DEEP plots are usually few and far between in the gaming world. Unless it involves submarines, of course. The plot of 688 tends to concentrate on the latest in technical gadgetry rather than the humdrum mechanics of submarine piloting.
You have many different types of map display, ranging from a overhead view with several levels of zoom, to the latest in high-
The periscopic-
Images of the crew members are definitely digitised, and what a grumpy looking bunch they are. They didn't even cheer up when I gave them a week's leave in San Francisco.
The best way to make your sonar operator happy is to deploy a towed array of hydrophones to let him listen out for approaching craft. You can help him even more by selecting high or band pass filters and performing a frequency analysis of the incoming signal.
Once you have a fix and move within range, you can release your torpedoes or launch a couple of surface-to-
A slightly less moral problem facing all simulation designers is that of choosing a realistic time rate. A real torpedo might travel for upwards of 30 minutes, which would drag a game out for days. Conversely, a helicopter might fly overhead in a matter of seconds. This means that simply compressing time is not an option.
The best solution, according to the creators of 688, is to fiddle the figures. And why not? The result is a fast-
The 10 missions can be played using either the American Los Angeles or Russian Alfa class of sub. For some reason the Russian subs are all slightly less well equipped and more grimey looking than they American ones.
At least the options are in pseudo-