mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-30 08:00:13 +02:00
161 lines
9.7 KiB
Plaintext
161 lines
9.7 KiB
Plaintext
|
||
LIGHTSPEED
|
||
|
||
I grew up reading science fiction novels, so I've always enjoyed space
|
||
exploration games. LIGHTSPEED from MicroProse's MPS Labs is the latest variation
|
||
on the theme. Previous simulations from MPS Labs include F-19 STEALTH FIGHTER,
|
||
SILENT SERVICE, RED STORM RISING, and M1 TANK PLATOON. So as you might expect,
|
||
space combat is the core of the game. LIGHTSPEED does include enough alien
|
||
negotiation and trade to provide a good context for the battles. (This review is
|
||
based on the IBM-PC version.)
|
||
|
||
Your mission in LIGHTSPEED is to explore a star cluster, in preparation for a
|
||
human colony ship en route to the cluster. You must locate a suitable colony
|
||
world, contact alien races inhabiting the cluster, and eliminate any threats to
|
||
the colony. Planetary resources must be built up for the colony by mining and
|
||
trade with aliens.
|
||
|
||
The game contains two star clusters. The first is an easy introduction to the
|
||
game. The second cluster contains more star systems and alien cultures, and the
|
||
political setup is more complex. I liked the open-ended game design. You can
|
||
form alliances with any of several different confederations or individual
|
||
aliens, each with its own outlook and priorities. Your approach to colonizing
|
||
the cluster can be either a "Federation-style" benevolent one, or a
|
||
"Romulan-style" conquest using treachery and a merciless force. Some weaker
|
||
aliens can be terrorized into abandoning their star systems. This means you can
|
||
play the game several different times, with new approach each time.
|
||
|
||
The game graphics are very good. Spaceships and starbases are rendered in
|
||
shaded polygons, so close approaches during combat don't result in the sudden
|
||
jump you get with bit-mapped graphics. There isn't much detail on the enemy
|
||
ships, but there is a lot of variety in the designs.
|
||
|
||
Your ship is a 3.4-kilometer-long Trailblazer-class warship. There is no
|
||
specific character you play, and there are no crew characters. You control all
|
||
functions directly, jumping from station to station. This has an unfortunate
|
||
consequence in combat: If you jump into one of your fighter cockpits, the
|
||
Trailblazer "goes dumb" and will continue on the same course, doing nothing to
|
||
defend itself until you jump back onto the main bridge. It makes you feel as if
|
||
you're a disembodied intelligence all alone on the ship, but doesn't seriously
|
||
hamper the playability.
|
||
|
||
The main bridge has a forward viewscreen with a holograph tank below, showing a
|
||
3-D radar screen and a view of the currently targeted ship. To navigate between
|
||
systems, you call up a rotating 3-D model of the star cluster, with color codes
|
||
for known or unknown star systems. Clicking the mouse or joystick buttons cycles
|
||
through the stars, and you engage the Spindrive for faster-than-light travel
|
||
between star systems.
|
||
|
||
If you happen to drift near another ship while in Spindrive, you get a
|
||
proximity alert warning. This gives you an opportunity to knock the other ship
|
||
out of Spindrive into normal space for an attack. Pirates or other enemy ships
|
||
often use this method of attack.
|
||
|
||
The defensive Blaster Turret screen shows a view of surrounding space, with a
|
||
crosshair in the center and a 3-D radar screen at the bottom. You can spin 360
|
||
degrees on any axis to fire on enemy fighters or incoming missiles.
|
||
|
||
The Engine Room screen at first glance is a complex arrangement of colors and
|
||
whirling shapes. A closer look reveals that all your ship's systems use the same
|
||
10 components. Engine room components are destroyed in combat: Each hit by an
|
||
enemy warship might take out one or two. In the heat of battle it's sometimes
|
||
necessary to jump to the engine room, replacing components from spares in your
|
||
ship's hold, or swapping from other systems. The only way to get more components
|
||
is through trade or by scavenging debris after a battle.
|
||
|
||
Your success in the cluster depends on several factors. Besides removing
|
||
threats to your colony, you must build up resources -- water, organics,
|
||
minerals, and radioactives. Establishing mines gives you a start, but you get
|
||
the bulk of the resources needed by trade with aliens. You also trade for
|
||
components and fuel to keep your ship running.
|
||
|
||
When you arrive at a new star system, you'll see either empty space or an alien
|
||
starbase parked in front of you. In either case, you launch a probe to scan the
|
||
system for resources, or establish contact with the aliens. There is no
|
||
star-system travel, or surface exploration on planets -- all contact with aliens
|
||
occurs at starbases or between star systems.
|
||
|
||
Once you make contact, you see a full-screen view of the alien. The alien
|
||
contact graphics in 256-color VGA are nicely done, with palette color cycling
|
||
effects in some backgrounds. All alien screens include an animation loop, so
|
||
that the alien isn't just a static picture. Some topics cause a change in the
|
||
facial expression or other body movement (some of these guys don't have what
|
||
you'd call a face). A different musical theme plays during contact with each
|
||
alien, in major or minor key (depending on how the alien feels about the subject
|
||
of conversation).
|
||
|
||
You talk with the alien using a panel with pushbuttons for your pre-programmed
|
||
questions and responses. If an alien agrees to trade, a "universal exchange
|
||
interface" opens up with icons representing components in your ship's hold on
|
||
one side, and those offered by the alien on the other. Clicking on objects
|
||
selects them for trade, and a sliding bar shows the trade balance between you
|
||
and the alien. A similar screen is used for trading in planetary resources, such
|
||
as water or minerals. I drew a paper spreadsheet showing all the alien trade
|
||
values, which made it easy to find trade routes where I could buy low and sell
|
||
high. Peace treaties may be signed with the aliens you want to keep as friends
|
||
and trading partners.
|
||
|
||
Eliminating a hostile or dangerous alien from a star system requires combat
|
||
with the starbase and its defending warships and fighters. You'll also have to
|
||
defend yourself against attack while in transit between systems. You begin the
|
||
game with few engine room components (and therefore a weak ship), but your ship
|
||
becomes more capable after you've traded up in number and quality of components.
|
||
|
||
The Trailblazer's main gun is powerful but slow to recharge, and has limited
|
||
range. While maneuvering the Trailblazer into firing position, you can use one
|
||
or several of the 10 missile chassis on board. These can be instantly configured
|
||
as a guided missile, a kamikaze, or a fighter. Fire-and-forget guided missiles
|
||
cause little damage -- the manually piloted kamikazes cause heavier damage when
|
||
rammed into an enemy ship.
|
||
|
||
Fighters have laser guns and are good for defending the Trailblazer or for
|
||
knocking out critical systems on an enemy ship like a shield generator. You can
|
||
toggle your view and control among the Trailblazer's bridge, the cockpit of any
|
||
fighters or kamikazes you've launched, and the defensive blaster turret by
|
||
hitting the spacebar.
|
||
|
||
Here is a typical scenario that shows how all the stations are used in combat:
|
||
First, you power up the thrusters and get the Trailblazer moving toward a
|
||
warship, to bring your main gun in range. You launch a kamikaze to distract
|
||
enemy fighters, jumping into its cockpit to set it on course. Then you jump back
|
||
to the Trailblazer bridge, launch a fighter, jump into the cockpit, and head for
|
||
the enemy warship to knock out its shield generator. When the enemy fires its
|
||
main gun, you jump back to the Trailblazer's blaster turret to shoot down the
|
||
incoming missiles, then jump back to the fighter to finish knocking out the
|
||
shield generator. Finally, you return to the Trailblazer bridge to finish the
|
||
job with your main gun.
|
||
|
||
Sound effects during combat include explosions, laser blasts, collisions, and
|
||
engine noise. The Trailblazer's engine emits a deep hum, which adds to the "big
|
||
ship" feel, and you hear a sort of industrial clanking noise in the engine room.
|
||
The effects and music soundtrack were all good, on both my AdLib and Roland
|
||
LAPC-1 sound cards.
|
||
|
||
LIGHTSPEED requires a 100% IBM-compatible computer using DOS 2.1 or higher,
|
||
with 512K of RAM installed, or 640K for VGA; a 286-class machine is recommended.
|
||
The frame rate is slightly better than the average flight simulator, since there
|
||
is no ground or sky detail to animate during combat. The game supports VGA and
|
||
EGA, and sound support is provided for AdLib, Tandy, and Roland cards. My copy
|
||
of the game was distributed on 5-1/4" 360K floppies. The game is copy-protected
|
||
with a lookup scheme that requires the game manual.
|
||
|
||
There is one glaring flaw in LIGHTSPEED: the manual. In particular, there is no
|
||
mention at all of how to finish a game. There's a vague description in a
|
||
question-and-answer section of the technical supplement. But even that doesn't
|
||
tell you about the essential colony screen. This shows you how you're
|
||
progressing, and it triggers the events that establish a colony once you have
|
||
enough resources. The "C" key to access the screen is mentioned only on the
|
||
quick-reference card, which doesn't explain the importance of the screen. I
|
||
abandoned the first cluster after building up excessive resources without
|
||
getting a colony, since I didn't know about the colony screen.
|
||
|
||
Once I found the colony screen, I had fun playing LIGHTSPEED. I would rate it
|
||
as an easy-to-intermediate-level game. Most of the challenge came from figuring
|
||
out the tactics to use in space combat -- the alien diplomacy and trade was
|
||
interesting, but a little too easy. As far as I could tell, the program is
|
||
bug-free. I recommend LIGHTSPEED for space adventure fans, especially if you
|
||
like a heavy dose of spaceship combat in your adventuring.
|
||
|
||
LIGHTSPEED is published and distributed by MicroProse Software.
|
||
|
||
|