PRE-20TH CENTURY (PART IV OF IV)

INDEX

T U V W X Y Z #

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


- T -

THEATRE OF WAR
(I) 360; Bill Banks; 1992; **
Int/Land-Air/Op (Abstract)
1-2

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

THEOCRACY
(I-95/CD) UbiSoft/Philos Laboratories; Laszlo Tili; 2000; **
Int/Land/Op-Str
1-2

An operational game of empire-building in the Aztec kingdom, which included such favorites as warfare and human sacrifice.  Cancelled by Interactive Magic in 1999, it was published in a European edition by UbiSoft.  Slow, clumsy and not entertaining, its prior American cancellations are now understandable.

TOTAL WAR
(I-95) 2am.com; xxx; 1999; UNRATED
Int/Op-Str
2-7; M

An on-line game of Napoleonic conquest and strategy. 

TZAR: BURDEN OF THE CROWN
(I-95 CD) TalonSoft; xxx; 2000; NOT YET RATED
Int/Tac-Op-Str
1-8; M

A quasi-fantasy game utilizing elements of AGE OF EMPIRES with much less emphasis on history.


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- U -

ULTIMATE DOMAIN
(I/CD) Software Toolworks/Microids; xxx; 1994; **+
Int/Land/Op-Str
1-3

A strategic game amalgam of POPULOUS and CIVILIZATION. The disk-based version was released to less than critical acclaim and the CD-based expansion did not overcome its heritage.

U.M.S. (UNIVERSAL MILITARY SIMULATOR)
(Am/ST/M/I) Rainbird; Ezra Sidran; 1988; *+
Adv/Land/Op-Str
1-2

A visual feast, but a playable desert, U.M.S. was incorrect on two counts -- it was neither universal nor a simulator. It lacked a naval option, and the user interface was quite clumsy. The initial disk included the Battles of Arbela, Hastings, Marston Moor, and Waterloo (the last of which omitted the Prussians entirely).

U.M.S. CIVIL WAR DISK
(I) Rainbird; Ezra Sidran; 1989; *+
Adv/Land/Op-Str
1-2

An expansion disk for U.M.S., it included the Battles of Gettysburg, Shiloh, Antietam, and Chattanooga. It required the U.M.S. game disk; MOS (more-of-the-same)..

U.M.S. II
(Am/ST/M/I) MicroPlay; Ezra Sidran; 1990; **
Adv/Land/Op-Str
1-2

A sequel to UMS, this simulation was more detailed. If at first you don't succeed, fail, fail again. Coverage ranged from the campaigns of Alexander the Great to World War II's D-Day. Often rated by magazines as one of the worst wargames ever designed; this was probably uncharitable. Yes, the computer was horrendously slow, and yes, it did make less than marginal decisions, the fact remains that it did not destroy one's hard drive and had some interesting design concepts.

UNCHARTED WATERS
(M/I) Koei; Kou Shibusawa; 1992; **
Adv/Nav/Tac-Op
1

The "Age of Exploration" with a map geographically incorrect, and a user interface which could have been more user-friendly. While the game play could occasionally be interesting, the economic model was simply wrong and rewarded poor decision-making. A sequel (NEW HORIZONS) was published .

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- V -

VIKINGS: FIELDS OF CONQUEST
(Am/I) Realism Entertainment/Krysalis Software; Brian Vodnik; 1992; UNRATED
Int/Land/Str
1-6

Similar to the boardgame BRITANNIA, it was an abstracted wargame of medieval Britain. The first in a series (cf. KINGDOMS OF GERMANY) for the PC; in many ways, it was the more successful -- while the interface was not as smooth as its successor, the strategic situation and challenge was more interesting.    Originally designed for the Amiga, it was itself a sequel to KINGDOMS OF ENGLAND.  The game system failed to attract a viable number of consumers and the future "enhancements and expansions" became vaporware.

VIKINGS II
(I) Realism Entertainment; Brian Vodnik; 1994; **+
Int/Land/Str
1-6

Improved graphics and availability for the PC could not disguise its shortcomings.

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- W -

WALLS OF ROME
(I) Mindcraft; Ali Atebek; 1993; ***
Int/Land/Tac-Op
1-2

The SIEGE engine in Rome, it was a more historically-based game (with considerable latitude in that sphere). Much improved and more interesting, it still suffered from the fact that siege operations are really not that interesting anyway.

WAR COLLEGE
(I CD) GameTek; Ezra Sidran; 1996; *+
Adv/Land/Tac-Op
1-2; M

The third incarnation of the UNIVERSAL MILITARY SIMULATOR, this product revealed the bankruptcy of the system. One would have assumed that the system would have grown more playable; one would have been wrong. No longer marketed as a scenario editor, only four scenarios were included: Pharsalus, Austerlitz, Antietam and Tannenberg. Graphically attractive as an educational teaching tool, its utility as an entertainment device ranked right up there with kidney stones.

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

A design-your-own simulation covering warfare from a tactical level throughout history. Marred by a system more attuned to World War II tactics than to a generic battle system, it was quite popular in its day. I never saw the attraction.

WARGAMER: NAPOLEON 1813
(I-95 CD) Empire; Benedict Wilkins; 1999; ****
Int-Adv/Land/Op-Str
1

A simulation of the Battle of Leipzig, but more fascinating, a campaign game of the battles leading to Napoleon's first abdication.  Reminiscent of FIELDS OF GLORY (1993), this product offered one of the most in-depth Napoleonic studies ever done on the computer; however, there were numerous flaws -- most showing a release done before its proper time (e.g., the manual could have used an annotated table of contents).  But it still covered a period only done once previously (PARIS IN DANGER (1983)) and exhibited flashes of innovation (e.g., choosing the ground terrain for a tactical battle based on the operational conditions).

WARLORDS
(I) Strategic Studies Group; Steve Fawkner; 1991; ***
Int/Land/Op-Str
1-2

An eminently playable game with strong fantasy elements.

WARLORDS II
(I) Strategic Studies Group; Steve Fawkner; 1994; ****
Int/Land/Op-Str
1-8

One of the most popular "wargames" of 1994, its strong fantasy elements almost overcome its wargaming aspects. Its rating is higher than I feel justified, but then I admit to being prejudiced against fantasy elements. At the same time, it was a commercial success.

WARLORDS II SCENARIO BUILDER
(I) Strategic Studies Group; Steve Fawkner; 1994; UNRATED
Int/Land/Op-Str
1-8

An expansion to WARLORDS II, this allowed the user to design his own scenarios. Previously, SSG allowed the user to design scenarios in the basic program; this new trend bodes ill for the consumer gamer.

WARLORDS II DELUXE
(I CD) Strategic Studies Group; Steve Fawkner; 1995; UNRATED
Int/Land/Op-Str
1-8

An updated version with a better AI, several new scenarios and including the SCENARIO BUILDER as well.

WARLORDS III
(I CD) Strategic Studies Group; Steve Fawkner; 1997; UNRATED
Int/Land/Op-Str
1-8

The newest incarnation ...

WAR OF 1812: THE CONQUEST OF CANADA
(I-95 CD) HPS; John Tiller; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M

U.S. versus Great Britain -- the second time around ...

WARS OF NAPOLEON: 1805-1815
(I-95) Matrix Games; Frank Hunter; 2000/CANCELLED
Adv/Land/Op-Str
1-7; M

A game covering the Napoleonic Wars during the First Empire.  The project was cancelled because the designer had a prior commitment to deliver a similar project to TalonSoft.

WATERLOO
(Am/ST/I) Strategic Simulations, Inc.; Peter Turcan; 1990; ***+
Int/Land/Op
0-2

SSI's import of the British simulation of the famous battle, as seen from the "commander's eye". Much more of a wargame than the historic staff simulations more commonly produced, it was a fascinating albeit frustrating game. Designer Peter Turcan has also designed BORODINO and ARMADA.

WATERLOO
(M) By Design; Owen Gwynne; 1996; UNRATED
Int/Land/Op
1-2

Part of the MusketFire Series (cf. also AUSTERLITZ, BORODINO), this is an operational wargame. A newer and upgraded version is planned shortly.

WATERLOO (BATTLEGROUND 3)
(I-95) TalonSoft; Jim Rose and John Tiller; 1996; ****
Adv/Land/Tac-Op
1-2; M

The best Waterloo simulation ever done on the PC, it closely resembles the game mechanics of the classic boardgame WELLINGTON'S VICTORY. Its biggest defect was cavalry employment and counter-charge, but overall, it succeeds on many levels. The latest patch corrects the cavalry flaws and may be downloaded from TalonSoft's WebSite.

WATERLOO: NAPOLEON'S LAST BATTLE
(I-95 CD) Strategy First/Breakaway Games; Joe Balkoski and Adam Bryant; 2001; ***+
Int/Land/Op
1-Multi; M

A sequel to both GETTYSBURG, SID MEIER'S (1997) and ANTIETAM, SID MEIER'S (1999), this simulation of the famous battle exhibited both of its predecessors strengths and weaknesses.  As a real-time game, the Battle of Waterloo is simply too large for the player to be able to maximize his opportunities and command control.  In effect, the design works well at the brigade level, but too much has been asked of it at the corps/army level.  Possibly it does reflect the battle too well -- if one assumes that he is portraying the command abilities of Marshal Ney.  An army commander should not be leading cavalry charges.  The computer artificial intelligence is so adept that one continuously wonders whether or not it is cheating, e.g., try to execute a cavalry charge in an optimal fashion.  Finally, the historical background is adequate but nothing outstanding; the order of battle and background data were more impressive in FIELDS OF GLORY (1993).

WILSON'S CREEK
(I) SJ Games; John Steely; 1992; UNRATED
Int/Land/Op
2

No information available.

WILSON'S CREEK
{see SHILOH}

WOODEN SHIPS & IRON MEN
(C) Avalon Hill; S. Craig Taylor (boardgame)/Jim Jacob (computer); 1986; *+
Int/Nav/Tac
1-2

A board game classic, this computer rendition suffered from poor graphics and play value.

WOODEN SHIPS & IRON MEN
(I CD) Avalon Hill; S. Craig Taylor (boardgame)/Joe Balkowski (computer); 1996; **+
Int/Nav/Tac
1-4; M

Released with the same name as its predecessor (the company hoped everyone had forgotten that effort), this remake suffered from mediocre graphics and play value. A number of gamers swear by this; I swear at it. The game turns are simply too long, and the sailing maneuvers become a matter of random guessing as to what the enemy will do. Action and reaction do not occur; instead, tactics seem more akin to paramecium movement; the campaign game consists of a four-month cruise only as the Americans in the War of 1812.

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- Y -

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- Z -

ZEUS: MASTER OF OLYMPUS
(I-95 CD) Sierra/Impressions; Chris Beatrice; 2000; UNRATED
Int/Tac-Op
1

CAESAR and PHARAOH go to ancient Greece, with a touch of godhood thrown in here and there.

ZULU WAR
(I) Incredible Simulations, Inc.; Jeff Lapkoff; 1996; ****
Int/Land/Op-Str
1-2; M

Instead of following up CUSTER'S LAST COMMAND with a Rourke's Drift simulation, ISI opted for a strategic treatment of the Zulu Wars. The graphics are serviceable, and the gameplay was well done. This war had never been presented on the computer before, and the treatment offered a challenge to both sides.

ZULU WAR
(I-95 CD) Twilyt; Travis Bulford; 2001/CANCELLED; UNRATED
Int/Land/Op
1-2; M

A proposed treatment of the Battles of Isandhlwana and Rourke's Drift, this project by a South African designer aborted due to lack of venture capital.  Since the two battles were quite different and would best be handled at different scales, it would have been interesting to see what the design envisioned.  And as long as they are at it, why not finish off the war with the Battle of Ulandi?

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- # -

1602 A.D.
(I-95 CD) GTI/Max Design; Peter Keschner and Detlef Richter; 2000; *+
Int/Land-Sea/Op-Str
1-4; M

A game of colonization and exploration, this offered aspects of SIM CITY, CAESAR and AGE OF EMPIRES -- all put together in a less-than-engaging package.  Real-time, detailed and tedious, there may have been a reason that the designer was unwilling to divulge his name.  Graphically attractive and historically ludicrous.

 

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Revised: July 13, 2002.
Copyright © 2001 by M. Evan Brooks. All Rights Reserved.
All trademarks or product names mentioned herein are the property of their respective owners.