The Game: It’s like pinball, but not quite. Not only are the bouncing-ball physics and bumpers of pinball present, but so are walls of bricks which, when destroyed, add to your score and sometimes redirect your ball in unpredictable directions. Pinball meets Breakout. (Namco, 1978)
Memories: If you’re wracking your brain trying to remember this game, don’t spend too much time - not that many gamers actually got to play it first-hand. It is, in fact, only in retrospect that Gee Bee’s true historical significance has been revealed. (Read more about this game…)
The Game: Video pinball is back, and now in more than one color! Bomb Bee takes the game mechanics of Gee Bee and makes them noisier and brighter, adding “bumper traps” that can keep the ball bouncing in tight cul-de-sacs, racking up massive bonus points with every strike. (Namco, 1979)
Memories: When Namco introduced the world’s first arcade game with a full-color monitor, Galaxian, it was still fairly experimental, and some other Namco releases in 1979 were still in black & white. One of the first color games to follow Galaxian was Bomb Bee, Toru Iwitani’s reworking of Gee Bee, now in brilliant color. (Read more about this game…)

The Game: You control a pair of paddles at the bottom and center of the screen. Serve a single ball into play, and skillfully deflect it toward rows of brightly colored monsters; tripping all of the “face bumpers” near the center of the
screen can yield a big bonus multiplier. If you can drive the ball toward a tunnel structure at the top center of the screen, it’ll do a lot of the work for you, blasting monsters from behind until it carves a gap big enough to fall toward your paddles again. Of course, standard Breakout rules apply: if you let three balls leave the screen, the game’s over. (Namco, 1979)
Memories: The third and final game in Toru Iwitani’s series of riffs on video pinball and Breakout, Cutie Q is the most unique (and also my favorite of the three). Not simply content to add more color to his previous game, Iwitani started from scratch, even adding a tunnel full of suspiciously Q*Bert-like critters that can be eliminated for bonus points. It still retains some pinball elements, but Cutie Q is more firmly in video game territory than either Gee Bee or Bomb Bee. (Read more about this game…)
The Game: In one of the most seminal variations on the Space Invaders format, Galaxian was among the first clones to introduce attacking formations that would break off from the usual rows and columns of 
invaders. Though Galaxian’s use of this innovation was minimal, it was a drastic change from the usual slowly-advancing target gallery. (Bally/Midway [under license from Namco], 1979)
Memories: Galaxian may not be as well remembered as the much more strategically challenging Galaga, but it ultimately added a vital new twist to the Space Invaders-inspired genre, a format which was badly in danger of becoming stale. Galaxian was also the first arcade video game to use a color display instead of a monochrome monitor with translucent colored overlays. (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: 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… (Bally/Midway [under license from Namco], 1981)
Memories: It began in 1979 when a young Namco game designer named Toru Iwitani made his fourth video game. Fascinated with pinball, Iwitani had created a series of games combining pinball physics with Breakout-style brick-busting elements, and while Gee Bee, Bomb Bee and Cutie Q were moderate successes for Namco, enough to keep Iwitani employed and developing new titles, the designer himself was finally ready to move beyond video pinball. Cutie Q was one of the first hints as to Toru Iwitani’s next project, with its colorfully cartoony monsters. With a small team of developers at his disposal, Iwitani - supposedly inspired by the shape of a pizza with one slice removed - set about creating a new game with nearly universal 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: 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. (Bally/Midway [under license from Namco], 1981)
Memories: Where its predecessor, Galaxian, brought “attack formations” to standard Space Invaders-style shooters, Galaga introduced real strategy, and influenced nearly every shooter that came after it. (Read more about this game…)
The Game: 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. Who said landscaping was easy? (Atari [under license from Namco], 1982)
Memories: Dig Dug, with its animè-inspired cutesy characters and exceedingly simple game play, was a wonderfully easy game to learn, and it didn’t take much effort to reach a high score. (Dig Dug II, on the other hand, relied on a strange pseudo-3D, slightly-but-not-quite-overhead perspective which added to the difficulty, creating problems similar to playing Zaxxon or Congo Bongo.) With its simplicity and cuteness, Dig Dug was big with the younger set. (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: In a peaceful garden dotted with a gridwork of posts, the player must simultaneously move two pointers, connected to each other by a tenuous string, to trap mobile mushrooms and pointy-hatted garden gnomes. If either pointer comes into contact with a gnome, a life is lost (and, for the record, it’s not the gnome’s life). A scissor-like critter occasionally crosses the screen, and he’s capable of severing the string; a new one instantly forms between the two pointers, but any progress that was made in creating a trap with the string is lost. When all of the creatures invading the player’s garden are trapped, the game begins again at a higher difficulty level; if all of the player’s lives are lost, or time runs out, the game is over. (Namco, 1983)
Memories: This interesting obscurity from Namco wouldn’t appear to have much historical significance, and it made little or no headway beyond Japan’s borders. What makes Libble Rabble at least a little bit significant is that it was the last arcade game design hurrah of Toru Iwitani, the creator of Namco’s global megahit Pac-Man. (Read more about this game…)

The Game: Mappy the Mouse stars in “Micro Police!” You are Mappy, a mouse determined to bring Boss the Big Bit and his kooky kitty kohorts to justice before they make a huge hail on a house heist. You can snatch up the potential booty yourself to keep it safe, and can temporarily foil your feline foes by slamming doors on them, or by opening special glowing doors which blast them away with a burst of sound. If you snatch up all the treasures and avoid the cats, it’s off to the next level. Periodically, you get to pop balloons on a bonus level for extra points. (Bally/Midway [under license from Namco], 1983)
Memories: You know, it’s just possible that Namco and Bally/Midway put the tail before the dog (or, in this case, the mouse) this time around. With the arcade cabinet’s positively mammoth marquee, and the hint that Mappy was the star of this game and would presumably star in future games, one wonders if the American distributors of Pac-Man were perhaps just a little too certain that everything coming out of their plants would be the dawn of a new franchise. (Read more about this game…)
The Game: The Galaxian/Galaga saga continues! You control a solo space fighter against unending hordes of alien attackers who dive, weave, and evade your fire, while trying to nail your ship with their own shots. But one of 
the aliens is hauling precious cargo: a device used to generate a tractor beam. In Galaga, the aliens used this weapon to capture and control your own fighters, using them against you. Now you can turn the tables by destroying the alien ferrying this precious piece of technology (but don’t shoot the device itself!). You’ll be able to capture an entire row of alien ships, using all of them to fire simultaneously at the next wave of attackers. If alien fire destroys one of your captured ships, the others, and your ship, survive; if they manage to draw a bead on your own fighter, however, all bets are off. (Namco, 1984)
Memories: This sequel to Galaga was titled Gaplus in Japan (and in its limited original release in the U.S., if I’m not mistaken). In an attempt to draw more attention to it by tying it to a familiar property, Namco rechristened the sequel Galaga 3 for widespread American distribution. Whatever you call it (I tend to remember it as Gaplus myself), it’s a very difficult game. (Read more about this game…)
The Game: You’re piloting a lone tank trapped in an arena with numerous indestructible obstacles - and quite a few hostile tanks. The moment you’re sent into battle, those other tanks converge on you immediately, so survival usually
hinges on finding an advantageous configuration of obstacles to use as a makeshift fortress from behind which you can try to pick off enemy tanks without giving them a clear shot at yours. When you blast an enemy tank, it’s best not to be too close to it, because the shockwave of an exploding tank can catch nearby tanks and share the destruction, sometimes allowing you to fire one shot and set off a screen-clearing chain reaction. (Also, exploding tanks leave behind craters that slow you down if you try to cross over them.) You have a shielding system that offers very temporary shelter from enemy fire and from the explosions of nearby enemies, but constant firing and shield use will drain your precious energy reserves, and if that happens you’re as good as dead. (Namco, 1984)
Memories: Not one of the most original games in Namco’s history, Grobda borrows game play concepts left and right from some of the all-time arcade greats, boils them into one stew, and speeds things up considerably. (Read more about this game…)

The 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. (Read more about this game…)

The 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. (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: 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: 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: 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: 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…)