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Artillery game

An artillery game is a subgenre of video games in which players control projectile‑firing units—often tanks, cannons, or similar weapons—and must calculate the angle and power required to hit opposing targets across a two‑dimensional or three‑dimensional terrain. Gameplay typically emphasizes physics‑based trajectory calculations, with factors such as gravity, wind, and terrain elevation influencing the projectile’s path. The objective is usually to eliminate opponents by successfully landing hits while managing limited ammunition, fuel, or turn‑based resources.

Historical development
The earliest recognized artillery‑style games appeared on mainframe and early home computer systems in the mid‑1970s. Notable early examples include the PLATO system game Artillery (1975) and Tank (1974), both of which employed simple text‑based or vector graphics to simulate projectile motion. The genre entered the consumer market with Atari’s Artillery (1976) for the Atari 2600, which introduced color graphics and a two‑player competitive mode.

During the 1980s and early 1990s, the genre expanded on personal computers, benefiting from improved graphics and more sophisticated physics engines. Scorched Earth (1991) for MS‑DOS popularized the artillery format with extensive weapon customization, terrain deformation, and a multiplayer mode that could support many participants via serial or network connections. The release of the Worms series (beginning with Worms in 1995) further refined the genre by adding cartoonish characters, a wide array of imaginative weapons, and strategic elements such as destructible environments and varied terrain types.

Gameplay mechanics
Typical artillery games feature the following mechanics:

  • Turn‑based play – Players alternate turns to adjust firing parameters and launch projectiles.
  • Trajectory calculation – The player selects launch angle and power; the game computes the projectile’s arc using a simplified physics model that may incorporate gravity, wind speed, and other environmental variables.
  • Terrain interaction – The battlefield is represented by a landscape that can be static or deformable; explosions may alter the terrain, affecting subsequent shots.
  • Weapon variety – In addition to standard projectiles, many games provide a range of weapons (e.g., homing missiles, cluster bombs, napalm) that have distinct behaviors and strategic uses.
  • Resource management – Players often have limited ammunition, health, or turn count, requiring careful planning.
  • Multiplayer support – The genre frequently includes local or networked multiplayer, allowing competitive or cooperative play among multiple participants.

Cultural impact and legacy
Artillery games have influenced broader game design by demonstrating the appeal of physics‑based challenges and turn‑based strategy. Elements such as destructible terrain and projectile physics have been incorporated into real‑time strategy, puzzle, and action titles. The Worms franchise, in particular, achieved significant commercial success, spawning numerous sequels, spin‑offs, and adaptations for consoles, mobile devices, and handheld platforms.

Notable titles

  • Artillery (1975, PLATO) – Early text/graphical implementation.
  • Tank (1974) – Precursor featuring tank combat and projectile physics.
  • Artillery (1976, Atari 2600) – First widely distributed home console example.
  • Scorched Earth (1991, MS‑DOS) – Introduced extensive weapon customization and terrain deformation.
  • Worms series (1995–present) – Popularized the genre with a cartoon aesthetic and expanded multiplayer features.
  • Pocket Tanks (2001, mobile) – Simplified modern adaptation for handheld devices.

Related concepts
The artillery game subgenre is related to, but distinct from, other projectile‑focused games such as ballistic simulation titles, real‑time strategy games with artillery units, and physics puzzle games that emphasize trajectory solving without direct combat.

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