doug@edge.UUCP (Doug Pardee) (02/13/88)
Title: Up Periscope! Description: WW-II Submarine Warfare Game Publisher: ActionSoft Price: $20 (discount) Overall grade: B+ Up Periscope! is a re-creation of the U.S. submarine attacks on Japanese shipping during World War II. The packaging makes it sound like an action oriented simulation, but submarine warfare is a game of cat-and-mouse. Expect to spend half an hour of maneuvering around while looking at a map, followed by a couple of minutes of looking through the periscope and firing a torpedo or two, then diving back down to make your escape. You probably should consider Up Periscope! to be a "strategy" game. Up Periscope!'s biggest "plus" is that it doesn't go out of its way to make game play difficult. In fact, the designers have done an excellent job of organizing the information displays and the command structure. The displays and commands not only simulate the submarine equipment, but also the normal functioning of the crew -- you don't have to *ask* for information that you obviously need, nor for updates on that information. And you don't have to keep flipping back and forth between a supplemental display (map, radar, or Torpedo Data Computer) and the visual display -- the visual display remains visible in a half-width window. Unfortunately, that visual display isn't a strong point. The objects are presented in solid-filled form, but with very little detail. And the graphics are slow. In SubLogic tradition, the display lags well behind the action, so that you're always "overshooting" by at least one step. This is really serious when looking around with the periscope at high power and the window shrunk in half (usually you'll have the TDC display active whenever you're using the periscope). By the time a ship appears in the periscope, you've already swung way past it. So you start swinging back the direction you came, and overshoot it again. Back and forth you go until you finally get the periscope pointed at the ship. The documentation is both a strong point and a weak point. It certainly is *extensive* for a game: 24 pages on how to run the program (loading, commands, display description), 40 pages on the history of U.S. submarine operations in WW-II, 12 pages on submarine theory, systems, and equipment, and 30 pages on submarine strategy and tactics, plus a command reference card and a map of the four operations areas. But the part which describes the program's display and command structure is still too short. The worst offense: the reference card shows "D - Deck Gun", and this is the *only* reference anywhere to the deck gun. The instructions for clearing the Torpedo Data Computer when switching targets are incorrect, and I still haven't found a method that works 100% of the time. And many of the display items need to be more thoroughly described in terms of "where the data is coming from". For example, the map is continuously updated to show the position and direction of all nearby targets. How? My guess is sonar -- if so, then it will not show any targets within 30 degrees of "directly astern". The part which describes the history of the U.S. submarine attacks on Japanese shipping during World War II is interesting, but I'll almost guarantee that anyone of Japanese descent will be extremely offended. It presents a very one-sided view of that aspect of the war. The submarine captains are always brave and gallant, their victories are glorious and their defeats are unfortunate. The Japanese are the enemy, who are hopelessly overconfident of their control of their shipping lanes, and whose economy will be brought to its knees by the U.S. submarine fleet. The sound effects are pretty good; there's quite a variety of sounds. I wasn't impressed, however, with the "hull creaking" sound which results if you dive below the maximum tested depth. It sounded more like bursts of hail on the roof than the creaking I've heard in submarine movies. Up Periscope! provides a number of scenarios: 1 training, 7 specific encounters based on historical incidents, 7 long-term patrols with enemy ship locations based on historical patrols, 1 "create your own" patrol with randomly placed enemy ships, and 1 peacetime "create your own" patrol with no enemy ships. There are no friendly or neutral ships in any scenario; all ships are enemy targets. Both nighttime and low visibility can be simulated. The publisher deserves a few "boo"s. The description on the package goes overboard with its hyperbole and has a number of factual errors as well. The disk doesn't have a fast-loader (it takes 45 seconds just to load the title screen). And the copy protection is the old head-banging disk drive wrecker. The documentation doesn't always match the program, and has a number of internal inconsistencies -- the most amusing goof being that the cover of one manual actually has an error in the wording of the title (the title page has it right). [Interestingly, plain old typos and misspellings are almost nonexistent, a major accomplishment given the quantity of text.] Up Periscope! demands some unusual skills. Much of the challenge is in intercepting the enemy convoy. You'll need to be able to estimate angles and distances from the map and radar views. You'll do a *lot* of computing with angles -- for example, you sight a target ship at 345 degrees true bearing from your sub. The target is estimated heading at 190 degrees true. You compute: angle on the bow is 25 degrees; double the angle on the bow is 50 degrees; so the rule-of-thumb says that you should steer a course of 295 degrees true in order to intercept. Drawing the tactical map on paper helps to visualize the situation and to determine a more precise course. In summary, I would judge Up Periscope! to be much better than average -- as a battle strategy game, though, not an action game. Unless the jingoist documentation bothers you, the only real disappointment is in the "3-D" graphics. On the other hand, very little of the play time is spent with anything visible so maybe that isn't a big drawback. -- Doug Pardee {ames,hplabs,sun,amdahl,ihnp4,allegra}!oliveb!edge!doug Edge Computer Corp., Scottsdale, AZ uunet!ism780c!edge!doug