Code-Name: ICEMAN
Code-Name: Iceman, developed and published by Sierra Online in 1990.
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Player's Review
"Recue Mission, or Act of War? From Jim Walls, designer of two of the most exciting and realistic graphic adventure games ever written, comes a story as chillingly authentic as tomorrow's headlines. Action and intrigue combine with the latest in simulation technology to create a thrilling adventure. The scenario: a kidnapped U.S. ambassador and the only man who can save him -- Code name: Iceman.
Oil shortages, international politics and radical terrorists form the backdrop for a powerful story of world crisis, superpower conflict and high tech escapades."
From Wiki:-
"Codename: ICEMAN is a graphical adventure game made with the SCI engine and published by the American computer game company Sierra On-Line in 1990. The lead designer was Jim Walls, who also created several Police Quest games. ICEMAN involves a near-future political conspiracy involving the United States, the Soviet Union, and Tunisia. One of the game's notable features is that a large portion takes place in a detailed simulation of a submarine, requiring the player to manage the navigation and weapons systems of the fictional USS Blackhawk.
Codename: ICEMAN is a text parser-based adventure game. Commands must be typed, such as CLIMB UP to ascend a ladder. The interface features some technical innovations for Sierra games, such as shortcutting some inputs (typing LOOK while near an object instead of needing to type LOOK OBJECT) and allowing certain actions to be performed with a mouse. Within the game's "setting of espionage and intrigue," players must also master a variety of detailed procedural tasks.[4] These tasks include learning Navy terminology, decoding encrypted messages, and correctly administering CPR. These procedural tasks require regular referencing of the game's included manual. A dice game also features prominently, requiring the player to defeat submarine crew in a game of chance."
I'm not typically not a fan of this style of adventure game due to its input system and especially as dangers lurk every ware with the intent of killing you so saving occasionally is a must. So for this longplay I am executing the guide from "The Sierra Chest" which mostly mimics the official walkthrough guide book but not just simply copy and pasting the run as I do try to show other other things you can interact with but I may not have caught every possible bit of dialogue. Sometimes it will appear solutions are just known and not found and this is due to needed info in the games manual and additional materials as a form of copy protection. As there is some randomness to the puzzles, these materials are needed and you cant just blindly follow the guide.
On an A500 the game is quite slow, but here I am playing on an A1200 with some fastram and running from ram disk to make it more manageable whilst keeping the in game speed at normal.
Overall, whilst the story is ok, a typical Tom Clansy affair, the way it plays with a large section based on piloting a sub simulation style and the need to decode messages multiple times with a constant need to refer to the games manual really takes away from the enjoyment of the game and some time sensitive puzzles just adds to the pain. The real pain however is that if you forget to collect items early in the game, it will come back to bite you later in the game which will test your resolve
The intent was to get maximum score at the end and requires an almost perfect play by not taking hits in the sub section, getting through mazes in a minimal number of steps and not making use of the device won at the dice game which allows you to go through the magnetic shield without having to go through the maze sequence. I've tried to capture some death sequences but it is by no means all of them.
00:00:00 Intro
00:03:11 Beach
00:38:20 Airport / Pentagon
00:51:56 Harbor / Sub
01:32:03 Game of Dice
01:50:30 Bridge (Timing Bug)
02:37:33 Sea
02:53:44 Harbor
03:16:25 Ending
03:21:50 Some game over sequencies
03:28:00 The device (Time Saver but less points)
Oil shortages, international politics and radical terrorists form the backdrop for a powerful story of world crisis, superpower conflict and high tech escapades."
From Wiki:-
"Codename: ICEMAN is a graphical adventure game made with the SCI engine and published by the American computer game company Sierra On-Line in 1990. The lead designer was Jim Walls, who also created several Police Quest games. ICEMAN involves a near-future political conspiracy involving the United States, the Soviet Union, and Tunisia. One of the game's notable features is that a large portion takes place in a detailed simulation of a submarine, requiring the player to manage the navigation and weapons systems of the fictional USS Blackhawk.
Codename: ICEMAN is a text parser-based adventure game. Commands must be typed, such as CLIMB UP to ascend a ladder. The interface features some technical innovations for Sierra games, such as shortcutting some inputs (typing LOOK while near an object instead of needing to type LOOK OBJECT) and allowing certain actions to be performed with a mouse. Within the game's "setting of espionage and intrigue," players must also master a variety of detailed procedural tasks.[4] These tasks include learning Navy terminology, decoding encrypted messages, and correctly administering CPR. These procedural tasks require regular referencing of the game's included manual. A dice game also features prominently, requiring the player to defeat submarine crew in a game of chance."
I'm not typically not a fan of this style of adventure game due to its input system and especially as dangers lurk every ware with the intent of killing you so saving occasionally is a must. So for this longplay I am executing the guide from "The Sierra Chest" which mostly mimics the official walkthrough guide book but not just simply copy and pasting the run as I do try to show other other things you can interact with but I may not have caught every possible bit of dialogue. Sometimes it will appear solutions are just known and not found and this is due to needed info in the games manual and additional materials as a form of copy protection. As there is some randomness to the puzzles, these materials are needed and you cant just blindly follow the guide.
On an A500 the game is quite slow, but here I am playing on an A1200 with some fastram and running from ram disk to make it more manageable whilst keeping the in game speed at normal.
Overall, whilst the story is ok, a typical Tom Clansy affair, the way it plays with a large section based on piloting a sub simulation style and the need to decode messages multiple times with a constant need to refer to the games manual really takes away from the enjoyment of the game and some time sensitive puzzles just adds to the pain. The real pain however is that if you forget to collect items early in the game, it will come back to bite you later in the game which will test your resolve
The intent was to get maximum score at the end and requires an almost perfect play by not taking hits in the sub section, getting through mazes in a minimal number of steps and not making use of the device won at the dice game which allows you to go through the magnetic shield without having to go through the maze sequence. I've tried to capture some death sequences but it is by no means all of them.
00:00:00 Intro
00:03:11 Beach
00:38:20 Airport / Pentagon
00:51:56 Harbor / Sub
01:32:03 Game of Dice
01:50:30 Bridge (Timing Bug)
02:37:33 Sea
02:53:44 Harbor
03:16:25 Ending
03:21:50 Some game over sequencies
03:28:00 The device (Time Saver but less points)


