Battlezone
The Game: As the pilot of a heavy tank, you wander the desolate battlefield, trying to wipe out enemy tanks and landing vehicles. (Atari, 1983)
Memories: Battlezone, in its arcade incarnation, was a huge, lumbering hulk of a beast with controls which were at best difficult to master (and at worst impossible), though it did sport some very good faux-3-D vector graphics. How on Earth was Atari going to turn this into a 2600 game?
Atlantis
The Game: Hostile spacecraft are bombing the underwater paradise of Atlantis from above. Manning two cannons, you can knock the attacking ships out of the sky – or try to hit them at close range if they dive to bombing altitutde. When all of Atlantis’ landmarks have been wiped out, the game is over. (Imagic, 1983)
Memories: Once again, Imagic turned out a superb port of their already well-known Atari 2600 and Intellivision chestnut for the underserved Odyssey 2. Of Imagic’s two games for the Odyssey, Atlantis is the better title, though both were excellent games.
Air Raid
The Game: Players fly a fighter jet that can somehow maintain perfect altitude and lateral control despite constantly flying with its nose pointed straight up. Oncoming invaders, resembling UFOs, upside-down houses, upside-down stick figures (presumably the residents of the upside-down houses) and other airplanes appear; the player can either shoot them down, let them pass (with no apparent damage to the structures that the player’s jet is apparently protecting) or be blown to bits. (Men-A-Vision, 1983)
Memories: This game is not renowned for its compelling, must-hit-the-reset-switch-and-do-it-all-again game play. It’s not memorable for its searingly colorful graphics or amazing, how-did-they-get-that-sound-out-of-that-chip audio. Air Raid has none of these things. What Air Raid does have, however, is the dubious distinction of being the rarest commercially released game made for the Atari VCS, while simultaneously being one of the worst.
The Activision Decathlon
The Game: Let the games begin! The Activision Decathlon puts players in the middle of ten summer Olympic events, each of which requires fast and furious joystick action, and careful timing on the fire button, to measure the player’s physical prowess. Events include 100 and 400 meter dashes, long jump, discus, shot put, high jump and more. (Activision, 1983)
Memories: Olympic-themed video games began to pile on pretty thick starting with Track & Field in the arcade, and Activision was ahead of the curve as well, getting The Activision Decathlon on the market a year before the 1984 games. Like Track & Field, Decathlon made use of a unique control scheme that brought some real physicality to the game, requiring players to work up at least a little bit of a sweat. It also cost many an otherwise well-constructed controller its life.
Tropical Angel
The Game: You’re a water-skiing bikini babe who’s trying to stay above water; the problem is that the water’s full of rocks that can cause you to take a painful tumble if you hit them, and the even bigger problem is that the guy driving the boat that’s pulling you along seems to have it in for you! The boat seems to be deliberately trying to pull you into harm’s way, and only fast joystick work and a sharp eye will keep you from winding up on the rocks. (IREM, 1983)
Memories: Man, whoever’s pulling that boat is just a misanthropic jerk. If you imagine that there’s a Tron-like world beyond the screen, I can only hope that the bathing-suited honey in this game finds herself a better boat driver after the game’s over.
Tapper
The 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 takes you to the next screen, and other scenarios, including outdoor sporting events. (Bally/Midway, 1983)
Memories: Tapper was easily one of the most controversial games of its time. Originally conceived as a game which would be sold only to bars, it was also one of the first video game product placements for something other than a movie (i.e. Atari’s Star Wars and Bally/Midway’s own wildly successful Tron). Midway’s marketing department approached Budweiser about the possibility of sponsoring the game, in exchange for which the Bud logo would be ubiquitous on the game’s artwork and in its on-screen graphics.
Super Bagman
The Game: As in the original Bagman, you’re a crook trying to heist all the gold out of an underground mine as a bunch of pesky cops try to catch up with you. What’s different in this sequel? You can also find a loaded gun in the subterranean caverns and take out your pursuers…but this only intensifies their determination to find you. (Stern/Seeburg [under license from Valadon Automation], 1983)
Memories: This is an “enhancement” we didn’t need. The original Bagman is a total hoot without the gunplay. Now, I’ve played Berzerk and Robotron and Wizard Of Wor and dozens, if not hundreds, of other games in which one shoots at one’s adversaries…so why do I object to the gunplay in Super Bagman? There’s a simple reason.
Sinistar
The Game: In a lone space fighter, you’re on the most dangerous space combat mission this side of Luke Skywalker. While evading or destroying drone robots and gunships in a hazardous asteroid field, you’re trying to mine the raw materials needed for Sinibombs, your only defense against the huge, terrifying space station, Sinistar. You can bomb the components of Sinistar as they are being put in place, but as a last resort, your Sinibombs can damage it in its complete form as well. If you should happen to find yourself within range of the fully-operational Sinistar without the armament needed to protect yourself, there are snowballs in hell that stand a better chance of surviving than you do. (Williams Electronics, 1983)
Memories: A truly intimidating and challenging game, Sinistar‘s only drawback is a slightly aggravating control system; since it doesn’t quite adhere to the physical rules of bodies, motion and inertia that were so interestingly utilized in such games as Asteroids, Sinistar is a bit more difficult to get a handle on.
Q*Bert’s Qubes
The Game: Q*Bert is back, hopping around from cube to cube, rotating the cubes 90 degrees with every hop…but a nasty bouncing rat and his minions are out to get the big Q. If one of the rat’s henchmen hops onto a cube whose top surface is the same color as its skin, it melts into the cube harmlessly. Q*Bert must change at least one row of cubes to the target color to advance to the next level – and there aren’t any flying discs this time! (Mylstar Electronics, 1983)
Memories: Similar enough that veteran Q*Bert players could pick up its play mechanics in their first game, but different enough to throw them off their game, Q*Bert’s Qubes was a textbook example of a good arcade sequel. It certainly didn’t hurt that it introduced a whole new pantheon of cute adversaries for Q*Bert to avoid, and yet somehow, the only thing anyone really seems to remember about any iteration of Q*Bert’s Qubes is how scarce it was – and still is.
Popeye
The Game: Well, blow me down! Popeye the sailor man gets his own video game. On level one, you’re trying to catch Olive Oyl’s falling hearts before they descend to sea level and are lost, while ducking Bluto’s punches at the same time. A can of spinach appears every so often, giving you the opportunity to read the big bully the riot act (comic strip-style, of course). On level two, the falling hearts are replaced by falling musical notes, and you’ll need Wimpy’s hefty help to keep Swee’Pea from drifting away on a balloon. (Nintendo, 1983)
Memories: A true licensing coup for relative newcomers Nintendo, this project hooked them up with the cartoon marketing savvy of King Features Syndicate (and don’t think for a moment that Nintendo didn’t soak up as much knowledge as it could to put to use on its next hot property, Mario Bros.) But even though it’s a well-loved and remembered game, it wasn’t Popeye’s first arcade outing.
Phozon
The Game: You control a “Chemic,” a free-floating object while can adhese itself to passing Moleks, but is vulnerable to the Atomic. Within a limited amount of time (charted by a meter at the bottom of the screen), gather and repulse Moleks around your Chemic until you’ve duplicated the example shape shown in the center of
the screen. Beware of the Atomic, however – it will not only become more aggressive in its deceptively aimless wanderings, but it can also separate into its own component molecules – and regather its shape right in your path. It also shoots, in later levels, energy that can dislodge Moleks from the Chemic’s pattern. You advance through the game by successfully duplicating the sample shape – and surviving the Atomic’s attacks. (Namco, 1983)
Memories: If someone pinned me up against the wall and demanded that I name my favorite coin-op manufacturer – and I’ll admit that this isn’t terribly likely to happen – I’d have to say Namco. They brought us such immortal and inexplicably (and insanely) fun games as Pac-Man, Mappy, Dig Dug, Galaga, Motos, Pole Position and Warp Warp – to name just a few. Among these popular titles are games so indescribably weird that they almost defy description, but I have to hand Namco the prize for sheer conceptual brilliance. Phozon, more obscure than any of the games mentioned above (even moreso than Motos, which is pretty esoteric itself), may well be the first video game ever to concern itself with molecular bonding.
Pac ‘N’ Pal
The Game: Once again, you are a round yellow creature consisting of a mouth and nothing else, maneuvering around a relatively simple maze. But this time, you have a Pal! A little round green Pal who is here just to help you. (Pal appears to be wearing a little bow, so there’s no indication of whether or not Ms. Pac-Man knows about
Pac-Man’s pal…) Those four pesky monsters are back. This time, the handful of treats in each maze is locked away behind doors vaguely reminiscent of Super Pac-Man. These doors can be unlocked by munching one of the cards lying around the maze. Fruit will score points for you, but if you eat one of the two Galaxians in each maze, Pac-Man is briefly imbued with a super shout which stuns the monsters for a little while. The only problem? Pac’s Pal will grab the fruit or the Galaxians and…very slowly…get around to bringing it to him. Sometimes this helps – Pal is impervious to the monsters, and there are no power pellets to help Pac-Man this time – but sometimes Pal dimwittedly marches your much-needed Galaxian right into the middle of the monsters, making it inaccessible. (Bally/Midway, 1983)
Memories: Possibly the most bizarre entry in the Pac-Man series, this game is a little bit confusing…and is, perhaps, the final indication that Bally/Midway and Namco had gone to the Pac-Man well one too many times. By this time, the only resemblance the latest Pac-game bore to the original were the elements of Pac-Man, the monsters, and the maze. And don’t even ask where Pal came from. I haven’t a clue.
Mr. Do!’s Castle
The Game: As cuddly clown Mr. Do, you’re scrambling to squish all the unicorns who are invading your castle. You can repel them momentarily with your clown hammer, but you can only squish them permanently by knocking a brick out from the floor above. Most bricks contain cherries, but some also contain keys that unlock the door at the top. When that door is completely unlocked, touching it will transform the unicorns into letters that make up the word EXTRA. As with Mr. Do!, collecting all five letters merits an extra “life.” Clearing the screen of monsters or cherries advances you to the next level. (Universal, 1983)
Memories: Another of my favorite obscure games, Mr. Do!’s Castle is truly cool, fun and addictive – all the requisite qualities of a good video game. In my mind, it easily outshines the original Mr. Do! by miles, and is one of the most unique and original entries in the ladders-and-levels genre since Donkey Kong.
Motorace USA / Traverse USA / Zippy Race
The Game: As the lone motorcyclist in a cross-country car race, you have to dodge your opponents at high speed, one two-ton vehicle at a time. You drive through city streets, highways, and through the rough desert, trying to reach your goal without running out of gas or getting splattered across the asphalt. (Williams Electronics [under license from IREM], 1983)
Memories: Whatever you called it, this was one of my favorite driving/racing games, combining the best elements of both maze games and scrolling obstacle course games, and handling things differently from the Pole Position and Turbo formula which dominated this particular genre at the time.
Mappy
The Game: Mappy the Mouse stars in “Micro Police!” You are Mappy, a mouse determined to bring Boss the Big Bit and his kooky kitty kohorts to justice before they make a huge hail on a house heist. You can snatch up the potential booty yourself to keep it safe, and can temporarily foil your feline foes by slamming doors on them, or by opening special glowing doors which blast them away with a burst of sound. If you snatch up all the treasures and avoid the cats, it’s off to the next level. Periodically, you get to pop balloons on a bonus level for extra points. (Bally/Midway [under license from Namco], 1983)
Memories: You know, it’s just possible that Namco and Bally/Midway put the tail before the dog (or, in this case, the mouse) this time around. With the arcade cabinet’s positively mammoth marquee, and the hint that Mappy was the star of this game and would presumably star in future games, one wonders if the American distributors of Pac-Man were perhaps just a little too certain that everything coming out of their plants would be the dawn of a new franchise.
Mario Bros.
The Game: Twin brothers Mario and Luigi give up the illustrious life of ape-chasers and damsel-rescuers for their original line of work… plumbing. But this doesn’t mean the job’s any less dangerous. Killer lobsters and turtles abound in the sewer system (well, isn’t it that way everywhere?), along with airborne fireballs not unlike the foxfires in the original Donkey Kong. Another key event in this game? Nintendo solidifies its near-total dominance of the video game industry for the better part of the following decade and a half. (Nintendo, 1983)
Memories: The fourth game in an ongoing line of coin-ops starring either Mario or some member of Donkey Kong’s family, Mario Bros. cemented the rotund plumber as the star of the show, rather than a simian’s sidekick.
Marvin’s Maze
The Game: Marvin built a maze on two levels, with habitrail-style tunnels to take him from the first floor to the second and back again, and all was well until the Robonoids moved in and took over. Now they’re out to evict Marvin from his own turf! It’s up to you to guide Marvin through his maze, using cunning one-way bridges to escape from the Robonoids and find the power-ups he needs to zap them. Marvin moves on to the next maze (and the next level of difficulty) only by clearing this maze of power-ups and dots. (SNK, 1983)
Memories: I hadn’t heard of this one before, and now I wonder why. In a way, there’s more than a passing resemblance to Crystal Castles, but there’s also a little bit of an homage to Pac-Man‘s power pellets and a little bit of shooting too. So now it’s like Crystal Butt-Kickin’ Castles. With cute character designs that are worthy of Q*Bert.
Jr. Pac-Man
The 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. 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… (Namco, 1983)
Memories: In yet another sequel to the most profitable and popular arcade game of all time, the backwards-titled Jr. Pac-Man did away with the life-saving warp tunnels of Pac-Man and Ms. Pac-Man, instead confining the little Pac and his opponents to a larger, horizontally-scrolling maze. The only other innovation was the digestion dilemma caused by the bouncing toys – equivalent to the earlier Pac games’ fruit – turning uneaten dots into larger dots which slow you down enough for the monsters to catch up.
Journey
The Game: Just another day in the life of the rock group Journey, as you help Steve Perry, Neal Schon, Ross Valory, Jonathan Cain and Steve Smith evade alien “groupoids” intent on keeping them from reaching their next gig. (Bally/Midway, 1983)
Memories: Not one of the brightest ideas ever to occur in the history of arcade games, Journey is an stepchild of the much better Tron video game. Someone, somewhere, thought it was be a brilliant idea to recycle the basics of Tron‘s game play, while attaching a new celebrity licensing opportunity to it. Fresh from two hit rock albums (Escape and Frontiers), Journey seemed a likely choice.
I, Robot
The Game: A huge, Big Brother-like head pops up and says “The law: no jumping!” to your little robot, and naturally, the cocky little automaton has other ideas (replying “Oh yeah!”). And so your mission begins, guiding the robot over ramps, around narrow catwalks, and leaping across huge chasms. If the all-seeing eye opens while your robot it jumping, however, a blaster turns your hero into a heap of spare parts. If you successfully claim all of the red area on the screen, you have a narrow “launch window” in which to jump across to the eye’s platform and destroy it. The your robot launches into space, blowing away obstacles in his path, avoiding saucers and solid objects, and eventually landing on another series of ramps and catwalks to begin the quest anew. And if that doesn’t do it for you, you can put in another quarter and relax in Doodle City. (Atari, 1983)
Memories: Once arcade games caught on as the profitable concern of the 80s, it seemed like everyone who had even the tip of a single finger in the electronics or coin-operated business glutted the market with barely-disguised riffs on the Pac-Man or Defender or Space Invaders concepts, saturating a previously innovative market with cheap copycat games (or, in a few cases until the attorneys caught up with them, outright bootlegs). In many ways, this parallels the Atari-era crash of the home video game cartridge industry, and it’s hardly a coincidence that both industries suffered simultaneous catastrophic shakedowns.
Gyruss
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 the attackers in mid-dive. (Centuri [under license from Konami], 1983)
Memories: Konami’s cult classic basically put a vaguely Tempest-esque 3-D spin on the strategy of Galaga, borrowed some music from a certain Mr. Bach and blasted it out as a stereo techno-symphony, and got a lot of people to blow their hard-earned money. It was also a lot of fun.
Guzzler
The Game: As a fluid little fellow, you zip around a maze flooded with flaming foes who’ll fry you with fire without fair warning. However, since water can put out fire, you can belch forth a mighty stream of water at your enemies, extinguishing them instantly. However, you’re only a little Guzzler, so you only contain a certain amount of water. You replenish yourself very slowly, but you can gobble up clouds full of moisture or drink from a fountain that occasionally appears at the center of the maze to refill yourself more quickly. And some fires are bigger than others, and putting them out will accordingly take more out of you. And you do eventually run out of clouds… (Tekhan, 1983)
Memories: An incredibly fun, easy-to-learn, challenging, and cute game, Guzzler was always a favorite of mine, though I only got to play it in the arcade a handful of times. But this innovative take on the maze-chase theme that pervaded many an ’80s arcade game appears to have barely made a drop in the bucket of video game history.
Elevator Action
The Game: Love in an elevator, it’s not. 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, 1983)
Memories: This neat little entry from Taito wound up eating a lot of my allowance money back when I was eleven years old. There was a genuine sense of trying to reach a goal (though, to this day, even with emulation and official retro collections, I have no idea what lies below, say, the 20th level of the enemy compound). Elevator Action is also a real test of one’s mental multitasking abilities: agents closing in on all sides, elevator going down…do you jump? Duck? Shoot the agents? Shoot out the overhead lights? Some combination of the above? Whew.
Dragon’s Lair
The Game: As valiant but clumsy knight Dirk the Daring, you’re on a hazardous quest to rescue Princess Daphne from a huge, hungry dragon. There are all kinds of dangers on the way, including Giddy Goons, the Black Knight, the
Smithee, the Lizard King, and all kinds of other evil critters and contraptions. (Starcom, 1983)
Memories: Dragon’s Lair was the first laserdisc game to hit the arcades, an early field that included Starcom’s Space Ace and other manufacturers’ Cliff Hanger, among only a handful of others. The Sega laser game Astron Belt was actually in development earlier than Dragon’s Lair, but it languished in the video game equivalent of Hollywood’s “development hell,” meaning that it didn’t arrive until it was an also-ran.
Donkey Kong 3
The Game: As Stanley the gardener, you’re trying to repel a swarm of pests unleashed by that meanest of pixellated gorillas, while also using your pesticide to propel him off the screen. Protect your flowers and yourself, and wear plenty of Off. (Nintendo, 1983)
Memories: The third entry in the still-ongoing series of games spawned by the original Donkey Kong, Donkey Kong 3 wasn’t as successful as the previous sequel, Donkey Kong Junior. One possible reason for this could be Nintendo’s brief abandonment of the climbing/jumping game elements in favor of a shooting game whose roots could easily be traced back to Space Invaders.
Dogfight
The Game: Enemy fighters arrive, wave after wave, attempting to outflank the player’s fighter jet and trap it in the path of their fire. The player can only move the jet side to side to avoid incoming fire and attempt to line up a shot on the enemy fighters. Each new wave of enemies brings new tactics, new weapons to evade… and a new batch of targets. (Thunderbolt [under license to Orca], 1983)
Memories: It’s easy to imagine the design and planning meeting for this game. It goes something like this:
“You know what my favorite part of Galaga is? The challenging stage. I hate all those other stages. They’re just there to trip me up on my way to the challenging stage. What if we made a game where the whole thing is like the challenging stage, except they occasionally shoot back at you?”
Discs Of Tron
The Game: It’s the final confrontation between good and evil in the digital world! As video warrior Tron, you unleash up to three deadly discs in the direction of your arch-enemy Sark, who can return the favor in kind – with interest, since he has a larger arsenal at his disposal. All the while, you must also avoid falling off of the floating platforms, and try to keep a good aim on your opponent. (Bally/Midway, 1983)
Memories: Midway’s second salute to Tron, that 1982 cult-classic film favorite among computer users and video game enthusiasts alike, took the form of a positively enormous “stand-in” wraparound cabinet with a large screen. (Not seen in the ubiquitous MAME-generated series of screen shots is the colorful background artwork, which was a scene from the movie.)

Congo Bongo
The Game: Bongo the Ape, presumably Donkey Kong’s third cousin, sets your toes on fire while you’re asleep during a jungle expedition. So naturally, you drop everything to take revenge on the goofy gorilla. But first you have to reach him. The first level is a hazardous assortment of ramps and levels and a waterfall to jump across. Be careful of pesky little monkeys who can weigh you down so you move slower (and jump lower). And watch out for snakes. Then you have to hop across various islands and dodge more snakes as you try to get across a river. The most difficult level is the third, where you must try to dodge charging rhinos (and I don’t mean they have credit cards), occasionally ducking out of sight in little sinkholes where you get to squash other critters. The fourth level is very Frogger-like, consisting of riding across another river on the backs of hippos, fish, and lily pads. When you complete this screen, you set Bongo’s toes on fire as he sleeps…and then the whole thing starts again. (Sega, 1983)
Memories: Congo Bongo was entertaining enough, though it suffered from some of the same frustrations caused by the overhead 3-D graphic scheme that originated with Sega’s own Zaxxon. In some ways, Congo Bongo was nothing more than a 3-D version of Donkey Kong, right down to the pesky primate.
Cliff Hanger
The Game: You’re Cliff, a lovable rogue who’s just pulled off a major heist. But as you’re high-tailing it for your hideout via your getaway car, you encounter another crime even more heinous – a carload of armed thugs pursuing a young woman. You have to rescue her as soon as possible – and since she already has mobsters and other villains after her, the danger just piles on from there. (Stern, 1983)
Memories: Another exponent of the laserdisc genre that begat Dragon’s Lair and Space Ace, Cliff Hanger was Stern’s entry into the then-crowded field. But rather than create new animation from the ground up – a costly endeavour for those aforementioned games created by Don Bluth – Stern simply licensed footage from a couple of classic animè movies from the Lupin III series, drawing primarily from The Castle Of Cagliostro (whose DVD these screen captures are from).
Bubbles
The Game: This is an interactive documentary about the life of a Scrubbing Bubble. As a small bubble, your job is to scoot around the sink, soaking up smaller bubbles, bits of dirt, and any ants that wander into your path. As you accrete more common kitchen debris, your bubble grows bigger and begins to form a face. When your bubble is big enough to sport a big ant-eating grin, you can start to do real damage. Razor blades are always deadly; roving brushes are deadly until your bubble has a mouth, and roaches are deadly unless you can dispatch them with a broom that periodically appears. When the drain at the center of the sink flashes green, you can slide down the drain and advance a level – something which you can only otherwise accomplish by clearing the sink of “edible” items. (Williams Electronics, 1983)
Memories: Okay, and the designers at Williams were smoking what, exactly, when they dreamed this one up?
But I kid Bubbles. It’s actually a pretty cool game, and a rare example of a cutesy game from Williams, a company which usually turned out such macho, kill-’em-all shooters as Defender, Sinistar and Robotron. Williams’ only other entry in the cute game genre was Make Trax (which almost doesn’t count, since it was licensed from an obscure Japanese manufacturer).