Tuesday, June 25, 2019

Harpoon II Review for Macintosh OS 9

Title: Harpoon II
OS: Mac OS 9, 64k and Power PowerPC plus Windows.
Year: 1994
Producer: Three-Sixty Pacific
Setting: Combat Simulation
Number of players: 1
Rating: ★★★★★

One of my favorite games from the 1990's is Harpoon II, by Three-Sixty Pacific. 



If you've ever played Civilization and said, "Hmmm... I wish there were more micromanagement in this game..." then Harpoon is the series for you. The initial offerings for the series were simple 2d images of a simulated radar screen, more recent updates use 3d graphics. Personally, I like to the simple 2d. More natural for a simulation, in my mind. 

The game presents a series of scenarios, each of which allows you select your level of realism, control and side. The scenarios hop around the global from Greenland to Antarctica. Each force has specific victory conditions and you receive a ranking in for each condition.

When the game opens, you have a strategic map and a tactical map. You can create as many as you like. You can create formations and CAP patrols, activate ECM/Radar/Com, determine speed and altitude/depth, and a myriad of other functions for each unit. The group command allows you to keep assets together and a waypoint editor allows you to send them off to battle. Or you can leave it the AI. 

Never leave stuff to AI, it isn't that bright. One of the limitations of the game is that the AI only deals with certain parameters, the objectives and can be faked out far too easily. Be careful as you can easily issue orders that will result in losses for stupid reasons, such as planes running out of gas or subs tooling up to a battleship on the surface. The AI happily does that to your opponent.

One of the tricks to this is the time compression settings. You can slow things to a crawl or even pause, then leap to real time or faster to get to the meat of the action. By slowing moments before an important event happens, you can save, proceed to the event and if you don't get the desired result, quit and reopen the game for another chance.
All and all, Harpoon II is very much a tabletop counter game perfectly adapted for the computer. If you like Avalon Hill games, you'll love Harpoon II. It works under Mac and Windows and best of all it's always willing to play with you. 

As this product and equipment ages, I have noticed some bugs. I have a Performa 475 which runs the game very slowly, as it did back in 1994 with no issues. The Performa has OS 7.5.3 and 32 MB of memory, which is about the most it can have. When running the software on a G4, 450 mhz sawtooth, with 512 mb of memory under 9.2, the program hangs on launch. I've tried every solution that comes to mind to fix this but nothing works. One work-a-round is opening a saved game, which allows you to exit that scenario and pick another. There is something about the video file that launches on start up. 

This brings to mind another funny thing about Harpoon II. On a Mac, the Harpoon II folder has a folder called resources, which contains videos used at various points in the game. If you can match the size and name of the old video, you can replace it with something else. Anything else. 

I seem to recall using movie clips at one point...

Monday, June 24, 2019

Poll Results

I was shocked at the poll results. I was really expecting an old game like Star Frontiers to come in first, but also thought that a game like Catalyst's Introductory Box Set would do better due to the minis included. 

Winner with 10 Votes
8 votes

A tie at 3rd, with 5 votes
A tie at 3rd, with 5 votes
3 votes
2 votes
Good to my word, we have a review of Paranoia. 

Of course, I can't let these other games just sit. I'll be doing a review a week on the remaining sets. Stay tuned and again, thanks for your opinions.

Paranoia, Second Edition Review

Welcome to Alpha District, Citizen!

Let's start with the basics. Paranoia has been around for decades. This edition was produced by West End Games in 1987. It is a revamp of the first edition rules, which strips out much of the game mechanics in favor of pop-the-clutch-and-go fun. What was "removed" often ended up as an optional rule, which in the spirit of the game, could be ignored, introduced or changed willy-nilly during play. Players who claim to know the rules are deemed traitors and kills. So, computer, have at it. Whatever makes your players happy. And Happiness is Mandatory!

What does the game include?

  • 136 page "rule" book
  • 16 page booklet describing the life of a troubleshooter
  • 1 20 sided die for something or other
  • One box with colorful pictures 
  • Not listed on the box are supplemental items such as character sheets, charts, (dis)loyal tests, vehicle control schematics, NPC charts and reports.  
The rule book includes a mini adventure demo in the front and a longish scenario or module in the back. The artwork is wonderful, while not perfect or extraordinary, it captures the theme of the games mind-bending laughs with a touch of sarcastic paranoia. This edition was compatible with all first edition modules, which is nice. 

Game play is quick. Each player is entitled to 6 clones, one at a time to represent the player's character. Unless the computer decides otherwise. As one character dies, another clone appears to take his or her place. Sometimes, they remember what happened to the last clone and sometimes they do not. Unless the computer is optimistic about the lethality. In which case, a second, third or 20th clone can be played at the same time as the other 1, 2, or 19. This will increase the likelihood that the player will turn on themselves, leaving other players bemused, horrified or shocked. 

In one session, I had a player holding 20 character sheets like a hand of cards and when he dropped sheet, that clone died. The book is chocked full of insane tips for pushing the charac... er... playe... er... maybe character's? paranoia buttons. My personal favorite is reading room descriptions with a stryofoam cup over your mouth to simulate a broken speaker.  

For a game that revolves around comedic death, the character creation process is robust. As are the choice of weapons and suggestions as to when to use them on your friends.. There seems to be a section on combat, but it is sort of optional. Except the coveted rear position, Troubleshooter. The motive and ability to bushwack other players is fun. Fun leads to happiness and Happiness is Mandatory! 

The included 19 page module, "Into The Outdoors with Gun and Camera" is laugh out loud funny. It works in tandem with the rules, basically forcing the players and computer through most of the rules. 

One issue I see with this set is the concept that the computer is ruthlessly hunting for "Traitors", a concept that was awesome and understandable in The Cold War, but perhaps won't play well with younger people today. 

You can check out Paranoia at DriveThruRPG

Sunday, June 23, 2019

Boxed Set Reviews

I have two weeks off and ran ahead one week for 52 Weeks of Magic, I figured I would get some cleaning done. To that end, I have some box sets gathering dust. Time to do some reviews.


I'll be running a poll on MeWe to see which item goes first.

Saturday, June 22, 2019

Epsilon Indi in Fiction - A World Building Exercise

In my latest work, so far unnamed, the heroes are bound for the Eighth Planet. The ship's AI has named this planet Urbian-Adams for the two people who "helped" discovery Neptune, Sol's eight's planet. The ship's AI is snarky as hell. Urbain Jean Joseph Le Verrier cranked some heavy math to pinpoint the planet for French observers, while John Couch Adams seems to have sent British observers on a wild goose chase. It was expedient at the time to make them co-discovers, but it turns out there was a lot of horse trading going on. There is a fascinating reading here about what really happened.


This is a hard sci-fi story, so the heroes are outbound from habitable worlds so that I don't have to describe them... yet. Except the question came up on MeWe.

So I need some scale here. Pales and Salus are huge brown dwarfs orbit each other. They are 1460 AU from Epsilon Indi and they orbit each other at a distance of 2.1 AU. They have no anlog in our solar system.

Kawal is named for 2060 Chiron's discover, Charles Kawal. This is a tiny body between Saturn and Uranus and it is classified as a small body and a comet. The ship's AI likes trivia. Additionally, the ship has been to Kawal before. It is fairly old.

Urbian-Adams is very like Neptune, while Minerva and Kawal are like Rhea and Dione. These planets are smaller than our moon and a mix of ice and rock. As mentioned before, there have been a manned mission to both planets.

Iuno Regina is a near Jupiter analog. It orbits much further from the star than our Jupiter. Either it is smaller than Jupiter and orbits at about 9 AU (like Saturn) or is more massive than Jupiter and orbits between 10-20 AU. I have selected the first, smaller mass planet.

Around this planet is Bacchus, which is one of many moons. Bacchus has a dense atmosphere and some sort of liquid on the surface. It is very much like Titan, which would be a good place for humans to have small outposts. There is no life, despite having mud and liquids on the surface. Vera memories take place here.

The trouble spot is Terra Mater. It is just .6 AU from the star. It does have an Earth-like atmosphere, called "The Stuff". Terra is much smaller than Earth, about 85% of Earth's radius but is far more dense. "The Stuff" is largely nitrogen, CO2 and O2. It is not particular dangerous, but also not breathable. Life on the planet has been stuck at Devonian level, where plants first took to the land and fish ruled the sea.

So what is the problem? First, from a story teller's point of view, I have a planet named Terra (Mater) and character named Terra. I need to change that. Second, if Terra Mater is just .6 AU from the Epsilon Indi, I need to cram 3 other planets inside that orbit. This means Apollo and Vulcan must be very low mass and close to the star. No more than 0.15 for Apollo. Neither is as big as Titan.

Duellona is a hell like world at about .25 AU. There are two problems with it. This is too hot and it is in a belt of asteroids. This belt of asteroids is far less dense than our solar system's asteroid belt, but a Venus sized planet sharing orbits with big rocks is not good. In the time line of the story, it known before the colony left Earth. It was visualized by a scout craft and all seemed well. At some point between the flyby and the colonists arrival, it was clobbered by a very large object, maybe several. The whole surface is a magma sea. The colonists have deliberately sent several probes to their doom there. Duellona is interesting but deadly. It is the most telescopically observed object in the solar system, merely for being striking.

The colonists on Terra Mater arrived by massive ion ships. As a consequence of not being able to land on the surface of the Terra and the danger of space rocks from Duellona, the colonists have decommissioned their ships' engines and power plants on any old rock that looks like it could be a danger to the colony. These rocks have been moved to Trojan orbits around Terra.

I figured I would share this world building as it won't appear in my story and will go to waste. The primary purpose of this exercise was character building, which meant limiting the scope of the setting. The heroes are stuck, but not trapped on a single ship going to a planet with no surface. This is the stuff of character building.

As a result of this world building, I have significantly altered my characters, "Terra" in particular. She is now named "Keira" and will feature more prominently in Vera's story.