Jawbreaker
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.
Checkers
The Game: The classic game of strategy is faithfully reproduced on the Apple II. Two armies of twelve men each advance diagonally across the checkerboard, jumping over opponents and attempting to reach the enemy’s home squares to be crowned. Whoever still has pieces still standing at the end of the game wins. (Odessa Software, 1981)
Memories: At the time of its release, Odessa Software’s Apple version of checkers was a reasonably big deal, since it had been given its “smarts” by one of the leading experts in programming computers to play chess and checkers.
UFO!
The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of pesky and relatively harmless drone UFOs, but the job isn’t easy. You can ram the alien ships with your ship’s shields, destroying them (but forcing your shields offline for a few precious seconds during which anything could collide with your unprotected ship and destroy you), or shoot them (which also forces your shields down for a recharge). To that screenful of bite-sized chunks o’ death, add an unpredictable Killer UFO that likes to pop in and shoot at you, and suddenly being an interstellar traffic cop ain’t so easy. (Magnavox, 1981)
Memories: UFO! was the first “Challenger Series” game, which usually denoted a game that was an interesting derivative of an existing arcade favorite, in this case the popular Atari game Asteroids.
Tennis
The Game: Is it Pong anthropomorphized, or is it tennis rehumanized? Two people dash back and fourth across a court, making every attempt to intercept the incoming ball and slap it back into their opponent’s side of the net. As with so many other things in life, he who drops the ball suffers severely. (Activision, 1981)
Memories: Doesn’t really matter how you dress it up: it’s all tennis. Only Activision‘s Tennis cartridge, programmed by Alan Miller, was the first time someone had tried to make the tennis players look like…well, tennis players, at least on the VCS. As one of the very first titles released by Activision, Tennis broke graphical ground, but kept game play simple, often simulating an existing sport or activity – the salad days of innovation with games like Pitfall! were still to come.
Space Battle
The Game: You command a mighty battleship with three squadrons of fighters at your disposal to fend off five alien attack fleets. You can manually dispatch your fighter squadrons, send them directly into battle, and recall them to defend your ship. When your fighters go into battle, you can assume control personally and engage in a dogfight with the agile enemy fighters, or you can let the computer fight your battles on autopilot (it’ll get the job done, but usually with an undesirable, if not unacceptable, rate of losses for your side). The game ends when your squadrons have eliminated all of the converging alien fleets, or when the aliens have made quick work of both your squadrons and your command ship. (Mattel Electronics, 1979)
Memories: In 1979, Glen Larson’s TV space epic Battlestar Galactica was as hot a property as you could get on the small screen, with its movie-scale special effects (or at least, the show’s underbudgeted and overworked producers and special effects wizards hoped you thought the effects were movie-scale). Having watched rival toy maker Kenner score a major coup with the license to manufacture toys based on Star Wars, Mattel quickly stepped in to snag the rights for Battlestar Galactica. Short of whatever Star Wars sequel George Lucas turned out next, Galactica was as close as you could get to the next big thing.
Snafu
The 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
icons in your wake, while avoiding the solid walls tracing their icons and your own trail, which is just as deadly. (Mattel, 1981)
Memories: 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 to fit that theme. 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.
Pinball
The Game: It’s a game of video pinball where you can even bump the table to influence the ball’s path. You can even launch the ball into a second level to score big bonus points. Just don’t let it slide out of the reach of your flippers… (Mattel Electronics, 1981)
Memories: As a rule, I don’t do the video pinball thing. You can look throughout Phosphor Dot Fossils and you’ll find very few big thumbs-up for video pinball. But so help me, Pinball on Intellivision is rather fun. It takes into account some of the physics (though far from all) involved in a pinball table, even the external factors such as the good old-fashioned, time-honored bump-the-machne maneuver.
Muncher
The Game: As a round yellow creature consisting of a mouth and nothing else, 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. 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, 1981)
Memories: 1981 was the year of Pac-Man fever, when everybody wanted to get the yellow gobbler on their console, or at least a reasonable facsimile thereof. Bally – having already tried to play fast and loose with licensing by releasing a dead-on accurate but unlicensed version of Galaxian under a different name – took another roll of the dice (appropriately for an outfit that also had a healthy stake in the casino business)…and lost.
Laser Blast
The Game: What a refreshing change of pace. This time, you control a wave of spaceships attacking from the sky, and the computer is stuck on the ground firing at you. It’s payback time! Destroy the ground defense positions and guide your flying saucers into attack position. But apparently the three-lives rule doesn’t apply to the computer: you can never completely get rid of the ground defenses…you only encounter more agile ones. So, being the unfair world that it is, the game continues until you run out of ships. (Activision, 1981)
Memories: This craftily subversive title from Activision turns a lot of scroll-and-shoot conventions on their ear, but at its heart, it’s a little bit of Defender and a little bit of Sky Diver and a whole lot of madness.
Kaboom!
The Game: No manifestos, no political agendas, nothing like that – there’s just a mad bomber at the top of the screen, with a seemingly endless supply of explosives to chuck at you. You, on the other hand, have rather more limited resources – namely, three buckets of water. Your job is to keep those buckets right under the bombs and catch them all. If a bomb gets through, it costs you a bucket. If you lose your last bucket, you’ll be going out with a bang and a whimper. Catching all of the buckets in a given level of the game gives you a brief pause to prepare for the next wave – because your adversary’s using that brief pause to go cook up more bombs. (Activision, 1981)
Memories: Another one of Activision’s early best-sellers, Kaboom! is good, colorful fun – and it’s about as original as the concept of a madman with a bomb. As was typical in these early days before look-and-feel lawsuits became almost routine, the basic game play of Kaboom! was “borrowed” from an early black & white Atari coin-op called Avalanche. In that game, the bombs were falling rocks, and the whole thing was essentially a variation on the theme of Breakout.
Ice Hockey
The Game: Hit the ice and get the puck outta here. You have control of two players in this scaled-down match: one offensive player and one defensive player who can leave his goalie position (but not without giving the other team a better chance to land a shot). Keep the other team – whether it’s a second player or the “Activision computer” – from getting a goal, while trying to get past their defenses to slam a shot into their net. The holder of the highest score when the clock runs out is the winner. (Activision, 1981)
Memories: Hockey had been a fixture of the video game world long before Activision released Ice Hockey as one of its earliest titles. Early video hockey was essentially Pong with hockey rules, despite attempts to make the players look more like people than paddles (see the Odyssey 500 console). But Ice Hockey flipped the playing field 90 degrees, and made the on-screen characters look and act like human hockey players – right down to being knocked on their butts.
Freeway
The Game: Why the chicken crossed the road is no longer the question. Now the question is will the chicken cross the road? That part is up to you. You are the chicken. You must avoid traffic, but that’s a real challenge when
you’re confined to a straight vertical line from the bottom of the screen to the top. You can’t deviate left or right. You can only charge – or retreat. Getting hit by a car will send you back to your starting position to try again. Getting all the way across the street increases your score by one point. (Activision, 1981)
Memories: An incredibly fun game, and one of a then-dying (well, for that matter, it’s still dying) breed of two-player games, Freeway beat the Atari 2600 version of Frogger to the stores by a year.
Berzerk
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.
Astrosmash
The Game: The end of the world is near: asteroids and meteors are careening toward the surface of your planet at breathtaking speeds. Manning a speedy mobile laser cannon, your job is to take out or dodge the falling fragments from
space. Letting stray impactors past your defenses will actually diminish your score, but blasting them while they’re still incoming can create another dilemma: they split into smaller pieces which are still falling toward the ground. You’ll lose a cannon if debris lands on it, and you’ll lose the game (please note the air of certainty there) when you run out of cannons. Apparently this asteroid apocalypse is no force of nature either, as bombs both large and small fall toward you as well… (Mattel Electronics, 1981)
Memories: As was the case with the Odyssey2, some of the early arcade-style Intellivision offerings were near-beer versions of bigger brand-name hits – to which Atari, more often than not, held the rights. Astrosmash is one of the Intellivision’s signature games, and it’s a beautiful example of making a virtue out of not being able to ape a popular game too closely.
Crazy Kong
The Game: An oversized gorilla kidnaps the girlfriend of an unidentified plumber and hauls her up to the top of a building. You are that plumber who shall remain nameless, dodging
Donkey Crazy Kong’s never-ending hail of rolling barrels and fireballs in your attempt to climb to the top of the building and topple Donkey Crazy Kong. This rescue operation is repeated in several settings: a screen of sloped girders, a cement factory with conveyor belts, a series of precarious platforms and elevators, and the top of the building, with rivets that can be removed to send Donkey Crazy Kong plummeting to the ground… and then the game begins again with the aforementioned girlfriend in captivity once more. (Falcon, 1981)
Memories: As was often the case in the early ’80s, when the video game business was a vast, unexplored frontier, there were legal boundaries waiting to be pushed – and quite a few that just didn’t exist yet. From the same mentality that brought about an exact duplicate of Scramble from another company, and brought you Piranha and Popeye Pac-Man, came a Donkey Kong dupe: Crazy Kong. But this was a case where everything was actually above-board.

Warp Warp
The Game: What do you do when you’re alone in a space filled with big-tongued alien meanies? Well, you shoot ’em, naturally! The game starts in a wide-open, unrestricted playing field in which both you and the aliens can move about freely. Two structures in the center of the screen form a “warp” through which you can instantaneously transport yourself into a different playing field, a structured maze also filled with nasties. Only this time, instead of a gun, you have bombs which you can only leave in your wake – and hopefully you can run far enough in that time that the bomb will only blow up the aliens, and not yourself. You can return to the warp – and the first playing field – when it flashes. (Rock-Ola [under license from Namco], 1981)
Memories: This is an oddity in arcade history, and not everyone knew that it came from the same hotbed of creativity that spawned Pac-Man, Dig Dug and Galaga – especially since it really wasn’t that much of a hit.
War Of The Worlds
The Game: The Martians are coming! And they’re coming in colorful vector graphics! The tripod-like Martian War Machines land, extend their legs, and begin marching inexorably toward your cannon, pausing momentarily to sweep the bottom of the screen with their deadly heat rays, or hurling spirals of energy your way to slow down your cannon. You have a shield that can offer you mere moments of protection, but if it wears out or you find yourself in the Martians’ sights, your spiky-headed cannon operator is fried, and the cannon is promptly manned by another spiky-headed gunner. When your spiky-headed infantry is exhausted, the Martian invasion continues… (Cinematronics, 1981)
Memories: An entertaining variation on the basic game concept of Space Invaders, War Of The Worlds is quite a tricky game. From a visual standpoint, for line art, the Martian War Machines are menacing foes, and it could be that this is their best moving-image representation, possibly even better than Pal or Spielberg managed. (The rotating “Cylon eye” effect adds a lot of frisson, especially when the heat ray unexpectedly shoots out of it and blasts you!)
Venture
The Game: Trapped in a maze full of HallMonsters (TM, pat. pend.), you are adventurer Winky (TM, pat. pend.), on a mission to snatch incredible treasures (TM, pat. pend.) from hazardous underground rooms inhabited by lesser beasts such as re-animated skeletons, goblins, serpents, and so on (TM, pat. pend.). Sometimes even the walls move, threatening to squish Winky (TM, pat. pend.) or trap him, helpless to run from the HallMonsters (TM, pat. pend.). The deeper into the dungeons you go, the more treacherous the danger – and the greater the rewards. Just remember two things – the decomposing corpses of the smaller enemies are just as deadly as the live creatures. And there is no defense – and almost never any means of escape – from the HallMonsters (TM, pat. pend.). (Exidy, 1981)
Memories: Okay, maybe I went a little too far making fun of Exidy’s hopes that Venture would become a Major Video Game Franchise (TM, pat. pend.), but this game is peppered with trademark symbols – a sure sign that Exidy was banking on this game being the kind of breakthrough licensing windfall that Pac-Man was for Bally/Midway and Namco.
Vanguard
The Game: Your Vanguard space fighter has infiltrated a heavily-defended alien base. The enemy outnumbers you by six or seven to one at any given time (thank goodness for animated sprite limitations, or you’d be in real trouble!). You can fire above, below, ahead and behind your ship, which is an art you’ll need to master since enemy ships attack from all of these directions. You can’t run into any of the walls and expect to survive, but you can gain brief invincibility by flying through an Energy block, which supercharges your hull enough to ram your enemies (something which, at any other time, would mean certain death for you as well). At the end of your treacherous journey lies the alien in charge of the entire complex – but if you lose a life at that stage, you don’t get to come back for another shot! (Centuri [under license from SNK], 1981)
Memories: Very much like another SNK-originated game from this period, Fantasy (which was licensed out to Rock-Ola), Vanguard was an early entry in the exploration game genre. Sure, shooting things was fun, but this game made it clear – through the “radar map” of the alien base at the top of the screen – that there was a clear destination to be reached. And if you weren’t good enough to get there with the lives you had, you could continue the journey – for just a quarter more – again and again, until you got there.
Scramble
The Game: Once again, you’re apparently the only space pilot willing to take on this dangerous mission – though there’s probably a reason for that. You’re storming a heavily-armed installation which has loads of missiles and other defenses. And there’s one thing you don’t have a load of – fuel. If your gas needle lands on the big E, you’re going to your doom in a big rush. For some reason whose physics I can’t even begin to explain, bombing fuel depots in the enemy base will replenish your tank. Good luck! (Stern [under license from Konami], 1981)
Memories: A fun little Defender-style game, Scramble is a real challenge, especially the pesky, persistent problem of fuel shortage. But it proved to have a pesky, persistent problem of its own in the courtroom. Scramble was the basis of a major landmark copyright case in the history of computer-based works.
Pleiades / Pleiads
The Game: Earth is under attack, but due to defense spending cutbacks (how much planetary defense can you buy for a quarter?), you’re the pilot of the only vessel responding to the emergency. Try to fend off
several darting waves of alien ships which are attempting to bomb your base. Some of them may briefly land, wreaking even more havoc, and as you may have guessed, all of them will be firing at you. After you’ve secured Earth, you blast off into deep space to take on a wave of larger, more vicious attackers, and then an assault on a heavily armed alien mother ship. Once you’ve vanquished this foe, you’ll be called back to Earth again – it seems the aliens can’t take a hint. Once you’ve maneuvered your way through the landing runway and lined yourself up to fight the next wing of invaders, the battle begins anew. (Centuri [under ilcense from Tehkan], 1981)
Memories: A rather obscure shoot-’em-up, Pleaides (or Pleiads, as the game proclaims on its monitor, at odds with the cabinet artwork) almost looks like a sequel to Phoenix, though Pleiades originated from a different company. It’s a safe bet that the part of the game best remembered by arcade-goers back in the day is the final stage before the game begins again, the runway screen. You can’t shoot anything, you can only avoid it – and let’s face it, it’s pretty embarrassing if you get yourself splattered in a situation where you have no enemies.
Make Trax
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.
Lock ‘n’ Chase
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.”
Kick / Kickman
The Game: In an addictive little number from the height of Midway’s post-Pac-Man arcade empire, you are a unicycle-riding clown who occasionally wears a spiked hat. Your job is to keep any of the balloons falling from overhead from hitting the ground. You can bounce the balloons back into the air – temporarily – by kicking them, but the only way to remove a balloon from play permanently is to catch or pop it on your head. In later stages, other objects fall from the sky, including special guest stars Pac-Man and those darn ghost monsters, and also including bombs which are the only thing you must avoid. (Bally/Midway, 1981)
Memories: A wonderfully addictive game with intensely aggravating controls, Kickman has gone down in video game history with unjust obscurity. But perhaps this lack of bona fide “hit” status can be blamed on that wacky lateral trakball control – it was such a pain in the butt until you’d gotten sufficient practice in.
Gorf
The Game: The evil Gorfian Empire is attacking, and for only a quarter, you can enlist and defend Earth against the vicious (yet strangely cute) little critter with a robotic voice. In the first stage, Astro Battle, you have a defesive shield which is weakened with each shot the aliens fire at you – and every shot you fire back at them. (Truth be told, it’s a very thinly disguised take on the Space Invaders formula.) Then, in the Laser Attack level, the aliens break out heavier, nastier artillery that you have to dodge…if you can. Stage 3 sees a guest star from an earlier Midway game in the Galaxians stage, which is a sort of scaled-down version of the Galaxian game itself. Stage 4 is the hardest, with the Gorfian menace repeatedly spiraling out of a Space Warp, defying you to get so much as a single good shot fired off at it. Finally, if you survive the fourth stage, the Flagship level awaits. The flagship can fire any number of projectiles in your direction through your shield, and you have to not only dodge incoming fire, but try to get your own shot to hit just the right place on the flagship to destroy it. (Bally/Midway, 1981)
Memories: Gorf was a minor hit in its time, though this latest attempt to turn the Galaxian format into a franchise fell through the cracks. It didn’t help that the first stage seen in the attract mode was a Space Invaders clone.
Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators!
(Sega [under license from Konami], 1981)
Memories: Frogger is a truly ribbeting game, and very addictive. It was one of the handful of cute action games that arrived around the same time as Pac-Man and Donkey Kong, though it was never franchised as heavily as those games were. There was a Frogger sticker set, the occasional T-shirt, and a rockin’ musical tribute from Bucker & Garcia on the Pac-Man Fever album. Frogger also existed very briefly as a Saturday morning cartoon on CBS, in which he and his amphibian pals were reporters on the swamp beat, but this incarnation of Frogger was even shorter-lived than the cartoon based on Pac-Man.
Colony 7
The Game: You’re in charge of defenses at Colony 7. Even though a shield protects the settlement’s power generators, weapons and populated buildings, the onslaught of alien intruders gradually and inevitably wears that shield down. Once holes have been bored through the shield, the aliens have a clear shot at Colony 7 – and you’re toast. You’re the colony’s last hope, aiming your crosshairs at anything that threatens the surface. (Taito, 1981)
Memories: Does Colony 7 look a little familiar? If so, think of another game from roughly the same era. Not a translation of the arcade game, but an Atari 2600 cartridge with roughly the same style of game play.
Bosconian
The Game: As the pilot of a well-armed spacecraft (which appears to have been borrowed from Galaga), you weave through an unending barrage of support craft, asteroids, and hunter ships, all of which can kill you. And somewhere on the screen – as indicated by your radar – are several large Bosconian star destroyers (what, did they lease these from Lord Vader or something?). You can blast away at the destroyers’ six outer pods, or you can go for a shot right into the heart of a destroyer, taking the whole thing out by blasting its central pod. A piece of advice: don’t be too close to a Bosconian when you do this…the large explosion can end your space traveling days too. (Bally/Midway [under license from Namco], 1981)
Memories: Wow – a game with big killer space stations surrounded by lots of hostile patrol ships? They must be building Sinistar in the next sector over. But seriously, Bosconian is another game which meets the qualifications of a bona fide classic – easy to learn, hard to master – and, given the shape of the player’s ship (plus the fact that both games were licensed from Namco), I’ve always wondered if Bosconian was intended to be a sequel to Galaga.
Astro Blaster
The Game: Another day, another alien invasion. But this time it won’t be so easy to fight the aliens off: your ship has a limited supply of power, and your guns can overheat if you force them to spend too much time blazing away. You have to be judicious with your firepower, dodge incoming fire, and hold out long enough to dock with your own mothership and refuel between waves. (Gremlin/Sega, 1981)
Memories: While Space Invaders “inspired” a glut of knockoffs since 1978, several games tried to improve upon the slide-and-shoot formula in later years: Namco‘s Galaxian and Nintendo‘s Radar Scope introduced dive-bombing attacks, Moon Cresta by Nichibutsu replaced the standard “three lives” system with a three-stage rocket, and Gremlin/Sega‘s Astro Blaster brought something else to the table to up the stakes: the game was based on the premise that any spaceship would have limited fuel and ammo.
Blasto
The Game: Piloting your mobile cannon around a cluttered playfield, you have but one task: clear the screen of mines, without blowing yourself up, in the time allotted. If you don’t clear the screen, or manage to detonate a mine so close to yourself that it takes you out, the game is over. If you do clear all the mines, you get a free chance to try it again. Two players can also try to clear the minefield simultaneously. (Texas Instruments, 1980)
Memories: Programmed for TI by Milton Bradley‘s in-house video game group under contract, Blasto is an adaptation of an oscure 1978 B&W arcade game, and while the TI 99/4a has no problem replicating the game play, it has virtually no choice but to improve on the arcade Blasto‘s almost-nonexistent graphics and sound.