GALACTIC CONQUEROR Titus Software's GALACTIC CONQUEROR is an arcade game for the masses -- an ego-bloating joyride that offers excellent graphics and animation, joystick or keyboard control, and huge point totals. This review is based on the Atari ST version. The instruction manual tries to get you to believe that GALACTIC CONQUEROR is a game of strategy. It definitely is not: The very first time I booted, I accumulated over two million points in less than 30 minutes. You can play wit your eyes closed, and I mean that literally, because I've done so. The only way to lose is to not play at all. If GC doesn't seem boring already, it will definitely become so after your score hits seven figures. Boredom isn't the issue, though. An ego boost is the point: When was the last time you turned a game off because you were winning? The background story of GC concerns Gallion, the interplanetary military base of the Stellar League; a large force of power-mad rebels; and Thunder Cloud II, the ultimate weapon -- or rather, _another_ ultimate weapon. The goal of game is to protect Gallion from the rebels by doing battle with their attack forces (which are numerous, to say the least). Destroying rebel forces goes against the teachings of George Lucas, but then, he doesn't hand out the points. In Siberia in the year 2008, you played a game called OFFSHORE WARRIOR, from which you emerged victorious. You are now the only pilot capable of handling Thunder Cloud II, a hopped-up descendant of Thunder Cloud, the "magnetic sustentation MV module with a firepower of 117 Gigawatts per second," which made its first public appearance in FIRE AND FORGET. OFFSHORE WARRIOR and FIRE AND FORGET also come from Titus. This intimate gaming relationship adds up to the radical point totals of GALACTIC CONQUEROR. Thunder Cloud II has been upgraded by League technicians: Its firepower is now ten thousand times greater, and it has been equipped with a "negative ionization ultra-sensoriel protection shield." The original Thunder Cloud didn't have this shield, so it was it less amusing. Best of all is the offer from the Stellar League. If you, the current OFFSHORE champion, agree to rid the galaxy of the enemies of Peace, you'll receive $10 million. I urge you to accept. It'll be the easiest $10 million you'll ever make. The Atari ST graphics display consists mainly of two screens: map and action. On the map screen, against a starry background, the planets of the Stellar League are indicated by bright blue dots; planets in rebel hands show up as bright red dots. Selecting any planet with the crosshairs enlarges it. Selecting an enemy-held planet sends you to the action screen. A Mother Ship of the Stellar League transports you to the enemy planet you selected on the map screen, and it is here that you begin your point-scoring sojourn. The battles of GC happen in three stages: a ground-based fight against mines, probe-robots, missiles, and meteorites; an aerial fight against ships of the enemy's Space Army; and a space fight against more Space Army ships. After each tri-phase battle, the Mother Ship will pick you up. If you happen to lose your shield, the Mother Ship will recharge it. In either case, you'll be returned to the map screen to view the overall strategic situation, and to select a new enemy planet to visit for more points. There are 416 planets in the interstellar group, any of which can fall into enemy hands. Gallion and its four moons occupy the center of the map screen; when they turn red, the game ends, and point scoring ceases. It's not something over which to lose sleep. You can sleep while you're playing. GC can be controlled with either a joystick or the keyboard. The arrow keys move Thunder Cloud II left and right, and up and down; the "Help" key brakes; the "Undo" key accelerates; and the spacebar puts all those gigawatts of firepower to work. Joystick or keyboard, it doesn't matter: Either control is effective. No control at all would be effective. During aerial battles, Thunder Cloud II doesn't bank left or right; it spins on its longitudinal axis. Holding the button down while in a spin is an alternative to actually steering the ship and aiming your shots. Perhaps you can invent new scoring methods. The continual movement of the counter will produce thrills (for a while), or boredom (eventually); a hypnotic trance is another possibility. The GC package comes with one copy-protected, mini-floppy disk, and a humorous instruction manual that's more than just poorly written: It attempts to be serious about strategies that are completely unnecessary. GC looks very good on the ST. The Mother Ship that drops you off at the Point Store is brightly-colored and highly detailed. When Thunder Cloud II takes a hit, it is surrounded by a yellow halo. The enemy fighters, doomed though they are, sometimes go into wild attack spins. There are lots of screen events going on at one time -- meteorites, large mines, and enemy fighters attacking, probes and robots taking off, and myriad explosions -- all of this occurring without visual glitches. GALACTIC CONQUEROR is so ridiculously easy it's great. Short of turning your computer off, or letting the rebels take over Gallion, there is no way to lose. If you've never been any good at arcade games, now's your chance. If TETRIS, TOWER TOPPLER, or JUG have been giving you fits, GALACTIC CONQUEROR is just the sedative you need. GALACTIC CONQUEROR is published and distributed by Titus Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253