Deep Space : Operation Copernicus – Part 1

I’d be extremely surprised if there are many people who have even heard of this game but it’s been high on my wanted list for a long time now. It was the first game from Looking Glass founder and Ultima Underworld designer Paul Neurath who shared programming/design roles with Edward Lerner who would himself later work on Space Rogue & Terra Nova among many others.

Operation Copernicus was published by Sir-Tech rather than Origin in 1987 although Neurath had already done work for Origin as a playtester on Ogre. The game is a space sim/shooter with 3D filled polygons and was quite possibly the first game on a home computer with six degrees of movement to pull that off. It’s a clear predecessor to the later Space Rogue which featured a similar flight engine and added on Ultima 4/5 like RPG elements on tiled maps.

This isn’t exactly the easiest game to get hold of unless you want to pay the hefty price for the one copy that has been sat on Ebay for the last couple of years waiting for someone with too much cash to happen upon it. Ye Olde Infocomme Shoppe came through for me though so I relieved them of a copy and a pile of other goodies for roughly what the one game would have cost on Ebay. This one isn’t in quite as good condition mind you but I can live with it.

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It’s an odd package with the game coming in a beige alligator skin effect cardboard box with several stickers glued to the top of it. The box is sealed with a further presidential seal sticker which originally had an A4 sheet stuck to it providing some screenshots and details for the back of the box. On outward appearances it doesn’t make the same sort of impression as a regular boxed game of the time would but at least it doesn’t have the guy in the leather jacket that was on Space Rogue.

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The inner contents are equally unusual being a mashup of styles of document none of which quite prepared me for playing the game. There is a technical manual which has the details about gameplay (other than the keys) and a solar system map/reference card specific to the version with all the keys on it. The technical manual includes the aims of the game’s 4 missions which were left out of the game itself.

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There are two sheets with quadrant maps on them (both doublesided) which give the maps for each of the missions.

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And finally a letter from the president and a sort of printed email message from the Terran Defense HQ providing the story for the game such as it is. In brief, the Hegemony of Andromeda has launched an unprovoked attack and I’m the only ship holding them off until humanity marshals their forces. The word hegemony immediately makes me think of Terra Nova but I doubt there is any deliberate link.

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I toyed with whether to go for the C64 or DOS version of this game and ultimately went for DOS since it supports analog joysticks and runs a little smoother. It does mean a CGA colour palette however so there are downsides. On starting the game I get to choose which of the 4 missions I want to attempt and also which of 3 difficulty levels I’m going for (I stuck with novice).

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The first mission is called Outpost and involves collecting Ore from all of the human outposts in the system and ferrying it back to our base planet. I start out flying just above that planet in a view reminiscent of the planets aligning in 2001. The planets appear to be scaled sprites and look decent enough for a game this ancient. Pressing ESC brings up a command menu with the various options available.

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The most useful for this mission at least is the map which shows the entire quadrant and allows me to pick a hyperspace destination. Provided I’ve got the fuel I can hyperspace at any time but this eats up fuel which can only be replaced by landing on the base planet. It’s a little similar to Ultima 1’s space section except I can fly between sectors the long way if I wish here.

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The attacking hegemony are immediately apparent, taking the occasional potshot at me. For weapons I’ve got a choice between lasers which travel instantly but take ages to grind most opponents down or missiles which seem to kill anything in one hit but travel quite slowly and are limited in supply. There is no means to select a target and the 2D radar isn’t entirely helpful in a 3D world with much searching around still required to find enemies. The radar doesn’t even rotate but instead my ship is shown in the middle pointing in its relevant direction. The hitch here is that it only moves 90 degrees at a time. Lets just say the radar is at best a rough guide of where you need to go.

I don’t strictly speaking need to take on the enemies for this first mission although I do get pop up messages when an output is under attack. If I don’t go and help it, all their ore is stolen. I’ve mainly stuck to missiles for the combat since I get restocked each time I fly back to base. There isn’t much in the way of tactics needed for combat and the best tactic appears to be to get close and come to a halt. Each ship goes up in a small cloud of spinning triangles when destroyed.

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The game uses a Newtonian engine with extremely fast flight possible but a massive amount of momentum to lose when slowing down and turning. The PC joystick controls for this use the two fire buttons for speed up and slow down rather than weapons which seems like an unusual choice but once I get used to L and M for firing my two weapon types it all works. My goal is to fly to all the octahedral outpost stations, dock to get their ore and then fly back to base. On the C64 version, the stations have one side with a triangular entrance which I had to slowly approach and a little spaceman would appear just before docking. On the more powerful PC, this isn’t present and instead I just have to bump into the station at any angle to grab the ore.

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From here, it is back to base to deliver the cargo. Landing on a planet is more complex as I have to guide my ship down to the landing pad. This takes the unusual approach of showing the point of view of the landing tower and my ship flying around in 3D over the 2D backdrop. The fixed viewpoint can mean reversed controls depending on ship orientation but doesn’t prove to be as hard as it sounds as I can literally nose dive into the landing platform for a safe landing.

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Several trips later, I retrieve all the ore completing the mission. I’m “rewarded” with a ranking of 3 (1 is the best, 8 the worst) and then dumped straight back to DOS to load up again if I want to try another of the missions. There was talk on the reference card of increased rewards for good enough performances. Class 3 wasn’t too bad and there wasn’t any reward that I could see so I’m not hopeful on this front. I’ll be trying the other 3 missions in later posts anyway.

From what I’ve seen so far this is an extremely quirky little game that is kind of fun but extremely basic compared to what was to come later. Elite on the BBC Master arguably played better than this but they are quite similar in combat mechanics. DSOC certainly has the better looks with its filled polygons and has extra features like sprite rendered asteroids to fly through just like Wing Commander from a few years later (except these are perfectly spherical and don’t rotate). It’s a game that has some character at any rate and I’m certainly intrigued about the rest of the it although with only the 4 missions it is going to be short-lived. I’ll be upping the difficulty level to intermediate for the next mission, Escort.

Wing Commander 4 (PS1) – Part 3

This post has been a while coming as it must be a week since I finished off WC4 but better late than never. From where I left off last time the latter stages had far fewer cuts than the PC with the main point of interest being the choice of missions offered about two-thirds of the way through. I would normally get to pick from commandeering fighters and equipment or rescuing civilians. Here the choice is made for me and I get to chase after the new fighters.

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I do still have the choice of which 2 of the 3 missions we carry out in the system. Unlike the alternative route, there are no planet missions here of course so that issue is neatly avoided.

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As the game draws on after that, it gets more and more in line with the PC version with all the ending missions playing out exactly as I remember including the final showdown with Tolwyn. With so little changed, there isn’t much for me to say so it’s straight to the final verdict.

With the right controller this is a good port with better looking movies and playing just about exactly how it should. The CD access times on the real hardware are a little tiresome, especially when saving. The PS2 also struggles when streaming music detracting strongly from the soundtrack which can’t keep up when you start to get kills. None of this detracts majorly and the real drawback is all of the cuts which seem like a bizarre decision. Why not add $2-3 to cover manufacturing costs and put the whole game out? Without these cuts it could have been competing with the PC version, with them it’s lacking a lot of spark especially in the early stages of the story. What is left is still true to the original not leaving much new here to justify playing it in addition either. Unless you have to play every one, stick with the DVD edition on the PC as it has this beat in every aspect. Where this port would possibly shine is playing it on a mobile device like the Vita provided you can get used to driving a starship with your thumbs.

I should be continuing the space sim theme next with a game I’ve wanted to try out for some time, Deep Space – Operation Copernicus.

Ultima Forever – The Flattening

I expect most readers will have seen photo’s of these already but this arrived in the post yesterday:-

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It’s the collector’s edition of Ultima Forever as shown by Paul Barnett on Youtube last month. These were initially created for the press and development team but are now being distributed to those who took part (or almost took part in my case) in the Ultima Forever Alpha some time back. We’ve already had a map and set of tarot cards each which was a really nice gesture. I really didn’t expect them to be sending out more but could hardly turn down the offer.

There has been a slight snag with the packaging these were posted in and they haven’t exactly been arriving in new condition. I’m sorry to say that mine is no different and predictably arrived squashed:-

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The collector in me hates to see boxes being needlessly mashed like this. The contents at least are pristine with a cover letter, extra large tarot cards, a USB drive credit card (empty) and an all new cloth map with added black weep. The new map material is fantastic quality putting all the older games to shame. It’s a really nice package and I wish it had been better prepared to make it’s way in the world before being set free but it’s another generous gesture on the part of Mythic sending these out at all. I feel well disposed to Ultima Forever already without having had the chance to play it.

Ebay sellers please take note what happens when you put fragile boxes in bubble wrap envelopes. By way of further example, here’s what happened to a copy of Kingdom O’ Magic I bought a year or two back after explicitly asking the seller to send it in a box. It wasn’t worth all that much but I still haven’t managed to find another one:-

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I’ll quickly mention that I added a scan of PC Zone Issue #2 at the start of the week. I was going to scan #3 today but instead the Gabriel Knight 2 guide book will be taking its place on the downloads page sometime later.

Wing Commander 4 (PS1) – Part 2

It’s been two to three weeks since part one but I’m fully equipped to restart this playthrough once again. When I’d left off, I’d decided that if I could get hold of a PS1 dual joystick controller it would be a whole lot more fun than playing on a gamepad. I wouldn’t say they are plentiful on Ebay but they aren’t exactly scarce either or in high demand for that matter and I picked one up earlier in the week which looks something like this:-

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In terms of size, it’s a monster with those 8 buttons in the middle being as big as the usual gamepad. It predates that dual analog controller we’ve all come to know so well and was the first analog controller of any kind available for the PS1. Like most outlandish control peripherals, not so many games supported it in the end but it was a boon in plenty of those that did with Wing Commander 4 being one of them. All of the giant buttons in the middle are duplicated on one of the two joysticks with only the start and select buttons being unavailable elsewhere. The POV hat on the right stick equates to the d-pad. There is also a mode switch to swap between analog and digital for the joysticks – I can’t see that I’ll be using this thing to play digital only games any time soon so I’ll leave that well alone. It doesn’t appear to have equivalents to the thumbstick buttons so despite the size ends up with two fewer buttons than its miniature sibling. This is still far more than most Wing Commander console ports have to work with and should be plenty.

Since it’s been weeks and I’ve got a whole new controller to get used to, I figured I would restart WC4 from the beginning again. Right from the first mission before I’ve even got to grips with the layout the difference is night and day. I was constantly oversteering when using thumbsticks but the two joysticks prove to be surprisingly accurate. Playing a game with two joysticks simultaneously is a little odd but with the giant base this thing is rock steady which is just as well when I have both my hands full. The decision to have two joysticks and not a throttle control isn’t ideal at least for this game. I can nudge the speed up and down with the left stick and it holds steady when released but this is far from natural and I’d have far more control with a real throttle. You do get used to it with some practice but I only ever know what speed I’ve got set by looking at the screen.

The other minor irritation is the size of the dead zone for the two sticks. I would assume this is programmed into the game but I wouldn’t choose in a space sim to have to move the joystick so far when making minor corrections. Personally I would much rather have some drift when centered. On the whole though, it’s a little odd but this isn’t a bad peripheral at all and a lot better than plenty of other joysticks of the era.

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Back to the game then. After having such a hard time with the gamepad, I now found that I could now complete every mission within a couple of attempts at most so was soon back to where I had left off except I thought I should take the other branch where I choose not to follow Eisen when he defects. Given all the movies cut from this version, I’d expected this not to be included but it’s mostly there. I’ve only played this path once before so I can’t say I was overly familiar with it but more movies have been cut as I’m sure I remember some chats with Catscratch in the lounge which were entirely absent. It occurs to me that I’m up to the start of CD#3 and I don’t think Catscratch has had a line of dialog after his introduction scene.

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In this other path Confed start to become blatantly evil with Paulsen describing the border worlders as sub-human in a dark little scene in the officers lounge. Seether is making his presence felt in the meanwhile and displaying every nuance of the stereotype Hollywood villain other than not being played by a Brit. If you haven’t decided to defect to the Border Worlds by the time Eisen offers a second chance then you deserve what’s coming to you. Having taken that choice, the branches rejoin and Eisen heads out with his data leaving Blair in charge of the Intrepid.

Playing this straight after X-Wing was interesting as it really drives home just how imprecise the controls and lasers are by comparison. In essence, I can’t do much more than point in the general direction and hope the autoaim does its job. On the plus side, the pace of gameplay is through the roof by comparison so it’s got its pros and cons.

I’ve got as far as entering Pellias where there is the “jamming black hole”. By this point there have been enough cuts to the FMV and missions that I’m not going to attempt to list them. It’s always entire FMV clips and missions missing rather than just trimming down the original scenes. It does mean that the story ends up being rushed but I’d probably not notice so much if I didn’t know things were missing. None of this is exactly doing WC4 any favours but it still holds together. If I’d been forced to make this sort of call on cuts, I would have stripped out the branching and left as much of an intact single strand as possible. It was never the longest game to play through and after something like 90 minutes of gameplay I’m already halfway there judging on the CD count. At least what is left is up to scratch and I’m hopeful that the closing stages should be all present and correct when I make it that far for part 3.

X-Wing – Part 4

Playing X-Wing has been on the backburner for the last week as Summer hit the UK for what seems like the first time in a couple of years. I did forgo the decent weather on a couple of evenings to finish it off though.

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The remainder of tour #2 dealt with protecting ships carrying the data on the Death Star interspersed with some memorable missions to take out another Star Destroyer. These involve attacking its various escorts in some build up missions followed by a direct assault where I have to destroy its shield generator towers on the top of the bridge as shown in before and after shots above.

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Destroying these towers is simpler than it sounds. I make a beeline straight for them and shoot out both at short-range with torpedoes. I then have to survive long enough for groups of Y-Wings to inflict enough damage which is where the real challenge lies as this must take about another 15 minutes. It goes down with a satisfying explosion in the end.

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It’s back to the protection missions after this with the end of tour cut scene popping up a mission early as Princess Leia safely delivers the plans. I was starting to lose interest a little when the missions in the middle of this second tour got a little shaky but it picked up in the last third again.

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The final tour is never going to suffer from any lack of momentum as it deals with the rebel search for the Death Star. The missions are gradually getting bolder with bigger more complex operations such as capturing an entire frigate.

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The first cutscene of the tour recreates some famous parts of the movie where the Death Star is test fired, complete with hand painted Peter Cushing and a guy ducking out of the way of the firing beam.

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As this final campaign progresses I find that I’m starting to die a whole lot less whether that’s because the missions stop getting harder or me getting better. There is certainly a sense that everything has already been thrown at me by this point in the game. The 3 varieties of TIE are relatively straightforward at this point since they only require a handful of hits and combat with the gunboats has also lost its novelty. I could have sworn I got to fight TIE advanced fighters in this last tour but there is no sign of them by the time we track down the Death Star and it makes its first appearance as a bitmap in space.

This is a strange mission where I have to destroy a comm-sat orchestrating the defences but nothing else. It may not be the right way to play it but I just make dashes for it alternated with flying round in circles avoiding missiles. Once I’m close enough for a missile lock I quickly fire off a shot not waiting for full lock and it’s mission complete without ever firing my lasers.

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What I’ve really been wanting to get to are the missions on the death star surface which complete the game. For the first of these I have to destroy four hangar points “disguised” as ordinary cargo containers as well as taking out all turbolaser towers within 2km of a nav buoy. First impressions of the death star surface are that it’s a mass of featureless grey…

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… but I’m glad to say that there are a lot more features when I fly lower down with trenches along the surface, laser towers and other features. Everything stuck on the surface can be blown up as well and this does still look fairly decent for a game of this age. I just about remember getting this far on my 386 only to find that these missions were all but impossible as they ground to a halt. Thankfully that isn’t a problem these days and it’s just as fluid as the rest of the game.

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The four hanger ports will continuously launch fighters until I destroy them so first priority is to deal with these. They are placed in trenches so for the most part I can’t just torpedo them at distance and have to fly to each in turn although there are two in each trench 6km apart so they can be taken out in pairs if I line up my ship with the trench first.

After ignoring them at first, I found myself getting swamped by TIE’s by the time I destroyed the 3rd hangar so I thinned out their numbers destroyed the last and then could have some piece to move onto the turbolasers. This is simply a case of targeting the nav buoy and flying within 2km of it shooting anything tower shaped. The towers do shoot back but they don’t do nearly enough damage for this to be a challenge and I got through this mission on my second attempt.

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At long last I reach the anticipated trench run. This plays out just like the film where I have to dive into the trench, my R2 will somehow manage to double my ship speed, then I have to fly down it and land a torpedo into the vent.

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I start out a good distance from the trench with 3 TIE’s to deal with. I also spot some TIE advanced fighters while I’m out here but I was nearly at the trench at this point so I kept going. I presume these were there as a little bonus + a sign of what was to come in the first expansion pack.

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The trench is littered with laser shooting targets and varieties of beams which need to be avoided. This is where the time on the maze at the start of the game comes into its own as this is much the same skillset needed here. I remember finding this hugely difficult in the past and ultimately resorting to a curious strategy of diving in and out of the trench from what I recall. Coming over the top would reduce my speed but did mean I wasn’t in danger of flying into beams all the time.

Probably thanks to the extra horsepower I’ve got available to run this now the mission turns out to be a cakewalk and I’ve soon got the vent in sight. Any temptation to slow to a halt has to be resisted due to the huge number of lasers surrounding it which would no doubt shred my shields if I hung around. I keep it traditional instead impacting the surface with my first torpedo shot but hitting with the second one at closer range.

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With the universe saved for now I’m awarded another medal and it’s back to the concourse for another tour. That completes the original game though and it’s where I’m going to stop. From what I recall of the two mission packs Defender of the Empire was brutally difficult and fully introduced the TIE advanced to mix things up a little. B-Wing added a whole new ship to fly but most of the campaign was spent escorting tug pilots ferrying the things around before they made their way into service. They were both worthy additions but I’ve blogged enough on a game that shouldn’t strictly be on an Origin Systems site in the first place.

The two main reasons I wanted to play this again were to see if it lived up to my memories and also see how it stacked up when compared to Wing Commander. I’d have to say that it’s arguably not quite as good I remembered with a lack of variety in opposition. It also wasn’t anything like as difficult with the tactics needed for each mission being readily apparent most of the time. Basically if you are protecting a ship (and you usually are), take out the bombers, shuttles and transports in preference to everything else. Also, if any particular ship/squadron stands out as being unusual make a beeline for it as you can guarantee that is the one targeting whatever it is you are protecting. If it had been as difficult as I recalled then I probably wouldn’t have made it to the end of course as this is a game that required a serious investment of time. Successful missions take long enough without having too many replays.

Despite a slight lack of variety in enemies, the mission design made up for it and X-Wing is still extremely good fun to play without a doubt. There are precious few modern equivalents to compare this to but I was far more engaged with it than Strike Suit Zero for instance. It’s stood the test of time exceptionally well but it would benefit from being in higher definition. I’m usually a traditionalist but as such I would recommend the remake for that reason even without the original music.

As for a comparison with Wing Commander I just don’t see them as being all that similar. X-Wing clearly has its roots in traditional flight sims whereas I would see Wing Commander being a product of arcade shooters. It’s a little like comparing Ridge Racer to Grand Prix Legends (if admittedly much less extreme). As such people are bound to have preferences for one or the other but the vitriol this debate seemed to spark for Wing Commander in much of the UK press in the 90’s was ludicrous and it looks a whole lot like fanboyism. Speaking for myself, I would still side with X-Wing in the gameplay department although I could imagine that the slow pace would infuriate some gamers.

Where Wing Commander really has X-Wing beaten is the presentation and story. It’s curious that the Star Wars game is the less cinematic but even Wing Commander 1 puts it to shame. The X-Wing series at it’s best could never be as involving for me as playing Wing Commander 4.

Ultimately picking a winner between these two is pointless so I’m not going to when I could be playing one of them instead. I’m now an owner of the impressively oversized PS1 dual joystick controller so if this thing actually works the intention is to get back to WC4 next.