I asked the readers of Atari Age what I could do to improve this page... I received a variety of different responses, but the one thing they agreed on was that the 26 Hunter needed an opener.  So, I'll start this introduction by describing my own introduction to Atari's most popular game system.

I've been a fan of video games ever since the late 70's, when I was a very young child, but surprisingly, the 2600 was not the first game system I'd owned.  My mother was convinced by a Magnovox salesman that the Odyssey2, with its more futuristic look and built-in keyboard, was the way to go, so my brother and I were stuck playing games like War of Nerves! and Spin-Out! for a couple of years.  Every once in a while, though, we'd go over to our neighbors' house, or visit a cousin, or one of my mother's friends, and they'd have a 2600 which I'd spend a lot of time playing.

As much as I liked the system and its games, I didn't get a 2600 until my mother met my stepfather... in 1984, believe it or not.  Most people consider this to be the year that video games nearly died, but the hobby couldn't have been more alive for me when I found a 2600 and a small handful of games in my stepfather's basement.  I must have spent hours just reading the instruction booklets and comics that came with each of the games, and when I finally hooked up the system... wow.  A black hole couldn't have pulled me away from the television set, even when I was playing the 2600 version of Pac-Man.  Sure, the game was a lousy translation, but you've got to admit, it's still an improvement over what I had been playing on the Odyssey2.

I started collecting 2600 games on the day my mom and stepdad married.  I remember this pretty well because my stepdad let me buy a copy of Pressure Cooker at the local Meijer's (yes, I remember the marriage too.  Geez...).  Pressure Cooker isn't one of Activision's best remembered games, but it should be... I loved the game's peppy soundtrack, detailed artwork, and fast action.  Unlike its closest relative Tapper, Pressure Cooker had a little more flame-broiled meat on its bones... it took both careful thought and reflexes to put those burgers together properly.

My next big purchase was Star Raiders, which I got a lot of mileage (light years?) out of despite the complicated controls.  The fact that it included a small comic book starring the Atari Force added to its appeal as well... for about a year my first concern when I bought a new Atari game was not the game itself, but the Atari Force adventure inside.  After all, there was a half hour seperating the department store from our house, and I needed something to keep myself entertained for that trip.  Even if it was too dark to read the comic, I'd just wait until I got home, then dig through the box to find it. That conversion of Galaxian could wait... I had to know what happened to Martin Champion and his crew now, now, now!

Those adventures just stopped around 1987, when the Tramiels ran out of their five year old backstock of Atari games.  Fortunately, there was a new demand for video games thanks to the Nintendo Entertainment System, prompting Atari to reprint their best old games as well as make great new ones.  It bothered me a little that the Atari Force comics disappeared, and that the new instruction booklets were printed in black and white and folded out like maps (geez, Jack, an industrial stapling machine can't be THAT expensive...), but once I started playing games like Ms. Pac-Man and Joust, it didn't matter that much.  Champion took a back seat to the actual games, as well he should... now all I was interested in was getting as many 2600 cartridges as possible. 

Some of my friends felt the same way, because even though the Nintendo Entertainment System was getting more and more popular, none of us could afford it.  One of the best things about the resurrection of the 2600 in the late 80's was that it allowed everybody to get back into video games even if they didn't have hundreds of dollars to spend on a new system... chances are, they could find a 2600 in their basement just like I did, and play great new games with it that were every bit as fun as more expensive releases on the NES.  I remember one Christmas when my parents were in a financial crunch... they could only afford to buy me a few 2600 games, but I was just as happy with Crystal Castles and Ms. Pac-Man as I would have been with a Nintendo Entertainment System.

Eventually, I was able to buy an NES, and I loved it... but I didn't stop collecting games for my 2600.  Some were new titles like the terrific Winter Games (which buried the lousy NES version in an avalanche of addictive gameplay and more events), and others were ancient releases like Worm War I that I'd borrowed from friends or picked up at yard sales.  I did start losing interest in the 2600 when I sold my NES and purchased a Genesis in 1991... but when the dollar stores in malls started stocking Atari games like Jr. Pac-Man, Midnight Magic, and Solaris, I just had to buy a few.  When I returned home, it was like I'd driven through a time warp that led me right back to 1984... even with the Genesis around, I was still playing my 2600.  Who could blame me?  The spectacular Solaris at one dollar was a much better deal than Ecco the Dolphin was at fifty.

Even after the dollar stores were tapped of supplies, I still bought and played 2600 games from time to time... partially because the fanzine Digital Press had kept my interest in the system alive, but also because I was curious about the games I hadn't yet played.  Was Bermuda Triangle by Data Age really that bad?  What's Donkey Kong doing in this game about a biplane?  How did CBS's translations of Omega Race and Wizard of Wor compare to the arcade versions?  And finally, what the heck kind of game could you get from sending in the UPC symbols from three bags of dog food?  I had search through a variety of pawn shops to find the answers to these questions, but I eventually did benefit from this hard work.  Not only did I learn a lot more about the 2600, I wound up with dozens of games that were fun and, in the case of Chase the Chuckwagon, very profitable.

This also led to the creation of The 26 Hunter.  Back in 1996, the Internet didn't have the amount of information about older systems that it does now, and I thought that I could help fill that gap by reviewing a handful of my best finds, answering some of the questions less experienced 2600 fans had about the games.  These days, information about these games, as well as many others, is easy to find on sites like Atari Age and Digital Press' online counterpart, so The 26 Hunter isn't the valuable reference it may have been several years ago.  Nevertheless, I still want to keep it around, if only as a tribute to a system that's held strong for two decades in a fickle industry that's swept away dozens of competitors and successors.

Originally designed as a more versatile alternative to the Pong systems that were popular in the 1970's, Atari's Video Computer System blossomed into something much bigger, a legend with timeless appeal.  You may know it as the...  
ATARI 2600  
     
     
 

GAMES YOU'LL WANT

ADVENTURE:  Ask anyone who's played this... it's hip to be square!  It may be primitive in comparison to today's RPGs, but it's much easier to pick up and play.
CRYSTAL CASTLES:  Who knew the 2600 was capable of such a faithful port of such a cutting edge arcade game?  Luckily, someone at Atari did.
MIDNIGHT MAGIC:  This is a quantum leap ahead of Video Pinball, with faster gameplay, more realistic physics, and a vividly colored playfield.
MEGAMANIA:  It may be tough to take the enemies seriously, but when it comes to fast, challenging gameplay, Megamania doesn't fool around.
MS. PAC-MAN:  They say that behind every man, there's a strong woman.  Well, when it comes to Pac-Man games on the 2600, the woman's way ahead.
(THE) OFFICIAL FROGGER:  Forget the Parker Bros. version!  The only way to play Frogger on your 2600 is with the Supercharger tape recorder interface.
REACTOR:  When I say this game rocks, I mean that literally.  It's got a wild thrash metal soundtrack to go with its unique and addictive gameplay.
SOLARIS:  It's the toughest challenge you'll ever love!  This exceptional shooter overwhelms the player with awesome graphics and demanding gameplay.
SOLAR FOX:  You'll need the speed and cunning of a fox to survive this viciously intense action game.  Would you believe that it's better than the arcade version?
WINTER GAMES:  You'll be proud to carry the torch in this simulation of eight exciting Olympic events, including the always crowd pleasin' ski jump.

GAMES YOU WON'T

ACID DROP:  Me thinks someone was dropping a little acid of their own when they designed this unbelievably blocky 2600 version of the puzzle game Columns.
CHUCK NORRIS SUPERKICKS:  It's a sluggish, frustrating fighter starring the world's most conceited and pathetic martial artist.  No, not Dan Hibiki.
DOUBLE DRAGON:  Wait a minute, there's a version of Double Dragon... for the 2600?  You're kidding, right?  Please tell me you're kidding.  Oh crap, you're not.
INFILTRATE:  The title may be synonymous with breaking and entering, but you'll be much more tempted to break this cartridge than put it into your 2600.
KARATE:  It's all the fun and excitement of a martial arts tournament.  No, wait... scratch that.  It's all the fun and excitement of a senior citizens' yoga class.
MINES OF MINOS:  It's not hard to dig up a maze game on the 2600 that's more enjoyable than this.  Even the flawed VCS version of Pac-Man is better.
PANDA CHASE:  If this is what life is really like for pandas, it's no wonder they're on the brink of extinction.  Imagine E.T. with double the pits (and frustration!).
SCUBA DIVER:  Twenty thousand leagues under the sea isn't far enough away from this one.  You spend more time diving into sharks' mouths than the ocean.
SPRINGER:  Here's my question for the makers of this dud... what's the point in making a platform game where you can't reach any of the platforms?!
SSSNAKE:  Take Centipede.  Now, give it awkward control, then make the centipede completely invulnerable to attack.  Sound like fun?  It's not.

REVIEWS

QB
ANDREW DAVIES
PUZZLE/ACTION

   

Before I begin, I'd like to apologize for waiting so long to cover homebrew games like QB in The Gameroom Blitz.  In the last five years, video game fans have designed, programmed, and published dozens of software titles for older systems like the ColecoVision, Vectrex, and of course, the 2600.  This takes a whole lot of hard work, because they not only have to program in machine code on a console with a lot of hardware limitations, they don't have access to the official documentation and development systems the major game companies of the early 80's were able to use.  Despite this handicap, a lot of these new games are surprisingly good... sometimes even better than the games professional designers were PAID to create back in 1983.

I've played a lot of these user designed games, and in my opinion, Andrew Davies' QB is the best of the homebrews for the 2600.  Sure, This Planet Sucks is more colorful, and Oystron has better special effects, but QB's play mechanics are more original... you don't see many puzzle games on the 2600, and you don't see many puzzle games for ANY system that aren't Tetris or Columns clones.

As the name suggests, QB plays a little like Gottlieb's Q*Bert, but there's a little inspiration from Locomotion as well.  Your character has to arrange tiles in a room to match the pattern on the right hand side of the screen.  Like Q*Bert, he can leap from tile to tile, but QB can also slide tiles around if there's no place for him to jump (a little like Locomotion).  You'll have to come up with the best combination of sliding and jumping to finish the pattern, because if you're not careful you could put a tile in the proper place, but isolate it from the others which still need to be moved around.  Also, there's a time limit on each pattern... if you spend too much time thinking and not enough moving, a new random pattern will be chosen, spoiling your work (this can be very frustrating if you've got just one tile to move into place, but can also help you if you can't figure out how to finish the pattern).

As you'd expect, the game's got both items to collect and enemies to avoid, and there's a good variety of both.  Fruit will hatch out of the eggs that magically appear on the playfield (whoa, surreal!), and if you get the right combination, you'll earn an extra life.  Beware, though... the eggs may also contain bad guys who serve the dual purpose of hunting you down and moving the tiles.  The timid bunnies are no problem, but the squid's a bit more tricky, and that bloodthirsty flame is more aggressive than the first two combined.  All three can be sprung off the playfield with the fire button, but you have to get in close to use it, and it does devour your points pretty quickly.

With regards to the game's overall quality, I think QB compares favorably to the better 2600 games released in 1983, although I wouldn't go nuts and pit it against the truly incredible titles released for the VCS in the late 80's (heck, some NES games weren't as good as Solaris and Midnight Magic!).  The graphics are alternately functional and fantastic... the tiles are, well, flat colored squares, but the fruit looks tempting (which is saying a lot from a guy who doesn't eat much fruit) and the main character, whatever he is, is very well detailed and animated... he'll even blink from time to time if he's standing still.  As for sound, well, there isn't much in the game, but that's probably a wise decision on Mr. Davies' part... I don't know how well the 2600's raw, harsh sound output would have worked with a cute game like this.  Finally, there's the gameplay, which is entirely on target... except for attacking enemies.  You have to aim for the hostile hopper with the joystick while pressing fire, meaning that you'll leap right at him.  Usually, the bad guy is tossed off the board, but if not...

The most exciting part about QB is that I had some (small) influence on the project... I tried the betas and sent Andrew Davies a letter about what I thought could have been improved (in early versions of the game enemies could be thrown from the board even if you were nowhere near them, and extra lives were too easy to earn).  Instead of ignoring me, Andrew actually replied to my letter and considered some of my suggestions!  Andrew had already made QB great, but his responding to peoples' constructive criticism without being hostile makes him great as well.

SKIN DIVER (AKA SCUBA DIVER & SEA HUNT)
VARIOUS PUBLISHERS
ACTION (WELL, SORT OF...)

How do I hate thee?  Let me count the ways...

1) BAD START

The first screen requires that you jump into the water and harpoon the three fish swimming about.  The problem?  You can't control the diver for a couple seconds, so even though it may have LOOKED safe to jump in, it won't be by the time you get your control back.  Plan on dying a lot, unless you're smart enough to turn the game off right away and play something better (may I recommend Adventure?).

2) BAD COLLISION DETECTION

Okay, let's say that by some stroke of fate you survived your jump into the water.  Now you've got to harpoon some fish.  Don't think that's going to be easy!  You see, you can be pretty far from a fish, but it's close enough to register as a death.  Okay, so dodging isn't going to work.  Try shooting quickly.  Well, that's not going to work either, because to make up for the bad collision detection one way, they make it almost impossible to hit the fish.  Although you'll die if you merely swim in the wake around the fish, a harpoon to the fin will have no effect other than make sure you get eaten before you can reload.  But I have found one way to avoid the bad collision detection -- turn the game off and play something good instead (may I recommend Taz?).

3) BAD IDEA OF A CHALLENGE

On the off chance you stuck with the game enough to start harpooning fish, you'll notice a couple things.  First, you have to actually reel the damn things in, and since you have to clear all three out before you can progress to the second screen, you'll really hate when more fish reappear before you can even get to the next one.  You'll hate missing, since another fish will kill you before you can move or fire again.  You'll hate the way the shark will chase you into a corner or another fish while trying to get set up so as NOT to miss.  You really can't fulfill your goal very easily.  Unless of course your goal is to play a good game, in which case you simply need to take Scuba Diver out and put a decent game in (may I recommend Quadrun?).

4) BAD PORTING

At least with the Sancho version, which is PAL format and therefore has 100 more scanlines and so a deeper screen, you can move around a LITTLE to avoid the fish.  Not so in the NTSC versions by Panda & Froggo -- to get the same game screen to fit the smaller NTSC screen, they just hacked out some of the vertical depth, which means you can't get away from the fish, unless of course you play something more worthwhile instead (may I recommend Tapper?).

5) BAD IDEA

Okay, let's assume you were stubborn enough or stupid enough to keep playing until you were able to harpoon all three fish, and get into the galleon at the bottom.  Now you get to play the second screen.  It's a simple maze, and again you get three creatures, only this time you must avoid them, as they can't be harpooned.  You need to dodge them and work through the maze to pick up three treasures, then go back to the top to go out the galleon and swim up to your boat.  But, the maze is "sticky", and you can get stuck against the walls while your oxygen supply (oh, I didn't mention that before?  that's because you rarely live long enough that it matters) runs down.  Who thought this was a good idea?  If there was ANY fun whatsoever in this game, it disappears at this point.  And on the off chance you didn't get stuck, managed to avoid the monsters, and got the treasures, rest assured that the fish are back to prevent you from ever reaching your boat.  Now, if you've gotten this far by yourself, nothing I can say will matter, and perhaps you're actually enjoying it, but I really think there are better ways to spend your time (may I recommend a psychiatrist?).

<><>) BAD THINGS BE UPON YOU...

Hopefully the gods have already punished those responsible...

PLAYING TIPS:

Don't go near this atrocity.  Life's too fucking short.  Dammit Jess, why did you make me play this horrible game again?

I feel so dirty...

(Ed: Geez, Russ, aren't you being a little melodramatic?  Let me play Scuba Diver for a while and... wait a minute, you're right!  I got dibs on the shower after you're done.)

BEAMRIDER
ACTIVISION
SHOOTER

   

You don't usually think of 2600 games as being intense, but this one... oh, man.  Give it a few rounds and you'll be sweating bullets, desperately fighting to stay alive against an endless assault of aliens, bullets, and meteors.  Beamrider plays a little like Tempest, but the enemies are a whole lot smarter, dancing around your shots and pelting you with their own before quickly retreating back to the horizon.  Don't take that breath just yet, though.  There are plenty of other obstacles raining down on you which block your fire and restrict your movement, making a tough game even more demanding.  Beamrider on the 2600 may not look as polished as the other versions of the game, but that's to be expected... they were all released for more powerful systems.  What's important is that the gameplay is just as good- and intense!- on the 2600 as it is anywhere else.

CRACK'ED
ATARI
SHOOTER

If you're tired of blasting birds in those other gun games, give this one a shot.  Crack'ed lets you play mother hen to several nests filled with rare eggs.  Those nests won't stay full for long, though... the rare eggs also happen to be quite delicious, and all different kinds of animals will do whatever it takes to feast on them.  You're better off blasting the critters before they reach the nests, but if one sneaks past you and carries away an egg, you can get it back by picking off the thief and catching their cargo before it falls to the ground.  Crack'ed may not look as pretty as most NES light gun games (and you can't even play it with a light gun!), but it does have the advantage of being more complex, and the graphics are pretty detailed by 2600 standards.

SAVE THE WHALES
20TH CENTURY FOX
SHOOTER
 

When even the notoriously underachieving 20th Century Fox refuses to release a game, you know it's got to be awful.  Turn Space Invaders upsidedown, shake it vigorously so that all the fun falls out, then put the player on the side of the aliens, and you've got a pretty good idea of what Save the Whales is like.  You've got to protect a pod of whales from a ship armed with nets... nets that somehow cause the grinning cetaceans to explode on contact.  The graphics are good enough, but the rest of the game is not... the nets launched at the whales always manage to reach their targets while slipping past your bullets.  It won't be long before you're up to your neck in ambergris, and there's not a thing you can do to prevent it.  Actually, there is one thing you can do to prevent the senseless slaughter of these majestic creatures... just play something else, and they'll all be fine.

PICK UP
20TH CENTURY FOX
ACTION/SHOOTER

Before Joe Millionaire and Mr. Personality, there was Pick Up.  Oh wait, no there wasn't!  20th Century Fox still had some of its dignity left in the early 80's and decided to pass on releasing this viscivious video game.  In Pick Up, you aim to satisfy your manly urges by collecting what a girl wants (by shooting at it...?), then luring the nearest comely lass to a hotel.  You can guess what comes next... in fact, you'll have to, because Fox draws the curtains in the love shack shortly after you and your girlfriend walk in, leaving the encounter to your imagination.  The biggest letdown of all is that Pick Up is only marginally more entertaining than other sexually suggestive 2600 games.  Your targets become frustrating obstacles after you've fired at them... nick them again with a bullet and you'll lose a life.  You can't take your time to fire, either, because specific items will start to flash, once again costing you a life if you take too long to line up a shot.  You're a lot better off playing Megamania... it may not give you the opportunity to nail pretty women, but it's much more satisfying... and you've got to admit, it features a really phallic ship.

POLARIS
TIGERVISION
SHOOTER

Get those bad Sean Connery accents ready, folks, 'cuz it's time to take a trip to the bottom of the ocean in a high powered, constantly hunted submarine.  It's your job to keep the sub seaworthy amidst a swarm of slow moving, bomb dropping airplanes.  Knock them out of the sky and a faster, smarter jet arrives, diving around your shots and unleashing deadly accurate guided missiles.  If this intense battle ends in your favor, you'll then navigate through an underwater passageway strangely reminescent of the mesas in Raiders of the Lost Ark, blasting neon colored mines on your way to the next confrontation.  You'll be surprised at how well all this turned out on the 2600... the ships are a little chunky and the sound effects are pretty irritating, but the gameplay's smooth and responsive, and the whole nuclear-powered package is more complex than your average 2600 shooter.

PORKY'S
20TH CENTURY FOX
PLATFORM

You have to wonder why this game was released instead of its far superior ColecoVision counterpart.  Sure, the rounds and the basic gameplay are the same, but the gap in quality is even wider than the enormous pond the main character has to pole vault across to reach the greasy spoon he intends to blow up.  The only advantage the 2600 game has is that this round is a lot easier than it is in the ColecoVision prototype... however, the three remaining rounds are much, much harder, with ladders that are almost impossible to climb when you need them most and rampaging enemies that are guaranteed to break, or should I say brick, your balls.  It's understandable that the graphics and sound in the ColecoVision game are light years ahead ahead of Porky's on the 2600, but why on Earth does the GAMEPLAY in the 2600 version have to be so awful?

SPRINGER
TIGERVISION
PLATFORM
 

Silly rabbit, sucking is for Acclaim!  This could actually have been a fun platformer in the tradition of Donkey Kong if it hadn't been for the ghastly level design.  I'm totally convinced that the first level- the FIRST level!- is impossible to complete because the platforms are spaced too far apart.  You can stand on the very edge of any given platform, leap for the next, and still miss, even though the path you tried to take was the only possible way to reach the top of the screen.  If the designers had bothered to make sure that the rounds could actually be FINISHED, Springer would have been an acceptable translation of the Orca coin-op, even with the lackluster graphics.  Since they didn't, it's better that you forget about Springer and satisfy your furry platforming needs with a game of Kangaroo instead.

PICNIC
US GAMES
ACTION

   

I've listened to Digital Press (in both its print and online forms) rant and rave about how horrible this game was, so I just had to try it myself and find out if it really was the worst thing to happen to happen to picnics since spoiled mayonnaise.  It really isn't, but after bouncing a small army of flies into a flashing box for what seemed like an eternity, I can understand why Joe Santulli and his staff desperately wanted to see all their copies of Picnic carried away by large, badly drawn insects.  The game doesn't even make sense at first, but once you know how to deal with the flies, it starts to pick up... well, a little, anyway.  It's cool that the designers tried something different with this game, and I liked the fact that there's a boss fly at the end of each round, but Picnic just isn't complex enough to be truly enjoyable.  If you could actually interact with the flies somehow while they're bouncing around the screen, that would have made Picnic a lot more fun and exciting.

WIZARD OF WOR
CBS GAMES
ACTION/SHOOTER

   

I've given Wizard of Wor a high rating because it's a solid conversion of an excellent arcade title... but to be perfectly honest, I have mixed feelings about this particular version of the game.  It's flickery beyond belief, the characters are both dully colored and blocky, and all of the text messages were removed.  Even on the 2600, I have to believe that a better translation of Wizard of Wor could have been possible.  On the plus side, the game plays really well and gets just as intense as the better versions available on the 5200 and Bally Astrocade... and you can even play with a friend, a luxury that many gamers had to do without when arcade titles were converted to the more powerful NES.

FRANKENSTEIN'S MONSTER
DATA AGE
ACTION

   

Although I must admit that this is better than any of Data Age's other releases, Frankenstein's Monster is still lacking in several critical areas. With only one three story screen, FM isn't nearly as varied as its obvious inspiration Pitfall!, and the frustrating gameplay is a minus as well... spiders drop from the ceiling of the basement floor without warning, often ruining otherwise perfectly-timed jumps, and wading through the hordes of bat-like creatures on your way to Frankenstein himself becomes tiresome quickly. The graphics are fair (and appropriately creepy) and the sound effects are tolerable (which is a miracle in itself considering that this is a Data Age title), but I still wouldn't recommend this over either of David Crane's Pitfall! adventures.

CRYSTAL CASTLES
ATARI
ISOMETRIC MAZE

   

You couldn't expect an arcade-perfect translation of this complex isometric maze game on the 2600, but you've got to give the designers credit for trying... This certainly feels like the coin-op, and the title character (who scores high on the cute meter, a big plus for me) scurries around almost as if you're controlling him with a trackball. The mazes are blocky, and there's a lot of flicker, but that's forgivable since there are so many rounds and the characters are so nicely detailed (especially the gem eaters! Wow!). The play mechanics are pretty complex for a 2600 game, too, which is always a plus. HIGHLY recommended.

CONGO BONGO
SEGA
ISOMETRIC ACTION

   

Another terrific arcade translation, this time by the folks at Sega. There's only two rounds, but both of them are so well done that you probably won't miss Rhino Ridge (which was incredibly frustrating on the ColecoVision anyways). And oh, the second round's been changed to accommodate the 2600's limitations (it's not isometric like the first round and plays a little more like Frogger), but the programmers made up for this by making it breathtakingly colorful. And did I mention the solid control and cute end-of-level intermission that were both missing from the ColecoVision version? Well, I did now. In any case, this is worth having.

TAPE WORM
SPECTRAVISION
ACTION/MAZE

Unpleasant name aside, this is just your ordinary, average eat the dots and don't run into your tail style of game that was overdone on PCs in the early 80's. It's pretty weak in comparison to games like it, with poor graphics and enemies that pop out of nowhere and are nearly impossible to avoid, but at least there are various fruits at the conclusion of each round (unlike a certain crappy Pac-Man translation for the 2600 that I need not mention here). Pretty unsatisfying and/or annoying otherwise.

CRYPTS OF CHAOS
20TH CENTURY FOX
ROLE PLAYING/ACTION

It's an RPG... on the 2600!? Really. There's hit points, magic, and sword-fighting all rolled into one little package, but the problem is that it's anything but a neat little package... in fact, it rarely makes any sense at all. You just walk down a blocky 3-D corridor, fight off strange creatures, and switch from one menu option to the other until you reach a wall or the corridor you're in changes colors. Stranger still, there are never any doors at the sides of the screen as is the case with every other game of its kind, and you can only turn 180 degrees as a result of this. True, there's only so much a 2600 can do, but let's face it, an RPG without the all-important aspect of exploration is like a refrigerator without freon coils. If you've gotta have a relatively complex 2600 game with a Doom-like perspective, buy a SuperCharger and Escape from the Mindmaster instead.

CHASE THE CHUCKWAGON
SPECTRAVISION
ACTION/MAZE

It can only be called ironic when the game that everyone in this hobby desperately wants is considered to be one of the worst 2600 titles ever released. Maybe it's because I purchased my copy for a buck at a local pawn shop (when the current asking rate among collectors is $200 or more! >:), but I don't consider the game to be terrible. It's better than Todd Fry's miserable translation of Pac-Man, with less flickery characters and more attractive colors, although the graphics are far from the best you'll find on the system. The orange checkers on the chuckwagon flicker like mad (which is especially strange since it's a stationary object), and although the title character is easily recognizable as a dog (it looks more like Spuds MacKenzie than the mutt in the Chuckwagon dog food ads, though), the persuing dog catcher has all the detail of your average stick figure, and the bouncing objects in the maze won't win any awards, either. And oh, the gameplay is pretty simplistic, too... you just navigate mazes, avoid anything that moves, reach the chuckwagon, and stop psychadelic dishes of food next to your dog's feet in a cheesy bonus round that kinda sorta breaks up the extreme monotony of the other rounds. So, Chase the Chuckwagon is nothing special, but it's worth picking up anyways... for obvious reasons.

REVENGE OF THE BEEFSTEAK TOMATOES
20TH CENTURY FOX
SHOOTER

Sorry, ladies, no George Clooney here. That would be Revenge of the Killer Tomatoes... Anyways, all you get here is a simplistic shooting contest in which you must spray pesticides on evil tomatoes and build walls over shrapnel-firing tomato plants. The game is incredibly cheap on the harder levels, as tomatoes zip from side to side at such a speed that they're almost impossible to dodge, and a real snooze in the practice mode, which gives you infinite lives and no incentive for continuing after the second round. The final nail in Beefsteak's coffin is Fox's soulless presentation... the programming was done without a hint of flair or personality, making this about as fun as eating (tomato) paste.

MINES OF MINOS
COMMAVID
ACTION/MAZE

Ugh! As bad as Revenge of the Beefsteak Tomatoes was, this is far, far worse. You take the controls of a bow-legged robot which must locate and assemble the scattered pieces of another equally ridiculous mech, all while avoiding or bombing the hell out of a cast of unrelenting foes. It's ugly, slow, and mind-numbingly boring, to say nothing of frustrating when the enemies pick up speed and the maze fills with water. The fact that eliminated foes are replaced with new, more deadly adversaries is the ONLY redeeming aspect of this intolerable mess.

PHOENIX
ATARI
SHOOTER

Call me a blasphemous heathen, but I actually prefer this to Imagic's Demon Attack. Sure, Demon Attack has flashier graphics, but blasting the same three aliens over and over and over, as colorful as they may be, gets old fast. The changing rounds of Pheonix force players to adopt new strategies to win, and the enormous boss ship at the conclusion of each level makes all the difference to me. This confrontation isn't as exciting as the one in the arcade original, but what's important is that it's there.

SKATEBOARDIN'
ABSOLUTE
ACTION

This kind of reminds me of an elevated side-view version of Pitfall! on a skateboard. The big difference is that the playfield is much larger (with a map that extends in four directions as opposed to Pitfall!'s two) and instead of collecting treasures, your character must perform stunts within the alloted time. It's very difficult to do this- I've only been able to perform twenty of the thirty stunts in the eight minutes given- and the music is out of place (it sounds more like something from an early 60's sitcom than your typical shredder soundtrack from the late 80's) but Skateboardin' is still a pretty decent effort, considering the limitations of the system.

FROSTBITE
ACTIVISION
ACTION

This incredibly disappointing Activision release is sort of a hybrid of Frogger and Q*Bert, and while it's more attractive than either (well, the 2600 versions of either, anyways), it's certainly no more enjoyable. As an Arctic explorer, you must hop on rows of ice floes, changing the colors of each, to build an igloo which will eventually protect you from the elements. Canada geese, Alaskan King crabs, clams, and other things that would taste great in a chowder patrol the freezing waters and threaten to push your insipid, er, intrepid explorer into the deadly drink. And wouldn't you know it, it's nearly impossible to avoid being shoved into the ocean by these unassuming threats once you've built your first igloo. Lovely. The artwork is pretty decent by 2600 standards (although not by Activision stardards) but that doesn't change the fact that the game is unplayably frustrating.

SMURF
COLECO
SIDE-VIEW ACTION

The control is a little hard to get the hang of (since you have to press up to jump, and the joystick button does nothing), but once you adjust you'll find that Smurf is one of Coleco's better 2600 titles. The graphics are blindingly colorful, and there's a nice difficulty ramp for seasoned players (in fact, it gets a little too hard after you've saved Smurfette twice... the enemies all get a turbo boost, and you have to repeat each round multiple times to move on to the next one). The tunes are a little rough, but that's a minor complaint. In fact, rough music is better than the usual 2600 alternative (no music at all)...

FAST FOOD
TELESYS
ACTION

   

Following the lead of eating machines like Pac-Man, Ms. Pac-Man, Jr. Pac-Man, Baby Pac-Man, and Super Pac-Man (oh, and we can't forget Super Pac-Mon, of course... >:) is Mr. Mouth, the star of Fast Food. Mr. Mouth, a pair of purple lips (or so the folks at Telesys would have us believe...), resides in a diner where the food is delivered air mail. Unfortunately, the diner also seems to be in poor standing with the FDA as rotten pickles fill the air as well. In case you hadn't already guessed, Mr. Mouth must dodge these undigestable threats while gobbling up everything else that flies past. It's definitely weird enough to pass as a video game concept, but the execution of the game itself leaves much to be desired... Mr. Mouth looks like a scrambled mess (could drawing a pair of lips be THAT difficult on the 2600? I don't think so...), and the food is blocky and sloppily drawn, which was a huge mistake on the parts of the designers since with such a simple premise, good artwork was really all Fast Food had going for it. To its credit, it's a pretty fast game, but with so little to do you'll still get tired of it rather quickly. The most fun you could possibly have with Fast Food is sending it to Rosie O'Donnell in a box with Donnie Osmond's return address on the front, since the game proudly announces "You're Getting Fatter" at the end of each round...

SUPERMAN
ATARI
SIDE-VIEW ACTION

If anything could be best described as a side-view version of 'Adventure', this would be it. Superman has that unmistakable Adventure feel despite the change in perspective... the action is centered largely around dropping and dragging objects, and the artwork (although slightly more detailed) bears a resemblence to Warren Robinette's work in the first video game RPG. The formula just isn't as successful here as it was in Adventure, however... the background colors were poorly chosen, and Superman's powers are somewhat underwhelming. Sure, he can fly, and carries around everything from Lois Lane to helicoptors with the greatest of ease, but he never actually gets into fights with the numerous gun-toting thugs that populate Metropolis, and his X-ray vision is limited to previewing screens directly adjacent to him. And that aside, once you've beaten the game, there's no point in playing it again except to beat your best times.

M.A.D. (MUTUALLY ASSURED DESTRUCTION)
US GAMES
SHOOTER
 

Missile Attack and Defense, eh? The title pretty much says it all, although there are elements of Atlantis in this sub-par shooter as well. In it, you must defend cities (original, huh?) from an unending barrage of missiles and jets. The attackers fly in a straight horizontal line, flash briefly, and (if given the chance) fall to earth, destroying any cities they touch. You, of course, must intercept the missiles by spraying them with gunfire, which is easier said than done since the cannon used for the job is awkward and difficult to aim. Because of this, your death is guaranteed once the game speeds up and the screen literally fills with enemies. This would be tolerable if the game had striking graphics or bone-jarring explosions, but unfortunately, neither is the case... the sound effects are actually pretty irritating, and the character artwork is (putting it kindly) minimal, with monocolored foes and a cannon that bears an uncanny resemblence to a cow pie. Needless to say, I don't recommend this.

DESERT FALCON
ATARI
ISOMETRIC SHOOTER

   

Zaxxon fans will be delighted to know that Desert Falcon is much closer to Sega's arcade classic than Coleco's own 2600 version of Zaxxon, and the sound is absolutely astounding. Unfortunately, the gameplay is severely limited... there's never more than one enemy onscreen for the majority of the game, and there's no artificial intelligence to speak of: even the mighty Sphinx is easily destroyed once you find his soft spot. The graphics are pretty blocky, too (yes, even by 2600 standards!), but that's offset somewhat by the excellent animation of the title character (your falcon flaps its wings with admirable realism, and when it hops along the ground to pick up items you're instantly reminded of the crow from those old Warner Bros. cartoons) and the smoothly scrolling backgrounds. Another point of note: this is one of the few 2600 games with actual power ups! Pick up three hieroglyphs in the correct sequence and you're rewarded with everything from faster shots to invincibility to a smart bomb (not that this comes in handy since there are never enough enemies onscreen to warrant its use...). Each ability is mentioned briefly, and if necessary, the game will actually instruct you to double click your fire button to activate it! This feature is a real lifesaver, especially when you don't have a copy of the instructions... Anyways, Desert Falcon is worth the price of admission, if just to hear your humble 2600 kick out some of the funkiest Egyptian tunes since Raiders of the Lost Ark. I'd recommend the 7800 version if you want actual gameplay to go with your great music, though.

RAM IT
TELESYS
SHOOTER

   

What? A competant Telesys game? No way! Yes way. Believe it or not, Ram It, with its simple graphics and disturbing title (as I'd mentioned in the opener, it makes you think of something... well, something else), is much more entertaining than Squeeze Box by U.S. Games (the company responsible for such triumphs as Eggomania, Gopher, and the Cap 'n Crunch line of cereals). In it, you're at the controls of a small turret strung on a pole. To your left and right are colorful rows of bricks, which if left unchecked will grow at an alarming rate and eventually overwhelm you. You've got to clear the entire screen of bricks within the time alloted to complete rounds, but things aren't always that simple... sometimes, bricks will touch the pole, confining you to one area of the screen when others desperately need your attention. These bricks can be destroyed only if they're flashing, and you can't always count on that to happen as this is a random and unreliable occurance. Sure, Squeeze Box had all these elements as well, but much of its functionality was sacrificed for eyecandy... its title character was impractically large, ruining the game's strategic element. Ram It is more of a player's game... the graphics are simple (yet still attractive), but the gameplay is more intense, and the control is sharper, allowing you to line up shots with relative ease. In other words, Ram It is a fine game that unlike Squeeze Box is worth the high price it commands.

SKY SKIPPER
PARKER BROS.
FLYING

Never heard of it, eh? Doesn't surprise me. What will surprise you is the fact that this is based on a Nintendo coin-op, and one starring the gorilla who first pestered Mario and later proved that uninspired Adventure Island rip-offs could become best sellers if rehashed with purely superficial computer rendered graphics (what, me bitter?). Donkey Kong doesn't look much better in Sky Skipper than he did in his first two 2600 games, and sadly, the game itself isn't as enjoyable as Coleco's VCS primitive translation of Donkey Kong. If you've played the biplane games in Combat and Looping for the ColecoVision, you know what to expect... Donkey Kong's stolen twelve animals and it's your job to rescue them from his clutches. To do this, you must first fly over the big ape and stun him with bombs. Once he's incapacitated, the critters literally jump for joy, and that's when you swoop down and collect them, taking care not to crash into the surrounding walls. With that done, you must fly upwards (avoiding the clouds in levels 2 and above), take on Donkey Kong again, and catch six more animals before your fuel supply is tapped out. Succeed and you're given a new round, and so on and so forth. Pretty simple stuff, really, which is especially depressing since the designers didn't try to hide this fact with incredible graphics (which these days is anything but a RARE occurance, so to speak). If you're into all things Donkey Kong, this won't matter, but I doubt that Sky Skipper will satisfy anyone else.

BLUEPRINT
CBS GAMES
ACTION/MAZE

   

Don't get me wrong; I like weird games, but this may be taking things a little too far. In Blueprint, you're what appears to be a Vaudevillian performer who must assemble a robot from pieces scattered throughout your suburban neighborhood in an attempt to destroy what appears to be a disgruntled California Raisin who's chasing after your girlfriend. Well, actually, the 5200 version has characters like that... on the 2600, you're a badly animated stick figure, the robot is a cannon, and the disgruntled California Raisin looks more like a plum. Either way, I had a hell of a time trying to figure out why your character has an eighty year old fashion sense, why he's allowed to break into everyone else's homes to find the pieces of his cannon, why he sometimes finds bombs in these homes, and most importantly, what your girlfriend did to incense the plum who relentlessly chases her (perhaps she's Barbara Mandrell?). Plot aside, the game is pretty easy to understand... it's a little like Pac-Man but more cerebral, since you have to remember the location of each cannon piece to successfully complete rounds. It'd be a lot of fun too if not for the lackluster graphics, grating sound effects, and frustrating game play (you're barely given enough time to mentally store the locations of the cannon pieces, and if you forget them, you're as good as dead). It's still not bad by 2600 standards, but the 5200 and Atari computer Blueprints were far better executed. Buy them instead if you have the choice.

REACTOR
PARKER BROS.
ACTION

   

Reactor is intense, unique, and surprisingly complex, but the one thing about this game that truly makes it memorable is its wild heavy metal soundtrack. It's the kind of music that you'd imagine Beavis and Butthead playing air guitar and thrashing their oversized heads to, which is especially ironic since Reactor preceeds them by nearly a decade. But enough about that. As the title suggests, you're inside a nuclear reactor that's constantly bombarded with potentially deadly atomic particles. To prevent a nuclear disaster, you must shove these particles into the walls of the reactor with your atomic steamroller (nani...?) to break them down into their component parts and eventually destroy them. This all sounds pretty cut and dry, but unfortunately, the particles are surprisingly feisty and can destroy you by forcing you into the walls of the reactor as well. They're pretty easy to avoid at first, but eliminating them without being shoved into the deadly reactor walls takes finesse, and the core will eventually grow to such a size that you'll be forced to confront the particles whether you want to or not. However, you do have limited protection in the form of radioactive decoys. Plant one of these (preferably near a reactor wall) and the particles are attracted to it for the remainder of its halflife, giving you precious time to reorient yourself and take a breather. Also, there are pins at the sides of the reactor wall... destroy a set of these by shoving particles into them and the core shrinks considerably. And finally, the reactor has pockets which can trap particles. These are tricky to use effectively but once a proton or neutron is trapped inside a pocket, it almost never escapes. You get the point. To put it succintly, Reactor is the video game equivalent of a mosh pit... it ain't pretty, the music's too loud, and you're going to get shoved around a lot, but hey, you get to do a little shoving back.

PITFALL II: THE LOST CAVERNS
ACTIVISION
SIDE-VIEW ACTION

   

Everyone who's played this has called it a milestone in 2600 game design, and from a purely technological point of view, I'd tend to agree... Pitfall 2 stretches the system to its limits both visually and musically, and its incredibly detailed backgrounds are arguably the best ever on the humble VCS. Still, the game itself is disappointing. Sure, there's a wider variety of screens to explore, but Pitfall Harry has gained only one skill since his last adventure- the ability to swim- and many of the obstacles that made Pitfall! really live up to its name, like the mud bogs and vines, are nowhere to be found here. Also, although Harry is vulnerable to enemies, he can never really be killed by them, effectively lessening the element of danger that made the original so exciting. Despite all this, Pitfall II is still a recommended purchase, thanks in large part to its jawdropping graphics and vast, challenging playfield.

SOLAR STORM
IMAGIC
SHOOTER
   

Yeesh. Another mediocre blastathon on the 2600. Just what I needed. What's most disappointing about this mess is the fact that it was designed by Imagic, the company responsible for such groundbreaking titles as Demon Attack and Atlantis. Solar Storm has elements of both (the perspective is similar to Demon Attack's, and you must protect your planet from enemies a'la Atlantis), but the mixture of themes just doesn't work here. Does it have something to do with the ho-hum graphics? The prefunctory bonus round? The fact that there's no way to dodge the enemies' laser blasts? Or Dennis Koble's insistance on making the game paddle compatible? Well, whatever it is, the game's not much fun, so pass it up.

HE-MAN AND THE MASTERS OF THE UNIVERSE
MATTEL
ACTION

   

Yes, it's based on the cornball Filmation cartoon, but we won't hold that against it. In fact, the tie-in with He-Man is part of this otherwise average shooter's charm... the game greets you with a really neat morphing sequence loosely based on the one in the cartoon, and if you're lucky enough to beat Skeletor in a somewhat anticlimactic end of level confrontation, you're treated to a huge picture of He-Man standing victorious with his sword held high. If only the cake were as delicious as the icing... it's just your basic side-scrolling shooter, similar to Fox's Mega Force but with better, less flickery graphics. Once you reach Skeletor's castle, the perspective changes, and you must now tag the fiend while deflecting his energy bolts with your sword and squeezing between the gaps in his twin force fields. Pretty basic stuff, really, although to the author's credit it is fairly well done. Bottom line: He-Man is definitely worth the purchase if you can find it for a few bucks at a garage sale or pawn shop, but don't bother with it if you have to order it from a game dealer or own an Intellivision (as its version of He-Man is better).

MIDNIGHT MAGIC
ATARI
PINBALL

   

How can I pay adequate tribute to a game that is the definition of what a good pinball simulation should be? Midnight Magic is absolutely incredible in so many ways... the playfield, while somewhat simplistic, is brilliantly designed and wonderfully drawn, the physics of the ball are amazingly realistic, and the game's music and sound effects are so advanced that you'd almost suspect that the programmer himself was a magician. That's not to say that Midnight Magic is perfect... the ball is square (just like the one in Atari's decrepit Video Pinball), there's no tilt feature, and the game becomes incredibly frustrating in spots, but when you stop and consider that it's much more fun than similar games on the Intellivision, Odyssey2, Astrocade, and even the NES, who cares? If you love pinball, and even if you can't stand it, Midnight Magic is a must-have.

SOLAR FOX
CBS GAMES
ACTION

   

It's kind of hard to describe this game without outlining the plot, so here goes... You're behind the controls of a small solar-powered star ship from a planet tapped of its natural resources. You've been floating aimlessly in space for what seems like centuries and you're about to give up hope until suddenly, you run across an enormous cache of energy pods. You close in, only to be surrounded by heavily armed fighters which mercilessly pelt you with photon blasts. They refuse to respond to your communiques, and you can't fight back as what little energy your ship uses is diverted solely to its impulse engines. Do you run like hell and hope that you can make it home in one piece? No! You stick around and steal as many energy pods as you can before you're blown to bits, of course! And one thing's for sure, it ain't easy. Remember those grade school games of Dodge Ball where you'd stand in front of a wall and nearly everyone else in the school would gleefully hurl rock-hard volleyballs at you? That's what it feels like to play Solar Fox, except you don't wake up with welts and bruises the next morning. If you can handle that kind of intensity, by all means pick this up, but if not...

FROGS 'N FLIES
MATTEL
SIDE-VIEW ACTION

   

Ahhhh... this is the perfect way to relax after fraying your nerves with a few games of Solar Fox. The title pretty much says it all... you compete against a rival frog (controlled by the player or, after fifteen seconds of nonuse, the computer) for the flies which lazily flitter over a picturesque swamp. With the difficulty switch set to novice, your frog always jumps in a set arc and can catch nearby flies without your intervention, but the expert setting (which gives you complete control over your frog) is much more fun, especially with two players. The setting is really cool, too... the scenery's blocky, but it certainly sounds like you're hanging out at a swamp, with plenty of chirps, croaks, and (some very realistic) splashes to go around. The nightfall aspect of play is equally brilliant, although it's a little disappointing that the game ends once the sky becomes pitch black (I'm sure I'm not the only one to have fantasized about eating the firefly that carries the Game Over banner to the center of the screen, right?). Anyways, Frogs 'n Flies is the game for you if you're not particularly interested in saving the world from aliens for the 17,347th time.

 
     

Hey, kids!  It's time for...
 
THE 26 HUNTER'S WILD
'N WACKY FUN PAGE!
 
From the home offices inside Madonna's vagina...
("Hello-lo-lo!  Echo-co-co!!!")
 
The Top Ten Most Perverted Sounding
2600 Game Titles!
10.  Bump 'n Jump
9.  Ram It
8.  Farmyard Fun
7.  Up 'n Down
6. Boom! Bang! (thank you ma'am! Or something like that...)
5.  Midnight Magic
4. Cruise Missile
3. Nuts ("he said 'Nuts'! Nuts! Nuts!" "Huh huh. That's cool...")
2.  I Want My Mommy (for you folks with an Oedipus complex)

...and the number one most perverted sounding 2600 game title is...

1.  Mountain King



NEW FROM ACTIVISION!

Gamers will never get tired of the 2600 classic Kaboom!, but I'm sure a few of you out there would at least like to see the graphics get updated a bit.  Well, to prove that we care about our customers (and to cash in on all the frustration and anger resulting from 9/11) we've made a special edition of the game called, what else?  Kabul!  Don't let those firemen have all the fun... now it's YOUR turn to save America from a wacked out terrorist who's never been lackin' in the bomb department!

BERZERK TERRORIST MASTERMIND OSAMA BIN LADEN AGREES!


"American swine will love to attempt to defend their country from me and my endless supply of Taliban funded explosives.  I am certain that my own people would enjoy it as well, if it weren't for that whole 'death penalty for television owners' thing.  Eh, I'll just tell them it's Allah's will.  Ha ha!  They always fall for that one."

You can have Kabul for the special price of $39.95!  What?  You think that's too much to pay for a slightly altered and not at all enhanced version of a game you've already got in your collection?  Well, you can pay the fourty dollars now, or remortgage your house to afford Kabul when scalpers start selling it on eBay.  We're not hearing any complaints now, are we?  In that case, send your check or money order to:

Not Really Activision
347 We Were Kidding Lane
Please Don't Sue Us, CA 98989

Please allow a very, very, very long time for shipping.