The graphics are sharp enough, but the poor programming is glaringly evident. Incoming missiles flicker terribly and randomly disappear for no reason. The speed of the game fluctuates wildly (depending on the number of incoming missiles), which really throws off your timing. Between waves there are inexplicably long pauses.
On the bright side, I do like how you can unleash any number of missiles at a time, and they actually do look like small rockets (unlike the dots in Missile Command). But the difficulty doesn't ramp well at all. The first two waves are manageable enough, but the third wave rains down far more missiles than you could possibly defend. Even gamers who've never played the real Missile Command will find this one hard to stomach. © Copyright 2008 The Video Game Critic.
The first wave begins with a white ship flying across the screen to deploy your mech. Your white robot can fly freely and aim his one-pixel blaster in any direction - even diagonally! It's a good thing, because you face an alien armada from above, roving tanks below, and bombers that cross the middle of the screen. The graphics are sharp and clear, and a little theme song even plays in the background. Once you clear the first screen, a space stage begins where you face off against other flying mechs.
Mobile Suit Gundam is well programmed and so action-packed that the controller once flew out of my hand! As it turns out, the controls are the game's Achilles' heel. The Arcadia joysticks are stiff as hell to begin with, and the robot's stilted movements force you to wrestle with the controller. I guess that's just how a giant robot would handle in real life. Another issue is the loose collision detection, although that tends to work in your favor. Mobile Suit Gundam is one of the more interesting titles for Arcadia, but beware of its tendency to inflict physical pain.
. © Copyright 2014 The Video Game Critic.
For some inexplicable reason Monaco eschews the joystick and buttons in favor of the keypad. That's right, the controls are 100% limited to a freaking numeric pad! The number 5 accelerates, 0 brakes, 7 turns left, and 9 turns right. Unreal! Not only this the most counter-intuitive scheme ever devised, but it's also the least responsive!
You need to hold the accelerator button for at least five seconds before your car finally begins to inch forward. Hold it in a little too long and your automobile launches like a rocket! Your car maintains its speed when you release a button but your turn radius is so wide you're constantly getting caught on the edge of buildings. You're better off driving slowly and focusing on turning.
I assumed the entire course fit on one screen but at some point the screen changes to reflect another section. This next segment is just a small strip running across the bottom. You drive off the right side and it repeats with a different building pattern. There's no finish line so apparently you're just playing for points. Once you get a feel for the unwieldy controls Monaco Grand Prix is halfway playable. If only it were halfway enjoyable! © Copyright 2018 The Video Game Critic.
There's a selection of mazes to choose from, some with up to three "tunnels" on each side. I guess that's where the "super" comes in. The pursuing creatures aren't very smart; they'll have you dead-to-rights and suddenly turn around! Snagging a power pill turns them white, and catching them in this state causes their eyes to grow super wide like they just had an orgasm or something (editor's note: inappropriate!). There's no "home base" in the center of the screen; they just sort of regenerate in the middle corridor, and that's not natural.
The speed of the game is erratic. Your man tends to speed up a bit after you eat a power pill, only to slow down again when it wears off. Creature speeds vary as well, and they will occasionally dart at you. The best part of the game is snagging a fruit bonus, which sounds like a stack of dollar bills flipping as the points are tallied. Nibblemen borrows a lot from the classic maze formula but I'm afraid it doesn't offer a whole lot in return. © Copyright 2021 The Video Game Critic.
Moving your ship requires pressing an awkward combination of keys, resulting in the vessel hopping from space to space. The actual battles are often mystifying. The larger ships can only move sideways, but they can move off one side and reappear on the other. It's possible to have half of your ship showing on each side of the screen, and man, does that look like crap. The submarines can move in any direction but their slow speed makes them sitting ducks.
Each type of ship has its own set of capabilities, leaving some room for strategy. I like how certain ships can fire off shots at any angle. Each battle ends with a sinking animation, which is a heck of a lot better than watching a boat blink and disappear, right? Ocean Battle is playable, but only if you can stomach the sloppy graphics and terrible controls. Sadly, that's a really big "if". © Copyright 2012 The Video Game Critic.
Screen shots courtesy of Video Game Museum