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193 lines
12 KiB
Plaintext
193 lines
12 KiB
Plaintext
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NORTH AND SOUTH
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NORTH AND SOUTH is a French import that presents the U.S. Civil War from a
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unique perspective: that of a popular Belgian comic strip. Given its origins,
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it's not surprising that the game is hardly a serious simulation of those bloody
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years. However, if you're not offended by a humorous depiction of that painful
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conflict, nor turned off by arcade sequences, NORTH AND SOUTH is a surprisingly
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enjoyable _divertissement_. (This review is based on the IBM-PC version; Atari
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ST and Amiga version notes follow.)
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NORTH AND SOUTH can handle one or two players, with the main portion of the
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game played out on an area map of the central and eastern portion of the United
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States. For the most part, area boundaries correspond to state boundaries (some
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of the smaller northeastern states are lumped together). The two sides maneuver
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soldier icons (representing armies) across one map area per turn, each turn
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representing a month. The objective is simple: Destroy all of the other side's
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soldiers. This can be achieved only through pitched battles fought whenever an
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army from one side is moved into an area occupied by an opposing army.
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Players may simply maneuver their armies to fight one another, but most efforts
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will focus on the long rail line: It runs west from Pennsylvania to the Dakotas,
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then south through Kansas to Texas, and finally east to Alabama. Along this line
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are five forts. To obtain gold (needed to purchase new armies), you must
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maintain a rail line between two of your own forts, which requires you to
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control both forts and all of the territories in between. If you do this, you
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will receive some bags of gold at the end of each turn; the quantity varies,
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depending on the number of territories you control. Each five bags of gold is
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automatically cashed in for a new army, which you must then place on one of the
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territories through which the rail line runs.
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Players will direct much of their strategic efforts toward the rail line and
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the five forts. The opposing player's forts can be captured by moving an army
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into the territory containing the fort. The line can be blockaded by placing an
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army in one of the territories the rail line must pass through between the
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opponent's fort. This army is then given a chance to intercept the train as it
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carries the gold for the opposing player at the end of a turn. If the
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intercepting army is successful, the bags of gold are captured and placed in the
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interceptor's vault.
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NORTH AND SOUTH offers two basic modes: strategy and arcade. Players who have
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an aversion to arcade games will opt for the strategy mode, but will be
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disappointed. In strategy mode, pitched battles are resolved internally by the
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computer using a simple odds/ratio table. The results are modified based on the
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difficulty level selected. All things being equal, the outcome of any battle is
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a coin-toss, with a slight advantage awarded to the _attacker_ (contrary to the
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reality of most Civil War conflicts).
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In the strategy mode, attacking enemy-held forts is resolved randomly, with the
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player being given no opportunity to affect the results; ditto for intercepting
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the train. Given the small map, and the randomness with which engagements are
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resolved, most players will shun the strategy mode.
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Fortunately, NORTH AND SOUTH was really not designed to be played in the
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strategy mode. In the arcade mode, players resolve battles, fort captures, and
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train interceptions through different arcade sequences.
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Pitched battles are fought on a tactical map that reflects the terrain of the
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area in which the battle occurs. Each side is given a small icon to maneuver for
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each artillery piece, calvary unit, and infantryman present in its army.
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Artillery can fire a long way with devastating results. However, it's slow, and
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it can never move from the edge of the map. Calvary moves very quickly, but has
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no ranged fire capability, rendering it vulnerable until it closes with opposing
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forces. Infantry has powerful massed fire, but moves slowly and has little
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range. Players switch between their three unit types, moving and firing them in
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real-time. On most maps, there is a central bridge that must be crossed in order
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to come to grips with the enemy. Battles tend to be frenetic, rather short
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affairs with very high attrition.
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The fort capture sequence resembles that of many current scrolling background
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arcade games. Your start your soldier at the far left of a long fort interior.
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You must run to the right, overcoming enemy soldiers, guard dogs, and explosive
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traps in order to reach the enemy's flag. If you do this before the time
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expires, your soldier will lower the enemy flag, raise your own, and the fort is
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then yours. If you fail, your army retreats to its originating territory, but
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suffers no losses.
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The train interception is similar, but players run alongside a moving train
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rather than a static fortress. Again, players start at the far left (the rear)
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of the train and must make their way up to the front. Given the train's motion,
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this sequence is somewhat harder than the fort sequence, though otherwise is
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very similar.
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Play is controlled via joystick or keyboard during the arcade sequences. NORTH
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AND SOUTH also allows you to re-map the keys used, a very handy option. Players
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may toggle a variety of random events, including Indians, Mexicans, and storms;
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these attrite or destroy armies at irregular intervals. European reinforcements
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may be added, which gives the player who controls North Carolina (incorrectly
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called South Virginia) an extra army every few months. This option tends to
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dramatically impact strategies, while the other three are merely annoyances.
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You may also adjust the difficulty for each side. This allows less skilled
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players to fight more or less evenly against more experienced players. The game
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also offers four scenarios: 1861, 1862, 1863, and 1864. The number of armies and
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their deployment varies between each one.
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NORTH AND SOUTH supports EGA/VGA (320x200x16), CGA (320x200x4), and Hercules
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monochrome graphics modes. It requires 512K of RAM for PCs and compatibles, and
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640K of RAM for Tandy 1000s. The game may be installed on a hard disk, but it
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employs key-disk copy-protection (which is _not_ documented). Both the mouse and
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the joystick are supported, as well as the keyboard. Note that even mouse users
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_must_ use the keyboard for the arcade sequences. No sound boards are supported,
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though good use is made of the PC's internal speaker.
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The rules for NORTH AND SOUTH caution that the game does not attempt to
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"reconstitute history," but instead tries "to capture the overall strategic
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conditions and atmosphere the Civil War." Frankly, even this last is dubious.
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What NORTH AND SOUTH _really_ attempts to capture is the flavor of the Belgian
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comic strip upon which it is based. Perhaps it succeeds at this, but without a
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sample of the strip, it's hard to tell. At any rate, it's impossible to take the
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historical accuracy of a game seriously when its rules claim that Richmond is in
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Maryland!
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For all of this, I found NORTH AND SOUTH to be surprisingly enjoyable. The
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arcade sequences are fairly simple, with the pitched battles being the most
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interesting. The graphics are serviceable, but not nearly as sharp in EGA as the
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Amiga screen shots on the box. The strategy mode is unsatisfactory, but the
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arcade mode is fun. However, with only three simple arcade sequences (two of
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which are virtually identical), the game could quickly wear out its welcome. As
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an occasional diversion, however -- especially with two human players -- NORTH
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AND SOUTH can easily provide a lot of fun.
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ATARI ST VERSION NOTES
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The Atari ST version of NORTH AND SOUTH plays much like the IBM version
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described above. Why the Belgians have any interest in our Civil War (much less
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the desire to make a comic strip out of it) is a silly question best answered by
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the Belgians; this game is silly enough. The ST version requires a color monitor
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and a 720K disk drive. Single-sided disks are not now and never will be
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available. NORTH AND SOUTH (and DRAKKHEN) are Data East's final releases for the
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ST; fortunately, both are worth purchasing.
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The graphics of this version are a bit more serviceable than those on the PC.
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They're bright and colorful; the characters are wonderfully drawn and even more
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wonderfully animated -- Infogrames is tops at creating realistic animation. The
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digitized sound effects are silly, always appropriate, and never overwhelming.
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In a two-player game, either player can use the joystick, an option that is set
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at the Main menu. The NORTH AND SOUTH package comes with one 720K disk that is
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copy-protected, and an instruction manual for all versions.
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Stuart's assessment above (that N&S is a pleasant diversion) is accurate.
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Strategy is minimal, at best, and there are only three arcade sequences. Still,
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N&S is perfectly programmed and assembled, funny to watch and listen to, and
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great fun to play -- even if it is just a diversion. The characters are
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humorously exaggerated, as are their actions. You probably won't want to play it
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all the time. It can't be considered a major package, but it's useful as a break
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from all the serious cockpit simulations and important martial-arts epics
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currently hogging the software racks.
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AMIGA VERSION NOTES
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You may not be tempted to duck for cover when your opponent fires a cannon
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blast in NORTH AND SOUTH, but it might be a good idea to make sure there's empty
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space beneath your computer desk just in case you do decide to hunker down.
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That's how great the sound effects are in the Amiga version of NORTH AND SOUTH,
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an arcade and strategy game based on the Civil War. This delightful conversion
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is made even more enjoyable by the fact that the programmers took full advantage
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of all the Amiga's sound and graphics capabilities.
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For those who own both IBM and Amiga machines, this version is definitely the
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format of choice for NORTH AND SOUTH. The sound effects are almost too numerous
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to list -- from a dog barking, to an alarm clock going off, to men crying, to
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sleepy Indians suddenly awaking and zapping one of your soldiers. You can hear
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your troops' horses whinny as they're about to be ridden off of a bridge, and
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there is a sweet clunk when one of your troops lands in the water.
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The visuals also are impressive. Apparently, they outstrip the graphics in the
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IBM version; the tipoff is that the screen shots on the back of the game box are
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from the Amiga.
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None of these comments is designed to take a knock at the IBM edition. But the
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Amiga counterpart clearly represents a better value because of its enhanced
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graphics and sounds. However, there is at least one source of frustration here:
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Although the Amiga supports two joysticks, the program allows for only one. This
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means that in the two-player mode, one player must use the keyboard, usually
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putting that player at a disadvantage.
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Also, the game has on-disk copy protection, so backups cannot be made. This is
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a potential problem, because Data East offers only a limited 90-day warranty,
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and makes no provision for replacing a defective disk (even for a modest fee)
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after the 90-day period has expired; extra care must be taken to safeguard the
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disk. NORTH AND SOUTH runs on A500s, A1000s, and A2000s; A1000 owners must have
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Kickstart 1.2 or 1.3.
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Overall, NORTH AND SOUTH looks and plays terriffic on the Amiga. It's a great
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addition to any collection of parent-child gaming products.
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NORTH AND SOUTH is published by Infogrames and distributed by Data East.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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