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


Astrosmash - Intellivision

How often is it that a game plays a big hand in your life? I mean, really big. Like, it brought upon the birth of someone, big. Ok, obviously I’m going to have to explain THAT one…

In this edition, Prixel Derp’s Chris “Sledge” Douglas takes a look at 1981’s Astrosmash, for the Intellivision. Designed by John P. Stohl for Mattel Electronics, this game is not only a ridiculously addictive shooter, its also quite possibly the only game that will adjust it’s difficulty level as you play! And this tension… well, you’ll see…

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…

TGI Trading Card Profiles: Matt Bradford


Matt Bradford

Name: Matt Bradford

Favorite Classic Game: TRON: Deadly Discs


Details as to why it is your favorite: One of the first games I used to play (and got addicted to) with my Dad when we first brought home the Intellivision. Like many classics from that time, it connects me back to the 80s when gaming was still new to me, and I wasn’t spoiled by all the advancements that came after.

Bio: I’m a freelance editor/writer who contributes as daily news contributor for www.gamesradar.com and as 2012’s Puzzle Expert in the latest Guinness World Records Gamers Edition. I was also the Editorial Director for Twin Galaxies International until earlier this year. When I’m not living and breathing video games, I’m also writing for numerous radio stations and publications from my home in Barrie, Ontario; where I live with my most excellent wife, Marijana, and our soon-to-be gaming child.

TGI Trading Card Profiles: Matt Miller


Name:  Matthew S. Miller

Favorite Classic Game:  Night Stalker (Intellivision)


Why it is your favorite: With seemingly endless game play and a crafty A.I., Night Stalker not only tests your skill and reflexes, it challenges your will.  Squaring off against a relentless and perpetually respawning invisible robot (from the 80,000 point mark on) along with three other omnipresent threats in an enclosed battleground, one is routinely faced with split second fight versus flight decisions, which provides edge of the seat excitement.

Age:  32
Occupation:  Manager of Merge/Purge Services
Interests:  Gaming and attending heavy metal shows

Gaming Achievements:  I currently hold fifty individual world records and two team world records at Twin Galaxies.

Advanced Dungeons and Dragons

Advanced Dungeons and Dragons - Intellivision - Gameplay Screenshot

Although the original Dungeons and Dragons (D&D) “board game” is designed to be played with paper and dice, it’s a natural fit for the world of video games. Its randomized encounters, tedious mapping, and turn-based combat practically beg to be computerized. Many old video games tried to capture the D&aD formula with varying degrees of success, but this Intellivision gem practically nailed it. A fast-paced, easy-to-play adventure, AD&D effectively conveys both the combat and exploration aspects of the original dice-throwing game.

Advanced Dungeons and Dragons - Intellivision - Gameplay Screenshot

Your journey begins on a sprawling map screen complete with mountain ranges, walls, forests, and your final destination: Cloudy Mountain. It looks like something from Lord of the Rings! As you traverse the wilderness you’ll stumble into a series of monster-infested dungeons. These caverns are randomly generated and contain oddly-shaped rooms – something you don’t see in old games. I love how the dungeons “draw in” as you roam, auto-mapping your progress. While searching for key items, you’ll encounter bats, spiders, rats, snakes, blobs, demons, and dragons.


It’s a shame these creatures are all really, really tiny. The demons resemble aliens (complete with antennae) and I mistook the dragons were bears! Another problem is how you can’t see an approaching monster until the thing’s practically on top of you. Be sure to listen for sound cues that signal when danger is near. You can shoot a limited supply of arrows, and it’s great how they actually ricochet off the walls! You’ll want to take advantage of this technique in winding hallways – just be sure the arrows don’t bounce back at you! AD&D’s controls are responsive, and you can even run one way while shooting another. Five difficulty levels are included, and even the easiest is no cakewalk. If one element of the original game is missing, it would be the complexity. There are only a few items, no treasure, and no magic. Still, AD&D is a fun, arcade-style quest that will probably surprise a lot of gamers.

The Video Game Critic rates games compared to other titles for the same system. The main criteria is how fun the game is, although control, graphics, and sound are also taken into account. You can view his other articles and review on his main website.

Dig Dug review

Dig Dug in-game
Dig Dug in-game shot

Dig Dug review by Honorabili

One Sentence Review:

“Pop that monster!”

Overall Score:
9 out of 10


Dig Dug consists of you being this blue man in a white suit that digs your way underground to kill monsters in tunnels. You do this by impaling them with an air pump that has like a tip like Scorpion’s weapon in Mortal Kombat (weird, I know but it’s cute!). You them pump the little monsters with enough air until they pop like a balloon. The game keeps progressing as you kill more monsters and there are none left in that level. Each level is progressively harder (especially when multiple enemies come at you at once).

You can get an extra man every 20000 points and you can pick up fruit in the middle of the stage when you kill enemies in a spectacular way, accelerating your 1UP rate.

The original game keeps going for 256 levels with the remake having about 400 levels.

The game is available on most Ataris, the Intellivision, Apple II, Commodore VIC 20 and c64, for PC, NES, gameboy, Wii, and the TI-99/4A. The remake is also available under Namco Classic Collection Volume 2 for Xbox, Gamecube, and the PS2.

Fun Factor:

I always thought it was a trip to fill up cute little monsters with air and watch their belly burst. If you’re braindead like me then you will love this kind of action. As the game will become much harder later, you will have to react instantly to the onslaught of monsters and have to adapt to using the terrain to your advantage and tricking the game’s A.I. by timing your attacks. You will sometimes have to run like a little bitch for your life and that can be fun to do especially in an old game! Fun Factor gets a score of 1o out of 10.

Difficulty Versatility:

Dig Dug is a challenging game. It’s from an era where if you wanted to get a high score you had to be a good gamer. Continues? Never heard of them. You put in a quarter and you got a set amount of lives. If you lost them all, you had to pay again to replay from the beginning. If you like your games easy then Dig Dug is not a game for you. If you like a game where the A.I. will eventually come at you from every direction, really fast then this is your game. You do get one more life though every 20000 points.

The first levels are easy and the game constantly keeps acccelerating in diffuculty. There’s no way to alter that but the game is challenging enough as it is. Difficulty Versatility gets a score of 9 out of 10.


Since this game is so old now, most people will probably play the emulated (usually MAME) version which you can get for free.

The PS2 Namco Classic Collection version is now out of print and not available online. You can track it down either by calling your local game stores or finding it through ebay.

The Wii version you can probably get online from their store for probably a few dollars.

Overall, since you can either play this game for free or for a few dollars for the PS2 or Wii version, Value gets a score of 10 out of 10.


Most classic arcade games are highly addictive/replayable, unless you find them too hard/frustrating for you. You can pretty much set your own goal as you what you want your experienced with this game to be, whether to get to whatever number of level or whatever your high score will be.

Myself, I find this game fun and I often wonder to what level I can get to the next time I play. Considering I’ve played this game thousands of times since the 80s and I still play it, the game is a classic and very replayable. I give replayability a score of 9 out of 10.


The sounds mainly consist of hearing the dragon roar (whistle) and your pump that fills up the cute monsters and pops the living hell out of them. For an old game the sounds are really well done and I think Sound deserves a score of 1o out of 10.


The music is so simple but it’s so catchy. The music is interactive in the sense that the little jingle will only play whenever your guy is walking. Mega64 makes fun of that fact and made a video where they go around harrassing people with it! Here is a video showing that:

It’s catchy and it keeps you playing this hectic little game. For a few simple notes, it’s a classic. Overall the game has like 4 little melodies but the main melody is the one that you will hear the most. Music gets a score of 10 out of 10.


The graphics look pretty cute for this old game and they are actually great. It’s fun watching the monsters blow up like a balloon and then POP! Graphics get a score of 10 out of 10.


This game actually has 2 bugs.

If you get to the end of the game, the game has a kill screen where you are basically stuck because the game will not progress any further. This happens when you get to the last level of the game (level 256) and beat it.

The other bug happens if you drop a rock on an enemy while you are pumping it with air and snuff it. It basically makes all enemies disappear making the level unbeatable but the work around is to trigger another rock to fall.

Other than those two bugs, mainly the rock one (because most people will NOT get to the last level), the game is rock solid. Stability/Reliability get a score of 8 out of 10.


The controls are simple. Up is up and so forth, and the fire button always triggers the harpoon gun/pump which lets you kill enemies. Other than that you walk into the ground to tunnel and you make rocks fall by leaving a tunnel under it (to try to trick a monster into getting crushed). Controls get a score of 10 out of 10.


The game runs flawless whether you play it on an arcade machine, emulation (MAME, etc), or on a console remake of it. If only all games could run as well as old games! Performance gets a score of 10 out of 10.

My history with this game:

This is one of the first games where I was impressed by an arcade game, specifically Namco and Atari. I remember seeing this around the same time I first played Ms. Pacman, another arcade favorite of mine. I’ve played Dig Dug over 1000 times, literally. It’s not as popular as the Pacman games but among the arcade community, it’s always a classic.

If you’ve never played Dig Dug, you are missing out on a major arcade game that is a corner stone for arcade gaming history. Go play it and stop reading this.