Destructor
Release: 1983
Publisher: Coleco/CBS
Developer: Coleco
Type: Shoot
Coleco #: 2602
CBS #: 4L4460
 

 

Coleco
CBS
Destructor
Destructor

COLECO2 MODEL





Front (U)
Ref 2602
Back (U)
Ref 2602
Cart (U) Manual (U)
Ref 91881

Packaged in U.S.A.
Program and Audiovisual ©1983 Coleco Industries, Inc. Amsterdam, New York 12010.
Printed in U.S.A.
Barcode : 0 76930 20528

CBS2 MODEL





Front
Ref 74-360
Back
Ref 74-360
Cart
Ref 4L4460
Manual
Ref 2L2445

©1983 Coleco Industries, Inc.
Program and Audiovisual ©1984 Coleco Industries Inc.
Package ©1984 CBS Toys, a Division of CBS Inc.
Made in England by CBS Electronics, Woodley, Berks. Printed in Holland.
ICC 260201
Barcode : 5 010779 74374 4

GAME DESCRIPTION

Your starcruiser lands in the hostile city of Araknid to collect precious Crystals needed desperately on earth. Your equipment: the mighty Ram-car. Use your Ram-car to bump Krystaloids, transforming them into precious Crystals! But watch out for the evil Destructor and deadly Insektoids, protectors of the Krystaloids! Can you collect the invaluable jewel-like Crystals and fly home?

Destructor

STANDARD CONTROLLER EDITION

Luc Miron from Team Pixelboy made a version of this game for use with regular joystick controllers. Daniel Bienvenu hacked the original Destructor ROM to support regular controllers, but for ethical reasons, he didn't feel comfortable about having it published on cartridge. Pixelboy convinced Stephen Seehorn to use Daniel’s notes to help him produce this new version.

Destructor SCE

More information on Team Pixelboy's site

REPRODUCTION

 
 
 
Universal Game Case by Troy Schaben
 

OPINION

Designed to be used only with the steering wheel, this game is slow and boring. You have to go across a field in a choppy scrolling to collect crystals and bring them to your spaceship. The game is ugly and uninteresting.

Note : 1/5

MISCELLANEOUS

GAME TRIVIA

Paul Jaquays says "The boss's original vision for the game was one that combined top down driving with a Turbo - like view going through tunnels. He had a general vision, but no real design. So working with an in - house programmer, we prototyped the game and messed with it until we had this game with a massive top - down view scrolling map and the current gameplay. Unfortunately, whoever was in charge of making bad decisions that week mandated that the prototype could not be reworked to have tight clean code and we ended up shipping the buggy prototype as a final product on the largest ROM set ever used for a ColecoVision cartridge, 54K!"

Source: Coleconation #9