This article needs additional citations for verification .(June 2016) |
Space Bucks | |
---|---|
Developer(s) | Impressions Games |
Publisher(s) | Sierra On-Line |
Designer(s) | David Lester |
Programmer(s) | Thanh Pham Chris Gurski |
Artist(s) | Chris Beatrice Dennis Rose |
Composer(s) | Jay Rinaldi Jeremy A. Bell Keith Zizza |
Platform(s) | Windows 3.x |
Release | 1996 |
Genre(s) | Simulation video game |
Mode(s) | Single-player |
Space Bucks was a space trading simulation developed by Impressions Games and published by Sierra On-Line. The game focuses on the creation of a trade empire against several computer controlled opponents. Victory is achieved through a combination of infrastructure investments, the stock market, piracy, sabotage, and of course trade goods.
In the year 2375, Humans share the galaxy with four other races, the Colikars, Tesarians, Secanii, and the Krec N'had. Your fledgling trading company, consisting of a single port and a single ship, must, by the year 2500, expand by any means necessary to become the dominant trade empire in the galaxy. Three computer opponents will be pursuing the same goal.
There are numerous mechanics for the player to utilize in order to achieve victory.
Ships do the heavy lifting in the game. Without ships, the goods produced at planets can't be transported and the highest level goods can't be manufactured due to a lack of the appropriate resources. At the start of the game only a few ship types are available. As the game progresses new, more advanced ship types become available.
Ships have several stats which determine its suitability for use. Range, Speed, Capacity, Efficiency, Drive, and Maintenance cost.
Planets generate all of the trade goods in the galaxy. These goods range from food, to passengers, to luxury goods. The higher in development a planet is, the more and the greater the variety of goods that are produced. Once the highest levels of development can be reached the most expensive, and thus profitable, goods can be manufactured.
To gain access to a planet, a bid must be made on a planet which does not already have a deal with another trade company. The player must open negotiations with such a planet and if their demands are agreed to, they will ally themselves with the players trade company. The demands include a monthly rent paid by the player, the delivery of a specified good at regular intervals, and an agreement to build a specified piece of infrastructure on the planet within a certain timeframe. The demand for monthly rent is made for every planet, with the other two demands being optional and dependent on the developmental level of the planet.
Planets have morale which can be modified by in-game factors. Investing in planetary infrastructure can often help improve the morale of a planet and ensure docking rights are not lost. Should a planet be lost to an unhappy local populace, the player must begin negotiations for docking rights again. The higher the developmental level of the planet, the more infrastructure will be needed to keep the planet happy.
Trade goods include fuel, food, passengers, and exotic goods such as wine and weapons. Each race produces different high-end goods than it consumes.
Each trading company has stock which can be sold on the market for an infusion of cash. Buying out the competition, by accumulating a majority of their stock, is possible. Stock can be bought and sold throughout the game, making it possible to sell lots of stock early for an early boost and then buy it back when the other companies sell off the shares they own.
Pirates can be hired to harass the competition. They can be paid to harass the player as well. When a pirate attacks there are only a couple of options, pay them off, try to run, or fight back. The correct action to take will depend heavily on the specific ship being threatened and the upgrades that it has been outfitted with.
Sabotage missions can be undertaken to hurt the competitions bottom line. Of course the competition can do the same to the player.
A very basic mechanic, News Events inform the player of all the important events such as new ships, engines, or weapon systems which have become available. Sudden changes in the markets may also be announced throughout the game, giving the player the chance to make a quick profit.
A reviewer for Next Generation focused on the lack of anything to do in the game besides bid for landing rights and choose cargo: "No cut-throat strategy for undermining the competition's prices, no sabotage of trading routes, no space battles - not even the occasional price war." He recommended that players get "much better" business sims such as Transport Tycoon or Capitalism instead, and gave it 1 out of 5 stars. [1] World Village (Gamer's Zone) wrote "The plot was a little thin for my taste, but if reading the business section of the paper excites you, then this game would be a must for you. The main weakness that I see in this program is lack of originality. I see parts of Railroad Tycoon, Civilization, Sim City among others, as well as the obvious connection to Air bucks v1.2. Nothing wrong with recycling older programs, especially as hardware improvements allow the newer versions to make improvements on game performance. That is what happened with this game. Unfortunately, it has a rushed feeling and fails to capitalize on the improvements there were put in the game." [2] Computer Gaming World said "If you love to create ornate moving sculptures that generate endless money but do very little else interesting, then SPACE BUCKS will have some appeal for you. Set at its hardest level, the game offers two or three hours of challenge before your empire grows to the point that nothing can really harm it and you simply sit around absorbing planets from your competitors and doing more and more unwieldy upgrades to your entire fleet. Other than that, it is pretty to look at, but definitely no AIR BUCKS in Space."[ citation needed ] Computer Games Magazine wrote "Dealing with manufacturing, the bank and stock market, and random events do add a few things (bowling pins and knives?), but there still aren't a lot of different things to do (as in, say, Sim City or Capitalism). Despite this, you have to watch these things very closely, and it is easy for things to go critical very quickly. At the beginner level I played (and quickly lost) four games before I'd gotten a business that was even barely stable (and I was at the bottom of the pack). Maybe I just don't have a nose for business, but my attention wasn't strongly held. Beginning business sim fans might get more out of Space Bucks than I did, but I suspect advanced gamers will want to stick with a more detailed game like Capitalism." [3]
M.U.L.E. is a multiplayer video game written for Atari 8-bit computers by Ozark Softscape. Designer Danielle Bunten Berry takes advantage of the four joystick ports of the Atari 400 and 800 to allow four-player simultaneous play. Published in 1983, M.U.L.E. was one of the first five games from new company Electronic Arts, alongside Axis Assassin, Archon: The Light and the Dark, Worms?, and Hard Hat Mack. It is primarily a turn-based strategy game, but incorporates real-time elements where players compete directly as well as aspects that simulate economics.
Master of Orion is a turn-based, 4X science fiction strategy game in which the player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.
Starflight is a space exploration, combat, and trading role-playing video game created by Binary Systems and published by Electronic Arts in 1986. Originally developed for IBM PC compatibles, it was later ported to the Amiga, Atari ST, Macintosh, and Commodore 64. A fully revamped version of the game was released for the Sega Genesis in 1991.
Freelancer is a space trading and combat simulation video game developed by Digital Anvil and published by Microsoft Game Studios. It is a chronological sequel to Digital Anvil's Starlancer, a combat flight simulator released in 2000. The game was initially announced by Chris Roberts in 1999, and following many production schedule mishaps and a buyout of Digital Anvil by Microsoft, it was eventually released in March 2003.
Ascendancy is a 4X science fiction turn-based strategy computer game. It was originally released for MS-DOS in 1995 and was updated and re-released for iOS in 2011 by The Logic Factory. Ascendancy is a galactic struggle to become the dominant life form, hence the title. The game's introductory cinematic states: "Wildly different cultures competed for the same worlds. In the enormous upheaval that followed, one of these species would gain ascendancy."
Frontier: Elite II is a space trading and combat simulator video game written by David Braben and published by GameTek and Konami in October 1993 and released on the Amiga, Atari ST and DOS. It is the first sequel to the seminal game Elite from 1984.
X: Beyond the Frontier is a video game created by Egosoft for Windows. The first of the X series, it is a space trading and combat simulator game, mostly set in the fictional X-Universe. Upon release, it was frequently compared to the older Elite.
X3: Reunion is a single-player space trading and combat video game developed by Egosoft and published by Deep Silver. It is the third installment in the X series and the sequel to X2: The Threat (2003), which in turn followed X: Beyond the Frontier (1999). X3: Reunion was released originally for Windows in 2005. The game was later ported to Mac OS X and Linux.
Galactic Civilizations II: Dread Lords is a 4X turn-based strategy by Stardock for Microsoft Windows. It is the sequel to the 2003 game, Galactic Civilizations, and was released at retail and on Stardock's online subscription service, TotalGaming.net, on February 21, 2006. An expansion, Dark Avatar, was released in February 2007. A second expansion, Twilight of the Arnor, was released in April 2008.
Master of Orion II: Battle at Antares is a 4X turn-based strategy game set in space, designed by Steve Barcia and Ken Burd, and developed by Simtex, who developed its predecessor Master of Orion and Master of Magic. The PC version was published by MicroProse in 1996, and the Macintosh version a year later by MacSoft, in partnership with MicroProse. The game has retained a large fan base, and is still played online.
Capitalism is a business simulation video game first published in 1995 by Interactive Magic, developed by Enlight for the Macintosh and MS-DOS and designed by Trevor Chan.
Master of Orion III is a 4X turn-based strategy game and the third in the Master of Orion series. Master of Orion III was developed by Quicksilver Software and published by Infogrames Interactive on February 25, 2003.
Awesome is a science fiction action video game released by Psygnosis for the Amiga in 1990. It features a variety of gameplay styles, from overhead shooting to Asteroids-esque sequences, and a pre-rendered ray-traced intro. The objective is to traverse the galaxy despite not having the funds or fuel to do it.
Star Trader is a 1974 video game and an early example of the space trading genre. The game involves players moving from star to star on a map of the galaxy, buying and selling quantities of six types of merchandise in a competition to make the most money. The game was developed by Dave Kaufman for computers in 1973, and its BASIC source code was printed in the January 1974 issue of the People's Computer Company Newsletter. It was reprinted in the 1977 book What to Do After You Hit Return. The game was the inspiration for the multiplayer Trade Wars series, beginning in 1984, and is thought to be the antecedent to much of the space trading genre.
Rogue Galaxy is an action role-playing video game developed by Level-5 and published by Sony Computer Entertainment for the PlayStation 2. It was originally released exclusively in Japan in December 2005; a director's cut of the game with enhancements and changes was released in 2007 for North America in January, Japan in March and PAL territories in September.
Starship Catan is a two-player card game, loosely based on the Starfarers of Catan board game. As a member of the Catan family of games, it is designed by Klaus Teuber, and distributed by Kosmos in German and Mayfair Games in English.
Empire is the name of a computer game written for the PLATO system in 1973. It is significant for being quite probably the first networked multiplayer arena shooter-style game. It may also be the first networked multiplayer action game.
Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games".
Star Sonata is a space-themed massively multiplayer online role-playing game (MMO) by American studio Star Sonata LLC released in 2004 that combines elements of action games and real-time strategy games such as real-time ship-to-ship combat and galactic conquest.
Endless Space 2 is a turn-based strategy 4X game developed by Amplitude Studios and published by Sega. It is the sequel to Endless Space, which was released in 2012. The game had been made available through Steam's early access program since October 2016. It was released on 18 May 2017, and received positive reviews.
{{cite web}}
: CS1 maint: archived copy as title (link)