With the increased presence of IBM-compatible PCs came the arrival of artillery games to the platform. Scorched Earth increased the popularity of the artillery game with its wide variety of weapons, numerous multi-player options, and flexible configuration options. Īround 1984, a game called Siege also appeared by publisher Melbourne House, this was released on many old computer systems such as the Commodore 16 (the game was bundled with C16's on a compilation tape along with Zapp, Hangman and many other games), VIC-20 and several other comparable machines of that era, some variants for some reason were misspelled as "Seige" instead of Siege.Īrtillery games for IBM PC compatibles The game featured more elaborate background and terrain graphics as well as a simple graphical readout of wind speed and amount of munitions. It was later released in 1983 for the Atari 2600 and ColecoVision video game consoles as well as the Commodore 64 and VIC-20 home computer platforms. Artillery Duel was originally written for the Bally Astrocade by Perkins Engineering and published by Bally in 1982. The first widespread artillery-based video game was Artillery Duel. Although not turn-based, the game made use of the console's speech synthesis to emit sarcastic insults when one player fired at the other. ![]() A two-player game called Smithereens! was released in 1982 for the Magnavox Odyssey² console in which two catapults, each behind a castle fortress wall, launched rocks at each other. Video game console variants of the artillery game soon emerged after the first graphical home computer versions. The players also had the default names of General Patton and Monty. This was again the classic version of the Artillery Game, however, the player could change the height of the hill in between the players to either a mountain or a foothill (However this sometimes made no difference in the actual gameplay as some foothills were as high as mountains and some mountains were low enough to be considered foothills). In 1983, Amoeba Software published a game called Tank Trax, which was very soon picked up and re-released by the early Mastertronic Games Company. Similar games were made for home computers such as the Commodore PET by 1981. Some games used lines on the screen to show trajectories previous shots had taken, allowing players to use visual data when considering their next shot. The Apple II games also took wind speed into account when calculating the path of the artillery. These games built upon the earlier concepts of the artillery games published in Creative Computing but allowed the players to also see a simple graphical representation of the tanks, battlefield, and terrain. ![]() Graphical adaptions of the artillery game, such as Super Artillery and Artillery Simulator, emerged on the Apple II computer platform in 1980. These early versions of turn-based tank combat games interpreted human-entered data such as the distance between the tanks, the velocity or "power" of the shot fired and the angle of the tanks' turrets.Įmergence of graphical artillery Īrtillery Simulator for the Apple II was among the earliest graphical versions of the turn-based artillery video game. Another early game is Gunner ( 1973) by Tom Kloos. And, finally, to a cross-platform subset of Microsoft BASIC by Creative Computing in 1979 for the book More BASIC Computer Games where it appears with multiple names: Artillery-3, Artillery 3, and WAR3. Ported again to HP Time-Shared BASIC by Brian West in 1975. The game was then ported to TSS/8 BASIC IV by M. ![]() ![]() One of the earliest known games in the genre is War 3 for two or three players, written in FOCAL Mod V by Mike Forman (date unknown). Įarly precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. Artillery games have been described as a type of " shooting game", though they are more often classified as a type of strategy video game. Artillery games are among the earliest computer games developed the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations. The core mechanics of the gameplay is almost always to aim at the opponent(s) following a ballistic trajectory (in its simplest form, a parabolic curve). Artillery games are two or three-player (usually turn-based) video games involving tanks (or simply cannons) trying to destroy each other.
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