The Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator - which gives you an advantage and also makes you vulnerable. (Taito, 1985)
Memories: Almost a dead ringer for its arcade inspiration graphically, the NES edition of Elevator Action actually loses a few points for having lousy sound - something I rarely count off points for, truth be told. But by the time of the NES, the means were there to replicate the arcade sound - take a listen to Super Mario Bros. for proof. (Read more about this game…)
The Game: As a round yellow creature consisting of a mouth and nothing else, you maneuver around a relatively simple maze, gobbling small dots (10 points) and evading four colorful monsters who can eat you on contact. In four corners of the screen, large flashing dots (50 points) enable you to turn the tables and eat the monsters
for a brief period for an escalating score (200, 400, 800 and 1600 points). Periodically, assorted items appear near the center of the maze, and you can consume these for additional points as well. The monsters, once eaten, return to their home base in ghost form and return to chase you anew. If cleared of dots, the maze refills and the game starts again, but just a little bit faster… (Tengen, 1985)
Memories: You’ve gotta hand it to Atari - back in the day, they were the experts at exploiting a license until just about every possible option was exhausted. They were also quite adept at staying on the map - up to a point. Where this title might have been released by Atarisoft only a year or two earlier, Atari set up a new imprint - Tengen - to create and market games for the NES. By virtue of Atari’s existing license with Namco, Tengen threrefore produced the first NES port of Pac-Man, and Namco later released its own. (It’s worth noting that the Namco-Atari connection - forged in the late 70s when Namco distributed Atari arcade games in Japan - wasn’t history just yet; Atari later handled the American release of Namco’s Pac-Mania coin-op.) (Read more about this game…)
The Game: Intrepid plumbers Mario and Luigi have fallen back on Mario’s original mandate - rescuing the damsel - as they journey through the kingdom, battling Koopas and braving falls from dizzying heights, all to
rescue the princess (who, as always, seems to be in another castle). In Duck Hunt things are a bit more normal - you’re just trying to nail some ducks in the wild, with the help and encouragement (and, if you let one get away, derisive laughter) from your trusty huntin’ dawg. (Nintendo, 1985)
Memories: Right up there with Atari 2600 Pac-Man in ubiquity, and almost universally loved (think about that for a moment - how many video games reach quite that level of popularity?), Super Mario Bros. was the ticket the NES needed to break into the U.S. market. (Read more about this game…)
The Game: Who said landscaping was easy? You are Dig Dug, an intrepid gardener whose soil is infested with pesky Pookas and fire-breathing Fygars. You’re armed with your trusty pump, which you can use to inflate your enemies until, finally, they blow up. But both the Pookas and Fygars can crawl through the ground and can pop out into
your tunnels, and if a Fygar sneaks up behind you, he can toast you if you’re not careful. (Namco, 1985)
Memories: For some reason that I have a hard time trying to fathom, this game was released for the Famicom only - the Japanese console which was re-engineered as the NES for the English-speaking market. The reason I can’t fathom that is that this is a perfectly playable port of Dig Dug. Did Namco really think that this cute classic was past its sell-by date in the States? (Read more about this game…)
The Game: As Stanley the gardener, you’re trying to repel a swarm of pests unleashed by that meanest of pixellated gorillas, while also using your pesticide to propel him off the screen. Protect your flowers and yourself, and wear plenty of Off. (Nintendo, 1986)
Memories: As much as many gamers don’t grow as attached to Donkey Kong 3 as they did with the first games in that series, with its Mario-less sidestep into shooter territory, it’s still quite a bit of fun, and this NES cartridge captures the arcade experience perfectly. (Read more about this game…)
The Game: An oversized gorilla kidnaps Mario’s girlfriend and hauls her up to the top of a building which is presumably under construction. You are Mario, dodging Donkey Kong’s never-ending hail of rolling barrels and “foxfires” in your 
attempt to climb to the top of the building and topple Donkey Kong. You can actually do this a number of times, and then the game begins again with the aforementioned girlfriend in captivity once more. (Nintendo, 1986)
Memories: Once upon a time, Donkey Kong for the ColecoVision was the Donkey Kong experience to beat: short of going to the arcade, it didn’t get any better than that. But Coleco had only negotiated the console rights to the game, and nearly lost that contract when they goofed and showed a version of the game for their ill-fated Adam computer at a 1983 Consumer Electronics Show - though the home computer rights had been granted to Atari. In just two years’ time, none of that would matter - the crash came and went, Coleco exited the home computer and video game businesses, a seriously weakened Atari refocused its efforts on computer hardware, and Nintendo had its own video game console on the US market. (Read more about this game…)
The Game: As the lone pilot daring enough to breach the defenses of Zaxxon’s space stronghold yet again, you take on a fleet of perimeter fighters, some of whom helpfully leave power-ups behind when destroyed. Then it’s into the
space base once more, bristling with gun emplacements, fuel tanks that gas up your fighter when they’re shot (we haven’t quite worked that one out either), and walls that you can run face-first if you’re at just the wrong altitude. Just beyond the walls of the base lies the new and improved Zaxxon itself; if you survive that encounter, you begin again. (Sega, 1987)
Memories: With so many major Japanese game makers committed to the Famicom and NES, the Sega Master System didn’t have quite the impressive array of arcade titles in its library. But one thing it could have that everyone else couldn’t was Sega’s own in-house games and updates thereof - hence, this updated, almost-first-person remake of the groundbreaking Zaxxon. (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. (Bandai, 1988)
Memories: Despite being one of the most consistent arcade hits of the early ’80s, Galaga seemed to be left out in the cold for years before coming to the home console scene. The first attempt, Atari’s passable Galaga cartridge for the Atari 7800, didn’t quite have the audiovisual flair of the arcade version. By the time the NES version was released, it was clear that things had changed - for all intents and purposes, this was the arcade game, and it looked and sounded and played just like the original. When the litmus test of ’80s consoles was arcade authenticity, you just couldn’t do better than that. (Read more about this game…)
The Game: It is the year 2XXX (don’t worry, we couldn’t find it on our calendars either), and Planet X has declared war on Earth’s solar system, sending its finest kaiju into the fray. In this time of our most desperate need, Godzilla and Mothra step forward to defend the Earth and fight for humanity, taking out enemy installations, spacecraft and even those pesky enemy monsters. But even Godzilla and Mothra can only take so much damage… (Toho Studios/Nintendo, 1988)
Memories: Not exactly Godzilla’s finest hour, Monster Of Monsters is a fairly average side-scrolling fighting game that just happens to feature the King of Monsters as its star. And while there’s a certain thrill to having Godzilla as one’s on-screen avatar, the game itself doesn’t do a lot to distinguish itself from the glut of similar side-scrolling fighters that was out at the time. (Read more about this game…)
The Game: Mappy the Mouse is back, pursuing his feline arch nemesis Boss The Big Bit and his kitty kohorts through several themed zones of an amusement park. Riddled with ladders, trampolines, secret weapons and treasures, the park goes from wild west to tropical and beyond. Just avoid the cats, lest Mappy become someone’s mousy morsel. (Taxan [under license from Namco], 1988)
Memories: As much marketing muscle as was flexed for the introduction of Namco’s Mappy, you can tell that there was a strong feeling that he was the next big thing. But apparently law enforcement’s #1 rodent didn’t quite catch on; Mappy wasn’t the expected super-hit, going over moderately better in Japan than it did in the U.S. (Read more about this game…)
The Game: As the commander of a sleek Solvalou fighter, you’re deep into enemy territory, shooting their disc-shaped fighters out of the sky, bombing ground installations and artillery nests, bombing tanks, and trying to destroy the
mothership. As you progress further behind enemy lines, heavier aircraft and more versatile and deadly ground-based defenses become the norm. Also look out for tumbling airborne mirrors - they’re impervious to your fire, but you’re toast if you fly right into them. (Bandai, 1988)
Memories: It wasn’t the first version of Xevious ever to hit a home console - Atari, who held the arcade rights for Namco’s genre-defining scrolling shoot ‘em up in North America, made sure it had the rights for its home consoles too. But, in one of the more unfortunate coincidences of the video game industry, none of the three planned versions of Xevious made it out of the starting gate on time. (Read more about this game…)
The Game: Q*Bert, a nosey little guy with a propensity for hopping, spends his time hopping around a three-dimensional pyramid of cubes, avoiding Coily the Snake and other assorted purple and red creatures, including a few who operate on a slightly different plane (i.e., they move down the pyramid as if it were rotated one-third). Any green objects and creatures Q*Bert can catch will not hurt him - in fact, the little bouncing green balls will stop time briefly for everyone but Q*Bert. If he gets into a tight spot, Q*Bert can jump off the pyramid onto a flying disc which will despoit him back at the top of the pyramid - and lure Coily to a nasty fate by jumping into nothing. Changing the colors of the top of every cube in the pyramid to the target color indicated at the top left of the screen will clear the pyramid and start the craziness all over again. If Q*Bert is hit by an enemy or falls off the pyramid, he hits bottom with a resounding, arcade- cabinet-shaking splat and a burst of incomprehensible obscenity! (Konami/Ultra, 1989)
Memories: Ah, the eternal conundrum of Q*Bert - to turn the controller, or try to do diagonals with an NES joypad? The original arcade incarnation of the mighty orange one solved the problem pretty simply by turning a standard four-directional joystick at a 45-degree angle within the coin-op’s casing. To truly replicate that effect, you’re given the option of rotating the NES controller 45 degrees or to try to do diagonals while holding it straight (in effect, hitting the left and down portions of the plus-shaped pad simultaneously to move in that direction). There’s a whole pre-game startup screen devoted to controller orientation here. And as awkward as it is, the 45-degree angle option is much more responsive on the NES. Now, a joystick such as the Advantage may help here, but again, the hardware itself dictates that the controller won’t be as responsive diagonally. (Read more about this game…)
The Game: Cavernous rooms are loaded with gold, just ripe for the picking. But before you celebrate hitting the mother lode, look again - there are other gold-diggers homing in on the treasure. What do you have that they don’t? A drill gun that can blast a hole in the floors, into which your opponents will jump blindly. Eventually, the holes will reseal themselves, and that process will swallow your enemies (and you, if you
happen to be clumsy enough to wander into the hole yourself). Grabbing all of the gold will reveal a passage to the next level of the game. (Bandai, 1989)
Memories: A nifty revival of the computer classic, Hyper Lode Runner actually manages to pack in a surprising amount of what made the original game so addictive - right down to the “edit mode” that allows players to build their own levels. (Read more about this game…)
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak around the maze, avoid a bunch of cranky cops who are hot on your trail, and grab all the dough - and, of course, to escape so you can steal again another day. But the cops can trap you with a series of doors that can prevent you from getting away… (Data East, 1990)
Memories: After a quick “training” chase in a small maze - presumably in the vault while you’re making the big heist - the Game Boy version of Lock ‘N’ Chase is somewhat faithful to the original, even though it “zooms in” on the section of the maze surroundng your bank robber. However, while the original arcade game was an obvious attempt to get in on Pac-Man’s maze-chase, dot-gobbling action without aping every aspect of the game, Lock ‘N’ Chase on the Game Boy makes the comparison obvious. (Read more about this game…)
The Game: As a round yellow creature consisting of a mouth and nothing else, you maneuver around relatively simple mazes, gobbling small dots and evading five colorful monsters
who can eat you on contact. In four corners of the screen, larger dots enable you to turn the tables and eat the monsters for a brief period. Periodically, assorted items appear near the center of the maze, and you can consume these for additional points as well. The monsters, once eaten, return to their home base in ghost form and return to chase you anew. If you clear the maze of dots, you advance to a new maze and the game starts again, but just a little bit faster… (Tengen, 1990)
Memories: Having watched its own home video game unit fall into obsolescence with the rise of the Nintendo Entertainment System, Atari Games - the original Atari’s arcade division, spun off into its own entity after the Tramiel family split the company - quietly started a new subsidiary to begin mining the NES market. This new division, Tengen, produced only a few games - and in so doing, wound up in big trouble with Nintendo. (Read more about this game…)
The Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Nintendo/Taito, 1990)
One of the few completely abstract arcade games ever to catch on with the public, Qix is very hard to get wrong, and this adaptation - an early first-party Game Boy cartridge patterned after a similarly first-person NES version - certainly doesn’t get it wrong. It’s pure Qix, without any added bull about having to uncover a picture by claiming area on the playfield. (Read more about this game…)
The Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator - which gives you an advantage and also makes you vulnerable. (Taito, 1991)
Memories: I’m torn on this one. On the one hand, audiovisually (and, for the most part, game-play wise as well), the original B&W Game Boy’s version of Elevator Action is incredibly faithful to the arcade game. On the other hand, there are major changes to the structure of the game that I’ve never been crazy about. Put simply, Elevator Action on the Game Boy adds some NES-era conventions to a game that just didn’t need them. (Read more about this game…)

The Game: Captain Picard puts you in charge of a simulated mission aboard the Enterprise. With the helpful advice of Commander Riker, Data, Geordi, Worf and Chief O’Brien, you have to command the pride of the Federation fleet into a number of difficult situations, accomplish as much of the mission objectives as you can, and bring the Enterprise home in one piece. (Absolute, 1993)
Memories: It’s funny how so many of the Star Trek games I actually like can actually be traced back to Sega’s 1982 Star Trek: Strategic Operations Simulator arcade game. Though Star Trek: The Next Generation tacks on a bunch of bells and whistles, such as consulting the bridge crew about the situation (how Picard
is that?) and having to go to their screens to kick in things like the shields, weapons and warp drive, when it comes right down to it, if you strip away these elements, it’s the same basic game: you’re blasting away at enemy ships and hoping to get more clean shots in at them then they get at you. He whose shields fail first gets blown out of the sky. In 11 years, the basic Star Trek game hadn’t evolved that much (but at least The Next Generation doesn’t get the torturously slow “story” scenes of Star Trek: 25th Anniversary). (Read more about this game…)
The Game: An alien war fleet is closing in on Earth, armed with a powerful weapon that can eradicate the entire planet. You (and, if you happen to have some fellow gunners, four others) man the artillery batteries of an armed-to-the-teeth ship on a mission to take the fight to the aliens before they can bring it to Earth. If you successfully complete that mission, you can also move on to a second mission to defend the planet Gourb from the Galaxian fleet. (Namco, 1995)
Memories: This is the home adaptation of Namco’s theatrical walk-in video experience which appeared in arcades and amusement centers around 1990. How theatrical is it? The game’s literally in widescreen, with scoring information and statistics appearing outside of the letterbox area. (Read more about this game…)

The Game: Old games never die - they get emulated. Fortunately, one of Japan’s greatest exporters of video game hits has built a museum around several of its most popular titles. With Pac-Man at your side, you wander the corridors of the Namco Museum, where you may examine classic video game sales brochures, promotional items, posters, and the arcade cabinets themselves - which contain, naturally, the actual games. (Namco, 1995)
Memories: A fantastic idea in a so-so package, Namco Museum’s first volume on the Playstation is a mixture of picture-perfect emulations and a not-so-perfect framing structure. The thought of all the extra material is great in theory - and it has turned out to be one of the “compelling applications” for the DVD format. But in Namco Museum, these nifty ephemera from the 80s are presented to you as exhibits in clumsily bit-mapped hallways and rooms which aren’t even as convincing graphically as the Windows 95 “maze” screen saver. (Read more about this game…)

The Game: Old games never die - they get emulated and encased in digital museums. Some game companies, like Namco, are big enough to spread their best titles out over five discs. With Pac-Man hanging around, you wander the corridors of the Namco Museum once more. (Namco, 1995)
Memories: Namco Museum 3, reprinted in the “greatest hits” range of Playstation games, contains some of the biggest coin-op successes to emerge from Japan’s video game supergiant - but this volume, also known early on as “Volume M,” also sees the beginning of the Namco Museum collection’s shift toward fighting and action-RPG-style games.
Ms. Pac-Man, Pole Position II and Dig Dug are probably the main reasons this volume has seen such wide distribution and a reprint run. The game emulations are good, but once again, I have to complain about the distracting border graphics on Ms. Pac-Man…couldn’t the game have been emulated more like Dig Dug, with the score display shifted to the side of the screen, and the maze given a larger portion of the total screen area? This problem also plagues Pac-Man on Volume 1, and I never quite figured out why these games - surely the best-remembered of any of the games on their respective volumes of Namco Museum - got this graphic treatment.
Volume 3 sees some major improvements in other areas, however. One can skip such sections as the miserably bitmapped 3-D “museum” and jump directly to such features as the jukebox (in which one can look at character graphics and listen to music and sound effects) and individual games. There are also drop-down menus in each emulation which allow for a quick and easy exit. These features - and, quite frankly, the ability to skip through most of the slow-loading museum scenes - make Volume 3 a large leap for the Namco Museum series.
One, however, should go through the various museum exhibits at least once, if only for the opportunity to see Dig Dug’s Pookas dancing around to a hip-hop beat in a rock quarry (!), or Ms. Pac-Man and her Pac-Puppy dancing (and singing!) to a jaunty rendition of the music from her game’s second intermission scene. It’s actually a bit surreal. The Galaxian room is actually pretty cool - as one floats toward the arcade cabinet in a corner of the room, a huge 3-D rendition of the player’s ship rises up on a launch
pad in the background and undergoes a pre-flight check before blasting off!
Namco Museum 3 is still incredibly easy to find, and I can honestly give it a big thumbs-up. It’s a major improvement in Namco’s classic emulation series.

The Game: Old games never die - they get emulated. Fortunately, one of Japan’s greatest exporters of video game hits has built a museum around several of its most popular titles. With Pac-Man still underfoot, you wander the corridors of the Namco Museum yet again. (Namco, 1995)
Memories: The second volume (also known as Volume A) in Namco’s 5-disc collection of arcade emulations for the Playstation is the most difficult to find - one often sees it going for nearly twice its original retail price in eBay auctions - and yet it has some of Namco’s biggest “cult” hits… and yet only volumes 1 and 3 have been reprinted. Go figure. (Read more about this game…)
The Game: Old games never die - they get emulated. Fortunately, one of Japan’s greatest makers of video game hits has built a museum around several of its most popular titles. With Pac-Man still underfoot, you wander the corridors of the Namco Museum yet again. (Namco, 1995, for Sony Playstation)
Memories: It’s hard for me to really justify blowing $25 on this particular import. Maybe it’s just the perversity of having two different versions of Namco Museum Vol. 2 when the American edition is hard enough to find as it is. Or maybe it’s because I want to be able to play as many classic arcade games as possible on my Playstation. (Read more about this game…)
The Game: Three obscure but memorable cult classics from Japan’s Nichibutsu Ltd. are gathered in one collection, along with an updated version of each game. Crazy Climber, Moon Cresta and Frisky Tom are included, with their respective remakes, Crazy Climber ‘85, SF-X and Tom’s Strike-Back. (Nichibutsu Ltd., 1995)
Memories: Much sought-after by collectors now, this Namco Museum-style compilation is the only way to get most of these games on anything that’s not MAME - and in the case of the updated versions, this is the only game in town. It’s also the source of a very humorous photo, shown before the main menu screen pops up, which I find very funny (see below). (Read more about this game…)
The Game: You’re crazy-climbing the inner city no more. As one of a party of three adventurers, your mission is to scale mystic mountain peaks, Big Ben-style clock towers, and even enormous beanstalks, all to gather various items and move on to the next stop on your quest. Obstacles such as an avalanche of killer boulders and monkeys tossing bananas at you could send you plummeting to your death. The three characters along for the adventure have different rates of speed and endurance (as in endurance for things falling on their heads, though nothing will save you from a huge boulder). Watch out for falling rocks! (Nichibutsu, 1996)
Memories: This is one fiendishly difficult game. Normally, when I put together a Phosphor Dot Fossil, I play to get as far as I can in the game so you can get a glimpse of as many levels as possible. Not everyone reading this has all of these games, so I try to show you everything that I can. (Read more about this game…)