Botanic
The Game: Players control a caterpillar, hungrily navigating a twisty maze of twigs and branches to eat leaves. Sometimes the player’s caterpillar will have reached a dead end, but this is not revealed until the leaf covering that dead end is consumed. Other insects swarm around the caterpillar, trying to catch and eat it for themselves. At the beginning of each “life” the player can press a button, giving the caterpillar a brief bug-zerker rage, allowing it to eat its enemies for a change, but this change is short-lived; special flowers must be consumed to regain the ability. Once all of the leaves have been eaten in an entire maze (which takes up more than a single interlinked screen), a “home” appears, into which the caterpillar must be successfully guided for transformation into a butterfly. Then the player is given a new caterpillar to guide and a new maze to navigate. (Valadon Automation [under license to Iti S.A.], 1983)
Memories: If you remember playing Botanic in your local arcade, your local arcade must have been in France or Spain, since Botanic did not receive worldwide distribution. Valadon Automation, the originators of Bagman (a game which did receive worldwide distribution), licensed Botanic from Palamos, Spain-based game maker Iti S.A.
Arabian
The Game: Bring your turban up to speed! As you’re serenaded with a monophonic rendition of Rimsky Korsakov’s “Scheherazade”, you climb and jump and kick your way to collecting all the letters on the screen. If you collect them in the correct order to spell ARABIAN, you get a bonus before moving on to the next screen. And watch out for the big genie… (Atari, 1983)
Memories: This is a rather cute and simplistic game, but it’s not a pushover. I can’t tell you how many quarters Arabian relieved me of. And even while playing it in MAME to grab screen stills for this page, it kicked my scrawny little pixellated butt.
Donkey Kong
The Game: An oversized gorilla kidnaps Mario’s girlfriend and hauls her up to the top of a building which is presumably under construction. You are Mario, dodging Donkey Kong’s never-ending hail of rolling barrels and “foxfires” in your attempt to climb to the top of the building and topple Donkey Kong. You can actually do this a number of times, and then the game begins again with the aforementioned girlfriend in captivity once more. (Coleco, 1982)
Memories: Almost every line of games has one: a clunker that tanks so hard that it leaves a crater, and serves as the nadir of its entire genre. But given that Coleco was banking its entire video game empire – whether on the Colecovision or on cartridges for the Atari VCS and Intellivision – on Donkey Kong, you’d figure that this would be the one game they would make sure to get right.
Satan’s Hollow
The Game: Hellish flying demons try to formation-dive your well-armed, devil-fryin’ vehicle at the bottom of the screen. Each time you knock one of this gargoylesque beasties out of the sky, they drop a piece of a bridge you must drag over to the appropriate spot on the screen. When you’re close to completing the bridge, the Prince of Darkness sends in some heavier artillery – a spooky floating demon head who spits fire at your cannon – to do away with you. Once you’ve toasted the flying meanies out of the sky and cross the bridge, it’s time to do battle with Satan himself. (CBS Video Games, 1982)
Memories: CBS’ home video game division was focused on releasing a library consisting largely of arcade games licensed from Bally/Midway on cartridge for the Atari 2600. But CBS wasn’t content to limit itself to a single platform (unlike quite a few third-party software houses that appeared in the wake of the stellar success of Activision and Imagic). They also had the Atari computers in their sight, which also put them in a good position to release games for the Atari 5200, which was based on the same processor.
Parsec
The Game: You control a space patrol fighter cruising over the surface of a planet. Alien attackers swarm on the right side of the screen and strafe you, and you must get out of the way of their laser fire and return some of your own; the more enemy ships you allow to safely leave the screen, the more you’ll have to deal with when they re-enter from the right side of the screen. Avoid their fire, avoid colliding with them, and avoid slamming into the ground, and you might just live long enough to repel the invasion. (Texas Instruments, 1982)
Memories: This fun little side-scrolling shooter, very much along the lines of Defender, Scramble or Cosmic Avenger, is a showcase for the TI99/4A’s graphics capability. The spaceships are fine line art in motion, and the ground especially is crisp and rich with detail, including Texas Instruments and Parsec logos carved out of the landscape.
Munch Man
The Game: You control a round creature consisting of a mouth and little else. When the game begins, you’re given about two seconds’ head start to venture into the maze before blobby monsters are released from their cages and begin pursuing you. As you move, Munch Man leaves a trail in his wake; you advance to the next level of the game by “painting” the entire maze with that trail. (Texas Instruments, 1982)
Memories: A nifty Pac-Man clone done with simple character graphics and a few game play twists designed to make it lawsuit-proof, Munch Man miraculously seemed to be spared being on the receiving end of Atari’s litigious wrath – surprising since Atari was suing Bally, Magnavox, and just about everyone else trying to put a Pac-Man-like game on a home console at the time.
Jawbreaker II
The Game: Ever had a sweet tooth? Now you are the sweet tooth – or teeth, as the case may be. You guide a set of clattering teeth around a mazelike screen of horizontal rows; an opening in each row travels down the wall separating it from the next row. Your job is to eat the tasty treats lining each row until you’ve cleared the screen. Naturally, it’s not just going to be that easy. There are nasty hard candies out to stop you, and they’ll silence those teeth of yours if they catch you – and that just bites. Periodically, a treat appears in the middle of the screen allowing you to turn the tables on them for a brief interval. Sierra On-Line, 1982
Memories: Faced with the threat of imminent legal action from Atari, Sierra – known by its original name, On-Line Systems – yanked the very Pac-Man-like Jawbreaker off the market, replacing it with a new version that was less obviously attempting to copy the game mechanics of Pac-Man. Those familiar with the Atari 2600 edition of Jawbreaker will find this game familiar: the maze is out, and the horizontal rows of dots with “sliding doors” are in. Though there are still elements similar to Pac-Man – at this point, really just the power pellet-like energizers in the four corners of the screen – the whole thing is different.
4 In 1 Row
The Game: The constant struggle between cat and dog requires a great deal of concentration. Two players can play, or one player can control the dog while the CPU makes moves as the “Microcat.” Each animal drops a piece into the playing field, trying to line up four pieces horizontally, vertically or diagonally, or trying to keep the other animal from lining up his four pieces. Whoever lines up four pieces first wins the game. (Phillips, 1982)
Memories: Another Videopac title that never quite made it to the North American market, it’s entirely possible that Odyssey2 owners never got to play 4 In 1 Row because such a release would’ve attracted the unwelcome attention of the makers of the board game Concentration – or the attention of Atari, who released a licensed Concentration cartridge.
Zaxxon
The Game: You’re the pilot of a lone fighter ship, screaming down the trench-like, heavily armed confines of a spaceborne fortress, on a mission to find and destroy the Zaxxon robot – the most heavily guarded of all – at the heart of the structure. (Coleco, 1982)
Memories: In 1983, Sega’s Zaxxon was the hottest new thing in the arcade, and quickly became a windmill for home video game consoles to attempt to topple. Its vaguely-3D perspective was the game’s claim to fame, and was the hardest thing for home video game programmers to try to emulate.
Venture
The Game: Trapped in a maze full of HallMonsters, you are adventurer Winky, on a mission to snatch incredible treasures from hazardous underground rooms inhabited by lesser beasts such as re-animated skeletons, goblins, serpents, and so on. Sometimes even the walls move, threatening to squish Winky or trap him, helpless to run from the HallMonsters. 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. (Coleco, 1982)
Memories: Coleco was widely rumored to be deliberately making its third-party games for Atari and Intellivision total stinkers – look up the 2600 version of Donkey Kong or the even more miserable Intellivision version sometime. But Venture for the VCS was a bit of a surprise: it wasn’t a total stink bomb of a game.
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! (Atari, 1982)
Memories: Viva Vanguard! I remember quite a few of my buddies at the time preferring this cartridge edition to the arcade game that inspired it, and with a little bit of thought it’s easy to see why. With only one button, Atari’s home version of Vanguard allowed players to dispense with the arcade’s compass rose of fire buttons; for lack of any better way to handle it, this version of Vanguard just unleashed white-hot electric death in all directions everytime the fire button was pressed. Hey, problem solved! No more getting broadsided by enemies dropping down from above. Simple, elegant. Even those of us who regularly got our butts handed to us by the coin-op could be Vanguard victors now.
Turmoil
The Game: Players pilot a ship trapped in a maze of vertically stacked level, teeming with aliens who are all deadly to the touch. The good news is that the ship has an inexhaustible supply of ammo. The not-so-good news is that the bad guys have an inexhaustible supply of bad guys. Players have to keep the ship from colliding with the enemy, while shooting at the enemy and watching out for split-second opportunities to grab any bonus items that may make a fleeting appearance. Just one word of caution: the prizes turn into smart bombs if you wait too long to go pick them up. (20th Century Fox, 1982)
Memories: Similar in execution to other “vertical shooters” like Ram It!, Turmoil has speed on its side, along with the cruel twist of forcing the player to retrieve bonuses that may blow up in his face.
Tron Deadly Discs
The Game: You are Tron, a lone video game warrior pitted against three other enemies with much greater armament. You can take a number of hits before you’re “de-rezzed” out of existence, but those hits can pile up pretty quickly. By throwing your disc at certain portions of the arena wall and changing them to the same color as your on-screen character, you can make tunnels for yourself – not unlike the side tunnels in Pac-Man – handy for escape or ambush. (M Network [Mattel], 1982)
Memories: Though it only corresponds to a very brief scene in the movie Tron, Deadly Discs is a very addictive game – and quite a bit of fun, actually!
Threshold
The Game: A lone space pilot is faced with the impossible task of fending off an entire alien invasion force single-handedly. Colliding with either the aliens or their decidedly unfriendly fire costs the player a ship. Clearing the screen of aliens only reveals a further wave of extraterrestrial killing machines. (Tigervision, 1982)
Memories: Tiger Electronics‘ entry into the increasingly crowded Atari VCS arena had a bit of an insurance policy: Tiger had made a deal with Sierra (then known as On-Line Systems) to port some of the company’s home computer hits to the console market. Threshold had a unique place in Sierra history: its programmer, Warren Schwader, was the company’s first employee from “outside the family” (all of the company’s previous products had been programmed by its founders, the husband-and-wife team of Ken and Roberta Williams).
SwordQuest: Earthworld
The Game: As a lone adventurer, you wander through the labyrinthine expanses of an underground dungeon in search of a lost treasure. You must cross Frogger-esque screens of fast-moving logs, avoid rooms full of deadly spears which will only kill you just enough to drop-kick your sorry butt back to the bottom of the screen, and enjoy the full capabilities of the Atari 2600’s ability to generate varying frequencies of white noise. (Atari, 1982)
Memories: One of the handful of debacles that marked the change in Atari‘s fortunes, the SwordQuest series was a very heavily-hyped four-game saga which tried to break new ground in the adventure genre for the 2600 console. Sadly, it didn’t even get close to breaking ground, or even wind for that matter – the fourth title, Airworld, was never released. Supposedly, the winners of each of the first three games would compete for a bejewelled prize and the opportunity to reconvene for a tournament to complete the fourth game first and win a wildly expensive sword.
Super Breakout
The Game: You’ve got a mobile paddle and – well, frankly, balls. But you don’t have a lot of balls at your disposal (am I the only one becoming a little bit uncomfortable discussing this?), so you have to make the best use of them that you can to knock down the rows of colorful bricks overhead. In some games, there may be other, free-floating balls trapped in “cavities” in the bricks, and setting them loose will mean you’ll have several balls – and not all of them necessarily yours, disturbingly enough – to handle. Missing one of your balls – and we all know how painful that can be – forces you to call another ball into play. Losing all of your balls, as you’ve probably guessed by now, ends the game. So, in essence, Super Breakout is a metaphor for life from the masculine perspective. (Atari, 1982)
Memories: So let’s see here. Atari had this great new console which sported, essentially, the guts of their Atari 400 computer, quite a bit of processing power (for its day) for a game-playing machine. Capable of detailed, colorful graphics and excellent sound effects, the Atari 5200 would, of course, need a fantastic pack-in title at launch, something which would showcase its amazing abilities. And that’s all fine and well, but what the poor 5200 wound up with was Super Breakout.
Sub Scan
The Game: It’s a cold warrior’s nightmare! Enemy submarines glide silently through the seas below, but the only ordnance available isn’t of the guided variety. From a destroyer on the surface of the ocean, players have to carefully drop depth charges; taking out enemy subs will depend on timing and sheer luck. Failing to take out enemy subs – and wasting depth charges – will result in a deadly sinking feeling… (Sega, 1982)
Memories: Sega‘s early attempts to break into the crowded Atari 2600 marketplace were a curious mixture of ports of the company’s arcade titles (Congo Bongo, Star Trek) and curious originals like Sub Scan, which didn’t originate in coin-op form. That’s not to say that Sub Scan has no arcade DNA, though – it’s an attempt to put a new spin on a classic quarter-grabber dating back to the ’70s.
Suicide Mission
The Game: On a somewhat fantastic voyage into the human body, you’re in a tiny ship (presumably with Martin Short along for the ride) on a mission to blast diseased cells out of the bloodstream. Naturally, it’s not as easy a task as it sounds; the cells split into smaller cells when you zap them, and you have to clear even the tiniest remnants off the screen before advancing to the next treatment. (Arcadia, 1982)
Memories: As with several of the earliest cassette-based games for the Supercharger add-on, Suicide Mission clearly owes a debt to an existing game that had already been released on the 2600. However, the prognosis is a bit grim here; this is a rare case where the game’s designers should made very sure that their game was an improvement on what came before. As both games suffer from severe sprite flicker, Asteroids comes out as the obvious winner here.
Star Voyager
The Game: Patrolling the space lanes isn’t easy – ever noticed how many regions of space are teeming with hostile aliens? Your tour of duty aboard the Star Voyager is no different. Using a simple radar device for guidance, you have to track down alien ships and destroy them before they can return the favor. However, you have a limited energy reserve with which to accomplish this task. Alien hits on your ship will significantly deplete your energy, and firing your own lasers also gradually bleeds your ship dry. The only opportunity you have to replenish your energy is to defeat all the aliens within range and pass through a stargate. When you run out of energy, you’re out of luck. (Imagic, 1982)
Memories: This fairly simple first-person space shoot ’em up – less complicated than either Star Raiders or Activision‘s Starmaster – was one of the best attempts of its era at a 3-D game on the 2600.
Star Raiders
The Game: Zylon warships are on the rampage, blasting allied basestars out of the sky and wreaking havoc throughout the galaxy. Your orders are to track down the fast-moving raiders and destroy them before they can do any more damage. You have limited shields and weapons at your disposal, and a battle computer which is vital to your mission (though critical damage to your space fighter can leave you without that rather important piece of equipment). The game is simple:
destroy until you are destroyed, and defend friendly installations as long as you can. (Atari, 1982)
Memories: A cult classic on the Atari 400 & 800 computers, Star Raiders was something that the VCS just couldn’t do.
Star Trek: The Motion Picture
The Game: You’re at the helm of the U.S.S. Enterprise – that’s the cool part. The not-so-cool part? You’re in disputed territory – and the Klingons are bringing the fight to you en masse, attacking both the Enterprise and local Starbases, which you have the defend (lest you be left with no place to refuel). Use your phasers, photon torpedoes and shields judiciously – and do whatever it takes to halt the Klingon advance before they overrun Federation space. (GCE, 1982)
Memories: When the Enterprise returned by way of movie screens around the world in 1979, the sets and other visual details depicting the ship were brought right up to date to withstand big-screen scrutiny (and anticipated repeat viewing – though probably not even the movie’s makers knew to what degree that would be the case). The Enterprise’s onboard computers were shown to display, among other things, vector-graphics-style tactical displays – a fact not lost on the makers of the Vectrex console. Marrying the two was only – dare I say it? – logical.
Space Jockey
The Game: Space is a dangerous place, full of enemy fighters, hostile vehicles…and even enemy biplanes and enemy hot air balloons. Your job? Blow ’em all away. Your space fighter can hug the ground or zip into the stratosphere in a second, which is good because there are oncoming enemies at every altitude. If they take out all of your fighters, you might as well kiss the planet goodbye…which is kind of embarrassing if this means you’ve left the world open to invasion by balloon. (Vidtec [U.S. Games], 1982)
Memories: This is the first Atari game programmed by Garry Kitchen, who, after coding a VCS version of Donkey Kong for Coleco as a freelancer, would later join Activision. Space Jockey may not exactly be up to Activision’s specs, but it’s still an eminently playable variation on what was already a well-worn theme by its 1982 release.
Spy’s Demise (Apple II)
The Game: Players control a spy sneaking through a building looking for secret information. High-speed elevators zoom up and down their cables throughout each floor at random intervals, making it difficult to accomplish the goal of crossing to the other side of the screen (the only way to ascend to the next floor). It takes skill, timing and nerves of steel to keep one’s spies from their demise. (Penguin Software, 1982)
Memories: An addictively fun and frustrating early entry on the Apple II computer, Alan Zeldin’s Spy’s Demise gave players some real elevator action.
Spider Fighter
The Game: It’s a full-scale infestation! Spiteful spiders are hatching everywhere you look, and they’ve got an eye on feeding and breeding. Your blaster is the only thing stopping them, and you’ve got to be lightning fast. (Activision, 1982)
Memories: Possibly the most original arcade-ish game Activision released for the Atari 2600, Spider Fighter is a fast and furious shoot-’em-up requiring a lot of fast thinking; it’s also refreshingly free of the flicker that plagues so many 2600 games.
Space Fury
The Game: The Space Fury Commander – a big one-eyed dude with a veiny green cranium – challenges you to a duel. One slight problem: you’ve just got one ship and can only shoot in one direction at a time, and he has a whole battle fleet bent on your destruction. After surviving a round of his contest, you get the chance to dock with an enhancement module that will allow you to fire shots in several directions at once, or fire more powerful shots. The Commander always comes back to taunt you. When you lose all of your ships, the game is over, and one-eye gets to gloat. (Coleco [under license from Sega/Gremlin], 1982)
Memories: A better-than-decent adaptation of the cult arcade classic, Space Fury is that rare raster title that makes a virtue of having been adapted from an arcade game with a completely different graphics system. Space Fury spoke in the arcades with a robust speech synthesizer; ColecoVision Space Fury puts the Commander’s banter on the screen as a scrolling subtitle.
Spiders
The Game: Spiders slink down from the top of the screen, constructing an elaborate web and laying eggs as they go. The player, manning a mobile bug-blasting cannon, can take out the spiders, but the eggs are still gestating and will hatch new spiders unless they’re destroyed; new spiders repeat the cycle in rapid succession. Spiders will manage to build their web to the bottom of the screen, restricting the cannon’s movement (and creating zones of the screen where future spider hatchlings can move unimpeded). The game ends when the player loses all of the cannons to the spiders or their incoming fire. (Emerson, 1982)
Memories: In this early epoch of the video game industry, there seemed to be a perception that you simply weren’t taking things seriously unless you secured an arcade license. Witness the Odyssey2, whose sole first-party licensed arcade port came too late in the machine’s library to bolster its popularity, or the Intellivision, which avoided arcade ports at first and then broke through to widespread popularity with a licensed home version of Burgertime.
Not wanting to be a casualty of the video game wars, Emerson landed a handful of relatively obscure arcade licenses such as Jungler, Funky Fish and Spiders – none of them exactly household names in the coin-op world. (Most people probably can’t even remember seeing these games in the arcade at all; the author of this review barely remembers seeing Spiders and Jungler in the flesh.) Spiders was actually this vague and abstract in the arcade, too, so it’s really not a bad port, especially on the Arcadia 2001.
For such an obscure arcade game, Spiders got around; there was also a fairly entertaining Entex tabletop game, though its matrix of fixed graphics made it much more difficult to figure out what was going on. The Arcadia version is fairly faithful to the original, duplicating the utter strangeness of the coin-op original nicely.
Space Invaders
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. (Atari, 1982)
Memories: Adapted from the Atari 400/800 home computer version of the coin-op hit, Space Invaders for the 5200 is certainly colorful, though one could argue that it’s ultimately not as faithful to the original as the graphically simpler version that appears on the Atari VCS.
Smurf: Rescue From Gargamel’s Castle
The Game: You are an unidentified Smurf en route to save Smurfette from Gargamel’s castle. Now, you may think that Gargamel would deploy his vicious black cat to stop you from reaching that goal, but that sort
of melodramatic stuff only happens in cartoons. Real Smurfs can be felled by something as innocuous as a fall off a very short ledge or running into clumps of grass. (Coleco, 1982)
Memories: The early 80s: video games were hot, new wave music was now mainstream, everybody who was anybody had given Rubik’s Cube a twist, and of course, there were Smurfs all over the place. Now, setting aside the fact that with the plural of knife being knives and the plural of scarf being scarves, the plural of Smurf should be Smurves, Peyo’s little blue critters were all over the place – cartoons, clothing, lunchboxes, toys, and more. You’d think that a market would have arisen for an effective Smurf repellant, perhaps in an environmentally-friendly non-aerosol spray form, but instead Coleco gave us this marvelous video game, in which those so inclined could send hundreds of the little pests hurtling headlong, lemming-like, to their death.
Smithereens!
The Game: Armed with a catapult and a seemingly inexhaustible supply of projectiles (sorry, Python fans, no cows!), your task is to repeatedly and continuously smash your opponent’s castle, his catapult (rendering him harmless for a few seconds), or your opponent himself (much the same effect; a new enemy soldier enters the fray after a few seconds). (North American Philips, 1982)
Memories: Possibly the best two-player Odyssey2 game there ever was, Smithereens! was exceedingly simple, and simply some of the best fun to be had on this game system.
SID The Spellbinder!
The Game: What happens when the Dreaded Dratapillar Of Venus makes a guest appearance? It means that a spelling bee is imminent! A friendly voice warns you to look out for a “monster attack,” and after dispatching all of the segments of the worm-like invader, you’re asked to correctly spell three words using the Odyssey2 keyboard. Once you’ve correctly spelled those three words, another monster attack occurs, with the Dratapillar moving faster in each successive level; the game continues until it descends far enough down the screen to reach your cannon. (North American Philips, 1982)
Memories: Programmed by Sam Overton, SID The Spellbinder! was one of the first two – and, as it so happened, only two – educational launch titles made available specifically for the then-new Voice Of Odyssey speech synthesizer.