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Atari 2600[edit]

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Developed and published by CBS Electronics in 1983. Came shipped with the special "Booster-Grip" joystick adaptor that included a second button in addition to the regular button. This button was used to fire. Unfortunately, if this adaptor was lost, you would never be able to fire any bullets at the enemy, and therefore could not play the game. Critics of this choice questioned why CBS didn't allow for the control scheme used by the home version of Asteroids where the button was used to fire, and up was used to thrust. A version was also planned for the Atari 5200, but ultimately canceled.

ColecoVision[edit]

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Developed and published by Coleco in 1983. In addition to the usual game, the Coleco version allowed for a couple of options not present in the arcade, including an "Astro gate" that allowed players to cross the top and bottom of the screen through a small gate in the middle of the wall, and a tunnel that divided the center box.

Commodore 64[edit]

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Developed and published by Commodore in 1982. In addition to an accurate conversion of the game, the player could choose any color combination for the background and foreground.

Commodore VIC-20[edit]

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Developed and published by Commodore in 1982. Sluggish but accurate.

Noteworthy[edit]

Omega Chase (Vectrex)[edit]

Omega Chase

In 1998, Christopher Tumber started a homebrew project to bring a game like Omega Race to the Vectrex, a machine that included its own Vector graphics display. He published the game on a cartridge in 2000 with a custom overlay. Control of the ships rotation was handled by both the joystick and the 1 and 2 buttons. Fire and Thrust were on buttons 3 and 4.

Levels featured different shaped arenas, in addition to the original square track. The player is presented with the track shape before the action begins, but the entire track and center turns invisible unless it is struck by yourself or a bullet. Although a custom overlay is available for this game, it does not show the outlines of the track.