Battlecars
Game: Tactical Combat · ZX-Spectrum 48K · 2 players · English
Games Workshop · 1984 · Pound sterling 7.95
Discussion
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Releases
- 1984Games WorkshopPound sterling 7.95
- UnknownEDOS
- 1987Summit Software [1]Pound sterling 2.99
- 1985Aackosoft
Play
- Battlecars_2.tzx.zipTape image English39 KB
- Battlecars.tap.zipTape image English45 KB
- Battlecars(SummitSoftware1).tzx.zipTape image English39 KB
- Battlecars(Aackosoft)(SideA).tzx.zipTape image English23 KB
- Battlecars(Aackosoft)(SideB).tzx.zipTape image English16 KB
Documents
- Battlecars.txtInstructions English16 KB
- Battlecars_SummitSoftware_Instructions.pdfInstructions 383 KB
- Battlecars(EN).pdfInstructions English726 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- SLUGcredited
- Julian Gollopcredited
- Jim BurnsInlay/Poster Art
- Farnell Hinsley Design LtdInlay/Poster Art
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Scores
In the magazines
- Crash #131985 · Overall66%
- Big K #101985 · Overall1/3
- Personal Computer Games #151985 · Overall7/10
- Your Sinclair #341988 · Overall1/10
Elsewhere on the web
- WorldOfSpectrum 17 votes7.65
In the magazines 48
Your Sinclair #34Oct 1988 · p.951/101/10
Overall 1/10
Duncan MacDonald 1/10
BARGAIN BASEMENT Make a mug of cocoa and stick yer tired feet on the coffee table ("Get them off" oo-er- mum), as Duncan MacDonald guides you through the spooky world of budget games. BATTLECARS Summit £2.99 Reviewer: Duncan MacDonald I couldn't believe it when this game had loaded in. I pressed break by accident and was in a program listing. That's right folks - Battlecars has been written in Basic. It's a two player racing game viewed from above (two fairly small windows) and the graphics are awful (Udg). Much more than that I cannot tell you, cos the horrid thing kept crashing on me, a not to the Author "Learn machine code - it's much easier in the long run".
Crash #13Feb 1985 · p.4752%65%67%70%69%70%66%
Use of Computer 52%
Graphics 65%
Playability 67%
Getting Started 70%
Addictive Qualities 69%
Value For Money 70%
Overall 66%
Unknown
Unknown
Unknown
Producer: Games Workshop Memory Required: 48K Retail Price: £7.95 Language: Machine code Author: SLUG SLUG is a programmers cooperative and Battlecars is from an idea by Games Workshops' Ian Livingstone, ideas man, incidentally, behind the Fighting Fantasy Books and Domark's Eureka!. It is sub-titled The Game of Deadly Driving and hovers between being a strategy game and an arcade game for one or two players. After loading you are faced with a menu offering 1 Circuit, 2 Autodrome, 3 Slug City, 4 Car Design and 5 Load Car Code. There are three different arenas for battle, selections 1 to 3. As a solo player you can build up your skills by racing against the computer controlled car on the circuit and then test yourself in combat against the computer in the Autodrome. The third option is the real battle, a fight to the death against another real player in any of the battlegrounds. In this game you can design your own cars and fill them with the weapons of your choice. Each weapon pod can take only one type of weapon but carry a certain number of rounds. Machine guns can take up to 16 rounds, Shells can take up to 8 rounds, Missiles up to 4, Flame throwers up to 4 and Lasers up to 4 rounds. Accuracy depends on range, since the target is always at the centre of a 15 degree field of fire and the shot can go anywhere within that angle, so the nearer you are, the more likely it is you will score a hit. If you have a gunnery computer on board, the angle of fire is reduced to about 10 degrees, increasing accuracy. Each car has six steering functions, four fire functions and throttle and brake, so the box comes complete with a keyboard overlay for each player. Steering is in 45 or 90 degree increments left and right as well as drift to the left and right. Firing, depending on the weapon selected, is controlled by firing either the left, right or rear weapons pod. The amount of pods you have and the weapons carried depends on the type of car you choose. This is done through the Car Selection menu. A choice of eight cars is available incorporating three engine sizes, chassis sizes and weights, wheel sizes and other varied factors. At this time, the type of car for the computer can be selected, and it's wise to cheat at first! Both cars may be selected as computer controlled, in which case you will be given a demonstration. The Circuit is loaded with the start of the program, but the other two scenarios each have their own program to be loaded when you are ready. Another program, the Designer, will allow you to redesign your car, with an allocation of money that has to take into account the cost of weapons as well. It's the ultimate Mad Max game! The screen display is split into two halves, left and right. At the top of each half is the playing area square for each car. This scrolls in all directions with the individual car, showing details of landscape or cityscape through which you are driving. When the two combatants are alongside each other, the two screens show the same view. Below the playing area is a diagramatic view of each car showing weapons and damage, which 'toggle' between the two every time you fire or are hit. It can be manually toggled whenever you wish however. There is also a fuel gauge, and refuelling can be done at any of the garages you may find, although while this is taking place you may be very vulnerable to attack. Between the two players' displays is a radar map showing the relative positions of both combatants. Battlecars contains many strategical elements which must be taken into account, and add greatly to the possible complexities of the game. COMMENTS Control keys: Q and U/R and P 90 left/right, 1 and 7/4 and 0 45 left/right, 2 and 8/3 and 9 drift left/right A, S, Z, W/J, K, M, I for weapons pods Joystick: you must be kidding! Keyboard play: complicated but very responsive Use of colour: not much Graphics: generally small, though detailed Sound: not much, firing spot effects Skill levels: depends on play selection Lives: percentage of damage Screens: three scenarios
The car designer screen from BATTLECARS.
The two-screen layout of BATTLECARS, a mechano-role playing game for one or two players. Here we are in the city (map bottom centre).
Personal Computer Games #15Feb 1985 · p.327/103/107/107/107/107/10
Graphics 7/10
Sound 3/10
Originality 7/10
Lasting Interest 7/10
Overall 7/10
Bob Wade 7/10
Martyn Smith
Peter Walker
Simon Rogers
MACHINE: Spectrum 48K CONTROL: Keys FROM: Games Workshop, £7.95 Battlecars features four different sections all of which should keep you occupied for some time with their complexity and action. The four sections are a driving race, a car fight in an arena, a battle in a town and a chance to design your own car. The cars are horrendous monsters kitted out with all sorts of technology and weapons to make them real mean machines. They have armour, offensive weapons like missiles and lasers and defences like oil slicks and smoke. There are already eight cars set up but you can produce your own using a beautiful graphic designer sequence. The cars battle either against each other or against the clock on the racing circuit. The autodrome is a bare arena in which the cars try to inflict more damage on their opponents than they receive themselves. Slug City is a townscape in which two players can fight it out, this time in the close confines of the streets. The circuit is less violent, with cars competing in a straight driving race round some rough terrain or against the clock. In the autodrome and the circuit you can compete against a computer opponent, but in Slug City it's you, a friend and two keyboard overlays battling it out. The screen for each game shows the area in which each car is driving, a map of the whole territory, its speed and fuel, as well as updates on the damage it's sustained and weapons still available. The sound isn't up to much, there is very little of it, but that doesn't detract from the fun. It will take you a while to get to know the controls and all the aspects of the game but it's well worth doing. It's a bleak view of an automotive future but terrific to play.
C&VG (Computer & Video Games) #39Jan 1985 · p.206/105/105/105/10
Graphics 6/10
Sound 5/10
Value 5/10
Playability 5/10
MACHINE: Spectrum 48k SUPPLIER: Games Workshop PRICE: £7.95 It seems that all those BBC documentaries have finally paid off. The year is 2084 and road accidents are a thing of the past. Which is a shame for the population, as they have nothing to amuse themselves with any more. The world is such a safe place and they miss all the blood now the roads have been replaced with Autoslot tracks. But, luckily, someone has found some old 20th century cars so they go in search of an old road to race them on. It doesn't lake long for the sport to become a success, especially when a famous driver is actually killed. They're a savage lot a hundreds years from now, you know. Battlecars becomes a sport. The computer version is either for one or two players. You can play against a friend or the computer. The cars are fairly complex machines with 12 keys used to control each car. Luckily you get a keyboard overlay to help you remember which buttons to press to fire which piece of your mobile arsenal. On the Other side of the tape to the main game is a program called Designer. With this, you can design your own battlecars and the artillery which they will carry. The screen shows two windows at the top. One is used to show the position of each car. You see the car itself and the immediate surroundings. At the bottom of the screen is a diagram of the cars and their artillery, and also a map of the whole track. This is certainly a long way from Chequered Flag and not really as good. The idea is pretty silly, but then so are quite a few computer games at the moment. Animation of the cars is very slow and the track moves a whole character at a time across the screen. Most of the game is written in Spectrum Basic which just isn't fast enough. There's a lot to playing this game and you'll certainly have to study the 16-page manual for some time. Personally, I don't think it's worth it. It's one thing to have a good idea for a game, but another one to actually write the program. And one out of two isn't good enough.
Big K #10Jan 1985 · p.362/31/31/31/31/3
Graphics 2/3
Playability 1/3
Addictiveness 1/3
Overall 1/3
John Conquest 1/3
USED RUNNERS MAKER: Games Workshop OTHER VERSIONS: CBM 64 & Amstrad (announced) FORMAT: cassette PRICE: £7.95 Games Workshop have chosen to implement one of their board games for their move into software, but the original game, despite ears of work, was less than satisfactory and the computer version can most kindly be described as over-ambitious. Battlecars are armed and armoured cars in which you can either race or fight the computer of another player. There's a selection of differing off-the-shelf behemoths or you can use a Designer program to customise your own, with features like autosteer, powerbrakes, turbochargers or gunnery computers, while the weapons range from lasers and flamethrowers to mines and spikes. Three venues are provided, a duelling arena, the Autodome, a circuit and a town. Once started the screen displays three real-time windows, one for each car and an overall map of the area showing positions, plus vehicle displays, fuel, speed and damage or weapons. So far, so good sounding, but it's the controls that break the game. Each battlecar has six steering functions, four weapon controls, throttle and brakes and an amazingly uninformative overlay is provided for each end of the keyboard. That's right - in the two player version you each take one end of the same Spectrum keyboard! This hi-tech is too much! Playing solo against the computer you would, eventually, reprogram yourself well enough to have quite an enjoyable game, but I really can't see it as a two-hander.
Personal Computer News #86Nov 1984 · p.54
Bryan Skinner
PRICE: £7.95 PUBLISHER: Games Workshop, [redacted] Death Race 2000 on a micro - that's the excellent Battlecars. You know you've got a winner the instant you open the package - two keyboard overlays and a hefty instruction booklet to make your mouth water and your fingers twitch. Set in the year 2081, with the Highway Code flung in the gutter, it's down to you to equip your battlecar and duel to the death with fellow gladiators. Numerous options mean you must take some time over the manual before getting started. The main menu gives you five choices. First up is Solo Practice (mastering these monster vehicles takes more than a few spins with BSM) in which you take a few leisurely turns round the track, alone or racing against the computer. Or you can check out your lap speeds in timed trials. Then there'sAutodmme for some solo combat against the computer, a simple two-player game and, best of all Slug City. Each battle car has six steering functions, turning through 450 or 90 degrees to left or right and drifting - handy for corners. There are four fire controls, one for projectile devices like shells, guns, flames and lasers, the others for the 'passive' weapons systems housed in the left, right and rear pods, containing goodies like oil, spikes, mines and smokes. Firing isn't as simple as it looks, due partly to a limited quantity ammo, and partly because shots are accurate only to 15 degrees (unless you've a gunnery computer aboard which brings this down to 10 degrees). And of course there are throttle and brakes - it takes a long time to get used to all this lot. The display during an Autodrome duel comprises five main sections; at bottom left and right the two cars are shown from above, and damaged areas flash orange. To the side of these are fuel gauges, and just above is a speed indicator. Aerial views of each car take up most of the screen which changes colour to give a rough idea of speed. Turning too quickly damages the tyres which further reduces your safe cornering speed. At bottom centre the two cars are shown as moving white dots, so you can plan engagements ahead of an encounter. When you're hit, the damage display becomes a weapon display of what weaponry is still active, and the damage points to each car. You can stop a bout at any point, such as when your car stops moving and there's an orange blob in the centre of the car - you're dead. There are eight cars set up, but you have money to invest in a really hot rod, so you can select chassis size, engine type, armament and armour, and even save car specifications to tape for use in later games. And there's some crazy kit - for instance, the auto-steer which increases your safe cornering speed by 10mph. The Slug City, where you battle with an opponent in the streets, take time out for refuelling and repairs (if you can find the pit stops, that is). The graphics an action are tremendous. It's about time someone came out with an original idea for a computer game. Go out and buy it today, there's so much in it.
Advert29
- Sinclair User #37Apr 1985 · p.12
- Your Computer #4Apr 1985 · p.26
- Crash #15Apr 1985 · p.10
- C&VG (Computer & Video Games) #42Apr 1985 · p.18
- C&VG (Computer & Video Games) #41Mar 1985 · p.32
- Sinclair User #36Mar 1985 · p.54
- Your Computer #3Mar 1985 · p.62
- Crash #14Mar 1985 · p.10
- Big K #12Mar 1985 · p.18
- C&VG (Computer & Video Games) #40Feb 1985 · p.105
- Big K #11Feb 1985 · p.63
- Personal Computer Games #15Feb 1985 · p.92
- Games ComputingFeb 1985 · p.17
- Sinclair User #35Feb 1985 · p.97
- C&VG (Computer & Video Games) #39Jan 1985 · p.105
- Big K #10Jan 1985 · p.58
- Personal Computer News #93Jan 1985 · p.51
- Crash #12Jan 1985 · p.123
- Sinclair User #33Dec 1984 · p.179
- Personal Computer News #92Dec 1984 · p.36
- White Dwarf #60Dec 1984 · p.55
- Crash #11Dec 1984 · p.93
- C&VG (Computer & Video Games) #38Dec 1984 · p.201
- Big K #9Dec 1984 · p.88
- C&VG (Computer & Video Games) #37Nov 1984 · p.173
News/Note8
- Personal Computer Games #13Dec 1984 · p.24
- Big K #8Nov 1984 · p.6
- Personal Computer Games #11Oct 1984 · p.14
- Sinclair User #31Oct 1984 · p.7
- Personal Computer News #82Oct 1984 · p.45
- C&VG (Computer & Video Games) #36Oct 1984 · p.24
- Crash #8Sep 1984 · p.33
- Micro Adventurer #11Sep 1984 · p.6
Review3
- Home Computing Weekly #103Mar 1985 · p.15
- White Dwarf #60Dec 1984 · p.31
- Micro Adventurer #11Sep 1984 · p.33
Information1
- SSD-IISep 1999
Hack/Poke1
- Crash #14Mar 1985 · p.59
Licensed from
- BattlecarsSoftwareIan Livingstone [1]
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