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The Dreadnaught Factor

aka: Desafio Estelar
Moby ID: 9642
Intellivision Specs
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Description official descriptions

The Zorban Dreadnaughts are spaceships that are 140,000 feet long and weigh 970 megatons, making them the largest, most heavily armoured spaceships ever created. A fleet of these large battlecraft are now heading towards your home planet, and it is your job to stop them! The game is played from a side scrolling overhead point of view as your small but agile spaceship flies past the dreadnaughts. On each pass your spaceship makes, you need to try and bomb as many of the energy vents as possible. When all energy vents on a dreadnaught are destroyed, that dreadnaught will explode. Time is limited, though, and if you make too many passes to destroy the energy vents the dreadnaught will be within firing range of your home planet and will destroy it. Each of the dreadnaughts are heavily armed; guns, canons, missiles, and other weapons are located on each dreadnaught and will be trying their best to end your mission. Multiple skill levels are included which alter the number of dreadnaughts you must destroy, as well as their speed and firing capabilities.

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Credits (Intellivision version)

Conceived and designed by

Reviews

Critics

Average score: 79% (based on 7 ratings)

Players

Average score: 3.0 out of 5 (based on 10 ratings with 1 reviews)

Even today, there are no Big Ships like THESE Big Ships

The Good
Make no mistake; this game is one amazing ride. I've played a lot of space games, and fought a lot of very big ships, but in twenty years I still haven't found one as tough -- nor as exciting -- as a Dreadnaught Factor Dreadnaught about halfway through difficulty level 6.

It's not just the awesome volume of fire these ships can put out. It's not the unnerving speed with which they approach their bombardment point. It's not the nasty little surprises that they didn't tell you about in the manual that show up on every single level. It's all of this together plus the sheer mind-blinding speed of things on-screen that will give your twitch reflex all it could ask for.

In addition to a twitch, the game also requires a player with a brain -- dreadnaughts are modeled in detail, and since there's no way on the higher difficulty levels to take out a ship in one pass, you have to carefully plan out exactly what you're going to do in each pass (take out the engines? Go for the main missile armament? Knock back the defensive grid? ) then go out and DO it, carefully adjusting your plan based on what happened in the previous pass.

This is also one of the few games of the genre where "run away to fight another day" makes sense -- you can abort a pass at any time, fairly easily, and knowing when and how to do that is one of the things that separates the skilled from the dead at the higher difficulty levels. You MUST abort passes, as staying too long simply gets you killed.

The Bad
There are 7 levels of difficulty in this version, ranging from "basic" to "you've got to be kidding". Unfortunately, even so there is no real "middle" range -- the difficulty jumps from "trivial" (levels 0-3) to "Nigh impossible" (Levels 4-7) in the blink of an eye.

Also, in case you haven't noticed, this game is rock -- and I do mean rock -- hard. How hard is it? Let this be an indication: In an era when most games gave you three lives, this game gave you TEN lives to start out with and FOUR extra lives for every dreadnaught destroyed. Why? Because the game designers figured that even the very very best players would still lose about four ships destroying a dreadnaught on the higher levels. And they were right. I don't care how good you are -- fly into range of a significant portion of the dreadnaught's battery, and even if your game control is hardwired into your brain, you have to be superhuman to survive for more than about three seconds. It is that tough.

Also, the graphics aren't terribly hot. Not that you'll notice. Anyone who spends a second or two critiquing the dreadnaught's color scheme will find themselves atomized by a crisscross of particles, lasers, and missiles. Perhaps that was intended ? :)

Finally, and most annoyingly, level 7 is near-impossible to complete. Not because of the difficulty, but simply because there are 100 dreadnaughts to kill. Given that it took me about 30 minutes to win level 5 (10 dreadnaughts), it will probably take 5 or so hours of uninterrupted play -- in the age before saved games -- to finish.

The Bottom Line
An eminently playable game that -- if you're a fan -- comes closest of any to the feel of Fred Saberhagen's book BERSERKER WARS, in which bands of courageous small fighters go up against nigh-invincible planet-busting dreadnaughts. Few games today will send you up against such a mothership more than once (at the very end), while Dreadnaught Factor does it again, and again, and again.

Atari 5200 · by Brian Pendell (17) · 2004

Trivia

Dreadnaughts

Each shape of dreadnaught ("delta", "jaws", "coke bottle", "bat wing") has a first-time-it-can-appear value. There is a dreadnaught shape that can only appear after 10 other dreadnaughts have been defeated, which means it only shows up in the highest level.

High score reward

Like many early Activision games, you could earn a patch for high scores in The Dreadnaught Factor. If you could destroy an entire dreadnaught fleet on level four or above and sent in a photo of the screen to Activision, you would receive the "Activision Dreadnaught Destroyer" patch.

Version differences

In the Intellivision version of the game, both the bolts from the guns and the tracking missiles were shown using the Intellivision hardware's 8 "sprites". Because the Atari 400/800/5200 hardware only supported 4 sprites, the game was turned sideways. The sprites are used for the tracking missiles (and the bolts fired at an angle), and the normal bolts were displayed with a different trick that required they be horizontal.

Information also contributed by Eric Nickell

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Contributors to this Entry

Game added by Servo.

Additional contributors: chirinea, Patrick Bregger.

Game added July 9, 2003. Last modified July 17, 2024.