As much as I always liked the look of BurgerTime when it arrived in town with the traveliing funfair a couple of times a year, it was always competing with Pole Position for those fleeting few minutes of my attention when we were allowed in its classically smoke-filled, seedy arcade. Before long, it would be competing with a sit-down Star Wars cabinet too, and by then even a spectacular 3D racer with a steering wheel and a gearstick that once blew a 10-year old’s mind was going to struggle to get another look-in!

BurgerTime was originally known as Hamburger when it was produced by Data East in Japan in 1982, but fearful of potential trademark issues, Bally Midway decided to rename it when they licensed it for Western release. Everything takes place on a single screen, where you control a little chef called Peter Pepper as he runs around six increasingly challenging mazes of ladders and platforms, creating dirty hamburgers from the ingredients lying around while avoiding various enemies, the dastardly Mr Hot Dog, Mr Egg and Mr Pickle! You create the burger by getting to the platform where one of the ingredients is placed and walking over its full length, which will cause it to drop to the level below. These include buns, patties, lettuce and sometimes tomatoes or cheese, and I’m sure they taste all the better for being trampled! If there’s another burger bit under it, then that will drop down a level too, until you’ve got them all stacked up on the bun at the bottom.

As well as avoiding the Mr men, you’re armed with a limited supply of pepper sprays, which will briefly hold them in their tracks, and extra bonuses will also appear from time to time in the form of french fries, coffee and ice creams. Dropping an ingredient on the bad guys is to be encouraged too! And once you’ve dropped all of the ingredients onto all of the burger plates (rather than the bad guys) on the screen, you can move on to the next. Complete all six screens before getting Mr Pickled with all of your lives and it will start all over again.
As stuff like Track & Field, Pac-Land, Out Run and Operation Wolf gradually evolved, running around some platforms making hamburgers and avoiding Mr Hot Dog wasn’t just not happening anymore, but was also just consigned to history! But only for a while… As well as a strangely limited number of home ports (which I’ll touch on shortly) and a much wider range of clones, such as Mr Wimpy, there were also some arcade sequels, with Peter Pepper’s Ice Cream Factory in 1984 and two-player Super BurgerTime in 1990, though I’ve never seen either in the wild; I think the latter is available on Nintendo Switch though. There was an Intellivision-only sequel called Diner too, an odd, blocky, pseudo 3D thing about kicking food down platforms! We pick up my story with BurgerTime again in 1991, but now we’re on that handheld miracle the Game Boy, under the guise of BurgerTime Deluxe.

The core gameplay loop might be the same, but the loop around six screens definitely isn’t in this version! You’ve got 24 all-new levels on Game Boy, though you’re probably going to see them all way before you see all of the arcade ones. They’re mostly quick to complete, and most are not massively difficult in comparison; you also get a password every four screens which makes your lives feel fairly expendable. There’s even more sprinkles on top though! You can get extra power ups, from chocolate, which makes you invincible (just like in real life!), to chicken nuggets that turn your enemies in hot dogs, but not Mr Hot Dogs I presume because that would be the opposite of a power-up! And we didn’t even talk about the cut scenes that tie together all of those loose ends you’ve been wondering about since 1982, or the giant donut that turns up later! It’s great to look at, with a huge amount of personality in those tiny, monochrome graphics that really make me pine for single-screen versions of Rodland and Bubble Bobble on there, and you’re also getting a jaunty take on the BurgerTime tune to keep you company and a nice variety of sound effects too. Most importantly, it feels fantastic to play, and despite the slightly easier difficulty, all the strategy is intact and moving Peter Pepper around the platform mazes is a joy.

In the intervening years since 1991, I’ve always gone back to BurgerTime Deluxe from time-to-time, but I’ve spent quite a lot of time on the NES version too. It’s a lovely port – not quite as polished as the arcade version, but it’s all present and correct, and in the absence of owning the arcade version, you can’t go wrong. My only criticism would be that it’s missing a little finesse in the controls (especially compared to Deluxe), and there’s a stickiness, especially on ladders, that you get used to, but demands a level of precision that feels like it shouldn’t be there.

The other version I know and love is the Atari 2600 port. Now, I get that there’s no need to ever play this when you have any of the other versions (though who has a Coleco Adam or an Aquarius nowadays?), but everyone should have a soft-spot for any attempt at an arcade port on there, and this is one of the better ones! As soon as you let your eyes adjust, you’ve got all the fun and all the strategy of a game of BurgerTime, and it’s as a good as it could possibly be! What’s missing, though, is any sniff of conversions for ZX Spectrum, Commodore 64 or that other one. But, of course, we had some nice clones! Barmy Burgers is one I remember, but going back now it controls like a dog and it sounds weird, even for a Spectrum! There were loads more to choose from if that didn’t take your fancy though; in fact, it’s a bit like all those Bruce Lee clones you had around the same time – Bruce Le, Bruce Li, Bruce Thai, Lee Bruce… We had Burger Time, Burger Chase, BurgerSpace, Burger Boy, Chip Factory, Lunchtime, Burger Builder and Basic Burger. And probably better known than even BurgerTime in many parts, we had the mighty Ocean Software’s Mr Wimpy, of burger chain Wimpy fame! It wasn’t BurgerTime though…

I’m skipping past mobile games like 2007’s BurgerTime Delight, 2011’s 3D update BurgerTime World Tour on the consoles of the day, and the more recent BurgerTime Party on Switch from 2019 because I’ve never played any of them! Instead, we’re going to land on 9th May 2021, which was my birthday and I received a rather lovely table-top BurgerTime arcade cabinet replica from my Mum… And here finally begins a journey almost forty years in the making (and I’m not just talking about reading this post so far), the arcade version of BurgerTime! Almost, because this is actually that NES version again, but it’s worth stopping off here before we get to the “proper” arcade version!
The My Arcade BurgerTime Micro Player is fully licensed, stands at 17cm or nearly 7 inches tall, and features a quality 2.75 inch colour, backlit screen with plenty of brightness and the right amount of contrast. The design of the cabinet is very realistic – it could have just been a vague representation and no one would have complained, but this is nicely shaped, angled and proportioned, and well-built too. It’s powered by micro USB or four AA batteries, and it sounds awesome if you plug in some headphones, but for some casual play its built-in speaker sounds absolutely fine too. The glossy cabinet artwork closely resembles the original, with what appears to my eyes to be accurate imagery, but on a slightly modified layout to suit the mini cabinet dimensions and lack of coin slots and instruction panels.

There’s a big, surprisingly tactile on/off switch where the coin slots would have been at the bottom of the cabinet, and the “slots” light up red when it’s on. The control panel has a start and reset button, two buttons which both trigger the pepper spray, and a removable joystick so you can use the d-pad underneath if you prefer. Either method feels fine to me, though if I’ve got it on a table it feels slightly more natural to use the joystick than angle your fingers to the d-pad. What I really love here is that you’re in a game within two seconds of turning it on – hit start when the screen lights up and you’re away! Playing on a small scale like this does take a bit of getting used to, and it’s probably not ideal for long play sessions unless you want your hand cramping into a claw, but until it does there’s no problem zipping around the platforms and ladders. Speaking of zipping around, I have experienced a bit of slowdown a few screens in, but it’s brief when it happens and it seems to happen rarely. Just one other complaint – it doesn’t save your high scores when you turn it off!

Right, we’ve covered the arcade cabinet of sorts, now let’s cover the arcade game itself, and our final port of call, which is most definitely the original arcade version, but now we’re on the original PlayStation, and Arcade’s Greatest Hits: The Midway Collection 2. This is a really cool collection from 1997, and as well as BurgerTime, features the relatively obscure Blaster (a kind of 3D Robotron 2084 follow-up), Joust 2 (a proper follow-up), the unreleased (and very odd) competitive food-fighter Splat, and stone-cold classics Spy Hunter, Root Beer Tapper and Moon Patrol. Everything emulates really well here, and apart from a bit of time needed to get used to Spy Hunter, the PlayStation controller feels good too. The collection also includes a trivia game, which no one’s ever going to know most of the answers to, but the real fun here is in the video clips of the original game developers explaining those answers. Overall a very nice collection, as are the other volumes which include Atari and Williams classics too.

Anyway, we’re here for BurgerTime! It’s certainly a definitive version, and its interesting to play it back-to-back with the mini cabinet and the proper NES version, because there’s really not a lot in it apart from the aforementioned “finesse” to the controls, and a bit of graphical and audio clarity on top. The animation is very 1982, but I still don’t think a sesame seed burger bun has ever looked better in a game since! There’s also a surprising amount of detail in that tiny chef’s outfit, right down to the buttons, and the same for the shine on Mr Hot Dog or the highlights on Mr Pickle, though I will say that Mr Egg is a little less impressive! The audio is pure early eighties arcade too, with its shrill (in the nicest possible way) theme tune coming and going around the various sound effects and jingles.

Where this still absolutely holds up – in much the same way as its better known brethren like Pac-Man – is in its depth of gameplay. It doesn’t take long before your mind is a few seconds ahead of the action on screen, plotting out an optimum pattern that will lead enemies away from where you need a safe route to an ingredient, and even grouping them together so dropping something on them all at once gives you maximum breathing space! Like Pac-Man, you also need to avoid getting trapped between two incoming enemies, or getting stuck in a dead-end, because the only way out of these is to use your pepper spray, and ideally you don’t want to be using that until you really need to. There’s a couple of other tricks of the trade you soon get used to using – you start at the top and let gravity take the ingredients below with it; the only time you want to distract yourself with other layers is if it’s going to take a load of enemies with it. You can drop enemies down with the ingredients too, though this will involve them being on it as you stand on the last part of its length, so is a risky strategy.

The first stage is pretty straightforward, with a limited number of enemies and a limited number of platforms that you need so drop the ingredients down from, but from stage two onwards you’re being introduced to dead ends and enemy funnelling, and their numbers are going to start ramping up too! By the time you’re at stage four, your going to see eight layers of platforms to drop the hamburgers down from, and you’re going to spend most of your time trying to lead the enemies on a merry dance around the complex set of platforms just to pick off a single ingredient, so patience becomes key. The next two stages are less dense, but there’s also more dead ends and less connections between platforms, and whilst patience still applies, you can’t hang around on either of these! Apparently (because I’ve never got past stage six), this now loops until you get to 28, when the enemies go super-fast for periods and it all becomes about ducking in and out of safe zones. Which I will never need to worry about!
Absolutely wonderful game with timeless appeal, which does make me wonder why it’s not quite as consigned to history now like it seemed to have been for a while in the mid-eighties, but all the same is never mentioned in the same breath as the likes of Pac-Man and other arcade classics of the time, or even stuff like Chuckie Egg that soon followed in the same vein on the home computers… Maybe it just needed Pac-Man on some platforms instead. Or Peter Pepper should have learnt to jump!