These new screens are interesting, colorful, and fairly sophisticated, introducing new mechanisms like safety valves and retractable ladders. Best of all, they retain the familiar look and feel of the original set, resulting in a seamless blend of the old and new. For Donkey Kong fans, this game is what Donkey Kong 3 should have been! As with Donkey Kong Arcade, you have the option of playing as Toni and Bruno (in addition to Mario), adding even more replay value.
D2K is not only fun and addictive, but it's extremely challenging as well. The controls are responsive, and it's a good thing because there's little margin for error with the jumps. Combining arcade graphics, tight controls, and imaginative new screens, D2K Arcade must be seen to be believed. This dream-of-a-homebrew is a must-have for all classic gaming enthusiasts. © Copyright 2012 The Video Game Critic.
Defender was a huge arcade hit but its Atari 2600 version was sub-par. The Intellivision folks had to wait a whole extra year to get their version, but it's a far superior translation. The minute I turned this on and feasted my eyes on that classic Defender logo, I knew I was in for a real treat. Defender pushes the Intellivision hardware to the limit. Your ship is blue, but it's perfectly shaped and rapid-fires streaming green missiles.
The landscape below is constructed with angular red lines -- just like the arcade. The aliens even gyrate slightly, and with the exception of the minuscule enemy missiles (which are hard to see), the graphics are smooth and colorful. Perhaps the biggest surprise are the fantastic explosions that rival the arcade game - they look like fireworks! Even the sound effects are faithful to the original.
Unfortunately, my elation was tempered by the fact that I had to use an Intellivision controller, which is ill-equipped to handle fast arcade action like this. As a result, the game is a lot harder than it should be, and your fingers pay the price. But as long as you can withstand the controller, you'll enjoy some first-rate Defender action. © Copyright 2002 The Video Game Critic.
The demons themselves are less impressive, lacking the fluid motion and high-resolution detail of their Atari cousins. Only after you survive about a dozen waves does the game reveal its trump card: the mothership. This thing is incredible - probably the most impressive single thing I've seen in an Intellivision game. Colorful, detailed, and immense, it takes up about half of the screen.
As in Phoenix, you must wear down its thick hull in order to reveal a weak spot. As a defense mechanism, the mothership releases a steady stream of small kamikaze birds. Upon blasting the core, you're treated to a very satisfying explosion. The waves then start over, but this time the demons also drop bombs that explode upon hitting the surface.
Demon Attack has two skill levels and a two-player cooperative mode. A guided missile option is also available, but I found the straight missiles to be far more effective. Demon Attack is a real gem, and one of the few fast-paced shooters you'll find for the Intellivision. © Copyright 2006 The Video Game Critic.
That's fun, but skillful gamers will rack up the big points by methodically dropping boulders on the creatures instead. Dig Dug's gameplay is far greater than the sum of its parts, and this Intellivision version retains all the charm of the original. The monsters seem especially unpredictable, often doubling back when you're about to drop a rock on them.
In terms of graphics, the layers of dirt look properly granular and your character is rendered in two colors. A harmonized ditty plays in the background with audio quality that puts most Intellivision games to shame. If one element was compromised, I'd say it was the graphic quality of the monsters. Those goofy green dragons look like little kids in Barney outfits - not very intimidating! Also, those bonus vegetables come in some really bizarre shapes (the less said about that, the better). Still, this Dig Dug is a very competent port that compares extremely well to other home versions. © Copyright 2009 The Video Game Critic.
Squashing one bad guy is worth 500 points, and the bonus doubles for each additional enemy you nail with the same food ball. Like Burgertime, a limited supply of pepper lets you temporarily immobilize adversaries. Diner's gameplay has a definite Burgertime flavor, but it's more fun and less difficult. There's an impressive number of attractive pseudo-3D screens, including some with bright neon signs. A pleasant harmonized tune plays in the background.
Four difficulty levels are available, and in two-player contests each player can choose his own skill level. As much as I love Diner, I would be negligent if I didn't mention one major flaw. When an enemy is vanquished, it tends to reappear later in unexpected places - sometimes right on top of your chef. That's not cool, but otherwise this game is solid gold. And you'll only find this super fun arcade title on the Intellivision. © Copyright 2004 The Video Game Critic.
The controls could be more responsive as Mario tends to move in fits and starts. My friend Scott described his jumps as "anemic". He gets no distance and actually slows down when he jumps. The hammer is hard to pick up, even when you jump right on it. There's no music when wielding the hammer, but at least it flashes before disappearing. On the second screen the umbrella looks like a grappling hook and the solid-blue girl looks like an apparition.
Grabbing the hammer on the left edge is nearly impossible, and I really dislike how the fireballs tend to respawn on top of you with no warning. As the final insult, this cartridge doesn't even work on the Intellivision II. It was literally decades before the Intellivision's Donkey Kong deficiency was properly addressed. And witnessing the near-arcade-perfect splendor of Donkey Kong Arcade (Intellivision, 2011) will only further erode your opinion of this, if at all possible. © Copyright 2016 The Video Game Critic.
The level of detail is astonishing. Except for the girl and bonus items (which are solid colors), the vibrant graphics look exactly like the arcade game! The barrels bounce, the oil burns, and the girl even yells "HELP!" from the top of the screen. Beginning with the ominous opening refrain, all the memorable sights, sounds, and intermissions are here. When Kong falls at the end of the rivets screen, his eyes even roll! Enjoy that concussion ya big ape!
The game generally controls well. Mario is a nimble guy who has no trouble scooting up ladders. The game is less forgiving near the edge of platforms however, making the elevator screen a colossal challenge. I don't even think it's possible to snag the hammer on the left side of the rivets screen. Donkey Kong Arcade makes efficient use of screen real estate by displaying your score, lives, and the timer down the right side. There's even a colorful title screen with playful Kong mugging for the camera.
As if that wasn't enough, you can select from two alternate characters with unique abilities. Toni is very fast and Bruno can climb while he's holding a hammer! As you would imagine, this adds quite a bit of replay value. Donkey Kong Arcade is not completely glitch-free, but issues are rare and will likely be addressed in future revisions. This is arguably the best version of Donkey Kong available for any home system, and it just might change your whole perception of the Intellivision console. © Copyright 2011 The Video Game Critic.
The gameplay is tougher than Donkey Kong, but that challenge makes it all the more satisfying when you complete a stage. The first screen is all about vine-climbing, with much of your movement sideways. You'll need to avoid crocodile heads and it's a great feeling when you drop fruit on them. Unfortunately I noticed the control is a little finicky when you're trying to make slight adjustments left or right.
The second screen requires you to push locks up chains in order to release Donkey Kong from a cage. If you straddle two chains you can push two locks up at once, and that's pretty sweet. Avoiding the birds is a challenge, as they fly across the screen in random patterns. That music sounds awfully familiar. Is that the same song from Popeye (Parker Bros., 1983)? I don't like how it stops and restarts whenever you move. Otherwise, Donkey Kong Junior is a solid effort that should help you get over the trauma of having played the first game. © Copyright 2016 The Video Game Critic.
The manual states that Dracula is momentarily stunned when they dash out, but we know that's just a convenient excuse to give them a head start. Chasing down these people requires some effort! You need to be lined up perfectly and they won't stand still! It doesn't help that a constable (cop) is constantly tossing wooden stakes in your direction.
Dracula looks great but when biting a victim his head looks a lot like Kermit the Frog. You can kill people for 50 points or transform them into constable-killing zombies. Since the zombie is controlled via the second controller, you really need a friend to help you perform this move. Once you've sucked a certain number of folks dry, a panting white wolf chases you around. You can transform into a bat to avoid him, but that makes you vulnerable to a purple vulture. If that bird carries you off the screen it's game over!
There's a lot going on in this game but the devil is in the details. Thunder doesn't crash until a few seconds after lightning strikes. Eyes peek from windows, but the people won't venture out if they've seen you kill somebody. A bright moon rises each night and the sky progressly brightens as dawn approaches. Dracula is off-the-charts when it comes to novelty value, but the repetitive action is tiresome and the controls are hell on your wrist. Still, that shouldn't prevent you from pulling this game out every October. © Copyright 2016 The Video Game Critic.
The animation is fast and smooth, but control is problematic. Keeping your prince in the crouch position requires you to hold the pad DIRECTLY down, which takes its toll on your thumb. I like the idea of the prince splashing into the water below after taking a hit, but it looks strange how he falls in diagonally. Upon entering the castle, the action is identical to the Atari 2600 version. You simply dash around while grabbing treasures and avoiding the fireballs delivered by a dragon at the bottom of the screen.
Unfortunately, the graphics are not as sharp as the 2600 version. Although the dragons look exactly the same, the chunky, single-colored treasures pale against the beautiful riches of the Atari version. Also, the collision detection is poor and you'll sometimes run right through a treasure. Dragonfire for the Intellivision is a good, albeit uneven, effort. © Copyright 2002 The Video Game Critic.
While flying towards the right a resonating sound grows louder as you close in on your target. When the "dreadnaught" appears it's so sprawling the screen needs to scroll up and down to reveal the whole thing. In 1983 this was positively mind-blowing. It's fun to strafe the ship, methodically taking out the rows of cannons and missiles that plaster its surface. The first pass is gangbusters because you're blowing up stuff as fast as you can shoot. It's a degree of carnage you rarely see in a classic game.
Your fighter can only move forward so several passes are required to degrade and ultimately destroy the dreadnaught. To finish it off you'll also need to bomb all of the vents, which is a time-consuming and somewhat tedious process. It's difficult to position your ship with precision over the vents. You get only so many passes before the dreadnaught reaches firing distance and obliterates the planet.
The subsequent "explosion" is anticlimactic. It's just some flickering colors along with a generic sound effect. Should you prevail, a new dreadnaught appears, this time with a different configuration and more powerful armaments. I like Dreadnaught Factor. It's a bit tedious at times but it's also very unique, maintaining a high level of excitement and suspense until the bitter end. © Copyright 2021 The Video Game Critic.