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Whats Up With the Art on Rhe Cover of Descent

1995 first-person shooter game

1995 video game

Descent
The Descent cover art is a portrait image comprising two vertical halves: a pale red on the left and a dark gray on the right, with three antagonistic robots appearing in the background. In the center of the cover art is an inverted square containing a shield orb and above that the title "DESCENT".

MS-DOS cover fine art

Developer(south) Parallax Software
Publisher(south)
  • Interplay Productions
  • MacPlay (Mac Bone)
  • R-Comp Interactive (RISC Bone)
Director(s)
  • Mike Kulas
  • Matt Toschlog
Producer(due south) Rusty Buchert
Designer(s)
  • Che-Yuan Wang
  • Marking Dinse
  • Jasen Whiteside
Developer(s)
  • John Slagel
  • Rob Huebner
Creative person(s) Adam Pletcher
Writer(southward) Josh White
Platform(s) MS-DOS, Macintosh, PlayStation, RISC OS
Release
  • MS-DOS
  • March 17, 1995
  • Macintosh
  • Tardily 1995
  • PlayStation
    • JP: January 26, 1996
    • WW: March 1996
  • RISC OS
  • Late 1998
Genre(s) First-person shooter, shoot 'em up
Mode(due south) Unmarried-player, multiplayer

Descent is a first-person shooter (FPS) game developed past Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. Information technology popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely truthful-3D graphics. The thespian is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape being caught in the mine's cocky-destruction, defeating opposing robots along the style. Players tin can play online and compete in either deathmatches or cooperate to take on the robots.

Descent was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to Doom and praised its unrestrained range of motion and full 3D graphics. The combination of traditional kickoff-person shooter mechanics with that of a space flight simulator was also well received. Complaints tended to focus on the frequency for the player to become disoriented and the potential to induce motion sickness. The game'south success spawned expansion packs and the sequels Descent II (1996) and Descent 3 (1999).

Gameplay [edit]

Single-player [edit]

Screenshot of the thespian engaging a robot from a cockpit perspective. The yellow number and adjacent bars in the HUD represent the corporeality of full energy. Also in the HUD, counterclockwise from top left: the bachelor extra lives, an enemy missile lock indicator, a colored key inventory, the selected primary weapon, the player transport'due south shields, the selected secondary weapon, and the score count.[1] : 18 [two]

Descent is a first-person shooter and shoot 'em up[iii] game wherein the player pilots a spaceship through labyrinthine mines while fighting virus-infected robots, using the ship'due south armaments. They must observe and destroy each mine'due south reactor cadre, triggering a meltdown that will destroy the mine every bit the thespian escapes.[four] For ii levels, the reactor core is replaced with a boss. To obtain access to the reactor, the player must collect one or a combination of the iii colored access keys for each level.[1] : xiv [5] Every bit a secondary objective, the thespian can likewise choose to rescue PTMC (Post Terran Mining Corporation) workers who were taken hostage by the infected robots.[4]

Descent features 30 levels, of which three are secret levels. Each level is based in a mine or military installation[6] in various locations in the Solar Organization. The levels are first set on the Moon and later shift to Venus and to Mercury. Afterward, the levels have place on Mars before progressing away from the Lord's day and eventually to Pluto's moon Charon. The actor accesses the three secret levels located in the asteroid belt using alternative exit doors hidden in specific levels.[7] : 219 The game demands that players proceed their sense of orientation in a fully 3D environment with a flight model featuring six degrees of freedom in cypher-gravity.[four] It also provides a 3-dimensional wire-frame automap that displays any surface area of the current mine visited or seen by the player. Variously colored lines signal locked doors and zones such as energy stations and reactor areas.[i] : 12 These mines may comprise hidden doors[1] : xvi or robot generators that spawn enemy robots.[1] : 17 Flares and lasers calorie-free up dark areas of the mine.[1] : 9 [ii]

Items are available as collectible ability-ups. They are either scattered throughout the mines or may exist obtained by destroying robots.[6] Weapons are divide into primary and secondary weapons. Primary weapons range from lasers to wide-range Spreadfire Cannons to subversive chargeable Fusion Cannons. They all consume energy as their armament, except for the Vulcan Cannon, which uses rounds of explosive shells. Secondary weapons include rockets and homing missiles, as well as droppable Proximity Bombs and powerful Mega Missiles.[1] : xiv–15 The player's spacecraft uses shield power as health, and tin carry a maximum of 200 units of shields and energy each. Energy is replenished from free energy power-ups or recharged to 100 units at permanent energy centers. Shields can only be restored by collecting blue shield orbs. There are also power-ups that alter the ship'southward status and weaponry. For example, Cloaking Devices temporarily render the send invisible, Invulnerability temporarily inhibits receiving damage, and Quad Lasers modify the ship'due south light amplification by stimulated emission of radiation system to burn down four bolts of free energy instead of the standard two.[1] : xiv Points are gained past defeating robots, rescuing hostages, and escaping the mine before its self-destruction.[1] : 23 If the actor ship's shields drop to 0, the ship is destroyed, all caused weapons are strewn almost the area as power-ups,[7] : 3 and any rescued hostages aboard are killed.[8] : twenty The ship respawns at the cost of a life and the player must navigate the mines to regain the ability-ups.[9] Players tin tape and later view their experiences in the grade of demos, both in single-histrion and multiplayer.[ane] : nineteen [10]

Multiplayer [edit]

Descent allows online competitive and cooperative multiplayer sessions. The competitive sector consists of "Anarchy", "Team Anarchy", and "Chaos With Robots", three deathmatch modes whereby players attempt to destroy equally many of each other's ships equally possible. Team Anarchy assigns players to 2 opposing teams, and Anarchy With Robots adds hostile robots to the match. In Cooperative, players team upwardly to destroy mines and compete for the highest score. Competitive modes let a maximum of eight players and cooperative modes allow upwardly to four.[1] : 23 Players can press a single key to blazon a bulletin referred to every bit a taunt, rather than pausing to type in the full message.[one] : 27 [nine] They tin also bring together same servers across unlike platforms, specially MS-DOS and Macintosh.[11]

Plot [edit]

Descent is gear up in 2169.[4] The story begins with a briefing betwixt an anonymous executive of the PTMC and the player's grapheme, PTMC'south best "Material Defender", who is hired on a mercenary footing to eliminate the threat of a mysterious conflicting computer virus infecting the machines and robots used for off-world mining operations.[12] The game progresses throughout the Solar Organization outward from World. After defeating the boss robot on Charon, the Cloth Defender is informed he cannot render to the PTMC's headquarters in Earth orbit, as there is a take a chance his transport may be infected with the same virus equally the defeated robots. His employer also mentions that PTMC has lost contact with their deep-space installations exterior the Solar System, hinting at the events of the sequel.[13]

Development [edit]

Descent was co-created by programmers Mike Kulas and Matt Toschlog. It has origins as far back as 1986, when Toschlog first joined the gaming industry at Sublogic, where he also first met Kulas. In that location, the pair worked on various simulation titles from Flight Simulator 2 to Jet. Toschlog left the company in 1988 for Looking Glass, where he worked with Ned Lerner to develop Car and Driver. Kulas joined the company in 1990 to develop utilities for Car and Commuter. The ii had devised an idea of an indoor flying simulator that used shaded polygons. After working on Ultima Underworld however, they realized they could add together textures to the polygons for a spectacular event. By April 1993, they finished a two-page sketch for what would go Descent.[a]

Our aim was to create an '80s-style arcade game with '90s technology. Nosotros wanted a full 3-D environs in which the thespian was surrounded by interesting structures and threats in all dimensions.

Mike Kulas, Wired [17]

Descent took about 21 months to finish. According to Kulas,[16] the game cost around Usa$450,000 to make. The game's marketing upkeep was $1 million.[18] Deciding that their idea was too skilful for anyone else to develop information technology, Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software. They hired Che-Yuan Wang and John Slagel equally their programmers, with Wang also existence their level designer. They also hired Adam Pletcher as their artist. They set out to contact publishers, including Scott Miller of Apogee Software, id Software's chief publisher, who was excited almost their proposal and signed a contract with them. For the adjacent seven months, Apogee invested in Parallax and shared with them experience they had gained from developing their ain 3D shareware titles. Parallax would implement artistic and structural changes that Apogee requested. Later on those months, Apogee had numerous projects in the works, and Parallax's project became more expensive to create, so Apogee severed its interest in the projection.[a]

Left without a publisher, Parallax spent the adjacent iii months to develop a mock-up prototype, continuing their coding. The projection was originally titled Miner, only Parallax presented their paradigm in written letters to l game companies every bit Inferno. Of those letters, three of them received a respond. One of them was from Interplay, who immediately signed the visitor up. Until the game'south total release, Interplay's producer Rusty Buchert would oversee and guide the development of the project. Parallax hired three more people to finish the projection: level designers Mark Dinse and Jasen Whiteside and story author and 3D modeler Josh White.[a]

During level design, the idea of simple connected tunnels as the sole component of level architecture expanded to too include rooms and exits. As levels became more complex and confusing, the developers added an automap to address this problem.[a] To blueprint the levels, Descent 's graphics engine uses portal rendering, which uses collections of cubes to course rooms and tunnels. Within the game, sides of cubes can be attached to other cubes, or display upwardly to two texture maps. Cubes can be deformed so long as they remain convex. To create furnishings similar doors and come across-through grating, walls could exist placed at the connected sides of ii cubes.[19] Robots were drawn as polygonal models; sprites were only used to represent the hostages and power-ups.[20] This organization was very efficient, and made possible the first truly 3D textured environs in a video game.[19] [20]

Another obstruction to overcome was calculation online multiplayer. Parallax constitute information technology difficult to implement and were initially reluctant to practice and so. At the same time during development, they had learned of Doom and the popularity of its multiplayer. Interplay sent Rob Huebner to help Parallax plan multiplayer. Almost their project'southward completion, Parallax faced yet another obstruction: they needed to brand certain that their highly detailed and complex game could run smoothly on computers. Although ultimately the requirements to run the game fast were high, an added selection to adapt detail complication did help.[a]

Release timeline
1995 Descent
1996 Descent: Levels of the World
Descent Two
Descent Two: Vertigo Series / The Infinite Completeness
1997
1998
1999 Descent three
Descent 3: Mercenary

Releases and ports [edit]

Parallax Software and Interplay followed the shareware model used by Apogee and id Software, and on Dec 24, 1994;[21] uploaded a seven-level shareware demo every bit Descent both in retail and on the Cyberspace. They released the total game for MS-DOS in retail on March 17, 1995,[14] [22] followed by a Macintosh port published past MacPlay in December 1995.[23] A modified version of Descent with stereoscopic graphics was released as a bundle with StereoGraphics'southward SimulEyes VR 3D glasses.[24] A PlayStation port was released in Japan on Jan 26, 1996, and abroad in March 1996, with SoftBank existence the Japanese version's developer.[25] [26] 1996 also saw the release of Descent: Levels of the World, an add-on containing over 100 winning level submissions from a design competition held by Interplay, plus 1 level designed by Parallax Software.[27] Also in March 1996, Descent: Ceremony Edition was released, which bundled Descent, Levels of the World, equally well as additional exclusive levels. Descent was later ported to RISC Bone by R-Comp Interactive in late 1998,[28] which received a 32-flake update in 2003.[29]

Cancelled ports [edit]

A Sega 32X version of Descent was planned equally the first console version,[30] but it was never released. A 3DO Interactive Multiplayer version was showcased at E3 1995 and slated to exist published by Interplay, simply never came to fruition for unknown reasons.[31] Also, a Panasonic M2 version was also appear only never released due to the arrangement'southward cancellation.[b] A planned Sega Saturn version was cancelled because the programmers establish that a straight port of the PlayStation version was not possible, and they did not recall it would be worth their while to practise a more than elaborate port for the Saturn.[37] [38] Interplay had plans dating to mid-1996 to port Descent to Nintendo 64 under the proper noun Ultra Descent.[39] The port was delayed earlier it was somewhen cancelled in 1998 in favor of Descent iii, with Parallax's Jim Boone explaining that information technology never reached the design phase in evolution.[40] [41] In April 2010, Interplay announced a WiiWare version of Descent for release in that year'due south holiday season.[42] It never was released.

Mods [edit]

Descent uses package files to store and load level data such as level structures, graphics, objects, and sound effects and music—similar to the WAD file format used for Doom. Information technology also allows players to create their own such files containing the information, which can then be loaded and played.[43] Later in 1997 on the stop-of-life commercial cycle came the release of the game'south source code, excluding the audio code. Parallax released the source code under the license that permits non-commercial uses only.[44] All of this, combined with the game'southward popularity, has resulted in a number of distributed mods.[45]

Re-releases [edit]

Descent was re-released on modernistic digital distribution services. It was ane of the launch titles for the open beta version of Proficient Old Games on September 8, 2008,[46] followed by a Steam release on February thirteen, 2014.[47] Notwithstanding, the game was withdrawn from Good Onetime Games in Dec 2015 forth with Descent II and Descent 3, and later from Steam. A representative of Parallax Software responded to speculation on the Good Onetime Games forums regarding the withdrawal of the titles. Interplay owned the Descent trademark and the publishing rights to those games, but their developers withal retained the copyrights to them. The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007. As a result, they had terminated the sales understanding, disallowing Interplay from further selling them.[48]

However, in November 2017, Skillful Old Games announced that the Descent series would be available for auction again on their platform.[49] The game has also since resurfaced on Steam.[50]

Reception [edit]

Pre-release [edit]

Customer reception of the shareware version of Descent was very positive, with players praising the fully 3D environment and commentators noting perceived "loyalty and goodwill" that both Parallax and Coaction fostered.[17] Withal, information technology also garnered player complaints well-nigh a technical problems that would recharge each robot's shields whenever the player ship was destroyed (the trouble was exacerbated on the final level of the shareware, where the power reactor is replaced with a boss and the gameplay thus becomes extremely difficult). It also received complaints for lacking the ability to save in-game, instead saving the player's progress between levels. Parallax recognized the bug and the popularity of the save feature, so they released patches to address the issues.[15] Marking Burgess of PC Zone called it one of the best shoot 'em up games and wrote that it justified shareware, giving it a perfect 5 floppy disks out of five.[9] : 106 Descent would later proceed to go 1 of the games to inspire other retailers and software companies to look into and embrace the shareware model.[17] [22]

Sales [edit]

On Electronic Amusement 'due south charts in March 1995, the PC and CD-ROM editions of Descent appeared as Nos. five and 8 of the top-selling PC and CD-ROM titles before climbing to Nos. iv and three the next calendar month, respectively.[51] The game get-go appeared on PC Zone 'due south charts of the top-selling games in May 1995, landing on Nos. 4 and two on the top full price and CD-ROM titles, respectively. The shareware version appeared as No. 3 on the meridian budget games.[52] In June 1995, the CD-ROM version dropped off, and the shareware version fell to No. 6 of the upkeep games and the total game to No. 9 of the full toll games[53] before dropping off next month. The full game rose support in August 1995 to No. xix of the top full toll games, while the shareware version fell down to No. 7 of the superlative commercial titles.[54] The game dropped off PC Zone 'due south charts altogether the next month.[55] The Macintosh port also landed on No. x of the tiptop Macintosh games in Dec 1995.[56]

Coaction estimated in March 1995 before Descent 'due south full release that shareware copies of Descent were distributed 900,000 times via online services, on the Internet, or at retail.[57] Official global sales of the game, together with its sequel, surpassed 1.1 million copies equally of June 1998,[58] while VentureBeat estimated in 2015 that the actual sales figure of the original was as high as 25 million copies.[59]

Computer versions [edit]

The computer versions of Descent received nigh-universal acclaim, with reviewers widely comparison it to Doom and noting its unique use of free motion, too as a fully three-dimensional surroundings.[c] The multiplayer aspect received equal acclaim.[d] Michael Ryan of PC Magazine enthusiastically attributed the attending the game received to its unique gameplay and found no similar alternatives.[iii] GameSpot remarked that "but one 3-D shooter adds a whole new dimension to the field: Descent.", particularly noting the labyrinthine environments.[60] Charlie Brooker of PC Zone noted the game'southward intense environment and similarities to Doom and praised its multiplayer and power to taunt opposing players, with only minor criticism directed toward its slight repetitiveness.[ix] Mutual complaints tended to focus on Descent 'south ability to disorient players, as well as potentially induce motility sickness.[due east]

Next Generation particularly praised the graphics and animation, intelligent enemies, and wide array of power-ups, all of which it said would "keep nigh gamers glued to the screen for hours". They were yet disappointed by the game's delayed release, asserting it led to the game being overshadowed by id Software's and so-newly released Heretic.[63] Nevertheless, they rated information technology the 4th-best virtual reality game in September 1995 due to its 3D surround and graphics.[66] In its 3rd-highest-rated review,[67] PC Player as well praised the intelligent enemies, besides as the lighting furnishings, the utilize of diverse graphical textures, and "18-carat" 3D graphics.[two] Edge remarked the power to record demos that capture the actor's experiences, simply also criticized the slightly repetitive gameplay and noted the robots' basic algorithm of being but a fiddling more than than "fire and evade", despite their intelligence.[10]

The Macintosh port of Descent as well received praise. Bob LeVitus of MacUser called it "one of the all-time Mac games always released", attributing its popularity to its online multiplayer mode. His only criticism was the high system requirements (the port required a Power Macintosh to play) and a difficult learning curve.[62] Macworld 'southward Fred DeLisio also praised the enemy artificial intelligence, realism and sense of immersion, and multiplayer for allowing cantankerous-platform sessions between MS-DOS and Macintosh users and allowing players to join and quit anytime without ending the sessions for everyone else, but also criticized the high system requirements.[11]

Jeremy Parish of USgamer ran a retrospective feature on the game, saying Descent combined the genre of space flight simulator with a beginning-person shooter experience. He also attributed the game'south popularity and modifiability to the connected development of fan mods.[45] Engadget 's David Lumb retrospectively likened the game's graphical innovations to the computer-generated imagery used in the 1995 flick Toy Story.[68] GamesTM rated it No. 4 on their retrospective "Top Five FPS" list for its truly 3D surround combined with the six degrees of freedom,[69] and Stone, Newspaper, Shotgun ranked information technology No. xiii on its list of "The all-time space games on PC", citing the game'south numerous innovations, speed, labyrinthine level structures, and the costless range of motion.[64]

Accolades [edit]

Year Work Category Upshot
1995 PC Gamer[70] All-time Action Game Won
All-time Multi-Thespian Game Won
Special Accomplishment in Innovative Design Won
PC Magazine[71] Technical Excellence Honour Won
PC Games[72] Game of the Month Won
PC Computing[73] : 198 Virtually Valuable Entertainment CD-ROM Runner-up

PlayStation version [edit]

The PlayStation port of Descent too received praise, which was oftentimes directed to the port'southward employ of impressive lighting effects.[f] Like its computer versions, criticism commonly centered on the player's disorientation.[5] [74] The four reviewers of Electronic Gaming Monthly called it an outstanding conversion due to its extremely fast rendering speed and improved lighting effects. Even so, two of them felt that the gameplay lacked excitement.[74] Major Mike of GamePro also judged it "an excellent conversion" due to its complex but generally piece of cake to master controls, though he did complain of occasional severe slowdown.[77] Maximum stated information technology "is 1 of the greatest games to grace the PlayStation, and rates alongside WipeOut as 1 of the best ambassadors for the car." They particularly applauded the labyrinthine level design and intelligent enemy AI.[75] Their subsequent feature on the game was more critical, proverb that "the official PAL version of Descent features some of the most hideous letterbox PAL borders we've always seen, with no sign of PAL optimization any." Nevertheless, it besides praised the game's utilise of the PlayStation Link Cable.[78]

Next Generation besides praised the developers for adding a new industrial soundtrack to the PlayStation version rather than doing a direct port. Like Major Mike, they found the controls complex but easy to master. While criticizing that the game tin can be dry out and repetitive, they concluded that "Overall, you still can't go wrong, and if you've got the ability to wing against someone else, information technology doesn't go much amend."[76] K. Lee of GameFan praised the audio and music and noted the game's difficulty due to the ubiquitous doors on walls, ceilings, and floors. He thought the automap was useful, though still constitute it as well easy to become disoriented.[5]

Legacy [edit]

Descent is credited with starting a subgenre of six-degrees-of-freedom first-person shooters, and remains an icon of the subgenre.[79] [fourscore] It holds a Guinness World Tape for being the first fully 3D kickoff-person shooter,[81] and its popularity spawned 2 sequels: Descent II in 1996 and Descent three in 1999.[82] It also led to a 1999 trilogy of Peter Telep novels based on the series, comprising Descent, Descent: Stealing Thunder, and Descent: Equinox.[83] It brought almost a scattering of like "Descent clones", most notably Forsaken, which was released past Acclaim Entertainment in 1998 and had similar graphics and nigh identical gameplay to Descent.[84]

In 1997, Interplay released Descent to Undermountain, a role-playing video game that used a modified version of the Descent graphics engine.[85]

Since Descent 3, there had been plans and considerations to piece of work on another game in the series. Those were either cancelled or abandoned in favor of other projects. Volition, the developer of the FreeSpace series, began work on Descent 4. Again, development was cancelled, as most of the company was interested in developing a fantasy role-playing game instead. It would have been a prequel to Descent, and reportedly served equally the ground for the 2001 first-person shooter Ruby-red Faction. Similarities would accept included plot points such as an evil faceless corporation and the mysterious "Plague" they are attempting to harness.[86] [87] President of Will Mike Kulas stated in an interview that the Red Faction and Descent universes are strictly separate, but besides that the code intended for Descent 4 had been used in Red Faction.[88]

A series revival was planned in the tardily 2010s when development of some other Descent title was confirmed. On Kickstarter in March 2015, Descendent Studios announced a prequel to the original game, partnering with Coaction and using their intellectual property rights to develop it.[89] Titled but Descent,[90] information technology would have been the first game since Descent 3 to be released in the series. However, later a settlement in 2022, the game was renamed to Ships That Fight Undercover, dropping the Descent championship altogether. Another game, Overload, was announced on Kickstarter past Revival Productions and successfully crowdfunded in 2016. Information technology included many of the former employees of Parallax Software, including co-founders Mike Kulas and Matt Toschlog. It is a six-degrees-of-freedom tunnel shooter and a spiritual successor to the Descent games that released in 2018.[68]

Notes [edit]

  1. ^ a b c d eastward [14] [fifteen] [16]
  2. ^ [32] [33] [34] [35] [36]
  3. ^ [2] [iii] [6] [nine] [64] [10] [11] [lx] [61] [62] [63]
  4. ^ [2] [3] [6] [ix] [ten] [11] [60] [61] [62]
  5. ^ [2] [3] [6] [9] [64] [10] [threescore] [62] [65]
  6. ^ [5] [74] [75] [76] [77]

References [edit]

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  2. ^ a b c d e f chiliad "Descent Review". PC Thespian (in German). March 1995. pp. 46–48, 50–52.
  3. ^ a b c d e f Ryan, Michael (August 1995). "360° of War". PC Magazine. Archived from the original on Apr 17, 2001.
  4. ^ a b c d Wells, Jeremy (January 1995). "Descent Preview". PC Zone. No. 22. pp. 48, fifty.
  5. ^ a b c d e K. Lee (1996). "Descent Review". GameFan. Vol. iv, no. 3. pp. 10, thirty–33.
  6. ^ a b c d e f Bennett, Dan (May 1995). "Descent". PC Gamer US. Archived from the original on November fifteen, 1999.
  7. ^ a b Kunkel, Bill (1995). Descent: The Official Strategy Guide. Prima Publishing. ISBN9780761500414.
  8. ^ PlayStation Games Book. Vol. 2. Brady Games. June 1, 1996. ISBN9781566865739.
  9. ^ a b c d east f g h Brooker, Charlie (April 1995). "Descent review". PC Zone. No. 25. pp. 72–74.
  10. ^ a b c d e f "Test Screen: Descent". Border. No. 19. April 1995. pp. 68–69.
  11. ^ a b c d eastward DeLisio, Fred (April 1996). "Descent 1.0". Macworld. Archived from the original on August 9, 1997.
  12. ^ Parallax Software (1995). Descent. Interplay Amusement. Scene: Introduction cutscenes. Level/surface area: ane.
  13. ^ Parallax Software (1995). Descent. Coaction Entertainment. Scene: Last cutscenes. Level/area: 27.
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  27. ^ "Descent: Levels of the World". GamePro. Vol. eight, no. iii. March 1996. p. 44.
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  29. ^ "Faster Descent". Acorn User. No. 263. September 2003. p. 9.
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  31. ^ "E-3 The Biggest And Best Electronic Entertainment Bear witness Ever! - 3DO". GameFan. Vol. iii, no. 7. July 1995. pp. 38–39.
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External links [edit]

  • Descent Descent on Steam
  • Descent Descent on Gog.com
  • Official Descent page at Interplay
  • Descent at MobyGames
  • Descent at IMDb
  • The MS-DOS version of Descent Shareware can be played for free in the browser at the Cyberspace Archive

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Source: https://en.wikipedia.org/wiki/Descent_(video_game)

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