Chopper Command |
Atari 2600 |
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Review by Matt Paprocki |
Activision |
Shooter |
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Graphics: 5 |
Sound: 4 |
Gameplay: 6 |
Overall: 5 |
Every classic game needs an equally good knock-off. In the case of the Eugene Jarvis' "Defender," Activision and Bob Whitehead stepped up "Chopper Command." Though nowhere near the Midway classic, this 2600 exclusive offers up some brief thrills, but a few significant issues drop it to just about average.
Really the only problem here is the way in which the screen scrolls. Yes, it is supposed to simulate the inertia of attempting to stop on a dime, but when the screen slams you directly into the line of fire, it's just not fair. "Defender" did this perfectly, "Chopper Command" does not. The radar is also less than adequate in telling players what's really ahead. But, "Chopper Command" is one of those games some people master. After selecting the fourth game variation, I was slaughtered without even taking an enemy with me. I now realize I'm terrible. Skilled players can pull off some really impressive maneuvers, swerving through the enemy formation only to turn around and send them to the ground while still moving backwards, earning some major respect points in the process. This of course takes massive amount of practice and whether or not you have the patience for it will directly effect how much you get out of it.
For what it is, "Chopper Command" is enjoyable in short bursts. Getting into a zone and wiping out entire fleets of enemy aircraft is fun, but only if you can pull it off. It will only take one time for someone to slam into an enemy jet helplessly before they reach for the cart and yank it out. Stick with "Defender." |