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    Classic Home Video Games (1985-1988)

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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

     


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