ATARI LYNX REVIEW
 
SUPER ASTEROIDS/SUPER MISSILE COMMAND
BY: ATARI
::RATING:: 
Graphics: 4
Sound: 3
Control: 5
Depth: 4
Overall: 5
 

This is more of a public service than a review, since Atari's Super Asteroids/Super Missile Command game for the Lynx system has been one of my favorites ever since I bought it when it was first released. It doesn't hurt that these games have traditionally been among my favorites, but here they receive an update respectful of their past and well designed for their new platform.

When you first power up the game, you can a static intro screen, followed briefly by the Super Missile Command title screen. Click the joypad left to switch to the Super Asteroids title, right to go back to Missile Command. Both have scrolling credits and a nice musical fugue playing in the background.

Let the credits finish, and a demo screen will run showing scoring and game play. You can also switch back and forth between the title and demo with the up and down direction on the joypad.

You don't really get any options for play, just the two games. But both games are excellent, full of challenges, power-ups and pitfalls.

Asteroids is the more interesting adaptation of the two. The first question you should be asking yourself is "how does Asteroids work on the small screen?" Very well, actually. There aren't too many asteroids, particularly in the early level, but the screen can get pretty full in short order in the more advanced level.

What really makes the difference is the automatic shields. Your shields have a certain amount of energy when you start, that gets depleted as you collide with asteroids, aliens and alien fire. Shields are replenished by power ups. This basically gives you a fighting chance on the small screen.

Other power-ups help keep the game interesting. You can get enhanced shields, weapons and speed. The number of power-ups you get remain consistent through the game, which makes for more difficult play as the obstacles become more numerous, and the alien ships get more aggressive. Difficulty is measured in levels and waves, and this also provides a measure of your progress apart from the score.

Graphically this game looks nice. The asteroids are flat, but the explosions are pretty good. The static background is nice but a bit dull after awhile. The controls are excellent and responsive, and the sound pretty much tracks what's on the screen. Sounds for low shield warning and the appearance of new power-ups are helpful.

Missile Command is not such a stretch for a port, but the game's designers provide us with a nice update. A more aggressive alien "Blaster" replaces the smart bomb, and a devastating "Saucer" is new to the mix.

Even better is a money system that lets you earn power ups. At the end of each round you get money as well as bonus points for remaining missiles and cities. You'll need this money to buy power-ups, since this game gets very difficult.

There are two pages of power-ups, representing two basic categories. The first page offers different types of missiles for your arsenal. You can only have one type of missile at a time, and better missiles cost at the upgrade screen. My favorite are the "Laser launched", and I'm not at all a big fan of "Experimental" (although I'll leave it to the reader to see exactly what that is).

The second page contains special weapons. Like the missile type, you can only have one kind of special weapon. Unlike the missile type, the price for each special weapon is for each use, so if you want shields, for instance, you have to pay 50 credits for each shield you'd want to use in the next four rounds. At the end of the level, you lose any special weapons that aren't used. These special weapons are deployed with the 'B' button, whereas regular missiles are fired with the 'A' button. As to the nature of the special weapons, I'll leave that to you to discover, but they are a blast to use.

Plan your power-ups purchases carefully, since you only get a chance to buy them at new levels, every four rounds. At the harder levels, you'll need extra missiles, and you'll use the special power-ups quickly.

Graphically Super Missile Command is more impressive than Super Asteroids. The ground, cities and missile bases have a nice look to them, as do the various enemy objects. ICBMs get nice color gradations, and the explosions of some of the powered-up missiles are nice effects. The sounds are still unexciting, pretty well mirroring the sounds in the original arcade game.

A few tips for play.. In Missile Command, you really want to try to conserve your missiles, in case they're needed in a particularly nasty onslaught, and also to get credits to buy power-ups. Also, since you don't have a trackball and the cursor moves a little slow, you want to plan your missile shots to require the shortest, most efficient cursor moves. When you upgrade your missiles at the power-up screen, be prepared to get used to the new speed and explosion size of the new missiles for the first couple of shots in the next round.

For Asteroids, the best help I can offer is to keep the ship moving slow. If you move too fast, you can wind up out of control, ricocheting off asteroids and depleting your shields in short order. I can't really think of anything I'd add to this game. It would be cool if high scores could be maintained with the power off, but I'm afraid the only Lynx cartridge to do that is SIMIS. I don't really miss having any starting options, and I don't see how this could benefit from a Comlynx mode. As it is, this has been, and still is, one of the most played of all my portable games for any system, hence the 5 rating, buy it now!

- Eric Ruck


 


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