Like Sega's Saturn, the Nintendo 64, or the third
Playstation, the Atari 5200 holds the dubious distinction of being
the first game console to weaken the dominance of a former industry
leader. It's also the
first game system that was undone by an overzealous marketing
department. Originally
based on the hardware used in the Atari 400 computer, Atari made the
dreadful mistake of anchoring the system to a proprietary controller
so awful, it must have flown out of Pandora's box with all the other
demons.
However, once you've moved beyond the mushy, non-centering,
oversized, numeric keypad-wielding disaster (or better yet, replaced
it with something usable), you'll find that the Atari 5200 wasn't
entirely deserving of the reputation that haunts it to this very
day. In many ways, it's
better suited to playing video games than its more popular
competitor, the ColecoVision, with specialized hardware that can
smoothly scroll playfields and display over a hundred onscreen
colors. Its cousins in
the Atari computer line prove just how incredible the 5200 could
have been, if only Atari had stood by it rather than dumping the
system for the decidedly less impressive Atari 7800 in
1984.
Unlike most children of the 80's, my own experience with the
Atari 5200 was a favorable one. That had a lot to do with
the fact that I had a suitable alternative to the horrendous
controllers included with the unit. The system I constantly
borrowed from a friend- then eventually purchased- had that holy
grail of 5200 accessories, the Wico Command Control. Thanks to the included
Y-cable, this candy red joystick could play everything the stock
controller could, only better.
It had both the versatility of analog and the razor-sharp
precision and arcade feel of digital, putting it a quantum leap
ahead of nearly every controller available in the early
1980's.
Without the albatross of the fiendish stock controller around
my neck, I was free to enjoy the system to its fullest. The Atari 5200 was a true
evolution of the console that started it all, with the same vibrant
color as the Atari 2600 but a vastly improved sound chip, more
detailed visuals, and enough memory for arcade conversions that left
nothing to the imagination.
Although the upstart NES was well out of my price range in
1986, I didn't feel like I was missing out, because what I had was
already better than what had come before it.
Eventually, I did buy that NES. Then that was replaced by a
Sega Genesis.
Eventually, the Atari 5200 was trampled by the march of time,
and the system that served me so well through the mid 1980's was
sold to make room and money for other consoles. However, that seperation
would not last forever.
The impulsiveness of my youth eventually made way for the
nostalgic pangs of a man who longed to reclaim it. One trip to eBay and a
week's wait later, I was reunited with the console that devoured so
many of my rainy childhood afternoons... and it was just as much fun
as it was when I was twelve!
Here now are reviews of the Atari 5200 games that I enjoyed
as a child, along with the titles that I've only recently added to
my collection.
Collectors are going to want this complete in the
box... as much effort was put into the instruction manual as the
game itself, and you're really going to miss out if you don't read
Ballblazer's surprisingly deep science-fiction backstory and view
the illustrations of your wedge-shaped ship and whimsical alien
competitors. You also
won't know how to start the game itself, which as you might imagine
is kind of important!
Ballblazer is best described as a futuristic game of soccer,
played from within the cockpit of a hovercraft. Your "rotofoil" must scoop
up a ball on a checkered court, then fire it between two glowing
goal posts to score points.
There's also a touch of basketball in the play mechanics,
with more points scored for long-distance shots. Unlike soccer or basketball,
Ballblazer is strictly mano-a-mano; an understandable compromise
when you consider how hard the game is pushing the 5200
hardware. The
first-person perspective, smooth character scaling, and
lightning-fast action makes Ballblazer a stunning visual achievement
on the system, and makes the single-member teams easy to
forgive. What's less
excusable is the disorienting gameplay... the limited view of the
playfield makes it tough to keep tabs on the ball, and losing to the
other player sends you in a choppy, vertigo-inducing tailspin that
puts your lunch in jeopardy!
When an invading force seals Earth inside an energy
grid, you'll need to ride the glowing rails high above the planet in
search of the aliens responsible. Your primary targets are the
wily white saucers that dance along the grid, but you'll also have
to deal with a variety of security droids that block your shots and
restrict your movement. Once you've cleared the sector of
saucers, a massive mothership appears in the horizon... nail it with
a missile and you'll earn a huge bonus before advancing to a more
heavily guarded sector. The game gives you a few stages to
learn the ropes, then unleashes hell upon you with an avalanche of
aggressive adversaries. By the time you reach the eighth
sector, you'll be begging for the yellow chirpers that provide you
with extra ships. Just make sure you don't blast them by
mistake when they finally make an
appearance!
This is one of the better versions of Activision's
overlooked shooter, but it suffers slightly next to Beamrider on the
ColecoVision due to the 5200's low resolution. The blocky
playfield just doesn't sell the stark futuristic setting as well as
the sharp blue grid in the ColecoVision game. Also, the sound
effects are somewhat high-pitched, lacking the raw impact that the
snarling explosions had on other game consoles. On the plus
side, the gameplay is every bit as good as it was on other systems,
and unlike the ColecoVision release, you've got an honest chance at
hitting the mothership in later
sectors.
A friend of mine used the term "tedious and
process-oriented" to describe an entirely different game, Cosmic
Chasm for the Vectrex.
However, that description works just as well for Blue Print,
a mindbendingly bizarre Japanese arcade game that was first
developed by Jaleco, then brought to the United States by
Midway. Try to wrap
your head around this... you're a vaudeville performer, trying to
rescue your buxom bride-to-be from an evil Calfornia Raisin. Wait, wait, it gets
better... you have to burglerize houses to collect leftover shoes,
pressure cookers, and trumpets. Once you've amassed enough
junk, you can build a not-so-awesome mech that fires basketballs at
the grape rapist. By
now, you're on the verge of an aneurysm trying to make sense of all
this, so I'll just jump ahead to the review. You have to work hard to
enjoy Blue Print... the frantic action of most arcade games has been
replaced with memorization, forcing you to think carefully while
hunting down the pieces you'll need to clobber the fruit at the top
of the screen. It
doesn't help matters much when an unstoppable monster blocks the
only entrance to the maze, and deadly flowerpots plummet with the
kind of uncanny accuracy that defies the laws of physics. The game redeems itself by
being an extremely faithful conversion of a very flawed coin-op...
the suburbs in Blueprint are dripping with rich color and ornate
detail, and unlike the 2600 version, every play mechanic and enemy
(no matter how aggravating) is left intact.
BUCK ROGERS |
|
SEGA |
|
SHOOTER |
|
ATARI 5200 |
| | |
|
Oh, Buck Rogers!
Who could forget your hokey science-fiction action? Your phallic robots who talk
like Mr. Spacely with laryngitis and wear jewelry so gaudy it makes
Flava Flav jealous? Or
your saggy stars who give the average viewer a whole new
appreciation for William Shatner? There's only one thing about
you that's easy to forget, and that's your library of games. The Genesis release by
Electronic Arts was a long and booooring turn-based RPG. The ColecoVision cartridge
looked like it was giving the system and anyone who dared to play it
a seizure. The "best"
game you've had to offer over the past twenty five years was on the
Atari 2600, and even that wasn't winning over many shooter fans
despite nifty 3D effects.
You had a chance to polish up that game when you brought it
over to the more powerful Atari 5200, but instead of broadening its
horizons, you somehow made it worse. Tight control was the order
of the day in the 2600 game, but the next-generation release has the
unwelcome addition of inertia, making this interstellar slalom both
monotonous AND frustrating!
Sorry Buck, but as usual, your game
bidee-bidee-bidee-bites.
CHOPLIFTER |
|
ATARI |
DAN
GORLIN |
ACTION/SHOOTER |
|
ATARI 5200 |
| | |
|
In
the early 1980's, Choplifter was a game with a lot of promise but
very little underlying substance. You'd fly behind enemy
lines, scoop up prisoners of war, then return them to a base at the
right side of the screen... and that was pretty much it. A later Sega arcade
adaptation (and a subsequent Master System port) would give the game
everything that it was missing, but those luxuries are absent from
the Atari 5200 version of Choplifter. It's just you, the hostages,
and a long procession of tanks which have a knack of showing up at
the worst possible moments. It's a game of patience
rather than skill... you swoop down to grab a few POWs, return to
the skies to bomb the tank that's crept up on you, and repeat the
process until your chopper is packed with people. Occasionally, you'll see a
jet fly past, but the pilot is such a Spaceballs-caliber moron that
he'll probably never hit you with his payload of missiles. "Keep firing,
assholes!" Anyway, if
you like your intense shooters without much intensity or shooting,
you might want to look into this one. Otherwise, step up to the
Master System version of Choplifter... calling it an upgrade from
the original is like calling a Goodyear radial tire a slight step up
from a crudely chiseled stone wheel.
Caaaaaan... you... dig it? If you're playing this
conversion of the Namco arcade classic, probably not. Shockingly, Dig Dug on the
Atari 5200 is even wimpier than Atari's half-assed port of
Joust! The graphics are
as dull as the dirt the hero drills through... instead of the
vibrant cartoon-quality visuals of the arcade game, you get bland
earth tones, tiny characters, and limited detail. More effort was put into the
sound, but the music is poorly synchronized with the action and the
sound effects lack the whimsy of the plummeting rocks and inflating
foes in the arcade game.
The gameplay is the best part of the package, but even that
suffers without important visual cues. The Pookas and Fygars barely
expand when they're stuck with Dig Dug's air hose, making it
difficult to tell if it's safe to walk through them, or how much
more air they can take before they'll pop. This sucks all the fun and
strategy out of the game, leaving it a limp, deflated shell of its
former self.
Here's
an astonishingly close arcade conversion that's held back by only
one thing... the lack of the full-sized instrument panel that
intimidated even the most skilled gamer back in 1981. Most of
the challenge in Defender come from mastering its two-way joystick
and myriad of buttons... without them, the game just isn't the
same.
Still,
the designers get plenty of credit for a port that spares no details
in its reproduction of Williams' merciless side-scrolling
shooter. A small jet of flame erupts from your ship as you
race to save the next humanoid from abduction, and a diverse
assortment of foes crowd the screen, only to burst into cosmic
confetti as they're struck by your laser blasts. There's even
that brief moment before your ship explodes when the game triples in
speed. Why is it there? What purpose does it
serve? Nobody knows... all that matters is that it was in the
arcade game, and it's here as well.
Although
its streamlined control ensures that the 5200 version of Defender
will never be as tough as the arcade version, there's still plenty
of challenge to be had in the highest difficulty setting, where the
Landers will stop at nothing to strip your planet of life.
One long-held belief among fans of classic
gaming is that the ColecoVision version of Donkey Kong is
extremely faithful to the arcade game. This recent 5200 port,
adapted from the exceptional Atari computer game, proves just how
wrong they were.
Although it doesn't have the sharp resolution or the bright
graphics of its ColecoVision counterpart, Donkey Kong on the 5200
captures all the subtleties of the gameplay that were missing from
other ports... ports that quickly became boring without them. It's not just the inclusion
of the cement factory round, either. It's the way Mario earns
bonus points for leaping over clusters of barrels, the way he's got
to strike fireballs directly with the hammer to destroy them, and
how the spring forces you to watch your step in the elevator stage
that makes this conversion feel complete. It's also a lot more
challenging than other Donkey Kong translations, with a massive
flood of barrels in the iconic slanted girder stage and vicious
fireballs that won't rest until YOU'VE been snuffed out! Sometimes the game goes too
far in stacking the odds against you... the huge crowds of enemies
make finishing later stages a Herculean feat, and barrels rolling on
the floor above Mario will kill him if the hapless
carpenter's head brushes against them. Still, it's refreshing to
have a port of Donkey Kong that demands as much from the player as
it does itself.
Do you loves you some bosses? Do you wish that Gorf had
consisted entirely of flagship stages? Do you buy every Treasure
game you can find, then complain whenever you have to wade through a
minute and a half of tiny ships to reach that next screen-filling
nemesis? Do your
nipples get hard when you hear the words "Warning... a giant
battleship approaches?"
If so, you should get a good therapist, or barring that, a
copy of The Dreadnaught Factor. In this Activision shooter,
all you fight are bosses, and they're large enough to fill the first
ten minutes of a Star Wars movie! They brake for nobody on
their way to destroy your puny planet, so it's up to you and your
even punier ship to put these behemoths out of commission with a
series of bombing raids.
First, you'll take out the engines of the Dreadnaught to halt
its progress, then you'll bomb the radiation vents, resulting in a
devastating nuclear explosion that reduces the city-sized foe to
space dust. The game
starts out slowly, and ends there on the lower difficulty
levels. However, crank
up the difficulty to five or six and you'll get a more fitting
challenge in the later stages, where the Dreadnaughts are devilishly
designed and bristling with laser cannons and missile
launchers! Throw in smoothly scrolling graphics and analog
control that's essential to the gameplay (rather than ruining it
like in most 5200 shooters) and you've got an experience that's
REALLY boss!
FROGGER |
|
PARKER BROS. |
|
ACTION |
|
ATARI 5200 |
| | |
|
Frogger
lost a lot of his slippery luster at the end of the 20th
century, thanks mostly to a lame Playstation update by Hasbro
Interactive but also because Konami seems to have no idea what to do
with him.
Even Konami's direct conversions of the arcade original
always seem to be missing something, and the less said about
Frogger's Great Adventure, the better. However, things were
different in the early 1980's.
The name "Frogger" was a mark of quality, and crummy ports of
the game for home consoles were few and far between. Unfortunately for Atari 5200
owners, they beat the odds and got one of those ports. The game's shabby graphics-
as grungy as the rotting corpse of Kurt Cobain and with a color
palette only Stevie Wonder could love- could be forgivable if it
weren't for the wretched, wretched gameplay. It lacks the spontaneity of
the coin-op thanks to a new control scheme designed to accommodate
the 5200's non-centering controllers. Rather than merely pushing
the controller in any direction to make your frog hop, you've got to
hold the fire button, THEN push the joystick in any direction, THEN
release the fire button to get moving. A severely pared down
soundtrack flattens, drowns, and devours what little charm was left
in this arcade conversion.
Better luck next time, Parker Bros.!
GYRUSS |
|
PARKER BROS. |
|
SHOOTER |
|
ATARI 5200 |
| | |
|
Other reviewers have complained about the control in
this game, but speaking as a guy who's reached Earth in both the
arcade and 5200 versions of Gyruss, I had no trouble at all with
it. It's simply a
matter of rolling the controller in a circular motion, to the
section of the playfield where you'd like the ship to be. If you can play Street
Fighter II, you can easily play the 5200 version of Gyruss. The only thing about this
otherwise fantastic conversion of the Konami arcade hit that
actually interferes with the gameplay is the low resolution... the
fleets of chunky, oversized ships coupled with your ship's close
proximity to the center of the screen makes dodging more difficult
than it should be.
Those same enormous ships are much easier to hit than they
should be while resting in the center of the playfield. This balances the gameplay
nicely, but also gives this port an unwelcome feel of
compromise. Chunky
resolution aside, this game is a lot more professional than other
early Gyruss conversions, with faithful graphics and an outstanding
reproduction of the Toccata and Fugue in D Minor
soundtrack.
JOUST |
|
ATARI |
|
ACTION |
|
ATARI 5200 |
| | |
|
Ew? Ew! Ewwwwwww! Geez, Atari, what the hell
happened here? Most of
your arcade ports for the Atari 5200 are great, but someone must
have been asleep at the ostrich reins when they made this. First of all, the graphics
aren't so hot, with a fair amount of detail in the floating
platforms but sprites that look as much like inkblots as vicious
buzzards. They're only
a faint improvement from the monocolored characters in the Atari
2600 version, which is not what you came for when you stepped up to
the big leagues of a next-generation console. My second gripe (and it's
sure to be yours as well) is that the flap button produces
exaggerated results.
Sure, a ten minute session of the arcade game is exhausting
because you spend so much time hammering that damned flap button,
and yes, the fire buttons on the 5200 controller are so mushy and
unresponsive that it was probably necessary to make some
adjustments. However,
if you're playing the game with a controller that's, you know, GOOD,
shooting halfway up the screen with a single tap of flap is going to
drive you mad. It's
impossible to carefully adjust your altitude with light taps, and
the manic fun of the arcade classic evaporates when you're no
longer required to fight with every ounce of your will to stay in
the sky and out of the reach of those nasty buzzards. I could criticize the
limited animation, too, but I'd be beating a dead pterodactyl...
there are already more than enough reasons to stay away from this
botched conversion.
KANGAROO |
|
ATARI |
|
ACTION/PLATFORM |
|
ATARI 5200 |
| | |
|
"Ooh,
ooh, ooh!
Kangaroo! Punch
out a monkey, eat a piece of fruit!" Not only is this jingle one
of the best songs ever written, it perfectly describes this
side-view action game offered as the 5200's alternative to Donkey
Kong. As a fiercely
maternal marsupial known only as "Mom," you've got to scale to the
top of a series of levels to rescue your son, clobbering the pink
primates in your path while dodging their apples. Along the way, you can
gobble up fruit and ring a bell to call down some more, leading the
player to wonder, "Why does some of the fruit give you points while
the stuff the monkeys throw knocks you out the moment it hits
you?" This in turn
leads the player to the conclusion that it's
not fruit those monkeys are tossing at you...
On a less scatalogical note,
Kangaroo is an extremely close conversion of a flawed arcade
game. You're forced to
tap up on the controller to bound over the gaping holes in each
level, which proves doubly frustrating when you realize how little
room for error the game allows. Get too close to the edge of
a platform and you'll plummet from it. Stand on solid ground and
you won't reach the next platform when you leap for it. The imprecise jumping and
brutal level design won't stop you from enjoying Kangaroo, but it
does keep the game from reaching the heights of its more
distinguished cousin Donkey Kong.
MEGAMANIA |
|
ACTIVISION |
|
ACTION/PLATFORM |
|
ATARI 5200 |
| | |
|
All
right, I'll admit it... I haven't been fair to the 5200 version
of Megamania in the past. I got a negative first impression
from playing the game on an emulator, but it turned out that it was
running in PAL mode, making it slower and less exciting than its
2600 counterpart. With that sheepish admission out of the way,
let's get to the review! At its proper speed on the actual
system, Megamania is nearly identical to its Atari 2600 cousin...
the only differences worth mentioning are a stylish title
screen and greatly improved visuals. What were once abstract
shapes have become the random assortment of household items
the game's creator had always imagined. Diamond
rings have a gem-like luster, clothing irons shoot jets of steam,
and ice cream sandwiches spin through the sky, but they all meet the
same fate when they fall into your ship's crosshairs.
Considering the Atari 5200's abilities, Megamania could have been
even flashier... a scrolling starfield and elaborate explosions
would have really put this game over the top. Still, even if
this conversion doesn't have the highest aspirations, it nails all
the fundamentals, putting it a parsec ahead of sad-sack 5200
shooters like Gorf, Galaxian, and Vanguard..
This would be a really cool name for a video game if it
weren't also a euphemism for diahrrea... Crappy marketing aside,
Montezuma's Revenge strikes a middle ground between early adventure
games and intense platformers like Donkey Kong and Kangaroo. As the pancho-clad Panama
Joe, you'll climb ladders, bound over rolling skulls, and collect
gems on your way to a mysterious treasure. However, your athletic
skills alone won't win you that elusive prize. You'll also have to
search each room for keys, then use them to unlock new areas. As you descend into
Montezuma's tomb, the rooms grow darker and the dangers are more
numerous, ranging from creepy spiders to flaming pits that turn your
intrepid hero into a puff of smoke! Death scenes like this one
add to the charm of a well-balanced hybrid that won't bore action
fans with endless exploration, yet won't push away adventure fans
with unreasonable platforming.
If
you buy only one game for your Atari 5200... stop being so friggin'
cheap and buy some more!
Just make this the first one. The arcade version of Moon
Patrol, created by R-Type developers Irem, was cutting-edge for its
time, with multiple levels of parallax scrolling and the
side-scrolling action that would later find its way into Nintendo's
Super Mario Bros. All
that's been reproduced in this conversion, down to the last gaping
crater and ominously glowing land mine. The visuals are explosively
colorful, the enemies loom over you like hungry vultures, and the
soundtrack is a catchy blend of light-hearted hip-hop and silly
Irish jigs... oh yeah, this is Moon Patrol, all right! There's just one thing
standing in the way of the fun... you guessed it, it's that nasty
stock controller! Just
chuck that sucker in the nearest crater and replace it with an
adapter, and you'll be having fun for hours!
Now's your chance to become the king of the mountain...
without the fear of being stabbed by pencils or drowned in
orange soda by an obnoxious milkshake. Mountain King is a laid back
yet brilliantly designed action game that draws you in like nothing
else on the Atari 5200. You'll feel like you're really there,
scooping up diamonds and hunting for the fire spirit that will grant
you passage to the throne room and its riches. The game really comes to
life when you compare it to its stiff ColecoVision counterpart...
the gems sparkle in the moonlight, the Grieg soundtrack makes your
heart race, and your spindly alter ego darts across the playfield
and bounds over cliff tops with the grace of a lively gazelle. When you strip away the
aesthetics of Mountain King, you won't find much depth underneath,
but the game is so entrancing that you either won't notice or will
improvise with your own adventures. Is there anything hiding in
the shadows aside from the fire spirit? Can you sneak into the
throne room without it?
Does the gigantic spider at the foot of the mountain
have any weaknesses?
Even after you're done playing the game for a high score,
you'll spend hours trying to solve these
mysteries.
Funny
how a game that was so much better than its predecessor in arcades
could be so much more disappointing on a home console. Ms. Pac-Man's still got her
shapely figure on the Atari 5200... the system's low resolution
results in some minor visual compromises, but the colors are as lush
as ever and fruits still bounce happily through each maze. The problem is, the world's
first video game heroine just doesn't have the same style as she
does at the local laundromat.
This conversion lacks the speed and the silky smoothness of
the 5200 conversion of Pac-Man, with the old girl choking down dots
as she runs from a quartet of hungry monsters. Ms. Pac-Man's newfound gag
reflex doesn't make the game any less playable; it just keeps it
from feeling as spontaneous or exciting as its coin-op
counterpart. It's even
a slight step down from the 5200 port of Pac-Man, even with all the
added bells and whistles.
PAC-MAN |
|
ATARI |
|
ACTION/MAZE |
|
ATARI 5200 |
| | |
|
When
the Atari 5200 was first released, it was packaged with Super
Breakout. Yes, the same
Super Breakout that was released years earlier on the crusty 2600,
without the paddle that made its gameplay so precise. After realizing what a
colossal blunder they had made, Atari replaced this throwaway title
with a REAL pack-in, an excellent conversion of Pac-Man that could
in no way be mistaken for its ghastly 2600 counterpart. In the early 1980's, it
really was the next best thing to being at the arcade, with all the
fruits, all the color, all the animation, and even all the
intermissions! The
graphics are a bit chunky, with the stretched out maze only
worsening matters, but that shortcoming aside, this port is a work
of art. As usual,
you'll want to put your crappy 5200 controllers out of their misery
and replace them with a joystick that can meet the demands of such a
fast-paced maze game.
Q*BERT |
|
PARKER BROS. |
|
ACTION |
|
ATARI 5200 |
| | |
|
Hmm...
looks like Parker Bros. didn't have much luck with this conversion,
either! On the plus
side, the game looks nice- certainly better than the monstrocity
that was the 2600 version- and it's one of the only ports with true
diagonal movement. You
don't have to rotate the controller slightly or guess which
direction will make Q*Bert hop to the upper left rather than off the
playfield... the direction you move the controller is the direction
he'll jump, period.
That's great, but having to press a button every time you
want to move isn't. It
slows the gameplay down to a crawl and makes movement less natural
than it could or should have been. Yes, yes, it's obvious WHY
Parker Bros. did this, but it would have been nice to have other
options available. You
can only imagine how well this port would have played with a Wico
Command Control stick, but because you're stuck pressing buttons to
make the proboscis-packing puffball jump, all you CAN do is
imagine. Uh... better
luck next time, Parker Bros.?
QIX |
|
ATARI |
|
ACTION |
|
ATARI 5200 |
| | |
|
Qix distances itself from all the conventions of early
1980's gaming to create an experience that defies comparison. You don't shoot anything,
you don't eat anything, and you don't jump over anything... your
only goal is to claim as much onscreen real estate as possible by
drawing over it with a pulsating, diamond-tipped pen. The center of the playfield
holds an aggressive multicolored streak of energy called the Qix,
but dawdling on the edges isn't too bright, either, as they're
patrolled by sparks of electricity. The trick is to trap the
world's most dangerous light show in one tiny portion of the screen,
then close the hole to take most of the playfield and net a huge
point bonus. That's the
long and short of the Taito arcade game, which was ported
exceptionally well to the 5200. The graphics are appallingly
low res, lessening the stark beauty of the original and leaving you
with less room to move, but everything else is faithfully
reproduced. That
includes not only the constant tension heightened by an armada of
angry sound effects, but the thrill of building a wall between two
Qix or claiming an enormous chunk of the
playfield.
Just a warning up front... don't even think of playing
this with just one controller.
Sure, you can use the trigger to fire, but it's like tying
your shoes with one hand, or baking a cake with half the
ingredients. It's
theoretically possible, but just not very smart. You'll see the true genius
of Robotron: 2084 only after you break out a second controller,
along with a coupler to anchor them both in place. This frantic Williams
shooter has just two goals... destroy all robots and save all
humans. The androids
start out dimwitted at first, only to increase in number and
intelligence after every stage. Single-minded GRUNTS and
stationary Electrons are quickly joined by tank-spawning Sphereoids,
unstoppable Hulk droids, and the queen of this demented chess set,
the dreaded Brain Robotrons.
No matter how cunning the Robotron force gets, you can count
on the last human family to remain as hapless and stupid as they
were from the moment the game began. They wander right into the
gleaming metal claws of the robot armada, making you wonder if you
should just let natural selection take its course and escape the
planet with your own life.
While you're thinking about that, you'll also ask yourself
how the 5200 is capable of such a close translation, or how it
manages to put so many sprites onscreen at once without bursting
into flames. Even the
occasional slowdown and slightly choppy animation don't detract from
a beautiful arcade port that will forever remain one of the Atari
5200's proudest moments.
Like Robotron: 2084, Space Dungeon is an
omnidirectional shooter, arming the player with an extra joystick
for instantaneous eight-way firing. However, Space Dungeon is
more ambitious, with a segmented, randomly generated playfield
littered with treasures.
If you're thinking of an RPG like Gateway to Apshai
or Etrian Odyssey with heavier artillery and less turn-based
combat, you're not far off the mark. Anyway, the object of the
game is to collect as much bounty as you can carry while blowing
away the dungeon's defenses; generally non-descript enemies like
tie-dye doors, Japanese letters, and giant spike-covered
eyeballs. Space Dungeon
is entirely dependent on the concept of risk and reward, with the
greediest players either raking in huge point bonuses at the end of
each stage or losing it all to a stray bullet on the way to the
exit. Those devastating
losses become that much more frustrating when you consider how cheap
the dungeon's denizens can be... you'll frequently be crowded by
spiked eyeballs that take a dozen hits to destroy, blindsided by
wall-mounted lasers, and ambushed by bugs waiting in the next room,
just outside your field of vision. All this ensures that you'll
be howling mad by the second stage... and howling for mercy by the
third!
It was a dark day indeed when Sega was purchased by
Paramount... but at least the scrappy Japanese developer was able to
make the most of its misfortune with an enjoyable Star Trek game
that still stands as one of the better video games based on that
franchise.
Star Trek on the 5200 is loosely based on the
turn-based strategy games nerds were playing on their overpriced,
underpowered computers in the late 1970's. You'll still be
warping through space, picking off Klingons with your photon
torpedos, and replenishing your shields by visiting space
stations. However, instead of tedious text entry, you'll
command your ship using the Atari 5200's joystick and fire
buttons.
Most of the action takes place on an overhead map at
the top of the screen, but you'll have to use the more detailed
first-person perspective on the bottom to line up your shots and
destroy those pesky Klingons. Other stages involve weaving
through asteroid fields and battling the twisted mechanical menace
NOMAD. This time a logical paradox won't get the job done...
you'll have to blast the wily robot with a laser before it chokes
the playfield with mines.
Without constant music stings or participation from the
original cast, Star Trek on the 5200 comes off as a little sterile
next to episodes of the series. However, as a game, it holds
up pretty well, comparing favorably to its more attractive yet less
diverse ColecoVision cousin.
A cutting-edge arcade game on technology that dates
back to the late 1970's? Gee, what could possibly go
wrong? Star Wars is probably as close a coin-op conversion as
the 5200's dated hardware would allow, but it lacks the thrilling
cinematography that made the original so faithful to the
films. TIE Fighters don't race past you as you struggle to set
them in your crosshairs... they simply dance around the screen at a
fixed distance, pulling you out of the action and making it seem as
though your ship is anchored in place.
The other scenes make better use of the game's
first-person perspective, but twitchy control makes it tough to nail
the peaks of the towers on the catwalk, and there's less detail in
the trench. To its credit, the game is superior to its cousin
on the ColecoVision, with smoother movement and a more convincing
imitation of the arcade game's striking vector graphics.
However, Star Wars fans are going to demand a lot
more... and more is exactly what the Atari 5200 can't offer.
Perhaps Star Wars: The Arcade Game could have been a little closer
to the coin-op if Lucasfilm Games itself had handled the conversion,
but Parker Bros. just couldn't work the same magic with the 5200
hardware as the developers of the mindblowing Ballblazer and Rescue
on Fractalus.
SUPER COBRA |
|
PARKER BROS. |
|
SHOOTER |
|
ATARI 5200 |
| | |
|
Before I start this review, let me get this out of my
system.... AIIIIIIGGHH!!!
Ahem. Now, to
the review.
AIIIIIIGGHH!!!
That's the word that best describes the merciless gameplay of
Super Cobra, Konami's soul-crushing spin-off of Scramble. That game's sleek red rocket
has been replaced with a sluggish, oversized helicopter, and you'll
have to squeeze this air barge through some of the tightest tunnels
witnessed since the host of The Weakest Link had her last
colonoscopy. Oh, but
that's not all! The
harmless mystery bases from Scramble have been replaced with tanks,
which have an uncanny habit of pelting you with cannon fire just as
you fly over them. And
did I mention that those cramped caverns are usually peppered with
missiles and aerial mines that spring to life when you least expect
it? Even with an
infinite supply of bullets and bombs at your disposal, you can tell
that this is gonna be a bumpy ride.
Mascochists who look forward to this kind of torture
will be happy to know that Super Cobra is a reasonably close arcade
conversion... unlike the incredibly flawed ColecoVision version,
your helicopter is very clearly a helicopter and not a Volkswagen
Bug with a tail, and the stages have a distinctly organic look, with
each cavern holding all the nooks and crannies you came to expect
from the coin-op.
However, Super Cobra on the 5200 just can't be played with
the system's stock controller.
Seriously, don't even try it. You won't make it past the
first stage because the control is so touchy. Replace it with a joypad and
you might reach the sixth stage before your sanity slips away and
you start frothing at the mouth. It's not a question of "if,"
but "when."
When
I was growing up, I thought that the 5200 conversion of Wizard of
Wor was the best thing ever.
Over twenty years later, it's still the first game to find
its way into my system, but I'm not as easy to please as I once was,
and realize that the game isn't perfect. The translation of the
little-seen but much-enjoyed Midway arcade title isn't as polished
as it could have been, looking only marginally better than the
Astrocade version and sounding nowhere near as accurate. It's also easier than the
original, with the once wily wizard shuffling across the screen like
the lovechild of Hubert Farnsworth and C. Montgomery Burns. Forget all those minor
flaws, though... when it comes to gameplay, Wizard of Wor not only
hits the bullseye, it blows the whole damn target to pieces! There's no detail left
uncaptured from the arcade original, and the game plays like a dream
with a proper joystick.
There's a two player simultaneous mode, and you'll want to
take advantage of it whenever possible... this already fantastic
game becomes even more thrilling when a friend's got your
back.
ZAXXON |
|
SEGA |
|
SHOOTER |
|
ATARI 5200 |
| | |
|
The
tragedy of this game and its more common ColecoVision cousin is that
each game feels like one half of a complete arcade
translation. The 5200 port has the silky smooth scrolling and
the electrical fields in the second castle, while Coleco's game has
the missiles in the first castle and a much more satisfying boss
battle. If only there were some way to fuse the two together
into one outstanding conversion!
Anyway,
Atari's half of Zaxxon controls wonderfully and looks very much like
the arcade game... up to the point where you infiltrate the
castle. That's when you notice the fortress seems surprisingly
empty, as if its occupants were in the process of moving across the
street. The missile silos are gone, the jets preparing for
take-off are gone, and even the landing strips they were resting on
have vanished! The disillusionment only grows once you've left
the castle and battle your first fleet of enemy planes. Your
once agile ship is trapped on the bottom of the screen as formations
of incredibly stupid jets fly straight toward you, practically
begging to be gunned down.
Things
pick up a bit once you've reached the second castle, but after you
fly through the gauntlet of laser barriers, that crushing
disappointment comes right back in the form of the worst boss fight
ever witnessed in a video game. Geez Sega, if you're going to
name your game Zaxxon, you might want to make the battle
with Zaxxon worth the trouble of struggling to reach
it! |
|
ATARI 5200
CPU |
Custom
6502C |
MHz |
1.79MHz |
RAM |
16K |
Media |
carts, max
32K |
Sound |
POKEY |
Gfx |
ANTIC, GTIA |
Res |
320 x 192 |
Color |
256
(16/scan) |
Sprite |
8
player/missile |
Polys |
not
applicable |
The Dreadnaught
Factor Megamania Mountain King Moon Patrol Wizard
of Wor
Astrochase Frogger Galaxian Joust Super
Breakout
Atari 2600 Atari
5200 Astrocade ColecoVision Dreamcast Emerson
Arcadia GameCube Genesis /
Megadrive Intellivision Neo-Geo NES Nintendo
64 Playstation Playstation 2 Super
NES Vectrex Xbox
Atari Lynx Game Boy Advance Game
Gear Gizmondo Neo-Geo Pocket Nintendo
DS Playstation Portable Wonderswan
| |