STARFLIGHT II: TRADE ROUTES OF THE CLOUD NEBULA I've been waiting to get my hands on this for several years now. I had a lot of fun with the original STARFLIGHT I, and the storyline of STARFLIGHT II is equally entertaining. That's the good news. Unfortunately, there is also bad news: This is one of the most frustrating games I have ever endured. (This review is based on the IBM-PC version.) For its off-disk copy protection, STARFLIGHT II uses a combination of a trademap (a map of the universe you're playing in) and what they call a navigation calibrator. That's a contraption you place over the map on its x-y coordinates and look through the opening. The computer then asks for a piece of coded information. Seems pretty simple, right? Wrong! I completely wasted the first ten hours trying to play this game, in which I answered the code question correctly only once (and I'm really not that stupid). Every time you leave your Starport, you're asked for a code. When you answer the code question, it never tells you if you're right or wrong; it just asks if you're sure. You find out if you are wrong anywhere from one half-hour to several hours later, when the Interstel Police pull you over. Then you get _one_ more chance: Blow it, and the game is history. Perhaps there were problems in printing some (if not all) of the maps; some dark blue stars look purple, some orange stars look red, and if you happen to be slightly colorblind, forget it! Electronic Arts says it will provide a replacement map for colorblind players, but I don't think anyone should have to go through that hassle in the first place. Different lighting conditions can also affect how the colors are perceived. This is probably the first time I've ever been convinced that an off-disk protection scheme really stinks. Some things about STARFLIGHT II are good; it's just hard to find them when you have so much trouble getting started. There are many more alien races to interact with (30 in all); planetside trading with different races (some of these guys like to bargin hard); time travel; somewhat better resolution in some places; a good story line; and interaction with some old and some new space-faring aliens. The universe you play in doesn't seem as dense (there aren't as many systems and planets) as the origional, but with 150 star systems and 500 planets to explore, there's plenty to do. A few of the speciality items are neat: Jump pods allows you to cross great distances, although you don't always end up exactly where you expected; blasto pods are a good weapons system; and there are an assortment of other items that might prove useful. Although I played the IBM-PC version on a 386-16 (0 wait states) clone, STARFLIGHT II is the _only_ game or simulation I've encountered that runs slow in many places: It's barely playable. I shudder to think what it's like on a PC/XT/AT-class machine. When you're tooling your terrain vehicle around on a planet's surface, it can actually take a second or two to go from one option on the control panel to another. The speed of moving between commands is also a problem in other parts of the game. And if you're not careful, several stacked commands might be processed while the computer is waiting a second or two; those commands are saved in the type-ahead buffer and executed when the computer catches up to you. In some sections of the game, this can get you killed (i.e., the game is blown) with just one wrong answer. Make sure, therefore, to enter your commands _very_ slowly. Your computer may be fast, but this game is not. The graphics of STARFLIGHT II are somewhat improved over the original game (STARFLIGHT I). In EGA/VGA mode, the opening screen is quite nice. When you encounter other races, their images are well-illustrated, but that's about as far as it goes. The interface (command menus), ship's graphics, etc., are basically the same as the original. You get more colors and it looks a bit more detailed, but the ultimate effect is the same. With a game as big and complicated as STARFLIGHT II, a save-game feature is a _must_. But in this game, the procedure just doesn't work as stated in the manual, which means that after hours of play, you can find yourself up the creek (or downspin) without a paddle. A lot of Gamers' Forum members on CompuServe have come up with various fixes; some seem to work on some systems, and some don't. The one thing that apparently worked for me was saving the game and exiting; saving and continuing worked only intermittently. One of explanations offered by Electronic Arts is that it might be a DOS problem. However, the manual says the program supports DOS 2.11 through DOS 3.3; I used 3.3 and still had problems. Bottom line: If you have played and loved the original STARFLIGHT I, and you can't live without trying STARFLIGHT II, I hope you have a lot of time and patience. Otherwise, I'm sorry to say, I must recommend that you avoid this game. STARFLIGHT II is published by Binary Systems and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253