RED STORM RISING RED STORM RISING is a tactical-combat submarine simulation designed by Sid Meier and Arnold Hendrick and published by MicroProse. This heavy-duty high-tech program offers excellent graphics, animation, and sound; four difficulty levels; two training scenarios; eight battle scenarios; a campaign game; keyboard control; save option; hard drive support; and key-disk copy protection. In 1989, the Cold War melted and the Berlin Wall crumbled. Although these two stunning and outrageous events render Mr. Clancy's highly plausible chronicle of a nuke-free World War III an anachronism, if you keep in mind that both book and game appeared before the events, you'll be in for a mesmerizing experience. In fact, reality becomes this game: You'll be "submerged" in more than one way. Sid Meier, who also designed PIRATES! and SILENT SERVICE, is one of the top software engineers working today, and this package further enhances his reputation (not that it needed it). RED STORM RISING is one of the best packages of 1990, and as such, deserves a prominent spot on your software shelf. RSR the novel is based on a hypothetical, yet all too believable, conflict between the nations of NATO and the Warsaw Pact. Although the fictional events of this No-Nuke World War take place on several fronts (land battles, sea battles, dogfights), RSR the game involves only those operations in the Norwegian Sea Theater. Believe me, the Norwegian Sea Theater is more than enough. There are four time frames: 1984 relies on a specific level of submarine technology, with new and improved technologies being introduced in 1988, 1992, and 1996. There are four difficulty levels: Introductory, Normal, Serious, and Ultimate, which takes a really dim view of how long a submarine might last in an underwater battle, notwithstanding the skill of its commander. The two training scenarios give you the chance to climb RSR's steep learning curve. You'll be up against either a Soviet November-class submarine or Kashin-class destroyer; your sub will not suffer damage in either scenario, and you can mess around with the myriad systems of your ship. Once you feel comfortable with the ship's controls, you can fine tune your tactical talents in one of the eight battle simulations: Duel (a one-on-one underwater fight); Cruise Missile Sub (seek and engage a Russian sub that carries cruise missiles); Wolfpack; Boomer Bastion; Convoy (destroy the escorts and have fun with the supply ships); Strike Group; ASW Group; Carrier Task Force; and Chance Engagement (random selection from one of the previous scenarios). Red Storm Rising is the campaign game, which means World War III. It starts at the beginning of the war, lasts until one side wins it, and there's no backing out. A campaign game set at Ultimate difficulty is the toughest challenge RSR offers, and it's not a scenario you'll want to rush into. Scenario selection and game setup take place from the Main Options screen. Should you bypass training and instead choose a battle simulation or the campaign game, there'll be a "Warship Identification Test" (a documentation check). Entering the wrong ship ID restricts you to training scenarios. The ST graphics screen is threefold: the Navigation Display (which is always available), the Primary Display, and the Secondary Display. Also on the main screen are verbal reports, currently operating sensor (sonar, radar, or towed array), and acoustic volume, which measures the underwater noise your sub makes. The Nav Display is a small window in the upper left corner; it indicates your current heading, speed, depth, and the angle of the diving planes. Course, depth, and speed can be set, as well as emergency turns (as opposed to a basic course setting), and silent running (which turns off all sensors); the changes will be reflected in the Nav window. The Secondary Display has five levels and occupies a window in the lower left corner. It provides information about contacts made with the ship's sensors: type, bearing, course, speed, range (in thousands of yards), and the accuracy of the contact. Other displays handled by this window are the loading of weapons, control of torpedos, incoming threats, and damage reports. The Primary Display has eight levels, and it occupies the remainder of the screen. There is a tactical map; there are sea conditions, sonar, weapon control, and defense displays; periscope operation; acoustic signature identification; and a ship database. The tactical map uses symbols and color codes to indicate enemy vessels and their courses and positions, the tracks made by weapons, sonobuoys, decoys, noisemakers, and five depths of underwater pack ice. The tactical map is an overlay that can be toggled even when other displays (such as weapon control) occupy the Primary screen; the map can also be zoomed and unzoomed. The database provides detailed intelligence reports (type, displacement, maximum speed, weapons, sonar, and sound level) about any Primary Display contact. The sensors are passive sonar, which is always on; an array of passive sonar hydrophones that are "streamed" behind your ship; and active sonar, the device that makes the "ping" noise that's so atmospheric (and so detectable). In the campaign game, an onscreen strategic transit map is available. Strategic transit means you must maneuver your ship around the Norwegian Sea Theater, avoid enemy patrols, and seek and destroy enemy forces. While the transit map is displayed, your ship, enemy ships, aircraft, and reconnaissance satellites move at an accelerated rate: This "accelerated rate" is well beyond a mere understatement. RSR is controlled via the keyboard, and the package comes with a cardboard overlay (covered with both words and icons) that eliminates the need to thumb through a reference guide or instruction manual. The entire keyboard is not used, but it might as well be, because there are a lot of keystrokes. A mouse or a joystick substitutes for keystrokes when selecting options. If either device were available to control the game, I wouldn't recommend them: RSR is a simulator and, as with any other simulator, the keyboard works best. The Atari ST version runs on any ST (including the Mega) with 512K and a color monitor. The RED STORM RISING package comes with two disks that can be copied or installed on a hard drive; you'll need master Disk A (the "key" disk) when you boot. There's the keyboard overlay; a technical supplement for the ST version, which provides everything you need to know to play the game (including explanations of all keystrokes, map symbols, and color codes); a four-color map of the Norwegian Sea Theater; and a hundred-page manual (with a preface by Tom Clancy) that's divided into three sections: Operations, Captain's, and Reference manuals. I found RED STORM RISING (the book) a much better read than Clancy's THE HUNT FOR RED OCTOBER, which (despite its hokeyness) Datasoft computerized into a tense underwater chase. RED STORM RISING (the game) is at least as exciting as RED OCTOBER, and far more complicated, involved, and technical. High-tech military marvels are basically what Tom Clancy writes about, and so much from the book is in this game that it's almost _too_ much -- which is the only possible criticism I can even imagine. The opening of the game is a mini-movie that visually duplicates the beginning of the book, and it's one of the better designed and executed computer sequences around. RED STORM RISING is an epic piece of work that is so worthy of your time and attention that MicroProse should send you the package whether you want it or not. It's technically difficult, extremely complicated, and the learning curve will definitely consume large chunks of time, which might make for some frustration. But it's also outstanding in all respects: as entertainment, as a simulation, and as a game. RED STORM RISING is published and distributed by MicroProse Simulation Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253