Last modified 2008/10/8. Screen shots courtesy of Spike's Big Vectrex Page.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
This is a brilliant Asteroids adaptation - and it's built right into the system! Mine Storm is reason enough to purchase a Vectrex system. The smooth graphics, non-stop action, and high level of challenge will keep you coming back for more. The buttons are used to fire, thrust, and engage hyperspace. Instead of asteroids, you shoot floating mines. You can fire rapidly, and the screen is often filled with star-shaped explosions. When certain types of mines are shot, they will send a secondary object your way, so stay alert! Also beware of the flying saucers, which make a beeline toward you! Hyperspace is often the only option. The only problem with this game is a programming bug which causes it to freak out after level 13. But to make it that far would be a major accomplishment. © Copyright 2001 The Video Game Critic.
Ever wonder what Missile Command would look like with vector graphics? Me neither, but Patriots is just that. The game's title refers to the Patriot missiles used to destroy incoming missiles during the Persian Gulf War in 1991. Compared to the original arcade game, the missile animation here is a bit choppy, and the explosions don't stick around for very long. On the other hand, you can still unleash a wall of bombs to produce some cool chain reactions. The sneaky satellites need to be hit dead-on or trapped between explosions. Don't ignore the UFOs or planes that rain missiles from down low. For some reason there are only two missile bases, despite the fact that the Vectrex controller could easily have supported a third (there are enough buttons). The targeting cursor is responsive but I wish I could move it closer to the sides of the screen. Patriots has its share of slowdown when the action grows intense, but otherwise the graphics and sound effects are quite faithful. Patriots is a respectable effort, but in terms of fun it doesn't approach the level of Missile Command. © Copyright 2002 The Video Game Critic.
Here's a racing game you might not expect to see on the Vectrex, but it plays surprisingly well. Your car looks very impressive, especially when it turns or explodes. Too bad the other cars look like total crap, looking like mere boxes in the road! The track itself conveys movement fairly well, although the only thing actually moving is the striped line in the center. The mountains in the background look fine, but the signs displaying odd symbols on the side of the road look silly. The game uses the first two buttons to shift, and the others to accelerate. The precise control makes it easy to weave through traffic. Pole Position has the same musical tunes as the arcade version, and the engine sound effects are pretty good also. This is a nice change of pace from all the shooters on this system. © Copyright 2001 The Video Game Critic.
It may suffer from a complete lack of originality, but otherwise this cartridge is freakin' awesome! Protector/Y.A.S.I. packs a devastating one-two punch with flawless translations of two arcade classics. Protector is a Defender clone that's even more faithful than most home editions of the game. Y.A.S.I. stands for Yet Another Space Invaders, but it's pretty amazing in its own right, emulating raster graphics to great effect. Protector's four-button control scheme (reverse, thrust, fire, smart bomb) is tough to master, but while some may consider that a flaw, I love it because it feels just like the button layout of the original arcade game! The side-scrolling shooting action is hectic as you fly over a planet surface while blasting alien landers and catching their free-falling human cargo for bonus points. The angular mountain surface is dead-on, and the tiny people are extremely well detailed. When you activate a smart bomb, two horizontal lines appear and effectively "wipe" the screen. Sweet! When you run out of smart bombs, the "4" button functions as hyperspace instead (now that's smart!) The sound effects are dead-on, and as the coup de gras, the cartridge even saves your top five scores! Protector is as good as anything I've played on the Vectrex, and the addition of Y.A.S.I. just sweetens the deal. Y.A.S.I. might seem a little slow, but I love the classic control scheme (use buttons to move left and right). You can purchase this excellent cartridge at Classic Game Creations for a very reasonable price. © Copyright 2008 The Video Game Critic.
Rip Off is a shooting game that's remarkably simple but still remains entertaining enough. A bunch of fuel cells (triangles) in the center of the screen need protection from scavenging pirates. The pirate ships approach from the edge of the screen and attempt to drag your cells away. You control a large, rapid-firing "tank" that looks more like a space ship. The controls are your standard rotate, thrust, and shoot. Unlike other shooting games, you have an unlimited number of ships; the game ends when all of your cells are depleted. The problem with Rip Off is that there's no real strategy. What saves it from total mediocrity is the ramping challenge and a nice two-player mode. Otherwise it's just another forgettable shooter. © Copyright 2001 The Video Game Critic.
This is one of my all-time favorite classic shooters, so I was curious to see how it would look with vector graphics. I'm happy to report that the game plays almost exactly like its arcade counterpart. Scramble is a side-scrolling space shooter where you fly through caverns, shooting missiles and bombing fuel silos. The explosions are represented by flickering asterisks, which look slightly cheesy. The premise is to avoid incoming missiles while navigating narrow corridors, which requires a great deal of skill (which I happen to possess, by the way). I noticed that the collision detection in this game tends to be fairly lenient. Your wing can overlap the wall a little bit without causing your ship to explode. This game has three difficultly levels. It's pretty tough, and it's unlikely you'll ever reach the enemy base at the very end. © Copyright 2001 The Video Game Critic.
At first glance, Solar Quest looks awfully generic with its floating space ships and cheesy "sun" in the center. Once I began playing however, I was taken in by its strategic gameplay. Despite its shallow appearance, Solar Quest is a subtle mix of Asteroids, Space War, and Time Pilot. Your ship is slightly larger and more detailed than the standard Asteroids "triangle", but the familiar controls include thrust, fire, and hyperspace. In addition, there's a "nuke" button that can deploys a bomb that can be detonated from a distance. While the nuke is a good idea in theory, it's hard to use effectively. Enemy ships assume a variety of geometric shapes, and while they initially move in predictable lines, they eventually start zigzagging around, ratcheting up the difficulty. The most interesting aspect of Solar Quest is your ability to pick up "survivors" for bonus points, providing a much-needed strategic element. Whenever you destroy a ship, it leaves a fuzzy little "pilot" that slowly drifts towards the sun. Snatch him up and you receive substantial bonus points, but it's often a risky proposition. Solar Quest doesn't push the envelope in terms of graphics or gameplay, but this the type of game the Vectrex does well. © Copyright 2006 The Video Game Critic.
When you fire up a game of Space Frenzy, you're greeted by a one-eyed alien engaging you in a little intergalactic trash-talk (via some slick voice synthesis). Gamers schooled in the classics will immediately recognize this freak from Space Fury (Colecovision, 1983), and in fact, Space Frenzy is a clone of that game. At first glance this shooter looks like Asteroids - the type of game the Vectrex handles well. But instead of rocks, you target alien ships that merge together to form larger "cruisers" which in turn try to ram your triangular ass. Between stages you "dock" with larger ships, allowing you to shoot sideways, backwards, or concentrate your firepower forward. I found this docking sequence to be a little too long, disrupting the flow of the game a bit. The collision detection can be a little fishy and the frame-rate struggles at times, but in general Space Frenzy is fun. Gamers who own a Vectrex should head directly to Classic Game Creations to order a copy. © Copyright 2008 The Video Game Critic.
I'll give Spike all the credit in the world for its innovative visuals, unique gameplay, and amazing voice synthesis. Sadly, those elements don't necessary make for a fun game. The game begins with an impressive intro sequence depicting a triangular damsel being kidnapped ("Eek! Help! Spike!). The animation is complimented by some surprisingly clear voice synthesis that really got my attention. Spike's platform-jumping action is pretty standard, but its unconventional viewpoint makes the game stand out. The three moving platforms on the screen are presented at a skewed angle, conveying a nifty illusion of 3D. Controlling the large, pointy-headed Spike character, your first order of business is to grab the key that appears at random locations every few seconds. Scaling the platforms requires using a button to toggle the placement of a ladder between four locations. Besides climbing, you can also jump between gaps on the same platform, or fall in gaps to return to lower levels. Once you have the key, you must touch the box located near the top of the screen. The problem is, Spike's large size makes it awkward to move him with any degree of quickness or precision. And once baddies like bouncing snakes and flying birds enter the picture, they're practically unavoidable. I really got tired of the Spike's frustrating gameplay, and even the voice effects started getting on my nerves after a while. © Copyright 2006 The Video Game Critic.
With Spike Hoppin', John Dondzila (patron saint of Vectrex games) has effectively brought Q*bert to the Vectrex. Besides different character designs, this is basically the same game, and it's a fine adaptation. You won't find Coily or Ugg, but there are other zany characters here to replace them. The first thing that struck me about Spike Hoppin' was its voice synthesis! When I first heard it, I was like, "did this game just talk?!" Yes it did, and these cute samples really add something special. The graphics are smooth, the objects are easy to make out, and the gameplay is challenging. Moving the Vectrex joystick diagonally takes a while to get used to, but the controls are fairly responsive overall. There are even some cheats and hidden goodies locked away in this game. My biggest problem with Spike Hoppin' is its leisurely pace. The action is a little on the slow side, and there are long pauses between levels and lives. There's not much originality here, but if you've ever wanted to play Q*bert on your Vectrex, this should do the trick. © Copyright 2002 The Video Game Critic.
I was pretty psyched when I realized that Star Fire is really John Dondzila's remake of the original Star Wars arcade game! In the first stage you battle approaching Tie fighters, and it's a blast! The fighters smoothly scale into range, and their incoming missiles are not easy to hit. I'd advise you to be defensive and be sure to neutralize the missiles before worrying about the Ties themselves. While it's great fun to play, the level runs a bit long because you have to shoot about 24 ties to advance! Next, you approach a Death Star that looks more like an octagon with a hole in it. In the second stage you shoot towers on the Death Star surface while avoiding ground fire. It's less impressive, and the towers appear to be floating in space. The final stage sends you down into the Death Star trench for the climactic battle. How is this stage? I'll let you know when I get there! Unfortunately, Star Fire is far too difficult and only has one skill level. Still, I do enjoy the first-person "twitch" shooting that this game has to offer. I think if John polished this one up a bit, it would be 'A' material. Hopefully a sequel is in the works. © Copyright 2003 The Video Game Critic.
Not being a big Star Trek fan, I was actually relieved to discover this is a generic first-person shooter. In fact, you'd never even know this has anything to do with Star Trek, if not for its title. The Star Raiders-style gameplay is so straight-forward that you don't even have to worry about any "galactic maps". If you enjoy dogfighting in space, this game is for you. The first-person point of view means you're just staring at stars and a crosshair until alien ships come into view. Enemies scale and bank smoothly across the screen, and they shatter nicely when blasted. Button three engages a shield which neutralizes their star-shaped projectiles. Button two allows you to "dock" with your space station to recharge your missiles and shield, but this sounds easier than it actually is. More times than not, enemy ships are swarming as your station comes into view, and it's very easy to accidentally blow it up in the midst of the chaos. Geez, you'd think a huge rotating space station could withstand one lousy photon torpedo! Of course, when you really need to dock with your station, that [expletive] thing is nowhere to be found. You can also "dock" with a black hole; however, I advise strongly against it! This takes you directly to the Klingon mother ship, which will proceed to pulverize your Vulcan ass in short order. Star Trek probably won't thrill fans of the series, but it should satisfy those looking for some basic shooting action. © Copyright 2005 The Video Game Critic.
The first Vector Vaders was a fair rendition of Space Invaders, but it was way too slow. This remake completely fixes that problem. The first thing you'll notice is that various alien shapes have now been replaced with animated "V" characters. These simpler objects allow the game to move at a much faster pace, and as a result it's a lot more fun. John Dondzila even took this opportunity to incorporate classic Space Invaders audio effects, which sound excellent. You can now make the barriers disappear if you shoot them enough. Fast, challenging, and fun, this is the Space Invaders that Vectrex fans were waiting for. © Copyright 2002 The Video Game Critic.
This first-person shooter could have been something special, but it feels like an unfinished project. You play by moving a crosshair around a rocky planet surface and blasting scaling "drones" and spherical "seekers". War of the Robots had serious potential. The ominous intro screen sets the tone as it resonates with its bleak, otherworldly music. The planet surface is a simple silhouette of jagged mountains, but the wire-frame drones gallop fluidly across the landscape. Due to their long legs and tiny bodies (which resemble AT-STs from Star Wars), they're pretty tough to hit. Periodically they fire star-shaped missiles, which you can shoot down as they slowly scale in. A circular scanner lets you track their positions, but it's not the most accurate device in the world. War of the Robot's controls are responsive enough, and once you get the hang of it, you'll have a good time blasting drones into pieces. Unfortunately, two huge flaws spoil the fun. First and foremost, it's entirely possible, and in fact quite easy, to run out of ammo. Since you can't reload or find additional ammo, all you can do is sit there and wait for the game to end. Next, there's no freakin' score! How hard would it have been to keep track of some points? Apparently your one and only goal in this game is to wipe out all of the robots, but who knows how many waves you'll need to survive to accomplish that? Without a score it's an all-or-nothing affair with minimal replay value. © Copyright 2006 The Video Game Critic.
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