
Space Program Manager (SPM) is the ultimate game of space exploration. It is the mid 1950s and the race for dominance between the US and the Soviet Union is about to move into a new dimension: space.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game, [b]Buzz Aldrin's Space Program Manager[/b], is described as the direct remake of the older PC game, [b]Buzz Aldrin's Race Into Space[/b]. And those who were fortunate to have played BARIS back in the day, they will immediately see BASPM as a more modern, improved iteration of that great game. To be honest, I haven't played BARIS in more than a decade, so my recollection of its contents is a bit rusty. But when first playing this game (BASPM), I remember being impressed that there were more space program options and some new small game mechanics added over the original. Unfortunately, there are also massive problems with this current game. Here are two things which turn me off from it: - Compared to the old BARIS, the in-mission interface in BASPM is all wrong. The endearing slideshows / videos incorporating historic footage are all gone, replaced with jankety 2D Flash-animated sprites. It's neat to watch the sprite videos once, but then they get very repetitive, and you can't ignore how super-hokey they look. Even when something goes wrong with a mission, the "everything's fine!" animation keeps playing, unlike the original game, which would show non-standard situations somehow. In the old game, you even kind of hoped to stumble onto a rare fault in a mission, just to see the video associated with it. - The in-mission view in BARIS used to call out specific mission steps, and not only would the rocket booster and payload improve its reliability with each success, but the specific steps would become more tested and would improve odds for further missions using different hardware (for example, it would make sense to launch several of a given satellite just to develop the "deploy antenna" step). In BASPM, everything is simplified down to "launch vehicle reliability" and "payload reliability". The crew skill [i]might[/i] factor into success, but I haven't seen that to be the case, as the probabilities / RNG rolls are not shown to the player at all. - Speaking of the crews, in BARIS, it was important to select crewmates which worked well together. Personalities had to mesh, and this made things more complicated for multi-man crews, where all two / three men on a flight had to be compatible. In BASPM, nothing like this exists. Also, instead of real-life names of cosmonauts / astronauts, they opted for some randomly-generated names with ghastly portraits which don't make any sense -- you might see a photo of a dreary woman in her 70s, with her age labeled "27". If the personnel was meant as a joke, it's lost on me, and it certainly doesn't add believability or historicity to the game. - The in-mission minigame in this game (BASPM) now includes this ridiculous concept of "Tiger Teams": if a fault happens during any mission step, then the game offers the player a chance to spend various degrees of money to increase the odds of the fault being resolved. The sums are ridiculous -- the mission might cost $3,500 in-game to fly, but hiring the "Tiger Teams" might cost $45,000 in the later game (so, the cost of more than ten missions). This is very unbelievable -- if the people working on the space program can't figure out a problem, then who else could possibly figure out a solution better than them? And why are the costs so high, as in, where are these experts going to spend these astronomical sums? It's clearly a cheap game mechanic to rip off the player and punish him for having played the game responsibly and saved money. And the best part -- the "Tiger Teams" might bring up the probability of success to 95%, and you'll still fail the mission, with the entire crew killed. - As far as "failing" mission steps, in BARIS, the game worked in a reasonable way. A mission step could have an 80% chance of success (self-explanatory) and a 20% chance of failure; "failure" did not mean that everyone on the mission is immediately killed, only that the specific step did not go as planned. For example, a radio could fail, causing a certain experiment to not radio back to Earth, but the rest of the mission went on successfully. Or a capsule could re-enter Earth's atmosphere wrong and end up 1000km off-course, causing trouble with recovery. Or the launch vehicle blew up, the crew escaped on the escape tower, but one man's back was injured and he would be out in the hospital for the next two seasons. By contrast, in BASPM, whenever any mission step "fails", it invariably guarantees that the entire vehicle is lost and everyone is gruesomely killed. This is very lazy programming and writing, and it changes the game entirely from the variety of outcomes that BARIS had. - So catastrophic mission failures are common, but if you think that you could avoid them by playing BASPM safely, you're wrong. It seems that some catastrophes are simply built into every campaign, and there is no way to avoid them -- you can have 98% reliability on the rocket and spacecraft, have excellent skilled crew and flight controllers, and spend all your money on "Tiger Teams", but this bloodthirsty game will insist on killing off at least some of your missions. It's maddening enough that it completely ruins the game, because even when you play by the safest game "rules", you still get punished for it. And save-scumming doesn't work, because the game determines to kill your crew several seasons ahead of time (apparently), and the roll is coded into the save file somehow. So even if you scrub the mission and reschedule it to a later season, you can't avoid "fate" as the game decides it. This has made me force-quit and give up out of anger after hours invested into a campaign, multiple times. Looking on the forums, other people express the same problem. - Another minor gripe -- when a mission is a failure and a craft is destroyed, then the rocket and payload both [i]lose[/i] reliability, somehow. Instead of a failure being a key to finding an inherent problem and solving it, the failure becomes a "positive feedback loop" of regression, setting you back for several seasons, maybe more than a year in-game. All that said, this game even has the word "MANAGER" in its name. As a manager of anything, you receive information on the status of your area of responsibility, and you make appropriate decisions. However, even if you make wise, conservative, safe decisions in this game (even though that's hard, since you're racing against a deadline), the game logic will still try to wreck you and your playthrough. If you like BARIS, keep playing that. This game (Buzz Aldrin's Space Program Manager) just does not do it justice. Maybe someone in the future will make a "remake of this remake", reverting this terrible game to be more like BARIS, but with modern interface and graphics.
Not as fun as the O.G. B.A.R.I.S. I loved playing BARIS as a kid and still play today. I was looking for a more modern version of the game. This game feels like a cheap remake with just more details. Tutorial is awful and way too much reading. the Text is so wide its hard to read and gives a headache. The UI feels very cheap as well. This might be fun for number nerds however and if you have never played BARIS and already like click management games it might be worth a shot. I got it for $8 on sale and still didn't want to play it after a few tries. $30 is way to high imo so wait for a sale to give it a try. For now ill just go back to the original Buzz Aldrin's Race Into Space game.
Buzz Aldrin's Space Program Manager (SPM) is een uitgebreide managementsimulatie die spelers in staat stelt de leiding te nemen over een ruimtevaartorganisatie tijdens de hoogtijdagen van de ruimtewedloop tussen de Verenigde Staten en de Sovjet-Unie. Het spel, ontwikkeld in samenwerking met astronaut Buzz Aldrin, biedt een diepgaande en realistische ervaring van de uitdagingen en triomfen van de vroege ruimtevaart. **Gameplay en Doelstellingen** In SPM kunnen spelers kiezen om de leiding te nemen over NASA of het Sovjet-ruimteprogramma, met als ultieme doel de eerste bemande maanlanding te realiseren. Het spel begint in het midden van de jaren 1950 en bestrijkt de periode tot het einde van de jaren 1960. Spelers moeten strategische beslissingen nemen op het gebied van budgetbeheer, onderzoeks- en ontwikkelingsprojecten, personeelsbeheer en missieplanning. **Belangrijkste Kenmerken** - **Programma's en Missies:** Spelers kunnen verschillende ruimteprogramma's openen, variërend van onbemande satellietlanceringen tot bemande maanmissies. Elke missie vereist zorgvuldige planning en voorbereiding om succesvol te zijn. - **Onderzoek en Ontwikkeling:** Investeren in R&D is cruciaal om de betrouwbaarheid van ruimtevaartuigen en raketten te verbeteren. Spelers moeten middelen toewijzen om nieuwe technologieën te ontwikkelen en bestaande systemen te upgraden. - **Personeelsbeheer:** Het rekruteren en trainen van geschikt personeel, waaronder wetenschappers, ingenieurs en astronauten, is essentieel voor het succes van het ruimteprogramma. Elk personeelslid heeft unieke vaardigheden die van invloed zijn op verschillende aspecten van het programma. - **Budgetbeheer:** Spelers moeten hun budgetten zorgvuldig beheren, fondsen toewijzen aan verschillende programma's en ervoor zorgen dat ze binnen de financiële beperkingen blijven. Succesvolle missies kunnen leiden tot verhoogde financiering en prestige. **Realistische Simulatie** SPM streeft naar een hoge mate van realisme door nauwkeurige historische gegevens en gebeurtenissen te integreren. Het spelmodelleert de technische en logistieke uitdagingen waarmee ruimtevaartorganisaties werden geconfronteerd tijdens de Koude Oorlog. Spelers moeten rekening houden met factoren zoals lanceervensters, technische beperkingen en internationale concurrentie. **Ontvangst en Kritieken** Bij de release ontving SPM gemengde tot positieve recensies. Critici prezen de diepgang en historische nauwkeurigheid van het spel, maar wezen ook op enkele tekortkomingen in de gebruikersinterface en presentatie. Desondanks wordt het spel gewaardeerd door liefhebbers van ruimtevaart en strategische simulaties voor zijn educatieve waarde en uitdagende gameplay. **Conclusie** Buzz Aldrin's Space Program Manager biedt een uitgebreide en meeslepende ervaring voor spelers die geïnteresseerd zijn in de geschiedenis van de ruimtevaart en de complexiteit van het beheren van een ruimteprogramma. Met zijn focus op realisme en strategische planning is het een waardevolle titel voor zowel gamers als ruimtevaartenthousiastelingen.
As a lifelong aficionado of space exploration, and many strategy games, I found myself immersed in how this little gem merges the two in a delightful package. From the outset, I was struck by the game’s authentic representation of the space programs from the thrilling days of the Space Age. The attention to detail and the commitment to historical accuracy transported me back to an era where every launch was a leap towards the stars. What truly stands out is its reverence for the intricacies of the space race. The game faithfully mirrors the challenges and triumphs experienced by NASA and the Soviet space agencies, allowing players like myself to relive the era’s most iconic moments. The depth of the game’s research is evident in every mission, every spacecraft design, and every policy decision. It’s a rare and commendable feat to craft a game that is both educational and thoroughly engaging. The mechanics of the game deserve high praise for their accessibility and intuitiveness. As someone who has navigated countless strategy games, I found the learning curve here to be refreshingly gentle. The interface is user-friendly, making it easy to manage resources, plan missions, and progress through the game’s intricate web of technological advancements and budgetary constraints. It’s a testament to the developers’ skill that a game with such depth is also welcoming to newcomers. However, as much as I revelled in my journey to the stars, I couldn’t help but feel a longing for a more modern visual experience. The game’s graphics, while functional, left much to be desired in terms of immersion. In an era where high-quality 3D CGI has become the norm, the dated visuals of Buzz Aldrin’s Space Program Manager stood out starkly. The flat, 2D graphics lacked the dynamism and visual flair that could have elevated the game from excellent to extraordinary. Which brings me to my plea: this game is in dire need of a remaster. The core mechanics and historical authenticity are already stellar, but a visual overhaul could breathe new life into this gem. Imagine the same meticulous attention to detail, but with cutting-edge graphics that do justice to the awe-inspiring nature of space exploration. A remaster or a completely redone version for the modern era would not only attract a new generation of gamers but also delight long-time fans like myself. While Buzz Aldrin’s Space Program Manager remains a cherished part of my gaming library, I can’t help but dream of what it could become with a bit of modern polish. Here’s hoping that the developers hear our collective call and take this great game to new heights. Until then, I’ll continue to journey through the stars, cherishing the authenticity and easy-to-learn mechanics that make this game a true classic.
Let's start saying that the game is pretty broken. The real space race had 5 missions that ended in loss of life and here you can have the highest possible reliability and still you get a catastrophic failure in one out of 3 missions, no matter the Tiger teams, or whatever. Apart from that, the game is entertaining. Honestly I liked BARIS way more than this, as it was more historically accurate, but let's face it, BARIS is abandonware and even the open source version available in Github looks ridiculously tiny with the high resolutions we use today. Still, if BARIS was a 10, SPM is still a 6 or a 7.
Im enjoying this game even thou I'm not so good at management games. My play through has reached the year 1980 and i haven't even landed on the moon yet also apparently Richard Nixon is still the president! now comes my complaints - the tutorial could be better and the text is more of a horizontal format than vertical making reading it tiresome. - the UI isn't very intuitive and has taken me about 1 hour to get a full grasp of how to use it. - the animated videos of the missions are like something from a game on a 1990s CD-ROM game. - also when crew members retire you can no longer look up there documentation. - I wish the game went in to the 1980s space program so we could develop the space shuttle.
Hallo, es ist ganz nett am Anfang. Leider ist es wenig durchdacht und man verliert sehr schnell die Übersicht... mit ein wenig mehr pflege für die UI wäre das Spiel deutlich besser geworden. Zu dem sind Erfolgsquoten unglaublich schlecht - was ich meine i.d.R. starte ich eine Mission mit einem angegebenen Erfolgsquote von >90% in mindestens 50% der Fälle ist die Mission aber verloren, dass ist frustrierend... - nett Idee - historisch sehr interessant - leider zu wenig durchdacht... Bg
Good remake of BARIS
Buzz Aldrin’s Space Program Manager: The Game That Lets You Win the Space Race (and Rewrite History) If you've ever dreamed of managing a space agency but thought, “Eh, NASA’s too busy to hire me,” well, Buzz Aldrin's Space Program Manager has you covered. Created in consultation with Dr. Buzz Aldrin himself—yes, the Buzz Aldrin who took a leisurely stroll on the Moon back in 1969—this game puts you in the driver’s seat of space exploration. And by “driver’s seat,” I mean sitting in an office managing R&D, hiring astronauts, and hoping your rocket doesn’t explode on the launchpad. Exciting, right? Set in the mid-1950s, you’ll guide either NASA, the Soviet Space Agency, or the fictional Global Space Agency (GSA) as you race to be the first to land on the Moon. You’ll manage budgets, develop spacecraft, and pretend you know what "Gemini Direct Ascent" means. (Spoiler: It’s a fancy way to get to the Moon without a pitstop. Sorry, Apollo fans.) The game is packed with history. Think of it as a space nerd’s dream come true—from Sputnik to Apollo 11, you get to relive all the missions that launched (and many that didn’t). Whether you want to go the tried-and-true Lunar Orbit Rendezvous route or take a risky “What if we skipped that and went straight to the Moon?” approach, SPM lets you rewrite history faster than a Hollywood reboot. There’s also Sandbox mode if you’re tired of Cold War politics and just want to mess around with rockets in peace—no pressure, no competition, just you and the cosmos. But let’s be honest: It’s not all moon dust and champagne. You’ll still have to manage the not-so-glamorous side of space travel—budgets, mission failures, and the inevitable catastrophic launch that sets you back a few turns. Ever watch a rocket fail on live TV? Now imagine it happening in your game. Don’t worry, though—Buzz Aldrin won’t be mad at you. Probably. Buzz Aldrin’s Space Program Manager also rewards creativity. It’s like a build-your-own-space-history kit, letting you explore abandoned concepts like Gemini Earth Orbit Rendezvous (EOR) or relive the glory days of the X-15 space plane. Who needs reality when you can make your own space race and rule the galaxy with science? (Or at least beat the Soviets. Or, you know, work with them in the Global Space Agency campaign because, hey, world peace.) The game may be a bit older now, but it holds up like a classic NASA spacesuit—reliable, durable, and slightly snug in a comforting way. Sure, it’s not perfect. Would I love more content or a sequel? Absolutely! (Dr. Aldrin, if you're reading this, consider it my formal request for Buzz Aldrin’s Mars Program Manager.) But for what it is—a meticulously crafted, historically rich, and unapologetically challenging turn-based strategy game—it still shines brighter than a Saturn V rocket on launch day. In conclusion, if you’ve ever wanted to yell at a bunch of imaginary engineers about rocket reliability, manage a budget like it’s 1965, or finally win the Moon race (take that, history!), then Buzz Aldrin’s Space Program Manager is the game for you. Plus, it’s Buzz Aldrin-approved, so you know it’s legit. Rating: 10/10 - Would relaunch my failed Moon mission again.
Very much a puzzle game. Always think about how one part helps with another! Don't try to skip too big a gap in rockets/equipment. Big Gemini FTW!
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