1985

Dig Dug II

Dig Dug IIBuy this gameThe Game: Dig Dug is back, and he’s still got a hoarde of Pookas and Fygars to exterminate – or else they’ll ruin his new island garden. Blowing the beasties up with Dig’s trusty pump will still work, but as a last resort, he can also drill into his island’s irrigation pipes and actually sink a part of the land into the sea, taking any enemies with it (and Dig too, if you’re not careful!). (Namco, 1985)

Memories: This sequel to one of the most beloved titles from the brief Namco/Atari licensing alliance is virtually unknown, primarily because Dig Dug II hit the arcades after the great video game industry crash of 1983. Honestly, I hadn’t even heard of it until MAME came along. (more…)

1985

Exed Exes (a.k.a. Savage Bees)

Exed ExesBuy this gameThe Game: Bees are attacking, but they have more than just the sting in their tail, to mix an insect metaphor. These are alien bees with energy weapons and some serious technology to back them up. And guess how many ships are going to fight these buzz-bombers off? You got it – just your ships, one at a time, flying in and blowing up everything in sight. While you’re limited to flying one ship at a time, remember that the bees are attacking in graceful and deadly waves. Occasionally, you’ll encounter “high point areas” where hitting a “pow” marker will transform bees or indestructible skull obstacles on the screen into a fruit that you can collect harmlessly for bonus points. But the bees have a backup plan, too – hive-shaped carriers that appear from time to time, offloading a whole fleet of enemies for you to contend with. (Capcom, 1985)

Memories: I love Exed Exes (released in the U.S. as Attack Of The Savage Bees). But there’s nothing especially original about it, you know? The game play reeks of Xevious, with elements of Mario Bros. (the “pow” power-up) and even Pac-Man (bonus fruit) thrown in for good measure. The enemies appear in waves very much like those of Galaga and Gaplus, even down to their sneaky trick of attacking you from behind at the bottom of the screen. (more…)

1985

Indiana Jones And The Temple Of Doom

Indiana Jones And The Temple Of DoomThe Game: As famed archaeologist / adventurer Indiana Jones, you enter a vast complex of caverns through one of three entrances (which one determines how hard the game will be). Your first task is to evade See the videoand/or whip the Thuggee guards into submission as you free caged children. You then make your escape in a runaway mine cart, which you have to keep on the tracks while also whipping anyone in a pursuing cart who gets too close. After getting the children to safety, you embark on far more dangerous adventures, but with greater risks come greater rewards… (Atari Games, 1985)

Memories: Now this is the kind of experience one expects from an Indiana Jones game – kicking butt, grabbing treasure, getting out alive, and avoiding snakes because you hate snakes. It’s by no means a perfect game, but when I need a pixellated Indiana Jones fix, this winds up being my go-to game. (more…)

1985

Motos

MotosBuy this gameThe Game: This contest places you in a vehicle on a grid suspended in space. Going over the edge of the grid is bad news, and yet that’s exactly where you must ram every other object on the screen. Be careful: Isaac Newton’s laws of motion apply here, and every action begets a reaction, namely your vehicle being bounced as far back as your target has been knocked ahead. And depending on the configuration of the playing field, which eventually evolves to include gaps in the middle of the screen which can only be jumped with the proper combination of “power parts” and “jump parts,” ramming an enemy can put you over the edge too. Later levels introduce more aggressive enemies which will leave you almost strictly on the defensive. (Good tip? Position yourself between two enemies and let the recoil from attacking one help you put another one out of the game as well.) Lingering too long on the playing field will cause whoever’s in charge of this genteel sporting event to hurl projectiles at the field, blasting holes out of the grid which must then be jumped or avoided – and even your own jumps can weaken or destroy other squares on the grid. (Namco, 1985)

Memories: Say what you like about Namco, but they’ve probably introduced more singularly addictive games to the arcades than any other company out there, and those games cover a more diverse palette than today’s never-ending smorgasboard of fighting and sports titles. (more…)

1985

Rush’N Attack

Rush'N AttackBuy this gameThe Game: You’re a lone soldier behind enemy lines, but this is no Front Line. Armed with a knife and some serious kickboxing skills, you weave your way through an enemy installation, doing away with soldiers who are trying to block your way. Occasionally, you can pick up a weapon from a downed enemy, including flame-throwers, machine guns and rocket launchers. (Konami, 1985)

Memories: I remember encountering only one Rush’N Attack machine, which was one of the last arcade games I ever became hooked on. There’s actually something addictive, in a bloodthirsty sort of way, about this little war game. (more…)

1985

Toggle

ToggleThe Game: Two players’ vehicles start in opposite corners of a confined grid; when moved, each vehicle leaves a light cycle-style trail of that player’s color (red or gold) in its wake. But here’s the twist: the players won’t be eliminated by running over the opponent’s “wake.” Instead, running over the other player’s wake once will knock that portion of it down; running over the resulting gap refills that space with your color See the videoinstead. The object of the game is to occupy as much of the grid as possible by the end of 45 seconds. (Each game consists of three 45-second rounds, and each successive round adds obstacles such as walls, or gaps through which players’ vehicles can fall, resulting in a delay while that vehicle is replaced.) The winner of the best two out of three rounds wins the game. (1985, Bally [under license from Sente Ltd.] – unreleased)

Memories: After being “put on the beach” by Atari’s new Warner Bros.-controlled management – a term meaning that he was out the door, but still receiving money from a bonus pool that, in Atari’s heyday, was quite substantial – founder Nolan Bushnell was left at a loose end in more ways than one. He began building his new empire, a chain of franchise restaurants called Chuck E. Cheese’s Pizza Time Theatre, which combined food service, robotic characters whose technology Atari had no interest in pursuing and therefore allowed him to retain, and arcade games. Bushnell was still eager to have something to do with the video game industry, but a non-compete clause literally took him out of that game for seven years. In 1985, that clause expired, and Bushnell was ready to get back in the game. (more…)

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