This collection of four games is our last of ported arcade games with modified controls. This collection probably makes the least sense collectively as they are all different thematically, have different scoring systems, and use different control setups. I decided on the Home Arcade subtitle because you are playing ported arcade games in your home, and almost every arcade I have been to in the last 10 years has at least two of the games in this particular collection, with Pong being the one I have seen the least out in the wild. As such, these games are ones that I am more likely to play in a real arcade because I know the mechanics and I do manage to have fun playing them even when I find that I am not great at playing them overall.
- Game 1: 4,862
- Game 2: 5,952
- Game 3: 10,799
- Game 4: 11,514
- Game 5: 11,054
Missile Command
Missile Command was an interesting game because I feel like there is a lot of legacy that comes with the name despite only having played it a few times in an actual arcade. The concept of the game is that you are operating a missile command station while the cities you are defending are bombarded with incoming missiles. The missiles you fire do not actually hit and knock out incoming missiles, instead it is the explosion from the missile that destroys the inbound missiles so you have to figure out timing based on where your targeting reticule is, and where the enemy missiles will be when your missile explodes. Add on top of that, that the enemy missiles will sometimes split off to create additional missiles, often not flying off at 90-degree angles from their original trajectory. Add on top of that, you have three missile firing stations and each station is equipped with a finite number of missiles. So unless you are very conscious about how many missiles you are firing, how much you are missing, and how many more incoming missiles there are, you could very much run out of defensive missiles before the end of the stage leaving not only your cities but your missile firing stations open to attack and destruction.
Scoring in the game is made up of a combination of how many missiles you have left, how many cities and firing stations you have left, and if you shot down any additional slow-moving aircraft (similar to the alien ship that flies across the top of the screen in Space Invaders). You gotta save your family!
While the game does start to feel nearly impossible by the end of the third stage, it still manages to feel fun, if only because there is that nagging feeling that maybe if I had gotten that missile earlier, it would not have split up into four more missiles and I would not have run out with the central missile-firing station.
Verdict: Yes
- Game 1: trackball 3,085
- Game 2: trackball 6,140
- Game 3: stylus 6,560
- Game 4: stylus 5,615
- Game 5: stylus 5,905
Pong
Yeah, Pong. But unlike the arcade version of Pong, in this game, you can only play a one-player game against a computer opponent. I should not have to explain Pong, but let us remain consistent.
Pong is essentially digital ping pong with some obviously needed modifications. You control a paddle that hits back a block/ball across a line/net to your opponent who has to hit the ball back without the block/ball getting past them. The ball can ricochet off of the top and bottom walls and the angle that your paddle strikes the ball can alter its return angle and the speed of the return. That's it. The control settings were similar to previous games where I could control the paddle with the stylus, or I could use a vertical slider (still using the stylus mind you) to control the paddle. I only played one game with the stylus, and despite being the only game I won, I did not like the feel because you control the left paddle, but I was using the stylus on the right side of the screen so I felt more disconnected than using the slider option on the bottom screen while controlling the paddle.
If I ever play Pong again, it will likely be in an arcade for the novelty of playing one of the first arcade video games, or if there is a modernized version for virtual reality.
Verdict: No.
- Game 1: [stalemate] (slider) 2 - 3
- Game 2: [stalemate] (slider) 0 - 2
- Game 3: (stylus) 11 - 8
- Game 4: (slider) 6 - 11
Tempest
I cannot explain why I have a soft spot in my heart for Tempest but I do. For me, there is just something about the vector line graphics, the novel take on a space shooter, and the dial used on the arcade cabinet as the only mode of locomotion for whatever it is that your character/ship/thing is supposed to be as it crawls across the top of the playfield (called the "web").
A lot of what I love about Tempest is in this presentation too, except the dial controls. Like a lot of the games, you have the option of two control schemes, but the ones here are vastly different. First, you can use the directional pad to move around the web by pressing either the left or right buttons, but this, to me, felt very inaccurate, especially in stages 4 and up as there are areas on the web that are very small and easy to miss if there is an enemy or spike making its way up. Oftentimes I found myself overshooting where I wanted to be aiming. The second option is to use the stylus, which ended up being my preferred method. You would think that moving the stylus across the screen would get your hand in the way, and you would be correct, but this felt like the best and most responsive method to play Tempest. I wish that there was the option to have a dial on the bottom screen that you could rotate with the stylus and have the playfield on the upper screen.
That being said, I still found this presentation of Tempest a lot of fun to play, not as much as playing it on the arcade cabinet, but that is the trade-off I guess.
Verdict: Yes
- Game 1: 0 [Don't ask, this was a bad game]
- Game 2: 2,700
- Game 3: 6,100
- Game 4: 1,936
- Game 5: 11,144
- Game 6: 6,250
- Game 7: 7,610
- Game 8: 6,000
Instrumental
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