SSN-21 Seawolf

SSN-21 Seawolf

Infobox VG| title = SSN-21 Seawolf


developer = John W. Ratcliff
publisher = Electronic Arts
released = 1994
genre = Submarine simulator
modes = Single player
platforms = MS-DOS

"SSN-21 Seawolf" is a submarine simulator game designed by John W. Ratcliff and published for MS-DOS systems by Electronic Arts in 1994.

The player takes command of a US "Seawolf"-class submarine and fights in 33 missions with targets under and above water including fast Russian attack subs,destroyers and rocket frigates.

The toughest enemies are the Soviet Alfa-classand Akula-class nuclear powered attack submarine,which often guard ballistic missile submarines of
Typhoon and Delta class.

Missions against Kilo-class diesel submarines and othersubmarines are also included.

Like in its predecessor, the 688 Attack Sub, in some missions, the playeris requested to protect a convoy, whereas other submarines and rocket cruiserswould attempt to sink the convoy. Other missions involve only sub vs. sub scenarios,some with many enemy subs but also some with allied subs, which sometimes mustbe protected from enemy subs.

There were many types of vessels included in the sim, There were a limited number of initial setups for a mission, so the action, while not entirely random, had some variability.

Performance was best on a Pentium 166 MHz MMX, but was very playable on a i486 DX50.A mouse greatly benefited the interface use, but mostly it was possible to play it with keyboard. There are several screens from the navigation console to the weapons room but by using function keys it was possible to do this quickly enough.

The game play included video elements for mission start and mission end.

Multiple thermal layers are provided on most missions giving hiding places if used correctly.The implementation of these layers is very well done, making the act of hiding from enemy ships,together with the use of the sonar waterfall system screen and submarines a real art.

This sonar screen monitoring the passive sonar has a signature processor thatis really well made and every submarine having its own distinct sonar sound and signature,it allows the player to determine ship/sub types by both sound and graph. Sea life, such as whales and schools of fish, also had their own sonar signature. A retractable sonar array which is connected through a wire with the shipis provided and Wire guided torpedoes are used.

Like its predecessor it allows two players, on different PCs, to play each othervia a modem, or null-modem cable but added the possibility to use an
IPX local network instead, enhancing the reliability of the synchronisation.

Such games tend to be incredibly intense since players do not always behavein a predictable manner. To a large extent, these features were already existentin its predecessor which heralded one of the most useful and important featuresa subsim can possess; the ability for friends to pit their acumen against each other.

A number of problems which were present in its predecessor were fixed, e.g.the sum can be controlled despite explosion sounds being played at the same time.

Development Credits:
* Game Design: Paul Grace, John W. Ratcliff
* Scenario Design: Michael Breault, Ed Gwynn
* Programming: John W. Ratcliff
* Graphics: Les Pardew, Paul Unterweiser, John W. Ratcliff, David Whatley
* Sound and Music: Tim Melton, George Alistair Sanger, Rob Wallace

External links

*http://www.ibiblio.org/GameBytes/issue18/greviews/seawolf/seawolf2.html
*moby game|id=/ssn-21-seawolf


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