ATARI 2600
The first truly
successful home
game system.

HISTORY

Released in 1977 by Atari shortly after its acquisition by Time-Warner (then Warner Communications), the Atari 2600 was only
intended to be a stopgap for the company,
not the industry giant that it eventually
became.  However, its use of interchangable
solid-state cartridges made it immensely
popular with gamers tired of Pong clones, as
well as early third party developers like
Activision and Imagic.

TECH SPECS

PROCESSOR

6507 (budget 6502)

CLOCK SPEED

1.19 MHz

SYSTEM RAM

128 Bytes

MEDIA FORMAT

cartridges, 4K

SOUND

TIA audiovisual chip

GRAPHICS

TIA audiovisual chip

RESOLUTION

40x192

COLORS

128

MAX SPRITES

player/missile gfx

MAX POLYS

not applicable

I/O PORTS

2 joystick, 1 RF port,
1 power supply

GAMES YOU'LL WANT

ADVENTURE:  Ask anyone who's played this... it's hip to be square!  It may be primitive in comparison to today's RPGs, but it's much easier to pick up and play.

CRYSTAL CASTLES:  Who knew the 2600 was capable of such a faithful port of such a cutting edge arcade game?  Luckily, someone at Atari did.

MIDNIGHT MAGIC:  This is a quantum leap ahead of Video Pinball, with faster gameplay, more realistic physics, and a vividly colored playfield.

MEGAMANIA:  It may be tough to take the enemies seriously, but when it comes to fast, challenging gameplay, Megamania doesn't fool around.

MS. PAC-MAN:  They say that behind every man, there's a strong woman.  Well, when it comes to Pac-Man games on the 2600, the woman's way ahead.

(THE) OFFICIAL FROGGER:  Forget the Parker Bros. version!  The only way to play Frogger on your 2600 is with the Supercharger tape recorder interface.

REACTOR:  When I say this game rocks, I mean that literally.  It's got a wild thrash metal soundtrack to go with its unique and addictive gameplay.

SOLARIS:  It's the toughest challenge you'll ever love!  This exceptional shooter overwhelms the player with awesome graphics and demanding gameplay.

SOLAR FOX:  You'll need the speed and cunning of a fox to survive this viciously intense action game.  Would you believe that it's better than the arcade version?

WINTER GAMES:  You'll be proud to carry the torch in this simulation of eight exciting Olympic events, including the always crowd pleasin' ski jump.

GAMES YOU WON'T

ACID DROP:  Me thinks someone was dropping a little acid of their own when they designed this unbelievably blocky 2600 version of the puzzle game Columns.

CHUCK NORRIS SUPERKICKS:  It's a sluggish, frustrating fighter starring the world's most conceited and pathetic martial artist.  No, not Dan Hibiki.

DOUBLE DRAGON:  Wait a minute, there's a version of Double Dragon... for the 2600?  You're kidding, right?  Please tell me you're kidding.  Oh crap, you're not.

INFILTRATE:  The title may be synonymous with breaking and entering, but you'll be much more tempted to break this cartridge than put it into your 2600.

KARATE:  It's all the fun and excitement of a martial arts tournament.  No, wait... scratch that.  It's all the fun and excitement of a senior citizens' yoga class.

MINES OF MINOS:  It's not hard to dig up a maze game on the 2600 that's more enjoyable than this.  Even the flawed VCS version of Pac-Man is better.

PANDA CHASE:  If this is what life is really like for pandas, it's no wonder they're on the brink of extinction.  Imagine E.T. with double the pits (and frustration!).

SCUBA DIVER:  Twenty thousand leagues under the sea isn't far enough away from this one.  You spend more time diving into sharks' mouths than the ocean.

SPRINGER:  Here's my question for the makers of this dud... what's the point in making a platform game where you can't reach any of the platforms?!

SSSNAKE:  Take Centipede.  Now, give it awkward control, then make the centipede completely invulnerable to attack.  Sound like fun?  It's not.


I asked the readers of Atari Age what I could do to improve this page... I received a variety of different responses, but the one thing they agreed on was that the 26 Hunter needed an opener.  So, I'll start this introduction by describing my own introduction to Atari's most popular game system.

I've been a fan of video games ever since the late 70's, when I was a very young child, but surprisingly, the 2600 was not the first game system I'd owned.  My mother was convinced by a Magnovox salesman that the Odyssey2, with its more futuristic look and built-in keyboard, was the way to go, so my brother and I were stuck playing games like War of Nerves! and Spin-Out! for a couple of years.  Every once in a while, though, we'd go over to our neighbors' house, or visit a cousin, or one of my mother's friends, and they'd have a 2600 which I'd spend a lot of time playing.

As much as I liked the system and its games, I didn't get a 2600 until my mother met my stepfather... in 1984, believe it or not.  Most people consider this to be the year that video games nearly died, but the hobby couldn't have been more alive for me when I found a 2600 and a small handful of games in my stepfather's basement.  I must have spent hours just reading the instruction booklets and comics that came with each of the games, and when I finally hooked up the system... wow.  A black hole couldn't have pulled me away from the television set, even when I was playing the 2600 version of Pac-Man.  Sure, the game was a lousy translation, but you've got to admit, it's still an improvement over what I had been playing on the Odyssey2.

I started collecting 2600 games on the day my mom and stepdad married.  I remember this pretty well because my stepdad let me buy a copy of Pressure Cooker at the local Meijer's (yes, I remember the marriage too.  Geez...).  Pressure Cooker isn't one of Activision's best remembered games, but it should be... I loved the game's peppy soundtrack, detailed artwork, and fast action.  Unlike its closest relative Tapper, Pressure Cooker had a little more flame-broiled meat on its bones... it took both careful thought and reflexes to put those burgers together properly.

My next big purchase was Star Raiders, which I got a lot of mileage (light years?) out of despite the complicated controls.  The fact that it included a small comic book starring the Atari Force added to its appeal as well... for about a year my first concern when I bought a new Atari game was not the game itself, but the Atari Force adventure inside.  After all, there was a half hour seperating the department store from our house, and I needed something to keep myself entertained for that trip.  Even if it was too dark to read the comic, I'd just wait until I got home, then dig through the box to find it. That conversion of Galaxian could wait... I had to know what happened to Martin Champion and his crew now, now, now!

Those adventures just stopped around 1987, when the Tramiels ran out of their five year old backstock of Atari games.  Fortunately, there was a new demand for video games thanks to the Nintendo Entertainment System, prompting Atari to reprint their best old games as well as make great new ones.  It bothered me a little that the Atari Force comics disappeared, and that the new instruction booklets were printed in black and white and folded out like maps (geez, Jack, an industrial stapling machine can't be THAT expensive...), but once I started playing games like Ms. Pac-Man and Joust, it didn't matter that much.  Champion took a back seat to the actual games, as well he should... now all I was interested in was getting as many 2600 cartridges as possible. 

Some of my friends felt the same way, because even though the Nintendo Entertainment System was getting more and more popular, none of us could afford it.  One of the best things about the resurrection of the 2600 in the late 80's was that it allowed everybody to get back into video games even if they didn't have hundreds of dollars to spend on a new system... chances are, they could find a 2600 in their basement just like I did, and play great new games with it that were every bit as fun as more expensive releases on the NES.  I remember one Christmas when my parents were in a financial crunch... they could only afford to buy me a few 2600 games, but I was just as happy with Crystal Castles and Ms. Pac-Man as I would have been with a Nintendo Entertainment System.

Eventually, I was able to buy an NES, and I loved it... but I didn't stop collecting games for my 2600.  Some were new titles like the terrific Winter Games (which buried the lousy NES version in an avalanche of addictive gameplay and more events), and others were ancient releases like Worm War I that I'd borrowed from friends or picked up at yard sales.  I did start losing interest in the 2600 when I sold my NES and purchased a Genesis in 1991... but when the dollar stores in malls started stocking Atari games like Jr. Pac-Man, Midnight Magic, and Solaris, I just had to buy a few.  When I returned home, it was like I'd driven through a time warp that led me right back to 1984... even with the Genesis around, I was still playing my 2600.  Who could blame me?  The spectacular Solaris at one dollar was a much better deal than Ecco the Dolphin was at fifty.

Even after the dollar stores were tapped of supplies, I still bought and played 2600 games from time to time... partially because the fanzine Digital Press had kept my interest in the system alive, but also because I was curious about the games I hadn't yet played.  Was Bermuda Triangle by Data Age really that bad?  What's Donkey Kong doing in this game about a biplane?  How did CBS's translations of Omega Race and Wizard of Wor compare to the arcade versions?  And finally, what the heck kind of game could you get from sending in the UPC symbols from three bags of dog food?  I had search through a variety of pawn shops to find the answers to these questions, but I eventually did benefit from this hard work.  Not only did I learn a lot more about the 2600, I wound up with dozens of games that were fun and, in the case of Chase the Chuckwagon, very profitable.

This also led to the creation of The 26 Hunter.  Back in 1996, the Internet didn't have the amount of information about older systems that it does now, and I thought that I could help fill that gap by reviewing a handful of my best finds, answering some of the questions less experienced 2600 fans had about the games.  These days, information about these games, as well as many others, is easy to find on sites like Atari Age and Digital Press' online counterpart, so The 26 Hunter isn't the valuable reference it may have been several years ago.  Nevertheless, I still want to keep it around, if only as a tribute to a system that's held strong for two decades in a fickle industry that's swept away dozens of competitors and successors.

TURMOIL

20th CENTURY FOX

SIRIUS SOFTWARE

SHOOTER

 

ATARI 2600

 

Turmoil's sole aspiration in life is to be the quintessential early 80s shooter.  It's got the unique hook... you're sandwiched between two sets of horizontal chutes teeming with deadly spaceships.  It's got the wide variety of foes... each one's got its own plan of attack and vulnerability.  It's got gameplay that starts out slow but steadily turns up the heat as you play.  However, what it doesn't have is the addictiveness that makes the best games in the genre difficult to put down and impossible to forget.  It's not due to a lack of effort on designer Mark Turmell's part... he's got all the bases covered, from the responsive control to the vibrant graphics.  Unfortunately, it's the underlying concept that comes up short.  Because they're trapped in the chutes, the enemies have a limited range of motion, making them more predictable than the frantic flippers in Tempest or the wily white saucers in Beamrider.  Worse yet, they're just not aggressive enough or smart enough or well-armed enough to make you sweat until the later stages, where their sheer number makes survival an impossibility.  The lack of challenge in the first few stages, followed by the brick wall you hit in the later ones, makes the game less of a turmoil than a malaise.

OUT OF CONTROL

AVALON HILL

 

ACTION

 

ATARI 2600

 

This little-seen Avalon Hill release combines the time-based slaloming of Activision's Sky Jinks with the careful thrusting of Atari arcade hits like Lunar Lander and Asteroids.  You've got to weave through a series of space buoys, pop a dozen randomly placed space balloons, then park your space ship inside a space station, where you can take a break at the space diner and get yourself the space soup or the space special.  Hint... don't order the space special.  Joking aside, Out of Control doesn't look or sound like anything special.  The color striping and stunning background details of Activision's best games are nowhere to be found here, and the stark silence of outer space is broken only by the blast of your thrusters and a harsh buzz whenever you bump into a space buoy.  However, if you can get past the bland aesthetics, Out of Control is a fairly enjoyable experience... and that's more than you can say about most Avalon Hill games!

DEATH TRAP

AVALON HILL

 

SHOOTER

 

ATARI 2600

 

Avalon Hill tries to bring a new twist to an Atari 2600 classic, without much success.  Thanks to the awkward title screen, Death Trap is even hard to start... and it doesn't get much better from there.  You've got to take out targets perched behind a series of laser walls, but the walls actually increase in strength every time a cannon is blasted, making the colorful barriers more and more difficult to penetrate.  Unlike Yar's Revenge, which only took a single well-timed shot to bring down the Quotile, each cannon takes an absurd amount of damage to destroy, needlessly drawing out the action and turning the gameplay into a long and repetitive chore.  Just when you think you're on the edge of victory, ANOTHER cannon pops up to take the place of the ones you just vaporized!  What does this stupid trap kill you with anyway, lethal doses of boredom?!

GAUNTLET

ANSWER

 

ACTION

 

ATARI 2600

 

In real life, the path to manhood is paved with breaking voices and hair in weird places, but here, it's filled with flying tomahawks, razor-sharp arrows, and piles of stones.  You'll have to endure all of these threats and more to snuff out the ceremonial torches and prove your worth to the rest of the tribe.  Well, enough of the plot.  What this game boils down to is racing through a forest trail with a jug tucked under your arm.  You can slide under the arrows and leap over the stones to protect yourself and preserve your limited supply of water, but it's so hard to tell if you'll clear these obstacles that you're better off running around them.  The graphics aren't too shabby, resembling a more earthy River Raid, but it's the dull, slightly sluggish gameplay that brings a premature end to this woodland adventure.  Eh, manhood is overrated anyway.

MISSION 3000 A.D.

BIT CORPORATION

 

SHOOTER

 

ATARI 2600

 

Some things just shouldn't be.  You know, like three legged ducks, or two headed turtles, or The Price is Right hosted by Rosie O'Donnell.  This is just another one of those affronts to nature; an overreaching conversion of Bosconian for the Atari 2600.  Bosconian was one of the lesser-known games from the Namco hit machine of the early 1980s; a search and destroy mission set in the depths of space.  On the 2600, however, it's a seizure-inducing dogpile of flickery, eternally confused enemies.  They stumble around the screen blindly, hoping to collide with the player... and often do in the later stages, where they become too fast and numerous to avoid.  Bit Corporation gets points for ambition, but the futility of porting such an advanced arcade game to 1970s technology doomed this mission to failure.

ASSAULT

BOMB

 

SHOOTER

 

ATARI 2600

 

Whoa, whoa, whoa... what the hell is this crap?  Who made this, anyway?  Was it you?  It was you, wasn't it?  Get over here, you little prick... you and I are going to have a little talk!  First, if you're going to perch a gigantic UFO at the top of the screen, you damn well better make sure the player can actually destroy it.  You can't just dangle a target like that over a gamer's head like some carrot on a stick, only to constantly deny them the chance to blow it to bits!  Next order of business... don't stick the player with an overheat meter if they can't fire more than one missile at a time.  That's a play mechanic designed to keep players from spamming chain guns and other rapid-fire weapons.  It's got no place in a shooter as sedate as this one.  One more thing.  If you're going to steal so many ideas from Demon Attack, would it kill you to at least TRY to make some improvements?  When you've got a system as choked with shooters as the Atari 2600, you've got to make yours stand out from all the others, not use one of the most popular ones as a crutch.  No, those stupid side-mounted cannons don't help!  You only use them once every four rounds!  Now get back in your cubicle and do this right, damn it!

GORF

CBS ELECTRONICS

 

SHOOTER

 

ATARI 2600

 

You tend to be rather particular about home conversions of the arcade games you loved as a child.  At least, that's the way I feel about Gorf... heck, I'm not even satisfied with MAME's emulation of the well-rounded Bally-Midway shooter, some twenty five years after the game was released!  Obviously, a 2600 version isn't going to meet with my high standards either, but CBS Electronics did the best it could with what it had.  There's much missing from this port, but just as much has been faithfully reproduced, including the player's colorful space ship and the varied gameplay that made the original more than just another shooter.  There's even the famous flagship at the end of each mission, and although it looks like a hypodermic needle and doesn't break apart when you fire into it, it's still just as rewarding to sink a shot into the tiny vent leading to its nuclear core.  Well done, CBS!  You haven't captured the full Gorf experience, but you did get everything that counts.

MR. DO!'S CASTLE

PARKER BROS.

 

ACTION

 

ATARI 2600

 

I love this game!  It's the offspring of Lode Runner and Space Panic, but with the brisk gameplay and candy-colored visuals that both of its ancestors were lacking.  So why am I not jumping for joy over this conversion?  I could give you a whole bunch of reasons, but here are the most important ones.  First, Mr. Do! seems to have been replaced with a hyperactive hamster wearing a clown hat.  He shivers like a chihuahua on crack when he runs, and when he swings his hammer... well, let's just say that it looks like he's really enjoying his work.  That's pretty disturbing, but what's worse is that Mr. Do!'s furious masturbation fails to protect him from the unicorns roaming each stage.  You have to be positioned in juuuust the right spot to dislodge blocks, and hitting the unicorns with the... er... hammer results in a quick, puzzling death.  Since the equine predators are as smart as ever but Mr. Do! is five times as wimpy, you can guarantee that you won't be making much progress, or having much fun.

CAKEWALK

COMMAVID

 

ACTION

 

ATARI 2600

 

If there's one thing this game isn't, it's a cakewalk!  As a lanky pastry chef, you've got to catch freshly baked desserts rolling down a series of conveyor belts.  These range from ornate three layer wedding cakes to animated gingerbread men who aren't too thrilled with the prospect of being shipped off to hungry kids.  Things get pretty frantic when the belts are switched to Lucy speed, but you've got one ace up your sleeve... one of the belts can be temporarily stopped, giving you a chance to catch cakes that would otherwise find their way to the floor.  Even with this advantage, you're going to find yourself making a lot of messes... unlike Pressure Cooker or Tapper, which always gave you a way out of a desperate situation, Cakewalk tends to keep the treats at such a distance from each other that you can't possibly rescue them all.  Luckily, the excellent graphics (including a tiny janitor who sweeps away your mistakes) make it tough to complain when the game starts playing dirty.

ROOM OF DOOM

COMMAVID

 

SHOOTER

 

ATARI 2600

 

Here's a deliciously sadistic concept!  You're trapped inside a cramped room filled with dangerous beasts and whirling blades.  However, what's inside the room isn't quite as threatening as what's outside it.  Windows in the walls slide open to reveal snipers eager to use you as target practice.  Your only hope for survival is to fire a few shots of your own into the windows before they close, nailing the snipers before they can draw a bead on you.  It's an idea that's almost as good in practice as it is in theory, but there are two things holding it back.  The first is that the graphics and sound really suck.  Your hero looks like the spawn of the Bic mascot and the Pillsbury Dough Boy, and those dangerous animals mentioned earlier never get more intimidating than that sickly iguana at the local pet store.  Rather than bursts of gunfire and loud, jaw-rattling explosions, you're served up a random assortment of stock sound effects that don't really fit the context of the game.  Oh yeah, then there's that other thing... mind-numbing repetition.  Once you've seen the first three rooms, you've seen them all.  The snipers never get any smarter and there aren't any surprises to keep you on the edge of your seat; just new sprites for the hungry monsters.

TRON: DEADLY DISCS

M NETWORK

 

ACTION/SHOOTER

 

ATARI 2600

 

The Intellivision favorite comes to the Atari 2600, faster and easier to play than ever... yet also more boring.  Could the blame lie with the unappealing visuals, consisting of dumbed down Running Men pasted on a plain grey box?  Could it be the lack of variety in the enemies?  Rather than several kinds of rogue programs, each with a different level of artificial intelligence and resistance to attack, you get an endless wave of digital dummies who fall with a single strike of your disc.  Could it be the greatly simplified battle system?  You can't shield yourself with your flourescent frisbee like you could in the film... your only option is to attack.  Could it be the omission of the towering Recognizer, which marked the end of each stage and added extra challenge to the gameplay in the Intellivision version?  Whatever it is, you won't be able to shake the feeling that you're getting cheated out of the full Deadly Discs experience, including much of the fun.

MEGAMANIA

ACTIVISION

 

SHOOTER

 

ATARI 2600

 

Hostile hamburgers?  Belligerant bowties?  Sinister steam irons?  It can only be Megamania, the first shooter with the guts to poke fun at the genre and the best game of its kind on the Atari 2600.  Long before Paradious, Game Paradise, or the dreaded Cho Aniki, Megamania was making gamers laugh with the wackiest foes in the universe, while testing their skills with mesmerizing flight patterns that were hard to survive and even tougher to outsmart.  Twenty five years later, the game is every bit as awesome as it was in the early 1980s... even if the visuals are a notch below the usual Activision output.  All that detail went into the 5200 version of Megamania, but the lightning-fast action is right here, baby!  You'll pick off dancing formations of radial tires and diamond rings, struggling to annihilate the unlikely foes before your fuel supply runs dry.  Then once those nasty irons steamclean your clock and you've run out of lives, you'll scramble for the reset button and another chance to play... because with Megamania, once is never enough!

QB

ANDREW DAVIES

 

PUZZLE/ACTION

 

ATARI 2600

 

Before I begin, I'd like to apologize for waiting so long to cover homebrew games like QB in The Gameroom Blitz.  In the last five years, video game fans have designed, programmed, and published dozens of software titles for older systems like the ColecoVision, Vectrex, and of course, the 2600.  This takes a whole lot of hard work, because they not only have to program in machine code on a console with a lot of hardware limitations, they don't have access to the official documentation and development systems the major game companies of the early 80's were able to use.  Despite this handicap, a lot of these new games are surprisingly good... sometimes even better than the games professional designers were PAID to create back in 1983.

I've played a lot of these user designed games, and in my opinion, Andrew Davies' QB is the best of the homebrews for the 2600.  Sure, This Planet Sucks is more colorful, and Oystron has better special effects, but QB's play mechanics are more original... you don't see many puzzle games on the 2600, and you don't see many puzzle games for ANY system that aren't Tetris or Columns clones.

As the name suggests, QB plays a little like Gottlieb's Q*Bert, but there's a little inspiration from Locomotion as well.  Your character has to arrange tiles in a room to match the pattern on the right hand side of the screen.  Like Q*Bert, he can leap from tile to tile, but QB can also slide tiles around if there's no place for him to jump (a little like Locomotion).  You'll have to come up with the best combination of sliding and jumping to finish the pattern, because if you're not careful you could put a tile in the proper place, but isolate it from the others which still need to be moved around.  Also, there's a time limit on each pattern... if you spend too much time thinking and not enough moving, a new random pattern will be chosen, spoiling your work (this can be very frustrating if you've got just one tile to move into place, but can also help you if you can't figure out how to finish the pattern).

As you'd expect, the game's got both items to collect and enemies to avoid, and there's a good variety of both.  Fruit will hatch out of the eggs that magically appear on the playfield (whoa, surreal!), and if you get the right combination, you'll earn an extra life.  Beware, though... the eggs may also contain bad guys who serve the dual purpose of hunting you down and moving the tiles.  The timid bunnies are no problem, but the squid's a bit more tricky, and that bloodthirsty flame is more aggressive than the first two combined.  All three can be sprung off the playfield with the fire button, but you have to get in close to use it, and it does devour your points pretty quickly.

With regards to the game's overall quality, I think QB compares favorably to the better 2600 games released in 1983, although I wouldn't go nuts and pit it against the truly incredible titles released for the VCS in the late 80's (heck, some NES games weren't as good as Solaris and Midnight Magic!).  The graphics are alternately functional and fantastic... the tiles are, well, flat colored squares, but the fruit looks tempting (which is saying a lot from a guy who doesn't eat much fruit) and the main character, whatever he is, is very well detailed and animated... he'll even blink from time to time if he's standing still.  As for sound, well, there isn't much in the game, but that's probably a wise decision on Mr. Davies' part... I don't know how well the 2600's raw, harsh sound output would have worked with a cute game like this.  Finally, there's the gameplay, which is entirely on target... except for attacking enemies.  You have to aim for the hostile hopper with the joystick while pressing fire, meaning that you'll leap right at him.  Usually, the bad guy is tossed off the board, but if not...

The most exciting part about QB is that I had some (small) influence on the project... I tried the betas and sent Andrew Davies a letter about what I thought could have been improved (in early versions of the game enemies could be thrown from the board even if you were nowhere near them, and extra lives were too easy to earn).  Instead of ignoring me, Andrew actually replied to my letter and considered some of my suggestions!  Andrew had already made QB great, but his responding to peoples' constructive criticism without being hostile makes him great as well.

SCUBA DIVER

VARIOUS PUBLISHERS

 

ACTION...?

 

ATARI 2600

 

Russ's worst nightmare...

How do I hate thee?  Let me count the ways...

1) BAD START

The first screen requires that you jump into the water and harpoon the three fish swimming about.  The problem?  You can't control the diver for a couple seconds, so even though it may have LOOKED safe to jump in, it won't be by the time you get your control back.  Plan on dying a lot, unless you're smart enough to turn the game off right away and play something better (may I recommend Adventure?).

2) BAD COLLISION DETECTION

Okay, let's say that by some stroke of fate you survived your jump into the water.  Now you've got to harpoon some fish.  Don't think that's going to be easy!  You see, you can be pretty far from a fish, but it's close enough to register as a death.  Okay, so dodging isn't going to work.  Try shooting quickly.  Well, that's not going to work either, because to make up for the bad collision detection one way, they make it almost impossible to hit the fish.  Although you'll die if you merely swim in the wake around the fish, a harpoon to the fin will have no effect other than make sure you get eaten before you can reload.  But I have found one way to avoid the bad collision detection -- turn the game off and play something good instead (may I recommend Taz?).

3) BAD IDEA OF A CHALLENGE

On the off chance you stuck with the game enough to start harpooning fish, you'll notice a couple things.  First, you have to actually reel the damn things in, and since you have to clear all three out before you can progress to the second screen, you'll really hate when more fish reappear before you can even get to the next one.  You'll hate missing, since another fish will kill you before you can move or fire again.  You'll hate the way the shark will chase you into a corner or another fish while trying to get set up so as NOT to miss.  You really can't fulfill your goal very easily.  Unless of course your goal is to play a good game, in which case you simply need to take Scuba Diver out and put a decent game in (may I recommend Quadrun?).

4) BAD PORTING

At least with the Sancho version, which is PAL format and therefore has 100 more scanlines and so a deeper screen, you can move around a LITTLE to avoid the fish.  Not so in the NTSC versions by Panda & Froggo -- to get the same game screen to fit the smaller NTSC screen, they just hacked out some of the vertical depth, which means you can't get away from the fish, unless of course you play something more worthwhile instead (may I recommend Tapper?).

5) BAD IDEA

Okay, let's assume you were stubborn enough or stupid enough to keep playing until you were able to harpoon all three fish, and get into the galleon at the bottom.  Now you get to play the second screen.  It's a simple maze, and again you get three creatures, only this time you must avoid them, as they can't be harpooned.  You need to dodge them and work through the maze to pick up three treasures, then go back to the top to go out the galleon and swim up to your boat.  But, the maze is "sticky", and you can get stuck against the walls while your oxygen supply (oh, I didn't mention that before?  that's because you rarely live long enough that it matters) runs down.  Who thought this was a good idea?  If there was ANY fun whatsoever in this game, it disappears at this point.  And on the off chance you didn't get stuck, managed to avoid the monsters, and got the treasures, rest assured that the fish are back to prevent you from ever reaching your boat.  Now, if you've gotten this far by yourself, nothing I can say will matter, and perhaps you're actually enjoying it, but I really think there are better ways to spend your time (may I recommend a psychiatrist?).

<><>) BAD THINGS BE UPON YOU...

Hopefully the gods have already punished those responsible...

PLAYING TIPS:

Don't go near this atrocity.  Life's too fucking short.  Dammit Jess, why did you make me play this horrible game again?

I feel so dirty...

(Ed: Geez, Russ, aren't you being a little melodramatic?  Let me play Scuba Diver for a while and... wait a minute, you're right!  I got dibs on the shower after you're done.)

BEAMRIDER

ACTIVISION

DAVID ROLPHE

SHOOTER

 

ATARI 2600

 

You don't usually think of 2600 games as being intense, but this one... oh, man.  Give it a few rounds and you'll be sweating bullets, desperately fighting to stay alive against an endless assault of aliens, bullets, and meteors.  Beamrider plays a little like Tempest, but the enemies are a whole lot smarter, dancing around your shots and pelting you with their own before quickly retreating back to the horizon.  Don't take that breath just yet, though.  There are plenty of other obstacles raining down on you which block your fire and restrict your movement, making a tough game even more demanding.  Beamrider on the 2600 may not look as polished as the other versions of the game, but that's to be expected... they were all released for more powerful systems.  What's important is that the gameplay is just as good- and intense!- on the 2600 as it is anywhere else.

CRACK'ED

ATARI

 

SHOOTER

 

ATARI 2600

 

If you're tired of blasting birds in those other gun games, give this one a shot.  Crack'ed lets you play mother hen to several nests filled with rare eggs.  Those nests won't stay full for long, though... the rare eggs also happen to be quite delicious, and all different kinds of animals will do whatever it takes to feast on them.  You're better off blasting the critters before they reach the nests, but if one sneaks past you and carries away an egg, you can get it back by picking off the thief and catching their cargo before it falls to the ground.  Crack'ed may not look as pretty as most NES light gun games (and you can't even play it with a light gun!), but it does have the advantage of being more complex, and the graphics are pretty detailed by 2600 standards.

SAVE THE WHALES

20TH CENTURY FOX

 

SHOOTER

 

ATARI 2600

 

When even the notoriously underachieving 20th Century Fox refuses to release a game, you know it's got to be awful.  Turn Space Invaders upsidedown, shake it vigorously so that all the fun falls out, then put the player on the side of the aliens, and you've got a pretty good idea of what Save the Whales is like.  You've got to protect a pod of whales from a ship armed with nets... nets that somehow cause the grinning cetaceans to explode on contact.  The graphics are good enough, but the rest of the game is not... the nets launched at the whales always manage to reach their targets while slipping past your bullets.  It won't be long before you're up to your neck in ambergris, and there's not a thing you can do to prevent it.  Actually, there is one thing you can do to prevent the senseless slaughter of these majestic creatures... just play something else, and they'll all be fine.