"The Ancient Art of War" computer game fan page

The Ancient Art of War title

 

Summary

Why this page?
Scope of the page
Why is "The Ancient Art of War" so special?
What does the game looks like?
Where can you download this game?
A few explanations
How to get started?
Some hints and cheats
Some additional campaigns
Some tools and help
Some links
Some things to do on this page

Why this page?

Back in 1985, in a university, the IT teacher was upset of seeing his students playing "Space Invader" (8Kb) and "Sopwith Camel" (34Kb) during class breaks on the brand new IBM PC the university just bought. One day, he came with a 5 ¼ disk and said to us : "You 'd better look at this game, instead of wasting your time; this is something else...". It was then, when he introduced me to "The Ancient Art of War", that he created a computer game addict and a devoted fan of the game. In this page, I would like to thank this teacher, this university, the abandonware community and the game designers Dave and Barry Murry.

This page is for the benefit of fans of "The Ancient Art of War&". It contains hints and tips, strategies, downloads, information and links that enthusiasts might find useful, not to mention the game itself, in its different versions.
In addition, this page may also be of interest to those (wherever in the world) who have older PCs but still enjoy good gaming.

Finally, I would like to find other fans of the game and exchange custom scenarios.

Scope of this page

The Murry Brother did two sequels: "The Ancient Art of War at Sea" and "The Ancient Art of War in the Skies." This page, however, focuses only on the first game, "The Ancient Art of War." If you look at the back of the game box, you will see screenshots of the PC, Macintosh and Apple II versions. For now, the focus of this page is on the PC version, although I do intend to explore the other versions later.

There are no frames or fancy items on this page. It is designed to be friendly to older machines and browsers.

Why is "the Ancient Art of War" so special?

Before "Age of Empires" (info) in 1997 ..., before "Warcraft" (info) in 1994 ..., before "Dune 2" (info) in 1992 ..., was "The Ancient Art of War" in 1984...

The ancient art of war main page cga version

As the webmaster of HOTU put it a few years ago :
Before Dave Murry and Barry Murry designed "The Ancient Art of War", best-selling wargames like SSI's "Kampfgruppe" (169Kb) bear no resemblance to best-selling strategy games like "M.U.L.E." (info). "The Ancient Art of War" united the two camps in one masterful stroke. Here, at last, is a wargame that wargamers would enjoy for the excellent engine. Implementing tactics based on Sun Tzu's words becomes the key to victory. Strategy gamers were drawn to the game for its colorful graphics and intuitive command interface. The game, like chess, is simple to learn, yet hard to master... In 1989 Brøderbund released the EGA/VGA version of the original classic, leaving the engine intact. See for yourself why I think good games never die.

You can read on Mobygames:
"The Ancient Art of War" is a breakthrough product that introduced several forward-thinking game elements that still exist in today's products. As a real-time strategy game, you couldn't just sit on your laurels and think for hours; the enemy was moving and thinking at the same time you were. As a result, the faster you moved at thinking and manipulating your battalions, the better a chance you stood against the computer.
"The Ancient Art of War" also included a playfield editor. This extended the playability infinitely, since you could introduce new battlefields to the computer opponents if you'd mastered them all. You can even write a textual description of your scenario--which is printed on on-screen parchment--and give your scenarios to friends.
The graphics in "The Ancient Art of War" are effective, and there are a lot of them. Zooming in on a battle to control your troops reveals several nicely drawn backgrounds. Finally, there are eight computer opponents. Each has a different style of playing. Absorbing, simple to understand, clever, and engaging, "The Ancient Art of War" is a must have experience for any serious wargamer.

What would you like me to add after all this? ;-)
For such an old and apparently simple game, it has a numerous tactical components that I have not seen in many current strategy games. Brøderbund is a company that has always released good software, and this one may be the ancestor of all real-time strategy (RTS) games.

What does the game looks like?

A partial view of the map
CGA version

Attack in the mountains
CGA version

Attack formation
CGA version

The opponents
CGA version

Group parameters
CGA version

Group options
CGA version

More pictures of the different versions of the game (Apple II, Macintosh, PC CGA).

Where can you download this game? (please read the tools section too)

CGA version: Here is my version (153Kb). You will have to copy all the files on a floppy disk and play from your A drive only. Start the game with START.BAT (MoSlo is included and implemented into the startup command).

VGA version: Here is one version (266Kb). You can leave the game files on your hard disk, but you must use the A drive as your data floppy. Start the game with START.BAT (as above, MoSlo is included).

Macintosh version: For this version, please use this emulator disk (430Kb). This version will only run with the vMac emulator. Use this *.dsk file as your boot disk. Unlike any other files on this site, this one is a real (argh !) ZIP file, for the Macintosh people don't know the arj format.

Apple II version: Here is one version (370Kb). The old but reliable Apple2/pc emulator is included.

For other information and variants of these files, please look at the links at the bottom of this page.

A few explanations

Terrain types

The grass sprite  Grass
This is the easiest place to move in. No risk of losing soldiers if they are in good condition. This is, of course, where your troops move the fastest.

The forest sprite  Forest
This is a good place for archers to attack and escape. The risk of losing soldiers depends on the rules (spare/dense). Troops move faster in forests than in mountains.

The water sprite  Water
The terrain to avoid. The risk of losing soldiers depends on the rules (shallow and calm/deep but calm/deep and dangerous). Most of the time this is not the shortest way to go.

One hill sprite  Hill
The terrain to be on when defending. You have to be strong when attacking opponents on a hill (or use archers). Otherwise hills function like grass.

The mountain sprite  Mountain
Knights should avoid mountains as much as possible. The risk of losing soldiers here depends on the rules (low and safe/high but safe/high and risky). Movement is also dependent upon that setting. As with water, mountains are not the always the shortest way to go.

Construction types

The village sprite  Village
The strategic interest of a village depends on the rules you chose:
- village supply food or not (if not, the village has no tactical interest at all)
- fort supply food or not (the village is not such a big importance if forts supply food too)
- food supply lines are long, medium or short (the shorter the supply is, the most tactical interest a village has, unless you are a blitzkrieg guy)
This supply lines management is, I think, what makes this game different from wargames and the precursor of the RTS games. Food supply is based on the distance from a friendly village. If a squad's supply line is cut off by the enemy, that squad's food-supply status will begin to decline, and its condition will begin to deteriorate as a result.
I have never been able to figure out if there was a difference between fighting a battle in a village or in the open on grass.

The fort sprite  Fort
Forts are important. Again, the strategic interest of a fort depends on the rules you chose:
- village supply food or not (if yes, then lesser tactical interest)
- fort supply food or not (big importance if villages don't supply food)
- supply lines are long, medium or short (the shorter the supply is, the most tactical importance forts have, unless you are a blitzkrieg guy)

You need to "own" at least one fort because you only receive additional soldiers in forts. You receive reinforcements during the game, but you can't choose what kind. I think it is random, but it seems that when I have no archers in the fort that is supplying the reinforcement, there are then good chances that I will get archers.

Attacking a fort without archers in the attacking group is useless, unless there are no enemy archers in the fort. Symmetrically, you should always have archers in fort; otherwise you are not protected by the walls.

One bridge sprite  Bridge
Bridges are usually a bottleneck, and, as such, should be controlled. The best way to do it is to place archers just after the bridge. They are deadly against opponents coming across on the bridge.

The black flag sprite  Black flag
These are the points you must capture in order to win, unless you opt to win by eliminating all enemy troops.

The white flag sprite  White flag
These are the points you must protect in order to prevent the enemy from winning. Thus, you are always playing against the black computer army.

Soldier types and status

Soldier type  Soldier type
This is pretty much self-explanatory.
In equal conditions, level grounds and adequate formation, archers will defeat knights, knights will defeat barbarians, and barbarians will defeat archers.

Soldiers in formation  Soldiers in formation (there are many other possibilities)
This is how a group of soldier look in the formation windows.
A = archer
K = knight
B = barbarian
Spy don't show up in the formation display.

You should put your squads of soldiers in the right formation before any encounter, as this will strongly affect the battle results. Squad condition and terrain are also key factors. I have not been able to determine if any formation type affects the speed at which the group is moving.

The spy sprite  Spy
I have not really been able to figure what is so special about the spy. He moves as quickly as an archer or a barbarian. He never wins a battle. It doesn't seems to me that he is hiding better than the other soldiers.

According to the game's glossary (thanks Chang), the spy is: "One of four types of soldiers. Spies are defenseless but useful for locating the enemy because they can see twice as far as other soldiers. Spies are replaced by barbarians if the rules setting before the game indicates that the enemy is seen always. Spies never fight, and if a squad with spies in it is defeated, the spies will be captured. A squad with only spies in it will look different from other squads.".

Still standing soldiers sprite  Still standing soldiers
This is what a squad of soldiers looks like when it is not moving. Be careful, as sometimes you only see one group but they can be more than one at the same place. The only way you can check is to move the cursor on the group and listen to the number of beep you hear, which corresponds to the number of groups on that spot.

By the way, these sprites make it appear as if the soldiers have spears, but you will not see any during the game! The only weapons used are bows and swords.

Moving good condition sprite  Moving soldiers in good condition
This is how a group of soldiers looks like when they are moving and in average or good condition. If you make the squad march fast, its condition will decline faster than if it marches slowly. As might be expected, barbarians are the quickest troops. Archers are next in speed, and knights are the slowest. When you have a mixed group, it moves to the speed of the slowest member.

Moving bad condition sprite  Moving soldiers in bad condition
This is how a group of soldier looks like when they are moving and in bad condition. Condition is affected by movement, combat, and food supply.

Encounter sprite  Encounter
This is how you know there is a battle going on. First, the computer warns you with "Warning - Encounter" message. This is time to rush with your cursor where the encounter is taking place. By putting your cursor over the encounter, you can then access the battle mode. After a certain amount of time passes without your responding to the encounter, the computer will manage the battle automatically. You then get the "Alert - Fighting" message. Once the computer has begun the battle without you, you can not access the battle mode until it is complete.

The view window  Small view of the whole battlefield
This window represents the repartition of your men on the battlefield. What you can see of the enemy depends on what you decided concerning the rule on how to see them (always, when far, when close). It also counts the number of men for both sides. This is interesting, because by watching this number you can know when a new soldier has arrived in a fort.

How to get started?

Define the difficulty level
The difficulty level increase with each campaign. For an easy start, set the rules so that forts and villages supply food, supply range is long, your men are in prime shape, enemy will always been seen, water is shallow and calm, mountains are low and safe, and forest is be sparse.

Of all the opponents... well, Crazy Yvan is definitely not a good leader (and as for the sense of humor, I have not found it yet!). Pick him.

Explore the map
Use the + and - keys to scroll the map up and down. Take note of where the flags, forts, villages, and restricted paths are. Then, locate your soldiers and determine their condition and their formations. Position the cursor on a group to get information and/or give orders. Finally, find your opponents and determine what their condition is. (Be aware that keystrokes are those for US keyboards.)

Emergency (re)action
Depending on the scenario and the rules you choose, there may be some emergency moves to be made. It is best to secure a fort, a village, a flag, a hill, a bridge and/or other strategic point and position your squad for a soon-to-come encounter.

Establish strategy and tactics
This is about thinking what to do and how to do it.
Fortunately there is no one way to win. And the same scenario with different rules (and opponent to a certain extent) will usually require a totally different strategy. This is what is great about this game.

Follow the encounters
You can let the computer play encounters, but there is a real value in commanding your own men in battles (such as deciding what kind of soldiers attack and retreat, and when they do it). Unfortunately the computer doesn't wait very long before starting battle in automatic mode, so you have to be quick to jump to the right spot.

Study opponent moves
Study your opponent's movements and strategies as much as you can, depending on the rules (and the opponent) you choose. It will allow you to react quickly to unexpected situations.

Watch your troop's condition
Always make sure your men are in the best condition possible. It helps a great deal during battles.

Some hints and cheats (from Freek Dijkstra and myself)

The defeat screen
The screen you do not want to see...

These aids will help you to win if you are stuck on a certain scenario. But don't look at these first, as they will surely reduce the pleasure you would have playing that scenario. For a scenario-by-scenario walkthrough, look at the FAQ in the help section below.

Trying to understand how the game logic works, is for me, a big part and a fun part of the game too. So, here are some of the weak points and limitations in the game mechanics.

Keeping the enemy from multiplying
In this game, only 20 squads can be on the war map at any one time. You can keep your opponent from training more men by detaching squads (preferably in your fort) until the 20-squad limit is reached. Whenever one of your squads is wiped out, detach another one to retain the 20-squad limit.

Fort attack hint
Sending two squads against a fort using archers alone to overrun it can inflict a lot of casualties on your army. Instead, send two or more groups with a few men each just to occupy the enemy archers on the wall. Then, send in your regular units. They'll be able to sneak over the wall while the enemy is already engaged, and then the battle will take place in the courtyard, where you have better odds of winning.

The hit and run tactic
If your archer squad is outnumbered while fighting another squad, fire a barrage of arrows and then retreat. The arrows still move even after your men are safely off-screen, so you can whittle down enemy forces without taking any casualties of your own.

Don't zoom in when non-archer squads attack forts
Armies can't retreat unless you press the zoom button during the battle. So, if an enemy squad is dumb enough to attack your fort without any archers, don't zoom in to see the battle. The attackers won't be able to retreat, so they'll eventually all be killed.

You don't need a whole squad to capture a flag
You can capture a flag without tying up an entire squad. Just detach one man into a new squad, and then just send him to the flag. As long as there is no enemy lurking nearby, one soldier works as well as a full squad.

Condition and food improvement
When you join two squads, the receiving squad transfers its condition and food level to the incoming squad, regardless of the number of people in each group.

Game save (PC version)
Alt + S allows you to save a game on a disk. You can only save one game at a time.

Some additional campaigns

The campaign menu

One great thing about this game is that the designers included a campaign editor. The campaigns made with the CGA version of the game are compatible with the VGA version. Here are some of my own created campaigns; I hope you will enjoy them:
campaign disk 1 (3Kb) for the PC version,
campaign disk 2 (8Kb) for the PC version.

If you have created your owns, please send them to me (see e-mail address below) and I will publish them here. Thanks in advance.
Some more (12Ko) campaigns for the PC version by Claude Martins.
Campaign disk 3 (725Kb) ZIP (yuk !) file for Mac emulators (vMac, Basilik2) in *.dsk and real Mac in *.hqx format.

Some tools and help

The game manual in PDF format
Book 1 : instruction manual (1,2Mb),
Book 2 : strategy guide (1,2Mb),
Book 3 : reference glossary (800Kb).
Those are the manuals (real zip again to be accessible to the Mac world) from the PC VGA version. A big thank you to John Stevens from Chicago that provided the site with those manuals.

FAQ
The FAQ v1.08 (40Kb) with scenario-by-scenario walkthrough and everything you wanted to know about "The Ancient Art of War". It is not included in any of the games you may have downloaded from this site.

Forum - Message board
A discussions group dedicated only to "The Ancient Art of War".
Please use it instead of e-mail. That way, questions and answers can benefit the community.

Download tips
You will need to rename the files downloaded on this site from *.zip to *.arj (tripod doesn't allow *.arj extensions, sorry for that). If you have any problem making it work, use the message board, I will try to do my best to help you.

Utilities
I don't think a Windows beginner can really play "The Ancient Art of War". He/she(?) needs to know about DOS (info). Most of the people getting to this page should already have/know these tools. But, but just in case :
- Arjsoftware ; where to get Arj to unpack the downloaded files. WinRAR or PowerArchiver are also effective for this purpose,
- Acrobat Reader from Adobe in order to read the game manual (should work for Mac and PC),
- MoSlo (2Kb) in order to decrease the speed of your PC,
- CGA emulators for Hercules graphic cards (23Kb) in order to play on old PCs with Hercules graphic cards.
- Concerning DOS emulation in Microsoft Windows, I can now suggest running the VGA version with DOSBox.

Some links

If you would like to explore more, here are some links of interest (please let me know if you know some more):

The designers
www.evryware.com ; the Murry brother's web site, but unfortunately not much on the game
Found in the news, for what ever it is worth ...

Game reviews
The home of the underdogs, the greatest site for PC gamers
Macintosh Garden, another site that also feature the Mac game
Mobygames has interesting gamer's reviews
The fun factory gives us a "review" that doesn't say much ...
Byte magazine, they like it too.
Abandonia, it is about good old games !
Gamespot, it is about war ...
Gamespot, and they like it !

What scholars say
Stellenbosh University in South Africa with a computer game project
Justin's course proposal for the San Francisco University in the USA with a RTS games "chronology" ?
www.gamasutra.com writes about symmetry ...
www.gamedev.net another one that references AAOW

Gamers stories and comments
A gamer's classification , a very practical one !
Scot another addicted gamer !

Sun Tzu's Art of War
I have found many places on the web where the name given to Sun Tzu's treaty is "The Ancient Art of War" instead of "the art of war". Ignorance and/or (to be more optimistic) a tribute to this game ?
site 1, a site to get the electronic version
site 2, a site with references ...

Some sites that help me with this page
News search, to know what is happening in the news about The Ancient Art of War.
Html validator, to ensure this page HTML syntax is ok.
Mac Garden, site that has the mac version.
Asimov ftp, site that has the apple 2 version.
Permanent URL, to ensure this page is accessible whatever the host.

Some things to do on this page

Find the game manual of the first CGA version (I have not seen it on the web yet).
Find some more campaigns.
Find a complete Mac version (with campaign editor).
Save all the links content on this site.


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