NEStalgia

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NES box art for Silent Service, the cover of NEStalgia episode 248

248 · Silent Service

▶ Game info
VerdictSkip it
SeasonSeason 5
DeveloperRare
PublisherUltra Games
November 18, 2022 · 1 hr 10 min · transcript available

You are now a member of the Silent Service, the US Navy Submarine command. For a long while after Pearl Harbor, you are the only forces capable of striking back at the Japanese in the Pacific. Take one of the "fleet boats" and go on extended patrols of up to 2 months from Hawaii, Australia, or New Zealand. Set your difficulty/realism level and time period (early means less tech for juicier targets, later means tougher escorts, more tech, lousier targets). Contend with factors like dud torpedoes, maximum depth, and more.

Our verdict: Skip it

Rare made this for Ultra Games in 1989, an NES version of Sid Meier's 1985 submarine simulator and our first Sid Meier game. Mike, Sean and Joe all played, and we had a good time. It is deep, easier to get into than it looks, and very niche.

What works

  • Three modes that teach you. Practice puts ships in front of you with little threat. Convoy is a set of individual battles. War patrol has you hunting through the Pacific and managing fuel. Each adds a layer, so they work like tutorials.
  • Realism switches. You can turn on duds, imperfect information, limited visibility and port repairs only. Pick the beginner rank, flip a few of those, and the overall difficulty score reads three or four instead of one.
  • The command center. The hub is an illustrated menu where your captain walks to the map or the periscope. He is a guy in a sweater and baggy jeans who looks like dad took the sub out for a family vacation.
  • The periscope. The view is narrow and slow to turn, with range, speed, course and lead angle in text. Combat is more thinking than reflex, like Battleship with a ticking clock.
  • Systems that fight back. Enemy ships counter you, and the A button spills oil and debris, once per mission, with a chance they think they sank you. A second controller can work the periscope while the first steers.

What doesn't

  • The cursor. There is no NES mouse, and cycling everything through the D-pad would have been worse. The complaint was strongest on the hub screen, where you move your captain around to pick where to go. Joe's example: turn down time dilation after touching the rudder, and by the time the cursor gets there, 40 minutes may have gone by in game.
  • Screens that read like homework. The damage report lists broken systems as bare words, and the instruments and gauges screen stressed us out. GameFAQs told us not to worry about it.

Worth knowing

One firefight ended with a dive to escape, a leak, and a descent that kept going after the stop button was pressed. The game announced "test conditions exceeded," and that was that. We called it a cool, stressful moment.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Sean dreaded the manual, found the game surprisingly accessible, and called it probably the least impressive sub simulator available today. Joe preferred the breadth of Pirates and said that as the first of its kind it leaves plenty of room to improve. Joe's line: "not essential, but give it a try if you're interested."

Written from our conversation in this episode.

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