It wasnt that bad of a decision. Europe Ablaze was another example of SSGs mastery of cramming a decent wargame into a 64K Commodore. Its funny how things turn out, however. This teenager ended up joining the Navy, instead, when he was eighteen; he also ended up buying Battledroids (now BattleTech, thanks to the lawyers at Lucasfilm, who claimed Lucas owned the word droid) that same year. While he never got as addicted to it as some of his friends, he spent a great many hours tracking heat, damage, and movement points; he also threw quite a few pairs of dice lengthy distances when they betrayed him on piloting rolls.
What they did instill in the teenager was the desire to actually drive one of these robotic beasts. Naturally, he wasnt the only one who felt this way and, even better, the computing gaming market responded. Since the late 80s, there have been many Mech simulations, and the previously-mentioned teenager (who is, obviously, this writer) has now played just about all of them. This retrospective covers the major releases, and finishes up with a quick review of MechWarrior 4:Vengence. What will not be covered are the numerous non-simulation Mech games. This includes what is perhaps the best BattleMech conversion ever created BattleFort, a shareware game created by Ralph Reed for the Amiga, many moons ago. BattleFort is a flawless conversion of the pencil-and-paper BattleMech rules, with the added improvement of a phased movement system. (The legal spats between Mr. Reed and FASA are also legendary, but, alas, this is not the forum to talk about them). Other worthy Mech hex-based games include the seminal Crescent Hawks Inception (1988, Westwood), and MissionForce: Cyberstorm (1996, Sierra/Dynamix), but, again, will not be covered here.
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