SILENT SERVICE II Several years ago, MicroProse released its first submarine simulator, SILENT SERVICE. Aimed at the 8-bit machines of the time, SILENT SERVICE delivered a solid simulation, and some tense moments for players. Since that time, technology has marched on. 16-bit machines are the norm, with more memory, graphics, and sound capabilities than ever before. MicroProse has turned to its classic sub simulator for inspiration in creating a new game that takes superb advantage of today's technology. SILENT SERVICE II provides enormously enhanced graphics and sound, along with significantly expanded play options, to deliver the best World War II sub simulator on the market. (The IBM-PC version is the basis of this review.) In SILENT SERVICE II (SS2), you take the helm of one of several U.S. subs that patrolled in the Pacific theater during World War II. You may take a boat out on a single mission, a war patrol, or embark on a complete war career. There are several missions to choose from, all of which are drawn from actual historical encounters. The war patrols allow you to choose a sector in the Pacific theater to patrol. You encounter enemy ships more or less at random, leading to a series of "missions" within a patrol. The war career is new with SS2. In the war career, you pick a start date, a sub type, and a home port. You play until the actual end of the war (August, 1945), or until you are killed (a distressingly common way to end the game). During the war, you choose patrol areas, and then execute a standard war patrol. Each time you return to port, you may choose a new sub and/or a new patrol area. You may also switch ports as the war progresses. Your choice of home port determines which areas you may patrol. Also, the available ports change as the war progresses, following events as they actually occurred. Finally, ports under different commands receive new subs and equipment at different times. As mentioned earlier, the course of the war affects the encounters that you have. Encounters around major battle areas (such as the Solomon Islands) usually involves well-escorted warships. Encounters along shipping routes will likely involve supply ships and tankers. The quality of the Japanese ASW efforts also varies as the war progresses, reflecting historical alterations in skill and strategy. Of course, all of this strategic maneuvering is really just frosting on the cake. The heart of the game is the tactical maneuvering within an encounter. As the sub captain, you are given several screens to use in controlling your sub. This portion of the game bears the closest resemblance to the original SILENT SERVICE. You have several screens that you move among to control various functions of the sub. The Map screen shows an overhead view of the area with four levels of zoom. You can see your sub and the enemy ships you currently have a lock on. Tracks are displayed to convey direction of movement and relative speed. You'll use this screen to maneuver into a good ambush position. The Periscope provides a view of the surface, as long as you are no more than 55 feet deep and the periscope is raised. Four levels of zoom are supported here as well, and a close-up view of a nearby Japanese Battleship is nothing less than spectacular. You may use the TDC (targeting computer) on this screen to acquire targets. Generally, you will fire your torpedoes from this view. The Bridge screen is available only when surfaced. It provides a slightly wider view than the periscope, and also supports four levels of zoom. You control the deck gun from this screen and may also fire torpedoes. Note, however, that fighting the Japanese from the surface is a sure way to cut your career short. The Gauges show you vital data concerning your sub, including its current speed, depth, the depth under keel, fuel and battery levels, and torpedo load-out. The Damage screen details the condition of each major sub component, as well as the total damage to the sub. Finally, there is a Captain's Log that provides information about your sub and the current situation. This data includes the time of day, the visibility, and the depth of water in the area. As in the original SILENT SERVICE, your job is to be as sneaky as possible, exercising caution and patience in prosecuting your attacks. The impetuous go-for-broke Captain is likely to end up in Davy Jones's locker for his efforts. Of course, some daring is required, but SS2 rewards Captains who are selective in their bravery. In a typical SS2 mission, you'll try to position your sub ahead of the enemy convoy. Then you'll submerge (if you haven't already) and wait for the convoy to approach. Most convoys consist of escort ships (Destroyers and Patrol Craft) and the primary targets (non-escorts). Patience (and some nerve) is required as the convoy escorts steam by. Then you raise the periscope and let the torpedoes go. This is usually followed by a crash dive, hard turn, and acceleration to flank speed as the escorts turn back to your position. At this point a game of naval cat and mouse ensues as the escorts steam on the surface in rapid search patterns. If you are unlucky (or inept), they will spot you and drop migraine-inducing depth charges. These may cause small damage, or knock out a major component, such as an engine. And, of course, they may actually sink the sub straight off. Unlike its predecessor, SS2 lets you use the thermal incline to try and evade surface ships. In addition, a much greater variety of Japanese ships is represented, with everything from Super Battleships (like the Yamato) all the way down to small Patrol Craft. In fact, one of the new challenges in SS2 is to prosecute attacks against fast convoys that can simply steam away from you. Japanese convoys tend to be a little smarter as well, using a varied zigzag pattern and aggressive search patterns by the escorts. Surface gunnery duels are now heavily slanted in favor of the surface ships (as they should be). The keyboard controls have been completely redesigned, and a keyboard template is provided that maps all of the commands. New commands include locking the TDC; rotating the periscope quickly, slowly, or 180 degrees; steering to view (and vice versa); and rising to periscope depth (55 feet). The revamped controls should feel much better to players of the old game. And players of other MicroProse games (such as RED STORM RISING) should feel right at home. One note: The "time-lapsed replay" feature advertised on the game box is not actually present in the game. It was left out due to memory considerations. This feature would've been nice, but its loss doesn't affect actual gameplay. The graphic enhancements are simply stunning in VGA. Photographs were taken of scale models of each type of Japanese ship. These photos were digitized, and the images used with a 3-D algorithm to realistically portray angles and degree of detail. Different levels of visibility are realistically depicted: Players will find themselves squinting through the murk trying to pick out enemy ships at night, much as real sub Captains had to do at the time. Some new animation has been provided, but the time to load and display these is intrusive, so I always toggle them off before play. Acceleration of game speed is now supported in _eight_ levels. This helps alleviate the tedium of those long end-arounds as you maneuver your sub in front of a convoy. The sounds have also been enhanced, with support for AdLib and Roland boards. The disk-based copy protection has been eliminated and the game employs a document-based scheme. Note that there is an error in the manual, wherein the pictures for the large and small freighters have been switched. SILENT SERVICE II supports VGA (320x200x256), EGA (320x200x16), CGA (320x200x4), and Tandy graphics modes. The joystick is supported, along with the keyboard. SILENT SERVICE II comes on either 5-1/4" or 3-1/2" disks. The game may be installed to your fixed disk, and in fact, you won't want to play SS2 without a hard drive. One of the few negative features of the game is a protracted loading cycle that takes about 3-5 minutes on my 8Mhz machine. Fortunately, MPS coded a percentage-loaded algorithm, so you can see that you're making progress (and not merely locked up). SILENT SERVICE 2 requires a full 640K, with 580K or more of _available_ RAM if run in VGA mode. It will run in less, but minus the ship pictures -- a definite problem. Many players will need to create a clean boot disk to run SS2. I found SS2 to be a delight to play. It captured what was fun in the original, adding enough substance and style to grab my interest. The addition of the full war career and various sub types really raised the game to a new level. The manual by Arnold Hendrick is superb, with plenty of background material and play description. Gameplay is tense and exciting, and the enhanced visuals pull computer sub captains into the simulation like few other games can. I love the game, and recommend it to anyone with even a passing interest in submarine warfare. SILENT SERVICE II is published and distributed by MicroProse. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253