The Game: Get out there and draw! Your cowboy faces off against another player, or the computer, in a fight to see who can draw their gun the fastest - and who can run away the fastest! (Magnavox, 1979)
Memories: This strange, slow-moving slice of the wild west seems eerily similar, in a few respects, to War Of Nerves. Take away the robot armies, add a couple of six-shooters, and you’ve got Showdown in 2100 A.D. (a title derived from Magnavox’s attempt to make the gunfighting game family-friendly by explaining that the combatants are, in fact, robots - welcome to Westworld!). It’s also the Odyssey2 edition of the classic arcade shootout game, Gun Fight. (Read more about this game…)
The Game: It’s all the thrills of pinball, minus approximately 75% of the excitement! Use your joystick to control the plunger tension and launch your ball into play. Use the action button to pop the flippers, keeping your ball on the
field and out of trouble. The bumpers and spinner score big points…well, relatively speaking. (Magnavox, 1979)
Memories: Ya know, I’ve always thought that video pinball was just a bad idea from start to finish. Thunderball! is very much representative of most early attempts at this doomed genre - it’s not exactly a load of fun, and not even remotely exciting. (Read more about this game…)
The Game: You control a dog trapped in a maze. Find your way out of the maze without being snared by a dogcatcher, and work your way toward the PurinaTM ChuckwagonTM for some kibbles ‘n’ bits. Chasing the Chuckwagon is only part of the fun, though, for then you have to time things just right to help the dog eat. (Ralston Purina Corp., 1983)
Memories: Long considered a must-have in the game library of any hardcore Atari 2600 collector, Chase The Chuckwagon is hard to come by due to its unique distribution method: it could only be obtained with proofs of purchase from Purina dog food as a premium promotion, and was never sold outright through normal game distribution channels. (Read more about this game…)
The Game: You’re a jungle explorer hot on the trail of Bongo the Ape. The first level in your quest is a hazardous assortment of ramps and levels and a waterfall to jump across. Be careful of pesky little monkeys who can weigh you down so
you move slower (and jump lower). And watch out for snakes. Then you have to hop across a river using lily pads, the backs of hippos, and other floating objects - just try not to miss! (Sega, 1983)
Memories: Egads. Didn’t Sega learn the lesson from Coleco’s horrid VCS version of Zaxxon? Guess not, because their in-house attempt to translate the equally elaborate Congo Bongo arcade game for the 2600, while a bit less of a graphical and game play train wreck than Zaxxon, is still a train wreck. (Read more about this game…)
The Game: You’re the sorcerer, and your first job is to commandeer a magic flying carpet-lookin’ thing that zips randomly through the air above you, taunting you. Once a carpet flies low enough for you to board it (simply by moving the
joystick up), you can go to the right and begin doing battle with all manners of magical adversaries, including trios of non-descript guys and lizards that look like they’ve been decorated for a Fourth of July parade. If they shoot you, you fall off your flying carpet and your body drifts lifelessly to the bottom of the screen. If you shoot them first, they inexplicably transform into treasures that you can pick up before going to the next screen. (Mythicon, 1983)
Memories: I remember sitting in a crowd at the Classic Gaming Expo auction in 2003 and hearing John Hardie pitch the next item - a minty-fresh Mythicon point-of-sale display stocked with still-shrinkwrapped Mythicon game cartridges for the 2600 - as a bunch of games that were essentially the same. I thought he was joking. Now that I have played Sorcerer for myself - having already played and reviewed Firefly here - I have learned that John speaks the truth. (Read more about this game…)
The Game: Princess Daphne has been kidnapped by the evil wizard Mordroc, and before he can embark on the dangerous quest to save her, Dirk must first fend off the angry attack of his Viking-like mother-in-law as he makes
his way to the castle. Once there, Dirk discovers a talking Time Machine which gets him out of one immediate crisis and then plunges him into several more. If Dirk can’t stop Mordroc from placing his ring on Daphne’s finger, he’ll lose her forever - and the world will have gained one more hideous monster. (Starcom, 1984)
Memories: Don Bluth and Rick Dyer turned to the adventures of Dirk the Daring (hero of the original Dragon’s Lair) for their third laserdisc game outing (the second being Space Ace), this time creating more of a storyline for Dirk to fulfill. The animation is nice, the game play is much more fast and furious, and yet I’m still unimpressed with Dragon’s Lair II as both video game and storytelling exercise. (Read more about this game…)
The Game: You control the destiny of a pixellated rock band. A menu presents you with options to write songs, play concerts, go on tour, or even sign witha record company if you’ve racked up the money and the popularity (and the band still has the energy and drive to work a crowd). You can ask your manager to try to
work out some special deals for you, but even success has its dark side - and what’s worse, now the dark side of stardom is randomly generated! (Xonox / K-Tel, 1984)
Memories: This game isn’t Dark Side Of The Moon or Sgt. Pepper. This game isn’t even up to Dr. Demento standards. This game isn’t even “Achy Breaky Heart” and it’s not even the Macarena. Because at least those flash-in-the-pan hits were catchy and compelling on some level, and people came back to them again and again for a feel-good fix. I can’t say the same for It’s Only Rock ‘N’ Roll for the Colecovision. (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 Super Zaxxon robot hidden deep within the fortress, and take out as much of the defenses as you
can in the meantime. (Sega, 1985)
Memories: Just as Super Zaxxon in the arcades was merely a rewrite of the code for the original Zaxxon, it’s somehow fitting that the same is true for Super Zaxxon on the Apple II. But while it may have saved Sega some development time to reuse the code from Datamost’s version of Zaxxon for the Apple, it didn’t exactly result in a satisfying gaming experience. (Read more about this game…)

The Game: As valiant but clumsy knight Dirk the Daring, you’re on a hazardous quest to rescue Princess Daphne from a huge, hungry dragon. There are all kinds of dangers on the way, including Giddy Goons, the Black Knight, the Smithee, the Lizard King, and all kinds of other evil critters and contraptions. (Capcom, 2001)
Memories: In the pre-Game Boy Advance days, developers were pushing the envelope of what the 10-year-old handheld system could do. 1999’s Star Wars Racer included a brief, soundless black & white video clip in its intro sequence, and Dragon’s Lair - a holy grail of retrogaming that had only recently been done justice as an interactive DVD game - promised to pack the fully-animated arcade game of the same name into a Game Boy Color cartridge, an astounding technical feat. (Read more about this game…)