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1991-09-07
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GUNBOAT
Straddling the categories of simulation, tactical, and arcade game, Accolade's
GUNBOAT proves a pretty interesting mesh of these three genres. Combine that
with an original design incorporating both solid-fill 3-D animation with
bit-mapped imaging (one of the first pieces of software to use this technique
in ways that are quite different from those found in Origin's WING COMMANDER),
and you have a ground-breaking game on the technical front. (This review is
based on the Amiga version.)
Released a year ago for the IBM, GUNBOAT builds upon Tom Loughry's design of
STEEL THUNDER to provide an interesting simulation of a Navy PBR (Patrol Boat,
River). The details provided in crewing the boat make for a varied experience
once familiar with the system, and the three included scenarios are absorbing.
Separate piloting and gunnery stations on the boat will leave your hands full
once you get into the thick of things, and the included maps as well as
control of things like guns, spotlights, boat jets, and crew command keys help
flesh out the simulation.
I have inadequate experience with the real thing to confirm or deny the
claims, but the manual indicates that GUNBOAT is "accurately modeled after the
actual stations on the PBR Mark III boats currently in use by the U.S. Navy."
As the captain of your boat, you get a chance to engage in both the piloting
and gunnery aspects of the simulation. Piloting involves checking views,
radar, fuel, and rpm gauges, and searching for targets through careful
maneuvering of the PBR along the river in one of the three scenarios included
(Vietnam, Panama, and Colombia). From the pilot's station, you can maneuver the
boat using the joystick (forward and back control speed, side-to-side control
the water jets for turning). Radar can be turned on and off, to help find
targets. Gunners can all be commanded simultaneously to open fire or cease
fire on any identified targets (the computer then essentially runs the
gunners, and will continue to fire until a command to cease fire is initiated.
They will only fire at enemy targets while visible, however, thus avoiding
needless waste of ammo).
You can switch out of the piloting role at any time, and man any one of three
gunner's stations as well. Each station has different capabilities, and the
PBR in total has five different kinds of weaponry, from .50 cal heavy machine
guns to 60mm mortar launchers. All except the mortar launcher can be
automated; the latter must be manned by the player to be useful. Different
gunners can take hits while you're away from their stations, and loss of a
gunner locks you out of being able to use his station. Gunners can also use
spotlights to reveal targets (simultaneously revealing the gunboat's location
to enemy targets within visible range as well). Guns all have to be aimed
before firing when in manual mode, making for real challenge when it comes to
targeting. From the gunner's station, you can ask the pilot to perform turns,
to speed up or slow down, or even to reverse course. In other words, the
piloting of the boat becomes automated while you're concentrating on shooting,
and vice versa.
Each scenario features at least nine different types of targets, including
non-combat items like trees and water buffalo, which makes for further variety
in play. Graphics and sound are both fully adequate to the style of
representation Accolade has gone for here. The out-the-boat river and
shoreline is all done in 3-D solid-fill animation, but both boat stations and
targets are done entirely in 2-D bitmaps. This makes for an interesting
combination of elements that's nowhere near as exciting as the wrapping of
bit-mapped images _around_ solid-fill 3-D modeling, but is certainly an
improvement on the entirely two-dimensional bit-mapped designs of Accolade's
earlier simulations (such as GRAND PRIX CIRCUIT or THE CYCLES).
The game comes with a number of accessible views, both from within the boat
and outside of it. A view map is always available, which does a nice job of
plotting the boat's location within the scenario, thus helping you identify
the locations of various targets for future reference. It's also very useful
when you start to feel lost. Frequent accesses of the map view also help to
contextualize the simulation effectively. A chase boat view is included, which
makes for a more arcade-ish gaming experience. Mission assignments are always
given at the start of play, but are available at any time during the mission
for review as well. Finally, a damage screen is accessible with a single
keystroke, to give you a sense of how well you're doing.
As with all such simulations, a certain amount of time can be spent just
getting from one place to another. The designers have provided a very useful
time compression command to prevent the boredom of rolling down the river with
nothing to do (the AI speeds up along with the rest of the simulation, though,
so this can bring targets down on your boat long before you're ready for them.
Careful use of TC is advised).
The nicest thing about GUNBOAT is that it's complex enough to require some
real tactical thinking during play. Running the boat fast is running it noisy,
so learning how to sprint and drift, in order to gain best awareness of the
presence of targets without being spotted, is the first order of the day.
Aiming a gun from a moving boat can be really tricky; combining boat maneuvers
with careful aiming becomes a real art, as the boat will pitch and roll when
moving, thus throwing one's aim off. Targets aren't always stationary, either,
so learning how to lead one's target becomes another important skill.
GUNBOAT comes on two copyable disks, and is playable on Amiga 1000s, 500s,
2000s, or 2500s. It requires one megabyte of RAM minimum to work, and can be
run from the keyboard or by combining joystick use for maneuvering with
keyboard use for issuing other kinds of commands. The game is hard-drive
installable, and comes with a complete instruction card outlining all
installation procedures in careful detail. A codewheel is used for copy-
protection.
All in all, GUNBOAT is a fascinating, original simulation with real
depth. Many aspects of the STEEL THUNDER design have been improved upon here,
and while GUNBOAT may not function visually in the same way that most air
combat simulations do, the visual design is nevertheless just perfect for this
kind of game. The combination of bit-mapped and solid-fill graphics used here
prevents GUNBOAT from slowing down, and allows for all the necessary detail
both on the boat and on-shore. The modeling of the boat and its environs is
sophisticated enough to allow the imagination room for play. And finally, the
range of included mission assignments in three different theatres of operation
insures variety and replayability. If you want a break from air combat, but
still prefer simulation-style fun above all else, GUNBOAT is for you.
GUNBOAT is published and distributed by Accolade.