Asteroids

AsteroidsBuy this gameThe 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 little 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, 1980)

See the original TV adMemories: This better-than-average translation of Atari’s own arcade smash-hit (in every sense of the term) probably has a lot to do with the game’s enduring popularity.

Boxing

BoxingBuy this gameThe Game: The sweet science of bruising is brought down to the pixellated level, as one or two players take control of a boxer seen from a view directly above the ring. The object is simple: knock your opponent out without letting him do the same to you. (Activision, 1980)

Memories: One of a handful of Activision‘s first releases, Boxing was one of those early sports video games that raised the bar on that entire genre by looking reasonably like the sport it was portraying, rather than something which could be described as an abstract representation at best. It also had the knack of being very easy to pick up and learn – there are no complicated combo moves here.

Checkers

CheckersThe Game: The classic game of strategy is faithfully reproduced on the Atari VCS. 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. (Activision, 1980, for Atari 2600)

Memories: Programmed at roughly the same time as Atari’s consumer division was working on Video Checkers, Checkers was one of the first four games released by third-party software upstart Activision – the first company to focus solely on making software for other companies’ hardware.

Cosmic Conflict!

Cosmic Conflict!The Game: This is a very simple first-person space game in which you watch various and sundry harmless space freighters waft lazily past your screen, punctuated at regular intervals by TIE-fighter-like attackers which do pose a moderate threat to you (but not much of a moderate threat). (Magnavox, 1980)

Memories: It’s a simple game – it’s not inconceivable that one could beat it on the first try.

Conquest Of The World

Conquest Of The WorldThe Game: In probably the weakest of the Master Series games – Odyssey games which included overcomplicated board game elements, a la Quest For The Rings – you control one of the world’s superpowers, attempting to gain as much influence as possible through political and economic means and, where necessary, warfare. (Magnavox, 1980)

Memories: Well, that’s what the blurb on the box said. When you ditched the magnetic world map and markers and the colorful chips representing your nation’s influence and power, Conquest Of The World‘s video game component was, essentially, little more than an elaborate Odyssey² version of the Atari 2600 Combat game, with added terrain and vehicular options and fewer goofy options like bouncing artillery.

Golf

GolfBuy this gameThe Game: Rouse your caddy, grab your golf bags, and get ready to hit the digital green. A series of crafty virtual courses awaits, with trees, sand traps and water hazards standing between you and the hole. (Atari, 1980)

Memories: Whoa now, what’s this then? Foreshadowing a trend that would characterize Atari’s sports game output for the rest of the 2600’s life span, a game that had already been issued on the VCS was revisited, with better graphics and game play. Atari already had Miniature Golf on the market, but it was golf-by-way-of-squares-and-rectangles, not something that a casual observer would look at and say, without prompting, that it resembled golf in any way. (I’d say it was subpar, but let’s not putter around.)

Haunted House

Haunted HouseBuy this gameThe Game: Old Man Graves may be dead, but his ghost still haunts his spacious mansion, tormenting any treasure hunters bold enough to trespass in search of his fortune. The loot is said to be hidden in a golden urn, and while that seems like a conspicuous enough object to find, beware: bats and spiders will attack any who intrude on their terrifying territory. And even if you light your way with a candle, Old Man Graves may make a return (as in “from the dead”) appearance. If you survive long enough, you may make your money the old-fashioned way – you’ll urn it. (Atari, 1980)

Memories: An early experiment in expanding the horizons of games on the Atari VCS, Haunted House is among the best-remembered original games on the system, right up there with Adventure and Yars’ Revenge.

Maze Craze (A Game Of Cops ‘N Robbers)

Maze CrazeBuy this gameThe Game: The goal of the game is simple: race through a twisty maze and beat your opponent to the exit. Some game variations adds randomly moving “robbers” to the maze, in some cases as prey and in other cases as hunters to be avoided. (Atari, 1980)

Memories: A fairly recent transplant from Fairchild, programmer Rick Maurer’s first game for the Atari VCS was pretty familiar to anyone who had been playing games on the Fairchild Channel F: it was essentially a port of the Channel F’s Maze game on the Atari console. Like its forebear, Maze Craze is a marvelously compact piece of coding, packed into a mere 2K. Like so many early titles for the 2600, it’s a lot of fun with the right crowd.

Monkeyshines!

Monkeyshines!The Game: An elaborate game of tag, only the simian players have an advantage; human players, when tagged, must be “un-tagged” by the other player to return to the game. (Magnavox, 1980)

Memories: This was the first attempt to mine the “ladder-climbing” style of games – i.e. Donkey Kong for the Odyssey², and it wasn’t all that successful. Oh, it had levels you could jump up or down on, and it had monkeys, but it wasn’t quite in the same genre.

Quest For The Rings

Quest For The RingsThe Game: In the opening screen – the mists of time, so the rulebook tells us – two players pick their characters’ classes. Warriors are sword-wielding strongmen, wizards can cast spells from a distance, phantoms can walk through solid walls (but not lava formations), and changelings can become invisible when they move. The two intrepid adventurers then set forth on a quest to retrieve the ten rings of power from randomly selected dungeons and filled with randomly selected horrors. (Magnavox, 1980)

Memories: According to the rulebook, a third player (whew, is anyone else beginning to figure out why these games never caught on?) – acting as a dungeonmaster of sorts – selects the combination of mazes and monsters to challenge the players, based upon their position on a map (the aforementioned gameboard).

Colony 7

Colony 7Buy this gameThe 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.

Galaga

GalagaBuy this gameThe 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. (Bally/Midway [under license from Namco], 1981)

Memories: Where its predecessor, Galaxian, brought “attack formations” to standard Space Invaders-style shooters, Galaga introduced real strategy, and influenced nearly every shooter that came after it.

Hangly Man

Hangly 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 for 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… (Nittoh, 1981)

Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie.

Ladybug

LadybugThe Game: You control a nice, big, juicy ladybug waddling around a complex maze, gobbling up food and avoiding your nasty fellow insects. Doors in the maze can throw pursuers off your track momentarily – or they can trap you into an even worse situation than whatever you’re trying to escape. (Universal, 1981)

Memories: Like Lock ‘n’ Chase, Ladybug is a fine example of a game which, though clearly inspired by Pac-Man, features enough unique game play elements to make it an individual game. And it’s a rare instance of a game I have to praise for its music and sound effects – they were really rather catchy.

New Rally-X

New Rally-XBuy this gameThe Game: As the driver of a high-powered race car, you rocket around corners and down straightaways, trying to pick up every yellow flag in the maze-like course and avoiding deadly collisions with pursuing red cars. Special flags (marked with an “S”, of course) offer big points bonuses, while Lucky flags (“L”) give you bonus points based on how much fuel remains in your car’s gas tank, so it’s best to find them as quickly as possible. Watch out for rocks, and use your smokescreen only when necessary to distance yourself from the red cars. (1981, Namco)

Memories: Not even really a sequel to Rally-X, which hit the arcades at roughly the same time as Pac-Man, New Rally-X was an attempt by Namco to give its cutesy overhead racing game a little more “oomph” to Rally-X in the hope that it might pick up steam during the arcade boom that Pac-Man spawned.

Piranha

PiranhaThe Game: As a butt-ugly fish, you maneuver around a simple undersea maze, gobbling small dots (10 points) and evading four colorful squids 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 for 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 squids, 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… (“GL”, 1981)

Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie.

Puck-Man

Puck 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 for 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… (Deluxe, 1981)

Memories: Journey back with us now to the first two years of the eighties, when Pac-Man ruled the coin-op video game roost, where arcade owners’ demand for the prized Pac-Man machines was high, where players’ skill at winning was increasing and their repeat business was proportionately dwindling, and everyone wanted a piece of that little yellow pie.

Satan’s Hollow

Satan's HollowBuy this gameThe Game: It’s the ultimate, cataclysmic battle between good and evil – expressed as a variation on the basic theme of Phoenix! Hellish green 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, though he starts out looking a little bit like that cute little mascot you see on cans of deviled ham. (Bally/Midway, 1981)

Memories: While it presents some interesting variations – bridge-building while shooting? – Satan’s Hollow really had little to distinguish it from the other dozens of Space Invaders variants which had been appearing in arcades for three years at this point.

Stargate / Defender II

StargateSee the videoThe Game: The alien abductors are back. Their henchbeings are back. And fortunately for the hapless humans on the planet’s surface, you’re back too, in a fully armed warship with a belly full of smart bombs. But the aliens have brought new and unusual reinforcements, and now the ultimate X-factor is seen visibly floating in the night sky – a stargate which could deposit your space fighter anywhere, delivering you to safety…or a rendezvous with a swarm of aliens. (Williams Electronics, 1981)

Memories: This sequel to Defender was a game I positively hated way back when. Why? Because I just flat-out sucked at the controls of Defender, so Stargate showed me no mercy whatsoever. With an even more complicated control scheme than its ancestor, I didn’t stand a chance at Stargate. But watching the people who had learned how to really make the game theirs? That was something else.

Thief

ThiefThe Game: You’re on the run from the long arm of the law, and the police radio dispatchers have put an an APB out for you. Money lines the city streets, and you must evade the cop cars and stash away all the cash until the screen is cleared. Four special items in the corners of the screen enable you to turn the table on your pursuers and temporarily eliminate them from the screen – but they’ll be back. If the police cars catch you, you have the right to remain silent; if they catch your last getaway car, you have the right to see “game over” on the screen. (Pacific Novelty, 1981)

Memories: 1981 was the summer of Pac-Man Fever in the United States. Midway, who licensed the game from Namco, had to contend with any number of challenges to its sovereignty as the sole distributor of Pac-Man, from bootlegged rip-off ROMs such as Pirhana to games like Thief which, while they didn’t pirate the actual game code of Pac-Man, certainly lifted its basic game play concept wholesale. These were the days before the video game industry was bogged down by lawsuits for every day of the week. It was a wild frontier, and it seems somehow appropriate that Thief fits in that genre.

War Of The Worlds

War Of The WorldsThe 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!)

Crazy Kong

Crazy KongThe 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.

Freeway

FreewayThe 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 Buy this gameyou’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.

Ice Hockey

Ice HockeyBuy this gameThe 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.

Muncher

MuncherThe 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.

Skeet Shoot

Skeet ShootThe Game: Line up moving targets in your sights and blast ’em away. The more targets you hit, the more points you get. Simple enough, eh? Just don’t expect everything to travel in a straight line – and keep in mind that something like 80% of the time you won’t have a chance of hitting anything at all due to where you’re positioned. (Games By Apollo, 1981)

Memories: The 198384 crash of the home video game industry has often been blamed on an unstoppable tsunami wave of lousy games being produced by companies that had never before shown an interest in the field. Some pundits point at Activision‘s defeat of an Atari lawsuit – which claimed that third-party games would be unfair competition, as they alleged Activision‘s four principal programmers were using Atari trade secrets – as the first crack in the dam. And maybe they’re right. But at first, with Activision and Imagic releasing well-programmed, colorful, cutting edge and most of all fun games, it was all good – and Atari was still selling hardware, so how could they prove they’d lose out on the deal?

Spacechase

SpacechaseThe Game: Piloting a lone spaceship zipping over a planet’s surface in a low, fast orbit, your mission is to kick some evasive alien butt. Drawing a bead on the aliens is much harder than it looks, and they arrive in waves of four. Naturally, it seems like it’s much easier for them to target you… (Games By Apollo, 1981)

Memories: Quite an improvement over Richardson, Texas-based Games By Apollo’s first game, the disastrously bad Skeet Shoot, Spacechase isn’t going to blow the doors down in the game originality department, but it wasn’t bad for the VCS at all. The scrolling planetscape beneath the player’s ship may look like an artist’s vague impression of some Arizona landscape, but with games like Defender struggling to get the side-scrolling thing right, it was quite an accomplishment.

Infiltrate

InfiltrateThe Game: You’re trapped in a multi-story building with hostile forces all around. Your infiltration mission has gone from mere espionage to a battle for survival – a battle you’re probably not going to win. Board elevators to reach the opposite level of the screen to retrieve enemy secrets, all while avoiding enemy agents and trying to shoot them down. (This spy business would be a lot easier if the enemy couldn’t shoot back, but generally they’re better shots than you are.) Then a new prize appears at the opposite end of the screen, sending you on yet another dangerous mission. (Games By Apollo, 1981)

Memories: A simple Atari 2600 port of the popular computer game Spy’s Demise, Infiltrate simplifies things a bit more than the computer version and keeps players constantly running for their lives. There’s really no win condition – just a grim countdown to the point at which the player is worn down.

Caverns Of Mars

Caverns Of MarsThe Game: The enemy in an interplanetary war has gone underground, and you’re piloting the ship that’s taking the fight to him. But he hasn’t just hidden away in a hole; he’s hidden away in a very well-defended hole. As if it wasn’t already going to be enough of a tight squeeze navigating subterranean caverns on Mars, you’re now sharing that space with enemy ships and any number of other fatal obstacles. (Fortunately, the enemy also leaves copious numbers of helpful fuel depots for you too.) Once you fight your way to the bottom of the cave, you plant charges on the enemy mothership – meaning that now you have to escape the caverns again, and fast. (Atari, 1981)

Memories: Atari wisely realized that some of the best programming talent wasn’t necessarily on its own payroll. With so much of the company’s financial resources devoted to supporting the 2600, this paved the way for the Atari Program Exchange, a program that allowed users to send in their own best work to Atari, who would then list the best of these homebrew games and applications in an official newsletter and handle distribution on cassette and floppy disk.

Jawbreaker

JawbreakerThe 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.