Spectrofon #05: Review: Expert Analysis of 'ELITE-3'


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In this issue, we conclude the publication of the article by our expert on the program "ELITE-3" (SHADOW SOFT 1992), authored by V.Kladov from Novosibirsk.

Recently, readers have often asked: will "ELITE-3" be included in our magazine?

For now, we can only say this: we advocate for civilized methods in working with domestic software authors and therefore exclude the possibility of distributing "ELITE-3" without a specific agreement with the developer of this version.

Of course, we understand the impatience of our readers. But shouldn't someone lay the foundations for civilized methods of software distribution in our country? And if nothing can be done with imported software, why can't we at least follow the rules accepted in all civilized countries for the budding new domestic programs?

Therefore, we ask everyone to be a little patient.

 Anatoly Khorobrykh

SUBJECTIVE NOTES
INDEPENDENT EXPERT.
(Continued. See SPF.N4)

Novosibirsk's "ELITE-3" continues to deliver new and exciting surprises.

Having surpassed 400 flights and earned the "DEADLY" rating, I once again discover a new "feature" in Kladov's version.

Leaving the orbital station and setting the hyperjump system to the nearest planet, after pressing "N", I unexpectedly find myself in interplanetary space, where I am attacked by seven (!) "Targons".

Moreover, two of them turn out to be "invisible"! That's where the real fun begins! The alien ships attacked from different angles, and it was very difficult to destroy them. However, wait! It has already become axiomatic that "Targons" cannot intercept you during a hyperjump. Considering the previous position, I attempt the exit again—the result is the same! I only managed to escape thanks to the "cloaking device" and "jumps" to the nearest planetary system, entering from the asteroid belt. In this situation, the new compass mode, allowing orientation by cardinal directions, i.e., coordinates N-W, S-E, was very useful. Although there is another way: the intergalactic jump, but I didn't use it. The final touch—during the attack on my "Cobra" in three waves of "Targons", there were both old ship models (50 cr) and new ones (60 cr).

Regarding the new "pirates", I can only add that, in my opinion, as your combat skills increase, so does the skill of the rangers. I don't think it's a coincidence; it's a pattern. The "Jeko", which I saw leaving the station once, also presented a small surprise. In one battle, this ship, having received a worthy response, began to maneuver actively, occasionally firing its laser. I didn't finish it off, and I was right to do so. Suddenly, another "Jeko" appeared on the battlefield, attacking not me, but its "buddy"! The execution was swift, the victor grabbed the container, seemingly showing no aggressive interest towards me. I didn't open fire, and it, after circling a bit, disappeared into the cosmic depths.

It would be interesting to know what the author intended by the actions of a ship of this type in this situation and how to classify its behavior?

While exploring "MINERAL LIFE" in the asteroid belt (which took a lot of time), I discovered a strange "symbiosis". Having learned to destroy asteroids from a distance, I boldly opened fire with the tech laser on the next chunk of minerals. And I got caught!

Unfortunately, the object was far away, and it's now impossible to imagine its initial form. After the attack, it split into two parts, in which I recognized... two asteroids! One of them behaved like a "hermit"—i.e., it returned fire, but did not launch "Crates" or "Adders", while the other behaved passively.

I still had to destroy the "hermit". My loot was a container with 1 ton of computers. As for the second asteroid, only two tons of ordinary minerals remained. This means that asteroid development is done not only by star aces with "Cobras" and "Pythons", but also by old star wolves who have retired.

Another version is that "hermits" in the asteroid belt find new "homes" in place of the old ones and settle on them after a rather long journey from the planet to the asteroid belt.

The "Mineral Life" itself appeared very originally in the cargo holds of my "Cobra". I searched for it unsuccessfully in many planetary systems located on the main diagonal. Misfortunes pursued me...

Once again, having returned with a full cargo hold of ordinary minerals, I sold my cargo for a pittance. After refueling, I left the station. I was pondering: where to head next?

Watching the ships depart from the dock, I turned back to the station and suddenly felt that something was wrong... Looking around more carefully, I realized—the sun is missing! Everything is there: a planet, a station, but no sun! By rotating the "Cobra", I tried once more to survey the space and noticed a small stationary star. Its size is slightly different from the others. After flying for a while in that direction, I activated the compass in "planet-sun" mode. It turned out that this star was indeed the sun of this planet.

The situation is more than interesting: could there be NOT ONE, but SEVERAL planets in any planetary system?! Usually, when exiting the station, the sun is not that far away!

But here it is—the size of a star. Heading towards this target, I encountered a group of asteroids and, after "developing" them, found "MINERAL LIFE" in the cargo hold. Moreover, continuing to move further, I received a message from the orbital station ("S") where I ended up thanks to the docking computer.

Another piece of news! Despite the author's warnings that breaking through to the planets, where near the star you will be offered to buy a new "Cobra MK-4", is very difficult, I managed to pass through the combat zone quite calmly and see the paired "Coriolis" stations.

They are located very close to the star, look exactly the same, sometimes rotate synchronously, and sometimes not; the entry hatches are usually positioned in different directions. And if you are lucky enough to find yourself here, I highly recommend—not to rush entering the station. The docking computer does not work here, and you will have to remember the first steps in mastering manual docking. You must do it precisely, otherwise death...

I tried to sneak into the station "invisible" (by activating the "cloaking device"). I succeeded, but they did not offer me to buy the "MK-4". Apparently, the security service has some secret devices capable of seeing the invisible.

The punishment is severe—you will simply not be allowed to leave the station (the "1" key gets disabled), and you will have to restart the game and go through the "death belt" from the beginning, which is not very easy!

I recommend hanging around the double "Coriolis" stations. And here's why. Ships of all types leave the stations: "Cobras", "Pythons", "Fer-de-Lances", "Espas", "Jekos", and even... hermit asteroids (!!!). Here I saw for the first time a docking, i.e., entry into the station of a "Python" (and others). As I approached these stations, I encountered a CARAVAN of three "Pythons"—something I had never seen before.

It was hard to break through here, but the last two pursuers tailing me were destroyed by one of the paired stations! On the overview screen, two salvos were clearly visible—and nothing remained of the enemies, not even debris. One of the most interesting places in the new version of "ELITE"!

I bought a "Cobra MK-4"! I won't repeat all the words that were in the description. Personal experience suggests otherwise—the life with the acquisition of a new ship did not become any less boring or easier! A carrying capacity of 80 tons allows for dizzying deals that bring in a lot of money, and four "energy units" make me practically invulnerable.

Energy regenerates almost instantly, and the "J" engine helps to shake off any number of pirates due to its speed.

In the final section of my review, I want to talk about the seventh mission - "SPACE WARS".

Despite the fact that everything was described in "ZX-REVIEW" in great detail, I allow myself to share personal impressions.

But first—some small observations on the way to the Great Star Wars...

While fighting for the "ELITE" rating, I noticed one interesting feature: some enemy ships are equipped with two combat lasers! Naturally, duels with such opponents are very intense. In close combat, the enemy's strikes seem to be paired, and the vectors of fire come from different points of the hull. It feels like you are under fire from several ships, even though there is only one opponent. Frankly, I don't recall such a setup in other versions.

I had to search for the "ALIEN COMPUTER" very purposefully. The mission to destroy the Targon base was offered three times, and only in the last instance did the long-awaited trophy end up on board my "Cobra". I had to fight quite a bit for it, but even when I spotted the coveted container among the wreckage of the "Targons", I had to demonstrate all my piloting skills to make "yours become ours". By the way, had I been a bit more attentive during the third mission the first time—I would have long been fighting the "Targons" with their own weapon.

The thing is, I had seen this container earlier! Since in those battles approaching the planet, I encountered not only "Targons" but also asteroids, I mistakenly took the "alien computer" for a container from a randomly shot "hermit". And, of course, I ignored this valuable item—I simply didn't pick it up.

I highly recommend playing until you drop, fighting, but attention, even in the hottest moments of battles, will not hurt you.

About using the "alien computer" and "Targon" fighters. In principle, the fighters serve as missiles with the same resulting consequences. An opponent with ECM will instantly neutralize your "renegades". The effect of using the "alien computer" is only present in skirmishes with the "Aliens" themselves.

If you shoot a torpedo-fighter at an approaching alien monster from a minimal distance using the "D"+"F" keys—you'll receive a reward of 50 or 60 credits, but all this without flashy laser flashes.

It is much more amusing to react in time to the return of your "messenger" and successfully take it on board. Although the presence of a new combat unit does greatly diversify the game.

The final touch—missions "MINERAL LIFE" and "ALIEN COMPUTER", in my opinion, can be obtained much earlier than stated in the description. The main thing is attention and a bit of persistence in solving certain issues.

The "SPACE WARS" mission is like a "game within a game". More precisely—a new game. Reaching it is not easy at all!

But even the time that seems to be wasted waiting for hour "X" is nothing compared to what happens during the invasion of the "Targon" star armada! And time plays a crucial role here!

At first, I was intercepted during a hyperjump by eight "Targons". Their activity was simply incredible! And if it weren't for the excellent combat qualities of the "Cobra MK-4", it would have been very difficult. By the way, after repelling the attack, I adjusted the hyperdrive to continue the jump to the same planet, thankfully I had enough fuel—and... successfully made the jump without further attacks. Running through the situation again, I received practically the same result. It's very pleasant when in the game—it's like in life. Bravo, author!

Naturally, I immediately accepted the Confederation's offer to participate in combat operations, and soon the sleeve of my spacesuit was adorned with a brand new lieutenant's insignia...

When it comes to battles with aggressors, remember, all previous encounters with "gentlemen of fortune" and other space riffraff are merely child's play. A fight with one "Targon" usually goes smoothly, but what if eight come at once?! Moreover, here the attack tactics correspond to piracy: from three or four directions, in pairs or alone. But they are not light "Adders" or "Crates" coming at me, but gigantic behemoths carrying at least five killer fighters on board!

Sometimes one or two play "hide and seek"—i.e., they become invisible. When I had to fend off the "Targon" attack from the front—the rear shield screen groaned under the furious fire of the enemy.

In three or four jumps, while completing the first mission, my brand-new "MK-4" lost all its sleek surfaces and became covered with scars from enemy laser strikes. But most importantly, if you miscalculate your course and visit an extra planetary system while completing a Confederation mission—you will be punished by the fact that the Targons will quickly push deeper into the warring galaxy and capture several more planets! "Delay is akin to death!"

New confirmation of my hypothesis about the secret cooperation between the Targons and pirates has emerged. Their joint attacks are very frequent, and I have never noticed them attacking each other. Even when approaching orbital stations, pirates were often seen waiting for prey.

Soon, the lieutenant's insignias were joined by captain's ones. Each time I received a new assignment from the Star Staff, I prepared as for the last battle. The battles here are merciless and brutal. And again—many problems can be solved not only with the help of a super combat laser.

It was bitter and frustrating when I was overwhelmed at the Targon base while completing the mission to land troops, as in space, along with the wreckage of the "Cobra", remained the practically defenseless "Sidewinder" with space "commandos"...

My heart rejoiced when, after liberating the occupied planetary system, I received messages about uprisings against the invaders on all neighboring planets. And I won't forget the last assignment to destroy the secret command headquarters of the Targons, when the silent cosmos resembled the maw of a fiery volcano. A terrible thing—war...

Everything comes to an end. Having defended the galaxy and retiring with the rank of colonel of the Star Forces of the Confederation, I asked myself: will I return to "ELITE-3" again? Yes! Wandering among the stars, I have yet to encounter either "generation ships" or "space platforms". Where awaits the mysterious Dark Ring, new galaxies, and new planets? Where do the pirate "Pythons" and "Jekos" go? And have the "Targons" lost the desire to attack the worlds of the Confederation forever...? Let's try to find answers to these and many other questions together.

And finally. A huge thank you to the author—VLADIMIR KLADOV—for creating a new version of this wonderful program, and to the editorial team of the magazine "SPECTROFON" for their invaluable assistance and friendly support!

Contents of the publication: Spectrofon #05

  • Экспертиза - Дмитрий Усманов
    Description of 'THEATRE EUROPE' game mechanics simulating hypothetical NATO-Warsaw Pact conflict in the 1980s, with emphasis on strategic decisions and potential nuclear scenarios. Players manage military units with options for offensive and defensive strategies. Explores the severe consequences of nuclear warfare.
  • Дебют - Дмитрий Усманов
    Description of the text adventure game 'Robin of Sherwood: Touchstones of Rhianon' by Adventure International. The article provides a walkthrough for the game's initial challenging locations. Emphasizes the game's real-time mechanics and encourages frequent saving.
  • Экзамен
    Quiz section 'EXAM' in Spectrofon #05 remains popular, receiving many answers from readers about 'ROBIN OF THE SHERWOOD'. New questions are posed and readers compete for journal issues. First correct answers win issues of the journal.
  • Обзор - Анатолий Хоробрых
    The article provides an expert review of 'ELITE-3', covering its features and challenges. It discusses civilized software distribution in Russia. Key gameplay elements and missions are explored in detail.
  • Архив
    Description of the strategy game '1812' involving troop command and battlefield choices. Highlights include game mechanics, strategic options, and in-game scoring based on player performance. Updated version optimized for speed with save state features.
  • Фантазия - Анатолий Хоробрых
    A computer novella based on the game 'NIGHT RUN' by DIVIDE BY ZERO, following agent John Ladd's mission against double agents and a treacherous general. The story highlights Ladd's dangerous encounters and his relentless pursuit of justice. It’s an arcade adventure for fans of 'VENDETTA'.
  • Система
    Introduction of 'GRAPHIC ADVENTURE CREATOR' by INCENTIVE SOFTWARE for creating adventure games, featuring an unprotected version with an example. A detailed review is available in 'ZX-REVU' 1994. Includes instructions for using the software to create a standalone game.
  • Горячий привет - Сергей Симонович
    Analysis of adventure games evolution from text-based to multimedia. Discussion of simplification and challenges in modern adventure games. Nostalgia for classic gameplay and potential for Russian game development.
  • Реклама
    Advertisement for the Spectrofon magazine with distribution details and call for authors, artists, and musicians.