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:
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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
334:
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
306:
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
437:
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,
747:
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."
513:
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
364:
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
325:
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
329:
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
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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.
1699:
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
758:
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
2067:
674:
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
1874:
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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.
368:
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
718:"a paradigm for computer war games" and praised its graphics and gameplay, with the only major criticism being the inability to save and restore a game.
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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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496: (equivalent to $ 134,056 in 2023) in royalties to Crawford. By June 1982 it was APX's best seller; APX's manager later said that
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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
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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:
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410:, which simulated German and Soviet tank battles during World War II, Crawford wrote the first version of what he called
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1611:"Eastern Front (1941) Scenario Editor / Eastern Front Scenarios 1942, 1943, 1944 / Source Code for Eastern Front (1941)"
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rated it "Excellent" overall in
December 1981, and later referred to it as one of "the deepest computer games around."
377:: Use mobile armored units to break through and encircle Russian units, and infantry units to eliminate enemy pockets.
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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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2016:
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488:(APX), a separate Atari unit that distributed third-party applications, published it on disk and tape. Renamed
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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.
426:, and began working 20 hours a week during nights and weekends to produce a demonstrable game by the
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covers the historical area of operations during 1941–1942. The player commands German units at the
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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
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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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282:-controlled cursor reaches the edges of the screen. According to creator
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1049:"The Designer's Dilemma: The Eighth Computer Game Developers Conference"
446:. Crawford estimated in 1987 that he had worked a total of 800 hours on
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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".
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of the entire map at one time, smooth-scrolling around it when the
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1013:"A Beginner's Guide to Strategy and Tactics in Eastern Front"
1727:, Chris Crawford on Game Design, O'Reilly, 2003, pg. 131–137
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While the game was still being sold, Crawford released its
414:(Russian for "Horray, Victory!") in May and June 1979 on a
1037:
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
1306:"Fred Thorlin: The Big Boss at Atari Program Exchange"
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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
2009:
1977:
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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.
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384:is an example of a game with a sharp jump in the
1114:"Design Techniques and Ideas for Computer Games"
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1320:"Wargaming Personalities Debate Hobby's Future"
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351:calculates its moves during the period between
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1543:InfoWorld's Essential Guide to Atari Computers
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726:InfoWorld's Essential Guide to Atari Computers
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1783:can be played for free in the browser at the
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658:Best Adventure Game for Home Computer of 1981
8:
1467:Greenlaw, Stanley (November–December 1981).
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1222:"Designer Profile: Chris Crawford (Part 2)"
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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
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1829:
1350:"Brooks' Book of Wargames: 1900-1950, A-P"
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1665:Was it your idea to sell the source code?
1401:The Addison-Wesley Book of Atari Software
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818:uses the same map engine to simulate the
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1228:. January–February 1987. pp. 56–59
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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
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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).
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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. Archived from
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353:vertical blank interrupts
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2093:World War II video games
1686:Crawford, Chris (2013).
1475:(review). pp. 29–30
654:Charles S. Roberts Award
294:at the bottom, and from
828:move units in real time
380:According to Crawford,
339:Artificial intelligence
1748:March 1, 2005, at the
1723:June 12, 2007, at the
795:user-created scenarios
640:Game of the Year, 1981
517:
486:Atari Program Exchange
477:
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157:Atari Program Exchange
73:Atari Program Exchange
2073:Origins Award winners
1961:Balance of the Planet
1582:"The Coinless Arcade"
1500:Computer Gaming World
1473:Computer Gaming World
1354:Computer Gaming World
1324:Computer Gaming World
1283:Computer Gaming World
1275:"Inside the Industry"
1226:Computer Gaming World
1166:Computer Gaming World
1146:Computer Gaming World
1053:Computer Gaming World
1017:Computer Gaming World
826:, but modifies it to
671:Computer Gaming World
550:Computer Gaming World
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332:Computer Gaming World
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189:for Atari computers,
170:during World War II,
149:Atari 8-bit computers
1940:Patton Versus Rommel
1903:Eastern Front (1941)
1806:– APX Cat. No. 20095
1636:James Hague (2002).
1540:Mace, Scott (1984).
1496:"Kilobyte Was Here!"
1448:on December 16, 2012
977:Cervo, Tony (2002).
235:Operation Barbarossa
140:Eastern Front (1941)
38:Eastern Front (1941)
1968:Patton Strikes Back
1615:APX Product Catalog
1523:"Ten Best from APX"
623:
536:
121:Turn-based strategy
1802:; source code for
1326:. pp. 114–115
1079:Creative Computing
917:Creative Computing
752:Creative Computing
685:Creative Computing
636:Creative Computing
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428:Origins Convention
224:
210:styled packaging.
196:Creative Computing
2058:Computer wargames
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1800:atariarchives.com
1790:atariarchives.com
1553:978-0-06-669006-3
1259:Crawford, pg. 257
1149:. pp. 17–20.
1055:. pp. 26–31.
951:Crawford, pg. 131
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424:assembly language
343:In an example of
240:The playfield is
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16:(Redirected from
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2038:1981 video games
1931:The 1990 Edition
1924:Balance of Power
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1785:Internet Archive
1754:ANALOG Computing
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1743:"Eastern Front"
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1710:Bibliography
1698:
1693:February 24,
1691:. Retrieved
1681:
1672:
1664:
1663:Hague, see "
1659:
1649:February 25,
1647:. Retrieved
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1446:the original
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1353:
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1300:
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1281:
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1168:. p. 78
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1120:. p. 96
1117:
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1102:Mace, pg. 34
1085:November 18,
1083:. Retrieved
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983:the original
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883:. p. 94
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68:Publisher(s)
56:Developer(s)
29:
1986:De Re Atari
1882:Legionnaire
1867:Video games
1592:October 19,
1506:November 2,
1502:. p. 6
1479:October 31,
1232:November 1,
1201:October 30,
1124:October 19,
1023:October 31,
989:January 30,
923:January 30,
835:source code
816:Legionnaire
812:Avalon Hill
807:Legionnaire
787:source code
773:wrote that
761:Legionnaire
627:Publication
540:Publication
518:Fliegercorp
503:De Re Atari
400:Development
151:created by
99:August 1981
89:Atari 8-bit
84:Platform(s)
77:Atari, Inc.
2032:Categories
887:October 6,
845:References
824:barbarians
797:is known.
769:. 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:,
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