Pirates

Once upon a time it was a lot more avante-guard to be a pirate, long before the unwashed masses embraced the Disney Jack Sparrow movie juggernaut, and even before some wag convinced enough people to celebrate Talk Like a Pirate Day.  In the heady days of the dawn of the PC graphic adventure, pirates were nothing more than literary devices or the stuff of all things dastardly; pirates portrayed in PC games were more Blackbeard or Captain Hook than Errol Flynn. And then along came Sid Meier.

Sid Meiers - Pirates - PC - Gameplay screenshot

Box art for Sid Meier’s Pirates!

Sid Meier is a gaming legend today, a name that is as much a brand and promise of great gameplay, but in 1987, this was not the case.  To be sure, Sid Meier’s name already carried some weight in the simulation community, as a designer of games such as F-15 Strike Eagle and Silent Service.  His games were always enjoyable and well-coded, but more importantly, sold well.  The marketing gurus at MicroProse suspected that people were buying Sid Meier games because they were designed by Sid Meier, so it seemed reasonable to help make their buying decisions for them by announcing his involvement directly in the product title.  From this reasoning the very first game to feature “Sid Meier’s…” in the game title was born: Sid Meier’s Pirates!

Sid Meiers - Pirates - PC - Gameplay screenshot

Sid Meier – Gamer godThe game was for single players, made long before the mad, lemming-like multiplayer rush of today that all gaming companies seem to have embraced.  (Wait, was that an editorial?)  It was an open-ended game, letting the player make the choices on where to travel and what to do, with the only caveat being that eventually the player’s character would grow too old to continue on the pirate’s path, and would retire.  Depending on what actions the player took (that is, what rewards and successes they achieved during the game), the game would then give a litany of how their character lived the rest of their days, from a lowly beggar in the streets to the prestigious role as adviser to the King.  The game world itself was created using a series of questions-and-answers, beginning with what pirate era the player wanted to play within (1560: The Silver Empire; 1600: Merchants and Smugglers; 1620: The New Colonists; 1640: War for Profit; 1660: The Buccaneer Heroes; and 1680: Pirates’ Sunset).  This was followed by which nationality they wished to be (Dutch Adventurer, English Buccaneer, French Buccaneer, or Spanish Renegade), which Difficulty Level they wished to play in (Apprentice, Journeyman, Adventurer, or Swashbuckler).  Finally, a Special Ability was chosen: Skill at Fencing, Skill at Gunnery, Skill at Medicine, Skill at Navigation, or Wit and Charm, each with its own advantages (for instance, Wit and Charm was used to keep on a Governor’s good side; whereas Skill at Medicine kept injuries to a minimum and prolonged the character’s life).

Sid Meiers - Pirates - PC - Gameplay screenshot

Swordplay in Sid Meier’s Pirates!The game world was then generated from these questions.  Of course, the final variable was the copy protection, which requested when either the Silver Train or the Spanish Treasure Fleet arrived in a particular city.  Failure to provide the correct answer stacked the odds so far against the player that even the game manual stated, “Heed the advice and start over, otherwise you’ll find your situation most bleak.”  Takethat, software pirates!  Actually, in some ways the manual was as interesting as the game, as there was a wealth of historical information on pirates and the historical context within which they plied their trade.  Well worth reading!

Sid Meiers - Pirates - PC - Gameplay screenshot

Decisions, decisions in Sid Meier’s Pirates!

As for actual gameplay, the live of a pirate was sometimes short, but always challenge-filled and exciting, which the player soon discovered for themselves.  Since a pirate fought with a sword, fencing was part of the game.  Since pirates sailed the seas to prey upon treasure-laden ships, navigation and naval combat was part of the game.  Since pirates often sold their loot to merchants (money laundering was alive and well in the pirate era), trade was part of the game.  Since pirates sometimes sacked small townships, that, too was part of the game.  Since pirate ships didn’t magically manifest crewmembers to sail the seven seas, recruitment was part of the game, and since a silver tongue helped a pirate live a longer life, diplomatic contact with town governors was also part of the game.  All in all, this was an impressive pirate simulation.

Sid Meiers - Pirates - PC - Gameplay screenshot

Pirates! Gold for the Sega Genesis

If the Career Mode was too large of a time investment, Sid Meier’s Pirates! offered six historically accurate scenarios to test your swashbuckling mettle.  Each scenario was in a different time period, and each offered unique challenges to overcome.  These scenarios were: John Hawkins and the Battle of San Juan Ulua  – 1569 (wherein you have a slow, but powerful galleon to command, with many ports unwilling to trade and a fleet not powerful enough to force them to comply); Francis Drake and the Silver Train Ambush – 1573 (can you match the verve and skill Drake showed battling the Spanish Fleet at the height of their power with only two small ships?); Piet Heyn and the Treasure Fleet – 1628 (your fleet is powerful, but the season is late and finding the treasure ships is becoming a difficult task and will take expert planning to locate and dispatch); L’Ollonais and the Sack of Marcaibo – 1666 (an abundance of manpower but a shortage of powerful vessels make ship-to-ship battles difficult, but port sacking attractive, with the additional challenge of the fragile nature of your men’s morale);Henry Morgan the King’s Pirate – 1671 (the dangers of having a powerful pirate fleet in both naval power and manpower in that you must keep everyone fed, content and treasure laden to succeed); and Baron de Pontis and the Last Expedition – 1697 (the munchkin scenario, in which you have a large strike force and a more than reasonable certainty to win any battle, making the only challenge how much treasure can you loot?).

Sid Meiers - Pirates - PC - Gameplay screenshot

Pirates! for the Nintendo Entertainment System

Sid Meier’s Pirates! was first released in 1987 on the Apple II, Commodore 64 and IBM PC (PC Booter) platforms.  It was quickly ported over to the Macintosh (1988), Amstrad (1988), Commodore Amiga (1990), and even the Nintendo Entertainment System (1991).  It would be remade in 1993 with improved graphics and sound, then published under the title Pirates! Gold, for IBM PC (both DOS and Windows), Macintosh, and – because Nintendon’t – the Sega Genesis. The remakes didn’t end there, as it was again remade in 2004 for Windows XP, returning to its original title ofSid Meier’s Pirates!, and then again in 2008 for mobile devices, imaginatively calledSid Meier’s Pirates! Mobile.  Perhaps in the next decade it will be remade once again.  (I recommend they try Sid Meier’s Pirates! Gold as the title for next time.)

Sid Meiers - Pirates - PC - Gameplay screenshot

Box art for Pirates! Gold

Sid Meier’s Pirates! was not only popular amongst gamers, it also performed well in the eyes of the gaming press.  It was awarded “Action Game of the Year” by Computer Gaming World, and also the Origin Award for “Best Fantasy or Science Fiction Computer Game of 1987”.  The game also ranked at #18 in the Computer Gaming World’s 150 Best Games of All Time.  Clearly, this game has remained in the gaming public’s eye for a reason, making Sid Meier’s Pirates! a worthy addition to anyone’s game collection.

[youtube]http://www.youtube.com/watch?v=s2RigX8BVlc[/youtube]

Magisterrex has been gaming since the days of Pong and still owns a working Atari 2600. He tends to ramble on about retro games, whether they be board games, video games or PC games.  If you’re into classic old school gaming check out his blog here

Lode Runner

Way back in time, when I was gaming the night away on my Apple II clone (a Circle II), all things Zork ruled my gaming existence.  But when I needed a respite from adventuring in the Great Underground Empire, Lode Runner was the game that took its place.

Lord Runner - Apple - Box

Lode Runner was an arcade hit published by Broderbund Software in 1983.  The game’s backstory was that a vast fortune in gold bullion was heisted by the Bungeling Empire, and it’s your job to recover it.  Some of the gold sat around waiting for you to pick it up, and some was carried by various agents of the Empire –  which required a slightly more creative approach.  Essentially the only way to get their gold was to bury them alive, and wait for the gold to pop out once they were crushed to death.  Your Lode Runner was able to blast the dirt to either side of him (and more than one square, if needed), which would eventually automatically refill.  The trick was to make certain that an Agent would fall into it, and be unable to get out in time before the hole refilled.  Blast too soon and the hole would refill long before the Agent arrived; blast too late and the Agent would either climb out of the hole and expunge your Lode Runner from virtual existence or the hole would not open at all.  Timing your blasts, and knowing when to kill your Agents off, was the point of the game.

Lode Runner - Gameplay Screenshot

Lode Runner for Apple II screen

Yes, it was simple. What 1980’s game wasn’t?  But it was fun.  And clearly many, many gamers thought so, too, as Lode Runner was released on multiple platforms, including: Apple II (1983), Atari 400/800/XL/XE (1983), Commodore 64 (1983), MSX (1983), PC Booter (1983), VIC-20 (1983), Macintosh (1984), Nintendo Famicom (1984), ZX Spectrum (1984), PC-88 (1986), Nintendo Entertainment System (1987), Amstrad CPC (1989), and the Atari ST (1989)…among others!  That’s a lot of systems, a large audience, and a reason why Lode Runner remains a classic gaming memory.

Lode Runner - Sierra - Box

Lode Runner: The Legend Returns cover.

Like any classic game, Lode Runner had its share of updates and sequels, again a sign of a game that has a classic appeal.  The list is impressive:

  • Load Runner’s Rescue (Commodore 64, 1985)
  • Hyper Lode Runner (GameBoy, 1990)
  • Battle Lode Runner (TurboGrafx, 1993)
  • Lode Runner: The Legend Returns (DOS/Macintosh/Windows, 1994)
  • Lode Runner Online: The Mad Monk Returns (Windows/Macintosh, 1995)
  • Lode Runner 2 (Windows/Macintosh, 1998)
  • Lode Runner 3-D (Nintendo 64, 1999)
  • Battle Lode Runner (Wii, 2007)
  • Lode Runner (Xbox 360, 2009)

Lode Runner has been considered a classic for some time. It made #80 on Computer Gaming World’s 150 Best Games of All Time list, and was mentioned in 2003 as one of the best games of all time by Gamespot in their The Greatest Games of All Time series.  The creator of Tetris, the classic puzzle game that all puzzle games are compared to, was quoted in a 2008 interview with Edge Magazine that he considered Lode Runner to his favorite puzzle game for many years.  There was even a 1986 Lode Runner board game created by Donal Carlston (the creator of the still-popular board game, Personal Preference)!

Lode Runner - Online - Box

Lode Runner Online: The Mad Monk Returns cover

[youtube]http://www.youtube.com/watch?v=2jnRWMvxb7o[/youtube]

Back in 1983, a big bowl of salt ‘n’ vinegar potato chips, a jug of chocolate milk, and an afternoon of wiping out agents of the Bungeling Empire was a recipe for good times.  Now that I’m older (married with children, no less!), there’s no more chocolate milk nor salt ‘n’ vinegar potato chips, and my afternoon gaming has now been replaced with late evening gaming. But Lode Runner will always hold a special place in my gamer heart, and if you’ve never played it, find one of the updated versions and have great time!