Despite the extremely limited resources of the Microvision, and the small 16x16 pixel screen, Sea Duel
is designed to be a complex naval battle title. The basic object of the game seems simple enough: out-maneuver the enemy ship and score six or more points (hits) against it.
The game can be played by one or two players, alternating, or one player against the computer. Battles always feature a battleship against a submarine, and on the Game Selection screen, the image on the right is the submarine. Here, the player character is depicted with a symbol like a man, and the computer as a big letter C. Fuel and ammo must both be monitored. The battleship is represented by a 3-pixel-long straight line and the submarine by a single pixel.
The games take place in a series of rounds, and each round concludes with an update of the score. Moves are input by both parties, then the action plays out onscreen. For instance, the player will input strategic move and attack commands, then the second player will input commands. Each player may input two combinations of movement and ammunition commands per turn. For instance, move in two directions and fire in two directions, or move in one direction, fire in one direction, move in another direction, fire in another direction. The input commands then play out onscreen, and any successful hits are recorded.
Using the Skill/Score button, players may select two different difficulty modes, either to have 12 units of fuel and 12 units of ammunition, or 18 of each. The computer has unlimited of both. Sea Duel
features one of the more complex control layouts in the Microvision library, including movement buttons for four directions, attack buttons for four directions, Game, Go, Skill/Score, and Clear buttons.
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This entry to the MobyGames database was contributed by ResidentHazard (3132)
on Dec 16, 2011.