It probably would have helped if I liked the Gravitar arcade game to begin with as the Atari 2600 port really felt like the arcade game, so at least success on that front. Yes, the controls and graphics are all simplified, as is to be expected, but knowing what to expect and how the game is played I felt gave me a bit of an advantage going into this iteration. That being said, I am still not a fan of Gravitar. The game is too strict and difficult for me to have much fun. The wildness in my scores over the 10 minutes I played showed that even having played the arcade game, I was not able to git gud enough to actually improve my score. Granted, there were times when I would try to get to a specific solar system just to find out what that particular level was like and then found myself stuck there as the game will not let you leave until you have destroyed all of the enemy gun placements. I think. I may have also gotten pulled into the sun on a few occasions.
Honestly, it really just boils down to the base game and the authentically created experience is just too difficult and the pixel-perfect flying required to maneuver around tight corners and avoid enemy fire is just not fun for me.
Verdict: No.
- Game 1: 2000
- Game 2: 1250
- Game 3: 1050
- Game 4: 850
- Game 5: 1400
- Game 6: 950
- Game 7: 1150
First off, there are 17 variations of the single-player mode, and knowing that I could not play them all in 10 minutes, I stuck with a few, but still tried to play as many as I could without compromising each game I played (as in I did not try to lose to play more modes). I did accidentally start my first game as a two-player game and while it seemed to play/control the same as the single-player game, I am not sure why my score was so low compared to the single-player games.
What somewhat surprised me about this game was that I actually enjoyed the game more with smart cruise missiles compared to the slower ones. Similar to my experience with Centipede on the 2600, the easier modes felt too easy and felt like there was not enough challenge to keep the gameplay interesting. Even though I ended up dying (having all the cities destroyed) in the end, it still felt like it was through my own error and not that the game beat me on its own; like in baseball if the other team got a base hit because the throw to the first base player was overthrown.
My only gripe with the game was that because you control your reticle with the joystick, it moves slower than it would with the trackball in the arcade or the stylus on the screen and I felt that I could rarely get the reticle where I wanted it to be as fast as I needed it to be and my resulting shot was never as accurate as I wanted to be; this was especially true in the later levels when the cruise missiles were coming in fast.
Verdict: Yes.
- Game 1: 2370 (2-player, start at level 7, smart cruise missiles, slow target)
- Game 2: 15355 (1-player, start at level 1, dumb cruise missiles, slow target)
- Game 3: 13010 (1-player, start at level 1, dumb cruise missiles, fast target)
- Game 4: 11875 (1-player, start at level 1, smart cruise missiles, fast target)
Tempest is a bit of an outlier in this collection, although it does fall into the Arcade at Home category because it is just that. The in-game description says that Tempest is "An unreleased prototype..." which is, at least I think, pretty cool that this Atari 2600 port was pulled out of potential obscurity. There is no accompanying manual to go along with the game so it was kind of figure out as you go along, but having knowledge of how Tempest is supposed to be played was key to figuring out how to play the game with Atari 2600 graphics.
However, it is probably better that Tempest was not released for a couple of reasons. First off, unlike the arcade game, you only have a single section to play on instead of an entire polygon, looking like a blue/black striped pair of underwear. Your playable character and the enemy characters look close enough to whatever they are supposed to be in the arcade game, even getting some of the movements accurate. And while you still shoot towards the center of the screen while the enemies come climbing out of the void, that is where the similarities end.
I get what Atari was trying to accomplish with this prototype and it does look like Tempest, albeit Tempest-Lite, but it does not feel like Tempest, or at least how I want Tempest to feel.
Verdict: No.
- Game 1: 3300 (5 Lives, Easy)
- Game 2: 2550 (3 Lives, Easy)
- Game 3: 1950 (5 Lives, Hard)
- Game 4: 2550 (3 Lives, Hard)
- Game 5: 5200 (5 Lives, Easy)
- Game 6: 3000 (3 Lives, Easy)
- Game 7: 4150 (5 Lives, Hard)
- Game 8: 4400 (3 Lives, Hard)
Instrumental
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