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Eastern Front (1941)

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388:; "apparently there is just one trick in the game, mastery of which guarantees mastery of the game". While he did not specify the trick, there are ways to trick the AI. One is to break the German forces into two blocks, and then advance them on alternate turns. The tactical part of the AI attempts to intercept these movements, sending its mobile forces first one way, then the other, never actually making contact. Another strategy is to keep flanking forces behind a spearhead, which the AI would attempt to block. This results in the computer forces clumping up in front of the Germans, allowing the wings to move in once motion was difficult. 422:. The game was at the time a division-level simulation of combat on the Eastern Front. He described the initial version as "dull, confusing, and slow", and did not return to the project for 15 months. After he began working for Atari, in September 1980 he saw a fellow employee demonstrate smooth scrolling in a text window on an Atari 8-bit and realized the technique's potential for a war game. By December he produced a smoothly scrolling map of Russia, in January 1981 produced a written description of the design for what he by now envisioned as a "48K disk-based game with fabulous graphics" written in 318:. Units attempt to follow their orders to the greatest extent possible, delayed by terrain, blocking friendly units, or combat with enemy units. The screen shows combat by flashing the "attacked" unit, which might be forced to retreat, or be destroyed outright. When all possible movement and combat is exhausted, the game returns to the order-entry phase. Each turn represents one week in-game time, and the game ends on 29 March 1942, after 41 turns. The game engine includes a number of features that increases the depth of the simulation compared to contemporary wargames, such as 373:
another. The computer's larger forces allow it to put up a credible defense; direct fights are hopeless for the player, as newly arriving Soviet units eventually overwhelm the German forces. Crawford spent much time tuning the arrival times of new units to balance the gameplay, and warned that a player who attempted to overwhelm the Russians with tanks is "guaranteed to lose. What you are supposed to do is maneuver, encircle, demoralize, and defeat". The manual advises using
692:"one of the very best war games available for a personal computer ... nearly every aspect of the game is a technical masterpiece", praising its artificial intelligence and "magnificent" scrolling map. The magazine concluded that it was "also a virtuoso demonstration of the awesome built-in capabilities of the Atari computer. This game literally could not be done on any other computer in as satisfactory an execution". Atari magazine 322:, which allows front lines to be constructed without requiring contiguous lines of units. This includes muster and combat strengths, which simulates losses due to combat, and reinforcements that slowly returns a unit to muster strength over time. Supply lines are also simulated, and surrounding the enemy to cut off their supplies is an important strategy for the human player, who faces an overwhelming enemy numerical superiority. 522:) are added, and the units can be placed in one of several modes; normal, assault, or defend and move. In "expert" the user can also choose to start in either 1941 with the standard opening, or 1942, with fully developed lines deep within Russia. The new version also adds the ability to save and restore games, colored cities to indicate ownership, and added city names (previously visible only in the manual) to the in-game map. 578: 573: 568: 563: 558: 461: 361:, the system starts with a basic "plan" and then applies any available cycles to trying variations on that plan, selecting higher-valued outcomes. A few thousand cycles are available between each VBI, so given a typical order-entry phase of a minute, the computer has millions of cycles to spend on refining its plan. 237:, the German invasion of the Soviet Union in 1941. The player controls the Germans, in white, while the computer plays the Russians, in red. Units are represented as boxes for armored corps or cavalry, and crosses for infantry, an attempt to replicate conventional military symbols given the low resolution. 219: 506:"paid the bills, i.e. were our biggest sellers". Crawford stated in 1987 that the game had been the most lucrative for him "by at least a factor of four", and in 1992 that it had sold "fabulously well—far better than anybody (myself included) expected", with most purchasers not traditional wargamers. 372:
that benefits the Russian side—the computer has greater numbers, much more territory, and winter weather. Because of iterative pondering, the computer's moves become better the longer the player waits before issuing orders each turn, and a tactic that works well in one game might be less effective in
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estimated that the actual German army in 1941 scored 110 to 120. A high score by early autumn is not difficult but keeping it high during winter is almost impossible, as mud and snow appears, rivers and land gradually freeze during winter, and Russians counterattack; until the spring thaw the German
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The game is modal, switching between an order entry mode and a combat mode. During order entry the joystick is used to select units and enter movement in the four cardinal directions. Up to eight orders can be entered for any unit. Orders are remembered from turn to turn, and new orders can be added
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the game in May and again found it disappointing. To simplify the project, he reduced the game's scope from the entire 1941–1945 campaign to just the first year; introduced zones of control to reduce the number of units and the burden on the computer's artificial intelligence; and added logistics,
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gave the game an overall A rating, calling it "perhaps the best-designed computer war game to appear on any microcomputer to date" and praising the graphics and joystick-driven user interface. The book concluded that it "is the first war game that non-warriors might enjoy ... Highly recommended."
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as an official Atari product. To improve the gameplay he revamped the AI code, and eliminated the ability to "fast forward" the game and avoid combat. Five difficulty levels are added, the "learner" mode with a single German unit in order to teach the user how to use the controls, and each level
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The AI is based on three basic measures of the game state: The strategic situation which attempts to take and hold cities, the tactical situation which attempts to block player movements, and the overall arrangement of the front line. The AI first attempts to build a continuous front line in an
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The game simulates the changing of the seasons: 14 turns of summer that begin in June 1941, four turns of autumn, and 22 turns of winter. When autumn begins on 5 October 1941 and the green land changes to purple-brown mud, the player is likely losing if they have not captured most objectives,
45: 442:. Crawford also found that the game fit into 16K RAM instead of 48K, and maintained the size. He distributed the game to other playtesters in June, demonstrated a playable version at Origins, then further refined the game for six weeks by fixing bugs and adjusting 391:
Players exploited another bug in the first version's game engine. Since the AI calculates its moves while the user enters orders, reducing the amount of time the user takes to plan their own moves reduces the quality of the computer response. Repeatedly pressing
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Victory points are scored by moving German forces east, capturing Moscow, Leningrad, Stalingrad, and Sevastopol, and destroying and pushing Russian forces east. The highest possible score is 255, and the documentation suggests that any score above 100 is good.
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recommended the game as "the first good" simulation game for the Atari 8-bit. The book cited Crawford as foreseeing that a computer could completely replace a board game and human opponent, and agreed that it caused people to buy Atari computers.
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on the right. The terrain is varied, including flatland, forests, mountains, rivers and swamps, each with their own effects on movement. Cities are displayed in white, and are a major source of "victory points", the player's score.
450:, and believed that the game had influenced the industry to simplify user interfaces and prove that there was a market for an "intelligent", non-action game. He was reportedly most proud of the iterative pondering, and stated that 679:
for Atari computers. Six years later the magazine still rated the game five out of five points, stating "obsolete by contemporary programming standards, it is still fun to play", and in 1993 rated the game four stars out of five.
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30 months ago, at the 2011 Game Developers Conference, somebody asked me to release the source code for my old games. I said I would look into it. I have begun the process of preparing my source code for general
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Game of the Year in 1981. The Academy of Adventure Gaming Arts and Design named it Best Adventure Game for Home Computer, 1981. In 1987 Crawford stated that it was one of the three games he was proud of, with
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in 1981 called it "to this date, the most impressive computer wargame on the market". The review praised the graphics and the artificial intelligence, noted its pondering, and suggested that the game was a
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prevents the computer from pondering and neither the player nor computer does anything, avoiding combat during the winter and allowing the player to break out during spring with full-strength units.
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As Germany, the player begins with more-mobile units, shorter supply lines, and concentrated forces. Although the AI is not strong—believing that the computer needed help against a human, Crawford
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side is forced into a purely defensive role. If the player survives until spring the season offers a renewed offensive capability, but only for a short period before the game ends.
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attempt to prevent encirclements, it then sends additional units on intercept courses to block player movements, and finally any remaining units are sent to undefended cities.
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through APX as a separate, commercial product targeted at developers. He was surprised that while it sold well, no other game used it. He also released a
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above that adding more units up to "advanced", which is identical to the original game. In the highest level, "expert", air force corps (
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Crawford approached Atari about selling the game, but the company believed that wargames for Atari computers would not be popular.
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shortly before release, APX began selling the game in August 1981. It was immediately successful, selling over 60,000 copies with
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in future turns after watching an animation of any remaining ones. The orders for any given unit can be cancelled by pressing the
1541: 765: 1745: 355:(VBI). The rest of the game, what the user sees, is run during the VBI period of a few hundred cycles. According to Crawford in 1992: 978: 2072: 1859: 1441: 283: 152: 60: 1999: 1923: 357: 410:, which simulated German and Soviet tank battles during World War II, Crawford wrote the first version of what he called 1843: 1611:"Eastern Front (1941) Scenario Editor / Eastern Front Scenarios 1942, 1943, 1944 / Source Code for Eastern Front (1941)" 1610: 167: 1720: 724:
rated it "Excellent" overall in December 1981, and later referred to it as one of "the deepest computer games around."
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rated the game 9.3 out of 10, calling it "truly magnificent". Citing time pressure as a difference from board games,
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and fight the computer-controlled Russians. The game simulates terrain, weather, supplies, unit morale, and fatigue.
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was among APX's best selling games, selling over 60,000 copies. It was widely lauded in the press and was
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Starting position for the 1942 scenario. The Russians have contained the Germans southwest of Moscow.
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was considered to be one of the first computer wargames that paper-and-pencil wargamers approved of.
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covers the historical area of operations during 1941–1942. The player commands German units at the
120: 702:"a game master piece, a brilliant simulation of battle conditions on the eastern front in WW II." 286:, it is the first wargame with a smooth-scrolling map. The map covers the area from just north of 1895: 1561: 827: 684: 195: 83: 1817: 1547: 1405: 427: 423: 160: 1760: 1731: 1378: 17: 1784: 704: 694: 587: 144: 116: 111: 44: 1687: 1047:
Wilson, Johnny L.; Brown, Ken; Lombardi, Chris; Weksler, Mike; Coleman, Terry (July 1994).
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in the lower right. A Russian infantry unit covers Moscow near the upper edge of the map.
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Stanton, Jeffrey; Wells, Robert P.; Rochowansky, Sandra; Mellid, Michael, eds. (1984).
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s Game of the Year in 1981. In 1982, it was licensed by Atari for distribution on
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destroyed most early Russian forces, and established a defensive position.
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Halcyon Days: Interviews with Classic Computer and Video Game Programmers
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The game was so successful that Atari asked Crawford to convert it to
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Opening scene in the APX version, showing the region around Leningrad
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source code for the game were also sold by APX as separate products.
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Why was "Eastern Front" released through the Atari Program Exchange?
739:"is possibly the first fun war game for people who hate war games". 278:
of the entire map at one time, smooth-scrolling around it when the
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While the game was still being sold, Crawford released its
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Overview from examining the source code, available below.
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Commercial video games with freely available source code
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screens tall, and uses 18 colors. The screen shows only
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received critical praise from contemporary magazines.
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is centered just above the pink square cursor, with
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After entering orders, the combat phase begins with
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at Atari Mania information and scans (APX package).
1761:"With Legionnaire, fight Caeser's battles on Atari" 1379:"Eastern Front (1941), wargame from Atari Exchange" 454:only uses 75% of Atari 8-bit graphic capabilities. 126: 110: 94: 82: 66: 54: 37: 1373: 1371: 1423: 1421: 1068: 1066: 1064: 1062: 1006: 1004: 1002: 1000: 384:is an example of a game with a sharp jump in the 1114:"Design Techniques and Ideas for Computer Games" 1343: 1341: 1320:"Wargaming Personalities Debate Hobby's Future" 1185: 1183: 938: 936: 934: 870: 868: 866: 864: 862: 860: 858: 856: 854: 351:calculates its moves during the period between 1605: 1603: 1543:InfoWorld's Essential Guide to Atari Computers 1216: 1214: 1212: 726:InfoWorld's Essential Guide to Atari Computers 1844: 1783:can be played for free in the browser at the 906: 904: 902: 900: 898: 658:Best Adventure Game for Home Computer of 1981 8: 1467:Greenlaw, Stanley (November–December 1981). 621: 555: 516: 1222:"Designer Profile: Chris Crawford (Part 2)" 972: 970: 648:Best Adventure Game for Home Computer, 1981 645:Academy of Adventure Gaming Arts and Design 233:-level simulation of the first 41 weeks of 2083:Video games developed in the United States 1947:Trust & Betrayal: The Legacy of Siboot 1851: 1837: 1829: 1350:"Brooks' Book of Wargames: 1900-1950, A-P" 620: 533: 43: 34: 1665:Was it your idea to sell the source code? 1401:The Addison-Wesley Book of Atari Software 1393: 1391: 818:uses the same map engine to simulate the 393: 315: 308: 1228:. January–February 1987. pp. 56–59 1098: 1096: 964:, Volume 22 Issue 43/44 (2004), pg. 113 960:Chris Crawford, "Ga-Ga over Graphics", 913:"Eastern Front / The Atari Goes to War" 850: 833:In 2013 Crawford publicly released the 1796:by Chris Crawford – APX Cat. No. 20050 1559: 1162:"Chris Crawford's First Computer Game" 1019:. Vol. 2, no. 3. p. 10 800:Crawford used many of the ideas from 159:(APX) in 1981. A scenario editor and 7: 2063:Chris Crawford (game designer) games 1546:. Harper & Row. pp. 80–84. 1075:"Eastern Front: A Narrative History" 875:McMahon, Edward P. (February 1982). 538: 2088:Video games set in the Soviet Union 1286:. September–October 1982. p. 2 837:of several of his games, including 793:, but only one pre-packaged set of 529: 1954:The Global Dilemma: Guns or Butter 1718:"Chapter 18. Eastern Front (1941)" 1442:The Game Manufacturers Association 1348:Brooks, M. Evan (September 1993). 25: 1112:Crawford, Chris (December 1982). 557: 1521:Powell, Jordan (February 1983). 576: 571: 566: 561: 556: 2078:Turn-based strategy video games 2053:Atari Program Exchange software 2048:Atari 8-bit computer-only games 1993:The Art of Computer Game Design 1588:. December 1981. pp. 38–41 1404:. Addison-Wesley. p. 184. 1318:Brooks, M. Evan (August 1992). 1141:"Tanktics: Review and Analysis" 1073:Crawford, Chris (August 1982). 370:intentionally did not fix a bug 180:invade the Soviet Union in 1941 1494:Brooks, M. Evan (April 1987). 1011:Proctor, Bob (May–June 1982). 911:Blank, George (January 1982). 877:"Review: Eastern Front (1941)" 1: 2000:Chris Crawford on Game Design 1566:: CS1 maint: date and year ( 1160:Crawford, Chris (July 1991). 1139:Proctor, Bob (January 1982). 358:Chris Crawford on Game Design 206:, then rereleased in 1988 in 18:Eastern Front (computer game) 1190:DeWitt, Robert (June 1983). 298:on the left to just east of 1767:, February 14, 1983, pg. 56 1617:. Fall 1983. pp. 61–62 745:Book of Atari Software 1984 49:Cartridge version box cover 2114: 2043:Atari 8-bit computer games 2017:Game Developers Conference 1732:"Chris Crawford's Kingdom" 1385:, December 7, 1981, pf. 34 1192:"APX / On top of the heap" 155:and published through the 2098:Single-player video games 1756:, Number 5 (1982), pg. 22 1738:, August 27, 1984, pg. 34 1438:"The 1981 Origins Awards" 981:. GameSpy. 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1030: 996: 985:on May 5, 2006 979:"1981 Winners" 966: 962:Works and Days 953: 944: 930: 894: 849: 848: 846: 843: 782: 779: 743:Addison-Wesley 660: 659: 656: 650: 649: 646: 642: 641: 638: 632: 631: 628: 617: 616: 613: 611:Addison-Wesley 607: 606: 603: 595: 594: 591: 583: 582: 553: 545: 544: 541: 530: 527: 524: 482: 479: 412:Ourrah Pobieda 404:After writing 401: 398: 386:learning curve 340: 337: 290:at the top to 284:Chris Crawford 254:screens wide, 215: 212: 204:game cartridge 178:level as they 153:Chris Crawford 134: 133: 128: 124: 123: 114: 108: 107: 96: 92: 91: 86: 80: 79: 70: 64: 63: 61:Chris Crawford 58: 52: 51: 48: 40: 39: 31: 26: 24: 14: 13: 10: 9: 6: 4: 3: 2: 2110: 2099: 2096: 2094: 2091: 2089: 2086: 2084: 2081: 2079: 2076: 2074: 2071: 2069: 2066: 2064: 2061: 2059: 2056: 2054: 2051: 2049: 2046: 2044: 2041: 2039: 2036: 2035: 2033: 2018: 2015: 2014: 2012: 2008: 2002: 2001: 1997: 1995: 1994: 1990: 1988: 1987: 1983: 1982: 1980: 1976: 1970: 1969: 1965: 1963: 1962: 1958: 1956: 1955: 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Retrieved 1681: 1672: 1664: 1663:Hague, see " 1659: 1649:February 25, 1647:. Retrieved 1641: 1631: 1619:. Retrieved 1614: 1590:. Retrieved 1585: 1576: 1542: 1535: 1526: 1516: 1504:. Retrieved 1499: 1489: 1477:. Retrieved 1472: 1462: 1450:. Retrieved 1446:the original 1432: 1400: 1382: 1358:. Retrieved 1353: 1328:. Retrieved 1323: 1313: 1308:, April 2000 1300: 1288:. Retrieved 1281: 1255: 1247: 1246:Hague, see " 1242: 1230:. Retrieved 1225: 1199:. Retrieved 1195: 1172:November 18, 1170:. Retrieved 1168:. p. 78 1165: 1155: 1144: 1134: 1122:. Retrieved 1120:. p. 96 1117: 1107: 1102:Mace, pg. 34 1085:November 18, 1083:. Retrieved 1078: 1052: 1042: 1033: 1021:. Retrieved 1016: 987:. Retrieved 983:the original 961: 956: 947: 921:. Retrieved 916: 885:. 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In 2002 677:killer app 494:US$ 40,000 435:playtested 375:blitzkrieg 300:Stalingrad 292:Sevastopol 187:killer app 1917:Excalibur 1765:InfoWorld 1736:InfoWorld 1562:cite book 1452:August 1, 1383:InfoWorld 1290:March 28, 814:in 1982. 721:InfoWorld 605:Excellent 600:InfoWorld 531:Reception 526:Reception 430:in July. 345:pondering 309:space bar 288:Leningrad 1875:Tanktics 1824:AtariAge 1746:Archived 1721:Archived 1621:July 29, 1360:July 30, 881:COMPUTE! 711:COMPUTE! 466:Smolensk 407:Tanktics 280:joystick 214:Gameplay 112:Genre(s) 2010:Related 1330:July 3, 771:GameSpy 714:called 698:called 688:called 481:Release 273:⁄ 263:⁄ 249:⁄ 127:Mode(s) 95:Release 1910:Gossip 1889:Wizard 1550:  1408:  781:Legacy 754:named 622:Awards 593:9.3/10 418:using 296:Warsaw 1978:Books 1896:Scram 1527:Antic 1278:(PDF) 1196:Antic 695:Antic 630:Award 543:Score 470:Minsk 394:Start 316:Start 231:corps 229:is a 200:' 176:corps 143:is a 106:Atari 104:1982: 101:: APX 1695:2017 1651:2017 1623:2014 1594:2013 1586:BYTE 1568:link 1548:ISBN 1508:2013 1481:2013 1454:2019 1406:ISBN 1362:2014 1332:2014 1292:2016 1234:2013 1203:2013 1174:2013 1126:2013 1118:BYTE 1087:2013 1025:2013 991:2015 925:2015 889:2013 810:for 763:and 741:The 732:BYTE 500:and 474:Orel 208:XEGS 147:for 1822:at 804:in 2034:: 1792:; 1763:, 1752:, 1734:, 1697:. 1640:. 1613:. 1602:^ 1584:. 1564:}} 1560:{{ 1525:. 1498:. 1471:. 1440:. 1420:^ 1390:^ 1381:, 1370:^ 1352:. 1340:^ 1322:. 1280:. 1264:^ 1224:. 1211:^ 1194:. 1182:^ 1164:. 1143:. 1116:. 1095:^ 1077:. 1061:^ 1051:. 1015:. 999:^ 969:^ 933:^ 915:. 897:^ 879:. 853:^ 841:. 830:. 349:AI 311:. 185:A 119:, 1852:e 1845:t 1838:v 1667:" 1653:. 1625:. 1596:. 1570:) 1556:. 1529:. 1510:. 1483:. 1456:. 1414:. 1364:. 1334:. 1294:. 1250:" 1236:. 1205:. 1176:. 1128:. 1089:. 1027:. 993:. 927:. 891:. 615:A 275:9 271:1 265:3 261:1 258:+ 256:4 251:3 247:1 244:+ 242:2 20:)

Index

Eastern Front (computer game)

Developer(s)
Chris Crawford
Publisher(s)
Atari Program Exchange
Atari, Inc.
Platform(s)
Atari 8-bit
Genre(s)
Computer wargame
Turn-based strategy
Single-player
computer wargame
Atari 8-bit computers
Chris Crawford
Atari Program Exchange
assembly language
Eastern Front
corps
invade the Soviet Union in 1941
killer app
Creative Computing
game cartridge
XEGS

corps
Operation Barbarossa
joystick
Chris Crawford

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