Tätä arvostelua ei ole vielä käännetty — näytämme alkuperäisen (English).
The computer whirs for a moment, and the screen fills with starry pixels on a black background. This is Space Commanders II — and the name alone tells you there must be a first game somewhere that you never noticed. Things don't become obscure by accident.
It's a strategy game from the mid-eighties where you command a fleet against computer opponents in tactical space battles. The ships awkwardly crawl across the screen in a grid, asterisks and lines of design from an era when graphics meant "make something happen on the monitor." The goal is simple: destroy enemy ships before they destroy you.
You play it with keyboard commands and long stretches of waiting. You issue an order, ships shuffle three squares to the left, and then everyone holds their breath to see if your shot landed. There's nothing wrong with that, but there's nothing particularly thrilling about it either. Tactics exist only in name — what really matters is unit count and hit points. If you thought Puzdrò made good weddings, this will disappoint you.
In 1985, the game was technologically decent — the computer opponent at least does something, tournament logic works. The problem is it became mandatory tedium almost immediately. The strategic elements are too shallow to justify the mental strain of memory-intensive waiting. You'll quickly discover the same trick works every time: more ships on an obvious position wins.
Today it only appeals to those interested in computer game archaeology who want to understand what tournament strategy looked like in an era when only dozens of enthusiasts with ordinary processors could afford it. It's an artifact, a historical record — not entertainment. If you want to play it purely for nostalgia or education, go ahead. But you won't miss anything if you skip it.