cmcmanis%pepper@Sun.COM (Chuck McManis) (05/24/88)
Empire - The Wargame of the Century Published by Interstel Corp (about $40) For those of you who learned to program (or had access to) DEC mainframes and minis you have probably played this game already. It was originally written by Walter Bright in Fortran and was quite popular on the DEC-10's and 20's at most schools. Walter sold the rights to Interstel who ported it to the Atari ST, and now to the Amiga. This version is given as 2.03. Empire is a combination strategy tactics game where you and a computer (or human) opponent try to take over the 'world'. To do this, you are given one city which probably is producing armies. Using the armies it produces you capture other cities, which are commanded to make either armies, fighters, or a ship of one sort or another. After conquering all of the cities on the continent you should have one of your cities build a troop transport (one of the ship types) to carry some armies onto another continent to continue the conquest. Besides troop transports, you can have your cities build submarines, destroyers, cruisers, aircraft carriers, and battleships. Each differentiated by the amount of damage it can do, it's speed, detectabilty, and it's defensive abilities. Additionally, your cities can build fighters that can move quickly across the map. The interface has been adapted to the window/menu orientation of the Amiga while retaining a lot of the keyboard commands that players of the original will recall. Informational messages are displayed via requesters and several reports, such as which cities are producing what and how close they are to completion, are available. The programmer doing the adaptation made some pretty silly goofs like using RawKey codes rather than converting them with RawKeyConvert(). This causes the movement key '3' on the keypad (which should mean down-right) on the Amiga 1000 to be non-functional. Generally the code works well (and it should since it has been worked on since the late seventies) and no major bugs have shown themselves in a couple of campaigns. The program is copyprotected with 'word from the Manual' (WFTFM) which is a pain of course since they don't tell you if how to count lines (are titles lines? do you count blank lines?) Fortunately it asks enough times that you can get to an unambiuous one and answer correctly. It doesn't hog the system so you can run a campaign while doing compiles and such and that works flawlessly. I conquered several cities while waiting for a BIX download to complete. The graphics are fairly 'cheesy' square pieces that would probably be better off as a colorfont. But then again they are lots better than the characters that the original used. The play is good and it is addicting. I spent many hours playing this game in school and will probably spend many more hours playing it on the Amiga. You can save a game in progress (in school some of my games went for several days) and there is an option to save a game after a move and modem it over to your opponents system so that they can make a move, implementing a pretty reasonable play-by-mail scheme. There have not really been any improvements in the game since '78 so things like tanks, and possibly missles or bombers would be nice. I don't think I would change it from what it is today. On an informational note, this 'Empire' should not be confused with another game called Empire that was written by Peter Langston and associates. There is a version of that available for the Amiga as well (one is written in Draco and available on a Fish Disk) however it emphasizes the strategic more than the tactical aspects of conquest. --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you.