2000- ? (Part III of III)

INDEX

N O P Q R S 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.


- N -

NETSTORM: ISLANDS AT WAR
(I-95 CD) Activision/Titanic Entertainment; xxx; 1997; UNRATED
Int/Op
1-8; M

A real-time strategy game with emphasis on multi-user play (on-line).  The lack of a save game feature is very noticeable, although the remainder of the game, while well-done, is not.  Overall, just another RTSG in "cloud cuckoo land"..

NOMAD
(I) Psygnosis/GameTek; xxx;1994; UNRATED
Int/Tac-Op
1

A space role-playing game, essentially reminiscent of STARFLIGHT.

NOVA 9
(Am/I) Dynamix; Paul Bowman; 1992; UNRATED
Int/Tac
1

A sequel to STELLAR 7.

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- O -

ODIUM
(I-95 CD) Monolioth; xxx; 1999; UNRATED
Int/Tac
xxx

 A tactical game resembling JAGGED ALLIANCE meets the X-FILES.

OGRE
(A/C/Ap/Am/ST/M/I) Origin; Steve Jackson and Steve Meuse; 1987; **+
Int/Land/Tac
1-2

Based on the MetaGaming boardgame, this was a faithful rendition of futuristic tank warfare. However, its inability to design or modify the OGRE tank and its graphics condemned this product to "shelf-dust".

OMEGA
(C/Ap/ST/M/I) Origin; Stuart Marks; 1989; **
Adv/Tac
1

Programmers loved this "simulation". Design-your-own tank and program it in quasi-computerese to survive the combat environment. If "Androids Dream of Electric Sheep" and you personally "Dream of Assembly and C", you'll love it. Otherwise, it's all Geek to me.

ONE MUST FALL:  2097
(I) Epic MegaGames; Rob Elam; 1994; UNRATED
Int/Tac-Op
1

Purchase, trade, upgrade and battle robot fighters; no further information available.

OPERATION BODY COUNT
(I) Capstone; xxx; 1995; UNRATED
Int/Tac
xxx

A "shooter" in a 3-D high-rise tower (Bruce Willis meets DOOM?).

OUTFORCE
(I-95 CD) Strategy First/O3 Games; xxx; 2001; UNRATED
Int/Op
1

A science fiction real-time strategy game.

OUTPOST
(I) Sierra; Bruce Balfour; 1994; *
Int/Op-Str
1

Space colonization, with details of morale, economics and research merged into a coherent and unified package.  At first blush, it was both attractive and in-depth; however, play value soon determined that the game was only half-complete, entire modules were not active, and the whole was much less than the sum of its parts.  In computer gaming history, this was one of the titanic disaster stories.

OUTPOST 2: DIVIDED DESTINY
(I-95 CD) Sierra; Patrick Cook; 1997; ***+
Int/Op-Str
1-6; M

Interestingly enough, this sequel to one of the worst disasters to ever be released as an entertainment product was both well done and entertaining.  Colonization and campaigns in space coupled with excellent graphics engender a recommendation.   However, the residue from the first OUTPOST left a sour taste in many gamers' mouths.

OUTWARS
(I-95 CD) MicroSoft; Scott Campbell; 1998; ***
Int/Tac-Op
1-multi; M

MicroSoft entered the robot wars competition with an entry that was merely "adequate".

OVERLORD
(C/Am/ST/I) Virgin; David Perry and Nick Bruty; 1991; *+
Adv/St
1

A game of strategic conquest with well-done graphics and a rich and broad texture. However, the program did not seem to adjust well to computer clock speeds, and on an intermediate or faster machine of the period (16 MHz), the computer opponent was simply too quick -- a great concept ruined by technical oversight.

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- P -

PAX IMPERIA: THE GALACTIC EMPIRE SIMULATOR
(M) Changeling Software; Pete & Andrew Sispoidis and Jeanine DeSocio; 1993; UNRATED
Int/Op-Str
1-16; M

A strategic space conquest simulation -- with glowing reports from the Mac world. Internal and inter-galactic politics coupled with detailed ship specifications in a turn based or real time game.  However, it could have used a good tutorial to alleviate the learning curve..

PAX IMPERIA: EMINENT DOMAIN
(M/I-95 CD) THQ; Pete & Andrew Sispoidis; 1997; ***
Adv/Op-Str
1-16; M

A detailed strategic space conquest simulation -- so detailed that the manual was virtually useless, and the strategy guide was almost a mandatory purchase.  Besides this marketing strategy, the game itself looked impressive, albeit there was little extraordinary about it.  Since the PC world had been waiting for this product for over three years, the conclusion was that Mac users had overpraised PAX IMPERIA.   Overall, a moderately solid entertainment product, but one which did not come close to meeting the expectations of its consumers.

PLANETARY RAIDERS
(I) Interactive Magic; Roger Long; 1997; UNRATED
Int/Tac
1-multi; M

A multi-user on-line simulation of space trade, negotiation and combat.

PLANETMASTER
(Ap) Magnetic Harvest; Gary Cuba; 1984; UNRATED
Int/Op
1

An early game of planetary ecology in which the player must choose to save six endangered species. A unique simulation, but one which has grown old ungracefully.

POWERDOLLS
(xxx) MegaTech; xxx; xxx; UNRATED
Int/Tac-Op
xxx

No information available.

POWERSLAVE
(I) Playmates Interactive Entertainment/Lobotomy; xxx; 1997(?); UNRATED
Int/Tac
xxx

A "shooter"?; no information available.

PRIVATEER
(I/CD) Origin; Scott Russo, Erin Roberts et al.; 1993; ***
Int/Tac-Op
1

Commercial mercenary enterprise in the WING COMMANDER universe.

PRIVATEER: RIGHTEOUS FIRE
(I) Origin; Warren Spector; 1994; UNRATED
Int/Tac
1

An expansion disk to PRIVATEER with c. twenty-four new missions.

PRIVATEER 2: THE DARKENING
(I-95 CD) Origin; Erin Roberts; 1997; UNRATED
Int/Tac
1

The sequel to PRIVATEER; more movie than game.

PROTOSTAR: WAR ON THE FRONTIER
(I) Tsunami; Vas Nokhoudian; 1993; UNRATED
Int/Op
1

A game of trade and alien invasion; muddled in both concept and execution, it could never decide whether it was a role-playing game, an economic simulation or a space war with memories of STARFLIGHT.

PSI-5 TRADING COMPANY
(C) Accolade; Mike Lorenzen; 1987; ***
Int/Tac
1

One of the first "alien trading" games, it was interesting in its time.

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- Q -

QUAKE
(I-95 CD) id; John Romero; 1996; UNRATED
Int/Tac
1-16; M

The quintessential "shooter".

QUAKE 2
(I-95 CD) id; xxx; 1997; UNRATED
Int/Tac
1-16; M

The sequel to QUAKE.

QUEST OF THE SPACE BEAGLE
(A/At) Avalon Hill; Scott Lamb; 1984; UNRATED
Int/Tac
1

An arcade-like sequel to JUPITER MISSION 1999.

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- R -

RAIDER WARS 
(I) Interactive Magic; xxx; 1997(?); UNRATED
Int/Tac
1-multi; M

An on-line introductory version of PLANETARY RAIDERS.

REACH FOR THE STARS
(C/Ap/II/M/I) Strategic Studies Group; Roger Keating and Ian Trout; 1983; ****
Adv/Str
1-4

One of the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing. 

REACH FOR THE STARS
(I-95 CD) Strategic Simulations, Inc./Strategic Studies Group; Roger Keating and Ian Trout; 2000; NOT YET RATED
Adv/Str
1-6

Finally, the sequel ...

REBEL ASSAULT
(I CD) LucasArts; Vince Lee; 1994; ****
Int/Tac
1

An arcade game, but what an arcade game! Superb graphics and detailed film scenes made one appear to enter the world of "Star Wars". The fastest selling CD in history, it was richly entertaining, but the documentation could have been better and the gameplay was too linear. 

REBEL ASSAULT II: THE HIDDEN EMPIRE
(I CD) LucasArts; Vince Lee; 1996; ***+
Int/Tac
1

The sequel to REBEL ASSAULT, with improved graphics.

REBEL MOON RISING
(I) GTI; xxx; 1997; UNRATED
Int/Op-Str
1

No further information available.

REBEL MOON REVOLUTION
(I-95 CD) GTI; xxx; 1998/CANCELLED
Int/Op-Str
1

The sequel, which was cancelled, although much of the design was morphed into WAR IN HEAVEN.

REBEL SPACE
(I/M) Prodigy; xxx; xxx; UNRATED
Int/Tac
1

An on-line space simulation of exploration and combat.

RECOIL
(I-95 CD) Westwood/Zipper; xxx; xxx; UNRATED
Int/Tac-Op
xxx

A near-futuristic real-time armor "shooter".

RED ALERT
{cf. COMMAND & CONQUER: RED ALERT}

RED FACTION
(I-95 CD/Mac) THQ; xxx; 2000; UNRATED
Int/Tac
1

A science fiction shooter involving a Sten-like laborer on Mars.

RED GHOST
(I CD) Empire; xxx; 1995; UNRATED
Int/Tac
xxx

A tactical science fiction action/strategy game.

REDLINE
(I-95 CD) Accolade; xxx; 1997(?); UNRATED
xxx
xxx

No information available.

REMOTE ASSAULT
(I-95 CD) Shrapnel/OneGames; Brian Gantt; 2001; ***
Int/Tac-Op
1-2; M

Future armor conflict in a science fiction milieu.  A workmanlike, albeit pedestrian, design.

RENDEZVOUS
(xxx) Edu-Ware; xxx; xxx; UNRATED
Int/Tac
1

A space shuttle simulator; no further information available.

RENEGADE LEGION INTERCEPTOR
(Am/I) Strategic Simulations, Inc.; Todd Mitchell Porter; 1990; **+
Int/Tac
1-2

Ship-to-ship combat in space; sequential turns coupled with simultaneous execution made this product reminiscent of early space combat simulations.

RENEGADE: BATTLE FOR JACOB'S STAR
(I CD) Strategic Simulations, Inc.; xxx; 1995(?); UNRATED
Int/Tac
1-2

Dogfights in space; no further information available.

RETRIBUTION
(I) U.S. Gold/Gremlin; xxx; 1995; UNRATED
xxx
xxx

A mediocre space combat simulation imported from Britain.

REUNION
(I) Merit; xxx; 1994; UNRATED
xxx
xxx

A game of space exploration and planet building; no further information available.

RISE OF THE ROBOTS
(I) Time Warner; Sean Griffiths; 1994(?); UNRATED
Int/Tac
1-2 (no modem)

A game of MechWarriors without the license; no further information available.

RISE OF THE TRIAD
(I CD) Apogee; Tom Hall; 1995; UNRATED
xxx
xxx

A 3-D action game; no further information available.

RITES OF WAR
(I-95 CD) Strategic Simulations, Inc.; xxx; 1999; UNRATED
Int/Op
1-4; M

Another simulation in the WARHAMMER 40000 universe.

ROADWAR EUROPA
(A/C/I/ST) Strategic Simulations, Inc.; Jeffrey A. Johnson; 1987; ***+
Int/Tac
1

Gang warfare in a post-Holocaust "cyberpunk" environment. Quite entertaining when originally released, but its primitive graphics have rendered it obsolescent.

ROADWAR 2000
(A/C/Ap/I/ST) Strategic Simulations, Inc.; Jeffrey A. Johnson; 1986; ***+
Int/Tac
1

An early "cyberpunk" simulation, this was a hit when initially released. It is quite dated today, although it can be fun as a semi-"no brainer."

ROBOSPORT
(Am/M/I) Maxis; Ed Killam; 1991; UNRATED
Int/Tac
1-4; M

"Demetrius and the Gladiators" get mechanized; one of the early Windows and LAN environments.

ROBOTWAR
(Ap) Muse; Silas Warner; 1981; UNRATED
Adv/Tac
1

An early game, similar to OMEGA; touted when released, it is now relegated to slow disintegration on one's shelf of "lost games".

ROGUE SQUADRON 3-D
(see STAR WARS: ROGUE SQUADRON 3-D)

RULES OF ENGAGEMENT
(Am/I) Mindcraft; Maurice Molyneaux; 1991; ***+
Adv/Op-Str
1

Strategic starship combat in the BREACH world. The interface was detailed and took time to learn, although it was logical; the gameplay was extensive.

RULES OF ENGAGEMENT 2
(I) Impressions; Thomas Carbone and Maurice Molyneaux; 1993; ***+
Adv/Op-Str
1

An updated version; very detailed, this simulation of starship command was one of the best released.  A campaign builder insured that scenarios never became repetitive.

RULES OF ENGAGEMENT DEVELOPER'S KIT
(I) Impressions; Maurice Molyneaux; 1994; UNRATED
Adv/Op-Str
1

No information available.

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- S -

SABRE TEAM 
(I) MicroLeague/Krisalis Software; xxx; 1994; UNRATED
Int/Tac
xxx

Hypothetical neo-modern combat with Special Forces/SAS-types.

SCIMMARS
(A) Avalon Hill; xxx; 1983; UNRATED
Beg/Tac
1

Armored futuristic combat, this was an enhanced arcade game, which has disappeared into oblivion. No one has missed it.

SCORCHED PLANET
(I-95 CD) Virgin Interactive/Criterion Studios; xxx; 1997; UNRATED
Int/Tac-Op
1-8

Somewhat reminiscent of STELLAR 7; armored fighting vehicles morph into planes.

S.E.U.I.S.
(Ap) Strategic Simulations, Inc.; John Lyon; 1982; UNRATED
Beg/Tac
1-2

An acronym for "Shoot-Em-Up-In-Space", it delivered exactly what the title promised.  With both strategy and arcade elements, it now is of "collector" interest only.

SECOND CONFLICT
(I) jSoft; xxx; 1991; ***
Int/Str
1-10

Similar to REACH FOR THE STARS, it ran in a Windows environment and had a scenario editor which allowed one to modify victory conditions, and alter the galaxy and opposition.

SHATTERED ALLIANCE
(A/At) Strategic Simulations, Inc.; John Lyon; 1981; UNRATED
Beg/Op
1

No information available.

SHADOW COMPANY: LEFT FOR DEAD
(I-95 CD) Sinistar Games; xxx; 1999; UNRATED
Int/Tac-Op
1-4; M

A game of futuristic commando operations.

SHADOWS OF THE EMPIRE
(I-95 CD) LucasArts; Jon Knoles; 1997; ***+
Int/Tac
1

An entertaining diversion in the STAR WARS environs, but one which became more of a movie than a game.

SHATTERED STEEL
(I CD) Interplay/Bioware; xxx; 1996; UNRATED
Int/Tac-Op
1-16; M

A MechWarriors lite clone, with good graphics.

SHELLSHOCK
(I) Eidos/Core Design; xxx; 1996; UNRATED
Int/Land/Tac
1-8; M

Tanks, but no thanks; a futuristic TANK COMMANDER.

SHOOTOUT AT THE OK GALAXY
(Ap) Avalon Hill; xxx; 1982; UNRATED
Beg/Tac
1

An arcade strategy game of space combat.

SHUTTLE II
(ST) MichTron; xxx; 1987; UNRATED
Int/Tac
1

A shuttle flight simulator, with points for successful launches, missions and landings.

SID MEIER'S ALPHA CENTURAI
{cf. ALPHA CENTURAI, SID MEIER'S}

SIGN OF THE WOLF
(C) Berserker Works, Ltd.; xxx; 1986; UNRATED
Beg/Tac
1

More of a narrated story than a game or simulation, this covered a part of the Berserker sagas by Fred Saberhagen.

SKYFOX I
(C/ST/Am/I) Electronic Arts; Jeff Tunnell; 1984; *+
Beg/Air/Tac
1

An arcade flight game; however, the designer went on to found Dynamix and its fine flight simulations (e.g., RED BARON, ACES OF THE PACIFIC, ACES OVER EUROPE).

SKYFOX II: THE CYGNUS CONFLICT
(C/ST/Am/I) Electronic Arts; Jeff Tunnell; 1987; *+
Beg/Air/Tac
1

The sequel to SKYFOX; more-of-the-same warp fighter.

SKYNET 
(I-95 CD) Bethesda Softworks; xxx; 1996; UNRATED
Int/Land-Air
xxx

A semi-sequel to TERMINATOR 2029:  FUTURE SHOCK.

SLAVE ZERO
(I-95 CD) Infogrames; xxx; 2000; UNRATED
Int/Land/Tac
1

An action game -- a cross between MECHWARRIOR and CRUSH, CRUMBLE & CHOMP.

SPACE BUCKS
(I-95 CD) Sierra; David Lester; 1996; **+
Int/Econ
1

AIR BUCKS in space; a complex interface coupled with an unusual/unusable economic model doomed this simulation of interstellar transport and economics.

SPACE EMPIRES II
(I-95) Malfador Machinations; xxx; 1995; UNRATED
Int/Op-Str
1-4

A Web-based strategic space simulation, cf. www.malfador.com.

SPACE EMPIRES III
(I-95) Shrapnel/Malfador Machinations; xxx; 1997; UNRATED
Adv/Op-Str
1-10

A sequel to SPACE EMPIRES II.

SPACE EMPIRES IV
(I-95 CD)  Shrapnel/Malfador Machinations; Aaron Hall; 2000; UNRATED
Adv/Op-Str
1-12; M

One of the most detailed space strategy games ever devised, cf. also STARS!

SPACE HULK
(Am/I) Electronic Arts; Nick Wilson, Kevin Shrapnell and Andy Jones; 1993; ***+
Int/Tac
1

A BEM (Bug-Eyed Monster) scenario akin to the movie ALIEN.  Real time combat with a limited pause option; the tutorial was helpful, but the game itself lacked replayability.

SPACE MAX
(I) Final Frontier Software; T.L. Keller; 1987; ***+
Adv/Tac
1

A very detailed space station construction simulator. It suffered from two flaws: it was very educational and intellectually stimulating.

SPACE ROGUE
(A/At/C/M/Am/I) Origin; Paul Neurath; 1989; UNRATED
Int/Tac
1

Space arcade action coupled with extensive role-playing.

SPACE SCHOOL SIMULATOR
(ST/I) Scorpion; xxx; 1989; UNRATED
Int/Tac
1

Twenty shuttle-like missions with little entertainment value.

SPACE SHUTTLE
(C) Activision; xxx; 1984; **+
Int/Tac
1

The basic shuttle simulation -- launch, dock, and return. 

SPACE TRADING
(I-95/CD) MegaMedia; xxx; 1997/CANCELLED
Int/Op-Str
1-8; M

Economic and military challenges with up to eight alien races; the project was cancelled before release.

SPACEWARD HO
(I) New World Computing; Joe Williams and Peter Commons; 1992; ****
Int/Str
1-4; M

Possibly the worst computer concept ever executed in the best manner possible. Adapting "Space Cowboys" to a game of galactic conquest would seem to be pure drivel, and the cover art alone almost prevented me from ever booting this game. But it actually turns out to be an entertaining conquest game that one will return to again and again. Space -- the final frontier, with horse opera clichés, this is a "beer and pretzels" version of the economic/military space conquest school. Great gameplay and graphics with a touch of crass! 

SPACEWARD HO VERSION 4.0
(I-95 CD) New World Computing; Joe Williams and Peter Commons; 1996; ****
Int/Str
1-4; M

The latest iteration.

STAR CLASH II
(I) Berserker Works; Stephen Walton; 1983; UNRATED
Beg/Op
1-2

A strategic conquest game where players elect to attack various star systems and then follow through with a surface invasion.

STAR COMMAND
(I) Strategic Simulations, Inc.; Winston Douglas Wood; 1988; **
Int/Tac
1

Science fiction role-playing, with heavy emphasis on the role playing aspects. There was some tactical space combat, but its role was definitely subordinate to the role player.

STAR COMMAND REVOLUTION
(I-95 CD) GTI/Metropolis; xxx; 1997; ***
Int/Op
1-4; M

A real-time strategy game reminiscent of WARCRAFT in space; superseded by STARCRAFT, a better, albeit not overly original, treatment of the genre.

STAR CONTROL
(I/Sega) Accolade; Paul Reiche; 1990; ***
Int/Tac
1

Strategy took a back seat to arcade action in this graphically intense ship-to-ship combat simulation. Despite (or maybe because of) its lack of depth, it remained an enjoyable challenge. It also had a role-playing side, but it was generally ignored in favor of the space combat.

STAR CONTROL II
(I) Accolade; Paul Reiche; 1993; UNRATED
Int/Tac
1

The sequel to STAR CONTROL, it combined action combat sequences of the original with the exploration and role-playing aspects of STARFLIGHT. More deeply textured than the original, at the same time, it failed to run with QEMM, a memory utility tool.  Software incompatibilities can kill a game just as badly as poor design.

STAR CONTROL III
(I-95 CD) Accolade/Legend; xxx; 1997; UNRATED
Int/Tac
1-2

By this iteration, STAR CONTROL had given way to almost total role-playing (except for a small melee portion).  

STARCRAFT
(I-95 CD) Blizzard; James Phinney; 1998; ****
Int/Tac-Op
1-8; M

A real-time strategy simulation, this space opera was the best selling computer game of 1998.  With three races and separate campaigns coupled with challenging gameplay and excellent graphics, this was a well-done product, albeit there was nothing that had not been seen before, albeit in lesser quality.

STARCRAFT: BROOD WARS
(I-95 CD) Blizzard; xxx; 1998; ****
Int/Tac-Op
1-8; M

An expansion to STARCRAFT.

STARCRAFT: INSURRECTION
(I-95 CD) Aztech/New Media; xxx; 1998; UNRATED
Int/Tac-Op
1-8; M

A third-party expansion disk to STARCRAFT.

STAR CRUISER
(I) MPG; xxx; xxx; UNRATED
Int/Tac
1-Many; M

A WING COMMANDER on-line? Tactical ship combat in real-time.

STAR CRUSADER
(I) GameTek/Take 2; xxx; 1994; UNRATED
xxx
1

A space combat simulation; no other information available.

STAR EMPIRE
(xxx) xxx; xxx; xxx; UNRATED
xxx
xxx

An unknown -- in all aspects.

STAR FLEET
(I/ST) Interstel; Trevor Sorenson; 1985; ****
Int/Tac
1

Move from cadet to admiral in a superb rendition of the "main-frame" STAR TREK. All the bells and whistles one could wish for; this had primitive graphics, but superb gameplay.

STAR FLEET II
(I) Interstel; Trevor Sorenson and Mark Baldwin; 1989; *
Int/Tac
1

This product was the stereotypical sequel -- i.e., awful. As part of an on-going planned series, the product was sufficiently undeveloped as to destroy the parent company. Released with major lock-up bugs and inability to access certain elements of the program, Interstel promised to make it good. They sent out revised disks, and never did get it to run correctly. A game with all the aspects of "Built by Committee", yet it was so deeply textured that some designers were pulling segments from it years later to produce new games (cf. STAR LEGIONS).

STAR FIGHTER
(I) 3DO; xxx; 1996(?); UNRATED
xxx
xxx

No information available.

STARFLEET ACADEMY
(I-95 CD) Interplay; Alan Pavlish; 1997; **+
Int/Tac
1-8; M

So much of the STAR TREK world has been role-playing in the computer world that this release was eagerly anticipated; at last, a simulation of running a Federation Starship.  So much for anticipation, the end results were less than satisfactory.   Although the program was expansive, the production values were obsolescent.   Combat suffered from ennui and a sense of deja vu.  Advertised for three years, the program could not meet user anticipation and demands.

STARFLEET ORION
(P) Automated Simulations; Jon Freeman and Jim Connelley; 1978; UNRATED
Beg/Tac
2

A tactical space combat game published for the Commodore PET on cassette tape, it launched the company which later became Epyx.

STARFLIGHT
(A/C/I/M) Electronic Arts; Greg Johnson; 1986; UNRATED
Beg/Tac
1

An early role-playing game with added facets of exploration and economic exploitation.   This was the first game to require diplomatic options in a space simulation., and its depth secured avid fans for years.

STARFLIGHT 2
(I) Electronic Arts; xxx; 1989; UNRATED
Int/Tac
xxx

A sequel with a larger universe and more races, but less success as an innovative and addictive game.

STAR GENERAL
(I-95 CD) Strategic Simulations, Inc.; Bill Fawcett; 1996; **+
Int/Op
1-7; M

Based on David Drake's FLEET novels, this extension of PANZER GENERAL showed that the engine could only be stretched so far.  Encompassing both space conflict as well as land-based assaults, the two modes were virtually isolated from one another, and the game itself seemed like an unconnected connect-the-dots programming effort.

STAR GLIDER
(ST) Firebird; Jeremy San; 1986; UNRATED
Int/Tac
1

A space combat simulation emphasizing air to air and air to ground combat.

STAR GLIDER II
(Am/ST) Microplay/Argonaut Software; Gary Sheinwald; 1989; UNRATED
Int/Tac
1

A sequel which added more worlds and became a STAR WARS look-alike, although lacking that panache.

STAR GUNNER
(I-95 CD) Apogee; xxx; 1997(?); UNRATED
xxx
xxx

No information available.

STAR KING
(I) Spacewars Simulation Company; Walker Vanning; 1991; UNRATED
Int; Tac
1-7; no modem

A tactical space game, reminiscent of BATTLESHIP writ large.

STARLANCER
(I-95 CD) MicroSoft/Digital Anvil; Eric Roberts; 2000; UNRATED
Int/Tac-Op
1-8; M

A tactical space simulation.

STAR LEGIONS
(I) Electronic Arts/MindCraft; Trevor Sorenson; 1993; **+
Int/Tac-Op
1

Initially designed as a module of STAR FLEET II, it was released as an independent entity. A fine adaptation, but one marred by a certain "sameness" to the scenarios as well as numerous bugs.

STAR NATIONS
(I-95 CD) MegaMedia; xxx; 1997/CANCELLED
Int/Op-Str
1-multi; M

Ostensibly a PRIVATEER-clone, it emphasized economics, politics, diplomacy research and trade.

STAR RAIDERS
(A) Atari; Doug Neubauer; 1979; ****+
Beg/Tac
1

The game that started it all -- an arcade product, but one which would still be playable and challenging. A "space shooter" which was the first of its kind designed for the home market -- not overly original, but graphics and gameplay for the time were outstanding.

STAR RANGERS
(I-95 CD) Interactive Magic; Doug Kubel and Joe Rutledge; 1995; **+
Int/Tac-Op
1

Ostensibly an updated remake of STAR RAIDERS, this mish-mash of space conflict required an extensive processor in order to produce results less entertaining than its predecessor.

STAR REACH
(I) Interplay/Techtonics; xxx; 1995; UNRATED
xxx
1-2

An action-strategy space opera with multi-scenarios.

STARS!
(I-95 CD) Empire; Jeff McBride and Jeff Johnson; 1996; ****
Adv/Tac-Op-Str
1-multi; M

A commercial adaptation of a Web-based space simulation, this deeply-textured game of cosmic strategy and conquest boasts one of the most detailed tutorials ever done -- and it needs it!  While the game mechanics are not overly complex, the sheer magnitude of this product requires an extensive learning curve.  However, the effort is worth it. 

STARSHIP COMMANDER
(Ap) Voyager; Gilman Louie; 1982; UNRATED
Int/Tac
1

A starship simulator with individual crew rankings and a more detailed playing environment. The designer went on to found Spectrum Holobyte.

STARSHIP TROOPERS
(I-95 CD) Hasbro/Avalon Hill; xxx; 2000; UNRATED
Int/Tac
xxx

Based more on the movie than the novel.

STARSHIPS UNLIMITED: DIVIDED GALAXIES
(I-95 CD) Matrix/Apezone; Andrew Ewanchyna; 2001; UNRATED
Int/Op-Str
1-multi; M

A simulation of a star empire through real-time strategy but with turn-based control.

STARSIEGE: TRIBES
(I-95 CD) Sierra/Dynamix; Jeff Tunnell; 1998; ****
Int/Land/Tac
1-8; M

A sequel to EARTHSIEGE, this offered a surprisingly decent game of warbot machine combat in a tactical mode.  

STARTOPIA
(I-95 CD) Eidos/Muckey Foot; Guy Simmons, Gary Carr and Wayne Imlach; 2001; UNRATED
Int/Land/Op-Str
1-4; M

A real-time strategy game of city/galaxy-building.

STAR TREK: ARMADA
(I-95 CD) Activision; Eric Gewirtz; 2000; UNRATED
Int/Op-Str
1-8; M

A real-time strategy game for Trekkies.

STAR TREK: KLINGON ACADEMY
(I-95 CD) Interplay; xxx; 2000; UNRATED
Int/Op-Str
1-6; M

A sequel to STARFLEET ACADEMY.

STAR TREK: NEW WORLDS
(I-95 CD) Interplay/14 Degrees East; xxx; 2000; UNRATED
Int/Op-Str
1-3; M

Another real-time strategy game.

STAR TREK: STARFLEET COMMAND
(I-95 CD) Interplay; Erik Bethke; 1999; ****
Adv/Tac-Op
1-6; M

A sequel to STARFLEET ACADEMY, this strategy game was actually based on the boardgame STARFLEET COMMAND.  As such, it was a faithful translation and a challenging simulation.

STAR TREK: STARFLEET COMMAND VOLUME II (EMPIRES AT WAR)
(I-95 CD) Interplay; Erik Bethke; 2000; ****
Adv/Tac-Op
1-6; M

The franchise continues ... but now it allowed real-time and 3-D gameplay.  This was not as much of a detriment as initially expected because the scope of the game is so vast that time may be slowed down to virtually +turn-based" speed.  But different races are simulated herein, and the documentation  and tutorials are well done.  Possibly the best "space game: of the year.

STAR TREK:  THE NEXT GENERATION -- BIRTH OF THE FEDERATION
(I-95 CD) Hasbro/MicroProse; Bill Chinn and Kyle Brink; 1999; ***
Adv/Tac-Op-Str
1-4; M

Richly-textured and detailed, this simulation of political and military space intrigue required a long learning curve.  Overall, its interface could have been improved and the learning curve detracted from its accessibility.

STAR TREK: THE NEXT GENERATION -- KLINGON HONOR GUARD
(I-95 CD) MicroProse; Christopher Clark; 1998; **+
Int/Tac
1-8; M

An eminently forgettable "shooter".

STAR WARS
(Am/ST/I) Broderbund; xxx; xxx; UNRATED
xxx
xxx

No information available.

STAR WARS: BATTLE FOR NABOO
(I-95) LucasArts; xxx; 2001; UNRATED
Int/Tac
1

The sequel to STAR WARS: ROGUE SQUADRON 3-D.
 

STAR WARS: FORCE COMMANDER
(I-95 CD) LucasArts; Gary Graber; 2000; ***+
Int/Tac-Op
1-4; M

A "real-time strategy" game, this offered land combat and much else that the Star Wars aficionado would desire.  However, it failed to create new challenges or graphic innovations; thus, it was a disappointment to the faithful droids who think that George Lucas is the master story-teller of his generation.

STAR WARS: PHANTOM MENACE
(I-95 CD) LucasArts; Dean Sharpe and Mike Ebert; 1999; **+
Int/Tac-Op
1

A faithful rendition of a mediocre movie, this action/shooter game offered a "quick fix" to STAR WARS aficionados, but little of import to anyone else.  

STAR WARS: RACER
(I-95 CD) LucasArts; Jon Knoles, Eric Johnston and Bret Tosti; 1999; ***+
Int/Tac-Op
1-8; M

Ben Hur chariot races in space, this was a faithful rendition of the most interesting portion of the movie.

STAR WARS REBELLION
(I) LucasArts; Scott Witte; 1998; ***
Int/Op-Str
1-2; M

A finely detailed strategic simulation occurring in the STAR WARS universe.   The graphics were well-done, but the main drawbacks were C3PO's incessant droning and an interface that only a mother could love.  I suppose if you love STAR WARS this can be overcome, but it should be done by program design and not be user brute force.

STAR WARS: ROGUE SQUADRON 3-D
(I-95) LucasArts; Mark Haigh-Hutchinson; 1998; ***+
Int/Tac
1

Graphically intense, this was an entertaining diversion in the STAR WARS universe; more akin to a movie than a gaming experience.  As a shooter, it was fun, but no one would ever really think of it as a classic. 

STEEL BATTALION
(X-Box) Capcom; xxx; 2002; UNRATED
Adv/Tac
1-multi

A game of tactical mechanized robot combat, distinguished by a hefty price tag (SRP: $200), which included the controller required to play the simulation.  Unless a multitude of other titles are released which use the controller, this product will serve as a beacon to the unwavering stupidity and deep pocketbooks of computer gamers.

STELCON 2469
(I) Siliconis; Vu Truong; 1993; UNRATED
Int/Str
1-5

A shareware space opera; no further information available.

STELLAR 7
(A/C/I) Dynamix; Damon Slye; 1992; UNRATED
Int/Tac
1

An arcade space simulation with then state-of-the-art graphics and sound support.

STELLAR CONQUEST
(I) Delphi; Andy Green; 1991; UNRATED
Int/Str
1-Multi; M

An on-line space conquest simulation.

STELLAR CRUSADE
(Am/ST/I) Strategic Simulations, Inc.; Norman C. Koger, Jr.; 1988; *+
Adv/Str
1-2

Norm Koger's first professional design effort was severely marred by a manual which deleted eleven pages of necessary information and made the game an effort to play. Even with the documentation, "Space Ayatollah", a game of religious jihad on an intergalactic scale, was simply not fun.

STELLAR EXPLORER
(I) Technological Computer Innovations; xxx; 1994; UNRATED
Int/Tac
xxx

A Windows clone  of STAR FLEET.

STRIFE
(I) Velocity; xxx; xxx; UNRATED
xxx
1-8

A "shooter"; no other information available.

STRIKE COMMANDER
(I) Origin; Chris Roberts; 1993; **+
Adv/Tac
1

An eagerly-awaited product of tactical fighter combat in the twenty-first century. Its state-of-the-art graphics and gameplay were perhaps too advanced, since anything less than a 486-33 Mhz machine were simply incapable of proper performance. The simulation itself was more akin to a modern flight simulator, although with a background scenario of mercenary haggling. The CD-ROM included the speech pack and expansion disk.  Overall, the pre-release hype engendered expectations which were disappointed.  The game was not as bad as most gamers said; it was not that good, but it was adequate.  However, with the price and separate modules for the sound, this was more than the market would accept.

STRIKE COMMANDER:  SPEECH PACK
(I) Origin; Chris Roberts; 1993; **+
Adv/Tac
1

The sound track and voices for STRIKE COMMANDER.

STRIKE COMMANDER: TACTICAL OPERATIONS
(I) Origin; Chris Roberts; 1993; **+
Adv/Tac
1

An expansion disk for STRIKE COMMANDER, adding new missions.

STRIKE SQUAD
(I) Electronic Arts/ Mindcraft; xxx; 1993; **
Int/Tac
1-2

The Space Marines strike once again; is there any originality left?  Tactical combat executed in a non-memorable fashion; cf. TEGEL'S MERCENARIES.

SUBMARINE TITANS
(I-95 CD) Strategy First/Ellipse ; Dmitri Prokopov and Craig Thomler; 2000; **+
Int/Tac-Op
1-24; M

Bearing a passing resemblance to an underwater STARCRAFT, this game was marred by a complete absence of written documentation.  The package consisted of a CD period; at retail price, a design should not compel the user to print a 70 page manual.  Moreover, the use of a manual was necessary in order to effectively play, since construction prerequisites were not apparent.  Finally, what can one say about a product where the tutorial notes that this is "the basement of our collaboration" (sic).

SUB MISSION
(Ap/I) Mindscape; xxx; 1986; UNRATED
Int/Tac
1

Submarine warfare on another planet followed by escape.  If only it were so easy to escape tired plots ...

SUBWAR 2050
(I) MicroProse/Particle Systems; Michael Powell; 1994; ***
Int/Tac
1

Did anyone notice a resemblance to an underwater STRIKE COMMANDER? Poor documentation marred an interesting simulation, but one that "borrowed" generously from prior releases. Still the graphics and gameplay may well have merited a second look.

SURVIVAL
(A) Task Force; xxx; 1984; UNRATED
Beg/Tac
1

"Robinson Crusoe" in space; 3 scenarios of survival on an alien world and one hunting scenario.

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- T -

TACTICAL OPERATIONS
{cf. STRIKE COMMANDER: TACTICAL OPERATIONS}

TANKWARS 2020
(I-95 CD) Avalon Hill; xxx; 1998/CANCELLED
Int/Tac
xxx

A futuristic armor simulation cancelled when Avalon Hill was purchased by Hasbro.

TEGEL'S MERCENARIES
(I) Electronic Arts/Mindcraft; Robert Bonifacio and Dan Burke; 1992; UNRATED
Int/Tac
1

The Space Marines yet again!  Tactical space man-to-man combat -- this time with clunky controls and an interface sorely needing a dose of user friendliness

TERMINAL VELOCITY
(I) Apogee/Terminal Reality, Inc.; xxx; 1995; UNRATED
Int/Tac
1-8; M

A basic "shooter".

TERMINATOR 2029
(I) Bethesda Softworks; V.J. Lakshman; 1993; UNRATED
Int/Tac
1

An excellent movie tie-in, this was more of an arcade shooter, but still entertaining and challenging.

TERMINATOR 2029: FUTURE SHOCK
(I) Bethesda Softworks; xxx; xxx; UNRATED
Int/Tac
1

The sequel..

TERMINATOR 2029: OPERATION SCOUR
(I) Bethesda Softworks; xxx; xxx; UNRATED
Int/Tac
1

An expansion disk for TERMINATOR 2029, with twelve new missions.

TERRA NOVA: STRIKE FORCE CENTAUR
(I) Virgin; xxx; xxx; UNRATED
xxx
xxx

A "shooter"; no other information available.

THIS MEANS WAR
(I-95 CD) MicroProse; Jeff Johannigman; 1995; **+
Int/Op
1

A post-apocalyptic game of conquest; the game must also have been designed in that era, since the mutations and bugs in the code were equivalent to a nuclear winter.  This concept was better executed by the later COMMAND & CONQUER: RED ALERT.

THUNDER BRIGADE
(I-95 CD) Interactive Magic; Jaan Tallinin; 1998; **
Int/Tac
1-16; M

Tactical combat involving futuristic flying tanks on different worlds.  A "MechWarrior wannabe" that wasn't.

TIDES OF WAR
(I-95 CD) GT Interactive/Devil's Thumb; Tim Weisser; 1998; UNRATED
xxx
xxx

No information available.

TIE FIGHTER
(I) LucasArts; Lawrence Holland and Ed Kilham; 1994; ***+
Int/Tac
1

A tactical ship-fighting simulation based on the Dark Side of the Force. Be seduced by the Imperial Way, cf. X-WING (infra).

TIGERSHARK
(I-95 CD) GT Interactive; xxx; 1997; UNRATED
Int/Tac
1

Undersea simulation in 2060.

TIME COMMANDO
(I/95-CD) Activision; Frederick Reynal; 1996; ***+
Int/Tac
1

A tactical simulation of fighting in various eras (e.g., prehistoric, Roman, medieval, modern, etc.).  A familiar concept but with excellent graphics, albeit repeated gameplay became repetitious.

TONE REBELLION
(I-95 CD) Virgin/Logic Factory; Thomas Blom and Arthur DiBianca; 1997; **
Adv/Op-Str
1-4; M

A real-time strategy game done in a manner worthy of Fellini.  This was a game that the pretentious literati loved, but simply passed over everyone else's heads.   More time was spent on atmosphere and music than on gameplay -- and it shows.   Brought to us by the folks who did ASCENDANCY,   it is apparent that they are novel thinkers.  But someone should give them a dose of reality -- interesting concepts succeed only with proper interface and execution; atmosphere is insufficient by itself (unless you are one of those who prefer eating out in restaurants which make dining a display of art rather than a means of dining).

TOTAL ANNIHILATION
(I-95 CD) GTI/CaveDog; Chris Taylor; 1997; ****
Int/Tac-Op
1-10; M

As a real-time strategy game, this was probably the "cream of the crop".   Besides excellent gameplay, graphics and interface, the game "grew" as it aged.  Each week, the developers added a new weapons system to their Web site, thereby allowing the game to develop.  However, as good as the game was, it was not the "Greatest Game of All Time" as a monthly magazine noted.   Hopefully, those editors will eventually find a cure for their acne as they pass through puberty.  This science fiction game of robotic conquest is highly recommended, but it is not a ground-breaking swell of originality.  We have seen virtually everything here before (and we will see it again); the virtue here is that it was all well done.

TOTAL ANNIHILATION:  BATTLE TACTICS
(I-95 CD) GTI/CaveDog; Chris Taylor; 1998; ****
Int/Tac-Op
1-10; M

The second expansion disk for TOTAL ANNIHILATION, with 100 missions and 8 campaigns.

TOTAL ANNIHILATION: THE CORE CONTINGENCY
(I-95 CD) GTI/CaveDog; Chris Taylor; 1998; ****
Int/Tac-Op
1-10; M

The first expansion disk for TOTAL ANNIHILATION, with 75 new units, 50 new maps, 25 new missions and 6 new worlds.

TOTAL ANNIHILATION: KINGDOMS
(I-95 CD) Electornic Arts/CaveDog; Clayton Kauzlaric; 1999; UNRATED
Int/Tac-Op
1-8; M

Another real-time strategy game in a fantasy environment..

TOTAL MAYHEM
(I) Domark; xxx; 1996; UNRATED
xxx
1-8; M

Cyborg soldiers battle robots; no further information available.

TRAILBLAZER
(Ap) Zeta Systems; Shaun Southern; 1982; UNRATED
Int/Econ
1-4

A multi-player game of economic speculation in space, based on the Metagaming boardgame .

TRUST & BETRAYAL
(M) Mindscape; Chris Crawford; 1988; UNRATED
Int/Tac
1

A Chris Crawford design which emphasized personal interrelationships and verbal discourse between aliens. Innovative concepts were marred by slow and obtuse game play.

TURBO
(xxx) Activision/Microillusions/Silent Software, Inc.; Baron Reichart Kurt von Wolfsheild; 1988; UNRATED
Beg/Tac
1-2; M

A semi-arcade racing game collaterally descended from DEATH RACE 2000 and SPY HUNTER; two race cars struggle against each other in a death match..

TWILIGHT 2000
(I) Paragon, Marc Miller, Mark Seremet and Paul Conklin; 1992; **
Adv/Land/Tac/1

Based on the paper role-playing game of the same name, it postulated a US-Soviet confrontation in Central Europe, and the player took the survivors in a post-war conflict. Detailed and technical, but bug-ridden, slow and clumsy with more emphasis on role-playing than strategy.

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- U -

UFO
(I) SubLogic; Bruce Artwick and Hugo Feugen; 1989; **
Adv/Tac
1

Tired of FLIGHT SIMULATOR? Then try UFO -- same mechanics, but a very different type of aircraft. Personally, this reviewer found flying around looking for fuel to have the same appeal as a gas line during the Oil Embargo of the 1970's.

ULTRABOTS
(I) Electronic Arts/NovaLogic; John Butrovich, David Seeholzer and John Garcia; 1993; **+
Int/Tac
1

It's all Mechwarriors to me! Actually, this robotic combat simulation offered better graphics than gameplay.

UNIVERSE
(A) Omnitrend; Thomas R. Carbone; 1984; ***+
Adv/Tac
1

A detailed simulation of space exploration and trading. Multi-faceted and very deep, its playability suffered from documentation which was hard to interpret as well as an unforgiving game system. Build your own ship to specifications, but a wrong move can waste hours of previous play. Still it was one of the early classics.

UNIVERSE 2
(I) Omnitrend; William Leslie III; 1985; **+
Adv/Tac/1

The sequel became a role-playing game with strategy becoming a minor consideration.

UNIVERSE 3
(Am/ST/I) Omnitrend; Tom Carbone and William Leslie III; 1989; UNRATED
Adv/Tac
1

A sequel with more role-playing.

UPRISING
(I-95 CD) 3DO/Cyclone Studios; xxx; 1997; UNRATED
Int/Tac-Op
1-4; M

A graphically well-done real-time strategy game in the first person, this failed because of interface and AI flaws.  The interface was clumsy, and the AI was tuned up too high for the human opponent.

URBAN ASSAULT
(I-95 CD) MicroSoft; Bernd Beyreuther; 1998; ***
Int/Tac-Op
1-4; M

A strategy-action game with emphasis on the latter, this science fiction combat simulation emphasizes vehicle use and economic building.  It's not bad, it's just not memorable.

URBAN CHAOS
(I-95 CD) Eidos/Mucky Foot; xxx; 2000; UNRATED
Int/Tac
xxx

A "shooter" action game involving the dregs of the future.

UTOPIA
(I) Konami/Gremlin Graphics; xxx; 1992; **+
Int/Tac-Op
1

A POPULOUS-type clone with elements of SIM CITY, POWERMONGER and MOONBASE.  In a graphically strange environment, the player must create cities in different planets and conquer the enemy forces.  Were the graphics intentionally cartoonish, or was this just a bad design element?

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- V -

VANGERS
(I-95 CD) Interactive Magic; Joe & Ray Rutledge; 1998; **+
Int/Tac
1-4; M

The quintessential American pastime as a science fiction game -- combat & driving!   Economic resource management was coupled with the combat role, but overall, this was a driving game.  With decent graphics, the game was downgraded by its clumsy interface. 

VGA PLANETS 3.0
(I) Web-Publishing; Tim Wisseman; 1993; UNRATED
Int/Op-Str
2-11; M

A classic shareware game of space strategy and conquest.  Despite its large user base, the designer has steadfastly refused to relinquish any control and go commercial.   cf. STARS!.

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- W -

WAGES OF WAR: THE BUSINESS OF BATTLE
(I) New World Computing/Random Games; xxx; 1996; UNRATED
Int/Tac-Op
1

Another mercenary turn-based game of squad-level tactical combat. 

WARBREEDS
(I-95 CD) Broderbund/Red Orb; xxx; 1998; UNRATED
Int/Op
1-4

A real-time strategy game of combat and genetic warfare, this postulated a detailed background which the game itself could not bring to life.

WARCRAFT: ORCS & HUMANS
(I) Blizzard; Patrick Wyatt; 1994; ****
Int/Tac-Op
1-2; M

Although it's strictly "Orcs & Dorks", this was a beautifully conceived and executed real-time game of combat.  With the player being able to play either side, the missions were challenging, the graphics well-done, and the interface easy-to-use.  A classic, and one that I recommended, even with its subject matter.

WARCRAFT II: TIDES OF DARKNESS
(I/95 CD) Blizzard; Michael Morhaime, Samwise Didier and Patrick Wyatt; 1996; ****
Int/Tac-Op
1-8; M

A sequel to WARCRAFT, it was worthy of the name, and offered excellent gameplay (despite the subject matter).

WARCRAFT II: BEYOND THE DARK PORTAL EXPANSION
(I-95 CD) Blizzard; Lester Humphreys; 1996; ****
Int/Tac-Op
1-8; M

A sequel, which required WARCRAFT II in order to play. 

WARCRAFT ADVENTURES: LORD OF THE CLANS
(I-95 CD) Blizzard; xxx; 1998/CANCELLED
Int/Tac-Op
1-8; M

A cancelled WARCRAFT sequel.

WAR ENGINE, THE
(I-95 CD) Boku/Shrapnel; Michael Cooney; 2001; ***+
Int/Tac-Op
1-2; M

A tactical science fiction wargame buttressed by a flexible design-your-own scenario kit -- anytime, anyplace.  The graphics were nothing spectacular, but the scenario design kit offered some new flexibility.

WARGAMES
(I-95 CD) MGM Interactive; John Whigham and Richard Hackett; 1998; ***
Int/Tac-Op
1-8; M

Using the movie as a backdrop, this was a COMMAND & CONQUER/TOTAL ANNIHILATION clone.  Well-done and playable, its originality was subject to question.

WARGASM
(I-95 CD) Digital Image Design/Infogrammes; Martin Kenwright; 1998; UNRATED
Int/Tac-Op
1-4; M

Another COMMAND & CONQUER/TOTAL ANNIHILATION clone.

WARHAMMER
(I) Mindscape; xxx; xxx; UNRATED
xxx
xxx

No information available.

WARHAMMER 4000: DARK CRUSADERS
(I-95) Mindscape; xxx; 1996; UNRATED
xxx
xxx

No information available.

WAR, INC.
(I-95 CD) Interactive Magic; Paul Potera and Ray Rutledge; 1997; **+
Int/Tac-Op
1-5; M

A real-time strategy game which included business features and stock market options in a mercenary combat world. 

WAR IN HEAVEN
(I-95 CD) ValuSoft; Theodore Beale and Andrew Lunstead; 1999; UNRATED
Int/Tac-Op
1

A "Christian action" game, this "shooter" attempted to teach Biblical lessons at each level.  The net result was a gain for paganism.

WAR OF THE WORLDS
(At) Task Force; Joseph Delinski; 1984; *+
Int/Op
1

H.G. Wells' Martian invader novel brought to the computer. Do yourself a favor and curl up with the book instead.

WAR OF THE WORLDS
(I-95 CD) GT Interactive; Mat Draper and Charlie Robson; 1998; UNRATED
Int/Op
xxx

H.G. Wells' invaders struck again.  However, this British import had an American shelf life shorter than that of the microbes which defeated the invasion.  Caveat emptor.

WAR WIND
(I-95 CD) Strategic Simulations, Inc.; C. Aaron Kreader and James Namestka; 1996; ***+
Int/Tac-Op
1-8; M

A real-time strategy game in alien space; a very decent WARCRAFT-type clone, but how many of these are really necessary?

WAR WIND II: HUMAN ONSLAUGHT
(I-95 CD) Strategic Simulations, Inc.; C. Aaron Kreader and James Namestka; 1997; ***+
Int/Tac-Op
1-8; M

A WAR WIND sequel.

WARP FACTOR
(Ap/I) Strategic Simulations, Inc.; John Lyon; 1981; UNRATED
Int/Tac
1

COSMIC BALANCE for the Apple 8-bit machines.

WARPOINT
(I) Mallard/Red Sword; xxx; 1994; UNRATED
Int/Tac-Op
1

Cosmic war in the year 2049, with a single ship or a task force. The "hook" would seem to be the development of combat technologies in real-time, perhaps reminiscent of Haldeman's Forever War? No other information available.

WARZONE 2100
(I-95 CD) Eidos; xxx; 1999; UNRATED
xxx
xxx

A real-time strategy game.

WESTWORLD 2000
(I-95 CD) Byron Preiss Multimedia; John Mayo Smith; 1996; *
Int/Tac
1

Based on the Yul Brynner film, this first person shooter utilized a great concept only to foul it up beyond redemption.  Poor graphics, poor sound, poor gameplay all combined to offer an inedible Thanksgiving cornucopia.  Its only saving grace was that it quickly disappeared.

WHEN TWO WORLDS WAR
(I) Impressions; Ed Grabowski; 1993; **
Int/Str
1-2

Aside from the tongue-twisting title, this was a detailed strategic simulation of planetary conquest with emphasis on economics, R&D and production. The problem was that the world and its combat units were so bland that one quickly lost interest in this clash of planets.

WING COMMANDER
(I) Origin; Chris Roberts; 1990; ****
Int/Tac
1

This program set new standards in graphics and gameplay. Graphically intense and luxurious, it placed the player in the role of a space combat pilot in an intergalactic war. Although the plot followed a "branching tree", the richness of the entire package made this a "must-have".

WING COMMANDER: SECRET MISSIONS 1-2
(I) Origin; Chris Roberts; 1991; ****
Int/Tac
1

An add-on expansion for WING COMMANDER.

WING COMMANDER II
(I CD) Origin; Chris Roberts; 1992; ****
Adv/Tac
1

A sequel worthy of the name, with improved graphics and a richer plot and gameplay.

WING COMMANDER II:   SPECIAL OPERATIONS 1-2
(I CD) Origin; Chris Roberts; 1992; ****
Adv/Tac
1

An expansion to WING COMMANDER II.

WING COMMANDER II:  SPEECH ACCESSORY PACK
(I CD) Origin; Chris Roberts; 1992; ***
Adv/Tac
1

An expansion to WING COMMANDER II.

WING COMMANDER III
(I CD) Origin; Chris Roberts; 1995; ****
Adv/Tac
1

The adventure continues ... Perhaps it had become too movie-like, but the entertainment value was still high.

WING COMMANDER: KILRATHI SAGA
(I-95 CD) Origin; Chris Roberts; 1996; ****
Adv/Tac
1

This was a combination pack of WING COMMANDER I, II, and III plus the expansion missions -- redeveloped for Windows 95 and faster processing machines.  Economically priced, it allowed the user to revisit the "classics".

WING COMMANDER IV: THE PRICE OF FREEDOM
(I-95 CD)  Origin; Chris Roberts; 1996; ****
Adv/Tac
1

This was no longer a game, but rather a combination movie-simulation.  By now, the characters had become part of one's gestalt, and the play value continued unabated.

WING COMMANDER V: PROPHECY
(I-95 CD)  Origin; Frank Roan; 1997; ****
Adv/Tac
1

The next chapter in the saga, this franchise continued without creator Chris Roberts, but there was little loss of value.  Always on the cutting edge of gameplay and machine power, this series proved again and again of its longevity and endurance.

WING COMMANDER V:  SECRET OPS
(I-95 CD)  Origin; Cinco Barnes; 1997; ****
Adv/Tac
1

An expansion disk for WING COMMANDER V.

WING COMMANDER V:  PROPHECY GOLD
(I-95 CD)  Origin; Frank Roan; 1998; ****
Adv/Tac
1

A combination of WING COMMANDER V: PROPHECY and WING COMMANDER V:  SECRET OPS.

WING COMMANDER ACADEMY
(I) Origin; Thomas Blom; 1993; UNRATED
Int/Tac
1

A space combat simulation, in the WING COMMANDER universe.

WING COMMANDER ARMADA
(I) Origin; Whitney Ayres and Jeff Everett; 1994; UNRATED
Int/Tac
1-2; M

A strategic game in the WING COMMANDER universe.

WINGS OUT OF SHADOW
(Ap/I) Baean; xxx; 1985; UNRATED
Int/Tac-Op
1

Similar to BERSERKER RAIDS. The player had to try to save the survivors from a Berserker assault.

WORLDS AT WAR
(I) RAW; John Almberg; 1990; **
Adv/Str
1-2

A newer and competing version of REACH FOR THE STARS, but ultimately less successful than its ancestor.

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- X -

X-COM
(I) MicroProse; Julian and Nick Gollop; 1994; ****+
Int/Tac-Op
1

A true "sleeper" hit, this science fiction game was possibly the best fire-and-maneuver product ever designed.  Bounding overwatch was properly simulated, and the concept of defeating the aliens through judicious interceptions and technological research offered a game which succeeded on virtually every level.  Highly recommended.

X-COM 2: TERROR FROM THE DEEP
(I CD) MicroProse; Steve Gross; 1995; ***+
Int/Tac-Op
1

A sequel to X-COM, but one which mainly occurred underwater.  Very similar to its predecessor, in fact, possibly too much so.

X-COM: APOCALYPSE
(I-95 CD) MicroProse; Julian and Nick Gollop; 1997; ***
Int/Tac-Op
1

Third in the series, this design was radically different.  With graphics reminiscent of a 1950s retro-diner, the underlying rationale was also subject to question.   While the first two designs involved defeating the aliens both on Earth and in their home world, this seemed to take a giant step backwards.  Ecological disaster had reduced the playing field to a single city; overall, a depressing sequel.

X-COM INTERCEPTOR
(I-95 CD) MicroProse; William F. Denman; 1998; ****
Int/Op-Str
1-8; M

A throwback to the first X-COM, this posed a problem in rating.  While it was not overly original, its antecedents were obvious and prior weaknesses were largely corrected.  Since the first two X-COMS were designed for DOS machines, this is the only one now accessible for contemporary machines.   Hence, its rating was based on game value plus accessibility.

X-COM, E-MAIL
(I-95 CD) Hasbro/MicroProse; xxx; 1999; UNRATED
Int/Op
1-multi; M

A cut-down version of the original concept designed for on-line play with thirty-five maps .  However, as much fun as it is, it should have been included with the original program.

X-WING
(I) LucasArts; Lawrence Holland and Edward Kilham; 1992; ***+
Int/Tac
1

Use the Force! A superb rendition of the StarWars universe, albeit victory conditions in the scenarios were a bit too structured and rigid.

X-WING ALLIANCE
(I-95 CD) LucasArts; Lawrence Holland; 1999; ***+
Int/Tac-Op
1-8; M

A classic rendition of the Star Wars universe -- once again.  The ability to fly the Millennium Falcon was a strength; but in all candor, one can only return to the "bubble gum" universe of the "Force" only so often.  This simulation offered decent gameplay but nothing really novel in a setting which should be as familiar as an old shoe.

X-WING VS. TIE FIGHTER
(I-95 CD) LucasArts; Lawrence Holland; 1997; ****
Int/Tac-Op
1-8; M

Star Wars as a multi-player universe; actually, the solo scenarios were not as good as the multi-player ones, but overall, this brought the entire system into the Windows 95 universe and renewed player interest.

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- Y -

YOUNGBLOOD
(I-95 CD) GT Interactive; xxx; 1999(?); NOT YET RELEASED
Int/Tac
xxx

Future wars on a squad level.

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- Z -

Z
(I CD) Virgin/Bitmap Brothers; Eric Matthews; 1996; **
Int//Tac
1-4; M

A stripped-down COMMAND & CONQUER clone, devoid of personality. 

ZEPHYR
(I) New World; xxx; 1994; UNRATED
xxx
xxx

No information available.

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- # -

7th LEGION
(I-95 CD) MicroProse; Paul Andrews; 1997; **+
Int/Tac-Op
1-8; M

Real-time strategy involving quick kills and profits through body counts.  A science fiction game of maneuver and mayhem which just did not stand out as a contender in the real-time strategy genre.

10SIX
(I-95) Sega.com; Ron Martinez; 2000; UNRATED
Int/Op
Multi

An on-line game (c. $10/month)  involving asteroid mining rights and colony building.

2088: THE CRYLLAN MISSION
(II) Victory Software; Vivek and Vinay Pai; 1990; UNRATED
Int/Land/Tac
1

A science fiction RPG (role-playing game) which utilized a quasi-dungeon environment; a planetary exploration team has disappeared and the player's successor team must determine what happened.

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Revised: November 28, 2002.
Copyright © 2001 by M. Evan Brooks.
All trademarks or product names mentioned herein are the property of their respective owners.