Questa recensione non è ancora tradotta — mostriamo l’originale (English).
Two polygonal triangles clash in the black interplanetary darkness and one of them explodes. This is Spacewar — not the famous original from 1962, but its late DOS-era offspring that took its name and exact mechanics, nothing more.

It's pure arcade: two players control their ships via keyboard (or joystick, if you're lucky), shoot at each other in a confined space, and try to outlast their opponent. No gravity pull — just two little ships, each can rotate, accelerate, and hurl lasers. The periphery spreads a star field that serves mainly for orientation. No complex gameplay, no power-ups, no story. Just confrontation.
The controls are simple and correspond precisely to what you see. Your ship responds instantly, without ghost-input or other modern annoyances. That means when you lose, it's not the game's fault — it's yours. Firing a laser is quick, movement is readable. The game doesn't drown your attention in graphical effects, so you can focus purely on tactics. How will your shots move? Where will you be in a second? Will your opponent wait for you in the corner, or go on the offensive?
The '85 vintage means it's no longer cult or archaeological — it's younger than Elite or Defender, so the graphics are flatter, simpler. The color palette stays within DOS-era bounds, the sound is minimalist. It lacks the charm of that first generation of arcades, which at least had a hint of mystique. But it's not burdened by unnecessary fluff either.

Today, anyone who misses pure one-on-one combat without tactical menus and complications will play this. It's not a game that will enchant you with visual or narrative power — it's a game about reflexes and observation. A functional arcade from the time when they still believed fun was reason enough to turn on the monitor.