Shuttle II

Reviewed by John S Davison

 

Issue 29

Sep/Oct 87

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Microdeal
£24.95


Long ago, when 8-bit Ataris reigned supreme, Microdeal brought out a 16K cassette based simulation/game called Space Shuttle. It looks like they've now dusted off the concept and produced a completely new version for the ST. The basic idea behind it is the same as before – to complete a Space Shuttle mission from launch into orbit, locate and retrieve a faulty communications satellite, and return to your landing site on Earth. In an attempt to add a competitive element, Microdeal have added point-scoring, high score, and other features to the basic simulation, making it more of a game than a serious simulation.


As you'd expect, this implementation is light years ahead of the old version. It's apparent right from the colourful title sequence showing a 3-D rotating cube with different graphics on each face. Improvements extend through to the packaging, too –the disk and instruction booklet are enclosed in a glossy, high quality cardboard box. But then at about three times the price of the old version I'd expect a few improvements!

 

Initially you play the part of the Mission Controller, your aim being to make the right decisions about launch and landing thus scoring bonus points. These decisions include choosing launch site, preparation time, landing site, and gambling against inclement weather conditions which could cause launch delays (and cost you bonus points).


Overall, I found this section of the game rather pointless in more ways than one! The authors seem to have made it almost impossible to score any bonus points here, and no amount of skill or strategy on your part seems to change this. Points are lost when electric storms cross the launch site, and this seems to happen virtually every time you play. Very demoralising!

 

At this stage you take the pilot's seat. Immediately before launch, the heatshield slides back giving you a view corresponding to the chosen launch site. (How come, if the Shuttle's sitting vertically on the launchpad?) As the Shuttle lifts off, the view scrolls down giving occasional glimpses of clouds and airships (Airships? Yes, airships!) before the sky darkens and stars appear.

 

In the centre of your control panel are three mouse operated 'thermometer style' slider bars, controlling pitch angle, wing roll angle, and thrust power. You have to continually adjust these during the launch to stay on the ideal launch trajectory, which is shown graphically on a display alongside the sliders. As the launch progresses your actual trajectory is plotted along with this, so you can see how well (or badly!) you are doing. Points are accumulated for staying on track.


The control panel includes digital displays showing current altitude, velocity and time into mission. The launch trajectory is marked with ten significant 'events', which should each

 


'too complex'
 

 

occur at a given time, altitude and velocity. Hitting them at the prescribed values is not easy, even at the easiest of the six difficulty levels. If you do manage it, you get more bonus points. Certain events have to be achieved at a specific roll angle or thrust setting, and several others require you to initiate an action via the keyboard, such as releasing the external fuel tank. Again, this seems unreasonably difficult to achieve – but perhaps I'm just getting old and my reactions aren't what they were!


However badly you handle the launch, you eventually find yourself in orbit. The screen now shows the Orbital Manoeuvring System control panel, used to rendezvous with the wayward satellite. Three digital displays show how far ahead/behind, left/right, or above/below you the satellite is. By firing the appropriate manoeuvring engines using those sliders again you can change the Shuttle's orbit to match that of the satellite. Achieve this before all the OMS fuel has gone and you're rewarded by the satellite drifting into view and – you guessed it – bonus points!


The next screen shows a side view of the Shuttle, with the satellite and the Earth in the background. With a few deft mouse clicks you open the Shuttle's cargo bay doors, get a crewman suited up for a space walk, and guide him outside propelled by his nitrogen fuelled jetpack. By clicking on any of the jetpack's eight direction controls you can steer your man to the satellite. You have to attach him to the top of the satellite and then get him to tow it back into the Shuttle's cargo bay. Yet again this isn't easy.


Every time you fire the jetpack, not only does your man move in the direction chosen, but the satellite randomly changes ITS direction of movement. Also, your man can only move at one speed. Clicking twice on the same directional control doesn't make him travel faster, so he can't catch up with the satellite if it's moving away from him. Nor can you make him stop by firing the jetpack in the opposite direction to his current motion. All very unscientific, illogical, and frustrating.


I never did get the hang of getting back to Earth. You have to 'de-orbit' the Shuttle by flying it through an S-turn to slow it down. The idea is similar to the launch, where you have to keep as close as possible to a predefined path shown on your instruments. Deviation from this causes the Shuttle to heat up – deviate for too long and the Shuttle gets frazzled.


Control is via the three sliders again, this time controlling wing attitude, height, and air brakes. So far, I've managed to fly it round the first bend of the S-turn, but then the program drives ME round the bend! No matter what I do I always seem to end up as a fireball.


The final screen is rather odd. You still feel you're in the pilot's seat of the Shuttle, but through the windscreen you see a rear view of the Shuttle as it glides down towards its landing site. Using the same controls as for de-orbit you have to guide the shuttle down onto the runway, remembering to lower the landing wheels before you touch down, of course. The instrument panel now shows side and plan views of your approach, plotting your progress down onto the runway. Perversely, there's no predefined path marked on these displays, so it's a bit hit and miss –usually miss, as every flight I've made has terminated abruptly 120 feet under the runway surface!


In conclusion, I was disappointed by Shuttle II. It doesn't seem to know whether it's a game or a simulation. As a game, it seems too complex and too difficult to score points, even at the easiest level. As a simulation it has too many game elements and chance items. It could be much improved by better instructions, particularly with respect to descriptions of the slider controls and how you should use them in each phase of the flight.

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