doug@edge.UUCP (Doug Pardee) (01/22/88)
Title: PHM Pegasus Description: Hydrofoil Patrol Boat Simulation Publisher: Electronic Arts System: Commodore 64 disk (C-128 in C-64 mode), joystick optional Price: $24 discount Overall Grade: B One of the witticisms in our "fortune" file says that a conclusion is the point at which someone got tired of thinking. Similarly, PHM Pegasus seems to be the point at which Lucasfilm got tired of trying to produce a ship simulator and decided to just release it as an arcade game. Considering that *Lucasfilm* developed the program, it's particularly ironic that the big disappointment of PHM Pegasus is its graphics. Although it doesn't qualify as a full simulation, PHM Pegasus does succeed as a sophisticated arcade style game, and for that reason I've graded it a B. Game description: A hydrofoil patrol boat is -- as warships go -- very small, fast, highly maneuverable, and armed fairly effectively against naval targets. Because of its low cost and limited crew it's also pretty expendable (ouch!). PHM Pegasus provides six different "real-life" scenarios. Interestingly, each has its own priorities. They're not all shoot-everything-that-moves. Each has a time limit. o Locate and sink 7 to 10 terrorist ships which struck an Israeli seaside resort 8 hours ago. o Get from home port in Key West to a trouble spot in South America as quickly and with as little damage as possible. o Locate and sink two missile corvettes which are headed to Tripoli after an unsuccessful attack on a U.S. military base in Sicily. o Locate 8 cargo ships headed for Nicaragua and pass within 1/4 mile of each to allow intelligence photographs to be taken. o Escort a cargo ship with food and medical supplies through a battle- torn Caribbean. o Escort a supply ship evacuating Western workers from Kuwait through the Persian Gulf war zone. Avoid conflict whenever possible. There are also two training scenarios and one scenario which is a demo. For some scenarios you have one or two helicopters you can use for reconnaisance. The helos provide radar coverage within 100 miles or so of their positions; this supplements the 40-mile-radius coverage of your own radar unit. You are in control of where the helos go. You score points in five different categories: enemy ships sunk, enemy ships damaged, damage avoidance, assignment completed, and time remaining after completing assignment. The point multipliers for each category depend on the priorities for the current scenario. Each trip usually contains both "search and/or movement" operations and "battle" operations. For the search and movement work you bring up the map of the area and use the joystick to set destination and speed for your ship, any search helicopters you've got, and your convoy if any. Then you turn on the time compression (in powers of 2 up to 128). The map will show any ships picked up by your radar, your helicopters' radar, or your spotters. Avoid or engage those ships as appropriate for your mission. When going into a battle, you switch to a "bridge" view and turn off the time compression. Targets appear on your radar display, and are selected one at a time by pressing the "T" key. As each target is selected, a "binoculars" view of the target is shown. Your weapons consist of an almost unlimited number of 3" cannon shells and a limited number of guided missiles (6 or 8). Your defenses are limited. Against incoming shells you can only engage in evasive maneuvering. Incoming missiles are indicated by a radar-lock warning, and you have a limited number of diversionary chaff rockets you can launch. The 3" guns need some assistance in aiming. The automatic target tracking has no sense of range, so you must raise or lower the guns as needed. And unless the target is moving straight toward or away from you, you'll need to lead the target a bit. -- Gripe time. Once again we have a combat game which seems to go out of -- its way to make things difficult. As in Gunship, you have to manually -- turn on the targeting mode whenever a target appears. And in case -- there was anyone out there who could chew gum and walk at the same -- time, they made sure that you couldn't simultaneously maneuver the ship -- *and* aim the guns, by using the joystick for both and requiring that -- you "switch modes" from the keyboard. To fire a chaff rocket you can't -- just press the "chaff rocket" key; you have to select chaff rockets, -- press the "fire" button, and then reselect your cannon. End of gripe. Unlike the fancier simulation games we've seen in recent years, you can sit down to play PHM Pegasus even if you only have a few minutes to play. The fast-loader gets you up and running within 2 minutes, even with *two* title screens and selecting the desired scenario. Some of the scenarios can be played in 10 minutes or less with appropriate use of the time compression feature. (*Much* less if you get sunk as quickly as I usually do :-) And if you run out of time anyway, there's no problem in just shutting the computer off in mid-mission -- no information is carried over from one mission to the next. Graphics: The graphics are fairly good until you get to the "bridge view". There the graphics are unrealistic, much more suited to arcade games. Specifically: The binoculars view shows the target ship in only the 4 basic orientations (head on, either side, or going away). As a small consolation, in the side views the target's wake is not only visible but also animated. The out-the-window view is sub-standard, particularly when turning. They left the horizon... well... horizontal, and instead tilted the "top of the window". However, they *didn't* tilt the instrument panel which forms the "bottom of the window". The result is usable but clearly unrealistic. Oh, and there's no visible difference between being foilborne and hullborne. The instrument panel is ugly, partly because someone didn't look at the chart in the C-64 Programmer's Manual which says which colors to mix and not to mix. Further, a *lot* of stuff is done with ordinary C-64 text. And to add insult to injury, they use the stock "all capitals" character set. I've seen better graphics in BASIC programs I've typed in out of magazines. Just in case you might have been willing to overlook the other bush-league graphics, they put messages on the bottom line of the screen (in standard all-caps characters) like "SHELL FIRED" when you fire a shell, or "WE'VE BEEN HIT". I haven't seen this kind of nonsense in a commercial game for many years. This is the ultimate in *tacky*. Sound: The sound effects are your garden-variety motor putt-putt sounds. A strange thing to have bothered with programming: when you pass under one of your helicopters, you hear the whup-whup of the rotors. Response: The graphics (such as they are) move smoothly. Even so, the response to the joystick isn't always predictable. And the throttle response to the joystick just plain stinks; I always use the keyboard for throttle control. Fortunately, you seldom have to mess with the throttle. I'm considering using the keyboard for turns too -- then my hand will be at the keyboard so I can do that pointless "mode switching" quickly. Besides, they use the "wrong" joystick port (the front one). Simulation: They went to far too much trouble in trying to provide precise simulations of hydrofoil craft. They even simulate three different hydrofoils (one of the scenarios uses an Italian built one, and one an Israeli design), but there are few significant differences from the player's point of view. They simulated Exocet missiles on the Italian hydrofoil instead of the Harpoon missiles on the Pegasus, but there's no functional difference! Ditto for the three different kinds of search helicopter. The weather is always perfect, and it's always daytime even in the missions that run 72 hours straight. The seas are always calm. You never get close enough to any land to see it; supposedly the water isn't deep enough. I could swear that the simulated Harpoon guided missiles fly much slower than the 3" cannon shells. The shells strike a target 5 miles away within a few seconds; but the missiles seem to creep across the radar screen toward the target. That doesn't seem right to me, but what do I know? Documentation: As is true of most games, the documentation isn't what it should be. They devote over 9 pages to describing the history of the hydrofoil and the various systems which a real hydrofoil patrol boat would have (why should I care if "Telephone lines are the first to be connected ashore when making port..."?). But they leave out important information like "at what speed does the hydrofoil become foilborne instead of hullborne?" And for the first time, I was stumped when booting a game. After the two title screens had come and gone, there was this prompt on the screen asking me to "insert scenario disk" and press any key. "Scenario Disk"? I pored over both the reference card and the manual to no avail. I checked the game disk, it was write-protected, so I left it in and pressed a key. The game read the disk for an instant, and then repeated its demand. I pulled out my one-and-only blank diskette, and gave it that. No go, the game still asked for a scenario disk. Another review of the reference card and manual; still nothing. Nothing better to do, so I pulled out the game disk, flipped it over and jammed it back in the drive. Voila! That was it! Why couldn't they just say "insert diskette face down" like everyone else? It may not necessarily be a flaw in the documentation, but the game assumes that you are very familiar with the geography of the war zones. The mission descriptions are in terms of countries and cities. For example, one has this advice, "Be particularly alert for enemy ships heading southwest out of Syrian waters. The terrorist base is suspected to be somewhere on Cyprus..." Your maps, however, show no political boundaries. Just a detailed coastline. I hope you know where Syria and Cyprus are. Overall, PHM Pegasus is too detailed in areas which don't matter much, and is too simplistic in important areas. But if treated as an arcade game, the six scenarios provide a variety of fun, even when you can't play very long. -- Doug Pardee -- Edge Computer Corp., Scottsdale, AZ -- uunet!ism780c!edge!doug, {ames,hplabs,sun,amdahl,ihnp4,allegra}!oliveb!edge!doug, mot!edge!doug