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Review by Mark G. McLaughlin
For Want of A Line of Type The Game Was Almost Lost! Or The Right-Click To The Rescue
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Introduction Stratego fans rejoice! There is a single undocumented option that rescues this game from the dust bin of your shelves. It is not a patch or a download or a hidden cheat code or anything that involves delving into DOS - it is as simple as a single right-click. It is unfortunate that this option was undocumented, for it fixes the only real flaw in this wonderful game. I would not have found out about this fix if I had not been prompted to email a friend at Hasbro Interactive (ex-Avalon Hill staffer Bill Levay) who put me in touch with Stratego's producer, Tom Zahorik. If you have played Hasbro Interactive's computerized Stratego and were put off by its funereal pacing and the maddeningly annoying "tick, tick, tick" countdown that occurs while awaiting the computer's movement, take heart. This single right-click fixes it. Here's how: When the computer starts to think about its move it will start a visual and aural countdown "10 -tick, tick, tick; 9 -tick, tick, tick" (annoying as heck, ain't it? Makes you want to put your hand through the screen and move the pieces yourself). As soon as it starts to "tick" you just (right) click. You can right-click anywhere you want on the screen (except on a menu item) and VOILA! Ze tick she is gone, ze number, she disappears and les soldats marchons! If you played the game and were annoyed by the tick - go back, reinstall it, and click away as you play. If you have not played it yet, then look to Beverly, Massachusetts and salute Tom Zahorik and Bill Levay while it boots - and the next time somebody asks you why you read reviews on The Wargamer, tell them how an editor, Peter von Kleinsmid, and myself, saved you from getting those tick-tick-tick headaches that have driven others to shelve an otherwise excellent game. Now, as to the game itself... Capturing The Soul of Stratego Board games have lives and souls. When a group of programmers take apart a board game and reassemble it on the computer, they should take care not to leave its spirit behind. With Stratego, Hasbro Interactive's programmers vivisected the game, reassembled the body, dressed it up, gave it motion and added a brain. They kept the soul pretty much intact, but to initial appearances they missed one very important thing: pacing. (That, of course, can be corrected with the simple "right-click" - oh if only I had known about that weeks ago...) Stratego is a great board game that has been fairly well mimicked on CD. This elegantly designed, simple, quick-playing and much-loved board game has been burdened with a funereal operating system that most experienced gamers will find reduces the quick-march pace of the board game to a burial dirge. Fortunately, you can fix that by turning off the animations, "fidgets" (yes, that is an option) and "ambient sounds" (dogs barking, crickets chirping, etc.). You can also speed it up to match human-to-human board game play by using the "right-click" button. This single button restores the fast-paced clik-clik-clik of I move, you move, I move (pant, pant, pant). If you do not right-click, your are doomed to playing at a stately pace better suited to a tea room than to a game room. Now For the Really Nice (Documented) Things The Programmers Did Now that we have gotten that annoying part out of the way, let us examine what we do have - and it is very good. There are many elegant things to look for in this game and its treatment by Hasbro Interactive. The game is smart and makes reasonably good plays - it particularly understands the value of sacrificial exchanges. It is pretty and once the fidgets are reduced, the animation is quite well done technically - albeit cutesy in a kind of computer claymation sense. But First A Bit of History (In Case You Never Played the Board Game -yeah, right) In Stratego two armies confront each other across a battlefield. Each army is exactly the same in size and strength, but the opponent only sees the blank "front" of your pieces (and vice versa). The object is to reconnoiter your way forward and find and capture his flag before he does the same to you. It is simple and elegant, and in some ways does a good job of recreating that "fog of war" that is so prevalent on all battlefields. Stratego has been a hit with gamers (war- and otherwise) of all ages since Milton Bradley licensed it from Hausemann & Hotte of Amsterdam nearly forty years ago. I still have my 1961 edition with the gold (paint)-embossed plastic castle pieces. I played it then when I was eight years old, and have taught it to my son, now that he is eight. Hasbro purchased Milton Bradley and recently released a new version of the board game. Today's plastic pieces have changed from the 1961 version (round towers instead of square walls) and the numbering system is reversed. In the original, the best piece, the marshal was number "one"; he beat the general, who was number two, who beat the colonel, who was number three, and so on. In the modern version, the old marshal is number "ten" - he beats the general, now a nine, who beats the colonel, now an eight, and so on. This change of higher value versus order of precedence is kind of a '90s thing, I guess. It replaces the more European "class" ranking system of being defeated by your betters. Thus we have a more "democratic," politically correct and intuitive ordering system. This numbering does not change the game; for that you can look to the additional rules options and board configurations that have been added to both the board and computer versions. You can still play the same game I did in 1961, or you can play one of the new variants. These include smaller armies and a four-sided board for multiple armies and multiple players (four players or two armies per player). New Options: Cannons, Cavalry, Rescues and Reserves All of those changes, and more, have been captured by the programmers in the CD version. The basic game that I first played thirty-eight years ago is still there, but so are some variations and some custom pieces and rules. KABOOM! The introduction of a "cannon" piece in the optional set is especially charming. A cannon can move or fire. If it fires, it shoots a ball over two empty spaces (including the lake) to hit the third space. Anything there is destroyed. Depending on which option you play with, the cannon may stay in the game AND "jump" to the space of the unit it destroyed, OR it must be removed and placed "in reserve." During your turn you may either take a move or bring in a piece from the reserve. SAVE ME! Other variants include half-size armies to which you can add forces by "rescue" missions or "reserve" actions. Rescue is similar to the move in Chess where if you get a pawn to the opposing side's start line you may exchange it for a previously eliminated piece. Each piece may only make one rescue per game. CALL UP THE RESERVES! Reserve play works the same as the cannon rule: make a move or bring in a new piece. You have a limited reserve pool to draw and this can make for a very interesting game. You can just sit and gather strength but it is more fun (and a better game) if you move with what you start with and use your reserves to "pop up" as surprise defenders when the enemy approaches your lines. This is true "fog of war" action, and is arguably the strongest feature among the optional rules. CHARGE! There is also an abbreviated "knights" move option for the captains. They can move two spaces, either in a straight line or by changing direction after they enter the first space. They still only attack once in a turn and do not jump people. Scouts can still move any number of spaces in a straight line (through open spaces, of course), but instead of racing across the board to certain doom, you can give them the special enhanced scout-miner option. This gives scouts the power of miners (they can remove bombs). OH, FLAG BOY! SAVE THE FLAG, BOY! In one variant of the game, the flag can move. It is carried by an ensign - they call him "Flag Boy." That alone adds a whole new dimension to the game. No longer is your flag a sitting duck. He can be chased around the board while leading an opponent into traps and ambushes from your higher-valued pieces laying in wait for the foe. The Original Designers Would Be Proud These kind of simple, elegant and delightful rules not only make sense and add to the enjoyment of the game, they are also in keeping with the spirit of the original design. There are many other nice additions. You can choose from a variety of playing surfaces (some look like wood, paper, or folded cardboard, among others). If you are playing human opponents, you can alter the board itself (get rid of or move the two lakes that divide the armies and channel movement along three defiles). You can play this hot-seating or over the net, but have to make sure you and your opponent are playing on the same board, of course, and the computer cannot play on a non-standard layout (I said it was smart, not omniscient). Strong Play All of these options, bells and whistles would be for naught if the computer were a dummy. Fortunately, it is not. The game's simplicity allows the computer to look at the board with a chess-type algorithm. It can also remember the values of your pieces that it has seen more accurately than you can remember some of its pieces that have munched your units. This is not a hard decision for the computer. Each unit is valued from 2 (weakest) to 10 (strongest), except for the bomb, spy, flag (and cannon), which have their special values. When one player moves his unit onto the square containing an opponent's piece, both units are revealed. The stronger unit prevails and the weaker is eliminated. If two units of equal power meet, the annihilation is mutual. If a unit walks into a bomb, the unit is "blown up" and the bomb remains. If a miner unit meets a bomb, the bomb is removed. The best unit, the marshal, can kill anything except a bomb, yet in turn can be killed by the weakest unit in the game - the spy, provided the spy strikes first. The potential to set up traps and ambushes, and to pull surprise moves and bluffs is tremendous, and it is what has made and still makes Stratego a great game. This kind of gameplay is still in the computer version. True, you do not have an opponent to look in the face (even if you are on-line), but the satisfaction or frustration of setting up, solving or falling into such traps has been captured by the programmers. Claymation Wars When two units meet, they fight, and the one that is supposed to win does so, but only after a little animated conflict (a la the "Battle Chess" class of chess games). Shots are fired, swords are drawn, heads are chopped off, and so on. There are some cute little animations in combat, and you can turn them off after you have seen it once. Last Word Before I was given the "right-click fix," I had despaired of playing the game again. The funeral pace and the maddening tick-tick countdown so frustrated me that I began to loathe going back to play the game. Thankfully, the fix has "fixed" that. It has removed the barrier to my enjoyment and has restored my sanity while playing. Although I would much rather sit down with my son or a friend and pull out the old plastic game, the computer version is a delightful diversion for the late night lonely gamer or the lunch-time game fix. It is light, bright, and full of fun. Ratings: (On a scale of 1 (low) to 5 (high)
All screenshots captured exclusively with HyperSnap-DX by Hyperionics.
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