PRE-20TH CENTURY (PART III OF IV)
INDEX
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.
NAPOLEON I:
THE CAMPAIGNS 1805-1814
(Am/ST) RAW; Frank Hunter; 1992; UNRATED
Int/Land/Str
1-2
A campaign game of the Napoleonic Wars, with "functional" (i.e. minimalist) graphics. Presumably, this served as the basis for Mr. Hunter's forthcoming design, cf. ROAD FROM MARENGO TO WATERLOO, THE.
NAPOLEON AT WATERLOO
(A/C) Krentek; Steve Krenek; 1984; ***+
Int/Land/Op
1
An early computer version of Napoleon's Waterloo, the game was commendable for ease of play, but marred by ahistorical tactics necessary for achieving victory. The Old Guard had to be used as a wall for the Prussian reinforcements to smash against; it reflected arcade-style logic as opposed to any form of military tactic. Yet, it was fun and eminently replayable.
NAPOLEON IN RUSSIA
(BATTLEGROUND 6)
(I-95 CD) TalonSoft; Jim Rose and John Tiller; 1997; ***+
Int/Land/Op
1-2; M
A continuation of TalonSoft's BATTLEGROUND-series, this has the strengths and weaknesses attributable to the series. Historically accurate and enhanced game play placed it first among the Napoleonic simulations of the Battle of Borodino.
NAPOLEON'S
CAMPAIGNS: 1813,1815
(Ap) Strategic Simulations, Inc.; Paul Murray; 1981; UNRATED
Int/Land/Tac
1-2
One of the first Napoleonic simulations ever released, its obsolescence is apparent in both platform and mechanics.
NAPOLEON'S RUSSIAN CAMPAIGN
(I-95 CD) HPS;
John Tiller; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M
Another Napoleonic invasion of Russia scenario/campaign.
NAPOLEON THE EMPEROR
(I) Reality Engine Game Company; Stephen St. John; 1996; UNRATED
Int/Land/Op
1
The Battles of Quatre Bras, Ligny and Waterloo.
NEW HORIZONS
(I CD) Koei; Kou Shibasawa; 1995; **+
Adv/Nav/Tac-Op
1
A sequel to UNCHARTED WATERS, this occurred twenty years later in game terms. It included auto-mapping, a more friendly user interface and the ability to choose one of six protagonists (each of whom had a different goal, thereby allowing more replay value).
NEW WORLD
(TRS/Ap) Epyx; xxx; 1983; UNRATED
Int/Nav-Land/Op
1-3
A game of colonization, beginning in 1495, the three players (Spain, France, England) seek hegemony in the New World; similar to Avalon Hill's boardgame CONQUISTADOR.
NOBUNAGA'S AMBITION
(Am/M/I) Koei; Kou Shibusawa; 1988; ****
Int/Land/Op-Str
1-8
A fascinating simulation of the attempt to unify Japan under the rule of an effective leader, this product emphasized diplomatic and economic as well as military perspectives. More of a spreadsheet game than a tactical innovation, it was both enlightening and entertaining.
NOBUNAGA'S AMBITION II
(I) Koei; Kou Shibusawa; 1990; ****
Int/Land/Op-Str
1-4
A revised version, it offered better graphics; the gameplay was still excellent.
NO GREATER GLORY
(Am/I) Strategic Simulations, Inc.; Ed Bever; 1991; **+
Int/Land/Op-Str
1
Ed Bever's follow-on to REVOLUTION '76. A military and diplomatic strategic simulation of the American Civil War (1861-1865), it had all the "bells and whistles" but definitely a case where the whole was much less than the sum of its parts. Perhaps it tried to do too much, mixing military battles and political decision-making into a difficult game to win, although the lessons of history were well done. This was a clear case where consumer demand (as envisioned by the publisher) contributed to overburdening a playable system into less.
NORTH & SOUTH
(Am/ST/I) DataEast; Stephane Baudet and Vincent Belliard; 1990; *+
Beg/Land/Str
1
The comic-book version of the American Civil War, this product leaned heavily to arcade-type play and graphic sequences. A French import, it was just about what one would expect from a country which has made Jerry Lewis a national icon and eats cheese that smells like people's feet.
NORTH VS. SOUTH
(I-95 CD) Interactive Magic; S. Craig Taylor; 1999; **
Int/Tac/Land
1-2; M
The Civil War from the Army of the Potomac's perspective, this consisted of ten loosely connected battles (Antietam, First Bull Run, Second Bull Run, Cedar Mountain, Brandy Station, Cedar Creek, Wilderness, Gettysburg, Gaines Mill and Five Forks). A campaign linked the battles together, but in an often repetitive fashion without any real appreciation for the prior results. The designer, S. Craig Taylor, is an icon of board wargaming, beginning with Yaquinto Games, moving onto Avalon Hill and finally transitioning to computer games with Interactive Magic. This will not burnish his reputation; the game system was a direct descendant of the GREAT BATTLES ( cf. ALEXANDER, HANNIBAL, CAESAR) series of ancient warfare. In fact, rifle/musket fire was characterized as "missile fire" and "cohesion" was transformed into "morale". Overall, Alexander would have felt at home here, but no self-respecting Civil War historian would do so. This was Mr. Taylor's final design for Interactive Magic, having been purged during the "Christmas Massacre of 1998".
OLD IRONSIDES
(Ap) Xerox Education; Jack Rice and Richard Hefter; 1983; UNRATED
Int/Nav/Tac
2
An early sailing simulation, obsolescent before its time.
OUTFLANKED
(I) Alternative Software Creations; xxx; 1993; UNRATED
Int/Land/Tac
1
A "Windows-lite" game of combat and maneuver in the eighteenth and nineteenth centuries. Any relationship to historical accident is pure coincidence and cannot be attributed to the design.
OUTLAWS
(I-95 CD) LucasArts; Daron Stinnett and Stephen R. Shaw; 1997; ***+
Beg/Land/Tac
1
A "first person shooter", this semi-arcade game was distinguished by its prologue, developed cut scenes and well-developed themes. It was still uni-dimensional, but it was well done, cf. JEDI KNIGHT for the next generation.
PARIS IN DANGER
(A) Avalon Hill; xxx; 1983; *
Int/Land/Str
2
A computer rendition of the 1814 Napoleonic Campaigns, it was marred by lack of a computer opponent, a clumsy interface, slowness -- in all, a typical early Avalon Hill computer product.
PARTHIAN KINGS
(Ap) Avalon Hill; David W. Bradley; 1983; UNRATED
Int/Land/Op-Str
1-4
Strategy and fantasy in the pseudo-Middle Ages; the player was able to design both terrain and units. Not a bad game, but one whose premise has been done much better and by much newer releases (cf. WARLORDS II).
PHARAOH
(I-95 CD) Sierra/Impressions; Chris Beatrice; 1999; **
Int-Adv/Land/Op-Str
1
Using a system related to CAESAR III, this simulated the ancient land of Egypt in its Pharaohnic splendor. However, its defects were as varied as its splendor. First, a full installation (c. 500 MB) took thirty (30) minutes, required an installation under a Sierra subdirectory and required an AT&T ISP shortcut to be installed on the desktop -- following which the game ran "oh so slowly". The logo noted "Build a Kingdom. Rule the Nile. Live Forever"; in effect, it seemed that the scenarios ran forever. The game is an in-depth simulation with layers of historical and play texture which are totally defeated by its speed of execution. Truly a "Book of the Dead".
PIRATES
(C/GS/Am/ST/M/I) MicroProse; Sid Meier; 1987; **** +
Int/Nav-Land/Tac-Op
1
A genre break-through, this was a fascinating simulation of the Age of Piracy. This reviewer's initial impression was somewhat muted, in that he did not know if the product had "legs", but it stood up far better than most computer simulations. "If I had one review to change ...." But be aware that the various versions differ in quality.
PIRATE'S GOLD
(M/Am//I) MicroProse; Sid Meier and Paul Murphy; 1993; ****
Int/Nav-Land/Tac-Op
1
An graphic update of the MicroProse classic, this potential "Five-Star" turned out to be virtually identical to its predecessor. For anyone not having played the original, this was an essential game; for the experienced Pirate, ... Recently re-released as part of a "shovelware" package -- CONQUER THE WORLD.
PIRATES OF THE
BARBARY COAST
(At/ST/I) TDC Distributors; xxx; 1986; *
Beg/Nav/Tac
1
An arcade-like game with mediocre graphics and marginal gameplay. Rescue the merchant's daughter, kill the pirate; "In like Flynn" but without his panache and élan.
POWERMONGER
(Am/I) Electronic Arts/Bullfrog; Peter Molyneux; 1991; ***
Int/Land/Op-St
1-2
POPULOUS with a military emphasis; nothing really spectacularly innovative, but still an entertaining game for the arcade-type fans.
PRAIRIE GROVE
{see SHILOH}
PRELUDE TO
WATERLOO (BATTLEGROUND 8)
(I-95 CD) TalonSoft; Jim Rose and John Tiller; 1997; ****
Int/Land/Tac-Op
1-2; M
The Battles of Ligny and Quatre Bras; one can play either or both together, and then link the results into WATERLOO for a recreation of the campaign sans Wavre. The final product of the BATTLEGROUND series, this was detailed and smooth, although the basic game engine was beginning to show some age. It is the most detailed simulation of the pre-Waterloo battles ever done.
PRIDE &
PREJUDICE
(Ap/C/A) Berserker Works Ltd.; xxx; 1985; UNRATED
Beg/Dip/Tac
1
A simulation of England's Regency period, the player must act in appropriate milieus in order to marry the most suitable bachelor. Sexist without doubt, but a different perspective on computer games.
RAM
(I) Avalon Hill; Steve Estvanik; 1985; *
Int/Nav/Tac
1-2
A tactical simulation of trireme warfare; an often-ignored subject in wargaming, the treatment herein rendered it hors de combat.
RAMPART
(I) Electronic Arts; xxx; 1992; **
Beg/Land/Op
1
Castle building for the arcade set, it was a relatively harmless diversion from serious gaming.
REVOLUTION '76
(GS/I) Britannica; Ed Bever; 1989; ****
Int/Land/Str
1
A thought-provoking look at the American Revolution, involving both political and military aspects. Different regions have different perspectives, and the user must forge the "Clamorous Colonials" into a unified and effective nation.
RISE AND RULE OF
ANCIENT EMPIRES
(I/95 CD) Sierra; Gregor Koomey; 1996; **+
Int/Land/Op-Str
1-4; M
A CIVILIZATION-type game, this specialized in ancient eras. Although the graphics were well done, there was too much sense of "been there, done that" and a sense of lassitude about game play itself.
RISE OF THE WEST
(I) RAW; Greg Goheen; 1995; UNRATED
Int/Land/Str-Dip
1-8; M
A computer version of Strategic Publications, Inc.'s classic boardgame EMPIRES OF THE MIDDLE AGES by Jim Dunnigan. The computer version seemed to offer excellent gameplay marred by a mediocre user interface and sub-par graphics.
ROAD FROM
MARENGO TO WATERLOO, THE
(I) None/Adanac; Frank Hunter; 1999-2000(?); NOT YET RELEASED
Adv/Land-Nav/Op-Str
1-2; M
A forthcoming examination of the Napoleonic Wars.
ROAD FROM
SUMTER TO APPOMATTOX, THE
(I) Adanac; Frank Hunter; 1993; **
Adv/Land-Nav/Op-Str
1-2; M
A simulation of the American Civil War -- from start to finish. Initial responses were less than overwhelming, with mediocre graphics and bugs that made the game virtually unplayable.
ROAD FROM
SUMTER TO APPOMATTOX II, THE
(I) Adanac; Frank Hunter; 1995; ***
Adv/Land-Nav/Op-Str
1-2; M
The revision remained flawed, but was an impressive effort. The interface now had been improved from awful to merely bad, and the product was more of a master's thesis than a game, but for the grognard interested in the American Civil War, this had a strong recommendation; superseded by AMERICAN CIVIL WAR.
ROAD TO GETTYSBURG
(Ap) Strategic Simulations, Inc.; Paul Murray; 1982; UNRATED
Adv/Land/Op
1-2
One of the first Civil War simulations, it used the same basic system as NAPOLEON'S CAMPAIGNS. In solitaire mode, one could only play the Confederate.
ROBERT E. LEE:
CIVIL WAR GENERAL
(I-95) Sierra; David Lester; 1996; ****
Int/Land/Op
1-2; M
A quasi-PANZER GENERAL,
this game should be rated lower than it appears -- the maps are historically questionable,
the tactics often wrong and the results skewed. Yet, it was superbly playable. The
sequel (CIVIL WAR GENERALS 2)
was even better; just don't expect to learn valid historical lessons. Let the gaming
experience rule.
ROMAN REPUBLIC
(M/I) Interactive Magic; Jim Dunnigan and Dan Masterson;
1999-2000(?); NOT YET RELEASED
Int/Land/Op-Str-Econ-Dip
Multi; M
The latest on-line game from the makers of the HUNDRED YEARS WAR, this has the earmarks of being a successful in-depth simulation.
ROMANCE OF THE THREE
KINGDOMS
(Am/I) Koei; Kou Shibusawa; 1988; **
Int/Land/Op-Str
1-8
A simulation of the unification of China. Using the same system as NOBUNAGA'S AMBITION and GENGHIS KHAN, it emphasized aspects of role-playing to a larger degree than the former products.
ROMANCE OF THE
THREE KINGDOMS II
(Am/I) Koei; Kou Shibusawa; 1991; **+
Int/Land/Op-Str
1-12
An updated version, with better graphics, sound, and AI.
ROMANCE OF THE THREE KINGDOMS
III: DRAGON OF DESTINY
(I) Koei; Kou Shibusawa; 1993; ***
Int/Land/Op-Str
1-8
An ever newer updated version, with a richer tapestry of characters and play value.
ROMANCE
OF THE THREE KINGDOMS IV: WALL OF FIRE
(I-95 CD) Koei; Kou Shibusawa; 1996; UNRATED
Int/Land/Op-Str
1-8
If you liked any of the previous incarnations, ...
ROME A.D. 92
(Am/I) Millennium; xxx; 1993; UNRATED
Int/Tac/Dip
1
Rise from slave to emperor, assuming that you make all the right moves. Yet, it seemed more of a role-playing game than a wargame from the description. A British design, it was released in the United States as ROME -- PATHWAY TO POWER.
ROME AND THE BARBARIANS
(A/C) Krentek; Stephen Krenek; 1984; ***+
Int/Land/Op
1
A strategic approach to the Roman Empire, it offered a challenging simulation. Graphics were marginally adequate, but play value was high.
ROURKE'S DRIFT
(Am/I) Impressions; Edward Grabowski; 1990; UNRATED
Int/Land/Tac
1
Previously released in Britain, a graphically updated version was planned for a 1993 American release. Don't look for it anytime soon; rent the movie instead (ZULU, 1962).
SARATOGA
(A) APX; Paul Wehner; 1983; *
Int/Land/Op-Str
1
An unabashed clone of Chris Crawford's EASTERN FRONT, this product proved that a World War II game system does not necessarily transfer well to the American Revolution.
SERF CITY
(I) Strategic Simulations, Inc.; Volker Wertich; 1994; ***
Int/Land/Op-Str
1-2
The lighter (?) side of serfdom, this game was a detailed economic challenge coupled with cartoon characters. Often the scenarios were too long and intensive, but a game was definitely present. It was interesting, although I personally prefer my games to be more historically oriented.
SETTLERS II
(I) Blue Byte; Thomas Hauser; 1996; UNRATED
Int/Land/Tac-Op
1-2; M
The sequel to SERF CITY.
SETTLERS III
(I-95 CD) Blue Byte; xxx; 1998; UNRATED
Int/Land/Tac-Op
1-2; M
The next SETTLER iteration.
SEVEN CITIES OF GOLD
(At/Ap/C/M/I) Electronic Arts; Dan Bunten; 1984; ****+
Beg/Land-Nav/Tac-Op
1
An arcade-type rendition of the Exploration and Conquest of the New World, this was a classic game. Graphics on the 16-bit machines were poor, but on the earlier releases, the game remains a classic.
SEVEN CITIES OF GOLD II
(I) Electronic Arts; Michael Kosaka; 1993; **
Beg/Land-Nav/Tac-Op
1
It is rare that a sequel lives up to its predecessor. The graphics were much improved, but the interface was virtually unplayable. For one to best enjoy this classic, the best advice to is get the 8-bit machine from the closet.
SEVEN KINGDOMS
(I-95 CD) Interactive Magic; Trevor Chan; 1997; ***+
Int/Op
1-7; M
Empire building and some magic among seven cultures (Chinese, Greek, Japanese, Mayan, Norman, Persian or Viking). As a game, this was not bad; however, it paled when compared with AGE OF EMPIRES.
SEVEN KINGDOMS II: THE FRYHTAN WARS
(I-95 CD) Ubisoft/Enlight; xxx; 1999; UNRATED
Int/Op
1-8; M
A sequel to SEVEN KINGDOMS, with improvements but a long learning curve.
SHATTERED ALLIANCE, THE
(xxx) xxx; xxx; xxx; UNRATED
xxx
xxx
No information available.
SHILOH
(I) SJ Games; John Steely; 1992; UNRATED
Int/Land/Op
2
No information available.
SHILOH
(M) By Design; Owen Gwynne; 1997; UNRATED
Int/Land/Op
1-2
Part of the CannonFire Series (cf. also CHICKAMAUGA, GETTYSBURG), this is an operational wargame.
SHILOH, THE BATTLE OF
(At/Ap/TRS-80) Strategic Simulations, Inc.; David Landrey and Chuck Kroegel;
1981; ***
Beg/Land/Op
1-2
SSI's first rendition of the Civil War battle, it was a true "beer-and-pretzels" type of game. Easy to learn and play, it was marred by marginal graphics and ahistoric results. The "edge of the world" map syndrome ruled here as it was the preferred method to fix and destroy the enemy.
SHILOH: GRANT'S
TRIAL IN THE WEST
(Ap/C/I/ST) Strategic Simulations, Inc.; David Landrey & Chuck Kroegel;
1987; *** +
Adv/Land/Tac-Op
1-2
SSI's more recent and more accurate rendition of the Battle of Shiloh. Still obsolescent by current standards, but a better simulation nonetheless.
SHILOH (BATTLEGROUND 4)
(I-95) TalonSoft; Jim Rose and John Tiller; 1996; ****
Adv/Land/Op
1-2; M
The current state-of-the-art Shiloh battle simulation; nothing overly original innovative -- just a good game design. As a bonus, it included the battles of WILSON'S CREEK and PRAIRIE GROVE.
SHIP OF THE LINE
(I-95) Strategic Simulations, Inc.; Roy Gibson; 1997/CANCELLED
Int/Nav/Op
1-2; M
With all of the "Fighting Sail" simulations released recently, SSI decided to put this project aside; the development team instead was switched to BUCCANEER.
SHOGUN: TOTAL WAR
(I-95 CD) Electronic Arts; Mike Simpson; 2000; ****
Int/Land/Op-Str
1-multi; M
Samurai warfare done in a unique perspective. Well-crafted and interesting, albeit the real-time and camera perspectives can often become more meaningful than proper strategy.
SID MEIER'S GETTYSBURG
{cf. GETTYSBURG, SID MEIER'S}
SIEGE
(I) Electronic Arts/Mindcraft; Ali Atabek; 1992; **+
Int/Land/Tac-Op
1-2
Castle warfare for the fantasy-minded, cf. WALLS OF ROME for a more historical model.
SIEGE: THE DOGS OF WAR
(I) Electronic Arts/Mindcraft; Ali Atabek; 1992; **+
Int/Land/Tac-Op
1-2
An expansion disk for SIEGE.
SIX GUN SHOOTOUT
(A/C/Ap) Strategic Simulations, Inc.; Jeff Johnson; 1985; *** +
Int/Land/Tac
1-2
A Western simulation, owing more to Hollywood than history, it was an easy-to-learn game, and one which was still fun to play. Don't expect to learn any historical insights into the Old West; just sit back and go along for the ride. It included scenarios from classic John Wayne films as well as the Magnificent Seven.
SONS OF LIBERTY
(A/C/Ap/I) Strategic Simulations, Inc.; David Landrey and Chuck Kroegel; 1987;
***
Adv/Land/Tac-Op
1-2
SSI's Civil War engine simulating the American Revolution; covering a somewhat neglected period, this simulation was accurate and detailed, although not particularly interesting.
SPOILS OF WAR
(Am/I) RAW/German Design Group; xxx; 1992; UNRATED
Int/Nav-Land/Op-Str
1-2
The "Age of Exploration" dated a century later, with mediocre graphics and gameplay.
SPQR
(I) GT Interactive; xxx; 1996; UNRATED
Int/Tac
1
A role-playing game of the Roman Empire.
SWORD OF ARAGON
(I/Am) Strategic Simulations, Inc.; Russell Shilling; 1989; ***
Int/Land/Tac-Op
1-2
A medieval sword-and-sorcery simulation, this game yielded a high playability factor, although its graphics and user interface were only marginal. Now packaged as part of the DEFINITIVE WARGAME COLLECTION.
SWORD OF THE SAMURAI
(I) MicroProse; Lawrence Schick; 1989; ****
Int/Land/Tac-Op-Str
1
The unification of Japan as seen by MicroProse. In the same vein as PIRATES, the game was not as successful, although game play and historical research were evident. Duels, melee sequences and set-piece battles characterize this Oriental oeuvre.