INDEX
Select the first letter of the word from the list above to jump to appropriate section of the glossary.
EARTH 2140
(I-95 CD) Interplay; xxx; 1997; UNRATED
Int/Tac-Op
1-6; M
Two mech armies fight one another for planetary dominance -- again.
EARTH 2150
(I-95 CD) Strategic Simulations, Inc./Topware; Achim Hidelauf; 2000; ***
Adv/Tac-Op-Str
1-Multi; M
Real-time space strategy simulation.
EARTH INVASION
(I) 3DI Productions; xxx; 1993; UNRATED
Int/Tac-Op
1
A space "shoot-em-up" in a Windows environment.
EARTHRISE
(I) Interstel; xxx; 1990; UNRATED
Int/Tac
1
Appearances can be deceiving; it appeared to be a strategy game but turned out to be an adventure game with heavy elements of role-playing, with the player having the responsibility of investigating a space station and preventing a runaway asteroid from striking Earth.
EARTHSIEGE
(I) Sierra/Dynamix; David Selle and Mark Crowe; 1994; UNRATED
Int/Tac
xxx
A MECH WARRIOR-clone, this postulated the cyborgs having achieved sentience and seeking the eradication of humanity. The player's mission was to defeat the robots in pitched battles. An expanded BATTLEDROME, but more strategic in nature.
EARTHSIEGE 2
(I CD) Sierra/Dynamix; David Selle and Mark Crowe; 1995; UNRATED
Int/Tac
xxx
The sequel, with more and better graphics.
EARTHSEIGE 3
(I-95 CD) Sierra/Dynamix; xxx; 1998(?); NOT YET
RELEASED
Int/Tac
xxx
The forthcoming sequel; renamed STARSIEGE.
ECHELON
(C) Access; Brent Erickson, Roger & Bruce Carver; 1988; UNRATED
Int/Tac
1
A space flight/combat simulation whose claim to fame was lipstick -- not the kind you wear, but a voice-actuated command system with an included microphone. Instead of using the fire button, the player could say "FIRE" and the ship responded accordingly. Actually, an interesting idea but one which was: (a) premature in terms of technology, (b) not enough to rest a game on. Overall, it was more reminiscent of an arcade game than a space simulation.
ELITE
(C/Ap/ST) Firebird; Ian Bell and David Braben; 1986; ***
Int/Tac
1
Interstellar trade and combat with two thousand planets in eight galaxies. Using wire frame graphics for space flight, it was one of the first space games with a "large" universe to explore.
ELITE PLUS
(I/ST) MicroPlay; Chris Sawyer; 1991; **+
Int/Tac/1
An update of the original, with better graphics and sound (although they were still not up to state-of-the-art). More detailed and complex, it was also more tedious than the original.
EMPEROR -- BATTLE FOR DUNE
(I-95 CD) Electronic Arts/Westwood; Brett Sperry and Mark Skaggs; 2001;
**+
Int/Land/Tac-Op-Str
1-8; M
Graphically intense, this was ostensibly the latest and greatest iteration of DUNE II. But unless the consumer owned a fast machine (1 GHz minimum -- despite the minimum standards stated on the box) and the latest drivers, this was simply too much program for the CPU. Although there are additional options here (Sardaukar, Guild and Fremen), the basic play remained the same. The lowered rating was due to the long installation time (over one hour on a 1.3 GHz machine), the tedious game access time, and the omission of air defense units which were only supplied to game purchases from Babbages or Electronics Botique (of course, eventually, you could download them from the web site, but this treatment of end users was disgraceful).
EMPEROR OF THE FADING SUNS
(I-95 CD) SegaSoft/Holistic Design; Andrew Greenburg; 1997; UNRATED
Adv/Op-Str
1-5; M
A very detailed space simulation with a totally inadequate manual. Learn by playing; it was a richly-textured experience, but required an extensive learning curve.
EMPIRE I -- WORLD BUILDERS
(x) Edu-Ware; David Mullich; 1982; UNRATED
xxx
1
At the dawn of a stellar empire, the player may assume the role of a miner, missionary or homesteader.
EMPIRE II -- INTERSTELLAR SHARKS
(x) Edu-Ware; David Mullich; 1982; UNRATED
xxx
1
At the height of the stellar empire, the player may assume the role of a pilot, businessman or diplomat.
EMPIRE III -- ARMAGEDDON
(x) Edu-Ware; David Mullich; 1984; UNRATED
xxx
1
The sequel.
EMPIRE EARTH
(I-95 CD) Sierra; Rick Goodman; 2001 (?); NOT YET
PUBLISHED
Int/Op-Str
xxx
An attracting looking cross between CIVILIZATION and AGE OF EMPIRES, this has the potential for success.
ENEMY NATIONS
(I-95 CD) HeadGames/Windward; xxx; 1996; UNRATED
xxx
xxx
A strategic real-time game of politics and warfare in a futuristic milieu.
E.O.S.
(C/Ap) Electronic Arts; Karl Butler; 1987; ***
Int/Tac
1-4
An interesting failure, E.O.S. (Earth Orbit Station) was a game of logistical space station building. Yes, amateurs think tactics and professionals think logistics; the problem was that, considering the clunky interface, the logistics were just not that much fun.
EVOLVA
(I-95 CD) Interplay; Vince Farquharson; 2000; UNRATED
Int/Tac-Op
1-16; M
An action shooter involving teams of mutants seeking genotypes for destruction.
EXTREME ASSAULT
(I CD) Blue Byte; xxx; 1997(?); UNRATED
xxx
xxx
No details available.
EXTREME TACTICS
(M/I-95 CD) Piranha/MediaStation; xxx; 1998; UNRATED
Int/Tac-Op
1-4; M
A robot wars simulation with more bugs than robots.
FALLEN HAVEN
(I-95 CD) Interactive Magic/Micomeq; Ray Rutledge; 1997; ***
Int/Tac-Op-Str
1
Interstellar war on multiple levels. Resource management coupled with tactical combat resolution yielded a design which was less than original and rarely memorable.
FEDERATION
(Am/ST) CinemaWare; Paul Blythe; 1990; UNRATED
Int/Tac
1
A space ship flight simulator with good graphics and decent gameplay, but it just didn't do anything with enough panache to stand out from the crowd.
FEDERATION II
(I) GEnie; Alan Lenton and Ken Farnen; xxx; ***
Beg/Tac/1-Many; M
An on-line economic and role playing simulation in the far future. Players determined the economic viability of trading, bounty hunting, tactical ship-to-ship battles and commodity arbitrage while increasing the wealth, power and influence of one's personal character.
FINAL CONFLICT
(I) Impressions; xxx; 1992; **
xxx
xxx
A misbegotten cross between COMMAND HQ and MISSILE COMMAND. Poor gameplay and mediocre graphics combined to a less than satisfying game experience.
FINAL LIBERATION
(I-95 CD) Strategic Simulations, Inc.; Ken Lightner and Andrew
Greenburg; 1997; UNRATED
Int/Tac-Op
1-4; M
A turn-based "Orcs & Dorks" in space; based on the popular Warhammer 40,000 universe, this was a good computer version of the genre. Of course, I generally hate orcs no matter where they may be found, so this did not appeal to me.
FIRE AND FORGET
(Am/ST/I) Titus; xxx; 1988; *+
Int/Tac
2
A futuristic tank simulation; at least the title was half-right.
FIREFIGHT
(xxx) Epic MegaGames; xxx; xxx; UNRATED
xxx
1-2; M
No information available.
FIRETEAM 2200
(I) SimSystems; Dave Nielsen; 1991; **+
Adv/Tac/1-2; M
Tactical ground combat in the 23rd century; a detailed and complex wargame, but one which could have benefited from mouse implementation and a scenario builder.
FIRST ENCOUNTERS
(I CD) GameTek; David Braben; 1995; **
A sequel to ELITE and FRONTIER ELITE II, this emphasized interstellar trade, exploration and combat. However, poor programming and major bugs made it a non-starter.
FIRST EXPEDITION
(I) Interstel; Steven Englestad; 1988; *
Int/Tac/1
A slow-moving role-playing simulation of planetary exploration. Elements of navigation, management and role-playing struggled for attention, and the overall program simply could not decide which facet to emphasize and subsequently succeeded at none.
FORCED ALLIANCE
(I-95) Ripcord/Orbital; A.J. Redmer; 1997; UNRATED
Int/Op
1
A space flight/combat simulation with excellent game mechanics albeit mediocre graphics.
FRAGILE ALLIANCE
(I-95 CD) Interplay; Kim Blake; 1996; **
Int/Op-Str
1-8; M
Technocrats in Space! Actually, this was a game of corporate expansion in an interstellar milieu which suffered from terminal tedium occasionally relieved by decent graphics.
FREEDOM: FIRST RESISTANCE
(I-95 CD) Red Storm; Richard Dansky; 2000; UNRATED
Int/Tac-Op
1
Based on Anne McCaffrey's books, this was a game of space revolt at the tactical-operational level.
FREELANCER 2120
(I/CD) Imagitec; xxx; 1994; UNRATED
Int/Tac
1
A first person "search & destroy" mission in space. Its "hot graphics and gameplay" were lukewarm at best.
FREESPACE 2
(I-95 CD) Interplay; Adam Pletcher; 1999; ****
Int/Tac-Op1
1-12; M
The sequel to DESCENT FREESPACE: THE GREAT WAR.
FRONTIER ELITE II
(I) GameTek; David Braben; 1994; UNRATED
Int/Tac
1
The newest version of ELITE; similar to STARFLIGHT.
FRONT LINES
(I CD) Impressions; Chris Foster; 1995; ***
Int/Tac-Op
1-2; M
A simulation of combat fifty years in the future with a multitude of scenarios (33); similar to PERFECT GENERAL, but duller. This game seemed to be designed by the numbers with little originality.
FULL METAL PLANET
(Am/I/ST) DataEast/Hitech Productions; Roland Morla;
1991; **+
Int/Op
1-4
A traditional hex-based military simulation occurring on a mining planet. Well-balanced and fun to play, but it seemed to lack a certain "joie de vivre".
GALACTIC ADVENTURES
(A/Ap) Strategic Simulations, Inc.; Tom Reamy; 1983; ***
Int/Tac
1-2
An early strategy/role-playing simulation; actually an expansion of GALACTIC GLADIATORS, this game used a first person perspective -- apply to one of four guilds for necessary expertise and "explore" the galaxy.
GALACTIC ATTACK
(Ap) Sir-Tech; Robert J. Woodhead; 1983; UNRATED
Beg/Op
1
An early real-time space war, with the player's ship and crew freeing the galaxy from the invading Kzinti fleets. Based on graphics and game play, it offers little to today's user.
GALACTIC CIVLIZATIONS
(I) Take 2/Advanced Idea Machines; Brad Wardell; 1995; UNRATED
Adv/Op-Str
1-5; M
Similar in concept to MASTERS OF ORION, this game was designed to operate in the OS2 environment rather than Microsoft operating systems. As such, it catered to a smaller audience base and did not achieve market penetration.
GALACTIC FRONTIERS
(M) Soft Stream; Russel Lowke; 1992; **
Beg/Str
1-4 (no modem)
A strategic space conquest game, it offered an easy interface and a simple economic model. Bearing some resemblance to REACH FOR THE STARS, it was a "beer and pretzels" space game.
GALACTIC GLADIATORS
(A/Ap) Strategic Simulations, Inc.; Tom Reamy; 1982; **+
Int/Tac
1-2
A space combat simulation between different species types, it was one of the first "space operas" to offer a scenario designer. It is very dated.
GALACTIC INVASION
(C/GS/I) Activision/Microillusions/Silent Software, Inc.;
Baron Reichart Kurt Von Wolfsheild; 1987; UNRATED
Beg/Tac
1-2; M
A futuristic arcade-style space game, with two spaceships racing against each other to build the Ultimate Weapon.
GALAXY
(A/Ap/I) Avalon Hill; Tom Cleaver; 1987; **
Beg/Str
1-20
A simpler predecessor of REACH FOR THE STARS, one must conquer the galaxy. Victory goes to the empire with the most planets at the end of either a preset or random number of turns.
GAZILLIONAIRE
(I CD) Spectrum Holobyte/LavaMind; Steven Hoffman and Naomi Kokubo; 1995;
****
Beg/Op-Str
1-5; M
A tongue-in-cheek space economic trading game; easy to learn and fun to play. Graphics were intentionally puerile, but the gameplay was taut and interesting. It may not be realistic, but it is a game which will engender repeat play.
GENE WARS
(I CD) Electronic Arts/Bullfrog; xxx; 1996; UNRATED
xxx
1-4; M
A real time game of gene splicing and survival of the fittest; a manual would have been appreciated.
GIANTS: CITIZEN KABUTO
(I-95 CD) Interplay/Planet Moon; Nick Bruty, Bob Stevenson and Tim Williams;
2000; UNRATED
Int/Tac-Op
1-10; M
A real-time strategy game/shooter.
GLOBAL CONQUEST
(I) MicroPlay; Dan Bunten; 1992; ***+
Int/Op
1-2; M
The futuristic element was limited to combat operations on another planet, but this product's main strength was modem play coupled with detailed military operations. Eminently playable, although bland in concept.
GLOBAL DOMINATION
(I-95 CD) Psygnosis; xxx; 1998; UNRATED
Int/Op-Str
xxx; M
A game involving aspects of RISK, MISSILE COMMAND and James Bond-type action in a strategic game of world conquest.
GLOBAL EFFECT
(Am/I) Electronic Arts/Millennium; Toby Simpson; 1992; *
Int/Str
1-2;M
A simulation of economic and ecological warfare in the near future. A detailed simulation with poor documentation and a clumsy interface; the modem option of the program was questionable, but it really didn't matter, since the planet froze over sooner or later anyway. Poor beta testing yielded a coprophagous ecological disaster. After a single play, the user will be guaranteed that the next time he plays it will be when Hell freezes over.
G-NOME
(I) 7th Level/Mallard; Todd Porter; 1996; UNRATED
Int/Tac
1
As a 22nd century peace officer, the player confronted aliens and a DNA-modifiable entity; a "shooter" rather than a game of tactics or thought.
GROUND CONTROL 2419
(I-95 CD) Sierra/Massive Entertainment; xxx; 2000; UNRATED
Int/Tac-Op
1-8; M
A real-time strategy game.
GUNMAN CHRONICLES
(I-95 CD) Sierra; xxx; 2000; UNRATED
Int/Tac
1-12; M
A "space shooter" composed of equal parts of HALF LIFE and QUAKE.
GUNMETAL
(I-95 CD) Mad Genius; xxx; 1998; UNRATED
Int/Tac
1-8; M
A "shooter".
HALF LIFE
(I-95 CD) Sierra/Valve; Gabe Newell; 1998; **
Int/Tac
1-multi; M
The "ultimate" shooter game of 1998, this was rated by many gaming magazines as the "best computer game of all time". It just goes to prove that there is no accounting for taste. Better as a multi-player teaching tool for Columbine "wannabees", its solitaire mode offered a quasi-typical "shooter" with some interactivity. Highly recommended for those with half a brain.
HAMMER'S SLAMMERS
(I-95 CD) Atomic Games; Keith Zabaloui; 2000; CANCELLED
Int/Tac-Op
1-multi; M
A simulation of the David Drake futuristic mercenary combat team, this project's cancellation forced the downsizing/demise of Atomic Games.
HEAVY GEAR
(I-95 CD) Activision; Dustin Browden; 1997; UNRATED
Int/Tac-Op
1-8; M
After the company lost its Mech Warrior license, this was a successor program based on futuristic mechanistic wars.
HEAVY GEAR II
(I-95 CD) Activision; Dave White; 1999; UNRATED
Int/Tac-Op
1-8; M
The sequel to HEAVY GEAR.
HIRED GUNS
(Am) Psygnosis; xxx; 1993; UNRATED
Int/Tac
1-4
A science fictional treatment of the "basics" -- recruit, loot and shoot.
HOMEWORLD
(I-95 CD) Sierra; Erin Daly; 1999; ***+
Int-Adv/Tac-Op
1-8; M
Possibly the lushest release of 1999, this space game of exploration and conquest was richly textured and cinematic. In fact, the cinematic aspects overpowered the game to a certain degree.
HOMEWORLD: CATACLYSM
(I-95 CD) Sierra; Erin Daly; 2000; UNRATED
Int-Adv/Tac-Op
1-8; M
An expansion disk for HOMEWORLD.
HYPERSPEED
(I) MicroProse; Sandy Peterson and Andy Hollis; 1991; ***
Adv/Tac
1
An expanded LIGHTSPEED, its strategic aspects were often overshadowed by role-playing elements. An emphasis on trade and diplomacy overshadowed combat operations.
IMPERIAL PURSUIT
(I) LucasArts; Lawrence Holland and Edward Kilham; 1994; ***+
Int/Tac
1
An expansion disk for X-WING.
IMPERIUM
(Am/ST/I) Electronic Arts; Matthew Stibbs and Nick Wilson; 1990; ***+
Adv/Str/1
A very detailed simulation with military, economic and diplomatic aspects. Sadly, its graphics were mediocre and it seemed to quickly disappear from the market. Yet its rich texture and gameplay deserved a second look.
IMPERIUM
(xxx) GDW; xxx; 1995(?); UNRATED
xxx
1-multi; M
An on-line game of space politics, warfare and diplomacy. No other information available.
IMPERIUM GALACTICA
(I CD) GTI; Istvan Kiss; 1997; **+
Adv/Op-Str
1
An in-depth game of space exploration, colonization, diplomacy and conquest. Multi-levelled, it suffered from a manual which was cursory (to say the least). Also, it had the misfortune to come out in a DOS format at the time that Windows 95 was becoming dominant.
IMPERIUM GALACTIA II:
ALLIANCES
(I-95 CD) GTI/Digital Reality; Istvan Kiss; 2000; NOT
YET RATED
Adv/Op-Str
1-multi; M
The next iteration ...
IMPERIUM GALACTUM
(A/C/Ap) Strategic Simulations, Inc.; Paul Murray; 1984; **+
Adv/Str
1-4
A successor to COSMIC BALANCE II, this detailed strategic simulation of space empires simply lacked sufficient "chrome" to make it an enduring product.
INCUBATION
(I-95 CD) Blue Byte; xxx; 1997; UNRATED
Int/Tac
1-4; M
Space Marines in the BATTLE ISLE world.
INCUBATION: THE WILDERNESS MISSIONS
(I-95 CD) Blue Byte; xxx; 1998; UNRATED
Int/Tac
1-4; M
An expansion disk for INCUBATION.
INDEPENDENCE WAR
(I-95 CD) Ocean/Infogrames; Glynn Williams and Michael Powell; 1998;
****+
Int/Tac-Op
1
An extremely detailed starship simulation which executed well on all levels. Highly recommended.
INDEPENDENCE WAR DELUXE
(I-95 CD) Ocean/Infogrames; Glynn Williams and Michael Powell; 1998;
****+
Int/Tac-Op
1
The original game plus expansion pack made a bargain of a space simulation.
INFILTRATOR
(A/Ap/C/I) Mindscape; Chris Gray; 1986; *
Beg/Tac
1
A futuristic helicopter simulation, with an emphasis on arcade aspects. Tongue-in-cheek documentation grew dated quickly, as did the program itself; a "James Bond" aircraft in an arcade mode.
INFILTRATOR II
(C/Ap/I) Mindscape; Chris Gray; 1987; *
Beg/Tac
1
A sequel to INFILTRATOR; more of the same.
INTERSTATE '76
(I-95 CD) Activision; Sean Vesce, Zachary Norman and D.N. Stanfill;
1997; UNRATED
Int/Tac
1-8; M
A game of institutionalized "road rage"; AUTODUEL updated.
INVASION ORION
(TRS/A/Ap) Epyx; Jon Freeman; 1979; UNRATED
Beg/Tac
1
Originally released on cassette tape for the Commodore PET, this "duel in space" was a sequel to STARFLEET ORION. It allowed players to design their own fleets and fight against a computer opponent (rather than another human, as in the first game).
IRON HELIX
(I/M CD) Spectrum Holobyte; Drew Huffman; 1993; **
Int/Tac
1
A cinematic extravaganza, this simulation involved the collection of clues and the destruction of a renegade starship. Lacking replay value, it also lacked initial play value.
IT CAME FROM THE DESERT
(Am) CinemaWare; Ken Melville and David Riordan; 1990; UNRATED
Int/Op-Str
1
A game based on the "mutant monsters" of the movies in the 50s, the strategic decision-making was strung together by story boards. Known for graphics, the game play was not as well-developed.
JAGGED ALLIANCE
(I CD) Sir-Tech; Ian and Linda Currie; 1995; ****
Int/Tac-Op
1
Billed as a "strategy role-playing simulation", this was actually a surprisingly good program of man-to-man combat operations. The mercenary aspect allowed economic decision-making, but detracted from the validity of the product as a military training tool.
JAGGED ALLIANCE: DEADLY GAMES
(I CD) Sir-Tech; Ian and Linda Currie; 1996; ***+
Int/Tac-Op
1-4; M
An expansion for JAGGED ALLIANCE, offering multiple players and a scenario editor.
JAGGED ALLIANCE 2
(I-95 CD) TalonSoft/Sir-Tech; Ian Currie; 1999; NOT
YET RATED
Int/Tac-Op
1-4; M
A sequel to JAGGED ALLIANCE.
JEDI KNIGHT : DARK FORCES II
(I-95 CD) LucasArts; Justin Chin; 1997; ****
Beg/Tac
1-multi; M
A sequel to DARK FORCES, this Star Wars "shooter" offered 3-D textures, more action and more gameplay.
JEDI KNIGHT: MYSTERIES OF THE SITH
(I-95 CD) LucasArts; Stephen R. Shaw; 1997; ****
Beg/Tac
1-multi; M
An expansion disk to JEDI KNIGHT: DARK FORCES II.
JUPITER MISSION 1999
(Ap/A) Avalon Hill; Scott Lamb; 1983; **
Int/Tac
1
Much more of a role-playing game than a space simulation, it was slow, dull and tedious.
JUST ANOTHER WAR IN SPACE
(ST) Azeroth; Robert Parkins; 1991; UNRATED
Int/Tac
1
A tactical level space combat game whose title describes it all.
KKND
(I-95 CD) Electronic Arts; xxx; 1997; UNRATED
Int/Tac-Op
1-6; M
Another "real time shooter", its title was an acronym for "Kill, Krush & Destroy".
KOHAN: AHRIMAN'S GIFT
(I-95 CD) StrategyFirst/TimeGate Studios; xxx; 2001; UNRATED
Int/Tac-Op
1-8; M
The sequel to KOHAN: IMMORTAL SOVEREIGNS.
KOHAN: IMMORTAL SOVEREIGNS
(I-95 CD) StrategyFirst/TimeGate Studios; xxx; 2001; UNRATED
Int/Tac-Op
1-8; M
A real-time strategy game involving fantasy elements.
KRAZY IVAN
(I-95/CD) Psygnosis; xxx; 1997; UNRATED
Int/Tac
1-2; M
Another "real time shooter", this time against the robots.
LASER COMBAT
(I-95/CD) MegaMedia; xxx; 1997; CANCELLED
Int/Tac
1-multi; M
Corporation wars in the future; a tired premise which was never released.
LASER SQUAD
(I) Krisalis Software; Julian and Nick Gollop; 1993; UNRATED
Int/Tac-Op
1-2
A simulation of science fiction squad tactics; it suffered from the lack of a mission builder/editor. Coupled with a paucity of scenarios, replay value was limited. However, it did serve as the genesis of X-COM.
LAST DYNASTY
(I) Sierra/Coktel Vision; xxx; 1995; UNRATED
Int/Tac
1
A combination role-playing game and space combat simulation which ultimately succeeded at neither aspect.
LIBERATION DAY
(I-95 CD) Interactive Magic/Micomeq; Paul Potera; 1998; ***
Int/Op-Str
1-multi; M
While the documentation was weak, the interface of this game of space warfare made it an enjoyable experience. Make sure that you get the patch in order to play it with minimal crash interference,
LIGHTSPEED
(I) MicroProse; Sandy Peterson and Andy Hollis; 1991; *+
Adv/Tac
1
A cut-down version of HYPERSPEED, its utility and game play have been more than superseded by its successor.
LORDS OF MAGIC
(I-95 CD) Sierra/Impressions; Gregor Kooney, Jeff Fiske and
Steve Serafino; 1997; UNRATED
Int/Op-Str
1-2; M
LORDS OF THE REALM in a fantasy environment.
LUNAR COMMAND
(I) Mallard Software/Wesson International; xxx; 1993; ***
Int/Op-Str
1
A reworking of MOONBASE, its economic modelling was excellent. However, the overall excitement was on a much lower plane.
MACHINES
(I-95 CD) Acclaim; xxx; 1999; UNRATED
Int/Tac-Op
1-4; M
Another "Battling Robots" game.
MAELSTROM
(I) Merit; Andy Blau; 1993; UNRATED
Int/Tac-Str
1
A decent premise marred by poor execution. The game postulated a post-apocalyptic war, with elements of coalition building, rebellion and real-time combat.
MDK
(I) Electronic Arts; xxx; xxx; UNRATED
Int/Tac
xxx
A "shooter", distinguished by absolutely nothing of significance. The title is an acronym ("Murder, Death, Kill"), and says it all.
MANTIS: XF-5700 EXPERIMENTAL FIGHTER
(I /CD) MicroPlay; Glen Dill, Mark Seremet and Paul Conklin; 1992; **+
Int/Tac
1
A ship-to-ship flight combat simulator, it accomplished its mission adequately, but without dash or superlatives. The CD version was much more challenging, although even here, the challenge seemed to be more of the same ...
MASTER OF MAGIC
(I CD) MicroProse; Steve Barcia; 1994; UNRATED
Int/Op-Str
1
MASTER OF ORION in a fantasy environment.
MASTER OF ORION
(I) MicroProse; Stephen Barcia; 1993; ****+
Int/Op-Str
1
CIVILIZATION in Space! A surprise (and unheralded) hit from MicroProse, this simulation of galactic exploration, development and warfare was a richly-textured product. Graphics coupled with detailed play value yielded a high recommendation. Sadly, the DOS version was very difficult to run in a Windows 95 environment.
MASTER OF ORION II: BATTLE AT
ANTARES
(I-95 CD) MicroProse; Stephen Barcia and Ken Burd; 1996; ***
Int/Op-Str
1-8; M
The sequel to MASTER OF ORION, this offered more options and improved graphics. Yet, it seemed that the product was "chromed over" without the charm or playability of its predecessor.
M.A.X.
(I) Interplay; Ali Atebek; 1996; ***
Int/Tac-Op
1-4; M
One of the winners of the "Worst Advertising", M.A.X. (Mechanized Assault & Exploration) offered another space conquest a la COMMAND & CONQUER.
M.A.X. II
(I) Interplay; Ali Atebek; 1998; ***
Int/Tac-Op
1-6; M
Taking place fifteen years after M.A.X., this sequel offered three play modes (real-time, turn-based and simultaneous turn-based) -- none of which warranted serious consideration.
MECH*COMMANDER
(I-95 CD) MicroProse; Denny Thorley; 1998; ****
Int/Tac
1-8; M
Four years in the making, this was another robot wars simulation; surprisingly, it was easier to use than expected. Overall, for the "robot jocks", this was the best design produced.
MECH*COMMANDER GOLD
(I-95 CD) Hasbro/MicroProse; Denny Thorley; 1999; UNRATED
Int/Tac
1-8; M
Additional scenarios, "bug fixes" and overall, an improvement.
MECHLORDS
(I) New World/SimTex; Steve Barcia; 1995/CANCELLED
Int/Tac-Op
1
A MECH-WARRIOR-type game, it was cancelled when SimTex was purchased by MicroProse; see also METAL LORDS.
MECHWARRIOR
(I) Activision/Dynamix; xxx; 1989; ***
Int/Tac
1
This robotic combat simulator was like candy -- fun and exuberant, although it had a tendency to rot your teeth.
MECHWARRIOR 2: THE CLANS
(I CD) Activision; Sean Vesce and Zachary Norman; 1996; ****
Int/Tac
1-2; M
Sixteen new mechwarriors and campaign scenarios plus superb graphics yielded a pleasurable gaming experience of battling robots.
MECHWARRIOR 2 EXPANSION
PACK: GHOST BEAR'S LEGACY
(I CD) Activision; Chad Findley and Jack Mamals; 1996; ****
Int/Tac
1-2; M
An expansion set to MECHWARRIOR 2.
MECHWARRIOR 2: MERCENARIES
(I CD) Activision; Tim Morton and Jack Mamals; 1997; ****
Int/Tac-Op
1-8; M
A prequel to MECHWARRIOR 2.
MECHWARRIOR 3
(I-95 CD) Hasbro/MicroProse; George Sinfield; 1999; ***+
Int/Tac-Op
1-multi; M
The graphics have been improved, the gameplay remains the same. This product was a showcase for new graphics and accelerator cards, but offered little design innovation. Still, if "Battling Bots" are one's main interest, then this will prove to be a mandatory acquisition.
MECHWARRIOR 3:
PIRATE'S MOON (EXPANSION DISK #1)
(I-95 CD) Hasbro/MicroProse; George Sinfield; 1999; UNRATED
Int/Tac-Op
1-multi; M
An expansion disk for MECHWARRIOR 3.
MECHWARRIOR 4: VENGEANCE
(I-95 CD) MicroSoft; T.J. Wagner; 2000; UNRATED
Int/Tac-Op
1-16; M
The franchise moves to a new publisher.
MEGA LO MANIA
(Am/I/ST) UbiSoft; Tony Beckwith; 1993; **+
Int/Op-Str/1
A POPULOUS-clone, this offered a short diversion into strategic whimsy before degenerating into an also-ran.
MEGATRAVELLER I: THE ZHODANI
CONSPIRACY
(I) Paragon; Marc Miller and F.J. Lennon; 1990; **+
Int/Tac
1
Based on the role-playing paper game, the product seemed unfinished with numerous glitches; definitely for the role-player more than the wargamer.
MEGATRAVELLER II: QUEST FOR THE
ANCIENTS
(I) Paragon; Marc Miller and F.J. Lennon; 1991; UNRATED
Int/Tac
1
It continues...
MEGATRAVELLER III: THE UNKNOWN
WORLDS
(I) MicroPlay; Marc Miller and F.J. Lennon; 1993; UNRATED
Int/Tac
1
Yet again ...
MERCENARIES
(I) Mindcraft; xxx; 1992; UNRATED
Int/Tac
1
Tactical combat with the Space Marines; no further information available.
METAL FATIGUE
(I-95 CD) TalonSoft; Mark Baldwin; 2000; UNRATED
Int/Tac-Op
1-8; M
A real-time strategy game of three corporate nations fighting it out with "combots" -- again.
METAL LORDS: THE INNER CIRCLE
(I) New World/SimTex; Steve Barcia; 1995/CANCELLED
Int/Tac-Op
1
A MECH-WARRIOR-type game, it was cancelled when SimTex was purchased by MicroProse; see also MECHLORDS.
METAL MARINES
(I) Mindscape; Manny Granillo; 1995; **
Int/Tac-Op
1-2; M
A wargame in a science fiction milieu with instructions that not even a mother could love.
METALTECH: EARTH SIEGE
{cf. EARTH SIEGE}
MIDWINTER
(I/ST) MicroPlay; Mike Singleton; 1989; UNRATED
Int/Tac
1
The Ice Age cometh; so doth the dictator. As a "Freedom Fighter", you had to restore democracy to the planet. Mainly role-playing aspects, but a detailed and extensive world to liberate with tools such as skis, cable cars, snow buggies and hang gliders.
MIDWINTER II: FLAMES OF FREEDOM
(Am/I/ST) MicroPlay; Mike Singleton; 1991; UNRATED
Int/Tac
1
More role-playing, but in a temperate environment.
MILLENNIUM: RETURN TO EARTH
(I) Paragon; Ian Bird; 1991; UNRATED
Int/Op
A role-playing game to build up civilization from a moonbase via conquest and colonization.
MISSION FORCE: CYBERSTORM
(I) Sierra; xxx; 1996; UNRATED
xxx
xxx
A subset of EARTHSIEGE; no further information available.
MOONBASE: THE LUNAR COLONY SIMULATOR
(I) Wesson International; Robert Green; 1991; ***+
Adv/Str
1
Probably the most detailed and realistic space "construction" set ever produced. Not for the "joystick" crowd, but recommended for the user willing to engage his brain, cf. LUNAR COMMAND.
M.U.L.E.
(A/C/Ap/I) Electronic Arts/Ozark; Dan Bunten; 1983;
*****
Int/Tac
1-4
An all-time computer classic, this was one of the only games ever devised that was playable and entertaining for four pre-modem humans. Economics made fun! A semi-space game of real estate and production, it still holds up well after all these years, and by itself provides justification for holding onto the 8-bit Atari.
MYTH: THE FALLEN LORDS
(I-95 CD/M) Bungie; Jason Jones; 1997; **+
Int/Tac-Op
1-16; M
Awarded "Game of the Year" by many magazines, the graphics of this fantasy wargame were superb. However, actual combat employment owed more to camera angles a la Spielberg than to military principles a la Clausewitz. This was an impressive programming effort, but as a wargame, its lessons were flawed.
MYTH II: SOULBLIGHTER
(I-95 CD/M) Bungie; Tuncer Deniz; 1999; UNRATED
Int/Tac-Op
1-16; M
A sequel to MYTH: FALLEN LORDS.