Classic Gaming: Activision's
KABOOM!
October 08 2008 22:05 Filed in:
Gaming
One
of my fondest video game memories is the Activision classic
Kaboom! for
the Atari 2600. Back in the days when the simple appeal of
repetitive, score driven gaming could hold your interest for hours
on end this was the top shelf for a pre-teen like myself.
Current younger gamers may have some exposure to the game either
through various Activision collections on current or recent gen
consoles or through Atari 2600 emulators but there is a major
difference between these versions and the original. That would be
the controls.
Back in the Atari 2600 days there were various controllers for the
system and each game required that you use the proper ones. The
vast majority used either the tried and true joystick controller or
the Atari Paddle controllers. With today’s generation of consoles
there’s no acceptable approximation for the paddle controller. A
simple box with a round spinning wheel that gave you
“stop-on-a-dime” precision for games that required them. The
nearest you could get to the experience today would be an arcade
trackball.
Kaboom! was
the ultimate paddle controller game. It was the one that wore them
out.
It was a simple concept. There was a villain on top of a wall
dropping bombs and you were a stack of water buckets at the bottom
of the wall. You had to catch the bombs as they were dropped. If
you missed one: KABOOM! You started with three buckets stacked and
every time you missed a bomb you would lose a bucket. When you
missed three total the game was over. My older brother and I would
literally spend hours on this game every night. The instruction
manual (a rather hefty one for such a simple game) spoke of a
special event that we were obsessed with unlocking.
If you were able to reach the incredible score of 10,000 points the
villain, in his acknowledgement of your incredible achievement,
would honor you with some mysterious gesture.
My brother and I pounded this game for a long time to get there.
Back then, there was no internet, so you couldn’t buy the game, run
home and hop on line to find out every piece of information you
needed or wanted about it. Your gaming “community” was the other
kids in your fifth grade class who also had an Atari or who became
your sworn enemy because they had the Intellivision console. My
older brother was in his 20s, so his gaming community back then was
his old high school buddies he still got high
with.
Kaboom!
gameplay
became an art form. There were eight levels. With each advancing
level the villain would sweep back and forth across the wall
stripping the bombs with greater speed. Like any repetition-based
game you could boil down the first 5 or 6 levels to an art form
only missing when you became too complacent. Levels 7 and 8 were
the wild cards. To get to 10,000 you would have to cycle through
all 8 levels and continue at the crazy-paced level 8 over and over
again until you lost. The last two levels were so fast and chaotic
that it was nearly impossible to nail down a pattern that gave you
a continued 90 plus percent success rate.
There were lots of tricks. Every thousand points, you would get an
extra bucket if you were down to less than three. Every time you
missed a bomb, the game would revert back and start you at the
speed of the previous level. The perfect strategy if you had all
three buckets was to deliberately miss the last bomb that would put
you over the next 1000 point bonus so you could go back and rack up
all the points you could by repeating the previous level knowing
that you’d pick that third bucket back up with the first bomb catch
of the next wave at a slower speed.
On the odd numbered levels, the villain would strip the bombs close
together back and forth across the wall in a pretty simple pattern.
On the even levels, he would spread the bomb drops farther apart
and throw in an occasional erratic move at the right side of the
wall.

The
paddle controllers, while precise, also did show a little drag. One
of the controllers was just a little better than the other and my
brother and I would always have to call dibbs on the “good” one.
One of them had a little bit of a jerkier motion while moving your
buckets across the screen. In certain spots you could take your
fingers off and the buckets would twitch. Sometimes you would hit
that spot at a bad moment and even though the effect was minimal it
could cause your buckets to twitch away from where you needed to be
causing you to miss.
All of these factors were part of our intense study of the game.
And for a short period of time it was big part of our night-life. I
don’t know how many hours, days, weeks, months my brother and I put
into the game, but we began to take on a rather defeatist attitude
about it after a while with talk like “it’s impossible. The 10,000
point barrier can’t be reached.”
We had spent so much time speculating on what the hell the mystical
10,000 point reward could be that we had built it up to being just
about anything up to and including the game cartridge jumping out
of the console and giving you hand job on the spot. The smart money
was on my brother’s speculation that the villain would “tip his
hat” to you. Hey, with Atari 2600 graphics a hat tip was a pretty
reasonable expectation!
It all came to a head one night. I was pounding through level 8
over and over again approaching 10,000. Finally, I was down to my
last water bucket. Almost there! Almost. And then, at 9,998 points,
I missed the next bomb. Game Over.
That was the bubble burster and we both pretty much lost our taste
for the game. We had both had enough. We played Atari after that,
but
Kaboom! was
just an occasional joke and we moved on with our gaming lives. This
would have been about around 1983.
The story picks up about 12 years later in the mid 1990s. My
brother was married and had two kids by this time. I was married
but didn’t have either of my sons yet. I was unpacking some old
junk in my modest apartment and came across my old Atari 2600. It
still worked fine, but the TV/GAME converter box didn’t work, so I
literally took the metal end of the cord that went into the switch
box and duct taped it to the metal TV antenna and tuned the TV to
channel 3. Don’t laugh folks, that worked like a charm back in the
channel 3 days of non-cable ready TVs. Crystal clear pic as long as
you didn’t bump it.
Anyway. Older. Married. College Degree. Full Time Job. It was time
revisit
Kaboom!All
the time spent on it when I was younger. Man, no way I was going to
wip my skills back into shape, but it was worth a shot.
It took about 90 minutes. I don’t know what changed all those years
later. Night after night. Week after week. Neither me nor my
brother could break that 10,000 barrier. Then, without touching it
for a dozen years, I played for 90 minutes and hit it.
Now before I finish this story, let me say that if you play this
game in one of these collections it’s just not the same with a
keyboard, XBOX controller or on a Gameboy. It’s JUST NOT THE SAME
without the paddle controllers.
In any case, at 10,000 points the villain smiles briefly. Normally,
he had a simple “V” on his face that was his mouth frowning. At
10,000, the “V” frown turns upside down into a smile.
What a crock of shit.
Tags: Reviews