REVIEWS COURTESY OF ZXSR

Apocalypse
by Joey, Mike Hayes, Dino [UK]
Red Shift Ltd
1983
Crash Issue 43, Aug 1987   page(s) 51

Producer: Infogrames
Retail Price: £9.95

Apocalypse seems to have a worthy pedigree - according to the instruction manual, it first appeared in 1983 on the Red Shift label. It's quite difficult for me to give a fair judgement of this one, because it's a two-player game only.

The full title is Apocalypse - The Game Of Nuclear Devestation, but the concept is more abstract than the specific settings suggest. The main program is a framework for four maps on different scales: Europe, the Caribbean, Britain and London. There are four scenarios of this kind, and the rulebook promises an expansion set with 'star systems' and 'Nether Earth'.

But there's little variety in the gameplay. One the European map you can move across entire countries and capture capital cities, the British map scales things down and lets you fight for the privilege of owning Liverpool, and the London map gives you the chance to take over Wimbledon and Games Workshop!

Essentially, the players form from two to four empires, which can be given their own names; each empire then attempts to bring the whole map under its control, whether that's all of Europe or just London. The empire centres - cities and important districts - are distributed equally among the empires at the start of the game. The player can choose his own, or let the computer allocate the randomly.

Each location has a revenue value, and the total revenue value of each empire's territory represents how much the player can spend on divisions, warships and nukes each turn.

The turn system is quite complex. The game gets under way with a deployment phase, where the players buy forces and position them around their empires. The phase which follows allows four subtly different methods of movement; irritatingly, forces can go one square at a time, and nuclear missiles, once deployed, can't be moved at all.

Units are not represented in the traditional pictorial fashion. Instead, the empire which controls each location square leaves its own symbol in the square, and the forces deployed there are indicated in a businesslike way by numbers. This does nothing for atmosphere, but it stops the map getting cluttered.

There are really two maps - an overview to move the cursor about, and a scrolling close-up in a small window where you can examine each location. This works well, though it looks dated.

Combat occurs when one empire tries to occupy another's territory in the movement phase. This is only allowed if the attacker mobilises enough divisions, so kamikaze attacks aren't possible! There are different types of attack, and it seems the success of an attack depends largely on how much defence the opponent offers.

The genocidal player can choose not to bother with this sort of thing and launch a nuke instead. Predictably, this causes widespread devastation, indiscriminately destroys forces in the locations surrounding the target, and permanently reduces the revenue value of the affected area.

The instructions warn against nuking, but the advice isn't so sharply brought to life in Apocalypse as in, for instance, Theatre Europe. There's no instant over-retaliation from the computer, merely the possibility of annoying your human opponent.

Apocalypse is an odd blend a realism and fantasy. For a start, you're required to choose your millennium. You pluck a date out of thin air - and of course it bears no resemblance to real history and makes no difference to the game.

If you let the computer select empire centres for you, the result is an impossible intermingling of power bases which, despite the realistic maps, makes the game look abstract from the start. Apocalypse lacks atmosphere because of this conspicuous 'gamishness'.

But Apocalypse has some meat. Though the scenarios are really only different maps, they add the imaginative scope which many games lack. And the very fact that Apocalypse has been designed for expansion is impressive, though the necessity of having at least two players limits its appeal. It looks slightly old-fashioned, but it's well enough programmed (don't press BREAK, though!).

There's no point giving ratings to a computer game which doesn't function like other computer games, but I'd recommend Apocalypse as a good buy to those who are certain they'll have someone else to play it with.


REVIEW BY: Philippa Irvine

Transcript by Chris Bourne

Your Sinclair Issue 23, Nov 1987   page(s) 94

Command
£9.95

Essentially a classical strategy game for two to four players (no computer-opponent). The map displays 24 strategic centres, divided between the players at the beginning. Your aim is to exapnd your empire by occupying the centres held by your opponent(s), while holding your centres against all-comers. Your revenue is derived from the centres and other areas you occupy and used to deploy army, navy or nuclear weapons. Spend you revenue wisely and deploy your forces where they will be the most effective. The more you expand your empire, the more revenue you obtain. Victory conditions are not built into the program. Suggestions are given in the manual and the players agree beforehand on how the winner is to be decided.

There are four scenarios, based on maps of Europe, Britain, London and the Caribbean, respectively. These present minor variations (naval strategy dominates the Caribbean scenario, for example) but, whether your are trying to capture Berlin, Battersea or Belize, the strategy is much the same. The London scenario seems intended for light-hearted play - nuking Paddington Station from a silo in Trafalgar Square is a little unrealistic, to put it mildly! in fact, in spite of the game's title, the nuclear aspect does not add anything to it. The effects of nuking are not as devastating as they would be in real life. It just provides a gambling slant in an otherwise sober game. Fortunately, players can agree to ignore nuclear weaponry altogether and concentrate on the basic strategic elements.

The manual is detailed and clear, but it makes the game sound much faster and more exciting that it really is. This is a game for the pensive player who is happy to sit for a half-hour or more making a move. The manual helpfully suggest that you set yourself up with a supply of tasty provisions before beginning to play. Meanwhile, the other players will be scoffing all the dainties! The movement system is slow and cumbersome which further reduces the pace. Control is menu-driven and easy to understand; if in doubt press '0' and you are returned to the main menu. Unfortunately, the frequently used '0' key is next to BREAK, so a keying inaccuracy puts you back into BASIC.

The maps are simple but adequate. Noises off are irritating - especially if you really are trying to think. Combat resolution appears to be based almost entirely on chance with a bit of bluff (poker players will like it, tacticians will hate it). Summing up, serious strategy with frills of the wrong sort.


REVIEW BY: Owen Bishop, Audrey Bishop

Graphics5/10
Playability6/10
Value For Money6/10
Addictiveness5/10
Strategy6/10
Overall6/10
Transcript by Chris Bourne

Your Spectrum Issue 2, Mar 1984   page(s) 58

A strategic wargame, based upon an original board game under licence. The plot centres around four opponents attempting world domination.

Stewart: A cross between a computerassisted wargame and a sort of graphical strategy that uses block graphics. The game requires at least two players and could, in theory, last for years! I'd say it has only limited appeal.

Peter: Very colourful, with cleverly-used block graphics, although it would have been nice to have seen more detailed pictures thrown in for good measure.

Stephen: Unimpressive graphics, with the use of colour reaching the same mediocre standards.


REVIEW BY: Stephen Cathrall, Stewart McPherson, Peter Shaw

Transcript by Chris Bourne

Crash Issue 1, Feb 1984   page(s) 61

Producer: Red Shift, 48K,
£5.95

'Apocalypse' is a game of nuclear devastation. It's a long two-sided load and a game for 1-4 players. It can take between four hours and four years to play and if you outgrow the scenario, Red Shift have others to add on. A large selection of maps allows the action to take place anywhere and at almost any period. You set up the empires, their centres, their armies and weaponry. This is a very flexible game of real war strategy which should keep the addict going for a long, long time. Very good value.


Transcript by Chris Bourne

Crash Issue 2, Mar 1984   page(s) 63

Producer: Red Shift, 48K,
£5.95

'Apocalypse' is a game of nuclear devastation. It's a long two-sided load and a game for 1-4 players. It can take between four hours and four years to play and if you outgrow the scenario, Red Shift have others to add on. A large selection of maps allows the action to take place anywhere and at almost any period. You set up the empires, their centres, their armies and weaponry. This is a very flexible game of real war strategy which should keep the addict going for a long, long time. Very good value.


Transcript by Chris Bourne

Crash Issue 4, May 1984   page(s) 68

Producer: Red Shift, 48K
£5.95

'Apocalypse' is a game of nuclear devastation. It's a long two-sided load and a game for 1-4 players. It can take between four hours and four years to play and if you outgrow the scenario, Red Shift have others to add on. A large selection of maps allows the action to take place anywhere and at almost any period. You set up the empires, their centres, their armies and weaponry. This is a very flexible game of real war strategy which should keep the addict going for a long, long time. Very good value.


Transcript by Chris Bourne

Sinclair User Issue 63, Jun 1987   page(s) 99

Label: Command
Author: Red Shift
Price: £9.99
Memory: 48K/128K
Reviewer: Gary Rook

Apocalyse was originally (still is, in fact) a boardgame, published by Games Workshop. A couple of years back, a software house called Red Shift produced a computerised version and now Command Software (part of Infogrames) is reissuing it.

In effect, Apocalypse is four games in one, or more accurately the same game with four different maps to play on. The different maps are Europe, the Caribbean, Great Britain and London. In each case, the objective is the same - to use the force of arms, represented by your land and naval forces and your nuclear strike force, to dominate the playing area. The game mechanics are the same in each scenario.

The best way to describe the game, is to give a brief idea of how just one of the scenarios works - the European map is probably the simplest. Most of the screen is taken up with a large strategic map divided into squares, representing deserts, mountains, rural areas, the sea and cities.

To the right of the strategic map is a smaller, tactical map showing the area immediately around the cursor. It lists the value of each region shown, and the troop strengths in each square At the beginning of the game, the players, however many there are taking part, divide up the cities on the board between them and build forces, either divisions, navies or nukes.

Movement of units is simple - cursor over an area where you have troops, choose how many divisions or ships you want to move, then cursor to destination and hit Fire and combat occurs when you try to move into an enemy occupied square. The number of units you can move into a space depends on what sort of terrain it contains. You need more armies to attack cities, for example. There are two ways of deciding who wins a combat. In one, the attacker picks a number and the defender then tries to guess what that number is. The second combat method is the same, except the computer randomly chooses numbers for you.

Apocalypse is now a couple of years old and looks it. Unlike many other wargames being produced now. It's ugly as hell. Squares are very, well, square looking. And the movement system can be very tiresome as it takes a very long time for orders to be input. Add to that the fact that you've got to have two to four players - no one player option - and it should be a dodo. But actually it isn't, mainly because you get so much for your dosh. But in addition to the cash value, the games are really more than playable, if you don't mind the length of time they take.


REVIEW BY: Gary Rook

Overall4/5
Summary: A slow game, but you certainly get plenty for your money. Dated now but based on a strong board game.

Transcript by Chris Bourne

Personal Computer Games Issue 9, Aug 1984   page(s) 102

WORLD WAR III

If you are one of those unfortunate people who have never played Apocalypse then the subtitle given to the game should give you the whole story: The Game Of Nuclear Devastation. You are told, however, that use of nuclear weapons could cause a catastrophic chain reaction.

Apocalypse allows between one and four players to take part, however, if only one player is involved he will have to take two sides, the computer will not play against you.

Each player is given a certain amount of power points, the number he gets depending on how many centres he occupies and the type of land that his centre is on.

There are three different maps provided with the game for your warfare to take place upon. These maps cover areas such as Britain, Europe and London. Red Shift have realised the potential of this game and are producing expansion cassettes containing more maps. Expansion maps cover areas such as US, Galactic, Napoleon's Campaigns and War in the Pacific. The BBC version does not yet have all the expansion packs available.

The maps used in Apocalypse cover most of the screen and are very clear. The map shows all the occupied areas and under which player's control they are. When making moves it is possible to move a cursor around the screen and an exploded view of the cursor position is given, showing which forces are situated there. This is very easy to use but tends to be a little slow and it is easy to forget which forces you have where, it's a law playing area to try to find out every time.

The only 'major' flaw in this game was found in the BBC version. The symbol of each of the players is positioned on any area he owns. Quite regularly the background colour was the same as the character's piece making it difficult to see exactly who was in control of the square.

Apocalypse is a very involved game and it will take quite a time for a beginner to master play. The instructions are good and clear and give examples wherever possible. The fact that you can purchase extra maps should add to the length of time before this game is put on the shelf and forgotten about.


REVIEW BY: Stuart Cooke

Transcript by Chris Bourne

ZX Computing Issue 12, Apr 1984   page(s) 49

Apocalypse is the new strategic wargame program for 2-4 players from Red Shift. The program comes in a sturdy box with a full 16 page user manual. Tape side A loads the main program and the prompt to load one of the four available maps on side B (Europe, Great Britain, the Caribbean and London). Once the map is loaded you must select the play date from 0 to 7999 AD, the number of players' names (and symbols for the map display), then select the empire centres (of the 24 names offered). Each centre (and all squares) is worth between 0 and 9 revenue points, depending on the location (desert: low, centre: high). These points are the currency of the game.

The screen shows the year and quarter currently being played, player number and decision information, main map plus symbols for each players' areas, the player's power points (sum total of all revenue points) and an exploded window of the current cursor position plus surrounding squares. At the start of each quarter the power points give each player a revenue which he can spend on troops, warships or nuclear missiles. There are four phases to each quarter:

1. Nukes phase where nukes can be be seen on the map and launched if required. (If this is done, the target square is destroyed and all 8 surrounding squares as well.)

2. Deployment phase where the player can build up armies or fleets on the squares he owns.

3. Movement phase where the player can move any army or fleet to occupy new territory (and so build up his total revenue points), or may attack another player's area. (Movement of each force is limited to a certain amount for each turn). If an attack is made, the Combat phase occurs where both players can choose a number (from 1 to 9) without letting each other see the value chosen. This then determines who wins the conflict (alternatively the computer can be left to make the decision).

4. End Turn phase where a player may challenge the next to concede.

During the main deployment/movement phases of the game, the exploded window is used to observe the strengths of each square (this is scrolled at a rate of 1 or 3 squares, in any direction, by the use of cursor keys). Victory can be decided by the number of names of the centres captured, or the total number of revenue points built-up, or the destruction of the opponent's forces.

The program is a complex wargame that can last from a few hours to a few days depending on how involved you get with it, as it is highly addictive. Luckily, a save game facility is included. It is also easy to break in and list the program with LIST 2, this is endorsed by Red Shift as they welcome any ideas on improvements to the program and will even supply a listing if you send an sae.

If you get tired of playing on one map there are three others to choose from, although every game will of course be different - unlike arcade games. Each map demands different tactics: the Caribbean needs warships and control of the ports. Great Britain relies more on the troop movements. Also, the Nukes option does not have to be used in a game.

If after many weeks of play you need other maps or you are getting too used to them, there are expansion tapes available. Volume 1 contains maps for USA, SE Asia, Africa, Arctic Circle, Star systems and Nether Earth. Volume 2 has historical scenarios such as the fall of Rome, Napoleon's campaigns, the Pacific War and 1984. Red Shift say that they will be altering the rules of play in these further expansions to add to the interest for seasoned players. Plus if you need any help there is a telephone number to ring for advice from Dr Strangelove!

Overall, at £9.95, this is an excellent program which will give you many hours of enjoyment especially as the game is constantly expanding and looking for ways in which to be improved. As such, it is highly recommended but it must be noted that some of the recent tapes will not load due to poor tape duplication processes. If you get one of these tapes (as I did) then just telephone Red Shift and they will very quickly replace the tape.


REVIEW BY: Greg Turnbull

Transcript by Chris Bourne

All information in this page is provided by ZXSR instead of ZXDB