AGH Atari 2600 Review:
SHOOTIN' GALLERY

by Imagic


Shootin' Gallery
At least to me anyway, Carnival was a big bore both in the arcades and on the ColecoVision. I mean, it's basically your slide-and-shoot game but without the targets shooting back at you. How fun can that be? Surprisingly, however, Imagic's Shootin' Gallery offers enough variety and challenge to keep me occupied for more than just a few minutes.

Just like when you get to the boardwalk, the four-variation, single player game nets you bigtime points for hitting the right combination of targets. The best version by far is the Hotshot Challenge. In it you've got to hit the clock with your joystick-aimed pistol before all the spots on its face disappear. If you don't, the cuckoo will pop out and grab four of your 64 allotted shots every few seconds. A train appears only if you hit the fast-moving monkey who glides from one side of the screen to the other. Finally, targets speed up after every 20,000 points. The difficult part is this: This cuckoo will swallow up your bullets faster than birdseed if you let him in, so you have to keep constant watch under the clock. Meanwhile, if you don't hit the ape you won't get a shot at a train, which is chock full of bonus points. To complicate matters even further, you can't hit the monkey while the pistol is poised directly under the clock. If you're a marksman with pinpoint precision, you would shoot the clock immediately, move the gun slightly left or right to hit the monkey, then grab a quick swipe at the train and go right back to the clock. Trust me, it's easier said than done.

Even though the manual for the game states that Shootin' Gallery is intended for ages nine and under, it didn't bore me to death. What does that say about me? Nothing (although my wife would beg to differ), except that it's a far better version of target practice than Carnival ever was.


Title Shootin' Gallery
Publisher Imagic
System Atari 2600 (VCS)
Graphics 7
Sound 7
Gameplay 7
Overall 7
Reviewer Keita Iida

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