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The Laser Guide to Video Games |
Vanguard -
Colecovision - Collectorvision Games
Placing its format on the 1981 arcade title from
Centuri, Vanguard remains a formative title for the shoot-em-up genre. It's
uncompromising forward-looking design set the stage, at least in part, for
many titles that followed. The players pilots a solo ship placed against
waves of enemy forces. These take a variety of forms including stationary
objects that can be shot for points and moving foes that fire back in your
direction. There's an impressive variety of enemies as you travel through
the tunnels and corridors of the game. Its a long-path to the conclusion,
but these are divided into different zones. Each presents different type of
challenge. The standard styx and future zones move left to right and see you
travelling through long tunnels, avoiding enemy fire while shooting nearby
objects. During these stages you'll find numerous power-pods. Flying over
these gives you limited invincibility and plays a short tune, which ends
simultaneously with its end.
This early innovation added a layer of strategy
to the game, that allowed you to not only fly past foes, ramming them out of
existence, while also allowing you to move past the thick barriers dividing
the level in portions. This made the gameplay somewhat forgiving but not
interceding. Ample skill was required to reach the end. Another feature of
the game occurred during the rainbow zones. The action switched to a
diagonal perspective and the enemies switched to large bulbs that had to be
avoided and destroyed. These opponents moved in straight lines horizontally
and attacked relentlessly. Near the end of your fight, there was a
penultimate encounter with space snakes that writhed across the screen. What
was interesting about these elusive creatures was the fact that you could
choose either to destroy them or dock with them to gain extra points.
Finally, there was the game's most interesting innovation, a boss fight at
the end of each level. Staring down at you from the top of the screen, his
defensives slid back and forth, requiring you to shoot into their gap, which
was narrow and shifted positions.
Adding to the difficulty, the levers slid in
beneath your ship, encumbering its maneuverability and making it imperative
that you shoot the boss as quickly as possible. After you defeat the boss,
you restart at the beginning of the level, but the zones are now placed in a
different order, which presents a different challenge for each stage. These
elements came together seamlessly and made for an engaging game
simultaneously challenging and entertaining. The Colecovision version of
Vanguard that's arrived via homebrew programmer Chris Derrig with assistance
from the Collectorvision staff, is probably one of the most=polished and
highly enjoyable home versions of the seminal game to appear on classic
hardware. The game begins on a surprising note with an elaborate cinema
sequence showing the ship taking off from its hangar to face its enemies.
This is a surprising addition that adds a new, somewhat modern dimension to
the game. Before you begin, you can choose one of several difficulty levels
and other options. As you pilot the ship, you'll notice that you can fire a
stream of shots in either a horizontal or vertical direction. Depending on
the location of your opponents, this flexibility makes them easier to
target. It also goes a significant measure in adding versatility to the
shooting action, extending Vanguard's long-term appeal to a large degree.
One of the more interesting aspects of this
particular release is that it features numerous voice samples of
computerized speech not heard in the more widely-assimilated home versions.
These occur with surprising frequency and while the voices might seem
distorted and somewhat garbled by today's standards, they add a cool retro
sheen to the proceedings that is surprisingly effective. The only
significant drawback is that these samples cause a slight pause to occur.
Its not detrimental once you become accustomed to it, but it does slow
Vanguard's momentum slightly. The sound effects and music are otherwise
superb, accurately mimicking the arcade's audio with surprising fidelity and
superb renditions. Visually, the game matches the look of the arcade game
with a highly accurate translation that recreates the arcade game's visuals
faithfully for the most part. Some of the background features scrolling can
be a little clunky at points, but the main ships and objects on the screen
don't share this minor flaw. The scrolling can be a bit distracting at
certain points but shouldn't diminish your overall enjoyment of the title.
Its been a long time coming, but Colecovision owners finally have a chance
to play a robustly entertaining and elaborately implemented edition of
Vanguard that showcases the programmer's impressive skill implementing new
techniques and extracting previously unheard capabilities from the console.
Crazy Climber Redux -
Colecovision - 8-Bit Milli Games
Taking inspiration from the original arcade game
from Nihon-Bussan in 1982, Crazy Climber Redux offers more than just a
faithful translation of that game, adding new modes and features that make
for an engaging title that stands apart on its own. Crazy Climber's basic
premise puts the player in the role of a skyscraper climbing rogue who's
mission is to reach the top floor of each building and fly off in your
rescue balloon. It's not as simple as it sounds, each building is littered
with numerous windows that you need to navigate in order to move higher. The
windows undergo a constant switch from opening and closing., You can scoot
right over the open sections, but closed ones will block your path. If
you're particularly unlucky, a window will slam shut on your before you can
pass over it, causing you to plunge downward and lose a chance. Moving over
the windows is easy and you can switch between different upward paths as you
play the earlier stages.
This technique can be performed relatively
quickly but there's a catch. As you traverse upward. the building's width
narrows until you have only two, the one path to follow. This is where
things can become tricky, as you have to navigate the sections, and go off
the main path and wait until there's an open window nearby. You need to do
all of this while you avoid objects that fall from above, such as bottles or
rocks, which s easy enough but becomes harder as they fall at a faster rate
and pace as you climb higher over the building. Players will also need to
avoid other flying objects such as birds and cats that roam at random
intervals over their path, which aren't entirely simple to avoid. Taken
together, the concept is relatively straightforward but the accessible
mechanics and unencumbered gameplay are the key elements behind the game's
long-standing appeal.
This excellent version for the Colecovision was
programmed by US homebrew maestro 8-bit Milli, who'd done a superb job
implementing the game. Players can chose to use either a single controller
for a simpler, more accessible approach or use a double-controller mode for
a more accurate recreation of the arcade title's dual stick controls. Crazy
Climber Redux has a great interface, moving the character around the screen
is responsive and quick with an intuitive feel that's easy to learn, in both
control modes. Its a little tricky mastering the timing and positioning
especially as you move further and higher up the building's surface.
anticipating the actions above you helps a great deal, and showing a little
patience doesn't hurt. Occasionally, the windows' rhythm and timing can be
unpredictable but its really nothing that can't be mastered with a little
practice. Crazy Climber Redux stays largely faithful to its arcade game
counterpart in terms of gameplay, but this version applies significant
enhancements. The biggest chance are the special heart powers, Indicated
simply at the bottom of the screen, pressing either side button gives you
immunity for a short time, allowing you t o progress upward without fear for
a few seconds,
At the early stages you can effortlessly traverse
closed doors, but the harder difficulty levels prevent you from doing this.
This makes the game more accessible for newer players, but veterans might
want to play without using these for a more accurate representation of the
original game's difficulty. Visually, the game does an excellent job of
mimicking the arcade game, its presentation and structure is nearly
pitch=perfect throughout with smooth, scrolling animation of the main
character and objects unfolding effortlessly. The game manages to scroll
smoothly as you move upward as well, making for a resplendent edition of the
arcade game's aesthetics. Excellent music and effects round out the package,
wit authentic sound effects recreating the sounds of the original expertly.
Taken together, these elements combine to form an
excellent conversion of the classic coin-op that adds significant additional
features that enhance the gameplay without losing sight of the
straightforward approach that made the original so appealing. This achieves
an excellent balance that creates an immensely enjoyable game that showcases
the console's power and the programmer's undeniable talent. It has taken
some time for a conversion of Crazy Climber to appear on the console, but
the extended wait has been worth it, this conversion is mostly superb and
the new additions should appeal to novice players unfamiliar with the title
and while adding unexpected elements that should please experienced gamers
who enjoyed the original title.
Star Castle -
Colecovision - Team Pixelboy
Taking control of a lone star fighter, this
outstanding conversion of Cinematronics' 1981 arcade game puts you in
control of the ship. It tracks you and the enemies on a single screen. Star
Castle centers on fighting against the intimidating enemy ensconced at the
center of the screen. Your objective is deceptively simple: you need to
destroy the enemy. This can be achieved with a single shot, but the trick
lies in setting up the opportunity. Before you're able to shoot at the
fortress, you have to watch out for space mines. Released by the Star
Castle, these fly from the inner regions and chase you around the screen
relentlessly. You need to either avoid them or shoot them to clear a path to
the fortress they protect. After you're done navigating away or destroying
them, you only have a few seconds until additional mines are released.
Fortunately, this break gives you just enough time to focus on your main
mission. The base consists of a large cannon surrounded by three concentric
defensive rings. Each if these rings is constantly spinning around one
another in opposite directions.
Breaking through the rings is more complex and
challenging than it might initially appear. Shooting the rings causes a
segment of its fortress to disappear, which opens up a narrow path that
allows you to shoot at the next layer spinning within. Opening a gap you can
shoot through takes some practice, but can be done with effort. Shooting the
outer rings can be done somewhat easily, but timing your shots to the inner
rings is more difficult. Making things more complex, you need to shoot
strategically when you clear most of the segments in a ring. if you shoot
all of them, that ring completely regenerates all its pieces, meaning you
have to start over completely. Once you've breached the third and closest
ring, there's no time to relax.
The cannon is the last line of defense. After
you've opened a gap, it fires large fireballs directly in your path. These
are blasted almost without pretext, and usually aimed directly at your ship.
between the openings. It doesn't hesitate to shoot, and its quick reaction
makes its shots difficult to avoid. This is especially true when you
maneuver the ship at a close range to the fortress' circumference. Finding a
distance that allows for accurate shots while giving you enough space to
evade the cannon's blasts takes some practice, but you can usually locate a
spot that's effective and relatively safe. If you make the final shot and
destroy the Star Castle, you are rewarded with a large point bonus plus an
additional life, which helps extend the gameplay.
It feels like a triumph to defeat the first Star
Castle but this represents only your first encounter. The game's early
stages become easier with time but the later stages become increasingly
difficult as you destroy enemy bases. Everything increases in speed and
momentum as you defeat castles. Running from the mines becomes much harder
as they ramp their speed up significantly when you reach its later stages.
Additionally, the fortress takes less time to shoot giving you a much
smaller window that you can use to evade its fire. The increased speed makes
the gameplay mechanics much more challenging, and you'll need to have gained
sufficient proficiency in order to survive for long. Fortunately, the game's
controls and interface do an excellent job in recreating the feel of the
arcade game. Moving your ship around the requires you to use the thrust
feature wisely. It builds slowly, which propels you to a good pace quickly.
However, your ship doesn't come to a complete
stop immediately when released; players need to time movements carefully to
avoid crashing into the mines or bouncing off the rings unexpectedly.
Maneuvering the ship is intuitive and smooth thanks to a solid interface
that uses the system's 2-button controllers effectively. The right button
handles thrust while the left side fires your shots. Turning is fast and
effective and this version of Star Castle performs an excellent task in its
fastidious recreation of the arcade game.
Despite the inherent limitations when attempting
to translate the arcade game's vector graphics to a lower-resolution raster
format, it maintains the clean, look that made the title so enduring. Star
Castle stays faithful to the original game, uncluttered by needless
enhancements. The lines look fairly sharp in this edition and its consistent
frame rate makes for an exciting title that maintains the pace of the
original. Animation and movement are smoothly achieved without compromising
speed. Occasional appearances of minor flicker are visible sporadically, but
these small imperfection don't hurt the overall quality to any significant
degree.
By any measure, this is an impressive
achievement, considering the technical limitations of the translation to
raster, is that Star Castles maintain its inspiration's visuals, it creates
a stunning aesthetic conversion. Likewise, the sound effects are accurate
and faithful complimenting the action perfectly with pronounced shots
jumping out the speakers, underlined by the Star Castle's consistent growl
underneath the action. The sound is likewise brilliant without any audible
imperfections. Its high-fidelity sounds echoing with thunderous impact and
pronounced effect. Taken together, the combination enhances the title's
exceptional appearance and fantastic play mechanics. Star Castle stands
above even more elaborate conversions, its a superbly implemented title that
marks a long-awaited and hoped-for conversion that delivers an exciting,
challenging experience most players will enjoy and appreciate immensely.
- Michael Palisano
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