features alien craft attacking in pairs and the fourth combines both of these things (resulting in rapid duos of death). Somewhat strangely, the third skill level is actually easier than the second - whose ramped up speed results in all-too-frequent instances of hostile bullets clouding the screen to the point where a lost life is impossible to avoid. This flaw occurs with even more regularity on the fourth level of difficulty, rendering it entirely unfair and rather making a mockery of any “skill” aspect. There also seems to be a bit of a circuitry issue whereby an over-zealous nudge or knock can cause the game to reset, although this could just be limited to my own model. Due to the relative popularity of Astro Wars, it’s fairly simple for any interested parties (or former owners of the game on a nostalgia binge) to pick up a second-hand one from the usual internet auction sites. Prices seem to range from as low as £5.00 to around £15.00 - although “new” boxed copies are offered for much sillier money. There were two versions released by Grandstand; one with white writing around the screen and another, slightly more compact design, with red lettering. Aside from these minor stylistic differences, both are otherwise identical. Taking the limited gameplay and basic audio effects into account, it’s only reasonable to conclude that the irreversible march of time hasn’t been especially kind to this tabletop unit. Writing it off completely, however, would be overly harsh. Placed in the context of an affordable, early-80’s entry into frenzied joystick-waggling, Astro Wars appears perfectly respectable. In the current era, its purpose is mainly historical - a single point on the lineage of handheld gaming. Like many such curiosities though, it’s still just about worth digging out so you can foil those alien invaders for another couple of hours. Or until you go deaf, at least.
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