Publisher: Zircon (1981)
Reviewed: 2013/11/13
Our high score: 11,140
1 or 2 players
Publisher: Fairchild (1977)
Reviewed: 2013/6/25
Publisher: Fairchild (1978)
Reviewed: 2016/9/20

This game is remarkably entertaining considering how basic it is. Bowling presents you with a vertical "alley" with stubby pins. After selecting your game variation the ball "returns" along the left edge of the lane. It then moves side-to-side until you push forward to initiate a throw. As the ball rolls up the lane you can press sideways at any time to initiate a spin. The pins disappear when hit and the noise that emanates from the fuzzy Channel F speaker does sound a bit like pins knocking into each other. Each player's progress is displayed along the side of the lane with symbols for strikes, spares, and open frames. Strikes are not easy to come by and you'll find yourself staring at a lot of splits. Fortunately it's quite possible to pick these up. In fact, the game features a separate "split mode" with each frame offering a new configuration. This extra mode really ratchets up the replay value because you need to employ a new strategy for each frame. Bowling on the Fairchild is solid title that goes beyond the call of duty, but the best part is you can play ten frames in under two minutes! © Copyright 2016 The Video Game Critic.
Recommended variation: fast
Our high score: 166
1 or 2 players
Publisher: Fairchild (1976)
Reviewed: 2013/1/17

I'd call Desert Fox a second-rate
Combat (Atari 2600, 1977) except for the fact that it came out
a year before that game. Each player maneuvers a pretty sorry-looking tank around a nondescript battlefield of mines and barriers. The tanks look awful but the controls aren't bad. You can turn independently of moving, making this one of the first shooters (if not
the first) to let you
strafe! You can fire rapidly, and since your opponent doesn't move when hit, you can often get in several shots in a row. The action is fast but shallow as you tend to trade shots with your opponent. The collision detection is suspect and I've seen shots pass right through a barrier. The audio is minimal and there's not even a sound when you fire. The two-player action is serviceable but bland. Shooting Gallery is a single-player variation where you shoot as many "pigeons" (blocks) as you can in the fewest number of shots. Your "rifle" is an angled paddle placed in random locations on the left side of the screen. This isn't as bad as it looks (it
can't be, right?). You'll need to properly time your shots but the collision detection is very forgiving. It cracks me up how the manual provides instructions for calculating your "batting average."
I was told there would be no math! Desert Fox/Shooting Gallery is shooting action of the least common denominator. © Copyright 2013 The Video Game Critic.
Publisher: Fairchild (1976)
Reviewed: 2015/6/27

Considering how graphically-challenged it is, Drag Strip isn't half bad. Two boxy cars line up on the left side of the screen. During the countdown you'll hear powerful engine revving sounds emanating from the Fairchild's speaker. It's probably the best thing I've ever heard come out of the system! To race, you accelerate (twist right) while shifting gears (move joystick). The scheme for shifting is the exact same one used in real life, which impressed the heck out of my resident car expert Brent. Your RPM meter is displayed on the bottom and shifting gears at just the right time is key. Once you grasp the controls the game is fun. You need to exhibit a great deal of coordination to earn a fast time, which is measured to the 10th of a second. After crossing the screen a few times a finish line appears on the far right. It's too bad the times are only displayed after both cars have finished; a single-player mode would have been nice. Also, a restart option would have come in handy. Despite these minor issues Drag Strip is a simple racer you should not overlook. © Copyright 2015 The Video Game Critic.
Our high score: BSC 10,4
2 players
Galactic Space Wars
Grade: C
Publisher: Zircon (1980)
Reviewed: 2013/11/13

This first-person space shooter feels like a scaled down
Star Raiders (Atari 2600, 1982) so
strap yourself in! The black screen features moving stars that convey the illusion of movement in a less-than-convincing manner. The lower left side displays a pair of coordinates, and your goal is to reach sector 0,0. Occasionally an enemy ship (a clump of white pixels) moves into view, and you'll want to center it on the screen before taking a shot. The collision detection is loose to say the least, but it usually works out in your favor. When you blast an enemy the screen turns yellow and you hear a fuzzy, obnoxious beep. Different point values are awarded depending on the type of enemy. If you aren't quick enough, you'll incur damage and be subjected to all sorts of irritating noises. Score is kept for both you and the aliens on the lower right, and you'll want to be ahead when time expires. For a bare-bones space shooter, Galactic Space Wars provides some decent twitch shooting action, and as a bonus you get a Lunar Lander mini-game. Unlike the slow original, your lander drops like a bag of bricks so you need to immediately thrust to prevent a crash. With a little practice you'll be landing that bad boy in under 10 seconds. Galactic Space Wars was better than I expected. You won't love it but you probably won't hate it either. © Copyright 2013 The Video Game Critic.
Our high score: 48-34
1 or 2 players
Publisher: Fairchild (1977)
Reviewed: 2013/1/17

Here's a competent maze game marred by an
incomprehensible user interface. Maze lets one or two players guide blocks through a randomly-generated maze that's ideal in size. You can usually "eyeball" the maze to figure out the right path, but while you're doing that your opponent may already be off and running. The game has several variations, but the game is only fun when the maze is completely visible. The invisible variations will make you
miserable. Feeling your way around is a chore, especially when bumping into a wall results in an annoying buzz sound. One nice feature is the option to include a free-roaming, computer-controlled "cat". This makes the game playable solo and adds spice to the head-to-head action. Unfortunately, configuring a game requires entering a confusing sequence of keyboard and joystick commands. Even when you get it right, after one round it usually reverts to one of those dreadful "blind" variations. That's your cue to move on to another game! © Copyright 2013 The Video Game Critic.
Publisher: Blackbird (2004)
Reviewed: 2013/1/29

This astonishing Pac-Man translation has
got to be the high water mark for the Fairchild Channel F. Remarkably faithful to the arcade original, Pac-Man kicks off with an attractive title screen that introduces the ghosts, each of which is a different color. The main screen features a maze with a layout that's identical to the arcade. The background is white (instead of black) and the opening tune sounds distorted though still easily recognizable. The maze over-scans my television a bit, so the upper and lower regions are just
barely visible. The game plays like a dream and the controls are very comfortable. The collision detection is less forgiving than the arcade, so if you're camped out by a power pill, don't wait too long to snag it. Upon getting caught by a ghost you're treated to the classic death animation and sound effect. Pac-Man is a heck of a lot of fun to play on the Fairchild. I hear there's another version with full intermissions, but as far as I'm concerned this one already goes well beyond the call of duty. © Copyright 2013 The Video Game Critic.
Our high score: 11270
1 or 2 players
Pinball Challenge
Grade: F
Publisher: Fairchild (1978)
Reviewed: 2015/6/27

If Pinball Challenge was Fairchild's attempt to rip off
Breakout (Atari 2600, 1977), they went about it
the wrong way! For one thing, you don't call it "pinball" when it has absolutely nothing to do with pinball. Just about any other name (including gibberish words) would have been more appropriate. The controls are abysmal. You push the joystick left or right, and if you hold it long enough your paddle moves faster. Why couldn't they use the analog "twist" controls instead? The butt-ugly screen layout is composed of three thick colored lines. The ball moves in a jerky manner and the paddles flicker annoyingly. The best part of Pinball Challenge is when you get the ball trapped at the top and witness the console struggle mightily to tally your score. The CPU just can't keep up! The variations are odd and most make no sense. One player moves the paddle left and the other moves it right? Players alternate hits? A second paddle appears just under the wall? If anything, these ill-advised alterations make me think even
less of this piece of garbage. © Copyright 2015 The Video Game Critic.
Our high score: 705
1 or 2 players
Publisher: Fairchild (1978)
Reviewed: 2016/9/20

This primitive football title begins with a rousing rendition of the Notre Dame fight song! Wait
what? Last time I checked Notre Dame was a
college team! Okay, just
work with me here! Pro Football requires more suspension of disbelief than a
Keanu Reeves movie for crying out loud. Calling its graphics "abstract" would be an major understatement. You are literally controlling X's and O's on the screen! You select from nine plays but the players always line up in the same formation and
that sucks! To select a play you not only push the joystick but have to
twist the controller to register it. Is that really necessary? Once you get the hang of it you'll be able to run your X between gaps in the O's, but you only have four downs to travel the entire length of the field. The passing is ineffective because the ball moves slowly and is easily picked off. If you do complete a pass it feels like a monumental accomplishment. You may want to yourself a favor and quit while you're ahead. In its defense, Brent said he liked Pro Football better than the new Madden, so there's that. © Copyright 2016 The Video Game Critic.
Robot War/Torpedo Alley
Grade: D
Publisher: Fairchild (1977)
Reviewed: 2013/6/25

This two-in-one package reeks of mediocrity. Robot War plays like a poor man's
Berzerk (Atari 2600, 1982). You move a man freely around the screen as a gang of robots converges upon him. These robots aren't too bright and tend to mindlessly follow your movements. You defeat them by guiding them into "electrified force fields" which bear a striking resemblance to
blue squares. When played at a low speed, the game is easy and unsatisfying. If you crank up the speed however, it becomes a frantic little chase game. There's no pre-defined score limit (lame), but I'd recommend playing to ten. Torpedo Alley is similar to
Air-Sea Battle (Atari 2600, 1977). One or two players move cannons across the bottom of the screen shooting at boats moving across in both directions. Each layer of ships has its own point value, and there's also a layer of mines that block your shots. The only problem with this is that your torpedoes move far so slowly. In fact, you'll find yourself firing
before a ship enters the screen, hoping it will just run
into your torpedo. Neither of these games is particularly good, but I guess they might be worth a quick round or two. I love the disclaimer on the box which reads "Game play in color only on color televisions." © Copyright 2013 The Video Game Critic.
Publisher: Fairchild (1977)
Reviewed: 2013/6/25

Sonar Search takes the classic Battleship board game formula (remember that?) and actually makes it
fun. Each player takes several "shots" per round by aiming a target at a clear blue screen. Hits are indicated by colored squares until the entire ship is revealed. When a shot misses, a series of "pings" indicate the proximity of the nearest enemy ship. By making calculated adjustments you can methodically home in on the location of each ship. This extra audio component adds a nice layer of strategy. One flaw is that it's hard to tell apart hits from player one and player two, since their tiny colored dots are surrounded with a white square. In addition to head-to-head action, Sonar Search also provides a fun single-player mode which challenges you to sink five ships with the least amount of ammo. For such a modest little game, Sonar Search packs a surprising amount of entertainment value. My friend Chris absolutely hates this game, but only because he can never defeat me. © Copyright 2013 The Video Game Critic.
Recommended variation: 1-4
Our high score: 59
1 or 2 players
Publisher: Fairchild (1977)
Reviewed: 2013/1/29

I was beginning to think that all the games for the Fairchild had some degree of redeeming value, and then I played Space War. On the surface it looks a lot like Desert Fox, but instead of tanks you guide a saucer freely around the screen while shooting energy beams at your opponent. You can direct your shots left or right by turning the joystick. The screen is wide open except for some scattered mines and two diamond-shaped "star bases". Firing shots and taking hits drains your energy, but you can "recharge" at any time by touching
either one of the star bases. This leads to endless stand-offs where both players trade a few shots before docking at their bases and returning good as new. Playing Space War is so pointless that you're probably better off doing absolutely nothing instead. © Copyright 2013 The Video Game Critic.
Publisher: Fairchild (1977)
Reviewed: 2013/1/29

After two minutes of playing this game my friend Chris came to the stunning realization: "
Wait a minute - oh, we're
airplanes!" Okay, so maybe Spitfire isn't much in the graphics department, but its dogfighting action isn't so bad. Each round begins with a plane on each side of the screen and a green control tower in the middle. After a brief countdown the planes take off and can fly freely around the screen while attempting to shoot each other down. The controls are a little counter-intuitive, as you push up to dive and pull to climb. I guess it makes sense from an airplane control point of view, but on the 2D screen it would have been easier to just turn the knob. The game is pretty fun because you need to react quickly to shake an opponent off your tail. The collision detection isn't perfect but that actually makes the game more realistic. I really enjoy the crash animations of the planes spinning into the ground. You can play to any score, and there's even a one-player variation. Easy to play and competitive, this twitch shooter is usually good for a few rounds. © Copyright 2013 The Video Game Critic.
Publisher: Fairchild (1976)
Reviewed: 2013/1/17

This two-for-one sports title comes built into the Fairchild Channel F console. Tennis is your basic Pong clone, and it's not a particularly good rendition. The action is slow, never speeds up, and you can't even affect the trajectory of your hits. I wasn't expecting much more from hockey. The field is a rectangle with openings on each side, and there are four "paddles" (two forwards and two goalies). I was expecting to only move up and down, but in fact your "forward" paddle has a
full range of movement all over the field! That's right - you can walk right up to your opponent's goalie and get
all up in his business! Better yet, you can actually
twist the joystick to
angle your paddle! As icing on the cake, you can
independently control your goalie by pulling or
"plunging" the joystick! I was going to characterize this unprecedented degree of control as "4D" until my friend Scott pointed out that this game falls
just short of letting you manipulate time itself. Is it hard to wrap your brain around this crazy control scheme?
Yes. Does it add to the challenge?
Yes. The collision detection could be better but the matches are action-packed. This isn't your father's hockey game! Oh wait... it might be. © Copyright 2013 The Video Game Critic.
Publisher: Peter Trauner (2004)
Reviewed: 2015/6/27

So... did some guy dare his buddy to program Tetris on the Fairchild Channel F? How else could you explain this? Well, this certainly is Tetris - I'll say that much for it. Two people can play at once, with the scores running vertically down the center of the screen. Unfortunately due to the gaudy color scheme it's really hard to make out the left player's score. It doesn't help that my Channel F tends to bleed red colors badly. The game itself plays perfectly well. The "next block" is displayed near the bottom, and completing a row raises the blocks on your opponent's side. The intuitive controls allow you to turn blocks by twisting the joystick. My friend Brent who is a Tetris grand master was actually quite impressed with this. Honestly though, the Channel F may be the last console you'll want to play Tetris on. The colors are ugly, there's no skill level select, and the game is played in total silence. Still, you have to give the game credit for doing exactly what it set out to do. Tetris on the Channel F is a fine technical achievement and a perfectly functional version of the all-time classic. © Copyright 2015 The Video Game Critic.
Tic-Tac-Toe/Shooting Gallery/Doodle
Grade: D-
Publisher: Fairchild (1976)
Reviewed: 2013/11/13
Recommended variation: Shooting 2min
Our high score: 20/44
1 or 2 players
Publisher: Fairchild (1978)
Reviewed: 2016/9/20

Sometimes referred to as "Drunken Air Hockey", Video Whizball takes Pong to a place I'm not sure it needed to go. Even after reading the instructions it took me a while to figure out what the
hell was going on. Video Whizball (not to be confused with Audio Whizball, which does not exist) begins on a dubious note. The blocky arena is slowly rendered to the tune of some of the most grating sound effects ever heard (even worse that the van scene in Dumb and Dumber). There's a blue square protecting the left goal and a green one on the right. Pressing in on the joystick throws a small square. Hitting your opponent makes him disappear for several seconds, but tossing a rock through his goal doesn't increase your score! Why not? Keep reading! Large orange squares begin bouncing around the interior, sometimes with numbers on them. Hitting these square "boulders" pushes them toward your opponent's goal. The more you hit them, the more momentum they gain. Only when one of these large blocks breaks your opponent's goal line do you score. Since the boulders have different values printed on them you tend to score in bunches. The game is interesting when there are four boulders bouncing around. I'm glad you can hold in the joystick to constantly shoot, because continously pressing in the joystick would be torture. While the game is clever and innovative, it's easy to fall into a stalemate with the boulders stuck in the middle. Video Whizball isn't the kind of game I'd want to play twice in a row but it's moderately fun and certainly original. © Copyright 2016 The Video Game Critic.