home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: comp.sys.ibm.pc.games
- Path: sparky!uunet!infonode!ingr!b11!kaos.b11.ingr.com!ross
- From: ross@kaos.b11.ingr.com (Ross Erickson)
- Subject: GAME BYTES WRITER's GUIDELINES (repost)
- Message-ID: <1993Jan6.010656.20283@b11.b11.ingr.com>
- Keywords: game bytes magazine
- Sender: usenet@b11.b11.ingr.com (Usenet Network)
- Reply-To: ross@kaos.b11.ingr.com
- Organization: Intergraph Corporation
- Date: Wed, 6 Jan 1993 01:06:56 GMT
- Lines: 233
-
- --
-
- We're very pleased with the response to Game Bytes, "the
- definitive electronic guide to gaming". We welcome submissions of
- reviews, gaming-related articles, walkthrus, previews, or any other
- type of information that is related to this hobby (?) we love to
- participate in. If you have an idea for an article, please send an
- email to me at:
-
- ross@kaos.b11.ingr.com
-
- to confirm what you'll be able to do. This will help to avoid
- duplication. Once we've agreed upon what you can submit, please
- follow the following guidelines for writing:
-
- 1. SET YOUR MARGINS TO 0 and 73!! This makes the article fit nicely
- into the Game Bytes viewer. Make sure that you use (or convert to)
- straight ASCII format. There should be no embedded word processing
- characters. Line feeds and carriage returns should be at the end of
- every line. Don't use the TAB character either, if you are arranging
- columns of information. Don't use justification either. It adds ugly
- spaces between words that looks very bad on screen.
-
- 2. Please indent all titles, headers, and paragraphs with a couple of
- spaces only.
-
- 3. Follow standard punctuation rules; ie. one space after commas, two
- spaces after periods, question marks, exclamation points, etc.
-
- 4. The title line should read like the following:
-
- WHAMMA WHAMMA ZOOM AND THE BALL BUSTERS by Hunky Dory Game Co.
- (P)Reviewed by Ima Twit
-
- 5. Be sure to break the article into intelligent paragraphs. It
- makes for much easier reading.
-
- 6. Use _underlines_ for emphasis instead of all caps or other
- characters.
-
- 7. When referring to the game title use ALL CAPS for the reference to
- the title.
-
- 8. Take it easy on the exclamation points, smileys, parentheses, etc.
- It only clutters up your writing.
-
- 9. PLEASE PLEASE PLEASE proof-read and spellcheck your article once
- you are complete. Then have someone else proof-read it too.
-
- 10. Include your copyright notice at the bottom of the review.
-
- 11. Write in the first person. "_I_ enjoyed this game because of..."
-
- 12. Include the hardware/system requirements of the game as they are
- listed on the packaging of the game.
-
- 13. The purpose of a review is to describe in detail the premise of
- the game and to give an opinion. Therefore, it's important to state
- clearly in the review what the game purports to be, how it operates
- (controls), what type of graphics, sound, copy protection are
- employed, and a general overview of how the game operates. Then,
- probably most important, we want you to state your opinion. Tell us
- why the game is good or bad, but make sure to state WHY, in your
- opinion. Ultimately, you're recommending to others to spend money or
- not. If this isn't clear, please let me know. Reviews are generally
- in the 5-10K in length (ASCII). This is less important, however,
- than being comprehensive and thorough. If the game has bugs, say so;
- if the game is boring, say so (and why); if the game is a 'must-have',
- say so (and why).
-
- 14. Please use the GRAB or PCXDUMP screen capture utilities
- (available on WUARCHIVE or emailed uuencoded from me) to create 5 or 6
- of the best screens you can from the game. Zip them up, uuencode the
- file, and email that to me along with your review. Or you can
- uuencode the screen shots and email to me separately and
- individually.
-
- 15. Enjoy the magazine.
-
- -----------------------------------------------------------------------
-
- Here's a sample of a well-written review.
-
- The Perfect General by QQP
- Reviewed by Thom Vaught
-
- It always nice to see another computer wargame on the market. Particularly
- one developed by Mark Baldwin, author of Empire. Now he is working with
- Quantum Quality Productions Inc. (QQP). The quality of their products thus
- far is obvious. Mr. Baldwin's latest effort is The Perfect General (TPG)
- which deals with relatively small scale armored conflicts. Lately new
- wargames on the computer have become almost an endangered species. This
- reviewer like many others has become disgusted with the lack of
- connectivity, sloppy presentation, and poor computer opponents exhibited in
- most computer wargames. The Perfect General (TPG), which is not perfect,
- rectifies this situation in two important areas, presentation and
- connectivity.
-
- The presentation of TPG is not stunning, but it is very functional and
- surpasses many of its contemporaries. The graphics in TPG are above
- average for a computer wargame and it does include sound effects. Most
- computer wargame players are not looking for stunning visuals and sounds as
- seen in most graphic adventures. However most wargamers expect a solid
- game design with decent graphics and a good user interface. In terms of
- the user interface, TPG deserves a pat on the back. The interface is very
- intuitive. Commands may be given through the use of hotkeys or choosing
- options from popup menus.
-
- Another area in which TPG shines is connectivity. TPG allows two human
- generals to compete with one another by using the same computer or through
- modem connection. It must be noted that this reviewer has not been able to
- test the modem portion of the product because his modem has been fried for
- some time now. Bug reports for the modem connection within the first
- version have been made, and a fix is available to registered users of TPG
- from QQP. Mr. Baldwin deserves many thanks for providing gamers with the
- option for human competition. A lingering question is why more computer
- wargames do not provide the option of connectivity.
-
- One failing of TPG, and most other computer wargames, is the computer
- opponent. While the computer opponent may challenge a novice player, most
- experienced players will find themselves handing the computer opponent an
- humiliating defeat in most scenarios. This reviewer must admit that there
- are a few scenarios which still present a challenge because of the time
- constraints or the number of opponents. There are handicaps which allow
- the gamer to make a scenario more difficult, but using this just has the
- effect of reducing the gamers number of starting units. The computer
- intelligence could really use some work.
-
- The game itself is a generic armored conflict wargame divided into
- scenarios. To play a scenario, the player must give his name. TPG keeps
- an overall combat history and scenario combat history for each scenario the
- gamer who has played. This is a nice touch because the gamer can see a
- record of their performance over a long periods of time. Each scenario has
- a number of optional rules which may be adjusted. These options include:
- play attacker/defender or once as each, hits may cause full kill or partial
- kill, shots may be always hit or random hit, sight may be full view or
- limited to line of sight, game length may be standard game or long game,
- and handicap. With these optional rules, the gamer has the ability to
- greatly affect the way the game behaves.
-
- A scenario is won or lost based on victory points. Objectives for a
- scenario have victory points assigned to them. If a player occupies the
- objective at the end of a turn without an enemy also occupying a portion of
- the objective, the player gains the number of victory points assigned to
- that objective. The victory points are cumulative and a unit must occupy
- the objective at the end of each turn for to gain victory points for the
- objective for that turn.
-
- Units available for the player depend upon the scenario and whether the
- player is the attacker or defender. Following is complete list of the
- units available: infantry, engineer, armored car, light tank, medium tank,
- heavy tank, mobile artillery, light artillery, heavy artillery, and mines.
- The player is given a predetermined amount of Buy Points with which to buy
- units. Once units are purchased, the player places the units in areas
- which are available for initial placement in the scenario. In some
- scenarios, reinforcement points are available if certain circumstances are
- met such as occupying a specified objective during a given turn.
-
- Each turn in TPG is divided into eight phases. The first phase is the unit
- purchase and placement phase. Second is the mobile artillery plot phase
- where mobile artillery units plot their fire. Third is the indirect fire
- in which both stationary and mobile artillery units execute their firing
- orders. Stationary artillery may plot their fire in the fourth phase. The
- fifth phase is a direct fire phase in which units may execute direct fire
- at opposing units. Sixth is the movement phase where mobile units may plot
- their movement. If the unit moves within the line of sight of an opposing
- unit, it may come under passing fire. Passing fire is nice, but could use
- some improvement. In order to give orders for passing fire, the defender
- must be present to give the order while the attacker is moving. Also, the
- only indication that passing fire orders may be given is the letter 'F' in
- one portion of the screen turns green. How about a tonal signal or
- something. Passing fire orders must be given in real time. A delay value
- may be set to indicate the amount of time the player has to respond with
- passing fire, but an optional pop-up menu instead of the time delay would
- be a nice enhancement. The seventh phase is another direct fire phase.
- Finally there is the scoring phase in which victory points are tallied.
-
- The scenarios that come with the game are well designed. They cover a wide
- range of difficulty levels. Most of them present the gamer with a variety
- of different strategic, tactical, and logistical problems for. Some
- scenarios demand careful initial placement of units. Others require taking
- advantage of chances for ambush. Still others require the gamer to deal
- with the problem of moving units effectively to a destination which is just
- within reach given the allotted time. Of course, whether the player is
- playing attacker or defender will have great bearing upon the decisions
- made. Some factors affecting the decisions of generals are the terrain,
- time, weather, and neutral countries. Terrain, including water, bridges,
- desert, forests, hills, roads, etc., presents presents both opportunities
- and challenges. For example, hills and forests limit the sight of units
- and offer the player the chance to set up an ambush. Bridges, if
- destroyed, must be rebuilt by engineers for units to be able to cross. In
- all of the scenarios, the attacker is not only fighting the defender but
- also time. Several scenarios have varying weather which may affect both
- the movement of units and the ability of units to see other units. Neutral
- countries sometimes border the attacker and defender and often present a
- temptation to cross for a flanking maneuver. Be warned, neutral countries
- will immediately join the other country and all their buy points will go to
- him.
-
- The two larger scenarios, Patton Kicks Butt and Alamein, packaged with the
- game present a wide range of opportunities to the attacker and defender.
- Most gamers asked why more scenarios of that magnitude had not been
- included. Enter the World War II Scenario Disk. It is a must buy for
- anyone who enjoys TPG. The scenario disk consists of 15 new scenarios from
- the WWII period. Not all of the battles occurred, most are based on real
- battles. The scenarios are Pegasus Bridge, Sicily, Guadalcanal, Kasserine
- Pass, Gafsa, Anzio, Utah Beach, Omaha Beach, Okinawa, Saipan, Gazala-Bir
- Hacheim, Iwo Jima, Arnheim, Oahu, and Kharkov. All of the scenarios are
- very good and it is very nice to see QQP support TPG with the additional
- scenarios. It shows they have a genuine commitment to their products and
- customers.
-
- Copy protection for TPG is in the form of documentation look-up. The usual
- enter the word on page x line y word z. They make it a little easier by
- prompting with the first letter of the word, but many still find
- documentation look-ups very annoying.
-
- All things considered, TPG would be a great addition to any strategist's
- computer wargame library if a challenging computer opponent is not a
- requirement. However, if there are wargaming friends handy try putting
- away the counters and dice for an evening and giving this game a try. It
- should prove to be a enjoyable gaming experience.
- ------------------------------------------------------------------------
-
-
- --
- |------------------------------------------------------------------|
- | Ross Erickson | |
- | ross@kaos.b11.ingr.com | Read GAME BYTES Magazine! Found |
- | 205-730-4019 - voice | on ftp.ulowell.edu and |
- | 205-730-6445 - fax | wuarchive.wustl.edu. Check it out! |
- | Internet: 129.135.252.87 | |
- |------------------------------------------------------------------|
-