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Developed/Published by: Atari
Released: 09/1984
Completed: 05/05/2026
Completion: Destroyed the Death Star once, but on a later return trip Lando Calrissian and Nien Numb [“No! Not Nien Numb!”–Ed.] sadly died after destroying the reactor.
Uh… July the 28th… be with you? It had been a while since I played a Star Wars game, so May the 4th, despite being an annoying pun, did actually put me in mind to finally sit down and play Atari’s take on Return Of The Jedi seriously, a game that I’d say my entire of experience up to this point had been dying close to instantly because I found the fast isometric scrolling so difficult to look at, and the game so hard to control.
Here’s what I’ll say: even if you really put your head down, try and get used to what Return of the Jedi is serving up… it’s hard to look at and impossible to comfortably control (and before you ask: I did get some time with an actual machine1 with the yoke controller, and if anything that might have been worse.)
Atari’s take on Return Of The Jedi is sort of the black sheep of Atari’s Star Wars output. As it was released to capitalise on the film in a more timely manner than Atari’s Star Wars, it awkwardly precedes Atari’s arcade take on The Empire Strikes Back, and it’s the only game in the trilogy that doesn’t use vector graphics. In conversation with Retro Gamer, developer Dennis Harper recounted:
“Lyle Rains, our chief technical guy, gave me the assignment and he said that Atari had developed some innovative hardware that could store an enormous amount of playfield graphics using relatively little storage. Return Of The Jedi was to be the flagship game to show off this technology.”
Therefore–and inspired by Zaxxon–they decided to go for an isometric viewpoint, and create levels based on the climax of the film much the same way Atari’s take on Star Wars had: the speeder bike chase, the space ambush/attack on the shield generator, and the flight through the Death Star in the Millennium Falcon to destroy the reactor core.
In some respects, it’s a classic Atari arcade game of the era. It loops, you can choose to start on later levels for a score bonus, there’s as much digitised speech as they can jam in. But there’s something very unusual in it.
You won’t notice it if you start on the first level and don’t make it into the second, and so I imagine most people never saw it, because Return Of The Jedi is, as I said, extremely challenging to survive any length of time in. On the first level, you only get the speeder bike chase and the Death Star reactor core attack/escape. On the second, you experience the space ambush/shield generator attack level between them, and the game cuts between the action.
The only other example I can give of a game doing something like this, this early, is Karateka, which came out over a year later (I have no sense if Mechner had ever seen a Return Of The Jedi arcade machine) and which, arguably, is doing something a lot simpler with its cuts–simply letting you know there’s a dude running towards you. A closer comparison, really, would be something like Thirty Flights Of Loving in terms of cuts between action you’re still in control of, but that’s years later and, really, doing something different with its cinematic cuts.


In Return Of The Jedi, at one point you’re the Millennium Falcon with an X-Wing escort, fighting off TIE Fighters, then suddenly, you’re Chewbacca in a AT-ST, trying to dodge logs… then back again! Surprisingly, it’s not discombobulating at all (or at least, no more discombobulating than the game already is) and it does make me wonder, as Thirty Flights Of Loving did, if we haven’t missed something with the form by not engaging with cinematic cutting during play more. Harper believes he was the first to do this kind of cutting (I can’t find anything earlier, and I’ve annoyed the Gaming Alexandria discord enough as it is) and it came from a genuine attempt to recreate the parallel action from the film. The arcade flyer, interestingly, touts it as the “new ‘Split Wave’ movie technique.” Thanks to all that digitised speech, you get the sense of a battle across two fronts and the connection between them, with the level-ending cut-scene making clear that as you got the shield generator down on the ground, the Millennium Falcon can now get to the Death Star.
To be honest, I’m sure in a noisy arcade it just felt sort of random, and it really does require knowledge of the film to truly work, so it’s not exactly perfect, but I appreciate the attempt.
I’d probably appreciate it more, however, if Return Of The Jedi was just a little more… playable in the first place. The game is way, way way too fast when you’re actually playing it because the aspect ratio and isometric view mean you have almost no way to anticipate what’s coming. I didn’t get far–at all–and what I managed was pure grim memorisation. The isometric viewpoint plays strange little tricks, too. Flying into the Death Star? Fine. Flying out? Almost impossible. I’m certain for many people this game was just about surviving an escape from the Death Star even once–it certainly was for me.
Return Of The Jedi isn’t terrible, it just requires such a white-knuckle intensity that it’s never actually fun. If Star Wars gave you this great sense of “playing the movie” Return Of The Jedi keeps you at more of a distance and gives you a sense of “failing at recreating the movie.”
But hey. It’s still better than Death Star Battle.
Will I ever play it again? I’ll always hop on a Star Wars machine. But this? It’s just not fun!
Final Thought: One thing I particularly like about this game, however, is the strange interpretation of Star Destroyers that have a real “what if Klasky Csupo designed Star Wars?” feel to them. It’s not quite enough, but it’s something!


Developed/Published by: Jon Perry / Mossmouth
Released: “October 1983” (18/09/2024)
Completed: 21/12/2024
Completion: Completed it.
After the experience of Ninpek, I played Paint Chase a couple of times and realised I’d have to complete a whopping twenty-five stages in one go to finish it, and I decided that I couldn’t be arsed and put UFO 50 down completely and played a bunch of other things instead. But after finishing Indika I thought I’d load it up and, uh… I guess it’s sort of funny that I should rail against the vision of UFO 50’s creators that you should have to “git gud” in order to finish games in this collection and for me to finish this quite easily on like, my fifth go.
Now, to be fair, Paint Chase isn’t exactly easy. A maze-painter game in the style of Crush Roller/Make Trax, as a wee race car the player is trying to paint in the majority of a level before the timer is up–while enemy vehicles spawn from spawners and paint the level in their own color unless you can destroy them. It’s a very clean, simple and rewarding design, which they evolve quite carefully across the twenty five stages via level and enemy design.
At first, you’ve just go the spawners, some speed boosts and enemy cars that you destroy by smashing into; but quickly the game introduces wrinkles such as buttons that change the level layout, and enemies that blast paint everywhere if you don’t get to them in time.
In fact, you can barely go a level without them introducing a new concept, which is almost certainly what is going to make you fail the game and have to–annoyingly–start the entire thing over again. While Paint Chase does feature some Pac-Man-style interstitials that help explain what enemies do, you still often find yourself on a level, see something like a red bomb, and then have to trial-and-error you way to working out that you can only destroy them easily by driving into them while boosting.
Now, this is a pretty classic bit of game design, really. I mean, I’ve beaten The Tower of Druaga, probably the most brutal “uh, try some stuff?” video game in history, but [taps watch] I don’t have all day here, and having to restart Paint Chase because I didn’t know what an enemy would do until I did it can, frankly, fuck off. For example, there’s an enemy towards the end of the game that I genuinely think is such a clever subversion–if you boost into it, as you want to do with basically every other enemy, you will spread the enemy paint across the screen as you skid. So the game now requires you to carefully plan when to hit a boost or not, adding another layer to the play.
Once I knew that… fun! Working that out by having to start the game again? No thanks!
I won’t lie–I looked up an enemy guide online for this, and once I knew what everything did, Paint Chase was a lot more pleasant. There are still some frustrating levels–the enemies you have to come at from a specific direction are never easy to deal with–but when you’re playing the game on a level playing field, it’s… fun, actually. Whisper it, but I could have happily played it for longer–the enemies allow for way, way more levels to be made than there currently are.
I won’t lie, though–I’m unbelievably happy that I was able to polish this off so quickly, and I think for some players even with an enemy guide this one might be a nightmare. But then I’m also sure that loads of players beat Ninpek on like their third try. Horses for courses.