Advanced Dungeons and Dragons
Grade: B
Publisher: Mattel (1982)
Reviewed: 2005/6/4
Advanced Dungeons and Dragons: Treasure of Tarmin
Grade: C+
Publisher: Mattel (1982)
Reviewed: 2000/6/10

Treasure of Tarmin must have been awesome in 1982, with its first-person view of the dungeon and a wide variety of monsters and objects. The control scheme makes excellent use of the keypad, allowing you to easily manipulate an inventory of items. As you move forge ahead, the hallway animation conveys an effective illusion of movement, although turning 90 degress requires about a second to redraw the screen. The small, non-animated monsters include snakes, scorpions, skeletons, dragons, and a minotaur. Items you come across include normal weapons, spiritual weapons, armor, containers, treasures, keys, books, and more! So what's the problem? Well, it's tedious to make your way through a huge dungeon, especially when every freakin' hallway looks the same. Still, AD&D Treasure of Tarmin is incredibly deep for a 1982 release, and if you have enough patience, you might still enjoy this one. © Copyright 2000 The Video Game Critic.
Publisher: Mattel (1979)
Reviewed: 2002/9/22

With Armor Battle, it's clear Mattel was taking aim at Atari's
Combat, trying to "show it up" with better graphics and deeper gameplay. While it may have succeeded on those counts, Armor Battle isn't that much fun to play. A two-player-only game, both players get two tanks situated on a randomly generated battlefield with roads, trees, water, and buildings. While these obstacles are meant to provide strategy, they rarely do. Most battles are a series of one-on-one confrontations with each tank blasting away until the other blows up. This occurs because the tanks don't relocate after being hit (as in Combat), leaving them open to continuous fire. Another problem is the control. The directional disk is only used to turn the tank - you have to hold in a side button to move forward. This would make sense if the cannon could aim independently of the tank movement, but you can only shoot forward. One cool feature is the ability to lay invisible mines (one at a time) but they are rarely a factor. The funniest part is how the game doesn't officially end until you lose 50 tanks! I thought one round was bad enough, but then the game told me I had 48 tanks left! Armor Battle is one of those games that looks great on paper, but is less than thrilling to play. © Copyright 2002 The Video Game Critic.
Publisher: Mattel (1981)
Reviewed: 2009/12/18

In 1981 Atari had a runaway hit on their hands by the name of Asteroids. Mattel needed an answer, and what they came up with was pretty good! Astrosmash is a fast-paced shooter combining elements of both Asteroids and Space Invaders. You move a cannon back and forth over a planet surface, firing at raining asteroids which split in half when shot. You'll also need to keep an eye out for white "spinners" which cost you a life should they reach the surface. Upon scoring 20K, a huge bomb-dropping mother ship makes an appearance. The action is non-stop and a handy auto-fire feature unleashes three shots per second (sweet). Obliterating asteroids is a blast, and their explosions even incinerate other objects in the vicinity. To discourage the player from becoming passive, the game actually
deducts points whenever an asteroid reaches the surface, so your final score is actually your "peak" score. For the first few minutes, Astrosmash is the best game you've ever played, but over time it wears out its welcome. The game drags on for far too long, and after 20 minutes or so you tend to grow weary of it all. The main culprit is an overabundance of lives - one awarded every 1000 points! I actually racked up over
20 reserve ships on the hardest difficulty! Even in advanced stages the game seems to replenish ships as fast as you can destroy them. I also noticed that the animation gets choppier and the collision detection suffers as you progress. It's still a good game, but I prefer the Atari version of Astrosmash, known as
Astroblast (Atari 2600, 1982). © Copyright 2009 The Video Game Critic.
Recommended variation: hard/auto
Our high score: 47,770
1 player
Publisher: Imagic (1982)
Reviewed: 2007/8/23
Recommended variation: Medium
Our high score: EV 8650
1 or 2 players
Publisher: Mattel (1979)
Reviewed: 2007/2/3

My friend Jonathan tossed out a great line while helping me review this game: "Dave, are you mad at me? Is that why we're playing this?" Auto Racing is one relic that might be best left buried deep below the earth's crust. If its counter-intuitive controls don't make you wince, its never-ending races certainly will. The action is viewed from an overhead perspective, and by all accounts the graphics are quite good. The houses on the side of the road have a slick 3D appearance with realistic shadows and colorful bushes. The roads twist and turn in every direction, but the scrolling has a herky-jerky quality that's not exactly pleasing to the eye. The two-player contests are similar to Micro Machines, in that you score points by taking a commanding lead or having your opponent crash. The main problem with this game lies with its steering controls. Pressing right always turns right, no matter which direction your car is facing, and even after you get the hang of it, it's very easy to suddenly become disoriented. Having to press the disk "lower" for sharper turns complicates matters even further. Another issue is Auto Racing's hit-or-miss collision detection, which will have you asking, "What the [expletive] did I just crash into?" The unpleasant "roar" of the car engines sound more like an out-of-tune radio signal. Finally, the races are simply too long. The two-player matches are meant to last until someone scores 50 points - which is a complete joke. Even racing solo (for best time) requires you to complete five long, boring laps. Auto Racing's gameplay was ahead of its time, and I'm sure it's quite fun with two players who know what they're doing. But only the most patient gamers will be able to overcome its steep learning curve. © Copyright 2007 The Video Game Critic.
Publisher: Mattel (1982)
Reviewed: 2000/3/19

This is one of several titles that use the Intellivoice voice module to good effect. In this surprisingly sophisticated combat simulator you pilot a B-17 Bomber over 1942 Europe, where you shoot down enemy planes and bomb key targets. The keypad allows you switch between several screens including: your map, the bomb bay, your gauges, and four windows around your plane. There's plenty to keep you busy, and several different voices to warn of approaching planes, targets, flak, etc. How many people are in this plane anyway? Shooting down enemy aircraft is fun. They scale in nicely from the distance, and it's quite satisfying to see them go down in flames. The bomb bay provides a cool view of the ground below; revealing land, water, factories, and aircraft carriers. A handy "target preview" button lets you know exactly what to look for. You can return to your base in England for repairs at any time, but it's hard to tell if you've sustained much damaged until you hear "Mayday! Mayday!". There are 6 skill levels in this innovative, well-designed game. © Copyright 2000 The Video Game Critic.
Recommended variation: 3
Our high score: 31
1 player.
Battlestar Galactica Space Battle
Grade: A+
Publisher: IntelligentVision (2020)
Reviewed: 2020/8/13
Publisher: Activision (1982)
Reviewed: 2019/9/11

Beamrider is one space shooter that never made much of an impression on me. Much like
Star Strike (Mattel, 1982) the game relies on an optical illusion. Instead of gliding through a trench, you ride along blue lines that convey the impression of being on a moving grid. It's like a flat version of
Tempest (Atari 5200, 2013). The animation is smooth but the illusion is not what I would call impressive. As alien saucers zig-zag in from the distance they deploy slow-moving missiles before retreating back into the horizon. You have two weapons. Your normal shots have limited range but I like how you can hold in the button to fire continuously. You also have a limited number of long-range missiles and the only obvious use for them is against the mothership that warbles across the top of the screen after each round a la
Space Invaders (Atari 2600, 1980). She's really not very hard to hit. Advanced stages also incorporate asteroids and invincible alien ships you need to dodge. As the hazards increase the controls begin to feel more slippery but it's always satisfying to "thread the needle". Beamrider is sharp-looking and easy to play, but you'll forget about it the minute you shut it off. © Copyright 2019 The Video Game Critic.
Our high score: 9818
1 or 2 players
Beauty and the Beast
Grade: A-
Publisher: Imagic (1982)
Reviewed: 2011/1/12

Beauty and the Beast is an entertaining platformer with bright, arcade graphics and fast, frantic gameplay. At first glance it looks like a Donkey Kong knock-off with an oversized dude instead of an ape. The damsel in distress ("Mabel") looks more like a blue alien, but hey, some guys are into that kind of thing (have you seen Avatar?). You play the role of a complete dork named Buford who must scale the Old Mutton building four floors at a time. You can only ascend at open windows, and they open and close at random. You need to avoid deadly bats, rats, birds, and boulders that split in two. It sounds familiar but Beauty and the Beast has its own distinctive look and feel. It's one of the fastest Intellivision games I've played and you can knock out levels quickly if you keep moving. Your character only slows down to jump, but that's rarely even necessary. Hearts tossed by Mabel grant you temporary invincibility, allowing you to plow through obstacles for bonus points. Each time you reach Mabel a separate screen shows how far you've climbed and how many lives remain. Racking up seven lives may have you thinking, "Man, I'm going to be playing this thing
forever". Fear not, because by the third building you'll be pissing away lives
left and right. Whenever you reach the very top you're treated to a cool animation of the villain falling to his death (a la King Kong). Then you start over. Beauty and the Beast could use a difficulty select, but its quality graphics and exciting gameplay make this is a showcase title for the system. © Copyright 2011 The Video Game Critic.
Our high score: 7,550
1 player
Body Slam: Super Pro Wrestling
Grade: B
Publisher: INTV (1988)
Reviewed: 2009/12/18
Publisher: Mattel (1982)
Reviewed: 2000/3/19

In this highly original title, you must deactivate a bomb before it blows up a city - not a bad premise for a video game. Bomb Squad uses Intellivision's voice synthesis, but it really isn't essential to the gameplay. Your main goal is to solve the bomb's three digit code. You reveal "pixels" of each number by rewiring circuit boards. Each circuit board is a maze of wires containing a few colored components, and your vocal assistant "Frank" advises you how to modify the board step-by-step. You'll need to use cutters, pliers, a soldering iron, and sometimes a fire extinguisher to get the job done. Although the gameplay is fairly methodical, it takes skill to rewire the boards quickly. As the clock ticks down, you may be forced to guess some of the digits, adding to the suspense. Some may find Bomb Squad somewhat tedious, but it's not a bad game. © Copyright 2000 The Video Game Critic.
Recommended variation: 1
Our high score: 3240
1 player
Publisher: Mattel (1982)
Reviewed: 2000/4/13

This bowling game is amazing! I can't believe how incredibly deep and expertly designed this is. One to four people can participate by taking turns. The screen displays the pins on top, a scoreboard in the center, and your bowler (side view) on the bottom. Using a slightly over-complicated control scheme, you pick up your ball, line up your character, take aim, and apply spin. You actually have 16 degrees of precision for your spin. As the ball rolls down the lane, you get a close-up of the pins, which bounce around realistically when hit! The animation of the pins falling is slow (like slow motion) but it's great fun to watch, and the realistic pin movement makes it possible to nail some tough combinations. The game's attention to detail is remarkable; you can even select your ball weight and the slickness of the lane. In addition to regular bowling, there's also a challenging "pick-up-the-spare" game thrown in. This is by far the best classic bowling game I've come across. © Copyright 2000 The Video Game Critic.
Recommended variation: 5
Our high score: 136
1 to 4 players.
Publisher: Mattel (1980)
Reviewed: 2007/8/23

Here's a sports title that appears impressive but plays poorly due to sluggish controls. The game features a boxing ring that actually
looks like a boxing ring with two oversized fighters. Although heavily pixilated and rendered in single colors, the fighters pose and move in a fairly realistic manner. The action is controlled entirely with the keypad, but if you think that's going to give your hands a break, think again. Boxing is just as uncomfortable to play as any other Intellivision game. You have a wide range of punching options, but your fighter lags behind your commands, making it hard to employ strategy or initiate combos. The disc moves your boxer around, but is extremely slow and unresponsive. I have to admit that some of the animations are pretty neat. It's satisfying to see a well-thrown punch knock a fighter's head back, and I also like how the winner raises his hands over his head in victory. But the matches tend to drag on for far too long, turning each contest into an extended ordeal. There are six distinctive boxers to choose from (distinguished by colors) and the crowd noise effects are superb. Unfortunately, the game is two-player only, and finding two people with enough patience to master Boxing may be too much to ask. © Copyright 2007 The Video Game Critic.
Publisher: Mattel/Data East (1982)
Reviewed: 2007/8/18

"Intellivision" may not be the first word that pops into your mind when you think of arcade action, but Bump N Jump makes the system shine. With its colorful cars, varying scenery, responsive controls, and tuneful background music, it's impossible to dislike this game. As you guide your wobbly-wheeled car up a vertically-scrolling screen, you can bump other cars off the road or pounce on them for points. It's like a typical commute on 695. There are plenty of hazards to keep an eye out for, including broken bridges you need to jump over. An audible beep and a flashing exclamation point warns you when you're approaching a gap, and you'll want to keep you finger on the trigger because the end of the road comes fast! You'll also want to guard against jumping too
early, leading to a condition my friend Scott coined as "premature jumpulation". Bump N Jump's bright graphics include a wide variety of vehicles and roadside scenery that actually
changes with the seasons! The audio is sensational, with pleasant background music and satisfying "bang!" sound effects. I also like how Bump N Jump encourages you to be reckless to rack up the big points; it makes the action all the more addicting. If there's a flaw, it may be those cheap "oil slicks" which cause you to explode on contact. Nevertheless, if you're collecting games for the Intellivision, this one should be near the top of your list. © Copyright 2007 The Video Game Critic.
Recommended variation: EV
Our high score: 153912
1 or 2 players
Publisher: Data East (1982)
Reviewed: 2014/8/17

Burgertime is fun on any system, but it may just shine the brightest on the Intellivision. Not only does this game retain that arcade look and feel, but its seven stages feature better layouts than most versions of the game. The idea is to guide a little chef along platforms and ladders while avoiding hot dogs, pickles, and eggs. Walking across buns, lettuce, tomato, and meat patties causes them to compress, drop, and ultimately form burgers on the bottom of the screen. Your chef is so detailed you can actually make out his little eyes and white mustache. Burgertime has a lot more strategy than your garden-variety platform game. If you drop a food item while an enemy is walking over it, he'll "ride it down" for major bonus points. Likewise you can squash multiple enemies walking below. Pepper is used to immobilize an enemy, but use them sparingly because they are super-rare and often your only means of escape if surrounded. A good general strategy is to stay high on the screen, as it gives you more opportunities to trigger satisfying chain reactions - intentionally or not. Navigating the platforms is a piece of cake, but the side buttons used to spray pepper could be more responsive. Another issue is how enemies can respawn in the middle of the screen, resulting in cheap deaths. One oddball feature is how the game keeps track of how many times you've
turned the score over. Considering you need to reach one million point to do that
once, it seems a bit gratuitous. But maybe the fact that the developers were willing to go the extra mile is part of why Burgertime is so satisfying. © Copyright 2014 The Video Game Critic.
Our high score: 20,250
1 or 2 players
Publisher: Mattel (1983)
Reviewed: 2001/11/9

Nothing makes you appreciate the real Centipede like a bad Centipede clone, and that's what Buzz Bombers is. At first glance the game seems to have potential, but ends up being a complete bore. You control a spray bottle on the bottom of the screen, shooting at bees that start at the top and gradually drop down. Shooting a bee turns it into a honeycomb. You can shoot the honeycombs, but you'll actually score more points if you wait for the hummingbird to emerge and eat them instead. I soon found myself afraid to shoot - pretty bizarre for a shooting game! The slow, unresponsive controls don't help matters. The background music features a nice rendition of "Flight of the Bumble Bee", which would sound pretty good if it weren't interrupted by each shot! On top of everything, this game is far too easy - it goes on and on. I did enjoy the short intermissions, but otherwise Buzz Bombers is a nice-looking with minimal play value. © Copyright 2001 The Video Game Critic.
Our high score: 70200
1 player
Publisher: Coleco (1983)
Reviewed: 2000/9/17

Coleco usually does a fine job of converting arcade hits to the Intellivision, but this one is almost unbearable! Carnival is an old-fashioned shooter where you move a gun across the bottom of the screen while shooting ducks, owls, and various other rows of targets. Unlike the fun arcade version, this one is slow and choppy. Aiming your gun with any kind of precision is impossible, and your bullets take forever to clear the screen. In addition to its poor gameplay, Carnival's background music is nauseating. Not only does the it sound horrible in general, but the tune
starts over with each shot. It will drive you absolutely nuts! I couldn't even tell you if the bear bonus stage is included because I didn't have the intestinal fortitude to finish the first screen! This is by far the worst version of Carnival I've ever played. © Copyright 2000 The Video Game Critic.
Publisher: Atari (1983)
Reviewed: 2001/5/18

The Intellivision wasn't famous for fast arcade action, but Atari managed to recreate the frantic fun and excitement of Centipede pretty well in this cartridge. Graphically, there's not much to complain about except for the choppy animation of the centipede. The control is surprisingly crisp, and Atari tailored the game to the Intellivision controller, including auto-fire and a speed button. This Centipede is quite a bit easier than most others, thanks to its slow, predictable spider and large, easy-to-shoot centipede sections. But it's still great fun. © Copyright 2001 The Video Game Critic.
Our high score: 29553
1 or 2 players
Championship Tennis
Grade: D+
Publisher: Nice Ideas (1986)
Reviewed: 2014/8/3
Chip Shot Super Pro Golf
Grade: A-
Publisher: INTV (1987)
Reviewed: 2003/5/29

In terms of classic golf games, Chip Shot is a tour-de-force. Its advanced play mechanics were years ahead of their time, with modern features like a swing meter, contoured greens, a scorecard, and even wind! In addition to being fun to play, it has a truckload of options. You can choose from one of
five full courses, and play the front or back nine if you don't feel like playing a full game. You even have the option of
creating your own course out of 99 pre-made holes! Holy cow! There's even a driving range and putting green to brush up on your stroke! Each hole is one screen in size, and a smaller window gives you a close-up of your golfer and provides vital statistics. Although objects like trees and bunkers look small on the screen, it's still pretty easy to tell what's going on. If there's one aspect in which Chip Shot falters, it would have to be those damn trees. Once your balls gets lodged in a thicket of trees, it takes an excessive number of hacks to get it back onto the fairway. Other than that, I really can't say enough good things about Chip Shot Golf. It makes the Intellivision look like a Genesis. © Copyright 2003 The Video Game Critic.
Christmas Carol Vs. the Ghost of Christmas Presents
Grade: A+
Publisher: Left Turn Only (2012)
Reviewed: 2012/11/20
Our high score: 1,459
1 player
Publisher: INTV (1987)
Reviewed: 2018/7/16


Perhaps more than any other home version, Commando for the Intellivision remains true to the spirit of the arcade. You can run-and-gun up the screen with reckless abandon while firing multiple shots and tossing grenades! The graphics are sharp, beginning with the screen-sized soldier on the title screen who appears to be smoking while leaning on a pile of explosives. The characters in the game are small but that allows you to see far into the distance and your bullets have excellent range. The Intellivision disc is put to good use, allowing you direct your fire with analog precision. I love how lobbed grenades move in an arc, even if they only affect a small area. You move upward at a steady clip but moving sideways feels terribly sluggish. The scenery is quite lush, with palm trees, rock walls, and swampy areas that slow you down. Like Rambo, it's amazing how many bullets you can dodge while caught in perilous crossfire. It helps that the collision detection is incredibly forgiving. There were times when I stopped playing momentarily because I thought for
sure I was dead. Sometimes you'll spot a prisoner being led away, and if you can shoot his two captors before they escort him off the screen you'll earn a big points, calling to mind
Galaxian (Atari 2600, 1983). At the end of the first level you need to enter a gate with soldiers pouring out, and I could never get past that. The gameplay is so intense my thumb kept
sliding off the disc! Commando is hard, but it might just be the best version of the game you'll find on a classic home system. © Copyright 2018 The Video Game Critic.
Our high score: 41,800
1 player
Publisher: Sega (1983)
Reviewed: 2017/7/30
Our high score: 6070
1 player
Publisher: Elektronite (2012)
Reviewed: 2012/6/19

Donkey Kong Arcade was a tour de force for the Intellivision, and D2K takes that winning formula to a whole new level -
literally! The cartridge contains two game variations. Game 1 is basically Donkey Kong Arcade, which is a faithful adaption of the original Donkey Kong with four near-arcade-perfect screens. Game 2 contains no less than
nine screens, mixing in five brand new stages! 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.
Recommended variation: 2
Our high score: 11,100
1 or 2 players
Publisher: Atari (1983)
Reviewed: 2002/9/22

I remember this arcade game from the early 80's well - they had one at the local High's convenience store. My friends and I would go there all the time because despite our lack of money, we could usually scrounge up enough change for a candy bar or a Mad magazine. Like most people, I was intimidated by Defender's vast array of buttons and controls: forward, reverse, shoot, hyperspace, smart bomb, and an up/down lever (not to mention the one or two player select buttons). And the game really
was as hard as it looked, and a rookie would be lucky to last 30 seconds. Defender was a huge arcade hit nonetheless, 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.
Our high score: 8950
1 player
Publisher: Imagic (1982)
Reviewed: 2006/3/5

Similar to Phoenix, the goal of Demon Attack is to shoot down waves of alien birds, some of which divide in half. While the premise is the same as the popular Atari 2600 version of Demon Attack, this one has a far different look and feel. For one thing, there are some nice background graphics not present in the Atari version. As your cannon moves across a cratered moon surface, you can see Earth looming over the horizon. 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 mother ship. 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 mother ship 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.
Recommended variation: 1
Our high score: 4472
1 or 2 player
Publisher: INTV (1987)
Reviewed: 2009/9/22

This is an exceptionally good port of a legitimate arcade classic. In case you've never played Dig Dug,
shame on you! The game is a perfect blend of action and strategy as you tunnel through an underground maze while clearing out monsters. It's the only game I know of where you have the ability to inflate monsters until they
pop. Please kids,
don't try this at home! It'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 you 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.
Our high score: 31,395
1 player
Publisher: INTV (1987)
Reviewed: 2004/6/4

I want to thank all the readers who recommended this superb Burgertime sequel. In terms of graphics, Diner is to Burgertime what Congo Bongo is to Donkey Kong. It takes some classic 2D gameplay and incorporates fantastic 3D stages. You play a chef attempting to construct a sub sandwich by kicking large "food balls" into a roll on the bottom of the screen. Animated hot dogs, bananas, cherries, and a frothy mugs are in pursuit, but you can roll food balls over them for big points. 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.
Recommended variation: 3
Our high score: SDZ 39400
1 to 2 players
Publisher: Coleco (1981)
Reviewed: 2016/2/4

Intellivision clearly got the short end of the stick when it came to its Donkey Kong arcade-to-home conversion. Colecovision got great graphics and the Atari 2600 got playability, but this version suffers on both counts. The stages are blocky and Mario looks like one of the
Berenstain Bears for Pete's sake! And what is the deal with Donkey Kong's
face?! Apparently the programmer just poked in two eye holes and called it a day. For a major license like this you'd expect a little more effort. 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 weilding 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.
Recommended variation: 3
Our high score: 39,800
1 or 2 players
Donkey Kong Arcade
Grade: A
Publisher: CMJR (2011)
Reviewed: 2011/9/27
Our high score: 16,700
1 or 2 players
Donkey Kong Junior
Grade: B
Publisher: Coleco (1983)
Reviewed: 2016/2/4

If I overrated this the first time around, it's only because playing Intellivision
Donkey Kong (Coleco, 1981) calibrated my expectations to an all-time low. Donkey Kong Junior is good-looking, highly playable adaptation of the coin-op hit. When you first turn on the game you hear what sounds like the refrain from Phantom of the Opera. Why, I do not know. And why is Junior decked out in a wife-beater T-shirt instead of a diaper? Mario looks like a smurf and Donkey Kong looks a little bit like a
naked man! That's disturbing. 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.
Recommended variation: 3
Our high score: 12,400
1 or 2 players
Publisher: Imagic (1983)
Reviewed: 2016/10/19
Recommended variation: med
Our high score: 5250
1 player
Publisher: Imagic (1982)
Reviewed: 2002/2/5

This fun, medieval-style action game was released for a number of consoles, and this one looks like a cross between the Atari 2600 and Colecovision editions. The first screen, featuring a prince crossing a drawbridge, is impressively detailed -- much like the Colecovision version. You can see a lot of the castle, and the water in the moat below rises and falls. An arrow-shooting archer resides in the tower, making your job a bit more tricky. 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.
Recommended variation: easy
Our high score: 4150
1 or 2 players
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