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187 lines
10 KiB
Plaintext
187 lines
10 KiB
Plaintext
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HALLS OF MONTEZUMA
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HALLS OF MONTEZUMA is a wargame simulation that traces the battle history of
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the United States Marine Corps from Mexico City to Vietnam. The game comes from
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the design/programming team of Roger Keating and Ian Trout of Strategic Studies
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Group (with assistance from Andrew Taubman, Gregor Whiley, and Malcolm Power,
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all of whom worked on BATTLES IN NORMANDY), and is distributed by Electronic
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Arts. Tony Green and Ken Zaris, retired Marines, helped with historical
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research. (The Commodore 64 version is the basis of this review; Apple II,
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IBM-PC, and Macintosh version notes follow.)
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MONTEZUMA uses SSG's BATTLEFRONT gameplay menu system; the scenario design
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option has been renamed Warplan; and this latest version offers enhanced play
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features and a graphics editor called Warpaint.
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MONTEZUMA features eight scenarios: Mexico City, Belleau Wood, Iwo Jima,
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Okinawa (the Shuri Line) and Okinawa (the Final Redoubt), Pusan, Inchon, and
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Hue. Each scenario recreates the conditions of a battle from USMC history and
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has a set number of turns, up to 99. Each (game) day is divided into four turns
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(a.m., noon, p.m., and night). The maximum length of a scenario is 25 (game)
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days, and two humans can play or a single player can control either side.
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The onscreen battlefield consists of hexagons, up to 39 across by 28 down,
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depending on the scenario. Terrain features, such as roads, forts, mountains,
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plateaus, and beaches are indicated by icons, which can be reconstructed with
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the Warpaint graphics editor. Infantry, artillery, HQs, amphibious vehicles, all
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military artifacts, in fact, are indicated by icons, and they can also be
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reconstructed with Warpaint.
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Gameplay is controlled by single keystrokes (cursor and Return keys) which
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cycle through a series of inter-connected menus. Some menus are simple branches
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to others in the system, but most give some information -- status of the units
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under your control, examination of a battle site, enemy units, and the
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objectives and current conditions.
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Action menus are used to control HQ movements, the allocation of divisional
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assets and support points, and to accept combat orders. RUN 5 (from the Main
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Menu) puts all orders into action, activates movement routines, sets combat in
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motion, and determines the outcome of each turn.
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The Warplan design system allows you to alter an existing scenario, or
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construct an entirely new scenario, including map and terrain features and a
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variety of miscellaneous factors. Despite the enhancements to the original play
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system, older scenarios from BATTLEFRONT and BATTLES IN NORMANDY can be loaded
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into MONTEZUMA. The opposite is also true. The respective system works
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everything out. (Certain older scenarios, although they will work with
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MONTEZUMA, do require some adjustment. The authors plan to take care of these
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adjustments, and the necessary information will appear in Issue 9 of SSG's
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wargaming magazine, RUN 5.)
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The Warpaint graphics editor, one of the enhancements to the BATTLEFRONT
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system, is similar to a character set editor. There are 56 different terrain and
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military icons, any of which can be loaded into the Warpaint design box, a 16x16
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pixel grid. The icon can then be changed to appear as you want, colors can be
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altered, and the end result can be saved to disk and later used in a scenario.
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The C64 version of HALLS OF MONTEZUMA game package comes with a 64K disk,
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save-game labels, a pair of menu cards, a large full-color map of the scenarios,
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and an excellent instruction manual. The manual features a short tutorial based
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on the Mexico City scenario, and it explains all the menus of both game and
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design systems, tells of the history of the Marine Corps, and looks closely at
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the factors that influenced each battle.
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Graphically, MONTEZUMA looks fine. The screen maps, formed with hexagons, serve
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to keep the display clear and large. The BATTLEFRONT menu system, in addition to
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being one of the best gameplay systems around, is also one of the easiest to
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learn. Any menu selection, and thus any order, can be escaped from by way of the
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C64's "F1" key. (The exception is RUN 5, which runs the simulation.)
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The computer controls all unit movements, which are based on the orders you
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give, so that all you need to be concerned about is achieving tactical victory.
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Despite the extensive menus, gameplay does not suffer from program intrusion.
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Mr. Keating, Mr. Trout, and SSG know what they're doing and they've done it
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again with HALLS OF MONTEZUMA.
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APPLE VERSION NOTES
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HALLS OF MONTEZUMA is introduced as a "Battle History of the United States
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Marine Corps." While the manual does provide an abbreviated description of the
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evolution of the Corps, and someone playing the scenarios in order might get
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some sense of the evolution of war over the time period covered (1844-1968), it
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is much better to think of the game as an improved version of the (already
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excellent) BATTLEFRONT game system, plus eight new scenarios.
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The Apple II version of the game lives up to this revised decription very
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nicely. The changes in the gaming system (versus BATTLEFRONT and NORMANDY, the
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two earlier products in this group) are extensive, but for most people probably
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minor -- unless you do a lot of scenario designs yourself, in which case the
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changes are quite significant.
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All the changes are definitely positive, however. The game maintains the look
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and essential feel of Apple II BATTLEFRONT, while adding more variables in
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combat and movement, and an improved computer opponent. You can use this new
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system not only for the new scenarios, but also to play, modify, and improve
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older BATTLEFRONT and NORMANDY scenarios.
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What you're mostly buying, however, are eight new, very good scenarios. They
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are all quite difficult, and together they provide a wide range of interesting
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combat situations.
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The BATTLEFRONT system is one of the best around for simulating division level
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combat, and if this attracts you (especially if you enjoyed BATTLEFRONT and/or
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NORMANDY), I would highly recommend the Apple II version of HALLS OF MONTEZUMA.
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IBM-PC VERSION NOTES
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HALLS OF MONTEZUMA for the IBM runs on the following systems: IBM PC/XT/AT,
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PS/2, Tandy, and 100% IBM-Compatible computers. The program requires MS-DOS 2.1
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or higher, 256K, and supports the following graphics modes: CGA, EGA, MCGA, VGA,
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and Tandy 16-color CGA. The program disk is not copy-protected, so you shouldn't
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have any trouble installing it on your hard drive. MONTEZUMA is supplied on two
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disks, with both 3-1/2" and 5-1/4" formats.
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To start the game, just type HOM. You can use a suffix such as HOM C to choose
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the CGA graphics mode, HOM E for EGA, etc. The program selects a graphics mode
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at startup from a setup file that you can modify in the game itself. A letter
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after HOM will override the current setting. I ran the program using every
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graphics mode except Tandy 16-color. A summary of each graphics mode follows:
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CGA: Limited color, but the game is very playable. As in most strategy/war
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games the graphics are not overwhelming, and you have to use your imagination
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quite a bit. Most of the terrain features are the same color, but it isn't
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difficult to distinguish between them.
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EGA: If there is any difference in resolution between the CGA mode and the EGA
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mode, I cannot tell. More colors are seen in the EGA mode, of course. Each type
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of terrain has its own color, which keeps one terrain type from blending into
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the others. Needless to say, EGA enhances the game's appearance notably.
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MCGA: If you have MCGA, don't expect any more color than with CGA; the game
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looks exactly the same. (Note: My graphics card can only run MCGA programs; it
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cannot give me a true assessment of what MCGA can really do. There might
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actually be more color using MCGA than my graphics card allows me to see.)
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VGA: VGA offers no improvements over EGA. The resolution is the same as CGA and
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the colors are the same as EGA.
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Overall, the graphics are acceptable; with a bit of imagination, you can make
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the scenes come alive. If you have EGA, you'll get the most out of MONTEZUMA.
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The setup program can be modified from within the game. By editing the setup
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file you can change the user options (including video, sound, auto-save, and
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path). The sound is nothing special.
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Gameplay is essentially the same as in the previous versions reviewed. The game
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runs very smoothly, and there don't seem to be any bugs in this version. If
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you're an avid wargamer, you may find MONTEZUMA to be quite addictive.
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MACINTOSH VERSION NOTES
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The Macintosh version of HALLS OF MONTEZUMA comes with two 800K diskettes, a
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large map of the eight pre-built scenarios, and manuals explaining both the
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BATTLEFRONT game system and the scenarios themselves. The game requires one
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megabyte of RAM and runs on everything from a Mac Plus to a IIcx. HALLS supports
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both 16- and 256-color graphics. Two versions of each scenario are included:
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standard monochrome and 4-bit (16-color) color.
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The color graphics are simply superb. Battalions and terrain are easily
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identifiable by their icons. Furthermore, while the premise of the BATTLEFRO
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game system is the control of imaginary hexagonal divisions of the battlefield,
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these hexagons are invisible to the player of the Mac version. The resulting
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graphical clarity makes it easier to comprehend the complexities of battle, and
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results in more intuitive gameplay. The monochrome scenarios are also very clear
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and comprehensible. Both give the impression that the gamer is viewing an actual
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map of a battlefield.
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Obviously, SSG has worked to make their game system compatible with the
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standard Macintosh interface. Orders are issued either by clicking on various
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options in the command window, or by choosing them from the menu bar. The
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process of issuing orders is easily learned (thanks to the tutorial), and soon
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becomes intuitive (thanks to the exceptional interface). The Warplan and
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Warpaint design kits also reflect SSG's commitment to the Macintosh interface;
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both are relatively easy to use, and permit players to create highly detailed
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and realistic maps.
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HALLS OF MONTEZUMA is an appealing game on the Macintosh. Its beautiful
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graphics, digitized sounds, easy-to-use interface, and the BATTLEFRONT game
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system combine to form a package that should please anyone interested in
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strategy games or military history.
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HALLS OF MONTEZUMA is published by Strategic Studies Group and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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