|
Who says an arcade adaption has to be vector in order
to work on the Vectrex? Berzerk, Scramble and Pole
Position’s arcade counterparts weren’t vector
originally, but arguably two out of those three
adaptions worked well anyway. (I’ll take the argument
against Berzerk, which is way easier than the
original, runs slow, loses a bit in translation by
having no color change of the robots and no voice,
plus the unforgivable collision detection problem of
robots walking halfway through a wall before finally
getting zapped bogged it down too much for it to be a
good port, which I don’t think it is.)
Granted, the Q*Bert clone of Spike Hoppin’ isn’t a
port anyway, and Q*Bert wasn’t vector originally. But
that doesn’t matter. Heck, the no color qualm doesn’t
matter either, in this case!
Q*Bert involved a big-nosed orange creature that must
change the colors of a giant pyramid on the screen in
order to make it to further levels. Obstacles
dropping from the top of the screen and various
humorous creatures pursued him to no end.
Spike Hoppin’ follows the same formula, although who
knows why it is that Spike is hopping around. Maybe
he’s gone nuts in the black and white only vector
world (which is why he’s trying to change colors [from
light to dark]...I guess?) and from having to
constantly save his dum-dum girlfriend Molly from his
game from back in the heyday, since she could never
take a hint in taking any self-defense classes and
allowing herself to be constantly captured by Spike’s
enemy Spud.
Whatever the deal is, yes, Spike must change colors of
all the triangles in a level. Balls drop from the top
of the screen, which getting hit by one will result in
losing a life. Spud arrives via a diamond-shaped
capsule of some sort (or maybe that’s him rolled up),
then grows to his full size upon reaching the bottom
row of triangles, and then starts making a beeline for
Spike.
Luckily there are magical platforms that Spike can hop
onto in order to knock Spud off the screen. As per
usual, creator John Dondzila made this game difficult
so we can keep on coming back for more, which Spike
can get gangbanged pretty good at times. However,
unlike with Q*Bert where Coily (that’s what Spud is in
this game, basically) has to be only a few spaces away
from Q*Bert in order for the discs to work, Spud can
be anywhere on the screen in order to be knocked off.
Also helping you out are a magical hourglass, which
starts appearing within a few levels to stop everyone
in their tracks for several seconds when caught, and
you will earn an extra life at 5,000 points as well.
However, later Upside-Down Monsters appear from the
bottom of the playfield, triangles can start taking
two jumps in order for them to change color, and some
miserable little runt will appear to change the
triangles back to their original color (named
Log...for some reason).
The game runs slower than Q*Bert, but it can still be
just as hectic in the later levels. The graphics
aren’t very good though, although I consider them to
be a nod to the original Spike, since he looked more
like a star with legs than the hedgehog that he
supposedly is. Sounds don’t fare a whole lot better
though, as the bouncing of many balls can get on the
nerves, but there’s charming voice synthesis added of
the title screen, “go for it!” with each new level and
life, and the usual “darnit!” (Although Spike’s voice
is a lot higher this time around, for some
reason...someone hurt himself in the wrong place [if
you get my drift] from landing on a platform wrong
from the original Spike game?) Controls are also
somewhat iffy – don’t know of ANY Q*Bert ports that
played well with controls over the years, but I
haven’t played ‘em all though – but there’s two
different setups for that. I suggest turning the
controller about 45 degrees to the left (to simulate a
diagonal-only joystick) and maybe even placing it on a
flat surface (I just use the S. Hoppin’ box). And a
collision detection problem with Log, making it
difficult to erase that little puke at times, isn’t
good either (sometimes you can jump right through
him!). Most of these quibbles are minor, though.
Rounding out the package is the hidden bonus game of
Vectrepede, although I think Dondzila realized he bit
off a bit more than he could chew (speaking of
originally raster graphic arcade games...), due to a
lot of flicker with only mushrooms, the vectrepede,
you and the spider, and that’s IT. No scorpions or
fleas with the original Centipede, and a bug (pardon
the pun) at times that causes the vectrepede to stay
in one line without coming all the way down to the
bottom of the screen. Sounds aren’t that great on
this one either – the majority of them sounds like a
lame choo-choo train when you shoot the vectrepede –
but it’s good for a blast here and there.
As usual, this is worth the $20 U. S. (plus shipping)
Dondzila charges, as I still go back to this game time
and again over the months, even though I got this over
two and a half years ago! Dondzila sure does know how
to make ‘em addictive, that’s for sure.
Score 8/10
Review written by
Darryl
|

|