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| Author: | Stuart Cheshire |
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Bolo is a 16 player graphical networked real-time multi-player tank battle game. It has elements of arcade-style shoot-em-up action, but for the serious players who play 12 hour games with 16 players working in teams in different networked computer clusters around an office or university campus, it becomes more of a strategy game. You have to play it to understand.
— Stuart Cheshire
Bolo entered development on the BBC Micro platform in 1987, and moved to the Mac in 1989. It was a Mac exclusive from its first public release (0.90, 24 April 1992) to its last (0.99.7, 8 December 1995). Online fans created thousands of maps and AI tanks ("brains"), and more recently, ports to Windows (WinBolo) and OS X (nuBolo).
The latest version, 0.99.7bv, can be found at the current Bolo homepage under the "Archives" link.
There apparently once was a map archive FTP site that contained around 3,000 maps, but all traces of it seem to have disappeared. If anyone knows about a mirror, or has the maps, please post here.
CompatibilityI have only tested and run Bolo in Basilisk II and Mini vMac.
Comments
I am under the assumption that the map archive spoken of in the description is the same one I'm referring to?
I'll be uploading the map archive as part of a Bolo package when I update the Guide next time. It'll be in the Download Town section.
Mk.558, if you could make a SIT out that map archive and upload it here, that would be great!
I have that map archive (Carl Osterwald) that I downloaded a couple of years ago with a download manager. 3700-ish items by my last count.
edit: Bolo will also run in SheepShaver and also Classic Emulation Mode in OS X. I don't know what the minimum OS to run it is but it will work inside System 6 without a hitch.
The ftp site that no longer exists, referred to in the page description, might be this. Unfortunately, none of the files were archived by the Wayback Machine.
My siblings played this together all the time.
"Back in the day", this was pretty much the office LAN game. The relatively immobile tanks meant it focused more on carefully choosing engagements rather than on reflexes. Certainly not bad overall! Universally destructible environments added an additional fun strategic element.