Amstrad Action
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The war had been raging for centuries, covering several galaxies, destroying thousands of planets, with neither side gaining the upper hand. Finally the two sides' leaders met to talk peace. Dave was there to report on this historic event.

They glowered at each other across the table. The negotiations were not going well. Major Wyt'owz of the Ve'elay ground his teeth. Commander T'Gore of the Pe'emarycy finally lost his patience.

“A stalemate this war has reached,” roared the Pe'emarcian, unaware that his English teacher wasn't all she was cracked up to be. “We need to find another way to settle this dispute." “Like what?"

“Er... well, er...”

It was at this precise minute that an amazing coincidence occurred. A rip in the fabric of time and space opened above the conference table and something strange fell out.

Luckily, the Pe'ermarcian had studied 20th century Earth culture and recognised the something thing as a CPC464. Even luckier, thecomputer was still working, though it wasn't plugged in. "Must be some residual energy from the time/space continuum,” mused Commander T'Gore (look -did say it was an amazing co-incidence).

“A two-player strategy war game called Galactic Warfare it appears be running,” said the Commander. “Just what we need this could be."

“It sure is. I'm a dab hand at strategy games I could have you at this game any day," taunted the Ve'elayan Major.

“Then settled it is. Whoever wins the game the war will he win too."

Their first problem was trying to work out how to play the game. The instruction manual had fallen through the rip in the time continuum as well, but it wasn't much help, as it seemed to miss out half the operations, but at least it explained the plot and general aims of the game; two warring factions in space, both out to obliterate the other. “No matter," said Wyt'owz. “I'm sure we'll pick it up as we go along.”

The game was divided into phases each containing six turns; each player had one turn to move and two turns to fire per phase. Another slight delay occurred when T'Gore realised there were two scenarios from which to choose, and the two leaders couldn't decide which one to play, but the dispute was settled by flipping a coin (is there a moral in there somewhere?).

"Aren't up to much, the graphics, are they?” Complained T'Gore. “Which ships are mine is hard to tell. And ages it takes to give all your commands to your ships.”

“Ah, but it is a very complex game, and there is a lot to think about, more than just firing senselessly at each other. You have to plan ahead, manoeuvre troops, send out scout ships. Like in this real war, neither of us can be sure where the other's ships are lurking.” "I do if at the screen I look while you your turn are taking.”

“But that's cheating!”

"Yes, and I am supposed to do what while you faff about for half an hour doing all your firing and moving about? Dull it is.”

"Try and get into the spirit of it. It's a game for testing your analytical mind, not your reflexes. ' "But too complex and fiddly the controls are. Bothered I cannot be.”

“So we are going back on the deal?"

“No finish the game I will.”

Five days later - because they could save the game on to a disk when they need a break (which in T'Gore's case was often) - the game was finally completed, T'Gore victorious.

“Best of three?” suggested Wyt'owz, who, despite losing, had been rather enjoying the game.

T'Gore, who hadn't, shot him in the head and left.

Dave, AA


AUTHOR(S): ???

★ YEAR: 1993


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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.