Waterloo (video game)

In the September–October 1989 edition of Games International (Issue #9), Mike Woodhouse called this "a marvellous simulation of a battle which was a pivotal point in history, and I am impressed with the quality of programming."

He pointed out that the ground-level perspective, and the delay from issuing orders to having them executed "make for a game rather different to the usual computer wargame."

"[3] In the July–August 1990 edition of Computer Gaming World (Issue 73), M. Evan Brooks, who had studied the Battle of Waterloo at the United States Army Command and General Staff College, admired the documentation, the background and history provided, and the method of issuing orders, although he pointed out certain ambiguities in attack and defense orders and their subsequent effects.

However, Brooks found that constant map redrawing, while it was not a problem on a fast computer, "does become burdensome on slower machines" and he also criticized the lack of audio.

Its ground perspective and issuance of orders places the player in the role of the battlefield commander — with the disadvantages inherent in such position.

The simulation will rapidly teach the user why commanders have difficulty in achieving battlefield success and why we compensate generals so well.