After years in the vending machine business, David Rosen’s Service Games would eventually slide into the neighboring coin-op amusement industry as Sega, making electro-mechanical games like Duck Hunt. Not that Duck Hunt. Look, it’s a generic name.
| No, you can't shoot the dog. You can't pet the dog, either. Look, there's no frickin' dog! |
Sega would be swallowed whole by Gulf and Western in the late 1960s, and made a subsidiary of Paramount Pictures. (They had a tendency to do this sort of thing. Gulf and Western was parodied as “Engulf and Devour” in the Mel Brooks film Silent Movie, and nearly a half dozen name changes later, Paramount is still at it, currently hoping to merge with Warner Brothers.)
| Yeah, it looks like the old meme with the guy grabbing his own butt. Fits pretty well with the buttholes running Via-Para-Warna-Sky now. |
Over a decade later, the company had settled into electronic games, with Fonz (of shark-jumping Happy Days fame) being one of the first video games with a television tie-in. Head On, a racing and dot gobbling action game that preceded Pac-Man, would be one of the company’s early hits, and the company would employ the talents of Gremlin and former Nintendo ally Ikegami Tsushinki.
| Eyyy! Corporate synergy! (image from Pin Repair) |
The Sega of 1982 looked quite different from the company we recognize today. However, there were seeds planted in the early half of 1980s that would blossom into greatness later, after Paramount sold the company to Bally-Midway during the video game crash, and Japanese company CSK bought Sega from Midway shortly afterward. Congo Bongo one-upped Donkey Kong with similar gameplay but the same stunning isometric graphics as Ikegami’s previous hit Zaxxon, starting a decades-long cold war between Sega and Nintendo. Early hits like Turbo and Monaco GP would lead to OutRun and Super Monaco GP, with Yu Suzuki behind the wheel of Sega’s cutting edge Superscaler hardware. Finally, Flicky has canon ties with the Sonic the Hedgehog series… even if the Flickies in Sonic seem thrown in there out of a misplaced sense of nostalgia.
Astro Blaster
Played: On the PSP
I’ll just put it to you straight... this game kicks phenomenal amounts of ass. It’s a top-down shooter with some of the most diabolical enemy patterns you’ll find in the genre… the abstractly drawn ships invading your sector always know just when to dance around your shots as they draw ever closer to the bottom of the screen. Contact with a ship or their shots (and there are plenty of both) destroys your spacecraft, but a time warp button slows the chaos to a crawl, increasing the chances that you’ll make it to the mothership for a much-needed refueling. You only get one time warp per ship or level, so make it count!
| I've got no idea what they are, but they sure are fun to shoot! |
This game often gets overlooked (or worse, mistaken for Data East’s limp Astro Fighter), which is unfortunate, as it’s a shoot ‘em up that’s nearly as awesome as Galaga while looking and feeling absolutely nothing like Galaga. In sharp contrast with Namco’s beautifully deadly cosmic ballet, Astro Blaster is a raw, hectic, and unmercifully stressful experience. Enemies let out a menacing hum as they cut through the void of space, letting loose a hail of bombs as they inch closer and closer to your ship. When you trigger the time warp, the ship’s computer counts down the seconds in an authoritative voice, constantly reminding you of the hell that will break loose the moment it runs out. The enemies aren’t as smart as the ones in Galaga, but their dipping and diving is just smart enough- and certainly threatening enough!- to keep the player clutching the joystick in a death grip.
This game doesn’t look like much on its face, without the velvety animation of Galaga. However, like GORF, it’s the ruthless atmosphere that makes Astro Blaster a classic, along with hidden secret bonuses for macho player feats like beating a fleet of enemies with an equal number of shots, or scraping against the docking clamps of the mothership as you approach. It’s a constantly engaging and thoroughly satisfying experience... one of the unsung heroes of the genre.
Astro Blaster was popular enough that companies like Activision and Sierra On-Line made unauthorized knock-offs for home consoles. Taking after its illegitimate father, Activision’s Megamania is one of the best shooters on the Atari 2600. Threshold is also a game you can play on the Atari 2600… if you really wanted to do that. It’s a little better on the ColecoVision, but either way, Threshold is no Astro Blaster. (No matter what it thinks.)
Carnival
Played: A miniature golf course in Grand Ledge-sing
I’m digging deep into my memory banks for this one! Carnival was an early Sega hit, and when I say “early,” I mean early. This was released in 1980, which meant that I was just old enough to reach the controls while standing on my tip-toes.
It’s a good starter game for a starter human, though. There’s nothing particularly challenging or difficult to understand about this digital simulation of a carnival shooting gallery. Ducks, rabbits, and owls (owls? Who shoots owls?) emerge from the sides of the screen, and you’ll sweep a pistol across the bottom of the screen, picking off each target as it appears. Like Space Invaders, anything you don’t hit in the top row drops to the middle, and then the bottom. Shoot any ducks you see on the bottom row immediately, because they have a nasty habit of swooping down and gobbling up your supply of bullets. Don’t question the logic of a metal shooting target coming to life and eating ammunition… it’s a video game. These things just happen.
| By the time you're done playing, you'll be more afraid of ducks than Balki Bartokomos! (spoiler: his "ducks" were actually pterodactyls, presumed unbeatable.) |
Run out of bullets and it’s curtains for you. Luckily, you can gain more by hitting numbered tags in the gallery. If you’re feeling zesty, you can even try to spell “B-O-N-U-S” from the letters hidden in the gallery, or blast random signs that appear on the top left of the screen. Clear all the targets (and the spinning pipes sticking out of the wheel at the top of the screen… they’re targets, too!) and you’re taken to a bonus stage with a large bear target. It’s not hard to hit the bear at first, but every bullet makes him a little faster and a little more eager to leave the screen. After he does, you’re given a new screen full of targets, with hungrier, more aggressive ducks.
| I happen to like bears, but whatever. Anything for a few thousand extra points. (Don't tell Byron.) |
It’s a simple game, and the 1980-era graphics keep details to a minimum, but Carnival is fun in short bursts, and a great introduction to video games for little kids. (I certainly don’t regret cutting my teeth on it all those years ago.) Plus its simple technology meant that it came to the ColecoVision in near-perfect form, a rarity for this system.
| Hm. Guess he already knows. |
Congo Bongo
Played: On a family friend’s Commodore 64
When someone’s done you wrong, don’t get mad! Get derivative. That’s what Ikegami did with Congo Bongo, an obvious riff on Nintendo’s mega-hit Donkey Kong, with the enhanced arcade hardware they used in Zaxxon, Sega’s own mega-hit.
| The box art used for many of the home conversions of Congo Bongo. "I say, old chimp, mind putting that nut down? And kindly do something about that poison lobster." (image from Launchbox) |
Like Zaxxon, Congo Bongo uses an isometric view to make everything seem more lifelike. Flat girders and ladders are replaced with boxy but colorful jungle terrain. Details like trees in the distance, a roaring waterfall, and the skeleton of a previous explorer decorate the playfield, giving Congo Bongo even more of an edge over Donkey Kong in the visual department. The added dimension also lets Sega have some fun with the stage layouts, making them feel less like video game stages and more like an adventure. Dodge the coconuts Congo rolls down at you! Slide down the hill, then leap off the crumbling ledge before it takes you down with it! Shake off the inquisitive monkeys that cling to you and jump over the stream that serves as the last obstacle between you and that nasty gorilla! (Not to be confused with that other gorilla. You know the one.)
| The explorer in the game has a big red nose. Huh, I wonder if he's related to that guy from Spelunker. Or Spelunky! |
It’s all fun and games until you reach the later stages. Like Donkey Kong, Congo Bongo suffers significant quality decay after you’ve left the opening stage. Levels are flatter and less interesting, while the enemies become more ruthless… the rhinos in the third stage charge at you on sight, and love to step all over you as you try to crawl into a hole for shelter. (Guess I won’t be leaving this hole now that I’ve been firmly packed into it by rhinoceros hooves.) Even in its best moments, Congo Bongo is never quite as fun or as fair or as precise as Donkey Kong. Accept no imitations, even if they’re by the guys who helped make the original.
| You'd probably have more luck with real rhinos. They're not so bad, if Casual Geographic is to be believed. Now the hippopotamus, on the other hand... |
Congo Bongo is still a consistently better looking game than Donkey Kong, and the intermissions starring the explorer and Congo have the welcome taste of a classic cartoon rivalry. Tom and Jerry! Dudley Do-Right and Snidely Whiplash! Pith helmet wearing Mario and an uglier Donkey Kong who thinks he’s Ashton Kutcher on the set of Pranked! Okay, they’re not the comedy duo of the century, but this is a 1983 video game. You take whatever comic hijinx you can get.
Flicky
Played: On the Sega Genesis
Sega loves Flicky, and desperately wants you to love it, too. There was a Sega Genesis port of the arcade game in the system’s early years, and Naota Oshima squeezed the little blue birds into Sonic the Hedgehog, as one of the animals you can free from Robotnik’s robot henchmen.
| Flicky demands your tribute! |
Flicky is a part of Sega history, whether you like it or not. And you won’t, because Flicky is kind of crummy, feeling like Mappy on buttered ice skates. As a little blue bird with an oversized head, you must save your chicks, scattered throughout a tackily furnished house that scrolls infinitely in both directions. Grab a chick and it follows behind you… grab a bunch and you’ve got a tail made of your own offspring, with the chicks mimicking your every move. Lead them to the exit to finish the stage… grab them all in one trip before hitting the exit and you’ll get a massive bonus.
All this would be easy enough if it weren’t for the cats. Ginger tabbies prowl the stage… touching one is instant death, but even letting one get close breaks your chain of chicks and forces you to circle back to grab the stragglers. Flicky’s sole defense is to grab one of the knick-knacks (vases, telephones, and the like) in the house and flick it across the room at her pursuers. Knick-knacks can only be held until Flicky flaps her wings, so plan your jumps carefully, and try to take out as many cats as you can with one toss!
| Who's the interior decorator for this house, and what's he got against eyes? |
Flicky draws from the same well of cartoon inspiration as Mappy, but while Mappy has Namco’s expected tight control, Flicky feels like it takes place on the surface of the moon, with exaggerated momentum and floaty, imprecise jumps. Even Jaleco’s slightly wobbly City Connection feels more sure-footed than Flicky, and that’s really not a bar of quality you want to shimmy under. You're Sega, for Pete's sake! Don't let yourself get clowned on by Jaleco of all game companies.
Pengo
Played: In a Hastings arcade
It’s important to note that there are two versions of Pengo. The first builds the maze before your eyes before the game starts, but uses a chiptune version of the 1960s synth pioneer Popcorn as its soundtrack. The second unceremoniously plops the maze on the screen (here’s your damn game. TAKE IT) but also treats you ears to a new composition that’s a much better fit for arctic frolicking. I’d rather watch the maze get drawn out before each stage, but I’d much, much rather listen to what I consider the true Pengo theme song than an overly familiar, slightly irritating oldie that was as overplayed in 1980s video games as Rob Zombie’s Dragula was during the multimedia and PSOne era.
| Pengo. It's the bees' lack of knees! |
But I’m picky like that. Either way, Pengo is a shove ‘em up, like Sokoban with teeth and a point. The playfield is littered with ice blocks, some of which contain the eggs of Sno-Bees. Uh, sure! Everybody knows that the arctic bee is the natural enemy of the penguin. Totally unrelated, but have you been taking your meds lately, Sega? Sno-Bees chase Pengo, but he can crush them with properly timed ice block shoves, or perform egg-bortions by breaking the ice blocks holding unhatched Sno-Bees. Our plucky penguin protagonist can also shake the rubberized edges of the playfield to stun nearby foes, or put three indestructible diamond blocks together to stun all onscreen Sno-Bees and earn a huge point bonus besides.
The Sno-Bees are fast and aggressive, smashing ice blocks just as you’re about to toss them. You’re going to have to think one step ahead if you want to survive in Pengo, squishing bees from a safe distance and timing your shots so they’re not intercepted. Once a Sno-Bee is next to you, even shaking the wobbly walls won’t save you from their sting.
| Ooh, pretty! For 1982, anyway. |
Pengo is frustrating until you “get” it, but lots of fun when it finally clicks… and cute touches like the color strobing Aurora Borealis in the attract mode and Pengo’s clumsiness between stages help elevate it to a low-key arcade classic. It’s no wonder other game companies were falling all over themselves to make clones. Capcom’s Higemaru asked, “What if Pengo, but also Popeye?,” while Sega itself made both a straight port and a spiritual successor to Pengo on the Game Gear a decade later. Sure, Ninku Hiroyuki is technically based on some anime that was popular in the 1990s, but with its clever tweaks to the formula, it still has more claim to being Pengo 2 than any other game in existence.
That includes the slightly icky Pengo for Sega Genesis, with CGI graphics and the mistaken belief that what Pengo really needed to be was Bomberman with ice crystals. No! BAD Sega! Pengo can also be Popeye, but he can’t also be Bomberman. One’s into fire and the other’s into ice. They’re polar opposites.
Pitfall II: The Lost Caverns
Played: In an arcade tent at the Ionia Free Fair
Conventional wisdom states that the arcade version of a game from the 1980s is typically better than its console counterpart. Conventional wisdom is often wrong, as evidenced by a half-dozen NES games that trounce the arcade versions in playability if not visuals, and it certainly does not apply in the case of Pitfall II: The Lost Caverns.
| It's like I took a wrong turn at the crocodile pit and wound up in McDonaldland. Hey, stupid-looking tree, tell Ronald I want the lemony McDonaldland cookies back! |
Like Super Pitfall, Sega’s Pitfall II is a Japanese adaptation that misses the point of the Atari 2600 original. It’s not as wretched as Super Pitfall, because really, what could be? However, the graphics have been cute-ified in the usual Japanese way, with Pitfall Harry now controlling like Donkey Kong-era Mario and looking like a certain adventurer with a striking resemblance to Han Solo. (Way to pick the low-lying fruit there, Sega. The DOG’S name was Indiana; this guy’s name is Harry!) More galling is that the game was designed to suck down quarters, so hazards like logs that shaved a few dozen points off your score in the 2600 games are instantly fatal here. It’s directly at odds with David Crane’s original design for Pitfall II, which encouraged players to explore every nook and cranny of a sprawling jungle labyrinth at their own pace, with light slaps on the wrist and a return to a checkpoint if Harry stumbles into a condor or a scorpion. Take your time… you’re going to be here for a while.
| Two vines on the same screen? Daring! Too bad Pitfall Harrison gained about thirty pounds since his two Atari games. |
That wasn’t going to work in an arcade setting, which prompts the question… why bother bringing Pitfall II to arcades in the first place if it’s not going to be anything like Pitfall II? Irem’s two arcade Spelunker games were closer in spirit to David Crane’s original vision. They’re Spelunker games so you’re still going to lose a whole lot of lives, but the levels are more open and there’s much more to do. It’s challenging, but also rewarding, while Pitfall II in arcades somehow feels more rigid and bolted down than the 2600 game that spawned it. Sorry Sega, but if you don’t “get” what makes Pitfall work, you probably shouldn’t be making a Pitfall game.
Regulus
Played: In a little diner in Lakeview
And the award for the most Master System-like game that wasn’t actually released for the Master System goes to… Regulus! Sorry, Rafflesia, but you missed it by that much.
Regulus isn’t literally a Master System game, but it does run on Sega’s System 1 software, which is a pumped up arcade predecessor to that system. According to Maxim, the creator of the early Master System emulator MEKA and the founder of SMS Power:
“[The] System 1 arcade [hardware]... was released in 1983 and a bit more powerful than a Master System. The 16-colour sprites are very like a Master System but it can handle a lot more of them with useful hardware collision detection. It also has support for multiple background layers, although only one can scroll; it can support more colours than Master System, and finally it has a higher resolution.“
They’re not that different, really. They’ve got the same Z80 processor, the same sound chip, and the minor differences in color and resolution can easily be addressed in a port-
| These patches of grass aren't much fun to look at, and they're even less fun to drive over. The Regulans didn't need an army to defeat your tank... just a good landscaper. (image from Park21 at WakWak) |
Oh. The game. Yeah, that. I’d rather talk about the hardware Regulus is running on than the game that the Regulus hardware is running, because that game (Regulus, in case you’ve forgotten) is pretty unremarkable. It’s a vertically scrolling shooter, because that’s what was popular in Japan after Namco’s Xevious. However, unlike Xevious, which moved at a brisk clip and gave the player a stiff but surmountable challenge, Regulus puts you behind the wheel of a futuristic, wedge-shaped tank that crawls through each stage. (One imagines tiny, wedge-shaped children in the backseat shouting “Are we there yet?”) Laughably small enemies quickly crowd your tank, and while you can aim in all directions, the tank quickly snaps back to the upward position the moment you release the joystick. Okay, inconvenient?
Your tank can also fire bombs like the Solvalou, but it takes deliberate planning and a lengthy set up to hit ground targets. Everything in Regulus is delayed gratification with an unsatisfying payoff… pick-ups like flags provide little incentive to actually pick them up, thick patches of grass shift the already plodding gameplay into neutral, and the marching theme in the background that drones on as you play sounds like the elevator music they’d play in the Master System wing of video game Hell.
It’s easy to imagine a Master System port of Regulus, but just as easy to imagine why one never happened. Who would even want to play it? It may be less powerful than the System 1, but you’d be hard pressed to think of a shooter on the Master System that’s less impressive than Regulus.
Star Trek: Strategic Operations Simulator
Played: Ooh, this is a tough one. Lansing Mall?
Fans of Star Trek and Star Wars have been at each other’s neckbeards for decades, since the latter made its 1977 debut. Which science-fiction franchise you prefer is entirely a matter of taste, but when it comes to video game adaptations, Star Wars has it all over Star Trek. Nonstop action and narrow escapes over a variety of exciting set pieces, versus Picard negotiating a peace treaty with the Cardassians? Sorry, but it’s no contest.
The Star Trek video game by Sega is an acceptable consolation prize for Trekkie nerds, though. It’s heavily inspired by the Star Trek games written for mainframes and early home computers in the 1970s, but also heavily dumbed down for the early 1980s arcade space. You’ll control the Enterprise with a dial and four buttons. Along with the expected thrust and fire, you’re given buttons for a warp drive (thrusting, but faster!) and photon torpedos (firing, but spicier, wiping out a cluster of enemies in a circular explosion).
However, your mission will not be to explore strange new worlds, or barter with the Ferengis for dilithium crystals, or discover who thought any part of Insurrection was a good idea. (Come on, Paramount! Plastic surgery aliens? Nemesis was a TREAT compared to this!) This is a Star Trek video game, so you’ll be blowing away Klingons while docking with space stations to recover your shields, warp drive, and torpedos. Occasionally, you’ll have to match wits with NOMAD, who sets mines everywhere in the hopes of catching you in a chain reaction explosion.
| It's a chair with a dial and some buttons on it. Of COURSE it's cheaper than most cockpit games... this isn't exactly R-360 technology. (image from Arcade Flyers) |
It’s not as good as Atari’s Star Wars arcade game… not even close. Nevertheless, Strategic Operations Simulation offers its own, more subdued flavor of entertainment. Separate windows offer both an overhead map view and a first person bridge view of the action, the vector graphics feature passable re-creations of the Enterprise and Klingon Birds of Prey, and you even get synthesized speech that’s recognizable as imitations of Spock and Scotty.
When you play Strategic Operations Simulation, you feel like you’re on the deck of the Enterprise, and yet not, as if you were in a primitive vector-based Holodeck. In contrast to Star Wars, which sent you down the trench of the Death Star with Luke Skywalker and Obi-Wan Kenobi, there’s a weird sense of distance this game puts between you and the Star Trek franchise. Roddenberry says look, but don’t touch!
Tac/Scan
Played: In the Lansing Mall, and also on the Atari 2600
“The glare of laser cannons pierces the darkness of space as your squadron shrieks overhead in tight formation, at 24 times the speed of sound. Biff is flying on your left. Happy is on your right. With Bomber, Rocco, and you in the middle. But can Bravo Squadron survive? Only lightning reflexes and a sharpshooter’s eye can save you as the Ahmins fly faster and faster.”
I love a good bit of promotional copy! This was from the back of the Atari 2600 version’s box, and it really gets you pumped to play Tac-Scan. And the game in question was well worth the money... at least if you found a copy at Radio Shack for a couple of dollars, a couple years after the video game crash. You twist the paddle to steer your fleet of ships, and squeeze the fire button to fire lasers at waves of pointy-ended ships. It’s a dirty fix, but it gets you by in the summer of 1986, when you don’t have an NES yet and you’ve played all 112 variations of Space Invaders.
Tac-Scan is a downport of the arcade game, but like Solar Fox, streamlining the gameplay didn’t just make it work on the Atari 2600… it made it work better than it ever had in arcades. As an arcade game, Tac/Scan offers a fair amount of sizzle without much steak. Your squadron now has seven ships (we’ll call the last two pilots Grunty and The Squeeze) which lay out an impressive spread of firepower, but also make a massive target for the Ahmin armada. If you lose a ship, press a button to call up a replacement (if you have spares), or just cross your fingers and hope that you can catch some freebies as they float past.
After turning the first wave of Ahmins into a thick cloud of vector dust, the perspective changes and you do it all over again… except now, you can’t angle your shots, and the already aggravating snipers that pick off your ships one by one are even tougher to target. Survive this and you’ll travel through a wormhole to the next sector. Steer carefully through its tight turns, because every collision with the surrounding walls will cost you one of your squadmates.
Tac/Scan is a pretty hollow experience, adorned with some nifty vector-based explosions but weighed down by what could be the worst excuse for a jet engine ever heard in a video game. It sounds like the wheeze of a vacuum cleaner expected to work ten years past its expiration date, and it doesn’t entice the player to keep going after the game has lost its flavor. You could excuse the 2600 game’s simplicity, but arcade games were held to a higher standard in 1982… and Tac/Scan just doesn’t meet them.
Turbo
Played: In a Portland arcade
You know what they say… you’ve got to walk before you can run. For Sega, they needed to shift into Turbo before they could outrun the competition. While OutRun looked gorgeous in 1986 and remains that way thirty years later, Turbo’s 3D is a clumsy zoetrope of tilted trees and the sides of buildings, set against a triangular track. Hills are displayed as perfectly flat bends in the road that the oncoming cars vanish into, before re-appearing at double their original size. Snowy conditions are illustrated by turning the background white; tunnels just turn everything off but the sprites.
| Look, it's 1981. They're trying. |
Today, the graphics are a complete mess, barely recognizable as a behind the wheel perspective. In 1981, before polygons or Mode 7 or Superscaler technology, they left players awestruck. Video game technology was still early, and the bar for graphics in that year was incredibly low. They hadn’t even built a bar for 3D graphics yet! What you’re seeing here was progress. Compare it to Sega’s earlier game, Monaco GP. It’s remarkably similar to Turbo on a basic level, but the overhead perspective makes it feel less dynamic and immersive.
As a game, Turbo is a little unwieldy and a lot frustrating… expect an obnoxious loop of gaining just enough speed to shift into high gear, only to be brought to a standstill by crashing into another racer. You’re supposed to pass dozens for a time extension, but by the time the clock counts down to zero, you’ll probably have four or five behind you. It’s not as fun as OutRun and it’s sure not as pleasant to the eyes and ears, but again, for 1981, it was progress.
A ColecoVision port of Turbo was likewise good for its time, but the grueling races have taken a merciful downshift from a Mad Max movie to Driving Miss Daisy. You’ll have no trouble passing traffic and holding your lead here, leading to long, satisfying sessions of watching the scenery roll by as a droplet of drool escapes the edge of your lip. Mmm, video lobotomeee...
Up 'n Down
Played: A pizza place in Six Lakes, before it was torn down and replaced with some bank. >:/
An isometric view did Zaxxon a galaxy of good, and it worked well enough in Sega’s Donkey Kong clone Congo Bongo. However, Sega took one diagonal step too far with Up ‘n Down. Imagine a 3D version of Data East’s Bump ‘n Jump, with hilly topography and a confusing perspective that makes crushing rival cars a fool’s errand, and that’s your game. Sure, you can try jumping, but you’re just as likely to uncouple yourself from the narrow roads and crash into a nearby hill than make a clean landing on top of an oncoming truck.
| Down goes your token. Up goes your blood pressure! |
So you make collecting flags your priority. They’re scattered throughout each stage, and grabbing them all lets you advance to a new, more challenging track. You’re jumping less, but you’re also finding yourself stymied by hills (this car must have a horsepower of negative three) and trapped by rival cars. If you try to squish them with a jump, you’ll fall of the road and crash! If you try to escape, they’ll catch up to you on a hill, and you’ll still crash! Is there any situation where I don’t plow my car into the side of a house, like a drunk Ann Heche?
Few games are as wrongheaded in their design as Up ‘n Down. With its boundless opportunities for crashes, it makes for a lousy Bump ‘n Jump, and without consistent movement speed and a radar to keep tabs on rival cars, it doesn’t do the Rally-X thing particularly well, either. Even the isometric view, which looked gorgeous in Zaxxon and Congo Bongo, fails to generate much excitement. Mostly, it serves as a nagging reminder of how much better Up ‘n Down could have been with a perspective that doesn’t actively fight the player, and roads better suited for cars than slot car racers. The title may suggest otherwise, but this experience only goes downhill the moment you hit start.
(The invigorating music ain’t half-bad, and it fits the racing theme. I’ll give it that much.)
Zaxxon
Played: Somewhere in Portland. Maybe a 7-11? Maybe an arcade?
Zaxxon was Sega’s star attraction in the early 1980s, a striking space shooter seen from an isometric view. As the pilot of a sleek jet, you’ll infiltrate a castle, blasting its defenses, squeezing under force fields, and zapping fuel canisters to replenish your dwindling supply. Eventually, you’ll leave the castle to take on fleets of rival jets in space. These climb and dive to dodge your shots, so you’ll have to adjust your altitude to target and take them down. (This was real cutting edge stuff in 1982... most video games didn’t have a third axis at the time.)
Survive this gauntlet and you’ll find another castle, guarded by a half dozen force fields. Make it past them all and you’ll confront Zaxxon. He looks like a cigarette vending machine, but the missile launcher mounted on his side will kill you a whole lot faster than the packs of menthols he’s probably packing. Blast the nosecone of the missile before Zaxxon can launch it and the boxy robot perishes in a screen-filling explosion. Yeah, baby! The surgeon general should have warned you about ME!
"I love smokin'. And when I'm done here, I'm comin' to your favorite restaurant." |
Zaxxon goes all in on razzle-dazzle… the colorful isometric artwork makes the action more tangible than in a typical 1982 shoot ‘em up, scrolling is buttery smooth (not always a guarantee in the early days of gaming!), and castle targets are huge and sharply rendered, leaving behind explosions, then enormous score labels after you’ve blasted them. Crash into a wall and your jet fills the screen with fireworks in a spiraling explosion. The overall presentation is fantastic, making Zaxxon the best looking arcade game released that year and an instant lock for home ports. None of the home consoles in 1982 had a hope of copying this game pixel for pixel, but the ColecoVision comes the closest… its port is choppy, but entirely recognizable as Zaxxon. (The 2600 and Intellivision versions weren’t so lucky.)
It’s important to note that Zaxxon wouldn’t have happened at all if Nintendo hadn’t crossed Ikegami Tsushinki, the designer of the Donkey Kong hardware. When Nintendo used Ikegami’s hardware for a Donkey Kong sequel without asking them for permission first, the company quickly defected to Sega, sparking a war between Sega and Nintendo that would rage on for decades. Hell hath no fury like a hardware engineer scorned… and the day it made Zaxxon for Sega, Ikegami was a real bitch.
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