Sky Jinks

Sky JinksBuy this gameThe Game: It’s a lovely day for a little bit of prop flying. You’re at the stick of a small, single-engine plane, and you must complete an increasingly difficult succession of courses where you must pass different colored pylons on the left or right. But there are obstacles that don’t make this easy – several balloonists also agree that it’s a good day to take to the air, and then there are the trees… (Activision, 1983)

Memories: I can’t tell you how many hours I spent with this game as a kid. It drove me nuts! I could whip around like a flying ace on the easy courses, but never failed to wipe out on the more advanced ones.

Spectron

SpectronThe Game: Aliens are closing in on your planetary base, and apparently you’re the only one on call to fend them off. Shields protect your ground-hugging mobile cannon, but they tend to be eroded away quickly by both incoming enemy fire and your own shots from the ground. If enemy ships infiltrate your protective bunker, you can find yourself in a very close-quarters firefight. When you eliminate a wave of alien ships, the next wave moves in to attack. (Spectravideo, 1983)

Memories: “Oh no!” you might be saying, “Not another Space Invaders clone!” But the thing is, as obvious a genre of game as that might have been on nearly every other console in existence, Spectron is one of the very few such games that was released for the Colecovision during the console’s heyday.

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 Goblin’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 Brothers, 1983)

See the TV adMemories: What if…Crazy Climber was mad as hell and wasn’t going to take it any more? That’s almost what Spider-Man seems like on the Atari 2600. Though I will step away from the comparison and point out that Spider-Man is a lot more challenging than the 2600’s less than stellar rendition of Crazy Climber. Simply getting a “foothold” (web-hold?) for your next ascent is a huge challenge, and getting to your next temporary destination is always a dicey deal. Unlike that other scaler of buildings, however, Spidey can catch himself in mid-fall – if he’s in the right place and you’re really fast.

Spike!

Spike!The Game: Poor Spike – his girlfriend Molly has been snatched by a beastly enemy, and it’s up to Spike to rescue her (after, of course, declaring “Darnit!”). Spike must climb his way up several ever-moving platforms. He can change the position of the ladders he uses to climb up these platforms, but it’s not as easy as simply reaching the top: to advance to the next level, Spike has to grab a key. Beastly henchmen scoot along the platforms to bump Spike off to his death, but Spike can kick them away momentarily. (GCE, 1983)

Memories: The first voice-synthesis game for GCE‘s already wildly innovative Vectrex console, Spike missed being the first home video game to produce voice synthesis without additional hardware by mere months (wait for it, wait for it… “Darnit!”). (The prize, if anyone’s counting, went to Atari‘s RealSports Baseball for the Atari 5200.) But that’s not the only neat trick Spike! brought to the table.

Star Trek

Star TrekThe Game: Welcome to the bridge. Your mission is to travel from sector to sector, eliminating Klingon incursions into Federation space without getting your ship and crew destroyed. Friendly starbases offer aid and allow you to make resupply stops so you can keep up the good fight – and you do have to keep a careful eye on your phaser, shield and warp power… (Sega, 1983)

See the TV adMemories: Sega‘s own adaptation of its arcade game wasn’t bad. Though the Atari VCS, by its very nature, tends to force programmers to make trade-offs for game play that rob arcade adaptations of some of their luster, this one actually came out okay. If anything, this version of Star Trek was simpler than its arcade forebear – and since “bear” is the operative word for the coin-op, for once this isn’t a bad thing.

Super Cobra

Super CobraThe Game: You’re piloting a heavily armed helicopter straight into a heap o’ trouble. Ground and air defenses have been mounted in this enemy installation to stop you at any costs. Missiles, anti-aircraft turrets, and even other vehicles will do anything to knock you out of the sky – and given the chunky terrain, the odds are in favor of the house. Your only saving grace is that you’re armed to the teeth. But, as you may have guessed by now, even that may not be enough to save you. (Supposedly, according to Konami, Super Cobra was their sequel to the minor arcade hit Scramble.) (Parker Brothers, 1983)

Memories: Alas, Konami’s Super Cobra didn’t fare quite as well on the Odyssey² as Q*Bert did. At times, it’s almost comical – a few seconds of fast and furious on-screen action are followed by a tedious scroll to the left as the playing field is filled with the next round of extremely inhospitable terrain!

The Texas Chainsaw Massacre

The Texas Chainsaw MassacreThe Game: You’re Leatherface, the notorious killer, and your job is pretty simple: track down those meddling teenagers (a prerequisite for every horror flick) and slice ‘n’ dice them with your chainsaw. Simple enough, right? It would be if not for obstacles that block your path (some of which you can also dispose of with your chainsaw), and the fact that – get this – these kids scream and run away from you. The nerve! But you can sever that nerve, and all the others, with your chainsaw…at least until it runs out of fuel. (Wizard, 1983)

Memories: Wizard Games was a short-lived outfit that sprang up during that fleeting, fertile window of time when it seemed like anyone could make a mint doing Atari 2600 games – or at least everyone thought they could. With this and a similar game based on John Carpenter’s legendary Halloween (in which the player tried to escape from killer Michael Myers), Wizard put itself on the map instantly. Not with great games, mind you, but with pure controversy: at the time, these games were decried for gore and violence!

Threshold

ThresholdThe Game: Players control a space fighter on patrol as alien attack fleets gather in deep space. Always keeping a wary eye on his ship’s fuel and laser temperature, would-be space heroes must blow away every alien ship on the screen before collecting the reward – namely, the privelege of blowing away another wave of alien attackers. (Sierra On-Liine, 1983)

Memories: Another of Sierra’s early forays into non-computer game software via its “Sierravision” imprint, Threshold admittedly fills a gap in the Colecovision library – that system somehow managed to avoid accumulating heaps of slide-and-shoot Space Invaders derivatives. But it doesn’t do it particularly well, as Threshold is simply a watered-down Colecovision edition of Astro Blaster.

Time Pilot

Time PilotThe Game: You’re flying solo through the fourth dimension! In what must be the least subtle time-traveling intervention since the last time there was a time travel episode on Star Trek: Voyager, you’re blasting your way through See the original TV addozens of aircraft from 1940 through 1982. From WWII-era prop planes, to Vietnam-era helicopters, to 1982, where you confront jet fighters with the same maneuverability as your plane, you’re in for quite a wild ride. Rescue parachutists and complete the level by destroying “boss” craft such as heavy planes and dirigibles. (Coleco, 1983)

Memories: As well-intentioned as Coleco’s translation of the Centuri-licensed Konami classic was, and even as powerful as the ColecoVision is, it wasn’t quite up to the challenge of Time Pilot.

Time Pilot

Time PilotThe Game: You’re flying solo through the fourth dimension! In what must be the least subtle time-traveling intervention since the last time there was a time travel episode on Star Trek: Voyager, you’re blasting your way through dozens of aircraft from 1940 through 1982. From WWII-era prop planes, to Vietnam-era helicopters, to 1982, where you confront jet fighters with the same maneuverability as your plane, you’re in for quite a wild ride. Rescue parachutists and complete the level by destroying “boss” craft such as heavy planes and dirigibles. (Coleco, 1983)

Memories: Coleco‘s home version of Time Pilot for the Atari 2600 is one of the company’s better arcade ports for that machine, and yet so much of what made the arcade game such a memorable experience was left behind. I can accept the watering-down of the game’s graphics, especially when an effort was obviously made to keep them flicker-free – an impressive feat for this game. But some of what’s left out includes the game’s very objectives.

Trans-American Rally

Trans-American RallyThe Game: The Videopac puts you in the driver’s seat for a cross-country race. Avoid other cars and obstacles and stay on the road; hitting too many oncoming vehicles causes you to forfeit the race. (Philips, 1983)

Memories: A surprising game on the Videopac G7400+ (the European equivalent of the cancelled Odyssey3 console), Trans-American Rally is an example of a game done almost entirely in the “extended” graphics set. The only hints of the original Odyssey²/Videopac fixed graphics set is the use of the old “triangle” elements to draw the road and to draw any unchanging areas of solid colors (such as the desert on either side of the road). The rest of the graphics are done entirely in the “plus” graphics, and the game looks surprisingly good for anything running on the Videopac platform: it’s on a par with many a TI 99/4a game.

Turtles!

Turtles!The Game: As the mama turtle, you trundle around a simple maze, pursued by nasty bugs which are lethal to the touch. You can drop bombs in their path, which will reduce their speed (and this device really does beg all sorts of biological double-entendres, doesn’t it?). Your mission is to visit the isolated cul-de-sacs in the maze – which in itself can lead to your turtle getting trapped – to retrieve your eggs and take them to safe houses dotted around the maze. If you visit the wrong place at the wrong time, you’ll wind up with not an egg, but a new bug hot on your heels. Getting all your turtle eggs to safety takes you to the next level, and eventually everything winds up moving so fast, you haven’t got a chance. (North American Philips [under license from Stern], 1983)

Memories: This simple rendition of an extremely obscure Stern arcade game has to rank as one of the most addictive Odyssey 2 games ever made, and it quickly puts the lie to the common misconception that the Odyssey would have been useless for home versions of arcade games anyway.

Impossible Mission / Programmed Trip

The Game: On an enclosed grid, you control a robotic drone whose job is to collect certain items on the grid and deflect enemies away from those items. If you can plant obstacles – which deflect your enemies with 90-degree left or right turns – that lock your pursuers into an inescapable infinite loop, all the better…but more will come. (Ectron, 1983 [unreleased prototype] / custom copies released in 2006)

The Game: An interesting unreleased game which was apparently developed for the South American market (where the Odyssey², known simply as the Odyssey, was quite the success story) by an outfit called Ectron, Mission Impossible / Programmed Trip is a little like playing a video game by programming in a visual variant of the LOGO programming language.

Apple Cider Spider

Apple Cider SpiderThe Game: You control a spider, wandering though a factory that makes cider, and to survive this trip you better be a good hider, for the spider can’t survive with any apples that might collide ‘er. The spider can become a rider on conveyor belts, but she can also fall off if the spider tries to jump over something wider than she can navigate. The goal is to help your spider reach home despite all the perils that would divide ‘er. (Sierra On-Line, 1983)

Memories: A cute game requiring heaps of good timing, Ivan Strand’s Apple Cider Spider takes some staples of the platform/climbing genre, adds a few twists, and pours on the cute for good measure. It’s a delightful game that’s funny because nothing really violent can happen here, aside from stumbling into a few grisly ways to die here and there. (Well, grisly if you’re a spider.)

Archon

ArchonThe Game: What if chess pieces were living creatures, each with its own unique abilities? And what if, every time to pieces met on the board, they had to fight amongst themselves to occupy the square in question? That’s Archon in a nutshell. (Electronic Arts, 1983)

Memories: Whoever came up with this game is a total genius. This is the sort of game that won lots of fans in the early days who may not have necessarily been computer or video game afficionados – a modern variation on the game of chess, with arcade-flavored action segments to determine control of contested territories.

Cavern Creatures

Cavern CreaturesThe Game: Why do mountain climbers climb mountains? Because they’re there. Why are you flying a spacecraft into a vast complex of subterranean caverns? Because they’re there, and apparently because you want to blast the multitudes of critters who lurk there. The bad news: there are a lot more of them than there are of you. The good news? Your ship’s cannons fire in four directions simultaneously. Given that fact, and your ship’s maneuverability, you might just survive this little bit of aerial spelunking. (Datamost [designed by Paul Lowrance], 1983)

Memories: These days, the ‘net is loaded with tributes to video games past and present. But Cavern Creatures was one of the first tributes to classic games, and it’s an interesting tribute – it too is playable.

Donkey Kong

Donkey KongThe Game: How high can you go? Help Jumpman (Mario) save Pauline from Donkey Kong’s clutches by climbing ladders and avoiding barrels. (AtariSoft, 1983)

Memories: In 1980, Space Invaders became the first arcade game to be officially licensed to a home videogame system. Sales of both the game and the Atari 2600 console itself skyrocketed, thus giving birth to a genre that still exists and sells strongly today: the arcade port. For two years, Atari released ports of arcade games for their competitors’ systems under the brand name AtariSoft. AtariSoft focused predominantly on the expanding home computer market, porting popular arcade games such as Centipede, Dig Dug and Pac-Man to the Apple II, TI-99/4A, IBM PC, and of course the best game-playing machine of the era, the Commodore 64.

Frogger

FroggerThe 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! (Sierra On-Line, 1983)

Memories: When I fired up Sierra’s rendition of Frogger for the Apple II for the first time in something like 25 years, old synapses that hadn’t fired in ages suddenly came to life once more. This was the very first game I got with my very first computer, back in the day – back when neither one was anywhere in the same neighborhood as “cheap.” So I have a great sentimental attachment to this version of Frogger.

Juice!

Juice!The Game: You’re the circuit maker, and they’re the circuit breakers. You hop around a maze-like structure, dropping circuitry patterns in your wake, as a variety of adversaries try to stop you from completing a circuit leading from the power source at your starting point to the receptacle across the maze from you. Colliding with any of them will cost you a life, but you can entice them to try to chase you off the maze and into oblivion while you escape safely. Completing the circuit advances you to the next maze – just on’t get too caught up in your power trip. (Tronix, 1983)

Memories: A neat combination of some well-worn game play elements, Juice is an eminently playable example of taking elements from different games and combining them into a new one. Bits of Pac-Man and Q*Bert, with a hint of Zaxxon‘s 3-D isometric perspective, combine to make Juice! unique and fun.

Mr. Cool

Mr. CoolThe Game: You’re Mr. Cool, an ice cube who chills out while hopping around a pyramid-shaped series of platforms. Fireballs streak across the pyramid from time to time, and they’ll melt you if they touch you. If you can stay cool long enough, you can advance through the game by changing the color of every platform to your target color by hopping onto each one – though in later levels it’ll take more than one hop, putting you in the path of more fireballs that could cause you to lose your cool. If you have one meltdown too many, the game is over. (Sierra On-Line, 1983)

Memories: A classic case of making the best of a system’s limitations (and missing out on the official license for a popular arcade game), Mr. Cool is an unlikely collision of the game mechanics of Q*Bert and Frogger. And yet it works. In the company’s early days, Sierra was great at producing “near beer” games such as Mr. Cool and Crossfire (which approximated the game play of arcade cult classics Targ and Spectar).

Ms. Pac-Man

Ms. Pac-ManThe 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. (Atarisoft, 1983)

Memories: Introduced at virtually the same time as Atarisoft‘s TI edition of Pac-Man, Ms. Pac-Man looks and sounds slick – and has the same odd issue with slightly sluggish controls that seem to lag a little bit behind what’s happening on the screen.

Pac-Man

Pac-ManThe Game: As a round yellow creature consisting of a mouth and nothing else, you maneuver around a relatively simple maze, gobbling small dots and evading four colorful monsters who can eat you on contact. In four corners of the screen, large flashing dots enable you to turn the tables and eat the monsters for a brief period. Periodically, assorted items appear near the center of the maze, and you can consume these for additional points as well. The monsters, once eaten, return to their home base in ghost form and return to chase you anew. If cleared of dots, the maze refills and the game starts again, but just a little bit faster… (Atarisoft, 1983)

Memories: Having spent the better part of a year suing nearly every Pac-Man clone off the home video game market, Atari finally released its own version of the game for several consoles and home computer systems, including the TI 99/4a. TI had already released its own first-party take on the basic play mechanics of Pac-Man, Munch Man, which is generally considered one of the better arcade-style games released by TI itself. So did Atari’s “official” Pac-Man live up to its competition on the TI?

Pogo Joe

Pogo JoeThe Game: Pogo Joe has a pogo stick, a screen full of barrels whose colors need to be changed to the same target color, and a bunch of bouncy enemies too. Players guide Joe from barrel to barrel, sometimes requiring a big bounce if a barrel isn’t immediately adjacent to Joe’s current location, avoiding enemy creatures who are out to get him. Joe advances to the next level when the color of every barrel on the screen has been changed. A limited number of barrels per level act as a kind of “smart bomb” – landing on them wipes out all of Joe’s enemies temporarily (though they quitely repopulate the screen). (Screenplay, 1983)

Memories: An obvious riff on the basic game play of Q*Bert, Pogo Joe rewrites the DNA of the original game more significantly than most knock-offs: the shape of the playing field changes from level to level (a trick that Q*Bert borrowed back when it made the jump to Game Boy Color), the cubes have become cylindrical barrels (and nicely drawn ones too, whether on the Atari computers or the Commodore 64), and in a few spectacularly frustrating screens, the barrels disappear completely, leaving the player with an almost unplayable screen if they haven’t planned their moves very, very carefully. In some ways, Pogo Joe is a game that Q*Bert experts could graduate to once they’ve mastered a pyramid of cubes.

Sammy Lightfoot

Sammy LightfootThe Game: Help Sammy Lightfoot, circus performer extraordinaire, climb to the top of multiple levels by using trampolines, trapezes and your wits to avoid roaming meanies. (Sierra On-Line, 1983)

Memories: From the success of Nintendo’s Donkey Kong came, well, lots of games that were similar to Donkey Kong. And while Donkey Kong‘s plot (especially compared to the games of today) may seem incredibly simplistic, many of the clones that followed it had even less of one. Such is the case with Sammy Lightfoot. Like Mario in Donkey Kong, Sammy is a portly fellow who has been tasked with reaching the top of a series of platforms. The games box art and documentation describe Sammy as a circus performer, ostensibly to explain the trampolines and trapezes located on each level. This is where the plot ends, and the action begins.

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. (Mindscape, 1983)

Memories: In the arcade, Xevious ushered in a whole new genre of vertical-scrolling shooters, a category that would grow to include hits like 1942, Dragon Spirit and Exed Exes – it would actually become a pretty crowded field. But the graphics and sound hardware of the Apple IIe, using a command set grandfathered in from the late ’70s, wasn’t exactly ideal for this new genre.

Zaxxon

ZaxxonThe Game: As the pilot of a lone fighter infiltrating a spaceborne fortress, your mission is simple – survive long enough to vanquish the evil Zaxxon robot hidden deep within the fortress, and take out as much of the defenses as you can in the meantime. (Datasoft, 1983)

Memories: Probably the best of the early wave of translations of the groundbreaking arcade game, John Garcia’s Apple II edition of Zaxxon successfully boils the game down to its most vital elements: the basics of its graphical look and smooth, fast motion.

Ms. Pac-Man

Ms. Pac-ManThe 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. (Atarisoft, 1983)

Memories: The early days of the IBM PC – which had, at this point, been on the market for two years – saw numerous software publishers trying to second-guess the PC’s position in the market. IBM’s a tech giant for businesses, but will this thing take off in the consumer market? If so, do we market entertainment software for it? Is it even suited to that sort of thing? And the answer to those questions, in 1983, was…well, maybe?

Attack Of The Timelord! (Terrahawks+)

Attack Of The Timelord!The Game: The game begins as the skull-like face of Spyruss the Deathless (the Timelord of Chaos, no less!) taunts you (well, only if you had the Voice), and then a bunch of pesky spaceships pops out of a vortex to shoot at you. They shoot at you rather a lot. Fortunately, you can shoot back with reckless abandon, but their ammunition – as you ascend into the higher levels of the game – can track you and even, if you don’t destroy their shots in mid-air, crawl along the ground briefly while you head for the opposite side of the screen, neatly trapped for their next volley. (Philips, 1983)

Memories: Known as Attack Of The Timelord outside of Europe and the U.K., this game was released abroard as Terrahawks+ for the Philips G7400+ console. It’s essentially the same game, except with a relatively elaborate background graphic of the Earth and moon (complete with the man in the moon, no less).

RealSports Basketball

RealSports BasketballThe Game: Two players each control one man in one-on-one, full-court action. Whoever has the highest score by a predetermined time limit wins. (Atari, 1983 [unreleased])

Memories: Atari’s RealSports series was created to challenge the upper hand Intellivision’s sports games had gained over the blocky, primitive virtual versions of the same sports on the Atari 2600. The RealSports brand was extended into the 5200 line as well, and did manage to score some firsts, including the first home video game to offer speech without additional custom hardware (RealSports Baseball). But for some reason, neither the 2600 nor 5200 versions of RealSports Basketball ever saw the light of day.

Battlezone

BattlezoneThe Game: As the pilot of a heavy tank, you wander the desolate battlefield, trying to wipe out enemy tanks and landing vehicles. (Atari, 1983)

Memories: If Atari’s 2600 version of the arcade wargame was a pleasant surprise, the unreleased 5200 edition of the same game is almost a revelation. Combining adaptations of the menacingly angular vector graphics of the arcade game with more realistic raster backgrounds, the 5200 prototype is not only fun, but rather pretty to look at.