Skip to content

Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone

Mission X (1983, Intellivision)—a licensed port of Data East’s arcade Mission-X published by Mattel Electronics. On paper it’s simple: a vertical shooter where you strafe ships, tanks, and runways with bullets and bombs.

Uncategorized
1 1 0
  • Mission X (1983, Intellivision)—a licensed port of Data East’s arcade Mission-X published by Mattel Electronics.

    On paper it’s simple: a vertical shooter where you strafe ships, tanks, and runways with bullets and bombs. Under the hood it’s very Intellivision—disc to steer and change altitude, lower side button for guns, upper for bombs. The altitude model is the hook. Press the bottom of the disc to climb and the top to descend—counterintuitive at first, but once it clicks you start threading bridges, skimming runways, and dumping bombs with real precision. Ground targets won’t fire until you provoke them, which makes early runs feel oddly calm...until you pick a fight.

    Production-wise this wasn’t a Data East internal job. Mattel handled the port, with programmer John Tomlinson sneaking his credit into the ROM—hold 6 on the right controller and 9 on the left, then hit RESET to flash “Programmed by John Tomlinson” on the title screen. Classic Blue Sky Rangers energy. It shipped in ’83 with the usual overlays and manual, touting a day-to-night mission flow and that “altitude matters” gameplay most console shooters skipped.

    Graphics show off Intellivision’s strengths—colourful terrain, crisp targets, readable explosions—and yes, it looks better than River Raid on 2600. There’s no music—just chunky effects—but the night sorties with tracer-style flak give it a mood the hardware rarely pulled off.

    Scoring is its own oddity—extra planes at escalating thresholds, runway-skimming bonuses, even point penalties for bombing the strip from high altitude. It’s generous, almost arcade-mythic, and it keeps you chasing “one more pass.” Reception was middling at the time and retrospective takes still call it competent more than classic, but its quirks—inverted climb/descend, passive-until-provoked enemies, the hidden credit—give Mission X a personality all its own.

    @videogames@piefed.social

  • oblomov@sociale.networkundefined oblomov@sociale.network shared this topic on

Gli ultimi otto messaggi ricevuti dalla Federazione
Post suggeriti