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I remember playing Silent Service on the original Nintendo. I had always wanted to be at the helm of a submarine and Silent Service let me do just that. Unfortunately, the spell of fantasy was broken by the bad sound, poor graphics and low realism. It simply wasn't possibly to build an immersive submarine simulation for a platform such as the Nintendo.

In designing for Pentium-class computers, the 688(I) programmers had the freedom to achieve a high level of realism, graphic and sound quality. For the most part, they used it. 688(I) is a simulation of the Los Angeles class of submarines. It was even made by Sonalyst, the same company which creates training simulations for The Navy.

Missions are of four varieties in 688(I). There are training missions, in which there is no risk to your sub and crew; Single missions, in which you must accomplish a specific objective; Campaigns, in which you must destroy as many enemies as possible before you are destroyed or run out of ammunition. Finally, there are multiplayer missions, in which you and a few of your friends can play against each other in either co-op or deathmatch. Unfortunately, to play multiplayer, each player must own a copy of 688(I).

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Control of your submarine is managed by a number of different stations, each of which represents one aspect of the submarine. In play, you will find that most of your time is spent at four of these stations: Sonar, TMA, Weapons, and Navigation.

The Navigation station is probably the most straightforward of the stations. Navigation consists of a zoomable, pannable map of the area with the best known positions of all ships in the area overlaid. It includes an additional screen which displays the depth beneath the keel, which is useful if you need to make sure you won't run aground.

The Weapons station allows you to assign targets to specific weapons, reload empty torpedo tubes, and check on the number of weapons in storage. Prior to firing, weapons can by assigned presets such as depth, activation range, deactivation range(in case of a miss) and speed. The presets allow the advanced submarine captain to ensure that weapons will take a route to their target that delays their detection by enemies, and ensures that the weapon will not attack friendly or neutral forces. Countermeasures such as jammers and decoys can also be used if you come under fire. However, it was at the weapons station that I found fault with 688(I). Weapons are reloaded much more quickly than in real life. I don't know the speed of a crew on a real submarine, but somehow I suspect that it takes them a little more then 5 seconds to reload a torpedo tube. There is now a patch available of the net to fix this.

The Sonar station gives you five functions for identifying other ships in the water. There is active sonar, which can be set to give a single pulse or periodic pulses. Active intercept tells you the bearing and relative range of ships in the area using active sonar. DEMON, which stands for DEMOdulated Noise, can analyze the sound coming from a ship and tell you its speed. Broadband waterfall shows a cascading display of the bearing of passive sonar contacts. Finally, Narrowband waterfall can be used to classify targets so you know if they are friendly or hostile. In all sonar modes, contacts show up as brighter green pixels against a black or dark green field of noise.

The TMA station is the most difficult to master. TMA stands for Target Motion Analysis. The TMA station is where information from all sensors is compiled to try to give the most accurate picture of a target's position, speed, and heading. The reason TMA is so difficult is that it usually involves taking bearing-only measurements of the target and then trying to estimate its range and speed. For example, if you first spot a target at bearing 90, and one minute later you spot it at bearing 91, and the next minute at 92, does this perceived motion exist because the target is moving North, or is it because you are moving South faster than the target is? Fortunately for novices, there is an option which can make the computer handle TMA like an expert.

Graphically, 688(I) is very good. The only blockiness I noticed was when looking at the ocean or at an explosion at very close range. All craft are Gouraud shaded and texture-mapped. They also have nice little touches like spinning propellers and wakes. Sound is also good. The executive officer repeats your orders to the crew, although he can get a bit repetitive. You can listen to the white noise of a sonar contact, or feel fear as an enemy's active sonar gets louder and louder.

The AI is unexceptional, and as can be seen from the included mission editor, merely follows a preset tactic. The AI seemed to show varying degrees of hostility towards me. At times, it would launch a torpedo as soon as it detected my presence, while at others, it did nothing even when I fired torpedoes at it. It seems that no one bothered to teach the AI the simple tactic of returning fire.

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Despite a few realism and pixelation faults, 688(I) is great fun to play. It's great for your ego to be in command of a 300 foot long, nuclear-powered missile carrying Hunter/Killer [Ed. Note: Freud would be so proud.]. 688(I) makes it a fun challenge to sneak up on your enemy, attack, and get away without detection. With over 30 missions, it can keep the average gamer busy for many hours. And with multiplayer and a mission editor, there is a lot of play value for your dollar. If you are a fan of submarine sims, or have wanted to command a nuclear sub without the cramped space and lack of fresh food, then you should put 688(I) in your sights.

People who downloaded Jane's 688(I) Hunter/Killer have also downloaded:
Sub Command: Akula Seawolf 688(I), Jane's AH-64D Longbow Gold, Jane's F/A-18, Jane's USAF, Jane's WWII Fighters, Jane's Fighters Anthology, Jane's Fleet Command, Jane's Combat Simulations: Attack Squadron

In the years before the release of Jane's fabulous Longbow II, if you asked a flight sim enthusiast what their favorite helicopter sim was, you'd probably get 'Gunship 2000' as the most common response. Why? Well, great flight modeling, fantastic mission, and multiple helicopters to fly were only a few of the reasons. Unfortunately, as time went on and as computers got faster, Gunship 2000 got more dated...so it's quite fortunate that Longbow II was eventually released.

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Longbow II, being the sequel to Longbow I, had a lot to live up to. Longbow I was the crowning achievement of its day, with it and its designer, Andy Hollis, receiving many accolades for his work. Longbow I, however, was not without its criticisms. It had only one helicopter to fly, canned missions (although there were many of them), no 3D accelerated graphics, and no multiplayer support to speak of. Longbow II solves all of these problems and does so much more.

Installation of Longbow II was easy, and the whole game takes up about 500 megs of HD space. You can choose the type of installation, expert or casual, and this will effect how the game plays. Don't worry, this can be changed later.

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Once installed, you'll have to wait for the terrain to uncompress itself, but this was only done when playing for the first time. Upon loading Longbow II, you'll be greeted by one of the best intro's ever made for a Combat Simulation. This movie, which is made entirely with CGI, really gets the player in the mood to bust some chops, as it were.

Once the movie is over, the player is taken to the main menu screen, which just happens to be an Army base. This 'menu' gives you all the options you'll need, from creating your in-game persona, to training and campaigns. Let's start with Training. Longbow I had one of the best training modules ever seen in a combat simulator. A fully voiced instructor (who sounded like Tommy Lee Jones in 'Firebirds') guided you through every aspect of Longbow training, from flying to advanced combat techniques. Well, this gentleman (who apparently is a real life instructor on the Apache) makes a return appearance in this game, as well as a couple of others for the new helicopters (more on this later). The training for Longbow II puts it head and shoulders above any competition. Rather than reading a small briefing before hand, having to remember everything in flight, or having the training in the manual, Longbow II again has fully voiced interactive instruction. One might notice that, however, that the frame rate might seem low. I don't know why, but the frame rate really suffers in the training missions, but they don't in actual missions, so this isn't a hassle. The training missions are accompanied by a true behemoth of a manual, weighing in at over 300 pages. This manual goes into detail about every aspect of the game, and is required reading for maximum enjoyment.

There are options for single missions as well. These missions can be randomly generated or created by the player, and the computer usually knows what its doing in this respect. The real meat of the game, however, are the two campaigns, which are both dynamic. If you don't know, a dynamic campaign, rather than relying on canned missions, tries to simulate the ebb and flow of a real war and/or battlefield. This means that the campaigns never play out the same way twice. The two campaigns are a training campaign with two US Army forces having at it. The second campaign, and the one that's harder, is the Crescent Moon campaign. This takes place in Azerbaijan, and has you fighting Russians (again, I know, we're always fighting Russians).

These two campaigns, and single missions, are presented by one of the best planning screens in the business. You don't like the computer's flight plan? Fine, make your own. You want a group of Kiowa scouts instead of Longbows scouting ahead? Go right ahead. The options are limitless, and the layout and functionality of the planner are excellent, and ot since DI's Tornado has there been such a great planner.

I mentioned new helicopters above. Longbow II now features three flyable helicopters. They are the Apache Longbow (of course), the Kiowa scout helicopter, and the venerable Blackhawk transport. The inclusion of these two choppers really to enhance the gameplay, as now the variety of the missions you can undertake is greatly increased. Don't feel like busting tanks? Fly some troops in behind enemy lines...or scout out for enemy positions. Let's look at each chopper in detail.

The Apache Longbow, star of the game, is the venerable tank killer. This chopper, while not only being heavily armored, is also armed to the teeth with a moving chin cannon, missiles, and rockets. This chopper is your main attack vehicle, and while the Kiowa has some limited offensive and defensive capability, this is the chopper you send when something needs to be destroyed. The main feature of the Longbow is the Mast Mounted Radar. This gives the Longbow the advantage of only having to uncover the radar module rather than the whole helicopter in order to get a radar picture of the battlefield. Longbow II models this feature rather faithfully, and successful bobbing and masking techniquies are vital to your success.

The Kiowa is an enhancement of Bell's Jet Ranger helicopter. The main feature of the Kiowa is the Mast Mounted Sight, which is much different than the Mast Mounted Radar on the Longbow. This sight not only includes radar equipment, but also a variety of cameras so that the helicopter may remain behind cover and visually spot the enemy. Once enemies have been spotted, the Kiowa may lase the target so that Longbows may be called in to take it out.

Finally, we come to the workhorse of the Army, the Blackhawk. The Blackhawk is a large, fast, simple machine that lacks the grace of the other two helicopters. What it lakes in grace it makes up for in stamina and carrying capacity. The Blackhawk is mainly used to either insert troops near or behind enemy lines, or to pick up troops in a variety of situations. The Blackhawk lacks the variety of digital displays used in the Longbow and Kiowa copters. The Blackhawk is much more spartan, but no less important, as an insertion mission can have just as much weight on success as a strike mission.

These helicopters are all modeled in fine detail, and they all have more than one station modeled. The Longbow has both the front and rear seats modeled, and both are fully usable by the player. The Kiowa models both pilot and co-pilot stations, although one won't usually need to switch between the two. Finally, the Blackhawk models the door gunners, letting you personally cover insertion or extraction missions.

The flight models on these choppers are also excellent. The flight model is completely configurable, so that if you want simplistic flight controls with realsitic avionics controls, you can have that. With everything set to realistic, just getting your chopper to the LZ or the hot zone might be a challenge, as the flight model is quite realistic and unforgiving. This makes the game even better for die-hard sim nuts who just crave realism above all else.

The graphics in the game itself are fabulous, with only one glaring flaw. The game has no trees...no foliage of any kind. I know this would really drag down the frame rate, but this is something we all wanted to see. Other than that, the graphics are great. Objects such as your own helicopter or enemy encampments are beautiful, and the terrain is nothing to sneeze at either. Initially, however, the game shipped with only 3dFX Glide support, which at the time wasn't really a problem since 3dFX dominated the 3D acceleration scene. Well times have changed, and luckily, a patch that supports Direct 3D (though not as well as Glide) has been released since the games initial release.

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The visual effects are also lovely. One hasn't lived until one has seen a maverick night shot. The graphics, for both day and night, are splendid. This game models the scary pitch-blackness of the night all to well, and even good night vision gear won't help with the ominous dread of the night.

Sound in the game comes way of chatter and sound effects. The chatter that goes on throughout a mission is splendid. Other flights will report their sightings, call for help, report a victory, and whatever else might come up. They're all voiced differently and rather well, so that you really can feel their pain. The sound effects of the game, from explosions to rotors to missile launches, are also quite well done.

Finally, and the one point that everyone was asking for, is multiplayer. Andy Hollis stated in many interviws about this game that anything that could be done in single player could also be done in multiplayer, since he wanted it done right. Well, luckily for us, he and Jane's succeeded. The multiplayer component for this game is incredibly feature rich, from single missions to campaigns, everything CAN be done in a multiplayer environment. This also means in the same helicopter as well! You want to be the Pilot in the Longbow while someone handles the weapons in the front seat? Go ahead. You want to handle a door gun on the Blackhawk while someone flies it? Be my guest. The possibilities for multiplayer action are as limitless as single player, and with added support for Jane's Combatnet through a patch, opponents won't be too hard to find. Combatnet, also, is a great service, with 4 people playing with little lag over 56k modem connections.

In conclusions, I've stated the facts that make Longbow II considered by many (including this reviewer) to be the best Helicopter sim ever made. There have been few challenges made to the throne, but overall, no one can beat Longbow II's feature set and playability. If you like fliyng, helicopters, or just blowing things up, do yourself a favor and get this game. Even better, it comes in the Longbow Anthology, which includes Longbow I Gold and Longbow II, so I'd suggest picking that up if you don't already own it. So stop reading this review and go get Longbow II...you won't be disappointed.

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Graphics: Beautiful, but no trees!

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Sound: Lively chatter and great aurals make for a sonically great experience.

Enjoyment: If this is your thing, you'll have a blast.

Replay Value: Randomly generated single missions, dynamic campaigns, multiplayer options, and a 3rd party full featured mission editor ensure YEARS of replayability.

People who downloaded Longbow 2 have also downloaded:
Jane's AH-64D Longbow Gold, Jane's F/A-18, Jane's F-15, Jane's USAF, Jane's Fighters Anthology, M1 Tank Platoon 2, Apache Longbow, Jane's WWII Fighters