River Raid

River RaidThe Game: You’re piloting a fighter jet on a canyon run through enemy territory. You can’t fly outside the canyon walls, so stay over the river and blast everything in sight. Well, almost everything – flying your plane on top of “FUEL” buoys instead of shooting them puts a little bit of gas in the tank, and if you run out of fuel, you might as well just swallow the next enemy bullet, because you’re goin’ down. (Activision, 1984)

Memories: A dandy upgrade from the Atari 2600 River Raid, the Colecovision edition plays much the same. There are some audiovisual improvements, but it’s also surprising to see what’s been left alone in the graphics department too: these elements of the game weren’t broken, so there are no “fixes” for their own sake.

Star Trek: Strategic Operations Simulator

Star Trek: Strategic Operations SimulatorThe 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.

Tapper

TapperThe Game: As a beleaguered bartender, you have to serve drinks to an endless onslaught of bar patrons, never allowing them to reach the end of the bar. You must also pick up empty glasses as they slide back toward you, and you can also grab a tip whenever one briefly appears. Clearing the screen of all pixellated hardened drinkers – erm, sorry, soft drinkers – takes you to the next screen, and other scenarios, including outdoor sporting events. (Bally/Midway-Sega, 1984)

Memories: When the U.S. video game industry fell on hard times, Sega sold off its American division to Bally/Midway. Having previously tried to maintain more direct control of home versions of its arcade games through an overall licensing deal with CBS Electronics‘ game division, Bally/Midway now had a more direct pipeline to the consumer market by using the home video game division that Sega had launched to exploit its own arcade titles (such as Buck Rogers: Planet Of Zoom and Congo Bongo).

Track & Field

Track & FieldThe Game: It’s time for the 1984 Olympics! Qualify and compete in such events as the 100-meter dash, the long jump, javelin throw, and the shot-put. (Atari, 1984)

Memories: In many cases, Atari faced a major obstacle in licensing major arcade games: the time and money required to secure the license (if it wasn’t already part of an overall deal), and the fact that by skipping the licensing process, Activision or Imagic would virtually always get there first with a more visually pleasing and playable product. But this time, Activision’s sheer speed helped Atari out: The Activision Decathlon practically did some of the R&D for Atari.

Both are Olympic-themed, multi-event games, and both require unconventional control mechanisms. Decathlon, released a year before Atari’s home version of Track & Field, required Track & Fieldplayers to whip their joysticks back and forth so violently that many perfectly good, sturdy controllers had to be retired after their Olympic careers.

The trick is, Atari uses essentially the same control mechanism for Track & Field – the arcade game’s vigorous button-pounding is replicated by rapid-fire left-right motion… but Atari manufactured a special Track & Field controller with heavy-duty arcade quality buttons, both replicating the arcade experience and saving many a joystick.

And the controller isn’t the only improvement. Track & Field is a rare instance of Atari turning out the superior version of the same game concept. Decathlon is a prettier game to look out, but on many levels, Track & Field is simply more fun.

4 quarters!There’s no reason not to enjoy both, though: try Decathlon with Atari’s Track & Field controller sometime. But if you’re going to play only one Olympic game on the 2600, Track & Field takes home the gold.

A Phosphor Dot Fossil examined by Earl Green

Frogger II: Threeedeep!

Frogger II: Threeedeeep!The Game: Frogger’s back, and he needs your help to do so much more than just cross the road. First, help Frogger navigate an assortment of underwater dangers to reach the safety of a log at the water’s surface, and then help him hop across the backs of various animals and objects to cross the river. Once this is accomplished, you help Frogger ascend to heaven…and then the whole process starts once more. (Parker Brothers, 1984)

Memories: Officially authorized by Sega (while Sega was still authorized by Konami as the American distributor of the original Frogger), Frogger II: Threeedeep! is a sequel to the hit arcade game – a sequel that never made it into the arcades itself.

The Hitchhiker’s Guide To The Galaxy

Hitchhiker's Guide To The GalaxyThe Game: You’re Arthur Dent, and you’ve woken up with a very bad hangover. Between your state of inebriation and the fact that the Earth will shortly be demolished to make way for a hyperspace bypass, this is an inauspicious start, especially since you must fulfill your destiny as one of the only two human beings left alive in the universe to even begin to get anywhere in this game. (Infocom, 1984)

Memories: Infocom was the pioneering group of brilliant software designers who took the simple Adventure-style game and elevated it to new heights. By combining an easy-to-use and well-designed interface which understood English, with fascinating worlds created by literate designers and writers, Infocom made some of the most engaging computer games in the history of early silicon.

Skyfox

SkyfoxThe Game: The invasion is on, and as usual, you’re the only thing standing between Earth and alien domination. (Ever wonder why no one else is answering their pagers at times like these when the call goes out?) Fortunately, your aircraft is a kick-ass piece of military hardware, capable everything from breaking the sound barrier to hovering, helicopter-like, over a friendly installation to defend from an onslaught of enemy tanks. But the enemy makes up for its occasionally lackluster hardware with impressive numbers – and whether the hail of gunfire is coming from their tanks, their jets, or their motherships (which look suspiciously like little Comet Empires from Star Blazers), you can rack up a fatal amount of damage pretty quickly. (Electronic Arts, 1984)

Memories: To my day, Skyfox is still my favorite combat flight sim. Actually, it’s one of my all-time favorite flight sims, combat or otherwise.

Star Maze

Star MazeThe Game: Poor Thid. He’s lost in space, a long way from home, and he’ll need all of Earth’s intellectual and technological resources to get him home. Or, actually, since he’s on a budget, any old kid with an Atari home computer will do. Solve division problems of varying degrees of difficulty to help Thid return to his home planet, and keep in mind, time is limited for both equation solving and maneuvering. Even if you get your numbers right, Thid can accidentally run into “Badid Stars” that will explode, sending him plummeting into a different part of the star maze. You win the game by returning Thid to his home planet at the bottom of the screen, though if you’re feeling particularly daring, you can take a detour for double points along the way. (Roklan, 1984)

Memories: A clever little educational game for the Atari home computers, Roklan’s Star Maze probably isn’t at the top of anyone’s list except as an Atari completist’s collectible. I’m certainly no big fan of math games, but for some reason I like Star Maze. It’s a nice balance between the educational remit of the software and the board-game-like fun stuff in between the math problems.

Garfield

GarfieldThe 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.

Exed Exes (a.k.a. Savage Bees)

Exed ExesBuy this gameThe Game: Bees are attacking, but they have more than just the sting in their tail, to mix an insect metaphor. These are alien bees with energy weapons and some serious technology to back them up. And guess how many ships are going to fight these buzz-bombers off? You got it – just your ships, one at a time, flying in and blowing up everything in sight. While you’re limited to flying one ship at a time, remember that the bees are attacking in graceful and deadly waves. Occasionally, you’ll encounter “high point areas” where hitting a “pow” marker will transform bees or indestructible skull obstacles on the screen into a fruit that you can collect harmlessly for bonus points. But the bees have a backup plan, too – hive-shaped carriers that appear from time to time, offloading a whole fleet of enemies for you to contend with. (Capcom, 1985)

Memories: I love Exed Exes (released in the U.S. as Attack Of The Savage Bees). But there’s nothing especially original about it, you know? The game play reeks of Xevious, with elements of Mario Bros. (the “pow” power-up) and even Pac-Man (bonus fruit) thrown in for good measure. The enemies appear in waves very much like those of Galaga and Gaplus, even down to their sneaky trick of attacking you from behind at the bottom of the screen.

Motos

MotosBuy this gameThe Game: This contest places you in a vehicle on a grid suspended in space. Going over the edge of the grid is bad news, and yet that’s exactly where you must ram every other object on the screen. Be careful: Isaac Newton’s laws of motion apply here, and every action begets a reaction, namely your vehicle being bounced as far back as your target has been knocked ahead. And depending on the configuration of the playing field, which eventually evolves to include gaps in the middle of the screen which can only be jumped with the proper combination of “power parts” and “jump parts,” ramming an enemy can put you over the edge too. Later levels introduce more aggressive enemies which will leave you almost strictly on the defensive. (Good tip? Position yourself between two enemies and let the recoil from attacking one help you put another one out of the game as well.) Lingering too long on the playing field will cause whoever’s in charge of this genteel sporting event to hurl projectiles at the field, blasting holes out of the grid which must then be jumped or avoided – and even your own jumps can weaken or destroy other squares on the grid. (Namco, 1985)

Memories: Say what you like about Namco, but they’ve probably introduced more singularly addictive games to the arcades than any other company out there, and those games cover a more diverse palette than today’s never-ending smorgasboard of fighting and sports titles.

Toggle

ToggleThe Game: Two players’ vehicles start in opposite corners of a confined grid; when moved, each vehicle leaves a light cycle-style trail of that player’s color (red or gold) in its wake. But here’s the twist: the players won’t be eliminated by running over the opponent’s “wake.” Instead, running over the other player’s wake once will knock that portion of it down; running over the resulting gap refills that space with your color instead. The object of the game is to occupy as much of the grid as possible by the end of 45 seconds. (Each game consists of three 45-second rounds, and each successive round adds obstacles such as walls, or gaps through which players’ vehicles can fall, resulting in a delay while that vehicle is replaced.) The winner of the best two out of three rounds wins the game. (1985, Bally [under license from Sente Ltd.] – unreleased)

Memories: After being “put on the beach” by Atari’s new Warner Bros.-controlled management – a term meaning that he was out the door, but still receiving money from a bonus pool that, in Atari’s heyday, was quite substantial – founder Nolan Bushnell was left at a loose end in more ways than one. He began building his new empire, a chain of franchise restaurants called Chuck E. Cheese’s Pizza Time Theatre, which combined food service, robotic characters whose technology Atari had no interest in pursuing and therefore allowed him to retain, and arcade games. Bushnell was still eager to have something to do with the video game industry, but a non-compete clause literally took him out of that game for seven years. In 1985, that clause expired, and Bushnell was ready to get back in the game.

Burgertime

BurgertimeThe Game: As Chef Peter Pepper, you climb around a multi-level factory whose sole function is to make some really big burgers. We’re talking about some BIG burgers here. But your ingredients aren’t exactly cooperating with you… (Namco, 1985 [Japan] / Data East, 1987 [US])

Memories: A little bit of an oddity – a Data East-originated arcade game ported to the Famicom by arcade competitor Namco (and then sold in the US by Data East itself) – this version serves up a happy meal worth of authentic Burgertime action on the NES.

Elevator Action

Elevator ActionThe Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator – which gives you an advantage and also makes you vulnerable. (Taito, 1985)

Memories: Almost a dead ringer for its arcade inspiration graphically, the NES edition of Elevator Action actually loses a few points for having lousy sound – something I rarely count off points for, truth be told. But by the time of the NES, the means were there to replicate the arcade sound – take a listen to Super Mario Bros. for proof.

Pac-Man

Pac-ManThe 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 Buy this gamefor 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… (Tengen, 1985)

Memories: You’ve gotta hand it to Atari – back in the day, they were the experts at exploiting a license until just about every possible option was exhausted. They were also quite adept at staying on the map – up to a point. Where this title might have been released by Atarisoft only a year or two earlier, Atari set up a new imprint – Tengen – to create and market games for the NES. By virtue of Atari’s existing license with Namco, Tengen threrefore produced the first NES port of Pac-Man, and Namco later released its own. (It’s worth noting that the Namco-Atari connection – forged in the late 70s when Namco distributed Atari arcade games in Japan – wasn’t history just yet; Atari later handled the American release of Namco’s Pac-Mania coin-op.)

Dig Dug

Dig DugThe 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. (Namco, 1985)

Memories: For some reason that I have a hard time trying to fathom, this game was released for the Famicom only – the Japanese console which was re-engineered as the NES for the English-speaking market. The reason I can’t fathom that is that this is a perfectly playable port of Dig Dug. Did Namco really think that this cute classic was past its sell-by date in the States?

Tower Of Doom

Tower Of DoomBuy this gameThe Game: Abandon hope, all ye who enter the Tower of Doom. Armed and armored, adventurers enter seeking treasure, mystery and glory…but all that stands between them and those goals are dragons, monsters, bizarre traps that twist space and time, and, of course, twisty little passages (there are always twisty little passages). When a battle is lost in the catacombs, the player returns to his starting point for another attempt to plumb the depths, but eventually every player will run out of opportunities…or will have to grow powerful enough to conquer most of the Tower’s denizens. (INTV Inc., 1986)

Memories: Originally conceived as another entry in the Advanced Dungeons & Dragons video game franchise, Tower Of Doom seems terribly familiar to anyone who played Mattel’s original AD&D cartridge: the overhead maze crawl and the close-up battles go back to the original game’s basics, rather than trying to further develop Treasure Of Tarmin‘s first-person perspective and interface, which was considered a step forward for graphics but not for game play.

Donkey Kong

Donkey KongThe Game: How high can you go? Help Jumpman (Mario) save Pauline from Donkey Kong’s clutches by climbing ladders and avoiding barrels. (Ocean Software, 1986)

Memories: Three years after the release of AtariSoft’s Commodore 64 Donkey Kong port, European software developer Ocean Software decided it was time for another Donkey Kong remake and accepted the challenge.

It goes without saying that the more familiar programmers become with a particular platform, the more advanced their games will look and play. This is generally why games released later in a platform’s lifespan often seem more advanced than earlier titles. Such is the case with Ocean’s version of Donkey Kong. With an additional three years of familiarity with the Commodore behind them, Ocean was really able to crank one great looking port.

Topper

TopperThe Game: As Topper the top-hat-wearing turtle, your job is to jump from platform to platform until every platform on the screen is the same color, all without jumping into the empty space beyond the platforms. But as easy as this task may sound, it’s not that easy: rambunctious rabbits are ready to pounce on you, or at the very least keep you from reaching all of the platforms. Random explosives appear on some platforms and you have to avoid that platform until the danger has passed – and not even all of the platforms stay in one place. (Navarone Software, 1986)

Memories: The TI 99/4a version of Q*Bert is a decent port of Q*Bert, but on this computer, I much prefer Topper. With tense seconds ticking by as Topper stares down the slow approach of the evil rabbits (who actually look more like evil guys in evil rabbit suits, to be honest), there’s an element of patience and strategy that brings an almost chess-like dimension to what could easily have been just another Q*Bert clone.

Uridium

UridiumThe Game: Destroy massive motherships while fighting waves of enemies and avoiding obstacles at breakneck speeds in this groundbreaking horizontal SHMUP. There’ll be time to rest when you’re dead. (Hewson, 1986)

Memories: Uridium is one of the fastest games I’ve ever played. At top speed, things whiz by you so quickly that your reflexes simply aren’t fast enough. You’ll have to memorize the levels to fly at that speed – too bad you can’t memorize where the next wave fleet of enemies will be coming from.

Galaga ’88

Galaga '88The Game: Commanding a small fleet of sleek fighter ships, you’re up against an alien invasion, arriving in wave after unfriendly wave. Alien fighters resemble butterflies and bees, but the real prize is the handful of motherships which arriveswith each wave. Capable of taking two hits – the first weakens them and turns them dark blue, the second destroys them – the motherships also come equipped with a tractor beam with which to snare your fighters. But if one of your fighters is captured, and you can destroy the mothership which is towing it, your wayward fighter will be returned, doubling your firepower. (Namco, 1987)

Memories: Where the Galaga sequel Gaplus turned some elements of the game play around, Galaga ’88 returns to the original rules and adds a lot of visual flair.

Asteroids

AsteroidsThe Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating asteroids, but the job isn’t easy – Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into Buy this gamelittle chunks, those chunks go zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that likes to pop in and shoot at you, and you’re between several large rocks and a hard place. (Atari, 1984; released circa 1987)

Memories: So you thought Asteroids didn’t become a creature of slick full-color graphics until the Playstation era, eh? Or maybe you didn’t think that. First off, Atari rehashed the game in colorful raster form as Blasteroids in the arcades, and then it included a copy of this rendition of Asteroids with every Atari 7800 console it sold.

Dig Dug

Dig DugThe 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. (INTV Corp., 1987)

Memories: From the ashes of Mattel Electronics, which suffered a multi-million-dollar loss in the 1982-83 crash of the video game industry, several stalwart members of the “Blue Sky Rangers” development team banded together to form INTV Corporation, a leaner, meaner entity that would do what seemed unthinkable in the market climate of the time: keep supporting the Intellivision with new software until further notice. After the NES helped the industry make a comeback, Atari dusted off the 2600 and the stillborn 7800 – which had been ready to hit stores as early as 1984 – and tried to reposition them as budget alternatives to Nintendo’s increasingly ubiquitous machine.

Galaga

GalagaThe Game: Commanding a small fleet of sleek fighter ships, you’re up against an alien invasion, arriving in wave after unfriendly wave. Alien fighters resemble butterflies and bees, but the real prize is the handful of motherships which arrives with each wave. Capable of taking two hits – the first weakens them and turns them dark blue, the second destroys them – the motherships also come equipped with a tractor beam with which to snare your fighters. But if one of your fighters is captured, and you can destroy the mothership which is towing it, your wayward fighter will be returned, doubling your firepower. (Atari, 1984; released circa 1987)

Memories: It took three years for anyone to bring this game to any home video game or computer platform. Who knows why? I never thought it was all that complicated, but apparently not even the ColecoVision or the 5200 were up to the task.

Food Fight

Food FightBuy This GameThe Game: Poor Charley Chuck. He just wants to make it across the screen and eat that big, inviting ice cream cone before it all melts away. But there are a bunch of chefs who want to stop him. This, of course, means war – an all out food fight breaks out. Charley and the chefs can both grab whatever morsels are at hand and fling them at each other. If Charley beans a chef, that chef temporarily disappears, but if Charley gets nailed too many times, he’s force-fed a solid diet of game over. (Atari, 1984 – released in 1987)

Memories: Food Fight on the Atari 7800 almost has an unfair advantage: both the coin-op and this home version were programmed by General Computer, a subcontractor which handled many of Atari’s better home ports of arcade games. In addition to their usual skill in transferring arcade games to home consoles, this time they had intimate knowledge of the original too.

Jr. Pac-Man

Jr. Pac-ManThe Game: As the offspring of a round yellow creature consisting of a mouth and nothing else, you maneuver around a bigger maze than your parents ever had to deal with, gobbling small dots and evading four colorful monsters who can eat you on contact. Six large flashing dots in the maze enable you to turn the tables and eat the monsters for a brief period. Periodically, assorted toys will begin hopping through the maze, turning every uneaten dot they touch into a larger dot which yields more points, but also forces little Pac to slow down to digest them. (Atari, 1987)

Memories: A few years after releasing an excellent port of Ms. Pac-Man, during the twilight of the 2600 platform, Atari visited the Pac-Man well one more time with Jr. Pac-Man, a game which rehashed the basic Pac-Man concept, only this time with a much larger, scrolling maze. Jr. Pac-Man was Atari 2600 Pac-nirvana. The graphics, the music, and the sounds were absolutely spot-on.

Pole Position II

Pole Position IIThe Game: It’s your big chance to qualify for the big race at one of four tracks: the oval test track, Seaside, Suzuka, and the Mt. Fuji track from the original Pole Position. First, you try to get through the qualifying heat, racking up laps around the track as fast you can and accumulating as few wrecks as possible. If you pass muster, then you get to try it again with other cars on the track! (Atari, 1984; released circa 1987)

Memories: Until the Namco Museum series came along for the Playstation, featuring true emulation of the original arcade code and graphics, this is as close as we were going to get to the finesse of an arcade Pole Position game at home – at it wasn’t too far off the mark.

Defender Of The Crown

Defender Of The CrownThe Game: The King of England has been assassinated and the crown has gone missing! To regain the crown and restore order you’ll need to conquer the entire country, one castle at a time. Equal parts strategy and action make for lots of fun and replayability. The ultimate cinematic experience for the Commodore 64. (Cinemaware, 1987)

Memories: In 1986, Cinemaware released Defender Of The Crown for the Commodore Amiga, introducing a new style of game to home computer owners. Equal parts movie, strategy and action, Cinemaware called their new style of games “Interactive Movies”. Defender Of The Crown begins like a real Hollywood experience, complete with opening credits and a montage explaining the game’s backstory. The Amiga version’s graphics were literally mind-blowing. No one had seen graphics like that before on a home computer, and gamers were convinced that the game would not appear on any other platform. Commodore 64 owners got their wish one year later, when Cinemaware ported the game over to the Amiga’s 8-bit little brother.

Wonderboy

WonderboyThe Game: Wonderboy’s girlfriend Tanya has been abducted and it’s up to you to get her back. You’ll have to be pretty crafty to avoid the dangers of Wonderland in this classic Sega platformer. (Activision, 1987)

Memories: Call me isolated, but for almost two decades I had no idea the classic platformer Wonderboy for the Commodore 64 was actually ported from an arcade game. While I knew the game was licensed from Sega and written by Activision, it wasn’t until just a few years ago when I happened across a Wonder Boy cartridge for the Sega Master System that I realized the game was released for multiple systems!

Crazy Climber 2

Crazy Climber 2The Game: You control a daredevil stunt climber on his trip up the side of a skyscraper in a major metropolitan area, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as falling jam boxes can cause you to plunge to your death several stories below. When you reach the top – if you reach the top, that is – a helicopter lifts you away to your next challenge. (Nihon Bussan Co., Ltd. [Nichibutsu], 1988)

Memories: This is a bizarre, and largely graphical-only, updating of Nichibutsu’s addictive classic, Crazy Climber. The game play remains much the same as the original, but the graphics are a major evolution of what was there before. Animated flags flap in the wind, highlights and shading give Crazy Climber himself a 3-D look, and detailed billboards and neon signs glow.