Pastfinder | |
---|---|
Publisher(s) | Activision |
Designer(s) | David Lubar |
Platform(s) | Atari 8-bit, Commodore 64, MSX |
Release | 1984 |
Genre(s) | Scrolling shooter |
Pastfinder is a vertically scrolling shooter designed by David Lubar and published by in 1984 by Activision for the Atari 8-bit computers, Commodore 64, and MSX. [1]
The year is 8878, and the player is a member of an elite legion of planetary explorers known as The Pastfinders. His job is to collect artifacts from a mysterious, irradiated planet and deliver them to bases distributed across the lifeless area. Searing radiation and a deadly, mechanized landscape defense are the player's obstacles: the only remnants of an extinct civilization. [2]
The goal of the Pastfinder is to collect historical artifacts and deliver them to bases scattered around the planet. Two major obstacles stand in the way of this mission. The first is the planet's automated defense system, consisting of multiple hovering barriers, rising and falling columns, opening and closing doors, fixed obstacles, and drones. Some of these can be destroyed, others simply bypassed or jumped over. The other obstacle is the land itself, large areas of which are intensely radioactive. The player is equipped with a radiation meter and alarm, as well as anti-radiation devices.
At the beginning of the game, the player has access to a very small portion of the planet map, which will be revealed as exploration progresses. After selecting a square of the map to explore, the player is presented with a weapons screen and can choose their equipment. To replenish supplies, the player can collect spare parts that are scattered around the planet. The game ends when a player loses all their ships. Additional ships can sometimes be found on the planet's surface and are also earned every 5000 points.
David Lubar began work on Pastfinder with a simple top view. Then one of his colleagues suggested that he try a more 45-degree back view. At first, it was a view of just the main character, but then Lubar began adding obstacles in the background. Using a unique Atari 8-bit hardware feature, he was able to make the 3D collisions very accurate. The program checked to see if the player was in collision with an object and if his shadow collided with the shadow of that object. Lubnar wanted the game to be titled "Shadow Walker" but Activision did not agree. [3]
Pastfinder was released about the same time as David Crane's Ghostbusters and Activision focused all of their advertising efforts on that title. [3]
Pastfinder received fairly positive reviews. Zzap!64 in its inaugural issue praised the graphics and presentation, but also criticized the game's sound, giving it an 85% overall. The reviewer praised the game's lastability: "[...] it has plenty in store and it takes quite a while to appreciate its more subtle touches." [4] Commodore Computing International found the game "a good traditional style arcade skirmish with some great graphical effects." [5] Bill Kunkel reviewed the game for Electronic Games and warned: "Once the novelty of the perspective, a sort of vertically-scrolling Zaxxon, and a leaping fighter craft wear off, it's just another mindless shootout." [6]
Rescue On Fractalus! is a space combat simulator video game created by Lucasfilm Games. It was originally released in 1985 for the Atari 8-bit computers and Atari 5200 console, then ported to the Apple II, ZX Spectrum, Amstrad CPC, Tandy Color Computer 3, and Commodore 64. The player flies a space fighter near the surface of a planet, with the goal of rescuing downed pilots. The terrain is generated via fractals, from which the eponymous planet and game title are taken.
Boulder Dash is a maze-based puzzle video game released in 1984 by First Star Software for Atari 8-bit computers. It was created by Canadian developers Peter Liepa and Chris Gray. The player controls Rockford, who tunnels through dirt to collect diamonds. Boulders and other objects remain fixed until the dirt beneath them is removed, then they fall and become a hazard. Puzzles are designed around collecting diamonds without being crushed and exploiting the interactions between objects. The game's name is a pun on balderdash.
Choplifter is a military themed scrolling shooter developed by Dan Gorlin for the Apple II and published by Broderbund in 1982. It was ported to Atari 8-bit computers the same year and also to the VIC-20, Commodore 64, Atari 5200, ColecoVision, MSX, and Thomson computers.
Commando, released as Senjō no Ōkami in Japan, is a vertically scrolling run and gun video game released by Capcom for arcades in 1985. The game was designed by Tokuro Fujiwara. It was distributed in North America by Data East, and in Europe by several companies including Capcom, Deith Leisure and Sega, S.A. SONIC. Versions were released for various home computers and video game consoles. It is unrelated to the 1985 film of the same name, which was released six months after the game.
Star Goose is a vertically scrolling shooter that was published for the Amiga, Atari ST, and MS-DOS by Logotron in 1988. The player controls Scouser-Gitt, who pilots the eponymous Star Goose, a vessel that has been commissioned to scour the planet Nom and collect 48 crystals. Players must collect all six crystals in each of the game's eight levels to advance, while at the same time avoiding or destroying enemies and maintaining their shield, ammunition, and fuel levels. The game's surfaces are contoured, which affects the way that bullets travel, and contain tunnels that switch modes to a three-dimensional perspective where the player can replenish their resources.
River Raid is a video game developed by Carol Shaw for the Atari Video Computer System and released in 1982 by Activision. The player controls a fighter jet over the River of No Return in a raid behind enemy lines. The goal is to navigate the flight by destroying enemy tankers, helicopters, fuel depots and bridges without running out of fuel or crashing.
Bomb Jack is a platform game published by Tehkan for arcades and later ported to home systems. The game was a commercial success for arcades and home computers. It was followed by several sequels: the console and computer game Mighty Bomb Jack, the arcade game Bomb Jack Twin, and Bomb Jack II which was licensed for home computers only.
Spindizzy is an isometric video game released for several 8-bit home computers in 1986 by Electric Dreams Software. It combines action and puzzle video game elements. Players must navigate a series of screens to explore a landscape suspended in a three-dimensional space. Development was headed by Paul Shirley, who drew inspiration from Ultimate Play the Game games that feature an isometric projection.
Toobin' is an Atari Games and Midway Games arcade video game released in 1988. It is based on the recreational activity tubing. Toobin' was ported to the Amiga, Commodore 64, Atari ST, Amstrad CPC, Nintendo Entertainment System, MS-DOS, Game Boy Color, ZX Spectrum, and MSX. Players assume control of tubers Bif or Jet, guiding them along vertically scrolling rivers on an inner tube.
Hades Nebula is a 1987 vertically scrolling shooter for the Commodore 64, ZX Spectrum and Atari ST by Paranoid Software and published by Nexus Productions. The player controls an upgradable fighter that must battle its way through thousands of enemy ships before it confronts the final boss, Emperor Hades. There are fifteen levels.
Beach Head II: The Dictator Strikes Back is 1985 shoot 'em up video game for the Commodore 64, a sequel to Beach Head, developed and published by Access Software. It was designed by Bruce Carver and his brother, Roger, and was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, and ZX Spectrum.
Black Magic is a multidirectional scrolling action-adventure game written for the Apple II by Peter Ward of Action Software and published by Datasoft in 1987. Commodore 64, ZX Spectrum, and Amstrad CPC versions were also released.
Cloud Kingdoms is a puzzle game published by Millennium Interactive for the Amiga, Atari ST, Commodore 64, and MS-DOS in 1990. The player controls Terry, a green bouncing sphere, on a quest to recover his magic crystals that have been stolen by Baron von Bonsai. To do so, he must travel through the eponymous Cloud Kingdoms, avoiding enemies and hazards while collecting all of the crystals within the game's time limit. The game was developed by Dene Carter at Logotron, with sounds and music composed by David Whittaker.
The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East. It is loosely based on Ghostbusters. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.
Sonic Boom is a vertical scrolling shooter developed by Sega and released in the arcades in 1987. Home computer versions for the Amiga, Atari ST, Amstrad CPC, Commodore 64 and ZX Spectrum were released in 1990 by Activision. The original arcade version was released on the Sega Astro City Mini console in 2021.
Ninja is a beat 'em up game developed by Sculptured Software and released by Mastertronic in 1986 for the Atari 8-bit computers, Commodore 64, and ZX Spectrum, then in 1987 for the Amstrad CPC, Amiga, Atari ST, and MS-DOS. An arcade version of the game was released in 1987 for Mastertronic's Arcadia Systems which is based on Amiga hardware. The Amiga, Atari ST, and Arcade versions were released as Ninja Mission. As a Ninja, the player attacks a fortress made of individual fixed screens which can be explored non-linearly.
Ghostbusters II is a 1989 action game based on the film of the same name. It was published by Activision for various computer platforms. British studio Foursfield developed a version for Commodore 64, Amiga, Atari ST, Amstrad CPC and ZX Spectrum, which also got ported to the MSX by New Frontier. It features three levels based on scenes from the film. Dynamix developed a separate version for the DOS, also based on the film. The non-DOS versions were praised for the graphics and audio, but criticized for long loading times, disk swapping, and the final level. The DOS, Commodore 64 and Amiga versions were the only versions released in North America.
Flak: The Ultimate Flight Experience is a vertically scrolling shooter for the Atari 8-bit computers designed by Alain Marsily, programmed by Yves Lempereur, and published by Funsoft in 1984. It was ported to the Apple II, Commodore 64, and ZX Spectrum home computers. Flak was heavily inspired by the 1982 Namco arcade video game Xevious. Most critical reviews were middling or harshly negative.
The Scrolls of Abadon is a maze video game designed by Frank Cohen and published in 1984 by Access Software for Atari 8-bit computers and Commodore 64.
Stealth is a pseudo-3D rail shooter designed by Tracy Lagrone and Richard Sansom. The game was published in 1984 by Broderbund for the Atari 8-bit computers and Commodore 64.