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As the pilot of a lone fighter infiltrating a spaceborne
fortress (vaguely inspired by the Death Star trench scenes in Star Wars),
your mission is simple - survive long enough to vanquish the evil Zaxxon robot
hidden deep within the fortress, and take out as much of the defenses as you can
in the meantime.
(Sega, 1982)

Zaxxon drastically changed the nature of side-scrolling shooter games
by introducing a somewhat 3-D perspective to the game. Not only were altitude
and forward motion taken into account, but you could also move side to side,
banking, diving, and gaining altitude. Bearing in mind that Zaxxon was
the first game to feature this kind of movement, its experimental nature and
great graphics occasionally got in the way of the player's attempt to ascertain
exactly where he was in the playing field. Also, some of the actual obstacles
in your path were indistinguishable from the harmless scrolling background.
Zaxxon inspired the spinoff - actually it was
more of a conversion kit - Super Zaxxon, which seemed to add little to
the play of the game but mainly offered changes to the graphics set - including
the incomprehensible transformation of Zaxxon itself from a fearsome robot to an
animè-like dragon character.
Super Zaxxon did offer one cool addition, however - the elimination of
Zaxxon's almost-impossible-to-master space battle in favor of an equally
challenging but less irritating tunnel fight sequence.
Some graphics were improved, though the clutter of harmless background
objects was increased to the game's detriment. It still looked like a cross
between a Frank Lloyd Wright design and the flying fortress from the movie
Krull.
Zaxxon was indisputably the most
difficult game to translate for home systems in 1982. Its 3-D graphics were
integrated into its game play, and to strip that third dimension out of the game
would have left a game virtually identical to Vanguard and other 2-D
side-scrolling shooters. The ColecoVision adaptation was
passable, but the cartridge version for the Atari 2600
was an unplayable abomination of a game. Zaxxon was later adapted much
more faithfully on home computer systems such as the Apple
II.
Coleco also manufactured a larger-than-usual Zaxxon battery-operated
tabletop game, but even though it was better than some of the home console
versions, it suffered from a number of problems - an LED matrix could never hope
to match the smooth flow of the arcade game's forward momentum, and the game was
further hampered by the unprecedented use of two LED displays,
accomplished by the use of mirrors inside the game's miniature arcade housing.
But if you weren't looking at it from just the right angle, you'd wind up eating
a missile.
I'm always amazed that, unlike Pac-Man, Frogger or Tempest,
Zaxxon has never been dusted off and updated for the home computer market of
today. It's a natural, Sega! Furthermore, the non-sequitur hangars, gun
turrets and unfollowable pathways of the original game's scrolling wallpaper
could be turned into actual parts of the game. Zaxxon is just waiting to
be reborn.
Rating:
Four quarters - a couple of minor irritants, but mostly a compelling and
addictive game.
Reviewed by Earl Green
theLogBook.com editor/webmaster



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