Type: VIDEO GAMES
Country of Origin: United States
Manufacturer: Electronic Arts
688 ATTACK SUB
In 1988, a company named Electronic Arts presented subsim skippers with 688 Attack Sub. Designed by John Ratcliff and Paul Grace, 688 Attack Sub was the predecessor to Seawolf SSN-21 and Jane's 688(I) Hunter/Killer. Ten missions chronicle 688's part in a Cold War that grows progressively hotter. In most of these missions, you may command either a US 688 class sub, or a Soviet Alfa. The Alfa was the USSR's titanium hulled hotrod, capable of an estimated 45+ knots and ~3000 feet.
The goal of each mission was dependant on the type of sub chosen. In some missions, the 688 is requested to protect a convoy, whereas the Alfa would attempt to sink it. Other missions involved only sub vs. sub scenarios. There were many types of vessels included in the sim, but within any particular mission, the same set of vessels was used. There were a limited number of initial setups for a mission, so the action, while not entirely random, had some variability.
Performance was best on a 286 or faster PC. EGA graphics gave good results, with VGA preferred. A mouse greatly benefited the interface use. There are several screens that one must flip through (i.e. from the navigation console to the weapons room) and this presents some difficulty in executing commands quickly (defined function keys helped solve this problem).
Several other features worth noting. Multiple thermal layers are provided on most missions giving hiding places if used correctly. The implementation of these layers is very well done, making the act of hiding from enemy ships and submarines a real art. Wire guided torpedoes are used. The passive sonar has a signature processor that allows the player to determine ship/sub types by both sound and graph. A retractable sonar array is provided.
688 Attack Sub has one very special feature. It allows two players, on different PCs, to play each other via a modem (or null-modem cable). Typically, one player chooses to be the Alfa, while the other player is the 688 sub. Such games tend to be incredibly intense since players do not always behave in a predictable manner. 688 Attack Sub, therefore, heralded one of the most useful and important features a subsim can possess; the ability for friends to pit their acumen against each other.
This sim also has a few problems. Foremost on the list is that explosion sounds lock up interactive commands. For example, if you are diving and near the bottom, and torpedo explosions are heard, you can't stop the dive until the sounds are over, which probably means a damaged sub as a result of hitting the bottom. Also, modem play will occasionally have strange results (i.e. player 'A' sunk while player 'B' continues tracking player 'A'). Overall, though, with the mouse interface, multiple screens, good graphics, and modem play, 688 Attack Sub can be viewed as a milestone in subsim development.
Publisher: Electronic Arts,Circa 1988 Requirements: IBM PC/XT/AT, 384K RAM, 256 VGA, 5.25 Inch disk
Above From Subsim.Com
THE HISTORY OF SUBSIMS
by Brian H. Danielson
and Neal Stevens
This 1 Mint in Original Unopened Near Mint Box w/yellow Sticker offering 3 1/2 Inch Disk As Well as a Yellow Hunter Killer SSN 688 Arm Patch included.
Some Screenshots From MobyGames.com
Contains: Instruction manual, reference card and 5 1/4 inch disks. This is a DOS game.
Minimum system - IBM XT AT Tandy and 100% compatibles, 640k RAM, EGA or VGA video card, keyboard, mouse, sound card, DOS 3 or better.
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