An impenetrable shield of light, 99 sectors deep, is encompassing the planet. You, alone, must cruise from beam to beam, casting lariats of laser bolts into white saucers, red zig bombs, yellow chirpers and more! The quest: to penetrate the shield and restore space exploration to the planet. You have the skill! You have the daring! You are Beamrider!
TECHNICAL Model M-005-03
TRIVIA Inspiration for the game came to David Rolfe one day as he was leaning back in his chair staring at the ceiling. Suddenly the receding grid of acoustical tiles became an outer space playing field.
Players who sent a photo to Activision showing a score over 60,000 on level 20 or above received an official 'Activision Beamriders' emblem.
Video Review magazine named Beamrider "Best Cartridge Game of the Year" in its April 1984 issue.
TIPS AND TRICKS From designer Dave Rolfe in the Beamrider instruction manual:
"Greetings from sector 26 and moving! If you want to make it to the outer sectors, pay attention to these tips."
"First of all, don't hold down the disc. Maintain precise control by learning to TAP the disc to move a single beam at a time. And stay near the center beams so you won't get boxed into a corner with nowhere to run."
"Zap the white enemy saucers as early in their approach as possible. And check this out: You can hit them when they're slightly off the beam, before they can drop their missiles."
"When you see a yellow rejuvenator, don't abandon all caution as you move to catch it, or you'll likely wreck your ship. If an invulnerable object is blocking it, you can use a torpedo to blast it out of the way. Then, catch the rejuvenator. But remember, you only have three torpedoes and they're your only weapon against the Sector Sentinel."
"And while we're on the subject, when the Sentinel is about to approach, don't sit on the beam you plan to shoot from. Green Blockers will swarm onto it immediately! Instead, wait on a beam you're not going to shoot from (like the one nearest the Sentinel's first sighting). As soon as the Blockers are 'locked' onto that beam, zip over to an unblocked beam and torpedo the ship."
"Last, but not least, take time to notice the enemy attack movements. They generally follow a pattern of motion that allows you to anticipate many of their moves."
STAFF Design/Program: David Rolfe
CONTRIBUTE Edit this entry: https://www.arcade-history.com/?&page=detail&id=60858&o=2
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