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Replay: The History of Video Games

Page 51

by Donovan, Tristan


  Gravitar (1982, Atari, Rich Adams & Mike Hally, Coin-op, USA): Lunar Lander with galactic exploration. Led to the far superior: Thrust (1986, Superior Software, Jeremy Smith, BBC Micro, UK) and Oids (1987, FTL, Dan Hewitt, Atari ST, USA). Thrust creator Jeremy Smith went on to make the glorious Gravitar-influenced arcade adventure Exile (1988, Superior Software, Peter Irvin & Jeremy Smith, BBC Micro [Amiga], UK).

  Star Wars (1983, Atari, Mike Hally, Coin-op, USA): The original on-rails shooter, where movement is taken out of the players’ hands so they can concentrate on the shooting. Recaptured the rebels’ raid on the Death Star in colour wireframes.

  Major Havoc (1983, Atari, Owen Rubin & Mark Cerny, Coin-op, USA): Overambitious but interesting Tailgunner, Lunar Lander, maze game mash-up.

  Many other on-rail blasters followed Star Wars:

  Operation Wolf (1987, Taito, Eigo Okajima, Coin-op, Japan): A bloody hostage rescue mission powered by an Uzi controller.

  Star Wars: Rebel Assault (1993, LucasArts, Vince Lee, PC: MS-DOS, USA): Movie footage enhanced high-speed space battles.

  Time Crisis (1995, Namco, Takashi Sano, Coin-op, Japan): Trger-happy race against the clock and a foot pedal for taking cover.

  The House of the Dead (1996, Sega, Rikiya Nakagawa, Coin-op, Japan): Deal death to the undead.

  Rez (2001, Sega, United Game Artists, Dreamcast, Japan): Abstract shoot ’em up possessed by the pulsing heartbeat of the nightclub. Now in high definition thanks to Rez HD (2008, Microsoft Game Studios, Q Entertainment, Xbox 360, Japan).

  Killer7 (2005, Capcom, Grasshopper Manufacture, PlayStation 2, Japan): Otaku developer Suda51 welds puzzle solving and choice of routes to the on-rails shooter.

  While the vector monitor was left behind, the phosphorous burn look continues to inspire:

  Geometry Wars: Retro Evolved (2005, Microsoft Game Studios, Bizarre Creations, Xbox 360, UK): Frantic blasting throwback.

  Groov (2009, Funkmasonry Industries, Julian Kantor, Xbox 360, USA): Asteroids turned jazz odyssey.

  Shoot ’em ups

  After Spacewar! the next big evolutionary leap forward for the shoot ’em up was the coin-gobbling megahit Space Invaders (1978, Taito, Tomohiro Nishikado, Coin-op, Japan). Its ominous soundtrack and the relentless march of the alien horde remains an iconic moment in video game history and, while slow compared to later games, its quality is undeniable. Namco then upped the pressure on player with Galaxian (1979, Namco, Kazunori Sawano, Coin-op, Japan), which ripped away the security blankets of Space Invaders by erasing the shields and having aliens break from the pack to dive bomb players with a shower of missiles. The sequel, Galaga (1981, Namco, Coin-op, Japan), further stacked the odds in the aliens favour by arming them with tractor beams capable of capturing player’s craft.

  Around the same time Atari’s Dave Theurer delivered a trio of landmark blasters:

  Missile Command (1980, Atari, Dave Theurer, Coin-op, USA): Born out of nuclear nightmares.

  Tempest (1981, Atari, Dave Theurer, Coin-op, USA): Dizzying abstract shooting fury.

  I, Robot (1983, Atari, Dave Theurer, Coin-op, USA): The first game with 3D polygon graphics.

  Williams’ lead designer Eugene Jarvis, meanwhile, served up some of the rawest and most exhilarating shoot ‘em up moments ever made:

  Defender (1981, Williams, Eugene Jarvis & Larry DeMar, Coin-op, USA): Ferocious save ’em up action. Inspired the excellent hostage rescue helicopter action of Choplifter (1982, Brøderbund, Dan Gorlin, Apple II, USA). Elite co-creator David Braben revived Defender in 3D with the swirling and soaring Zarch (1987, Acornsoft, David Braben, Archimedes, UK).

  Robotron: 2084 (1982, Williams, Eugene Jarvis & Larry DeMar, Coin-op, USA): Claustrophobic battle against swarms of killer robots.

  After a brief spell away from the industry, Jarvis returned with the anti-drugs shooter Narc (1988, Williams, Eugene Jarvis, Coin-op, USA): Brutal zero tolerance policing that makes RoboCop look liberal.

  Smash TV (1990, Williams, Eugene Jarvis, Coin-op, USA): TV game show parody with over-the-top explosions and gory destruction all in the name of winning a toaster.

  Target: Terror (2004, Raw Thrills, Eugene Jarvis, Coin-op, USA): Jarvis’ rapid-fire response to the 9/11 terrorist attacks.

  The left-to-right space battle of Scramble (1981, Konami, Coin-op, Japan) and the eye-catching Xevious (1982, Namco, Masanobu Endo, Coin-op, Japan) heralded a new era for the shoot ’em up that neatly divided into the horizontally and the vertically scrolling.

  The vertical scrollers:

  1942 (1984, Capcom, Yoshiki Okamoto, Coin-op, Japan): Second World War aerial battle against the Japanese air force.

  SWIV (1991, Storm, Random Access, Amiga, UK): Thundering shoot ’em up where players controlled either a helicopter or an armoured jeep.

  Batsugun (1993, Toaplan, Coin-op, Japan) and DonPachi (1995, Atlus, Cave, Coin-op, Japan) took the gaming public into ‘bullet hell’ for the first time.

  Radiant Silvergun (1998, Treasure, Hiroshi Iuchi, Coin-op [Saturn], Japan): Awesome and much sought after shoot ’em up with a unique RPG-style levelling-up approach to its weaponry.

  Ikaruga (2001, Treasure, Hiroshi Iuchi & Atsutomo Nakagawa, Coin-op [Xbox 360], Japan): A good introduction to the bullet hell genre where your defensive and offensive capabilities are based around the ability to change your ship’s colour from black to white.

  Perfect Cherry Blossom (2003, Team Shanghai Alice, PC: Windows, Japan): Pyrotechnic firestorm where bullets fizz out at you like sparks from Catherine wheel fireworks.

  Warning Forever (2004, Hikware, Hikoza Ohkubo, PC: Windows, Japan): Stylish (and free) indie game where you battle a succession of giant ‘boss’ spaceships that evolve to counter your method of attack.

  The horizontal scrollers:

  Uridium (1986, Hewson, Graftgold, Commodore 64, UK): Daring battles above giant galactic dreadnoughts.

  R-Type (1987, Irem, Coin-op, Japan): The defining horizontal shooter of the late 1980s with its biomechanical graphical style, giant bosses and multilayered power-ups.

  Contra (1987, Konami, Koji Hiroshita, Coin-op, Japan): Helped establish another shoot ’em up sub-genre, the run and gun game, where progress is made by running and jumping through levels on foot.

  Parodius (1988, Konami, MSX, Japan): Konami mocks its own horizontally scrolling shooter Gradius (1985, Konami, Coin-op, Japan). Also see the risqué send-up of Sexy Parodius (1996, Konami, Coin-op, Japan).

  Thunderforce IV (1992, Technosoft, Megadrive, Japan): High-pressure shooter that demands lightning reactions.

  Cho Aniki Bakuretsu Ranto Hen (1995, Nippon Computer Systems, Masaya, Super NES, Japan): Bizarre homoerotic shooter with a cult following.

  Einhänder (1997, Square, PlayStation, Japan): Square broke off from making RPGs to create this first-rate and highly polished shooter.

  Running and gunning highlights:

  Commando (1985, Capcom, Tokuro Fujiwara, Coin-op, Japan): Vertically scrolling run-and-gun game that inspired the superior Ikari Warriors (1986, SNK, Coin-op, Japan), which offered a two-player mode and tanks to drive.

  The Killing Game Show / Fatal Rewind (1990, Psygnosis, Raising Hell Software, Amiga, UK): Metallic platforming shoot ’em up where the action can be rewound or fast forwarded.

  Turrican (1990, Rainbow Arts, Factor 5, Amiga, West Germany): Metroid-esque in its desire to let players roam. Boasted some great weapons, not the least the 360°-rotation lightning gun that burns through everything in its way.

  Gunstar Heroes (1993, Sega, Treasure, Megadrive, Japan): Raw fast-paced action. One of the greatest run-and-gun games along with:

  Metal Slug 3 (2000, SNK, Neo Geo, Japan): Punchy action and great cartoony visuals.

  Alien Hominid (2002, The Behemoth, Online: Flash, USA): An internet sensation that introduced a new generation to run-and-gun games.

  Zaxxon (1982, Sega, Coin-op, Japan) applied isometric visuals to the shooter, but few followed its lead. The most notable are the impr
essive but tough Viewpoint (1992, SNK, Aicom, Coin-op, Japan) and the Gulf War-inspired Desert Strike: Return to the Gulf (1992, Electronic Arts, Mike Posehn, Megadrive, USA).

  Others also fell outside the convenient vertical-horizontal divide:

  Raid on Bungeling Bay (1984, Brøderbund, Will Wright, Commodore 64, USA): A multi-directional helicopter-based race to destroy the enemy’s ever-growing defences and factories. Will Wright’s first game.

  Gauntlet (1985, Atari Games, Ed Logg, Coin-op, USA): Four-player fantasy fun. Also see the Bitmap Brothers’ steam punk reworking: The Chaos Engine (1993, Renegade, Bitmap Brothers, Amiga, UK)

  Space Harrier (1985, Sega, Yu Suzuki, Coin-op, Japan): Lurid colours, one-eyed mammoths, swooping Chinese dragons and giant mushrooms make this into-the-screen shooter a freaky ride.

  After Burner (1987, Sega, Yu Suzuki, Coin-op, Japan): Jet fighter air battles. Evolved into Suzuki’s head-spinning 360°-motion game: R-360 G-Loc Air Battle (1990, Sega, Yu Suzuki, Coin-op, Japan).

  Worms (1994, Ocean Software, Team 17, PC: MS-DOS [Xbox 360], UK): A wickedly funny update of the artillery games of the early 1980s that is as vital now as it was back in 1994.

  Max Payne (2001, Gathering of Developers, Remedy Entertainment, PC: Windows, Finland): Gritty noir third-person shooter that stood out for its ‘bullet time’ effect where players could slow time during the intense gun fights. Its equally good sequel: Max Payne 2: The Fall of Max Payne (2003, Rockstar Games, Remedy Entertainment, PC: Windows, Finland).

  Ping-Pong & Pong

  Ping-Pong (1972, Magnavox, Ralph Baer & Bill Rusch, Magnavox Odyssey, USA): The first bat ’n‘ ball video game. Originally made in 1967 but had to wait five years to escape the workshop. Within a few months of its release there was:

  Pong (1972, Atari, Al Alcorn, Coin-op, USA): The moment the world woke up to video games. Pong clones dominated the 1970s:

  TV Pingame (1973, Chicago Coin, Coin-op, USA): The bastard child of Pong and pinball.

  Rebound (1974, Atari, Coin-op, USA): Pong reimagined as volleyball.

  Quadrapong (1974, Atari, Coin-op, USA): Four-player Pong.

  Breakout (1976, Atari, Coin-op, USA) revived the whole bat ’n‘ ball genre with its block-smashing action:

  Circus (1977, Exidy, Howell Ivy & Edward Valeau, Coin-op, USA): Balloon-popping take on Breakout that replaces the ball with circus acrobats on a seesaw.

  Arkanoid (1986, Taito, Akira Fujita, Coin-op, Japan): Breakout with power-ups. The best Breakout variant.

  Plump Pop (1987, Taito, Yoshihisa Nagata, Coin-op, Japan): Tooth-decayingly cute.

  Super Glove Ball (1990, Mattel, Rare & William Novak, NES, UK & USA): Power Glove-controlled 3D Breakout.

  Cosmic Smash (2001, Sega, Sega Rosso, Coin-op [Dreamcast], Japan): Retro sci-fi visuals, and drum and bass soundtrack bring Breakout into the 21st century.

  Pinball & pachinko

  Both have rich histories of their own, but in video game form:

  Pinball Construction Set (1983, BudgeCo, Bill Budget, Apple II, USA): D.I.Y. pinball.

  Dev’s Crush (1990, NEC, Compile, PC Engine, Japan) and Pinball Dreams (1992, 21st Century Entertainment, Digital Illusions, Amiga, Sweden): Video game pinball’s elite.

  Microsoft Pinball Arcade (1998, Microsoft, PC: Windows, USA): A playable tour through pinball history. Includes Spirit of ’76, the microprocessor-enhanced pinball table made by Dave Nutting Associates.

  Peggle (2007, PopCap Games, Brian Rothstein & Sukhbir Sidhu, PC: Windows, USA): A joyous fusion of pinball and pachinko that oozes puppyish charm.

  Sho Chiku Bai Pachinko (2009, Mission One, iPhone, Japan): Pachinko in your pocket.

  Sports

  American football

  Atari Football (1978, Atari, Coin-op, USA): The trackball-based original US football game.

  John Madden Football (1990, Electronic Arts, Park Place Productions, Megadrive, USA): The first great American football game.

  Madden NFL 09 (2008, EA Sports, EA Tiburon, Xbox 360, USA)

  Athletics

  Track & Field (1983, Konami, Coin-op, Japan)

  Australian Rules Football

  AFL Premiership 2006 (2006, Sony Computer Entertainment, IR Gurus, PlayStation 2, Australia)

  Baseball

  World Series Major League Baseball (1983, Mattel, Don Daglow & Eddie Dombrower, Intellivision, USA): Started the embrace of TV presentation.

  Earl Weaver Baseball (1987, Electronic Arts, Don Daglow and Eddie Dombrower, Amiga, USA): Still one of the most exacting baseball sims.

  MLB 06: The Show (2005, Sony Computer Entertainment, Sony San Diego, PlayStation 2, USA)

  Baseball Mogul 2007 (2006, Enlight Software, Sports Mogul, PC: Windows, USA): For would-be baseball team executives.

  Basketball

  NBA 2K10 (2009, 2K Sports, Visual Concepts, PlayStation 3, USA): All the trappings of professional basketball.

  NBA Street Homecourt (2007, EA Sports Big, EA Canada, Xbox 360, Canada): Street-level basketball.

  BMX

  Dave Mirra Freestyle BMX 2 (2001, Acclaim, Z-Axis, PlayStation 2, USA)

  Bowling

  Wii Sports (2006, Nintendo, Wii, Japan)

  Boxing

  Punch Out!! (1984, Nintendo, Coin-op, Japan): Arcade boxing classic.

  Ready to Rumble Boxing (1999, Midway, Dreamcast, USA)

  Rocky (2002, Ubisoft, Rage, PlayStation 2, UK)

  Cheerleading

  We Cheer (2008, Namco Bandai Games, Machatin & Land Ho, Wii, Japan): Pom-pom exercise.

  Cricket

  Brian Lara International Cricket 2005 (2005, Codemasters, Swordfish Studios, PlayStation 2, UK)

  Cycling

  Tour de France: Centenary Edition (2003, Konami, DC Studios, PlayStation 2, UK): Cycle your way to victory in the Tour de France./li>

  Pro Cycling Manager: Season 2008 (2008, Focus Home Interactive, Cyanide Studios, PC: Windows, France): Tour de France cycling team management game.

  Darts

  PDC World Championship Darts 2009 (2009, Oxygen Interactive, Rebellion, Wii, UK)

  Diving

  Endless Ocean (2007, Nintendo, Arika, Wii, Japan)

  Future and fantasy sports

  Speedball 2: Brutal Deluxe (1990, Image Works, Bitmap Brothers, Amiga, UK): Still unrivalled. The sub-title says it all.

  Chaos League (2004, Focus Home Interactive, Cyanide, PC: Windows, France): Fantasy RPG version of American football.

  Also see the same team’s remake of the tabletop sports RPG Blood Bowl (2009, Focus Home Interactive, Cyanide, PC: Windows, France).

  Fishing

  Sega Bass Fishing (1998, Sega, Sega AM1, Coin-op, Japan)

  Golf

  Will Harvey’s Zany Golf (1988, Electronic Arts, Sandcastle Productions, Apple II, USA): Miniature golf delights.

  Golden Tee Fore! 2004 (2003, Incredible Technologies, Coin-op, USA): Trackball enhanced.

  Tiger Woods’ PGA Tour 09 (2008, EA Sports, EA Tiburon, Xbox 360, USA)

  Horse racing

  G1 Jockey 4 (2005, Koei, PlayStation 2, Japan)

  Hunting

  Duck Hunt (1984, Nintendo, NES, Japan): Zapper gun blasting.

  Deer Hunter Tournament (2008, Atari Interactive, Southlogic Studios, PC: Windows, Brazil)

  Afrika (2008, Sony Computer Entertainment, Rhino Studios, PlayStation 3, Japan): For those who prefer shooting animals with cameras.

  Ice hockey

  NHL 09 (2008, EA Sports, EA Canada, Xbox 360, Canada)

  Mountaineering and climbing

  Crazy Climber (1980, Nichibutsu, Coin-op, Japan): Skyscraper-scaling arcade fun.

  Bivouac (1987, Infogrames, Amstrad CPC, France): Attempt to simulate the mountaineering challenge.

  Poker

  Texas Hold ’em (2006, Microsoft Game Studios, TikGames, Xbox 360, USA)

  Rugby

  Rugby ’08 (2007, EA Sports, HB Studios, PlayStation 2, Canada)

  Skateboarding

  Tony Hawk’
s Pro Skater 4 (2002, Activision O2, Neversoft, PlayStation 2, USA): Before the series lost its edge.

  Skate. (2007, Electronic Arts, EA Black Box, Xbox 360, Canada): More restrained stunts than the Tony Hawk games but more rewarding for that, especially when coupled with a city to skate and grind your way through.

  Skiing and snowboarding

  SSX Tricky (2001, EA Sports Big, EA Canada, PlayStation 2, Canada): Joyous snowboard racing fun.

  Amped 3 (2005, 2K Sports, Indie Built, Xbox 360, USA): Snowboarder chic alternative to the hyperrealism of the SSX series.

  Family Ski (2008, Namco Bandai, Wii, Japan): Balance Board-enhanced gentle ski fun.

  Snooker and pool

  Jimmy White’s ‘Whirlwind’ Snooker (1991, Virgin Games, Archer MacLean, Amiga, UK)

  Pool Paradise (2004, Ignition Entertainment, Awesome Studios, Gamecube, UK)

  Soccer

  Football Manager (1981, Addictive Games, Kevin Toms, ZX81, UK): The start of the soccer management genre.

  Sensible World of Soccer (1994, Renegade, Sensible Software, Amiga, UK): 2D footy’s pinnacle

  FIFA 10 (2009, EA Sports, EA Canada, PlayStation 3, Canada)

  Football Manager 2010 (2009, Sega, Sports Interactive, PC: Windows, UK)

  Surfing

  Kelly Slater’s Pro Surfing (2002, Activision O2, Treyarch, Xbox, USA)

  Table tennis

  Rockstar Games Presents Table Tennis (2006, Rockstar Games, Rockstar San Diego, Xbox 360, USA)

  Tennis

  Virtua Tennis 3 (2006, Sega, Sega AM3, Coin-op, Japan)

  Wii Sports (2006, Nintendo, Wii, Japan)

  Volleyball

  Dead or Alive Xtreme Beach Volleyball (2003, Tecmo, Team Ninja, Xbox, Japan): Almost forgotten beneath the pixel titillation is a decent enough volleyll game.

 

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