Xevious 3D/G+
The Game: Evil aliens are taking over the world and building heavily-fortified installations on land and undersea! Our last defense against them? You – and your well-armed Solvalou Fighter. You can repel air attacks with your lasers, and take out ground bases, missile launchers and tanks with your bombs. (Fortunately, you never run out of either of these!) Every so often, you’ll have to fight the odds to take out one of the aliens’ primary bases – and then you’ll have to deal with the huge “Bosses.” (Namco, 1997)
Memories: This somewhat obscure Namco title updates and revives their classic arcade title Xevious, which accumulated a cult following in 1983 when the game was released Stateside by Atari. Truth be told, Xevious 3D/G+ doesn’t rewrite the book or reinvent the wheel. For the most part, the game simply puts the original Xevious in a vaguely third-person 3-D perspective, adds some weapons and enemies (most notably the enormous and hard-to-kill Bosses), and kicks ass graphically. I liked this a lot. It has a great deal of respect and reverence for its source material.
Namco Classic Collection Volume 2
The Game: Three of the most popular games from Namco’s arcade heyday are brought back in the ’90s, both in their original forms and in “remixed” versions with updated sound and graphics and tweaks to the game play. Pac-Man Arrangement adds power-ups, new mazes, new graphics and a whole new breed of monsters to the most classic arcade game of the 80s, while Rally-X Arrangement refuels with power-ups and audiovisual enhancements of its own. Dig Dug Arrangement revamps the underground classic with a new breed of enemies – and a new variety of ways to eliminate them. (Namco, 1996)
Memories: Building on the success of the Namco Classic Collection Volume 1 coin-op compilation, Namco returned here to the jewel in its crown. Not that Mappy or Xevious are anything to sneeze at, mind you, and Galaga certainly isn’t a minor entry in the arcade pantheon. But how can you possibly beat a revisitation of Pac-Man?
Hyper Pacman
The 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 colorful monsters who can eat you on contact. Large red dots enable you to turn the tables and eat the monsters for a brief period. Periodically, assorted items appear in the maze, and you can consume these for additional points and power-ups. (Semicom, 1995)
Memories: Take Pac-Man, add a Lode Runner-style “only one way to solve this maze correctly” puzzle mentality, add NES-era power-ups, boss battles and vaguely 3D graphics, and the result is Hyper Pacman (note the spelling/punctuation there – a complete divergence from any of Namco’s first-party output).
Doctor Who: Dalek Attack
The Game: As one of three incarnations of the Doctor (only Patrick Troughton, Tom Baker and Sylvester McCoy are offered), and with the option of a second playing assuming the role of either Ace or an unnamed (and yet somehow familiarly mustachioed) UNIT soldier, you must navigate various environments from the sewers and streets of London to the Dalek-conquered ruins of once-proud cities like Tokyo and New York, defeating the Daleks and their allies to remove the evil scourge from Earth. Ogrons, hideous monsters, Dalek-possessed Robomen and ninjas, and – perhaps most terrifying of all – robo-sumo wrestlers will try to prevent you from completing your mission. (Alternative Software, 1992)
Memories: The first Doctor Who video game marketed for anything even vaguely resembling a modern PC (though other versions were available for such then-still-common platforms as the Amiga, the Spectrum Holobyte and even the Commodore 64), this straight-shooting scrolling quest game unashamedly goes straight for the classic arcade jugular, with game play and eye candy worthy of such all-time classics as Super Mario Brothers. It also displays a loving reverence for Doctor Who old and new, which is enough to tug at the heartstrings of the most cynical fans.
Klax
The Game: It is the nineties, as the intro screen says, and there is time for this home version of Klax, in which players try to stack colored bricks according to on-screen instructions: horizontal, vertical and diagonal rows may be required. The conveyor belts carrying the bricks gradually speed up until the bricks are zipping toward the bottom of the screen at a dizzying pace. Allowing too many bricks to slide off the bottom of the screen without catching them will forfeit the game, as will failing to come up with the configuration of stacked bricks demanded by the on-screen instructions. (Atari, 1990)
Memories: A late attempt to keep the Atari 7800 relevant in an age where the NES had firmly dominated the home video game landscape (even the Sega Master System enjoyed a larger market share than the 7800), this adaptation of Atari Games’ arcade sleeper hit Klax seems fitting somehow in retrospect: Klax was a puzzle game also-ran, trying to catch up with Tetris. And Tetris had already been snapped up by Nintendo, which was handily beating Atari with both the NES and the new Game Boy, making the 7800 an also-ran too (and let’s not talk about that whole dust-up over Atari Games’ arcade Tetris and the Tengen version of the game for NES). As if there needed to be a way to make Klax even less relevant in Atari’s fight against Tetris, there’s one more wrinkle: this version never actually hit the stores.
Ribbit!
The Game: Two frogs, Bull and Pip, set out on a hazardous journey…to find some flies to eat. They must grab yummy flies while avoiding several lanes of poisonous spider “traffic”, and they also have to cross the occasional river on the backs of turtles and logs, snatching more flies out of the air without falling into the water. Each screen is cleared by the frogs eating the required number of flies. (Sega, 1991)
Memories: It’s not Frogger. It’s not even officially a sequel to Frogger (by this time, Konami, the originators of that game, had reasserted their ownership rights). But I’ll be croaked if Ribbit! isn’t at least “inspired by” Frogger – how that one didn’t get the lawyers suited up for an amphibious mission, we may never know.
Ninja Golf
The Game: You face a test of your skills in the time-honored way of the Ninja: you must survive a game of golf. But you’re not the only Ninja on the course, and apparently you are the only Ninja who’s got a bullseye painted on his back. Before you can say “Crouching Tiger Woods, Hidden Dragon,” you must fend off attackers, including pesky gophers and alarmingly large frogs, in between putts. When you reach the green, a large dragon will attack you, as large dragons are wont to do on the green. Defeat the dragon and you advance to the next hole; do not defeat the dragon, and it will leave a hole in you. (Atari, 1990)
Memories: This utterly bizarre little game is almost like somebody’s idea of a spoof game, something you’d see if there was a Weird Al Signature Series for the 7800. But no, Ninja Golf was an actual mainstream 7800 title – well, that is, if you consider the 7800 mainstream – and proof that someone, somewhere at Atari, was thinking way outside the box.
Super Burgertime
The Game: Chef Peter Pepper is back, and boy, is he kawaii. As in the original Burgertime, the chef has to climb ladders and cross levels – while being chased by deadly ingredients – all in the pursuit of building the perfect giant burger. If he drops the burger on them, the chef’s opponents can become part of the meal. He can also spray them with pepper, as in the original game, or grab bonus weapons (such as a frying pan with which to brain them) from the sides of the screen when they intermittently appear. If enemies are on a bun, patty, etc. when it’s dropped, they’re temporarily taken out of play. Players advance a level by completing construction of all of the burgers. (Data East, 1988?)
Memories: Sometimes revising a “retro” title results in something really cool. And then there are the times that it doesn’t. Audiovisually, Super Burgertime is a huge step up from the original game, but the payoff for the finer graphical details and cute music is that the game play seems a little bit off.
Off The Wall
The Game: A worm-like dragon taunts you from atop a multi-colored wall, one which you must topple to reunite your divided village. To accomplish this task, you must bounce hurled projectiles into the wall. Collecting power-ups along the way will affect the behavior of the projectile, from making it a weapon capable of wiping out large portions of the wall to making it return to you repeatedly, like a boomerang. You advance to the next level by eliminating the wall. (Atari, 1989)
Memories: In the beginning, there was Breakout, a game which Atari itself cloned and put through endless permutations; even Warlords, a favorite among classic gamers everywhere, was a stepchild of Breakout and QuadraPong. Eventually, after turning out Breakout and its clones for the home video game market, Atari turned to other ideas. In the late 1980s, Taito unleashed Arkanoid – essentially an updated version of Breakout – and brought the breaking-down-brick-walls genre back into the public eye.
Dark Chambers
The Game: You control a lone adventurer on a quest through twisty mazes and open battlegrounds, descending through the dungeon depths in search of treasure (and a chance to escape in one piece with that treasure in hand). Zombies, ghosts, and monsters naturally roam through the dungeons as well, more than happy to attack any treasure-hunting interlopers such as yourself. (Atari, 1988)
Memories: Released on both the 7800 and 2600, Dark Chambers was an attempt to cash in on the “action RPG” genre that had recently been made popular by Nintendo’s The Legend Of Zelda. Atari’s arcade division happened to have a hot arcade property in that genre already, but since the arcade operation – now called Atari Games – and the consumer division were now two separate entities, Dark Chambers winds up being a “near-beer” version of Gauntlet.
Star Wars
The Game: You’re an intrepid X-Wing pilot participating in the last-ditch Rebel attempt to destroy the Death Star – before it destroys the Rebel base on Yavin IV. TIE Fighters try to intercept you, but you can destroy them (as well as use your own lasers to blast their incoming fire out of the sky). Then you move in to attack the Death Star itself, with its incredibly hazardous system of gunnery towers and bunkers. Once you’ve gotten past the surface defenses, you dive into the trench that will lead you to an exhaust port which is the only means of destroying the Death Star – but there are defenses in the trench as well, and your deflector shields can only take so much… (Domark / Zeppelin Games Ltd., 1988)
Memories: Years after Parker Brothers’ lumpen version of Atari’s Star Wars arcade game, someone finally had the decency to bring Atari’s hit game home to Atari’s home computers in a form that’s worth playing. And as luck would have it, North American Atari 8-bit owners didn’t get to see this one – it was a British exclusive release.
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. (Atari, 1988)
Memories: Before Nintendo made its own inroads in the American home video game market, it happily let homegrown companies take the license and run with it. Coleco won the license for Donkey Kong for the cartridge-based console market, while Atari snagged the rights to release Donkey Kong for various computer systems. When Coleco folded (after the expensive Adam Computer debacle), Atari did the corporate equivalent of going through Coleco’s wallet and picking up its licenses.
Pete Rose Baseball
The Game: Batter up! We’re live from the baseball diamond with TV sports-style camera angles that switch to show you where the action is. (Absolute, 1988)
Memories: An extremely late entry for the 2600, I’d wager that this NES-era baseball game is actually one of the better attempts to bring the sport to Atari’s aging hardware. While I’m still not sure what Pete Rose has to do with this video game, you can bet it delivers a good baseball experience.
The New Zealand Story
The Game: You might think this will be the story of Captain Cook and British settlers setting in motion the fall of the indigenous Maori people of New Zealand, interpreted as a video game, but…that’s not it. It’s the story of a walrus who waltzes into the zoo and abducts every Kiwi bird there, stuffing them into a huge sack and then leaving. One Kiwi bird escapes, and you have to guide him on his quest to free all the other Kiwis. (On the other hand, perhaps it’s metaphorical somehow.) Fortunately, you happen to be the kind of Kiwi bird who can fire a bow and arrow, use a flamethrower, and can fly a little hovercraft around maze-like vertical structures. Other animals try to outfox you, gravity is against you, and your little Kiwi has only three lives. (Taito, 1988)
Memories: This very strange little game from Taito seldom escaped from Japan until emulation and retro collections came along. Thanks to the latter, everyone can now enjoy this strangely compelling little game.
Kitten Kaboodle
The Game: An adorable kitten (and his twin, in the case of two-player games) runs and jumps around a maze of obstacles, trying to stay out of the clutches of such enemies as an insect in a lab coat, a large and angry-looking tomato, and a crocodile that walks upright. (Further levels add new and even stranger enemies to avoid.) The kitten(s) can push the blocks making up the maze, hopefully smashing an enemy against another block or one of the playfield’s outer walls in the process, temporarily removing that enemy from play. A defeated enemy drops numerous items, including coins, diamonds, and one of several keys needed to open a door allowing access to the next level of the game. (Konami, 1988)
Memories: Even in the late ’80s, game companies weren’t above “borrowing” each other’s concepts and play mechanics, and here we have a prime example of Konami “borrowing” the basic play mechanic of one of Sega‘s more low-key sleeper hits, because just six years before Kitten Kaboodle, enemies were being squished by blocks pushed by a penguin.
Wonderboy
The 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!
Skate Or Die
The Game: Don’t be a poseur! Skate hard or die trying in the ultimate skateboarding game for the Commodore 64. Practice or compete in five separate events that will lead you over ramps, down streets and even into abandoned pools. (Electronic Arts, 1987)
Memories: Throughout my teenage years, I had three distinct career paths in mind. The first one was professional breakdancer. When I realized that probably wasn’t going to pan out, I began planning on a more obtainable, more realistic goal: professional ninja. This was of course during the big ninja craze of the mid-80s. When that career path didn’t pan out, I set my sights on a third goal: professional skateboarder.
IK+
The Game: Face not one but two simultaneous opponents in what many consider the apex of Commodore 64 fighting games. IK+ supports one or two players, eighteen different moves, and more fighting action than all of Jean-Claude Van Damme’s movies combined. (System 3, 1987)
Memories: IK+ is considered by many to be the best fighting game available for the Commodore 64, but the history leading up to the game is almost as interesting as the game itself. IK+ is actually the sequel to International Karate, released by System 3 in the UK in 1986. International Karate is a one-on-one fighting game with many similarities with Data East’s game, Karate Champ. In both games, two fighters dressed in red and white uniforms battle. Both games use the same scoring system, awarding either half or full points to successful moves and declaring the first combatant to reach two full points the winner. Both games feature a scoring judge and backgrounds featuring different locations.
Xevious
The Game: As the commander of a sleek Solvalou fighter, you’re deep into enemy territory, shooting their disc-shaped fighters out of the sky, bombing ground installations and artillery nests, bombing tanks, and trying to destroy the mothership. As you progress further behind enemy lines, heavier aircraft and more versatile and deadly ground-based defenses become the norm. Also look out for tumbling airborne mirrors – they’re impervious to your fire, but you’re toast if you fly right into them. (Atari, 1984; released circa 1987)
Memories: Y’know, the more games I get for my trusty little 7800 – admittedly a recent acquisition in my gallery of classic consoles – the more I’m convinced that the Tramiel regime at Atari did the video game indsutry (and the consumers and players) a vast disservice by mothballing the 7800 and then not unveiling it until the NES had dominated the landscape.
Winter Games
The Game: The Olympic torch is the warmest thing to be found in this multi-event recreation of the Winter Olympics. Downhill skiing, luge, slalom skiing and other events are represented here, and players can even pick which country they’re representing as they go for the gold. (Epyx, 1987)
Memories: One of the more elaborate attempts to recreate Olympic events on the Atari 2600, Winter Games benefits from a few additional years of knowledge on overcoming that system’s limitations. But it’s also, largely, an afterthought: Epyx made its real money from Winter Games on the Commodore 64 and other home computer systems.
Robotron: 2084
The Game: In the year 2084, all hell has broken loose on Earth. Robotic servants, created to perform dangerous tasks and defend their human creators, have decided they can do without their masters. The robots have evolved into new and terrifying varieties – the ever-multiplying Ground Roving UNit Terminators (GRUNTs), indestructible Hulks, self-replicating Quarks and Tanks, and most horrfying of all, the Brain robots, which capture humans and reprogram them into super-fast killing machines. And the only thing protecting the last remaining survivors of homo sapiens is your strength, endurance and cunning. (Atari, 1984 [released in 1987])
Memories: Robotron, like Zaxxon, was one of those holy grails of the early home video game industry, a game that seemed almost impossible to translate to a home console properly, and yet would reward anyone who succeeded in that endeavour with a legion of satisfied consumers.
Pole Position II
The 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.
One-On-One
The Game: Dr. J and Larry Bird take to the hardwood for one-on-one half-court basketball action. Each player has his own signature moves, from lay-ups to three-point shots to steals. One or two players can play to a predetermined score or to a time limit. (Atari [under license from Electronic Arts], 1987)
Memories: Having already become a hit on such home computers as the Commodore 64 and Apple II, Electronic Arts’ One On One ushered in a wave of celebrity-driven sports games that would eventually lead the company to a far more profitable franchise in the Madden [insert year of your choice here] football games. Atari had courted (no pun intended) EA as a potential developer of games for the Atari 7800, and while that courtship was short-lived, it did result in one of the better looking iterations of One On One.
Ms. Pac-Man
The Game: As the bride of that most famous of single-celled omniphage life forms, your job is pretty simple – eat all the dots, gulp the large blinking dots in each corner of the screen and eat the monsters while they’re blue, and avoid the monsters the rest of the time. Occasionally various fruits and other foods will bounce through the maze, and you can gobble those for extra points. (Atari, 1984; released circa 1987)
Memories: I know I keep repeating this theme in the Phosphor Dot Fossils coverage of the Atari 7800, but the Tramiels did their new company – and gamers everywhere – a grievous disservice by putting the 7800 on ice until the NES was on top of the world.
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. (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.
Food Fight
The 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.
Galaga
The 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.
Asteroids
The 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, 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.
Super Qix
The Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix Dragon and the Sparx, gives you many more points upon the completion of an enclosed area. If the jumpy Qix Dragon touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Taito, 1987)
Memories: The beauty of the original Qix was that it was a simple-but-difficult, instinctive puzzle game, and it was gloriously abstract. No motives were assigned to anything or anyone; the helix-like Qix was automatically your antagonist because it would stop you from drawing your stix (in essence, as Daily Variety might say, nixing your stix pix). Simple as that.
Pac-Mania
The Game: As a round yellow creature consisting of a mouth and nothing else, you maneuver around relatively simple mazes, gobbling small dots and evading five colorful monsters who can eat you on contact. In four corners of the screen,
larger 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 you clear the maze of dots, you advance to a new maze and the game starts again, but just a little bit faster… (Atari Games [under license from Namco], 1987)
Memories: I still refer to this game, only half-jokingly, as Paxxon. It resembles nothing so much as classic Pac-Man played from Zaxxon‘s three-quarter overhead view. The only real game play innovation brought about by this vaguely 3-D perspective is Pac’s new ability to jump over monsters, though even this escape method has some bizarre physics: if Pac takes to the air as he’s going around a corner, he will still go around the corner, only airborne. Don’t ask me how that works!