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2010: THE
GRAPHIC ACTION GAME |
Coleco |
Puzzle |
|
This is one of
the last releases for the ColecoVision, and it shows in both the
visuals and the ingenious concept. As the captain of the Leonov, you
must repair the onboard computers of the massive space station
before it takes a nosedive into the sun. Current must be sent
through every component on labyrinthine circuit boards, while
keeping the spark clear of a wily pulse that dances around the
playfield. If spark and pulse meet on a microchip, the unlucky
component is fried and must quickly be replaced. Once the
computers have all been powered up, the Leonov can tear itself from
the sun's gravity and return to Earth, slightly meltier than before
but with its crew intact.
It's a terrific
idea for a video game, on par with WarGames' more cerebral take on
Missile Command, and the graphics are truly cutting edge, with a
detailed blueprint of the Leonov and circuitry that looks just like
the real thing. However, the game is burdened with a few
issues. The control in particular is a bit awkward... holding
fire pushes the spark through each circuit, while releasing it sends
it back to its starting point. The only time when you can
change the spark's direction is when it reaches a component on the
board, and that's when it's most vulnerable to attack. Also,
circuits on the Leonov have a nasty habit of burning out on their
own, forcing you to backtrack through miles of ship to reach
them. Did I mention that this happens when you're just inches
from the surface of the sun?! Talk about your last minute
repairs.
The original name
for this game was going to be "Die, Weiners, Die," but they decided
to wait twenty five years and give that title to Susan Boyle's debut
album. Anyway ladies and germs, this release ranks right up
there with the best coin-op conversions on the ColecoVision, being
as close to the Data East arcade game as the hardware will
allow. There's some flicker when the hot dogs, pickles and
eggs cluster together in their relentless pursuit of your pudgy
chef, but everything else is spot-on. The amazingly detailed
graphics leave nothing to the imagination... Mr. Egg still has his
horrifying cyclopean eye and the burger ingredients are fresher than
anything you'll find at McDonald's. The music never misses a
beat either, although you'll wish for a break from the loud,
unendingly cheerful tune after you've heard it for the ten
thousandth time. Most importantly, this game is blessed with
intelligent control... hold up or down on the controller and Peter
Pepper automatically runs to the nearest ladder, taking the
guesswork out of vertical movement and keeping you one step ahead of
those rotten food monsters. If only that option had been
available in Ladybug, or for that matter, the half dozen OTHER
conversions of Burgertime that were nowhere near as enjoyable as
this one!
Look, this isn't
a bad game when taken on its own merits, but as a coin-op
conversion, it's a tremendous letdown. It's not just that it's
missing the voice synthesis and the Galaxian stage from Midway's
ambitious shooter... after all, none of the other home versions had
them either. It's that the game has been stripped of all the
menace that made the original so thrilling. Aliens that were
once small and sleek have been redrawn and look completely
ridiculous. The growling explosions have been muted, and the
voice of the Gorfian empire has been replaced with silly music clips
that seem lifted from an entirely different game.
For all the
details it has changed or omitted, however, the greatest crime of
this extremely loose conversion of Gorf is that the satisfying
challenge of the arcade game is gone. The once wily enemies in
the Laser Attack stage have been lobotomized, floating aimlessly
around the screen, and the fireballs hurled by the flag ship can be
intercepted with your shots, pulling the teeth from this formerly
fearsome boss. If you haven't played the arcade game, you
won't notice a problem, but if you have, there's no way this is
going to be an acceptable
substitute.
MOUNTAIN
KING |
Sunrise |
Action |
|
This is one of
those games that should not have been attempted, either on the
scrolling-impaired ColecoVision or by the consistently underwhelming
developers at Sunrise, and certainly not both at once. The
charm of Mountain King is largely dependent on the fluid grace of
its lead character, and grace is precisely what this pretender to
the throne lacks. The screen lurches forward in chunks as the
stiffly animated hero scoops up diamonds, making the game feel...
well, constipated. By the time the would-be mountain king
claims the crown at the bottom of the screen, only to have it
immediately carried off by bats, you'll have an irresistable urge
for both a better game and a heaping bowl of bran
flakes.
POPEYE |
Parker Bros. |
Action |
|
It's hard to
believe in the 21st century, but just twenty-five years ago, the
crusty old Popeye license was a hot property. Would you
believe that Nintendo had originally planned Donkey Kong as a Popeye
game? A plucky little plumber named Mario and his 800 pound
gorilla nemesis ultimately won the starring roles in that
game. However, Nintendo still wanted to get their money's
worth out of the Popeye license, and released a game especially for
the famous Thimble Theater characters.
The game mirrors
the antics of the old Famous Studios cartoons. Eternally
distressed damsel Olive Oyl throws hearts and other objects of her
affection from a perch at the top of the screen. It's up to
Popeye to snatch these sweet nothings before they settle to the
bottom of the playfield, all while staying clear of his thuggish
adversary Bluto... or is it Brutus? Anyway, the ColecoVision
version of Popeye captures all the action of the arcade game, while
skimming most of the comedy off the top. The surly sailor is
no longer nagged to death by Olive Oyl after he misses one of her
hearts, and Bluto's massive weight no longer violently shakes the
screen when he jumps to a lower floor to catch his rival.
These are minor details, yes, but they would have added a lot of fun
to this merely functional
port.
ROCK 'N
BOLT |
Activision |
Puzzle |
|
Think Tetris was
the first puzzle action game? Think again! Activision
released both Zenji and Rock 'n Bolt a year before Alexy Pazhitnov's
magnum opus made its debut in Soviet Russia. The latter game
puts you in the steel-toed workboots of a carpenter, bolting down a
series of floating platforms. That sounds easy enough, but
there's a catch... hey, there's always a catch! Even if you've
finished your work, you can't leave the floor until you return to
the elevator at the bottom of the screen. Also, later stages
are very picky about where the platforms are anchored... bolt one
down in the wrong position and the rivet will turn an angry red,
alerting you to your mistake. There's little margin for error
and only one solution for many of the puzzles, making this a
completely different experience from Tetris, which gives the player
some room for improvisation. The rigid gameplay may not sit
well with players raised on today's more forgiving puzzle games, but
it's hard to complain when the isometric graphics are this
dazzling, and the music is so catchy.
WISHFUL
THINKING... LESS ADVANCED
I've been doing some play testing for a ColecoVision
software developer named Eduardo Mello. So far, he's really
amazed me with excellent translations of Space Invaders and its
sequel... the games are far superior to anything else released by
hobbyist programmers. The best part is that he's not finished
yet! He's working on a ColecoVision port of Ms. Pac-Man, with
Pac-Man thrown in for good measure, and he's giving some thought to
a conversion of the most perfect shooter ever created. Heh...
no, not Radiant Silvergun. Actually, I'm referring to Namco's
Galaga, which will be hard enough to port to the ColecoVision as it
is.
Mr. Mello will be busy for a long time on these
games... it could take years before he finishes them both. It
would be downright unreasonable to demand even more from him, but
let's say that Eduardo was paid a steady wage to make ColecoVision
games, or he suddenly underwent mitosis, splitting into multiple
Mellos. Let's face it, one is as likely to happen as the
other. Anyway, since these new, well compensated Eduardos are
running around with all that talent and nothing better to do, we'll
put them to work on a series of new ColecoVision arcade
translations.
My first suggestion is Wizard of Wor. This
intense Midway shooter was originally scheduled for release on the
ColecoVision (and the VIC-20, but we won't open that can of
worms). However, for some reason, Wizard of Wor never made it
to the system, forcing fans of the game to settle for the 5200 or
Astrocade versions (I'm fully aware of the 2600 game... that's why I
tried to avoid mentioning it). It's anyone's guess as to why
this happened, but there's a strong possibility that
Midway looked at the butchered ColecoVision versions of Gorf
and Omega Race and tore up their licensing agreement in an attempt
to defend the good name of their products. That's what I would
have done, anyway.
If Wizard of Wor had been released on the
ColecoVision, there's a chance that it could have looked like this:
This is a solid conversion of the Wizard
of Wor coin-op, using the ColecoVision's resolution and color
palette. You'll notice that the only thing missing is the
extra color which enhanced both the arcade game and the excellent
(albeit very blocky) Astrocade conversion The Incredible
Wizard. As much as I'd like to crack Auntie Em jokes, I'll
ignore Bally's incredibly stupid alternate title and concentrate
instead on why that extra color would be missing from the
ColecoVision game. It basically comes down to this... sprites
on the system are limited to one color apiece, and although sprites
can be layered, there just aren't enough of them to give the
monsters their glowing red eyes, or add detail to the worriors'
guns, without constant flicker. The game would be missing part
of the total package, but on the plus side, the graphics would be
far sharper than they were on the Astrocade or 5200, and that
accounts for something.
The above game would only have happened
if Coleco felt especially generous and hired the right programmers
to create it. Judging from "Sorta kinda" Omega Race and
"Wait, is this supposed to be...?" Gorf, however, it's much more
likely that Coleco would have sent the project to their DR&D
(Dumbass Research and Development) team instead, resulting in a
disaster like this:
Notice the cheesy, redesigned graphics
and the use of the ColecoVision's unattractive built in font.
If this is how the ColecoVision version of Wizard of Wor would have
turned out, it probably was for the best that Coleco didn't release
it at all. Given the choice, I probably would have stuck with
the 5200 game.
Fortunately, one of our Mellos could save
the day with his own Wizard of Wor translation. Ideally, a
ColecoVision version of Wiz would look like this:
This is ideal, but not possible.
Let's face it, this isn't a perfect world, and the ColecoVision
ain't a perfect system either. There's no way it could handle
all this extra color without severe flicker. Fortunately,
there's a way to add in that color while keeping the characters
relatively solid... you simply assign one sprite to handle details,
then switch it from character to character after every frame of
animation is drawn. The real life Eduardo Mello is doing this
in his Galaga demo, and it's safe to assume that the Mello clone
assigned to Wizard of Wor would also use the technique to make his
translation more complete. Here's how the game would look if
sprites were swapped between characters:
You get the best of both worlds... you
still get the detail, and the characters are rock solid, making the
game more playable than the 2600 version which had constant flicker
and single colored sprites. You could even argue that
the Burwors look more frightening now that their eyes almost seem to
glow in the dark.
By now, most of you are probably licking
your lips in anticipation, so I'll need to stress that the game
isn't actually under development... I'm just offering ideas as to
how Wizard of Wor might look on the ColecoVision. If you need
a suitable alternative, might I suggest the excellent Commodore 64
conversion of the game? You won't believe how crisply drawn
the characters are, and it plays perfectly, too. The only
thing that's missing is the voice... and even that can be added if
you've got the right peripheral. Actually, the only thing
that's REALLY missing is the incredible disappearing VIC-20 version
of Wiz... but it's neither the right time or place to complain about
that.
Uh... can I complain about it
anyway...?
The unrestrained
enthusiasm... the constant parenthetical interruptions... the
schizophrenic pop culture references... yep, that's my early
writing, all right! I think I penned these reviews back in the
mid 1990s, before a combination of personal training and formal
education had smoothed out the rough edges in my writing
style. If you want to see just how far I've come since then,
check out one of the other review pages... I'd personally suggest
the 26
Hunter or Assault of the
Invaders. However, if you're curious to
know what would happen if Dug the Dog from Pixar's Up had his own
gaming web site, read on. Just be warned that like saccharin,
asbestos, and repeated viewings of Nancy Grace Live, the
following reviews have been known to cause cancer in laboratory
animals.
CABBAGE
PATCH KIDS |
Coleco/Konami |
Action |
|
The Cabbage Patch Kids were definately an 80's icon,
perhaps more so than the mighty ColecoVision (Say it ain't so! I
wish I could...), so it's no surprise that Coleco would combine the
two for the ultimate merchandising gimmick. I mean, think about it!
The Cabbage Patch Kids and ColecoVision go together like oil spills
and the Exxon Valdez! Like whipped cream and hot dogs! Like Peter
Gabriel and the Chinese government! Like... Like, hand me one of
those slices of pizza, Scoob! Ry, rure Raggy! OK, I'm done trying to
be funny (and not succeeding). It actually sounds like a stupid
combination, but thanks to the efforts of everyone's favorite
Japanese game design firm of the 80's, it came together rather
nicely. Imagine Hudson's Adventure Island without the axes, bosses,
or scrolling screens (OK, imagine Pitfall! with much better
graphics) and that's Cabbage Patch Kids: Adventures in the Park. The
graphics are up to Konami's typically excellent standards (good),
and are accompanied by a fair rendition of the children's tune Three
Little Indians (not so good. I mean, they orchestrated it well, but
when it plays over and over and over and over and over again until
your ears bleed and you climb a bell tower with a shotgun screaming,
"Die, little Indians! DIE!!! MOO HOO HA HA HA!!!!", you know they
should have diversified the soundtrack just a teensy weensy bit more
than they did. Actually, the Three Little Indians tune plays
between rounds... the game's theme music is more generic but
almost as annoying after it loops for the 22nd time. Sorry 'bout the
confusion...). Of course, the gameplay is tops as well... the title
character is as easy to manipulate as your parents were in 1983 when
they spent weeks hunting down one of those blasted dolls for your
whiny kid sister. So, you're no doubt asking by now, what's the deal
with the turbo edition label at the beginning of your review? That's
there for two reasons: one, this is a review of Konami's prototype
version (don't worry... besides a name change from nothing to Anna
[Nicole Smith? Tomic?] Lee for the title character, it's really no
different from the production copy), and two, the game really DOES
have the capacity for turbo speed. Buy a ColecoVision Super
Controller and while you play, thumb the roller dial as quickly as
you can. You'll notice that the gameplay picks up accordingly. And
oh yeah, this works on Antarctic Adventure and the unreleased Video
Hustler as well... >:)
FROGGER |
Parker Bros. |
Action |
|
The boys at Parker Bros. really knew how to crank
out the hits, didn't they? If only that were still the case...
Anyways, this is arguably the best home version of Frogger
available. It's much better than the Intellivision and 2600
adaptations of Sega's smash hit, and to this day outperforms lame-o
shareware clones like Kurt Dekker's Revenge of Frogger. That's not
to say that the game is a carbon copy of the coin-op... there are a
lot of missing soundtracks (which Starpath's Official Frogger for
the 2600 and Supercharger add-on retained, surprisingly enough), and
the game description screen is gone, but as far as play mechanics
go, everything from the otters to the cars which pick up speed as
the round progresses seems intact. Plus, the control is dead on with
a Sega Arcade Pad (no knobby hellsticks for me, thanks...), making
this Frogger the penultimate version for true fans of the coin-op.
FROGGER
II: THREEDEEP! |
Parker Bros. |
Action |
|
If it looks like a 2600 game, sounds like a 2600
game, and smells like a 2600 game, chances are it's... this. Frogger
II: Threedeep! plays well enough, but audiovisually, it's a giant
step back from the first game, with blocky, monocolored sprites, a
tiny title character, and this incredibly crude and annoying siren
which blares when you're almost out of time. And come to think of
it, forget what I said about it playing well, too. The control's OK,
but the CPU often puts you in terribly frustrating no-win situations
which force you to decide between leaping into the briney deep (in
which case you'd be whisked back to the first rou nd of the game
with less time and therefore be at a greater risk of having to
endure the above mentioned siren) or the gaping jaws of one of the
game's many unsavory critters. Frogger II does have its strong
points... there are three rounds of play (including a totally cool
sky scene in which Frogger must leapfrog [!] pelicans and a
pterodactyl on his way to Cloud 9 [or 8 in the later levels...]) and
a cute 1UP in the form of a baby frog (obviously the result of those
encounters with that pink toad in the first game... nice going,
Frogger! :) which you can snatch from a friendly stork as it flies
past. Despite all this, however, Parker Bros. could have done
better. They had a perfectly good opportunity to make this a worthy
sequal to the immensely popular Sega arcade game, but the
presentation just isn't there. If you're desperate for the unique
gameplay of Frogger, but need the variety and expanded play
mechanics that the original just can't offer you, Threedeep might
hold you until there's a grey market bootleg of the prototype Game
Gear version of Frogger.
GUST
BUSTER |
Sunrise |
Action |
|
Eek. There's only one game that comes close to
competing with The Yolk's On You for the uncoveted title of Worst
ColecoVision Cartridge Ever, and that would be this miserably
conceived piece of doo. From the pictures, you'd be led to believe
that Gust Buster is an exciting precursor to the GameBoy sleeper
Balloon Kid, but don't be fooled... you have no direct control over
Gust Buster's title character (but you can pump up the
balloons he holds! Whee!), and the gameplay is unforgivably limited,
not that it matters because you'll never be able to deliver balloons
to more than two crowds anyways thanks to the alleged control. The
sound effects are practically nonexistant, and there's no attempt
whatsoever by the designer to veil Gust Buster's many crippling
flaws with inspired or even tolerable graphics. So there you have
it. Gust Buster qualifies unequivocally for The Gameroom Blitz's
Beyond Redemption Award, and as such should be avoided like, uh, a
really bad ColecoVision game (thought I was gonna use a cliche'
there, didn't you? Guess I'm just full of surprises...).
THE
HEIST |
Micro-Fun |
Action |
|
Yup, it's yet another in a long, long
line of Micro-Fun carts with kooky box art that's more entertaining
than the game itself. From the drawing on the front of this
particular title, you'd expect to control a dashing museum thief
with a thick British accent and a cleft chin that puts the Tick's to
shame, but nooo... in an act of pure malevolence, designer Mike
Livesay pulled the old bait and switch and replaced him with some
schmo who bears a striking resemblence to Jim Varney from those
Ernest films. Whoever he is, you've got to guide him through an art
gallery filled to the brim with ugly paintings (modern art,
perhaps?). Steal 'em all within the alloted time and you ride an
elevator to a new, more menacing round with more security robots and
deadly laser walls (hell, if I owned pictures that looked like the
ones in this game, I'd pay the guy to TAKE them instead of wasting
all my money on nifty theft deterrant gadgets. But again, I
digress...). Pretty simple as far as concepts go, but there's a
little more to The Heist than most games for the ColecoVision.
You've got to hunt down keys for doors, ride escalators and
elevators, and use the keys you've collected in the most logical
order to progress, which would be great if it weren't for the fact
that none of it is much fun for more than five minutes. I dunno- if
you're tired of blasting the same clich'ed aliens, jumping the same
tired barrels, and munching the same bland fruits the ColecoVision
has to offer, this may have appeal, but if it's all the same to you,
I'd just assume stick with the similar but more involving
Montezuma's Revenge.
JUNGLE
HUNT |
Atarisoft |
Action |
|
To its credit, Jungle Hunt is a reasonably close
translation of the Taito sleeper formerly known as Jungle King, with
smoothly scrolling backdrops and acceptable control, but in
comparison to Coleco's own Tarzan, it falls flat in several
respects. First, while each of the game's four rounds is a complete
departure from one another, they're all pretty simplistic, and your
intrepid explorer can only defend himself in one of them (whereas in
Tarzan, you had freedom of movement and a mean left hook which could
be used anywhere, at any time). Next, the artwork is inconsistant...
some of the sprites (like the vines in the first round) look a great
deal like the coin-op originals, but the backgrounds are either
strangely colored, suffer greatly from color bleed, lack detail, or
just look incredibly silly (as was the case with the surface of the
water in the second round... egad! Is this Jungle Hunt or the
Beatles' Yellow Submarine!?). And finally, while the translation is
closer to the arcade version than the excellent 2600 version
(there's a little 20th Century Fox-inspired tune that plays between
stages and the last round is much better, with two onscreen
cannibals and a rope which dangles your girlfriend over a hot
cauldron. Cool!), its diving round just isn't as fun, as it lacks
the solid control and neat point labels that pop up after a
crocodile's been stabbed. For these reasons, it's obvious why I
can't recommend this over Coleco's Tarzan, but if you were a fan of
the original and can find this fairly rare release at a garage sale,
it's worth the purchase.
MATT
PATROL |
Selma...? |
Shooter |
|
"I've been waiting a long, long time for a
ColecoVision version of Moon Patrol. I can't wait to pop this puppy
into my system and... What? Matt Patrol? By Selma? Who's that? And
Billiams? Irata!? Oh my gourd, with parodied names like this, it
must be..."
FLYING BRASSIERS!!!
And that it is! As you may or may not know, FB is
the Midnight Special edition of AtariSoft's Moon Patrol that was
altered slightly and passed around the Atari labs as a geeky
programmer's joke. It's really no different from the original aside
from the altered title screen and enemies- the latter range from
Mayan temples to UFOs (Underwear Floating Overhead)- but hey, I
don't own the prototype that Atari intended to release, so I've
gotta review this version.
Well, where do I begin? I was understandably worried
that the ColecoVision couldn't handle a game like Moon Patrol, since
its play mechanics revolve so heavily around scrolling and this has
never been the system's strong point (Time Pilot, Spy Hunter... need
I go on?). Oddly enough, this isn't a problem in Matt Patrol- not
only do the backgrounds scroll smoothly, but they move in layers
just as they did in the 5200 and arcade versions. They lack the
definition and variety of the artwork in those games, but they're
still not bad by CV standards. The sound is passable... all the
music from the Irem coin-op was left intact (although the
orchestration is a little bland in comparison to the funkier 5200
tunes), and most of the unique sound effects make an appearance as
well.
In respects to gameplay, well, Matt Patrol is just
as frustrating as you remember it (or Moon Patrol, rather)... there
are a lot of tricky jumps to be navigated, and the bras are as
deadly as they are goofy, since they rain down bullets which can not
only make moon dust out of your buggy but blast inconvenient holes
in the oncoming terrain as well. There are some play elements
missing (like those really cool volcanos nestled in some craters
near the end of the beginner's course), and others have been altered
(George Jetson is now behind the wheel of the vehicle which sneaks
up behind you in the championship course), but aside from those
small details and the hostile lingerie fans of Moon Patrol should be
satisfied with this slightly askew version of the game.
MR. DO!'S
CASTLE |
Parker Bros. |
Action |
|
Not a day goes by that I don't question the
collective intellect of the human race for ignoring this gem, both
in the arcades and when the home versions were released. I liked the
first game, Mr. Do!, but this... THIS is a true classic. Sure, Mr.
Do!'s Castle borrows play elements from a wide variety of other
titles, most notably Lode Runner and Donkey Kong, but it brings them
together in a way that no mere clone could, with luscious graphics,
a wonderful soundtrack, and gameplay that stays fresh no matter how
many times you've played it. It's on this note that I'm proud to say
that the ColecoVision version carries on this tradition, with the
great tunes intact and most of the crisp artwork retained. Yeah, the
graphics aren't quite as good as they were in the arcade version,
with monocolored unicorns and tiny sprites, but by CV standards,
they're pretty damned impressive. More importantly, it's as fun as
it was in the arcades... all the neat tricks from the coin-op
version work here as well, and the unicorns (long story...) are
similarly relentless. If you own a ColecoVision, your collection's
just not complete without a copy of Mr. Do!'s Castle.
OIL'S
WELL |
Sierra On-Line |
Action/Maze |
|
Perhaps the weirdest Pac-Man derivitive available
for the system, Oil's Well puts you behind the controls of a
munching drill bit which must suck up eight rounds worth of crude
oil deposits (represented by- surprise! Suspiciously familar white
pellets!). There are bonus prizes and deadly monsters a'la Pac-Man
as well, but unlike Namco's game, the latter can be dispatched at
any time with the voracious mouth of your drill bit... however, the
hose that connects that bit to the surface must remain intact. If a
monster severs it, the whole refinery goes up in smoke and you lose
a life. Your unseen nemesis from a rival oil refinery also shuttles
land mines through the tunnels, and if the tip of the bit takes a
bite out of one of these, you lose a life as well. This all seems
simple enough, but there's just one problem... the hose itself works
against you as well. It blocks off paths you've already used, and
the more you move, the greater a risk you take of its being severed,
so what do you do? Retract it, of course! This has got to be by far
the coolest part of Oil's Well... simply hold down a button and your
drill bit zips back to the top of the screen in the blink of an eye.
This makes avoiding enemies a cinch, or it would, if it weren't for
the fact that so many monsters patrol the tunnels, and that there's
a timer. You just can't sit around waiting for an empty corridor-
you've got to take risks, and lots of them, to ensure success. It's
definately a challenge, although the imprecise control contributes
to the game's difficulty- the drill bit has a nasty habit of
overshooting one tunnel and heading into another when two are close
by, and this often proves fatal in the later rounds. Still, if
you're a ColecoVision fan who's dying for a unique Pac-Man clone,
Oil's Well is a worthy purchase (me, I'd go for the redone IBM
version, if just for its cute Petrosaur intermissions...).
OMEGA
RACE |
Coleco |
Shooter |
|
I said it once (about Coleco's lazy coversion of
Gorf) and I'll say it again... arcade translation, my ass! After
having played this miserable excuse for Omega Race I just have to
wonder if the programmers even came within twenty miles of the
actual arcade games before designing Gorf and this mess. "Well, what
did you expect, man!? 'Omega Race' was a coin-op with vector
graphics, and the ColecoVision raster scans its artwork... you do
the math!" Ah, my friend, if only it were so simple. You see,
Commodore released a version of Omega Race for its VIC-20 computer,
a machine with a meager 5K of RAM, and somehow, their translation
mirrored the coin-op in every respect and even improved upon it with
user-definable color schemes and two controller options. The
ColecoVision version, however, had 16K to work with but offers none
of these features. The programmers didn't even TRY to duplicate the
line-based artwork of the arcade version of Omega Race, and MAN,
does it show... the game looks like you're blasting bacteria on a
pool table! The sound effects have lost the menace that made the
original so intense, too... they've got that Coleco brand high pitch
to them that ruins any hope of evoking a sense of urgency from the
player, and the music that plays during Droid Force Eliminated
notices is so silly it's guaranteed to make Omega Race purists
retch. And don't even bring up the control- sixteen directions in
which your ship can fire? Thrusting inertia straight out of a
feature film on MST3K? What the hell is THAT all about!? Suffice it
to say that this is as translations go the least faithful I've
played on just about any home console... hell, I thought Tiger did a
better job capturing the feel of Double Dragon 2 on those crappy
handhelds it sells than Coleco did with this and Gorf! Geez.
Anyways, below is a picture of the REAL Omega Race... savor it, 'cuz
ColecoVision owners will never get a chance to enjoy the game as
Midway intended...
PEPPER
II |
Coleco |
Action/Maze |
|
If you loved Konami's Amidar but couldn't stomach
Parker Bros.' weak 2600 translation, this is your game. Actually, as
similar as it is to Amidar, Pepper II is an arcade translation in
itself, based on an elusive Exidy coin-op. In it, you're a
dumpy-looking angel who must zip up territory while avoiding evil
eyes and the especially dangerous Zipper Ripper, a deadly green head
who's faster than your other foes and can unzip partially secured
areas. Luckily, there are objects which can help defend you...
simply zip around a box with a pitchfork inside it and you become a
hungry little demon which can wipe out eyes for bonus points. Do
likewise to a small green diamond and you're similarly rewarded,
although it also acts as a Zipper Ripper repellant which forces your
greatest foe off the screen for a brief period of time. If things
get too hot to handle in one quadrant of the maze, you can (and
must, once you finish a quadrant) skip to another by taking the
exits situated at the four edges of the screen. Finish all four
quadrants and you're given a super bonus as well as a new, more
difficult maze. Rinse, lather, repeat.
If you're into fast, intense action, you're going to
go nuts for Pepper II. A lot of ColecoVision games start out slowly
and pick up as you complete rounds... Pepper II burns rubber right
from the beginning and doesn't let up until you lose your last life.
Because of this, I strongly recommend that you play the game with a
Sega Arcade Pad. It may be a little too responsive for this
particular game, but it's much preferred to struggling with the
standard ColecoVision joyknob. As far as graphics go, the sprites
are all very small, and some of the fill patterns for areas are a
bit noxious, but the layout of the maze is fairly attractive, and
the zippers around the boxes really do look like zippers. The music
and sound effects are more than passable, though. There's a really
neat rendition of the Alfred Hitchcock theme at the beginning of
each game, and there are plenty of weird noises which make the
gameplay even more intense.
If you're a fan of Pac-Man, Amidar, or even Qix,
you'll find a lot to like about Pepper II. Its graphics won't blow
you away, as they don't compare favorably to the artwork in Konami's
two ColecoVision games and aren't even as sharp as the Exidy
original's, but once you start playing it, great graphics will be
the least of your concerns.
SPECTRON |
Spectravideo |
Shooter |
|
I had no idea what to expect from Spectron, and
ordered it on my multi-cart (Sean
Kelly sells these, by the way. They're a
VERY cheap way of building up a collection, provided you're not a
purist that objects to that kind of thing) in the hopes that I'd
wind up with an addictive shooter along the lines of, say, Defender
or Super Cobra. How disappointed I was to discover that I was only
partially correct in my assumption... Spectron is definitely a
shooter, but it's no Defender clone, and it sure as hell isn't
addictive. It's actually a pretty ho-hum cross between Imagic's
Demon Attack and Space Invaders, with a lot of annoying flaws that
make it pale in comparison to either game. For one, what's the deal
with the barriers? They blanket your line of fire, and can only be
destroyed by the enemies' rain of missiles, making them a
frustrating addition to a game that wasn't much fun to begin with.
The alien touchdowns are similarly annoying- there's no way to rid
yourself of the spawn your enemies leave behind, and in the later
rounds, you're almost guaranteed to be overwhelmed by them. In
short, if you already own Atarisoft's brilliant translation of
Galaxian, there's no reason to bother with this miserably uninspired
Demon Attack rip-off. Pass.
SPY
HUNTER |
Coleco |
Shooter |
|
Oh man. Oh man, oh man, oh man. This isn't just a
game, it's an event. It's actually better than the
Bally/Midway coin-op which spawned it! I mean, sure, the graphics
aren't quite as polished (although they're very, very good by
ColecoVision standards), but have you tried playing Spy
Hunter with a steering wheel? It's pure hell. Playing an overhead
shooter with the steering column supplied with most Spy Hunter
cabinets makes as much sense as going for a spin in a Ferrari with a
Playstation controller. And the difficulty... ugh. No thanks. I'd
just assume whittle away the wee hours of the night at home with a
Super Controller clutched tightly in both hands and my eyes glued to
the screen while making a menace of myself in the midst of the
oncoming and extremely dangerous traffic. Oh, sure, I could do the
same thing on my NES, but why bother? The graphics are no better and
(like the arcade version) it's just no fun at all. Same goes for the
PC version that's been floating around the Internet. To be fair, it
IS really old, but so is the ColecoVision version, and I'd much
rather be playing the game in 16 colors than four.
As good as it is, however, even Coleco's translation
of Spy Hunter has its faults. First, you can't play it with a Sega
Arcade Pad, which is understandable since only one of its buttons
can be read by the ColecoVision and you've got to have four to play
it. Secondly, the game is still frustrating, though not nearly as
much so as the coin-op. You're almost guaranteed to lose a life when
you go for a whirl in the rivers placed strategically along the
course, since the rival boats place depth charges with deadly
precision, and head-on collisions seem to have random and completely
unreliable effects (the first may kill you while another could prove
completely harmless). And finally, the helicoptor is nearly
impossible to destroy, as it almost always manages to lock itself
into a position where your missiles fly harmlessly over it (this is
especially annoying since it in turn can easily bomb your sorry butt
into the ground from this vantage point). Still, it's as much fun as
anything the NES can dish out in this genre, and next to Sunsoft's
Super Spy Hunter (which is more of an evolved shooter, with genuine
power-ups and really cool special effects that make it the Gunstar
Heroes of NES games), Spy Hunter for the ColecoVision is the best
conversion of the arcade hit you're going to find anywhere.
Incredible attention to detail (you can actually break the guard
rails on bridges by ramming cars into them!), a wonderful rendition
of the Peter Gunn theme (check out that crazy fade just before the
music loops!), solid control, quick gameplay... you just can't go
wrong with Spy Hunter. It ranks up there with Mr. Do!'s Castle and
Galaxian as one of my all-time favorite ColecoVision games, and is a
must have if you own the system, even if it's stuffed away in your
closet or baking in the hot sun awaiting a new home as the prize
item at your garage sale. Whatever's the case, break it out and pop
this puppy in. You'll be glad you did.
STAR TREK:
STRATEGIC OPERATIONS SIMULATION |
Coleco |
Shooter |
|
Hey, it's all the fun of the first Star Trek without
the bad acting, cheesy special effects, and William Shatner's
rampant libido! What more could you possibly ask for? But seriously,
folks, this is one neat l'il game. It's not nearly as good as the
Vectrex version of Star Trek, but that's forgivable since that was
after all a three-dimensional space battle that had nothing to do
with the Sega arcade game which inspired the other home versions.
Anyways, I can't tell you if this compares favorably
to Sega's own translations of Star Trek for the Atari 65XE, 130XE,
400, 800, 800XL, 2600, and 5200 (whew! Well, actually, I can
now that I've repaired the tape of 5200 game footage I'd received
from Digital Press. Don't worry, folks... the ColecoVision version
is far superior to the 5200 and Atari computer Star Treks, with much
better music and ship artwork, although I DID notice a round in
those games that's missing in the ColecoVision version. That's
especially strange since this game IS after all 32K, twice the size
of most carts on the system. But I digress), but what I do
know is that Coleco's own version is a fairly diverting hybrid of
Asteroids and the millions of Star Trek-inspired strategic
simulations that were popular in the early 80's. The interface in
particular is highly reminescent of those primitive text-based
games, with a view screen in the top right corner and the
Enterprise's current condition on the left, but thankfully, the
tedious task of entering paremeters has been replaced with real-time
battles which require quick thinking and reflexes. The Enterprise is
a bit on the sluggish side, yes, and the effect of inertia that made
Asteroids and Sinistar so eerily realistic is sorely missed here,
but hell, anything's an improvement over having to fill out a
freakin' questionnaire every time you want to move.
As for the play mechanics themselves, they're
nothing special, and surprisingly simplistic for a game with the
Star Trek license. You scoot around, pick off Klingons, dock with
space stations (which is anything but difficult, since your ship
stops on a dime and any direct contact with the station will allow
you to siphon its supply of shield and warp energy), and confront
the mine-laying maniac NOMAD at the end of each sector until the
Klingons get wise to you, turn on their patented Star Trek (tm)
brand cloaking devices, ram the hell out of your ship, and saunter
on home to Quo'oth with Captain Kirk's smoking toupee as a reminder
of their victory. As is the case with far too many ColecoVision
games, your death is guaranteed in the later rounds of Star Trek
since the enemies either triple in speed or quantity, making the
game literally impossible. Perhaps the programmers didn't have
enough memory to add a real difficulty ramp with smarter foes, but
it's still no excuse...
One thing Star Trek CAN do, however, is paint a
pretty picture. Beneath the view and status screens is a wide window
that acts as a Kirk's eye view of the action. Engage with a Klingon
warship and the Bird of Prey looms just ahead of you. Move left or
right and your view of the ship shifts accordingly. Fire a few shots
its way and the craft nearly goes supernova in an explosion not
unlike those in Japanese cartoons (y'know, the nuclear explosions
with two long ends and a very bright core? You'd have to see it...).
Ships that blow up real good are a very rare commodity on the
ColecoVision, so that feature in itself is almost enough to give the
game an extra point. But wait! That's not all! Although the various
sound effects range from pleasantly weird to mildly annoying, the
theme music that begins and ends each game is worth the price of
admission for die-hard Trekkies (yes, I said Trekkies. Bite me.
>:). It's surprisingly well orchestrated for a system with dual
sound channels, and includes the fourteen most memorable notes from
the beginning and conclusion of the theme from the Star Trek
television show. The entire tune would have raised my rating
by at least another point, but I'm more than satisfied with what
Coleco had included. After all, the designers could have went
overboard and added the insufferable music that accompanies the
Desilu and Paramount logos at the end of each show...
Bottom line. Star Trek is head and shoulders above
other overhead space sims for the ColecoVision (like Omega Race and
Space Fury, just to name a few), but if you're not a fan of the
show, you won't like this much either. Anyone who's even mildly
interested in the series should at least consider a purchase,
however... it's great Star Trek memorabilia, and for those of you
who'll actually play it, you'll be happy to know that it's
much more fun than Playmates' pathetic Deep Space Nine: Crossroads
of Time for the Genesis.
VIDEO
HUSTLER |
Konami |
Sports |
|
As perverted as the title may seem, this is just
your basic pre-crash billiards sim with nine missing balls. Despite
this and the lack of nude centerfolds congratulating you after every
third round, Video Hustler is a darned good game for a prototype. It
plays fairly well (although I'm not particularly fond of the method
in which the player must align shots. A line coming from the ball
itself would have made a great deal more sense than the dot that
rotates around the edge of the pool table), and the scoring
mechanics are really cool... you get 100 points multiplied by the
number on the face of the ball you sink, times a multiplier which
doubles as you make shots in succession. While this may be a
turn-off to pool purists, it's far more consistant with video game
scoring than giving each player a single point for each successful
shot. Video Hustler doesn't squeeze every last drop of power out of
the ColecoVision as Konami's other two games had- the balls never
rotate (which is especially weird since they're numbered on the
front), and the playfield is pretty dull, but taken as it is (an
unfinished billiards game with some rough edges), Video Hustler is a
competant effort that's easily more fun than, say, Imagic's Trick
Shot. Still, if you're fond enough of the real thing to actually buy
a pool simulation, you're better off with something more advanced,
like Data East's Side Pocket for the NES or Genesis.
THE YOLK'S
ON YOU |
20th Century Fox |
(Not Much) Action |
|
You're probably not going to see a review of Yolk's
in too many other sites, mainly because 1. It's an unreleased Fox
Games prototype that's available only on Sean Kelly's multi-carts
(so call now and you'll get these fabulous steak knives at no extra
charge! No, that's not right...), and 2. Nobody in their right minds
would bother with this claptrap even if it HAD made it to store
shelves. Mediocre games were always a Fox trademark (and still are-
look at what they did to The Tick on his way to the Genesis and
SNES! But, as usual, I digress...), so you can only imagine just how
bad Yolk's, a game even THEY couldn't release, really is. The
objective is mind-numbingly simple- as a rooster, roll eggs into a
barn and around obstacles like snakes and gopher holes, all while
foxes (I see a pun here) and buzzards try to put the bite on your
Colonel Sanders-approved drumsticks. Unattended eggs will hatch, and
the chicks that emerge will make a break for the bottom of the
screen, making your task that much harder. And... well, that's it.
You get an unlimited number of roosters, and the game won't end
until all the eggs have been rescued or broken, so there's no
incentive in playing it more than once. The graphics and audio don't
help matters much: the barnyard artwork is well done, but every
character except the rooster is monocolored, and the game's two
(yes, two!) sound effects become grating fast. If you're a
collector, this is a fab find, but from a player's point of view,
The Yolk's On You is as nauseating as a full-blown case of
salmonella. Avoid it at all costs.
|
|
COLECO VISION
CPU |
Zilog Z80A |
MHz |
3.58 MHz |
RAM |
8K |
Media |
cart, 32K
max |
Sound |
SN76489 |
Gfx |
TMS9928A |
Res |
256x192 |
Color |
16 of 16 |
Sprite |
32 |
Polys |
N/A |
Antarctic
Adventure Frenzy Galaxian Gateway to Apshai Matt
Patrol Mr. Do!'s Castle Pac-Man Collection Spy
Hunter Turbo Wargames
Chuck Norris
Superkicks The Dam Busters Frantic Freddy Gust
Buster It's Only Rock 'n
Roll Learning with Leeper Mountain
King Rolloverture Sir
Lancelot Slurpy | |