There are two fire buttons - one for missiles and one for bombs. Both are unlimited but you can only drop two bombs at a time so you'll want to focus on your timing. Your guns can fire rapidly, and it feels great to blast through a row of ground installations and fly right through the ensuing explosions. Scramble has constantly changing scenery so it never feels boring or repetitive. In one area you encounter dancing UFOs and in another area you must dodge meteors. In advanced stages you'll navigate some very tight corridors that will put your skills to the test. The tension mounts as fuel tanks become more and more sparse.
This Atari 7800 version is a very close translation of the arcade game, although some of the colors are muted. The scrolling creates a "choppy" effect on each side of the screen, but you won't notice it once the action is underway. I would not recommend using the stock 7800 "pain-line" controller with this, as the constant button tapping will destroy your hands. If you are lucky enough to own the European-style 7800 control pad, it's a more comfortable option. Scramble is a slick adaptation of a sweet arcade shooter. If you own a control pad, bump up the grade by a letter. © Copyright 2013 The Video Game Critic.
As you navigate junkyards, streets, and sewers you'll pounce on rats and gangster mice while avoiding bouncing tires and basketballs. The ability to jump between ground and fence post should add strategy but really doesn't. It's hard to tell what you can jump on, and most of the time when I relocated it was purely by accident.
You can run fast and leap far but that just makes you susceptible to oncoming birds and other dangers. A slow, steady approach is the way to go. You can throw rocks at enemies, and they tend to rattle around the scenery. The stages are fraught with cheap hazards like fire hydrants that go off just because you're standing next to one. The game is sloppy, and sometimes the end-of-stage pay phone doesn't even appear until after you arrive.
Even the basic screen layout is confusing with its cryptic icons and numbers running across the top. The text-only manual does a poor job of explaining what these things are supposed to signify. And don't get me started on the "music" which sounds more like a string of meandering notes in desperate search of a melody.
Bonus rooms let you play notes on a big piano for cash, but it's not worth the effort. The manual mentions something about using "bombs" to clear the screen but I could never figure out how to do that. The sewer stage has a massive drop-off and I have no idea how to advance past it.
I never really felt comfortable playing Scrapyard Dog. When prompted to use a continue I would say yes (against my better judgement) but the game would send me back to the very beginning anyway. If nothing else Scrapyard Dog does manage to live up to its name. It is a piece of junk! © Copyright 2021 The Video Game Critic.
A large orb sits on the left side of the screen, hovering over a planet that scrolls by below. Uninteresting enemies approach from the right, and you must destroy them and their missiles before they can strike the orb. Shooting an enemy causes the orb to rise, but it sinks when it gets hit.
Sentinel's gameplay is equal parts repetitive and boring, and the light gun's accuracy could stand improvement as well. The single strategic element is that when the orb is "powered-up", shooting it destroys all on-screen enemies, like a smart bomb. Big freakin' deal.
The mountains, buildings, and volcanoes in the background certainly look better than the plain 2600 version, but there's nothing here that will catch your eye. The monotonous background music will give you a serious headache. You can turn it off using the difficulty switches, but that also turns off the sound effects! Sentinel is a complete dud, and only serious collectors should take note of it. © Copyright 2004 The Video Game Critic.
Serpentine appears to be a conventional maze game on the surface, with orange centipede-like "serpents" wandering random corridors. You control a blue snake that can eat the slower orange ones by nipping at their tails. It sounds simple enough but the gameplay feels remarkably awkward and counter-intuitive. Eating makes your serpent grow longer, allowing you to consume shorter snakes head first. It also helps to eat frogs lurking around the edge of the maze.
The problem is, your serpent randomly drops "eggs" which cause him to lose his length, wasting all of your hard work. It feels like you're fighting an uphill battle, and it's exhausting. Slowdown is also a thing. The literature purports the game supports the AtariVox for saving scores, but that didn't work for me. Serpentine is a bit of an enigma. My friend Brent is convinced this is a great game he simply can't play well. The question is, can anybody? © Copyright 2020 The Video Game Critic.
Holding down the fire button lets you shoot continuously, and frequent power-ups let you amass a level of firepower rarely seen on the 7800 console. When fully loaded, blasting through each stage is a thrill. Enemies tend to be large, rotating shapes, yet even with your substantial firepower they can be tough to hit.
Why? Well, the collision detection is erratic for one thing. Also, certain enemies can absorb an inordinate number of shots. But the most irritating aspect of the game is those little rocks you can crash into, which aren't much bigger than the stars in the background. They tend to be positioned in some of the worst possible spots!
Despite the high difficulty, when you rank into the top 10 score screen it's hard to resist hitting reset. As with Plutos, the lack of music gives the game a slightly unfinished quality. Still, Sirius is one of the more addicting titles in the Atari 7800 library. It may be 20 years too late, but we'll take it anyway! © Copyright 2009 The Video Game Critic.
The number of objects of the screen is crazy at times, yet slowdown never seems to be a problem. Each wave has several tiny stars that require multiple shots to destroy, and it seems like those little bastards are always breathing down your neck. You can fire rapidly, and pulling back on the joystick activates your shield.
I can't emphasize enough how critical that shield is! Unlike the one in the Atari 2600 version of Asteroids, this shield causes objects to bounce off of you. Sometimes these objects linger dangerously close, and that's when it pays to have a buddy around to bail you out. Your shield gradually fades away, but be sure to get your use out of it.
I like how the high score is displayed at the top of the screen - taunting you to play just one more game! One element missing from this Atari 7800 translation is the mode that lets both players be "tethered" together, but I can overlook that. I do wish the programmer used brighter colors, because some of the darker ones (like purple on black) are hard to make out. Even so, Space Duel is an easy "A" thanks to its amazing fun factor. If you have an arcade-style joystick, get it out and start tapping away like it's 1982. © Copyright 2008 The Video Game Critic.
The next event is the 400 meter relay, and the key to this one is to control your pace. The following contest, the 100 meter dash, is one of those events that breaks joysticks. You have to wiggle it as fast as you can - not much strategy there. Gymnastics (vaulting) is another winner. You control every aspect of the vault, so there's plenty of room for error. It requires some practice, but it's great fun when you get the hang of it. The last two events are swimming. The only control you have is a button push for each stroke, which is supposed to speed up your swimmer if you time it correctly. The freestyle relay swimming event runs a bit too long.
Overall, Summer Games features two great events, three good ones, and one that's just fair. You have the option of playing one, all, or some of these. The running and swimming events allow you to go head-to-head against another person, which always livens up the action. I was disappointed that there's no closing ceremonies, but overall Summer Games is a great sports title. © Copyright 1999 The Video Game Critic.
There are several control options including support for joystick and driving controllers, but nothing comes close to an old-fashioned paddle. There's never been a controller with the same degree of analog precision. Super Circus has a sweet risk/reward dynamic. Landing near the edge of the teeter totter will propel your clown higher, but at the risk of crashing into the ground. The death animation is less graphic than the original game, and there's no blood code that I'm aware of (*sad face*).
I love how popped balloons periodically release power-up icons that slowly float to the bottom of the screen. Touching these initiates fun effects like installing a safety net, eliminating friction, or awarding a free clown. So you'd think they would make your life a lot easier, right? Not really! As you might guess, you're tempted to snag these at any cost which tends to throw off your timing. I believe the term is "glory seeking". It's not hard to rack up lives but you'll exhaust them in a hurry.
Pleasant circus music loops in the background, and is that the bat from Haunted House (Atari 2600, 1981) flying across the screen? This game is full of surprises. What if I told you it has a two-player simultaneous mode? It's every bit as fun and chaotic as it sounds! In the tradition of Warlords (Atari 2600, 1977) you can continue to distract the other player after your game is over. There's even a classic mode for those who want to kick it old-school. Super Circus Atari Age is legit. Once you start playing this one, it's hard to stop. © Copyright 2018 The Video Game Critic.
Due to the limited number of buttons, the menu interface used to control the aircraft instruments is very complicated (the original game used a keyboard). It takes a lot of effort just to get the thing off the ground. Once you're airbourne, your cockpit depicts the horizon and small buildings on the ground. Maneuvering your helicopter is difficult and confusing, and the shooting is easy by comparison. Overall, Super Huey is too much work and not enough fun. © Copyright 1999 The Video Game Critic.
Once you hop upon your skateboard, you cruise through one room after another, knocking doors open and reversing direction without hesitation. Your goal is to turn off all of the equipment in the entire building, which includes computers, coffee makers, light bulbs, projectors, and manufacturing machines. You can change floors by ducking into ducts that run between them.
At first it's a blast because the gameplay is simple and fun. The problem is, the multi-level office building is configured like a huge maze, and all the rooms all look pretty much the same. There's a LOT of gadgets to turn off, and it can be maddeningly hard to locate the last one. It's a good thing the doors remain open when you hit them, because otherwise you'd have no idea if you were going in circles. At least with the doors, you know that you're going in circles! Skateboardin's graphics are clean and colorful, but you'll want to shut off its monotonous, droning soundtrack. I really wanted to like this game, but by the time it was over I was just tired of it. © Copyright 2005 The Video Game Critic.
All the critical info is displayed on the small computer screen in the center. The select and reset buttons are used to navigate the computer menu, but it's incredibly unintuitive and hardly worth the effort. Taking off is no problem, and once you reach 5000 feet you encounter your first enemy bogey. The manual recommends making all sorts of tedious adjustments to your computer at this time, but once I started fiddling around I was shot down immediately.
My luck didn't improve much when I actually tried to engage the bogey. Enemy planes look realistic but move in an erratic, choppy manner. Maneuvering them into your crosshairs is impossibly difficult, as they tend to "stick" to the edge of the screen. When you're jostling the joystick like crazy and the enemy is sitting perfectly still in the corner of the screen, you start to wonder if it's a glitch in the game. Having to use the standard 7800 controller is painful enough without having to wrestle with it!
The radar display is fairly worthless and rarely reflects what you're seeing out front. I got off a few decent shots, but none hit. After about eight games I finally said the hell with it. Maybe I missed the boat on this one, but I have better ways to waste my time. Like playing a different game for example. Next! © Copyright 2005 The Video Game Critic.
Like most sports games of the era, Touchdown Football has no licensing. There's a blue team and a black team. The kick-off is accompanied by some lame jingle. The players and the ball move in an incredibly slow, choppy manner. This is the polar opposite of an arcade-style football experience. The word "molasses" comes to mind.
The play selection interface is the strongest aspect of the game. After selecting a formation you can issue instructions to each receiver as well as your line. But no matter what play you pick, each one unfolds as a confusing, muddled mess. Don't even bother running up the middle, although on rare occasions you may break free on the outside.
The passing is nearly as bad. Even if you instruct both receivers to "streak", they'll barely make it ten yards by the time you're forced to throw. Instead of traveling in a smooth arc, the ball blinks in a triangular path. Most passes are way off the mark, but you may be able to snag a catch if your receiver comes back towards the ball. That's pretty exciting until you realize you gained seven yards and needed ten.
The field goals are a joke. The kick will appear to sail directly through the uprights yet ruled "no good". On the rare occasion of a touchdown being scored, a single chunky-looking cheerleader performs an awkward little routine. Is that a dude?! Waiting for both teams to regroup for the ensuing kickoff takes an eternity.
Throughout the whole ordeal you're subjected to random ear-piercing whistles. Lasting till halftime would be asking a lot, but sitting through an entire game would be well beyond the limits of human endurance. Atari used to take their sports seriously (remember Realsports?) but with Touchdown Football they didn't even try. © Copyright 2023 The Video Game Critic.
The graphics are nice. Your frog is well-animated, and the towers rotate smoothly as you move around them. The control is okay, but there are some slippery edges that can be very unforgiving. The game simply does not give you the benefit of the doubt on close jumps. The gameplay is straightforward and the levels are challenging and well-designed.
While it may not be easy to climb the towers, you'll find yourself getting a bit further on each subsequent turn. There are ten towers in all. In addition, there's a short bonus stage between each tower that lets you shoot fish from a submarine. Want to cheat? Use the right difficulty switch to choose your stage. © Copyright 1999 The Video Game Critic.
The simplistic gameplay might have worked if the difficulty ramped properly. Unfortunately, the game never gets particularly hard, making it possible to play indefinitely. Each screen looks the same, and the constant scuttling becomes mind numbing after a few waves. Between stages the screen is reset using a hackneyed "tunnel" effect.
Wasp's arcade-style graphics are respectable, but the inappropriate audio effects sound like they were recycled from a space game. Severely lacking in depth, Wasp feels like a half-finished project that the programmer got tired of working on. Atari 7800 fans may be hard up for new titles, but I find it hard to believe they're this desperate! © Copyright 2010 The Video Game Critic.
Water Ski's graphics boast a great deal of detail with oversized boats and grassy shorelines. Your water skier is a pale dude in green shorts whose feet appear that to be on fire (oh wait, that's just yellow water splashing up). The river course is strewn with rocks, logs, and ramps. You'll use the joystick to steer the boat and press the two buttons to move your skier left and right. It takes some getting used to doing two things at once, but eventually I grew to like the scheme. Although jumping ramps nets you big points (10K a pop), finding a route through the debris-laden water is difficult enough!
Your boat moves continuously up the screen, and while you can increase its speed by pushing up, I have no idea why anyone would want to do such a thing. Water Ski is relentlessly difficult, and just making it to the second stage (out of three) took all the skill I could muster. I lasted all of three seconds in the shark-infested waters of level two. The top score remains posted at the top of the screen at all times, egging you on to give it "one more try". Interesting in concept and hard as nails, Water Ski proved to be well worth the wait. © Copyright 2009 The Video Game Critic.
The scenery is a winter wonderland of snow-covered evergreens, and the controls are nice and simple. On the downside however, the event runs a bit too long, to the point of feeling repetitive. Next up is speed skating, which is the only event that lets you go head-to-head against a friend. You'll need to move the joystick rhythmically to your skater's strides to reach maximum velocity.
The ski jump event is arguably the best of the bunch. As you take off and soar through the air, you need to constantly correct the position of your body to maintain balance and nail the landing. Points are awarded for both distance and style. The final event is the bobsled, and there really isn't much to it. You basically just steer in the opposite direction of turns to prevent the sled from tipping over. There's no closing ceremonies to wrap things up, and that's a shame because otherwise this is a stellar effort. © Copyright 1999 The Video Game Critic.
The graphics are dull and blocky, and the gray spaceship backgrounds are plain. Your bald-headed hero moves slowly, and the sluggish controls are even more maddening. You can walk or crawl, but what's really needed is a run button. The poor animation is evident by the fact that he leaps without even bending his knees! That's just sad. The collision detection is dreadful, and most of your damage is caused by accidentally jumping into closed doors.
There are a variety of weapons, but they're easily knocked out of your hands, and then it's open season on pixilated bald guys. In addition, this game is far too easy at the standard level. The only thing I liked about Xenophobe was how your man could still shoot while laying on his side after getting knocked down. That looks cool, but the rest of the game is garbage. © Copyright 2003 The Video Game Critic.
At first I thought this Xevious was much harder than the arcade, but then I realized that had more to do with the controls than the actual gameplay. After a few minutes of pressing the side buttons of Atari's "Pain Line" joystick, your wrists will cramp up in the worst way, and your score suffers accordingly. After hooking up a special joystick with the two buttons on top however, I found the game to be much more playable. There are a few subtle differences between this and the arcade game.
The graphics aren't very sharp and the colors look washed out. Are those tanks really supposed to be in the water? Your bomb target is a bit too close to your ship, making it harder to home in on bosses. White explosions tend to obfuscate incoming missiles, so you'll need to keep an eye out. This version is a bit on the slow side, so you'll want to crank the difficulty up to "expert" if you want the same degree of challenge. The game's audio emulates the distinct arcade sound effects to near perfection. There are better versions of Xevious out there, but if you can find a good joystick, it's still a wild ride. © Copyright 2007 The Video Game Critic.