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.
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.
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
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.!
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.
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.
"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.
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.
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.
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
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.
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.
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 | |