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— CH. 1 · INTRODUCTION —

North & South (video game)

~6 min read · Ch. 1 of 6
6 sections
  • North & South dropped in 1989 with a bold premise: let players refight the American Civil War as a strategy-action hybrid, built on a Belgian comic strip most English speakers had never heard of. The game came from Infogrames, developed and published for the Amiga and Atari ST before spreading across a remarkable range of platforms including the Nintendo Entertainment System, Commodore 64, ZX Spectrum, Amstrad CPC, MSX, and MS-DOS. It drew its DNA from Les Tuniques Bleues, a French-language comic series by Raoul Cauvin and artist Louis Salverius, later continued by Willy Lambillotte, published by Dupuis in Belgium. That origin gave the game something unusual: a sense of humor about one of history's bloodiest conflicts. Parodies of national anthems played when you chose your language, with English, French, Spanish, German, and Italian all on offer. The questions North & South raises are practical ones. How do you compress the entire Civil War into a game a single player can finish? What does it feel like to command armies that run on railways and reinforcements? And how did a comic-strip spin-off from Brussels end up on living room television sets across three continents?

  • At its heart, North & South lays the United States out as a board, divided into states and territories. Army units slide across this map, and the year you choose to start shapes everything. Players can open the conflict in 1861, the year the Civil War began, or jump ahead as far as 1864, each starting year handing different collections of armies and controlled states to each side. Railways are the game's economic engine. Controlling rail lines generates money, and that money translates directly into soldiers. North Carolina holds a special status: if the relevant option is switched on, the side holding it receives periodic reinforcements delivered by ship. That single rule encodes a real geographic reality about coastal supply lines. Westward expansion adds another dimension. Armies can push into unoccupied territory beyond the settled states, broadening the contest. When a state contains a railway station, it also contains a fort, and capturing that fort is the only way to claim the whole state. Moving into a state without a fort and without an enemy army is simple enough; the trouble begins when armies collide.

  • When two hostile armies meet, the game shifts from the strategic map to a real-time action screen that changes everything. Each side fields infantry, cavalry, and artillery, and a standard army begins with six infantry, three cavalry, and one cannon. Merging armies can push those numbers up to three times the standard size, though only six infantry, three cavalry, and three cannons may be on the battlefield at once. The infantry can move in any direction, including backwards, and carry short-range weapons. Cavalry move faster than infantry but cannot reverse; once they begin a charge they keep going until they reach the edge of the screen, then loop back after a few seconds. Cannons are long-range weapons that can only move vertically, not sideways, and each cannon carries exactly nine shots before it withdraws automatically. Two cannon hits will destroy a bridge entirely; one hit leaves a gap where soldiers can fall to instant death. Maps sometimes feature a river or chasm, which forces both armies toward a bridge that becomes a narrow choke point. Friendly fire is a genuine hazard when using artillery, and the manual act of pulling back on the controls is the only way to stop a cavalry charge once it starts.

  • Retreat is built into North & South as a meaningful tactical choice, not a forfeit. An attacking army that retreats returns to the state it occupied at the start of that turn, losing nothing except time. A defending army can pull back to any adjacent state still under its control, but surrendering the contested state in the process. If a defending side has no adjacent states left, retreat becomes impossible. The cost of retreating is always the same: every cannon the retreating army carries is lost. The computer opponent follows a specific threshold for retreat, withdrawing when all its cannons are gone and the enemy holds more than three times its remaining units. Players fighting in board-game mode, with real-time battles turned off, see battle outcomes decided by chance, weighted toward the larger army. Fort assaults and train robberies in that same mode are resolved by randomness as well. The asymmetry between human and computer control is explicit: a human player can only direct one class of units at a time, while the computer opponent moves all three simultaneously, though its infantry and cavalry are described as not particularly aggressive.

  • Fort assault sequences pull the player into a side-scrolling run through enemy territory. A single soldier sprints toward the objective before a clock runs out, dodging enemy soldiers, dynamite crates, and dogs. The only tools available are knives and punches that knock enemies skyward in what the game itself calls the Asterix style, a direct nod to the French comic tradition the developers came from. Train heists work similarly: the player runs alongside a moving train and must climb aboard before it pulls away. Staying alongside too long without boarding means watching it disappear. A successful capture rewards the attacker with the train's gold. Three optional rules can be toggled to add turbulence to the strategic layer. A storm cloud drifts across the map, moving to an adjacent state twice each month, and any army caught beneath it cannot move that turn. A Native American character to the west may hurl a giant tomahawk at Kansas or Nebraska, destroying whatever army is stationed there. A Mexican character in the southwest may toss a bomb into Texas with the same result. These mechanics carry the comic-strip tone of Les Tuniques Bleues into the strategy layer, treating the war as a stage for absurdist interruptions.

  • Computer Gaming World reviewed North & South and gave it one-plus stars out of five aimed at wargamers, and three out of five for arcade gamers, a split score that captures the game's dual identity precisely. In 2011, the Polish site Wirtualna Polska placed it tenth on a ranking of the best Amiga games. The first remake arrived in June 2012, when Microids, operating under the Anuman Interactive label, released The Bluecoats: North vs South for iOS, Android, and Windows. That iOS version earned a Metacritic score of 60. A separate remake, North & South: The Game, came from bitComposer Entertainment AG and launched on iOS on the 6th of November 2012. Microids returned with another version titled The Bluecoats: North & South, releasing it on the 27th of October 2020 for Nintendo Switch, Xbox One, and PlayStation 4, followed by a PC release on the 5th of November 2020 through Steam and GOG.com. The Steam PC and console versions of that release were eventually delisted: the PC version in the first half of 2023, and the console editions after July 2024. The 2020 release on Nintendo Switch gives the game a presence on hardware that did not exist when the original shipped in 1989, a span of more than three decades between the first cartridge and the latest download.

Common questions

What platforms was North & South the 1989 video game released on?

North & South was originally developed and published by Infogrames for the Amiga and Atari ST in 1989. It was subsequently ported to the Nintendo Entertainment System, Amstrad CPC, MSX, MS-DOS, Commodore 64, and ZX Spectrum.

What comic series is North & South the video game based on?

North & South is based on Les Tuniques Bleues, a Belgian comic series created by writer Raoul Cauvin and artist Louis Salverius, later continued by Willy Lambillotte, and published by Dupuis. The comic series is itself set during the American Civil War.

What years can players choose to start the Civil War in North & South?

Players can choose a starting year between 1861, the year the Civil War began, and 1864. Each starting year provides a different arrangement of armies and controlled states for each side.

How does the battle system work in North & South the 1989 game?

Battles switch from the strategic map to a real-time action screen where each side controls infantry, cavalry, and artillery. A standard army has six infantry, three cavalry, and one cannon; cannons are limited to nine shots each before automatically withdrawing. Players can only control one unit class at a time, while the computer opponent can move all three simultaneously.

When was The Bluecoats North vs South remake released and on what platforms?

Microids released The Bluecoats: North vs South in June 2012 for iOS, Android, and Windows. The iOS version received a Metacritic score of 60. A later version, The Bluecoats: North & South, launched on the 27th of October 2020 for Nintendo Switch, Xbox One, and PlayStation 4, with a PC version following on the 5th of November 2020.

How was North & South received by critics?

Computer Gaming World rated North & South one-plus stars out of five for wargamers and three stars out of five for arcade gamers, reflecting the game's hybrid design. In 2011, the Polish website Wirtualna Polska ranked it the tenth-best Amiga game.