Post by Reaver on Apr 3, 2007 3:32:09 GMT -5
The kids need to learn the roots of gaming...
/me looks at Nighty... D:<
Help me out Xero? <.<
Today I teach you about The Mother Of All (Artillery) Games:
Scorched Earth
Avaliable for download: dosgamearchive.com
Simply put, Scorched Earth is to artillery games what Super Mario Bros. is to platform games: It revitalized and set a standard for an entire genre of videogames.
About the weapons:
Mass destruction weapons such as MIRV, Nuke and the Death's Head can easilly blow half of the screen away. Or as in most cases of Death's Head use.. there won't be a winner.
Tactical weapons such as rollers, diggers, dirt charges ect.
Rollers rolls down hills and explode when they stop.
Digger does the obvious, digs tunnels to the ground causing it to collapse, tanks without a parachute would be screwed right about now.
Dirt charge creates a mass of ground that can be used for example to block your enemy's projectiles
Personal opinion:
Exept for the horrible beeper screaming when using Funky bomb...
The whole Worms serie is NOTHING compared to this.
Worms Armageddon gets near, but not close enought.
I remember spending many days and nights playing this with my brother and 1-2 cousins when ever we visited gramps.. *sniff* good times... ;-;
Hm.. whats next...
/me looks at Nighty... D:<
Help me out Xero? <.<
Today I teach you about The Mother Of All (Artillery) Games:
Scorched Earth
Avaliable for download: dosgamearchive.com
Simply put, Scorched Earth is to artillery games what Super Mario Bros. is to platform games: It revitalized and set a standard for an entire genre of videogames.
What really sets the game apart is the impressive set of playing options that dramatically enhance gameplay. The game packs more features than a year’s worth of newspapers. First, the game offers computer opponents with seven difficulty options (ranging from moron to cyborg.) All other conditions, like gravity, wind, air viscosity, effect of walls, and so on, are all customizable by the players. There are even options to determine the economy of each game; that is, how the money won for victories is handled at the end of each round. There is hardly any aspect of Scorched Earth that isn’t somehow customizable, and a few tweaks can have such a dramatic effect that it’s like playing a new game. Players will likely spend hours just toying with the physics options.
About the weapons:
Mass destruction weapons such as MIRV, Nuke and the Death's Head can easilly blow half of the screen away. Or as in most cases of Death's Head use.. there won't be a winner.
Tactical weapons such as rollers, diggers, dirt charges ect.
Rollers rolls down hills and explode when they stop.
Digger does the obvious, digs tunnels to the ground causing it to collapse, tanks without a parachute would be screwed right about now.
Dirt charge creates a mass of ground that can be used for example to block your enemy's projectiles
There are also defensive (parachutes and shields), guidance systems, fuel, triggers, and energy-related items (batteries) that affect gameplay. Obviously, all of these items make the game more complex; a player with no batteries, for instance, will not be to able to fire a projectile with sufficient power to reach a distant opponent. Players must carefully weigh the offensive advantage of an expensive weapon versus the defensive advantage of parachutes or shields—the economical aspect of the game is one of the most intriguing for many players. Also, unlike early artillery games like Artillery Duel, Scorched Earth allows players to move their tanks provided they have purchased fuel and have selected a tank icon with treads (some are simple cannons). This introduces yet another element of strategy, since clever players will want to reposition their tanks to take advantage of natural cover provided by the randomly generated terrain. There are five different guidance systems available, ranging from “heat seeking,” which only works if the player is already hitting fairly close to an enemy tank, to “lazy boy,” which guarantees a perfect hit without the player’s need to aim at all. The player can also select among six shield types: normal, magnetic, force field, heavy, super magnetic, and auto defense, each of which has its own impact on gameplay.
Personal opinion:
Exept for the horrible beeper screaming when using Funky bomb...
The whole Worms serie is NOTHING compared to this.
Worms Armageddon gets near, but not close enought.
I remember spending many days and nights playing this with my brother and 1-2 cousins when ever we visited gramps.. *sniff* good times... ;-;
Hm.. whats next...