| SpaceWar 2000 Review & Guide | ||||||||||
| By Gunstar
       Well, after a full
      weekend of doing not much more than play SpaceWar 2K, I think I have seen
      most of the in's and out's of this "work in progress/test demo"
      game. It didn't come with instructions and only a sheet of paper with the
      majority of controls. First thing, you're hit with the title screen and a pyschedelic light
      show remeniscent of the Jagcd's VLM and Tempest 2K's "Melto-vision"
      screens, but looking closer to the light show on a Panosonic 3DO's cd
      player. The menus have a variety of options, all accessable except for the
      weapons shop. I will cover these in detail later.
       The music in the game is the same throughout, one song, and it sounds
      similiar to the generic, John William's symphony music that is so
      prevelent in WingCommander games. Solid, but amazingly, not too annoying.
      It stays in the background where it belongs.
       The graphics are top notch for a game that isn't complete; Fully
      textured ships and animated asteroids. Good looking weapons, special
      effects and explosions. The frame rate is fast and smooth. I'd say at
      *least* 20+fps, maybe as high as 30fps.
       There are cocpit and external views in both one player and two modes,
      and no slow down. There is an aft view and right and left views. These are
      all very nice and useful.
       ***The radar is effective, but hard to understand and use. It is about
      as close to opposite as it can get with Battlesphere's radar. It is as if
      your ship is in the center of a ball universe, and a 2 dimensional plane
      of your ship splits the middle of the sphere. *Your radar is a TOPDOWN
      view, like naval radar. Anything on the top half of the radar is in front
      of you and anything on the bottom half is behind you.*Anything that is
      orange is below you and anything green is in above of you. The play modes include practice, standard and Tournament in both one
      and two player games. These appear to only change the difficulty except
      for practice mode. Practice mode keeps no score and you fight against 3(?)
      ships that look just like you. In two player games, co-op, competative or
      dueling modes are available. There are also options available to change the "Arena." These
      include open and closed universe; no sun, sun, or blackhole; empty space,
      asteroids, blasteroids, or nebula. Asteriods can't be shot, blasteroids
      can. Nebula cannot, but they don't hurt you like asteriods either. The
      asteriods are set up on a 2d plane (which is used as a reference point for
      the 3d radar). The asteroid "field" is not static, but orbits
      around the sun or blackhole, so if you are perfectly motionless in the
      asteroids, it is possible to be hit by them. Nebula is scattered
      throughout the 3d "universe." If you hit the sun, your dead. If
      you hit the blackhole, you are damaged and transported to another
      location. In closed universe, you *will* come to a dead stop at an
      invisible wall at the edges of the "sector" or
      "universe" bubble. The "open universe" of SW2K does
      *NOT* wrap around like Battlesphere. It goes on either indefinately or
      infinately, it is *very* possible to get lost out there somewhere, because
      I have, one of the "H" shaped enemy ships (seen in later
      levels/waves) purposely led me into the middle of nowhere, I was
      disoriented and lost my way. I flew in one direction for about 10 minutes
      and never had any wrap-around occur. I dropped mines behind me so I would
      know if I came back upon them that it was indeed a wrap around universe
      and I had some how missed the asteroids by flying to far above or below
      them, this never happened. It is possible to get too far away and have
      *NO* points of reference left on radar to go by, not even the sun.
       I have encountered 3 different types of enemy ships so far, reaching
      just over 103,000 points at about the 7 or 8th wave. I had everything set
      on the tuffest levels. After every "round," you are taken to the
      score screen and then back to the main menu, but if you did not die,
      continue by selecting the "play bell" option (also starts a
      game), and your game will continue at the next wave with the running total
      of your score kept until you die.
       After further study of the available special weapons, it seems to me
      that no matter the difficulty, you do start out with 8 mines, and 2 of
      every type of missle. You must hit the "option" button TWICE the
      first time you go to activate special weapons. The first "weapon
      holder" is empty. I found the game too easy and went straight for the
      throat in the higher difficulties. I do know that in the higher
      difficulties that once you use your weapons you don't get them back and
      you have to reset the game to obtain more for the next game.
       Special weapons include; mines, guided missles, active missles, passive
      missles and seekers. There are also standard photon and laser weapons. The
      special weapons have to be locked on to a target to fire or else you'll
      here a strange sound and your ship will vibrate or shake. Mines do not
      require a lock-on. lock-on occurs when your are facing and in range of an
      enemy, a green box will appear around your crosshairs. Other specials
      include a cloaking device and a decoy that both have a limited time and
      one use per game/level(?)
       Controls are spartan, but work and are relatively well placed. They are
      as follows and not changable; (d-pad)Pilot controls: down is climb(up), up
      is dive(down), left/left and right/right. Full 6 degrees freedom of
      movement, pretty much like Battlesphere or WingCommander, but there is no
      spin (left or right yawe) like the others. Shields and speed indicators are on the heads-up display on the right
      and left respectively.
       Controls are as follow:
       A)lasers Over all this is a fantastic game, especially for one that isn't
      finished, with a lot of great details and it's buttoned up tight, with
      only one loose end; the weapon shop. The game modes most closely resemble
      the "guantlet" mode of Battlesphere, without the starbases to
      protect. Of course two player dueling would be more like Battlesphere or
      free-for-all modes on B.S.
       I'm not going to give it a number or star rating since it is an
      unfinished game, but I will say that it is a lot better and more fun with
      a better replay value than many finished video games. If your looking for
      a Jaguar space sim, and can't get Battlesphere, this *is* the next best
      thing. You won't be disappointed.
       Gunstar  | 
    
      
 
 
 
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