1869 logo

It's a vicious battle to rule the seven seas, in what is one of the best multiplayer games yet seen on the Amiga!

This game takes its title from the year that the Suez canal was opened. The authors decided that this year, more than any other, marked a decline from the old age of sailing ships, to the succeeding steam-powered ships. And people say propeller heads are dull... You, and up to three other players are traders, starting off in the year 1854. The idea is to build up a successful fleet of ships, open warehouses round the globe, and prey off both the new empires of the developing world and the raw material providers of the third. Guess who gets the rawer deals. Hmm, it's not as if they could've set the game in this century now is it? (Little bit of politics - Ed.)

In a single-player mode, after setting how long you play for (from five to 26 years) you choose your headquarter's location and are plunged straight into the game. Your base of operations can be in London, Liverpool, Le Harvre, New York or Savannah. Each place has its own advantages and disadvantages. In multi player mode, you get an extra treat - the ship auctions. All players go along and bid against each other for a starting ship. A certain amount of physical prowess is useful to beat the others to the mouse, but of course this is optional.

Infamy! Infamy!
1869 is a graphical point-and-click management simulation. You don't have to play via a mouse - keyboard control is much faster, and less dependent on the dubious quality of Commodore mouse buttons. But it does take more practice to master this control method.

Buying and selling ships is a skill in its own right. Most new players opt for steamships straight away, but this is a very dumb move, because in 1854 coal was expensive, so sail boats are a much better option. Used ships are preferable to brand new ones, since they can be commissioned straight from the shipyard, if the port you are in has one. Buying cargo is much more straightforward.

Point and click at the port you are in, and the merchant's screen comes up. A merchant may have nothing to sell, because some products are seasonal. In a well-developed area, up to two commodities may be up for grabs. If your HQ is in the port, you can store excess quantities. You can also open warehouses wherever you go, if you have the cash.

Cash is the big problem. Most places sell things, but merchants are choosy about what they buy. They will always offer you a price on merchandise, but if they don't want it then you'll make a loss. Small quantities fetch better prices than huge shipments, but getting small quantities of anything is not easy.

At the top right of the screen is the date. You click on this for time to move on, and time can literally change the whole game. There is little point trying to sneak into Savannah for cotton during the American Civil War (1862-1865) because you'll get caught by blockaders most of the time. Running arms to Odessa during the Crimean War is similarly fraught with peril. Sure, if you make it then the pay-off is huge - but you don't make it often enough to make it a good business exercise.

Ich bin ein manual
Most of the noteworthy events in the time line are mentioned in the manual. This quite lengthy tome is unlikely any other I've seen. It's got the historical detail of the Wings (AF16 - 79 per cent), the get-started quick section of a MicroProse manual, and quite a few Germglish howlers that had me in stitches. It makes damned-good reading, though the translators' English is a lot better than my Deutsch.

It's truly unique, a bit over the top in places and totally sanitised in others. The lengthy description of New World passenger conditions is quite stomach turning, but there's no mention of flogging - a common form of punishment for the era.

Is it any fun? Well, in solo-player mode, it lacks depth. It has some humorous animations, but you don't get enough in the way of difficulty levels or different scenarios. Initially it does seem like a one-track game - well, that's how I felt after 10 hours of play. After those 10 hours, though, I tried playing against some friends. Then the game changed. You see, if you buy up the goods from a port, or heavily supply goods to a port, then the other players suffer if they try the same run but come second. You have cornered the market and there's not a lot they can do. OK, to be honest after a couple of hours they sussed me out, and 1869 became a mother of all battles.

We staged 'real' tea races to see who could run the fastest shipments of illegals, who could grab the richest markets right from under your nose. This naturally led to alliances, power groups, treaties and all sorts of other mayhem. The time line may stay the same, but the way you play alters the game every time. A bit like chess, but much more subtle and less headache inducing.

Social animal
If you never play computer games socially, this is with other people, then you probably won't like 1869. Well, unless you're heavily into management simulations and like making naval logs to map out the world markets. I found it just too pointless in solo-player mode, it's also very, very difficult. The straw that breaks your bank is the tax man, who calls at the end of every year. How true to life.

Usually, I prefer to play games that are more escapist than this. But I did get this one insight from it - merchant navy captains of the last century were often inhumane. The reason why is quite simply that the job demanded it - you had to be in order to stay in business, let alone make a profit. It's naïve to judge people from yesterday by today's standards.

If you're heavily into 19th century nautical history, or play on an Amiga with other enlightened beings, and the idea of pretending to be a hard-nosed, back-stabbing, scrupulous capitalist appeals to you, then go buy this game. Just be prepared to play like a real Thatcherite.



1869 logo Amiga Joker Hit

Kein Meer weit und breit, dennoch hat sich Österreich nun zur wahren Seefahrnation gemausert: Die Austro-Softler von Max Design lassen derzeit eine historische Wirtschaftssimulation im Skipper-Milieu zu Wasser - und zwar eine erster Kajüte!

Seebären, die sich hier dem maritimen Transportgewerbe verschreiben, werden bald merken, dass die gute alte Zeit so gut nun auch wieder nicht war: In 1869 haben die Programmierer nichts unversucht gelassen, den Spieler mit allerlei geschichtlich verbürgten Schikanen zu traktieren! Dabei fängt alles so harmlos an...

Anno 1854 starten ein bis vier menschliche Skipper ins große Abenteuer - ausgestattet mit 8000 Dollar Kapital und dem eisernen Willen, sich spätestens 1880 möglichst komfortabel zur Ruhe zu setzen bzw. bis dato alle eventuellen Konkurrenten in Grund und Meeresboden gesegelt zu haben. Selbstmurmelnd führt der erste Weg des angehenden Wassermannes in die Werft des selbstgewählten Heimathafens: hier dümpeln stets ein paar ordentliche Second Hand-Kähne, mit denen sich das feuchte Tagewerk beginnen läßt. Bei mehreren Mitspielern sind gar Versteigerungen angesagt, und wer möcht, kann im Rahmen seiner Finanzen auch ein nietennagelneues Shifflein in Auftrag geben. Dazu stehen verschiedene Typen vom simplen Zweimast-Schoner bis zum dicken 20.000-Tonner zur Wahl, nur muß man halt ein paar simulierte Monate Urlaub nehmen, bis der Pott vom Stapel läuft.

Kein Beinbruch, denn solange nix los ist, rennt die Uhr am hübschen Weltkarten-Screen im Schnell-durchlauf und stoppt à la "Ports of Call" erst dann, wenn irgendwo Taten gefordert sind.

In der örtlichen Spelunke läßt sich indessen die Mannschaft zusammen klauben, wobei gute Crews den Geldbeutel natürlich viel mehr schröpfen als ein Haufen dahergelaufener Deppen. Aber Zeit ist ja auch Geld, und was man an Experten-Heuer drauflegt, könnte Fahrzeit leicht wieder eingespart werden - jedoch wird selbst die beste Besatzung aus einem lahmen Kutter keinen Highspeed-Katamaran machen. Jetzt fehlt nur noch der Abstecher ins Handelskontor, um eine hübsche Ladung zu bunkern. Hier stehen prinzipiell 22 verschiedene Güter zur Disposition, gelegentlich ist auch eine lukrative Sonderfahrt drin, etwa ein Passagiertransport zum Goldgräber-Kontinent Australien. In der Praxis werden freilich pro Hafen höchstens zwei, drei Warensorten angeboten, nämlich genau die, die seinerzeit auch tatsächlich dort zu haben waren.

Wer also in Hamburg Elfenbein einladen möchte, hat mit Zitronen gehandelt! Ähnlich funktioniert der Verkauf: zwar kann man grundsätzlich alles überall loswerden, vernünftige Preise lassen sich aber nur erzielen, falls vor Ort auch eine vernünftige Nachfrage besteht.

Ihr ahnt es schon, in 1869 wird tatsächlich ein ganzer Weltmarkt mit all seinen Tücken simuliert. Wenn auch z.B. in Le Havre die Absatzmöglichkeiten für Kohle normalerweise recht günstig sind, so darf man das dennoch nicht als Garantie mißverstehen - Indischer Tee wiederum ist kurz nach der Erntezeit besonders preiswert, wer hingegen wesentlich später in Calcutta eintrödelt, könnte vor leeren Depots stehen. Kluge Segler umschiffen derlei Engpäße durch Einrichtung eines eigenen festen Lagerhauses im betreffenden Hafen. Das ist zwar nicht billig, ermöglicht aber den Kauf großer Warenmengen wenn sie einem gerade nachgeschmissen werden, und mit dem Abholen ist's dann nicht so eilig.

Überhaupt ist Realismus hier Trumpf. Rekord-Überfahrten merkt sich das Programm unvorsichtige Kapitäne können hingegen in den Wirren des amerikanischen Bürgerkrieges Haus und Steuerrad verlieren, und wenn ein Frachter mal untergehen sollte, so fahren all darauf befindlichen Gelder ebenfalls zu den Seetenfeln. Wie im wirklichen Leben beginnt anläßlich der Eröffnung des Suezkanals im Jahre 1869 (aha, daher also der Titel) eine neue Epoche im Welthandel, und mit modernen Dampfschiffen verlieren selbst die flauesten Flauten ihren Schrecken.

Zünftige Stürme fehlen natürlich auch nicht, ja selbst die Meeresströmungen sind exakt da, wo sie hingehören - man muß sich also genau überlegen, welchen Kurs man einschlägt! Schließlich wollen selbst die Besatzungen immer fein gehätschelt sein, damit sie nicht meutern, brav dazulernen und überhaupt ihr Bestes geben...

Erfreulicherweise steht das technische Niveau der inhaltlichen Komplexität nicht nach. Etwa 80 screenfüllende, wunderhübsche, kunterbunte Bilder warten mitsamt ihren kleinen, aber oft witzigen Animationen (z.B. Fliegenüber einer Obstschale) auf den betrachter. Jedes Handelskontor sieht anders aus und ist im Stil des betreffenden Erdteils gehalten, das gleiche gilt für die 25 sehr atmosphärischen Musikstücke.

Über die bequeme und durchdachte Maussteuerung mit ihren Übersichtlichen Icons und den der jeweiligen Situation angepaßten Menüs kann man sich gleich gar nicht beschweren: selten lag das Kapitänspatent so handlich in der Hand. Last but not least verdient das Handbuch ein Sonderlob; eine solche Menge and Hintergrund, Materialien und versteckten Tips findet man sonst höchstens in den Anleitungen von Microprose.

1869 ist also eine funkelnde Gemme im derzeit gut gefüllten Schatz-Kästchen der Wirtschafts-simulationen mit Historien-Appeal, allenfals "Der Patrizier" kann da noch mithalten. Wer etwas für das Genre übrig hat und hier dennoch nicht an Bord geht, den soll doch glatt der Klabautermann (kiel-)holen! (jn)



1869 logo

Allergic to the 20th century? Then take a trip to the high seas of 124 years ago.

Certain dates ring with historical resonance. Everybody knows what they signify, what events they are connected with. 1066, 1215, 1492, 1869, 1914, 1967, 1984, 2001. Okay. My birthday wasn't exactly an event of world-shattering significance. But 1869? What the heck happened in 1869? Well, it's the year the Suez Canal opened, and... er... well that's about it I think. So it's not immediately apparent what 1869 the game is all about, especially since the game rather confusingly opens in 1854.

Well, lucky for you I'm here to tell you that what it is, in fact, all about is high seas trading. One flick through the 140-plus manual leaves you in no doubt about that. The first hundred of pages or so are a detailed history lesson on sea trade in the latter half of the 19th Century. To confirm this impression, it is packed with pictures of ships - shooners, clippers, steam ships, the lot. And apparently, 1869 was a really significant date in shipping. I'll take their word in that. I've got a job to do here, so it's slam in Disk A and straight to the instructions.

1869 is a trading sim, but don't let that put you off (but then, if the manual hasn't put you off, nothing will). It's actually a pretty engrossing and complex game for up to four players, if you're into that sort of thing. You start owning a shipping line that's got no ships and no stock. Not very promising. But you do have £700.000 to spend (a fair few bob in the 1860s), so it's not all bad news.

So give your company a name, decide which major port you want to start at and go off in search of a ship, a crew and some stock. After that, the aim of the game is, quite simply, to make a profit. You do that by buying goods at one port and selling them at another, hopefully at a higher price. When you've got enough money you buy more and better ships, and open up branches of your company in other countries (which also gives you warehouses where you can store goods).


A detailed history lesson on sea trade

All the negotiations are carried out using a system swiped straight out of Monkey Island, but don't hold that against it. The 'choose what you want to say from a list' approach works perfectly (although the attempts at humour fall a bit flat). In fact all the control systems are pleasingly straightforward to learn and use, yet still flexible enough to keep the game varied and unpredictable.

But just to make sure things don't get too settled the game also takes into account historical events of the time, which means you have to as well. For instance, you'll get told the Crimean War is under way. This affect you in two ways. You can make a quick profit by supplying arms to either side, but equally you could yourself trapped in the Black Sea when it gets cut off by the British and French.

Throw in a few more complications like taxes, ship repairs, paying your wages, civil wars, warehouse looting - things like that - and you get a game that's got enough meat to keep strategy fans chewing over schemes for hours. But strategy fans only, I'm afraid, 'cos 1869 isn't going to win any converts. Despite some decent enough graphics, it's all very static. The major news events all happen 'off screen' as do storms, mutinies and lootings - you just get a message flashing up telling you what's happened. Similarly with the voyages themselves - no animations, no red line appearing on the map, just the ship vanishing from one port and appearing in another. Visually, it's fairly flat, and you never really feel very involved with what's going on.
Good, but for strategy converts only.



1869 logo AGA

You cannot beat the feeling of power money brings, and there is plenty of money to be made in the A1200 version of 1869. It is the late 19th Century and the world is wracked with civil wars and international conflicts. In many ways, there has never been a more exciting time to launch a business venture.

You play the owner of a fledgling shipping company and you have to use your skills as a tactician and businessman to exploit the various trading situations around the world. If you succeed then your business expands, but if you fail, you could end up losing more than just your livelihood.

The A1200 version of this Format Gold winning game does not actually seem to be that much different from the original version - you get the same brief animation sequences and humorous interludes. You even listen to the same irritatingly nautical chip music.

However, 1869 can be best appreciated in multi-player mode with you and up to three other pals battling it out for the ultimate control of the high seas.



Mehr Farben im Meer?

1869 logo AGA A1200 Speziell Amiga Joker Hit

So allmählich scheinen die frischen Winde am Amiga kräftiger zu blasen: Nach der bunten 1200er-Version von "Zool" trudelte dieser Tage eine weitere "Neuamiga Only"-Fassung eines Bestsellers bei uns ein!

Freilich wirkt schon die Urversion derart fesch, daß die zusätzlichen Farben auf den ersten Blick kaum auffallen - da stechen eher vermehrte Animationen wie z.B. das nunmehr wellenbewegte Weltmeer ins Auge.

Auch findet sich der eine oder andere zusätzliche Zwischenscreen im RAM, und der ebenfalls von den IBM-Kompatiblen übernommene Sound hört sich mindestens genauso schön an wie das Amiga-Original.

Davon abgesehen blieb alles beim Alten: Per Maus klickt man sich in die verschiedenen Häfen hinein, kauft Schiffe bzw. Ladung und schippert mit den Windjammern die Kisten entlang nach Südeuropa, Afrika oder gar quer übers Meer nach Asien und Amerika.

Der Erfolg folgt einem jedoch nur, wenn man sich nach den wirklichen, historischen Verhältnissen richtet, also etwa auch die Erntezeiten exotischer Güter wie Tee oder Kaffee berücksichtigt.

Tja, und weil das Programm neuerdings sogar multitasking ist, sind wir hiermit um den allerersten 1200er-Hit reicher! (jn)