To see a hit, you check the 'warbook', a diagram of each ship on the right edge of the screen. A hit on a destroyer in the first round would appear as a "1" on the image of that ship. If you strike it on the third round, a "3' would then appear following the "1". Using this numbering system, you must deduct where a specific ship is located. Since you don't know if a ship has been hit until after a round, this is trickier than it sounds, as you may have 14 or more shots in a round! To sink a sub takes 2 hits - this vessel is the most troublesome to find. A destroyer needs 3 hits, a cruiser 4, and a battleship 5.
Sound being one of Jerry White's specialities, this game uses this ability to a large extent. The first few notes of "Anchor's Aweigh" signify the beginning of the game, and following the game set-up, you have all the sounds from a continuous 'gunboat' engine
muggle in the background, to the torpedos being launched and splashing in the water! Other tonalities include the 'electronic' equipment sound of the sub (with periscope moving back and forth at the same time) and Morse Code heard faintly. Also after a round by either you or the computer, the sounds and 'flashing' of the direct light communication used between ships when preferring radio silence. If the game is a draw (i.e. peace is declared because the game has gone on too long with no winner), a message appears in the form of a printout over the teletype with the slow printing of individual characters and the sound effects to match ...
This gives you an idea of the detail in the game, it enhances what is a popular board-type game into a well-adapted computer game. Unfortunately, it is a one player game only, but I see no reason why it couldn't be changed to work with two player's competing to sink one another's fleet.
USERS' GROUPS
Terry Barker