This groundbreaking shmup was pushing PC hardware to the limit back in 1989

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This groundbreaking shmup was pushing PC hardware to the limit back in 1989
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PC games just didn't move like this in 1989.

Games released on dusty old floppy disks just don't do that—not even mind-blowing tech demos set to catchy Eurobeat tunes programmed 30 years later to showboat on ancient hardware. But Knight Arms makes it look so damn, as if this is just something computer games from 1989 were supposed to do all the time. There's no loading screen to sit through. No real break in the action. Just two very different game types presented as one continuous whole.

The 2D segments effortlessly maintain this sense of wonder, eschewing the usual right-to-left autoscrolling. Instead, you set the pace, scrolling the screen as you move forward or backward.

This was hot stuff in 1989, and graphical showmanship on this scale inevitably comes with a hefty frame-based price tag, even on a home computer so powerful it was able to host pixel-perfect ports of contemporary arcade hits like Strider and Final Fight. The 3D segments often get a little choppy on the 10 MHz X68000 machines Knight Arms was developed for, and there's a tendency for the action to slow down a little during bullet-heavy 2D stages too.

But considering the era Knight Arms was released in—a time when Sim City was brand new, the original Game Boy was making its debut, and Wolfenstein 3D was still a few years away—the fact that developer Arsys Software tried to create something like thisIt doesn't matter if Knight Arms isn't always as smooth and precise as more ordinary shmups, because the focus here isn't on achieving high scores or perfect death-free runs.

Despite the focus on visual spectacle, Knight Arms is still a savvily-designed rail shooter. Powerful weapons and life-saving shields come with harsh restrictions attached, encouraging intelligent play, positional awareness, and a hesitant trigger finger. Even the most minor of progress-blocking 2D bosses will go through multiple phases, the visible battle damage they sustain directly tied to specific weapons and shot types.

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