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Gyruss
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Name:
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Gyruss |
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| Company: |
Parker Brothers |
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Model #:
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9080 |
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Programmer:
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Jack Verson
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| Year: |
1984 |
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Released?
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Yes
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Notes:
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The tune played
throughout the game is Bach's Tocatta and Fugue in D Minor |
While it enjoyed a fair amount of success at the arcades, most
people remember Gyruss for just one thing: The Music.
Never before have space shoot 'em ups and classical music
gone together so well. While many people can still hum
that catchy little tune to this day, most don't know that it's
actually Bach's Tocatta and Fugue in D Minor. In the
arcades Gyruss was able to produce an absolutely amazing
rendition of this classic tune using five (count 'em) five sound
chips! Needless to say nothing like this was ever tried
again, but in the case of Gyruss, the results were incredible.

Gyruss can best be described as a cross between
Galaga and Tempest. The player must shoot large formations
of enemy ships (just like in Galaga) that come out from the middle
of the screen while moving around the outer edge in a circular
motion (just like Tempest). Your goal is to reach earth by
warping through waves of enemy fighters (each stage is called a
warp). Of course you can't just make a straight beeline for
Earth (that would be too easy), to get to Earth you must start at
Pluto and make your way through the planets (Neptune, Uranus,
Saturn, Jupiter, and Mars to be exact). Successfully making
it to a planet will reward you with a bonus stage that seems all
too similar to Galaga.

Gyruss is one of the few games I can think of off
hand that actually rewards you for not being perfect. For
you see if you constantly destroy all the enemy ships in a
formation as the approach then you'll never see the satellites.
Satellites only appear when at least three enemy ships are
in the center of the screen which only happens if you let a few
sneak by. Shooting the center satellite of the group will
reward you with double shots, which makes the game a whole lot
easier.

While most of the elements of the arcade game made
it into this version (such as the indestructible meteors), one
enemy that got left out was the force field generator. In
the arcade these creatures would appear in pairs generating an
indestructible force field between them! If your ship ran
into them you'd loose a life, and the only way to shut the force
field down was to destroy one of the generator ships. These
annoying little ships made the later levels much more difficult,
and without them the game difficulty never gets quite high enough
to be truly challenging. Why they were left out is anybody's
guess, but cutting corners was nothing new to Parker Brothers.

Overall the 5200 version Gyruss isn't a bad port,
but it could have been a whole lot better. After seeing what
PB was able to do on the difficult to program 2600, the 5200
version is a bit of a disappointment. The graphics are only
so-so (way too blocky for my tastes), and the control is rather
difficult (a combination of the 5200 joystick and bad
programming). At least the music remained intact, and when
playing Gyruss that's the most important thing.
| Version |
Cart Text |
Description |
| 4/23/84 |
Atari 5200 Gyruss 8K RLS.1
4/23/84 |
Final Version |
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to 5200 Software
|