The Game: Two ships are locked in deadly deep-space combat, firing interplanetary ordnance at each other. Whoever survives the most confrontations within a set amount of time is the victor. In the game’s one-player variation,
the machine controls one ship, and a two-player version was also made. (Nutting & Associates, 1971)
Memories: To go all the way back to the beginning of video games in the arcade is to go back to Computer Space - which is also arguably the first arcade flop.
The idea behind the game wasn’t exactly new - it was almost a decade old, in fact. Steve Russell’s college mainframe favorite Spacewar! had captured the attention of a college student named Nolan Bushnell. Having served his own apprenticeship as a carnival barker in his younger years, Bushnell was sure he could sell anyone on entertainment, and he knew a potentially exciting new medium for that entertainment when he saw one. (Read more about this game…)
The Game: Trade those pads in for pixels and get ready to hit the gridiron. Each player controls a football team represented by Xs or Os, and uses a keypad to select offensive and defensive maneuvers - and the trakball to tear across the turf as fast as the player can move it. Additional quarters buy additional playing time (each quarter gets two minutes of play). Whoever has the highest score at the end of the game is the winner; later four-player variations sported additional trakballs so the offensive player could control his team’s quarterback and another could control the receiver for passing plays, while there were now two independent players on the defensive team. (Atari, 1978)
Memories: The only serious rival for Space Invaders‘ arcade affection in 1978, Atari’s Football almost beat those crafty aliens to the punch by a couple of years. (Read more about this game…)

The Game: It’s quite simple, really. You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your only defense is a trio of shields which are degraded by any weapons fire - yours or theirs - and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave - faster
and more aggressive - appears. When you’re out of “lives,” or when the aliens manage to land on Earth… it’s all over. (Midway [under license from Taito], 1978)
Memories: Three buttons, three colors (if one includes black), all for 25 cents. And thus began the video game boom that made Taito a major manufacturer, with dozens of other companies - Atari, Bally/Midway, Namco, Nintendo, Sega, you name it - riding the large wave launched by Space Invaders. There was indeed an invasion underway…but it didn’t originate from space. It was launched from Japan and Silicon Valley, and for a while…it did take over the world. (Read more about this game…)

The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating asteroids, but the job isn’t easy - Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into little chunks, those chunks go zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that
likes to pop in and shoot at you, and you’re between several large rocks and a hard place. (Atari, 1979)
Memories: Easily the most “physics-correct” space video game ever made, Asteroids was also one of the coolest. It was equally fun to play it real safe or, as in the example animation seen below, to just go nuts and live on the edge. (Read more about this game…)
The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating (and yet somehow deluxe) asteroids, but the job isn’t easy - Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into little chunks, those chunks go 
zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that likes to pop in and shoot at you, and you’re between several large rocks and a hard place. Only this time you have shields. (Atari, 1980)
Memories: As an unspoken, unwritten internal rule, Atari’s coin-op division just didn’t do sequels. While other companies were happy to keep turning out endless variations on the same basic themes and attaching a number to the title each time, or some extra designation like “plus” or “deluxe,” Atari’s arcade designers reasoned that they had so many good ideas that they didn’t need to do sequels. The surprise success of Asteroids, however, was one case where Atari realized it could cash in if only it could ignore that rule. (Read more about this game…)

The Game: Alien invaders besiege the helpless population of a planet, and you are the last line of defense. Ideally, you must destroy the aliens before they can abduct humanoids from the ground; if an alien ship gets to the top of the screen with a captive, it absorbs that unlucky soul and it becomes a much more dangerous and aggressive Mutant. Smart bombs give you the option to wipe out everything alien on the
screen, but of course you only have three of them at the outset of the game. You can also perform an emergency hyperspace warp, but you could rematerialize in a far more perilous situation than the one you just left. When you go to the next level by eliminating an entire alien fleet, you receive a bonus multiplied by the number of humans who are still safely on the ground. (Williams Electronics, 1980)
Memories: For many people, Defender is the pinnacle of video games, hands down. Fast-moving, unrelenting, hard to beat but easy to become addicted, Defender was always a bit too fast for me - but it’s a perennial favorite for so many others. (Read more about this game…)

The Game: Tucked away safely in an underground bunker, you are solely responsible for defending six cities from a relentless, ever-escalating ICBM attack. Your three missile bases are armed with nuclear missiles capable of intercepting the incoming enemy nukes, planes and smart bombs. One nuke hit on any of your three launch bases will incapacitate that facility for the rest of your current turn, but one nuke
hit on any of your six cities will destroy it completely. (The only chance you have of rebuilding a city comes when a bonus city is awarded for every 10,000 points scored.) And when all six of your cities have been destroyed, the cataclysmic end of the world proceeds. Game over. (Atari, 1980)
Memories: Possibly the first video game ever to register on the so-called moral compass, Atari’s Missile Command contained a strong, anti-nuclear message, arriving at the dawn of Ronald Reagan’s presidency. For those of you who weren’t alive at that time, here’s a little bit of historical context. (Read more about this game…)
The Game: One or two players, using a control knob and a thrust button, pilot their ships around a rectangular arena which is also home to a floating fortress. At the heart of the deadly fortress is a growing Eliminator, which will eventually, when it reaches its full potential, slip its bonds and zip around the arena, destroying
everything in sight. The only way to destroy the Eliminator is to force it into the outer wall of the fortress with your lasers. (This also works on your fellow player, or the computer-controlled second player surrogate, as well.) You can also fire a well-placed shot down the launch tube of the fortress and destroy it before the Eliminator can fully form. (Sega/Gremlin, 1981)
Memories: What an exasperating and fun little game this was! With its seemingly Asteroids-inspired control scheme (and its blatantly Star Wars-inspired way of beating the enemy), Eliminator was a real hoot…if you could master the controls. (Read more about this game…)
The Game: In this munching-maze game (one of the dozens of such games which popped up in the wake of Pac-Man), you control a cartoonish mouse who scurries around a cheese-filled maze which can only be navigated by strategically opening and closing yellow, red and blue doors with their color-coded buttons.
Occasionally a big chunk o’ cheese can be gobbled for extra points. Is it that easy? No. There is also a herd of hungry kitties who would love a mousy morsel. But you’re not defenseless. By eating a bone (the equivalent of Pac-Man’s power pellets), you can transform into a dog, capable of eating the cats. But each bone’s effects only last for a little while, after which you revert to a defenseless mouse. (Exidy, 1981)
Memories: Though its seemingly Tom & Jerry-inspired food chain made a cat vs. mouse variation of Pac-Man virtually inevitable, Mouse Trap frustrated that potential with a complex control system - too complex, actually. (Read more about this game…)
The Game: Various worlds lie near a powerful gravitational vortex. From the moment you leave your launch pad, you’re in trouble - the vortex will draw you in if you don’t act quickly and fire your thrusters to take you to one of the planets. On each planet, you arrive in a deadly free-fall, requiring you to point your ship
upward and fire retro-thrust, all the while turning to blast cannons which are attempting to shoot you down. Your fuel supply is also dwindling all this time, requiring you to find enemy fuel depots and siphon energy away from them. If you succeed in destroying all enemy installations on one world, there are several other planets waiting - with the deadly gravity vortex in the middle the whole time. (Atari, 1983)
Memories: Damn, but this is a tough game! Tough but fun. It’s pretty embarrassing to get oneself iced on what basically amounts to the menu screen. Sheesh. Not that I’m saying that’s happened to me lately, of course. (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: 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…)

The Game: Namco has even more games they’d like us all to remember, only this time, you might not remember them half as clearly as Pac-Man, who’s still dragging you through the halls of the Namco Museum, eager to play each and every one. Oddly enough, you’ve probably never seen any of these games before. The greatest challenge in your path in Volume 4? Figuring out the controls for The Genji And The Heike Clans and Return of Ishtar. (Namco, 1996)
Memories: Personally, I don’t remember any of these games, save for the bizarre scrolling exploration game Pac-Land and Assault, which I believe was licensed to Atari. Inspired by the ABC-TV cartoon series, Pac-Land may indeed be the only reason anyone might now try to track down the now out-of-print Volume 4 of Namco Museum. (Read more about this game…)

The Game: The Namco Museum is open for business one last time! Today’s exhibit features games of the late 1980s, and of course Pac-Man - being the prideful little single-celled organism that he is - simply must see all the displays. You wander the halls one last time, visiting some really cool themed rooms for each game, with the yellow one underfoot. Games included this time around are Metro-Cross, Pac-Mania, Dragon Spirit, The Legend of Valkyrie and Baraduke. (Namco, 1996)
Memories: For the final installment of their series of classic arcade emulations, Namco mined their late-80s games, concentrating on fighting and quest games primarily. The only relatively simple title included on Volume 5 (a.k.a. Volume O) is the final arcade appearance of Pac-Man in Pac-Mania, a very simple updating of the original Pac-Man set in a vaguely Zaxxon-esque three-quarter perspective. In a way, Pac-Mania is the direct predecessor of the 3-D “maze mode” of Namco’s recent retro revival Pac-Man World. (Read more about this game…)

The Game: As in the original Tempest, you scuttle along the rim of an abstract, hollow geometric tube as a strangely crablike creature, zapping red bow-tie-ish critters and purple diamond-shaped things which carry them. There are also swirly green things (swirly thing alert!!) which spin “spikes” like webs, and by the way, you should still avoid spikes. (Interplay, 1996)
Memories: My first reaction to Tempest X3 was “DUDE!” And that’s not even a “Dude! It sucks!” or “Dude! It rules!” Nope, it’s just a “Dude! What gnarly graphics!” This is kind of like the original Tempest, except psychedelically tie-dyed. To put it mildly, it’s a very…colorful updating of the game. The tube walls now have colorful (if subtle) patterns, and power-ups are hailed by more lens flares than an early episode of Babylon 5. (Read more about this game…)
The Game: All aboard! Now departing the Namco Museum aboard the spaceship Game Space Milaiya. Namco’s retrospective series literally takes off for its final ride on the Playstation with a collection of seven games, from the earliest days of Namco’s video game empire to more recent arcade titles. (Namco, 1997 - for Playstation)
Memories: For the final PS1 outing of the Namco Museum series, Namco turned out what easily could have been the user-friendliest volume yet, dispensing with the tedious “Doom minus the action” museum settings and otherwise simplifying things dramatically. In short: doing away with the extraneous trappings to make way for more games. (Read more about this game…)

The Game: Evil aliens are taking over the world and building heavily-fortified installations on land and undersea! Our last defense against them? You - and your well-armed Solvalou Fighter. You can repel air attacks with your lasers, and
take out ground bases, missile launchers and tanks with your bombs. (Fortunately, you never run out of either of these!) Every so often, you’ll have to fight the odds to take out one of the aliens’ primary bases - and then you’ll have to deal with the huge “Bosses.” (Namco, 1997)
Memories: This somewhat obscure Namco title updates and revives their classic arcade title Xevious, which accumulated a cult following in 1983 when the game was released Stateside by Atari. Truth be told, Xevious 3D/G+ doesn’t rewrite the book or reinvent the wheel. For the most part, the game simply puts the original Xevious in a vaguely third-person 3-D perspective, adds some weapons and enemies (most notably the enormous and hard-to-kill Bosses), and kicks ass graphically. I liked this a lot. It has a great deal of respect and reverence for its source material. (Read more about this game…)
The Game: 25 choice cuts of Intellivision goodness are crammed into something about the size of a modern-day console controller. Games include Astrosmash, Body Slam Super Pro Wrestling, Buzz Bombers, Chip Shot Super Pro
Golf, Hockey, Hover Force, Motocross, Night Stalker, Pinball, Shark! Shark!, Skiing, Slam Dunk Super Pro Basketball, Snafu, Space Armada, Space Battle, Space Hawk, Star Strike, Sub Hunt, Super Pro Football, Super Pro Volleyball, Thin Ice, Thunder Castle, Tower Of Doom, Vectron, and World Championship Baseball. (Techno Source, 2003)
Memories: And it sounded like such a neat idea when it was first announced. Really, it is still a good idea. Pack 25 games into a $25 standalone game that plugs into your TV or VCR’s auxiliary audio/video ports, and make them as true to the Intellivision as possible. The real problem here is that they only get so close. (Read more about this game…)

The Game: Relive the golden years of arcades through the latest retro compilation disc, Capcom Classics Collection. CCC contains 22 classic arcade games along with tons of unlockable artwork, music and more. (Capcom, 2005, for Sony Playstation 2)
Memories: It is impossible to deny the impact retrogaming has had on the gaming industry. Those of us who spent our youth hanging out in smoke-filled arcades are now the prime videogame demographic. Many of us have spent hundreds if not thousands of dollars on games, and the companies from our childhood have figured out a way to tap into that cash flow - through retro compilation discs. It’s taken a while for companies to get the formula right; too few games or to high of a price, and consumers complain (or simply avoid) your package. Developers (particularly Sega) have experimented with “updated” versions of classic games, which have been met with mixed reviews. In 2005, manufacturers seem to have dialed in to what consumers want - arcade ports of 20 or more games for $20. Bonus features are a plus. (Read more about this game…)

The Game: Turn your Xbox into a virtual 80’s arcade with Tecmo Classic Arcade, the newest retro compilation disc to hit home consoles. (Tecmo, 2005, for Xbox)
Memories: Someone has definitely not been saving the best for last. Tecmo Classic Arcade follows a long line of classic arcade compilations which have been released this summer, including Capcom Classics Collection, Namco Museum: 50th Anniversary, Taito Legends and Midway’s Arcade Treasures 3. Unfortunately, no matter how you slice it, Tecmo’s game collection simply doesn’t stand up against the competition. (Read more about this game…)