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Classic Home Video Games (1985-1988) Page 3
Classic Home Video Games (1985-1988) Read online
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top, each of which features the typical elevated
Scrolling Shooter, 1 player. 1987.
side-view perspective. The referee, Scott “The
Unlike the Atari 5200 version of Chop-
Blade” Savage, is outfitted with a knife (that he
lifter! , which was a port of Dan Gorlin’s Apple throws at players) instead of a whistle, empha-II computer game (1982), the 7800 rendition
sizing the no-rules gameplay. Players can punch
appears to be a translation of Sega’s 1985 arcade
and even throw the ball at one another, and this
classic. Unfortunately, it is missing the surface-
irreverent take on the sport is as fun as it
to-air missiles of the coin-op game (something
sounds. There are six different players from
the superior Master System version retains), as
which to choose and three power-ups to grab
well as the fuel factor and digitized voice ef-
for enhanced strength, speed, and power.
fects. Worse, the game simply ends after 64
Gamers can team up against the computer or
POWs have been rescued or killed. Despite
play competitively. Injured players are not re-
these insufficiencies (and despite Atari 2600–
placed, forcing some highly entertaining two-
like graphics and sounds), the game remains
on-one situations. The working title for Bas-
enjoyable to some degree, thanks largely to
ketBrawl was “Hoop Wars.” Also released for
Gorlin’s original formula, which has players pi-
the Atari Lynx.
loting a chopper back and forth across the
screen, firing a machine gun at and dropping
Centipede
bombs on tanks, jet fighters, and drone air
PUBLISHER: Atari. DEVELOPER: General Com-
mines, making sure to rescue and transport the
puter Corp. Non-Scrolling Shooter, 1 or 2
aforementioned POWs whenever they appear
players (alternating, simultaneous). 1987.
along the ground. Followed by: Choplifter II
(Game Boy) and Choplifter III (Game Boy,
Now this is the way to adapt a coin-op
Game Gear, SNES).
classic to a home system. Like the oft-ported
arcade game (Atari, 1980), Centipede for the 7800 provides fun-filled shooting action for
Commando
gamers of all persuasions ( Centipede was one PUBLISHER: Atari. DEVELOPER: Sculptured Software. Vertical Scrolling Shooter, 1 or 2 players
of the only shooters of the era with a large fe-
(alternating). 1989.
male following). The mushroom field looks
great (despite being surrounded by an unnec-
A fine port of the Data East arcade game
essary border), the controls are smooth (de-
(1985), Commando for the 7800 has players
spite the lack of trackball control), and all the
guiding a Rambo-like character through hos-
original creatures and other elements are in
tile territory, shooting bullets and firing
place (nitpickers will notice that the spider has
grenades at enemies and their jeeps, dynamite
just four legs). Plus, 7800 fans are treated to a
trucks, motorcycles, and pillboxes. There are
system-exclusive two-player simultaneous
POWs to rescue as well. The screen is fre-
mode, which lets gamers cooperate or compete.
quently busy with enemies and obstacles (trees,
The cooperative mode displays individual
rivers, ponds, bunkers, and the like), so the ac-
scores, plus a cumulative total that gives play-
tion stays hot and heavy most of the time.
ers a real sense of teamwork. The competitive
Thanks to the inefficiently designed 7800 con-
mode, in which players shoot at each other (in
troller, this can cause the player’s hands to get
addition to the creatures and mushrooms),
tired and cramped, but the fun gameplay is
adds a whole new strategy to the formula. Mil-
worth the fatigue. The graphics have taken a
ATARI 7800
11
slight hit, and the characters are smaller than
and Castle Hall are missing from the Atari 2600
their coin-op counterparts, but these small
version, which is not light gun compatible).
gripes (so to speak) shouldn’t keep anyone
Plus, there’s a confrontation with the dreaded
away from playing this great game. Four
Evil Master. The objective is to keep a group of
difficulty levels are included. Fans of Front Line friends safe as they walk (from left to right)
and Ikari Warriors will feel right at home with through the aforementioned areas by basically
Commando. Also released for the Atari 2600,
acting as a sniper. Naturally, the high resolu-
Intellivision, and NES.
tion graphics found in the arcade game have
been toned down a bit (the color palette is
Crack’ed
smaller, for example), but the visuals still look
PUBLISHER: Atari. DEVELOPER: Atari. First-Per-
fantastic.
son Shooter, 1 player. 1988.
Crack’ed is a potentially interesting game
Dark Chambers
with a fatal flaw. Players guide a cursor around
PUBLISHER: Atari. DEVELOPER: Atari. Maze
Shooter/Adventure, 1 or 2 Players (simultane-
the screen, firing a slingshot at bluebirds, owls,
ous). 1988.
fish, ghosts, snakes, aliens, and other creatures
that are raiding the nests of rare South Amer-
A slower, less enjoyable take on the for-
ican hornbills. If a creature does pick up an
mula established by the arcade classic Gauntlet
egg, that creature can be shot, and the egg can
(Atari, 1985), Dark Chambers has players ex-
be caught and carried back to the nest. There
ploring 26 scrolling, maze-like dungeons, gath-
are five nesting sites: Tree, Sewer, Sea, Dun-
ering treasure while using guns, daggers, and
geon, and Moon. There are also Rooster Ranch
bombs to destroy surprisingly non-aggressive
stages, in which players throw eggs at roosters
wraiths, skeletons, wizards, grim reapers, and
that pop up from behind nests. The game
spawners, the latter of which hatch new ghouls.
sports a fun concept and nice visuals (the vari-
Traps and poisons should be avoided, but po-
ety of creatures and settings is especially im-
tions (for increasing strength), keys (for enter-
pressive), but it lacks light gun support. As a
ing secret rooms), hearts (which can revive the
result, the cursor moves jerkily around the
player’s dead partner), and shields should be
screen, making it hard to aim. When compared
picked up as needed. To exit a dungeon, play-
to the Atari 2600 version (which was released
ers should find and enter that level’s escape
by CGE Services at the 2002 Classic Gaming
hole. Dark Chambers was also released for the Expo), Crack’ed for the Atari 7800 has more
Atari 2600, but the 7800 version has better
levels (six instead of two) and more types of
graphics and more detailed mazes.
enemies (15 instead of six).
Desert Falcon
Crossbow
PUBLISHER: Atari. DEVELOPER: General Com-
PUBLISHER: Atari. DEVELOPER: Absolute Enter-
puter Corp. Side-Scrolling Shooter, 1 or 2
tainment. Light Gun Shooter, 1 player. 1988.
Players (alternating). 1987.
One of the most impressive arcade ports in
Sometimes referred to as “Zaxxon in the
the Atari 7800 library, Crossbow is based on the sand,” Desert Falcon has a number of things in 1983 Exidy coin-op semi-classic, which is im-common with Sega’s arcade classic, primarily its
bued with a faux crossbow controller for tak-
isometric viewpoint and faux 3D graphics. The
ing aim at the ghosts, witches, frogs, dragons,
shooting action is similar as well, but Desert
alligators, slime monsters, archers, ptero-
Falcon is enhanced by a spiffy power-up sys-
dactyls, and other enemies. The 7800 version
tem involving combinations of three hiero-
uses light gun support to nice effect and in-
glyphs that give players invincibility, air bombs,
cludes eight colorful, richly detailed levels:
decoy powers, and more. Unfortunately, grab-
Desert, Caverns, Volcano, Jungle, Village,
bing the power-ups requires walking, which
River, Drawbridge, and Castle Hall (Village
interrupts the action. Another flaw is that it’s
12
CLASSIC HOME VIDEO GAMES, 1985–1988
difficult to tell where the player’s arrow-shoot-
as close as could be expected on a system of the
ing falcon is in altitudinal relationship to the
era. The graphics are slightly blocky, the title
enemies, making for some unnecessary deaths.
screen has been altered, and the flowers and
On a more positive note, players must confront
scoreboard don’t look quite right, but the char-
a very nicely rendered Sphinx at the end of each
acters are a nice, colorful upgrade from those
level. Other enemies include vultures, warrior
found in the Atari 5200 version of the game.
phleas, scarabs, flying fish, and phantom glid-
More importantly, the game plays extremely
ers. Killing flying enemies increases the base
well, and all the details (such as the bonus veg-
value of treasures. Desert Falcon was also re-etables) are included. Players guide the title
leased for the Atari 2600, but the 7800 version
character as he strategically digs underground
has better graphics and less sluggish gameplay.
tunnels, blowing up (with a pump) or drop-
ping rocks on two types of strange looking en-
Dig Dug
emies: Pookas and Fygars, the latter of which
PUBLISHER: Atari. DEVELOPER: General Com-
breathe fire. Bottom line: Dig Dug for the Atari puter Corp. Maze, 1 or 2 players (alternating).
7800 is a very nice translation of one of the
1987.
greatest arcade games of all time. Also released
This port of the Atari/Namco coin-op
for the Atari 2600, Intellivision, and Game Boy.
classic (1982) isn’t perfect, but it comes about
The sequel, Dig Dug II (arcade, 1985), was
ported to the NES. Followed by:
Dig Dug: Digging Strike (Nintendo
DS).
Donkey Kong
PUBLISHER: Atari. DEVELOPER:
ITDC. Climbing, 1 or 2 players
(alternating). 1988.
Just like the NES version of
the game, Donkey Kong for the
Atari 7800 is missing the Con-
veyor Belt screen and the ani-
mated intermissions. Coin-op
faithfuls will notice some rela-
tively minor deficiencies in the
graphics as well, such as only two
barrels (as opposed to four)
standing by Donkey Kong in the
first screen. Where the game re-
ally drops the ball is in the sound
effects and music, which are terri-
bly grating. Instead of squeaking,
Mario’s patented shoes make an
obnoxious, Atari 2600–like sound,
and the memorable theme song is
entirely absent. Also, the design-
ers put the levels out of order.
Coleco did Donkey Kong (which
is based on Nintendo’s 1981 arcade
Dark Chambers and Desert Falcon were also released for the Atari 2600, but the 7800 versions have superior graphics and classic) about as well six years ear-sounds.
lier for their ColecoVision system.
ATARI 7800
13
Also released for the Atari 2600 and Intellivi-
rocks, oil drums, and crates. The enemies are
sion. Remade for the Game Boy.
very aggressive in this version, making for a
tough game to beat. Unlike the superior (in
Donkey Kong Junior
most ways) NES rendition, the 7800 game, like
PUBLISHER: Atari. DEVELOPER: ITDC. Climb-
the Master System port, does incorporate the
ing, 1 or 2 players (alternating). 1988.
arcade classic’s standard two-player simulta-
neous mode (the NES game compensates for
As in Donkey Kong for the 7800, Donkey
this in some small fashion with a one-on-one
Kong Junior has off key music, good graphics fighting mode). Double Dragon, which was
that could have been a little better, and sound
ported to various other systems, such as the
effects that incorporate way too many bleeps,
Atari 2600, Atari Lynx, and Neo Geo, spawned
bloops, and buzzes. Also, the screens are out of
a number of sequels, including Double Dragon
order. However, unlike Donkey Kong, this game II: The Revenge (arcade, NES).
includes all four original levels and even a lit-
tle animation sequence after the final screen.
F-18 Hornet
Both Donkey Kong and Donkey Kong Junior are P
solidly playable arcade ports, but their flaws are
UBLISHER: Absolute Entertainment. DEVEL-
OPER: Absolute Entertainment. Flight Combat
noteworthy. For a better port of DKJ, try the Simulator, 1 player. 1988.
NES version, which has tighter
controls, superior sounds, and
smoother, more polished graph-
ics. Based on Nintendo’s 1982 coin-
op classic. Also released for the
Atari 2600, Intellivision, and
ColecoVision. Followed by: Don-
key Kong 3 (arcade, NES), Donkey
Kong Country (SNES, Game Boy
Color, Game Boy Advance), Don-
key Kong 64 (Nintendo 64), and
numerous other sequels and off-
shoots.
Double Dragon
PUBLISHER: Activision. DEVEL-
OPER: Imagineering. Side-
Scrolling Combat, 1 or 2 players
(simultaneous). 1989.
Based on Taito’s 1987 arcade
hit, Double Dragon for the 7800
has four levels of play, just like in
the original. Gamers control Billy
or Jimmy Lee as they walk, jump,
punch, and kick their way through
City Slums, Industrial Areas, Out-
skirts of the City, and The Enemy
/>
Base of the Shadow Boss. Unfortu-
nately, the graphics are fairly
blocky, the various moves are hard
Atari 7800 renditions of two Nintendo coin-op classics, Don-
to pull off, and certain weapons
key Kong and Donkey Kong Junior, each pictured with box, in-are missing, including dynamite,
struction manual, and cartridge.
14
CLASSIC HOME VIDEO GAMES, 1985–1988
F-18 Hornet puts players in the U.S. Navy,
gives players 12 humorously rendered (and
piloting a ground attack fighter jet. Four mis-
named) boxers from which to chose, each of
sions take gamers over the China Lake Naval
whom has his own strengths and weaknesses.
Weapons Range in the Mojave Desert, through
Fighting moves are limited to jabs, body blows,
the middle of a Warsaw Pac invasion of Europe,
fakes (useless), and guarding maneuvers
and to Central America and the Indian Ocean.
(mostly useless), making the game a simple
Objectives include dropping supplies to resist-
button-masher. Disappointingly, even though
ance forces, bombing enemy headquarters,
the boxers have special moves, only the com-
firing missiles at planes, tanks, and helicopters,
puter-controlled boxers can pull them off. The
and more. The controls are relatively simple,
fighters look pretty good, but poor animation,
and the plane lacks machine gun fire. The cock-
a lack of backgrounds, spotty collision detec-
pit control panel depicts an air speed indica-
tion, and shoddy sound effects ruin the expe-
tor, an engine thrust gauge, an altimeter, a fuel
rience. Fight Night is the only 7800 boxing
gauge, and other relevant instruments. Despite
game, so it’s too bad it’s not a better represen-
nice graphics (especially the landscaping and
tation of the sweet science. Armchair pugilists
cockpit), F-18 Hornet doesn’t do a very good with affection for this era of gaming should
job of making the player feel like he or she is
stick with Mike Tyson’s Punch-Out!! for the
actually flying a plane. Similar to: Ace of Aces, NES.
Tomcat F-14, and Super Huey.
Food Fight
Fatal Run
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1
PUBLISHER: Atari. DEVELOPER: Sculptured Soft-
or 2 Players (alternating). 1987.
ware. Demolition/Combat Racing, 1 player.
A very nice port of Atari’s highly enter-
1990.
taining arcade game (1983), Food Fight for the Fatal Run is sort of like Pole Position (or 7800 has players guiding gluttonous Charlie