REVIEWS COURTESY OF ZXSR

Overlords
by John Pragnell, SYDB
MC Lothlorien Ltd
1985
Crash Issue 17, Jun 1985   page(s) 124

Producer: Lothlorien
Memory Required: 48K
Retail Price: £6.95
Author: John Pragnell

It's often interesting to look back on great ideas that failed and try to see why they didn't catch on. This game is radically different from anything of Lothlorien's I've seen before, and it is fairly radical by anybody's standards. It's a two player, simultaneous action wargame. There are very few simultaneous two player games available, but it's something that's always struck me as being a good idea; so much so, in fact, that last year I was heavily involved in producing one myself. At that time, however, after extensive playtesting and research, we arrived at the regrettable conclusion that the computer game player is essentially a solitary beast, and so we were forced to include a one player option in the game (which was not nearly so much fun to play). Lothlorien have stuck to their guns, though, and kept Overlords as purely as two player game, which will probably destroy its chances of success.

The game is mechanically very simple, and the speed of play is very fast; because both players are moving their pieces at once, the game attains a fluidity and pace hitherto unknown in computer wargames, and which more than compensates for lack of terrain features in fact I found the few trees and buildings that are on the map incredibly irritating, because they kept slowing up my forces as I tried to reinforce my front lines rather like real life, I suppose.

The map area comprises twelve screens, each of which contains a castle. Each army has three types of unit; troops, generals and a king. The object is to kill the opponents king, or occupy a certain number of castles (which range from 7 to 12 depending on what difficulty level you choose).

The players start with their armies at different ends of the map, and gradually close in on each other. Movement is cursor controlled (hooray!): the cursor keys are user definable, and one or two joysticks can be used (depending on your interface). Movement is smooth and fast, you just place the cursor over the unit you wish to move, and hold down the 'carry'key to move the unit with the cursor. The way the game scans is by continually rotating through different screens, one by one. Both players have around thirty seconds in each sector to move their pieces, so although movement per piece is unlimited within each sector you tend only to be able to move one or two pieces a long way, or loads of Pieces a short distance. The borders of each sector overlap, so pieces moved to the edge of one sector can be picked up in the next. Combat occurs when pieces are adjacent to each other, and is decided by numerical superiority I haven't quite sussed this bit out yet, but I presume that the pieces attack both laterally and diagonally.

One soon learns the benefits of forming into 'squares', and utilising terrain features to strengthen defences. The game pauses between each map sector, and has to be manually restarted; this is a very handy feature, because it enables both players to sit back for a contemplative breather before plunging into another intensive thirty second round.

So far, so good. This simultaneity really does add a new dimension to wargames, the problems of course start in the practicalities of actually playing the game. As my company discovered when we tried to do this last year, two people sitting at one Spectrum means that you have to be very good friends. Apart from the obvious difficulties of operating in someone else's armpit, it can be difficult to stop falling off the chair. Naturally, Lothlorien have thought of this, and have made the game playable with joysticks, so long as you have the twin-port hardware. They have also made it playable over network, with two Spectrums linked by Interface 1s. Golly Gosh! I mean this is really revolutionary stuff but... I can't go along with games that require whole kaboodles of extra hardware in order to make them properly playable.

Having said that, if you have an Interface 1, and know someone else who has (very unlikely this, since only 100,000 Interface 1s have been sold) then this game will be a boon! Oh, don't forget the second television set... I get the feeling that this network facility may be toyed with by fallow software houses up and down the country, but probably not by anyone else. It's a shame really to end up criticising such an innovatory game precisely for its innovations, so I'll end up by being nice: if you have an Interface 1, you should buy this. If you have a friend (go on, I bet you have) then I would recommend you try it - it's very hard, very intensive, and knocks spots off all other two player wargames. I don't yet know if Lothlorien are seeing the results of their deal with Argus (in terms of cash), but if this is a pointer to the future from them, it's most welcome.


REVIEW BY: Angus Ryall

Summary: General Rating: A bit bizarre, maybe Lothlorien's best yet.

Transcript by Chris Bourne

Sinclair User Issue 38, May 1985   page(s) 28

Publisher: Lothlorien
Price: £6.95
Memory: 48K
Joystick: Kempston, Sinclair, Cursor

A strategy wargame which takes less time to finish than a war itself? With truly simultaneous movement on both sides? And no complicated rulebook?

Well, it seems to have finally happened. Lothlorien has produced Overlords, a two-player game combining frenzied arcade action with deep strategy.

Loosely based on the classic board game Campaign, Overlords takes place across 12 screens of map. You have three types of piece - footsoldiers, generals, and the Overlord. You can choose different options for play - a short game, long game or all-out bloodbath.

The mechanics of the game have an original simplicity. Each player simultaneously moves a cursor around the screen to 'pick up' pieces and move them. The front lines become a mass of moving pieces as players jockey for position. The computer picks the screen for play at random, and sets a time limit on manoeuvres. The turn is punctuated by brief but vicious bursts of fire as units are destroyed.

Usually combat is decided by a straightforward count of the pieces bearing on a square, but generals have superior power and can be used to startling effect. A short game should take about half an hour. A duel to the death could last longer.

The graphics are less original, being firmly based on the UDG format with coloured tokens representing trees, buildings, castles and rivers. Whereas some wargames involve complicated movement rules for different terrain, Overlords simply makes such squares impassable. That means to get a piece through a forest you have to dodge the trees, thus appreciably slowing down movement.

Speed of action is remarkable, given two independent cursors on screen. But Lothlorien has gone further than that in providing a variety of facilities. You can save the game to microdrive, use joystick/keyboard combinations, and even play the game across a network of two Spectrums. Would that more companies were so thoughtful.


REVIEW BY: Chris Bourne

Overall5/5
Transcript by Chris Bourne

Sinclair User Issue Annual 1986   page(s) 55,56,57

CHRIS BOURNE TAKES A NOSTALGIC TRIP THROUGH THE BATTLE-STREWN FIELDS OF LAST YEAR'S STRATEGY GAMES

Before programmers discovered sprites, 3D graphics and continuous fire buttons, strategy games were regarded as a sort of ideal computer entertainment. That was partly based on the idea that computers were essentially souped-up calculators and partly because mainframe computers were very good at games like chess.

If you were into computers when the Spectrum was launched, you'll remember titles like Football Manager, and Flight Simulation being held up as examples of the finest programs around. These days it's more likely to be Alien 8, Shadowfire or Dun Darach, and their reputation depends in great part on graphics programming.

One of the reasons for that is financial. In their wisdom, retailers and distributors tend to see strategy games as having a narrow appeal. They are the classic sleepers which sell steadily but slowly. The trade wants the money now and lots of it. That means quick-selling arcade games, preferably with some spin-off celebrity theme attached, which hits number one in the charts in a couple of weeks and stiffs out a month later.

Many of the fine strategy/simulation games, produced in 1985, saw little exposure in the shops - certainly not in the big high street chains. That does not mean they were no good. In fact, there has been something of an upsurge in the quality of strategy games recently, and most spectacularly in the field of wargames.

Wargames have as long a tradition as any sort of computer entertainment. If you've ever read the hefty instruction books for classic wargames of the past - Avalon Hill's Afrika Korps you'll understand why. Those rules tended to read like a computer program with complicated look-up tables for cross-referencing dice throws, gridded maps and strict sequences of actions within a given turn of play. They also took hours to play.

The computer is supposed to take all the argument of table-top gaming out of wargames. It quickly does all the adding up, it doesn't cheat, and it can handle secret moves easily.

Unfortunately, most wargames never turn out like that. Graphics tend to be based on unrealistic grids, the rules appear over-simple, and the computer generally takes a vast amount of time to think about the moves.

One such game, which in other respects might have deserved success, was ATRAM. The name stands for Advanced Tactical Reconnaissance and Attack Mission, which turns out to be a NATO exercise in which the RAF and USAF battle it out using Harrier jump jets. The idea neatly sidesteps the obvious problems involved in trying to flog a game based on bombing the daylights out of Port Stanley.

The game is a computer-moderated boardgame with a glossy magnetic board and stylized pieces that you slide about as if you were a real NATO general. Unfortunately, the computer part is less fun. The only excuse for the program is to handle the boring bits like keeping track of how much fuel each jet has consumed.

The author is clearly fixated on jargon, which makes the rules almost unreadable, and all moves are keyed-in in a jumble of letters and numbers. It is so easy to make a mistake that you'll never be entirely sure whether you're playing the game properly. Headbangers and retired Harrier pilots only.

A much better two-player wargame is Confrontation from Lothlorien. Confrontation is a wargame system which allows you to design your own maps and, within reason, choose the composition of your armies. That allows you to play at a tactical or strategic level. The flavour is essentially modern, with armour and mechanised infantry supported by footsloggers, artillery and air units.

To go with the system, Lothlorien has also released a set of four scenarios ranging from a fictional WWII invasion of Kent to guerilla warfare in Afghanistan and Angola. We found the Egypt-Israel scenario most interesting in that the open terrain left units extremely vulnerable without air support. The organisation of such support requires capturing and defending a chain of airstrips in order to reach Tel Aviv or Suez depending on which way you're going.

Nevertheless, Confrontation is still slow. The same cannot be said of Overlords, another two-player game from Lothlorien. Loosely based on an old boardgame favourite, Campaign, it is played across a large area of fairly basic terrain. The concept is abstract, involving footsoldiers, generals, and the Overlord. The objective is to capture strongpoints - ownership of which generates one piece per turn. The fighting is equally abstract, based on the number and strength of the pieces in contact with the enemy.

Both players play simultaneously, and the game is so fast that you'll almost certainly need joysticks - preferably one each. The pieces whizz about the screen and that leads to a magnificent confusion as both players simultaneously attempt to outflank their opponent.

By and large, it is the epic battles of WWII which command the keenest attention from programmers. Battle for Midway is a strange hybrid from PSS, and incorporates arcade sequences. The Battle of Midway was a crucial turning point in the war against Japan, when the US sent a force to smash the invasion fleet.

The PSS game falls into two parts. First, locate the course of the three arms of the Japanese forces. Having done that you must send out strike forces from your aircraft carriers to bomb them.

When battle is joined you get the chance to zap the Japs using a joystick, which rather spoils the point of a supposedly realistic wargame. The author claims it simulates the fog of war, or some such nonsense.

We found the game easy to beat - it's good to see the computer taking an active part in a solo game for once, but the graphics are primitive and not very clear. A year ago we might have had more praise, but there are better games around.

Much better, in fact, and the star of the bunch is undoubtedly Arnhem from CCS. CCS, like Lothlorien, specialises in strategy games. For years CCS games were worthy rather than exciting, and almost always written in super-slow Basic. With Arnhem the company has finally struck gold.

The game follows the thrust of the Allied armies across the Rhine against fierce German opposition. The main idea was simple enough. The British were supposed to hurtle down country roads to Arnhem while American paratroopers were dropped on the bridges ahead to hold them for the main advance.

Of course it wasn't as simple as that, and neither is the game. There are a number of levels at which you can play, until you get to the full battle. A time limit is set, and if you don't capture the bridges quickly enough you lose. The German task is therefore to hold up the advance.

The graphics are pleasant, and information about each unit's strength can be obtained by positioning the cursor. One of the best features is the movement system. You can choose to move in open or close order - open order means you are far less vulnerable to attack but cannot take proper advantage of the roads. The game can be played by up to three players - with three, one player gets the Germans and the other two play British and American forces.

The feel of the game is tremendously realistic, with the onus placed on keeping the British moving down the roads. Arnhem is absolutely recommended and will hopefully encourage other software houses to pull their socks up and match the standard.

Less attractive, but equally fast, is Lothlorien's The Bulge - the German counter-attack on Antwerp and Hitler's last great offensive in Western Europe. It was always doomed to failure, what with narrow country lanes and terrain choked in snow. The computer plays so quickly and viciously that you'll be hard put to survive.

Although The Bulge scores over Arnhem for speed, the graphics are less clear and the strategy less easy to fathom. Lothlorien has opted for simultaneous movement, and one is frequently reduced to hurling forces willy-nilly into the fray without much regard for tactics.

A pleasing feature of both Arnhem and The Bulge is that you can issue general orders to units which they will continue to obey until you change them. That is a sensible and much more realistic alternative and saves having to move fifty pieces every turn, slowing the whole flow of play.

Moving away from wargames, another category of great antiquity in computer circles is what is known as the land-management game. An early example of the genre was Hamurabi which puts you in charge of an ancient kingdom. You are head of a population, and there is corn in the treasury.

The idea is to manage the economy - based entirely on corn - so that everybody gets enough to eat. There is enough corn to sow for next year with some in reserve in case of natural disaster.

Of course, the way the game is set up at the beginning, there is never enough, so you get to make decisions about how many people to starve to death for the greater good of the rest, and so on.

Such games are very easy to construct on computers, and if you want to write your own strategy game we suggest you try something along those lines. The secret is to construct a set of formulae governing the relationship between various factors - for example, how much food do people need? How many people are needed to sow an acre of land? How much corn?

There are very few business-type activities that cannot be simulated in that sort of way. Two famous games of this type are Football Manager from Addictive Games and Mugsy from Melbourne House, in which you play a gangster trying to run rackets with the aid of a none too loyal gang.

Sadly, Kevin Toms - Mr Football Manager himself - has not managed to follow that enormous success.

Addictive has brought out a number of games along similar lines in 1985, but none of them match the old classic.

Software Superstar casts you as a producer of games. You have to allocate time and money each month to releasing games, programming, advertising and the like. Nice touches include the decision to hype games or be honest about them, but the overall impression is dull, and we found it easy to get a hit program and reach the targets set.

Grand Prix Manager from the same outfit was equally tedious, with poor graphics to boot. Luckily CRL brought out the infinitely more entertaining Formula One - a Sinclair User classic - which we found totally compulsive.

Formula One is a full simulation of a grand prix season. Start off by hiring drivers and building cars - you have a million quid or so but it goes very fast. When the race starts choose your tyres and then watch the cars whizz past in convincing graphics. Messages inform you of the state of the track and incidents involving other cars, while a leader board keeps you in touch with the race positions.

Best of all, you can call pit stops for tyre changes, and the correct choice of timing may win or lose a race. The pit stop sequence is arcade based, and you have to manoeuvre a mechanic around the four wheels to complete it. Purists may have their doubts, but the speed of movement is linked to the amount of money you invested in the crew, and does not therefore make a mockery of the strategic element.

Formula One is a good game against the computer, but becomes really exciting when played with friends.

Almost as enthralling, although less well presented and rather more anarchic in play is The Biz, a simulation of the record industry from Virgin Games. You begin by choosing your social class - from stinking rich to unemployed - and then form a band. Hire a manager, go on the pub or college circuit and send endless demo tapes to bored record companies. If you have the money, you can cut your own discs, but beware - without the clout of the big boys behind you it may all go to nothing. The ultimate goal is, of course, to get a number one, but the road is full of pitfalls.

The game is full of subtle humour - you may reckon a dry ice machine is just right for your tacky rock band, but watch your credibility plummet. You may even get a chance to sample drugs during the game. Try it and see where it gets you.

On then to simulation proper, by which is meant those worthy and sometimes addictive attempts to portray accurately a real-life experience. The original impetus comes from the flight simulators used by airlines to train pilots, and for some time software houses only seemed to be interested in mimicking those.

They all look more or less the same, with an array of instruments on the lower half of the screen and a view of the horizon with occasional crude landmarks. Some are better than others for speed and ease of use, and the best are still Psion's antique classic, Flight Simulation and Digital integration's Fighter Pilot, which is rather more difficult but does allow for aerial dogfights.

DACC specialises in those features, and recently brought out 747 Flight Simulator. We've taken a bit of stick at Sinclair User for giving it the thumbs down, but I still maintain it's an unexciting production, mainly because the Jumbo jet isn't a patch on a light aircraft for aerobatics.

Real enthusiasts will probably enjoy it, it is certainly a worthy and apparently highly accurate program. If you're looking for entertainment, though, try elsewhere.

You might try looking at Southern Belle from Hewson. The program simulates the old Pullman service from London to Brighton, and you have to handle the great steam engine all the way.

Initial levels involve handling only one or two controls while the computer does the rest, but you work up to a full schedule with stops, signals, hazards on the track, brakes and handling gradients, to name a few.

It is a surprisingly fulfilling program, and the wire-frame graphics of recognisable landmarks along the track are well executed. You are marked at the end according to your accuracy on the schedule and how economically you conserved fuel.

Another unusual simulation is Juggernaut from CRL, in which you have to drive a container truck around town picking up cargoes. The screen shows an overhead view of the lorry and road, with traffic lights, status, steering and gears. The movement is slow and there are no other vehicles around - presumably you're driving in the middle of the night, council bye-laws notwithstanding. The irrepressible John Gilbert reckons the lorry looks like a Gillette GII razor. He's quite right, and although Juggernaut isn't a bad idea, the end result is rather dull.

Finally, a look at a few odds and ends which don't really fit any categories. One such Minder, a much-hyped trading game based on the famous television series.

You play Arthur Daley, the dodgy entrepreneur, and the idea is to buy and sell an incredible range of weird goods such as gold acupuncture needles while steering clear of the law in the form of mean inspector Chisholm.

You do that by seeking out dealers and wide boys, either at their warehouses or in the Winchester Club. Terry, as ever, gets to do the fetching and carrying, and can also be hired to mind you - an important function when dealers discover goods are stolen.

In essence the game is simply trading, with a large text interpreter enabling you to bargain with characters in authentic Daley cockney - it understands words like bent, or pony. Once you get into it there's rather more strategy involved. You have to organise Terry's time so goods get collected and delivered on schedule, while you need sufficient cash to pay for the next lot.

Minder is a pleasant romp and deserved to do better in the charts than it did, but would have benefited from a greater variety of incidents. Memory taken up with slang during the bargaining is fun at first but since it is really only window dressing it leaves you with the feeling that the game lacks depth.

Alien on the other hand, from Argus, has plenty of depth but is difficult to get into. It follows the tense cult movie in which a devastating alien invades a spaceship and proceeds to exterminate the crew.

The game uses menus to pick characters, objects and locations in the spaceship Nostromo, while plans of the decks indicate your position. The idea is to destroy the alien either in a straight fight - fat chance - or by escaping from the ship and blowing it up by remote control.

You only see the alien when you are in control of a character in the same room. The rest of the time you can hear it as doors and ventilation grilles slide open, or your scanner picks up the presence of a living creature nearby. That makes for tremendous tension in the play, and the one drawback is the simplicity of the graphics which works against the otherwise strong illusion of involvement. Fans of the film will enjoy it. Others may find it tough going.

We have made no mention of some of the plethora of spin-off titles in the sports arena which might come under the umbrella of simulations. Those are generally disappointing, especially in comparison with the arcade based sports games. Two, which play quite well, are Steve Davis' Snooker and American Football from Argus - which has the added virtue of not involving a famous personality. Nick Faldo's Open is a lovingly programmed simulation of the course at Sandwhich which suffers from one horrible flaw. The closer your ball is to the flag on the green, the more difficult it is to judge the angle at which you should strike it. In fact, the reverse should happen.

It is heartening to see arcade games taking on more elements of strategy in their play. Arcade-adventures such as Knight Lore or Gyron - if you can categorise those masterpieces at all - have as much to do with logical thought and planning as they do with swift reactions. That argues a growing maturity, both among games publishers and also in public taste, as computer owners look for more than a quick joystick fix from their hobby.


REVIEW BY: Chris Bourne

Overall5/5
Transcript by Chris Bourne

Sinclair User Issue 44, Nov 1985   page(s) 18

Two-player wargames are usually slow and boring. Not Overlords. Abstract in flavour, you capture cities to force victory across nine screens. Movement is simultaneous and very fast - double joysticks are required for ideal play, though you could get by with one, and one player on the keyboard.

The play's so fast and furious that the confusion of real war is well mimicked - as you try desperately to mount a telling charge or flanking movement, your opponent is already behind your lines.

Well worthwhile if you've a friend to play with, and one of the few wargames which really couldn't work as a boardgame.


Transcript by Chris Bourne

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