HALLS OF MONTEZUMA HALLS OF MONTEZUMA is a wargame simulation that traces the battle history of the United States Marine Corps from Mexico City to Vietnam. The game comes from the design/programming team of Roger Keating and Ian Trout of Strategic Studies Group (with assistance from Andrew Taubman, Gregor Whiley, and Malcolm Power, all of whom worked on BATTLES IN NORMANDY), and is distributed by Electronic Arts. Tony Green and Ken Zaris, retired Marines, helped with historical research. (The Commodore 64 version is the basis of this review; Apple II, IBM-PC, and Macintosh version notes follow.) MONTEZUMA uses SSG's BATTLEFRONT gameplay menu system; the scenario design option has been renamed Warplan; and this latest version offers enhanced play features and a graphics editor called Warpaint. MONTEZUMA features eight scenarios: Mexico City, Belleau Wood, Iwo Jima, Okinawa (the Shuri Line) and Okinawa (the Final Redoubt), Pusan, Inchon, and Hue. Each scenario recreates the conditions of a battle from USMC history and has a set number of turns, up to 99. Each (game) day is divided into four turns (a.m., noon, p.m., and night). The maximum length of a scenario is 25 (game) days, and two humans can play or a single player can control either side. The onscreen battlefield consists of hexagons, up to 39 across by 28 down, depending on the scenario. Terrain features, such as roads, forts, mountains, plateaus, and beaches are indicated by icons, which can be reconstructed with the Warpaint graphics editor. Infantry, artillery, HQs, amphibious vehicles, all military artifacts, in fact, are indicated by icons, and they can also be reconstructed with Warpaint. Gameplay is controlled by single keystrokes (cursor and Return keys) which cycle through a series of inter-connected menus. Some menus are simple branches to others in the system, but most give some information -- status of the units under your control, examination of a battle site, enemy units, and the objectives and current conditions. Action menus are used to control HQ movements, the allocation of divisional assets and support points, and to accept combat orders. RUN 5 (from the Main Menu) puts all orders into action, activates movement routines, sets combat in motion, and determines the outcome of each turn. The Warplan design system allows you to alter an existing scenario, or construct an entirely new scenario, including map and terrain features and a variety of miscellaneous factors. Despite the enhancements to the original play system, older scenarios from BATTLEFRONT and BATTLES IN NORMANDY can be loaded into MONTEZUMA. The opposite is also true. The respective system works everything out. (Certain older scenarios, although they will work with MONTEZUMA, do require some adjustment. The authors plan to take care of these adjustments, and the necessary information will appear in Issue 9 of SSG's wargaming magazine, RUN 5.) The Warpaint graphics editor, one of the enhancements to the BATTLEFRONT system, is similar to a character set editor. There are 56 different terrain and military icons, any of which can be loaded into the Warpaint design box, a 16x16 pixel grid. The icon can then be changed to appear as you want, colors can be altered, and the end result can be saved to disk and later used in a scenario. The C64 version of HALLS OF MONTEZUMA game package comes with a 64K disk, save-game labels, a pair of menu cards, a large full-color map of the scenarios, and an excellent instruction manual. The manual features a short tutorial based on the Mexico City scenario, and it explains all the menus of both game and design systems, tells of the history of the Marine Corps, and looks closely at the factors that influenced each battle. Graphically, MONTEZUMA looks fine. The screen maps, formed with hexagons, serve to keep the display clear and large. The BATTLEFRONT menu system, in addition to being one of the best gameplay systems around, is also one of the easiest to learn. Any menu selection, and thus any order, can be escaped from by way of the C64's "F1" key. (The exception is RUN 5, which runs the simulation.) The computer controls all unit movements, which are based on the orders you give, so that all you need to be concerned about is achieving tactical victory. Despite the extensive menus, gameplay does not suffer from program intrusion. Mr. Keating, Mr. Trout, and SSG know what they're doing and they've done it again with HALLS OF MONTEZUMA. APPLE VERSION NOTES HALLS OF MONTEZUMA is introduced as a "Battle History of the United States Marine Corps." While the manual does provide an abbreviated description of the evolution of the Corps, and someone playing the scenarios in order might get some sense of the evolution of war over the time period covered (1844-1968), it is much better to think of the game as an improved version of the (already excellent) BATTLEFRONT game system, plus eight new scenarios. The Apple II version of the game lives up to this revised decription very nicely. The changes in the gaming system (versus BATTLEFRONT and NORMANDY, the two earlier products in this group) are extensive, but for most people probably minor -- unless you do a lot of scenario designs yourself, in which case the changes are quite significant. All the changes are definitely positive, however. The game maintains the look and essential feel of Apple II BATTLEFRONT, while adding more variables in combat and movement, and an improved computer opponent. You can use this new system not only for the new scenarios, but also to play, modify, and improve older BATTLEFRONT and NORMANDY scenarios. What you're mostly buying, however, are eight new, very good scenarios. They are all quite difficult, and together they provide a wide range of interesting combat situations. The BATTLEFRONT system is one of the best around for simulating division level combat, and if this attracts you (especially if you enjoyed BATTLEFRONT and/or NORMANDY), I would highly recommend the Apple II version of HALLS OF MONTEZUMA. IBM-PC VERSION NOTES HALLS OF MONTEZUMA for the IBM runs on the following systems: IBM PC/XT/AT, PS/2, Tandy, and 100% IBM-Compatible computers. The program requires MS-DOS 2.1 or higher, 256K, and supports the following graphics modes: CGA, EGA, MCGA, VGA, and Tandy 16-color CGA. The program disk is not copy-protected, so you shouldn't have any trouble installing it on your hard drive. MONTEZUMA is supplied on two disks, with both 3-1/2" and 5-1/4" formats. To start the game, just type HOM. You can use a suffix such as HOM C to choose the CGA graphics mode, HOM E for EGA, etc. The program selects a graphics mode at startup from a setup file that you can modify in the game itself. A letter after HOM will override the current setting. I ran the program using every graphics mode except Tandy 16-color. A summary of each graphics mode follows: CGA: Limited color, but the game is very playable. As in most strategy/war games the graphics are not overwhelming, and you have to use your imagination quite a bit. Most of the terrain features are the same color, but it isn't difficult to distinguish between them. EGA: If there is any difference in resolution between the CGA mode and the EGA mode, I cannot tell. More colors are seen in the EGA mode, of course. Each type of terrain has its own color, which keeps one terrain type from blending into the others. Needless to say, EGA enhances the game's appearance notably. MCGA: If you have MCGA, don't expect any more color than with CGA; the game looks exactly the same. (Note: My graphics card can only run MCGA programs; it cannot give me a true assessment of what MCGA can really do. There might actually be more color using MCGA than my graphics card allows me to see.) VGA: VGA offers no improvements over EGA. The resolution is the same as CGA and the colors are the same as EGA. Overall, the graphics are acceptable; with a bit of imagination, you can make the scenes come alive. If you have EGA, you'll get the most out of MONTEZUMA. The setup program can be modified from within the game. By editing the setup file you can change the user options (including video, sound, auto-save, and path). The sound is nothing special. Gameplay is essentially the same as in the previous versions reviewed. The game runs very smoothly, and there don't seem to be any bugs in this version. If you're an avid wargamer, you may find MONTEZUMA to be quite addictive. MACINTOSH VERSION NOTES The Macintosh version of HALLS OF MONTEZUMA comes with two 800K diskettes, a large map of the eight pre-built scenarios, and manuals explaining both the BATTLEFRONT game system and the scenarios themselves. The game requires one megabyte of RAM and runs on everything from a Mac Plus to a IIcx. HALLS supports both 16- and 256-color graphics. Two versions of each scenario are included: standard monochrome and 4-bit (16-color) color. The color graphics are simply superb. Battalions and terrain are easily identifiable by their icons. Furthermore, while the premise of the BATTLEFRO game system is the control of imaginary hexagonal divisions of the battlefield, these hexagons are invisible to the player of the Mac version. The resulting graphical clarity makes it easier to comprehend the complexities of battle, and results in more intuitive gameplay. The monochrome scenarios are also very clear and comprehensible. Both give the impression that the gamer is viewing an actual map of a battlefield. Obviously, SSG has worked to make their game system compatible with the standard Macintosh interface. Orders are issued either by clicking on various options in the command window, or by choosing them from the menu bar. The process of issuing orders is easily learned (thanks to the tutorial), and soon becomes intuitive (thanks to the exceptional interface). The Warplan and Warpaint design kits also reflect SSG's commitment to the Macintosh interface; both are relatively easy to use, and permit players to create highly detailed and realistic maps. HALLS OF MONTEZUMA is an appealing game on the Macintosh. Its beautiful graphics, digitized sounds, easy-to-use interface, and the BATTLEFRONT game system combine to form a package that should please anyone interested in strategy games or military history. HALLS OF MONTEZUMA is published by Strategic Studies Group and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253