Submarine is a video game in the action genre and published by Bandai Co., Ltd. originally released in 1979. It is currently playable on Super Vision 8000.
Submarine is a tactical simulation for the Super Vision 8000, released in 1979. Set within a late‑war underwater theater, the player assumes command of a single submarine tasked with reconnaissance, patrol, and engagement against surface escorts. Each mission unfolds as a sequence of objectives—track patrol routes, avoid depth charges, and neutralize specific targets with torpedoes—while maintaining stealth and careful line of sight through the watery gloom. The game presents a compact, embedded challenge that rewards precise navigation and rapid decision making under pressure.
Control is offered through a two‑handed scheme on the 8000 console: throttle and rudder on one control bank, ballast and depth on another, with a periscope view button that toggles to a forward‑scanning sonar. The display renders a simple top‑down map of the sea floor and nearby ships and obstacles as single‑line silhouettes. Torpedoes are finite; reloads require earned points by completing segments of the mission or neutralizing designated threats. The submarine’s speed varies with ballast and depth, and currents or thermoclines subtly shift course rendering, inviting careful planning before firing.
Environment and setting are drawn in a dim blue‑green palette on a phosphor monitor, with line art representing seafloor contours, submerged wreckage, and scattered mines. The horizon is a dark void, with occasional ripple effects to suggest water movement. On‑screen data panels line the top and sides, displaying depth, hull integrity, ammunition stock, oxygen supply, and sonar readings. The sonar returns are abstract—the blip clusters and curved ridges that indicate nearby objects or enemies provide range and proximity cues without photorealistic detail.
The audio is lean: a constant engine undertone, periodic sonar pings, and alarm tones that trigger when hull integrity falls or the oxygen gauge dips. Torpedo launches produce a brief, sharp crack, while explosions cut through the soundtrack with a muffled blast. Sound cues reinforce tension and provide feedback on the submarine’s state and surrounding threats, enabling players to anticipate danger before visual confirmation.
Submarine rewards methodical play, blending navigation, resource management, and timing. The player learns to balance speed against stealth and to plot patrol routes that avoid contact with surface escorts while setting up decisive torpedo shots. The sense of isolation, the claustrophobic cockpit metaphor, and the risk of catastrophic failure on a miscalculation create a focused, engrossing experience. Mission after mission offers dependable structure and escalating challenge, keeping attention fixed on the next depth contour and the next critical decision.
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