Zzap
1st May 1992
Categories: Review: Software
Author: Mark Caswell
Publisher: Gremlin
Machine: Commodore 64
Published in Zzap #84
Who in their right mind would mess with the Legiones Astartes, commonly known as the Space Marines? With the latest in bug-splattering weaponry to hand, they can very easily kick ass (when they sing the 'kick ass' song). Mark 'Macho Man' Caswell says hello to the invading hordes of Chaos with an assault cannon (serves the sons of dubious parentage right too!)...
Space Crusade
Johnny Warp Space is a tricky chap, loadsa spaceships enter this strange place, many don't return (cue spooky organ music). This isn't surprising when you hear this is also the domain of Chaos, inhabited by creatures that make Freddy Krueger look like a choirboy. Recently, an interstellar spacewreck appeared from warp space, and aboard were various creatures of Chaos (help, mummy). Their mission is to wipe mankind off the face of the universe, but they reckoned without the Terminators (cue stirring heroic-type music).
Terminators 1, Aliens 0
But Arnie Schwarzawotsit isn't among them 'coz these guys are Space Marines, a bunch of rootin', tootin' bad-assed mutha-[expletive deleted]s. They get their nickname from the Tactical Dreadnought armour they wear into battle. And in Space Crusade, the battleground is the derelict spaceship (commonly known as a Space Hulk).
Up to three human players can participate: there are three teams or 'Chapters' on offer - The Blood Angels, The Imperial Fists and The Ultra Marines (consisting of five members: a sergeant and four grunts). The computer takes control of the Chaos hordes, I personally reckon it enjoys the task of tromping your Marines.
Big Weapons Ahoy
At the start of the game, the players are given a 'quick start' option. Here the Marines are automatically armed, equpped and started on the first mission called 'Seek And Destroy'. Or if you're confident (i.e. a smart ass) you can arm, equip, etc the guys yourself.
This would take too long to describe in full, but the correct choice of equipment for the mission ahead is vital. Commanders have the choice of three weapon combinations, a mixture of combat and hand-to-hand, total combat or total hand-to-hand. The basic weapon of the Space Marine is a Storm Bolter, but there are three types of heavy ordnance available: Assault Cannon, Missile Launcher and Plasma Gun. One Marine must carry a Bolter, but it's up to you how to assign the rest of the weapons (for gawd sakes take 'em all!).
Once all is ready, choose from one of the twelve missions and go kick some scaly green alien butt. Each team starts at a different part of the ship, but all have the same objective. Marine movement is controlled by a row of icons at the bottom of the screen. These are Move, Fire, Hand-To-Hand, Orders, Equipment, Open Doors, Scanner and Next Player. Commanders and Marines with bolters are able to move six squares at a time, while Marines with heavy weapons can move only four.
Open Fire, All Weapons
One of the most useful items the Marines carry is the bio scanner; this searches for alien blips on the small map window. These only become aliens when within line of sight of the Marines, on the main view window (i.e. the playing screen). There's no set distance for gunfire, but beware of destroying your own guys with very powerful weapons (Missile Launchers and Plasma Guns especially).
Hand-to-hand combat is decided by the roll of a dice (for both sides), and depending on the outcome either you or the enemy are destroyed. Success in a mission is measured by the completion of primary and secondary tasks, plus the return of the Marines to the docking area. Good luck troops, you'll need it.
It's impossible to cover the whole game scenario in the space allowed. The manual takes half an age to read through, but doing so sets you up for a game that piddles all over Gremlin's previous release Hero Quest.
The control system looks complicated on initial inspection, but as with most icon-driven games first impressions are deceiving. The graphics are very impressive (you can switch between 2D and 3D views), the Marines are mean-looking barsts (as are the aliens, come to think of it). The twelve missions on offer range between easy-peasy and downright impossible. So, as your prowess with a Storm Bolter improves, so do your chances of survival.
But don't take my word for it, go out and buy Space Crusade today. 95%
Phil
The Space Crusade board game beats Hero Quest into a cocked hat, and so does this excellent conversion. The graphics aren't quite as cute as those lovely plastic figures, but the monochrome 3D is gorgeous, and thankfully the nitty-gritty of gameplay is conducted using a more practical 2D view.
What I like most is the multi-player aspect - games are always so much more fun with the interplay between several players. Sensible players will always co-operate for mutual benefit, but if you're feeling ultra-competitive you can always shoot at marines from a rival faction!
The atmosphere of exploring claustrophobic spaceship corridors is certainly very reminiscent of the excellent Laser Squad) with the mystery of what unidentified radar blips are going to turn into.
Indeed, the bio scanning is an improvement on the board game, scanning a circular area around you rather than a whole board quadrant. Another advantage is the automatic evaluation of 'line of sight' when firing, which always causes arguments in the board game.
With the computer working out other complicated rulings, the game is a lot easier to get into, yet still retains all the tactical sophistication with all the weapons, equipment and orders - the best of both worlds.
In fact, it's out of this world! 91%
Verdict
Presentation 91%
Brill loading, title and arming/equipping screens.
Graphics 90%
Hard Marines and Phrrrt! inducing mosnters.
Sound 87%
Mixture of atmospheric toons and effects.
Hookability 92%
As soon as you leave the airlock, you're hooked.
Lastability 94%
You won't rest till the last Chaos beast is dead.
Overall 93%
Other Reviews Of Space Crusade For The Commodore 64
Space Crusade (Gremlin)
A review by James Leach (Commodore Format)