Publisher: Atari (1983)
Considering how the Atari XEGS and Atari 5200 are so similar under the hood, it's surprising how they ended up with totally different versions of Mario Bros. Both look and play very well, but each offers a unique look and feel. Mario Bros. is known for its two-player simultaneous action, as Mario and Luigi attempt to knock crawling creatures on their backs and then kick them off the screen for points. A special "POW" button allows you to bump all the platforms at the same time. Mario Bros. is simple in concept, but offers ample room for strategy. This version plays extremely well with tight controls and sharp graphics. There are even introductory screens for each stage. Still, I'd give a slight
edge to the 5200 version because of its more elaborate animations and richer sound effects. Also, in that version you could send the creatures flying in different directions when you bumped them, but in this version they always just flip over in place. Still, it's hard to find much to fault with this fun, arcade-style title. © Copyright 2006 The Video Game Critic.
Our high score: 36200
1 or 2 players
Publisher: Avalon Hill (1985)
Our high score: 3749
Publisher: Activision (1983)
Megamania was the winner of the "1983 Award for Most Humorous Home/Arcade Game". I'm guessing there wasn't much competition that year? It may be quirky, but I always considered Megamania to be a bit of a cop-out. Instead of coming up with intriguing new alien invaders to destroy, they just rendered waves of random household items. Much easier to program in my estimation. Through eight waves of shooting you'll take aim at hamburgers, ice cream sandwiches, bug-shaped refrigerator magnets, tires, rings, bow ties, steam irons, and space dice (inspired by the Millenium Falcon, no doubt). The action is as simple as can be, moving a cannon side-to-side while firing one shot after the next. A "straight shot" option is available but guided shots are a lot more fun. The first round offers minimal resistance, but the second set of waves gets pretty intense, with groups of objects flying herky-jerky across the screen. You have an energy meter at the bottom, but its main purpose seems to be to calculate your bonus for clearing the wave. Megamania was somewhat original back in the day, but now it seems simplistic and monotonous. Then again, sometimes that's just what you want. © Copyright 2020 The Video Game Critic.
Recommended variation: guided
Our high score: 79440
1 or 2 players
Micro League Baseball
Publisher: Micro League Sports (1984)
Save mechanism: Floppy
1 or 2 players
Publisher: Atari (1984)
Ugh! And I thought Centipede for the XE had issues! This is exactly the same as the lame Atari 5200 Millipede, only without the trak-ball support. In the arcade, Millipede featured all the thrills of Centipede but threw in multiple spiders, a wider variety of insects, occasional "swarm" attacks, and DDT bombs that produced poisonous clouds. In other words, utter mayhem. Perhaps it was too much for the XE to handle, because the animation of the millipedes and spiders is awfully choppy! How can you be expected to dodge three spiders when they're all over the place? Incidentally, the secondary
insects move perfectly smoothly! Another issue is the idiotic scoring system. You can select an initial score to start with - up to 60,000 points! Okay, I see where they're going with this - they want to let experts skip the early stages (which I can attest are far too easy) without having their score suffer. Maybe I'm just old fashioned, but I think you should have to earn
your points. Sure, Centipede was tough, but that's what made it so relentlessly addictive. Millipede for the Atari XE is a major disappointment. © Copyright 2004 The Video Game Critic.
Our high score: 98612
1 or 2 players
Publisher: Atari (1981)
This game was built into
the Atari XE Game System, and I don't think it was a wise choice. Sure, Missile Command was an excellent arcade game, but it was five
years old by the time the XE game system came out, so it couldn't be expected to generate much excitement. Perhaps the most defensive
video game ever created, the object is to shoot down incoming missiles and protect your six cities through progressively difficult waves. This version is an exact copy of the Atari 5200 edition, which was not
the best version they could have used for the Atari XEGS. The main flaw is the fact that you only have one missile base, compared to three in the arcade. Considering the XE includes a keyboard, this oversight is not easy to forgive. The graphics barely do the job, although the gameplay is rock solid. I think including Missile Command with the XE game system was largely a cop-out from a company running low on innovative new titles. © Copyright 2002 The Video Game Critic.
Our high score: 67715
1 or 2 players
Publisher: TDC (1989)
Mouse Quest comes packaged in a cheap box apparently illustrated by a third grader. It's quite endearing actually. The game offers a series of platform challenges in the tradition of Jumpman
(Commodore 64, 1983). Your mouse is a dead ringer for Itchy of Simpsons fame. There are dozens of stages featuring amazing adversaries like a flying witch, crawling hands, and even a fire-breathing dragon! Hazards include floating donuts, eggs (sunny side up), tea cups, and flying rolls of toilet tissue! Though only rendered in four colors, the stages are bright and inviting. Your goal is to navigate the platforms, grab potions, and escape through the open doorway. There are trampolines, floating platforms, and vines to swing on. The controls really aren't that bad, but they feel
bad because you can't fall one centimeter without dying. You really need to think twice before jumping! If the next platform is close enough, it's far safer to just step off the edge. And when you do jump, be careful not to hit your head on something. The unforgiving stage designs don't help, with collapsing platforms and platforms so narrow you can't get a running start. Worst of all is how you can find yourself stuck, necessitating the need for a "suicide key" (Q)! The playful audio sounds like a toy piano. Mouse Quest is a likeable little game which makes it especially frustrating when you can't get past the second screen. © Copyright 2019 The Video Game Critic.
Our high score: 440
Mr. Robot and His Robot Factory
Publisher: Datamost (1983)
If you've never heard of Mr. Robot, you're not alone. Similar to Miner 2049er, the object is to traverse a series of platforms embedded with white dots. You control a large, well-animated robot, walking over the dots and causing them to disappear. Depending on the screen, platforms are connected by ladders, escalators, or trampolines. Large fireballs with eyes (a la Donkey Kong) patrol the platforms, but these can be neutralized when Mr. Robot grabs an "energizer token" (a la Pac-Man). Yes, it's all very derivative, but still fun. One original element consists of platforms composed of dynamite. Walking over these causes their fuses to light and momentarily explode. It adds some urgency to an otherwise leisurely game. But what really sets Mr. Robot apart is its expert programming. The sprites are large and high-resolution, the platforms are rainbow-striped, the collision detection is crisp, and the control is outstanding. Unfortunately, one flaw practically ruins the whole game, and that is how your robot can only withstand very
small drops. With platforms arranged at so many heights on each screen, it's a fine line between a safe jump and a lethal one, and too much trial and error is required to determine this. That's a shame, because otherwise Mr. Robot is an impressive effort. © Copyright 2005 The Video Game Critic.
Our high score: 44610
Publisher: Atari (1983)
While many sequels fail to match the quality of their predecessors, Ms. Pac-Man well surpassed the original Pac-Man. This game is absolutely timeless - kids will be playing Ms. Pac-Man 100 years from now. And except for the arcade original, you're not going to find a better version than this Atari 8-bit edition. The graphics, music, sound effects, and intermissions are all faithful to the arcade, and the high score is displayed on top of the screen. I especially like the sound effects of the fruit bouncing around the maze. The difficulty is perfect, although Blinky (the red ghost) seems particularly aggressive. In a way this version is even better
than the arcade game, because you can choose between eight skill levels. The control is perfect. I had a lot of fun with this one, and you will too. © Copyright 2002 The Video Game Critic.
Recommended variation: cherry
Our high score: 21130
1 or 2 players
Publisher: Synapse (1982)
I can appreciate what Necromancer is trying to do, but its crisp controls and arcade graphics are betrayed by some seriously non-intuitive gameplay. At first glance, you might mistake Necromancer for some kind of Robotron clone, as your wizard is situated in the center of the screen with ogres approaching from the sides. Guiding your magic "wisp" around the screen, you methodically wipe them out. It seems simple enough, but there's more to this game than meets the eye. You also need to plant trees using the fire button, and as they grow, they must be protected from the marauding ogres and poisonous spiders. The action gets pretty frantic but it's not what I'd call fun. The second stage offers a series of blue platforms. As you guide your wizard across pits and down ladders, you'll need to magically animate trees to help clear your path. Like the first stage, it takes a few plays to figure out what the hell's going on. There's a lot of "grabbing hands" which seem to be appear at random, but closer inspection reveals their patterns. The final stage is similar to the first, only with gravestones, swarming spiders, and an enemy wizard. Although its graphics are terrific and its soundtrack haunting, Necromancer is one of those games whose whole is less than the sum of its parts. It takes a while to figure it out, and once you do, you may be sorry you even bothered. © Copyright 2006 The Video Game Critic.
Our high score: 11653
Publisher: Mastertronic (1986)
Ninja isn't a great game, but I find it fascinating for a number of personal reasons. First off, I like how it takes the Karateka formula and expands upon it with projectile-throwing and multi-level environments. You move your ninja in black between contiguous screens, each of which presents a new martial artist to fight. The scenery is loaded with eye candy, including ornate temples, colorful markets, and tranquil sea views. Harmonized oriental music plays in the background, and while it sounds bizarre at first, it eventually grows on you. All of your moves are performed via the joystick, including throw, jump, duck, punch, kick, and jump-kick. You can throw stars and knives to wear down adversaries from a distance, but ultimately the jump-kick is your most effective move. Unfortunately, the controls are erratic, lending themselves to frantic joystick waggling and button tapping. Likewise, picking up items is a lot more aggravating than it should be. Upon clearing a set of screens you'll want to look for a hole you can jump through to access a new set. It's tough to make much progress in Ninja because the game is extremely unforgiving. Your health meter is tiny and one unlucky hit can instantly end your game. Believe it or not, I actually programmed a very similar game in the early 80's - with more modest graphics of course. Ninja's erratic gameplay won't knock your socks off, but the game is a worthy challenge if you're up for it. © Copyright 2009 The Video Game Critic.
Our high score: 2,500
Publisher: Zeppelin (1989)
Ninja Commando looks a lot better than it plays. You control a small man running and leaping his way through a series of side-scrolling caverns. I have to admit that the high-resolution scenery is impressive with its textured surfaces and pseudo-lighting effects. Your character is well animated but it looks like he's wearing a helmet
instead of a mask. As you leap between platforms, generic thugs emerge from caves, and these guys are deadly to the touch!
All you have to do is rub up against one and you go up in a puff of smoke! So much for realism! Enemies can
be defeated by pouncing on them (Mario style), but your slow, floaty jumps are terribly imprecise. Typically you'll land right next to an enemy and be instantly killed. If you do manage to take out a few baddies, you're rewarded with a supply of throwing stars or bombs. Unfortunately, these are not very effective due to the game's questionable collision detection. Even if they were, enemies you kill regenerate almost immediately. Upon losing a life you pick up immediately where you left off, but you'll lose any weapons you've acquired. Ninja Commando looks good from a distance, but if you're looking to hone your ninja skills there are far better alternatives. © Copyright 2009 The Video Game Critic.
Our high score: 250
One on One Basketball
Publisher: Atari (1987)
Operation Blood: Light Gun Version
Publisher: MD Software (1992)
Operation Blood is a first-person light gun shooter where the camera slowly pans left as enemy soldiers appear and take aim at you. The soldiers look great in their pixelated glory, being quite detailed in the foreground and tiny in the distance. A few even roll onto the screen before assuming a combat position. The death animations are very satisfying although the lack of blood is glaring. You have unlimited ammo but try not to shoot the medics or the occasional jogging civilian. Talk about being in the wrong place at the wrong time! Tanks and helicopters only seem vulnerable to grenades thrown via the spacebar. Yeah, you need to keep that God-forsaken keyboard closeby, which sucks considering the cord is less than two feet long! But what really hurts this game is its light gun accuracy (or lack of). I had to crank up the brightness on my TV to the max just to get it to respond at all! The cursor is extremely jumpy and often gets stuck. You can't shoot the edges of the screen and that's a serious problem because power-ups appear on the bottom and helicopters linger on top. I feel bad trashing Operation Blood but the poor controls render it nearly unplayable. Couldn't they have included a joystick option? I was amused by the disclaimer in the manual about war. "By publishing this game we don't want to advertise war as being fun; we just acknowledge its existence". It goes on to explain how war is never a real solution. This is like Pac-Man having an obesity disclaimer. Give me a break. © Copyright 2019 The Video Game Critic.
Our high score: 9400
Publisher: Atari (1982)
This version of Pac-Man is a step down from the arcade in terms of graphics, but the gameplay is just terrific. It looks just like the Atari 5200 version, but this Pac-Man moves slower, which makes it harder to nab ghosts. You can choose from 9 skill levels, and the control is dead-on. The graphics are fair overall, but could have been better. The dots and power pills are blocky, and the ghosts have black eye sockets instead of moving eyes. I was also a bit disappointed that the intermissions are not included. Oh well, at least the Pac-Man "death" animation is faithful to the arcade. The fruit looks good, but always seems to disappear just as I'm about to pass over it (rats!). This is a challenging version of Pac-Man, and it's fun to play too. © Copyright 2003 The Video Game Critic.
Our high score: 20120
1 or 2 players
Pacific Coast Highway
Publisher: Datasoft (1982)
Our high score: SDZ 32,680
1 or 2 players
Publisher: Synapse (1983)
Our high score: 3185
Pirates of the Barbary Coast
Publisher: Starsoft (1986)
Publisher: Activision (1984)
Our high score: 58,725
Publisher: Activision (1984)
To be honest, my first impression of Pitfall 2 for the Atari XE wasn't so hot. Screenshots gave the impression that this had substantially better graphics than the 2600 version, but that wasn't really the case. The trees have branches, the cliffs look craggier, and the water sparkles a bit, but the rest of the game looks exactly
the same. The upbeat soundtrack and stage layouts are identical as well. I was a little bummed until an astute reader pointed out that this "Adventurer's Edition" includes a second level!
It took me a while to uncover it, because you need to finish the game after collecting four key items: Rhonda, the ring, the rat, and Quickclaw. Once you do, a portal appears to a whole new world! This second level is far more expansive and challenging, mixing elements from the first level in some very imaginative (and tricky) ways. Oh and did I mention all the animals have gone buck-wild?
Oh yeah, the bats swoop erratically, giant ants scurry back and forth, and the frogs are hopping around freely. If you ever wondered what Pitfall 3 would have been like, this will probably give you a pretty good idea. There's a lot of shiny gold bars to be uncovered in Pitfall 2, but this cartridge is the real
treasure. © Copyright 2011 The Video Game Critic.
Our high score: 140,755
Publisher: Epyx (1985)
Pitstop was moderately fun on the Colecovision, but this Atari home computer version is just plain shoddy
. The title screen looks nice enough, and there are options to configure the number of players, laps, and circuit format. Once a race begins you're staring at a gray road that stretches to the top of the screen with little guard posts running along each side. The only scenery is the occasional tree or Epyx sign that appears on the side of the road. The gameplay is repetitive-to-the-max as the same two cars approach again and again. You adjust your speed by moving up and down in the lower area. Collisions just weaken your tires, which turn colors to reflect their damage. The one thing Pitstop really has going for it is, well, its pitstops
. Pulling into these areas takes you to a separate screen where you control a four-man crew (one at a time). It's fun to change the tires and fill up on gas in the pit, but it's not even necessary unless you're driving at least six laps. Six laps is pretty long, especially considering the monotony of this game. And you're not even really racing
anyone - the game is just an extended time trial. I wasn't having much fun with this, and my opinion took a nosedive when I noticed that the guard rails on some of the tracks didn't even line up with the road. Ugly! I usually enjoy Pitstop games but this is the weakest version I've played by far. © Copyright 2011 The Video Game Critic.
Recommended variation: 3 laps
Our high score: 2:20
1 to 4 players
Publisher: Atari (1983)
When I first played Pole Position over a friend's house in '83, all I could think was "Wow, this looks like an arcade game!
" Starting with the opening blimp sequence ("Prepare to Qualify"), the game captivates with vibrant graphics, catchy music, and white-knuckle gameplay. The fluffy clouds look nice against the blue sky, but I wish all three tracks didn't have the same purple mountain backdrop. The road twists and turns in a smooth manner and there's a nice sensation of speed. I can forgive the blockiness of the race cars, but couldn't Atari have put something on those road signs? There are totally blank! The control feels great. Instead of holding in the button to accelerate as you would expect, your car automatically accelerates, saving the button for your brake. This lets you easily regulate your speed while saving wear and tear on your thumb. Your car is narrow enough that you can jockey for position even in crowded turns. I never cared for having to run a qualifying lap, but I guess it lets you acquainted with the track. It's cool how you need to beat the timer during every lap to keep the action going. This adds tension, especially when you roll over the line just as time expires. Pole Position is racing at its purest and a fine way to kick off the Spring season. © Copyright 2018 The Video Game Critic.
Recommended variation: Malibu 3 laps
Our high score: 42,250
Publisher: Konami (1983)
Who can resist a good game of Pooyan? This cute arcade title is irresistibly fun and original. You control a piglet being raised and lowered in a basket on the right side of the screen, defending your siblings from a gang of hungry wolves. In the first stage, wolves float down off a cliff on balloons, and you need to shoot them down with arrows before they reach the bottom. I love how the wolves hit the ground with a satisfying thud. There's also a "chunk of meat" that periodically appears that can be used to knock down several wolves at once. Actually, the meat looks more like a white bone, but that's beside the point. You also need to dodge stones the wolves toss at you. In the second stage, the wolves float up from the ground on balloons, and if enough wolves reach the cliff above, they'll drop a boulder on your head, which is not cool. There are also two bonus screens as well. The gameplay requires ample skill and technique, but it's the graphics that really make the game so appealing. The bright, sharp scenery is bursting with color and detail. You can see piglets on the top of the screen hoisting your basket or bobbing their heads to the harmonized music. The cheerful melody and whimsical graphics are impossible not to like. Is there anything wrong with this game? Well, with five lives, it is a bit on the easy side, but this is still the best version of Pooyan you'll find outside of the arcade. © Copyright 2004 The Video Game Critic.
Our high score: 97650
1 or 2 players
Publisher: Synapse (1981)
This game is so ridiculously awful
I can hardly believe it's even a thing!
At first glance Protector looks like a bad Defender clone, but this game can only dream
of being a bad Defender clone! You fly through side-scrolling caverns in a sleek ship that can easily squeeze through narrow passages. The controls are awful. You need to press against the right edge of the screen to scroll, but then you can't see what's coming! Worst yet, your ship has a tendency to lurch forward and slam into a nearby wall. Early on you encounter a few laser gates that are easily destroyed with your rapid-fire cannon. Your weapon is the best part of the game but it's wasted. After flying over some pyramids you see tiny people standing around buildings. An invincible alien craft moves in from the right, methodically abducting the poor slobs and depositing them into a nearby volcano. Your job is to transport the people to safety, and perhaps catch a few falling to their deaths (fat chance because that's pretty [expletive] hard). The tedious process of transporting one person after the next feels like busywork. If you're still playing beyond that point, you'll find yourself repeatedly knocked out of the sky by cheap laser beams. After your ship tumbles to the ground a little ambulance zooms across the bottom of the screen to haul you off. That's cute but not cute enough to change my opinion of this trainwreck of a game. Synapse produced some quality software for the Atari, but I guess Protector was released before they knew what they were doing. © Copyright 2016 The Video Game Critic.
Our high score: 9,800