IFReviewed by
Tom Zuchowski on 2006-05-13 10:06
MAIN PGM Version: 6
Extra Commands: RETREAT, SALUTE, SURRENDER, COMPUTER, MISSILE, COMMO
Deleted Commands: FLEE, BLAST, HEAL, POWER, SPEED
Special Features: 10-direction adventure; character's personal weapons not used
Playing Time: 2-3 hours
Reviewer Rating: 7
Average Rating: 7.8/3
Description: After a struggle of nearly 300 years, Sol system has been devastated, but the fight continues between the two empires. It is now 5688, and the Star League and Procyon Confederation are locked in mortal combat on the planet Apollonia in the Epsilon Indi star system.
The special forces team of the 101st (the Black Phoenix) has been reactivated, and you have been called up under your old commission. After six months of intensive training, you find yourself orbiting Apollonia in the troop carrier Sulu Sea, receiving final instructions before you drop to the surface. As you step into the drop capsule the technician gives you a thumbs up sign. You are on your way to hell with the Black Phoenix.
Comment: The introduction is much longer and more detailed than the above description, outlining galactic history and describing your reinstatement in the Black Phoenix. Roger's galactography is rather hazy (he admits that he was more interested in how it sounded than an accurate map), but it is a treat to read the historical section if you are a science-fiction fan.
This adventure has many of Roger's science-fiction trademarks: personal computer, menu-driven options for special commands, and so on. The adventure does not have a single quest but has 6 missions that must be performed that begin with a simple reconnoiter of an enemy position, progress through various rescue and covert activities, and end with a very rough 'hold until relieved' firefight.
You command a team of on-the-bounce fighters. You keep track of your mission requirements and progress through your computer, though you actually receive each from your commander. You periodically receive fresh equipment and replacements. The COMMO command is great fun; you can call in an air strike or artillery support, or a med-evac if required. Each option brings up its own special screen, and the responses are well timed for realism.
There are some minor puzzles to be solved with each mission, but the main thust of this Eamon is space opera, and it is well done. There are 40-odd special effects, and they cover a lot of special events. Highly recommended to fans of military science fiction.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.