Prehistoric Isle in 1930 | Déjà-Review


By: Ryan Seiler
Posted: September 3, 2012

The Bermuda Triangle, that ominous space off Florida’s coast, has claimed thousands of pilots and seamen’s lives. Why? Could it be that the hurricane-prone area is where dozens of sea and air routes intersect; thus creating a long list of coincidences due to the sheer number of vehicles and storms in the area? Of course not! It’s dinosaurs, I tell ya’!

SNK, the developer behind the Neo-Geo -- which coincidentally caused its own list of plane and ship wrecks due to its massive cartridges – was first and foremost an arcade developer in the ‘80s and ‘90s. Among these titles were such classics as Metal Slug, Samurai Showdown  and Fatal Fury. Yet buried deep inside the collection, and probably hidden in the far reaches of arcades, was the little known Prehistoric Isle in 1930.


Story/Design
As the name would imply, Prehistoric Isle takes place in 1930, after a series of disappearances off the coast of Florida inspires the government to send a group of pilots to investigate an island in the Bermuda Triangle. But unlike other disappearances in the Caribbean, these aren’t committed by human traffickers. Rather it appears all sorts of dinosaurs have been hiding out in the region for the past 65 million years and have become quite peeved with all the recent traffic. You play as one of two possible pilots in what seems like less of an investigation and more of a dino-genocide as you tear through the island’s bullet-vulnerable reptiles.

Admittedly, the game’s off the wall premise of biplanes blowing up dinosaurs was the main reason I purchased the cabinet. At the time (1989), it was equally unique, especially due to Prehistoric Isle being one of the few non-space themed shoot ‘em ups available. If you ever get a chance to pop a few quarters into one of these bad boys, do it; even if it’s just for the novelty of watching a strangely combustible allosaurus explode.
Story 8/10


Gameplay
Prehistoric Isle is a horizontal shoot ‘em up; think 1942 or Time Pilot. Most sh’mups task you with shooting down enemies that fly; dinosaurs tend not to do that, leaving the bulk of the enemies to be pterosaurs, bats, and flying crustaceans, you know the kind I’m sure. That’s not to say walking enemies are a rarity, however. Along the bottom of the screen, all sorts of dinosaurs, cavemen, crustaceans, and other beasties are lying in wait, ready to bring you down. Cavemen are especially annoying. They attack like “excited-to-see-their-dad” children clinging to their father’s leg, leaping onto your plane and dragging you towards the ground.

Each level has platforms scattered about for non-flying creatures to prowl on; platforms that also work as areas to avoid whilst dodging enemies and attacks. The level movement strays away from traditional right to left and occasionally has the player ascending and descending along a vertical plane.  This along with the platforms serves to further distance Prehistoric Isle from more conventional linear shooters.

Combat is particularly strong. Every shot fired moves at a comfortably fast rate while still being slow enough to predict where each will land. Likewise, enemies have reliable health that can easily be assessed while taking damage. There are your normal cannon fodder enemies that take one hit and travel in choreographed swarms, larger less common, usually ground based enemies, needing either multiple hits or bombs to blow up, and lastly, large enemies that can take a beating before ultimately being destroyed. The game utilizes each type of creature in dozens of combinations to create a wide variety of airborne battles. Luckily the method of firing your weapon is equally varied in possibilities. The starting weapon is a traditional single shot low damage attack. However, there are power-ups scattered about the map concealed in eggs. After breaking an egg, there may be either a weapon power-up or a money symbol that grants a set number of additional points. The weapon add-on is an R-Type style ‘orb-thing’ that hovers close you your plane. You can switch its placement around your fighter by hitting the option button. The orb has eight possible directions to fire from, such as; forward which shoots a more powerful single shot and diagonally down which launches bombs. Provided the player hasn’t blown up and lost their weapon, another add-on power-up will make the one equipped more powerful. The game throws all sorts of situations and combinations of enemies at you, so having the ability to fire in more than one direction becomes an almost puzzle solving endeavor. While rewarding if you’re prepared, this can be very frustrating when your fighter isn’t equipped enough to take on more challenging areas.

Prehistoric Isle’s biggest flaw, and one that was likely implemented for financial reasons, is player speed. The movement of each plane is egregiously slow; to the point of frustration, far slower than human reaction speed.  You often feel as if you’re dragging the plane around the screen instead of controlling it. Now I own the machine; I can hit the coin drop sensor as many times as I need to. In order to complete the game, which is very short (only five levels), I hit the sensor 47 times. That’s almost 12 dollars in coins! And I was playing co-op, so double that, considering there’s a second player.  Granted, the first two levels are reasonably difficult when held to the standards of their time, but the last three are a marathon of continues and additional quarter drops.
Gameplay 7/10


Presentation
Prehistoric Isle begins as a massive T-Rex rises up roaring, the logo proudly displayed behind him. I did notice that the roar is the same audio file as the 1998 American Godzilla film’s.  Does this mean that Roland Emmerich is a lazy director comparable only to Michael Bay by reusing audio and video clips? I don’t know. I’m no film critic. Yes. Moving on.

Each of the five levels have their own distinct color pallet and atmosphere. The beginning level takes place in a tropical rainforest full of deep greens as vibrant blue glows overhead. A catchy upbeat theme plays as pterodactyls meet their airborne doom. Level three takes place underwater in submarines, serving as a mid-point for gameplay. The tranquil soft tones and cool hues, as well as an atmospheric song serve to grant the player a short respite from the non-stop frantic action.

Character sprites are primitive compared to today’s standards, resorting to mimicy work-arounds due to limitations, while maintaining a crisp and satisfying level of detail. Some bosses even use repeating sprites to make moving body parts such as tails and necks, while other bosses are static. The final boss is just one sprite moving back and forth making for an anti climactic ending. A truly great ending was only a few animations away. I did however find the plane strafing movements satisfying. When banking or descending, they tilt from side to side creating a great feeling of three dimensionality.
Presentation 6/10


Overall
Prehistoric Isle in 1930 is an anomaly; original, but unimaginative; fun to play, yet frustrating; great looking though primitive. I definitely recommend seeking one out, if only to see an example of the stranger arcade games that flew under the radar back in the ‘80s. Just be sure to bring plenty of quarters.
Prehistoric Isle in 1930 7/10

Game Info
Platform: Arcade
Publisher: SNK
Developer: SNK
Release Date: 1989

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