Tag Archives: imagineering

River Raid II [Atari 2600] – Review

 

Now that's an eye-catching box!
Now that’s an eye-catching box!

Dan Kitchen (at this point an employee of Imagineering) had the honors of following up Carol Shaw’s impressive River Raid, and even though there were a handful of years separating the two games, not much changed. Released for the Atari 2600 in 1988, River Raid II is a vertically scrolling shoot ‘em up that has the player worrying about fuel and altitude management.

The only gameplay addition to this game over its predecessor is taking off and landing the fighter jet. Without a manual or the internet to rely upon, it can be tricky doing either the first time. It’s a function though, that once learned won’t be much trouble on later attempts. Players still fly over rivers shooting down enemy jets and helicopters, partake in aerial refueling, and eventually, destroy an enemy bridge. I prefer the original game to this one for what I perceive as “tighter controls” but this is a still a pretty good game.

The aircraft carrier that begins and ends stages.
The aircraft carrier that begins and ends stages.

Commando [Atari 2600] – Review

Is that the guy from Rogue Trooper?
Is that the guy from Rogue Trooper?

While it’s one of, if not the, pioneer of the run and gun subgenre of shoot ‘em ups, I never used to appreciate Commando. Until last year, I preferred the games it influenced such as Ikari Warriors and Guerrilla War. Which is kind of weird liking the former since it plays practically the same; Guerrilla War however is much faster. Last year, when my friend and I were in the heyday of the NES in our still ongoing competition, I realized playing Commando effectively required running and gunning.

If you had watched me play Commando previously, you would’ve seen me shooting from a stationary position. This is a terribly ineffective way of playing this type of game and explains why I never spent much time with Commando, just an attempt or two every now and then. After this epiphany though, I’ve grown to appreciate, and enjoy the game, whether we played the arcade original via Capcom Classics Collection, the NES version, or the Atari 2600 version. Well, about that version…

Two enemies is about the most that are ever on screen at any given point.
Two enemies is about the most that are ever on screen at any given point.

Adapted by Imagineering employee Mike Reidel and published by Activision for the platform in 1988, this version of Commando is surprisingly recognizable. Despite there being a fraction of the enemies attacking at any given time and the aspect ratio being wider and shorter than its arcade counterpart, the actual gameplay is pretty keen on the source material. Perhaps not though as, ironically enough, I find it harder to run and gun in this version. Stopping and popping is a viable method in this version, so all things considered, perhaps this version is unrecognizable as Commando. A great effort, but there are better ways to play this game.

Family Feud – Review

It seems that GameTek had the market cornered when it came to game show video games in the nineties.

Having not played anything multiplayer on my Super Nintendo Entertainment System in a long time, my friend and I decided to hook it up. The first game we decided to play was Family Feud. It was developed by Imagineering and published by GameTek in 1993. The game recreated the TV show well and my friend and I had a good time playing it, but there are probably newer, better video game versions of the TV show.

After giving our families obscenity-ridden names we played the bull’s-eye round. The host asked us questions (five total, one for each family member) and we had to buzz in and guess the number one answer and whoever got it right won money. This round acted to boost our winnings, which only mattered if we wrote down the code at the end of the game to keep playing with the winning family, a neat feature.

I don't think I could name all the places that people fight over taxis.

After the bull’s-eye round, we played the main rounds of Family Feud. The host asked us a question and we had to guess what the top answers were, just like the TV show. The game continued this way until one of us had surpassed three hundred points, thereby defeating the other team and continuing into the final round, the fast money round.

In this round, two of the winning family’s members had to answer specific questions, aiming to reach a total of two hundred points, and winning the fast money round. If they didn’t crack two hundred points, they would be awarded five dollars for each point.

Family Feud on the SNES recreated the show well, but being nearly twenty years old now, it probably isn’t the ideal version to play. There wasn’t a lot going on graphically; the interface looked fine and was understandable, but the animation for the contestants was terrible. Answering required my friend and I to spell out our answer using an alphabet box, and this worked fine. We only played one game so we didn’t play through many questions, but some of the answers were not that obvious. We had a fun time playing Family Feud, chastising each other’s answers and just horsing around, and are up for playing it again.