
Centipede Review: The Garden War, Arcade-True at Last
The arcade garden faithfully replanted — plus a simultaneous two-player mode no other classic-era Centipede offered. GCC’s launch port, reviewed.

The arcade garden faithfully replanted — plus a simultaneous two-player mode no other classic-era Centipede offered. GCC’s launch port, reviewed.

Lucasfilm’s first-person future sport on the 7800, with a POKEY chip in the cartridge supplying the finest soundtrack on the system. Our review of a top-five 7800 game.

GCC’s 1984 rebuild of the arcade classic gives the 7800 solid coloured rocks, a simultaneous two-player mode and the definitive home Asteroids of its era.

Four-port or two, switchbox traps, controller solutions, multicarts and what to pay: everything you need to buy and set up a 5200 today.

Gremlins at 6 a.m., Lucasfilm’s fractal rescues, Activision’s quiet masterpieces: ten 5200 games beyond the famous ports that every owner should play.

Beef Drop, Castle Crisis, completed prototypes and new cartridges in boxes: how the homebrew community gave the 5200 a second career.

A computer in a wedge: ANTIC, GTIA and POKEY, four ports and two, the Trak-Ball, and the infamous switchbox. Inside the SuperSystem’s hardware.

Donkey Kong in one box, Super Breakout in the other: how the first great console war was fought, and what forty years of hindsight does to the scorecard.

The Last Starfighter, the unfinished Tempest and a drawer full of nearly-games: the lost library of the SuperSystem, and why it still matters.

Part tank shooter, part doomsday puzzle: the 5200’s ambitious in-house original. Our review of Countermeasure.