The Game: Pong just got a lot more difficult. The table-tennis-inspired sport is now played at blow-your-hair-back speeds on a 3-D field, with vehicles called rotofoils serving as the paddles. Up to four players can compete, or you can humiliate yourself by trying to fight computer-controlled opponents. (Atari/Lucasfilm Games, 1984)
Memories: The announcement was simple, and ominous, and got a lot of press. “Lucasfilm is entering the video game industry.” It made big waves, and why wouldn’t it? The thought of someone with the tremendous creative resources of George Lucas getting in on the action was enough to excite many gamers - particularly those who, around 1984, were deluged in the kind of mediocre titles which brought the video game business to its knees. (Read more about this game…)
The Game: The race is on, and no moves are off-limits - bump your competitors off the road (and into apparently highly volatile vegetation that causes them to explode), or jump over them and any other obstacles that get in your way, including
areas of water that cover the road. If you survive the race, you live on to the next round - at least until you run out of cars. (Coleco, 1984)
Memories: Another Sega arcade sleeper-hit snagged for the Colecovision under an overall contract between the two game companies, Bump ‘N’ Jump is fun on four wheels, and this console version drives it home perfectly. (Read more about this game…)
The Game: Zoom being the operative word here, your mission - as space hero Buck Rogers - is to fly in close quarters with all kinds of enemy ships, landers and structures, fending off their attacks, and generally staying alive as long as
possible. Obligatory robot wisecracks and utterances of “beedy-beedy-beedy” not included. (Coleco [under license from Sega], 1984)
Memories: Far and away the most faithful home console version of Sega’s arcade sleeper hit, Buck Rogers: Planet Of Zoom is a blast on the ColecoVision. (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…)
The Game: You control a daredevil stunt climber on his trip up the side of a building, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as a large stork with (apparently flaming) droppings 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. (Atari, 1984 - fan club exclusive)
Memories: Crazy Climber for the 2600 is one of the rarest cartridges manufactured by Atari, having been released only through the company’s Atari Age fan club newsletter rather than at retail. On the basis of its scarcity alone, the Crazy Climber cartridge auctions for - appropriately - crazy amounts of money. (Read more about this game…)
The Game: You are Bentley the Bear, cuddly defender of a vaguely 3-D fairy tale realm just loaded with ruby-like crystals. While this would seem like an idyllic existence for many sentient stuffed animals, it is, of course, not that easy. Berthilda the Witch has sent her evil minions to seize the crystals for her. Walking trees,
upright centipedes, and animated skeletons prowl the geometric vistas to keep Bentley from claiming the crystals. Finding the wizard hat will briefly give Bentley the power to dispose of Berthilda if and when she makes an appearance. Bentley also has a weakness for the pot of honey that appears on each level - and if he grabs the honey, a swarm of bees suddenly has a problem with him. Clearing each screen of crystals advances to the next level. Keep in mind that the enemies can also consume crystals, so they may actually clear the level - Bentley gets a bonus if he’s the one who nabs the last gem on the screen. (Atari, 1984)
Memories: This game is a tough nut to crack. It’s something I’d file under “games I can’t believe anyone tried to port to the Atari 2600,” the same category where I’d put Coleco’s disastrous port of Zaxxon. Surprisingly though, while the graphics are a bit of a mess, enough of the game play is intact to make this version of Crystal Castles surprisingly effective. (Read more about this game…)
The Game: Once again, you’re piloting a sleek spacecraft, patrolling the airspace over a populated planet whose inhabitants are being harvested by alien Landers to create berzerker Mutants. If you shoot down a Lander in mid-air and its abductee falls toward the ground, you must catch the helpless kidnap victim and lower him to the ground safely. Other menaces await you in the sky, along with Stargates, which instantaneously transport you to other locations around the planet. (Atari, 1984)
Memories: I like to refer to this game as Defender: The Apology. In much the same way that Atari made good on gamers’ disappointment in their original Pac-Man cartridge with its Ms. Pac-Man translation, the Stargate cartridge plays much more like “real” Defender than the original cartridge version of that game. The sounds and graphics are pretty much dead-on, if not quite as fine as those of the original arcade machine. (Read more about this game…)
The Game: Who said landscaping was easy? 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. (Atari, 1984)
Memories: Still clinging tenaciously to a licensing agreement that gave it the right to publish Dig Dug in the U.S., Atari dug in its heels and released Dig Dug for the Atari 7800. Fortunately - for Atari, that is - Namco opted not to issue the same game in that territory, leaving it an exclusive for owners of the Famicom, Japan’s equivalent to the NES. (Read more about this game…)
The Game: You’re a lone footsoldier fighting your way through a platoon of enemy troops, trying to take out as many of them as you can until you find your way to a handy empty tank. But once you man your own tank, enemy tanks surround you. If one of them hits your tank, you have mere seconds to bail out before your tank blows, and you have to dodge cannon fire until you can find another friendly tank to commandeer. After crossing hazardous stretches of desert and fighting off entire battallions of enemy tanks, you’re en route to the final confrontation, a showdown with the enemy’s armored headquarters… (Coleco, 1984)
Memories: At one time, this was one of my all-time favorite Atari 2600 games - well, it still is, actually - even though it really pales in comparison to the coin-op it’s based on. Even the version released for the ColecoVision, which used the roller wheel on the Super Action Controller to stand in for the arcade game’s aiming knob, wasn’t quite the same. Still, at the time, this did just fine: you fired your gun in whatever direction you were facing. (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. (Coleco, 1984)
Memories: It’s a bit of a rarity for an arcade manufacturer to license a sequel game to a different company than licensed the original, yet it happened in a handful of cases. Atari had licensed the arcade hit Berzerk and turned it into a near-perfect cartridge for the VCS, but when it came time to license the diabolically difficult follow-up for home video game play, it was Coleco who nabbed the rights. (Read more about this game…)
The Game: The only video game in history that turns you into Bill Murray, Ghostbusters gives you a taste of the lucrative franchising opportunity that is supernatural paranormal investigation and elimination. You start the game out with a supply screen and - naturally - a limited budget. Pick up all the ghostbusting gear you can afford and get to work. Much of the game is played out on a map of several city blocks of the Big Apple, where haunted buildings will flash red. You respond to each call by going there, which takes you to a brief “driving” game in which you can vacuum up free-roaming ghosts (if you’ve installed a ghost-vac on your car). Once you arrive, set the trap and position your two busters carefully (so as not to cross the streams), and snag the ghost before it simply leaves or slimes you. Trapping ghosts will net the big bucks, which you need to continue your franchise. Letting the paranormal activity in New Your City continue unabated will result in the unleashing of the Sta-Puft Marshmallow Man, who’ll stomp entire city blocks (and earn you a hefty fine). If the city’s PK (psychokinetic) activity meter reaches 10,000, the game is over. (Activision, 1984)
Memories: An addictive little game, this, and probably one of the best movie-to-video-game licenses ever brought to life. Ghostbusters on the big screen was big money when this game was released, and Activision had to deliver a decent game. (Read more about this game…)
The Game: The aliens are taking their complaints to the home office! As the pilot of an agile space fighter, you have to blast your way through the alien forces from Pluto all the way back to Earth. Occasionally you can boost your ship’s firepower, but that’s the only help you’re going to get. The rest is up to your speed, your strategy, and your ability to nail those suckers in mid-dive. (Parker Brothers, 1984)
Memories: A valiant attempt by Parker Bros. to translate Konami’s smash hit shooter to the 2600, Gyruss wins points for effort and attention to detail, but still manages to lose something in the translation. (Read more about this game…)

The Game: As an airborne rescuer with a helicopter backpack and plenty of explosives, your job is to fly (and run) through a series of sinister caverns, retrieving hostages and doing away with such deadly dangers as poisonous spiders. (In short, you’re venturing into places that would have Pitfall Harry making a tar pit in his pants.) Oh, and make sure you don’t shoot out the lights handily installed in nearly every cavern, or you won’t be able to see the danger until you put your foot in it - and then even your helicopter backpack won’t help you. (Activision, 1984)
Memories: One of Activision’s most celebrated originals, H.E.R.O. is a fast-paced game with enough exploration and enough hair-trigger excitement to keep all kinds of gamers happy. In some respects it’s very similar to Pitfall II, only this time you get to blow obstacles away instead of just having to avoid them. (Read more about this game…)
The Game: You control the destiny of a pixellated rock band. A menu presents you with options to write songs, play concerts, go on tour, or even sign witha record company if you’ve racked up the money and the popularity (and the band still has the energy and drive to work a crowd). You can ask your manager to try to
work out some special deals for you, but even success has its dark side - and what’s worse, now the dark side of stardom is randomly generated! (Xonox / K-Tel, 1984)
Memories: This game isn’t Dark Side Of The Moon or Sgt. Pepper. This game isn’t even up to Dr. Demento standards. This game isn’t even “Achy Breaky Heart” and it’s not even the Macarena. Because at least those flash-in-the-pan hits were catchy and compelling on some level, and people came back to them again and again for a feel-good fix. I can’t say the same for It’s Only Rock ‘N’ Roll for the Colecovision. (Read more about this game…)
The Game: A day at the races is just another day at the office for you. Pick from a variety of tracks and difficulty levels and try to achieve maximum speed…with a minimum of collisions. (Epyx, 1984)
Memories: Not quite as pretty as Turbo, Pitstop is a port of a game that Epyx had already made popular on the Atari home computers and the Commodore 64. Though the crash was in full swing by now, Epyx seemed to be hedging its bets by producing console games for the Colecovision and the Atari 2600. But graphically, and in terms of smooth game play, Turbo wins the race ahead of Pitstop in just about every area - and it’s all about control. (Read more about this game…)
The Game: Your mission is to travel from sector to sector, eliminating Klingon incursions into Federation space without getting your ship and crew destroyed. Friendly starbases offer aid and allow you to make resupply stops so you can keep up the good fight - and you do have to keep a careful eye on your phaser, shield and warp power… (Sega, 1984)
Memories: Some of the games ported to the Atari 5200 are a bit perplexing when they’re hardly a step above the same title as released for the Atari 2600. Sega’s 5200 edition of its own arcade game doesn’t improve much on the graphics of the 2600 version, and doesn’t even take advantage of the 5200’s controller keypad to control things like shields and warp power (that’s actually a bit disappointing there). (Read more about this game…)
The Game: Welcome aboard, Captain. Your mission is to travel from sector to sector, eliminating Klingon incursions into
Federation space without getting your Constitution-class starship and her crew destroyed. Friendly starbases offer aid and allow you to make resupply stops so you can keep up the good fight - and you do have to keep a careful eye on your phaser, shield and warp power. Periodically you’ll even have to navigate a minefield laid by the murderous Nomad probe while trying to catch a fleeting glimpse of Nomad itself so you can destroy it. (Coleco [under license from Sega], 1984)
Memories: One of the better home versions of Sega’s vector arcade game, the ColecoVision edition of Strategic Operations Simulator pulls off the neat trick of very nearly delivering more authentic Star Trek atmosphere than its inspiration. Each game kicks off with the familiar strains of Alexander Courage’s opening fanfare for the Enterprise (replacing the rather non-specific opening music of the arcade game), and even the game-ending “simulation complete” message is accompanied by another passage from the Star Trek theme. (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 many of the defenses as you can in the meantime. (Sega, 1984)
Memories: In 1984, Sega entered the home video game business for the first time, with their first Stateside products being games for the Atari 2600 and 5200. Some of the titles released - Buck Rogers: Planet Of Zoom and Zaxxon specifically - had already been licensed by Coleco for the ColecoVision, and Coleco had even released Zaxxon for other systems such as the 2600. But Sega wanted its own piece of the pie, and not just licensing percentages, when it came time to release more of their properties for home video game systems. (Read more about this game…)
The Game: You are the world’s most famous lasagna-munchin’ mouser, hopping from fencepost to fencepost, grabbing airborne hamburgers (!!?) and dodging potted plants being thrown at you. Eventually you reach home, where you can antagonize Odie the dog, who has somehow made his way to the top of Jon’s house. (Atari, never released [developed circa 1984])
Memories: Who here didn’t love Jim Davis’ Garfield comics 20+ years ago? I loved ‘em. Of course, I too had an unpredictable, feisty, and every-so-slightly overweight striped feline of my own, so I was a little biased. Atari’s unreleased Garfield game fell under the axe of the great video game industry crash, which is a great pity - it would have made a very nice kids’ game, with its easy and not-even-remotely-violent game play (the worst that can happen to you is that you seem to “bulge” when hit by a potted plant). It also had some rather nice graphics, with recognizable renditions of Garfield and Odie. (Read more about this game…)