HARPOON Military simulations today seem decidedly limited by marketing philosophies. Tactical combat simulations, usually presented from a you-are-there cockpit perspective, lack the all-important feel of detail and intricacy, thanks to the notion that too much realism can take the fun out of the "game." Strategic wargames, on the other hand, with their common reliance on the overhead perspective, are visually dull, and diminished in realism by the omniscient options they offer. Three-Sixty Pacific's HARPOON is a vibrant promise of better things to come. (This review is based on the IBM-PC version; BattleSet notes for the IBM-PC version of NORTH ATLANTIC CONVOY follow.) Detail, intricacy, realism: Each is a hallmark of HARPOON. Evolved from the highly successful miniature boardgame, HARPOON is the most current and accurate simulation in its field. Its great graphics and lack of a copy-protection scheme make HARPOON a wargame enthusiast's dream. HARPOON is a naval simulation at the commander level, depicting the final confrontation between the USSR and NATO forces. As Commander of NATO's North Atlantic Task Force (or perhaps as the Soviet Northern Fleet's counterpart), you have at your disposal a massive database of more than 100 Soviet and NATO weapon systems: aircraft, surface ships, as well as submarines -- everything that would be brought to bear in a naval confrontation of such grand magnitude. You'll find the strengths and weaknesses of the different weapon systems an important facet of HARPOON. Naval simulation no longer consists of old broadsides. Victory depends not as much on who fires first, but on who spots whom first, and who efficiently husbands able resources to launch an offensive force while dealing with the missile group that's heading closer at 1500 knots per hour. With the limitations imposed by weather conditions at sea, inaccurate intelligence, and the constant threat of the preying submarines, you'll waste no time chewing on your nails and scanning the map, wondering where the enemy fleet might be on this desolate expanse of water. HARPOON includes GIUK, the first in a series of BattleSets (or mission modules, if you will). This BattleSet consists of 12 Scenarios that take place within the boundaries of Greenland, Iceland, and the United Kingdom Gap. It's interesting to note is that each consecutive scenario is more difficult than the previous one, although there's a lot you need to appreciate regarding HARPOON's idea of "difficulty." You may command an entire Carrier Task Force in one scenario, and a miniscule group of missile boats in another; in either case, the scenario's difficulty is by no means a gauge of your fleet's quality. Rather, difficulty depends on how hard it becomes for the Task Force Commander to keep the fleet straightened out -- a factor affected by the fleet's size, which increases in proportion to the difficulty level of the scenario. HARPOON is described as a commander-level naval simulation, and rightly so, I believe. The game effectively balances the player's role as Commander with some simple limitations that many strategic simulations often forget. Commanders direct their troops, and the troops direct the machinations: Air defense is handled automatically, among other things; and though you may determine what to dispatch to an unidentified group of air contacts, you are far from deciding its tactical outcome. This leaves you with a Commander's sense of controlling not just a fleet of ships, but a fleet of people as well. The HARPOON package contains a 16-page booklet on "Tactics" by Larry Bond, and an eight-page documentary by Tom Clancy that describes his visit aboard two Soviet warships. The 100-page HARPOON Operations Manual offers interesting points and comments, although I'm happy to say that novice players truly can be up and running without consulting the documentation. However, I expected a detailed manual to complement such a detailed system, and HARPOON's lack of sam could produce a small sigh of disappointment in others. Users unfamiliar with naval/military terms, as well as the few of us who fail to comprehend the sensor charts and their varying horizontal bars, will want more. HARPOON's huge arsenal of options is greatly enhanced by its mouse support; keyboard commands are available, but rather clumsy. Currently, HARPOON also supports a number of sound cards, and Three-Sixty has plans to add Roland MT-32 support in the future. The program requires 640K of RAM, as well as a hard drive; the files on the 360K distribution disks are compressed and must be decompressed in order to run. As of this writing, Three-Sixty is scheduled to deliver free upgrades to all registered owners, in order to correct game bugs found in the first commercial version; users may specify a disk format for their upgrades. After having devoted three years and substantial resources to the development and realization of HARPOON, Three-Sixty's support policies and exclusion of copy protection are exemplary and unique. Thanks, Three-Sixty! The game displays Hi-Resolution 640x350 EGA, VGA/MCGA 16-color, Low-Resolution 320x200 EGA, Tandy 16-color, and CGA 4-color graphics. Although all of these are enjoyable, it's the "Hi-Res" EGA mode that allows the program to flaunt its quality graphics. HARPOON is nothing less than an excellent electronic interpretation of a constantly evolving and fascinating miniature boardgame. NORTH ATLANTIC CONVOY BATTLESET NOTES HARPOON: NORTH ATLANTIC CONVOY (NACV) is the first in a projected series of BattleSets for owners of the landmark naval simulation HARPOON. NACV adds two countries and 16 scenarios to those included with the original game (GUIK: BattleSet 1). In NACV, the scope of play broadens dramatically to encompass the entire North Atlantic ranging from the Norwegian and Barents seas down to Gibraltar and west to the southern United States. NACV is an expansion to HARPOON. Players must already have the game to make use of NACV. Also, you must have version 1.1 or later of HARPOON to be able to use NACV. To check this, bring up the "About Harpoon" window under the PC menu. If a version number is displayed in the window, it should say 1.1 (or higher). If it doesn't (or if no version number is given), send your disks to Three-Sixty, who will upgrade them to version 1.1 free of charge. From the beginning scenarios on in NACV, players face greater challenges than they did in GUIK. First, even the beginning scenarios present a broader range of platforms and more numerous forces than the early scenarios in GUIK. Second, play in NACV is dominated by submarine forces, particularly on the Soviet side. Anti-Submarine Warfare is a chancy, tense affair at best. In NACV, the uncertainty and anxiety of this type of warfare is made very real. For the NATO player, a large portion of many of the NACV scenarios is spent gnawing on your fingernails while waiting for the next enemy contact. You can attempt to ferret out the enemy by launching patrols, both around bases and over remote areas of the sea. However, nothing is certain, and your first indication of the presence of an enemy sub may be its incoming torpedo track. On the Soviet side, life is no less grim. Playing hide and seek with high-flying NATO ASW aircraft is definitely a good way to develop an ulcer. Worse, there is often no way for the Soviet forces to strike against NATO aircraft. Patience and some luck are required for the Soviet forces to reap their harvest of NATO convoys ships. One of the interesting ways in which NACV lets you what-if different situations is in the setup of several scenarios. In NACV, there are some scenarios that differ mainly in the side that controls an important area. For instance, in one scenario, NATO may be given control of Keflavik (Iceland). In another, Keflavik has been captured by the Soviets. You can play either side in both scenarios and obtain first-person experience of the importance of this strategic airbase and port. There are some minor problems with NACV and version 1.1 of HARPOON. First, it is still possible to hang the machine or to exit suddenly to DOS. Frequent saves are advised. Second, Soviet subs seem to be uncannily hard to spot for NATO subs, despite their greater noise level. Thus, scenarios featuring only subs for both sides tend to be heavily slanted toward the Soviet side. Finally, scenarios in NACV are rather long. Add to this the fact that, for long stretches in many scenarios, there are no enemy contacts and very little for the you to do. Thus, even at the maximum time compression, time can drag on seemingly forever (10-20 minutes in real-time is not unusual). This does not occur in all scenarios. And for those who do have a problem with it, there's usually some fast and furious action to break up the long lulls. Despite the anomalies, NACV is a worthy successor to GUIK. In fact, with its greater number of scenarios and the increased number of forces involved, NACV delivers potentially more playing time than GUIK. The situations are varied, though perhaps not quite as much as those in GUIK. Now if only there were some way to compress the playing time! NACV supports all of the original graphics modes of HARPOON, including EGA (640x350x16 and 320x200x16), Tandy Graphics (320x200x16), and CGA (320x200x4). It requires 640K of RAM and may be installed on a hard driv; there is no copy protection. NACV makes heavy and intelligent use of the mouse, and keyboard equivalents are provided for every action. NACV comes on three (360K) 5-1/4" diskettes. 3-1/2" disks are available for $5.00 NACV is highly recommended for HARPOON owners. Those who don't own HARPOON yet should give it a _serious_ look. HARPOON and NORTH ATLANTIC CONVOY are published by Three-Sixty Pacific and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253