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By bumping platforms beneath these creeps you can flip them over and kick them off the screen for points. If you think that sounds very satisfying, you would be right! Better yet, there are even POW blocks! Mario Bros. will test your platforming skills and good timing is key. The vivid graphics are arcade-like, but Mario's head looks a little small. What makes the game interesting is its subtle details. If a turtle lies on his back for too long, he'll crawl out of his shell and flip it over himself! That's awesome.
These crabs look totally pissed off, and when they grab you with their pincers, the crunching effect even sounds painful! The game's two-player simultaneous mode sounds like a good time but you tend to cause each other to die. Take too long to clear the screen and the game unleashes fireballs, which are a serious pain in the ass. At least you get plenty of lives. Mario Bros. isn't a top-tier Atari title, but you have to appreciate the innovation and attention to detail. © Copyright 2015 The Video Game Critic.
The shooting action is wildly inexact and a red spider harrasses you non-stop! Not only does this son of a [expletive] constantly home in on your position, but he'll even fire shots at you on occasion! What a nightmare! You can't tell when you're taking damage but when you see that fancy "game over" graphic it's a welcome sight.
The main menu lets you select between six unplayable "practice" stages, each more repugnant than the last. Most involve trying to navigate precarious scenery while avoiding falling blocks or laser beams. The graphics are uninspired and the stages have a banal, repetitive quality reminiscent of Swordquest Earthworld (Atari 2600, 1983). Perhaps the programmer was just throwing a bunch of stuff against the wall to see what would stick? Nothing did. © Copyright 2016 The Video Game Critic.
Your small blue ship is elusive and the collision detection is forgiving, making it easy to thrust around without colliding with anything. My friend Scott noted there are a lot of "near misses" in this game, until I pointed out they were actually near-hits. The physics is a little off-kilter. If you shoot a rock moving away from you, the new chunks will sometimes slingshot right back towards you!
The single player mode is addictive, but the two-player alternating mode forces you to share a single controller. The sound effects are lifted straight from Asteroids, including the steady background cadence and the choom! choom! of your shots. Meteorites may be a shameless Asteroids knock-off, but this is a very competent Asteroids knock-off. © Copyright 2013 The Video Game Critic.
Your cannon moves smoothly around the lower area, and controls well with either the track-ball or normal controller. Although most of the insects glide smoothly across the screen, the millipede and spiders move in a noticeably choppy manner. Considering they're the two main elements of the game, that's a problem! They're also too easy to kill, thanks to some extremely generous collision detection. As a result, I feel like I can play this game indefinitely! Even with three spiders bouncing around the bottom of the screen, I find myself racking up free lives on top of free lives (every 10K points, unlike the arcade game which is every 15K).
The "swarm" stages, which let you rack up crazy points, are also much longer and easier than they should be. By the time it's over, it's almost a relief. The arcade game offered the option to start at an advanced stage (spotting you up to 40K in points), but this version lets you continue at much higher scores. If your game ends at 135K, you can begin your next game with 130K, and that's just bogus. This game has inherent entertainment value just because it's Millipede, but it should have been a heck of a lot better. © Copyright 2008 The Video Game Critic.
This Atari 5200 version looks surprisingly blocky in comparison, and it's disappointing to see only one missile base compared to three in the arcade version. The game throws too many elusive satellites at you, which artificially increases the difficulty, changing the overall feel of the game. At least the sound effects are faithful to the arcade, and the trackball control is extremely responsive. It may not be arcade perfect, but Missile Command is still a good time. © Copyright 2000 The Video Game Critic.
Moon Patrol's gameplay is faithful to the arcade, but the graphics were compromised a bit. The alien ships look chunky, and your moon rover looks more like an animal with a snout. I'll never forget what my friend Scott said the first time he played this: "What am I, an ant-eater?!" At least the scrolling backdrops look good. The mountains have that "gradient" look that I always found impressive back in the day, and that futuristic city looks amazing. When your ship explodes, it looks like three blasts superimposed over each other - culminating in a mushroom cloud. Dying has never felt so satisfying.
What makes Moon Patrol hard is how you must concentrate on so many things at once. Sometimes aliens will drop bombs that create craters, and often the ensuing explosion obstructs your view of the new crater (when in doubt, jump). The fact that the jump and fire buttons are in such close proximity doesn't help; it's really easy to forget which is which! You can fire rapidly, but mashing in those side buttons is not good for your thumb. It's fun to see how far you can get in Moon Patrol, but there's a good chance that hand cramps will limit your progress. © Copyright 2011 The Video Game Critic.
Calling the controls wretched would be an understatement. You jump by pushing diagonally, but if you're not positioned perfectly you'll hit your head on something and fall. Climbing ladders is also hazardous, as they are so slippery you can slide right off the sides. The object of the game is to capture a crown located in a temple chamber embedded deep in the mountain.
Your first task is to collect 1000 diamonds, and that's not hard because they're plastered all over the walls. Just beware of the giant spider that patrols the lowest level. Once you gather the diamonds you'll need to capture the "flame spirit", which is invisible except for an occasional flicker. Locating this flame is done by "following the music", which is a neat and well-executed concept.
Once you acquire the flame you can enter the temple and grab the crown. This is where the hurting begins. You only have a minute to transport the crown to the top of the mountain. The controls are bad in general, but when you're in a hurry, they are murder! As you frantically attempt to ascend you'll fall again and again as the frustration mounts.
And just when you approach the summit a bat flies in and snags the crown from your clutches. In this game's defense, I kept coming back for more punishment. Had the controls been more forgiving Mountain King would have been one heck of game. Note: This game does not work on the 2-port Atari 5200 model. © Copyright 2013 The Video Game Critic.
Blocks are marked with symbols such as keys, skulls, and cherries. Knocking out skull blocks causes a floor to collapse, sending unsuspecting unicorns to their death. Knock out key blocks to open a door at the top of the screen that lets you "cash in" bonus points. Knocking out all of the blocks clears the level.
The vibrant, pseudo-3D graphics are pretty sweet and the moving ladders look particularly good, but Mr. Do's Castle is too complicated for its own good. Cerebral players may relish the challenge of figuring it out, but bad controls make each game feel like an ordeal.
Moving sideways and swinging your hammer is easy enough, but trying to finagle your way up ladders is crazy hard. You need to be lined up perfectly, forcing you to wrangle with the controls. The harmonized soundtrack is nice but the lack of options is disappointing. No difficulty select, no two-player mode, nothing! Hard to play and harder to master, Mr. Do's Castle seems intriguing at first but eventually you may want to just throw it out the window. © Copyright 2012 The Video Game Critic.