In April 1992, I bought a copy of Avalon Hill's Third Reich for the Amiga. Boy, was I disappointed! There were no user interface "standards" used in the program, no sliders or menus, and the four color palette was pathetic on a 4096 color machine! It was a very sloppy piece of software, but with all its shortcomings, it would have still been useful -- except that the only place you couldn't save a game was between user turns! I decided that I could do better, if I knew how. At the time I had been using Amigas for two years, and was still a "user." I cast about for the better part of a year looking for a language that I could understand, when I bought a copy of Innovatronics' CanDo 2.0. I was ecstatic at the ease with which things came together in this system, and in the space of a couple of months had designed a play By Mail engine for the old Avalon Hill classic "D-Day." I wasn't going to make the same mistake AH had by attempting a prototype on a very complicated game. My D-Day module was tailored specifically for that game. It used 12 quarter screen "plates" for the map, and really stretched the graphic limits of CanDo beyond what the designer's intended, I think. I was very proud of this and sent a copy to AH. I was hoping to get into a partnership with them where I would put together modules of each of their games for them. AH liked the idea, but they only had a vanilla A500 with a meg of RAM: and, sadly, my program needed a minimum of 2.5 Megs (CanDo is not real big on memory management). I went back to the drawing board and did everything I could to crunch the program down to size, but the only was to do so was to emasculate the program. This dilemma was solved by Innovatronics, when they announced an insane policy that any commercial product developed with CanDo would owe royalties to Innovatronics (good-bye, CanDo, from the serious Amiga community). So my ideas went back into hibernation when a friend turned me on to Amos. After an initial surge of development, I ran into some conceptual snags, and lost interest in the program for long periods of time, or was wrapped up in other programming endeavors. It was mid-1994 before I had re-completed my original D-Day module, this time in a program that would run in under a meg. I contacted Jim Rose at AH to see if I could re-light some interest. My first approach to AH in 1993 had a very warm reception, and they were willing to listen to what I had to offer and were eager to see it, so I wasn't uneasy about going back to them, this time with a product that worked. I was very taken aback, when I got a very abrupt reception, and Mr. Rose was -- almost -- out and out rude to me. After a very short conversation in which I had very little to say, I hung up and wasn't too keen on calling back. So I said to heck with it. I would design my own games and market them. I couldn't use this software with someone else's game and get any money out of it without dealing with copy- rights, etc., but by golly, I could do my own game! I embarked on a project called "France-44" I redesigned the map using the CIA world data base, and wrote a large amount of code to enforce movement, supply, Zones of control, and other game functions. Then I hit a conceptual snag (again) and the program went back in hibernation in late '94. But this was a monkey on my back, because I was so close to having a really usable program! Then in early March of '95, I was monitoring the Aide de Camp topic on-line, when someone made a comment like "when will it be out for Amiga?" Something clicked in my head, and I quickly went back and reviewed everything I knew about AdC (which wasn't much). I finally got ahold of a press release that listed the major features, and realized that most of this code already existed in one form or another on my machine! I went to work immediately, and in the space of a week had roughed out all the major functions of the editor. Then I went back with a chainsaw to my original code and started throwing things out and reworking the player to accept a more dynamic definition of a game, and concentrated on the PBM interface. The result was bearing edible fruit within 3 months. A recurring question has been "when will you install an AI opponent?" The answer is: never. AI technology has not progressed far enough to make it worthwhile developing an opponent which would interest a human player. This is based on several precepts. I would not develop an AI that "cheated" nor an AI which relied on handicapping the human player to be challenging. I dislike games which do this, and refuse to do it myself. I have publicly offered a $100 wager to any takers that at least 80% of experienced players will beat AH's PC3R (if it ever ships) the first time they play. To date, I have no takers. I have played several computer games via modem/null-modem, after which I found computer opponents to be boring and not worth my while. With this experience behind me, I decided that my resources would better spend developing a user-friendly play-by-mail system. A painless PBM capability would obviate the need for an AI which could only be a far second-best to a human opponent in the best of circumstances. Another request has been modem capability. This is a feature which many will ask for and few will use more than once. I once played a Perfect General "tournament" by modem. It was quite fun, but even though this game is very interactive as games go, for the non-phasing player it was only slightly more interesting than watching paint peel. If you consider that a full-blown turn of Third Reich or World in Flames could take more than an hour for one player to decide what he's going to do and do it, it wouldn't take long before the non-moving player would say "Hey, why don't you call me back when you've finished, eh? I'm going to go play with the kid's mama while you move!" The sort of games that will lend themselves well to this system are the kind where you want to spend a day or so considering strategy, hand your opponent a copy of "War and Peace" and tell him to get lost for awhile. Since the initial release of the WarGame Processor, I have received some feedback and comments, as well as some considerable experience in designing modules, all of which has gone into the revisions I have incorporated in this latest version. The WGP is hex based but can easily be adapted to games like "Breakout: Normandy!" Take a look at the Victory in the Pacific module if you want to see how area-style games can be dealt with. I have been using WGP to play several enjoyable games of Third Reich and Advanced Third Reich cross country by E-mail. Many of the shortcomings of earlier versions were corrected through this experience, as well as ideas for new features such as the encrypted comment feature. I'm also working closely with one of my beta testers in Canada and a local ASL group to develop ASL compatibility with WGP. The key to this thorney problem is to use oversize hexes on the WGP map, with the displayed hexes encompassing seven WGP hexes. Then the individual tasks, levels, or stacks in an ASL hex can be represented by different places within the shown hex. I am currently working on WGP V2.0. This release will be completely rewritten in C to conform to the operating system. The program will be basically the same in as many aspects as I can manage. It will be mode-promotable on AGA machines, and compatible with WB3.1+. Sean Emerson Somewhere East of the Mississippi (for now) August 95