The 1983 space shooter Subterranea is a hidden gem from an Atari 2600 third-party publisher that arguably released several of the most memorable titles during the heyday of the classic console. Imagic of course followed closely behind Activision (the first third-party publisher) in competing against Atari's own games and is best known for classic hits like Demon Attack and Atlantis, among others. Both of these well-known space shooters have solid, addicting gameplay, and the same can be said for Subterranea. So, with that in mind, let's take a look at this lesser-known game.
Subterranea is a horizontally scrolling space shooter similar to the arcade (and Atari 2600) classic defender, where your ship (called a ranger in the instructions) has the freedom of movement to travel and fire in either direction on the screen. And holding the joystick button down produces rapid-fire. The action starts as the monstrous Hexuplex, a spider-looking creature which guards the dark tunnels below, unleashes lethal Aerobots upwards to try and collide with you. As the beastie slides back and forth, the challenge is to anticipate when it will release these tracking projectiles so you're far enough away to maneuver and destroy them before they destroy you. This can get quite tricky considering how relatively close you are to the Hexuplex, and often requires quickly zipping to the opposite side of the screen, turning and blasting away before it's too late. It's engaging gameplay right from the start.
The monstrous Hexuplex releases Aerobots which you must destroy!
After destroying all the Aerobots a sparkling crystal appears on the bottom of the screen, which when picked up increases your point score and opens a tunnel that you descend through to the underworld. You'll then face more flying attackers, some of which (in later levels) can fire at you, that must also be destroyed. These enemies appear on either side of the screen and move horizontally. Destroying all attackers in a wave without being hit earns another ship. I find the best strategy here is to get behind them as they are exiting the screen and then shoot, thereby taking away the risk of a collision or being blasted (since they only fire forward). This gets more important as the skill levels increase, because the enemies often fire immediately as they appear on the screen, leaving little time for reaction. It should also be noted that touching the sides of the tunnels decreases your score more and more the longer the contact continues, while touching a skull costs a life. Conversely, if you're good enough to clear a wave of enemies without being hit, you're awarded a bonus ranger (up to a maximum of seven). Like the opening action, these battles are engaging and require getting a feel for the best way to deal with the different foes.


 
























 
 
