The Game: Three Houses – Atreides, Harkonnen and Ordos – converge on the planet Dune, intending to consolidate their power and eliminate one another from the business of mining the spice melange from the planet’s sandy surface. Players pick a House and then take command of both the mining and military efforts, directing and managing each, and facing stiff opposition from the other Houses. As long as spice is being extracted from Dune, the player can summon or build whatever resources are needed to continue the mission and crush the opposing forces. The only path to victory is the destruction of the other Houses and complete control of the planet. (1993, Westwood Studios / Virgin Interactive)
Memories: The first console adaptation of Westwood’s genre-defining point-and-click real time strategy game released in 1992, Dune II has a strong game as its inspiration and, on the Genesis, a decent platform to bring it to life. The only way Westwood could screw it up would be in the execution – mainly the user interface.


The Game: An alien war fleet is closing in on Earth, armed with a powerful weapon that can eradicate the entire planet. You (and, if you happen to have some fellow gunners, four others) man the artillery batteries of an armed-to-the-teeth ship on a mission to take the fight to the aliens before they can bring it to Earth. If you successfully complete that mission, you can also move on to a second mission to defend the planet Gourb from the Galaxian fleet. (Namco, 1995)
The Game: Pengo the penguin is trapped in an ice maze with seals, walking snowmen and other predators. Pengo can defeat his enemies by pushing ice blocks toward them, crushing them in the process. Pengo can also create new ice blocks via some biological process that’s perhaps best left unexplored (and if he doesn’t leave the spot where he generates ice blocks immediately after starting that process, he’ll be temporarily frozen to that spot); those blocks can also become ammo in a pinch. Treats such as dollar signs and popsicles – both valuable commidities to penguins – appear from time to time. Defeating all enemies on a given level advances Pengo to the next screen. (Sega, 1995, for Japanese market only)
The Game: You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your only defense is a trio of shields which are degraded by any weapons fire – yours or theirs – and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave – faster and more aggressive – appears. When you’re out of “lives,” or when the aliens manage to land on Earth… it’s all over. (Taito, 1997, for Playstation)
ever to come down the pike, and yet finding a decent port of it over the years has proven to be almost as difficult as getting the amphibious one across the road in the game’s sixth level. But ask anyone about favorite video games from the early 80s, and you’re almost certain to hear Frogger in that list. The popularity of the original Frogger is borne out by the fact that a series of licensees has attempted to turn out a modern-day descendant of Frogger, and while some of those have been fun in their own right, they’ve also barely lived up to the simple joy of the original. 


