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Sea Wolf (video game)

From Wikipedia, the free encyclopedia
1976 video game
For the 1994 video game, seeSSN-21 Seawolf. For other uses, seeSeawolf (disambiguation).
1976 video game
Sea Wolf
Arcade flyer
DeveloperDave Nutting Associates
Publishers
DesignerDave Nutting
PlatformsArcade,Commodore 64,VIC-20
Release
GenreShooter
Arcade systemMidway 8080/BW

Sea Wolf is anarcade video game designed byDave Nutting and released byMidway in 1976.[3] It is a video game update of anelectro-mechanical Midway game,Sea Devil,[4] itself based onSega's 1966 electro-mechanical arcadesubmarine simulatorPeriscope.[5] The game was released in Japan byTaito.[1] InSea Wolf, the player, piloting an unseen submarine, launches torpedoes vertically in an attempt to sink ships moving horizontally across the screen before time runs out. The screen is viewed through a faux periscope mounted on the cabinet.

The game sold 10,000arcade cabinets and was the highest-grossing arcade video game of 1976 and 1977 in the United States and Japan's fifth highest-grossing arcade video game of 1976.

Midway released a color arcade sequel,Sea Wolf II, in 1978.[6] In 1982,Commodore International produced cartridge ports ofSea Wolf for theVIC-20 and then-newCommodore 64 computers.[7]

Gameplay

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The player looks through a large periscope to aim at ships moving across the virtual sea line at the top of the screen, using a thumb button on the right handle of the scope to shoot torpedoes. The periscope swivels to the right and left, providing horizontal motion of a targeting cross-hair. The cabinet features a mixture of video game and older electro-mechanical technology for player feedback. Using back-lit transparencies reflected inside the scope, the number of torpedoes remaining are displayed, as well as a red "RELOAD" light which illuminates momentarily when the player has launched five torpedoes. Additionally, when a ship is hit, a corresponding "explosion" light is reflected onto the screen image at the ship's approximate position. A blue overlay is affixed to the screen to provide a "water color" to the sea. Sounds include a sonar ping, the "whoosh" of launched torpedoes, torpedo explosions, and the klaxon sound of the PT boat racing across the screen.

Sea Wolf is time-limited, with the player having an opportunity to win bonus time by reaching an operator-set score. The player's score is shown on the bottom half of the screen as well as thehigh score, one of the first known instances of a high score in a video game.[8] Targets include destroyers, a fast-moving PT boat, and mines floating across the screen that serve as obstructions.

History

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Sea Wolf was developed by Dave Nutting Associates head David Nutting and programmer Tom McHugh. The two had previously worked together onGun Fight (1975), an adaptation of Taito’sWestern Gun (1975) re-engineered with amicroprocessor. The hardware forGun Fight was developed by Jeffery Frederiksen, anIntel 8080-based system utilizing aframebuffer. They decided to use this hardware system for several subsequent games, includingSea Wolf.

David Nutting got the idea forSea Wolf from distributor Joe Robbins, who suggested that they create a video game upgrade of the classic electro-mechanical gamePeriscope (1965).[9] As with a number of prior target shooting games that had a submarine theme, a periscope viewing device directed the player's view onto the screen. The periscope had markers for depth level to help players judge the distance, as well as an analog graphical effect for the explosions.

According to programmer Tom McHugh, he got sick towards the very end of developing the game. The final stages of the program were put together byJamie Fenton,[10] but Fenton does not recall working on the game.

Sea Wolf is one of the first video games to include a high score feature, saving the highest value achieved prior to powering off. A button on the control panel allows the player to reset this score to zero.

Reception

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In the United States,Sea Wolf was the highest-grossing arcade video game for two years in a row: 1976[11] and 1977.[12][13] It was the third highest-grossing arcade game of 1978 according toPlay Meter,[14] or the year's fourth highest according toRePlay.[15]

In Japan,Sea Wolf was a commercial success for Taito. On the first annualGame Machine arcade chart,Sea Wolf was the fifth highest-grossing arcade video game of 1976 in Japan, below Taito'sBall Park (Tornado Baseball) andSpeed Race DX (Wheels),Sega'sHeavyweight Champ, andBreakout (licensed byNamco fromAtari).[16]

Sea Wolf eventually sold a total of 10,000arcade cabinets.Sea Wolf II sold another 4,000 units.[6]

Legacy

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Sea Wolf was followed bySea Wolf II in 1978. In 1983,EpyxportedSea Wolf II and another Midway game,Gun Fight, to theAtari 8-bit computers and released them in an "Arcade Classics" compilation.[citation needed]

In 2008, Coastal Amusements released a retro videoredemption game based on the originalSea Wolf.[17]

High score

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The current world record holder forSea Wolf is Alan Radue with a score of 11,300 points. The record was set on October 2, 2011, at the Tranquility Base Arcade and verified byTwin Galaxies International on October 9.

References

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  1. ^abcdeAkagi, Masumi (13 October 2006).アーケードTVゲームリスト国内•海外編(1971-2005) [Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. pp. 41, 124.ISBN 978-4990251215.
  2. ^ab"Video Game Flyers: Sea Wolf, Midway Manufacturing Co. (Germany)".The Arcade Flyer Archive. Retrieved3 May 2021.
  3. ^"Sea Wolf Killer List of Video Games Entry". Retrieved2007-05-25.
  4. ^Marvin's Marvelous Mechanical Museum."1976 Midway Sea Wolf". Archived fromthe original on May 3, 2007. Retrieved2007-05-25.
  5. ^Steve L. Kent (2001),The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, p. 102,Prima,ISBN 0-7615-3643-4
  6. ^abSteven L. Kent (2000),The first quarter: a 25-year history of video games, BWD Press, p. 83,ISBN 0-9704755-0-0, retrieved2011-04-09,Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines. A later color version sold an additional 4000 units.
  7. ^"Sea Wolf for Commodore 64 (1982) - MobyGames". Retrieved2012-06-07.
  8. ^Medler, Ben (2009)."Generations of Game Analytics, Achievements and High Scores".Eludamos. Journal for Computer Game Culture.3 (2):177–194.doi:10.7557/23.6004.S2CID 62097541.
  9. ^Smith, Alexander (2020).They create worlds: the story of the people and companies that shaped the video game industry. Boca Raton: CRC Press, Taylor & Francis Group.ISBN 978-0-429-42364-2.
  10. ^historyofhowweplay (2018-04-03)."Interview: Tom McHugh".The History of How We Play. Retrieved2024-03-16.
  11. ^"Profit Chart".RePlay. October 1976.
  12. ^"Top Arcade Games".Play Meter. November 1977.
  13. ^"Profit Chart".RePlay. November 1977.
  14. ^"The 'Winners' of '78: Top Arcade Games".Play Meter. 1978.
  15. ^"Video Games".RePlay. November 1978.
  16. ^"本紙アンケー 〜 ト調査の結果" [Paper Questionnaire: Results of the Survey](PDF).Game Machine (in Japanese). No. 65.Amusement Press, Inc. 1 February 1977. p. 2.
  17. ^Shaggy (16 April 2008)."Shaggy's Review – Sea Wolf by Coastal Amusements". Arcade Heroes. Retrieved2011-06-28.

External links

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