I've come to realise that games seem
to interest two types of people. The
first, and more numerous, only want to
play the game and enjoy it.
The second want to know how it
works and, probably, how to copy it. (I
hasten to add that they only want to
make a back-up copy!)
I thought of this when I got Acornsoft's
Starship Command to review. A
friend of mine who is much more
knowledgable in the ways of the BBC
Micro than I had told me of this
"fantastic" new game from Acorn.
So it was with feelings of pleasant
anticipation that I loaded it into my
micro. Sadly, I was disappointed.
Not that it's a bad game. On the
contrary it's a very good version of an
old favourite. You know the one —
you're a starship captain cruising
through deep space tangling with alien
nasties.
Well-packaged, with excellent
instructions - both on paper and in
software - it's an example of what a
game should be. But it's also a bit
boring.
>
I got on to my friend and told him
what I thought. I said the scenario was
good, but wasn't it just Meteors with
enemy ships instead of interstellar
rocks?
He was appalled and told me I'd
missed the point. The game was
brilliant.
Hadn't I noticed that my ship stayed
still in the centre of the screen and
when I turned it was the enemy ships
that "moved" relative to me? How do
Acorn do that? he asked.
>
Well I don't know and to be quite
frank I don't care because I belong to
the first group of games enthusiasts.
I just want an interesting, exciting
game to play. And I'm afraid that
despite the obvious expertise that went
into it. Starship Command just does
not fit the bill.
A lot of effort seems to have gone
into producing a very ordinary game.
Disappointing.