The game offers a nice combination of open spaces and narrow mazes to explore, just like the original game. New locations include the "Ice Kingdom" with snow-covered evergreens and the "Dark Kingdom" with dead trees that cast looming shadows. The item-swapping bat of the first Adventure has been replaced by a hideous troll, and a Minotaur now patrols the hedge maze and will expel you on contact. These two are annoying, and I really, really wish you could kill those bastards with the sword.
The three dragons have come a long way from the "ducks" in the first game; they now look like seahorses. They're extremely aggressive, chasing you from screen to screen and requiring several sword "pokes" to slay. The 5200 joystick responds very well, but it's way too easy to get caught up on the edges of the scenery. You can't just "slide around" the mazes as you could in the original game.
The control scheme is basically the same, except an extra button is used to reposition the bridge or sword. The bridge really does look like a bridge this time, but it can be awkward to handle, partly due to the game's loose collision detection. Adventure II offers a generous 22 variations that let you adjust the difficulty, set the size of the "world" (small, medium, vast), and even select "alternate" mazes.
Adventure II is pretty tough, but should you meet an untimely demise, you can just press the #5 key to resume play. Upon returning the chalice to the gold castle, you're awarded a rating like "castle guard", "peasant", or "duck food". The sound effects are decent, but a little in-game music would have been nice, as the game is played in almost complete silence. The packaging and instructions are first-class, and there are even a few Easter Eggs hidden within the game. Adventure II doesn't tinker with the formula too much, and as far as most classic gamers are concerned, that's a good thing. © Copyright 2007 The Video Game Critic.
When the actual game begins, you move a flying saucer around a cordoned-off section of "space", with a large planet Earth situated in the middle. You could move around freely, if not for the fact that you're constantly bouncing off big planets and tiny stars which litter the screen. It's like an intergalactic obstacle course!
Your goal is to destroy small "meteors" as they approach the earth in waves. You'll also need to contend with aliens that try to ram you. At least these aliens are considerate - they always line up perfectly so you can easily blast them. Your ship can fire in eight directions, but the squirrelly controls make it impossible to aim with any sort of precision. Combine that frustration with the fact that you're constantly getting caught up in the scenery, and it adds up to a thoroughly miserable experience.
Despite my overwhelming desire to stop playing, the game constantly awarded me with extra ships -- extending the duration of my agony. The music also sucks. It's one of those generic old tunes that everybody recognizes (but nobody knows the name of) and it seems terribly inappropriate. Astrochase is pure garbage. I've gotten more enjoyment out of games that refused to load. © Copyright 2004 The Video Game Critic.
Each end of the field has a set of moving goal posts that you shoot the ball through to score. Naturally, longer shots are worth more points. When your opponent gains control of the ball, you try to jar it loose and regain possession. The sound effects are incredible, and the music is simply amazing. These remarkable tunes sound both ultra-modern and funky.
Ballblazer is an exciting game, and the action gets more intense as the clock ticks down. The control is outstanding - you can accurately aim your shots -- even from a distance. If there's one inherent problem with Ballblazer, it's that the camera angle is constantly changing with respect to the ball, and therefore it's easy to get disoriented. There are nine levels of difficulty available in the one player game. Ballblazer was later "updated" for the Playstation, but that awful game didn't deserve the Ballblazer name. © Copyright 2002 The Video Game Critic.
Enemy tanks scale smoothly as you approach but when you turn the animation is so choppy you can't even aim straight! Sometimes you can only aim to the left or right of the tank you're trying to shoot! Herky-jerky visuals and inexact control combine to make it feel as if you're in a battle against the game itself.
Even when you do get off a good shot it's hard to tell if it even hit its mark. Enemy tanks just fall apart after a delay, and hovering UFOs simply disappear without a trace. When your tank gets hit, you just get a few cracks in your screen. That's just great; now I need to haul this thing over to one of those cracked windshield places!
Square obstacles on the battlefield are meant to add strategy but they're just an annoyance. Being transparent they obviously can't hide anything. Your circular radar display is a joke. "Enemy in range"? Really? Why isn't it on my radar? "Enemy to the left"? That doesn't even make sense. It's easy to see why this half-baked prototype never got the green light. © Copyright 2023 The Video Game Critic.
To complete each stage you need to shoot a certain number of tiny alien spacecraft, indicated by a counter in the corner of the screen. You'll need to avoid incoming asteroids as well as enemy projectiles. Your basic shooting range only extends three-quarters of the screen, but you also have a limited supply of "bombs" that can reach the edge of the horizon. Be sure to save a bomb or two for the end-of-round "boss" ship that slowly hovers across the top of the screen.
Although small, the aliens scale in and out nicely, and some of the audio effects have a cool reverberating quality. The control isn't too bad, although the Atari 5200 joystick doesn't allow for concise side-to-side movement. You can hold in the fire button to constantly fire, and thank God for that! With three levels of challenge, Beamrider isn't a bad little game, but you'll probably forget about it as soon as you turn it off. © Copyright 2006 The Video Game Critic.
The first few seconds of each screen are critical as you must quickly exterminate nearby threats. Avoiding one-on-one confrontations is generally a good idea because these robots are a bunch of deadeye dicks! If you're used to the Atari 2600 Berzerk, getting shot at diagonally may come as a surprise. Sometimes a laser bolt will just barely graze my skull. I call that "getting a haircut".
Clearing all robots nets you a cool bonus but you can't just take your sweet time or Evil Otto will chase you out of there. This bouncing smiley-face is invincible but experienced players will try to use him to smash the remaining robots. The controls could be better but it's not the game's fault. You'll need to baby-sit that flaccid, non-centering Atari 5200 joystick which sometimes keeps you drifting into a wall.
Between screens metallic voice synthesis delivers classic lines such as "Chicken! Fight like a robot!" That sounds exactly like something a robot would say! The fact that robots self-destruct means you can continue to score even after losing your last life. State of the art in 1983, Berzerk remains an impressive piece of work today. It's the perfect shooter for any occasion, and one of the more challenging games for the system. © Copyright 2020 The Video Game Critic.
Complicating matters are flowerpots that fall from the top and bounce across the bottom. Blueprint's attractive scenery and multi-colored objects put the 2600 version to shame, but the game itself feels like a chore. It's very slow and methodical, and the 5200 joystick doesn't do you any favors when it comes to traversing the maze.
You also need to remember which houses you've already visited, or else you'll end up with a bomb in your hands. Granted, you can dispose of these bombs by dropping them in the "monster pit" at the bottom of the screen, but it's still a pain. In my opinion, whenever a video game asks you to remember something, it's a blatant design flaw! Blueprint is quite original and it does incorporate some interesting concepts, but the whole is definitely less than the sum of its parts. © Copyright 2004 The Video Game Critic.
Each of the five levels ends with a confrontation in deep space with a mother ship that looks like a double tie-fighter. Holding down the fire button initiates rapid fire, which is always a good thing. Buck Rogers plays fairly well despite some occasional collision detection glitches. One aspect I hate is how the screen flashes and makes an explosion sound whenever you complete a stage - it looks like your ship blew up! In the end, Buck Rogers is playable but thoroughly forgettable. © Copyright 2002 The Video Game Critic.