ROBOSPORT ROBOSPORT is war by proxy. The manual for this game opens with the "ROBOSPORT world preservation decree," which reads: "In the beginning there were humans. Humans made robots and gave them intelligence. Unfortunately, humans never gave themselves intelligence. Humans crave senseless violence and destruction. They revel in competition. They find pleasure in planning and execution of battles. They need war." The manual tells players that this is the reason why supercomputers forced humans to make war like this in 2010. I have a sneaking suspicion that people will play this game because it is so much fun! (This review is based on the Macintosh version.) The game allows several human or computer players to pit teams of heavily armed robots against one another in a variety of arenas. Each player takes turns to enter orders using a simple form of programming. Once all the robots on each team have been programmed, the turn can begin. The actual battles are displayed on a scrolling map of the arena, in the form of a video which can be player forward and backwards at different speeds, or paused. As the movie of the turn is played, the robots run and hop about, fire their weapons, and generally run amok. The animation and sound effects on the Mac version are excellent. I particularly like the way in which the robots give out a small laugh when they destroy an enemy robot. In addition, the whole game can be stored as a movie to be played back once the battle has been lost and won using a special player application. After an attractive introductory sequence (with digitised speech), the game opens with a simple scenario editor. This allows players to select the number of teams, and one of several arenas and games. There are three different types of arena - circuit board, suburbs and what looked like Beirut to me. Each offers different tactical problems and opportunities. There also a number of games to play. These all seem to have evolved from childhood games. Each team has a home base, and some of the games involve a kind of baseball using these bases, others involve rescuing hostages from opponents' bases. One is simply a slugfest; a battle to the death. Lastly there can be up to four teams, and each one can be human or computer controlled. There is also a custom game option, which allows a player to create custom scenarios. These can vary the size and composition of teams, the AI strategies of different computer controlled players. The custom game also offers a wide variety of variations on the standard playing arena. In all there are so many options for changing the game, that it is proabably fair to say that there is an infinity of battles waiting to fought. The multiplayer option on the mac allows up to four human players to compete over an Appletalk network, or two over a serial (null modem) or modem link. The computer players can be set to play in a defensive, highly aggressive or crafty way. I found it quite easy to beat the computer opponents on the introductory scenarios, but on all the scenarios I designed myself, I was soundly beaten nearly every time, despite giving myself extra robot warriors. This is a testament to the strength of the AI in the game, and to the variety of games that ROBOSPORT can create. I found that "crafty" computer controlled teams were very adept at ambushes, and in turning my carefully constructed defenses into a shambles. The aggressive enemy launched massive human-wave (or should that be robot-wave) attacks on my bases, and was often very successful, even at some cost. Because the enemy's robots are not shown unless 'scanned' by a friendly robot, it is hard to judge the computer's overall strategy. Nevertheless, on any but the basic games, I always felt that I was facing a worthy opponent. The user interface on the Mac version is extremely easy to use. The robot programmes are represented graphically on the top of the screen, while location and movement during the programming phase are shown on the arena map. As each new sequence is programmed in, the movements of these robots are shown on the map as a new sequence is input, allowing the player to co- ordinate maneouvres. Robots can be programmed to move, duck and hide, and to scan and shoot. Their movement on the map is input simply by clicking the mouse at a given location, and the robot will move along the quickest route to that point. A robot may move as far as its speed will allow it to in the time available. Each order or movement takes a certain time, and each turn has a fixed length. There, is however, no obvious limit on the number of orders that can be issued in a turn, providing that it does not take longer than the length of the turn to execute them. They can carry a variety of weapons, including grenades, machine guns, and missiles. Each has different characteristics, such as range and accuracy, that change their effectiveness. Often several robots with different weapons have to operate in teams in order to ensure a good balance of weapons. When replayed the weapons produce different sound effects and animations. For example, a missile creates an arc of smoke with the appropriate sound effects. Although the maps are two dimensional and viewed 'top-down' the effect of the animation and sound effects is to make the movie playback look like a cartoon. The robots move in short hops, and have little exclamations when hit or destroyed adding to the visual appeal of the game. The windows on the Mac version are resizable, and can be viewed in 16 colours or in mono. In Maxis's previous games, the Amiga, PC and ST translations have resembled the Mac version very closely, even to the extent of having resizable windows. Although I have not seen any other versions of the game, it seems safe to assume that they will resemble the Mac version closely. I discovered no bugs while testing the game. I found the manual an good guide to playing the game, not least because it contained some useful tactical hints. I also liked the box, which has on it what seems to be a computer generated image of robots fighting. It looks like it was done using MacRenderman - a 3D photorealistic image generator on the Mac. It is a striking image and a good representation of the game itself. My only niggle was that the game did not have any kind of provision for tournement play or for league tables of teams, as in many of the football manager games. If it were played regularly by groups of friends, it would be a good idea to keep track of their successes and failures. The provision of a movie recorder which can save an entire game for later viewing is only a partial compensation for the lack of this feature. Overall, this game is an excellent concept, excellently implemented. It should appeal to any human who likes senseless violence and destruction. It might also appeal to those who likes a little strategy with their flash graphics. I tested the Mac version. It uses no physical copy protection, but requires players to enter details from the manual each time the game is loaded. It requires 1MB of RAM for mono, and 2 for colour games. It will run on Plus, SE, Classic, SE/30, LC, Mac II, IICX, IICI, IIFX, and portable. It supports the Imagewriter and Laserwriter.