News and Updates
The Gamebase Collection
The C64 FrontEnd
C64 Game QuickLaunch Utility
gamebase64 and Quick64!
Discussion Forum
C64 related Websites
Email the Gamebase64 Team
Who is involved

Please sign our

Can you help us?
missing games
games with bugs

Please Vote for us at

Please Rate this Site at

Click Here!

Website design &
(c) 2000 James Burrows

Review by
Sean Masterson


Welcome to Game of the Week! Each week there will be a new featured game on this page. The game may be good, average or diabolically bad, it really doesn't matter! Just look at the pics, read the text and enjoy the nostalgia! :-) Game of the Week! is open to contributions so if you would like to contribute a game article for this page you're more than welcome to! Every article we receive will be considered!
Norway 1985
1985 Strategic Simulations Inc.
Programmed by Roger Keating & Phillip Bradley
Most text of the present article comes from the review published in the twelfth issue of the British C64 magazine ZZAP!64 (street date: March 13th, 1986).

US Gold/SSI, disk only

Second in SSI's series When Superpower's Collide, is a strategic simulation of conventional warfare in the Artic region (specifically Norway). In many ways it is identical to Germany 1985 and the rules book presented in the game is only supplementary to the Germany book. So make sure this isn't the first of the series you buy! Having said that, there are differences. First of all, the most obvious of these differences is that the game is presented on a white play screen rather than a black one (to represent the snow). However, beyond the superficialities, there are other, more subtle changes. Again, the game is based mainly on battalion action, but there are exceptions to this due to the relatively high presence of specialist forces in the region. Again, the game is basically a land warfare simulation, but rules for tactical air strikes and local air superiority are also catered for in considerable detail. There are also some minor changes to how certain rules are implemented, and the scale of the map is greater.

The scenario suggests that during the summer, conventional forces easily attack and occupy Norway while the rest of the war rages across Europe. However, with the onset of Winter, things begin to go wrong as Soviet equipment becomes bogged down and frozen up in the snow. The harsh local conditions that effectively changed the rules of modern warfare in Vietnam and Afghanistan now take their toll here. So whilst the Russians have superiority in terms of men and equipment, the NATO player has flexibility on his side.

Whilst the scenario of Germany was believable, considering the importance of the area in an initial assault and the time scale involved, this scenario leaves a lot of questions unanswered which may detract from the credibility of the game. Ultimately, you will have to decide whether to employ the suspension of disbelief necessary to support the plot.

The game takes place in player time, so you have as much time as you need to make command decisions. Ordering the forces involved is a simple procedure of placing the cursor over the unit to be ordered and selecting the appropriate command key from the menu (though this is not continually displayed). The effects of terrain and equipment malfunction are thoroughly dealt with and take into consideration the harsh environment. All these features combine to make play considerably less predictable than in Germany, where results of certain actions could be perceived to a degree, after experience with the rules had been gained.

There is one possible exception to this. Considering the speed at which battalions move in the terrible terrain (and remembering that this map scale is enlarged from the original), some question as to whether winter travel has been particularly well estimated (or whether the manoeuvrability of the units in Germany was under-estimated). However, this is a relatively minor quibble compared to the technical accuracy of the other game features.


Victory is based on different conditions for the different forces. Both players receive points each turn for the number of urban, town or airbase hexes they control at that time. In addition, the Soviets gain four points for every NATO unit they eliminate, whilst the NATO player only receives one point per destroyed Soviet unit. This necessitates the NATO player making the most of the stealth of his forces compared to that of his adversaries. Because of the importance of airstrikes, it kills two birds with one stone if the NATO player directs most of his energy into controlling Soviet airbases. The game ends randomly between turns 14, 15 or 16. Whichever side you play, the pace will be hot from start to finish.


Presentation 91%

Not up to the standard set by the first game in the series, but very good nonetheless.

Graphics 87%
The usual quality of SSI is present here.

Instructions 88%
It would have been easy for SSI to have included the full set of rules and thereby make this game playable by itself. This is my main criticism.

Authenticity 79%
Given the time-scale involved, the scenario didn't quite convince me.

Playability 92%
All of this fails to impair gameplay which is still challenging and exciting.

Overall 85%
Mixed feelings prevent me from rating this higher. It really is a very good game, but I fail to see why you need to buy another game first. This attitude is not good for wargaming.



Htmlized by Dimitris Kiminas (27 Apr 2004)

Other "Games of the Week!"





The C64 Banner Exchange