BALANCE OF THE PLANET BALANCE OF THE PLANET is the latest Chris Crawford creation. As you might suspect from the title, Chris has presented gamers with yet another tightrope challenge, just as he did with the earlier BALANCE OF POWER. The adversary this time is perhaps the most difficult foe ever presented in a strategy game: ourselves. In BALANCE OF THE PLANET, players must wrestle with conflicting aims and desires in an attempt to bring the world's ecological and political policies into balance. (The IBM-PC version is reviewed here.) BALANCE OF THE PLANET is simple to play. Players must attempt to end the game with positive points. The game begins in 1990 and proceeds in five-year turns until 2035. Although the point total is zero to begin with, players start with a host of problems that virtually guarantee negative point totals in the first few turns. To turn this situation around, players set policies (through taxation), and finance subsidies and research (funded by the taxes collected). Each turn, players can set new policies and finances with little restraint. These are evaluated at the end of the turn, and the results are reported in a simple screen that breaks down the positive and negative point totals into various categories. Players may also check through another screen how these point totals changed in the last turn. Of course, though the play mechanism is simple, there is considerable complexity built into the simulation. To set policies, players will wish to see the results of their policies, and any possible impact. The basic mechanism for doing this is through hypertext navigation of various screens. For instance, if players want to see the result of raising a tax on oil, they can click on the Oil Tax in the Policy screen. This will take them to an Oil Tax screen, where they can read more about the tax, and alter its level. A list of possible Causes and Effects will also be presented to the player. For Oil Tax, there is only one Effect, and it is Oil Production. Clicking on Oil Production will take players to a different screen, which presents a new list of Causes and Effects. Here, players can click on Net Energy Cost (an Effect of Oil Production) to see what other factors (besides Oil Production) impact Net Energy Cost. Besides listing Causes and Effects, each screen provides a graphic and some related text. Also, the result of each turn's policies and finances on an item is shown using a horizontal bar chart. Thus, a low tax on oil will result in higher Oil Production, which is then reflected in the bar chart of the Oil Production screen. This allows players to track trends and the cumulative effects of their actions. The graphics of BOTP have been ported directly from the black-and-white artwork of the Macintosh version. Unfortunately, they are displayed at a coarse resolution (640x200). The VGA/EGA version layers some color over the essentially B&W images, but this adds little. The good news is that CGA owners will not miss much. It should be emphasized, however, that the graphics are largely superfluous to gameplay. In fact, the graphics seem intended primarily to disguise the fact that this is essentially a text and numbers simulation. Similarly, there is very little "interaction" in the game. Players navigate information, set policies (using sliding boxes), and use one short menu to progress from turn to turn. Games tend to be short, lasting about an hour. This encourages players to give it another try. The short game length also makes group play quite feasible (more on this later). Most of the interaction is internal to the player. What policies must be modified and how? Why did things go so badly last turn? Where should the money go? Each turn presents new challenges. The wildly successful policies of one turn can lead to disaster if left unmodified. Players must react to the feedback and anticipate new problems. It is a tough balancing act, and most players will take their share of spills. It is very easy to lose huge points in a single turn in BOTP, while the converse is rarely true. BOTP covers some very controversial political and social ground. Chris Crawford has done an excellent job of straddling the middle and remaining as objective as possible. The bulk of the manual is devoted to masterful summaries of the major factors that are built into the simulation. The manual proved more informative to me than all the articles and media reports of the past year. Players should be warned that Chris writes with a direct frankness that may be disconcerting to those with strongly felt opinions or preconceived notions. One truly innovative feature of BOTP addresses this last issue. If players are uncomfortable with the simulation, they may change the biases built into the simulation. For example, a pro- (or anti-) nuclear bias may be loaded into the simulation. This mechanism lets players experiment with different "realities," also letting them see the world from different perspectives. Of course, BOTP is not perfect. At a superficial level, its graphics and presentation are fair, at best. More substantively, I am concerned that some lessons taught by the game are a bit simplistic. For instance, the game makes it clear that starvation is a major problem. Also, the manual correctly states that the current problem is economic (distribution of wealth and food) and political. But in the game, players can only impact starvation through taxation policies and subsidies. The problems of distribution are swept under the rug. Similarly, one could argue that what is not present in the game is at least as important as what is included. Third World resentment could well erupt in warfare, but this possibility is not simulated. Also, the United Nations is assumed to be a more effective global organization than it is. It seems doubtful that the United Nations (or any other global organization) could truly manage the global funding and policies assumed in BOTP. Of course, these criticisms really only highlight the fact that this is a simulation, not reality. Chris has chosen to focus on the intertwined nature of our ecological problems. His primary point is that extreme views on either side of the issue neglect important factors that can, in turn, invalidate simplistic agendas. In this, he has succeeded admirably. Also, whether players choose to believe the totality of the simulation, they are bound to have learned something and to have wrestled with the critical issues we all face in the coming years. This leads to one last point. The success of BOTP as a pure game is probably fair, at best. It is interesting and engaging, but not exactly "fun," and certainly not an escape from reality. However, as an educational vehicle, BOTP is superb. I highly recommend its use in the classroom. The manual alone should prove more illuminating than any of the texts currently available on the subject. Also, the low interaction and policy-driven nature of the simulation make it an ideal candidate for use in team play. For players interested in the subject area and ready with an open-mind, BALANCE OF THE PLANET should prove equally educational. BALANCE OF THE PLANET supports VGA/EGA (640x200x16) and CGA (620x200x2) graphics modes. It requires 512K RAM, and must be installed on a hard disk. There is no copy protection of any kind. Mouse support is provided in addition to the keyboard. There are no sounds, therefore no sound board support. BALANCE OF THE PLANET comes with both 5-1/4" and 3-1/2" disks. Note that a hard disk is _required_ to play BOTP. BALANCE OF THE PLANET is published and distributed by Chris Crawford Games. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253