Friday, January 2, 2026

Namco vs. Midway: The King of Arcades: 1987

So far Namco has been losing pretty badly and they needed to step it up to keep up with Midway’s constant technological innovations.  Good thing then that in 1987 they did just that.  I’m not sure exactly what kind of arcade hardware Midway was using, but 1987 marked the debut of the Namco System 1, an upgraded arcade machine capable of better sound and graphics, not unlike what the CPS-1 was for Capcom.  Midway’s arcade offering so far have left me in awe with their presentation, but new dedicated hardware might be the boost Namco needs to start racking up more wins.  Let’s see if they can get out of their losing streak.

Spy Hunter 2(MID): The first Spy Hunter had its fun factor crippled in large part due to its top down perspective limiting the view of what’s ahead so the sequel corrects that in a big way by making it a Pole Position style pseudo-3D game instead.  This makes the vehicular combat much easier and visually impressive.  The new gear shift adds some further depth with getting the car in position to gun down enemies and the steering is nice and tight so turns aren’t as hard to handle as in other games of its type.
The only frustrating part is that the car seems to be made of tin foil.  I know it’s not an armored vehicle, but hitting one car the wrong way or one very precisely-placed stick of dynamite from a helicopter ends the fun in an instant with little room for error.  Spy Hunter 2 is a great game to pick up and play for a few minutes though.

Dragon Spirit(NAM): Namco came in hard with their new hardware because this is exactly what I like to see.  Fast and frantic rapid-fire action, beautiful visuals, great music, big bosses and level design that never repeats itself.  The music is so good there’s a tribute track dedicated to it in Namco’s Taiko no Tatsujin games.  Dragon Spirit is up there with the best old-school shooters, but there’s one problem: no continues.

Once all your lives are lost in Dragon Spirit, you don’t get to continue from where you died.  It’s a challenging game and clocks in at over half an hour to finish so the odds of beating it in one go are slim to none, echoing my problem with Rolling Thunder.  If you can tolerate that, are very confident in your shoot-em-up skills or are playing a version that allows for level select or continues, Dragon Spirit is great.


APB(MID): Another Midway game with a creative premise.  It’s a driving game in which you use a police car and its siren to pull over, ticket and ram various criminals on the road to meet a quota.  It starts off with a training course, but slowly introduces new criminal types and ways to deal with them.

APB is held back by how the siren works.  Functionally it’s like a form of shooting and there’s a crosshair, the distance of which is determined by how fast you go.  There’s no manual means of aiming so it’s easy to overshoot or undershoot the vehicle you’re trying to use it on.  The most reliable way to use it is rear ending people just to make sure the siren works on them, which is a bad idea because there’s a time limit and you need to stop by gas stations and donut stores to refuel.  Why couldn’t the siren’s effect just be a straight line instead of one specific point?

That aiming quirk can be annoying, but I can’t accuse APB of being stale and there’s a level select right from the start, in case you wanted to continue off from where you were previously or want to skip a level.  The expressive cartoon artwork and voice lines from people on the road bring it all together to make APB especially enjoyable.

Xenophobe(MID): The name Xenophobe is not a reference to Trump voters, but rather a fear of the lawyer-friendly aliens called Xenos, which are totally not Xenomorphs.  Also totally unlike Alien, the goal is to try to clear out aliens or escape before the self-destruct sequence is initiated to kill a space station overrun with them.  As the game goes on, the Xenos evolve and take on new forms.

The level design is nothing but hallways of aliens and combat is boring and basic.  Since the game is centered around going through rooms and fighting aliens, those are pretty big failings to have.  At least it was a neat idea.

Pac-Mania(NAM): What better way to show off new hardware than bringing back the company mascot with a new facelift?  Pac-Mania brings Pac-Man back in an isometric pseudo-3D look with a pumping soundtrack and more variety in the mazes.

The gameplay doesn’t stray from the classic Pac-Man formula, but the changes it does make are significant enough to put a new spin on it.  The game only shows part of the maze around Pac-Man and not the entire map on one screen, but it’s still zoomed out enough that it never feels like you’re playing blind and I think the ghosts now have AI that looks for you instead of knowing exactly where you are, meaning you can maneuver around their line of sight like Pac-Man is the caveman ancestor of Solid Snake.
The other big change is the ability to jump.  Simply adding a jump button to a maze game may not seem like much, but maneuvering a jump to the right place and making sure to jump in such a way that you don’t hit any ghosts requires forward thinking and precision.  Jumping to bypass ghosts can be used for getting them where you want them to go, adding a surprising layer of depth to the gameplay, if you’re inclined to utilize it that way.  All that with the appealing visuals and music makes Pac-Mania the best Pac-Man game after the original and is well worth a play.

Xybots(MID): Remember how I said Midway’s games left me in awe?  This is another one. Xybots perfectly simulates a 3D shooter, consistently scaling sprites and smoothly changing angles so that the illusion of 3D is never broken, facilitating a dungeon crawler in which maps are divided by squares and players go through them while shooting various robots.

The character is always aiming ahead, but can move in 8 directions and with two buttons the camera is rotated left or right.  Even in big empty rooms the camera scrolling is unbroken and never disorienting, which is very unlike other 3D dungeon crawlers of its time.  Although the floors and walls are simple squares, and pressing buttons to turn is antiquated, it plays about as well as a modern 3D third person shooter does.  It even has 2 player split screen co-op and a shop between levels where you can use what you’ve gathered for power-ups, just like many roguelikes today.
The biggest problem Xybots could have had in its limited camera view is rendered moot by the detailed mini map.  Each level’s map shows enemies, power-ups, exits and the direction your character is facing in real time so you’ll never get blindsided as long as you pay attention.  You can wait for an enemy to turn a corner, shoot enemies down from several squares away and take cover behind walls and objects, all things that, for a 3D style shooter, were practically foreign concepts long before Doom came out.  Xybots is unlike anything I’ve ever seen for the arcades at this point in time and it’s my 1987 game of the year.

Galaga ‘88(NAM): I know the title has ‘”88” in it, and the Switch’s Namco Museum says it was released that year, but both Wikipedia and the Namco Museum: Virtual Arcade say Galaga ‘88 was released right at the tail end of 1987, so I guess Namco undershot it a little bit with that title and want people to forget.

Not stopping with Pac-Man, Namco also made a new Galaga with their hardware upgrade and it’s a huge improvement over the original.  Like Pac-Mania, it doesn’t stray far from the formula of shooting alien ships by moving left and right, but it adds a layer of polish to everything.  The enemies are more detailed and look prettier when they explode, there’s real music, far more enemy variety, plenty of backgrounds and even honest-to-god bosses.  Not impressive or complex bosses, but still large aliens to fill with lazer fire.  Levels move at a brisk pace so it doesn’t drag on and with the different enemies and attack patterns the game stays fresh even though it never deviates from its simplistic arcade roots, barring energy capsules for lazer upgrades.  Galaga ’88 is a great space shooter and maybe the best from either company.

The Winner

After an unimpressive 1986, this year was a huge turnaround.  Aside from Xenophobe, I loved every game I played for 1987.  Dragon Spirit and Galaga 88 were fantastic shooters while APB and Spy Hunter 2 were fun driving action games.

This time the winner is a close call, but in the end I have to give the win to Namco.  Midway was wowing me with its presentation like they always do, and they even made the game of the year, but apart from that game of the year there was always something that held their games back.  It’s frustratingly easy to die in Spy Hunter 2, I don’t like the way the siren has to be aimed in APB and Xenophobe just wasn’t very good as a whole.  Namco stuck with what they knew, but used their new tech to look and sound just as good as what Midway was putting out, meaning they had both great gameplay and great presentation.  The worst thing I can say about Namco’s games for this year is Dragon Spirit’s lack of continues, which stems from me wanting to keep playing.  Xybots is awesome, but not awesome enough to save Midway from a triple whammy of 3 great games from Namco.
Galaga '88 was nice, but holy crap do SNK’s 1987 shooters school it.  Bermuda Triangle is one of my favorite shooters of the era, but there was also Psycho Soldier, World Wars, Guerilla Wars and Time Soldiers, solid shooting games all.
Capcom had a less-impressive shooter with 1943, but had more of a side scrolling action output with Street Fighter, Black Tiger and Tiger Road.  The first of those is one of the worst games ever made and the last one I had a very fun time with.

Although I had more fun playing Capcom and SNK’s 1987 games, Namco and Midway did do better in technical prowess.  It was a big deal when SNK had one or two vocal songs and just a few fuzzy voiced lines for Psycho Soldier, but Midway was throwing voices all over the place with APB.  Neither Capcom nor SNK was pulling off the kind of 3D illusion achieved with Pac-Mania and especially not with Xybots, which shows what kind of power and techno-wizards our current contestants were working with.  I hope to see more of that technological wizardry next year, but I’m probably only going to see that from Midway.  Namco only has one game for 1988.  Oh dear.

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