[A-B] [C-D] [E-L] [M-O] [P-R] S [T-Z]
Space Attack's collision detection is highly suspect, and it's not uncommon for your missile to pass clear through an incoming alien. I was surprised to discover that my missiles can collide with alien bombs, causing them to cancel each other out. It seems cool, until you realize it happens all of the time! There's nothing worse than not being able to destroy an alien bearing down on you because your shots keep colliding!
Another unnecessary "feature" is the fuel gauge at the bottom of the screen, which recharges after each wave. Space Attack could have been a great title, but like many Arcadia titles, it appears to be the victim of over-engineering. © Copyright 2008 The Video Game Critic.
There's no landscape on the bottom of the screen, but missile bases periodically move into view. If you bomb both missile launchers, you can dock between them to refuel. The keypad is used to unleash bombs, but the destruction is minimal since bombed launchers simply turn dark blue. Space Raiders has only one variation, but its difficulty is reasonable.
Between waves your ship tends to change in appearance, and I have no idea why. It's a shame Space Raiders lacks the concept of "waves", because it would have been a lot more compelling. Despite its shortcomings, this is one of the more intense games for the system. © Copyright 2008 The Video Game Critic.
Anyway you can make the screen scroll sideways by pushing against the edge. Your ship is so sluggish however you'll likely settle on moving up and down the center, strafing aliens that gravitate into view. What really irks me about Space Squadron is its overused "explosion" effect. The programmer must have been really pleased with these unimpressive square clouds of pixels because they are used all over the place. Aliens materialize in a pixel cloud and go out in a pixel cloud. These things pepper the screen and make the graphics look sloppy.
I respect the game's difficulty. These aliens are dead-eyed dicks so you can never stop moving. A game of Space Squadron rarely last for more than a minute, and it's hard to resist hitting reset when that high score is staring at you in the upper right corner. Space Squadron may be a marginal Defender clone but it will test your mettle, provided you have 30 seconds to spare. © Copyright 2021 The Video Game Critic.
The first wave opens with a pointless sequence showing large wings being attached to small bird creatures. Once the action finally kicks in, these birds tend to remain still for seconds at a time, making it easy to nail them dead center. Hitting a wing causes smaller birds to be created, which you face in the subsequent stage. This second stage is a little more interesting since the small birds tend to flutter around and you can fire multiple shots at a time.
Even so, the animation is choppy, the collision detection is marginal, and there are glitches a-plenty (including one that transformed my canon into a single pixel). Since Space Vultures is not totally unplayable, it actually has a leg up on most Arcadia games. But on any other system this would probably be considered defective merchandise. © Copyright 2008 The Video Game Critic.
To its credit, Spiders is fast-paced and arcade-like. The animation is relatively smooth and it's cool how the web gradually encroaches all over the screen. Your canon rapidly fires chemicals that burn through the webbing and easily destroys descending spiders. Your real goal is to clear out the pulsating red sacks that tend to relocate around the screen in an annoying fashion. Clearing the screen leads to an extremely brief "boss" encounter with the momma spider.
The action seems pretty straightforward until red lightning bolts begin to zap you from out of nowhere. I'm not sure what they're supposed to represent, but they zero in on you like heat-seeking missiles! Once they show up you can kiss your remaining lives goodbye. Sad to say, Spiders looks like it should be a lot more fun than it actually is. © Copyright 2016 The Video Game Critic.
As it turns out, the controls in Star Chess are roughly ten times more complex than they need to be. You need to press about 12 buttons on the keypad to move a ship three spaces. The directional pad is inexplicably not used at all. A cursor is used to select your ships, and its light color practically blends into the background! The keypad functions are non-intuitive to the extreme, and one particularly useless button relocates the cursor to the top corner of the screen (I always hit that accidentally).
How far you can move each piece is never clear. When you attack a ship, the game emits a lengthy series of high-pitched beeps that give you the impression that the program is stuck. You never know how much damage your ship sustained, and you'll need to use your entire turn just to check its status!
One interesting aspect of Star Chess is the way you can temporarily "warp" a piece off the screen for the few turns. This is accompanied by a flashy effect that might just leave you with the impression your ship just self-destructed. You never know where a warped ship will reappear, so it's a risky maneuver.
My friend Scott indicated that the instructions lie, pointing to some text that describes Star Chess as "a two-player game of strategy and fun." Any promising ideas the intergalactic theme may have introduced were squandered by bad execution. © Copyright 2012 The Video Game Critic.
You control a hideous bug with a jumble of legs who controls (and even sounds) like a tank. Your goal is to snag fruit in each stage and exit without being caught. Each screen is unique in design with a pair of wandering insects like beetles and dragonflies. The fruits include apples, cherries, lemons, and even marmalade.
The graphics are chunky but the animation is smooth. Super Bug isn't as easy as it looks because your shots move slowly and enemies are unpredictable. They aren't that smart either. Sometimes they will bear down on you only to turn away at the last moment (*whew!*). When you shoot one, the insect will respawn a few seconds later either in the center of the screen or near the exit.
Respawning near the exit is problematic but it does add strategy. My friend Brent discovered that you can "snipe" these bugs as they reappear. Sometimes it's best to just leave them alone if you can maintain a safe distance. You rack up the big points by reaching the exit so don't dawdle. When you escape a tune plays that sounds a heck of a lot like Frosty the Snowman with a slightly different ending.
Each screen has scattered obstacles in the form of card suits (spades, diamonds, etc). Sometimes you can shoot these, sometimes you can walk over them, and sometimes they are deadly to the touch. I have mixed feelings about these arbitrary rules, but it's always fun to see what each new screen has in store. Even with its flaws, Super Bug is infectious fun. © Copyright 2014 The Video Game Critic.
This well-crafted homebrew/hack gives us more of the bug-shooting mayhem we crave. You get a fresh set of stages, brand new fruit, and more challenge. Many screens have not one but two pieces of fruit to collect, which effectively doubles the challenge. The fruit tends to assume recognizable forms like bananas and pineapples.
The screens are thoughtfully designed, allowing the player to devise and experiment with different strategies. I especially like the screen that looks like a castle. Super Bug 2 is tougher than the original but every bit as fun. © Copyright 2014 The Video Game Critic.
[A-B] [C-D] [E-L] [M-O] [P-R] S [T-Z]
Screen shots courtesy of Video Game Museum, Old-Computers.com, Games Database