Apocalypse: The Game of Nuclear Devastation

Apocalypse: The Game of Nuclear Devastation is a video game based on the board game Apocalypse by Games Workshop.

Apocalypse: The Game of Nuclear Devastation
Developer(s)Red Shift
Publisher(s)Games Workshop
Platform(s)ZX Spectrum, BBC Micro
Release
  • WW: 29 March 1983

Gameplay

The video game offers up to nine ways of attacking, instead of six like the board game; in addition to armies and missiles, the player can use ships.[1]

Publication history

The computer game version was published by Red Shift under license from Games Workshop.[2] It was released in 1983 for the ZX Spectrum and BBC Micro.[3] Apocalypse was the first Spectrum game from Red Shift, and David Kelly from Popular Computing Weekly described the board game as "ideal material for conversion to the computer".[4]

Reception

Computer Answers #84 stated that Apocalypse "is not a game of mindless destruction like so many others, but rather one of tactics and strategy".[5] Tony Bridge reviewed Apocalypse for Micro Adventurer #7 (May 1984), and described it as "a game system which should keep anyone happy for many months".[6] Angus Ryall for Crash #9 (October 1984), complimented Red Shift as their games Apocalypse and Rebelstar Raiders were at the time "still far and away the best strategy games for the Spectrum".[7]

Russell Clarke reviewed Apocalypse for White Dwarf #54, and stated that "Apocalypse is a good rendition of the tried and tested boardgame with some improvements (you buy the nuke instead of miraculously receiving one when you win a battle) and a few problems (speed of operation being the most serious). The BBC version offers the best value, I feel, as it has better graphics and is faster although the two versions are basically the same game."[8]

Philippa Irving reviewed Apocalypse for Crash #43 (August 1987), calling the game "an odd blend of realism and fantasy" although it "lacks atmosphere", but concluding that she would "recommend Apocalypse as a good buy to those who are certain they'll have someone else to play with".[9]

gollark: It actually used to have green threads like Go, fun fact.
gollark: A regular WASM application might be *megabytes* in size.
gollark: Also, in download size, *massively*.
gollark: Typically stuff which isn't very CPU-bound and needs to do a bunch of native iO calls.
gollark: WASM is actually worse than JS in some areas.

References

  1. "Home Computing Weekly Magazine Issue 012". archive.org.
  2. "Personal Computer Games Issue09". archive.org.
  3. Apocalypse at SpectrumComputing.co.uk
  4. "Popular Computing Weekly (1984-03-29)". archive.org.
  5. "Computer Answers Issue8404". archive.org.
  6. "MicroAdventurer Magazine Issue 07". archive.org.
  7. "Crash - No. 09 (1984-10)(Newsfield)(GB)". archive.org.
  8. Clarke, Russell (June 1984). "Microview". White Dwarf. Games Workshop (Issue 54): 18–19.
  9. "Crash - No. 43 (1987-08)(Newsfield)(GB)". archive.org.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.