ST/Am/GS) CinemaWare; Kellyn Beck; 1987; **+
Int/Land/Op
1
Graphically superb, this medieval simulation of the Norman-Saxon reunification of England is a series of arcade sequences loosely strung together. With sword duels, tournaments and sieges, the major elements were present; it is just that the simulation resembled a series of arcade trials held together by story boards.
DEFEND THE ALAMO
(I) Incredible Simulations, Inc.; Jeff and Greg Lapkoff; 1994; ***+
Beg-Int/Land/Tac-Op
1
Although the player may only choose the Texans (would you really want another choice?), this was a "beer-and-pretzels" game of one of the most famous losses in American history. Although replay value was limited, the sheer entertainment offset this flaw.
DEFEND THE ALAMO 2.0
(I-95 CD) Incredible Simulations, Inc.; Jeff and Greg Lapkoff; 2002
(?)
Beg-Int/Land/Tac-Op
1
The new and revised version of DEFEND THE
ALAMO.
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.
DESTINY
(I-95 CD) Interactive Magic; Adrian Earle; 1996; **
Adv/Land-Sea-Air/Op-Str
1-12; M
From the Stone Age to the Space Age, this game seemed to have the potential to out-civilize CIVILIZATION. However, the documentation was so sparse and the gameplay so convoluted that no one was ever able to discern how to effectively play the game itself. As a learning experience, it may offer hope; as a game, it needs a major rewrite.
DIPLOMACY, COMPUTER
(C/I/Am/ST) Avalon Hill; Ron Sutherland; 1984; ***
Int/Land/Dip-Str
1-6
While this rendition of the famous board game ostensibly covered Europe c. 1914, scenarios with less than seven opponents simulated the world of 1805 or 1870. The play remained the same, and the computer opponents were not overly intelligent. However, the classic game system was present. A remake was announced but it proved to be vaporware.
DISCOVERY --
IN THE STEPS OF COLUMBUS
(Am/I) Impressions; David Lester; 1992; **
Int/Nav-Land/Op-Str
1
The 500th Anniversary of Columbus was PIC (politically incorrect). The movies, televisions, books quickly became major "busts". This game was no different -- slow, dull, user unfriendly. If this showed Columbus in a positive light, it is a wonder he ever secured the wherewithal to head an expedition.
DRAGOON
(I) Art of War; David Erickson; 1998; UNRATED
Int/Land/Op-Str
1-2; M
A design based on the Wars of Frederick the Great.
DUEL FOR ATLANTA
(Ap) SGP; xxx; 1985; UNRATED
Int/Land/Op
1-2
An early "simulcast" -- release of board and computer wargames simultaneously. Both vanished quickly and unlamented.
EMPIRE II
(I CD) New World; Mark Baldwin; 1995; ***+
Int/Land-Nav/Tac-Op
1-2; M
A grand tactical scenario editor, this product came with a number of scenarios: Arbela (331 BC). Cannae (216 BC). Agincourt (1415), Lepanto (1571), Blenheim (1704), Bunker Hill (1777), Austerlitz (1805), Waterloo (1815), Hampton Roads (1862), Shiloh (1862), Antietam (1862), Isandhlwana (1879). While scenarios were relatively easy to design and modify, the scenarios themselves blended into a certain amorphousness and did not yield historical results.
EMPIRE OF VENNOLANDUA
(Ap/I) Aigis Circle; xxx; xxx; UNRATED
xxx
1-6
Conquest and magic in the Middle Ages; poof! -- it disappeared.
EXCALIBUR
(At) APX; Chris Crawford; 1984; ***+
Int/Land/Str
1
Chris Crawford's rendition of the Arthurian legend, this was a strategic rendition of the unification of Great Britain. Good graphics and an interesting story line for the period.
EUROPA UNIVERSALIS
(I-95 CD) Strategy First; xxx; 2001; **
Int/Str
1-multi; M
A game of political intrigue and development (1492-1792). Designed as a real-time strategy game, its "quick" speed and dynamism had all the appeal of a snail-racing contest -- but without the exciting climax.
EUROPA UNIVERSALIS II
(I-95 CD) Strategy First; xxx; 2001; UNRATED
Int/Str
1-multi; M
For those enjoying EUROPA UNIVERSALIS, it proved less is less.
EXPLORATION
(I) Interactive Magic; Ray Rutledge; 1995; **
Int/Land/Tac-Op
1-4
A game of classic exploration, this allowed the player to take the part of any of five famous explorers and seek glory in the New World; it was not overly memorable.
FEUDAL LORDS
(Am/ST) Impressions; xxx; xxx; UNRATED
Beg/Land/Tac
1-2
More of an arcade game than a strategy game. Hack and slash to glory.
FIELDS OF GLORY
(Am/I) Spectrum Holobyte; Jim Bambra and Adrian Earle; 1993; ****
Int/Land/Op
1-2
A "miniatures"-like version of the Battle of Waterloo. Among its strengths were a superb data base (among the best ever done for a computer wargame at that time) and music sound track. The graphics were interesting (watch as a brigade changes formation to square) and allowed one to "step down" to tactical levels for warfighting. However, it was marred by "real-time" play -- when one wished to handle a segment of the battlefield (e.g., Hougomont), the remainder of the battle was handled by the AI, and often not to the user's liking. Overall, an interesting and well-researched product, but one which could have used an interface reconceptualization. Even with its flaws, it was still enjoyable.
FIGHTING FOR ROME
(Am/ST/I) Merit/Impressions; Edward Grabowski; 1991; **
Int/Land/Tac
1-2
A clumsy interface coupled with mediocre graphics shows why British products are generally not ready for the American market. Still one of the first detailed game of Roman military tactics; superseded by COHORT II.
FORT APACHE
(Am/I) Impressions; Edward Grabowski; 1991; UNRATED
Int/Land/Tac-Op
1
Another product deemed not ready for the American public; the Wild West -- British style.
FREDERICKSBURG
(TRS-80) Avalon Hill; 1982; Steve Starsinic and Jim Price; UNRATED
Int/Land/Op
2
A computer-assisted game, this product came with a square-grid map and counters.
FREDERICKSBURG
(I) SJ Games; John Steely; 1994; UNRATED
Int/Land/Op
2
The Civil War battle; no other information available.
FROM MARENGO TO WATERLOO, THE ROAD
(cf. ROAD FROM MARENGO TO
WATERLOO, THE)
FROM SUMTER TO APPOMATTOX, THE ROAD
(cf. ROAD FROM SUMTER TO
APPOMATTOX, THE)
FROM SUMTER TO APPOMATTOX II, THE ROAD
(cf. ROAD FROM SUMTER
TO APPOMATTOX II, THE)
GALLEONS OF GLORY
(I) Broderbund; Gene Portwood; 1991; **
Beg/Nav/Tac
1
An "educational" game, with all the implications thereof. Circumnavigate the globe with Magellan, decide the proper mix of economics and shipping. Instead of sailing to glory, one merely sailed to boredom; trading, commerce and exploration do not always provide entertainment as was amply proved herein..
GENGHIS KHAN
(Am/I) Koei; Kou Shibusawa; 1989; ***+
Int/Land/Str
1-4
A detailed strategic and diplomatic simulation of Genghis Khan's drive for conquest, this simulation was thought-provoking and challenging. (cf. also NOBUNAGA'S AMBITION and ROMANCE OF THE THREE KINGDOMS)
GENGHIS KHAN II
(I) Koei; Kou Shibusawa; 1994; ***+
Int/Land/Str
1-4
A revision with better graphics (VGA), sound capabilities and AI; excellent gameplay in an obscure period to most gamers. A challenging game and one which encouraged the user to learn more about the period.
GETTYSBURG
(A/Ap/C/I/Am) Strategic Simulations, Inc.; Chuck Kroegel and David Landrey; 1986; ****+
Adv/Land/Tac-Op
1-2
Possibly SSI's best seller in the Civil War simulation market, this was a detailed grand tactical recreation of the Civil War's most famous battle. While its graphics are dated, the game play is still high, and some of its aspects have not yet been duplicated (e.g., smoke obscuring the battlefield).
GETTYSBURG
(I) SJ Games; John Steely; 1988; UNRATED
Int/Land/Op
2
No information available.
GETTYSBURG, SID MEIER'S
(I) Electronic Arts/Firaxis; Sid Meier; 1997; ***
Int/Land/Op
1-2; M
Consumers rave over this one, but pretty pictures do not necessarily make a great game. I have to admit to a sense of severe disappointment -- there is no battle; instead, only a string of scenarios which are loosely hooked together. Commanders are used in an unrealistic manner; quoting from the manual (page 93), "Generals can also be used to scout enemy positions ..." This is not a valid use for general officers under standard military doctrine. Instead, this seems to be an AI flaw which has been disguised through manual rationalization. The whole product is reminiscent of FIELDS OF GLORY (1993), except what was a flaw in the older game has become a documented feature in the newer one. Yet with all of the flaws, the game is fun; I suppose that may be the end state desired (Sid Meier has often stated that he only does the "fun parts"), but there are so many compromises with history, so many incorrect "lessons taught". GETTYSBURG is a descendant of FIELDS OF GLORY and WAR COLLEGE; it does not forge new paths in game design. A complete battle scenario was released on the Web, although it is recommended for multi-player use only.
GETTYSBURG FOR WINDOWS
(I/CD) Swfte; Dave Goodman; 1993; ***
Beg/Land/Op
1-2
Released to tie-in with the four-hour Turner movie, this simulation was a workmanlike albeit simplistic product. In solitaire mode, the user could access both sides (!) and artillery fire had to be adjusted to a degree inconsistent with the remainder of the program. The CD version offered clips from the movie, and the product was an excellent tutorial for educational purposes if not for gameplaying. In fact, as gameplay goes, it didn't.
GETTYSBURG (BATTLEGROUND 2)
(I-95) TalonSoft; Jim Rose and John Tiller; 1995; ****
Int/Land/Op
0-2; M
A detailed simulation of the Battle of Gettysburg, it may be played in both two and three-dimensional perspectives. Perhaps the most detailed and definitely the best coverage available today, except for the lack of smoke and haze effects. For the older grognards, this will bring to mind TERRIBLE SWIFT SWORD of paper fame.
GETTYSBURG
(M) By Design; Owen Gwynne; 1997; UNRATED
Int/Land/Op
1-2
Part of the CannonFire Series (cf. also CHICKAMAUGA, SHILOH), this is an operational wargame.
GOLD OF THE AMERICAS
(I/ST/Am) Strategic Studies Group; Stephen Hart; 1989; ****
Int/Land/Op
1-4
A semi-light hearted look at the Age of Discovery in the New World, this game may lack a serious gamer's historical basis, but it more than makes up for it in ease of play and entertainment. Now packaged as part of the DEFINITIVE WARGAME COLLECTION .
GRAND ARMEE
(I) SDJ; Stephen D. Jones; 1992; UNRATED
Int/Land/Op-Str
2
A shareware simulation of Napoleonic strategic options in the period of the First Empire. Note that there was no computer opponent.
GREAT BATTLES
(ST) Royal Software; David Snell; 1987; UNRATED
Int/Land/Op
1
The Battles of Austerlitz, Waterloo, Shiloh and Gettysburg utilizing the same basic rules engine.
GREAT BATTLES (COLLECTOR'S EDITION)
(I-95 CD) Interactive Magic/Erudite Software; Mark Herman, Gene Billingsley and Dan Masterson; 1998;
***+
Adv/Land/Tac-Op
1-2; M
A re-release of GREAT BATTLES OF ALEXANDER, GREAT BATTLES OF HANNIBAL, and GREAT BATTLES OF CAESAR, but coupled with a scenario editor so that one could challenge Alexander's Companions with Caesar's Tenth Legion. While the game system may be labor-intensive, the inclusion of all three products at a single game price made this an attractive bargain.
GREAT BATTLES OF ALEXANDER
{cf. ALEXANDER, GREAT BATTLES OF}
GREAT BATTLES OF HANNIBAL
{cf. HANNIBAL, GREAT BATTLES OF}
GREAT BATTLES OF CAESAR
{cf. CAESAR, GREAT BATTLES OF}
GREAT NAPOLEONIC BATTLES
(ST/I) Impressions; Edward Grabowski; 1991; UNRATED
Int/Land/Op
1-2
A simulation of the Napoleonic battles of Waterloo, Marengo and Quatre Bras, as well as a construction editor to "design-your-own". Not released in the United States; originally supposed to be converted to standards, but relegated to vaporware.
HALLS OF MONTEZUMA
(Ap/C/I/M/Am) Strategic Studies Group; Roger Keating and Ian Trout; 1988; ***
Int/Land/Op
1-2
The history of the U.S. Marine Corps, most of the scenarios herein covered the 20th century. However, the initial scenario (Mexico City) did cover the anti-climax of the Mexican War in a tactical rendition. Using the Battlefront system, the game was accurate, but did not seem to have the spirit of 19th century warfare.
HAMMER OF THE GODS
(I) New World Computing/HDI; Jon Van Caneghem; 1995; **+
Int/Land/Tac
1-4; M
A WARLORDS-type of game with interesting Norse nuances and scenarios, but somewhat derivative in nature.
HANNIBAL
(I) MicroLeague/StarByte; Claude and Clovis Cueni; 1994; 0+
Adv/Land/Op-Str
1
If this reflects Carthage, then Carthago delenda est. Tiresome, repetitious and boring -- but enough of its strengths; the interface was in need of a maximum overhaul. Unless you enjoyed playing nineteen years of gameplay in daily turns, there were better ways to spend your time -- for example, root canal.
HANNIBAL AT THE GATES
(I) Art of War; David Erickson; 1997/CANCELLED
Int/Land/Op-Str
1-2; M
A design based on the Second Punic War; initially announced as AFRICANUS. Sic transit gloria mundi ...
HANNIBAL, GREAT
BATTLES OF
(I-95) Interactive Magic/Erudite Software; Mark Herman, Gene
Billingsley and Ken Meads; 1997; ***+
Adv/Land/Tac-Op
1-2; M
Second in the GREAT BATTLE series, this was based on the GMT boardgame SPQR by Mark Herman and Richard Berg. It covered the battles of the Second Punic War and the Roman Republic. This was not recommended for the casual gamer, but was more geared for the grognard. A scenario editor would have been appreciated, and the game mechanics could be made more "user-friendly". However, there was little competition in the field. Released anew with a scenario editor and coupled with GREAT BATTLES OF ALEXANDER and GREAT BATTLES OF CAESAR as GREAT BATTLES (COLLECTOR'S EDITION).
HEART OF AFRICA
(C) Electronic Arts; Dan Bunten; 1985; **+
Beg/Land-Nav/Op-Str
1
A less successful sequel to SEVEN CITIES OF GOLD, this product was an arcade-like African explorer game. It owed its ancestry more to Hollywood (e.g., King's Solomon's Mines) than to history.
HEIRS TO THE THRONE
(I) QQP/German Design Group; xxx; 1994; **+
Int/Land/Op-Str
1-4
A medieval strategy game in a randomized world. Easy to learn and play, but with a multitude of strategic options. Still, its artificial world was more reminiscent of a role-playing game than a normal wargame.
HIGH SEAS
(Ap/I) Garde; Ralph Bosson; 1987; **
Int/Nav/Tac-Op
1-2
An Age of Sail simulation, this product emphasized joystick maneuverability. The graphics were somewhat convoluted, as was overall game play. Fleet engagements often resembled a New York City traffic jam (although casualties were probably lower in the simulation).
HIGH SEAS TRADER
(I CD) Impressions; David Lester and Chris Foster; 1995; **+
Int/Nav/Tac-Op
1
A PIRATES "wannabe", this simulation offered a challenge of legitimate businessmen in the Age of Sail. Of course, the definition of a legitimate businessman is one who hasn't been caught yet. The trading mechanics were much more detailed than PIRATES, but the action elements of combat and sail were second-rate.
HISTORY OF THE WORLD
(I CD) Avalon Hill/Colorado Computer Creations; Gregg
Carter, Larry Rose and Joey Nonnast; 1997; ***
Beg/Land/Str
1-7; M
A very faithful computer translation of the board game, this covered the course of civilization from 3000 BC to 1900 AD. A quick-playing game, it divided history into seven epochs with each player drawing a new civilization every epoch (turn). Beware -- the Roman and British Empires have a tremendous effect and other plays must join forces to cut them down to size. If size isn't everything, then turn placement surely is.
HORSE
& MUSKET: GREAT BATTLES OF THE 18th CENTURY
(I-95) Shrapnel Games/Boku Strategy; David R. Erickson; 2000; UNRATED
Int/Land/Op
1-2; M
A historical turn-based game mainly covering the Age of Marlborough and Adolphus.
HORSE & MUSKET SCENARIO
PACK 1
(I-95) Shrapnel Games/Boku Strategy; David R. Erickson; 2000; UNRATED
Int/Land/Op
1-2; M
Additional scenarios for HORSE & MUSKET: GREAT BATTLES OF THE 18th CENTURY.
HORSE & MUSKET SCENARIO
PACK 2
(I-95) Shrapnel Games/Boku Strategy; David R. Erickson; 2000; UNRATED
Int/Land/Op
1-2; M
Additional scenarios for HORSE & MUSKET: GREAT BATTLES OF THE 18th CENTURY.
HORSE & MUSKET SCENARIO
PACK 3
(I-95) Shrapnel Games/Boku Strategy; David R. Erickson; 2000; UNRATED
Int/Land/Op
1-2; M
Additional scenarios for HORSE & MUSKET: GREAT BATTLES OF THE 18th CENTURY.
HUNDRED YEARS WAR
(I) Interactive Magic; Jim Dunnigan and Al Nofi; 1992; ***+
Int/Land/Op-Str
1-300; M
An on-line game (premiering on GEnie; currently on AOL), this presented the English-French Wars (1337-1453), with emphasis on all facets of society -- both strategic, operational and tactical (ranging from individual jousting to attempting to produce an heir). A thoroughly rich and textured ambience produce a unique gaming experience, but one that requires extensive time for full play.
IMPERIALISM
(I-95 CD) Strategic Simulations, Inc./Frog City; Bill and Ted Spieth;
1997; **+
Adv/Land-Nav/Op-Str-Econ
1-7; M
"Take up the white man's burden"; sure, political correctness rules everywhere else -- but in gaming environments, might and economics do make right! A descendant of COLONIAL CONQUEST, the graphics seem to have borrowed from CIVILIZATION, CAESAR 2 and SIM CITY. Very detailed, but slow; it seemed to have everything that I could ever want, but somehow, it lacked the gift of inspiration -- in a word, tedious.
IMPERIALISM II
(I-95 CD) Strategic Simulations, Inc./Frog City; Bill and Ted Spieth and
Ben Polk; 1999; **+
Adv/Land-Nav/Op-Str-Econ
1-7; M
The sequel went back to the Age of Discovery, with an interface and game play that mirrored its predecessor, but still emphasized tedium over interesting and/or historical gameplay.
INCUNABULA
(I) Avalon Hill; xxx; 1985; UNRATED
Int/Land/Str
xxx
A CIVILIZATION-type simulation, one must attempt to found a lasting culture. Political/military aspects from the macro-scale, with marginal graphics and gameplay.
IRONCLADS
(I-95) Grolier Interactive; Mike Burz; 1996/CANCELLED
Int/Nav/Tac
1-2; M
Initially conceived as an interactive media historical "tour", the game was an after-thought that became the raison d'etre for the project. Limited to Hampton Roads, this struggle between the Virginia and the Monitor looked fascinating at first blush but had the intrinsic attraction of watching grass grow; it finally sank as quickly as the Monitor off Cape Hatteras (as did Grolier's gaming division).
JOAN OF ARC:
SIEGE & THE SWORD
(Am/ST/I) Broderbund; Carlo Perconti; 1989; **+
Int/Land/Op
1
The first game released covering the Hundred Years War (or an aspect thereof), JOAN OF ARC was more of an arcade game than a serious simulation. Adequate graphics and coverage of a hitherto neglected period of warfare did not fully compensate for a series of arcade sequences couched in a historic milieu.
JOHNNY REB
(C) xxx; xxx; xxx; UNRATED
xxx
xxx
Poor graphics and poor interface marred this otherwise unremarkable simulation. No other information available.
KINGDOMS OF ENGLAND
(Am) Realism; Brian Vodnik; 1989; UNRATED
Int/Land/Op-Str
1-6
A strategic game of economics and power politics, it sought to achieve greater market penetration and was re-released as VIKINGS: FIELDS OF CONQUEST with additional enhancements for the PC market.
KINGDOMS OF GERMANY
(I) Realism; Brian Vodnik; 1994; **
Int/Land/Op-Str
1-6
An abstracted wargame of medieval Europe, situated in Germany. Economics, diplomacy and military forces all coalesced into a challenging game; however, the kingdoms of Germany did not conform to the historical milieu and the overall nature of this product was almost completely game-oriented as opposed to teaching any historical lessons. A sequel to VIKINGS: FIELDS OF CONQUEST, although not as geographically interesting.
KINGMAKER
(I/Am) Avalon Hill/U.S. Gold; Andrew MacNeil [boardgame]/Graham Lilly
[computer conceptualization]; 1994; ***+
Int/Land/Str-Op
1
The computer version of the boardgame classic, it was a faithful translation and an entertaining game of the Wars of the Roses. While it lacked multi-player and modem capabilities, it was still entertaining enough to compel me to read the Shakespearean histories covering the era. My opinion on this game was higher than the general marketplace, but it was tempered by the fact that I found it made a hitherto inaccessible game but classic boardgame actually playable.
KNIGHTS
& MERCHANTS: THE SHATTERED KINGDOM
(I-95 CD) Interactive Magic; Peter Ohlmann; 1998; **+
Int/Op
1-5; M
Real-time strategy in the era of feudal empire-building. The interface was not overly friendly, the game was not overly interesting.
LA GRAND ARMEE AT AUSTERLITZ
(I-95 CD) Matrix; Jean Michel Mathe; 2002; UNRATED
Adv/Tac-Op
1-multi
A detailed simulation of Napoleon's most famous victory (1805).
LEGIONNAIRE
(Ap/C/A) Avalon Hill; Chris Crawford; 1982; **+
Beg/Land/Tac
1
Chris Crawford's sequel to EASTERN FRONT, it was not a commercial success. Easy play and adequate graphics could not otherwise overcome a marginally historical simulation of Roman tactics.
LEGIONS
(I CD) Mindscape; Briscoe Rodgers and Manny J. Granillo; 1995; **
Int/Land/Op-Str
1-18; M
Covering two millennia of history (1200 BC - 926 AD), this mistitled game offered a hodge-podge of ancient warfare and economics, neither of which rang true. The unit mix was expansive (including convict formations and flaming pigs), but their abstracted use obviated the entertainment and learning value. Diplomacy and strategic alliances shifted rapidly, and one could even find Athens and Sparta uniting during the Peloponnesian Wars. This type of "legion" could well account for the demise of Rome.
LEGIONS OF ROME
(Ap/I) Aigis Circle; xxx; 1984; UNRATED
Int/Land/Str
1
A simulation of the Roman Empire between 70 AD and 527 AD.
LEIPZIG
(M) By Design; Owen Gwynne; 1999-2000(?); NOT YET RELEASED
Int/Land/Op
1-2
Next release of the MusketFire Series (cf. also AUSTERLITZ, BORODINO, WATERLOO).
L'EMPEREUR
(Am/I) Koei; Kou Shibusawa; 1991; *+
Adv/L-Nav/Op-St
1
Napoleon's career as seen through a very different perspective. Most of Koei's previous efforts had been devoted to the East (GENGHIS KHAN, NOBUNAGA'S AMBITION, etc.), and this was their first product to cover a period more familiar to Western culture. As such, it was a failure; there was little of the ambience of the Napoleonic Era, and tactical combat seemed to yield artillery with ranges of 20 miles. If the documentation did not tell the player it was a Napoleonic simulation, one would never have been able to guess.
LIBERTY OR DEATH
(I) Koei; Kou Shibusawa; 1993; **
Adv/L-Nav/Op-St
1-2
Koei tried again in a Western orientation. Ranged fires seemed to be a continuing problem given the scale of combat, and naval invasions became somewhat protracted. Incremental improvements did not yield a product which seemed to accurately represent the period ostensibly covered.
LORDS OF THE REALM
(Am/I CD) Impressions; Chris Foster and David Lester; 1994; ****
Int/Land/Op-Str
1-2; M
A combination of "feudal building" and combat, this simulation offered an interesting portrayal of thirteenth century politics and military maneuver. The "3-Cs" of medievalism are covered: castle construction, crop rotation, and combat. Think of it as a cross between KINGDOMS OF GERMANY and CASTLES II, but with more depth. This "sleeper" hit was Impressions' last game before becoming part of Sierra.
LORDS OF THE REALM II
(I/95 CD) Sierra/Impressions; David Lester; 1996; ****
Int/Land/Op-Str
1-4; M
A sequel with better graphics and simplified gameplay. However, the variety in castle design and the map editor from the first edition have been deleted. While this is not a fatal flaw, dedicated users may miss the options.
LORDS OF THE
REALM II SIEGE PACK
(I/95 CD) Sierra/Impressions; David Lester; 1997; ****
Int/Land/Op-Str
1-4; M
Obviously Sierra was listening to its customers; castle variety, map editors and many additional options are included in this upgrade.
LORDS OF THE RISING SUN
(Am) Cinemaware; Doug Barnett; 1989; UNRATED
Int/Tac-Op
1
A graphical masterpiece, it was only marginally a game of the unification of Japan. Bearing a resemblance to DEFENDER OF THE CROWN with lush graphics substituting for plot integrity, its arcade sequences were interesting but ultimately unfulfilling.
MACHIAVELLI: THE PRINCE
(I CD) MicroProse/HDI; Ken Lightner; 1995; ****
Int/Nav-Land/Str-Econ-Dip
1-4; M
A remake of MERCHANT PRINCE, the incremental improvements did not really justify a separate purchase, although if one didn't have either, this was obviously the one to get. The smart money backs the Church ...or "How I Excommunicated My Way to Fame & Fortune".
MAD DOG McCREE
(I CD) American Laser Games; Tom Desmarais; 1993; ***
Beg/Land/Tac
1
An Old West arcade shooter, distinguished by its cinematic sequences. It required a fast machine, and it was overly linear, but this did not detract from the pure "killer instinct" it generated.
MAD DOG McCREE II
(I CD) American Laser Games; xxx; 1994; ***
Beg/Land/Tac
1
More of the same, with better graphics, and a faster machine requirement.
MAN OF WAR
(I) Simulations Canada; Steven M. Newburg; 1993; **
Int/Nav/Tac
0-2
The "Age of Sail" was a period that had been generally absent from computer designs between 1985-1995. Based on this design, it still was; touted as the first SimCan game with graphics, minimal graphics coupled with difficulty in determining one's positions and headings without setting up the scenario on a hard-copy map (unsupplied) made the work that went into the design completely unusable.
MAN OF WAR
(I CD) Simulations Canada/Strategy First; Steven M. Newburg;
1997; **+
Int/Nav/Tac
0-2
Strategy First was responsible for the graphics in ROBERT E. LEE: CIVIL WAR GENERAL and STEEL PANTHERS; they have taken a four year-old title, jazzed up the graphics, stirred and released. But the game engine itself is unchanged, and the 3-D perspective is an "On the Beach" scenario -- i.e., you are alone on a ship and as a tourist only.
MAN OF WAR 2: CHAINS OF COMMAND
(I-95 CD) Strategy First; Justin Przedwojewski; 1999; UNRATED
Int/Nav/Tac
1-32; M
A sequel to MAN OF WAR, this offered more levels of command (from ship captain to fleet commander) and improved gameplay.
MEDIEVAL
(I-95 CD) HPS/ISI; Jeff Lapkoff; 1998; UNRATED
Int/Tac-Op
1-2; M
Tactical battles in medieval periods (500-1500 AD).
MEDIEVAL 2.0
(I-95 CD) HPS/ISI; Jeff Lapkoff; 2000; UNRATED
Int/Tac-Op
1-2; M
The sequel, with improved graphics and AI.
MEDIEVAL LORDS
(I/M) Strategic Simulations, Inc.; Martin Campion; 1991; ***
Int/Land/Str
1-10
STORM ACROSS EUROPE transposed to the Middle Ages; strangely enough, it succeeded better than the original. While the graphics were less than inspiring, the game play and history presented interesting challenges.
MEDIEVAL WARRIORS
(Am/I) Merit; Scott Lamb; 1991; UNRATED
Beg/Land/Tac
1-2; M
An arcade version of Middle Ages combat and jousting.
MERCHANT PRINCE
(I) Impressions/Several Dudes Holistic Gaming; Ken Lightner; 1994; ***+
Int/Nav-Land/Str-Econ-Dip
1-4; M
A richly textured game of avarice and trade in the Age of Venice and Machiavelli. The simulation offered a number of innovative concepts as well as careers in trade, government and the church. Just remember that the Holy Spirit accepts cash only! If only the graphics were better ... cf. MACHIAVELLI.
MERCHANT PRINCE II
(I-95 CD) Take 2/TalonSoft/Several Dudes Holistic Gaming; Andrew
Greenburg; 2001; ***
Int/Nav-Land/Str-Econ-Dip
1-4; M
A remake, but not a sequel. Literally, this was simply the older game remade so it would run in a Windows environment There were so many little improvements that could have been made (e.g., easier accessibility to other city market prices) ... While it was nice to renew acquaintance with an old friend, the affair could have been transformed into a much deeper relationship with little additional development.