
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 bold adventurer trespassing a mighty castle in search of treasure, you face a twisty maze of chambers, dead ends aplenty, and colorful, hungry, and suspiciously duck-shaped dragons. (Atari, 1980)
Memories: The first game of its kind to hit the Atari VCS, Adventure scores a first in video game history - and not just because of its huge, sprawling maze.
Programmer Warren Robinett was a little disgruntled during his stint at Atari. He watched as his fellow programmers jumped ship, formed companies like Imagic and Activision, and struck it rich as the third-party software industry took off. (Read more about this game…)
The Game: You pilot a space fighter, bombing and blasting away at enemy ground installations, ships, and missiles. Strafe away! (Universal, 1981)
Memories: Okay…it doesn’t take a rocket scientist to figure out what Universal was copying here. Cosmic Avenger is a somewhat more colorful ripoff of Williams’ 1980 hit Defender, and Universal wasn’t entirely nuts for trying to copy that game - Defender was raking in huge amounts of dough. There were also numerous elements which were strikingly similar to Vanguard. (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 are an unknown species of brightly-colored deep-sea fangly fish who appears to subsist on cherries and has range weapons, radar and a fuel gauge. (I did mention that this was an unknown species, didn’t I?) Smaller critters emerge from a handful of indestructible “spawn points” on the screen, represented by stuff like a star or a floating eyeball, and you must shoot these critters. A direct hit briefly turns the critters into cherries, which float downward until your fish eats them (and, in so doing, replenishes his fuel), or they revert back to being critters. Un-cherry-fied critters can kill your fish, as can physical contact with their spawning points or running out of fuel. (Movement costs fuel, as does firing your fish’s weapon.) You advance by turning every critter in the screen into cherries and eating them. If you lose all of your fish, that’s the end of the game. (Sun Electronics, 1981)
Memories: All right then. For those of you who think that Namco’s deliriously strange and yet addictive 2004 PS2 game Katamari Damacy is weird, try Funky Fish out for size. I mean, seriously. What in the world inspired this game? It’s like someone’s head was just swimming with ideas for cross-breeding Defender with Pac-Man. (Read more about this game…)
The Game: You’re a lone space pilot in very unfriendly territory, trying to stop a seemingly endless attacking fleet of aliens from kidnapping and “mutating” hapless innocents on the ground into new berzerker opponents. (Atari,
1981)
Memories: Though a bit more faithful to its source material than, say, the Atari 2600 version of Pac-Man, this first home edition of Defender suffered from many of the same problems, namely an intensely annoying “flickering” effect that affected virtually everything on the screen, from the scrolling “mountains” to the player’s own ship to the enemy fighters. (Read more about this game…)
The Game: You are the king of the jungle! Swinging from vine to vine! Swimming through crocodile-infested waters! Jumping and ducking huge rolling boulders! And vanquishing spear-weilding natives to rescue the damsel! (Taito, 1982)
Memories: Not that Jungle King was an incredibly simple game - the above description is supposed to be a little bit humorous, if oversimplified - but Jungle King’s most infamous footnote in video game history is the lawsuit that it drew. The original Jungle King game opened with the sound of a sampled “Tarzan yell” - and the estate of Edgar Rice Burroughs was not amused. (Read more about this game…)

The Game: Driving an agile, armed moon buggy across the lunar surface, you must jump over craters and land mines, shoot large boulders (some occasionally mobile) out of your way, and try not to be on the receiving end of hostile fire from alien ships that try to strafe you. Some of the ships, which look very suspiciously like
the triangle-of-spheres enemy ships from Gyruss, can even bomb the moon and make new craters for you to jump over - which may put you right into their line of fire. Later on, you also get to blast away tanks and dodge pesky jet cars which “tailgate” and then try to ram you. (Williams Electronics [under license from IREM], 1982)
Memories: Moon Patrol is a cool game with an actual goal, and with that in mind, it shares a common trait with SNK’s Fantasy - a “continue game” feature which allows you to continue from your last position for just 25 cents more. (Read more about this game…)

The Game: You’re a lone attack helicopter jockey in unfriendly desert territory, trying to stop a seemingly endless attacking fleet of enemy jets from bombing a convoy on the ground. (Activision, 1982)
Memories: Maybe the best example ever of Activision stealing Atari’s thunder right out from under it, Chopper Command is essentially the same game as Defender, with the singular exception that the enemy is bombing the ground-dwellers instead of trying to abduct them. (Read more about this game…)
The Game: Piloting a series of solo space fighters, you’re humanity’s last hope against a fleet of gigantic, triangular wedge-shaped battle cruisers bearing down on Earth. Launching from a staging area equipped with a hyperspace
gate to fling your fighters into the void at top speed, you must strafe these cruisers in your fighter, bombing and blasting their gun emplacements, engines, and an assortment of weak spots on their ship. The enemy cruisers also have defensive fighters that they’ll launch to keep you from getting the job done, and of course the cruisers themselves are bristling with enormous laser cannons. Hitting all of the guns, engines and other “soft targets” on a cruiser will destroy it, giving you a momentary reprieve until the next cruiser arrives. If you run out of ships or fail to stop the enemy, they’ll wipe out your planet - game over, indeed. (Activision, 1982)
Memories: Further proof that long before Lucasfilm ever entered the video gaming arena, George Lucas was having a massive ripple effect on the medium: the dreadnaughts in Dreadnaught Factor are - and let’s not kid ourselves here - clearly Star Destroyers. They’re shaped and laid out like them, right down to the control tower. If you ever wanted to see what would’ve happened if Han really had taken the Millennium Falcon into a head-to-head battle with a Star Destroyer, or if that poor sap in the A-Wing hadn’t been out of control, this is your game. (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: Using the left joystick, you control the movement of your ship within the confines of a screen filled with mines, alien aggressors, and occasional purple “confinement crystals” which you have to catch, because these contain human prisoners of war. The right joystick engages your hyperdrive, enabling you to go zipping along in true Defender style. (North American Philips, 1982)
Memories: Another infamous “not quite a copy of a popular arcade game” from the Odyssey2 gang, Freedom Fighters was supposed to be similar to Defender, but somehow it misses the mark. (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: 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: In the third and final game of the trilogy of Intellivision games based on the movie Tron, you’re piloting the solar sailer vehicle stolen by Tron and Yori about 2/3 of the way through the movie. You ride the light beams through the digital realm, avoiding deadly (but dumb) grid bugs and pursuing Recognizers. You can fire weapons at both of the above, but doing this and keeping yourself on a clear path is the real challenge. (Mattel, 1982)
Memories: Of any of the Tron games Mattel manufactured for its own Intellivision platform or the Atari 2600, Solar Sailer is probably the one which is most closely related to a scene in the movie. It may also be the hardest. (Read more about this game…)
The Game: You’re the pilot of a lone fighter ship, screaming down the trench-like, heavily armed confines of a spaceborne fortress, on a mission to find and destroy the Zaxxon robot - the most heavily guarded of all - at the heart of the
structure. (Coleco, 1982)
Memories: In 1983, Sega’s Zaxxon was the hottest new thing in the arcade, and quickly became a windmill for home video game consoles to attempt to topple. Its vaguely-3D perspective was the game’s claim to fame, and was the hardest thing for home video game programmers to try to emulate. (Read more about this game…)
The Game: You control a space patrol fighter cruising over the surface of a planet. Alien attackers swarm on the right side of the screen and strafe you, and you must get out of the way of their laser fire and return some of your own; the more enemy ships you allow to safely leave the screen, the more you’ll have to deal with when they re-enter from the right side of the screen. Avoid their fire, avoid colliding with them, and avoid slamming into the ground, and you might just live long enough to repel the invasion. (Texas Instruments, 1982)
Memories: This fun little side-scrolling shooter, very much along the lines of Defender, Scramble or Cosmic Avenger, is a showcase for the TI99/4A’s graphics capability. The spaceships are fine line art in motion, and the ground especially is crisp and rich with detail, including Texas Instruments and Parsec logos carved out of the landscape. (Read more about this game…)
The Game: You’re an intrepid explorer, swinging from vine to vine, braving a swim through crocodile-infested waters, leaping over and ducking under an avalanche of rocks both large and small, and trying to leap over angry natives, all to save a
damsel in distress at the end of the game. (Atari, 1983)
Memories: One of the best arcade adaptations for the 5200, Jungle Hunt in cartridge form provided a very faithful port of the arcade game, right down to the jaunty music. (Read more about this game…)
The Game: You are an intrepid, pith-helmeted explorer of the jungle! Swinging from vine to vine! Swimming through crocodile-infested waters! Jumping and ducking huge rolling boulders! And vanquishing spear-weilding natives to rescue the damsel! (Atarisoft, 1983)
Memories: One of a handful of Atarisoft games for the ColecoVision, Jungle Hunt proves a point: while Coleco was trying to drive discriminating gamers toward its own console with subpar ports of games like Zaxxon (compare the ColecoVision edition to the Atari 2600 port) and Donkey Kong (again, compare the ColecoVision and 2600 versions), Atari - post-2600 Pac-Man debacle - was at least trying to turn out quality games for whatever platform it released games on. (Read more about this game…)
The Game: You’re flying solo through the fourth dimension! In what must be the least subtle time-traveling intervention since the last time there was a time travel episode on Star Trek: Voyager, you’re blasting your way through
dozens of aircraft from 1940 through 1982. From WWII-era prop planes, to Vietnam-era helicopters, to 1982, where you confront jet fighters with the same maneuverability as your plane, you’re in for quite a wild ride. Rescue parachutists and complete the level by destroying “boss” craft such as heavy planes and dirigibles. (Coleco, 1983)
Memories: As well-intentioned as Coleco’s translation of the Centuri-licensed Konami classic was, and even as powerful as the ColecoVision is, it wasn’t quite up to the challenge of Time Pilot. (Read more about this game…)
The Game: As an intrepid, pith-helmeted explorer, you’re exploring King Tut’s catacombs, which are populated by a variety of killer bugs, birds, and other nasties. You’re capable of firing left and right, but not vertically - so any oncoming
threats from above or below must be outrun or avoided. Warp portals will instantly whisk you away to other parts of the maze (though this doesn’t necessarily mean safer). Gathering all of the treasures and keys will allow you to open the vault at the end of each level…which leads to the next, and even more difficult level. (Parker Brothers, 1983)
Memories: If there was a better home version of this arcade sleeper hit to emerge during the 1980s, I haven’t seen it yet. Parker Brothers’ Colecovision edition of Tutankham does everything a good console port of a coin-op should do - it brings the game play, as well as the audiovisual elements, home - and this version does it in spades. It looks like it, it sounds like it, and it plays like it. (Read more about this game…)
The Game: You’re piloting a heavily armed helicopter straight into a heap o’ trouble. Ground and air defenses have been mounted in this enemy installation to stop you at any costs. Missiles, anti-aircraft turrets, and even other vehicles will
do anything to knock you out of the sky - and given the chunky terrain, the odds are in favor of the house. Your only saving grace is that you’re armed to the teeth. But, as you may have guessed by now, even that may not be enough to save you. (Supposedly, according to Konami, Super Cobra was their sequel to the minor arcade hit Scramble.) (Parker Brothers, 1983)
Memories: Alas, Konami’s Super Cobra didn’t fare quite as well on the Odyssey2 as Q*Bert did. At times, it’s almost comical - a few seconds of fast and furious on-screen action are followed by a tedious scroll to the left as the playing field is filled with the next round of extremely inhospitable terrain! (Read more about this game…)
The Game: As the pilot of a lone fighter infiltrating a spaceborne fortress, your mission is simple - survive long enough to vanquish the evil Zaxxon robot hidden deep within the fortress, and take out as much of the defenses as you can in the
meantime. (Datasoft, 1983)
Memories: Probably the best of the early wave of translations of the groundbreaking arcade game, John Garcia’s Apple II edition of Zaxxon successfully boils the game down to its most vital elements: the basics of its graphical look and smooth, fast motion. (Read more about this game…)

The Game: As Charlie the circus clown, you undertake numerous hazardous activities to wow the big-top audience, including ridng a lion as he jumps through flaming hoops, walking a tightrope also inhabited by numerous monkeys over whom you must jump, leaping around on a series of trampolines (and hopefully over fire-breathers and knife-throwers who happen to be displaying their circus skills in an upward direction between trampolines), and finally a death-defying flying trapeze act. You only get three opportunities to strut your stuff, and then the show’s over. (Konami, 1984)
It’s really like Track & Field with clown makeup, which in itself is somewhat disturbing. However you slice it, Circus Charlie is good clean fun, sort of the un-cola of sports games - there are a number of events (the game’s various “difficulty levels”), and the structure of the game is even the same, though here the action is confined to side-scrolling levels and it doesn’t feel like a sports game. (Read more about this game…)
The Game: Sometimes it’s not all about saving the whole freakin’ world. Sometimes it’s about just being a cabbie. Picking people up, zipping through traffic, and trying to get them to where they’re going without them - or yourself - killed in the process. Substitute traffic for alien ships and space debris, and you’ve got Cosmic
Commuter. Make sure your taxi pod is loaded up on fuel, avoid everything except for the passengers, and don’t forget to dock safely with your launch/landing module when you’ve picked everyone up. You can shoot obstacles out of your way in a tight squeeze, but be careful - you could also shoot your next refueling station out of the sky too. Three collisions or crash landings due to an empty gas tank, and you’re out of the taxi business. (Activision, 1984)
Memories: Cosmic Commuter is a very cool scrolling game with a neat premise, something that I can identify with a lot better than being a fighter jock. This is also an extremely colorful game with a heap of animated graphics, and not one second of sprite flicker. (Read more about this game…)