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1980s space warfare video game
1980s space warfare video game






1980s space warfare video game
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  3. #1980s space warfare video game password

It still feels like the plot of a Christopher Nolan movie: back in 1984, two Cambridge students managed to create a game that contained eight vast galaxies, thousands of space stations, a functioning economy and a complex upgrade system – all in sparse but beautiful 3D vector visuals. Elite (1984, Acornsoft/Firebird)Įight vast galaxies … Elite. Beautiful crisp visuals and epic boss battles added to the package, which is just as challenging and seductive today. But I went for Gradius, with its agenda-setting power-up system allowing players to customise their Vic Viper starcraft with a range of weapons and defensive systems. The scrolling space shooter was the star of the early to mid-80s arcade, and I could have included R-Type, Galaga, Xevious, Defender or many other beloved examples. It also meant that childhood me started every mealtime with the words: “Warrior needs food badly,” for which I apologise to my family. Utilising the staple elements of the role-playing genre while removing all the boring talking bits, Gauntlet ushered in the dungeon crawler genre, eventually leading to Diablo, The Binding of Isaac and Hades. Gauntlet (1985, Atari)įour characters and a giant, multi-level dungeon filled with monsters, food and treasure: this was all Ed Logg needed to construct the most hectic and exciting multi-player action game of the decade. A perfectly executed action game that lulls skilled players into a flow state more efficiently than any other shooter in history. It wasn’t the first use of this revolutionary interface but it was the one that inspired the whole twin-stick subgenre. This multidirectional classic from Defender design team Eugene Jarvis and Larry DeMar, pits players against invading robots and provides two joysticks: one to shoot and one to move. I knew I needed to include a properly leftfield shooter in the list, and that I should probably choose between Zaxxon, Tempest or Berserk. Robotron 2084 (1982, Williams Electronics) With its non-didactic design, which encouraged experimentation and self-expression, the game inspired a generation of students to become politicians and town planners, and more importantly, led to The Sims. Will Wright’s urban design simulation took its authentic approach from dozens of textbooks (especially Urban Dynamics by Jay W Forrester), bringing economics, architecture, culture and law enforcement into its complex town-building engine – and it was a revelation. OutRun (1986, Sega)ĭesigns on your time … SimCity. It was like starring as a noble knight in your own vivid courtly love ballad. However, with its groundbreaking emphasis on personal morality, Richard Garriott’s Ultima IV brought something new to the fantasy genre, with players relying less on killing monsters and more on exploring the world of Britannia and learning a wealth of virtues. It was tough selecting a representative role-playing adventure from a decade that also saw Bard’s Tale, Dungeon Master, Lords of Midnight and Knight Lore – all of which were on the long list for the top 15. Ultima IV: Quest of the Avatar (1985, Origin Systems)

#1980s space warfare video game movie

Heavily inspired by the Bruce Lee movie Game of Death, Kung Fu Master brought the thrills and conventions of Hong Kong action cinema to arcades around the world. With its crunching sound effects, giant character sprites and range of martial arts attacks, Irem’s scrolling brawler set the tone for later fighting games and beat-’em-ups such as Yie Ar Kung Fu, Final Fight and Double Dragon.

1980s space warfare video game

It was a tough call between this and Paradroid, another formative Commodore 64 sci-fi adventure, but as was often the case, Atombender won out in the end. Each procedurally generated room is filled with tricky robot enemies and jump puzzles, and movement through the world is aided by beautifully smooth animation.

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Players took on the role of a secret agent attempting to track down password pieces and foil the professor’s terrible plans. Stay FOREVER.” These crisply sampled words launched every adventure into Professor Elvin Atombender’s beguiling and ever-changing lair, perfectly setting the scene for this seminal adventure platformer. Featuring six events, all requiring speed and timing, Track & Field allowed up to four players to compete against each other, inspiring the excellent sequel Hyper Sports as well as myriad home console multi-sports sims including Summer Games and of course Daley Thompson’s Decathlon, where a broken joystick or three was a sign of true commitment. Konami’s foundational athletics game was best known for bringing actual physical exertion to the arcade sporting experience, via the legendary button-bashing interface.








1980s space warfare video game