The Settlers - Blue Byte PC demo 'preview' reviewed by Jean Childs. Cover disks do not normally interest me, but when I saw that issue one of PC Games contained a demo of The Settlers I was tempted into buying it. I thought the magazine was quite good but here and now I am looking at The Settlers. The game is described as "a mix of Populous, Lemmings and Sim City". Personally I don't see the connection with Lemmings, but the other two - definitely. The magazine states that to run the demo you'll need at least 590k or more of free base memory and 4MB of expanded or EMS memory. There is a README file that gives some information on the game (not a lot) and also tells you that as a demo there are many functions that are not included, for example the SVGA graphics mode, and also that the demo will only run for one hour before returning to the main screen. Unfortunately, you can't save and restore either. First things first, the main menu screen at the start of each game. The mouse control here was VERY bad, let's hope that this only applies to the demo. It was slow and jerky and difficult to place on selections. You can select one player mode, two players (using a mouse and a joystick) or demo mode. You can also select to play against one to three computer players, and these opponents can be selected according to their intelligence, stock and birthrate. Then click on start and away we go. Luckily there is no problem with mouse movement in the main game, and you can move about the 'world' in two ways. By holding down the right mouse button and moving in the direction of your choice, or by selecting the map icon and clicking on the area you want to go to. The first thing you have to do is select where you want to start. You get your first building, your castle, free but all other buildings have to be built. In the castle is a limited supply of goods and you have to build various buildings to get more. The first buildings you should build are a woodcutter's house and a stone mason's house, as you need these to supply you with more wood and stone for building. A practical hint here would be to select your starting position for your castle near trees and stones. You also have to connect your buildings with paths for the little people to travel on. When you choose what building you are going to build and where you are going to build it, you get a foundation stone and a flag. You must then click on the flag and choose a direction for the path, eventually meeting up with the flag of the castle or another building. When you click on the flag, new symbols appear around it showing the directions that are possible. These symbols vary from flat to very steep. A yellow and red striped symbol means you can't go in that direction. Once you have connected a path between your castle and the flag of your first building, out of the castle comes the builder and his labourer. You get one labourer working between every two flags, whose job it is to fetch and carry the materials. Of course the steepness of the path determines how fast the little men can walk on each stretch of path. The erection of a building is a delight to watch. First you see the framework being built then the place begins to take its proper shape from the bottom up, and all the time the builder is moving around banging with his hammer. If the builder gets ahead of the labourers or the supply of material, he paces up and down outside the building like the proverbial expectant father. Once the woodcutter's house is ready, the builder returns to the castle and out comes the woodcutter. He goes to his house (probably to check that it's been built to his liking) and then goes about his business of cutting down trees. You actually see him cut down the tree and chop it into a log. This he takes to the flag of his house, where the nearest labourer goes and collects it and it goes 'pass the parcel' style back to the castle. When you select to build a new building, the map shows little symbols of small houses, big houses or flags and you choose where you want to build. Depending on whether the symbol was a small house or a big house decides the type of building you can erect. If it was the small house symbol you are limited to seven buildings, the woodcutter's, the stone mason's, the forester's, the knight's, the fisherman's, the boat builder's or the miller's. I've already given a description of the woodcutter, so now I'll give more details of the others. The stone mason cuts up large stone into usable pieces and these are used in the building of other buildings. The forester plants new trees to replace the ones the woodcutter cuts down. These new trees appear as small replicas of the big trees which 'suddenly' grow into full sized trees, but it takes a while. The knight is very important. When you first select your starting place and get your castle, you are given a boundary within which you can build. When you build a knight's hut near the edge of your allotted land, your boundary (once the knight takes up residence) is extended. But more on him later. The fisherman is a real treat to watch. He wanders off to find some water and then sits there casting and re-casting with his rod until he catches a fish. The boat builder's boats go into the water as long as you have laid a 'path' across it and wait for the labourer to carry the materials. However, builders and future residents of property being built on the far side of the water cannot cross by boat. An alternative pathway around the water will need to be built. The miller, of course, lives in a windmill. As soon as any bags of wheat are delivered there, the sails start going round. Every now and then the miller's face appears at the window, and then the sails stop and he comes out carrying a bag of flour which he deposits by his flag. If you choose the larger building symbol you have an even greater choice. As well as the seven I have described, you can also choose between twelve more. These are treated a little differently as before the builder can start work another worker has to come and level the ground. Instead of a foundation stone you get a cross marking the spot where the ground has to be levelled. There is the butcher's home, the bakery, the blacksmith's forge, the sawmill, the iron foundry and the gold foundry. There is also the wheat farm, the pig farm, the locksmith, the knight's keep, the watch tower and an even bigger knight's keep. I haven't built all of these but I will explain about the ones that I have. The bakery is quite simple. When the miller has done his bit at the windmill, the bags of flour are 'passed' to the bakery and made into bread. At the blacksmith's forge all manner of tools are made. At the sawmill, the woodcutter's log is cut into a plank of wood suitable for building with. The wheat farm is one of my favourites, and once built you can watch the farmer walk about scattering seed. This then gradually grows into little circular 'fields' of wheat which, when fully grown, are harvested by the farmer. The pig farms produce - yes, you're right - pigs. The pigs stroll about the little farms occasionally rolling over as pigs do, supposedly in the mud. The locksmith is an odd one. It says locksmith in the magazine but I couldn't work out what was being produced or why. The land you build on is adequately 3-D produced, with the green ground being in various degrees of steepness and the mountainous regions in brown with white snow on top. Shadows are present where the ground level is steepest and there are also shadows for the trees and buildings and the men. The shadows of the buildings are very well represented and change with the progress of the building. In other words, if the building is only at its framework stage then so is its shadow. The flags blow in the wind, and the water shimmers. Even the leaves on the trees 'rustle'. If you choose to build on the brown mountainous regions, you get a different menu to choose from. Here there are four different mines that you can build - coal, iron ore, gems and gold. These are quite cute as, once built and occupied, you can see the miners go up and down in the lifts. One thing I did discover by watching the demo mode and also by trial and error, was that you can 'survey' the mining regions before building. By selecting a flag and then holding down the right button and clicking the left, a 'transport info' menu pops up. If you then click on the face on that menu, a geologist will leave the castle and survey that area. He marks the ground with little black signs and if he discovers something, these little signs have coloured dots on them. The black dots for coal do not show up very well, but the red for iron ore and yellow for gold are unmistakable. My geologists never did discover any gems, so I can't tell you what colour they are represented by. The entire procedure of producing food - the fishermen, the bakers and the butchers - is for the miners, and they won't work without any. So what is the aim of the game? Well I have to admit that I had never heard of The Settlers before, and as it is already out on the Amiga with 'overwhelming ratings all over Europe', I'm sure some of you know the answer better than I. Unfortunately neither the README file nor the magazine told me, and an hour's play was not enough to get far enough into the game to find out. One thing I did discover was how to take the land of your opponents. My builder had just finished building a knight's hut, so I was watching for the knight to come and take residence and extend my boundary. While waiting, I suddenly noticed that one of my opponents had also just completed a knight's hut. The two boundaries were very close and I wondered what would happen if they overlapped. Well, fortunately, my knight reached his new home first and 'poof' the other hut went up in flames. When a boundary is extended, any opponents' buildings and paths that now lay in the newly acquired land are burnt. There is a lot more to the game than I have explored. Let me explain why. At the bottom of the screen are various icons. Apart from the map icon and the building icon, there are three other main icons. One is for removing either paths or buildings that you decide you have built in the wrong place, one shows statistics of men, food, buildings etc., and the other is the option menu. This last one is obviously important as regards to play, but unfortunately there is no information on how to operate it at all on the demo disk. I tried experimenting with it but couldn't work out what effect I was having as it was so complex. With proper instructions I'm sure that this would prove to be the main area of game play. It may even be possible to control who gets priority of material deliveries. There is nothing more frustrating than watching an opponent knight's hut being built too close for comfort, when the building of your own knight's hut is at a standstill due to all materials being shipped elsewhere. But then again, it may not. There is also a 'message' icon at the bottom of the screen, which flashes when there is a message for you. Such as 'emergency program activated/neutralized', 'an enemy building has been built which has caused you to lose some land' and 'a geologist has found gold', to name but a few. If the message is relevant to a particular place on the land, the screen switches to that place and you then have the option of switching back to where you were. Well I for one can't wait until the full game is released. I LOVE IT! Like Populous and Sim City I shall probably play it to death, but it will be a slow agonizing death. In fact, this review has taken me ages to write as at least four times I have had to stop and return to the game because I was getting withdrawal symptoms. It's a game you can loose yourself in and forget the 'real' world. So, if you're having a bad day, remember - Settlers bring express relief. @~The sound effects in the demo are quite good and not @~overpowering - the chink of an axe as the woodcutter fells a @~tree, bird song etc ... Sue - o -