The Game: You’re alone in a maze filled with armed, hostile robots who only have one mission - to kill you. If you even so much as touch the walls, you’ll wind up dead. You’re a little bit faster than the robots, and you have human instinct on your side…but even that won’t help you when Evil Otto, a deceptively friendly and completely
indestructible smiley face, appears to destroy you if you linger too long in any one part of the maze. The object of the game? Try to stay alive however long you can. (Stern, 1980)
Memories: If Berzerk sounds a little bit familiar, it’s no coincidence. To some extent, the running-alone-through-an-enemy-filled-maze premise had been mined by Midway’s Wizard Of Wor (a game released around the same time), which even looked somewhat similar. Unlike the glut of Pac-Man clones, it’s probably not so much a question of plagiarism as a question of several game designers arriving at the same good idea at the same time. (Read more about this game…)

The Game: Manning a fairly agile cannon located on a platform at a castle, your task is simple: protect the King! However, there’s a flotilla of even more agile balloons above you who are there to kidnap his royal highness. As the King is hoisted away by his assailants, he yells “Help!” If you shoot down the offending balloon, the King
shouts “Thank you!” as he floats back to the safety of the castle via an umbrella. The balloons can ram your cannon kamikaze-style and flatten it for a few seconds, but curiously, you have an unlimited supply of cannons. However, if the balloon marauders get three Kings off the screen, your game ends. (Namco, 1980)
Memories: One of the most bizarre and obscure entries in the resumè of Namco (also responsible for classics like Galaga, Xevious, Dig Dug and a little thing we call Pac-Man), King & Balloon comes across as nothing so much as a bizarre attempt to repurpose Galaxian into a cutesy game. The one-shot-on-screen-at-a-time, the attack patterns of the balloons and some of the sound effects hammer the similarities home. (Read more about this game…)

The Game: You control a daredevil stunt climber on his trip up the side of the Nichubutsu building, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as a large stork with (apparently flaming) droppings and a large gorilla (perhaps on loan from the Nintendo building) can cause you to plunge to your
death several stories below, and even minor things such as annoyed building tenants dropping potted plants at you from above can have the same disastrous effect. When you reach the top - if you reach the top, that is - a helicopter lifts you away to your next challenge. (Taito [under license from Nichibutstu], 1980)
Memories: A bit of a cult favorite that never achieved a major following, Crazy Climber was a staple of many arcades and game rooms in the early 80s. The two-joystick control scheme took a little bit of practice, but once players got used to it, it was a major and unique part of the game’s appeal. (Read more about this game…)

The Game: As the pilot of a well-armed spacecraft (which appears to have been borrowed from Galaga), you weave through an unending barrage of support craft, asteroids, and hunter ships, all of which can kill you. And somewhere on the screen - as indicated by your radar - are several large Bosconian star destroyers (what, did they lease these from Lord Vader or something?). You can blast away at the destroyers’ six outer pods, or you can go for a shot right into the heart of a destroyer, taking the whole thing out by blasting its central pod. A piece of advice: don’t be too close to a Bosconian when you do this…the large explosion can end your space traveling days too. (Bally/Midway [under license from Namco], 1981)
Memories: Wow - a game with big killer space stations surrounded by lots of hostile patrol ships? They must be building Sinistar in the next sector over. But seriously, Bosconian is another game which meets the qualifications of a bona fide classic - easy to learn, hard to master - and, given the shape of the player’s ship (plus the fact that both games were licensed from Namco), I’ve always wondered if Bosconian was intended to be a sequel to Galaga. (Read more about this game…)
The Game: As an unnamed but cartoonishly cute little hero, you are powerless to watch as your girlfriend Cheri is abducted by a boatload of pirates. Only then are you inspired to act, chasing after the heavily armed pirate ship in your defenseless balloon. You dodge cannonballs as you try to reach the pirate ship’s landing pad (what is it, an aircraft carrier?!). Then you have to battle those nasty pirates on the deck of their ship while still dodging that pesky cannon, until you do away with them all and get to Cheri. A bird then scoops her up, leaving you to take a treacherous balloon trip, climb a tree teeming with dangerous critters, avoid tigers in the jungle, and take on an entire tribe of natives (who seem to be in cahoots with the pirates, who now have helicopters and artillery!) to rescue Cheri. Then, of course, she goes and gets herself kidnapped again. (Rock-Ola [under license from SNK], 1981)
Memories: Why do I like this game? Hmmmmm…I don’t know. I only ever saw one Fantasy machine, at the game room at Gaston’s fishing resort on the White River in Arkansas. I think one of the game’s best qualities was the “continue” feature, which allowed you to pop another quarter into the machine and pick up where your previous game left off within 30 seconds. (Read more about this game…)
The Game: The evil Gorfian Empire is attacking, and for only a quarter, you can enlist and defend Earth against the vicious (yet strangely cute) little critter with a robotic voice. In the first stage, Astro Battle, you have a defesive shield which is weakened with each shot the aliens fire at you - and every shot you fire back at them. (Truth be told, it’s a very thinly disguised take on the Space Invaders formula.) Then, in the Laser Attack level, the aliens break out heavier, nastier artillery that you have to dodge…if you can. Stage 3 sees a guest star from an earlier Midway game in the Galaxians stage, which is a sort of scaled-down version of the Galaxian game itself. Stage 4 is the hardest, with the Gorfian menace repeatedly spiraling out of a Space Warp, defying you to get so much as a single good shot fired off at it. Finally, if you survive the fourth stage, the Flagship level awaits. The flagship can fire any number of projectiles in your direction through your shield, and you have to not only dodge incoming fire, but try to get your own shot to hit just the right place on the flagship to destroy it. (Bally/Midway, 1981)
Memories: Gorf was a minor hit in its time, though this latest attempt to turn the Galaxian format into a franchise fell through the cracks. It didn’t help that the first stage seen in the attract mode was a Space Invaders clone. (Read more about this game…)
The Game: You’re a thief trying to make away with all the loot buried in a complex maze of interconnected mines and shafts, and you’d get away with it if it weren’t for some pesky cops who are hot on your trail. You can drop bags of money
on them from a level above, or temporarily brain them with a pick, and they’ll occasionally also bumble into open mine shafts of their own accord. In any of these events, they vanish for a little while to recover before reappearing. But any of these things will do you in too! (Stern/Seeburg [under license from Valadon Automation], 1982)
Memories: Bagman was a very addictive and fun variation on the ladder-climing format that had become familiar in the space of just one year. Despite putting the player in the role of a crook, the worst behavior this game could possibly encourage would be slapstick, Keystone Kops-type violence (wouldn’t it be great if there were a bunch of comically clumsy cops, and wouldn’t it be great if they brought beer - really good beer?). It’s a very cute and playable game. (Read more about this game…)
The Game: You’re back in the maze, but this time, the stakes are increased, the danger is increased, and your strategic options are only slightly increased. Touching the walls, the robots, the robots’ laser blasts, or even your own ricocheted lasers are deadly. And of course, the inevitable appearance by Evil Otto is also
deadly. However, you can temporarily repel the smiley little bugger by blasting him until his grin turns into the frown - but he will reappear mere seconds later, moving much faster every time he must retreat and reappear - so you’re not doing yourself any favors. If you enter a generator room, you can halt all the robots in their tracks by penetrating the walls surrounding the generator and blasting it. “Beaded” walls can be eaten away, bit by bit, by laser fire from anyone who shoots it, while solid walls will ricochet lasers around until they hit something - which could mean a death trap for you. (Stern, 1982)
Memories: I can’t even begin to estimate how many orders of magnitude harder Frenzy is than its inspiration, Stern’s mega-hit Berzerk. There are many times when you have approximately a second - before the characters on the screen begin moving - to assess your strategic situation, which usually isn’t too promising, often placing you in a triangulation of crossfire from three or four different robots that you haven’t even begun to figure out how to reach. (Read more about this game…)
The Game: You are the king of the jungle! Swinging from vine to vine! Swimming through crocodile-infested waters! Jumping and ducking huge rolling boulders! And vanquishing spear-weilding natives to rescue the damsel! (Taito, 1982)
Memories: Not that Jungle King was an incredibly simple game - the above description is supposed to be a little bit humorous, if oversimplified - but Jungle King’s most infamous footnote in video game history is the lawsuit that it drew. The original Jungle King game opened with the sound of a sampled “Tarzan yell” - and the estate of Edgar Rice Burroughs was not amused. (Read more about this game…)

The Game: Prepare to qualify! Fly to the finish line in a fierce field of Formula One competitors in a qualifying lap. Leaving the track is trouble - and hitting one of the billboards dotted around the edges of the Mt. Fuji track is a sure way to miss out on the subsequent race. (I’ve always wondered anyway: why are there billboards around a racetrack? Are race car drivers a desirable demographic to advertisers? Can they actually read those signs at 200+ MPH?) (Atari [under license from Namco], 1982)
Memories: First off, a note to our loyal readers: I hope you’re happy! Pole Position is, by a vast margin, the single most-requested, most-asked-about game ever at Phosphor Dot Fossils. You should see some of the mail I’ve gotten regarding this game’s absence in the past few years - accusations of everything from bad taste to just plain incompetence. Well fear not, faithful Phosphor Dot Fossils followers, for I actually love this game. (Read more about this game…)
The Game: Your friends (wait a minute, I’ve never seen these people before in my life!) are venturing through treacherous deserts, unfriendly
villages, and a variety of other inhospitable settings. Armed with a crossbow - controlled with a fancy light gun mounted on the arcade cabinet - your job is to pick off any threats, be they nasty critters, falling projectiles, snipers, or what have you, and allow your friends to pass safely. (Exidy, 1983)
Memories: Y’know, I had to play Crossbow on MAME to remember what the heck the game was about…but once I did, I remembered that it was a very influential game on me at the time it was released. The novel concept of picking which game screen you’d explore next by shooting a representative icon on a menu-style screen was very cool, as was the watered-down, vaguely-D&D-ish atmosphere of the whole thing. (Read more about this game…)

The Game: It’s the final confrontation between good and evil in the digital world! As video warrior Tron, you unleash up to three deadly discs in the direction of your arch-enemy Sark, who can return the favor in kind - with interest, since he has a larger arsenal at his
disposal. All the while, you must also avoid falling off of the floating platforms, and try to keep a good aim on your opponent. (Bally/Midway, 1983)
Memories: Midway’s second salute to Tron, that 1982 cult-classic film favorite among computer users and video game enthusiasts alike, took the form of a positively enormous “stand-in” wraparound cabinet with a large screen. (Not seen in the ubiquitous MAME-generated series of screen shots is the colorful background artwork, which was a scene from the movie.) (Read more about this game…)

The Game: You are Rebel snowspeeder pilot Luke Skywalker, flying low over the surface of Hoth, prowling for Probots and waging war on AT-ATs and AT-STs. (Atari, 1983)
Memories: The description sounds rather glib, but there’s a simple reason for it - this game, based on the 1980 sequel to Star Wars, is - in case you hadn’t guessed it from the screen shots - merely a very thinly-disguised makeover of Atari’s original Star Wars arcade game. Ripped straight out of the second level of Star Wars, The Empire Strikes Back replaces the towers and bunkers with probe droids and Imperial Walkers, replaces the X-Wing gunsights of the earlier game with two Snowspeeder blasters, and voilà , it’s a new game - almost. (Read more about this game…)
The Game: Just another day in the life of the rock group Journey, as you help Steve Perry, Neal Schon, Ross Valory, Jonathan Cain and Steve Smith evade alien “groupoids” intent on keeping them from reaching their next gig. (Bally/Midway,
1983)
Memories: Not one of the brightest ideas ever to occur in the history of arcade games, Journey is an stepchild of the much better Tron video game. Someone, somewhere, thought it was be a brilliant idea to recycle the basics of Tron’s game play, while attaching a new celebrity licensing opportunity to it. Fresh from two hit rock albums (Escape and Frontiers), Journey seemed a likely choice. (Read more about this game…)
The 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
and/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. (Read more about this game…)

The Game: Mount up that ostrich and ride into battle once more, this time in strange new environments such as “The Altar,” “The Blues,” a deadly mechanical warrior which can be dismantled by lancing strategic points, and crystal caves filled with killer bats. If all this sounds like too much for an armored guy on a lousy
ostrich, you’re right, it is - and this is why you can transform into a Pegasus, which is a larger target and harder to keep in the air, but can take out more armored guys on lousy ostriches - and they can’t turn their steeds into flying horses. Beware, buzzard bait! (Williams, 1986)
Memories: I have to admit, I only became aware of the existence of a sequel to Williams’ immortal Joust in the late ’90s…and even now that I’ve gotten to play it, the jury’s still out. Joust needed a sequel about like The Matrix needs a sequel - meaning not at all. Both were fine as stand-alones, and didn’t need to be turned into franchises. (Read more about this game…)
The Game: Commanding a small fleet of sleek fighter ships, you’re up against an alien invasion, arriving in wave after unfriendly wave. Alien fighters resemble butterflies and bees, but the real prize is the handful of motherships which arrives
with each wave. Capable of taking two hits - the first weakens them and turns them dark blue, the second destroys them - the motherships also come equipped with a tractor beam with which to snare your fighters. But if one of your fighters is captured, and you can destroy the mothership which is towing it, your wayward fighter will be returned, doubling your firepower. (Namco, 1987)
Memories: Where the Galaga sequel Gaplus turned some elements of the game play around, Galaga ‘88 returns to the original rules and adds a lot of visual flair. (Read more about this game…)
The Game: You control a daredevil stunt climber on his trip up the side of a skyscraper in a major metropolitan area, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as falling jam boxes can cause you to plunge to your death several stories below. When you reach the top - if you reach the top, that is - a helicopter lifts you away to your next challenge. (Nihon Bussan Co., Ltd. [Nichibutsu], 1988)
Memories: This is a bizarre, and largely graphical-only, updating of Nichibutsu’s addictive classic, Crazy Climber. The game play remains much the same as the original, but the graphics are a major evolution of what was there before. Animated flags flap in the wind, highlights and shading give Crazy Climber himself a 3-D look, and detailed billboards and neon signs glow. (Read more about this game…)