BREACH 2 BREACH 2 is a combat-oriented, squad-level role-playing game from Omnitrend Software. It offers excellent graphics, smooth animation, digitized sound, ten scenarios, two skill levels, a scenario construction editor, mouse or keyboard control, a save option, hard drive support, and no copy protection. The Atari ST version, for which you'll need 512K and a color monitor, is the basis of this review. The original BREACH, released in 1987, was greeted by rave reviews which, if BREACH 2 is any indication, were well-deserved. B2 is marketed as "the next generation step in advanced role-playing combat." I don't know about that, but I do know that sequels are trendy these days (and they make programming easier), which is fine. Thomas Carbone, Maurice Molyneaux, and Haywood Nichols should continue to think in sequel terms (or in whatever terms they think), because BREACH 2 is an excellent program with a sense of humor and all kinds of neat details and nifty touches. The idea behind B2 is the advancement of your squad leader -- a soldier of the Federated Worlds Special Forces -- through the ranks, which move upward from grubby Ensign to squeaky-clean Fleet Admiral. He must lead as many as nine marines through the ten scenarios, each of which has specific victory conditions. The scenarios range in difficulty from Easy to Very Hard. You'll rescue Federated World personnel, recover important datapacks, encounter aliens, and sometimes do nothing more than slaughter the enemy. B2 starts at The Assignment Screen, a set of three windows for handling Available Scenarios, Squad Leaders, and Scenarios In Progress. You must create a leader, name him, and give him a scenario. Many squad leaders and many scenarios can be in progress; scenarios can be chained. You can use the scenarios you construct with the B2 editor, or those available from different sources, such as the Campaign Disk from Omnitrend; the Azarius Incident scenario and a seven-disk Federation Collection are available from Modern Day Publishing. Once you've begun a scenario, you're sent to the Game Screen, which consists of a 3-D map window, a marine statistics window, and a series of icons. The map window is where all movement and combat take place, and it displays the surrounding terrain and any objects or opponents in the vicinity. The current marine stands in the center of the display on the "entry square," the map point from which all marines enter a scenario. Moving a marine shifts the map so that he is again centered; selecting a new marine shifts the map back to the entry square. (When all marines are onscreen, of course, the entry square is just another square.) Each game round is two-phased: player movement/combat and enemy movement/combat. Each round knocks 30 seconds off the game clock. Scenarios last a specific number of 30-second rounds, although time is more important in some scenarios than in others. The stats window provides vital information about the currently selected marine: movement points, vitality, health, encumbrance, accuracy, detect, crack, and ammo. ("Crack" concerns a marine's ability to hack into a computer for floor plans: Omnitrend is not part of the drug trade.) Marine movement is effected by tracing a path from the current square to a destination square; general terrain, objects, and a marine's available movement points will have an effect on what constitutes a legal destination square. Since you're likely to find the 3-D movement tricky at first, either the map cursor or the grid (both of which can be toggled) will help out. Icons control the arming of weapons, placement and detonation of remote explosive charges, opening of doors, use of shafts to reach other levels, and the taking and using of objects, as well as the selection of the next marine and the next round of play. You can read mission orders and briefings, and save a game in progress. At any time, the scale icon provides a wide-angle view of the terrain, with more terrain becoming visible with further movement. At Beginner skill level, all 3-D map terrain can be seen; at Experienced level, walls and closed doors prevent a full view. Speaking of terrain, there are walls, doors, shafts, control panels, computer terminals, stun fields, transporters, bodies of water, grass, jungle, forests, and vegetation. Objects include datapacks, rocket launchers, grenades, shields, stun pistols, slave workers, medical kits, explosive charges, and crack units. Opponents include marauders, aliens, terradons, gun emplacements, tanks, and robots. Other than text entry at the Assignment Screen, B2 is completely mouse-controlled; there are equivalent keystrokes if you prefer the keyboard. Clicking on the icons invokes the appropriate routines, sometimes by way of a list of options. The "F6" function key toggles the map cursor; "F7" toggles the 9x9 terrain grid. With the scenario builder, you can manipulate every aspect of a scenario: from the layout and appearance of a landscape, to the types of objects and opponents, to the text of a mission briefing. While the excellent graphics and the ease of using a mouse make the B2 construction set more visual than most, it's no different from any other construction set: Creative thought prior to actually building a scenario will have better results. The game package comes with an instruction manual and unprotected program and scenario disks that can be backed up on floppies or installed on a hard drive. There is a documentation check. Also included are order blanks for Omnitrend and Modern Day Publishing scenario disks. The 3-D graphics of BREACH 2 are excellent; all terrain features and game objects look more or less like their real-real or imaginary-real counterparts. The multi-level compounds are labyrinths of rooms and walkways, and you can't always be certain where a transporter will send you. Animation is smooth, fast, and nicely done, the digitized sounds (screams, explosions, laser zaps) are used sparingly, and all graphic and control elements are integrated in a most comprehensible way. The 3-D map and the need to move nine marines around it may seem awkward at first, but the more you play, the easier it all becomes. While BREACH 2 might or might not be "the next generation step in advanced role-playing combat," it is definitely a major improvement on the usual war/strategy epic. It makes fine, full use of the ST, and it does so without the film graphics, slick animation, or special sound effects that usually just clog up the machine. The ten B2 scenarios, those available from other sources, and those you can construct with the builder will keep your brain engaged and your wits entertained for many days to come. Also of note is RULES OF ENGAGEMENT, a space-fleet CRPG that will link with BREACH 2 to form part of Omnitrend's Interlocking Game System. B2 scenarios can be entered into RULES for completion. You'll be able to play RULES without B2, although both games together become one huge space epic. Omnitrend is a small company that cheerfully supports the ST with meaty, competent, unpretentious programs, and ST users should respond in kind. BREACH 2 is an excellent place to start, if you haven't already. BREACH 2 is published and distributed by Omnitrend Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253