The Cosmic Balance
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''The Cosmic Balance'' is a game designed by Paul Murray and published in 1982 for the
Apple II Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
and Atari 8-bit computers by Strategic Simulations (SSI). It was later released for the Commodore 64. A sequel, ''
Cosmic Balance II ''The Cosmic Balance II'' is a turn-based strategy game written by Paul Murray for the Apple II and published by Strategic Simulations in 1983. It was ported to the Atari 8-bit computers. The game is a sequel to '' The Cosmic Balance'' (1982) al ...
'', also designed by Paul Murray for SSI, was released in 1983.


Gameplay

This video game is a computerized turn-based version of tactical combat simulation very similar to the Star Fleet Battles pen-paper-map-counter game. While
Star Fleet Battles ''Star Fleet Battles'' (SFB) is a Military tactics, tactical board wargame set in an offshoot of the ''Star Trek'' setting called the Star Fleet Universe. Originally created in 1979 by Stephen V. Cole, it has had four major editions. The current ...
is explicitly set in the ''
Star Trek ''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the Star Trek: The Original Series, series of the same name and became a worldwide Popular culture, pop-culture Cultural influence of ...
'' universe, ''The Cosmic Balance'' is not. That said, the first (and closest to a tutorial) scenario in the game re-creates a meeting between Starship ''Enterprise'' and ''USS Reliant'', like in the film ''
Star Trek II: The Wrath of Khan ''Star Trek II: The Wrath of Khan'' is a 1982 American science fiction film directed by Nicholas Meyer and based on the television series ''Star Trek''. It is the second film in the ''Star Trek'' film series following '' Star Trek: The Moti ...
''. Ship design is an exercise in resource management, with power, drives, defensive systems, and weapons all vying for a finite amount of hull space.


Weapons

*Light, Heavy, and Siege Phasers, *Disruptors, *Photon and Plasma Torpedoes, *Light and Heavy Seekers (drones), *Fighter Squadrons (a swarm of robot shuttles), *and Transporters. In addition to this, the player can set the firing arc of all the direct fire weapons (the bigger the arc, the more space the weapon consumes). Unique to ''Cosmic Balance'', the overall firing arc of any particular direct fire weapon does not need to be
contiguous Contiguity or contiguous may refer to: *Contiguous data storage, in computer science *Contiguity (probability theory) *Contiguity (psychology) *Contiguous distribution of species, in biogeography *Geographic contiguity Geographic contiguity is t ...
, and can be split into as many as four separate arcs.


Combat

Combat is
two dimensional A two-dimensional space is a mathematical space with two dimensions, meaning points have two degrees of freedom: their locations can be locally described with two coordinates or they can move in two independent directions. Common two-dimensional s ...
but rather than using an
orthogonal In mathematics, orthogonality (mathematics), orthogonality is the generalization of the geometric notion of ''perpendicularity''. Although many authors use the two terms ''perpendicular'' and ''orthogonal'' interchangeably, the term ''perpendic ...
or
hexagon grid In geometry, a hexagon (from Greek , , meaning "six", and , , meaning "corner, angle") is a six-sided polygon. The total of the internal angles of any simple (non-self-intersecting) hexagon is 720°. Regular hexagon A regular hexagon is def ...
, the game utilizes free movement similar to that of some forms of
miniature wargaming A miniature wargame is a type of wargame in which military units are represented by Miniature model (gaming), miniature physical models on a model battlefield. Miniature wargames are played using Toy soldier, model soldiers, vehicles, and arti ...
. Ships have a speed and heading and travel only according to them. All encounters in the game are at speeds slower than that of the
speed of light The speed of light in vacuum, commonly denoted , is a universal physical constant exactly equal to ). It is exact because, by international agreement, a metre is defined as the length of the path travelled by light in vacuum during a time i ...
. After playing ten turns, players have the option to activate their
warp drive A warp drive or a drive enabling space warp is a fictional superluminal (faster than the speed of light) spacecraft propulsion system in many science fiction works, most notably ''Star Trek'', and a subject of ongoing real-life physics research ...
and escape the scenario. Each turn in the game represents 16 seconds of time and distances are measured in units call Lightmils. A conversion of Lightmils to real-world units is not given.


Physics

The game simulates
Newton's first law Newton's laws of motion are three physical laws that describe the relationship between the motion of an object and the forces acting on it. These laws, which provide the basis for Newtonian mechanics, can be paraphrased as follows: # A body r ...
in that a ship will maintain its current speed and heading unless it expends power to change them. The game simulates Newtons second law in that the more massive the ship the more power required to accelerate, decelerate, or maneuver it. The game does not, however, simulate Newton's third law. First, every ship has its own unique maximum speed even though they have no limit in the amount of fuel they carry throughout the course of the game. Second, after spending several turns reaching maximum speed, in the course of one turn a ship can be brought about and end the turn traveling in the exact opposite direction at maximum speed. The game does have an absolute
hard coded Hard coding (also hard-coding or hardcoding) is the software development practice of embedding data directly into the source code of a computer program, program or other executable object, as opposed to obtaining the data from external sources o ...
speed limit, but this is based on a limitation to the
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
and is in no way related to a simulation of
Special Relativity In physics, the special theory of relativity, or special relativity for short, is a scientific theory of the relationship between Spacetime, space and time. In Albert Einstein's 1905 paper, Annus Mirabilis papers#Special relativity, "On the Ele ...
.


Reception

Chris Smith reviewed SSI's ''RapidFire Line'' in ''
The Space Gamer ''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the la ...
'' No. 59, and commented that "This is a standard game of starship-to-starship combat, complete with phasers, photons, ECM, shields, and various other chrome. The difference between this game and some other comes before combat: You design your own ships." David Long reviewed the game for ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 199 ...
'', and stated that "CB is a tactical simulation, one which plays very smoothly and, as noted earlier, almost too quickly. The shipyard. options and the number of scenarios available will keep this one out and in use for a long time. In the meantime I look forward to the strategic galactic conquest game with CB as its combat resolution interface." In a 1992 survey of science fiction games, ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 199 ...
'' gave the title three of five stars, stating that it and the sequel ''
Cosmic Balance II ''The Cosmic Balance II'' is a turn-based strategy game written by Paul Murray for the Apple II and published by Strategic Simulations in 1983. It was ported to the Atari 8-bit computers. The game is a sequel to '' The Cosmic Balance'' (1982) al ...
'' "were excellent products in their day".


References


External links


''The Cosmic Balance''
at
MobyGames MobyGames is a commercial website that catalogs information on video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controlle ...

Discussion of ship design

Reproduction of the documentation
{{DEFAULTSORT:Cosmic Balance, the 1982 video games Apple II games Atari 8-bit computer games Commodore 64 games Science fiction video games Single-player video games Strategic Simulations games Turn-based strategy video games Video games developed in the United States