Glib
The Game: Think of it as Scrabble without the board. A random selection of letters flashes past (or marches past, depending on your chosen game variation), leaving it up to you to press the fire button and stop them in your tracks. At that moment, you have a limited amount of time to fashion a word from as many of the letters on screen as possible; scoring depends on the standard Scrabble value of each letter. You can either pass on doing anything with the selection of letters you end up with (resulting in no points), or you can enter your word, which gives you (or another player) a chance to approve or disqualify the word depending on whether or not it’s a real word according to the dictionary. (Selchow & Righter, 1983)
Memories: One of the rarest cartridges in the Atari 2600’s library, Glib is one of those oddities from the tail end of the era when anyone and everyone was turning out Atari games – even outfits like Purina which arguably had no business trying to break into the home video game arena. But surely Selchow & Righter, the folks who had invented Scrabble, had a better game-design pedigree than a dog food company…right?
Galaxian
The Game: As with the classic arcade game, you’re fending off numerous attack waves of an advancing alien fleet, trying to pick them off one by one while trying not to allow the space creepies to return the favor. (Atari, 1983)
Memories: A slightly odd choice for a 1983 release, Galaxian is another fruit of Atari’s overall licensing deal with Namco, but by this time its popularity had been eclipsed by that of its sequel, Galaga, and in the context of trying to keep up with the latest and greatest, an adaptation of a game with a 1979 vintage in 1983 is slightly strange.
Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Parker Brothers, 1983)
Memories: So, there’s this frog, you see, and he advanced from a best-selling Atari 2600 title to the 2600’s bigger, more powerful brother. And the result?
The Official Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Starpath, 1983)
Memories: Making crafty use of a loophole in Parker Bros.’ license for Frogger, which specified that Parkers had permission to market cartridge-based versions of the game, the plucky programmers at Starpath proceeded to make a far superior edition of Frogger for the 2600 and got it on the market by licensing the rights to do a cassette-based version.
Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the top of the screen. On the second screen, you stand at the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for hungry alligators! (Phillips / Parker Brothers, 1983)
Memories: One of the most exasperating things about Frogger for the Odyssey2? Finding a copy that plays well enough for me to review. Many a copy of Parker Brothers’ Frogger has made its way from Europe to cartridge slots in America, only to disappoint whoever hunted it down: unlike many other Videopac titles released in Europe, Frogger won’t play on a North American console.
Frogger
The Game: In a faithful home version of Sega’s original arcade game, you’re a frog trying to cross a highway, and then safely hop across the backs of logs and turtles – while avoiding alligators, snakes and otters – all to get home at the top of the screen. (Parker Brothers, 1983)
Memories: I’ve had the Atari 2600 version of Frogger for a long time, and I’ll admit that both the MAME version of the original arcade game and the Coleco tabletop battery-powered electronic Frogger have always struck me as being very faithful. But as far as early 80s platforms go, ColecoVision wound up with the most faithful Frogger of all.
Frostbite
The Game: As the legendary “Frostbite” Bailey, you’re used to cold temperatures, but tonight’s forecast is just too much. You’ve got to build a cozy igloo before the temperature drops to zero. You accomplish this by jumping onto moving ice blocks in the river; each successful jump adds a “brick” to your igloo. But it’s not just as simple as fording the stream – there are other cold-weather critters who’ll stop you from ever getting home, igloo or no. Snow geese can push you right off the edge of a block, while snow crabs and cold-water clams will grab you and drag you off the edge. Only the fish are non-lethal, as you can grab them for extra points (and probably dinner). You can hit the
action button to reverse the direction of the ice flow you’re on (neat trick in a raging river, eh?), but unless your igloo’s already completely built, it will cost you bricks – and even then it may not keep you out of harm’s way. If you fall into the river, or fail to get into your igloo before the dropping temperature reaches zero, it costs you one of three lives. (Activision, 1983)
Memories: If Freeway was Activision’s attempt to do the cross-the-road portion of Frogger, Frostbite is their attempt to do the rest of the game – namely crossing the river on the backs of floating objects – with just a touch of Q*Bert thrown in.
Flipper Slipper
The Game: The water is rising! You’re all that stands between the animals and rising floodwaters. Using a pair of paddles, you have to keep a projectile moving without letting it knock a hole in the seawall behind you; if too many holes are blasted through the wall, the game will be over and the water will pour in. (Spectravideo, 1983)
Memories: Of all the places to find an oldie-but-goodie game concept. Flipper Slipper is a game that plays very similar to Cutie Q – i.e., the last game designed by Toru Iwitani before he created Pac-Man for Namco.
Fire Fly
The Game: As the pilot of a mechanical firefly, you must pilot your bug down to the lowest depths of the screen to rescue a pixie being held hostage by bees. Once you’ve retrieved that hostage, you face a barrage of bizarrely-shaped enemies, ranging from bats to snakes to flaming airborne pumpkins. You can dispatch these obstacles with a laser blast from your firefly’s maw, and once conquered, these adversaries leave behind prizes such as rings, treasure chests, bags of money and so on – precisely the sort of things that you would expect these natural enemies of the common mechanical firefly to be carrying around with them. Once you’ve done away with an entire wave of bad guys, the game begins again at the “pixie” level, only slightly more difficult. (Mythicon, 1983)
Memories: Considered among the rarest games in the Atari 2600 library, the three titles released by Mythicon were a Johnny-come-lately attempt to cash on on the 2600’s popularity. Whereas some of the earliest third-party software houses, such as Activision and Imagic, had hoped to expand the variety and quality of games on the market and make a buck in the process, Mythicon was one of several fly-by-night “software” outfits that bypassed the whole business about variety and quality and simply settled for making a buck. Dumped onto the market at under $10 each, Mythicon’s games were awful when it came to game play. And Fire Fly is no exception.
Fantastic Voyage
The Game: Man a biological “spaceship” and get ready to shrink down to microscopic size – you’re going on a voyage through the human body! Blasting away viruses and disease cells, and leaving the body’s natural defenses intact, you’re going to give the immune system a little bit of a boost – at least until a disease cell takes out your micro-ship. Based on the 1966 movie of the same name. Raquel Welch not included. (20th Century Fox Video Games, 1983)
Memories: It’s a Vanguard clone. That’s really always been my first reaction to the very sight of Fantastic Voyage. Now, it’s not a bad idea for a game, nor is it even a bad license, but…it’s a Vanguard clone. And in any event, the save-the-patient-from-disease genre already had an all-time winner at the top of its list: Imagic’s Microsurgeon for the Intellivision. Now, to be fair, versions of that game were announced, but never released, for other platforms (with the exception of a rare version for the TI 99/4A computer) – this genre wasn’t exactly tapped out on the 2600. But I would’ve hoped for something more than a Vanguard clone.
Evolution
The Game: It can take billions of years for a microbe to evolve into a race of creatures crossing the stars, except in the confines of the Colecovision universe, where it can take mere minutes. Players control an amoeba, avoiding predators on the screen except the DNA needed to grow and evolve. Through several successive stages, avoiding aggressors and gathering material for future growth is the only way to stay alive and evolve, from amoeba to frog to rodent to beaver to gorilla to human space warrior. (Sydney, 1983)
Memories: An unusual game by any measure, Evolution isn’t content simply to put the player through several levels of difficulty; it guides the player through entire stages of biological life. Already released on the Apple II and Commodore 64, Evolution was really a computer game at heart. Even though action and quick reflexes are required to survive, Evolution is really a game of patience and perseverance.
Enduro
The Game: As one of many drivers in a round-the-clock endurance race through many areas, terrains and weather conditions. While the pretty boys at Fuji may have sunshine all the time (or so it seems), an Enduro racer has to contend with slick snow, nighttime driving conditions (where the other drivers’ tail lights are the only warning you have of their presence), fog (which is much like night driving, but about 10 times worse), and so on. (Activision, 1983)
Memories: Enduro is a killer driving game, taking the same graphical gimmick that made Pole Position a hit, and increasing the challenge of the game – even to the point of exceeding the depth of the game that it’s loosely based on.
Donkey Kong Jr.
The Game: As the offspring of the mighty monkey, it’s up to you to scale vines and chains, avoid mobile traps, occasionally grab some yummy fruit (since when is a little ape on Pac-Man’s diet?), and get to the key or keys that will free your papa. (Coleco, 1983)
Memories: Again very faithful to its arcade namesake, the Coleco version of Donkey Kong Jr. is an essential addition to the ColecoVision player’s library, with very accurately reproduced sound and graphics.
Dig Dug
The Game: You are Dig Dug, an intrepid gardener whose soil is infested with pesky Pookas and fire-breathing Fygars. You’re armed with your trusty pump, which you can use to inflate your enemies until, finally, they blow up. But both the Pookas and Fygars can crawl through the ground and can pop out into your tunnels, and if a Fygar sneaks up behind you, can can toast you if you’re not careful. (Atari, 1983)
Memories: This is one of those cases where one wonders what all the Atari 5200 hype was about. Do you mean to tell me that the graphics in this home version of the licensed-from-Namco Atari coin-op are appreciably better than the cartridge that Atari turned out for the lower-end 2600 console? I just don’t see it.
Dig Dug
The Game: You are Dig Dug, an intrepid gardener whose soil is infested with pesky Pookas and fire-breathing Fygars. You’re armed with your trusty pump, which you can use to inflate your enemies until, finally, they blow up. But both the Pookas and Fygars can crawl through the ground and can pop out into your tunnels, and if a Fygar sneaks up behind you, he can toast you if you’re not careful. (Atari, 1983)
Memories: Fresh from the arcade, one of the first fruits of Atari’s new licensing deal with Namco (which also yielded the hits Pole Position and Xevious) was this deliriously cute new take on the maze craze, in which you created your own maze – not that you or anything else in the game were obliged to stick to the confines of that maze, mind you. Atari quickly turned out home versions of Dig Dug for the 2600 and the 5200 consoles, as well as their 8-bit computers and other systems.
Demon Attack
The Game: Demons coalesce into existence in mid-air above your cannon. Send them back where they came from by force – but watch out, as demons in later levels split into two parts upon being hit, which must then be destroyed individually… (Imagic, 1983)
Memories: Imagic scored major points with its only two releases for the Odyssey 2. Demon Attack was already a ubiquitous title in many Atari 2600 and Intellivision owners’ collections, but third-party games for the Odyssey 2 were almost unheard of.
Custer’s Revenge
The Game: As a rude, crude, lewd nude dude in cavalry boots and hat, your mission is to avoid a hail of airborne arrows, make your way over to an Indian maiden tied to a pole, and have your way with her. That’s the game. Replay value and any actual titillation value not included. (Mystique, 1983)
Memories: Before Night Trap, before Grand Theft Auto Vice City, and before those X-rated Playstation “virtual sex games” marketed in far east countries, there was Custer’s Revenge, a smelly dog of a game which was the first attempt to portray sex in a video game. The problem was, it wasn’t just sex. Custer’s Revenge portrayed rape, and did so against the backdrop of one of American history’s most controversial chapters. The National Organization for Women wasn’t happy. Native American organizations were even less happy. And were it possible to be even less happy than that…well, that’s where you’d find the rape victims’ advocacy groups.
Crackpots!
The Game: You are Potsy, a flowerpot-chucking tenant in a building being overrun by spiders. As they come up the walls, hurl potted plants at ’em to squish them before they can climb into the windows; if too many spiders make it
through, they eat away at the building from the ground up until game is over. Black spiders follow a straightforward, no-nonsense path to the windows, while blue spiders zig-zag a bit. Red and green spiders follow more unpredictable paths, forcing you to try to nail them as they crawl the walls diagonally. Super powers will not be granted to you if you get bitten. (Activision, 1983)
Memories: Sort of like a slide-and-shoot game in reverse, Crackpots! is a fun little number with some cute graphics and game play speed that gradually (but inevtiably) goes off the scale. Still, it’s incredibly simple and loads of fun too – and not surprisingly, it’s been revived for more modern consoles as part of Activision’s classic game compilations.
Congo Bongo
The Game: You’re a jungle explorer hot on the trail of Bongo the Ape. The first level in your quest 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 a river using lily pads, the backs of hippos, and other floating objects – just try not to miss! (Sega, 1983)
Memories: Egads. Didn’t Sega learn the lesson from Coleco’s horrid VCS version of Zaxxon? Guess not, because their in-house attempt to translate the equally elaborate Congo Bongo arcade game for the 2600, while a bit less of a graphical and game play train wreck than Zaxxon, is still a train wreck.
Congo Bongo
The 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. (Sega, 1983)
Memories: What an utterly strange gaming experience this is on the 5200. The system is much better equipped to handle this game than its older and less capable brother, and yet it still falls strangely flat. A big part of the problem is motion.
Chase The Chuckwagon
The Game: You control a dog trapped in a maze. Find your way out of the maze without being snared by a dogcatcher, and work your way toward the PurinaTM ChuckwagonTM for some kibbles ‘n’ bits. Chasing the Chuckwagon is only part of the fun, though, for then you have to time things just right to help the dog eat. (Ralston Purina Corp., 1983)
Memories: Long considered a must-have in the game library of any hardcore Atari 2600 collector, Chase The Chuckwagon is hard to come by due to its unique distribution method: it could only be obtained with proofs of purchase from Purina dog food as a premium promotion, and was never sold outright through normal game distribution channels.
Buck Rogers: Planet Of Zoom
The Game: As space pilot Buck Rogers, you pilot an agile star fighter across a hazardous alien landscape, dodging buildings and destroying enemy vessels. (Sega, 1983)
Memories: Bearing only the most superficial resemblance – just the design of the star fighter – to the television series of the same name, Buck Rogers: Planet of Zoom may seem like nothing terribly special these days, but at the time, it was a breakthrough in 3-D, not-quite-first-person aerial/space combat video games – from the same people who brought you Zaxxon, the first vaguely-3-D game.
Bump ‘N’ Jump
The 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. (M Network, 1983)
Memories: One of a very few arcade licenses snagged by Mattel for the Intellivision and for the M Network line of games for the Atari 2600 and other platforms, Bump ‘N’ Jump has a bumpy ride as it jumps to the relatively underpowered Atari.
Boing!
The Game: You’re a bubble bounding around a series of platforms, changing the color of every segment on which you land. Your job is to change the color of the entire playing field while avoiding everything else, including an equally mobile needle that has a point to make. If you run into your adversaries too many times, I hate to burst your bubble, but the game’s over. (First Star Software. 1983)
Memories: One of the earliest entries into the video game arena by First Star Software – an outfit which is actually still in business, unlike a lot of other latecomers to the ’80s video game race – Boing! is obviously another take on the basic game play concepts of Q*Bert, and truth be told, it doesn’t bring any new innovations to the table, but it’s a slight improvement audiovisually. Boing! can also boast an easier control scheme, since it doesn’t ask the player to rotate the joystick 45 degrees. That’s a big help.
The Blobbers
The Game: Amoeba-like monsters spawn and grow in an enclosed space with moving platforms. Players control a very mobile cannon, tasked with the mission of destroying these creatures, or at least trying to keep their population under control. The newly-spawned creatures pose no threat to the cannon – they’ll simply attach themselves to it, slowing it down unless it can shake them off. But the creatures rapidly grow in size and change colors; when a creature turns red, it is capable of destroying the cannon on contact. The cannon’s shots regress the creatures into earlier evolutionary stages; firing on a creature that has been regressed to its newly-spawned stage will destroy it. Both the cannon and the creatures can hitch a ride across the screen – either to safety or into the jaws of the enemy – aboard the platforms. (GST Video, 1983)
Memories: Even if this wasn’t a European-only release for the Videopac – the version of the Odyssey2 that did better in Europe than the Odyssey2 did in the Americas – The Blobbers would be hard to find. Hitting the stores at the end of the Videopac’s life span, this nifty little enclosed-space shoot-’em-up got very little attention and sold very few copies, and as such few copies made their way into the hands of game collectors and traders.
Blue Print
The Game: You are the intrepid, barbershop-quartet-suited J.J., out to save a damsel in distress from a pursuing monster. How does a guy in a little striped suit do this? By building a mobile, tennis-ball-launching contraption to dispatch said dastardly monster, naturally. The catch? The eight pieces of your mechanical creation are hidden somewhere among ten little houses in a maze – and those houses that don’t contain parts of your machine contain a bomb that must be dumped into the bomb pit immediately (else they’ll explode and kill J.J.). Critters also roam the maze to annoy you, including one pesky monster who will prematurely jump on the “start” button, rattling your still-unfinished machine to bits. If you don’t build your Rube Goldberg gizmo in time, the monster catches the damsel and you lose a life. (CBS Electronics, 1983)
Memories: Sometimes arcade translations for the Atari 2600 miss the mark, and sometimes they’re right on the money. Blue Print isn’t necessarily either extreme; it’s close enough for government work.
Blue Print
The Game: You are the intrepid, barbershop-quartet-suited J.J. (hey, it’s better than being O.J.!), out to save a damsel in distress from a pursuing monster. How does a guy in a little striped suit do this? By building a mobile, tennis-ball-launching contraption to dispatch said dastardly monster, naturally. The catch? The eight pieces of your mechanical creation are hidden somewhere among ten little houses in a maze – and those houses that don’t contain parts of your machine contain a bomb that must be dumped into the bomb pit immediately (else they’ll explode and kill J.J.). Critters also roam the maze to annoy you, including one pesky monster who will prematurely jump on the “start” button, rattling your still-unfinished machine to bits. If you don’t build your Rube Goldberg gizmo in time, the monster catches the damsel and you lose a life. (CBS Electronics, 1983)
Memories: One of my favorite genre-crossing arcade titles, Blue Print was one of several in-house gems from Bally/Midway which were licensed under an overall deal with CBS Electronics. And while I mourn the fact that they never got around to making Kickman for the 5200, I can take come comfort in the work of art that is CBS’ home version of Blue Print.
Berzerk
The Game: You’re alone in a maze filled with armed, hostile robots who only have one mission – to kill you. If you even so much as touch the walls, you’ll wind up dead. You’re a little bit faster than the robots, and you have human instinct on your side…but even that won’t help you when Evil Otto, a deceptively friendly and completely indestructible smiley face, appears to destroy you if you linger too long in any one part of the maze. The object of the game? Try to stay alive however long you can. (Atari, 1983)
Memories: Already released in a near-picture-perfect version on the Atari 2600, Berzerk was surely an easy game to port to that console’s newer, more powerful sibling. But the 2600 version was so good, what could Atari do to top it?
B.C.’s Quest For Tires
The Game: As beleaguered caveman B.C., you’ve just discovered the wheel. That’s the good news. The bad news is that, on the same day that you harness mechanical motion for the first time, you’re also going to discover the traffic accident. Jump over holes in the ground, rocks and rolling boulders, and duck under tree limbs – and then you’ve got to survive showing your new evolutionary step off to the Mrs.! (Sierra On-Line, 1983)
Memories: B.C.’s Quest For Tires is one of those games that immediately brings the word “Colecovision” to mind – it was a striking game for its day, and this was the platform where it truly excelled (though it was also available on several home computers as well). Johnny Hart’s comic strip wasn’t quite in the Garfield stratosphere of daily newspaper comics, but it was popular enough that its characters would seem familiar.
Balao Travesso! (“Looney Balloon!”)
The Game: You’re piloting a balloon-toting brat around an amusement park. Ride the rides! Slide down the slide! Crawl under the trees and play! But watch out for that balloon – the thing is vital to your survival! Don’t let it get popped against the trees, or the rides, or the walls of the amusement park. Worse yet, a cloud may appear at the side of the screen and blow your balloon away, forcing you to run after it and catch it before it collides with something and pops. Birds will also fly over the park, and they can pop your balloon too. Even if you’re not holding onto it at the time, the balloon popping ends your game. (Frankly, this reliance on the balloon seems to be a bit unhealthy, and will probably lead the game’s kid to be a shut-in with another inflatable friend by the time he’s 40.) (Phillips, 1983)
Memories: Released in Europe as Loony Balloon, Balao Travesso! is essentially a near-beer version of the late 70s Taito arcade game Crazy Balloon – only, quite frankly, Balao Travesso! has more elaborate graphics than the arcade game (who here thought they’d ever be reading that about an Odyssey2 game?).