Raiders (Arcade) Playthrough @longplaycenter
Raiders (Arcade) Playthrough  @longplaycenter
Uploaded August 2026 | Updated September 2026, 3 weeks ago
Developed and published by Century Electronics in 1983, Raiders is an obscure vertically oriented arcade shooter running on the company’s CVS hardware. It comes from a period when arcade shooters were beginning to move beyond the simple fixed formations of Space Invaders and Galaxian, but before continuously scrolling shooters became the norm.

Rating: 6.5/10

You control a small spacecraft with an eight-way joystick and two attack buttons. The main weapon fires upward at airborne enemies, while a secondary bomb or missile attack is used for certain targets and special situations. There are no traditional power-ups, so the game depends almost entirely on positioning, timing, and learning the behavior of each wave.

Most stages involve enemy formations entering the screen in recognizable patterns before breaking apart and attacking. Your shots are fairly slow and only a limited number can remain on screen at once, so simply hammering the fire button is not always effective. Moving closer to enemies lets you shoot more aggressively, but naturally makes dodging more dangerous.

Raiders becomes more interesting when it temporarily moves away from standard shooting. Some waves introduce different objectives, including bonus-style sequences and a docking challenge where careful movement is more important than firing. There is also a large fortress or mothership encounter where several specific targets must be destroyed with your secondary weapon.

These sequences are easily the game’s strongest feature. For such a primitive-looking shooter, there is a surprising amount of variation in what it asks the player to do. It never becomes particularly complex, but the different objectives prevent the experience from feeling like one endless repetition of the same enemy formation.

The game progresses through 16 waves before displaying a “CONGRATULATIONS” message. This effectively marks the completion of a full run. Like many arcade games from the early 1980s, however, the game does not truly end there. It loops back into another cycle for players who want to continue chasing a higher score.

For a normal playthrough, reaching the Congratulations screen after wave 16 is therefore a very natural stopping point. A second loop offers increased challenge but little genuinely new content.

Visually, Raiders is basic even by 1983 standards. Spaceships and enemies are made from simple sprites, backgrounds are sparse, and there is little animation or graphical spectacle. Compared with major releases from the same year such as Xevious or Gyruss, it looks noticeably dated.

The simplicity does make the action easy to read, though. Enemy bullets, ships, and targets remain clearly visible even when the screen becomes busy. The sound is similarly modest, consisting mostly of firing noises, explosions, and basic electronic effects rather than memorable music.

Raiders’ biggest weakness is repetition. There are no weapon upgrades, no meaningful progression system, and little visual change between waves. Once you have learned the main enemy patterns and special sections, the rest of the game becomes largely about executing them more efficiently while surviving increasingly aggressive attacks.

Still, Raiders has more personality than its crude appearance initially suggests. The ability to move freely around the screen, the separate bomb attack, the docking sequence, and the fortress encounters give it a little more depth than many forgotten early arcade shooters.

It is ultimately a minor but enjoyable curiosity rather than a lost classic. The basic combat becomes repetitive and the presentation is extremely simple, but the varied wave objectives make a full 16-wave run entertaining enough. For fans exploring obscure MAME titles or early-1980s shooters, Raiders is worth playing at least once.
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Raiders (Arcade) Playthrough

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