History VideoGame / StarRaiders

9th Sep '15 3:19:03 PM VicGeorge2011
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* DifficultyLevels

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* DifficultyLevelsDifficultyLevels: At least four in the Atari 2600 version.
28th Jun '15 4:55:50 PM nombretomado
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** The Zylon [[Series/BattlestarGalacticaClassic basestars]] are even more blatant, and apparently the cruisers were based on a forward view of the [[Franchise/StarTrek Klingon battle cruiser]].

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** The Zylon [[Series/BattlestarGalacticaClassic [[Series/BattlestarGalactica1978 basestars]] are even more blatant, and apparently the cruisers were based on a forward view of the [[Franchise/StarTrek Klingon battle cruiser]].
12th Nov '14 1:54:55 PM kyojikasshu
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* KillerApp: ''Star Raiders'' was a genuine Killer App for the Atari computer line; many people bought the system just to play the game.
8th Oct '14 8:55:49 AM rexpensive
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''Star Raiders'' is a video game for Atari8BitComputers developed by [[http://dougneubauer.com/ Doug Neubauer]] (also the designer of the system's POKEY sound chip) and released by Creator/{{Atari}} in 1979. Intended as an action version of the ''VideoGame/StarTrekTextGame'', it is most notable for being one of the earliest examples of the "[[SimulationGame space combat simulation]]" genre, and is a clear ancestor to later titles like ''VideoGame/WingCommander'' and ''VideoGame/XWing''. Stanford University selected it in 2007 as one of the [[http://www.nytimes.com/2007/03/12/arts/design/12vide.html 10 Most Important Video Games Of All Time]].

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''Star Raiders'' is a video game for Atari8BitComputers UsefulNotes/Atari8BitComputers developed by [[http://dougneubauer.com/ Doug Neubauer]] (also the designer of the system's POKEY sound chip) and released by Creator/{{Atari}} in 1979. Intended as an action version of the ''VideoGame/StarTrekTextGame'', it is most notable for being one of the earliest examples of the "[[SimulationGame space combat simulation]]" genre, and is a clear ancestor to later titles like ''VideoGame/WingCommander'' and ''VideoGame/XWing''. Stanford University selected it in 2007 as one of the [[http://www.nytimes.com/2007/03/12/arts/design/12vide.html 10 Most Important Video Games Of All Time]].



* SpiritualSuccessor: The {{Atari 2600}} game ''Solaris'' was developed by Neubauer as an unofficial sequel to ''Star Raiders'', and incorporated some ideas that were omitted from the original.

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* SpiritualSuccessor: The {{Atari UsefulNotes/{{Atari 2600}} game ''Solaris'' was developed by Neubauer as an unofficial sequel to ''Star Raiders'', and incorporated some ideas that were omitted from the original.
6th Oct '14 12:08:41 PM rexpensive
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The game was ported to the UsefulNotes/{{Atari 2600}}, UsefulNotes/{{Atari 5200}} and the AtariST; the 2600 version came with a special touchpad controller. (This controller had a removable overlay, suggesting that it could be used in other games, but none were produced.) A [[ComicBook/StarRaiders graphic novel]] loosely based on the game was released in 1983. A sequel InNameOnly, ''Star Raiders II'', was released in 1986. A remake was released in 2011.

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The game was ported to the UsefulNotes/{{Atari 2600}}, UsefulNotes/{{Atari 5200}} and the AtariST; UsefulNotes/AtariST; the 2600 version came with a special touchpad controller. (This controller had a removable overlay, suggesting that it could be used in other games, but none were produced.) A [[ComicBook/StarRaiders graphic novel]] loosely based on the game was released in 1983. A sequel InNameOnly, ''Star Raiders II'', was released in 1986. A remake was released in 2011.
3rd Oct '14 3:51:46 AM TheOneWhoTropes
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The game was ported to the {{Atari 2600}}, {{Atari 5200}} and the AtariST; the 2600 version came with a special touchpad controller. (This controller had a removable overlay, suggesting that it could be used in other games, but none were produced.) A [[ComicBook/StarRaiders graphic novel]] loosely based on the game was released in 1983. A sequel InNameOnly, ''Star Raiders II'', was released in 1986. A remake was released in 2011.

to:

The game was ported to the {{Atari UsefulNotes/{{Atari 2600}}, {{Atari UsefulNotes/{{Atari 5200}} and the AtariST; the 2600 version came with a special touchpad controller. (This controller had a removable overlay, suggesting that it could be used in other games, but none were produced.) A [[ComicBook/StarRaiders graphic novel]] loosely based on the game was released in 1983. A sequel InNameOnly, ''Star Raiders II'', was released in 1986. A remake was released in 2011.
28th Sep '14 5:10:38 PM TheOneWhoTropes
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''Star Raiders'' is a video game for Atari8BitComputers developed by [[http://dougneubauer.com/ Doug Neubauer]] (also the designer of the system's POKEY sound chip) and released by Creator/{{Atari}} in 1979. Intended as an action version of the ''VideoGame/StarTrekTextGame'', it is most notable for being one of the earliest examples of the "[[SimulationGame space combat simulation]]" genre, and is a clear ancestor to later titles like ''VideoGame/WingCommander'' and ''{{X-Wing}}''. Stanford University selected it in 2007 as one of the [[http://www.nytimes.com/2007/03/12/arts/design/12vide.html 10 Most Important Video Games Of All Time]].

to:

''Star Raiders'' is a video game for Atari8BitComputers developed by [[http://dougneubauer.com/ Doug Neubauer]] (also the designer of the system's POKEY sound chip) and released by Creator/{{Atari}} in 1979. Intended as an action version of the ''VideoGame/StarTrekTextGame'', it is most notable for being one of the earliest examples of the "[[SimulationGame space combat simulation]]" genre, and is a clear ancestor to later titles like ''VideoGame/WingCommander'' and ''{{X-Wing}}''.''VideoGame/XWing''. Stanford University selected it in 2007 as one of the [[http://www.nytimes.com/2007/03/12/arts/design/12vide.html 10 Most Important Video Games Of All Time]].
11th Feb '14 7:00:33 AM Fighteer
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* SpaceFriction: Played ''painfully'' straight; not only is sublight travel performed by setting your engines to fire continuously (consuming energy in the process), but getting them damaged brings you to an abrupt halt, leaving you to sputter to the nearest starbase for repairs.

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* SpaceFriction: Played ''painfully'' straight; not Not only is sublight travel performed by setting your engines to fire continuously (consuming energy in the process), continuously, but getting them damaged brings you to an abrupt halt, leaving you to sputter to the nearest starbase for repairs.



* SubsystemDamage: One of the earliest examples of this trope. Your ship's shields, engines, weapons, targeting computer and scanners could be damaged or outright destroyed.
** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase. Of note, the Hyperspace Drive couldn't be damaged, and even with the engines destroyed you could still sputter along at sublight. A clever player could also blip the hyperspace drive to get docked. Good lucking accurately hyperspacing to a starbase sector without the crosshairs, though.
* VideogameCrueltyPotential: Yes, you ''can'' shoot your own starbases. It takes just one hit to destroy them, too...
** There was an important strategic use to this though - if the enemies surrounded and destroyed a starbase, new enemies were generated from the debris. If you were running out of time and didn't think you could save the base, you're better off destroying it yourself to avoid adding more enemies

to:

* SubsystemDamage: One of the earliest examples of this trope. Your ship's shields, engines, weapons, targeting computer and scanners could can be damaged or outright destroyed.
** To be fair, the game would
destroyed. However, as an AntiFrustrationFeature, you can never destroy a combination of systems be so damaged that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase. Of note, the Hyperspace Drive couldn't be damaged, and even with the engines destroyed you could still sputter along at sublight. A clever player could also blip the hyperspace drive it is impossible to get docked. Good lucking accurately hyperspacing to a starbase sector without the crosshairs, though.
for repairs.
* VideogameCrueltyPotential: Yes, you ''can'' shoot your own starbases. It takes just one hit to destroy them, too...
** There was an important strategic use
too. The only valid reason to do this though - if the is to prevent enemies surrounded and destroyed a starbase, new enemies were generated from spawning from the debris. If debris if you were running out of time and didn't think you could can't save the base, you're better off destroying it yourself to avoid adding more enemiesbase.
9th Feb '14 9:06:52 PM Scoth
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** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase. Of note, the Hyperspace Drive couldn't be damaged, and even with the engines destroyed you could still sputter along at sublight. A clever player could also blip the hyperspace drive to get docked.

to:

** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase. Of note, the Hyperspace Drive couldn't be damaged, and even with the engines destroyed you could still sputter along at sublight. A clever player could also blip the hyperspace drive to get docked. Good lucking accurately hyperspacing to a starbase sector without the crosshairs, though.
9th Feb '14 9:06:00 PM Scoth
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** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase.

to:

** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase. Of note, the Hyperspace Drive couldn't be damaged, and even with the engines destroyed you could still sputter along at sublight. A clever player could also blip the hyperspace drive to get docked.


Added DiffLines:

** There was an important strategic use to this though - if the enemies surrounded and destroyed a starbase, new enemies were generated from the debris. If you were running out of time and didn't think you could save the base, you're better off destroying it yourself to avoid adding more enemies
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