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Battlezone
built 191 days ago
Battlezone is first-person view from inside of a tank. Battles are fought within a large valley surrounded by mountains and volcanoes (Volcanos courtesy of Owen Rubin). There are "pyramids" and "boxes" that can provide shelter. The Enemies include slow and fast "super" tanks and intelligent missiles. Flying saucers ... appear but do not attack, they are worth higher point values. There is a radar screen at the top center of the display showing current enemy positions.
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BattleZonescreenshot The original Battlezone was an arcade game released by Atari in 1980 and is remembered for being one of the first games to use 3D-like vector graphics. The original game has been ported to more than a dozen different platforms and spawned a sequel in the late '90s. And now the name lives on with BattleZone, a multiplayer-oriented tank combat game for the PSP. There's not much to BattleZone, but the combat is surprisingly enjoyable...while it lasts. Depending on whether or not you have friends (that have their own copies of the game) to play against, you'll probably be done with the game in just a couple of hours.
Aside from a shiny new graphics engine, Battlezone 2 ... features a completely new story, again revolving around the mysterious compound known as Bio-Metal. This valuable substance allows construction of extremely powerful war machines, and was the reason for conflict between US and Soviet forces in the original BattleZone. This time however the battle is not between two nations on Earth, but between two species, Humans, led by the ISDF (International Space Defense Force.) and the mysterious Scions, an alien race who show up on the edge of our Solar system, also apparently looking for Bio-Metal. The single player game will plot the progress of the conflict between these two forces and the path of their battles over 6 different worlds ranging from Pluto to Core, the possible homeworld of the Scions. Expect the story to be fleshed out in detail via mission briefings, in-game scripted events and voice-overs, all of which will provide a rich backdrop for the ensuing carnage. (If you want to see how much Pandemic care about fleshing out their universe, head over to their official webpage, www.pandemicstudios.com and check out the Story of Bio-metal article.) This attention to detail gives the in-game action a solid grounding and provides the player with a better sense of purpose as they progress along the campaign.
The beginnings of Battlezone started when Iron Maiden lead singer Paul Di'Anno left the band in late 1981 (because of a difference of opinion with bass player Steve Harris) and went to experiment with his own projects. One of these projects was a band named simply Di'Anno, which recorded one album. He was ... persuaded into doing an EP with the 'quote' supergroup "Gogmagog", a rock opera with ridiculous songwriting. After the "Gogmagog" affair, Di'Anno decided to drop everything and start from stratch, and in 1986 he hooked up with bass player Pete West, guitarist's John Wiggins and John Hurley, and drummer Bob Falck. Thus, the Battlezone era began.
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Battlezone - Cabinet Image Battlezone was designed by Ed Rotberg at the same time as Red Baron, hence the similarities in architecture. The designer did not use a structured approach... and while shapes were displayed on the screen first in Red Baron, Battlezone ended up going to market first. Collector Doug Jeffreys attempted to resolve the differences between these architectures, but he found that Red Baron ended up being a superset of Battlezone, even though either cabinet can power up the other board set.
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The cabinet of this arcade version of Battlezone has a "periscope" and two joysticks, for controlling the movement of the player's tank. Battlezone was housed in a standard upright arcade cabinet with a novel "periscope" viewfinder which the player used to view the game. The game action could ... be viewed from the sides of the viewfinder for spectators to watch. A later, less common version of the cabinet removed the periscope to improve visibility to non-players and improve the ergonomics for players who could not reach the periscope. Also, hygienic concerns with the periscope, against which users pressed their faces, may have played a role in its removal
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