SWORD OF THE SAMURAI When an entertainment product is referred to as a "sleeper," it doesn't mean (as some believe) that it's boring enough to put you to sleep! Rather, it refers to the product's unexpected success. SWORD OF THE SAMURAI from MicroProse is a true sleeper -- on an artistic, if not commercial, level. This is one of the richest and most complex games ever released; it's graphically and musically advanced, extremely versatile, and involves a wide variety of game elements: arcade swordplay, wargame strategy, role-playing, exploration, and mapping. Yet, although the game presents a staggering number of ways to start and progress, it's also friendly enough to allow you to practice nearly any of the component elements individually. (This review is based on the IBM-PC version.) The overall flavor of SAMURAI is role-playing, though the execution is largely arcade and requires skill with a joystick or the keypad. The main object here is to take your character (to whom you give a name and assign certain strengths and weaknesses at the outset) and advance in level. Play your tiles right and you'll advance from a samurai among rival samurais to a hatamoto among rival hatamotos. Advance from there to daimyo, the lord of the province. There are 47 other provinces, all with their own daimyos. Should you conquer a minimum of 24, you can declare yourself Shogun, but you'll have to defend this title against a consortium of competing daimyos. There's no facility for female characters, although (as the designer's notes point out) females played an undeniably subservient role in the samurai culture of feudal Japan. Historically, the game focuses on a 110-year period of Japan's history (1490 to 1600), an era also covered by several other games (NOBUNAGA'S REVENGE from Koei, for example). Your Samurai begins with whichever specific advantages have been given to your family. You might start out excelling in swordsmanship, or you might have greater land holdings, a greater number of servile samurai, or greater honor. In order to increase in rank, you'll need to increase all these attributes. ("Honor" is an amazingly resilient term in these circumstances, since much of your progression is dependent on your ability to seem honorable while forcing others to act dishonorably.) Some of the many methods of increasing your stature: marrying into a good family; performing tasks for your superiors (rescue missions, battles); making your peers seem dishonorable or killing them outright; helping others; donating land; even indulging in the occasional tea ceremony. Aging is an important factor; your original character will die long before a Shogunate is attained. When your character marries, sons and daughters are randomly generated (slowly), and when your heir -- it must be a son -- takes over for you, you'll find your new character significantly reduced in attributes and acquisitions. Thus, it will happen that your most successful characters are quite old. At some point, they'll start losing their abilities and you'll have to retire from worldly affairs. Every time you think SAMURAI has shown you all it's going to show, it surprises you with new varieties of situations. Elements of the game (such as the overhead traveling map within your domain) vanish to make room for new wrinkles. For example, early in your career, you may choose to prove your honor by rescuing hostages or members of your Daimyo's family. Later, when you _are_ a Daimyo, you'll find yourself _forced_ to defend your family, your guests, and even the peasants who inhabit your domain from assassins and bands of thieves. Early on, you'll also have little opportunity to use your troops in actual combat, but when attempting to become Shogun, you'll constantly employ troops to overtake other Daimyo's domains. SAMURAI's graphics are excellent, with support for EGA and VGA, as well as 16-color Tandy graphics; 4-color CGA mode is also supported, but Hercules monochrome graphics are not. The screens display muted colors, simple patterns, bold calligraphy, and traditional Japanese artwork. Even the swordplay screens (in which two characters face each other and perform arcade-style combat) are highly stylized and altogether different from traditional computer graphics. The settings for these battles vary greatly, from outdoor scenes to the traditional tatami -- bamboo mats -- of the training area. Other combat sequences utilize an overhead scrolling map of rice paddies, or towns, or complex multilevel mazes within homes or castles. The music on the Ad Lib or MT-32 is also extremely authentic and atmospheric. The MT-32 music in particular is remarkably realistic, with gongs and plucked strings and all the traditional eastern musical detailing. I did find the music repetitive, though: A single game can take many days to play (depending upon the difficulty level you set), and although the themes do vary as you change level, you may spend many hours at one level...listening to the same few themes over and over. Still, this is a niggle; these compositions for computer are brilliant. The experience, in sum, is one of total immersion in Japanese history. At the easier levels, the arcade sequences are not terribly challenging, but the strategy is demanding at every level, which keeps the game from becoming _too_ easy even at the lowest level. Moreover, there are brief flashes of devilish humor throughout. During the game's intense disk accessing, there are delays, but rather than offer a crude "Please Wait" or "Loading..." message, the game gives us random bits of appropriate Oriental philosophy. My hands-down favorite is: "Suspend expectations of imminence." If you're playing the MS-DOS version, be sure to print a copy of the "read.me" file provided on disk; it includes some important information not presented in the manual. The game is hard-disk installable and requires a minimum of 512K of RAM. Either 5-1/4" or 3-1/2" disks are included; check the label on the spine of the box to see which version you're buying. The copy protection is my only sticking point for this game: There's both a key-disk scheme and a document check. Thus, you must keep the manual _and_ the original Disk "A" nearby at all times. Key-disk protection is just about the most heinous, unfair, and punitive form of copy protection around. If you object to it strongly (as I do), be sure to write a letter to MicroProse demanding that they cease and desist. Key disks are far more liable than manuals to be destroyed by a wayward dust mote in a disk drive, or a fingerprint, or simply the ravages of time and constant access. After 90 days, should your key disk fail, you'll have to pay a whopping $15.00 for the privilege of playing your game again. If this game were not so good, I'd advocate a boycott. But, for better or worse, SWORD OF THE SAMURAI is a highly recommended game -- for wargamers, arcade gamers, and CRPG fans alike. To paraphrase the program itself, "It is good to see MicroProse do a good deed. MicroProse is a game company of exceptional honor." SWORD OF THE SAMURAI is published and distributed by MicroProse. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253