Phosphor Dot Category: Joystick

Congo Bongo

Congo BongoThe Game: Bongo the Ape 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. (Coleco [under license from Sega], 1984)

Memories: Congo Bongo was one of those games that really tested the mettle of the next-generation consoles of the day. Sega’s own translation of the game for the Atari 2600 was a barely-playable mess, though the version released for the Atari 5200 was a marked improvement. But as with Zaxxon, its cousin from a visual-concept point of view, Congo Bongo didn’t really arrive at home until ported to the ColecoVision.

Cosmic Commuter

Cosmic CommuterThe Game: Sometimes it’s not all about saving the whole freakin’ world. Sometimes it’s about just being a cabbie. Picking people up, zipping through traffic, and trying to get them to where they’re going without them – or yourself – killed in the process. Substitute traffic for alien ships and space debris, and you’ve got Cosmic Buy this gameCommuter. Make sure your taxi pod is loaded up on fuel, avoid everything except for the passengers, and don’t forget to dock safely with your launch/landing module when you’ve picked everyone up. You can shoot obstacles out of your way in a tight squeeze, but be careful – you could also shoot your next refueling station out of the sky too. Three collisions or crash landings due to an empty gas tank, and you’re out of the taxi business. (Activision, 1984)

Memories: Cosmic Commuter is a very cool scrolling game with a neat premise, something that I can identify with a lot better than being a fighter jock. This is also an extremely colorful game with a heap of animated graphics, and not one second of sprite flicker.

Buck Rogers: Planet Of Zoom

Buck Rogers: Planet Of ZoomThe Game: Zoom being the operative word here, your mission – as space hero Buck Rogers – is to fly in close quarters with all kinds of enemy ships, landers and structures, fending off their attacks, and generally staying alive as long as possible. Obligatory robot wisecracks and utterances of “beedy-beedy-beedy” not included. (Coleco [under license from Sega], 1984)

Memories: Far and away the most faithful home console version of Sega’s arcade sleeper hit, Buck Rogers: Planet Of Zoom is a blast on the ColecoVision.

Bump ‘n’ Jump

Bump 'n' JumpThe Game: The race is on, and no moves are off-limits – bump your competitors off the road (and into apparently highly volatile vegetation that causes them to explode), or jump over them and any other obstacles that get in your way, including areas of water that cover the road. If you survive the race, you live on to the next round – at least until you run out of cars. (Coleco, 1984)

Memories: Another Sega arcade sleeper-hit snagged for the Colecovision under an overall contract between the two game companies, Bump ‘N’ Jump is fun on four wheels, and this console version drives it home perfectly.

Buraco Negro! (“Black Hole!”)

Buraco Negro!The Game: This is a tale of a futuristic society advanced almost beyond belief. A black hole has been trapped behind a force field, where its gravity won’t snag the chains of space outposts lining the top and bottom of the screen. That gravity will, however, attract stray asteroids, which naturally can do a number on the space stations. This is where you come in: as the captain of an interplanetary street-sweeper, it’s your job to grab the asteroids and deposit them in the maw of the black hole. It’s tricky, business: letting go of an asteroid too far away from the black hole will allow it to drift toward the space stations, but putting your own ship too close to the black hole will put you in harm’s way (and may still let the asteroid escape). The more asteroids you put in the black hole, the bigger and more powerful it becomes (did anyone really think through this method of disposing of the trash?), which will attract more asteroids and cause them to move faster. You can also shoot asteroids, but this will add no points to your score, and stray missiles could destroy space stations. If your ship plummets into the event horizon, or too many space stations are destroyed, there’s suddenly a vacancy for the most dangerous garbage disposal job in the universe. (GST Video, 1984)

Memories: As a rule, I try not to be too critical of a game’s programmer, but this rare title – initially released only in South America, and then later dressed up with a spacey background and released in Europe for the Videopac G7400+ under the incorrectly-translated name Neutron Star – offers so little reward for so much effort that one can only assume its designer was a masochist.

Beamrider

BeamriderBuy this gameThe Game: Alien ships are sliding toward you on a gridwork of energy; as the pilot of the Beamrider, your job is to destroy them before they get too close to home (i.e. the bottom of the screen). They can fire back, though, and while in some cases you can return fire and intercept their shots, it depends on what kind of weaponry they’re using. When you run out of Beamriders, the aliens take over. (Activision, 1984)

Memories: With the abandoned 2600 prototype of Tempest being the closest thing to an exception, Beamrider was the only attempt to the bring that arcade game’s style of action to the 2600. And in the end, Beamrider more closely resembles the one-line idea that led to Tempest: “First Person Space Invaders“.

Ballblazer

BallblazerThe Game: Pong just got a lot more difficult. The table-tennis-inspired sport is now played at blow-your-hair-back speeds on a 3-D field, with vehicles called rotofoils serving as the paddles. Up to four players can compete, or you can humiliate yourself by trying to fight computer-controlled opponents. (Atari/Lucasfilm Games, 1984)

Memories: The announcement was simple, and ominous, and got a lot of press. “Lucasfilm is entering the video game industry.” It made big waves, and why wouldn’t it? The thought of someone with the tremendous creative resources of George Lucas getting in on the action was enough to excite many gamers – particularly those who, around 1984, were deluged in the kind of mediocre titles which brought the video game business to its knees.

Vulgus

VulgusBuy this gameThe Game: Piloting a lone space fighter, you carve a leisurely path through an endless onslaught of alien marauders, none of whom seem to be in any particular hurry to go anywhere either. Despite all this lack of hustle and bustle, however, it must be noted that they’re still shooting at you, and you still need to shoot back, using lasers or a limited supply of missiles. Some aliens will line up in a vertical formation that, if taken out with a missile, means big points, though you should also be saving some of your heavy ammo for larger alien ships that, if lasers were used, would require several shots to kill. (Capcom, 1984)

Memories: Another of Capcom’s long line of vertical-scrolling shooters – a design craze that can be traced back to Namco’s Xevious – Vulgus may seem like it’s terribly leisurely, but it’s actually one of the most grueling hand-eye coordination challenges since Robotron.

Tube Panic

Tube PanicThe Game: You pilot a high-speed starfighter through both open space and narrowly-confined tubes bristling with obstacles and enemies, ranging from scarab-like tanks complete with pincers to tumbling, TIE-fighter-esque ships. Your job is simple: shoot everything, and don’t collide with anything. Periodically, if you survive long enough, you’ll get to dock with your mothership between stages and refuel, and then you plunge back into battle until all of your ships are lost. (Nichibutsu/Fujitek, 1984)

Memories: If you’re docking with a mothership, it’s gotta be Nichibutsu’s game (see also: Moon Cresta). An interesting and eminently playable coin-op from the makers of Crazy Climber, Tube Panic is a bit of a cousin of Tempest. In fact, Tempest designer Dave Theurer has said that originally, the knob in Tempest rotated the geometric playing field and not the player’s cannon. Tube Panic goes back to the “rotating playing field” concept a bit and, yeah, one can see where Atari might have wound up with some play-testers with motion sickness back in the day. But Tube Panic is its own game, and it’s a lot of fun.

Time Pilot ’84

Time Pilot '84The Game: You’re back in the hotseat as the Time Pilot, but this time an even more fearsome breed of ships from the future is after you. The good news is that you have a new weapon at your disposal – guided missiles – but the bad news is that the enemy has them too. Blast enough enemy planes out of the sky and lure their command ship out of hiding; if you can survive long enough to blow the missile-spewing command ship to pieces, you’re off to the next level. (Konami, 1984)

Memories: Bearing the deliciously Engrish-esque subtitle “Further into unknown world,” Time Pilot ’84 is a re-interpretation of the original game, with a few more bells and whistles in both the audiovisual and game play departments. Those accustomed to just constantly blasting away with both barrels in the original Time Pilot have to adjust to the proper use of the missile guidance system (don’t waste a missile until your screen paints a viable target), but other than that, it’s the same game with a new coat of paint.

Timber

TimberThe Game: You’re a lumberjack and you’re okay. Your job is to chop down every tree that grows on the screen, without letting the trees fall on you. Birds are sometime dislodged from their nests as you chop down the trees, and they can be collected for additional points. Bears show up and throw beehives at you, which a lucky swing of the axe can destroy before they do any harm, but it’s altogether more likely that, unless dodged, a beehive will knock your lumberjack over and release a swarm of bees with their own sting operation in mind. You advance to the next level by clearing all of the trees in the time alotted; doing so with time to spare earns a bonus from the big boss; occasional bonus screens challenge you to keep your lumberjack from falling off a rolling log. (Midway, 1984)

Memories: One of those offbeat gems that emerged in the ’80s with Midway’s relatively powerful new MCR (Midway Cart Rack) architecture, Timber is a quirky little game that has the unusual advantage of being nothing like any game that preceded it. (It’s hard to think of another game like it that came afterward, for that matter.)

Super 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 Buy this gamedeadly 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 [under license from Namco], 1984)

Memories: The original arcade Xevious was no pushover, but like several of its Namco stablemates, it was possible to outwit the machine by using some of its own pattern-based programming against it. With Super Xevious, this was more difficult, because the game’s internal A.I. was adaptive and could throw more at the player based on his demonstrated skill level. But some players had discovered a solution to this adaptive enemy intelligence, and games lasting more than ten minutes on a single quarter were not uncommon.

Space Ace

Space AceBuy this gameThe Game: You’re intergalactic hero Space Ace one moment, but the next moment, the evil Borf kidnaps your girlfriend Kimberly and unleashes the Infanto-Ray on you…and suddenly, you’re intergalactic geek Dexter. Borf has placed an enormous number of deadly obstacles between you and him, obstacles which Space Ace could vanquish in no time flat – but you can only turn into the bemuscled one for brief periods of time… (Starcom, 1984)

Memories: Another laserdisc game from the Don Bluth/Rick Dyer team that brought you Dragon’s Lair, Space Ace makes some minor improvements on its predecessor, while still falling victim to many of the same basic problems.

Snake Pit

Snake PitThe Game: You’re an adventurer with a bullwhip and a hat, and you hate snakes and love treasure – sound familiar? The bad news is that you’re surrounded by slippery snakes, scurrying scorpions and jumping spiders, all of whom can kill you instantly on contact. The only way you can eliminate these foes and claim the treasure is with a precisely-aimed crack of your whip…but if you’re surrounded, your treasure-hunting days are probably over. (Bally Sente, 1984)

Memories: When Warner Bros. bought Atari, it quickly became apparent that Atari founder Nolan Bushnell and new CEO Ray Kassar – Warner’s newly installed point man at Atari – were an uneasy fit at best. Though accounts differ between the two men, the final straw seems to have been Bushnell calling an executive board meeting and not quite getting around to inviting Kassar to it, after which Kassar went to his Warner Bros. boss, Manny Gerard, and drew up the legal papers to forcibly retire Bushnell from his duties at Atari. Bushnell was put – as Atari senior staffers called it – “on the beach,” with no say in the company’s future but a healthy percentage of a bonus pool that depended on the company’s performance.

Pirate Ship Higemaru

Pirate Ship HigemaruThe Game: Pirates have boarded your ship, and it’s up to you to defend the whole boat. Evade the pirates in the twisty mazes of barrels and treasures in the cargo deck, or pick up one of those barrels and brain the nearest pirate with it. Be careful – some pirates hide inside the barrels, and it’s instant death to pick up an “occupied” barrel and not back off quickly. Some containers reveal a treasure when you pick them up, and you can go back and grab the treasures for bonus points. Clear the deck of pirates to advance to the next level and start again. (Capcom, 1984)

Memories: Not released in the United States, Pirate Ship Higemaru is a nice little riff on the basic concept of Pengo. You can move the components of the “maze”around as you wish, or use those same components to dispose of enemies. Since the procedure for doing this in Higemaru is a bit more complicated than Pengo, there’s actually a training round that must be completed before the game truly begins – but it’s not risk-free, and you can actually lose a life in training! (I guess the message is that if you can’t get past the training screen, please let someone else put a coin in the machine and defend the boat.)

Pac-Land

Pac-LandThe Game: In a total break with any and all previous Pac-Man games, Pac-Land puts the yellow one onscreen as a very good homage to the Hanna-Barbera Saturday morning cartoon based on the original game, complete with the show’s bubbly theme song. You wander down the streets of Pac-Land, avoiding those nasty Ghost Monsters and hoping to find Power Pellets, all before your time runs out for that phase of your journey. Ghost Monsters may attack from the ground, or try to bomb you from the air; either way, chomping a Power Pellet will relieve them of their altitude and put them on the run. You may have to jump over them or duck under them until then – and be very careful in the forest, where Ghost Monsters may lurk behind trees. (Bally/Midway [under license from Namco], 1984)

Buy this gameMemories: It may have been well-drawn and animated, but Pac-Land really stuck out like a sore thumb to me – in hindsight, it was more like Super Mario Bros. than Pac-Man. Still, for those few of us who initially liked the Saturday morning cartoon, this game was a lovingly crafted valentine to the TV version of Pac-Man – a very roundabout example of a video game inspired by a licensing spin-off inspired by a video game.

Mr. Do! Run Run

Mr. Do! Run RunThe Game: As everyone’s favorite pixellated clown since Bozo, you guide Mr. Do around a multi-level platform, pursued by multicolored killer critters. You have a magic power ball you can shoot at them, but if you score a hit, you’ll have to scramble around and pick up fruit and other items on the platforms until you have the strength to hurl another power ball. If, in the other hand, your power ball doesn’t score a direct hit, it will ricochet back and forth across the screen until you retrieve it, or it hits a monster that has wandered into that part of the screen. (You can only have one power ball bouncing around at a time.) (Universal, 1984)

Memories: An odd cross between the game mechanics of Mr. Do! and the almost-but-not-quite-3-D graphics of Congo Bongo, Mr. Do! Run Run was actually quite a fun and frantic little game. It also sported some killer music for its time – very weird in places, almost Carl-Stalling-by-way-of-Devo, but still very enjoyable. The graphics are very clean, and the evil critters are actually cute. Considering the game’s “kill-’em-all” premise, it’s pretty cute for such a bloodthirsty exercise!

Mr. Do!’s Wild Ride

Mr. Do!'s Wild RideThe Game: Mr. Do, having vanquished unicorns and other beasties, decides to take a little bit of vacation time at the nearest amusement park. But there’s one problem! (Isn’t there always?) The roller coasters are trying to kill him. Your job is to guide Mr. Do along the roller coaster tracks, avoiding deadly fast-moving roller coaster cars and climbing little ladders to reach cherries (is it my imagination, or does this guy eat more cherries than anybody since Pac-Man?). Watch your head at all times! (Universal, 1984)

Memories: The fourth and final entry in the obscure attempt at a Mr. Do! franchise, this one is also my least favorite – but that’s not to say that it isn’t fun. First off, I just find the theme appealing. In Do Run Run!, one is required to kill off endless waves of killer kritters, making Mr. Do the blood-thirstiest clown since John Wayne Gacy. This game, however, takes a less violent approach – things can happen to you, sure, but they’re not the deliberate acts of sinister characters who are hell-bent on destroying you.

Millipede

MillipedeBuy this gameThe Game: Once more unto the breach, your garden of mushrooms is now under attack by a millipede, and the big bug’s even nastier insect entourage has come along too. The spiders, scorpions and fleas are now joined by mosquitoes and inchworms, among others. The only advantage you have? Occasional containers of DDT (can you tell this was the 80’s?) will allow you to wipe out all targets within a given radius…but use them wisely! (Atari, 1984)

Memories: Though the graphics aren’t markedly different from those of the Atari 2600 version of Centipede, the elements of the game are a great deal more challenging. In a way, Millipede isn’t quite so well-suited to the trakball controller…it’s just too fast.

Lode Runner

The Game: Cavernous rooms are loaded with gold, just ripe for the picking. But before you celebrate hitting the mother lode, look again – there are other gold-diggers homing in on the treasure. What do you have that they don’t? A drill gun that can blast a hole in the floors, into which your opponents will jump blindly. Eventually, the holes will reseal themselves, and that process will swallow your enemies (and you, if you happen to be clumsy enough to wander into the hole yourself). Grabbing all of the gold will reveal a passage to the next level of the game. (IREM [under license from Broderbund], 1984)

Memories: Lode Runner is right up there with the Ultima series and SimCity in my personal hall of fame of the coolest games ever to originate on any model of personal computer.

Grobda

GrobdaThe Game: You’re piloting a lone tank trapped in an arena with numerous indestructible obstacles – and quite a few hostile tanks. The moment you’re sent into battle, those other tanks converge on you immediately, so survival usually Buy this gamehinges on finding an advantageous configuration of obstacles to use as a makeshift fortress from behind which you can try to pick off enemy tanks without giving them a clear shot at yours. When you blast an enemy tank, it’s best not to be too close to it, because the shockwave of an exploding tank can catch nearby tanks and share the destruction, sometimes allowing you to fire one shot and set off a screen-clearing chain reaction. (Also, exploding tanks leave behind craters that slow you down if you try to cross over them.) You have a shielding system that offers very temporary shelter from enemy fire and from the explosions of nearby enemies, but constant firing and shield use will drain your precious energy reserves, and if that happens you’re as good as dead. (Namco, 1984)

Memories: Not one of the most original games in Namco’s history, Grobda borrows game play concepts left and right from some of the all-time arcade greats, boils them into one stew, and speeds things up considerably.

Gaplus / Galaga 3

Gaplus / Galaga 3The Game: The Galaxian/Galaga saga continues! You control a solo space fighter against unending hordes of alien attackers who dive, weave, and evade your fire, while trying to nail your ship with their own shots. But one of Buy this gamethe aliens is hauling precious cargo: a device used to generate a tractor beam. In Galaga, the aliens used this weapon to capture and control your own fighters, using them against you. Now you can turn the tables by destroying the alien ferrying this precious piece of technology (but don’t shoot the device itself!). You’ll be able to capture an entire row of alien ships, using all of them to fire simultaneously at the next wave of attackers. If alien fire destroys one of your captured ships, the others, and your ship, survive; if they manage to draw a bead on your own fighter, however, all bets are off. (Namco, 1984)

Memories: This sequel to Galaga was titled Gaplus in Japan (and in its limited original release in the U.S., if I’m not mistaken). In an attempt to draw more attention to it by tying it to a familiar property, Namco rechristened the sequel Galaga 3 for widespread American distribution. Whatever you call it (I tend to remember it as Gaplus myself), it’s a very difficult game.

Dragon’s Lair II: Timewarp

Dragon's Lair II: TimewarpThe Game: Princess Daphne has been kidnapped by the evil wizard Mordroc, and before he can embark on the dangerous quest to save her, Dirk must first fend off the angry attack of his Viking-like mother-in-law as he makes Buy this gamehis way to the castle. Once there, Dirk discovers a talking Time Machine which gets him out of one immediate crisis and then plunges him into several more. If Dirk can’t stop Mordroc from placing his ring on Daphne’s finger, he’ll lose her forever – and the world will have gained one more hideous monster. (Starcom, 1984)

Memories: Don Bluth and Rick Dyer turned to the adventures of Dirk the Daring (hero of the original Dragon’s Lair) for their third laserdisc game outing (the second being Space Ace), this time creating more of a storyline for Dirk to fulfill. The animation is nice, the game play is much more fast and furious, and yet I’m still unimpressed with Dragon’s Lair II as both video game and storytelling exercise.

Circus Charlie

Circus CharlieBuy this gameThe Game: As Charlie the circus clown, you undertake numerous hazardous activities to wow the big-top audience, including ridng a lion as he jumps through flaming hoops, walking a tightrope also inhabited by numerous monkeys over whom you must jump, leaping around on a series of trampolines (and hopefully over fire-breathers and knife-throwers who happen to be displaying their circus skills in an upward direction between trampolines), and finally a death-defying flying trapeze act. You only get three opportunities to strut your stuff, and then the show’s over. (Konami, 1984)

It’s really like Track & Field with clown makeup, which in itself is somewhat disturbing. However you slice it, Circus Charlie is good clean fun, sort of the un-cola of sports games – there are a number of events (the game’s various “difficulty levels”), and the structure of the game is even the same, though here the action is confined to side-scrolling levels and it doesn’t feel like a sports game.

Xevious

XeviousThe 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, 1983)

Memories: Based on a Namco import distributed under Atari’s banner in the U.S., Xevious may be about as close as one could get to replicating the arcade game with the 5200’s hardware. Curiously, though the copyright on the main menu screen is a year later than that on the unfinished 5200 Tempest proto, Xevious is a more complete game, fleshed out to a fully playable state.

UFO

UFO!The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of pesky and relatively harmless drone UFOs, but the job isn’t easy. You can ram the alien ships with your ship’s shields, destroying them (but forcing your shields offline for a few precious seconds during which anything could collide with your unprotected ship and destroy you), or shoot them (which also forces your shields down for a recharge). To that screenful of bite-sized chunks o’ death, add an unpredictable Killer UFO that likes to pop in and shoot at you, and suddenly being an interstellar traffic cop ain’t so easy. (Philips, 1983)

Memories: I’ve been complaining about the small library of Odyssey2-games-in-new-clothes developed as Odyssey3 launch titles quite a bit, but here’s a game I can actually get behind. UFO is the combination of a strong game in and of itself, with a background graphic that doesn’t completely obscure the in-game action.

Tutankham

Tutankham for Odyssey2The Game: As an intrepid, pith-helmeted explorer, you’re exploring King Tut’s catacombs, which are populated by a variety of killer bugs, birds, and other nasties. You’re capable of firing left and right, but not vertically – so any oncoming threats from above or below must be outrun or avoided. Warp portals will instantly whisk you away to other parts of the maze (though this doesn’t necessarily mean safer). Gathering all of the treasures and keys will allow you to open the vault at the end of each level…which leads to the next, and even more difficult level. It’s like The Mummy, only much more entertaining. (Parker Brothers, 1983 – unreleased prototype)

Memories: As far back as 1983, the year that it released four other titles for the Videopac (Europe’s equivalent to the Odyssey2), Parker Brothers had been mentioning other games in development for the system. The Videopac had a wider user base in Europe than the Odyssey2 had in North America, so the support was there. Spider-Man and Tutankham were announced as upcoming titles, and never surfaced as commercial releases. As it turns out, programming was relatively complete on both games, and the EPROM chips holding the work-in-progress versions of each game eventually fell in to the hands of collectors. Appropriately enough, Tutankham was an unearthed treasure.

Tempest

TempestThe Game: As a strangely crablike creature, you scuttle along the rim of an abstract, hollow geometric tube, zapping red bow-tie-ish critters and purple diamond-shaped things which carry them. There are also swirly green things (swirly thing alert!!) which spin “spikes” like webs, and by the way, you should avoid spikes. (Atari, 1983 – never released)

Memories: This version of Tempest never officially saw the light of day…but in looking at this attempt at a 2600 version of Atari’s own popular vector graphics game, one wonders if the game’s no-show wasn’t an attempt to prevent another turkey of Pac-proportions from marring Atari’s recently-repaired reputation.

Tempest

TempestThe Game: As a strangely crablike creature, you scuttle along the rim of an abstract, hollow geometric tube, zapping red bow-tie-ish critters and purple diamond-shaped things which carry them. There are also swirly green things which spin “spikes” like webs, and by the way, you should avoid spikes. (Atari, 1983)

Memories: The above description barely fits this game because it only exists in an unfinished form, with just a few bare essential elements of the game in place. You can shoot stuff and score points, but there isn’t much “game” there – the collision routines don’t exist that would determine whether or not your on-screen flipper “dies” by touching an approaching enemy, or an enemy’s incoming fire for that matter.

Spider-Man

Spider-ManThe Game: The Green Goblin and his henchmen are terrorizing the city once more, and it’s up to Spider-Man to restore order. But the odds are against him: he can only attach his web to the surface of the building, naturally, but the Buy this gameGoblin’s underlings are ready and eager to cut Spidey’s web should it be planted near them. Worse yet, the difficult-to-navigate high voltage tower at the top of the building is riddled with the Goblin’s bombs, and even if Spidey can defuse them, there’s a Super Bomb waiting for him at the top of the building – and he can only put it out of commission after dealing with the Green Goblin personally. (Parker Bros., 1983 / released by Bas Kornalijnslijper in 2006)

Memories: A chance discovery made by collector Bas Kornalijnslijper among a handful of ROM chips given to him by a former Phillips Electronics employee, Spider-Man was long known to have at least been in the works. Various advertising material touting the other four games created by Parker Bros. for the Videopac (the Odyssey2’s European near-twin) had mentioned that Spider-Man was “coming soon!” But of course, support for the Odyssey2 had largely disappeared by that time in North America (none of the Parker Bros. games were released there), and while it didn’t happen as quickly, the Videopac’s support also faded away in Europe; Spider-Man simply didn’t make it to market within that window. Now, along with another advertised-but-never-sold Parker Bros. title, Tutankham, Spider-Man has been unearthed.

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