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* GameMod: Players developed many, ''many'' custom zones that have their own rulesets over the years. Some even have their own completely different graphics and sounds. The longest-running custom zones include Trench Wars, Extreme Games, Hockey Zone and Death Star Battle--the former three an example of zones that mostly customize the ruleset, while the latter-most gradually turned into a ''Franchise/StarWars''-themed total conversion. Other zones come and go--for a time there was 17th Parallel, a custom ruleset zone inspired by UsefulNotes/TheVietnamWar. Many "total conversion" zones also existed over the years, dedicated to ''Franchise/DragonBall'', ''Franchise/MetalGear'', and ''Franchise/WingCommander''--just to name a few.

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* GameMod: Players developed many, ''many'' custom zones that have their own rulesets over the years. Some even have their own completely different graphics and sounds. The longest-running custom zones include Trench Wars, Extreme Games, Hockey Zone and Death Star Battle--the former three an example of zones that mostly customize the ruleset, while the latter-most gradually turned into a ''Franchise/StarWars''-themed total conversion. Other zones come and go--for a time there was 17th Parallel, a custom ruleset zone inspired by UsefulNotes/TheVietnamWar. Many "total conversion" zones also existed over the years, dedicated to ''Franchise/DragonBall'', ''Franchise/MetalGear'', ''VideoGame/MetalGear'', and ''Franchise/WingCommander''--just to name a few.
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* Expy: If [[http://beginner.getcontinuum.com/guide/ships/javelin_top_angle_large.gif the Javelin's appearance]] reminds you of [[https://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg/1200px-US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg the F-14 Tomcat]] that's not by accident. After all, Grumman was the Tomcat's manufacturer, and the Javelin's manufacturer is [[BlandNameProduct Crummand]].

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* Expy: {{Expy}}: If [[http://beginner.getcontinuum.com/guide/ships/javelin_top_angle_large.gif the Javelin's appearance]] reminds you of [[https://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg/1200px-US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg the F-14 Tomcat]] that's not by accident. After all, Grumman was the Tomcat's manufacturer, and the Javelin's manufacturer is [[BlandNameProduct Crummand]].
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* Expy: If [[http://beginner.getcontinuum.com/guide/ships/javelin_top_angle_large.gif the Javelin's appearance]] reminds you of [[https://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg/1200px-US_Navy_051105-F-5480T-005_An_F-14D_Tomcat_conducts_a_mission_over_the_Persian_Gulf-region.jpg the F-14 Tomcat]] that's not by accident. After all, Grumman was the Tomcat's manufacturer, and the Javelin's manufacturer is [[BlandNameProduct Crummand]].
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* SpiritualSuccessor: Following VIE's bankruptcy, some of ''[=SubSpace=]'''s developers went on to create similar games for other companies--
** Rod, Jeff, and Juan went to work for Creator/OriginSystems on a ''[=SubSpace=]''-like MMO called ''Crusader Online''. However, that game never left alpha.
** After that, Rod, Jeff, and Juan joined Harmless eGames LLC and turned the ''Crusader Online'' concept into ''[[https://en.wikipedia.org/wiki/Infantry_(video_game) Infantry]]'' which launched in 1999. Originally published by Brainscan Interactive, Creator/SonyOnlineEntertainment bought it in 2000 and then eventually shut the game down in 2012.
** Jeff went on to develop ''[[https://en.wikipedia.org/wiki/Cosmic_Rift Cosmic Rift]]'' as a more direct successor/competitor to ''[=SubSpace=]''. Sony Online Entertainment published this game in 2001, and in 2002 implemented a subscription service model along with other Station Pass games, like ''Infantry''--and like ''Infantry'', SOE eventually shut down ''Cosmic Rift'' in 2012.

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Tightening up the writing a little and fixing some mistakes.


''[=SubSpace=]'' (also known as ''[=SubSpace=]: The Internet Game'') is a MassivelyMultiplayerOnlineGame in the style of top-down Newtonian [[ShootEmUp Shoot 'Em Ups]] like ''VideoGame/{{Spacewar}}'' and ''VideoGame/{{Asteroids}}''. Created by Virgin Interactive Entertainment's Burst Studios--particularly through the efforts of Jeff "[=JeffP=]" Petersen, Rod "rodvik" Humble, and Juan Sanchez--the project first took shape as ''Sniper'', intended to test the viability of such an online game in the face of network latency. Initial feedback--especially the outcry when they decided to end alpha testing--convinced Burst and Virgin Interactive Entertainment (VIE) to keep developing the game.

''Sniper'' became ''[=SubSpace=]'' upon its return as a beta test in February 1996, fully becoming a public beta test later that year. During this time, Burst Studios added more ships and content. Rumors that VIE would make ''[=SubSpace=]'' a subscription model service like other [=MMOs=] never substantiated, and in fact the game received sponsorship from companies like Pepsi for its Pro League scene. At this time, ''[=SubSpace=]'' boasted 1,500 peak active players and over 850,000 registered players--not too shabby for TheNineties.

VIE implemented a retail model by October 1997, with box copies hitting shelves in December--the earlier demo clients now acting as {{Shareware}} and only allowing a limited play time. VIE also provided the server software to the playerbase free of charge, allowing for players to make their own zones with custom rulesets. This led to a flourishing GameMod scene, with a plethora of custom zones using their own unique rulesets and (later on down the line) graphics and sounds. However, things were not well behind the scenes at VIE. The company went bankrupt around November 1998, and with its closure the central billing server also shut down. Although alternative hosts stepped in to keep the game going, the loss of VIE's servers exposed the playerbase to a pandemic of hacking and cheating.

Though diminishing, the playerbase was determined to keep ''[=SubSpace=]'' alive. A Euro League player named [=BaudChaser=] formed the [=SubSpace Council=] (SSC) which went on to create a new and upgraded central billing server that mitigated some of the cheating. Then, Priit "[=PriitK=]" Kasesalu (who incidentally helped develop Kazaa and Skype) and Mr Ekted reverse-engineered the original [=SubSpace=] client without any access to the source code. This allowed the release of a new client, ''Continuum'', which helped immensely in combating cheating and hacking. Since then, the SSC network only permits ''Continuum'' to connect to its shared login servers.

As a result, many in the community now refer to ''[=SubSpace=]'' as ''[=SubSpace=] Continuum'' instead--in fact, that's the name it's gone by ever since [[https://store.steampowered.com/app/352700/Subspace_Continuum/ the game came to Steam]] in 2015. (''Continuum'' doesn't require Steam, though, [[https://subspace-continuum.com/ and can be downloaded separately]] if desired. You can even still run it on a Windows 95 or 98 machine!)

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''[=SubSpace=]'' (also known as ''[=SubSpace=]: The Internet Game'') is a MassivelyMultiplayerOnlineGame in the style of top-down Newtonian [[ShootEmUp Shoot 'Em Ups]] like ''VideoGame/{{Spacewar}}'' and ''VideoGame/{{Asteroids}}''. Created by Virgin Interactive Entertainment's Burst Studios--particularly through the efforts of Jeff "[=JeffP=]" Petersen, Rod "rodvik" Humble, and Juan Sanchez--the project first took shape as ''Sniper'', intended to test the viability of such an online game in the face of network latency. Initial feedback--especially feedback (especially the outcry when they decided to end alpha testing--convinced testing) convinced Burst and Virgin Interactive Entertainment (VIE) to keep developing the game.

''Sniper'' became ''[=SubSpace=]'' upon its return as a beta test in February 1996, fully becoming a public beta test later that year. During this time, Burst Studios added more ships and content. Rumors that VIE would planned to make ''[=SubSpace=]'' a subscription model service subscription-based game like other [=MMOs=] never substantiated, and in fact substantiated. Not only did the game remain free to play for that year, it received sponsorship from companies like Pepsi for its competitive Pro League scene. At this time, ''[=SubSpace=]'' boasted 1,500 peak active players and over 850,000 registered players--not too shabby for TheNineties.

VIE implemented a retail model by October 1997, with box copies hitting shelves in December--the earlier demo clients December. Clients from the betas now acting acted as {{Shareware}} and only allowing allowed a limited amount of play time. However, VIE also provided the server software to the playerbase free of charge, allowing for players to make their own zones with custom rulesets. This led to a flourishing GameMod scene, with a plethora of custom zones using their own unique rulesets and (later on down the line) graphics and sounds. However, things were sounds.

Yet, all was
not well behind the scenes at VIE. The company went bankrupt around November 1998, and with its closure the central billing server also shut down. Although alternative hosts stepped in to keep the game going, the loss of VIE's servers exposed the playerbase to a pandemic of hacking and cheating. \n\nThough diminishing, In spite of all the playerbase was determined cheating eroding the playerbase, ''[=SubSpace=]'''s community wasn't about to keep ''[=SubSpace=]'' alive. A Euro League let the game fade away.

[=BaudChaser=], a
player named [=BaudChaser=] from the competitive Euro League, formed the [=SubSpace Council=] (SSC) which went on to create coordinate the community's efforts. The SSC launched a new and upgraded better-protected central billing server that mitigated some of the cheating. Then, Priit "[=PriitK=]" Kasesalu (who incidentally helped develop Kazaa and Skype) and Mr Ekted reverse-engineered the original [=SubSpace=] client without any access to the source code. This allowed the release of a new client, ''Continuum'', which helped immensely in combating cheating and hacking. Since then, Ever since, the SSC network only permits ''Continuum'' to connect to its shared login servers.

As a result, many in the community now refer to ''[=SubSpace=]'' as ''[=SubSpace=] Continuum'' instead--in fact, that's the name it's gone by ever since fact, [[https://store.steampowered.com/app/352700/Subspace_Continuum/ that's the game came to game's name on Steam]] when Valve greenlit it in 2015. (''Continuum'' doesn't require Steam, though, [[https://subspace-continuum.com/ and can be downloaded separately]] if desired. You can even still run it on a Windows 95 or 98 machine!)
machine for that authentic 90's gaming experience!)



* AnimalThemeNaming: Many of the ships are named in part for a creature or animal--Warbird, Spider, Leviathan, Terrier, Weasel, Shark. The Nightwasp also fit this pattern. The Javelin and Lancaster are the [[OddNameOut Odd Names Out]].

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* AnimalThemeNaming: Many of the Most ships are named in part for a have an animal or creature or animal--Warbird, namesake--Warbird, Spider, Leviathan, Terrier, Weasel, Shark. The Nightwasp also fit this pattern. The Javelin and Lancaster are the [[OddNameOut Odd Names Out]].



** Although ships which appeared in the early ''Sniper'' builds (Warbird, Javelin, Spider and Leviathan) would return in ''[=SubSpace=]'' proper, they had ''drastically'' different appearances in ''Sniper''. The Warbird looked closer to a F-35, for example, while the Javelin looked like something [[Film/FlashGordon1980 Flash Gordon]] would've flown and the Spider looked more like a fuzzy pear. The Leviathan looked most similar to its ''[=SubSpace=]'' incarnation, but still visibly very different. Many other graphics, tilesets, and sounds also received overhauls with the release of ''[=SubSpace=]''.
** The icon for the Superpower timer was originally the graphic ''Sniper'' used for prizes--and speaking of prizes, what became the "engine shutdown" PoisonMushroom was originally called "sticky glue."

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** Although ships which appeared in the early ''Sniper'' builds (Warbird, Javelin, Spider and Leviathan) would return returned in ''[=SubSpace=]'' proper, they had ''drastically'' different appearances in ''Sniper''. The Warbird looked closer to a the F-35, for example, while the Javelin looked like something [[Film/FlashGordon1980 Flash Gordon]] would've flown flown, and the Spider looked more like a fuzzy pear. The Leviathan looked most similar to its ''[=SubSpace=]'' incarnation, but still visibly very different. Many other graphics, tilesets, and sounds also received overhauls with the release of ''[=SubSpace=]''.
** The icon for the Superpower timer was originally is the same graphic that ''Sniper'' used for prizes--and speaking of prizes, what became the "engine shutdown" PoisonMushroom was originally called "sticky glue."" (In fact, the server setting that determines the chance of picking up this prize is still called "[=PrizeWeight:Glue=].")



** ''[=SubSpace=]'s'' client received a graphical overhaul during development, changing from a simple Windows-based user interface to one that was more immersive. The ''Continuum'' client, while less impressive visually, allows for custom user interface skins.

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** ''[=SubSpace=]'s'' client received a graphical overhaul during development, changing from a simple Windows-based user interface to one that was something more immersive. The ''Continuum'' client, while less impressive visually, allows for custom user interface skins.



* BattleRoyaleGame: The basic premise of ''[=SubSpace=]'' is very close to the modern Battle Royale genre. When you enter a zone (or respawn) your ship is very weak and underpowered, and you must quickly power up your ship by collecting prizes ("greening") lest you get picked off by other players. Zones can have up to 250 players fighting at once. The major difference is that, at least in this default mode, there's no matches--gameplay is continuous and players who die simply respawn. Bounty and kills accumulated are added to a player's running total for that zone.

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* BattleRoyaleGame: The basic premise of ''[=SubSpace=]'' is very close to the modern Battle Royale genre. When you enter a zone (or respawn) your ship is very weak and underpowered, and you must quickly power up your ship by collecting prizes ("greening") lest you get picked off by other players. Zones can have up to 250 players fighting at once. The major difference is that, at least in this default mode, there's no matches--gameplay is continuous and players who die simply respawn. Bounty and kills The score accumulated are from bounty and kills get added to a the player's running total for that zone.



** Flagging: This is where you'd be most likely to find portable flags that must be held onto until they drop. Flagging zones typically had multiple base-like structures teams could fortify to hoard their flags. These modes either have defined matches, or provide point bonuses to the team who manages to collect and hold onto all the flags.

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** Flagging: This is where you'd be most likely to find portable flags that must be held onto until they drop. Flagging zones typically had have multiple base-like structures teams could fortify to hoard their flags. These modes either have defined matches, or provide point bonuses to the team who manages to collect and hold onto all the flags.



* ColorCodedForYourConvenience: Bullets and bombs have four strength levels denoted by their color. From weakest to strongest--red, yellow, blue, purple. Zones with custom graphics, of course, can and do vary.

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* ColorCodedForYourConvenience: Bullets and bombs have four strength levels denoted by their color. From weakest to strongest--red, yellow, blue, purple. (The lattermost only being accessible under certain circumstances.) Zones with custom graphics, of course, can and do vary.



* CosmeticAward: During the pre-release beta, if you had the highest score in the zone, no matter what ship you flew [[http://web.archive.org/web/20230524040347/https://www.angelfire.com/nj3/shb/Night.html it would appear as the "Nightwasp."]] This didn't confer any special advantages. In fact, veterans complained that becoming the Nightwasp encouraged other players to hunt them down exclusively, killing them over and over even if they were still in a weakened "neg" state.

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* CosmeticAward: During the pre-release beta, if you had the highest score in the zone, no matter what ship you flew [[http://web.archive.org/web/20230524040347/https://www.angelfire.com/nj3/shb/Night.html it would appear instead appeared as the "Nightwasp."]] This didn't confer any special advantages. In fact, veterans complained that becoming the Nightwasp encouraged other players to hunt them down exclusively, killing them over and over even if they were still in a weakened "neg" state.



** Early on in the game, it ''used'' to be possible to destroy your own ship if your bombs detonated right nearby, but this was changed. You can't make your own energy reserve drop below zero with point-blank detonations.

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** Early on in the game, it ''used'' used to be possible to destroy your own ship if your bombs detonated right nearby, but this was changed. You the devs changed it so that you can't make your own energy reserve drop below zero zero--not even with point-blank detonations.



** Ships don't need to "green" to power up before entering the fray. (Though that might help explain why the trio of Warbirds [[CannonFodder got effortlessly mowed down]] by incoming fire.) In fact, prizes don't appear at all, not even as a background event.
** The ships have much faster-firing guns, comparable to how fast Arwings fire in the ''VideoGame/StarFox'' series. The shots also have much more velocity of their own, again, similar to Arwing shots. Who knows--this discrepancy might have even inspired the earliest custom zones. Also, the shots appear as white bursts of energy.
** The trio of Leviathans pummel a Weasel with their salvo of Level 3 bombs, sending it spinning out control ... and smashing into a Terrier, destroying both of them. The game doesn't allow for collisions between ships, nor can ships take damage from hitting anything that's not a weapon.

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** Ships don't need to "green" to power up before entering the fray. (Though that might help explain why two of the trio of Warbirds [[CannonFodder got effortlessly mowed down]] by incoming fire.) In fact, prizes don't appear at all, not even as a background event.
** The ships have much faster-firing guns, comparable to how fast Arwings fire in the ''VideoGame/StarFox'' series. The shots also have much more velocity of their own, again, similar to Arwing shots. Who knows--this discrepancy might have even inspired the earliest custom zones. Also, the shots appear as white bursts of energy.
energy rather than color-coded according to their strength.
** The trio of Leviathans pummel a Weasel Lancaster with their salvo of Level 3 bombs, sending it spinning out control ... and smashing into a Terrier, destroying both of them. The game doesn't allow for collisions between ships, nor can ships take damage from hitting anything that's not a weapon.



* EasterEgg: There's a few, such as the "?sheep" command which displays a message that's customizable for the zone. There's also "bong" sounds which include a number of joke clips that zone sysops can broadcast. Among them: fart noises, an angry redneck ("Listen to me, you pebble-fartin' snot licker!"), a sheep bleating, a soundbyte from a [[https://www.youtube.com/watch?v=B5uWMbTGoRM&t=87 1960s Justice League]] record, [[https://www.youtube.com/watch?v=0CACYW9SQMo another soundbyte]] from a famous early 90's AT&T commercial, and the sound of gamers frantically panicking.

to:

* EasterEgg: There's a few, such as the "?sheep" command which displays a message that's customizable for the zone. There's also "bong" sounds which include a number of joke clips that zone sysops can broadcast. Among them: fart noises, an angry redneck ("Listen to me, you pebble-fartin' snot licker!"), a sheep bleating, a soundbyte from a [[https://www.youtube.com/watch?v=B5uWMbTGoRM&t=87 1960s Justice League]] record, [[https://www.youtube.com/watch?v=0CACYW9SQMo com/watch?v=0CACYW9SQMo&t=104s another soundbyte]] from a famous early 90's AT&T commercial, and the sound of gamers frantically panicking.



* EnemyDetectingRadar: Every ship has one, but they won't detect ships that are actively using the Stealth powerup. However, if a ship has the X-Radar powerup active, it'll detect stealthed ships. On top of this, in SVS zones the Weasel can detect mines on the radar, while the Shark can detect bombs.
* {{EMP}}: The Weasel's bread and butter, its bombs and mines cause less damage than other ships, but temporarily disables energy regeneration.

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* EnemyDetectingRadar: Every ship has one, but they won't detect ships that are actively using the Stealth powerup. However, if a ship has the X-Radar powerup active, it'll detect stealthed ships. On top of this, in SVS zones the Weasel can detect mines on the radar, while the Shark can detect bombs.
* {{EMP}}: The Weasel's bread and butter, its butter--its bombs and mines cause less damage than other ships, but temporarily disables energy regeneration.



* GameMod: Over the years there have been many, ''many'' custom zones that have their own rulesets, even their own completely different graphics and sounds. Some of the longest-running custom zones include Trench Wars, Extreme Games, Hockey Zone and Death Star Battle--the former three an example of zone that only really customizes the settings, while the latter-most has (over the years) become a more total conversion to a ''Franchise/StarWars''-themed zone. Other zones have come and gone--for a time there was 17th Parallel, a custom ruleset zone inspired by UsefulNotes/TheVietnamWar. There've been many "total conversion" zones as well, dedicated to ''Franchise/DragonBall'', ''Franchise/MetalGear'', and ''Franchise/WingCommander''--just to name a few.

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* GameMod: Over the years there have been Players developed many, ''many'' custom zones that have their own rulesets, rulesets over the years. Some even have their own completely different graphics and sounds. Some of the The longest-running custom zones include Trench Wars, Extreme Games, Hockey Zone and Death Star Battle--the former three an example of zone zones that only really customizes mostly customize the settings, ruleset, while the latter-most has (over the years) become a more total conversion to gradually turned into a ''Franchise/StarWars''-themed zone. total conversion. Other zones have come and gone--for go--for a time there was 17th Parallel, a custom ruleset zone inspired by UsefulNotes/TheVietnamWar. There've been many Many "total conversion" zones as well, also existed over the years, dedicated to ''Franchise/DragonBall'', ''Franchise/MetalGear'', and ''Franchise/WingCommander''--just to name a few.



* {{Griefer}}: Originally in SVS zones, ships that had just respawned would have a ''negative'' bounty score until they collected enough prizes. This was a mechanic designed to discourage bullying players by repeatedly killing them before they could defend themselves. Regardless, some players still did such things, a practice that was known in the community as "negging."

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* {{Griefer}}: Originally in SVS zones, ships that had just respawned would have had a ''negative'' bounty score until they collected enough prizes. This was a mechanic designed to discourage (in theory) discouraged players from bullying players others by repeatedly killing them before they could defend themselves. while still (relatively) defenseless. Regardless, some players still did such things, a practice that was deliberately prey on "negs," an act known in the community as "negging.""
** The phenomenon of "negging" led to Chaos Zone SVS including a tongue-in-cheek vocal quickchat. "Neg spotted, attach to destroy!"



* InvincibilityPowerUp: Downplayed with the Shields powerup. In SVS zones, the shields last for a hundred seconds, and the amount of time remaining is directly proportional to the amount of damage they'll prevent. If you have 95 seconds left on the timer, it'll block 95% of the damage. 50 seconds left, and you take half damage. With good coordination and communication from teammates, a ship with Shields can bust through killzones and carry their team. In more free-for-all situations, you have a short window of opportunity to fearlessly take on the ships with the highest bounty.
* JokeNameTag: [[https://www.retromags.com/rmg_fs/gallery_imgs/monthly_2022_06/large.1346240310_SubSpace-TheInternetGame(December1997).jpg.0dfd9db003008ba703bb7cbced6dadff.jpg One flyer for the game]] is a simple nametag with the name "dead meat" on it.
* LeadTheTarget: Bullets and bombs don't have too much speed of their own in SVS zones, largely inheriting the speed and direction of the ship firing them. Learning how to catch a target with leading shots is a vitally important skill--even in many non-SVS zones where custom rulesets allow for way faster-moving shots.
* InvisibilityCloak: The Spider's specialty in SVS zones--and, at least in some zones originally, also the Shark's. The X-Radar powerup, when active, reveals cloaked ships.

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* InvincibilityPowerUp: Downplayed with the Shields powerup. In SVS zones, the shields last for a hundred seconds, and the amount of time remaining is directly proportional to the amount of damage they'll prevent. If you have 95 ninety-five seconds left on the timer, it'll block 95% of the damage. 50 Fifty seconds left, and you take half damage. With good coordination and communication from teammates, a ship with Shields can bust through killzones and carry their team. In more free-for-all situations, you have a short window of opportunity to fearlessly take on the ships with the highest bounty.
* InvisibilityCloak: The Spider's specialty in SVS zones--and, originally in some zones, also the Shark's. The X-Radar powerup, when active, reveals cloaked ships.
* JokeNameTag: [[https://www.retromags.com/rmg_fs/gallery_imgs/monthly_2022_06/large.1346240310_SubSpace-TheInternetGame(December1997).jpg.0dfd9db003008ba703bb7cbced6dadff.jpg One flyer advertisement for the game]] is a simple nametag with the name "dead meat" on it.
* LeadTheTarget: Bullets and bombs don't have too much speed of their own in SVS zones, largely inheriting the speed and direction of the ship firing them. Learning how to catch a target with leading shots is a vitally important skill--even in many non-SVS zones zones, where custom rulesets allow for way faster-moving shots.
* InvisibilityCloak: The Spider's specialty in SVS zones--and, at least in some zones originally, also the Shark's. The X-Radar powerup, when active, reveals cloaked ships.
shots.



** The Lancaster's full make and model designation is Avro 4F/2 HMS Lancaster. [[https://en.wikipedia.org/wiki/Avro_Lancaster Which makes it an Avro Lancaster.]] The Lancasters of UsefulNotes/WorldWarII were famous for their role in Operation Chastise, [[Film/TheDamBusters in which they destroyed the dams of the Ruhr Valley with bouncing bombs]].

to:

** The Lancaster's full make and model designation is Avro 4F/2 HMS Lancaster. [[https://en.wikipedia.org/wiki/Avro_Lancaster Which makes it an Avro Lancaster.]] The Lancasters of UsefulNotes/WorldWarII were famous for their role in Operation Chastise, [[Film/TheDamBusters in which they destroyed the dams of the Ruhr Valley with bouncing bombs]]. (Sound familiar?)



** The Terrier has double the guns of other ships. If it picks up a Multifre powerup, it can shoot four bullets instead of three. Its firing rate is subtly slower, though.

to:

** The Terrier has double the guns of other ships. If it picks up a Multifre and activates the Multifire powerup, it can shoot shoots four bullets instead of three. Its firing rate is subtly slower, though.



* MultiDirectionalBarrage: The Burst powerup gives your ship a one-time use ability to fire bullets in every direction at once. They're as strong as Level 4 bullets, too. The catch is, they have to ricochet off a surface ''before'' they become active and therefore actually hit something. Naturally, this means they're ideal for unleashing in a cramped environment where the enemy has nowhere to run.

to:

* MultiDirectionalBarrage: The Burst powerup gives your ship a one-time use ability to fire bullets in every direction at once. They're as strong as Level 4 bullets, too. The catch is, they have to ricochet off a surface ''before'' they become active and therefore actually hit something.capable of damaging an enemy ship. Naturally, this means they're ideal for unleashing in a cramped environment where the enemy has nowhere to run.



* NoPlotNoProblem: ''[=SubSpace=]'' unabashedly marketed itself without any setting or plot--just an Internet game to play against other real life folks. And yet, the game had hints here and there of a coherent setting. Perhaps Rod and Jeff would have expanded on this with the plans they had for ''[=SubSpace 2=]'', but we may never know.
* PinballProjectile: In SVS zones, the Lancaster is the only ship type with bouncing bombs. In addition, all ships can pick up a "Bounce" powerup which causes their bullets to bounce indefinitely.

to:

* NoPlotNoProblem: ''[=SubSpace=]'' unabashedly marketed itself without any setting or plot--just an Internet game to play against other real life folks. And folks--and yet, the game had hints here and there of a coherent setting. Perhaps Rod and Jeff would have expanded planned to expand on this with the plans they had for ''[=SubSpace 2=]'', but we may never know.
* PinballProjectile: In SVS zones, the Lancaster is the only ship type with bouncing bombs. In addition, all ships can pick up a "Bounce" powerup which causes their bullets to bounce indefinitely.off of obstacles until they naturally dissipate.
* PlaceOfProtection: Zones typically have one or more Safety Zones where players can park their ships, as explicitly referenced in the game's box art. When inside a Safety Zone, your ship cannot take damage, nor can you damage others. Whether or not you spawn ''in'' a Safety Zone depends on the zone design and settings. For example, in Chaos Zone SVS you'll spawn into the zone at a random location. In a custom zone like Death Star Battle, you spawn in your team's Safety Zone, far from the actual battlefield.



* PoisonMushroom: Prizes can randomly, but rarely, inflict your ship with a debilitating effect. Such as a complete engine shutdown, leaving you a helpless pinball for a precious few seconds.
* PowerUp: A major part of the gameplay--any ship that's just entered the zone or respawned will have very weak stats. Ships have to collect prizes (called "greens" because they look like glowing green cubes) to improve their stats and firepower, as well as collect special weapons and abilities.
* PreRenderedGraphics: The ships and tilesets are mostly pre-rendered 3D models. And of course, there's the introductory video.
* PriceOnTheirHead: As you collect prizes ("greens") and kill opponents, your Bounty increases. And the higher the bounty, the more other players will come gunning for you.
** Over time, player etiquette in SVS zones evolved so that it was frowned upon for players to target ships below a certain bounty, depending on one's skill level. The game allows players to set a "target bounty" number so that ships below or above that target appear as different colors on their radar--and thus, they can avoid picking on the weak.
* PromotedToPlayable: When VIE converted ''[=SubSpace=]'' to retail, they also made the Shark part of the playable roster. Before then, the Shark was nicknamed the UFO and was a special ship available only to sysops and VIE staff. (This is also probably why the Shark doesn't appear in the pre-rendered intro movie, unlike the other seven ships.) Owing to the fact that it was made playable toward the end of VIE's existence, the Shark doesn't have established SVS settings--in some zones it could cloak like the Spider and had the most energy of any ship, but in Chaos Zone SVS it just has the fastest firing rate.
* RegeneratingHealth: All ships gradually replenish energy reserves provided they're not draining them somehow, getting hit by something, or have had regeneration disabled by EMP. You can increase the regeneration rate by picking up prizes.
* SecondaryFire: Bombs can instead be deployed as completely stationary mines. (And of course, the Weasel's mines are EMP mines.)

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* PoisonMushroom: Prizes can randomly, but rarely, inflict your ship with a debilitating effect. Such as a complete engine shutdown, leaving you a helpless pinball for a precious few seconds.
* PowerUp: A major part of the gameplay--any gameplay. Any ship that's just entered the zone or respawned will have has very weak stats. Ships have to collect prizes (called (often called "greens" because they look like glowing green cubes) to improve their stats and firepower, as well as collect special weapons and abilities.
* PreRenderedGraphics: The Pre-rendered 3D models comprise most of the graphics, particularly all the ships and tilesets are mostly pre-rendered 3D models. And most of course, there's the tileset. Naturally, the introductory video.
video is also pre-rendered.
* PriceOnTheirHead: As you collect prizes ("greens") and kill opponents, your Bounty increases. And increases ... and the higher the bounty, the more other players will come gunning for you.
** Over time, player etiquette in SVS zones evolved so that it was frowned to frown upon for players to who target ships below a certain bounty, depending on one's skill level. The game allows players to set a "target bounty" number so that ships below or above that target appear as different colors on their radar--and thus, they can letting them avoid picking on the weak.
* PromotedToPlayable: When VIE converted ''[=SubSpace=]'' to retail, they also made the Shark part of the playable roster. Before then, the Shark was players nicknamed the UFO and Shark the "UFO" as it was a special ship available only to sysops and VIE staff. (This is also probably why the Shark doesn't appear in the pre-rendered intro movie, unlike the other seven ships.) Owing to the fact that Since it was made wasn't playable toward until the end of VIE's existence, ownership of the game, the Shark doesn't have established SVS settings--in some zones it could cloak like the Spider and had the most energy of any ship, but in Chaos Zone SVS it just has the fastest firing rate.
* RegeneratingHealth: All ships gradually replenish energy reserves provided they're not draining them somehow, getting hit by something, or have had their regeneration disabled by EMP. You can increase the regeneration rate by picking up prizes.
* SecondaryFire: Bombs can instead SittingDuck: A possible consequence of picking up an [[PoisonMushroom engine shutdown]] prize. In general, player etiquette looks down upon those who deliberately take advantage of Sitting Ducks--whether it be deployed as completely stationary mines. (And of course, because they're underpowered ("negging") or in the Weasel's mines are EMP mines.)middle of typing ("Mavis Beacon," after the software that teaches touch typing) or suffering from an engine shutdown.



* SpaceMines: The SecondaryFire function of bombs, deploying them as completely stationary mines behind the player's ship. (And of course, the Weasel's mines are EMP mines.)
* SpiritualSuccessor: Following VIE's bankruptcy, some of ''[=SubSpace=]'''s developers went on to create similar games for other companies--
** Rod, Jeff, and Juan went to work for Creator/OriginSystems on a ''[=SubSpace=]''-like MMO called ''Crusader Online''. However, that game never left alpha.
** After that, Rod, Jeff, and Juan joined Harmless eGames LLC and turned the ''Crusader Online'' concept into ''[[https://en.wikipedia.org/wiki/Infantry_(video_game) Infantry]]'' which launched in 1999. Originally published by Brainscan Interactive, Creator/SonyOnlineEntertainment bought it in 2000 and then eventually shut the game down in 2012.
** Jeff went on to develop ''[[https://en.wikipedia.org/wiki/Cosmic_Rift Cosmic Rift]]'' as a more direct successor/competitor to ''[=SubSpace=]''. Sony Online Entertainment published this game in 2001, and in 2002 implemented a subscription service model along with other Station Pass games, like ''Infantry''--and like ''Infantry'', SOE eventually shut down ''Cosmic Rift'' in 2012.



* {{Superweapon}}: The Thor's Hammer special weapon qualifies. Looking like an oversized atom, it's nastiest projectile in the game. It completely ignores walls and obstacles and has a higher proximity detonation radius compared to regular proximity bombs. As one common guide notes, a group of ships synchronizing their Thor shots can completely clear out a team holed up within a base.

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* {{Superweapon}}: The Thor's Hammer special weapon qualifies. Looking like an oversized atom, it's the nastiest projectile in the game. It completely ignores walls and obstacles and has a higher proximity detonation radius compared to regular proximity bombs. As one common guide notes, a group of ships synchronizing their Thor shots can completely clear out a team holed up within a base.



* TechDemoGame: ''Sniper'' was this, in the sense the whole point of it was to feel out the effects of lag in online gaming as well as the gauge interest in a full-blown game on the top-down ''VideoGame/{{Spacewar}}'' premise.
* TeleportInterdiction: The Anti-Warp powerup prevents enemy ships from warping or attaching to other ships while active.

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* TechDemoGame: ''Sniper'' was this, in the sense the whole point of it was to feel out the effects of lag in online gaming as well as the gauge interest in a full-blown game on the top-down ''VideoGame/{{Spacewar}}'' premise.
* TeleportInterdiction: The When activated, the Anti-Warp powerup prevents any nearby enemy ships from warping or attaching to other ships while active.ships.



* VanillaEdition: Technically, this is what the surviving SVS (Standard VIE Settings) zones are with respect to custom zones. SVS zones approximate ''[=SubSpace=]'' as it was in 1997, though there have been changes here and there. Although Chaos Zone (which [[http://chaos.svssubspace.com/?page=zonesettings lists its settings]] on its site) is largely the last major zone remaining from those days, when VIE still ran the show there were zones like Warzone (for squad-versus-squad combat), Alpha Zone (intended for new players), Turf Zone, Running Zone, and Philosophy Zone (a private zone for special events).
* VideoGameLongRunners: ''[=SubSpace=]'' has managed to outlast its creator company for ''decades'' and continues to receive support from its community.

to:

* VanillaEdition: Technically, this is what the surviving SVS (Standard VIE Settings) zones are with respect to custom zones. SVS zones approximate ''[=SubSpace=]'' as it was in 1997, though there have been the devs did make changes here and there. Although Chaos Zone (which [[http://chaos.svssubspace.com/?page=zonesettings lists its settings]] on its site) is largely the last major zone remaining from those days, but when VIE still ran the show there were zones like Warzone (for squad-versus-squad combat), Alpha Zone (intended for new players), Turf Zone, Running Zone, and Philosophy Zone (a private zone for special events).
* VideoGameLongRunners: ''[=SubSpace=]'' has managed to outlast its creator company for ''decades'' and continues to receive support from its community.
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** Bullets looked very different. They resembled [[https://wiki.zzt.org/wiki/Star stars]] from ''VideoGame/{{ZZT}}'' in their animation cycle, with yellow bullets being Level 1, red being Level 2, and both superimposed one each other as Level 3. Bouncing bullets had a blue pixel in the center.

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** Bullets looked very different. They resembled [[https://wiki.zzt.org/wiki/Star stars]] from ''VideoGame/{{ZZT}}'' in their animation cycle, with yellow bullets being Level 1, red being Level 2, and both superimposed one on each other as for Level 3. Bouncing bullets had a blue pixel in the center.
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** Although ships which appeared in the early ''Sniper'' builds (Warbird, Javelin, Spider and Leviathan) would return in ''[=SubSpace=]'' proper, they had ''drastically'' different appearances in ''Sniper''. The Warbird looked closer to a F-35, for example, while the Javelin looked like something Series/FlashGordon would've flown and the Spider looked more like a fuzzy pear. The Leviathan looked most similar to its ''[=SubSpace=]'' incarnation, but still visibly very different. Many other graphics, tilesets, and sounds also received overhauls with the release of ''[=SubSpace=]''.

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** Although ships which appeared in the early ''Sniper'' builds (Warbird, Javelin, Spider and Leviathan) would return in ''[=SubSpace=]'' proper, they had ''drastically'' different appearances in ''Sniper''. The Warbird looked closer to a F-35, for example, while the Javelin looked like something Series/FlashGordon [[Film/FlashGordon1980 Flash Gordon]] would've flown and the Spider looked more like a fuzzy pear. The Leviathan looked most similar to its ''[=SubSpace=]'' incarnation, but still visibly very different. Many other graphics, tilesets, and sounds also received overhauls with the release of ''[=SubSpace=]''.
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** Bullets looked very different. They resembled [[https://wiki.zzt.org/wiki/Star stars]] from ''VideoGame/ZZT'' in their animation cycle, with yellow bullets being Level 1, red being Level 2, and both superimposed one each other as Level 3. Bouncing bullets had a blue pixel in the center.

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** Bullets looked very different. They resembled [[https://wiki.zzt.org/wiki/Star stars]] from ''VideoGame/ZZT'' ''VideoGame/{{ZZT}}'' in their animation cycle, with yellow bullets being Level 1, red being Level 2, and both superimposed one each other as Level 3. Bouncing bullets had a blue pixel in the center.

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** The icon for the Superpower timer was originally the graphic ''Sniper'' used for prizes.
** Similarly, ''[=SubSpace=]'s'' client received a graphical overhaul during development. The ''Continuum'' client, while less impressive visually, allows for custom user interface skins.

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** The icon for the Superpower timer was originally the graphic ''Sniper'' used for prizes.
prizes--and speaking of prizes, what became the "engine shutdown" PoisonMushroom was originally called "sticky glue."
** Similarly, Bullets looked very different. They resembled [[https://wiki.zzt.org/wiki/Star stars]] from ''VideoGame/ZZT'' in their animation cycle, with yellow bullets being Level 1, red being Level 2, and both superimposed one each other as Level 3. Bouncing bullets had a blue pixel in the center.
** Bombs also had a different look. Level 1 bombs were red, Level 2 bombs green, and Level 3 bombs looked like a prototype of the Thor--albeit neon green and with an exaggerated [[TheTwelvePrinciplesOfAnimation squashing and stretching]] animation cycle.
**
''[=SubSpace=]'s'' client received a graphical overhaul during development.development, changing from a simple Windows-based user interface to one that was more immersive. The ''Continuum'' client, while less impressive visually, allows for custom user interface skins.
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* EnemyDetectingRadar: Every ship has one, but they won't detect ships that are actively using the Stealth powerup--unless you yourself are using the X-Radar powerup, which detects stealthed ships. On top of this, in SVS zones the Weasel can detect mines on the radar, while the Shark can detect bombs.

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* EnemyDetectingRadar: Every ship has one, but they won't detect ships that are actively using the Stealth powerup--unless you yourself are using powerup. However, if a ship has the X-Radar powerup, which detects powerup active, it'll detect stealthed ships. On top of this, in SVS zones the Weasel can detect mines on the radar, while the Shark can detect bombs.

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I got some things wrong.


''[=SubSpace=]'' (also known as ''Subspace: The Internet Game'') is a MassivelyMultiplayerOnlineGame in the style of top-down Newtonian [[ShootEmUp Shoot 'Em Ups]] like ''VideoGame/{{Spacewar}}'' and ''VideoGame/{{Asteroids}}''. Created by Virgin Interactive Entertainment's Burst Studios--particularly through the efforts of Jeff "[=JeffP=]" Petersen, Rod "rodvik" Humble, and Juan Sanchez--the project first took shape as ''Sniper'', intended to test the viability of such an online game in the face of network latency. Initial feedback--especially the outcry when they decided to end alpha testing--convinced Burst and Virgin Interactive Entertainment (VIE) to keep developing the game.

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''[=SubSpace=]'' (also known as ''Subspace: ''[=SubSpace=]: The Internet Game'') is a MassivelyMultiplayerOnlineGame in the style of top-down Newtonian [[ShootEmUp Shoot 'Em Ups]] like ''VideoGame/{{Spacewar}}'' and ''VideoGame/{{Asteroids}}''. Created by Virgin Interactive Entertainment's Burst Studios--particularly through the efforts of Jeff "[=JeffP=]" Petersen, Rod "rodvik" Humble, and Juan Sanchez--the project first took shape as ''Sniper'', intended to test the viability of such an online game in the face of network latency. Initial feedback--especially the outcry when they decided to end alpha testing--convinced Burst and Virgin Interactive Entertainment (VIE) to keep developing the game.



VIE implemented a retail model by October 1997, with box copies hitting shelves in December--the earlier demo clients now acting as {{Shareware}} and only allowing a limited play time. VIE also provided the server software to the playerbase free of charge--allowing for players to make their own zones with custom rulesets. This led to a flourishing GameMod scene, with a plethora of custom zones using their own unique rulesets and (later on down the line) graphics and sounds. However, things were not well behind the scenes at VIE. The company went bankrupt around November 1998. Without the central billing server, the game was exposed to a plethora of hacking and cheating.

Though diminishing, the playerbase was determined to keep ''[=SubSpace=]'' alive. A Euro League player named [=BaudChaser=] formed the [=SubSpace Council=] (SSC) which went on to create a new and upgraded central billing server that mitigated some of the cheating. Then Priit "[=PriitK=]" Kasesalu (who, incidentally, helped develop Kazaa and Skype) and Mr Ekted reverse-engineered the original Subspace client without any access to the source code. This allowed the release of a new client, ''Continuum'', which helped immensely in combating cheating and hacking. Since then, the SSC network only permits ''Continuum'' to connect to its shared login servers.

As a result, many in the community now refer to ''[=SubSpace=]'' as ''Subspace Continuum'' instead--in fact, that's the name it's gone by ever since [[https://store.steampowered.com/app/352700/Subspace_Continuum/ the game came to Steam]] in 2015. (''Continuum'' doesn't require Steam, though, [[https://subspace-continuum.com/ and can be downloaded separately]] if desired. You can even still run it on a Windows 95 or 98 machine!)

to:

VIE implemented a retail model by October 1997, with box copies hitting shelves in December--the earlier demo clients now acting as {{Shareware}} and only allowing a limited play time. VIE also provided the server software to the playerbase free of charge--allowing charge, allowing for players to make their own zones with custom rulesets. This led to a flourishing GameMod scene, with a plethora of custom zones using their own unique rulesets and (later on down the line) graphics and sounds. However, things were not well behind the scenes at VIE. The company went bankrupt around November 1998. Without 1998, and with its closure the central billing server, server also shut down. Although alternative hosts stepped in to keep the game was going, the loss of VIE's servers exposed the playerbase to a plethora pandemic of hacking and cheating.

Though diminishing, the playerbase was determined to keep ''[=SubSpace=]'' alive. A Euro League player named [=BaudChaser=] formed the [=SubSpace Council=] (SSC) which went on to create a new and upgraded central billing server that mitigated some of the cheating. Then Then, Priit "[=PriitK=]" Kasesalu (who, incidentally, (who incidentally helped develop Kazaa and Skype) and Mr Ekted reverse-engineered the original Subspace [=SubSpace=] client without any access to the source code. This allowed the release of a new client, ''Continuum'', which helped immensely in combating cheating and hacking. Since then, the SSC network only permits ''Continuum'' to connect to its shared login servers.

As a result, many in the community now refer to ''[=SubSpace=]'' as ''Subspace ''[=SubSpace=] Continuum'' instead--in fact, that's the name it's gone by ever since [[https://store.steampowered.com/app/352700/Subspace_Continuum/ the game came to Steam]] in 2015. (''Continuum'' doesn't require Steam, though, [[https://subspace-continuum.com/ and can be downloaded separately]] if desired. You can even still run it on a Windows 95 or 98 machine!)



* TwoDSpace: A natural consequence of a top-down space game with no "Z-axis" movement.

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* TwoDSpace: A natural consequence of a top-down space game with no "Z-axis" movement. All ships have the same orientation in space, naturally--though they do temporarily roll when turning while actively using their thrusters.



* BraggingRightsReward: During the pre-release beta, if you had the highest score in the zone, no matter what ship you flew [[http://web.archive.org/web/20230524040347/https://www.angelfire.com/nj3/shb/Night.html it would appear as the "Nightwasp."]] This didn't confer any special advantages. In fact, veterans complained that becoming the Nightwasp encouraged other players to hunt them down exclusively, killing them over and over even if they were still in a weakened "neg" state.
** The retail launch removed the Nightwasp, but added a small spinning ''[=SubSpace=]'' logo that appears next to the name of the highest-scoring player to make it a little less obvious.



* ConcussionFrags: Ships can upgrade their bombs with shrapnel, increasing the amount of shrapnel released per bomb with every upgrade. The shrapnel "bullets" have their own levels of strength, color coded just like bullets and bombs, and can even be upgraded to bounce off of obstacles.

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* ConcussionFrags: Ships can upgrade their bombs with shrapnel, increasing the amount of shrapnel released per bomb with every upgrade. The shrapnel "bullets" have their own levels of strength, color coded just like bullets and bombs, and can even be upgraded to bounce off of obstacles.obstacles.
* CosmeticAward: During the pre-release beta, if you had the highest score in the zone, no matter what ship you flew [[http://web.archive.org/web/20230524040347/https://www.angelfire.com/nj3/shb/Night.html it would appear as the "Nightwasp."]] This didn't confer any special advantages. In fact, veterans complained that becoming the Nightwasp encouraged other players to hunt them down exclusively, killing them over and over even if they were still in a weakened "neg" state.
** The retail launch removed the Nightwasp, but added a small spinning ''[=SubSpace=]'' logo that appears next to the name of the highest-scoring player to make it a little less obvious.



* CutscenePowerToTheMax: The original VIE client had [[https://www.youtube.com/watch?v=njyL3SaJVkE a pre-rendered introductory video]] showcasing most of the ships (except for the Shark) in a vicious (and three-dimensional) free-for-all near Earth orbit. Some of the ships (like the Spider, the trio of Leviathans, and the Terrier) get to show off their special abilities while others (two of the trio of Warbirds and the Weasel) [[CannonFodder get unceremoniously blown up]].

to:

* CutscenePowerToTheMax: The original VIE client had [[https://www.youtube.com/watch?v=njyL3SaJVkE a pre-rendered introductory video]] showcasing most of the ships (except for the Shark) in a vicious (and three-dimensional) free-for-all near Earth orbit. Some The footage is ''very'' unlike actual gameplay--
** It's a fully three-dimensional battle. Instead
of the kind of delta-v maneuvering required in-game, the ships (like [[OldSchoolDogfight behave more like they're flying in air]].
** Ships don't need to "green" to power up before entering
the Spider, the trio of Leviathans, and the Terrier) get to show off their special abilities while others (two of fray. (Though that might help explain why the trio of Warbirds and the Weasel) [[CannonFodder get unceremoniously blown up]].got effortlessly mowed down]] by incoming fire.) In fact, prizes don't appear at all, not even as a background event.
** The ships have much faster-firing guns, comparable to how fast Arwings fire in the ''VideoGame/StarFox'' series. The shots also have much more velocity of their own, again, similar to Arwing shots. Who knows--this discrepancy might have even inspired the earliest custom zones. Also, the shots appear as white bursts of energy.
** The trio of Leviathans pummel a Weasel with their salvo of Level 3 bombs, sending it spinning out control ... and smashing into a Terrier, destroying both of them. The game doesn't allow for collisions between ships, nor can ships take damage from hitting anything that's not a weapon.



* EasterEgg: There's a few, such as the "?sheep" command which displays a message that's customizable for the zone. There's also "bong" sounds which include a number of joke clips that zone sysops can broadcast. Among them: fart noises, an angry redneck ("Listen to me, you pebble-fartin' snot licker!"), a sheep bleating, a soundbyte from a [[https://www.youtube.com/watch?v=B5uWMbTGoRM&t=87 1960s Justice League]] record, a clip from a famous 1992 AT&T commercial ("You're not dealing with AT&T!") and the sound of gamers frantically panicking.
-->'''Gamer #1:''' I CAN'T LOG IN!
-->'''Gamer #2 (interposing):''' My machine can't download the update!

to:

* EasterEgg: There's a few, such as the "?sheep" command which displays a message that's customizable for the zone. There's also "bong" sounds which include a number of joke clips that zone sysops can broadcast. Among them: fart noises, an angry redneck ("Listen to me, you pebble-fartin' snot licker!"), a sheep bleating, a soundbyte from a [[https://www.youtube.com/watch?v=B5uWMbTGoRM&t=87 1960s Justice League]] record, a clip [[https://www.youtube.com/watch?v=0CACYW9SQMo another soundbyte]] from a famous 1992 early 90's AT&T commercial ("You're not dealing with AT&T!") commercial, and the sound of gamers frantically panicking.
-->'''Gamer #1:''' I ''I CAN'T LOG IN!
IN!''
-->'''Gamer #2 (interposing):''' My machine can't download the update!can't--



-->'''Gamer #4:''' Oh the humanity ...
-->'''Gamer #5:''' ''IT'S ON FIRE!''

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-->'''Gamer #4:''' #2:''' --download the update!
-->'''Gamer #3:'''
Oh the humanity ...
-->'''Gamer #5:''' #1:''' ''IT'S ON FIRE!''FIYAH!''



* FriendlyFireproof: Ships on the same frequency can't damage each other.



** The Shark has the fastest firing rate of all the ships--two-thirds faster than the average ship--and also has the second-best rotation speed.

to:

** The In Chaos Zone SVS, the Shark has the fastest firing rate of all the ships--two-thirds faster than the average ship--and also has the second-best rotation speed.



* PowerUp: A major part of the gameplay--any ship that's just entered the zone or respawned will have very weak stats. Ships have to collect prizes (called "greens" because they look like glowing green cubes) to improve their stats, collect special weapons and abilities, and improve their firepower.

to:

* PowerUp: A major part of the gameplay--any ship that's just entered the zone or respawned will have very weak stats. Ships have to collect prizes (called "greens" because they look like glowing green cubes) to improve their stats, stats and firepower, as well as collect special weapons and abilities, and improve their firepower.abilities.



** Over time player etiquette in SVS zones evolved so that it was frowned upon for players to target ships below a certain bounty, depending on one's skill level. The ''Continuum'' client allows for players to set a "target bounty" number, which allows them to, on their radar, differentiate ships below or above that target and thus avoid picking on the weak.
* PromotedToPlayable: When VIE converted ''[=SubSpace=]'' to retail, they also made the Shark part of the playable roster. Before then, the Shark was nicknamed the UFO and was a special ship available only to sysops and VIE staff. (This is also probably why the Shark doesn't appear in the pre-rendered intro movie, unlike the other seven ships.) Owing to the fact that it was made playable after Burst departed VIE, the Shark doesn't have established SVS settings--in some zones it could cloak like the Spider and had the most energy of any ship, but in Chaos Zone SVS, it just has the fastest firing rate.

to:

** Over time time, player etiquette in SVS zones evolved so that it was frowned upon for players to target ships below a certain bounty, depending on one's skill level. The ''Continuum'' client game allows for players to set a "target bounty" number, which allows them to, on their radar, differentiate number so that ships below or above that target and thus appear as different colors on their radar--and thus, they can avoid picking on the weak.
* PromotedToPlayable: When VIE converted ''[=SubSpace=]'' to retail, they also made the Shark part of the playable roster. Before then, the Shark was nicknamed the UFO and was a special ship available only to sysops and VIE staff. (This is also probably why the Shark doesn't appear in the pre-rendered intro movie, unlike the other seven ships.) Owing to the fact that it was made playable after Burst departed VIE, toward the end of VIE's existence, the Shark doesn't have established SVS settings--in some zones it could cloak like the Spider and had the most energy of any ship, but in Chaos Zone SVS, SVS it just has the fastest firing rate.



* SpaceIsNoisy: Evident both from gameplay and the pre-rendered intro movie--but hey, RuleOfCool is in effect here. (Custom zones can and do play this other ways, or avert it by virtue of not being set in space.)

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* SpaceIsNoisy: Evident Self-evident both from gameplay in-game and in the pre-rendered intro movie--but hey, RuleOfCool is in effect here. (Custom zones can and do play this other ways, or avert it by virtue of not being set in space.)



* StealthInSpace: While the Cloak powerup renders a ship invisible, it'll still appear on radar. The Stealth powerup, on the other hand, hides a ship on radar even though it'll still be visible to other ships. A ship that gets both the Stealth and Cloak powerups can become truly invisible ships ... unless, of course, they have an X-Radar powerup, which can detect both stealhed and cloaked ships.

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* StealthInSpace: While the Cloak powerup renders a ship invisible, it'll still appear on radar. The Stealth powerup, on the other hand, hides a ship on radar even though it'll still be visible to other ships. A ship that gets both the Stealth and Cloak powerups can become truly invisible ships ... unless, of course, they have an someone has the X-Radar powerup, powerup active, which can detect both stealhed ''both'' stealthed and cloaked ships.



** Attaching to another ship as a turret and then detaching also doubles as a means to warp across the zone, but doing so requires a full tank of energy and leaves you extremely vulnerable. Obviously, not recommended if the destination is hot.

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** Attaching to another ship as a turret and then detaching also doubles as a means to warp across the zone, but doing so requires a full tank of energy and leaves you extremely vulnerable. Obviously, this is not recommended if the destination is hot.there's a firefight at your intended destination.



* VideoGameLongRunners: ''[=SubSpace=]'' has managed to outlast its creator company for ''decades'' and continues to receive support from its community.

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* VideoGameLongRunners: ''[=SubSpace=]'' has managed to outlast its creator company for ''decades'' and continues to receive support from its community.community.
* VisualPun: In the pre-rendered introductory movie, the one ship seen explicitly [[ChasingYourTail chasing the tail]] of another ship is the one named after a dog--the Terrier.
* WallJump: Owing to the fact that ships don't take damage from colliding with obstacles and even retain a significant chunk of their inertia after bouncing off of something, ''[=SubSpace=]'' makes this a viable and important tactic. If you need to reverse course, you are ''much'' better off doing so by directly flying at a wall and bouncing off of it than you are using your thrusters to decelerate and then accelerate in the desired direction.
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* JokeNameTag: [[https://www.retromags.com/rmg_fs/gallery_imgs/monthly_2022_06/large.1346240310_SubSpace-TheInternetGame(December1997).jpg.0dfd9db003008ba703bb7cbced6dadff.jpg One flyer for the game]] is a simple nametag with the name "dead meat" on it.
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[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/subspace-1997-330px.png]]

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Not to be confused with "The Subspace Emmissary" from ''VideoGame/SuperSmashBros'', ''Film/StargateContinuum'', the Canadian TV series ''Series/{{Continuum}}'', or the webcomic ''Webcomic/{{Continuum}}''.

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Not to be confused with "The Subspace Emmissary" Emissary" from ''VideoGame/SuperSmashBros'', ''Film/StargateContinuum'', the Canadian TV series ''Series/{{Continuum}}'', or the webcomic ''Webcomic/{{Continuum}}''.
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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/subspace-1997-330px.png]]
[[caption-width-right:330: [-[[TagLine Meet people from all over the world ... then kill them.]]-]]]

->''3:57 - 1 - Entered Alpha Zone in a Leviathan.''\\
''3:58 - 2 - Was swarmed by internet pilots from all over the world.''\\
''4:01 - 3 - Got Greens to improve ship.''\\
''4:08 - 4 - Met Tokyo Flyer and Laughing Boy. They seemed nice ...''\\
''4:09 - 5 - Killed Laughing Boy. [[FalseFriend The points were nicer.]]''\\
''4:12 - 6 - Flew to Safety Zone. [[CallingYourBathroomBreaks Nature called . . .]]''
->--[[CaptainsLog Player's log]], from the box art

''[=SubSpace=]'' (also known as ''Subspace: The Internet Game'') is a MassivelyMultiplayerOnlineGame in the style of top-down Newtonian [[ShootEmUp Shoot 'Em Ups]] like ''VideoGame/{{Spacewar}}'' and ''VideoGame/{{Asteroids}}''. Created by Virgin Interactive Entertainment's Burst Studios--particularly through the efforts of Jeff "[=JeffP=]" Petersen, Rod "rodvik" Humble, and Juan Sanchez--the project first took shape as ''Sniper'', intended to test the viability of such an online game in the face of network latency. Initial feedback--especially the outcry when they decided to end alpha testing--convinced Burst and Virgin Interactive Entertainment (VIE) to keep developing the game.

''Sniper'' became ''[=SubSpace=]'' upon its return as a beta test in February 1996, fully becoming a public beta test later that year. During this time, Burst Studios added more ships and content. Rumors that VIE would make ''[=SubSpace=]'' a subscription model service like other [=MMOs=] never substantiated, and in fact the game received sponsorship from companies like Pepsi for its Pro League scene. At this time, ''[=SubSpace=]'' boasted 1,500 peak active players and over 850,000 registered players--not too shabby for TheNineties.

VIE implemented a retail model by October 1997, with box copies hitting shelves in December--the earlier demo clients now acting as {{Shareware}} and only allowing a limited play time. VIE also provided the server software to the playerbase free of charge--allowing for players to make their own zones with custom rulesets. This led to a flourishing GameMod scene, with a plethora of custom zones using their own unique rulesets and (later on down the line) graphics and sounds. However, things were not well behind the scenes at VIE. The company went bankrupt around November 1998. Without the central billing server, the game was exposed to a plethora of hacking and cheating.

Though diminishing, the playerbase was determined to keep ''[=SubSpace=]'' alive. A Euro League player named [=BaudChaser=] formed the [=SubSpace Council=] (SSC) which went on to create a new and upgraded central billing server that mitigated some of the cheating. Then Priit "[=PriitK=]" Kasesalu (who, incidentally, helped develop Kazaa and Skype) and Mr Ekted reverse-engineered the original Subspace client without any access to the source code. This allowed the release of a new client, ''Continuum'', which helped immensely in combating cheating and hacking. Since then, the SSC network only permits ''Continuum'' to connect to its shared login servers.

As a result, many in the community now refer to ''[=SubSpace=]'' as ''Subspace Continuum'' instead--in fact, that's the name it's gone by ever since [[https://store.steampowered.com/app/352700/Subspace_Continuum/ the game came to Steam]] in 2015. (''Continuum'' doesn't require Steam, though, [[https://subspace-continuum.com/ and can be downloaded separately]] if desired. You can even still run it on a Windows 95 or 98 machine!)

Not to be confused with "The Subspace Emmissary" from ''VideoGame/SuperSmashBros'', ''Film/StargateContinuum'', the Canadian TV series ''Series/{{Continuum}}'', or the webcomic ''Webcomic/{{Continuum}}''.

----
!!''[=SubSpace=]'' provides examples of:

* TwoDSpace: A natural consequence of a top-down space game with no "Z-axis" movement.
* AnimalThemeNaming: Many of the ships are named in part for a creature or animal--Warbird, Spider, Leviathan, Terrier, Weasel, Shark. The Nightwasp also fit this pattern. The Javelin and Lancaster are the [[OddNameOut Odd Names Out]].
** Going further, in the original ''[=SubSpace=]'' client the Terrier's dual guns are called twin "Hound" ion guns.
* ArtEvolution: Many examples of this--
** Although ships which appeared in the early ''Sniper'' builds (Warbird, Javelin, Spider and Leviathan) would return in ''[=SubSpace=]'' proper, they had ''drastically'' different appearances in ''Sniper''. The Warbird looked closer to a F-35, for example, while the Javelin looked like something Series/FlashGordon would've flown and the Spider looked more like a fuzzy pear. The Leviathan looked most similar to its ''[=SubSpace=]'' incarnation, but still visibly very different. Many other graphics, tilesets, and sounds also received overhauls with the release of ''[=SubSpace=]''.
** The icon for the Superpower timer was originally the graphic ''Sniper'' used for prizes.
** Similarly, ''[=SubSpace=]'s'' client received a graphical overhaul during development. The ''Continuum'' client, while less impressive visually, allows for custom user interface skins.
* AsteroidThicket: Asteroids litter the SVS zones, usually ship-sized or half as big. Like the rest of the scenery, they're impervious and immobile.
* AttackReflector: The Repel powerup grants ships a one-time use of a powerful shock wave that not only repels weapons, [[BlownAcrossTheRoom but enemy ships as well]]. You can imagine the sheer chaos this causes in tight spaces, especially when combined with Burst or bouncing bullets and bombs.
* BattleRoyaleGame: The basic premise of ''[=SubSpace=]'' is very close to the modern Battle Royale genre. When you enter a zone (or respawn) your ship is very weak and underpowered, and you must quickly power up your ship by collecting prizes ("greening") lest you get picked off by other players. Zones can have up to 250 players fighting at once. The major difference is that, at least in this default mode, there's no matches--gameplay is continuous and players who die simply respawn. Bounty and kills accumulated are added to a player's running total for that zone.
* BlandNameProduct: In supplementary material, most of the ships had manufacturers and model numbers just like real aircraft. In most cases these referenced real life aircraft manufacturers--
** [=OConner=] Domanic HA-46 Warbird ([[https://en.wikipedia.org/wiki/McDonnell-Douglas McDonnell Douglas]] [[note]]Both manufacturers have patronymic Irish surnames followed by a surname that starts with a D[[/note]])
** Crummand FC-12/O Javelin ([[https://en.wikipedia.org/wiki/Grumman Grumman]])
** Loakhaed [=RSC17=] Spider ([[https://en.wikipedia.org/wiki/Lockheed_Corporation Lockheed]])
** Ivangrad UT-59 Leviathan
** Blight Aerospace NU-34 Terrier (Possibly [[https://en.wikipedia.org/wiki/Wright_Aeronautical Wright Aeronautical]])
** Avro 4F/2 HMS Lancaster ([[https://en.wikipedia.org/wiki/Avro Avro]])
** Yamakazi Sholi Znk/0-1 Weasel (Possibly [[https://en.wikipedia.org/wiki/Kawasaki_Aerospace_Company Kawasaki Aircraft Industries]])
** Lezarwerks SY/9 Shark (Possibly [[https://en.wikipedia.org/wiki/Raytheon Raytheon]] [[note]]Raytheon literally means "light from the gods," and the Shark's manufacturer is literally "laser works."[[/note]])
* BottomlessFuelTanks: You're never going to run out of juice for your thrusters. Hitting the afterburner ''will'' drain your ship's energy reserves, but your ship continually recharges energy.
* BraggingRightsReward: During the pre-release beta, if you had the highest score in the zone, no matter what ship you flew [[http://web.archive.org/web/20230524040347/https://www.angelfire.com/nj3/shb/Night.html it would appear as the "Nightwasp."]] This didn't confer any special advantages. In fact, veterans complained that becoming the Nightwasp encouraged other players to hunt them down exclusively, killing them over and over even if they were still in a weakened "neg" state.
** The retail launch removed the Nightwasp, but added a small spinning ''[=SubSpace=]'' logo that appears next to the name of the highest-scoring player to make it a little less obvious.
* CaptureTheFlag: Several different items in the game count as flags. These include stationary flags that change ownership when a ship flies over them, portable flags that must be held for a certain time before they change ownership and automatically drop, and a powerball that acts like a soccer ball. These led to a number of game modes--
** Basing: A single stationary flag within a fortified base. Teams must take and hold the base. Other games might call this "King of the Hill," but that's a different mode entirely in ''[=SubSpace=]''.
** Flagging: This is where you'd be most likely to find portable flags that must be held onto until they drop. Flagging zones typically had multiple base-like structures teams could fortify to hoard their flags. These modes either have defined matches, or provide point bonuses to the team who manages to collect and hold onto all the flags.
** Turf: Similar to Basing, except with stationary flags in multiple locations in the zone. Like Flagging, these modes either have defined matches or reward the dominating team with periodic point bonuses.
** Running: In Running Zones, flags don't have a drop timer, and the only way to acquire flags yourself is to kill enemy flag carriers or find neutral flags that haven't been picked up yet.
** Bounty Rabbit: Similar to Running Zones--except there's only one flag, and whoever has it is the "Rabbit." Killing the "Rabbit" nets the killer a hefty bounty bonus, but doing so makes one the new "Rabbit." This mode has defined matches, and the person with the highest score at the end of a match wins.
** Soccer: This is the mode where the powerball comes into play, as teams must compete to grab the ball and shoot it into the opponent's goal. The team with the most goals at the end of a match wins.
* CastFromHitPoints: Firing guns, launching bombs, deploying mines, hitting the afterburner or using activating certain special powers granted by prizes all draw from a ship's energy reserves--which also act as the ship's health.
* CollisionDamage: Utterly averted, in spite of the genre. Ships pass right over/under each other without incident. You also won't [[DeadlyWalls suffer damage hitting the scenery]], and instead bounce right off like a pinball no matter how fast you hit an obstacle. The only thing that can damage or destroy ships are weapons.
* ColorCodedForYourConvenience: Bullets and bombs have four strength levels denoted by their color. From weakest to strongest--red, yellow, blue, purple. Zones with custom graphics, of course, can and do vary.
* ConcussionFrags: Ships can upgrade their bombs with shrapnel, increasing the amount of shrapnel released per bomb with every upgrade. The shrapnel "bullets" have their own levels of strength, color coded just like bullets and bombs, and can even be upgraded to bounce off of obstacles.
* CriticalExistenceFailure: Your ship continually recharges (unless hit by EMP) and functions without issue no matter how much of a pounding you take. In fact, you can turn on every energy-draining ability, fire your guns and bombs, hit the afterburner until you run dry--even though you can make your ship hit zero energy, you'll suffer no ill effect. However, if you take a hit that would put you ''below'' zero energy, your ship instantly explodes.
** Early on in the game, it ''used'' to be possible to destroy your own ship if your bombs detonated right nearby, but this was changed. You can't make your own energy reserve drop below zero with point-blank detonations.
* CutscenePowerToTheMax: The original VIE client had [[https://www.youtube.com/watch?v=njyL3SaJVkE a pre-rendered introductory video]] showcasing most of the ships (except for the Shark) in a vicious (and three-dimensional) free-for-all near Earth orbit. Some of the ships (like the Spider, the trio of Leviathans, and the Terrier) get to show off their special abilities while others (two of the trio of Warbirds and the Weasel) [[CannonFodder get unceremoniously blown up]].
* DeployableCover: The Brick powerup lets you deploy a small wall of blocks. While it's passable by you and ships on your frequency, and you and your allies can shoot through it, enemy ships can't do the same--unless they use a Thor's Hammer.
* DoppelgangerSpin: Picking up a Decoy powerup lets a ship deploy a fake copy of itself. The decoy inherits the velocity and direction of the ship that released it, doesn't lose inertia when colliding with something, and turns whenever the original ship does--just in the opposite direction. They're harmless and can't be damaged.
* EasterEgg: There's a few, such as the "?sheep" command which displays a message that's customizable for the zone. There's also "bong" sounds which include a number of joke clips that zone sysops can broadcast. Among them: fart noises, an angry redneck ("Listen to me, you pebble-fartin' snot licker!"), a sheep bleating, a soundbyte from a [[https://www.youtube.com/watch?v=B5uWMbTGoRM&t=87 1960s Justice League]] record, a clip from a famous 1992 AT&T commercial ("You're not dealing with AT&T!") and the sound of gamers frantically panicking.
-->'''Gamer #1:''' I CAN'T LOG IN!
-->'''Gamer #2 (interposing):''' My machine can't download the update!
-->'''Gamer #3 (interposing):''' Crashed again!
-->'''Gamer #4:''' Oh the humanity ...
-->'''Gamer #5:''' ''IT'S ON FIRE!''
* EnemyDetectingRadar: Every ship has one, but they won't detect ships that are actively using the Stealth powerup--unless you yourself are using the X-Radar powerup, which detects stealthed ships. On top of this, in SVS zones the Weasel can detect mines on the radar, while the Shark can detect bombs.
* {{EMP}}: The Weasel's bread and butter, its bombs and mines cause less damage than other ships, but temporarily disables energy regeneration.
* EnergyWeapon: How the ships' guns, bombs, and mines work--which helps explain why they have no ammunition of their own, but instead draw from the ships' energy reserve. Supplemental material referred to bombs as "plasma bombs" and, in the case of the Terrier, guns as "ion guns."
* EveryBulletIsATracer: Better said, every ''projectile'' is a tracer. Whether it's a ship's guns or bombs, Burst shrapnel, or the Thor's Hammer superweapon, they're all very bright and visible, and often have glittering trails so players can better judge their direction and velocity.
* FixedForwardFacingWeapon: A ship's guns and bombs fire directly forward--although if you pick up the Multifire powerup, your shots fire in a spread.
* FragileSpeedster: There's two different takes on this trope among the ships when playing in SVS zones--
** The Warbird's game is agility. It has the best turning rate and best thrust. Of the two, this is the ship better suited to fighting once decently upgraded.
** The Javelin has the best top speed--though it also has the ''worst'' thrust. This ship is better for hit-and-run, interception, or rushing to capture flags or grab the ball in certain modes.
* FusionDance: Ships can attach to other ships on the same frequency, transforming into turrets visible in the center of the "receiving" ship. In this way, they act as Power Boosters. (This same mechanic also allows ships to quickly travel across the zone by warping to and then detaching from another ship.) Multiple ships can attach to a single ship, creating truly heinous concentrations of firepower--however, the combined ships ''don't'' get more resilient. Attaching to another ship requires full energy, and becoming a turret almost completely consumes your reserves--so trying to attach in the middle of a firefight will certainly end you. And, while it's possible for turrets to survive destruction of their recipient, in practice anything which would destroy the "driver" [[https://www.youtube.com/watch?v=T8rsjgOVMik will take out the whole group.]]
* GameMod: Over the years there have been many, ''many'' custom zones that have their own rulesets, even their own completely different graphics and sounds. Some of the longest-running custom zones include Trench Wars, Extreme Games, Hockey Zone and Death Star Battle--the former three an example of zone that only really customizes the settings, while the latter-most has (over the years) become a more total conversion to a ''Franchise/StarWars''-themed zone. Other zones have come and gone--for a time there was 17th Parallel, a custom ruleset zone inspired by UsefulNotes/TheVietnamWar. There've been many "total conversion" zones as well, dedicated to ''Franchise/DragonBall'', ''Franchise/MetalGear'', and ''Franchise/WingCommander''--just to name a few.
* GlassCannon: At first glance, the Leviathan appears like it should be a MightyGlacier, slower and better protected than the other ships--but it has the same speed, agility, and hardiness as the average for SVS zones. (Though in some zones it was more sluggish and had the slowest recharge rates.) Its perk is that it's the only ship that can get Level 3 bombs, meaning it can hit ''really'' hard--but Level 3 bombs take a ''lot'' of energy to fire, meaning that once it's fired a bomb or two, it's incredibly vulnerable.
* {{Griefer}}: Originally in SVS zones, ships that had just respawned would have a ''negative'' bounty score until they collected enough prizes. This was a mechanic designed to discourage bullying players by repeatedly killing them before they could defend themselves. Regardless, some players still did such things, a practice that was known in the community as "negging."
* InstantDeathBullet: Any custom zone can theoretically give ships these. Trench Wars might be the most famous and enduring example, where [[https://www.trenchwars.org/index.php?v=gethelp&id=2 most of the ships]] have the ability to kill other ships in a single shot.
* InvincibilityPowerUp: Downplayed with the Shields powerup. In SVS zones, the shields last for a hundred seconds, and the amount of time remaining is directly proportional to the amount of damage they'll prevent. If you have 95 seconds left on the timer, it'll block 95% of the damage. 50 seconds left, and you take half damage. With good coordination and communication from teammates, a ship with Shields can bust through killzones and carry their team. In more free-for-all situations, you have a short window of opportunity to fearlessly take on the ships with the highest bounty.
* LeadTheTarget: Bullets and bombs don't have too much speed of their own in SVS zones, largely inheriting the speed and direction of the ship firing them. Learning how to catch a target with leading shots is a vitally important skill--even in many non-SVS zones where custom rulesets allow for way faster-moving shots.
* InvisibilityCloak: The Spider's specialty in SVS zones--and, at least in some zones originally, also the Shark's. The X-Radar powerup, when active, reveals cloaked ships.
* MeaningfulName: Applies to many of the ships--
** The Javelin's rather, ah, straightforward. The ship with the highest top speed and weakest thrust (and originally, a slower turning rate) makes it behave rather like an actual throwing javelin.
** The Spider's ability to cloak brings to mind how many real spiders hide until unsuspecting prey comes along. This is also likely how the Shark got its name, at least when it had the ability to cloak in some SVS zones--to us surface dwellers, sharks are [[Film/{{Jaws}} much the same]] as spiders.
** The Weasel's name, original description ("experimental electronic countermeasures craft") and EMP abilities bring to mind the UsefulNotes/WildWeasel type of air mission--suppression of enemy air defenses. Many real examples of planes that do this kind of work have an [[GuyInBack Electronic Warfare Officer]] along for the ride, and ''[=SubSpace=]'s'' Weasel effectively suppresses enemy defenses by preventing energy regeneration.
** The Lancaster's full make and model designation is Avro 4F/2 HMS Lancaster. [[https://en.wikipedia.org/wiki/Avro_Lancaster Which makes it an Avro Lancaster.]] The Lancasters of UsefulNotes/WorldWarII were famous for their role in Operation Chastise, [[Film/TheDamBusters in which they destroyed the dams of the Ruhr Valley with bouncing bombs]].
* MoreDakka: A few fitting examples in SVS zones--
** The Terrier has double the guns of other ships. If it picks up a Multifre powerup, it can shoot four bullets instead of three. Its firing rate is subtly slower, though.
** The Shark has the fastest firing rate of all the ships--two-thirds faster than the average ship--and also has the second-best rotation speed.
* MultiDirectionalBarrage: The Burst powerup gives your ship a one-time use ability to fire bullets in every direction at once. They're as strong as Level 4 bullets, too. The catch is, they have to ricochet off a surface ''before'' they become active and therefore actually hit something. Naturally, this means they're ideal for unleashing in a cramped environment where the enemy has nowhere to run.
* NitroBoost: The Rocket powerup, when activated, sets off a continuous burst of thrust that's more powerful than your ship's own afterburners. Problem is--you can't turn it off or reverse thrusters while it's active.
* NoPlotNoProblem: ''[=SubSpace=]'' unabashedly marketed itself without any setting or plot--just an Internet game to play against other real life folks. And yet, the game had hints here and there of a coherent setting. Perhaps Rod and Jeff would have expanded on this with the plans they had for ''[=SubSpace 2=]'', but we may never know.
* PinballProjectile: In SVS zones, the Lancaster is the only ship type with bouncing bombs. In addition, all ships can pick up a "Bounce" powerup which causes their bullets to bounce indefinitely.
* PlayerVersusPlayer: The entire point of the game, even in custom zones. The nature of the competition may change (for example, more sports-like gameplay compared to straight up destroying opponents) but there's no built-in "[=PvE=]" mode. That said, over the years the community's worked to develop bots which can fill that role.
* PoisonMushroom: Prizes can randomly, but rarely, inflict your ship with a debilitating effect. Such as a complete engine shutdown, leaving you a helpless pinball for a precious few seconds.
* PowerUp: A major part of the gameplay--any ship that's just entered the zone or respawned will have very weak stats. Ships have to collect prizes (called "greens" because they look like glowing green cubes) to improve their stats, collect special weapons and abilities, and improve their firepower.
* PreRenderedGraphics: The ships and tilesets are mostly pre-rendered 3D models. And of course, there's the introductory video.
* PriceOnTheirHead: As you collect prizes ("greens") and kill opponents, your Bounty increases. And the higher the bounty, the more other players will come gunning for you.
** Over time player etiquette in SVS zones evolved so that it was frowned upon for players to target ships below a certain bounty, depending on one's skill level. The ''Continuum'' client allows for players to set a "target bounty" number, which allows them to, on their radar, differentiate ships below or above that target and thus avoid picking on the weak.
* PromotedToPlayable: When VIE converted ''[=SubSpace=]'' to retail, they also made the Shark part of the playable roster. Before then, the Shark was nicknamed the UFO and was a special ship available only to sysops and VIE staff. (This is also probably why the Shark doesn't appear in the pre-rendered intro movie, unlike the other seven ships.) Owing to the fact that it was made playable after Burst departed VIE, the Shark doesn't have established SVS settings--in some zones it could cloak like the Spider and had the most energy of any ship, but in Chaos Zone SVS, it just has the fastest firing rate.
* RegeneratingHealth: All ships gradually replenish energy reserves provided they're not draining them somehow, getting hit by something, or have had regeneration disabled by EMP. You can increase the regeneration rate by picking up prizes.
* SecondaryFire: Bombs can instead be deployed as completely stationary mines. (And of course, the Weasel's mines are EMP mines.)
* SpaceIsNoisy: Evident both from gameplay and the pre-rendered intro movie--but hey, RuleOfCool is in effect here. (Custom zones can and do play this other ways, or avert it by virtue of not being set in space.)
* StatusInflictionAttack: This is how the Weasel's special works in SVS zones. It's the only ship that has EMP bombs in such zones, which temporarily disables energy regeneration in enemies hit by them.
* StealthInSpace: While the Cloak powerup renders a ship invisible, it'll still appear on radar. The Stealth powerup, on the other hand, hides a ship on radar even though it'll still be visible to other ships. A ship that gets both the Stealth and Cloak powerups can become truly invisible ships ... unless, of course, they have an X-Radar powerup, which can detect both stealhed and cloaked ships.
* SuperMode: Granted by the appropriately-named Superpower powerup, any ship lucky enough to get this has a limited amount of time during which weapons cause no energy drain. For a ship like the Leviathan, this is a ''huge'' benefit, because they have a short window of time during which they can spam devastating Level 3 bombs and/or mines with impunity. Super's countdown timer, unlike Shields, is a random number between one and sixty seconds.
* {{Superweapon}}: The Thor's Hammer special weapon qualifies. Looking like an oversized atom, it's nastiest projectile in the game. It completely ignores walls and obstacles and has a higher proximity detonation radius compared to regular proximity bombs. As one common guide notes, a group of ships synchronizing their Thor shots can completely clear out a team holed up within a base.
* SuspiciouslySimilarSubstitute: The Lancaster appeared in the game after the Nightwasp was removed. Both ships have a dark grey-with-gold color scheme. The game files outfight confirm the Lancaster is a direct replacement of the Nightwasp, as the sprite sheet for the Lancaster's turning animations is called "'''nw'''roll" ... as in, '''N'''ight'''w'''asp. (Similarly, the sprite sheet for debris from a destroyed Lancaster is called "junknw.") All the other ships, even the Shark, have file names that match the name of the ships: "wb" for Warbird, "jv" for Javelin, "sp" for Spider, "lv" for Leviathan, "tr" for Terrier, "we" for Weasel, "sh" for Shark.
* TechDemoGame: ''Sniper'' was this, in the sense the whole point of it was to feel out the effects of lag in online gaming as well as the gauge interest in a full-blown game on the top-down ''VideoGame/{{Spacewar}}'' premise.
* TeleportInterdiction: The Anti-Warp powerup prevents enemy ships from warping or attaching to other ships while active.
* TeleportationWithDrawbacks: Ships have two general means of teleportation--
** The Portal powerup lets you drop a warp point you can instantly warp to, but it's a one-use powerup. Still, it lets you get out of trouble quickly ... or, get the drop on a pursuer.
** Attaching to another ship as a turret and then detaching also doubles as a means to warp across the zone, but doing so requires a full tank of energy and leaves you extremely vulnerable. Obviously, not recommended if the destination is hot.
* TimedPowerUp: The Shields and Superpower pickups have a timed duration.
* VanillaEdition: Technically, this is what the surviving SVS (Standard VIE Settings) zones are with respect to custom zones. SVS zones approximate ''[=SubSpace=]'' as it was in 1997, though there have been changes here and there. Although Chaos Zone (which [[http://chaos.svssubspace.com/?page=zonesettings lists its settings]] on its site) is largely the last major zone remaining from those days, when VIE still ran the show there were zones like Warzone (for squad-versus-squad combat), Alpha Zone (intended for new players), Turf Zone, Running Zone, and Philosophy Zone (a private zone for special events).
* VideoGameLongRunners: ''[=SubSpace=]'' has managed to outlast its creator company for ''decades'' and continues to receive support from its community.

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