Barricade

BarricadeThe Game: Up to four players control markers that leave a solid “wall” in their wake. The object of the game is to trap the other players by building a wall around them that they can’t avoid crashing into - or forcing them to crash into their own walls. Run into a wall, either your own or See the videosomeone else’s, ends your turn and erases your trail from the screen (potentially eliminating an obstacle for the remaining players). The player still standing at the end of the round wins. (Ramtek, 1976)

Memories: If you’re a fan of the “Light Cycle” concept made popular by Tron (both the movie and the game), this is where it all started, with an obscure game from a relatively obscure manufacturer. But that obscurity isn’t earned by a game that essentially launched and entire genre. (Read more about this game…)

Barricade review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Barricade is filed under the categories: Claiming Territory, Ramtek, ...in the arcade, B, 1976, Joystick, 4 quarters (4 stars), Arcade

Checkmate

CheckmateThe Game: Up to four players control markers that leave a solid “wall” in their wake. The object of the game is to trap the other players by building a wall around them that they can’t avoid crashing into - or forcing them to crash into their own walls. Run into a wall, either your own or See the videosomeone else’s, ends your turn and erases your trail from the screen (potentially eliminating an obstacle for the remaining players). The player still standing at the end of the round wins. (Midway, 1977)

Memories: Any classic gamer worth his weight in pixels will recognize Checkmate as one of the inspirations for the Light Cycle sequence in both the movie and the game adaptation of Tron - but that doesn’t mean that Tron had to be behind the wheel for this concept to be a lot of fun. (Read more about this game…)

Checkmate review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Checkmate is filed under the categories: C, Claiming Territory, ...in the arcade, Midway, 1977, Joystick, 4 quarters (4 stars), Arcade

Dominos

DominosThe Game: Up to two players control markers that leave a trail of dominos in their wake. The object of the game is to trap the other players by See the videolaying a wall of dominos around them that they can’t avoid crashing into - or forcing them to run into their own walls. Coming into contact with a line of dominos, either you own or someone else’s, collapses your own trail and ends your turn. The player still standing at the end of the round wins. (Atari, 1977)

Memories: Another variation on the game concept that the movie (and game) Tron would later popularize as Light Cycles, Dominos is one of the few attempts anyone made to try to couch the concept in non-abstract, real-world terms (well, real-world if you can imagine someone having an infinite number of dominos to build a wall, but that’s neither here nor there). (Read more about this game…)

Dominos review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Dominos is filed under the categories: Claiming Territory, arcade games only, ...in the arcade, D, Atari, Joystick, 3 quarters (3 stars), 1977, Arcade

Snafu

SnafuThe Game: As one of four color-coded player icons on the screen, you begin the round at one edge of the rectangular playing field. Your icon leaves a solid wall behind it, tracing your path. You try to trap other players or computer-controlled See the videoBuy this gameicons in your wake, while avoiding the solid walls tracing their icons and your own trail, which is just as deadly. (Mattel, 1981)

Print new overlaysMemories: Look familiar? A year later, and this gem of simplicity undoubtedly would have been titled Tron Light Cycles (and just for giggles, we’ve prepared a special keypad overlay . The light cycle sequence from the movie Tron (as well as the similar screen in the arcade game based on the movie) and the basic premise of Snafu are the same. (Read more about this game…)

Snafu review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Snafu is filed under the categories: Available In Our Store, Claiming Territory, ...at home, S, Intellivision Controller, 4 quarters (4 stars), 1981, Mattel Electronics, Intellivision

Amidar

AmidarThe Game: I’ll try to explain this as best I can. You’re a paintroller (recent escapee from Make Trax?) beseiged by pigs. Or a gorilla pursued by natives. Or something like that. It depends on which level you’re playing. You must try to enclose as many of the spaces in the game area as possible, in a zig-zagging pattern. This, the attract mode wisely advises us, is “Amidar movement.” You have one way to avoid an imminent See the videohead-on collision - you can hit the jump button, which doesn’t make you jump, but forces everything else on the board to jump. Enclosing all of the available spaces advances you to the next level, with different animal enemies. (Stern [under license from Konami], 1982)

Memories: My God. Who programmed this game, and what were they smoking? I mean, okay, the enclosing-of-spaces thing is nothing new - look at Qix. But paintrollers versus pigs? Gorillas versus nasty natives? Oh well. I suppose it makes about as much sense as Exidy’s very similar Pepper II, of which more another time. (Read more about this game…)

Amidar review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Amidar is filed under the categories: A, Stern, Claiming Territory, arcade games only, ...in the arcade, Konami, 1982, Maze, Joystick, 1 Button, 2 quarters (2 stars), Arcade

Disco No. 1

Disco No. 1You’re on the dance floor, they’ve dimmed the lights, the feeling is right, and you’re gonna boogie tonight. Leaving temporary, light-cycle-style tracers behind you, you have to impress all the lovely ladies by literally skating circles around them. When you accomplish this, you claim a bit of territory on the dance floor. (Data East, 1982)

See the videoAnd here you thought Xanadu was the only pop culture celebration of roller disco - not so! This bizarre little coin-op number brings roller boogie back from the brink of extinction (being the voracious second-hand consumers of American pop culture that they were, God bless ‘em, the Japanese apparently missed the memo that disco was “dead” by this point). (Read more about this game…)

Disco No. 1 review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Disco No. 1 is filed under the categories: D, Claiming Territory, ...in the arcade, Data East / DECO, 1982, Joystick, 1 Button, 3 quarters (3 stars), Arcade

Domino Man

Domino ManThe Game: The town square or the local golf course seems like a reasonable place to set up a huge row of dominoes, doesn’t it? Well, your on-screen protagonist sure seems to think so, and your job is to help him set up his dominoes without allowing any of a number of on-screen “enemies” - such as absent-minded shoppers pushing carts, bees, or a bemuscled bonehead - to knock the dominoes over. (Bally/Midway, 1982)

Memories: Another incredibly fun and offbeat coin-op from the gang at Bally/Midway, Domino Man was a whimsical little number which set all of its action to the music of ragtime maestro Scott Joplin. If only for that reason, this was one of the few arcade games that my mother used to get a kick out of (not that she tried it herself, of course - she just kept chuckin’ quarters at me, bless her heart). (Read more about this game…)

Domino Man review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Domino Man is filed under the categories: D, Claiming Territory, Action Strategy, ...in the arcade, Midway, 1982, Joystick, 1 Button, 3 quarters (3 stars), Arcade

The Electric Yo-Yo

The Electric Yo-YoThe Game: Don’t take this personally, but you’re a yo-yo in The Electric Yo-Yo, trying to clear all the dots from the screen and trying just as hard to avoid the bug-eyed monsters and other enemies who seem to be natural predators of toys on strings. You must plan your movement around the screen carefully - the further you can move in a straight line to eliminate the most dots, the faster you’ll move. See the videoBuy this gameGetting stuck in limbo with no targets in the same horizontal or vertical space means you have to take painfully slow baby steps around the screen, making you a sitting duck (or a sitting yo-yo) for your adversaries. You can occasionally grab a flashing dot to give you the power to knock the bug-eyed monster out of the way momentarily. If you clear the screen of dots, a new pattern of dots appears, each one more difficult to complete than the last. (Taito, 1982)

Memories: Even two years after Pac-Man hit it big, just about everyone was trying to carve out a slice of the dot-gobbling pie with games that, if they weren’t outright ripoffs, were at least conceptually similar. Taito, normally associated with such trail-blazingly original games as Qix and Jungle Hunt, was no exception, but at least The Electric Yo-Yo is far more original than the vast majority of Pac-Man-inspired arcade games. (Read more about this game…)

The Electric Yo-Yo review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. The Electric Yo-Yo is filed under the categories: Available In Our Store, E, Claiming Territory, ...in the arcade, arcade games only, Taito, 1982, Collecting Objects, Joystick, 1 Button, 2 quarters (2 stars), Arcade

Qix

QixThe Game: You control a “marker,” trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Atari, 1982)

Memories: One can think of no better early 80s platform for Qix than the Atari 5200, and it almost manages to pull off a perfect translation. Qix is another case where the infamous 5200 joysticks can confound your efforts to draw a straight line, but a lot of games have that problem, and I can’t really hold the grudge against anyone but whoever it was who designed those controllers. (Read more about this game…)

Qix review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Qix is filed under the categories: Q, Claiming Territory, home video games only, ...at home, Atari, 1982, Joystick, 2 Buttons, 4 quarters (4 stars), Atari 5200

I, Robot

I, RobotThe Game: A huge, Big Brother-like head pops up and says “The law: no jumping!” to your little robot, and naturally, the cocky little automaton has other ideas (replying “Oh yeah!”). And so your mission begins, guiding the robot over See the videoramps, around narrow catwalks, and leaping across huge chasms. If the all-seeing eye opens while your robot it jumping, however, a blaster turns your hero into a heap of spare parts. If you successfully claim all of the red area on the screen, you have a narrow “launch window” in which to jump across to the eye’s platform and destroy it. The your robot launches into space, blowing away obstacles in his path, avoiding saucers and solid objects, and eventually landing on another series of ramps and catwalks to begin the quest anew. And if that doesn’t do it for you, you can put in another quarter and relax in Doodle City. (Atari, 1983)

Memories: Once arcade games caught on as the profitable concern of the 80s, it seemed like everyone who had even the tip of a single finger in the electronics or coin-operated business glutted the market with barely-disguised riffs on the Pac-Man or Defender or Space Invaders concepts, saturating a previously innovative market with cheap copycat games (or, in a few cases until the attorneys caught up with them, outright bootlegs). In many ways, this parallels the Atari-era crash of the home video game cartridge industry, and it’s hardly a coincidence that both industries suffered simultaneous catastrophic shakedowns. (Read more about this game…)

I, Robot review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. I, Robot is filed under the categories: Claiming Territory, I, Action Strategy, arcade games only, ...in the arcade, Atari, 1983, Jumping, Joystick, 2 Buttons, 5 quarters (5 stars), Arcade

Libble Rabble

Libble RabbleThe 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…)

Libble Rabble review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Libble Rabble is filed under the categories: L, Claiming Territory, ...in the arcade, arcade games only, Namco, 1983, Arcade, Two Joysticks, 3 quarters (3 stars), Japanese Import

Q*Bert

Q*BertThe Game: Q*Bert, a nosey little guy with a propensity for hopping, spends his time hopping around a three-dimensional pyramid of cubes, avoiding Coily the Snake and other assorted purple and red creatures, including a few who operate on a slightly different plane (i.e., they move down the pyramid as if it were rotated See the videoone-third). Any green objects and creatures Q*Bert can catch will not hurt him - in fact, the little bouncing green balls will stop time briefly for everyone but Q*Bert. If he gets into a tight spot, Q*Bert can jump off the pyramid onto a flying disc which will despoit him back at the top of the pyramid - and lure Coily to a nasty fate by jumping into nothing. Changing the colors of the top of every cube in the pyramid to the target color indicated at the top left of the screen will clear the pyramid and start the craziness all over again. If Q*Bert is hit by an enemy or falls off the pyramid, he responds with a cartoon balloon full of mock profanity. (Parker Brothers, 1983)

Memories: Oof. If you thought this arcade classic suffered when crammed into an Atari 2600 cartridge… well, wait. Maybe’s that’s not a fair thing to say. The Intellivision version’s graphics were marginally better at best, and the sound was certainly better. But with the disc controllers, Q*Bert was almost unplayable. (Read more about this game…)

Q*Bert review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Q*Bert is filed under the categories: Q, Claiming Territory, ...at home, Intellivision Controller, Parker Brothers, Intellivision, 2 quarters (2 stars), 1983, Jumping

Juice!

Juice!The Game: You’re the circuit maker, and they’re the circuit breakers. You hop around a maze-like structure, dropping circuitry patterns in your wake, as a variety of adversaries try to stop you from completing a circuit leading from the power source at your starting point to the receptacle across the maze from you. Colliding with See the videoany of them will cost you a life, but you can entice them to try to chase you off the maze and into oblivion while you escape safely. Completing the circuit advances you to the next maze - just on’t get too caught up in your power trip. (Tronix, 1983)

Memories: A neat combination of some well-worn game play elements, Juice is an eminently playable example of taking elements from different games and combining them into a new one. Bits of Pac-Man and Q*Bert, with a hint of Zaxxon’s 3-D isometric perspective, combine to make Juice! unique and fun. (Read more about this game…)

Juice! review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Juice! is filed under the categories: Claiming Territory, J, Action Strategy, Tronix, ...on computers, Isometric View, 1983, Atari 8-Bit Computers, Maze, Joystick, 1 Button, 4 quarters (4 stars), Home Computer System

Toggle

ToggleThe Game: Two players’ vehicles start in opposite corners of a confined grid; when moved, each vehicle leaves a light cycle-style trail of that player’s color (red or gold) in its wake. But here’s the twist: the players won’t be eliminated by running over the opponent’s “wake.” Instead, running over the other player’s wake once will knock that portion of it down; running over the resulting gap refills that space with your color See the videoinstead. The object of the game is to occupy as much of the grid as possible by the end of 45 seconds. (Each game consists of three 45-second rounds, and each successive round adds obstacles such as walls, or gaps through which players’ vehicles can fall, resulting in a delay while that vehicle is replaced.) The winner of the best two out of three rounds wins the game. (1985, Bally [under license from Sente Ltd.] - unreleased)

Memories: After being “put on the beach” by Atari’s new Warner Bros.-controlled management - a term meaning that he was out the door, but still receiving money from a bonus pool that, in Atari’s heyday, was quite substantial - founder Nolan Bushnell was left at a loose end in more ways than one. He began building his new empire, a chain of franchise restaurants called Chuck E. Cheese’s Pizza Time Theatre, which combined food service, robotic characters whose technology Atari had no interest in pursuing and therefore allowed him to retain, and arcade games. Bushnell was still eager to have something to do with the video game industry, but a non-compete clause literally took him out of that game for seven years. In 1985, that clause expired, and Bushnell was ready to get back in the game. (Read more about this game…)

Toggle review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Toggle is filed under the categories: T, Sente, Claiming Territory, ...under development, 1985, 4 quarters (4 stars), Arcade, Joystick, 1 Button, Unreleased Prototypes

Super Qix

Super QixThe Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix Dragon and the Sparx, gives you many more points upon the completion of an enclosed area. If the jumpy Qix Dragon touches your marker or an uncompleted boundary you are See the videodrawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Taito, 1987)

Memories: The beauty of the original Qix was that it was a simple-but-difficult, instinctive puzzle game, and it was gloriously abstract. No motives were assigned to anything or anyone; the helix-like Qix was automatically your antagonist because it would stop you from drawing your stix (in essence, as Daily Variety might say, nixing your stix pix). Simple as that. (Read more about this game…)

Super Qix review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Super Qix is filed under the categories: S, Claiming Territory, ...in the arcade, arcade games only, Taito, 1987, Joystick, 2 Buttons, 2 quarters (2 stars), Arcade

Defender Of The Crown

Defender Of The CrownThe Game: The King of England has been assassinated and the crown has gone missing! To regain the crown and restore order you’ll need to conquer the entire country, one castle at a time. Equal parts strategy and action make for lots of fun and replayability. The ultimate cinematic experience for the Commodore 64. (Cinemaware, 1987)

Memories: In 1986, Cinemaware released Defender Of The Crown for the Commodore Amiga, introducing a new style of game to home computer owners. Equal parts movie, strategy and action, Cinemaware called their new style of games “Interactive Movies”. Defender Of The Crown begins like a real Hollywood experience, complete with opening credits and a montage explaining the game’s backstory. The Amiga version’s graphics were literally mind-blowing. No one had seen graphics like that before on a home computer, and gamers were convinced that the game would not appear on any other platform. Commodore 64 owners got their wish one year later, when Cinemaware ported the game over to the Amiga’s 8-bit little brother. (Read more about this game…)

Defender Of The Crown review written by Rob O' Hara / review, photographs and video presentations are © by Rob O' Hara and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Defender Of The Crown is filed under the categories: Military, Ground Troops, ...on computers, Cinemaware, Claiming Territory, D, 4 quarters (4 stars), 1987, Commodore 64, Keyboard

Qix

QixThe Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Nintendo/Taito, 1990)

See the videoOne of the few completely abstract arcade games ever to catch on with the public, Qix is very hard to get wrong, and this adaptation - an early first-party Game Boy cartridge patterned after a similarly first-person NES version - certainly doesn’t get it wrong. It’s pure Qix, without any added bull about having to uncover a picture by claiming area on the playfield. (Read more about this game…)

Qix review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Qix is filed under the categories: Nintendo, Claiming Territory, home video games only, ...in your pocket, home video games only, Game Boy (original), Handheld / Portable Games, 1990, 4 quarters (4 stars), D-Pad, Taito, Q, 2 Buttons

Namco Museum Encore

Namco Museum EncoreThe 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…)

Namco Museum Encore review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Namco Museum Encore is filed under the categories: Action Adventure, Claiming Territory, Side-Scrolling, ...at home, Fighting, Playstation, home video games only, N, Namco, Shooting At Enemies, Japanese Import, Retro Compilations, More Than 2 Buttons, 5 quarters (5 stars), D-Pad, 1997, Game System

Builder’s Block

Builder's BlockBuy this gameThe Game: Eat my dust, SimCity. Builder’s Block doesn’t ask you to build a city that conforms to any notions of political or environmental correctness. It just asks you to build it fast - damn fast. Match up color-coded blocks to expand the size of your buildings, use other special blocks to eliminate blocks whose colors won’t allow them to integrate them into buildings, and use the “clear level” block to collect your bonus and move to the next level before more blocks pile up than you can do anything with. It’s sort of like Tetris meets SimTower. The game includes puzzle, battle and arcade modes; the latter is the most graphically dazzling, betraying the game’s roots in the mid-1990s Taito arcade game Landmaker. (Taito, 2000)

Memories: Originally released a few years ago, Builder’s Block is now reappearing in bargain game bins once again, so it seemed like a good time to revisit it. I’d never heard of this game before, and it’s surprisingly addictive with a strong old-school puzzle game vibe. If you dig Tetris, you’ll like this one. (Read more about this game…)

Builder’s Block review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Builder’s Block is filed under the categories: Claiming Territory, Available In Our Store, ...at home, home video games only, Playstation, B, Taito, Breaking Through Walls, Retro Remakes, 2 Buttons, 2000, D-Pad, Game System

3-In-1 Arcade Classics

3-In-1 Arcade ClassicsBuy this gameThe Game: Three classic Taito coin-ops are dragged into the modern day: the almost-text-based Crazy Balloon, the oft-copied Space Chaser (very similar to such games as Exidy’s Targ), and the abstract early ’80s classic Qix. Each game is presented with its original graphics, as well as new updated versions which - for once - just jazz up the existing 2-D graphics rather than dragging the whole mess into unnecessary 3-D. (Success Systems, 2002, for Playstation)

Memories: Between this and the already-reviewed Space Invaders See the videoCollection, the Namco Museum series, Irem Arcade Classics and the glorious Nichibutsu Arcade Classics, you may have gotten the impression that I really, really like how the Japanese put together retro arcade compilations. And you’d be absolutely correct in that assumption. There are two big reasons for this. (Read more about this game…)

3-In-1 Arcade Classics review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. 3-In-1 Arcade Classics is filed under the categories: Available In Our Store, 0-9, Claiming Territory, Playstation, Success Systems, 2002, 5 quarters (5 stars), Retro Compilations, Maze, Joystick, 2 Buttons, Game System

Tron 2.0

Tron 2.0The Game: By passing up a lucrative programming job within ENCOM, Alan “Jet” Bradley Jr. has earned the disdain of his father, the creator of the Tron security program. But when Jet’s father disappears under mysterious circumstances, Jet See the videogoes to the lab and discovers that his father’s most trusted program, Ma3a, has instructions to digitize Jet into ENCOM’s mainframe - a process not unlike the one Kevin Flynn endured 20 years before. Once inside the computer world, Jet trains for a mission to free the system from the spreading corruption of Thorne, another digitized user whose botched entry into the computer world left him twisted and evil - and along the way, Jet hopes to discover how he can help free his father as well. (Buena Vista Interactive, 2003)

Memories: For anyone who’s ever dreamed of being zapped into the computer by the MCP, this is as close as you’re going to get. I don’t have a problem with that, though: Tron 2.0 is a gorgeous game, capturing the feel of the pioneering 1982 computer-animated movie better than I would’ve thought possible. The look and the sounds of the game go a long way toward immersing you in that world. Normally I’m not big on first-person explore-and-fight games, but this one I’ll make an exception for. (Read more about this game…)

Tron 2.0 review written by Earl Green / review, photographs and video presentations are © by Earl Green and by theLogbook.com and may not be reproduced without permission. Contact us for reprint permission or licensing information on theLogBook.com original material. Tron 2.0 is filed under the categories: T, Claiming Territory, Shooter, Buena Vista Interactive, 2003, 4 quarters (4 stars), Home Computer System, First-Person, IBM PC, Keyboard, Retro Remakes