The Game: Tom the plumber smells a rat - actually, he smells a lot of them, and they’re all crawling around the plumbing, breaking pipes and planting bombs. While this is generally atypical rodent behavior, Tom only cares about knocking
the rats off the pipes, fixing the broken sections, and making sure the bathtub at the bottom of the screen fills in time for a lovely lady to take a shower. (With her bikini on.) Obviously she isn’t worried about the rats. (Nichibutsu, 1980)
Memories: This oddball entry from Nichibutsu, a.k.a. Japan’s Nihon Bussan Co., Ltd., is an interesting mix of climbing and puzzle games, once again proving that perhaps Nichibutsu missed its calling to innovate in the coin-op industry. Frisky Tom does, however, include a little hint of the direction Nichibutsu would take in later years: the “bathing beauty” scenes in the game are barely a shadow of what currently makes up the bulk of Nichibutsu’s output - R-rated versions of games like Mah-Jongg for the Japanese market. The hints were always there - Frisky Tom’s bikini-clad woman, the kissing woman in Crazy Climber 2 - but the bulk of Nichibutsu’s output these days is decidedly adults-only. Frisky indeed. (Read more about this game…)

The Game: You control a daredevil stunt climber on his trip up the side of the Nichubutsu building, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as a large stork with (apparently flaming) droppings and a large gorilla (perhaps on loan from the Nintendo building) can cause you to plunge to your
death several stories below, and even minor things such as annoyed building tenants dropping potted plants at you from above can have the same disastrous effect. When you reach the top - if you reach the top, that is - a helicopter lifts you away to your next challenge. (Taito [under license from Nichibutstu], 1980)
Memories: A bit of a cult favorite that never achieved a major following, Crazy Climber was a staple of many arcades and game rooms in the early 80s. The two-joystick control scheme took a little bit of practice, but once players got used to it, it was a major and unique part of the game’s appeal. (Read more about this game…)
The Game: An elaborate game of tag, only the simian players have an advantage; human players, when tagged, must be “un-tagged” by the other player to return to the game. (Magnavox, 1980)
Memories: This was the first attempt to mine the “ladder-climbing” style of games - i.e. Donkey Kong for the Odyssey2, and it wasn’t all that successful. Oh, it had levels you could jump up or down on, and it had monkeys, but it wasn’t quite in the same genre. (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: You control a daredevil stunt climber on his trip up the side of a steep mountain, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as a large purple bear, pesky monkeys and waterfalls can cause you to plunge to your death several hundred feet below. (Taito, 1981)

Memories: Imagine, for a moment, Crazy Climber, only with less fun and more frustration. That, in a nutshell, is a fairly accurate description of Taito’s Rock Climber, obviously an offshoot of Crazy Climber, which they had licensed from Nitsibushu. Instead of climbing a building, now your climber - still guided with two joysticks - is now trying to scale a mountain, plagued by annoying monkeys and deadly purple bears. (The bears probably wouldn’t be all that mean, except that they’re overcompensating for being what must seem to a bear to be an embarrassing shade of purple.) (Read more about this game…)
The Game: You’re a thief trying to make away with all the loot buried in a complex maze of interconnected mines and shafts, and you’d get away with it if it weren’t for some pesky cops who are hot on your trail. You can drop bags of money
on them from a level above, or temporarily brain them with a pick, and they’ll occasionally also bumble into open mine shafts of their own accord. In any of these events, they vanish for a little while to recover before reappearing. But any of these things will do you in too! (Stern/Seeburg [under license from Valadon Automation], 1982)
Memories: Bagman was a very addictive and fun variation on the ladder-climing format that had become familiar in the space of just one year. Despite putting the player in the role of a crook, the worst behavior this game could possibly encourage would be slapstick, Keystone Kops-type violence (wouldn’t it be great if there were a bunch of comically clumsy cops, and wouldn’t it be great if they brought beer - really good beer?). It’s a very cute and playable game. (Read more about this game…)

The Game: As Chef Peter Pepper, you climb around a multi-level factory whose sole function is to make some really big burgers. We’re talking about some BIG burgers here. But your ingredients aren’t exactly cooperating with you. Mr. Hot Dog, Mr. Egg and Mr. Pickle are doing their best to keep you from making those big
burgers, but you can turn the tables on them and put them in your edible creations! You have a limited supply of pepper which you can use to stun your tasty stalkers (and keep in mind, this was years before Mace). Or you can simply lead them across one of the yummy ingredients, and they’ll become part of the burger. (Which is a rather disturbing thought when it comes to to hot dogs and eggs in a hamburger.) Also, you can walk across a bun or a slab of meat on the level above them, and the falling ingredients will squash them on the way down. (Bally/Midway [under license from Data East], 1982)
Memories: BurgerTime was a cool twist on the climbing genre, but it had one main problem - oh, boy, was it ever slow! I t took forever to climb ladders, and on those later levels where there were huge, dangerous stretches of ladders, this slowed the game down to an annoyingly slow pace. Other than this, though, it was a nifty little game, and just playing it and writing about it has made me hungry for something from Burger King… (Read more about this game…)
The Game: Mario, in his second-ever videogame appearance, has Donkey Kong in captivity, and it’s up to Donkey Kong Jr. to rescue his dad by scaling vines and chains, avoiding nasty-toothed traps and pesky birds, and reaching the key to free the great ape from Mario’s clutches. (Nintendo, 1982)
Memories: Donkey Kong Junior was a really cool game, because it added new ideas to the same general concept as Donkey Kong, resulting in a game that those proficient at the original game wouldn’t find difficult to learn. It was also unique in that the character that you played in Donkey Kong - the hero - was suddenly the villain in this game, and you were out to defeat him. (Read more about this game…)
The Game: As a mama marsupial trying to save your baby from many malignant marauding monkeys, you go on a rescue mission that involves climbing through many, many levels of the monkeys’ treehouse village, punching primates, dodging airborne apples, grabbing various fruit items along the way (considering the abundance
of apples, strawberries, cherries and bananas, one can only assume these are Pac-Man’s table leavings), and avoiding the big, purple boxing-glove-stealing ape. (Atari [under license from Sun], 1982)
Memories: While some American coin-op game companies jumped on the license-from-Japan bandwagon and scored big early on, such as Midway (who imported Space Invaders and Pac-Man from two different Japanese game makers), Atari was a long-time holdout. Atari’s internal coin-op division was its own internal hit machine, and that simplified things when the consumer division needed hot new arcade titles to translate to the company’s home game consoles. (Read more about this game…)
The Game: You control a hapless creature who can jump between rows of moving bricks and even temporarily build a brick around himself. You’re trying to help him gather gifts for Lola, the object of his desires, at the opposite end of the screen; she won’t even pay attention to you until you’ve accumulated a certain number of gifts for her. (Demanding, isn’t she? I can hear Dr. Phil screaming “Stay away from her! She’s bad
for you!” already.) Other than Lola’s curiously materialistic outlook on life, your biggest obstacles are colorful critters who would happily jump on you and end your quest. You can hide from them temporarily by building a brick around yourself, but if they catch you, it’s time to start over again. (Cinematronics, 1982)
Memories: First off, I have no idea what’s up with the title of this game. I really don’t. It’s like someone’s trying to make sure they’re absolutely the last thing in the white pages. Other than that, though, it’s strangely fun and frustrating, with the rows and rows of moving blocks providing you with more stuff than you can hope to keep track of. (Read more about this game…)
The Game: As video warrior Tron, you scale the heights of the MCP’s domain, avoiding Tanks, Recognizers and Grid Bugs, and trying to collect Bits. You can occasionally hitch a brief ride on a perpetually airborne Solar Sailer on one level, allowing you to fly over your opponents’ heads for a few seconds. (M Network [Mattel], 1982)
Memories: Though formatted like one of the numerous platform adventure games that would one day become associated with Mario, Adventures Of Tron, while quite challenging, is frustrating since there seems to be no actual goal to reach. After a few levels, it becomes extremely repetitious. (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: As Chef Peter Pepper, you climb around a multi-level factory whose sole function is to make some really big burgers. We’re talking about some BIG burgers here. But your ingredients aren’t exactly cooperating with you… (M Network [Mattel, under license from Data East], 1982)
Memories: In an ambitious bid to exploit their Burgertime license on systems other than the Intellivision, Mattel did their best to bring Chef Peter Pepper and that pack of pesky pickles to the 2600, and while the end result fell a little bit short, it also racked up its share of good selling points. And perhaps by virtue of its name alone, Burgertime was one of the best selling M Network titles. (Read more about this game…)
The Game: As a trundling chef, you’re simply trying to make four nicely-stacked burgers, but there’s one little obstacle - the ingredients are coming to life and stalking you! If the walking pickles, eggs, and hot dogs catch up with you,
they’ll make a meal of your chef. You have a limited number of pepper shakers you can use to repel your enemies (talk about pepper spray!), but the only way to do away with them permanently is to squash them by dropping a layer of your burger-under-construction on top of them. (Mattel [under license from Data East], 1982)
Memories: Burgertime was one of Mattel’s biggest arcade game licensing coups, and the arcade game is usually fondly remembered. The best feature of the Intellivision edition of Burgertime may, in fact, be its calliope-like music - after a few minutes, it grates on the nerves, but it’s a very close match to the arcade game. The graphics are a bit blocky, but the game is still recognizable as Burgertime. (Read more about this game…)
The Game: In a very faithful adaptation of Nintendo’s all-time classic arcade game, you’re Mario, a rotund and lovesick fellow who would gladly scale scaffolding, bound over barrels and feint past foxfires, all to save the damsel in
distress. (Coleco, 1982)
The Game: This was it, friends. This was what sold the ColecoVision. Donkey Kong was one of the hottest games in arcades at that time, and Coleco was smart enough to grab the rights from Nintendo as well as to make it the pack-in cartridge for the ColecoVision (like Combat was the pack-in for the Atari 2600). (Read more about this game…)
The Game: In the rotund plumber Mario’s first adventure, you have to help him reach the top of a perilous scaffolding to rescue a damsel in distress from the dastardly Donkey Kong. (Coleco, 1982)
Memories: Remember how much of a train wreck Coleco made of Donkey Kong when they made that dismal version of it for the Atari 2600? Well, if anything, Coleco’s equally mind-numbing translation of Nintendo’s original smash hit for the Intellivision proves that Coleco was definitely trying to make their ColecoVision version of Donkey Kong look better. (Read more about this game…)
The Game: As Pete, you start out in the center of a multi-tiered mine - not at the bottom - and your boulder-smashing pick axe begins to deteriorate after about one minute. Then you either have to jump over or duck under the 
onslaught of falling rocks, or you’re toast. Falling to the lower levels won’t kill you, if you time it just right so as not to land right in the middle of an avalanche. When two boulders collide, they can uncover treasures such as a fresh pick axe or, more importantly, a key to the next level. As you progress through the levels, one horizontal space is deleted somewhere on the screen at random, progressing on until you have a death-trap of open space where rocks can bounce right up into your face. (North American Philips, 1982)
Memories: As far as this gamer was concerned, Pick Axe Pete! was the greatest game ever created for the Odyssey 2. Far from your typical arcade adaptation, you can get further in this game by short stretches of furious action when you’ve got an axe to grind and then waiting patiently for the key to the next level to arrive. (Read more about this game…)
The Game: You are an unidentified Smurf en route to save Smurfette from Gargamel’s castle. Now, you may think that Gargamel would deploy his vicious black cat to stop you from reaching that goal, but that sort
of melodramatic stuff only happens in cartoons. Real Smurfs can be felled by something as innocuous as a fall off a very short ledge or running into clumps of grass. (Coleco, 1982)
Memories: The early 80s: video games were hot, new wave music was now mainstream, everybody who was anybody had given Rubik’s Cube a twist, and of course, there were Smurfs all over the place. Now, setting aside the fact that with the plural of knife being knives and the plural of scarf being scarves, the plural of Smurf should be Smurves, Peyo’s little blue critters were all over the place - cartoons, clothing, lunchboxes, toys, and more. You’d think that a market would have arisen for an effective Smurf repellant, perhaps in an environmentally-friendly non-aerosol spray form, but instead Coleco gave us this marvelous video game, in which those so inclined could send hundreds of the little pests hurtling headlong, lemming-like, to their death. (Read more about this game…)
The Game: Bring your turban up to speed! As you’re serenaded with a monophonic rendition of Rimsky Korsakov’s “Scheherazade”, you climb and jump and kick your way to collecting all the letters on the screen. If you collect them in the
correct order to spell ARABIAN, you get a bonus before moving on to the next screen. And watch out for the big genie… (Atari, 1983)
Memories: This is a rather cute and simplistic game, but it’s not a pushover. I can’t tell you how many quarters Arabian relieved me of. And even while playing it in MAME to grab screen stills for this page, it kicked my scrawny little pixellated butt. (Read more about this game…)
The Game: Bongo the Ape, presumably Donkey Kong’s third cousin, sets your toes on fire while you’re asleep during a jungle expedition. So naturally, you drop everything to take revenge on the goofy gorilla. But first you have to reach
him. The first level 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 various islands and dodge more snakes as you try to get across a river. The most difficult level is the third, where you must try to dodge charging rhinos (and I don’t mean they have credit cards), occasionally ducking out of sight in little sinkholes where you get to squash other critters. The fourth level is very Frogger-like, consisting of riding across another river on the backs of hippos, fish, and lily pads. When you complete this screen, you set Bongo’s toes on fire as he sleeps…and then the whole thing starts again. (Sega, 1983)
Memories: Congo Bongo was entertaining enough, though it suffered from some of the same frustrations caused by the overhead 3-D graphic scheme that originated with Sega’s own Zaxxon. In some ways, Congo Bongo was nothing more than a 3-D version of Donkey Kong, right down to the pesky primate. (Read more about this game…)
The Game: In the video-game adaptation of the movie - which, at the time, was expected to be the next Star Wars-type franchise - you are Colwyn, the hero of the piece. Your first job is to climb a treacherous mountain, dodging boulders, and finding the five pieces of the throwing-star-like Glaive weapon. On the second level, you get to use it against a bunch of nasty swamp creatures who are trying to kill your army. You get to do this for two levels. Then you have to break your men out of a stronghold, and then lead the fight against the invincible chief monster, all to save the princess. (Gottlieb, 1983)
Memories: Krull wasn’t a bad little game. It might take you a few quarters to get through, and that last level with the main monster was a killer. In a way, Krull is sort of like the opposite of Tron - whereas Tron is best remembered as a game and not a movie, Krull is virtually forgotten as a video game, and the movie still enjoys a small cult following. (Read more about this game…)
The Game: Marvin built a maze on two levels, with habitrail-style tunnels to take him from the first floor to the second and back again, and all was well until the Robonoids moved in and took over. Now they’re out to evict Marvin from his own turf! It’s up to you to guide Marvin through his maze, using cunning one-way bridges to escape from the Robonoids and find the power-ups he needs to zap them. Marvin moves on to
the next maze (and the next level of difficulty) only by clearing this maze of power-ups and dots. (SNK, 1983)
Memories: I hadn’t heard of this one before, and now I wonder why. In a way, there’s more than a passing resemblance to Crystal Castles, but there’s also a little bit of an homage to Pac-Man’s power pellets and a little bit of shooting too. So now it’s like Crystal Butt-Kickin’ Castles. With cute character designs that are worthy of Q*Bert. (Read more about this game…)

The Game: Journey through space, visit free-floating outposts, and raid ‘em in search of oxygen. Then you just have to get back out with your precious loot - and that’s the hard part. (Atari, 1983)
Memories: Introduced to much fanfare in 1983, Atari’s Major Havoc may well have been the last of the red-hot vector graphics games - and truth be told, it didn’t catch on like the wildfire their marketing materials seemed to be hinting at. It was a really challenging game too - it was easy to lose a lot of quarters to this machine. (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…)