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Mechanized Assault & Exploration
Your Mission: colonize new worlds on distant planets. As the Mission Commander, you and the Mechanized Assault & Exploration (M.A.X.) Force you lead are the first ones in. Mining stations, power plants, tactical combat vehicle factories, habitats - it's up to you to plan and construct them.
The entire new colony? You create it. The resources you find there? Control them. Enemies? Crush 'em! And there will be enemies. You're not the only Mission Commander trying to colonize the planets. You'll have to push yourself to the limit to survive the ultimate showdown in strategic warfare.
It's espionage, heavy artillery, offensives, counter offensives and intelligence - all with maximum consequences!
For ultimate customization control, play as one of eight factions, choose from over 50 land, sea, and air units, upgrade armor, speed, and range. Campaign and custom missions.
Simultaneous or turn based gameplay plus adjustable turn length and game speed will challenge both real-time and turn-based strategy gamers.
Any combination of up to four human or computer opponents can wage war. Battle over a network or clash head-to-head via modem.
Stunning "top-down" view SVGA graphics and battle units rendered from 3D models pack an astounding visual punch.
Requirements: IBM and 100% compatibles running DOS 5.0 or higher, 486DX66 (Pentium recommended), 8MB RAM (16MB recommended), 22MB hard disk space (64MB recommended), 1MB SVGA graphics card, double speed CD-ROM drive (quad speed recommended), 100% Microsoft compatible mouse, Sound Blaster or 100% compatible sound card.
PC Games, March 1997
"Among the glut of futuristic God-type strategy games that we've been seeing, it's going to be M.A.X. that actually wins that coveted spot on my hard drive. Its designers, Ali Atabek and Paul Kellner, obviously drew up a long list of what works and what doesn't in the current state of real-time and turn-based strategy, and mixed the very best of both into a nicely synergized amalgam with this excellent game."
"The innovative turn sequence deserves attention, as it maintains the in-the moment frenzy of real-time combat while still allowing time for considerate commanders to effectively marshal their forces. This is all thanks to a 'simultaneous turns' structure in which every commander in the game (as many as four can play at once) issues orders within the same time frame. Set a time limit on the turn length to keep decisions coming fast. Once orders are issued, the action plays out in real time, with conflicting forces and changing fortunes on the battlefield forcing rapid rethinking. For turn-based purists, there is a strictly turn-based option as well."
©1998 CD-ROM Access. All rights for
original work reserved.