Atari 5200 Review: COUNTERMEASURE
by Atari
One of the few games released ONLY for the Atari 5200 (as far as I
know), Countermeasure takes advantage of the 5200 controllers,
instead of being taken advantage of by them, as is sadly the case
with too many games for this system. Countermeasure utilizes both
fire buttons and six keypad buttons! While Countermeasure does use
many of the buttons on the 5200 controller, it's not a great
candidate to showcase the sophistication and originality of the 5200
game library. While Countermeasure may be one of the reasons not too
many other original games were released for the 5200, it's still a
pretty good game in my opinion.
Terrorists have captured a missile silo complex and are threatening
Washington with a nuclear attack. Armed with your supertank (after
all, the 5200 is the supersystem) you must either 1) destroy all
seven silos in the complex before the launch timer reaches zero, or
2) enter a silo and guess correctly the fail-safe code to stop the
launch. Time is not your only enemy. The terrorists use pillboxes
(gun turrets), cruise missiles, jeeps, and tanks (but not supertanks)
to hamper your progress. A unique control feature of Countermeasure
is that the second fire button controls the movement of your turret,
and the programmers at Atari cleverly force you to use this feature
by making your forward cannon fire at half the range of fire in any
other direction.
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That there is a second way to complete your mission is what makes
Countermeasure a good game and not a bad one. You may choose to
enter any one of the 7 silos in an attempt to "crack" the code, but
usually it's a good idea to wait until you know two of the letters
first (a letter and it's position are revealed when you refuel at
one of the seven fueling depots). The code cracking sequence is
pretty cool. With a fairly accurate map of the world (Rand
McNally?) showing the progress of the missiles raining down on
Washington as a background, you must enter the proper code. If you
fail, Washington is blown up and there's some cool "death" music
and a giant skull and crossbones to remind you of how foolish you
were to try to crack the code. Why didn't you simply destroy all of
the silos like you would in any other game? The answer is sobering:
your supertank moves so agonizingly slow over most terrain that you
happily risk world destruction rather than seek out all seven silos.
This sadly slow movement is the Achilles heel of Countermeasure.
After every mission, the speed of the turrets and enemy vehicles
increases. The range of your cannon (and those of the pillboxes)
also increase. Couldn't the speed of the "super"tank have also
increased; at least a little bit? As long as you don't try to knock
out all seven silos, this is still a pretty fun game. The higher
levels are especially fun, as you must actually think about how to
avoid enemy crossfire, instead of simply plowing forward (at a
snail's pace) and pegging the pillboxes one by one. Also, the
countdown timer is much faster, giving you that frantic feeling in
spite of the supertank's unfortunate lack of speed.
Overall, even though it seems that Atari was more concerned with
creating a game which used more than one button than with making
Countermeasure a really fun game, it still manages to be enjoyable.
Slightly better graphics, a four letter code (instead of the easy 3
letter one), and a speedier supertank would have made this game
much better, but it's still decent despite these detractions. This
game is very common and as such should not cost more than $3, so pick
it up. A decent early effort by Atari to make an original game for
the 5200.
Title |
Countermeasure |
Publisher |
Atari |
System |
Atari 5200 SuperSystem |
Graphics |
6 |
Sound |
7 |
Gameplay |
7 |
Overall |
6 |
Reviewer |
Karlis Povisils |
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