Commodore User


Destroyer

Categories: Review: Software
Author: Ken McMahon
Publisher: Epyx
Machine: Commodore 64

 
Published in Commodore User #40

Destroyer

Destroyer is one of those games that requires you to do, not one, but a hundred different things to stay afloat. You are in command of a Fletcher class destroyer and have the option of taking on a number of missions which range from stalking and destroying a lone submarine to rescuing shot-down pilots.

Before you actually get your hands on the military hardware, you must first choose a name for yourself and your vessel and decide which mission you want to undertake. You have a choice of seven. In addition to the two already mentioned you can select the following:

  1. Screen
    Protect your taskforce from attack by enemy aircraft.
  2. Scout
    Patrol your convoy's intended route on the lookout for enemy patrols.
  3. Bombardment
    Provide cover for the marines by shelling enemy beaches.
  4. Blockade Runner
    Run the blockade (pretty obvious, really).
  5. Convey Escort
    Also pretty obvious.

Each of the missions varies both in the types of weapons you need to use to achieve a successful conclusion and in overall difficulty. There also exists the option to select [] shows the navigation chart. This is basically a map showing your position, any islands and friendly ships. You can plot a course on the map with up to three intermediate points at which the ship can change direction.

Destroyer

There are nine other stations on the ship, all are called up on input of a two letter code and take about four or five seconds to load. They are the bridge, observation deck, radar, sonar, 5" guns, anti-aircraft guns, torpedoes, depth charges and damage control.

The first place to stop off is the bridge - the nerve centre of the ship. If at this point the vast array of instruments and switches looks a bit disarming (ha, ha) don't worry, it soon becomes familiar and, besides, the manual clarifies everything. The authentic-looking panel houses controls to switch on individual weapons systems, alert the crew, get reports from other sections and, of course, steer the ship.

Two things about the helm are worth mentioning. You can steer the ship manually (watch you don't go off the edge of the map) or set it to automatic where it will follow the path defined on the navigation chart. Two other options exist where you can make the ship pursue the nearest target to take evasive action, leaving you free to concentrate on more important things like throwing up over the side.

Destroyer

Back to tracking this sub. The thing to do is cruise about all over the place until the boys in sonar pick up a blip. You can go down to the sonar room yourself to watch, or toggle the sonar report switch on the bridge instrumentation. Once the sighting has been made, set the helm to pursuit mode and arm the depth charges. You will also need to set the crew status to condition two, although in the event you wanted to make use of other weapons stations it might be wise to go straight to general quarters.

The depth charge station shows the view looking over the stern. The charges are arranged in two K-guns and two stern racks. The four panels below indicate how many charges are remaining in each device and the depth setting of the fuses. The way it's done is you drop a charge and wait for the report which is usually either 'far too shallow' or 'sub out of range'.

Then it's just a case of re-setting the fuse or waiting for the thing to get back in range and trying again. When you think you're getting close let them have it with everything you've got. There are some nice touches - the charges take longer to explode the deeper the fuses are set and the explosions themselves are quite spectacular.

Destroyer

The subhunter mission is probably the simplest of all and so is a good one to start with. In fact, it's probably a good idea to undertake the missions in the order they appear in the manual. Mission two: Screen is quite straightforward, but involves using different weaponry. The radar must be continually checked for the presence of enemy aircraft and when they appear you must shoot them from the sky with the port and starboard AA guns. The graphics are again pretty good - the planes emit plumes of black smoke before diving into the sea.

Other missions involve attacking, and being attacked by other ships. This involves the use of the fore and aft 5" guns together with the targeting radar and the port and starboard torpedoes.

If there is any drawback to Destroyer it must be that it's impossible, to describe all its facets without writing a book! There are aspects I could criticise. The ship and island graphics are a bit blocky - reminiscent of Silent Service. On the other hand the game is full of little surprises. When the navigation section is damaged switching to that section reveals nothing but debris and a badly burned map.

But the game's major selling point is that it really does give you the impression that you are in control, or not as the case may be, or a complicated warship. This is really the nautical equivalent of a flight simulation - a warship simulator.

Ken McMahon

Other Reviews Of Destroyer For The Commodore 64


Destroyer (US Gold/Epyx)
A review

Destroyer (US Gold/Epyx)
Peaked caps and scrambled egg are not supplied with the game, but everything else is.

Destroyer (Epyx)
A review

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