Tag Archives: Atari 400

Beamrider Review

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In the interim between the North American console market crash of 1983, and its eventual return to greatness in 1985 something had happened. While many software houses disappeared, others survived. One such case was Activision. Activision began to see a proverbial life boat in home computers. They continued to support the Atari 2600, 5200, Intellivision, and Colecovision. But while many other companies struggled with what to do next, they were one company who began making computer versions of their games. At one point, they even changed their name to Mediagenic for a short time, and tried branching out into other kinds of software. This didn’t work. But the migration to computer gaming did.

PROS: Great presentation. Great game play.

CONS: Accidentally wasting missiles.

DON’T: Accidentally destroy the 1-Ups.

One such pre NES era Activision game is Beamrider. Released in 1983, and coded by David Rolfe, it’s a space ship shoot ’em up with a third person view. What makes this game stand out however are the Tron inspired lines your ship, the enemies, and objects move along. Every one of the 99 waves sees your ships flying along a giant grid. you can move left or right, and you can fire with the fire button.

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Interestingly, you only stop moving upon each vertical line. This is where a lot of the high play comes in later. Like you, the enemies can move along horizontal lines. Unlike you, they aren’t limited to those lines. They’ll flow, in, and out of the background. Often going up, and down the lines in their attack patterns. Early on, you’ll face some pretty simplistic enemy fighters. Your lasso shaped lasers will take them out in a single hit, and the only real obstacles are the indestructible green shields that float around on the lines.

But after a few waves you’ll find yourself avoiding meteors, shields, enemy ships, and more. Each wave the enemy attack patterns become more, and more complicated. On top of this, you’ll have to avoid the aforementioned enemy shields, meteors, and other obstacles. You should also know you can only fire one laser at a time. There are no rapid fire features or power ups to save you. If you can get far into Beamrider you’ll find it gets faster, and throws in more, and more. But despite this fact, once you really begin to learn to analyze patterns you’ll find things become easier to deal with. By no means does the game become a breeze. But you’ll go further, and further before things seem insurmountable. Even when they do, remember every wave only consists of 15 standard enemies. It’s avoiding all of the extra stuff while trying to destroy them that presents that addictive high score challenge.

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At the end of each wave (Which the game calls Sectors) is a massive boss that scrolls off in the distance. If you can destroy it using your torpedoes, you’ll get a massive point bonus. You can shoot these by pushing up on the controller. But note you’ll only have three torpedoes per life. So use them wisely. Something that will no doubt keep you around is the way the game deals out 1-Ups. Instead of calling them 1-Ups or Extra Lives the game refers to them as Rejuvenators. These appear on the play field, and have an interesting mechanic. If you crash into them, you’ll gain another life. If you shoot them, they become space debris, and crashing into them will kill you. It’s something so small, yet changes up the game because it’s another thing you have to keep watch for.  It also ties into the game’s storyline.

Yes. Beamrider has a storyline. In the distant future, a massive device known as the Restrictor Shield isolates the Earth. As the Beamrider, you have to clear the shield which is composed of 99 sectors. Each of which is guarded by a Sector Sentinel. As you get further, and further the deluge deepens. David Rolfe’s Beamrider initially released on the Intellivision, and the Atari 2600 (with some minor concessions I’ll get to). Activision contracted Action Graphics to convert the game to the Atari 5200, Atari 400/800/XE computer line, Colecovision, Commodore 64, and MSX computer platforms. Activision contracted Software Creations to port the game to the ZX Spectrum.

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Graphically, Beamrider is a game that was visually impressive back when it was new, and it still doesn’t look too shabby today. Most of the versions are able to render an auto scrolling grid effect, and the Intellivision, Colecovision, Atari 5200, Atari 8-bit computers, MSX, and Commodore 64 versions all have a really cool blast door effect. When you begin a new wave, you’ll see a top, and bottom door, with a gap in the middle. That gap actually displays the animated grid you’ll be playing on! The doors open, and you’re off. It blew everyone away in 1983, and it’s still impressive today. Some have compared the look to Nintendo’s Radar Scope, or Konami’s Juno First. While these games do have grids, (Juno First being made up of dots rather than lines) they don’t auto scroll the way David Rolfe’s shooter does. The game play is also quite different here, making things feel rather unique.

Another really cool feature with these versions happens when you lose a ship. Upon your death, you will see the grid fade off into the distance, leaving behind a starry background while your flaming scrap heap of a ship floats through the depths of space. Then it’s back to the blast doors unless you’re out of lives. Then you’re stuck with a Game Over.  The Atari 2600 version makes a couple of cutbacks, likely due to the memory limitations of the console. Two of the enemy ship types have been omitted from the game, and the blast door effect is also missing. The animated grid effect is here, although the vertical lines are composed of dots rather than lines.  You also won’t be getting the grid elimination effect upon your demise. Again, this is likely due to either limitations of memory, or the 2600’s TIA chip. Despite these edits however, it is one of the most responsive versions of Beamrider. It manages to keep performance up to pace with the more visually appealing ports, and retains nearly everything else.

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The ZX Spectrum port retains the blast door effect, but the grid effect is made entirely of dots rather than lines. It also doesn’t have the grid fade effect when you die. Although when you’re out of lives it does change to a deep space background. It doesn’t look as nice as the other versions, but it retains the general game play.  If you can somehow make it through all of the sectors in any of the versions it won’t matter as the score will max out at 999,999 points. Be that as it may, there are but a proverbial handful of people who can or have done this. So if you can do it, congratulations. And even if you can’t, find solace in the fact that if you can crack 40,000 points or more by Sector 14 you could have won a coveted Activision patch back in the day. (Throughout their early days, the publisher rewarded skilled play with iron on patches based on their games.) Still, this is a shmup I would say just about anybody can enjoy. About the only issue you’ll run into is how easy it is to accidentally fire a torpedo you’ve been saving for the Boss.

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If you don’t happen to own one of the retro platforms Beamrider first appeared on, but you find yourself interested in playing it, it did appear in a couple of compilations.  Activision Anthology (PS2, GBA), Activision Anthology Remix (PSP, PC) featured the 2600 version of the game, while the Activision Commodore 64 15 Pack (Windows 95) features the Commodore 64 version. If you can manage to find Intellivision Rocks, (PC) you’ll find the original Intellivision version is included.

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So often in the world of retro games, early titles get overlooked for a variety of reasons. Beamrider should not be one of those games. If you collect for one of the consoles or computers it originally appeared on, keep an eye out for it. It isn’t one of the cheaper titles for those platforms, but it is certainly worth having in your collection. For those who aren’t ready to dive into investing into one of those platforms, but are interested in checking it out, one of the aforementioned compilations is worth looking into. Beamrider is one of the highlights of home gaming in the first half of the 1980’s. Whether you’re an enthusiast of the genre who owns everything from Aleste to Giga Wing, or a fan looking to play something different, Beamrider is one shmup that stands the test of time.

Final Score: 9 out of 10

Jumpman Review

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You wouldn’t know it at face value, but you’re on a mission to defuse bombs on another world. A world of bombs, killer robots, and a lethal pixel. In addition to a host of other horrific adversaries. It all sounds like a side scrolling action platformer or run ‘n gun. But you’d be wrong. Jumpman is one of the strangest, yet greatest puzzle games ever made. Debuting on the Atari 8-bit family of computers, it appeared on the Commodore 64 soon after, along with the IBM PC, and Apple II.

PROS: Excellent gameplay. Fun animation. Great musical numbers.

CONS: Bland graphics.

APOGEE: The Duke Nukem publisher felt the ire of Epyx.

Jumpman may seem a bit esoteric today, but there was a time when he was almost as popular as Bomberman. That’s because he starred in two of the most fun arcade puzzle games to ever grace a computer screen. As I mentioned at the start, the storyline of the game doesn’t accurately describe what is going on at face value. You really have to start playing the game before you realize that it does.

The goal of Jumpman is easy to grasp. Defuse all of the bombs in the level before losing all of your lives for big points. If you manage to do this, you’ll move onto the next level. You’ll also get bonus points for having more Jumpmen in reserve. So a high performance level is key. Created by Randy Glover, and released by Epyx, there is a wonderful use of the easy to learn, lifetime to master principles behind many great games.

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The game eases you in, with a couple of pretty simple to understand levels. You’ll go about your goal of defusing bombs, and slowly notice changes to a given stage. Pieces of scenery disappear, creating new gaps to jump over. A floating pixel will chase you down, and kill you if you get in its line of sight. But the obstacles only increase as you complete levels. It isn’t long before you see killer robots that change position every time you defuse a bomb. Or a plethora of bombs falling from the sky. Or flying saucers. Or rabid bats. Sometimes the challenges aren’t adversaries. Sometimes they’re things like moving ladders or other scenery.

Every one of these attempts to impede you can be overcome with enough practice. Over time, you begin to recognize patterns, and figure out what you’re supposed to do. But it doesn’t become a cakewalk, because actually doing what you’re supposed to still requires dexterity. When you clear a level, you’ll hear one of a multitude of cheery carnival tunes. These go along with the circus-like feel of the game’s introduction animation.

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Jumpman gives you nine lives to get through the stages. You can choose from several difficulty settings which will start at a stage where the appropriate difficulty jump occurs. You can also select Grand Loop which does all 30 levels in a row. Or you can choose the Randomizer, which plays the levels in a random order. Beyond that, you can also choose a game speed. The center value of 4 will run the game at the standard speed. The max speed of 8 is probably too fast for all but the most devoted player, and the minimum speed of 1 makes the game exceptionally slow. The speed setting is a nice option though because it can make the game a bit more interesting. The game can also be played by up to four players alternating turns.

Visually, Jumpman isn’t much to look at.  stages are made of simple shapes, and a handful of colors. Jumpman himself, is little more than a stick figure. But the gameplay in Jumpman is amazing. Moving about the levels is very smooth, and the controls are tight. One interesting thing the game does is allow Jumpman to climb anything he touches. If you go for a jump, and your hand nabs part of the scenery, you’ll climb it! There are also some cool navigational variables thrown in, in the form of ropes. Green ropes can only be climbed up, while blue ropes can only be climbed down. Between this, and the other mechanics introduced through enemy character types Jumpman becomes surprisingly deep for such a simple game.

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There are a few minor differences between the different versions of Jumpman. The original Atari 400/800 version features some really slick transition animations between levels as you clear them. It also has a pretty cool stage destruction sequence when you run out of lives, and get a Game Over.  The Commodore 64 version has a little bit more detail in the graphics department. It gives our hero a shirt, and pants through some simple colors. The music sounds a tiny bit better too. It is missing the stage transitions, and if you lose you don’t see the level explode. Instead, you get a harmonious musical number as the backgrounds, and characters slowly become the same color.

Over on the Apple II, you won’t see the transitions. Visually, it’s somewhere between the Atari, and Commodore computers. It has the Commodore’s background colors, but the Atari’s blank Jumpman. The IBM PC port was outsourced to another developer. It pretty much plays the same as the other versions although the terrible PC speaker sound, and CGA color scheme make it the worst in terms of visuals, and sound.

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Jumpman was also followed up by Jumpman Junior, which is really a companion version of the game. It was made for Commodore 64, and Atari 8-bit users who didn’t have a 5.25″ Floppy drive. Being a cartridge game makes it one of the more sought after games for collectors. It’s pretty much exactly the same game as Jumpman, except it has only 12 stages. At the time cartridges didn’t have as much storage capacity as the floppies, and cassettes did. Still, for many retro fans,  it isn’t the full Jumpman experience unless you have both games. It was never available for other computer formats, although it was ported to the Colecovision.

Long after Randy Glover left the game industry, A programmer named Dave Sharpless ported the game, and it’s expandalone to MS-DOS under the title Jumpman Lives! The game was published by Apogee in 1991. The thing is, that while Epyx had long been a shell of its former self, it was still around. The remake caught the ire of Epyx, and Apogee would cease selling it immediately. Epyx wouldn’t be around much longer though, after getting out of bankruptcy, and focusing on Atari Lynx development the company was sold off, and dissolved.  Jumpman Lives! Is a fairly rare computer game as a result.

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In the end, Jumpman, and Jumpman Jr. are games that really deserve more recognition than they get. At least when compared with other retro games. Things may look more like a carnival than a space station, and the bombs may look more like flowers. But once you get past the rudimentary look of everything you’ll be engrossed in one of the most addictive puzzlers of all time. If you can find the original floppy disk, the cartridge based companion edition, or even the unlicensed, unofficial, Apogee remake, give it a go. Jumpman Junior was also included in the C64 DTV, as well as the recent Colecovision Flashback by AtGames. So if you don’t have one of these old computers or consoles, there are other legitimate ways to add this masterful game to your collection in some capacity.

Final Score: 9 out of 10

Beach Head II: The Dictator Strikes Back Review

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These days, there are all kinds of wonderful death match experiences. From Rise Of The Triad onward, First-person shooters have given players hours of competitive multiplayer. But back in the golden age, not as many games did this. Oh sure, there was the quest for the high score. However, many games had you on the same side, or alternating turns while competing for points. But when Beach Head came out it had a novel idea. Combining several games resulting in a really fun campaign. The sequel took that idea on step further.

PROS: Well crafted. As fun today, as it was when it came out years ago.

CONS: Last stage can go on too long between two great players.

MEDIC: The voice samples are some of the most memorable quips in a video game.

Beach Head II is one of the best competitive multiplayer games ever made. Released two years after the original game, it made one little change to its formula. This completely changed the dynamics of the game in this sequel. Instead of alternating turns, this game casts one player as the heroic army, and the other player as the dictator’s evil forces. The core concept is intact. There are a set number of scenes, each acting as its own arcade style game. Once that game is played, things move onto the next game, and so on. This tapestry of games, makes for an overall campaign, and storyline. Beach Head takes place during World War II. But the setting in this sequel is more contemporary.

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The first stage is an invasion. Player one air drops a squadron onto the shore, and from here they have to storm the Bastille. Player two has to do everything in their power to keep the heroes from getting inside, by using a giant turret. As the second player fires down upon the walls, the first player has to move combatants one by one, to the entrance. They can scale walls, or run down toward the next set. If they get to the bottom, they’ll succeed.  The more combatants they can get down to the bottom the better prepared for the following stage. This is also the moment you’ll see something else that makes the game memorable. This is one of the earliest computer games that implemented voice samples.

When one of the allied combatants get shot, it plays one of four samples. These are looped so the deaths will vocalize the same pattern of phrases. Even still, these are pretty great for the time, and are still pretty memorable. There are other samples that play in later stages too. Now one may think the odds are against the allied forces, and they are. But the heroes can throw grenades at the dictator’s turret. A successful throw will destroy it for big points, and the soldier will make it in, as a replacement turret spawns in.

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Stage two sees the allies taking control of the turret, and firing into the dictator’s military installation. Here the object is to provide prisoners cover as they try to shuffle along, and escape. The person playing dictator, can summon tanks, combat jeeps, a bomb expert to set traps, and even a guy on a roof dropping rocks onto the prisoner. Points are awarded to the allies for every successful rescue, while the dictator gets points for successfully murdering prisoners.

The third stage is a helicopter escape mission. The allied player loads the chopper with liberated soldiers, and attempts to get away. It’s a shmup level, but the dictator can control the many vehicles in an attempt to shoot down the chopper. If they’re successful the round starts again, with the allies trying to shuttle out any remaining prisoners. Obviously the allies get huge bonus points if they can successfully dodge all of the dictator’s assaults.

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The final stage sees the leader of the allies facing off against the dictator himself. Each on a pier facing each other. They throw knives at each other. After landing a few hits the victor will see their opponent fall into the sea. This battle goes on for ten matches. This is where the game’s one major flaw comes into play. The final battle can go on far too long. Once you have two evenly matched players, they can easily duck out, sidestep, and otherwise dodge dagger throws. A 30 minute match up of fun, can quickly become a several hour affair due to the last battle. In hindsight Access Software should have made this a two out of three falls match.

Be that as it may, the final battle is still a lot of fun thanks in part to the nice animation, and splendid sound samples. Hearing the dictator exclaim “YOU CAN’T HURT ME!” is a pretty rewarding experience. Once all of the modes are done, the final score is tallied letting you know which army was victorious.

Aside from the voice samples, the sound effects are really good. Explosions, gun fire, and other sounds are all a cut above most other games of the time. There is also a really nice chip tune of the US Marines theme song. Visually the game still holds up pretty nicely. The sprites all have a great use of shading techniques to portray details. And while not every thing is graphically impressive, it does an awful lot, with a little.

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Now in addition to the full on campaign, you can play the individual stages instead. This is nice if you really enjoy a specific level more than the other ones. But for most who go back, and play this one, going through the campaign together is really what makes things fun. One can also play through the game on their own as the allies. There are three difficulty levels, and the higher you go the more punishing it is. The highest difficulty is notoriously difficult, as the computer will rarely make a mistake. If you have nobody to play it with, it’s a fun ride. But the real entertainment comes from competing with a friend. I spent many Saturdays, and afternoons playing this with my brother, and friends from school back in the 80’s. It was one of the most fun multiplayer experiences on the Commodore 64.

But Beach Head II was also published on other computers of the time. If you collect for the Apple II or Atari 400/800 line, you can also find this game for those platforms. If you happen to live in Europe, you can also find versions for the Amstrad CPC, and the ZX Spectrum. No matter how you play it though, this is one awesome head to head game worth picking up if you have the chance.

Final Score: 8 out of 10