LIGHTSPEED I grew up reading science fiction novels, so I've always enjoyed space exploration games. LIGHTSPEED from MicroProse's MPS Labs is the latest variation on the theme. Previous simulations from MPS Labs include F-19 STEALTH FIGHTER, SILENT SERVICE, RED STORM RISING, and M1 TANK PLATOON. So as you might expect, space combat is the core of the game. LIGHTSPEED does include enough alien negotiation and trade to provide a good context for the battles. (This review is based on the IBM-PC version.) Your mission in LIGHTSPEED is to explore a star cluster, in preparation for a human colony ship en route to the cluster. You must locate a suitable colony world, contact alien races inhabiting the cluster, and eliminate any threats to the colony. Planetary resources must be built up for the colony by mining and trade with aliens. The game contains two star clusters. The first is an easy introduction to the game. The second cluster contains more star systems and alien cultures, and the political setup is more complex. I liked the open-ended game design. You can form alliances with any of several different confederations or individual aliens, each with its own outlook and priorities. Your approach to colonizing the cluster can be either a "Federation-style" benevolent one, or a "Romulan-style" conquest using treachery and a merciless force. Some weaker aliens can be terrorized into abandoning their star systems. This means you can play the game several different times, with new approach each time. The game graphics are very good. Spaceships and starbases are rendered in shaded polygons, so close approaches during combat don't result in the sudden jump you get with bit-mapped graphics. There isn't much detail on the enemy ships, but there is a lot of variety in the designs. Your ship is a 3.4-kilometer-long Trailblazer-class warship. There is no specific character you play, and there are no crew characters. You control all functions directly, jumping from station to station. This has an unfortunate consequence in combat: If you jump into one of your fighter cockpits, the Trailblazer "goes dumb" and will continue on the same course, doing nothing to defend itself until you jump back onto the main bridge. It makes you feel as if you're a disembodied intelligence all alone on the ship, but doesn't seriously hamper the playability. The main bridge has a forward viewscreen with a holograph tank below, showing a 3-D radar screen and a view of the currently targeted ship. To navigate between systems, you call up a rotating 3-D model of the star cluster, with color codes for known or unknown star systems. Clicking the mouse or joystick buttons cycles through the stars, and you engage the Spindrive for faster-than-light travel between star systems. If you happen to drift near another ship while in Spindrive, you get a proximity alert warning. This gives you an opportunity to knock the other ship out of Spindrive into normal space for an attack. Pirates or other enemy ships often use this method of attack. The defensive Blaster Turret screen shows a view of surrounding space, with a crosshair in the center and a 3-D radar screen at the bottom. You can spin 360 degrees on any axis to fire on enemy fighters or incoming missiles. The Engine Room screen at first glance is a complex arrangement of colors and whirling shapes. A closer look reveals that all your ship's systems use the same 10 components. Engine room components are destroyed in combat: Each hit by an enemy warship might take out one or two. In the heat of battle it's sometimes necessary to jump to the engine room, replacing components from spares in your ship's hold, or swapping from other systems. The only way to get more components is through trade or by scavenging debris after a battle. Your success in the cluster depends on several factors. Besides removing threats to your colony, you must build up resources -- water, organics, minerals, and radioactives. Establishing mines gives you a start, but you get the bulk of the resources needed by trade with aliens. You also trade for components and fuel to keep your ship running. When you arrive at a new star system, you'll see either empty space or an alien starbase parked in front of you. In either case, you launch a probe to scan the system for resources, or establish contact with the aliens. There is no star-system travel, or surface exploration on planets -- all contact with aliens occurs at starbases or between star systems. Once you make contact, you see a full-screen view of the alien. The alien contact graphics in 256-color VGA are nicely done, with palette color cycling effects in some backgrounds. All alien screens include an animation loop, so that the alien isn't just a static picture. Some topics cause a change in the facial expression or other body movement (some of these guys don't have what you'd call a face). A different musical theme plays during contact with each alien, in major or minor key (depending on how the alien feels about the subject of conversation). You talk with the alien using a panel with pushbuttons for your pre-programmed questions and responses. If an alien agrees to trade, a "universal exchange interface" opens up with icons representing components in your ship's hold on one side, and those offered by the alien on the other. Clicking on objects selects them for trade, and a sliding bar shows the trade balance between you and the alien. A similar screen is used for trading in planetary resources, such as water or minerals. I drew a paper spreadsheet showing all the alien trade values, which made it easy to find trade routes where I could buy low and sell high. Peace treaties may be signed with the aliens you want to keep as friends and trading partners. Eliminating a hostile or dangerous alien from a star system requires combat with the starbase and its defending warships and fighters. You'll also have to defend yourself against attack while in transit between systems. You begin the game with few engine room components (and therefore a weak ship), but your ship becomes more capable after you've traded up in number and quality of components. The Trailblazer's main gun is powerful but slow to recharge, and has limited range. While maneuvering the Trailblazer into firing position, you can use one or several of the 10 missile chassis on board. These can be instantly configured as a guided missile, a kamikaze, or a fighter. Fire-and-forget guided missiles cause little damage -- the manually piloted kamikazes cause heavier damage when rammed into an enemy ship. Fighters have laser guns and are good for defending the Trailblazer or for knocking out critical systems on an enemy ship like a shield generator. You can toggle your view and control among the Trailblazer's bridge, the cockpit of any fighters or kamikazes you've launched, and the defensive blaster turret by hitting the spacebar. Here is a typical scenario that shows how all the stations are used in combat: First, you power up the thrusters and get the Trailblazer moving toward a warship, to bring your main gun in range. You launch a kamikaze to distract enemy fighters, jumping into its cockpit to set it on course. Then you jump back to the Trailblazer bridge, launch a fighter, jump into the cockpit, and head for the enemy warship to knock out its shield generator. When the enemy fires its main gun, you jump back to the Trailblazer's blaster turret to shoot down the incoming missiles, then jump back to the fighter to finish knocking out the shield generator. Finally, you return to the Trailblazer bridge to finish the job with your main gun. Sound effects during combat include explosions, laser blasts, collisions, and engine noise. The Trailblazer's engine emits a deep hum, which adds to the "big ship" feel, and you hear a sort of industrial clanking noise in the engine room. The effects and music soundtrack were all good, on both my AdLib and Roland LAPC-1 sound cards. LIGHTSPEED requires a 100% IBM-compatible computer using DOS 2.1 or higher, with 512K of RAM installed, or 640K for VGA; a 286-class machine is recommended. The frame rate is slightly better than the average flight simulator, since there is no ground or sky detail to animate during combat. The game supports VGA and EGA, and sound support is provided for AdLib, Tandy, and Roland cards. My copy of the game was distributed on 5-1/4" 360K floppies. The game is copy-protected with a lookup scheme that requires the game manual. There is one glaring flaw in LIGHTSPEED: the manual. In particular, there is no mention at all of how to finish a game. There's a vague description in a question-and-answer section of the technical supplement. But even that doesn't tell you about the essential colony screen. This shows you how you're progressing, and it triggers the events that establish a colony once you have enough resources. The "C" key to access the screen is mentioned only on the quick-reference card, which doesn't explain the importance of the screen. I abandoned the first cluster after building up excessive resources without getting a colony, since I didn't know about the colony screen. Once I found the colony screen, I had fun playing LIGHTSPEED. I would rate it as an easy-to-intermediate-level game. Most of the challenge came from figuring out the tactics to use in space combat -- the alien diplomacy and trade was interesting, but a little too easy. As far as I could tell, the program is bug-free. I recommend LIGHTSPEED for space adventure fans, especially if you like a heavy dose of spaceship combat in your adventuring. LIGHTSPEED is published and distributed by MicroProse Software.