Classic Home Video Games (1985-1988)

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Classic Home Video Games (1985-1988) Page 39

by Brett Weiss


  balloon, firing missiles, a machine gun, and/or

  the screen (one at a time), trying to form solid

  torpedoes. Enemies and obstacles include bar-

  lines to make the stones disappear. There are

  rels, shooting stars, sharks, pirate ships, buz-

  five stone types of varying shapes and sizes,

  zards, jellyfish, airplanes, and more. The jump-

  each of which contains some component(s) of

  ing controls could use a little polish, but this is

  a triangle and/or a square. Completing two

  a solid (if short) game. Similar to: Felix the Cat.

  lines simultaneously rewards players with a

  bomb, which is useful when the screen gets

  Puzzle

  crowded. If the stones pile to the top, the game

  PUBLISHER: American Video Entertainment.

  will end. Pyramid plays a lot like Tetris, but the DEVELOPER: Idea-Tek. Jigsaw Puzzle, 1 player.

  shapes are more angular, making it a tougher

  1990.

  game. Unlicensed.

  Puzzle is similar in concept to those plas-

  tic handheld games where the user slides little

  Q*bert

  tiles in place to form a picture. There are 10 dif-

  PUBLISHER: Ultra Games. DEVELOPER: Konami.

  Non-Scrolling Platform, 1 or 2 players (alter-

  ferent images in this video version, beginning

  nating). 1989.

  with a tiger and progressing to more advanced

  designs. After the player selects a puzzle, the

  By the time Q*bert hit the NES, the sim-

  computer scrambles the picture randomly, and

  ple four-way control and non-scrolling playfield

  the player must reassemble it. For assistance,

  seemed outdated. However, the game was still

  players can view the completed picture (up to

  fun, with players hopping a round, orange,

  152

  CLASSIC HOME VIDEO GAMES, 1985–1988

  hose-nosed creature on the blocks of a pyra-

  ent control schemes, both of which work rea-

  mid. Jumping on a block changes its color, and

  sonably well. Also released for the ColecoVi-

  Q*bert must hop on every block (thereby mak-

  sion, Game Boy Color, and various other sys-

  ing all the block colors the same) to progress

  tems, Q*bert spawned a PlayStation remake

  to the next pyramid. Later levels force players

  and two sequels: Q*bert’s Qubes (arcade, Atari to change the color of each square twice. While

  2600, ColecoVision) and Q*bert 3 (SNES).

  Q*bert does his job, Ugg, Wrong-Way, Coily

  the snake, and Slick and Sam (who change

  Qix

  squares back to their original color) get in the

  PUBLISHER: Taito. DEVELOPER: Novotrade.

  way. Hopping off the pyramid is lethal unless it’s

  Maze, 1 or 2 players (alternating). 1991.

  on to a disc that transports Q*bert to the top of

  In Qix, players use a diamond-shaped

  the pyramid. The original arcade version (Got-

  marker to draw lines. As players draw, filling

  tlieb, 1982) has crisper graphics and better con-

  in the screen with boxes, rectangles, and other

  trols, but the NES game does offer two differ-

  straight-line shapes, enemies in the form of Qix

  (an undulating, fan-shaped computer

  virus), Spritz (star-shaped objects), and

  Sparx make things difficult. Players should

  make sure the Qix and the Spritz don’t

  touch the Stix (the line being drawn) and

  that the Qix, Spritz, and Sparx don’t

  touch the marker. If players stop in mid-

  draw, a fuse can burn up the Stix, de-

  stroying the marker. The objective is to

  fill in 75 percent or more of the screen.

  During each game, players can draw fast

  and slow, the latter garnering more

  points for each percentage point com-

  pleted. Trapping the Qix and Spritz while

  filling in space also scores extra points.

  Based on Taito’s 1981 arcade game, the

  NES version of Qix added a computer

  virus storyline, textured designs, and the

  aforementioned Spritz. Also released for

  the Atari 5200, Atari Lynx, and Game

  Boy. Sequels include : Qix II (arcade),

  Super Qix (arcade), Ultimate Qix (Genesis), and Qix Neo (PlayStation).

  Quattro Adventure

  PUBLISHER: Camerica. DEVELOPER: Code-

  masters. Multi-Game Compilation/Side-

  Scrolling Platform, 1 player. 1991.

  Quattro Adventure collects four pre-

  viously unreleased games in one car-

  Six coin-op classics ported to the NES: Q*bert, Bump

  tridge. Linus Spacehead finds a caped

  ’n’ Jump, Galaga (which was subtitled “Demons of alien adventurer floating on bubbles to

  Death”), Joust, Xevious, and Spy Hunter. Most of these avoid rocks and sea creatures, running

  games were released for previous systems, such as the Atari 2600 and the ColecoVision, but the more power-on a beach while avoiding falling co-

  ful NES was better able to mimic the arcade experience.

  conuts, and more. In Super Robin Hood,

  NINTENDO NES

  153

  the mythical anti-hero collects treasures and

  bombs, the ability to move blocks) while avoid-

  keys, climbs ladders, jumps on moving plat-

  ing enemies. Stunt Buggies is an overhead-

  forms, shoots arrows at bats and other enemies,

  view, Rally-X-style racer in which players drive and more. The titular boy in Boomerang Kid

  around mazes, collecting bombs and avoiding

  collects (but doesn’t throw) boomerangs while

  or blowing smoke on a wacky assortment of

  performing such activities as jumping on plat-

  enemy vehicles. Unlicensed.

  forms (cliffs, trees, and the like) and avoiding

  snakes and koalas. In Treasure Island Dizzy, the

  Quattro Sports

  egg-shaped star of The Fantastic Adventures of

  PUBLISHER: Camerica. DEVELOPER: Codemas-

  Dizzy explores a tree house village, gold mines, ters. Sports/Multi-Game Compilation, 1–3

  a dragon’s lair, and other areas while using

  players (simultaneous). 1991.

  items and encountering wizards, trolls, lep-

  Quattro Sports features four graphically

  rechauns, and other strange creatures. All four

  challenged (actually, Baseball Pros looks de-

  games are mediocre at best, and only Super

  cent) titles in one cartridge. The best game in

  Robin Hood gives players a weapon. Unli-

  the bunch, Baseball Pros is playable, but does

  censed.

  have some flaws, such as regulation games last-

  ing 10 innings and the apparent lack of a short-

  Quattro Adventure (Aladdin Version)

  stop. Viewed from overhead, Soccer Simula-

  PUBLISHER: Camerica. DEVELOPER: Codemas-

  tion features throw-ins, penalties, and fouls,

  ters. Multi-Game Compilation/Side-Scrolling

  but moves much faster than the real sport.

  Platform, 1 player. 1993.

  Played on three different court surfaces (grass,

  The Aladdin rendition of Quattro Adven-

  clay, and gravel), Pro Tennis features lobs,

  ture looks and plays
like the standard version, smashes, volleys, and other hits, but serving the

  but was produced in a compact cartridge for-

  ball in bounds can be tough. Similar to (but

  mat. Requires the Aladdin Deck Enhancer. Un-

  nowhere near as good as) Ivan “Ironman” Stew-

  licensed.

  art’s Super Off Road, BMX Simulator offers 15

  different tracks across three types of terrain:

  Quattro Arcade

  Dirt Biking, Desert Riding, and Quarry Rac-

  PUBLISHER: Camerica. DEVELOPER: Codemas-

  ing. Unlicensed.

  ters. Multi-Game Compilation, 1 or 2 players

  (simultaneous). 1992.

  Quattro Sports (Aladdin Version)

  PUBLISHER: Camerica. DEVELOPER: Codemas-

  Quattro Arcade consists of four previously

  ters. Sports/Multi-Game Compilation, 1–3

  unreleased, highly playable games. F-16 Rene-

  players (simultaneous). 1993.

  gade is a vertically scrolling shooter in which

  players fly over forests, deserts, and an arctic

  The Aladdin rendition of Quattro Sports

  wasteland, firing bullets and bombs at tanks

  looks and plays like the standard version, but

  and planes, the latter of which move in patterns

  was produced in a compact cartridge format.

  and release power-ups. Certain levels offer a

  Requires the Aladdin Deck Enhancer. Unli-

  third-person, behind-the-plane perspective.

  censed.

  C.J.’s Elephant Antics is a cute side-scrolling

  platformer in which C.J. runs, jumps (over

  Race America

  spikes and on moving platforms), throws

  PUBLISHER: Absolute Entertainment. DEVEL-

  bouncing bombs, and shoots peanuts through

  OPER: Imagineering. Sports Car Racing, 1 or 2

  players (simultaneous). 1992.

  his trunk at such enemies as freaky frogs and

  savage snowmen. In Go! Dizzy Go!, the egg-

  Race America is an unusual game. It fea-

  shaped Dizzy and his pal Denzil maneuver

  tures the typical behind-the-car perspective of

  around a series of themed mazes (Underwater,

  such racers as Pole Position and Rad Racer, but Forest, Pyramid, Mountain, and Castle), col-the lead car gets a larger view of the action (the

  lecting fruits and power-ups (shields, smart

  trailing car is shown in a small window at the

  154

  CLASSIC HOME VIDEO GAMES, 1985–1988

  bottom). In addition, when the racer closes the

  Rad Racer

  gap on an opponent during a cross country race

  PUBLISHER: Nintendo. DEVELOPER: Square.

  (the course runs from Boston to Los Angeles,

  Sports Car Racing, 1 player. 1987.

  with eight cities in between), the view switches

  Although it owes more than a passing nod

  to overhead. There’s side-view, split-screen

  to Out Run, this early title from Square is a fine drag racing as well, in which players must focus

  game in its own right. After selecting one of

  on acceleration, speed, shifting gears, RPMs,

  two cars (a 328 Twin Turbo or an F1 Machine),

  oil slicks, and the opponent’s car.

  players begin racing on the first of eight differ-

  ent twisting, turning, timed courses, including

  Racket Attack

  a run through the Rocky Mountains, a stretch

  PUBLISHER: Jaleco. DEVELOPER: Jaleco. Sports/

  in Athens, Greece, and a spectacular looking

  Tennis, 1 or 2 players (simultaneous). 1988.

  night drive toward the San Francisco skyline.

  One of the more entertainingly realistic

  With each successive course, a new enemy car

  sports sims for the NES, Racket Attack offers is added, such as a Corvette or a Mercedes Benz.

  the following features: 16 playable characters

  Bumping into other cars is allowable, but dan-

  (eight males and eight females, each nicely

  gerous since getting bumped into roadside trees

  drawn); three courts (hard, clay, and grass); a

  and signs is a common occurrence, especially

  surprisingly articulate announcer calling out

  during turns. The view is from behind the

  scores; and three types of serves (spin, slice,

  player’s car, which moves at an immensely sat-

  and straight). Standard hits include lob, volley,

  isfying, turbo-enhanced maximum speed of

  smash, slice, forehand, and backhand. The

  255kmph. Like 3-D WorldRunner, Rad Racer

  manual recommends that gamers keep track of

  was originally packaged with a cheaply pro-

  their own tournaments (meaning there’s not

  duced pair of 3D glasses, though WorldRunner

  an actual tournament mode), but the game

  uses the 3D effect to much better, um, effect.

  does offer a password-backed, seven-match

  competition against the computer. As in most

  Rad Racer II

  tennis video games, the perspective is from an

  PUBLISHER: Square. DEVELOPER: Square. Sports

  elevated viewpoint behind the court.

  Car Racing, 1 player. 1990.

  Viewed from behind the

  player’s car, Rad Racer II is a lot

  like the original Rad Racer, letting

  gamers speed down eight twist-

  ing, turning, timed tracks (includ-

  ing Big Apple, Las Vegas Blvd.,

  and Bay Bridge), each of which

  sports dazzlingly detailed back-

  grounds. Players can select from

  two different songs (compared to

  three in the original game), and

  there’s only one car available this

  time around. In addition, 3D is no

  longer an option, helping create

  an unusual case where the sequel

  has fewer features than the origi-

  nal. One new component is a

  turbo boost ignition, which lets

  players send their car into an im-

  NES sports car games Rad Racer and Rad Racer II, both devel-mediate power start. Another thing

  oped by Square.

  Rad Racer veterans will notice is

  NINTENDO NES

  155

  that Rad Racer II is a tougher game, allowing bious reputation, thanks to poor controls,

  very little room for error.

  buggy programming, limited animation, and

  lame graphics. Armed with a gun, players, as

  Rad Racket-Deluxe Tennis II

  an undercover narcotics officer named Shadow,

  PUBLISHER: American Video Entertainment.

  must traverse six stages (Pier, Streets of Tech-

  DEVELOPER: Idea-Tek. Sports/Tennis, 1 or 2

  nopolis, Warehouse, Swamp, Space, and Com-

  players (simultaneous). 1991.

  puter Center), dodging mines and bird drop-

  Rad Racket is a typical tennis video game,

  pings (!), entering doorways, seizing cocaine

  but for one odd distinction. From time to time,

  and cash, and shooting drug kingpin Pitbull’s

  a rat will appear on the court, to which the side-

  army of robots and brainwashed servants.

  line referee will exclaim (via text bubble), “Yuk

  Pressing up and down moves Shadow diago-

  a rat.” If a player manages to hit the rat with

  nally, and certain levels must be repeated if all


  the ball, he or she will automatically win the

  the bad guys aren’t killed, even though all the

  round. Otherwise, standard rules apply (at least

  enemies don’t appear onscreen the first time

  for the most part). Gamers can select from

  through (leading to certain frustration).

  three court surfaces (grass, clay, and hard) and

  Shadow can jump and grab weapon power-ups,

  from six characters, each of whom is supposedly

  and he pilots a boat and a spaceship in certain

  an expert in one area, such as the smash or the

  areas, but these flourishes hardly make the

  short ball. The controls are simple, and the el-

  game worth playing. Unlicensed.

  evated viewpoint is from behind one end of the

  Rainbow Islands

  court (as in Racket Attack and numerous other PUBLISHER: Taito. DEVELOPER: Taito. Vertical

  tennis games). Despite the “II” in the title, there

  Scrolling Platform, 1 or 2 players (simultane-

  is no evidence of a precursor to the game. Un-

  ous). 1991.

  licensed.

  A nice port of Taito’s 1987 coin-op classic,

  Raid on Bungeling Bay

  Rainbow Islands: The Story of Bubble Bobble 2, P

  which was the arcade sequel to Bubble Bobble

  UBLISHER: Broderbund Software. DEVELOPER:

  Hudson Soft. Overhead View Free-Roaming

  (as opposed to the NES sequel, which was Bub-

  Shooter, 1 or 2 players (simultaneous). 1987.

  ble Bobble Part 2), Rainbow Islands for the NES

  is a nice entry in an unusual genre: the verti-

  Adapted from the Commodore 64 com-

  cal scrolling platformer. Players guide a boy

  puter classic (1984), which was SimCity creator named Bubby as he makes his way up four

  Will Wright’s first game, Raid on Bungeling Bay

  stages in each of seven different worlds. Bubby

  has players flying a helicopter (which is equipped

  can jump up to platforms, but is better known

  with a machine gun and bombs) over islands

  for his ability to create small, solid rainbows

  controlled by the evil Bungeling Empire. The

  that he can use as walkways (to reach platforms

  scrolling playfield is 100 contiguous screens in

  above and below) and as weapons to knock

  size, and players must locate and destroy six

  bats, bugs, tanks, baby Frankenstein monsters,

  secret weapons factories, making sure to land

  and other enemies off the screen. Grabbing

  for repairs and protect aircraft carriers. Enemy

  magical items (stars, potions, and the like) gives

  defenses, such as bombers, fighters, missiles,

 

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