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Buck Rogers: Countdown to Doomsday is based on TSR's Buck Rogers XXVC setting created in the late eighties and based on the character whose exploits had been seen in nearly every medium and through several revivals since his debut in 1928. In this adventure, players must help Buck Rogers uncover and destroy a doomsday weapon that could spell the end of resistance to the empire that holds Earth within its grasp.
SSI adapted the Buck Rogers setting (another TSR property using the same rules) using the Gold Box Engine (Concept) that they had pioneered with its work within the Forgotten Realms campaign setting via such titles as Pool of Radiance (Game) and Curse of the Azure Bonds (Game).
Based as it was on the "Gold Box Engine", players interfaced with the game via a , 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. Party members were displayed in the upper right hand corner along with hit points and armor class. Random enemy encounters would provide combat opportunities within the game against mixed groups of foes, providing .
The console variant of the game eschewed the 3D exploration interface in favor of an isometric view instead, although the tactical combat view was still included.
The game is a sci-fi role player, although it uses the same rules as AD&D (which was the case with its tabletop original). Classes and weapons are analogous to certain aspects of the system, but it is firmly rooted within its high-tech setting.
The packaging, as was typical of SSI's attention to detail as exemplified by their treatment of the Gold Box series of games, took this opportunity to immerse the player within the fiction of its world via an included booklet outlining its history and systems.
Included were:
The main disks of the game could be freely copied, although players would be challenged to find certain words within one of the booklets that the game had come with in order to proceed as a test. This mechanic would also be used in a variety of other games within SSI's RPG lineup.
The logbook doubled as a key part of the game as it contained dialogue, scene descriptions, and maps that it would reference. This technique was also used in several other RPGs such as Wasteland (Game) and Dragon Wars (Game). As with those titles, Countdown to Doomsday's paragraphs also contained several red herrings designed to mislead players who chose to read ahead and potentially spoil the story for themselves.
One of the restrictions of the creative credo governing the franchise is that the realism of Buck Rogers' world had to be based on what could be scientifically plausible and possible - hard science as opposed to more fantastic versions. As a result, the series was focused more on the Solar System and the problems associated with terraforming its planets as well as traveling among them.
As another result, the history of game reflects this within its protagonists. In 1999, the United States and the Soviet Union engage in a final war, exchanging blows via nuclear weapons. As a result of this terrible conflict, conventional warfare is abandoned and the survivors band themselves into large alliances. The Russo-American Mercantile (RAM) forms out of an alliance between what is left of Russia and the United States, for example. The Indo-Asian Consortium (IAC) and the Euro-Bloc Faction (EBF) also form and become the pre-eminent superpowers of the day.
Over the next few centuries, these superpowers form an alliance of their own to expand their efforts into space and colonize the planets. RAM colonizes Mars, the Moon (Luna) is colonized by the EBF, and Venus is colonized by the IAC. Fusion rockets transport men and materials to their destinations throughout the Solar System.
In 2275, RAM revolts against an increasingly oppressive Earth government. Venus signs a nonaggression pact with Mars and ten years of war follow. Battered, broken, and cut off from its colonies, Earth starves allowing RAM's forces to dominate what is left. The colonized worlds continue to grow on their own, developing their own unique socieities thanks to the success of their terraforming efforts. for example, Mercury develops a thriving industry based on mining and solar power.
Humanity has also changed with its expansion into the Solar System. Earth is still home to those now known as the Terrans. Mercury's people have become strong and powerful. The Martians have become prideful with their successes, and the Venusians have focused more on matters of study and of the mind.
However, in the first half of the 25th century, the New Earth Organization is set up by Terrans (Earth natives) that seek to overthrow RAM and restore Earth to its former glory. With the revival of Buck Rogers from cryogenic sleep and with his daring leadership and heroic exploits across the Solar System, NEO manages to thwart RAM's attempts to stop them.
High technology has also enabled the construction of robots and Digital Personalities, programs that emulate human thought and emotion but think at the speed of a computer. Genetic engineering on a vast scale has also created tailored creatures found on specific worlds, each made to fulfill either a specific purpose during terraforming or as part of a new product line. As another example, RAM makes use of Combat Gennies, disposable soldiers bred and equipped to fight their wars.
This is the world that the player will be caught up within as they do their part to stop RAM and its allies.
The player's party are new NEO recruits and arrive at Chicagorg (formerly Chicago, but far larger) to undergo their final training when it is attacked by RAM troops. If they manage to fend off the attack and save the base, they join efforts to salvage what is left and discover a RAM ship among the wreckage.
Entering the ship, they discover a RAM science program named Scot.dos who joins them as he wishes to defect to NEO after having enough of RAM. Onboard, they discover a batch of ECGs (Experimental Combat Gennies), genetically enhanced soldiers, and find a way to stop them before they mature and create problems for Earth. Scot.dos tells them that the ECGs were created on an asteroid base which they go to investigate.
At the research facility, they discover other projects that RAM is involved with, one of which happens to be a very powerful, laser-based weapon capable of demolishing entire cities at will. A series of satellite reflectors are also being used as a part of its aiming system, and the party is able to destroy these before heading out to Mars where the weapon is located and a test is scheduled.
Unfortunately for them, space pirates under the employ of RAM capture them with the intention of selling them off to their enemies. But Buck Rogers, who has been following a rumor that the pirate leader, Talon, may be employed by RAM, intervenes and helps the party damage the ship to prevent pursuit while they escape.
On Mars, they eventually discover the base where a smaller version of the weapon is being tested and destroy it. They also learn that one of the components for the real weapon is being manufactured on Venus and head there to learn more on what is going on, discovering that the Doomsday Laser is housed on a solar satellite (a Mercurian Mariposa) controlled by a Mercurian noble called the Sun King.
Believing that the party are actually there to help the Sun King take over the Doomsday Laser for himself, the minions of the Sun King let them pass through security. There, the party discovers that the Laser is already targeting Earth and cause a power outage to delay the countdown. After setting it to self destruct and fighting their way from the core of the Mariposa, they manage to escape and watch as the Marisposa explodes taking the Doomsday Laser with it.
The game is a party-based RPG using the same engine that SSI had initially built for its Gold Box titles such as Pool of Radiance. As a result, it has many visual cues that make it appear very similar to its more fantastic cousins, but the differences lie mainly within its gameplay conventions.
With the use of more conventional armaments, such as laser guns and plasma throwers, ranged attacks have a greater emphasis in this game. The use of grenades and other explosives are considered key to winning many battles quickly. As it is also space-based, the use of that medium has also opened the door on opportunities to attack and board enemy spaceships, often giving them a great deal of loot to recover and sell if need be.
Limited dialogue with NPCs, puzzles, and the exploration of bases, secret laboratories, caves, and a variety of other venues are also found throughout the game.
Gender is treated only as a cosmetic choice in the game as with many others, but race plays a major part in determining what career a character may be restricted in playing as.
There are six races that players can choose from in order to build their party. Four of these are considered "human" types while two others are "gennies", those that have been bred to include certain other attributes that lie outside of the human gene pool.
Each character has a set of basic attributes that affect various abilities, such as combat prowess and how many spells a magic user can memorize before they must rest and re-acquire their spells once again. During character creation, the player may re-roll as many times as they want. Prime requisite attributes are those that are a requirement for certain classes. For example, Warriors must have a good Strength score in order to be effective in melee combat.
The natural maximum for any attribute is an 18, although it can go higher depending on factors such as race. Throughout the game, unless it is due to an outside intervention such as with a piece of equipment, these attributes never change even when a character levels.
Attributes, such as Strength and Dexterity, are also affected by the selection of race and certain bonuses and minuses are allotted across them as a result. For examples, Desert Runners are inherently stronger than the other races and, thus, have a bonus to their Strength and Constitution scores.
This game does not use an alignment system. The party is expected to be on the side of "the good guys".
Instead of classes, Buck Rogers' uses a system based on careers instead with a series of skills associated with each one.
The also uses an extensive skill system based on what career a character has chosen along with a number of general skills that each can also develop, roughly similar to that used in Interplay's post-apocalyptic RPG, Wasteland (Game).
These represent a character's expertise with a particular field. Every new character gets an allotment of points to distribute among their career's skills and every level-up awards them with 40 points to distribute among their abilities. A maximum total of eighty points can be assigned to any one skill which translated as a percentage. Ability skills, such as those under the heading for Dexterity, also benefit from its score.
For example, if the Pick Pocket skill has 20 points allocated to it and the character's Dexterity is 16, the end total for the skill would be 36 which translates into a success percentile of 36%.
One unusual factor to consider is that among the skills offered to the player in this game, not all of them are actually used. The reason behind this is that they have been included in anticipation of the sequel, although this won't prevent a player from putting points into those skills.
Dexterity Skills
Tech Skills
Medic Skills
Intelligence Skills
Charisma Skills
Wisdom Skills
There are five different difficulty levels that determine the initial toughness of the combat encounters. They are, in the order of easiest to hardest:
The game is preset at "Trooper" difficulty which is considered the average, or median, range of difficulty that is not too hard for newcomers yet not too easy as to present little challenge.
The party-based Gold Box series of RPGs had standardized themselves on the engine that was pioneered with this game for both exploration and combat explaining the similarities between each one. Although each subsequent game would feature tweaks and modifications as a result of further gameplay enhancements, the basic structure and approach within this formula was always the same.
Fighting in the game continues to be handled through random and set encounters wherein , items, and gold are earned. When combat begins, an isometric view (the combat map) is presented with every member and attacker shown as an icon.
It is a turn based system with each side taking their turns to maneuver and issue commands. This tactical approach, in conjunction with the obstacles present onscreen such as walls and doorways, allowed the player to create their own strategies.
Initiative played an important role in determining who goes first. Each round is divided into ten segments and every character and foe act on a specific segment determined by their initiative. Actions can be delayed and held until the end of round and the computer can fight for the player using the Quick command.
With rocket ships and pilots, the game also involves space combat which is handled both from the pilot's perspective and that of the crew's. From the Pilot's Menu, the player can fire its weapons, target specific systems on the enemy ship, ram the enemy vessel, or even board it once they have pummeled it to the point where it can no longer move.This is not in real-time.
During combat, the player can also give orders to the crew to help repair the ship, jury rig systems to get them working again, boost the engines, use sensors to probe the other vessel (thus revealing additional information), or administer aid to those injured.