| |
The Laser Guide to Video Games |
Lead (Atari 2600/VCS - 2010)
Juno First (Atari 2600/VCS - 2008)
Homebrew gaming can occasionally offer a mixed bag with quality ranging from
dismal to euphoric. Langing squarely in the latter category are these pair
of releases from Atari Age. Both are inspired by classic arcade
shoot-'em-ups descended from Galaxian and Space Invaders but the difference
in approach and unique style each brings to the table makes Lead and Juno
First two prime examples of what happens when everything comes together.
Developed by Simone Serra, Lead is probably one of the most polished,
entertaining and, challenging shooters on the 2600/VCS. Its not strictly an
arcade translation, but its alien foes' design and structure strongly
resembles Space Invaders. What you'll immediately respond to is likely the
slick graphics, sleek interface and fluid controls. Its elaborate menu
screen is just the start. Lead's sleek, retro look is immediately appealing
with a design that's incredibly polished and immediately engaging. It mimics
the look of classic arcade games with flashing score displays, shimmering
level layouts and colorful waves of opponents that jump off the screen,
streaking in vivid waves of light brillaintly, the action almost exploding
against a straightforward black background. Lead's pulsating soundtrack is
phenemonal by 2600/VCS standards. It builds on and reinforces Lead's
relentless pace with thumping beats punctuating the action that feel more at
home in a DJ Booth than an arcade. All of which creates an aesthetic that's
immediately appealing and engaging, mixing retro style with modern approach
to make for an instantly engaging title.
At first glance, you might mistake Lead for a rather generic space shooter
that guises up an old formula with flashy music and graphics. This might be
fair if you only play through its first level. Structured as a traditional
shooter, your ship stays firmly rooted at the bottom of the screen as you
shoot a wave of bullets at a descending waves of enemies. The minor twist in
the first level are two side walls that twist and turn as you play,
constraining your movement along with your enemies. Its an interesting idea,
but hardly enough to sustain a complete game for any length of time. The big
twist comes in the second stage, where instead of shooting the enemies as
they attack, you have to dodge them. There are no shots to fire here either,
its pure avoidance. Not what you'd expect at first, and definitely sets up a
fairly innovative title In this approach, its structure resembles a string
of connected mini-games, but their seamlessly connected allowing players to
build a unique flow and momentum as they're propelled through Lead's
hyper-kinetic, action-packed stages.
Lead's mixed-skill approach is the key to its long-term appeal, challenging
a different skill-set with each stage. It isn't all about mindless shooting
either. There are are number of 'scramble' stages where you have to avoid
contacting falling ships that cluster in patterns, that resemble puzzle
games than traditional shooters. The action returns to shooting on other
stages, but the rules are twisted during subsequent stages. On these levels,
you have to avoid contact with the shimmering walls at your side.or avoid
rapidly descending foes. Different types of stages appear at random
intervals, keeping you constantly on guard.
It gradually builds in difficulty and intensity, challenging players with
varying play mechanics and obstacles that shift and turn with each stage.
Even you memorize the order the stages arrive in, the rapid change in rules
and mechanics keeps you off-guard and constantly aware of shifting play
mechanics. Enemy patterns are fairly straightforward, but the rapidly
increasing speed creates tension where enemeis might seem to appear
suddendly right behind you. Several modes of play are available which
further diversifies the action, there's a more basic 1K mode with
reductionist, de-make style graphics and somewhat simplifies the action.
This is probably the simplest mode and makes a good introduction that allows
you to learn the basics effortlessly.
From initial power-up, Lead creates a seamless experience that smartly
throws players surprising challenges without feeling cheap or gimmicky. Its
presentation is consistently superb, with a flawlessly-designed classic
appearance, distinctive soundtrack and most importantly, finely-tuned
rhythmic gameplay that throws enough curves to keep you coming back for
more. It's a remarkable achievment by any standard, all the more impressive
when compared to commerical releases, truly an outstanding title that proves
the durable VCS platform retains seemingly endless potential, despite the
many years that have passed.
Taking a more traditiona, but equally successful approach is the
arcade-conversion of Konami's Juno First. Developed by Chis Walton along
with Nathan Strum, Erik Ehrling and Glenn Saunders this was alos published
by Atari Age, and retains a high-quality throughouit. The elaborate opening
sequence unfolds as it would in the arcade, and a single button press from
the main menu suddenly thrusts you into the action. The initial stages in
Juno First are relatively easy to understand. Piloting a ship, you move
horizontally firing at waves of enemy ships. More interestingly, you can
move the playfield back and forth, allowing you to skip back and forth
through the stage. More sistant enemeis appear on the radar in the upper
portion of the screen. This allows you to strategically move out of the line
of fire, place your ship in advance and counter attack patterns.
In order to survive you also need to anticipate where and when your
opponents will attack. Enemies attack in large waves and are somewhat easy
to knock out, succumbing to a single shot. However, they shoot back
diagonally, which makes them trickier to avoid. At the top of the screen,
youi Each wave consists of a large number of enemies and your progress after
clearing all of them. Adding a bit of strategy, at several points in each
level, special pods appear that unlock 'HyperSpace' mode, when powered-up,
it gives you temporary invulnerability and double points for each opposing
ship you take down.
Aside from all of this, there's the constant pressure of the fuel gauge
ticking down. It's not that important on the earlier stages, latter waves
are longer, with more enemies, reducing your margin of error. Keeping focus
on these elements simultaneously isn't as easy as it sounds, since you have
to balance your timing amd firing without getting zapped from an unexpected
direction. Helping you along the way are Juno's remarkably smooth and fluid
controls, which allows the action to flow seamlessly. You're involved in the
game without worrying about the interface getting in the way.
Its scrolling playfield is probably the most central element of its appeal,
allowing for a much greater freedom of movement than most shooters on the
VCS allow. It adds depth to the mechanics, and allows for a looser
structure. As the intensity of attacks increases in later stages, you're
likely going to lose ships more frequnetly. This could be frusrarting in
most shooters, but the design gives you a break in its unlimited continues
where you can start at the stage where you left off. It lets you play,
building your skill and endurance seamlessly, quickly adding intensity and
speed, as enemies multiply above you.
Juno First's authentic aesthetic and slick visuals are incredibly stylish
and coherent, with cool-looking enemies, detailed sprite-work and
contrasting bright color designs that gives Juno First an appealing,
surprisinglyy coherent look. Its graphics doen't exactly duplicate, but
instead effectively mimic the sharp visuals of the 1983 arcade game. In-game
sound effects are appropriately thunderous, with heavy weapon fire,
explosions and thick bleeps complimenting the action at every interval.
Effectively, promotion comes quickly and the rapid increase in speed keeps
interest levels and motivation high throughout. As in many classic shooter
games, the immediately gratifying gameplay and mechanics make for an
immensely appealing title that rewards repeated play with numerous secrets
and power-ups. Making a good run unlocks another surprising feature - an
in-game high-score table that allows you to enter your initials, as was
standared practice during the classic acade gaming era. Unfortunately, high
scores disappear when you turn off the syste,. However. they can be saved
permanently, using an optional device called the Atarivox.
Juno First is a surprisingly robust arcade-style game, on a system where
many commercial conversions released durings its heyday fell short of
expectations. Showing a remarkable faithfulness to the original arcade title
in terms of speed, challenge and polish. Juno First and Lead make
complimentary book-ends with high-degree of technical polish, impressive
graphics and hypnotic gameplay that produces a recurring desore to keep
playing. Its difficult to measure these titles against each other since they
take different approaches to arcade style games. Both highly-entertaining
titles are enjoyable in their own right, offering an outstanding balance
depth, high replay value and most importantly, gameplay challenge. Lead is
slightly more cerebral, while Juno First's viscreal thrills are sustained
and consistent, with no interupptions or sudden rule changes between level.
Comparing both by playing them back-to-back in sequence shows there's
surprising nuances seperating these games. Lead and Juno bring slightly
different emphasis, and each title feels unique enough that both are
worthwhile. These definitely expand expectations of what's possiblle for the
traditional shooter genre on the VCS/2600. There's an impressive level of
detail, balance and polish in each vivid gameplay session and the
attention-to-detail and sheer passion is evident throughout both. Lead and
Juno First are both near-perfect examples showcasing how enormously skilled
developers can ignite a renewed energy and excitement by simultaneously
remaining faithful to the inspiration while stretching techincal boundaries
on seemingly forgotten hardware. Both titles are of modern homebrew
communities have brought new, invigorating energy to seemingly dormant
systems, even decades after their commercial apex.
- Michael Palisano
|
| | |