Invasion Orion
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Invasion Orion | |
---|---|
Developer(s) | Epyx |
Publisher(s) | Epyx |
Designer(s) | Jon Freeman and Jim Connelly |
Engine | custom |
Platform(s) | PET, TRS-80, Apple II, Atari 8-bit |
Release date | 1979 |
Genre(s) | Sci-Fi strategy game |
Mode(s) | one or two player |
Rating(s) | N/A |
Media | Cassette or one 5¼" disk |
System requirements | No special requirements |
Input methods | Keyboard |
Invasion Orion is a 1979 science fiction strategy game written and published by Automated Simulations (who would become Epyx in 1983). It was a single- or two-player sequel to the original two-player Starfleet Orion, which had been published late in 1978. The game was originally written in BASIC for the Commodore PET, but later ported to other early home computer platforms including the TRS-80, Atari 8-bit family, and Apple II.
After Starfleet Orion had been completed the authors, Jon Freeman and Jim Connelly, decided that the original placed too many demands on the players. In the case of the cassette versions, for instance, the player would first have to type in a series of complex inputs to the "BUILDER
" program and save them to a separate cassette (not provided), then load up the game and use it to load in the scenario that had been saved. Additionally, the game demanded two players who had to take turns typing in their commands on the keyboard, and finding two players willing to play a longish strategy game was often difficult – the final pre-rolled mission had a suggested playing time of six hours.
Both Freeman and Connelly were interested in a new game with what they called "solo play", a single player against a computer opponent. Given the limited resources of the Commodore PET the game was written on, any sort of strategy on the computer's part would have to be simple. In order to make up for this and have some sort of challenge, they made the scenarios somewhat "one sided", allowing the computer AI to simply charge in and attack with some hope of winning.
The gamefield was a thirty-two high by sixty-four wide grid of possible locations (the game manual contains an error, stating these are 34 × 62). The map could contain ships, stacked on the same grid space if needed, as well as planets and other objects. The game was turn based, and in two-player games the players took turns at the keyboard to enter their commands, which were then carried out simultaneously. Each player controlled one or more ships, and the game continued until one or both were destroyed, or escaped by flying off the playfield.
Ships were powered by a single energy source who's power had to be divided up among the many parts of the ship, including drives, shields and weapons. Each ship was armed with a beam weapon that had a chance-to-hit depending on the target's size and the "beam quality" of the firing ship. The amount of damage caused by a hit was reduced with distance, making it primarily a short-range weapon. In addition, ships were also armed with missiles or torpedos for long-range fire. Missiles would fly to a location in space relative to the ship after movement and then explode regardless if there was a target in that location. Torpedoes were fired in a particular direction (the eight cardinals) and would explode if they passed within two grid spaces of any other material object (everything except torpedoes). Some ships also included fighters equipped with missiles or torpedoes, which allowed spoiling attacks. Generally the Klaatu ships were better armed and shielded, but lacked armor.
Additionally, ships were equipped with a tractor beam that allowed them to push or pull on material objects, allowing complicated strategies of pushing or pulling on opposing ships to throw off their aim. For instance, a torpedo aimed at a ship that was expected to be "due left" after the movement phase could be avoided by the target by pushing the opposing ship a few locations down. The distance a ship could be pushed or pulled was a relative measure of the strength of the beam and the mass of the target. For instance, it was a useful strategy to use the tractor beam to push fighters quickly into range of their targets, at "speeds" their own engines could not achieve. One change between Invasion and Starfleet is that the tractor beam could no longer be used on opposing missiles.
The mission setups were provided in the manual. For the cassette versions they had to be typed in using the BUILDER
program and saved to a second cassette (not supplied) so they could be loaded in again after loading the game. The diskette version had all of the ten pre-rolled missions on the disk, allowing them to be easily loaded up. The user could still create their own missions using BUILDER
, as well. One new addition was the in-game "W
" command, which would write out a copy of the current game state in a BUILDER
-file format, allowing it to be re-loaded later.
The game originally shipped on cassette, and required the users to type in the scenario and save it to a separate data tape before playing. This process was greatly improved on the diskette versions, which had the games saved out as data files that could be loaded up by name. Users could also create their own scenarios using the separate BUILDER
program, saving them to tape or disk. Unlike Starfleet there was only one manual, combining the game guide and scenario setups.
Unlike Starfleet, Invasion's game manual does not include the source code.
[edit] References
- Details of the game are available in the original manual.