The Game: You control a dot making its way through a twisty maze with two exits - one right behind you and one across the screen from you. The computer also controls a dot which immediately begins working its way toward the exit behind you. The game is simple: you have to guide your dot through the maze to the opposite exit before the computer does the same. If the computer wins twice, the game is
over. (Midway, 1976)
Memories: Not, strictly speaking, the first maze game, Midway’s early B&W arcade entry The Amazing Maze Game bears a strong resemblence to that first game, which was Atari’s Gotcha. Gotcha was almost identical, except that its joystick controllers were topped by pink rubber domes, leading to Gotcha being nicknamed “the boob game.” Amazing Maze was just a little bit more austere by comparison. (Read more about this game…)
The Game: You’re alone in a maze filled with armed, hostile robots who only have one mission - to kill you. If you even so much as touch the walls, you’ll wind up dead. You’re a little bit faster than the robots, and you have human instinct on your side…but even that won’t help you when Evil Otto, a deceptively friendly and completely
indestructible smiley face, appears to destroy you if you linger too long in any one part of the maze. The object of the game? Try to stay alive however long you can. (Stern, 1980)
Memories: If Berzerk sounds a little bit familiar, it’s no coincidence. To some extent, the running-alone-through-an-enemy-filled-maze premise had been mined by Midway’s Wizard Of Wor (a game released around the same time), which even looked somewhat similar. Unlike the glut of Pac-Man clones, it’s probably not so much a question of plagiarism as a question of several game designers arriving at the same good idea at the same time. (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: Two little white robots represent assorted economic woes, and they drain your cash rapidly if they catch up with you. The object of the game is to come out with the most money left at the end of the two-player game.
You couldn’t really do anything about the robots. (Magnavox, 1980)
Memories: A bizarre little maze game purporting to be a somewhat educational game about economics, Take The Money And Run! really only managed to be a bit confusing. Sometimes it seemed as though Magnavox’s game group couldn’t really figure out if it wanted to come down on the “edu” or the “tainment” side of edutainment. (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: 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… (Nittoh, 1981)
Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie. (Read more about this game…)
The Game: You control a nice, big, juicy ladybug waddling around a complex maze, gobbling up food and avoiding your nasty fellow insects. Doors in the maze can throw pursuers off your track momentarily - or they can trap you into an
even worse situation than whatever you’re trying to escape. (Universal, 1981)
Memories: Like Lock ‘n’ Chase, Ladybug is a fine example of a game which, though clearly inspired by Pac-Man, features enough unique game play elements to make it an individual game. And it’s a rare instance of a game I have to praise for its music and sound effects - they were really rather catchy. (Read more about this game…)
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak around the maze, avoid four colorful cops who are hot on your trail, and grab all the dough - and, of course, to escape so you can steal again another
day. But the cops can trap you with a series of doors that can prevent you from getting away… (Data East, 1981)
Memories: Obviously, Lock ‘n’ Chase was yet another variation on the basic game play of Pac-Man, but in this case, just enough was changed to make it a discernably different new game, instead of just another clone. But even the most open-minded player could be forgiven for looking at the maze full of dots, populated by cutesy “cops,” and walking away, thinking, “Yep, it’s another Pirhana.” (Read more about this game…)
The Game: You play the part of a free-roaming paintbrush, trying to fill an entire maze with color. Unfortunately, a couple of equally free-roaming (and, apparently, amphibious) fish are out to stop you. You must avoid them at all costs. There are two rollers you can use to squish the fish, but they’re only found in two parts
of the maze - and you can only roll them so far. Periodically, such things as kittens, cars, and mice will run through the maze, leaving tracks in your fresh paint which you must then cover up. You can also stop them dead in their tracks by running over them. (Don’t ask me why two fish are a threat to you when your paintbrush can ice a whole car.) Fill the maze with the pigment of your imagination, and you’re off to the next level. (Williams Electronics [licensed from Kural Electric], 1981)
Memories: One of Williams’ only non-shooter entries (and one of its few games licensed from Japan), it’s easy to see that Make Trax is inspired by Pac-Man, even though the connection is very cleverly covered. Instead of clearing a maze by eating everything in it, you clear the maze by painting it. This makes things a little harder than you might expect - every pixel of the maze has to be filled. In Pac-Man terms, this would be equivalent to the yellow one leaving crumbs in corners of the maze that have to be cleaned up. Messy eating metaphors aside, it makes Make Trax very challenging. (Read more about this game…)
The Game: In this munching-maze game (one of the dozens of such games which popped up in the wake of Pac-Man), you control a cartoonish mouse who scurries around a cheese-filled maze which can only be navigated by strategically opening and closing yellow, red and blue doors with their color-coded buttons.
Occasionally a big chunk o’ cheese can be gobbled for extra points. Is it that easy? No. There is also a herd of hungry kitties who would love a mousy morsel. But you’re not defenseless. By eating a bone (the equivalent of Pac-Man’s power pellets), you can transform into a dog, capable of eating the cats. But each bone’s effects only last for a little while, after which you revert to a defenseless mouse. (Exidy, 1981)
Memories: Though its seemingly Tom & Jerry-inspired food chain made a cat vs. mouse variation of Pac-Man virtually inevitable, Mouse Trap frustrated that potential with a complex control system - too complex, actually. (Read more about this game…)
The Game: As a butt-ugly fish, you maneuver around a simple undersea maze, gobbling small dots (10 points) and evading four colorful squids 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 squids, 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… (”GL”, 1981)
Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie. (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… (Deluxe, 1981)
Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie. (Read more about this game…)
The Game: You’re on the run from the long arm of the law, and the police radio dispatchers have put an an APB out for you. Money lines the city streets, and you must evade the cop cars and stash away all the cash until the screen is cleared. Four special items in the corners of the screen enable you to turn the table on your pursuers and temporarily eliminate them from the screen - but they’ll be back. If the police cars catch you, you have the right to remain silent; if they catch your last getaway car, you have the right to see “game over” on the screen. (Pacific Novelty, 1981)
Memories: 1981 was the summer of Pac-Man Fever in the United States. Midway, who licensed the game from Namco, had to contend with any number of challenges to its sovereignty as the sole distributor of Pac-Man, from bootlegged rip-off ROMs such as Pirhana to games like Thief which, while they didn’t pirate the actual game code of Pac-Man, certainly lifted its basic game play concept wholesale. These were the days before the video game industry was bogged down by lawsuits for every day of the week. It was a wild frontier, and it seems somehow appropriate that Thief fits in that genre. (Read more about this game…)
The Game: You’re alone in a maze filled with armed, hostile robots who only have one mission - to kill you. If you even so much as touch the walls, you’ll wind up dead. You’re a little bit faster than the robots, and you have human instinct on
your side…but even that won’t help you when Evil Otto, a deceptively friendly and completely indestructible smiley face, appears to destroy you if you linger too long in any one part of the maze. The object of the game? Try to stay alive however long you can. (Atari, 1981)
Memories: Despite such atrocities as the Atari 2600 version of Pac-Man, Atari managed to turn out a fantastic version of Stern’s hit arcade game. Almost flicker-free, and lacking only the arcade game’s primitive speech synthesis (not that much of a loss, truth be told), Atari’s Berzerk cartridge was a very good reason to own the 2600. (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’re a mobile set of chattering teeth, gobbling up goodies in a maze as jaw-breaking candies pursue you. If you bite down on one of these killer candies, you’ll rack up quite a dental bill (enough to lose a life). You can snag one of four snacks in the corners of the maze and suddenly the tooth-rotting treats become crunchy and vulnerable. Advance to the next level by clearing the maze of dots. (On-Line Systems, 1981)
Memories: Atari’s home version of Pac-Man for the Atari 2600 was like a trail of telltale blood in a tank full of pirhanas. It was quickly apparent that there was one wounded one in the group, and other predators quickly closed in for the kill - or, in the case of Pac-Man, provided games for various platforms that duplicated the Pac-Man experience better than Atari could apparently manage to do. (Read more about this game…)
The Game: As a round white creature consisting of a mouth and nothing else, and apparently somehow tied to the Internal Revenue Service, you maneuver around a relatively simple maze, gobbling small dots and evading four colorful
monsters who can eat you on contact. In four corners of the screen, large flashing dots enable you to turn the tables and eat the monsters for a brief period for an escalating score. 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, after spending some noncorporeal time floating around and contemplating taxation without representation, return to chase you anew. If cleared of dots, the maze refills and the game starts again, but just a little bit faster… (H.A.L. Labs, 1981)
Memories: Alas, the folly of H.A.L. Labs and Taxman. Clearly a copy of Pac-Man - with only the names changed - this game was crippled by keyboard controls that were counterintuitive even back then. The sad thing is, given the graphics and sound limitations of the Apple II, the rest of the game was stellar, a near-perfect port of Pac-Man. (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 yellow dots and evading four monsters who can eat you on contact. In four corners of
the screen, red power pellets enable you to turn the tables and eat the monsters for a brief period for an escalating score. 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… (Coleco, 1981)
Memories: When Atari’s VCS translation of the immensely popular Pac-Man debuted to almost universal scorn, Coleco’s marketing division must have cheered. The market was primed for a good game of Pac-Man, and with the first in its line of licensed “mini-arcades,” Coleco had just the ticket every kid was looking for. (Read more about this game…)
The 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
head-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…)
The Game: You are the intrepid, barbershop-quartet-suited J.J. (hey, it’s better than being O.J.!), out to save a damsel in distress from a pursuing monster. How does a guy in a little striped suit do this? By building a mobile, tennis-ball-launching contraption to dispatch said dastardly monster, naturally. The catch? The eight pieces of your mechanical creation are hidden somewhere among ten little houses in a maze -
and those houses that don’t contain parts of your machine contain a bomb that must be dumped into the bomb pit immediately (else they’ll explode and kill J.J.). Critters also roam the maze to annoy you, including one pesky monster who will prematurely jump on the “start” button, rattling your still-unfinished machine to bits. If you don’t build your Rube Goldberg gizmo in time, the monster catches the damsel and you lose a life. (Bally/Midway, 1982)
Memories: Fun little game, this Blue Print. Perhaps somewhat like the rodent protagonist of Mappy, J.J. seemed to be primed for some kind of merchandising that never happened. (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: The eyes have it, and you apparently want it. You’re also an eye - that’s right, a perfectly normal disembodied eye, wearing a little Oktoberfest hat, wandering through a maze, and shooting at stuff. You’re basically trying to shoot everything on sight. You see, the maze is filled with tiny objects, and you must shoot them all (running over them won’t cut it). The maze is also filled with a number of equally disembodied-and-yet-armed eyes who are out to get you. Clearing the maze of objects advances you to the next level, but you may only get a brief look at it since the eyes are even faster and more aggressive. Rock-Ola [under license from Digitrex Techstar], 1982
Memories: A bizarre little game among the glut of Pac-Man imitators, Eyes is an obscure little number that falls between the cracks of video game history by being neither particularly outstanding or awful…just strange. In a world where a game about a mobile yellow mouth is king, I don’t think anyone was looking for anything that they could take literally, but Eyes was simply odd. (Read more about this game…)
The Game: You’re back in the maze, but this time, the stakes are increased, the danger is increased, and your strategic options are only slightly increased. Touching the walls, the robots, the robots’ laser blasts, or even your own ricocheted lasers are deadly. And of course, the inevitable appearance by Evil Otto is also
deadly. However, you can temporarily repel the smiley little bugger by blasting him until his grin turns into the frown - but he will reappear mere seconds later, moving much faster every time he must retreat and reappear - so you’re not doing yourself any favors. If you enter a generator room, you can halt all the robots in their tracks by penetrating the walls surrounding the generator and blasting it. “Beaded” walls can be eaten away, bit by bit, by laser fire from anyone who shoots it, while solid walls will ricochet lasers around until they hit something - which could mean a death trap for you. (Stern, 1982)
Memories: I can’t even begin to estimate how many orders of magnitude harder Frenzy is than its inspiration, Stern’s mega-hit Berzerk. There are many times when you have approximately a second - before the characters on the screen begin moving - to assess your strategic situation, which usually isn’t too promising, often placing you in a triangulation of crossfire from three or four different robots that you haven’t even begun to figure out how to reach. (Read more about this game…)
The Game: A train scoots around a twisty maze of tiles representing overpasses, turns, straightaways and terminals. One portion of the maze is blank, and a train will be lost if it hits that blank tile. Using the joystick, you move the blank tile and one adjacent tile around on the map - even if the train is in transit on that tile - in an effort to keep it moving around the maze, picking up passengers. (Passengers that the train
can reach are smiley faces; passengers cut off from the main route are frowning.) If any passengers are cut off for an extended period of time, a monster begins wandering that route, and it’ll cost you a train if it comes in contact with your train. You may have to outrun it with the “speed” button in order to pick up the last passengers and clear the level to move on to a bigger maze. (Centuri (under license from Konami), 1982)
Memories: A very minor star in the constellation of early Konami coin-ops (Konami also being responsible for Frogger, Time Pilot and Gyruss), Loco Motion is actually a variation on a very old theme: the 2-D sliding tile puzzle. (Read more about this game…)