Sunday, November 23, 2025

Namco vs. Midway: The King of Arcades 2: 1982

Now we’re at 1982.  Both companies have brought out some impressive arcade tech, but Midway was still only starting while Namco made Pac-Man.  Here in 1982 is where Midway really gets to stretch their wings.  They’ll need to bring their best because 2 of Namco’s more famous games came out this year.

Dig Dug(NAM): While not anywhere close to as omnipresent as Pac-Man, Dig Dug is another one of Namco’s big mascots that gets ported to everything.  Also like Pac-Man, it accomplishes so much with its simplistic gameplay and art style.
Before Kenshiro made it cool, enemies are killed using a simple air pump to pop them like balloons, but it requires getting into the right position to do so as you make paths by drilling tunnels.  It’s easy to learn and harder to master than you’d think, when you consider the falling rocks and enemies temporarily phasing through the ground.  The chibi sprites are cute and I love the Mickey Mousing in play, where the music only plays when you’re moving.  Dig Dug is a fun little game to plonk a quarter into and have a go at any day of the week.

Kozmic Krooz’r(MID): The big selling point of Kozmic Krooz’r is its colorful arcade cabinet with a big mothership at the top, the goal of which is to shoot and weave through enemies to reach its good tractor beam when it rotates to the right side.

I’ve never seen it in person and re-releases of the game on consoles obviously aren’t going to come with a big physical centerpiece.  Without that gimmick it’s a standard shooter in a confined, single-screen space, albeit one with directional shot control through the use of a rotating button, bringing to mind SNK’s rotary stick shooter.
 
Robotron: 2084(MID): This game presents a story for once.  Humanity has been taken over by machines that have determined humans are inferior and are now taking over the world.  You, a genetically modified human, must gun down these armies of robots and protect the last remnants of humanity from the robot termination squads.  This was long before the Terminator movies made this a popular setup.

This is one of the very first twin stick shooters; it’s not a rotary stick like SNK’s older games. There’s a second stick to automatically fire in all directions, something you’ll have to be doing at all times because the amount of sprites that can be onscreen must’ve been pushing the system to its limits.  Being able to have tons of sprites onscreen at once would become a flex as technology advanced so that makes it even more impressive that it can flex that in 1982
 
With its fast and frantic gameplay and enormous enemy count, Robotron can be overwhelming, but for the people who like that kind of challenge, it’s fantastic.  This is a game truly ahead of its time.

Pole Position(NAM): The simulated 3D effect Pole Position has using 1982 technology is something to behold, but being one of the first of its kind, it also doesn’t have the controls quite right.  It feels like the car is in a fixed path until it isn’t and it’s hard to control how much I want it to swerve.  Making matters worse is that there’s no mini-map so the turns sneak up on me, which it hard to react to because the car controls like soap.  Maybe it’s just me not being able to adjust to an old-school driving game, but the dazzling effect of the graphics doesn’t last.
Super Pac-Man(NAM): The first Pac-Man was a simple game with a simple premise of navigating a simple maze and eating dots without getting caught.  Super Pac-Man adds more layers to make it a lot less simple.  Now instead of dots there are different foods and they don’t cover the entire maze. There are now blockades that must be unlocked by grabbing keys and in addition to the power pellets there’s a new power-up that turns you giant and invincible.  These innovation add to the gameplay and should make it more fun, but it’s hampered by the controls, or rather, the game speed that affects control.

Super Pac-Man is a lot faster than the original, which I would normally tout as a good thing, but here it means there’s a lot more precision required to go where you want to go.  When you approach an intersection in the first game, holding down the control stick in the direction you want to go as you approach that intersection will do the trick.  It has a relaxed pace that slowly ramps up, but in Super Pac-Man, there are not only more intersections, but Pac-Man moves so fast that you need twitch reflexes to navigate it all, which I don’t think works for a game that’s about scanning the field and planning routes on the fly.  I don’t know about this one…

Joust(MID): This is the game that would lead to Balloon Fight on the NES later.  It’s a game with only horizontal directional movement, where vertical movement is done by flapping your ostrich’s wings and the goal is to hit the enemies at the right angle to knock them off their birds.
 
It’s a neat premise, but how it controls leaves a bit to be desired.  It gets tiring having to constantly press the flap button, movement on the ground is slippery and movement in the air gets out of control because of how hard the ostrich bounces off of the environment if it so much as lightly taps something.  I swear the hitboxes are off too.  Too many times it looks like I got a successful hit, but get hit instead.  I like the idea, but it needed more play testing.
 
Satan’s Hollow(MID): Satan’s Hollow adds to the horizontal shooter formula with better innovations than King & Balloon did.  In addition to shooting down swarms of gargoyles increasing in number, the goal is to get a bridge piece from the left side of the screen to the right side to build a bridge so that the eponymous boss can be faced.  For some levity against the barrage of gargoyles and the missiles they drop, the player can activate a shield for brief invincibility.  Having to move left and right while shooting, dodging and using the shield with good timing gives the moment-to-moment gameplay a lot more depth.

Satan himself isn’t much of a boss though.  He’s fast and rapid-fired pitchforks, but he only takes one hit to take down and after that the game has you build the bridge and fight him again with increasing difficulty.  I still applaud it for having more going on with it than other arcade games at the time.
This time it is Midway who had the more consistently good offering.  Dig Dug was great, but Pole Position and Super Pac-Man both had quibbles with their controls that wore on me before long.  Robotron 2084 and Satan’s Hollow, on the other hand, were both really fun and the mediocrity of Kozmic Krooz’r and Joust didn’t detract from that.  Dig Dug is the best game of the year, but it’s all Namco had going for them, meaning the win for 1982 goes to Midway.

Meanwhile… I don’t have any Capcom or SNK games from 1982.  No comparison.

Next time things are heating up further as both companies release a plethora of arcade games to play.  Maybe Namco can take back the lead.

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