CAPTAIN BLOOD Welcome to the galaxy created by CAPTAIN BLOOD. It contains an incalculable number of stars, nearly 33,000 planets, 14 distinct alien races, and, unfortunately, CAPTAIN BLOOD. The "Captain" is not really a captain. And "Blood" is quite misleading because he's very nearly out of that precious fluid. This admittedly confusing set of facts comes together in the unique and intriguing role-playing game, CAPTAIN BLOOD. (This review is based on the Amiga version.) Blood's galaxy came into existence on his personal computer: Blood is a programmer and the author of computer games. For one such game, he created a galaxy and named it "Hydra." In addition to the features listed above, he gave each alien species distinct language, customs, and disposition. Some of these populations were at peace, while others were at war with one of the other races. He devised an inter-species, icon-based communication system called "upcom," and other technological nifties. He then capped the whole thing off with a hero -- a protagonist for the drama -- whose role would be that of the person playing the game. Along the lines (I suppose) of Lord British, who enjoys placing his own identity within his ULTIMA masterpieces, Blood named his hero "Captain Blood." Obviously Blood was a far better programmer than he was a debugger, for when he ran his program, he found it sucked...sucked him right into the Hydra Galaxy! Blood is now flying the spaceship he designed among the stars and worlds he programmed. But Blood is not exactly himself: The program, for reasons unknown, created five additional Bloods, each copy taking some of the real Captain Blood's vital fluids. The five clones are scattered throughout Hydra, and Blood needs to find them to regain his juices within several real-time hours. In order to locate the five copies, he must use his own "upcom" communication system to converse with the 14 races he created. As the clock ticks down, Blood's ship's computer is gradually replacing body parts with bionic bits. If this is allowed to continue, Blood will lose control over his body, and, ultimately, his humanity. This game is simply fantastic! Learning to use the upcom is a real challenge requiring many hours of linguistic exercise before progress can be made. Once there is communication, Blood will have to bargain and deal in Hydra's political jungle. A pencil and paper for taking notes during exchanges with the aliens is recommended. Some aliens will require your services before they give you information. You may need to rescue, kidnap, or destroy in order to satisfy the creatures. Your ship is capable of annihilating an entire planet, so you're not exactly without clout in Hydra. Your goal here is to learn the coordinates of each of the planets on which the clones are hiding. Each time a clone is recovered, your available time is increased. Once the clones are found and Blood is no longer in danger of becoming mechanized, there is still the problem of returning home. The sound and graphics are terrific. The interior of Blood's ship is made up of strange, techno-organic mechanisms: that is, everything is either a living mechanism or a mechanized organism. These are rich in detail, and are colored in deep shades of blue. At the controls you see Blood's arm; as time runs out, it slowly mutates into a less easily controllable robotic arm. On the ship's view screen, planets and stars shine with an unnatural light. While moving through hyperspace between the stars, the screen explodes into brilliant rainbow displays (which may be skipped over once you decide you've seen them often enough). The aliens Blood meets also abound in detail and imagination. He communicates with them using an "Oorxx." The Oorxx are creatures who make their eyes and ears available to Blood. They enable him to carry on his conversations with aliens as though he were down on the planet, even though he remains in his ship. However, the Oorxx must be guided to the planet's surface. This involves a brief arcade sequence in which you maneuver them through canyons on the planet's surface. The technique for doing this takes some practice, but it soon becomes effortless; the flight through the canyons is hypnotic and almost dream-like. Sound effects in the game are everywhere and are of the same high quality as the graphics. The ship's engines sound as if they're about to disintegrate during hyperspace travel. The Oorxx, as well as the aliens on the planets, make species-distinct noises when they speak or yell. Most impressive is the game's title-screen music, programmed by noted electronic composer Jean-Michel Jarre. (Atari owners may recall that Jarre composed the music for his albums on the ST.) There are so many reasons for recommending CAPTAIN BLOOD, I doubt I've covered them all. It is indeed rare for a game so rich in graphics to be such a winner when it comes to game play. This is a twist on the "Emperor's New Clothes" syndrome that applies to so many programs on the market: This time, the Emperor really does dress royally. CAPTAIN BLOOD requires 512K on the Amiga and is played almost entirely with the mouse. It uses only one disk on the Amiga, but other versions are distributed on two disks. A formatted diskette is required to save games. CAPTAIN BLOOD is published by Infogrames and distributed by Mindscape. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253