Ancient Art of War

From Wikipedia, the free encyclopedia

Ancient Art of War
Developer(s) Evryware
Publisher(s) Broderbund
Release date(s) 1984
Genre(s) real-time strategy
Mode(s) Single player
Platform(s) Apple IIe, Mac OS, TRS-80, DOS
Input Keyboard

The Ancient Art of War is a computer game published by Broderbund in 1984.

In retrospect it is generally recognised as one of the first real-time strategy games (although the ZX Spectrum game Stonkers was published a year earlier) - RTS being a category which become hugely popular a decade later with Dune II and Warcraft. (Those later games added an element of economic management with mining or gathering and construction being added to the purely military).

A battlefield simulation, its title comes from the classic strategy text The Art of War written by Sun Tzu around 400 B.C.

The objective of the game is to win a series of battles using three types of troops: Knights, Archers, and Barbarians. (A fourth option, Spies, were included but had no effect in battle, instead having strategic advantages in the overall campaign.) It uses the simple "Rock-Paper-Scissors" type of unit balance typical of the genre. Thus a Knight can easily defeat a Barbarian, but is easily defeated by an Archer, which in turn can be defeated by a Barbarian.

At the start of the game, the player is able to select from a list of campaigns to play. The campaigns include both skirmishes and "capture the flag" type missions, while the terrain layout and initial starting units provided a variety of strategic options for game play. Advanced rule sets such as Training New Units and Supply Line Lengths allow for more customization. The player can also select from among several Artificial Intelligence opponents that represented by various historical figures such as Geronimo and Napoleon. Sun Tzu represents the most difficult level.

The missions consist of a map with forts, towns, terrain features (bridges, mountains, forests, etc.), and squads. Squads can consist of up to 14 units, made up of any combination of the three types. A squad moves at the speed of its slowest unit (speed-wise, Barbarian > Archer > Knight), so a squad of all Barbarians would move faster than a mixed squad. This is important in the campaign "The Race For The Flag", a mostly non-combat scenario where you and the computer race to capture a flag.

Formations can be chosen to take advantage of a squad's particular makeup. For example, all of the Archers can be placed in the rear while the Barbarians can form a line in the front. Squads who lose units have to make do until another squad can be merged with them. In many campaigns squads with less than 14 units can receive random reinforcements by waiting at a fort.

When two enemy squads meet on the battlefield, they are frozen in an encounter while time continues to pass. If they are left by themselves, then after an encounter delay, they will fight and the computer will automatically determine the outcome of the battle. Alternatively, the player can choose to "Zoom" into the battle to resolve it immediately, and gets limited command of the soldiers in the battle. It may be advantageous to leave squads in an encounter while other squads run past the enemy squad that is stuck in the encounter.

A number of factors influence the outcome of a battle, and elevate the game beyond a simple Rock-Paper-Scissors mentality. Hunger, distance, terrain, and morale all affect the units' effectiveness. Care has to be taken to avoid marching troops full speed, or across a series of mountains to prevent them from arriving at the battle too fatigued to fight.

The Ancient Art of War also allows players to create their own maps, formations, and missions. It spawned two sequels, the naval-themed The Ancient Art of War at Sea and the World War I game The Ancient Art of War in the Skies.

[edit] External links

In other languages