Last Update: 3/14/07

8 bits of Spacewar

PC versus consoles? Xbox360 versus Playstation3? Bah! That is for pussies. The real wars were battled between the camps of ZX Spectrum and Commodore 64. You too can now decide which side truly is better and send the other into oblivion.
Each player starts on his home planet as one of the three spaceships in each team. The goal is to destroy the enemy HQ building and protect your own.
Platform(s):  
Publisher: None/Unknown

Features

-single player and split screen multiplayer modes,
-unique ZX Spectrum and Commodore visuals and soundtrack,
-AI controlled teammates and enemies.

8 bits of Spacewar Screenshots

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8 bits of Spacewar in action

Credits

Created from the XNA Spacewar Starter Kit.

Coding & Graphics
Matej "Retro" Jan

Music
Alan "Factor6" Petrik

System Requirements

- Windows Vista
or older Windows with .NET 2.0 and DX9.0c
- 3GHz or higher CPU
- Graphics card with shader model 3.0

EDIT: After seeing a debate going on one of the blog's concerning this requirements I am adding some clarification as to why you need such an uber machine to run 80s graphics.

The simple answer: IT'S PROGRAMMED REALLY SHITTY. This was done for a competition and we had 2 weeks. I coded it on my 3.6Ghz Pentium4 with Radeon X1900 graphics card. It is a mod of the Spacewar Starter Kit which by itself runs on 300+ FPS on my machine. So in this 2 weeks I've done some really ugly unoptimized coding to add all the extra stuff in, some really expensive AI that just scans the whole space, particle effects that render even if they're off screen and so on. It ran above 30FPS on my machine so I left it as is. When transfered to the Xbox it runs there there too.

Now if I were to design this game nicely without haste and took the time to optimize you could be running this on an everyday machine. XNA has nothing to do with this, only brute force coding on my side due to the competition deadline.

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