NUCLEAR WAR If the idea of taking one of humanity's worst nightmares and turning it into a satirical strategy game intrigues you, then NUCLEAR WAR may be right up your alley. NUCLEAR WAR is one of the most appealing "light" strategy games I've encountered, and it's a great way to blow off a little steam after a hard day's work. (This review is based on the Amiga version; IBM-PC version notes follow.) Though the game takes only moments to learn, and a round of play takes no more than fifteen minutes or so to complete, NUCLEAR WAR provides hours of almost infinitely variable playing enjoyment. The options available in terms of opponents and turn decisions provide for a different kind of game each time you play. NUCLEAR WAR comes on two unprotected disks, and can be started from the Workbench. 512K of RAM is required, and the mouse is used for all game control. The program runs on all Amiga systems, and can be installed on a hard disk, though the original key-disk must be inserted once at startup. Extra RAM above 512K is used for additional graphics and sound effects. Virtually all available chip RAM is used by the game on both the 512K and the newer 1Mb chip-RAM systems, so it's recommended that you not multi-task while running the game (even though it's marginally possible to do so). The game starts at the "Diplomacy Terminal." You begin by selecting four out of ten available computer opponents. Each computer opponent has a different personality, which has a significant effect upon the kind of relationship you're going to have during the game. Some opponents are pacifists who don't take kindly to threats or nuclear stockpiling. Others are warmongers who are quite willing to walk all over you should you take a less than consistent, hard-line position towards them. One of the most endearing aspects of the game has to do with these personalities; after playing a few times, you really begin to develop a feel for the differences between the characters, and actually grow fond of their foibles (my current favorite is "Colonel Malomar Kadaffy"). Learning what each character expects of you is probably the most important long-term project you should set for yourself during repeated play. How the characters treat each other is equally important. You learn which ones are likely to form alliances; then, you can predict -- after lots of careful study -- who's most likely to start a round of attacks. Combining different personalities in a game is another way of varying gameplay; no two combinations work out similarly. Once you've selected your opponents, the first order of business is to figure out what kind of attitude you should take towards each of them (this is called "Happy Face Diplomacy" in the manual). There are five different attitudes you can take (Benevolent, Friendly, Neutral, Unfriendly, and Hostile), and each affects your computer opponents' attitudes towards you. Attitude affects the likelihood of an opponent's attacking you, either through propaganda (which steals your population away), or through actual nuclear strikes. It also affects the extent of an opponent's reactions to any aggressive moves you make, even if they're not aimed particularly at that opponent. Attitudes are hard to calculate; you'd think just being nice to everyone would net you the best results, but it isn't so. Some characters seem most eager to be your buddies when you're at your most hostile towards them; others find anything but sheer Benevolence an outrage and an abuse of their Sacred Presence. Only time allows you some mastery over who's going to respond best to which kind of attitude; there are no easy formulas. After you've selected opponents, thought about personalities, and set attitudes (which can be changed at any time), you begin the actual game itself. Gameplay consists of a series of turns, and you're limited to one choice each turn. Your choices include: 1. Building your arsenal, which (based on population size) results in a certain number of missiles, bombers, warheads, and defense systems added to your supplies. 2. Using Propaganda, which involves targeting an opponent's population for a propaganda campaign, the success of which can add from one to ten million people to your population from theirs (and is quite tricky to manage successfully). 3. Setting up a Defense System, which protects your country against an anticipated nuclear strike. (If a neighbor's set up a missile on the launchpad, and you're not on the best of terms, it's time to think about duck and cover). 4. Readying a strike, which involves deploying either a missile or a bomber for a strike next round. 5. "The Big One": launching a Nuclear Strike. Once you've made one of the above choices and ended your turn, you come to the Global Monitor Screen, which displays an animated sequence for the enactment of each player's choices for that turn. These animations are original and hilarious, and come complete with the requisite sound effects. A text message describing each player's action also appears, along with the animation at the bottom of the screen. If you just want to get on with things, you can read the message quickly and cut short the animation with the click of the left mouse button -- a nice touch. During a turn, all actions basically end up affecting the size of the population of your cities. City size is represented by different icons, with the Tent representing the lowest population level, and the Metropolis representing the highest (I even thought I saw a Geodesic Dome grow over one of my cities once; perhaps I was hallucinating?). Nuclear strikes can lead to the eradication of a city. When all cities in one country are wiped out, that player is out of the game. If the human player is demolished before the others, the game plays itself in a speeded-up sequence to the end (this is quite fun to watch). Along with the choices each player makes, there are certain disasters, which can occur randomly at any time. Some are advantageous, such as the Population Explosion. Others are apocalyptic, such as Nuclear Meltdowns. Some are just plain strange, like the tossing of airborne cows via Cattletech from one country to the next, the launching of cities into outer space, the appearance of flying saucers, and the dropping of a 16-ton weight upon a city (a prospect almost as unpleasant as the flying cows). All you can do in the face of such disasters is cross your eyes and hope for better times ahead. Should you become eager to launch a nuclear strike, you have a range of weapons and platforms from which to choose. Different megatonnage warheads have different costs and effects, and require different kinds of delivery systems. Missiles can only be used for one strike, but bombers can be used to deliver a series of strikes over a number of turns -- handy if you're running out of friends fast. Defense systems are a nice way of never having to say you're sorry. After a while, I found that the game has a little message that runs counter to the satire and high hilarity present during play. Without giving too much away, suffice it to say that being the first on the block to drop a bomb on someone else is no guarantee of long-term survival. Over time, gameplay enforces the idea that nuclear war, after all, isn't ultimately a whole load of fun (though the game certainly is!). The concluding game screen is the most cynical: For instance, one time Tricky Dick managed to win the game but lose the world, and I found him leaping up and down amidst smoldering ruins, shouting, "I won! I won!" That elicits the kind of laugh that includes both a wince and a knowing nod. If you're the kind of person who insists that there's nothing at all funny about nuclear war, I recommend this game to you. This sort of hilarity is liberating, refreshing, and ultimately consistent with the most serious attitude you could imagine towards the real problem. It's no small condolence that the laughter comes in the midst of one of the most original and playable strategy games available for the Amiga. IBM-PC VERSION NOTES New World Computing's version of the classic card game has now been ported to the IBM. Fans of the old NUCLEAR WAR, or players looking for a game that shows off their VGA graphics, need look no further. This edition takes excellent advantage of VGA's 256-color mode, giving IBM'ers the rare treat of playing a game that looks every bit as good as its Amiga counterpart. NUCLEAR WAR comes on two 5-1/4" disks; a 3-1/2" disk is available for $5.00. The game is hard-disk installable, and uses a manual-based protection scheme. NUCLEAR WAR is heavily animated, so it runs slowly in VGA mode on many machines; New World Computing recommends that you play on at least an 8MHz machine. Fortunately, a key is provided that lets you cut an animated sequence short, which helps mitigate the slow speed. The interface is mouse driven, though the game can easily be controlled from the keyboard. The mouse support is well thought-out and quite smooth. VGA mode requires 640K of RAM to run. EGA and CGA modes are also supported, and they run in 512K. The EGA version is quite sharp and stands up well in comparison to the VGA graphics. Unfortunately, the CGA graphics are not nearly as nice. In fact, I recommend that CGA-only players pass this one by. It _can_ be played in CGA mode, but much of the value of the game derives from the sharp graphics, which are lost in the 4-color mode of CGA. There is no soundboard support, but the sound effects through the PC speaker are well done. These can of course be toggled off if they become too annoying. NUCLEAR WAR for the IBM is a beautiful (and hilarious) game. Although it won't tax the minds of most strategy gamers, it can provide some low-key entertainment. The only thing I miss is an option for multiple players (in the style of the original card game). NUCLEAR WAR is published by New World Computing and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253