Spectar - ColecoVision
In the city of the Spectars, the heroic Wummel continues the crusade against evil and injustice. Scream around hairpin turns while avoiding enemy cruisers! Blast your way through to grab the energy stars and clear that city sector! This city is more dangerous than New York in the 1970's so grab your joystick and enter the world of SPECTAR.
Scott Huggins has crafted his second masterpiece for the ColecoVision, this time bringing the classic arcade game Spectar to the system. As with Scott Huggin's first ColecoVision game (Astro Invader), Scott's done an excellent job of recreating this arcade classic on the ColecoVision, a system that already has a large library of great arcade ports. How many levels can YOUR heroic Wummel clear?
Includes cartridge, manual, and plastic storage case. Box, label, and manual artwork designed by Joe Kollar.
|Number of Players||1 - 2|
|Label, Box, and Manual Design||Joe Kollar|
Reviews (3)Add Your Review
Long anticipated, but, like Tunnels and Trolls, never delivered, at last Scott Huggins has made a version available for the ColecoVision. The last time I played the arcade version was in a pub...in England...in 1982. Long before the technocrats infested the place with those damned cameras.
So, how is it?
As far as the graphics go, absolutely splendid. The explosions are especially satisfying. This game uses a different background color than the arcade version, but this is because visibility would have been awful otherwise. A black background was the only way to do this on a regular television screen; clearly, Mr. Huggins knows about this.
Sound is also excellent. The simple but effective sounds from the arcade version have been reproduced faithfully (as far as I can remember!), and that's all that's needed. Of course, the theme is here, too.
And the little sequence of your Wummel on a mostly blank screen is here, too!
Gameplay is good, largely because of the excellent control, but it does have one flaw: there is a way to beat it.
The problem is the Spectar Smuggler. These enemies appear along with the regular Ramcars, and they can shoot. They appear one at a time. The problem is, if you eliminate all of the Ramcars but do not gather all of the energy stars, it is not difficult to "hunt" for the Smugglers, usually by waiting for them, in order to ambush them. With this method, I was able to rack up over 20ꯠ points on the first screen before finishing up.
Also, the upper level of difficulty should be higher (enemies move faster). This is a home game; unlike arcade games, which you may have a chance of playing a few dozen times, here you can play it many hundreds of times.
Perhaps the point system could be altered to allow you to only score for the first 6 or so Smugglers/screen. This would make extended hunting for them pointless (get it, "pointless," oh, well...), forcing you to move on to the next screen, unless you are one of those people who extends a game of Galaxian by dodging the final alien over and over...
But the level of programming skill displayed by this game is nothing short of amazing. This game is at least as good, and no doubt better, than what we could've expected from Coleco in 1983. CV owners have yet another homebrewer to watch for.
As for Spectar? A superb effort. The ColecoVision lives again!