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Classic Home Video Games (1985-1988) Page 3


  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