A deadly final duel in a warehouse on the world we started on
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, screw it, I'm just going to play whatever I want!
In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...
MegaTraveller 1: The Zhodani Conspiracy
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MegaTraveller 1: The Zhodani Conspiracy is a 1990 space science fiction role-playing video game based on the Traveller series and was produced by Game Designers' Workshop licensee Paragon Software for Amiga, Atari ST and MS-DOS operating environments. The game is set within the Official Traveller Universe and features character creation and other aspects of game mechanics compatible with prior Traveller products. The player controls up to five ex-military adventurers whose objective is to save their civilization, the Imperium, from a conspiracy instigated by the Zhodani, a rival spacefaring race, and aided by the actions of a traitor named Konrad Kiefer. Gameplay features real-time planetary and space exploration, combat, trading, and interaction with various non-player characters in eight solar systems containing twenty-eight visitable planets.
Development presented Paragon with technical challenges because this game, distributed on floppy disks for computers hosting as little as 512 KB RAM, simulates the detailed game mechanics of the Traveller tabletop role-playing games within a sizable game world. To meet the difficulties posed by these hardware limitations, Paragon chose to excise or simplify some elements familiar to players of earlier Traveller games. Reception upon the release of the game was very mixed. Some reviewers rated it highly[1][2][3] and praised its playability and depth of gameplay. Others reviewed the game less favorably;[4][5] substantial criticism was directed towards its handling of ground combat. Computer Gaming World listed it as the fourth worst game of all time in its November 1996 issue.[6] A sequel, MegaTraveller 2: Quest for the Ancients, was published in 1991; a second sequel was planned but never released.
Marc Miller, an original creator of Traveller, wrote in a letter of introduction to this game, "I've always said that Traveller would make the perfect computer game for the same two reasons that it's a great role-playing game: rules and background. The background, and its wealth of detail, will naturally capture the interest of players. But it's the simplicity of the rules which makes the computerization possible."[16] After Paragon Software acquired the video game rights to Traveller from Game Designers Workshop, Miller contributed "generous support and research material"[17] to Paragon's development efforts.
The limited capacity of the floppy disk media on which the game was distributed and the hardware limitations of computer systems at the time of the game's release forced Paragon's developers to limit certain aspects of the Traveller universe and game mechanics. Starship design and alien character creation, both of which are available in other products set in the Traveller universe, were deliberately excluded from this game. Explorable planetary terrain was limited to a relatively small area.[9] Both space and planetary exploration employ relatively generalized maps to simplify the program and eliminate minor details. Space combat uses a simpler set of rules than those found in Traveller's original "Starship Combat" rule set.[18]
In Computer Gaming World, L.S. Lichtmann wrote that development of some aspects of the game was left incomplete. He observed that some promotional screenshots do not resemble anything players encounter in the actual game and that a pamphlet included in the game box lists a large number of differences between what is written in the manual and the actual game mechanics.
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