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170 lines
9.1 KiB
Plaintext
170 lines
9.1 KiB
Plaintext
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DAS BOOT
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"It's a long way to Tipperary, it's a long way to go...." Anyone who saw the
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great film, "Das Boot" (based on Lothar-Gunther Buchheim's novel by the same
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name), probably still gets chills at the sound of those words, or the melody
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that accompanies them. I was eager to find out whether the game could capture a
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fraction of the tension, the intensity, the heroism of the movie. The game has
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premiered. Has it succeeded? (This review is based on the IBM-PC version.)
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DAS BOOT is a "German U-boat Simulation," according to the subtitle on the box,
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and indeed, you do control a U-boat. The game is tactical: You direct the U-boat
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from points relatively close to the objectives, through minefields, avoiding
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attacks by patrolling planes and sub-hunters, to attack position, where you
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engage with torpedoes, deck gun, and/or anti-aircraft guns.
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DAS BOOT comes in a colorful box sporting a painting of a submerged U-boat,
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surrounded by falling depth charges and a sinking ship in the background. The
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box is hefty, which turns out to be due not to the manual, but to the paperback
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copy of the novel, THE BOAT (DAS BOOT). The manual itself is slim but fairly
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complete, and is separate from the "Installation and Reference Guide" that
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contains all the keyboard commands necessary for play.
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The program is distributed on three 5-1/4" diskettes (3-1/2" diskettes are
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available from Three-Sixty Pacific for $5.00). It installs easily, except for
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one peeve of mine: The installation program only recognizes hard drive
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assignments C and D, both of which are full on my system. I had to do some
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copying and deleting before I could use the install program. There is no copy
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protection.
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DAS BOOT requires DOS 2.1 or higher, and runs on IBM and compatibles, including
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the Tandy 1000. It requires a minimum of 512K of RAM, at which level it supports
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CGA, EGA, and Hercules graphics; if you have 640K of RAM, the game supports
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256-color VGA/MCGA and Tandy 1000 graphics, as well. There is sound support for
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AdLib, Game Blaster, and Tandy 3-Voice cards. A mouse is optional.
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I played the game on a 386-25 clone, with hard drive, 256-color VGA, a Logitech
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mouse and an AdLib card. I also run QEMM to provide expanded RAM. I had no
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problems.
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After the credits screen and title (which are accompanied by pinging ASDIC),
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you're delivered to a main menu that's set against a bit-mapped picture of a
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U-boat -- under a dark sky, battered by heavy seas, firing at two attacking
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planes. Selecting Preferences allows you to specify graphics detail, sound
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levels, and other timing-related events. The War Diary maintains high scores for
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each type of training mission and scenario, a total of thirteen.
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Selecting the Demo runs you through several segments pulled from various
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missions. It's a good way to get a feel for the game when making a buying
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decision, but little use for learning the game. Selecting Action takes you to
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another small menu, where you choose between Baltic Training or Missions.
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There are eight different training missions, four each on the surface and
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underwater. These teach you the skills needed to successfully complete the
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missions.
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Anti-aircraft Gun training is first. You fight off a flock of attacking patrol
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planes with the sub's dual-tube anti-aircraft gun. There seem to be at least
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four or five planes in the air making runs at all times.
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Deck Gun training follows. The U-boat is in the center of a convoy and under
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attack by planes. The 88mm deck gun may be used on both types of targets. The
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88mm rounds appear to travel three degrees left of a line extending from the
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gun's tip to the target. It does make aiming a challenge.
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Next are Surface Torpedo Runs against a convoy. The game provides an aiming
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system that utilizes multiple "marks" to plot a ship's path and range in order
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to target the torpedo, but I found that eyeballing it worked fine.
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Surface Minefield navigating is last in the surface training. Utilizing a map
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and a pre-plotted course, you must move from waypoint to waypoint to reach a
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certain area without losing the sub to ten mine explosions. Durable little
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things, these U-boats.
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The subsurface training missions begin with torpedo practice. This is much the
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same as surface training, except that the aiming is done through the periscope.
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Sub versus Sub is an interesting concept for WWII vintage subs. The only
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successful sub vs. sub engagements I've heard of in that era were at periscope
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depth, but in this game, they may be conducted at any depth, using the "external
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camera."
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Next is a staple of survival: depth charge avoidance. Again, rather than
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depending on infomation derived from listening via hydrophones, you employ the
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"external camera." (The "external camera" is not listed in the summaries in
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Appendix 2: U-Boat Specifications as standard equipment. Odd.)
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And last is navigation through an underwater minefield, something no sane
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U-boat commander would attempt by choice. (They must not have known how to use
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those Top Secret "external cameras.")
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While the above training missions are not required before moving on to the
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actual missions, they certainly are recommended if you're to successfully engage
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the "tools of the trade." The game has no role-playing element in which you take
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on the identity of a particular commander (player-created or otherwise), or even
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a particular U-boat. You simply conduct missions and play for high scores. There
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is no campaign option.
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When you're ready to attempt a full-fledged mission, you're asked to select the
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U-boat type from among three available models: Type VII, Type VIIB, and Type
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VIIC. You specify the level of difficulty, the Historical Accuracy of torpedoes,
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the U-boat's Survivability, and Equipment (which allows you to take along
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equipment not available in the actual time period...maybe even external
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cameras?)
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The five missions are: Fjord -- Norway Campaign, Bay of Biscay, North Atlantic
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Patrols, Artic Mission, and Gibraltar. Each provides a different mix of targets
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and opposition.
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The actual missions are conducted from various stations within the boat.
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Surface stations are Deck Gun, AA Guns, Conn, and Binocs.
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The Control Room allows control of the rudder and diving planes, and contains
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information on torpedo tube load status, depth, engine power, diesel/battery,
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and compass.
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The Engine Room provides info on Fuel, Battery Cells, Air Supply, Ballast, and
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the Chief Engineer's report, including repair times if damage has been
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sustained.
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The Radio Room is where messages are received and transmitted, and coded or
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decoded. The highly vaunted "Enigma" unit is a single button that you press in
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this game. Orders are received via radio, and there is a list of stock messages
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that may be sent to HQ. These are used to complete orders in the various
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missions, such as reporting a convoy's location.
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The Torpedo Room allows access to the tubes to reload, change the loadout, and
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see a report on the status of the tubes. There are three torpedo types available
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in the game: the G7e (T2) magnetic, the G7e (T3) looping, and the G&e (T5)
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acoustic, intended as an escort killer.
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The Map Room is where most navigation takes place, as here waypoints may be
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set. Once a waypoint is set, the sub proceeds at full speed, on the surface, to
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that point. Each mission map comprises a quadrant of 16 map "squares." Any
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aircraft or ships in visual range are also displayed on this map.
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The scenarios begin at sea, in the quadrant where the mission will take place,
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and usually you wait a couple of minutes for orders to arrive via radio. From
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there, you proceed to complete the missions, reporting success as each segment
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is finished.
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So, did the game capture a fraction of the tension, the intensity, the heroism
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of the movie? What did it deliver? The box proclaims "German U-boat Simulation."
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It does not deliver; in fact, DAS BOOT does not appear to even attempt this.
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How many German U-boat commanders were silly enough to conduct anti-aircraft
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duels with attacking aircraft, especially a whole flock of them? How many U-boat
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commanders could "find and attack an enemy sub underwater"?
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Many of the pieces for a good simulation are here, but they haven't been
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assembled. This is purely and simply an arcade game, and not a terribly exciting
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one at that.
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Given that it's an arcade game, how does it rate? I'm not a great fan of the
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genre, so I can't truly judge. However, based on my acquaintance with current
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games in the simulation, strategy, and wargame genres, I can say that while the
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graphics and sound are reasonable, they're certainly not impressive. All the
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eye-catching graphics are bit-mapped stills. The game sounds do not come close
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to pushing my AdLib card to its limits.
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While Siskel and Ebert gave the movie a double thumbs-up, I'm afraid I have to
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give the game a thumbs-down. My expectations, both from pre-shipment publicity
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and the packaging itself, were not met even part way. My copy is going to a
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friend whose young sons like "shoot-'em-up" games.
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DAS BOOT is published by Three-Sixty Pacific and distributed by Electronic
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Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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