retro review - lunar lander

The object of the game is to use your limited fuel to land the module safely on the surface. This is easier said than done, and requires you to slow your vertical speed to less than 15. There are different score multiplier that randomly appear, with 5x being the greatest, and the most difficult positions to land. There are four game modes: Training, Cadet, Prime, and Command, that alter the gravity, friction, and even rotational momentum. You can also adjust the settings for the amount of starting fuel.

The original lunar lander cabinet had a badass throttle that controlled the strength of thrusters. Code Mystics have done a nice job mapping this throttle to R2 and it feels good making adjustments... as long as you succeed. The rotational buttons are mapped to left and right on the analog stick, which is actually an improvement over the original design, and finally there's a button for abort, which doesn't really abort as much as stabilized your module at the cost of 100 fuel, which you'll definitely need on command mode.

The game uses black and white vector graphics, There's no music, just minimal sound effects, and I really don't like the low fuel panic alert. When the module gets closer to the surface, the screen zooms in, the only problem is the camera doesn't move ahead, so it can be difficult to see what's next. Considering there's only one map, it shouldn't be hard to learn the lay of land within a handful of attempts anyway. There's an advantage if there is 5x multiplier appears closest to the starting point, on the left side of the mountain, so the chance of getting a high score depends on how many opportunities occurs. That's not fair. Overall, Lunar Lander is a nifty relics from early days of retro gaming. B