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Rorke's Drift (video game)

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Developer(s)Plato
Publisher(s)Impressions Games
Platform(s)Atari ST, Amiga, MS-DOS
Release1990
Genre(s)Strategy
Mode(s)Single-player

Rorke's Drift is a strategy video game for Atari, Amiga and MS-DOS home computers

Development and release

Rorke's Drift was designed by Edward Grabowski. It was developed by Plato, the strategy branch of Impressions Games, who also published the title. Distribution was by Pactronics. The games was released on the Atari, Amiga and MS-DOS platforms in 1990.[1]

It retailed at £19.99 in the United Kingdom, $59.95 in the United States, 250F in France, 80DM in Germany and 299 Krone in Denmark.[1][2][3][4][5]

Rorke's Drift was rereleased in 1994 by Tactix for the Amiga 500, Amiga 600 and Amiga 1200.[6]

Gameplay

Layout of Rorke's Drift. The game presents an isometric 3D view of the battlefield from the south. A plan similar to this is shown in game as an overview map.

The game is a real time strategy recreation of the Battle of Rorke's Drift, a defence of a mission post during the 1879 Anglo-Zulu War. The player takes command of a garrison of 137 British troops to defend the post against a Zulu force numbering up to 4,000.[2] The game allows the player the choice of facing Zulu attacks as they came historically or in a randomised fashion.[7]

The game starts at 4.30pm on 22 January 1879, at which time the mealie bag and biscuit box defences have been erected, and the player's first action is to issue orders to deploy his men to their fighting positions.[3] The Zulu attacks begin an hour later and the game runs, in real time, to a conclusion at 7am on 23 January when the British garrison is relieved by the arrival of reinforcements.[1][8] Victory is awarded to the player if any of his forces survive until the end.[1][9]

A depiction of the historic defence of Rorke's Drift

The game is presented in isometric 3D view from the south of the mission post, the screen shows a section of the post and during gameplay the player can scroll the screen to view other parts. The player's command consists of 137 characters, a mix of soldiers (wounded and unwounded), officers, medics and quartermasters.[1][3] There are 80 different frames of character position, depicting the men in kneeling, running, standing and fighting position in eight different directions.[1] Each individual character has different statistics that affect their movement, shooting and hand-to-hand combat abilities. The player orders men individually by entering an orders mode that pauses gameplay and prevents the screen from moving.[2] Orders are given by mouse on an illustrated on-screen menu and are carried out when the player unpauses the game.[2][10] A "repeat order" function allows the player to issue the same order, individually, to more than one character. Orders include different speeds of movement, different firing positions, aiming, firing, reloading and fighting in hand-to-hand combat.[2][9] Only soldiers ordered to aim at a target can fine, the chance of a hit depends on the ability of the soldier and the time spent aiming.[11]

As well as the main screen the player can select a map icon to display a fixed overview of the post, a red cross icon to display the total of active, wounded and dead for each side and a clock icon which accelerates the game.[1] During accelerated play the battlefield is hidden and replaced by a clock and a display showing the number of wounded and dead on each side, the player can exit the screen at any time to return to the battlefield.[2] As well as fighting the player must also manage the distribution of ammunition and tending of any wounded.[9] The performance of the characters is affected by their wounds and any treatment received.[12] The only sound in the game is a short burst of the song "Men of Harlech" (popularly associated with the battle by the 1964 film Zulu) at the start of the game. There is a save game feature.[9]

Reception

Magazine Author Date Format Score
Amiga Computing[2] Lucinda Orr September 1990 Amiga 80%
Commodore and Amiga Review[1] Andrew Phang November 1990 Amiga 81%
Joystick[3] January 1991 MS DOS 65%
Power Play[4] September 1990 4%
Datormagazin[5] Hans Ekholm September 1990 3/10
Amiga Power[6] Cam Winstanley August 1994 Amiga 44%
Advanced Computer Entertainment Laurence Scotford[7] September 1990 700/1000
CU Amiga[12] Tony Dillon July 1990 84%
Amiga Format[9] Andy Smith August 1990 Amiga 62%
Amiga Joker[10] Werner Hiersekorn October 1990 Amiga 21%
Your Amiga[11] Adrian Pumphrey August 1990 Amiga 80%
The Games Machine[13] Paul Rigby August 1990 34%
The ONE Amiga[14] July 1994 Amiga 78%


Lucinda Orr, reviewing for Amiga Computing considered the orders system gave a more personal feel. Orr noted that the only indication of a Zulu attack when using the acclerated time mode was when the casualty figures started to increase, which typically came at a point when it was too late for the player to co-ordinate British shooting. Orr noted the confined space of the battlefield made it difficult to develop any elaborate strategies and that the game was more about how the player chose to deploy their limited forces. Orr regarded the graphics and simulation as good and having the feel of table-top wargaming.[2]

65% for MS-DOS version. Joystick praised the graphics, which it considered were better than usual for a wargame but criticsed the slow pace of the animation and jerkiness of the cursor. [3]

Andy Smith in Amiga Format considered the graphics to be good and did not think the jerky animation hindered gameplay. Considered the game was an attempt to recreate miniature wargaming rather than board game wargaming. The game took a long time to play Smith criticsed that ther ewas only one scenario and onyl playable as the British, hindering replayability. Smith considered that the adherence to wargaming principles didn't always work in the game, criticising the "unwieldy and awkward" ordering system which sometimes led the characters to walk into one another until interupted, forcing the player to use unrealistic ordering sequences. He also thought it tediosu to have to manage the aiming of each man. 62%[9]

Criticised the "almost unbelievable slow motion" and jerky movements. Noted occasional ssytem crashes and rated it 21%.[10]

Criticesed the graphics as too cute for the genre. Thought it "incredibly playable" but would have preferred more background historical information being given to the player. 84%[12]

Praised the graphics and presentation as "very slick". Criticised speed and responsiveness, rating of 700. the sort of game you either love or you hate"[7]

Criticised the manual as poor with not all of the commands explained, no discussion of tactics and limited historical background. Cannot scroll the screen in the order phase, only in combat and this very slowly. Teh 3D viiewpoint sometimes restrictive in judging of distances. Praised graphivs. 34%.[13]

Criticised the game for glorifying the British troops but praised the animations. Awarded 4%.[4]

Criticised the isometric viuew for allowing characters to get hidden behind buildings and for lack of fire at will order. Awarded 44%[6]

"Not much good about the game" Criticised slow pace and lack of instructions. Though praised colourful graphicvs. Rated 3/10.[5]

Praised as a "good example of how wargames can cross over into the mainstream". By this time the graphics were dated and gameplay is slow but offered a strategic challenge. Suggested the control system was intuitive. 78%[15]

"the soldiers and Zulus look very cute". Regarded the repeat order command as very useful. The "best possible result you can hope to achieve is survival". "an exercise in tactics to be enjoyed by those who are dedicated strategy fans, and those who are just looking for an enjoyable game". 81%[1]

"a lot of planning" performance of characters depends on how tired they are also. Thought the cute graphics detracted from the atmosphere of a war game. Questioned the moral position of "wiping out an under-equipped army fighting for their homeland", in a war in which the British were the agressors. Lack of historical background. 84%[12]

The map is just an image, not showing any gameplay. "manual is very poor" "some of the commands are not explained and others do not tally with the screen". No discussion of tactics. Wouldhave preferred a means of ordering groups of men at once. Cannot scroll when paused and scrolling is very slow. Restrictive viepwoint. 34%[13]

Firing of rifles very time consuming. "dedicated strategists may find this game a little too colourful for their palates" but thought it would appeal to "arcade minded players". Thought previous strategy wargames too graphically basic or too simplistic. 80%[11]

References

  1. ^ a b c d e f g h i Phang, Andrew (November 1990). "Rorke's drift". Commodore and Amiga Review: 75.
  2. ^ a b c d e f g h Orr, Lucinda (September 1990). "Strategy with a cast of thousands". Amiga Computing. 3 (4): 42–43.
  3. ^ a b c d e "Rorke's Drift". Joystick: 207. January 1991.
  4. ^ a b c "Rorke's Drift". Power Play. September 1990.
  5. ^ a b c Ekholm, Hans (September 1990). "Vilse i Zulupannkakan". Datormagazin (14): 68.
  6. ^ a b c Winstanley, Cam (August 1994). "Rourke's Drift". Amiga Power: 77.
  7. ^ a b c Scotford, Laurence (September 1990). "Rorke's Drift". Advanced Computer Entertainment: 52.
  8. ^ Cite error: The named reference dillon2 was invoked but never defined (see the help page).
  9. ^ a b c d e f Smith, Andy (August 1990). "Rorke's Drift". Amiga Format (13): 52.
  10. ^ a b c Hiersekorn, Werner (October 1990). "Strategische Magerkost". Amiga Joker: 82.
  11. ^ a b c Pumphrey, Adrian (August 1990). "Rorke's drift". Your Amiga: 46.
  12. ^ a b c d Dillon, Tony (July 1990). "Rorke's drift". CU Amiga: 57.
  13. ^ a b c Rigby, Paul (August 1990). "Rorke's drift". The Games Machine (33): 79.
  14. ^ Cite error: The named reference ONE was invoked but never defined (see the help page).
  15. ^ "Rorke's drift". The ONE Amiga (14): 84. July 1994.