Big K


Submarine Commander

Categories: Review: Software
Publisher: Creative Sparks
Machine: Atari 400

 
Published in Big K #9

Submarine Commander

The beep of the sonar, the crash of the depth charges, the horrid sounds of your sub breaking up; this is old-fashioned Run Silent Run Deep, war movie stuff. You command a sub in the Mediterranean, of which you get a map display showing your position, enemy convoys and land masses.

When you get within striking distance of the tankers, cargo ships, destroyers and patrol boats you're after (the latter of which are, of course, after you) there's a one mile range periscope view.

The instrument display shows a hydrophone chart, attitude, compass, torpedo supply, fuel, battery charge, speed, sonar screen, air supply, damage, a clock, depths below the keel and below surface and tonnage sunk.

The joystick controls movement, including diving and surfacing, while the keyboard takes care of speed, ballast, tanks, crash dives and buoyancy.

Excellent instructions tell you the function and use of all these factors, with some hints on tactics. A very good game, though I found it a bit hard to control direction, but there is one thing about it that does bother me. For a 32K game, how come it isn't noticeably better than Intellivision's Sub Hunt?

Nonetheless, if you're looking for one that calls for brains rather than reflexes, this is a goodie.

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