Z A Strategy/War Game from The Bitmap Brothers PC CD-ROM, Cost: around œ30 Review by James Jillians Minimum requirements: 486DX2 66MHz, 8 Mb RAM, CD ROM, VGA Video Card No storyline is given for Z, which is far preferable to some utter nonsense about Zordad the Unholy enslaving the population of the galaxy with his evil cyborgs, and it being up to you, as the only human immune to his mind-altering drugs, to save it. In fact, the only background supplied is that as commander of an army of robots, you must conquer five planets held by enemy robots. Each of the five planets is divided into four battlefields, so the game is really just a string of twenty battles taken one at a time until you finally achieve total victory. A battle starts with your small team of red robots (about 8) gathered around a fort at one end of the battleground; at the other end is the computer's blue force of similar robots and a fort like yours. The battlefield is divided into territories, numbering anything between 9 and 20 depending on the level you have reached. Your view is from above and scrolls around to show small portions of the battlefield at a time. Each territory contains a flag which can be captured to give you possession of any useful factories, radar stations or robot repair facilities that are built there. The battle is only won when you gather a large enough force to wipe out your opponent's entire army or to destroy his fort, either by going inside and planting a bomb or simply blasting away at it from the outside. On the earlier levels your force consists entirely of the basic soldier unit - "Grunts", armed with a puny rifle, and who frankly aren't much use against anything other than more Grunts. Fortunately, that's all your opponent has too. Moving your "elite" brigade couldn't be easier - all you have to do is click on the company of three or so robots you wish to move and then click on a destination. If this is a flag, they capture it; if it's an enemy unit, they attack; if it's an impassable bit of scenery, they try to destroy it. The landscape is dotted with various obstacles that your soldiers must pass - rivers, which can only be crossed using demolishable bridges, walls, which can be destroyed with boxes of grenades lying around and gorges which you must find a way round. The best idea initially is to capture territories containing factories in order to build new units to launch against your opponent. You can opt for more Grunts, various types of gun emplacements to defend your territory or try some more powerful robots - Psychos armed with machine guns, Toughs armed with rocket launchers, Snipers who can shoot their rifles further and move faster, Pyros with flame-throwers or Laser units armed with Star Wars style laser guns. You can also manufacture vehicles such as jeeps, three sizes of tanks, armoured personnel carriers and mobile missile launchers which all come complete with a Grunt driver. At the start of a battle there are usually some of these vehicles scattered around which can be captured by units in the same way as you capture flags. More powerful units are not available until the later levels - a few more become manufacturable each time you win a game. While you capture territories and build up your forces, your opponent is doing exactly the same thing on his side of the board. As the game is played out in real time rather than turns, the earlier stages of each battle are a race to get the most territories and build the most units. It is important to capture as many territories as possible as the speed at which new units are manufactured is proportional to the number of territories under your control. Fights between units occur regularly, and you can see them exchange shots until one of the combatants (usually the weaker) is destroyed. Each unit has an energy bar which is depleted in combat making veterans more easily destroyed in the future. Units can be ganged together into groups which is usually a good tactic for destroying a strong unit with weaker ones. Z is a very tactical game. Do you leave one area relatively defenceless in order to launch an attack, and hopefully reach the enemy fort before he reaches yours? Do you risk attacking or fall back and gather a stronger force, perhaps losing a valuable territory? What sort of unit is best used to attack particular types of enemy? A mobile missile launcher may be perfect for destroying tanks, for example, but will fall as easy prey to a nippy platoon of Lasers. I discovered that on the first five or so levels my seemingly invincible armies were getting mercilessly crushed under the wheels of the computer opponent's tanks almost every time. However, I soon picked up a few tactics and gained speed in deploying my units, discovering that I was able to reach Level 15 easily and without significantly changing my tactics. I was disappointed to discover that although there was great potential for a great variety of levels all requiring different strategies, the first three-quarters of the levels were very similar to one another only with progressively more powerful robots and vehicles. I was almost ready to give up the game out of boredom when I reached level 15 where things suddenly started to get exciting. Some fun levels appeared, for example one with masses of vehicles parked in two areas, one near each fort, resulting in a huge head on clash between waves of tanks and mobile missile launchers. The last few levels were very tricky to complete, each taking about ten failures before I could assess how I needed to proceed to win. The five different planets - a desert world, volcanic, arctic, jungle and metropolis, although graphically contrasting, were not as different from one another strategically as they might have been. A shame. The game's control system could not be better. I found myself embroiled in tactics straight away without reading the manual because the controls (mouse with optional keyboard shortcuts) were so easy to master. However, I did not feel that my options were reduced by over-simplification. In some strategy war games that run in real time you can get confused with too many things happening at once causing you to lose track of your units. I found this not to be the case in Z. There are lots of handy ways in which the computer helps you monitor your soldiers' exploits. For example, when a unit captures a territory, destroys an enemy unit or demolishes a building, the robot's face appears in a window to tell you in synthesised speech what has occurred. Every time a new squad of robots or a new vehicle is manufactured, a calm female voice notifies you and an icon appears to take you straight to the factory. When units are being overwhelmed in combat a panicked robot pops up and screams for help - clicking on him takes you instantly to the scene. Another criticism is that victory is much too dependent on the possession of two or three more territories than your opponent, and on the outcome of the first few tank battles. Because manufacturing speed is proportional to the number of territories you own, a small advantage turns into an easy victory when you start churning out heavy tanks by the minute while your opponent takes ten minutes to produce a company of Grunts. It is therefore very difficult for an underdog to fight his way back into contention. The graphics are fairly detailed and very clear - you can always see what is happening in combat. You can run them in VGA or SVGA, with more fitting on the screen in the latter mode. Personally, I found that I couldn't see enough of the battlefield to know what was going on in the VGA mode although some of my friends would argue that the SVGA mode makes the units too small for you to feel involved in the action! Between battles there are video sequences about two lazy supply robots delivering weapons (usually late) to the unforgiving Commander Zed. These are not particularly entertaining and you get the impression that the same few snippets of video footage have been put in a different order each time! Although very slickly presented, and entertaining for a few hours, I found that Z was simply not varied enough to be worth the money I paid for it. There were not enough new situations to deal with or enough different units to deploy. Twenty levels didn't take sufficiently long to complete. Where Z truly excels is in the multi-player mode. Two computers can be linked with a null-modem cable or modem to play a two- player game, or up to four with an IPX or NETBIOS network. I have only tried the null-modem game so far, but the hours of fun a friend and I spent in earnest combat with each other certainly made up for any lack of variety in the one-player mode. Z is one of those games that is perfectly suited for multi-player - nothing compares to the sensation of completely routing the meticulously constructed army of a smug friend and then blowing up his fort with a single Grunt. A three or four player game ought to be absolutely phenomenal! I found that I could not run Z successfully through Windows 95 even though the manual said you could. Instead I had to run it by restarting my computer in MS-DOS mode. It then ran without a glitch or bug in the entire time I played it. ROUND-UP Not wholly worthy of the flattering reviews it got from many mainstream PC magazines (who, we all know, only play the games for a couple of hours), Z is not worth getting if you are concerned with value for money, especially if you aren't a fervent fan of strategy/war games anyway. If you have access to a friend, his or her computer and a null-modem link then the game becomes a must-buy. If you have a three or four computer network set up, then I'm very jealous of you! - o -