The Game: As Pete, you start out in the center of a multi-tiered mine – not at the bottom – and your boulder-smashing pick axe begins to deteriorate after about one minute. Then you either have to jump over or duck under the onslaught of falling rocks, or you’re toast. Falling to the lower levels won’t kill you, if you time it just right so as not to land right in the middle of an avalanche. When two boulders collide, they can uncover treasures such as a fresh pick axe or, more importantly, a key to the next level. As you progress through the levels, one horizontal space is deleted somewhere on the screen at random, progressing on until you have a death-trap of open space where rocks can bounce right up into your face. (North American Philips, 1982)
Memories: As far as this gamer was concerned, Pick Axe Pete! was the greatest game ever created for the Odyssey 2. Far from your typical arcade adaptation, you can get further in this game by short stretches of furious action when you’ve got an axe to grind and then waiting patiently for the key to the next level to arrive.

The Game: You’re a mama pig trying to prevent her adorable piglets from becoming a side of bacon for a pack of big bad wolves. First, you try to shoot down as many wolves as they try to parachute to safety with balloons, and then you have to prevent them from rising back up again, because if they do, they’re going to push a big rock right off a cliff and on top of you. (Konami, 1982)
The Game: You control 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 and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix 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. (Atari, 1982)
The Game: One or two players try to keep a ball in motion in an enclosed space; standard racquetball rules apply. (Games By Apollo, 1982)
The Game: Controlling the on-screen “ramroid,” you’re up against what appears to be a malevolent bar graph. Your job is to keep the colorful bars from reaching the center of the screen from the left and right sides of the playing field; once they reach the center, you can’t eliminate them unless you’re playing a game variation where they might randomly become flashing “bonus” bars that can be eliminated with a single shot. If two bars meet at the center of the screen, they form an inpenetrable barrier that traps you above or below them. A round ends when the timer runs out (it counts down from 5000), when you’ve eliminated the last oncoming bar from the screen that you can reach, or – preferably – when you completely clear the screen of those bars. (Telesys, 1982)
The Game: In a bizarre combination of pinball, zero gravity, and nuclear physics, you pilot your “ship” around a reactor chamber, trying to eliminate rogue radioactive particles (which are about the same size as your ship). Anything touching the outer walls of the chamber will be destroyed, including your on-screen alter ego. Two pairs of five rods can be used to cool down the ever-expanding nuclear reaction at the center of the screen, but you can only push the rods in by bumping the particle into them head-on. Trapping particles in either of two cul-de-sacs in the upper right and lower left corners of the playing field will earn you bonus points, and the best way to accomplish this is to plant one of your limited number of decoys at the entrance to one of the smaller areas. In early levels, you can keep your back to the reactor and hug it as you bounce the particles off of it, but in later levels, the reactions are exposed and become just as deadly to you as to the walls are. (Parker Brothers, 1982)
The Game: You’re a deep-sea diver in search of treasure under the ocean. There are only a couple of problems though – there’s a maze made of messy seaweed, which can slow you down or even trap you until you work your way free of it. And if that’s not enough of a problem, these waters are shark-infested, meaning that getting stuck in the path of a finned foe could mean your finish. (Games By Apollo, 1982)
The Game: One man and one hideous mutant creature enter! A bunch of guys peek through holes in the walls and shoot at them! No one leaves! Room Of Doom turns the player into a gladiator, trapped in an enclosed arena with alien creatures. The rules are simple: kill or be killed. The only problem is that it’s always audience participation night: armed guards around the periphery of the arena will open doors at random and fire into the arena. With a well-timed shot before the doors slide shut, the player can do away with these extraneous attackers too. Only by eliminating all of the guards can the player advance to the next level. (Commavid, 1982)
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 
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)
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)
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.
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)

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)
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)
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)

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)
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)
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)
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)
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)
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)
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)
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)
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)
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)