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Codename: ICEMAN - Wikipedia, the free encyclopedia

Codename: ICEMAN

From Wikipedia, the free encyclopedia

Codename: ICEMAN
Developer(s) Sierra
Publisher(s) Sierra
Designer(s) Jim Walls
Engine SCI
Platform(s) PC:DOS, Amiga, Atari ST, Macintosh
Release date 1989
Genre(s) Adventure game, partially Submarine simulator
Mode(s) Single player
Media Floppy disk
Input methods Computer keyboard, computer mouse (optional)

Codename: ICEMAN is a graphical adventure game made with the SCI engine and published by Sierra in 1989. The lead designer was Jim Walls, who also created the Police Quest games. Iceman was meant to be the first part of a Codename series, but disappointing sales ended the would-be franchise after one game.

One of Iceman's most notable features was that a large portion of it took place in a submarine; a portion of the game also required the player to navigate the sub using an extremely scaled-down model.

Although designed in 1989, the setting is 2004. While the concept is outdated (the Cold War and Soviet villains), the scenario is partially prophetic, when compared to an approaching oil crisis as of 2005.

[edit] Plot Summary

In the year 2004, during a global oil shortage Tunisia is suddenly discovered to possess a surplus of high-grade oil. While the Soviet and American governments try to acquire as much of the oil as they can, Soviet-backed terrorists kidnap a US ambassador in hopes of provoking an international incident.

Naval Officer Johnny Westland is informed about the situation during his leave in Tahiti and is called back for the rescue mission. The night before returning to duty, he has a one-night stand with Stacy, a mysterious beautiful woman.

The player visits the Pentagon where Westland is briefed and learns that Stacy is also an agent whom he must meet as soon as he reaches his goal. To reach his target, Westland travels in a nuclear-powered submarine, the USS Blackhawk. After fighting with Soviet vessels, navigating his way through an iceberg field and repairing some malfunctioning devices, he must penetrate the electronic harbor surveillance of Tunisia. A diving vehicle must be maneuvered through sensitive magnetic fields without being detected.

Finally Westland meets Stacy on the shores of Tunisia. Working together, the agents free the ambassador; Westland is promoted and proposes to Stacy.

[edit] Technicals

Technically, ICEMAN was more advanced than other adventures. Westland could move in 8 directions instead of 4, and the sprite changed several appearances depending on what he wore. The character animations were generally very well made and smooth (eg. the movements while playing dice.)

Something innovative in the control was that the player could optionally just stand in front of an object and type simply LOOK, instead of trying several nouns to match the correct one. Also, when typing LOOK [OBJECT] in a room, Westland would turn towards that particular object, adding to the realism.

On the other hand, the parser was programmed to understand only certain syntaxes. For example while standing next to a ladder the program could understand only CLIMB UP, while other similar games would easily understand also GO UP or just CLIMB or UP. Except that, the feature of examining items with the right mouse button was implemented only for limited items on the screen. For the rest, the player had to type LOOK.

Most puzzles in the game revolve around procedures, be they first aid, military or bureaucratic, that are usually outlined in the manual. Generally, if the player fails to follow a strict procedure (for instance, checking if a guard returned the player's ID card, rather than someone else's), the consequences will not surface until much later in the game. At some points, the game is unwinnable and the player must restore to a previously saved position.

Additionally, some portions of the game depended too much on random factors, such as the effectiveness of torpedoes in submarine battles. Also, at one point, the player must obtain a bottle from a crewman on the sub, but only if the player can beat him at a dice game. The crewman 'accused' the player of cheating if the player repeatedly saved and restored in an effort to win at dice (he was allowed to do so only twice).

[edit] Reception

The simulator was widely criticized as frustrating, and may have been a leading reason for the game's poor sales.


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