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Patton Versus Rommel

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Patton vs. Rommel
Developer(s)Chris Crawford(Mac)
Sculptured Software(C64, MS-DOS)
Publisher(s)Electronic Arts
Designer(s)Chris Crawford
Platform(s)Commodore 64,MS-DOS,Mac
Release1986:Mac
1987:C64, MS-DOS
Genre(s)Computer wargame
Mode(s)1-2 players

Patton vs. Rommelis acomputer wargamedesigned and programmed byChris Crawfordfor theMacintoshand published byElectronic Artsin 1986. Versions forMS-DOScompatible operating systems andCommodore 64were developed bySculptured Softwareand published in 1987.

Plot

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Patton vs. Rommelis set in and around theNormandybeachheadshortly after theD-Dayinvasion of June, 1944.American,CanadianandBritishforces are placed in the correct positions as theAlliedadvance started to bog down. TheGermanforces of Rommel are likewise in place defendingCaenand other cities.

Gameplay

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To win the game, the Allied player must advance farther and faster than the real-life Allied forces. For the Rommel-side player to win, he or she must defend more territory longer than the actual German defenders. If the German side can effectively counter and stall the Allied attacks and prevent a breakthrough, the Rommel player will usually win.

This creates a dynamic where the Patton player must look for a way to create a hole in the German lines wide enough to push one or morearmored divisionsthrough into the German rear area. Since almost all of the German forces are concentrated at the front, the principle offog of warmeans that units that are not within sight of enemy units "disappear" from the game map – and from the thinking of the enemy. When they suddenly reappear in a surprise attack from the rear they have an overwhelming advantage over the units they are attacking. In this way an Allied player can roll up a major element of the German line and achieve a victory.

In real history the Allies eventually broke through and surrounded several Germanpanzerandinfantrydivisions, which were decimated as they attempted to escape through theFalaise Gap.In the game this decisive victory requires practice and skill by the Allied player.

Development

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After the success of Crawford's gameBalance of Power,EA wanted to work with him, but could not acquire the rights to sequel the game from its publisher,Mindscape.Instead, they suggested he build on the tradition of his seminalAtari 8-bitgameEastern Front.

Crawford elected to focus the game's design onfog of warand the personalities of American generalGeorge Pattonand the German field marshalErwin Rommel.In real life the two were never involved together in a major confrontation, as Rommel was wounded in 1944 and later forced to commit suicide (due to his association with the anti-Hitlerconspirators of theJuly 20 plot), before Patton had command in large-scale land operations. The game'sAI,however, worked to be true to the strategies of each of the two generals.

Reception

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Computer Gaming Worlddescribed the game as "very playable", admiring its in-game advisors and simple movement scheme, even allowing units to queue actions that are remembered turn-to-turn.[1]A 1991 survey of strategy and war games, however, gave it two and a half stars out of five,[2]and a 1993 survey of wargames gave the game two stars.[3]Crawford himself did not believe that the game would be popular, describing it in a 1987 interview as "not a great game. It is a good game, it is fun, but I don't feel it has greatness in its bowels...Balance of PowerI did for me [while]Patton Vs. Rommelis a game for the public ".[4]The game was very well received by war game enthusiasts but never became popular in a wider marketplace.

References

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  1. ^Harrington, William (March 1987), "Micro-reviews: Patton vs. Rommel",Computer Gaming World,pp. 52–53
  2. ^Brooks, M. Evan (December 1991)."Computer Strategy and Wargames: The 1900-1950 Epoch / Part II (M-Z) of an Annotated Paiktography".Computer Gaming World.p. 126.Retrieved18 November2013.
  3. ^Brooks, M. Evan (September 1993)."Brooks' Book of Wargames: 1900-1950, A-P".Computer Gaming World.p. 118.Retrieved30 July2014.
  4. ^"Designer Profile: Chris Crawford (Part 2)".Computer Gaming World.Jan–Feb 1987. pp. 56–59.Retrieved1 November2013.
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