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Code-Name: Iceman

aka: Code Name: Iceman, Code-Name: Iceman - a 3-D Animated Adventure Game, Codename: Iceman
Moby ID: 436

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Critic Reviews add missing review

Average score: 66% (based on 20 ratings)

Player Reviews

Average score: 3.3 out of 5 (based on 61 ratings with 9 reviews)

So Jim Walls was also a submarine captain as well, eh?

The Good
It was coming to the end of the Eighties, and with two Police Quests under his belt, Sierra employee Jim Walls decided to step away from the gritty world of Sonny Bonds to focus on the real-life duties of a Navy officer. The officer, in this case, is Commander John Westland, who gets interrupted by his superior while on vacation in Tahiti to take on a secret mission involving oil reserves in Tunisia and the possibility of the president being assassinated if the U.S. government doesn't comply with the terrorist's demands.

You start on a nice Tahitian beach and eventually have to chat up a babe who happens to be an agent that you'll rendezvous with later. During that time, it is nice that the game uses elements that is influenced by the Leisure Suit Larry games. You see Tahitian women walking along the beach, and looking at them gives you a LSL-style close up. Also, that dance scene is taken right out of the first game.

The majority of the game takes place in the submarine, the USS Blackhawk, where you have to sit at its controls and do things such as bringing down enemy ships, navigating around icebergs, and such. There are many ways that you can die when you finally get behind the controls of the submarine. I remember when I changed the heading and depth when the hatch is still open. More points are awarded for correct procedure. Time is crucial, and if you don't do all the things by the time the game is ready to move on, then you will become stranded or killed.

The graphics are adequate for the time, and the submarine is laid out nicely. (I haven't been inside a real sub, so I'm guessing the layout is based on a real one.) One thing I really like about this game is watching the Russian destroyer on the horizon during a beautiful sunset.

Since around 1988, sound card support was introduced in most of Sierra's game. When it comes to Code-Name: Iceman, Adlib sound is okay, but quite poor compared to what the MT-32 was capable of. With the device, you can hear additional sound effects other sound cards aren't able to produce such as the waves at the resort, and the submarine's sonar just sounds real. Music is also enhanced. I quite enjoyed listening to the music when you arrive at Dulles Airport, as well as what you hear at The Pentagon.

Copy Protection plays a key role as far as Iceman is concerned, and anyone who tries to play the game without reading the manual will have trouble. You have to perform CPR on a girl very early in the game by reading the correct procedure outlined in the manual, but the major thing is decoding secret messages, which is so complex that you have to refer to a code book you pick up early on. It' great that if you happen to decode them incorrectly, you will get a parody of Little Miss Muffet or Little Boy Blue.

The only puzzles are figuring out what each object does and how to use them. The game uses the mouse for moving your character around the screen, and the keyboard to enter commands at the parser. Unlike most of Sierra games, you need to be specific in what you type.

The Bad
I found the first of the submarine battles too difficult, and the battles are a hit-and-miss basis. There is no way you can avoid missing your target, except to keep doing a S&R (save and restore) procedure and hope that you can hit it. There is no way you can avoid the torpedoes the enemy launches, except to use decoys (and even they can miss). Before the sub battles is a game of Boss Dice you are forced to play. Waste of time.

The Bottom Line
So, what audience would Code-Name: Ice-Man appeal to? Well, it appeals to anyone who enjoys James Bond movies, since both the game and the movies share similar elements. It is also for anyone who has a lot of skill and patience. Anyone else, like me, should steer well clear of it. If it was not for the sub battles, I would have completed this by now. Thank god there wasn't another Navy Quest.

DOS · by Katakis | カタキス (43087) · 2013

Codename: ICEMAN is a foray into techno-thriller fiction by Jim Walls.

The Good
Codename: ICEMAN ("CI" hereon) follows the Police Quest style of mixing reality with interactive adventure fiction. Instead of following police protocol, CI requires the player to follow some basic military protocol and procedures. Fortunately, most of that information is outlined in the manual, allowing you to work your way through the different scenarios with some study.

There are three main segments in this game. The first is the vacation in Tahiti, where you will begin. There, it opens up as an ordinary Sierra adventure, with above average 16 color graphics and a quick simulation puzzle (using the manual) that provides a glimpse of things to come. Later, you will board and command a nuclear submarine. You will spend the majority of the game playing this section, which adds a lot of simulation to the adventure. Finally, you will leave the submarine for the brief conclusion.

The interface to CI is a text parser, and it is a smart one. Most of what you will consider typing is handled by the parser, and when it is not, it usually indicates what words aren't working. Additionally, the mouse can be used a little bit. The puzzles usually make sense, and overall the gameplay is good, albeit difficult at times.

The Bad
In my opinion, the plot of CI is uninteresting. It is getting through the plot that provides entertainment, but many people will be turned off by the difficulty of the journey. Why? Instead of the typical "You wake up and are suffering from amnesia" plot, your character is a Commander in the Navy, and the game expects you to play along with that! You will be referring to the manual and the submarine chart for help, along with common sense. If you make the slightest mistake, it's Game Over -- or worse, you could become trapped and unable to complete the game.

For example, the submarine simulation has a very steep learning curve at the beginning. Any significant mistakes or deviations from procedure will immediately result in failure; if you don't like saving and restoring, this game may not be for you. Fortunately, once you have mastered the simulation, you will realize that it is actually oversimplified and you won't have so much trouble later on.

Other criticisms: You will need the manual and the chart that came with this game in order to play. The music is not memorable. The endgame is thin.

(note: An early review for this title on mobygames indicated a play time of only two hours. This is entirely inaccurate unless you are using a walkthrough or hint book)

The Bottom Line
Codename: ICEMAN is probably not an adventure game for beginners or those who give up easily; it would not be fun to play if you had to cheat or constantly read hints. For the more seasoned adventurer or for those who are interested in the military or techno-thriller fiction, solving the puzzles and finishing this game could be a rewarding, enlightening experience. Flipping through the manual might help someone decide whether or not to play. Keep in mind, this type of game is not for everyone.

DOS · by vni VIC (19) · 2002

A ridiculous failiure? Not even.

The Good
Firstly, I'm in doubt that any gamer could finish Codename: ICEMAN in only a couple short hours without a hint book. While the game may be overly short, simple is one thing it's not. What's good about it? Enough to warrant a look, if little more. To my knowledge, an adventure game based on this kind of modern political intrigue hadn't been attempted before. That alone gives it some sort of value. The "mysterious girl" subplot was also interesting, and could have been developed further.

The Bad
It ends up feeling like a skeleton of an adventure game. Political intrigue, unrest in the middle east, a mysterious female spy, a silent running submarine, a secret mission... these are all things that ought to add up to a classic game, but none of these elements are as fully developed as they could have been. There are also too "few" adventure portions - too much of the game is played in the submarine simulator. And while the underdeveloped plot is still interesting, the game doesn't explain enough to you. Sometimes you find yourself wondering either what you need to do, or what you need to do to accomplish it. There's no sense of urgency in your mission.

The Bottom Line
It's not so much that I disagree with Mr. Gabel's review, but I think that to dismiss Codename: ICEMAN as a "ridiculous failiure" is to overlook its good elements. In playing the game, you can see what Jim Walls and Sierra were attempting. Unfortunately, the game never quite lives up to expectations.

DOS · by Eurythmic (2663) · 1999

Interesting, varied, but also terribly hard

The Good
The idea of mixing a basically pure adventure game with arcade sequences is nothing new. The addition of a simulator is already something novel and interesting. I have to admit it, while I also state that I always disliked simulator games and that steering the submarine in "Codename: Iceman" did nothing to change my mind - I didn't like these sequences, but I appreciate the idea. As for the types of puzzles, there is also lots of variety - everything from flirting with a girl (who soon turns out to be an agent too), through repairing machines, decoding messages (it's hard to figure out exactly how it works and the system involves copy protection, but after some time it actually got quite fun) to finding and freeing the hostage.
I liked the graphics, but I generally like good-quality EGA graphics, sometimes even better than duller VGA graphics and definitely much more than 95% of 3D graphics. A modest palette of juicy colors with clever use of shading works fine in different settings from a tropical island to sub machinery.

The Bad
However, despite these advantages the game also has two big flaws: a very high difficulty level and crazily excessive use of copy protection measures. In "The Colonel's Bequest" it was enough to find the correct fingerprint in the manual and while this wasn't integrated into gameplay at all, at least you didn't have to worry about copy protection afterwards. In "Codename: Iceman" copy protection is employed several times: first you have to check out the first aid procedure and basically retype it in the game (luckily it's a SCI game which pauses when you type), then use the manual to look up passwords for decoding messages (three times!) and check out how to turn on some devices such as the sonar. Plus, it's better to familiarize oneself with the rules of the "Boss Dice" game in order to make sense of it.
After about 1/3 of the game has passed, terribly hard sequences pretty much bang you on the head one after another. Boss Dice is a game of luck and you can only restore it twice (at least there is another, albeit more complicated, solution to the puzzles which involve the objects won: a bottle of rum and a magnetic device). The two battles are also very hard and luck-based. Later you have to follow another ship to get into the Mediterranean safely - getting and staying under her is hard, but first signalling her correctly is enough of a pain. In the coded message you are told to signal the ship with a single "ping", but when using the sonar you get two kinds of little sounds: a "click" when turning the sonar on and off and a small "beep" later. How am I supposed to know beforehand that yes, I have to turn the sonar on and immediately off, without waiting for the "beep"? It's easy to think it's the "ping" you have to signal... At the end there is another action sequence that you luckily can bypass: escape from the terrorists. What I found really annoying is that the game reacted very slowly to everything I pressed - timing it right is next to impossible. You have to speed up to be able to escape, but the van actually reacts only when you already ahould be slowing down before another curve...
The simulator sequences may actually be harder for modern players than they were when the game was made - at least on laptops, which don't have a separate numeric keypad. It involved constantly turning Num Lock on and off - "on" to speed up (numeric "+"), "off" to be able to type things like "close hatch" or "depth attained", "on" again to adjust speed...
At the end yet another detail - saying "I didn't like it" would be nitpicking, I'd rather describe it as a funny lack of realism. Some cabins on the sub look like hotel rooms. Well, I've never been aboard a submarine, but from what I've read it seems pretty clear submarines don't look like this. The pressure they have to withstand is so immense they must have as little surface as possible. Often they don't even have beds for all the crew - one shift is sleeping while the other works. Again - I wouldn't say it's really a disadvantage - the rooms look nice enough (even though the "hotel"-like cabins are actually rather boring, some other screens like the machine room or weapon room are much better), but it's a bit curious in a game so much acclaimed for its realism.

The Bottom Line
Anyway, I would say the game is worth trying out. Despite its flaws it remains interesting. But be prepared for a hard and frustrating game. Myself - I'm happy to keep a screenshot collection in my emulator, but I doubt if I'll ever play the whole game again.

DOS · by Nowhere Girl (8680) · 2012

Great promise, good begining, and terrible everything else

The Good
Well as the summary hints at this game started out great. When this game came out my brother was a 30 year old Army officer (and gamer) that had this new exciting game. However he could never beat it. So I the younger brother (15) gave it a shot. I loved the opening and though that the sound was good. I liked the grapics and the gameplay. But the best part of this game had to be the plot. It had so much potiental I could hardly wait to find out what happend next.

The Bad
.... And then I got to the sub part of the game. On the way to the sub I had a hard time and resorted to my usual tatic when I cant figure out something... I cheated. I bought the hint book and after much effort got in the sub. But once in the sub not even the hint book could save me. I very very rarely not finish a game. For me it is more important to finish than to stay true to the gaming experience. But in this game I could never ever get that sub working. To this day this game sits on my hard drive. (Now 3 computers later) I dont remember all the problems it had but I do remember the game getting worse and worse as it went on.

The Bottom Line
First of all no offence to the first reviewer but I wonder if they have the right game. I can not immagine it only took 2 hours to beat this game. I cant say that I would recommend this game but for the die-hards and can-do gamers here is a good challenge.

DOS · by William Shawn McDonie (1131) · 2000

A brave, innovative Sierra adventure that ultimately doesn't accomplish much.

The Good
Designed by Jim Walls as a potential spinoff of his Police Quest series, Iceman was way ahead of its time in terms of plot. The game had you take on the role of a Bond-esque military guy on a quest to stop some nasty political business (in the middle east, if I recall correctly). I remember being delighted (at age 12) when I managed to get the girl in bed for the first time (score!).

The Bad
Then again, it is INSANELY difficult and far too obtuse for its own good. Walls' philosophy with the Police Quest games he designed was to simulate actual police protocol, and to a large extent he succeeded (although I never liked the Police Quest games). Cops are "real world" enough that the average, literate person can reasonably be expected to slip into the shoes of a police officer after the minimal instruction booklet briefing. But a super secret military agent guy? Last I checked, not too many of those guys and gals were around, and as such, I had a hard time getting anywhere in this game. How am I supposed to know how to plot waypoints on a nuclear submarine's navigation computer? Yet this is just one of numerous onerous tasks that Iceman thrusts upon you, the gamer. Good luck. This became one of many Sierra adventures for which I had to buy a hintbook (a cottage industry which Sierra started and has since blossomed into a major arm of several publishers).

The Bottom Line
Interesting plot, damn hard adventure gaming, and piloting a submarine. Don't hit the icebergs!

DOS · by Lucas Schippers (57) · 2001

Police Quest meets Military Quest? Pretty fun game, somewhat of a let down.

The Good
This game was sort of a change of pace from the usual police quest's in that all of the sudden you graduated from the Police force to military intelligence. Changes of pace are often a very good thing but don't always live up to its predecessors. The main thing I liked about this game was that it wasn't a Police Quest or any other kind of quest. It was a new kind of character in a new kind of scenario and sometimes thats all that is required in a game to be deserved to be checked out and given a try. Graphics and Sound were pretty good for the day too...

The Bad
The storyline just wasn't that interesting to me. I thought it was kind of blah... but that is just personal thing. One thing I thought was ridiculous was the little arcade kind of sequences you must to do move on through the game like playing boss dice or controlling that submarine. I felt like throwing the game away when I had to stop, refer to the manual (as sierra always does as copy protection) and learn how to play boss-dice before I could get on with the real game. Just one more annoyance from Sierra because of copy-protection. Copy-protection is fine! But just don't let it interfere with game play for example... King's Quest 3 and its spells. This is probably one of the only sierra adventure games I did not finish due to the fact that it was just kinda boring to me.

The Bottom Line
A decent breath of fresh air for classic Sierra adventure games... not all that exciting and probably will leave you bored after awhile. None the less, still worth a try from the creator of the amazing Police Quest series. Definitely worth a try!

DOS · by OlSkool_Gamer (88) · 2004

2 hours, Bull!

The Good
This game had good music, and a fair plot, and for the time, the graphics were good. I'm not saying I liked this game, but there's no WAY anyone could finish this game, short as it is, in 2 hours. Not the first time anyway.

The Bad
This game WAS too short, I'll give you that, and the puzzles, were kinda iffy. While playing it, I began to wish it would end, and several times I almost fell asleep at the computer. Also, I don't see how any 10 year old could score full points in this game without a walk-through. The instance when you board the submarine alone would have stumped me when I was ten.

The Bottom Line
Don't bother playing it, stick to Space Quest, or Kings Quest. it gets quite dull, and it really isn't worth peeking at.

DOS · by C W (5) · 2000

A ridiculous Sierra failure.

The Good
The music is OK, but nothing more.

The Bad
Gawwk! This is one of the worst Sierra games I've ever played. It's horribly underdeveloped, way too easy (finished it in about two hours with a friend... when I was 10!) and the ending is as stupid as they get. The graphics aren't very good and the storyline is really pointless.

The Bottom Line
A stupid Sierra game you should never play.

DOS · by Tomer Gabel (4538) · 1999

Contributors to this Entry

Critic reviews added by Tim Janssen, Jo ST, Terok Nor, lights out party, Patrick Bregger, Alsy, Narushima, Sciere.