STAR CONTROL STAR CONTROL takes the old arcade classic SPACE WARS and updates it with state-of-the-art graphics and sound, and an entirely new strategic level of play. Players control up to fourteen different ship types as they attempt to subjugate the Universe (as the Hierarchy), or destroy the Urquan scourge (as the Alliance). STAR CONTROL requires players to combine arcade tactics and strategic skills to be successful. Those who like both types of games should find STAR CONTROL to be a real treat. (This review is based on the IBM-PC version.) STAR CONTROL is actually two distinct games that are cleverly interwoven. In the first game, you fly a ship against an enemy in a space dogfight. This tactical module uses an overhead view with an automatic zoom as the ships approach each other. The strategic view allows ships to be built and maneuvered across a star cluster. In the tactical view, each ship has a unique method of flight and unique weaponry. For instance, the Earthling ship is slow-moving, with decent turning ability. It fires a heat-seeking missile with good range and fair accuracy. It also has a close-range point defense laser system. The Urquan Dreadnought is a medium-speed ship with decent maneuverability. It fires a medium range bolt that does heavy damage. It also can release about half a dozen small fighters that can close with enemy ships and fire independently. There are a total of fourteen ships in the game: seven for the Hierarchy forces, and seven for the Federation. Not only do the weapons and flight characteristics differ, but so do fuel and crew capacities. The crew capacity determines how much damage a ship can take. Powerful ships, such as the Urquan Dreadnought, can take enormous damage. The Arilou can take very little, and may be eliminated with one good shot. Fuel is required to fire the main weapons, and a full level of fuel is required to use the special weapon/ability that each ship has. As with crew capacity, fuel levels vary from ship to ship. However, with fuel capacity, more is not necessarily better. A ship with a relatively small fuel capacity can replenish more quickly, and therefore can use its special ability more often. Ships are controlled by turning and using forward thrust. Inertia effects are accurately modeled so that ships often shoot past each other, all guns blazing. In many battles, a planet is present that has a strong gravitational field. Ships can use this field to slingshot by, and gain on their opponents. But beware: Slower ships (such as the Earthling and Chenjesu) can be easily trapped in the field. Damage is taken every time a ship collides with the planet, so a trapped ship will soon be destroyed. The second part of the game is a strategy module in which both sides maneuver within a star cluster. This strategy module actually comprises nine scenarios with varying starting forces and objectives. In most of the scenarios, the sides start at opposite ends of the star cluster. Each side begins with a certain number of ships and installations. Generally, you're attempting to wipe out the opposition. This involves destroying all enemy ships, or the enemy Starbase. To accomplish these goals, you must hop from star to star until at least one of your ships is in the same star system as an enemy ship. At the end of the turn, a battle ensues in each star system, with ships present from both sides. This battle is fought using the tactical module. If more than one ship is present for a side, each ship participates if necessary, but one at a time. Thus, all clashes are resolved as one-on-one dogfights. In the strategic level, you have numerous options available (besides jumping from star to star). First, if you have a Starbase, it can build new ships if it has sufficient funds to do so. Each ship has different costs, with the more powerful ships costing nearly four times as much as the weakest ship. You may build mines on stars with mineral worlds. These mines contribute funds to your treasury that can then be used to build ships. You may also build colonies on life worlds. Colonies can replenish ships that have lost crew members. They also aid the movement of friendly ships. Finally, you may construct fortifications on a star system. Fortifications halt the movement of enemy ships. For an enemy ship to leave a fortified star, it must succesfully besiege the fortification (10% chance per attempt), or be joined by a second ship. Two or more enemy ships automatically destroy a fortification. A single enemy ship automatically destroys any non-fortified mine, colony, or Starbase. Note however, that this is done _after_ combat with any other ships in the system. Only surviving enemy ships (if any) can destroy installations or fortifications. Finally, you may take only three actions each turn. An action includes beginning construction of an installation, movement between two stars, and building a new ship. Thus, you must carefully evaluate your priorities and anticipate possible enemy moves. A wild card thrown into the strategic level is the random presence of Precursor artifacts. These artifacts are objects left behind by an earlier, technologically advanced race. They are randomly discovered on new worlds, and augment some aspect of the discovering ship. For example, Precursor fuel packs increase a ships's fuel capacity. If you exhaust the possibilities of the nine Fleet scenarios included with the game, you may use a construction kit to create new scenarios. The game lets you customize the keyboard commands so that you may set up your ship controls in any manner you like. The authors also include an option whereby you may hand over control of the tactical or strategic play to the computer. Thus, if you dislike arcade games, you can play the strategic level only. And of course, if you live for arcade shoot-'em-ups, you can hand over the strategic play to the computer. STAR CONTROL also supports two player face-to-face play, and should be most challenging with human opponents. You may set the difficulty level of the computer opponent. At Standard level, the computer player is quite good, but will not use its ship's special abilities. At Good, the computer player begins using special abilities. At Awesome, the computer plays a bit more aggressively and intelligently. One quibble with the game is that the difference between Standard and Good is far more pronounced than the difference between Standard and Awesome. STAR CONTROL uses spectacular 256-color VGA graphics. The close-ups of the different world types are particularly well-done. However, the strategic and tactical views are less spectacular, and look almost as good in standard EGA mode. In addition, Tandy graphics and CGA graphics are supported. The game requires 640K of RAM in VGA and Tandy modes, but runs in 512K on EGA and CGA systems. It may be installed on your hard drive, and is distributed on 5-1/4" disks; 3-1/2" disks are available from Accolade. Copy protection is handled via a codewheel that's used once at the beginning of play only. AdLib, Roland, CMS, and Tandy sound modes are supported. The game also incorporates digitized sounds that play quite well through a standard PC speaker. I found STAR CONTROL to offer surprising depth of play. Initially, it seemed to be little more than an updated arcade game. But the different ship types put a whole new twist on matters. Moreover, the strategic module, while simple, provides interesting options to the game player. Add in the adjustable difficulty level and the scenario builder, and you have a game with a very long-playing life. So, after a slow start, I can now heartily recommend STAR CONTROL to those who like both arcade and strategy games. If you prefer arcade only, I can still recommend the game. But if you abhor arcade games, I cannot recommend it: Although you can have the computer handle the arcade sequences, the strategic module is not complex enough to hold most strategy gamers' interest on its own merits. STAR CONTROL is published and distributed by Accolade. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253