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Roadwars

Roadwars

Credits
Published: 1987, Melbourne House Logo
Copyright:Arcadia Systems
Information
Hardware:OCS
Disks:1
License:Commercial
Language:English
Players:1 or 2, Simultaneous
Categorization
Genre:Shoot'em Up
Subgenre:Miscellaneous
Tags:intodistance, navigation, reaction, shooter
Magazine Reviews
ACE: Advanced Computer Entertainment 7 (Apr 1988) 635
AUI Vol 2 No 4 (Apr 1988) 8/10
Commodore User (Mar 1988) 6/10
Zero 2 (Dec 1989) 80%

Rating

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4 Comments

vpiezsak 2011-02-15
(10/10)
Great fun and nice graphics for the time.
View all comments (60)
stooart 2011-01-13
(3/10)
Another horrendous version of an, admitedly, dire arcade game. The 2 player option didn't save this from being a terribly repetitive shooter.
View all comments (524)
Chuckles 2009-05-20
(10/10)
Unusual game. Graphics don't seem that bad and there is something of a hypnotic quality about this game. But the controls are difficult; the destructive obstacles and opponents, both on the roadside, and that other 'ball-thing'--seem arbitrary.
I'd have to play this one quite a bit more to make sense of it, but as mentioned, it is an unusual game and does have that 'wierd' '80's video quality to it.
View all comments (225)
Wandus 2005-03-08
Melbourne house created a lot of buzz when it announced plans to produce, through its arcadia arm, full-fledged arcade games based on standard A500-hardware. Consumers would consequently be treated to exact reproductions of the original arcade hits at home. "roadwars" was the first title.

blasting things is a tried-and-tested concept and virtually infallible. Five minutes of "roadwars" nevertheless proves incredibly successful at invalidating such a theory. While similar games such as "road blasters" try to take in the player with a fairly large variety of opponents and changing backdrops, "roadwars" confidently insists on staying on a beige road enclosing some kind of sphere (a planet, perhaps ) . The dark depths of space look as intimidating as they bore the hell of your joystick efforts while the sound design is uninspiring. I think it was martin gaksch of german mag power play who wrote that if he had seen this at an arcade, he would never have inserted a coin.

i don't think there were further amiga-arcade hybrids after this insignificant release. It was unfortunate that a basically intriguing idea self-imploded due to time constraints - or impossible incompetence: 16bit computers were perfectly capable of arcade-qualtiy action (goldrunner, xenon 2, gauntlet 2, lionheart, shadow of the beast...), so how could one fail so horribly?

had this experiment succeeded, the Amiga may have been around forever...
View all comments (54)

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