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Usually with games from the early 80’s you can either claim that they still retain a basic charm – or you can dismiss them as utterly archaic and not worth playing nowadays. I’ll do the former.

Venture hasn’t aged as badly as you might expect though. Sure, the graphics are incredibly basic, but it’s compulsive structure is timeless.

A basic dungeon crawler at heart, the game has two main styles of play. The first is a large view of each level (see screenshot below) where you control a tiny dot.


Even on a huge television this dot is tiny – but once you figure out where it is (it’s at the bottom in the middle of the screen in the picture above) you’ll be fine.

Each level has four rooms for you to explore, which you enter using white doors. At first entering these rooms is easy, but the further you progress in the game the more aggressive the green squid-beasts that patrol the corridors become.

One touch from them and you lose a life, so when you exit rooms you have to be very careful not to immediately bump into them. There’s no way to fight back against them either.

This is contrasted by the challenges within the rooms themselves, where you can actually fight back (see top screenshot).

In these you are a much more distinguishable entity, taking the form of a smiley face with an arrow launcher (its name is Winky – no i’m not kidding).


Within each room lies a treasure which you have to grab and escape the room with.

There’s always an obstacle to avoid or defeat in each one though, and most of the time it’s a group of enemies – which can either already be in the room or appear once you grab the treasure.

Sometimes there are other traps to avoid, such as tidal waves (blue rectangles – you have to use your imagination) and disappearing walls.

There’s a basic thrill to be had not knowing what’s waiting behind each door, and the way enemies take a second to appear once you’ve entered a room only adds to the suspense.


The sound and music is also excellent, and not just for the time – it may consist of basic bleeps and blorks, but it’s genuinely charming and adds a lot to the old school atmosphere.

Although Venture isn’t a must-play by any means, it’s well worth a look if you ever get into the ColecoVision scene – it’s gameplay may be simple but it’s still a enjoyable slice of old-school action.

It even has a solid amount of content thanks to its range of difficulty settings and a serviceable two player mode.

Buck Rogers: Planet of Zoom

Buck Rogers Planet of Zoom

Buck Rogers: Planet of Zoom (1982)
By: Sega Genre: Shooting Players: Difficulty: Medium
Featured Version: Arcade First Day Score: 23,297 (one credit)
Also Available For: Master System, SG-1000, PC, MSX, Commodore 64, Commodore VIC-20, ZX Spectrum, TI-99/4A, Atari 2600, Atari 5200, Atari XE, ColecoVision, Coleco Adam, Intellivision
Buck Rogers Planet of Zoom

It may have taken a few years but it still wasn’t long before the first few licensed video games started to appear. One of the first such games to grace an amusement arcade was this example, by my beloved Sega no less, and was based on the (mis)adventures of Captain Rogers. Well, I say ‘based’ but this is a game that, name aside, has pretty much nothing to do with the source material – something that would become a familiar story in the years to come – but as we all know, that doesn’t necessarily make it a sucky game, just an unfaithful one. Planet of Zoom, for example, takes the form of an into-the-screen shooter. Nothing unusual there for a 70’s sci-fi show, I’ll grant you – plenty of shooting done in most of those. However, as long as it might have been since I’ve immersed myself in the gallant exploits of Buck, Wilma, and Twiki, nothing else from the game seems familiar.

Buck Rogers Planet of Zoom

Actually, now that I think about it, I can’t even be sure that we’re playing the game as Buck! Oh well, whoever may be at the controls, it’s your job to guide their ship through a tonne of dangerous stuff, and the best means of doing this is by blasting the crap out of it all. To this end, the ship offers unlimited use of its cannon, and you can also move it around the screen freely and increase or decrease its speed as you see fit. Each round is divided into eight stages (or sectors) of which there are three types – trench (as seen in the screenshot to the right), open space (next shot down), and planet (bottom shot) – but the object of each is the same; namely, to either fulfill an enemy quota or to finish within the time limit. If you can take down the required number of enemies before the time expires, you’ll move on to the next stage with any remaining time awarded as bonus points. If the timer runs down before you do this, you’ll still progress but with no bonus.

Buck Rogers Planet of Zoom

Most of the stages merely pit you against various kinds of oncoming enemies which include many flying saucers, hopping ground-based buffoons, red/purple versions of your own ship (almost), fast winged vessels, and angry-looking grey/red craft. As well as being mighty dangerous by themselves, most of them can also fire missiles and stuff at you, and there are also a few other hazards too. One of the trench stages features a series of barriers with gaps on the left, right, or middle, one of the planetary stages has a load of weird slalom-style gates (which offer only your continued existence as a reward for passing though them), and there is also a stage featuring a much larger boss ship which, for some reason, attacks with its back to you allowing you to simply blast all four of its engines to see it off. Defeating this befuddled clot isn’t too hard and each time you do it’s on to the next round where the stages are in a different order.

Buck Rogers Planet of Zoom

This process goes on forever as far as I can tell, which means things could potentially get more than a little repetitive. Fortunately, the action is fast and involving enough to keep this from setting in too much. The stages all look the same each time they’re repeated but they work well – the scrolling is pretty fast and the enemies move quickly via some superb scaling. The colouring is also impressive with lovely pixelly explosions, nice shaded skies, and even some occasional eye-melting psychedelic effects on some spacey stages. The sound is a little more basic, consisting only of a constant blooping sound (the ship’s engine?), as well as shooting and explosion effects. They’re loud though, and do contribute to the enjoyment of Buck’s adventure which is a pretty decent one. I think it’s clear Sega’s inspiration for Space Harrier lies here, and the later game is understandably the one that’s more fondly remembered, but I was pleasantly surprised by its spiritual predecessor which is more playable in some ways as well as being slightly easier. Buck and friends may have a pretty limited involvement but they can still be fairly proud of this.

RKS Score: 7/10

Exploring the ColecoVision


Once video games were invented it didn’t take too long for home gaming to get established too. A few ‘electronic’ games had started appearing in the 70’s before the first actual home consoles arrived starting with the Magnavox Odyssey which, despite achieving limited success, spurred on others to try the same. Fairchild had their Channel F and later Mattel’s Intellivision had been doing respectable business, but it was of course Atari’s immense VCS that had destroyed all who stood in its way. By the early 80’s even that was starting to look a little old and tired though, and this new breed of enthusiasts known as ‘gamers’ were eager for a more advanced successor.

This soon arrived in the middle of that decade’s third year courtesy of another American company – Coleco. Despite their name, which was a contraction of Connecticut Leather Company, and their history of producing plastic and indeed leather products, they were no strangers to the exciting realm of electronic entertainment. They had already produced a range of standalone consoles in the late 70’s called Telstar which each featured a few pre-programmed variations of existing games such as Pong and Tank. Their latest effort was called the ColecoVision and, unlike the Telstar range, offered games on inter-changeable cartridges. In fact, it was bundled with one such game, a conversion of the popular arcade hit Donkey Kong, no less, and its quality soon showed that perhaps this new contender was the system gamers had been waiting for.
Unlike the blocky, low-resolution games found on Atari’s machine, Coleco’s games were like having an arcade in the home thanks to the Z80A processor that powered it. Indeed, many of the games it hosted were arcade conversions and most of them were close to arcade perfect – a term that had to be invented for their machine.

Thanks mainly to its many games of this type, the ColecoVision became popular immediately; sales soon surpassed one million units and several fancy accessories were released as well, including a steering wheel controller (complete with ‘gas’ pedal) and, ironically, an adaptor that enabled it to run Atari VCS games! Although this device automatically gave the Coleco a vast library of games, and provided a great incentive to buy it in the process, it was the system’s own games that impressed the most and the number available quickly passed the hundred mark. Unimaginable success looked assured for the former leather company but sadly the sudden, catastrophic collapse of the US gaming industry, the infamous ‘video game crash of 1983’, then took their console down along with numerous others.

Happily for us retro gamers though, a good few titles were released before that unfortunate event brought things to an untimely conclusion and I’ve selected a few of them at random to help me determine whether ‘the crash’ was a curse or a blessing in disguise. Here’s how I got on:

Lady Bug (1982)

Arcade conversions represented a substantial percentage of Coleco titles and this one, whilst hardly a jaw-droppingly original game, was a top effort. As is obvious from the screenshot, it’s a Pac-Man clone, but it may not be as generic as it first appears. As the titular beetle, your job is of course simply to collect all the dots (or x’s in this case) around each maze. However, parts of the walls are made of movable gates (the green bits) through which your twitchy bug can move but the scary enemy bugs cannot. This is particularly handy as there can be up to four of them scurrying around and they move as fast as you do! The graphics are simple and there’s no in-game music (aside from the odd jingle), but apart from a bit of detail on the bugs this is pretty much an arcade perfect conversion and as such is splendid! It’s a fast-paced game which requires quick reflexes but it’s great fun to play and very addictive too. A great introduction to Coleco gaming for me!

BurgerTime (1984)

This Data East title must be one of the more famous games to have received a Coleco release but it’s also one that I’ve never really been too keen on, I’m afraid to say. It’s a single-screen platformer – a type of game I generally dolike, ironically – in which you, as Peter Pepper, must create tasty burgers by walking over the various components to make them fall down before the various evil foodstuffs who patrol the stages can stop you. Sounds good but I’ve always found it to be a rather frustrating game with unreliable controls. If you’re one of the many who like the arcade game though, chances are you’ll like this version too. The graphics are smaller and slightly more squashed but the stages are correct, the catchy music is spot on, and it plays just like its arcade parent. Not one I’ll come back to very often but a treat for fans.

From Out of the Jungle (1984)

Even in the early days, most video games asked you to kill and/or destroy stuff so the premise of this game was a refreshing change. It instead asked you to rescue the ‘Great Apes’ and other animals that had been imprisoned through a tropical jungle filled with evil hunters and their allies. This may sound slightly familiar, and indeed, it didn’t come as a big surprise to find that the game is also known simply as ‘Tarzan’. It plays a bit like a slightly more advanced version of Pitfall and is viewed from an angled side-on perspective which allows Tarzan to more easily evade his foes. Unfortunately he only has a feeble punch versus their guns and ‘Beastmen’ but he can climb trees and swing from vines as well. It’s a fairly interesting game with some decent ideas but is let down by two things – there are some unavoidable hazards such as trap doors that open beneath your feet, and the controls are also rather clunky, often resulting in unfairly lost energy (sometimes repeatedly). Good try but needs a coat of polish.

Flipper Slipper (1983)

This one is almost that rarest of rarities – a Coleco exclusive (but there was an MSX version as well)! It’s not a game I had previously heard of though, and its strange name provided few clues as to what I could expect. A subsequent perusal of the instruction booklet reveals that it’s supposedly a weird pinball game but it actually plays a lot more like a weird Breakout clone. There are ‘forested’ areas in the top-left and top-right of the screen which can be cleared by hitting the ball into the ‘trees’ with two movable ‘flippers’ (actually just crescent-shaped bats). There are also animals (turtles, fish, etc) to kill for bonus points, two ‘beaches’ on the sides of the playfield, a moving ‘beach house’ in the middle of the screen, and an angry dog behind a breakable gate (although he looks more like a reindeer to me, complete with red nose!). So, like I said… weird! But, like most Breakout-style games, it’s also rather addictive!

Nova Blast (1983)

I was determined to find a shooter on Coleco’s machine before concluding this feature and went for this one based purely on its title. Sure enough, it is indeed a shmup and, unsurprisingly for the day, it’s one based on Defender. As Nova 1, the last of your fleet, it’s your job to protect the six ‘Capsuled Cities’ that occupy the looping planetary surface. Much like Williams’ classic, there are loads of airborne attackers to shoot down with your rapid-fire laser, but your ship can also drop bombs to take out the ‘Water Walkers’ which are the main threats to the cities. So, it’s not very original but the graphics are detailed (I particularly liked the stars and planets in the background), the controls are responsive, and crucially for poor old me it’s also an easier game than the hardcore Defender! Once again not an exclusive, but it still provided Coleco owners with some fast and addictive blasting action.

Despite coming from a less prestigious background than companies like Atari, Coleco did a pretty impressive job with their console. They were pretty brave, too, releasing it while the VCS was so dominant. It must’ve been a bit like Sega, and Atari again, trying to muscle in on the handheld market which Nintendo has sewn up with the Game Boy, to use an analogy that I can personally relate to, but on this occasion it worked. Or it seemed to be working until the entire market imploded in the US, ending their dream, and those of many other companies as well.

It’s always a shame when a system goes down before its time, of course, but for many the ColecoVision’s untimely demise was particularly upsetting. It was similar to other system’s that emerged around the same time such as the MSX and Sega’s SG-1000, technically, and accordingly these platforms shared numerous titles, and many of the Coleco’s other games were arcade conversions. This obviously meant that it had very little exclusive, truly original software. Perhaps it would’ve received a steady flow of titles like this eventually, if things had gone differently. However, the bulk of the user-base of the aforementioned systems was in the Far East which meant the Coleco received ports and conversions of games that many Western players hadn’t seen before, and generally their quality was of a very high standard.

My personal experiences of the ColecoVision are vague. I’m sure I knew someone who owned one when I was young but I can’t remember actually using it much, if at all. That obviously made my time with it for this feature my first such experience and it’s one I’ve enjoyed a lot. Having already spent a good amount of time with some of the systems to which it is technically similar, there wasn’t really much here that surprised me, but most of the games I tried (which included several more not covered in this feature) were pretty slick and playable. The controllers were never particularly popular of course, but several peripherals had already been released for the ColecoVision (including the cheeky VCS adaptor!) and others were on the way including a new controller, so there seems to be little that would’ve prevented the system from going on to great success.

Sadly though, all we can do now is imagine what might’ve been. Coleco did (perhaps unwisely) try to follow up the ‘Vision with a home computer version called the Adam but, while compatible with all of the console’s software and accessories, it suffered from a number of problems and never really even got off the ground and its failure pretty much put the final nail in Coleco’s coffin that hadn’t already been hammered in by the market crash. I suppose if I had to sum up the ColecoVision’s legacy, I’d say that it was a good piece of kit with some good games, but it was simply in the wrong place at the wrong time…


Zenji - Colecovision - Gameplay Screenshot

One thing I always loved about the Colecovision is how beautifully bright the colors were, compared to the Atari 2600 and Mattel’s Intellivision. I played all 3 as a kid, and always thought the CV was the best console, even though the Atari turned out to be my long-term favorite, mainly because of the quantity of titles and a quality controller. Having said that, I was playing Zenji today, a puzzle/maze game (Activision 1984) that plays/looks as well (maybe better) on the Colecovision than any other console or computer.

Zenji - Colecovision - Gameplay Screenshot
At first glance, Zenji seemed to be a simple ‘kiddie’ game, with easy gameplay and cutesy graphics and background music. Then as I played more, I realized it was much more than that.
The screen is filled with yellow and blue hexagons, within them are white pathways. You are a rolling white ball with a smiley face (don’t ask me why). As you roll on the paths from hex to hex, you can rotate the hexes 90 degrees at a time, turning the pathways green and eventually connecting them to make one continuous path. After completion of the pathway, you’ll move on to another level, larger with more dangerous hazards. Seems simple, as I said, but a couple of things are in your way: First is a time limit, 30 seconds for a smaller maze, up to 60 for a full-screen…..that is not a hell of a lot of time to connect 42 (6×7) of these things!

Zenji - Colecovision - Gameplay Screenshot

Secondly, roaming fire (think Donkey Kong) will try to kill you. Just when you think you can outsmart them by rotating out of their way, blue fire will appear and start shooting at you! What kind of kid’s game is this?!?
The gameplay is fast, addicting, and will challenge your reflexes and brain……because I think the pieces will only fit one way.
You score as you connect the pieces, and whatever time is left after level completion. High scores are kept (Yay!).

I’ve always been a fan of this genre, and I easily think this is one of the better games I have ever played. It’s much more than just connecting pipes, a game I’ve seen done a million times. Frankly, any time I have the chance to play the Colecovision without using that damned keypad, I take it. Zenji is a must-own for the console.

Mark Rattin:15 Letters

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Name:Mark Rattin

Company:15 letters

Profession: Founder & Creative Director

Favorite Classic Game: Zaxxon

Quote: I loved the arcade game and my ColecoVision version made me the only kid on the block with a home version that rivaled what we played in the arcade. Definitely a taste of things to come plus that summer it made me a very popular kid as well.

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