
The Game: You’ve got a mobile paddle and - well, frankly, balls. But you don’t have a lot of balls at your disposal (am I the only one becoming a little bit uncomfortable discussing this?), so you have to make the best use of them
that you can to knock down the rows of colorful bricks overhead. Missing one of your precious balls - and we all know how painful that can be - forces you to call another ball into play. Losing all of your balls, as you’ve probably guessed by now, ends the game. So, in essence, Breakout is a metaphor for life from the masculine perspective. (Atari, 1976)
Memories: The year was 1976, and Atari’s founder, Nolan Bushnell, had an idea to revive the overmined “ball and paddle” genre: turn Pong into a single-player game, almost like racquetball, in which players must smash their way through a wall of bricks with a ball without missing that ball on the rebound. Bushnell was sure the idea would be a hit. (Read more about this game…)
The Game: Place your bets, ditch some cards, or play with the ones you’ve got. The computer offers the usual enticements - double down and insurance - but the odds are firmly in favor of the house. There’s no limit on how big your bet is, so you’re even free to bet an ante that’ll have you screaming “uncle!” if you lose. (Magnavox, 1978)
Memories: I’m not a big fan of card games. In fact, when I got hold of this rather common cartridge recently, the lovely Mrs. PDF actually had to teach me how to play blackjack. I was hopeless. But it’s grown on me. I’ve now had the opportunity to play both this Odyssey 2 version and a Game Boy Color edition which is part of a card game cartridge called Las Vegas Cool Hand. And I have to say I like the Odyssey version better. (Read more about this game…)
The Game: Zylon warships are on the rampage, blasting allied basestars out of the sky and wreaking havoc throughout the galaxy. Your orders are to track down the fast-moving raiders and destroy them before they can do any more
damage. You have limited shields and weapons at your disposal, and a battle computer which is vital to your mission (though critical damage to your space fighter can leave you without that rather important piece of equipment). The game is simple: destroy until you are destroyed, and defend friendly installations as long as you can. (Atari, 1979)
Memories: The original version of Atari’s Star Raiders leaves very few doubts as to its origins; in a sense, it’s a new take on the old grid-based Star Trek mainframe game, only with ample opportunities for arcade-style action. Oh, and - astonishingly, even back then - the game kicks off with a title screen showing a spaceship obviously based on the Enterprise from Star Trek: The Motion Picture, which also appeared in 1979. How the lawyers missed that one, we’ll probably never know. (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: 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…)

As a strangely crablike creature, you scuttle along the rim of an abstract, hollow geometric tube, 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 avoid spikes. See below. (Atari, 1980)
Memories: Tempest is a bizarre little game to crack. Since you spend your time rolling around a vaguely tubular structure, the game is controlled with a knob only, and surprisingly, the speed with which you move the control is reflected in your onscreen speed. With some practice, Tempest was a truly addictive, engrossing game, one of the arcade’s best. (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, 1981)
Memories: Make no mistake about it, Donkey Kong is the point of origin of one of today’s largest video game empires, both fictional and real. The character of Mario appeared again in numerous arcade games. (Read more about this game…)
The Game: As an unnamed but cartoonishly cute little hero, you are powerless to watch as your girlfriend Cheri is abducted by a boatload of pirates. Only then are you inspired to act, chasing after the heavily armed pirate ship in your defenseless balloon. You dodge cannonballs as you try to reach the pirate ship’s landing pad (what is it, an aircraft carrier?!). Then you have to battle those nasty pirates on the deck of their ship while still dodging that pesky cannon, until you do away with them all and get to Cheri. A bird then scoops her up, leaving you to take a treacherous balloon trip, climb a tree teeming with dangerous critters, avoid tigers in the jungle, and take on an entire tribe of natives (who seem to be in cahoots with the pirates, who now have helicopters and artillery!) to rescue Cheri. Then, of course, she goes and gets herself kidnapped again. (Rock-Ola [under license from SNK], 1981)
Memories: Why do I like this game? Hmmmmm…I don’t know. I only ever saw one Fantasy machine, at the game room at Gaston’s fishing resort on the White River in Arkansas. I think one of the game’s best qualities was the “continue” feature, which allowed you to pop another quarter into the machine and pick up where your previous game left off within 30 seconds. (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: As a small blue spherical creature whose sole sensory organs consist of two eyes, two antennae and an enormous mouth, you are on a mission to eat twelve dots which are floating around a small maze. Pursuing you are three
multicolored jellyfish-like horrors who will gobble you up on contact. (North American Philips, 1981)
Memories: K.C. Munchkin!, for its similarities to Pac-Man, actually got Magnavox sued…by Atari! Huh? Follow me: Bally/Midway were, at the time, the U.S. copyright holders of the concept and code for the arcade Pac-Man…should they not have filed that suit rather than Atari, which was still fuming over the richly-deserved flood of negative reviews for its horrible Atari 2600 Pac-Man adaptation? (Read more about this game…)
The Game: The enemy in an interplanetary war has gone underground, and you’re piloting the ship that’s taking the fight to him. But he hasn’t just hidden away in a hole; he’s hidden away in a very well-defended hole. As if it wasn’t already going to be enough of a tight squeeze navigating subterranean caverns on Mars, you’re now
sharing that space with enemy ships and any number of other fatal obstacles. (Fortunately, the enemy also leaves copious numbers of helpful fuel depots for you too.) Once you fight your way to the bottom of the cave, you plant charges on the enemy mothership - meaning that now you have to escape the caverns again, and fast. (Atari, 1981)
Memories: Atari wisely realized that some of the best programming talent wasn’t necessarily on its own payroll. With so much of the company’s financial resources devoted to supporting the 2600, this paved the way for the Atari Program Exchange, a program that allowed users to send in their own best work to Atari, who would then list the best of these homebrew games and applications in an official newsletter and handle distribution on cassette and floppy disk. (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: 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: In the timeless tradition, you suit up in armor, grab a lance, and mount your trusty ostrich. Then you try to impale others who have done the same, and eliminate the remaining “eggs” which will hatch a new warrior if left long enough. Other threats include the almost invincible pterodactyl and the Lava Troll (whose firey 
hands assist enemy knights while trying to drag yours into the molten rock). In later levels, there are fewer solid surfaces on which to take refuge. When one of your knights is toppled, another appears, given momentary immunity from harm until he is moved. On second thought, maybe it isn’t all that traditional… (Williams Electronics, 1982)
Memories: One of the best-remembered games, Joust enjoys a cult following to this day, something which can probably be attributed to the game’s bizarre juxtaposition of perfectly-normal elements (knights in armor trying to kill one another) with the bizarre (lava trolls, flying ostriches as steeds, pterodactyls, knights hatching from eggs). It was a perfect enough mix that Joust has stuck in people’s minds to this day. It was also the only game whose action button served the purpose of flapping the wings of an ostrich. (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: You man three fixed artillery batteries defending the advanced underwater city of Atlantis. Alien spaceships pass overhead, and you have to choose your target - and which of the three guns you’re firing - carefully in order to knock them out. Any ships which survive one pass will drop down one level and make another pass. At the lowest level, the ships will begin bombing the city, knocking out habitation domes, power generators, and even your artillery nests. When the final destruction of Atlantis comes at last, one tiny ship escapes into the sky… (Imagic, 1982)
Memories: Sometimes it just takes a slight advance in hardware to make the same game a whole different game. Atlantis is the proof in the pixellated pudding, for the Intellivision edition not only has you defending the city under the ocean in broad daylight, it demands that you defend it in the dead of night, with only sweeping spotlights panning across the sky to pick out your approaching foes. And that is a whole different game - not being able to see the buggers is tough. (Read more about this game…)
The Game: You control Bashful Buford, apparently a redneck cousin to Mario. You’re trying to reach the top of the Mutton Building to rescue your ladyfriend, Tiny Mabel, from huge Horrible Hank, who’s chucking boulders at you.
You can jump over these, and use open windows to get a leg up on the next floor of the building. Avoid bats and birds - and try to catch any floating hearts Mabel sends down, because they make Buford invincible for a short time. If you reach Hank and Mabel, you advance to the next few floors, which get increasingly cramped since the Mutton Building tapers off to a point. If you can reach Hank and Mabel at the top level of the building, you can clobber Hank right off the side of the structure and rescue Mabel - but not for long, since it all starts again a moment later, only faster. (Imagic, 1982)
Memories: Remember the hideous mutant of a game Coleco made for the Intellivision under the name of Donkey Kong? Not only did it bear only the most superficial resemblance to the arcade game of the same name, but it was even more inadequate than the legendarily bad version Coleco turned out for the Atari 2600. (Read more about this game…)
The Game: Demons coalesce into existence in mid-air above your cannon. Send them back where they came from by force - but watch out, as demons in later levels split into two parts upon being hit, which must then be destroyed
individually. After fending off several waves of attackers, you blast off to deep space to confront their mothership. (Imagic, 1982)
Memories: No bones about it, the Intellivision version of Demon Attack is the definitive version of this game. It also drew a lawsuit from Atari, who had just licensed the arcade game Phoenix from Centuri (an American operation which had, in turn, licensed it from Taito in Japan). In a lot of ways, Phoenix and the Intellivision version of Demon Attack were very much alike - swooping alien attackers who split into two equally lethal halves when hit, and a Comet Empire-like alien mothership with only a single vulnerability (and an endless stream of defensive fighters to cover that weakness). (Read more about this game…)
The Game: Looking for a game where you can spread your wings a little? If bat wings are okay, then Dracula is the game for you. As the impaler himself, you wander the city streets at night, looking for victims to bite. Whether you’re chasing a fleet-footed mortal or avoiding adversaries who also roam the streets, turning into a bat is often the only way to fly. You also have to keep an eye on the clock - if you haven’t returned safely to your crypt by sunrise, Dracula turns to dust. (Imagic, 1982)
Memories: Yet another Intellivision-only gem from the gang at Imagic, Dracula would seem, on the surface, to do some of the same things that Texas Chainsaw Massacre does on the Atari VCS: it puts the player in the role of the villain of the piece, going through the game and searching for victims. But where Texas Chainsaw Massacre tries (rather unsuccessfully, it must be said) to reach for Tobe Hooper-worthy shock value, Dracula keeps things simple - and it makes sure the player is vulnerable too. (Read more about this game…)

The Game: One or two players control one (or two) hungry frogs, each on its own lily pad. Flies flitter past overhead, and it’s the player’s job to get his frog to jump to just the right altitude, facing just the right direction, and to send his frog’s tongue snapping out to gobble up a fly at just the right time. The diremelyction of each frog can also be controller - frogs can go from pad to pad, but be careful not to land a frog in the drink; he then loses precious time swimming back to his lily pad while the other frog can be
gobbling up more tasty flies. The game follows a complete day in the life of the frogs, from morning to night. Whoever snaps up 100 points worth of flies wins the game. (Mattel Electronics, 1982)
Memories: As a concept, Frog Bog had been around since the 1970s, with the basic game play of two frogs competing for flies dating back to the B&W days of the arcade. But even if the game itself wasn’t anything new, it never got a better graphical treatment than it did in Frog Bog. This is one of those games that showed up incessantly in early press and advertising material about the Intellivision, and with good reason - it’s a simple, fun game married to just the right graphics and sounds. (Read more about this game…)
The Game: As a small blue spherical creature whose sole sensory organs consist of two eyes, two antennae and an enormous mouth, your mission - should you choose to accept it - is to start munching on the segmented body of the dreaded
Dratapillar while avoiding its always-lethal head. When you consume one of its body segments, the Dratapillar’s two henchbeings - known only as Drats - turn white with fright and you can send them a-spinning (normally, they’re deadly to touch too). Eating all of the Dratapillar segments gets you to the next level, and the mayhem begins anew. (North American Philips, 1982)
Memories: Perhaps just out of spite, the first non-educational game released to take advantage of the Odyssey 2’s new Voice add-on module featured K.C. Munchkin, the Pac-Man-esque critter who had landed Magnavox on the wrong side of a look-and-feel software lawsuit filed by Atari. (Read more about this game…)
The Game: An alien ship zooms into view overhead, depositing a network of mines in deep space. Your job is to clear the spaceways, blasting each mine and then blasting the smaller mines that are released by each
subsequent explosion; there are three different mine sizes, and blasting the smallest and fastest ones finally does away with them. In later stages, there are homing mines, mines that launch a missile in your direction when detonated, and other hazards. Smaller alien ships periodically zip through the screen, trying to blast you while also laying fresh mines. (GCE, 1982)
Memories: Obviously the Vectrex answer to Asteroids, Mine Storm wins about a zillion bonus points just for being drawn in honest-to-God vector graphics - and for being built in to the Vectrex’s circuitry. If you power the machine up without a cartridge plugged in, you get Mine Storm, and it’s a gem of a game. (Read more about this game…)
The Game: Ready for a fantastic journey? So long as you’re not counting on Raquel Welch riding shotgun with you, this is as close as you’re going to get. You control a tiny robot probe inside the body of a living, breathing human patient who has a lot of health problems. Tar deposits in the lungs, cholesterol clogging the arteries, and rogue infections traveling around messing everything up. And then there’s you - capable of administering targeted doses of ultrasonic sound, antibiotics and aspirin to fix things up. Keep an eye on your patient’s status at all times - and be careful not to wipe out disease-fighting white blood cells which occasionally regard your robot probe as a foreign body and attack it. Just because you don’t get to play doctor with the aforementioned Ms. Welch (ahem - get your mind out of the gutter!) doesn’t mean this won’t be a fun operation. (Imagic, 1982)
Memories: Microsurgeon, designed and programmed by Imagic code wrangler Rick Levine (who even put his signature - as a series of slightly twisted arteries - inside the game’s human body maze), is a perfect example of Imagic’s ability to get the best out of the Intellivision - it’s truly one of those “killer app” games that defines a console. (Read more about this game…)
The Game: As an elfin dweller of a magic garden, you must avoid or do away with a bunch of nasty critters who are after you, while gobbling up
as much yummy fruit as you can. (Coleco, 1982)
Memories: Probably the highest-profile title of Coleco’s original licensing deal with Universal, Mr. Do! came home in an almost insanely entertaining cartridge for the ColecoVision. The graphics and sound closely mimic those of the arcade game, and control seems fairly smooth to me. (Read more about this game…)
The Game: The war between the humans and the spacefaring enemy Dracons isn’t going well, and you’ve enlisted to join the fight. In the cockpit of your space fighter, you toggle between your flight computer (where you can find and set a course for Dracon attack groups on the map, or helpful starbases where you can replenish and repair your ship) and the direct view ahead when you engage in combat. The Dracons throw a lot of firepower at you, but your own torpedoes have a longer “reach” than their ammo. Your ship can take a pounding in a firefight, gradually eliminating your shields, your targeting ability, and even your weapons. The game is over when you can’t withdraw for repairs and are destroyed by the Dracons. (Arcadia, 1982)
The Game: In 1982, an assemblage of former Atari programmers, along with a few hand-picked rookie programmers, started their own third-party video game venture. To be in that market at that time, however, one had to make games for the Atari 2600, and the Arcadia programmers’ game concepts outstripped that machine’s software. Not to be slowed down by that minor problem, Arcadia introduced a new piece of hardware along with its first game. The Supercharger more than doubled the 2600’s RAM, and had the beneficial side effect of allowing Arcadia to avoid the costly practice of having cartridge casings made; instead of cartridges, the Supercharger loaded its enhanced games from cassette tape, usually in under 30 seconds. (Read more about this game…)