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    Classic Home Video Games (1985-1988)

    Page 6
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      tection-oriented gameplay of Sentinel evokes titude, control pitch, load and arm missiles,

      Crossbow, but it’s not as good or as well known and other such maneuvers. The joystick and

      as that arcade classic. Originally available only

      fire buttons work fine, however, in Arcade

      in PAL format (Europe and elsewhere), Sen-

      Mode, which has players simply guiding a cur-

      tinel was released in NTSC format (U.S. and

      sor around the screen, shooting enemy heli-

      Canada) by ResQsoft, the company responsible

      copters. Reality Mode is a combination of Ar-

      for rescuing the Atari 7800 version of Klax

      cade Mode and Flight School, the latter of

      from prototype-only status.

      which is more trouble than it’s worth for all but

      the most patient and most dedicated of flight

      Summer Games

      sim fans. The instrument panel in this compli-

      PUBLISHER: Atari. DEVELOPER: Epyx. Sports/

      cated game depicts ammo supply, radar screen,

      Olympics, 1–8 players (alternating, 2-player

      fuel gauge, rpm readout, compass heading, oil

      simultaneous). 1987.

      pressure, and more. Fans of Tomcat: The F-14

      Flight Simulator may want to give Super Huey A good looking, nicely playing port of the

      a whirl. The sequels, Super Huey II and Super popular computer game, Summer Games for

      Huey III, were only released for computers.

      the Atari 7800 lets players compete in six dif-

      ferent Olympic events: Diving, 4

      × 400-Meter Relay, 100-Meter

      Dash, Gymnastics, Freestyle Relay,

      and 100-Meter Freestyle. Some

      events require precise timing while

      others demand that players jiggle

      the joystick back and forth as fast

      as possible for increased velocity.

      All are fun, especially when com-

      peting head-to-head against an-

      other player (up to eight players

      representing any of 18 different

      countries can enter, but only two

      appear onscreen at once). Unlike

      the 2600 version, the 7800 rendi-

      tion does not include Rowing or

      Skeet Shooting. However, a vari-

      ety of graphical upgrades, includ-

      ing enhanced opening ceremonies,

      make these omissions fairly easy

      to overlook. The sequel, Summer

      Games II, was only released for

      computers.

      Super Huey

      PUBLISHER: Atari. DEVELOPER:

      Atari. Flight Combat Simula-

      tor/First-Person Shooter, 1

      player. 1988.

      This port of the Cosmi com-

      Summer Games and Winter Games for the Atari 7800, each pic-puter game suffers from the lack

      tured with box, instruction manual, and cartridge. Both titles of keyboard control, which is used

      include various Olympic-style sporting events.

      24

      CLASSIC HOME VIDEO GAMES, 1985–1988

      Super Skateboardin’

      OPER: Absolute Entertainment. Sports/Wres-

      PUBLISHER: Absolute Entertainment. DEVEL-

      tling, 1 or 2 players (simultaneous). 1989.

      OPER: Absolute Entertainment. Sports/Skate-

      A graphical upgrade over the 2600 version

      boarding/Side-Scrolling Platform, 1 player.

      1988.

      of the game, Title Match Pro Wrestling for the 7800 nevertheless suffers from the same horri-Unlike 720°, Skate or Die, and most other ble, needlessly convoluted control technique

      skateboarding titles, this cartridge doesn’t fea-

      in which players alternate between “joystick

      ture any actual skating moves, such as aerials,

      mode” and “button mode.” Simple punches

      rail slides, or hand plants. What Super Skate-

      and kicks are the easiest, most effective moves

      boardin’ does have are coffee makers, projec-since airplane spins, power lifts, rope dives,

      tors, radios, TVs, computers, and light bulbs

      back drops, bear hugs, and other fancy maneu-

      to turn off, the latter of which require jump-

      vers are a chore to pull off and deplete the

      ing in order to reach. The building players skate

      wrestler of energy. When the wrestler gets

      through is a maze of rooms connected by door-

      pinned or bear hugged, the player can jiggle the

      ways, elevators, escalators, and air ducts, and

      joystick quickly to try and escape. Modes of

      it’s easy to get turned around. Gamers with a

      play include One on One and Tag Team Match,

      good sense of direction can memorize the

      the latter of which is more enjoyable (though

      routes and item locations after repeated play,

      that’s not saying much). The side-view perspec-

      but the action doesn’t offer enough long-term

      tive shows a ring, an audience, a camera man,

      fun to warrant that kind of attention. The

      and an overhead scoreboard. Fans of the sport

      graphics are colorful, and the sound effects are

      should stick with Pro Wrestling for the NES.

      varied, but the there’s nothing particularly

      “rad” about the game, other than its use of the

      Tomcat: The F-14 Flight Simulator

      now outdated term on the box. Designed by

      PUBLISHER: Absolute Entertainment. DEVEL-

      David Crane of Activision fame.

      OPER: Absolute Entertainment. Flight Combat

      Simulator, 1 player. 1989.

      Tank Command

      PUBLISHER: Froggo. DEVELOPER: Froggo. Verti-

      Designed by Dan Kitchen (of Activision

      cal Scrolling Tank Shooter, 1 player. 1988.

      fame), Tomcat: The F-14 Flight Simulator is a Players commandeer an XT-87 attack ve-complex game in which players must launch

      hicle in Tank Command, one of the harder to

      (from the flight deck of the U.S.S. Enterprise)

      find games in the 7800 library. The objective is

      and land the titular craft, engage in combat

      to capture the enemy flag, which is a mere three

      missions (using a computer defense system,

      levels away. The game is short, but the difficulty

      machine guns, and three types of missiles), and

      level amps up in a hurry, making for an un-

      monitor a variety of instruments (including

      even gaming experience. Piloting the tank is a

      fuel, altitude, wing angle, and speed). During

      dangerous job since the terrain is covered with

      night flights, players must rely even more on

      pillboxes, heavy artillery, camouflaged traps,

      the elaborate instrumentation, especially in

      anti-tank weapons, and other obstacles. Play-

      combat situations. This cartridge is an up-

      ers can blow up missile silos, ammo and fuel

      dated, more graphically detailed (especially in

      dumps, buildings, huts, and other items for

      terms of the cockpit control panels) version of

      extra points, and it’s important to refuel when

      the Atari 2600 game of the same name, but with

      necessary. The pink color scheme is off-put-

      enemy bogeys that are harder to engage, mak-

      ting, but the game has sufficient graphical de-

      ing for a less enjoyable experience. Similar to:

      tail. Tank Command is marginally enjoyable,

      Ace
    of Aces, Super Huey, and F-18 Hornet.

      but fans of vertical scrolling war games should

      stick with Commando or Ikari Warriors.

      Touchdown Football

      PUBLISHER: Atari. DEVELOPER: Imagineering.

      Title Match Pro Wrestling

      Sports/Football, 1 or 2 players (simultaneous).

      PUBLISHER: Absolute Entertainment. DEVEL-

      1988.

      ATARI 7800

      25

      The only gridiron game available for the

      pulling a water skier through three mediocre

      7800, Touchdown Football is flawed almost to looking levels (Obstacle Slalom Run, Shark &

      the point of being unplayable. The six-on-six

      Alligator Main Course, and High-speed Death

      action offers plenty of plays to select from (nine

      Run) of rocks, piers, tree stumps, enemy

      formations and three blocking schemes), and

      boaters, and other obstacles, some of which,

      the field and players look pretty good. How-

      annoyingly enough, are hidden. There are

      ever, field goals are all but impossible to make,

      ramps to jump, and the faster the player makes

      the animation is choppy, the action moves

      it through the course, the higher their score.

      much too slowly, and rushing is limited to the

      The game ends after the third level, but it’s very

      quarterback running the ball. The player on

      difficult to get there, thanks in part to frustrat-

      defense always controls the free safety. Inter-

      ing controls that take lots of time getting used

      estingly, there’s only one cheerleader on the

      sideline, and she looks as though she may have

      had one too many shots of testosterone. The

      view of the action is from an elevated side per-

      spective, with the screen scrolling left and right

      (only 25 or so yards of the field are visible at

      any given time).

      Tower Toppler

      PUBLISHER: Atari. DEVELOPER: Atari. Climbing,

      1 or 2 players (alternating). 1988.

      Derived from the computer semi-classic

      Nebulus, Tower Toppler is a good looking, highly unusual game in which players guide a

      frog up stairs, up elevators, across platforms,

      and over gaps in order to reach the top of eight

      different smoothly rotating towers. The frog is

      equipped with snowballs for destroying bounc-

      ing cannonballs and flashing blocks, but the

      rest of the enemies and obstacles, which include

      evil robots, mutant molecules, flying eyes, and

      rolling cannonballs, are indestructible. Certain

      jumps must be timed perfectly, and some floors

      will vanish, making for a frequently frustrat-

      ing experience. However, the game has a certain

      quality that virtually forces players to stick with

      it until they have at least reached the top of two

      or three towers. Between each level there’s a

      side-scrolling bonus round in which the frog

      hops in his sub and stuns and catches fish. The

      NES version, which is called Castelian, is similar, but with different bonus rounds in which

      the frog hops on clouds and gathers gems.

      Water Ski

      PUBLISHER: Froggo. DEVELOPER: Froggo.

      Tower Toppler for the Atari 7800, complete with Sports/Water Skiing, 1 player. 1988.

      box, instruction manual, and cartridge. The

      This vertical scrolling game has players

      version that was produced for the Game Boy and

      maneuvering a boat up the Pharonna River,

      NES is called Castelian.

      26

      CLASSIC HOME VIDEO GAMES, 1985–1988

      to. The fire buttons move the skier right and

      hitting and shooting (with a phaser) critters,

      left while the joystick operates the boat, which

      pods, tentacles (the floor-based tentacles from

      is a setup that is hardly intuitive. Water Ski is the arcade game are missing), rollerbabies, and

      one of the harder to find (not to mention

      snotterpillars. There are weapons (laser pistol,

      harder to play) games for the Atari 7800.

      electric rifle, poofer gun, grenades) and bonus

      point items (such as skulls and screwdrivers)

      Winter Games

      to pick up and elevators to ride. Some may find

      PUBLISHER: Atari. DEVELOPER: Epyx.

      the going a bit slow, but the two-player split

      Sports/Olympics, 1–8 Players (alternating, 2-

      screen mode (which actually lets gamers play

      player simultaneous). 1987.

      at the same time, unlike the Atari 2600 version)

      This nicely realized port of the popular

      will please most anyone looking to mindlessly

      computer game lets players compete in four

      kill some aliens. Also released for the Atari

      Olympic events: Speed Skating (side-view two-

      Lynx and the NES, the latter version of which

      man race); Ski Jump (points earned for dis-

      is disappointingly bland.

      tance and style); Bobsled (viewed from be-

      hind); and Biathlon (cross-country skiing and

      Xevious

      rifle shooting). The game plays very well and

      PUBLISHER: Atari. DEVELOPER: Atari. Vertical

      Scrolling Shooter, 1 or 2 players (alternating).

      is loaded down with graphical detail, but it’s

      1987.

      missing the Luge, Slalom, and Hot Dog events

      found in the 2600 version, as well as Figure

      Xevious is an extremely accurate port of

      Skating from the Commodore 64 game. The

      the 1982 Atari arcade game. The playfield has

      lavishly produced opening ceremonies do a

      been shortened (the score and number of ships

      great job of getting players in the spirit of

      remaining appear at the top of the screen), and

      things, but it’s too bad there are no closing cer-

      the blaster targeting sight is closer to the ship,

      emonies. It would’ve been nice to watch the

      meaning players have to get dangerously close

      contestants accepting their medals.

      to ground-based targets before they can shoot

      them. However, the sound effects are about 90

      Xenophobe

      percent accurate, the graphics are nicely emu-

      PUBLISHER: Atari. DEVELOPER: BlueSky Soft-

      lated, and the much-maligned 7800 joysticks

      ware. Platform Shooter, 1 or 2 players (simul-

      are perfectly designed for the action. Also,

      taneous). 1989.

      scrolling is smooth, and the game handles lots

      Despite the lack of a three-player mode

      of onscreen activity with seeming ease. There

      and the fact that gamers can only control Mr. M.

      are more than 20 different types of enemies to

      Brace (as opposed to one of nine different char-

      shoot, and players can select from four

      acters), Xenophobe for the Atari 7800 is a nice difficulty levels. Nitpickers will notice that the

      port of the 1987 Bally Midway arcade game

      ground-based targets don’t blink like they do in

      (which was undoubtedly inspired by the Alien

      the coin-op classic and in the NES version. Xe-

      films). Players walk, crawl, crouch, and jump

      vious spawned two sequels: Super Xevious (ar-their way through nine different spac
    e stations,

      cade) and Xevious 3D/G+ (PlayStation).

      NINTENDO NES

      In 1984, the Japanese company Nintendo,

      movement, and hidden secrets and surprises.

      which had achieved tremendous success in the

      Those who grew up on comparatively primi-

      arcades with Donkey Kong (1981), approached

      tive previous consoles, such as the Atari 2600

      Atari about distributing the American version

      and the ColecoVision, were truly mesmerized

      of their popular Famicom system in the United

      by Super Mario Bros. ’ epic nature and expansive States. For a variety of reasons (which Steven L.

      game play.

      Kent details in his indispensable The Ultimate

      Scores of other landmark Nintendo-brand

      History of Video Games), the prospective deal NES games followed in the wake of Super

      with Atari failed, and Nintendo took it upon

      Mario Bros. , including Metroid and The Legend itself to test market their Americanized Fami-of Zelda, and the company began publishing

      com (dubbed the Nintendo Entertainment Sys-

      the long-running Nintendo Power magazine in

      tem) in New York City in 1985, leading to a na-

      1988. The NES hit its zenith in 1990 with the

      tionwide release in 1986.

      introduction of Super Mario Bros. 3. Released in Initially, due to the fabled Great Video

      conjunction with the feature film The Wizard

      Game Crash of 1983/1984, U.S. retailers were

      (1989), which was more or less an extended

      wary of carrying a new video game system.

      commercial for the game, Super Mario Bros. 3

      Wisely, Nintendo marketed their brainchild as

      sold more than 18 million copies worldwide,

      more than just a simple game console, packag-

      making it the best-selling video game cartridge

      ing the deluxe version of the NES with a me-

      of all time. The Wizard also showcased the

      chanical Robot Operating Buddy (R.O.B. for

      technically advanced Power Glove controller,

      short) and a Zapper light gun (for use with

      a black and gray gauntlet that looked really cool

      Duck Hunt and other target games). They

      and created a lot of buzz, but was extremely

      called their video game console an “entertain-

      inefficient and lacking in precision of move-

      ment system” and referred to its cartridges as

      ment when it came to actually playing games.

      “game paks.”

      Numerous third-party companies, such as

      The aforementioned marketing ploy was

      Capcom, Jaleco, and Data East, got in on the

      useful in getting the Nintendo NES on to store

     


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