The Game: You start the game by creating a character, Basic D&D style, who enters the world defenseless and just this side of naked. It’s your job to arm and armor your alter-ego, buy plenty of rations, and then set out to explore
the world of Britannia, and the treacherous dungeons that lie beneath it. A visit to the castle of Lord British will give you a chance to level up for deeds accomplished, and receive an assignment from him for your next adventure. (California Pacific Computer, 1980)
Memories: Like so many amateur-programmed Apple II games at the dawn of the 1980s, Akalabeth was distributed via floppy disk in a plastic bag with modest documentation and packaging. So what makes it so special now? Simply put, Akalabeth was also the dawn of a gaming empire - or the origin of one. It was the first computer game programmed and released by Richard Garriott, an avid fan of paper-and-dice role playing games with medieval settings. Both the game and its creator would transform over time - the basic structure of Akalabeth became the basis of the early Ultima games, and Garriott of course became known as his alter ego, the benevolent ruler of the Ultima universe, Lord British. (Read more about this game…)
The Game: You find yourself outside an inviting two-story house, and when you go in, you find several people waiting for you - and that inviting front door suddenly locked behind you. When dead bodies turn up on the second floor and night
begins to fall (hope you found the matches in the cupboard already!), it quickly becomes apparent that among the friendly faces of the first floor is a cold-blooded killer. (On-Line Systems, 1980)
Memories: The very first game released by a new company formed by husband-and-wife team Ken and Roberta Williams, Mystery House is the first in a series of “Hi-Res Adventures” combining simple graphics and text descriptions and actions. The “Hi-Res Adventures” series would grow to include titles licensed from Disney and the Jim Henson Company, and would even survive the Williams’ company’s transformation from On-Line Systems into Sierra On-Line. (Read more about this game…)
The Game: You’re a mobile set of chattering teeth, gobbling up goodies in a maze as jaw-breaking candies pursue you. If you bite down on one of these killer candies, you’ll rack up quite a dental bill (enough to lose a life). You can snag one of four snacks in the corners of the maze and suddenly the tooth-rotting treats become crunchy and vulnerable. Advance to the next level by clearing the maze of dots. (On-Line Systems, 1981)
Memories: Atari’s home version of Pac-Man for the Atari 2600 was like a trail of telltale blood in a tank full of pirhanas. It was quickly apparent that there was one wounded one in the group, and other predators quickly closed in for the kill - or, in the case of Pac-Man, provided games for various platforms that duplicated the Pac-Man experience better than Atari could apparently manage to do. (Read more about this game…)
The Game: As a round white creature consisting of a mouth and nothing else, and apparently somehow tied to the Internal Revenue Service, you maneuver around a relatively simple maze, gobbling small dots and evading four colorful
monsters who can eat you on contact. In four corners of the screen, large flashing dots enable you to turn the tables and eat the monsters for a brief period for an escalating score. 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, after spending some noncorporeal time floating around and contemplating taxation without representation, return to chase you anew. If cleared of dots, the maze refills and the game starts again, but just a little bit faster… (H.A.L. Labs, 1981)
Memories: Alas, the folly of H.A.L. Labs and Taxman. Clearly a copy of Pac-Man - with only the names changed - this game was crippled by keyboard controls that were counterintuitive even back then. The sad thing is, given the graphics and sound limitations of the Apple II, the rest of the game was stellar, a near-perfect port of Pac-Man. (Read more about this game…)
The Game: You are go for landing on the moon - only the moon isn’t there to make it easy for you. Craggy mountains and craters make it difficult for you to find one of the few safe landing spots on the surface, and even when you’re
aligned above level ground, your fuel is running out fast. Do you have the right stuff that it’ll take before you can take one giant leap? (Bill Budge, 1981 / re-released by Eduware in 1984)
Memories: This game was one of the earliest efforts by a budding Apple II programmer named Bill Budge, before he achieved fame as the author of Pinball Construction Set. At the time, Budge was experimenting with interchangeable modules that could be slotted into the code of any number of games, including one for smoothly rotating 3-D wireframe objects - well, smoothly where the Apple II was concerned. The result was this unforgiving homage to Atari’s cult coin-op Lunar Lander. (Read more about this game…)
The Game: You set out alone on an adventure spanning countryside, mountains, oceans, towns and dungeons. You can purchase food rations, weapons and armor in the towns, visit Lord British in a castle for his wisdom, maybe a level-up,
and your next assignment, or you can venture forth into the dungeons to test your skill against the denizens of the underworld. (California Pacific Computer, 1981)
Memories: Richard Garriott has said that the first Ultima game - which was originally marketed as Ultimatum - essentially “uses Akalabeth as a subroutine”, and while that may be oversimplifying how much or how little new code Ultima added to the game, it’s essentially true - the dungeons are practically vintage Akalabeth fare, while the towns and the above-ground portions of the game are literally a whole different animal. (Read more about this game…)
The Game: Ever had a sweet tooth? Now you are the sweet tooth - or teeth, as the case may be. You guide a set of clattering teeth around a mazelike screen of horizontal rows; an opening in each row travels down the wall
separating it from the next row. Your job is to eat the tasty treats lining each row until you’ve cleared the screen. Naturally, it’s not just going to be that easy. There are nasty hard candies out to stop you, and they’ll silence those teeth of yours if they catch you - and that just bites. Periodically, a treat appears in the middle of the screen allowing you to turn the tables on them for a brief interval. Sierra On-Line, 1982
Memories: Faced with the threat of imminent legal action from Atari, Sierra - known by its original name, On-Line Systems - yanked the very Pac-Man-like Jawbreaker off the market, replacing it with a new version that was less obviously attempting to copy the game mechanics of Pac-Man. Those familiar with the Atari 2600 edition of Jawbreaker will find this game familiar: the maze is out, and the horizontal rows of dots with “sliding doors” are in. Though there are still elements similar to Pac-Man - at this point, really just the power pellet-like energizers in the four corners of the screen - the whole thing is different. (Read more about this game…)
The Game: The coast of 19th century China could be a dangerous place - pirates lay in wait for passing (and relatively defenseless) ships, and that’s just the obvious danger. The buyer’s and seller’s markets in dry goods, weapons, silk and opium could pose just as much of a hazard to an independent trader’s finances. And then
there’s Li Yuen’s protection racket… (Avalanche Productions [designed by Art Canfil], 1982)
Memories: One of the first trading strategy games I ever encountered, Taipan! has been a favorite of mine for something like 20 years. When I played it as just one of many games in an all-day weekend screen grab-o-rama, I found myself playing the thing for hours. (Read more about this game…)
The Game: Using primitive text-based graphics, Telengard books for you a no-expenses-paid vacation through dungeons and hallways full of orcs and other nasties. If you can map the twisty passages, you might just make it back to the Adventurers’ Inn to claim your newfound experience points and heal from your many battles…and if you get lost? There are other inns out there - and many painful ends as well. (Avalon Hill, 1982)
Memories: Telengard was my introduction to computer-based adventure RPGs. I was already one foot into the Dungeons & Dragons world at the time, though truthfully some of the people I played those pencil-and-paper-and-dice RPGs with scared me. Some of them - not all of them, by any means, but a few - tackled these games with enough intensity to make a kid nervous. (Read more about this game…)
The Game: Not happy with her consort’s defeat at your hands (assuming, of course, that you won Ultima I, the enchantress Minax tracks you down to your home planet of Earth and begins the test anew, sending legions of
daemons and other hellspawn to strike you down before you can gain enough power to challenge her. This time, you have intercontinental and even interplanetary travel at your disposal via the moongates, which appear and disappear based on the phases of the moon. Each destination has unique challenges that help to prepare you for the showdown with Minax herself. (Sierra On-Line, 1982)
Memories: The second in the seminal Ultima role-playing game series, Ultima II has always managed to elicit little excitement from me. (Read more about this game…)
The Game: You are standing in an open field west of a white house, with a boarded front door. There is a mailbox here. (Infocom, 1982)
Memories: A direct descendant of the Dungeons & Dragons-inspired all-text mainframe adventure games of the 1970s, only with a parser that can pick what it needs out of a sentence typed in plain English. In truth, Zork’s command structure still utilized the Tarzan-English structure of the 70s game (i.e. “get sword,” “fight monster”), but the parser was there to filter out all of the player’s extraneous parts of speech - anything that wasn’t a noun or a verb, the game had no use for. Many a player just went the “N” (north), “U” (up), “I” (inventory) route anyway. (Read more about this game…)
The Game: You control a spider, wandering though a factory that makes cider, and to survive this trip you better be a good hider, for the spider can’t survive with any apples that might collide ‘er. The spider can become a rider on conveyor belts, but she can also fall off if the spider tries to jump over something wider than she can navigate.
The goal is to help your spider reach home despite all the perils that would divide ‘er. (Sierra On-Line, 1983)
Memories: A cute game requiring heaps of good timing, Ivan Strand’s Apple Cider Spider takes some staples of the platform/climbing genre, adds a few twists, and pours on the cute for good measure. It’s a delightful game that’s funny because nothing really violent can happen here, aside from stumbling into a few grisly ways to die here and there. (Well, grisly if you’re a spider.) (Read more about this game…)
The Game: What if chess pieces were living creatures, each with its own unique abilities? And what if, every time to pieces met on the board, they had to fight amongst themselves to occupy the square in question? That’s Archon in a nutshell. (Electronic Arts, 1983)
Memories: Whoever came up with this game is a total genius. This is the sort of game that won lots of fans in the early days who may not have necessarily been computer or video game afficionados - a modern variation on the game of chess, with arcade-flavored action segments to determine control of contested territories. (Read more about this game…)
The Game: Why do mountain climbers climb mountains? Because they’re there. Why are you flying a spacecraft into a vast complex of subterranean caverns? Because they’re there, and apparently because you want to blast the multitudes of critters who lurk there. The bad news: there are a lot more of them than there are of you. The good news? Your ship’s cannons fire in four directions simultaneously. Given that fact, and your ship’s maneuverability, you might just survive this little bit of aerial spelunking. (Datamost [designed by Paul Lowrance], 1983)
Memories: These days, the ‘net is loaded with tributes to video games past and present. But Cavern Creatures was one of the first tributes to classic games, and it’s an interesting tribute - it too is playable. (Read more about this game…)
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the
screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Sierra On-Line, 1983)
Memories: When I fired up Sierra’s rendition of Frogger for the Apple II for the first time in something like 25 years, old synapses that hadn’t fired in ages suddenly came to life once more. This was the very first game I got with my very first computer, back in the day - back when neither one was anywhere in the same neighborhood as “cheap.” So I have a great sentimental attachment to this version of Frogger. (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. (Broderbund, 1983)
Memories: Surely one of the “killer app” games of the early home computer era - right up there with anything in the Wizardry, Ultima or Infocom series - Lode Runner rocked my world way back when. I have to limit myself on praising this game, or this page is never gonna finish loading: it buries the needle on the excellence meters in both the action and puzzle genres, makes some of the best use ever of the Apple II’s hi-res graphics mode, and it even sounds good on the Apple (which is no small feat). (Read more about this game…)
The Game: You’re Mr. Cool, an ice cube who chills out while hopping around a pyramid-shaped series of platforms. Fireballs streak across the pyramid from time to time, and they’ll melt you if they touch you. If you can stay cool long
enough, you can advance through the game by changing the color of every platform to your target color by hopping onto each one - though in later levels it’ll take more than one hop, putting you in the path of more fireballs that could cause you to lose your cool. If you have one meltdown too many, the game is over. (Sierra On-Line, 1983)
Memories: A classic case of making the best of a system’s limitations (and missing out on the official license for a popular arcade game), Mr. Cool is an unlikely collision of the game mechanics of Q*Bert and Frogger. And yet it works. In the company’s early days, Sierra was great at producing “near beer” games such as Mr. Cool and Crossfire (which approximated the game play of arcade cult classics Targ and Spectar). (Read more about this game…)
The Game: As a round white creature consisting of a mouth and nothing else, you maneuver around a relatively simple maze, gobbling small dots and evading four colorful monsters who can eat you on contact. In four corners of the screen,
large flashing dots enable you to turn the tables and eat the monsters for a brief period for an escalating score. 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… (Atarisoft, 1983)
Memories: Atari came by the code for its Apple II version of Pac-Man by the same means used by pirates of the high seas: they vanquished their foes and took their booty. (Read more about this game…)
The Game: In the year 2084, all hell has broken loose on Earth. Robotic servants, created to perform dangerous tasks and defend their human creators, have decided they can do without their masters. The robots have evolved into new and terrifying varieties - the ever-multiplying Ground Roving UNit Terminators (GRUNTs), indestructible Hulks, self-replicating Quarks and Tanks, and most horrfying of all, the Brain robots, which capture humans and reprogram them into super-fast killing machines. And the only thing protecting the last remaining survivors of homo sapiens is your strength, endurance and cunning (and the multi-directional weaponry helps too). (Atarisoft, 1983)
Memories: I loved the arcade version of Robotron. I loved the idea of it, the graphics, the sound effects…but there was one rather major problem between me and this game: I sucked at it. Pure and simple. (Read more about this game…)
The Game: As the pilot of a lone fighter infiltrating a spaceborne fortress, your mission is simple - survive long enough to vanquish the evil Zaxxon robot hidden deep within the fortress, and take out as much of the defenses as you can in the
meantime. (Datasoft, 1983)
Memories: Probably the best of the early wave of translations of the groundbreaking arcade game, John Garcia’s Apple II edition of Zaxxon successfully boils the game down to its most vital elements: the basics of its graphical look and smooth, fast motion. (Read more about this game…)
The Game: You’re Arthur Dent, and you’ve woken up with a very bad hangover. Between your state of inebriation and the fact that the Earth will shortly be demolished to make way for a hyperspace bypass, this is an inauspicious start, especially since you must fulfill your destiny as one of the only two human beings left alive in the universe to even begin to get anywhere in this game. (Infocom, 1984)
Memories: Infocom was the pioneering group of brilliant software designers who took the simple Adventure-style game and elevated it to new heights. By combining an easy-to-use and well-designed interface which understood English, with fascinating worlds created by literate designers and writers, Infocom made some of the most engaging computer games in the history of early silicon. (Read more about this game…)
The Game: If you’re a music lover of any kind, from student level upward, Music Construction Set guarantees that you can make music with the Apple II right out of the box, even with the machine’s puny built-in speaker. A drag-and-drop interface - best used with a mouse and sometimes tiringly clunky with a joystick - allows you to piece together your own music, save it, load it and tweak it later. Several built-in tunes illustrate how to do this. A sound card is almost required, but even with the tinny sound of the Apple II’s built-in speaker the results are surprisingly good. (Electronic Arts, 1984)
Memories: What I was doing with this, I’ve never quite figured out - I compose in my head and can’t even read sheet music. But it’s still an intensely interesting little program. I never had a sound card for my Apple-compatible machines, but I was still stunned at how good it all sounded coming out of the machine’s native speaker - real live polyphony, it just about knocked my socks off. (Read more about this game…)
The Game: Not really a game at all, The Newsroom is a primitive - and yet very flexible - example of early desktop publishing. Clip art can be added, or imported from hi-res graphics files. Headline banners and other specialized items can be added as well. (Springboard Software, 1984)
Memories: I know this one really stretches the envelope - after all, Phosphor Dot Fossils is supposed to be about games, isn’t it? - but to me, The Newsroom was the source of so much fun (not to mention instigating some critical early career interests in my teenage life) that it’d be hard for me to not talk about it here. (Read more about this game…)
The Game: The invasion is on, and as usual, you’re the only thing standing between Earth and alien domination. (Ever wonder why no one else is answering their pagers at times like these when the call goes out?) Fortunately, your aircraft is
a kick-ass piece of military hardware, capable everything from breaking the sound barrier to hovering, helicopter-like, over a friendly installation to defend from an onslaught of enemy tanks. But the enemy makes up for its occasionally lackluster hardware with impressive numbers - and whether the hail of gunfire is coming from their tanks, their jets, or their motherships (which look suspiciously like little Comet Empires from Star Blazers), you can rack up a fatal amount of damage pretty quickly. (Electronic Arts, 1984)
Memories: To my day, Skyfox is still my favorite combat flight sim. Actually, it’s one of my all-time favorite flight sims, combat or otherwise. (Read more about this game…)
The Game: Darkness has fallen anew upon Sosaria, and Lord British calls for your service again. You set out with four adventurers on a quest to gain the experience that will be necessary to survive the long voyage to a volcanic island where the source of all the evil plaguing the world is said to be. (Origin Systems, 1984)
Memories: The third game in Richard Garriott’s Ultima cycle, Ultima III was the tops in computer RPGs for ages (at least until Ultima IV came along). Ultima III was the first game in the series to track the movements of the two moons, and the first to feature a part of multiple player characters (as well as parties of evil beings to fight them). (Read more about this game…)