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. (INTV Corp., 1987)
Memories: From the ashes of Mattel Electronics, which suffered a multi-million-dollar loss in the 1982-83 crash of the video game industry, several stalwart members of the “Blue Sky Rangers” development team banded together to form INTV Corporation, a leaner, meaner entity that would do what seemed unthinkable in the market climate of the time: keep supporting the Intellivision with new software until further notice. After the NES helped the industry make a comeback, Atari dusted off the 2600 and the stillborn 7800 – which had been ready to hit stores as early as 1984 – and tried to reposition them as budget alternatives to Nintendo’s increasingly ubiquitous machine.
Super Pac-Man
The Game: Once again, Pac-Man roams the maze, pursued by four colorful ghosts. But instead of dots, this maze is peppered with other goodies, ranging from the usual fruits (apples, bananas, etc.) to donuts, cake, and burgers. And in addition to the traditional four “power pellets” in each corner of the screen, there are two green “super power pellets” per screen, which give the mighty yellow one the power to fly over the monsters’ heads and to break down doors that confine some of the yummy treats in the maze. (Atari, 1984 – never released)
Memories: Super Pac-Man was one of many Pac-Man spinoffs that made only a minor splash when it hit the arcades in 1982. Nixed by the sudden cancellation of new releases caused by the video game industry crash, Atari’s 5200 edition of Super Pac-Man is actually very good.
Star Maze
The Game: Poor Thid. He’s lost in space, a long way from home, and he’ll need all of Earth’s intellectual and technological resources to get him home. Or, actually, since he’s on a budget, any old kid with an Atari home computer will do. Solve division problems of varying degrees of difficulty to help Thid return to his home planet, and keep in mind, time is limited for both equation solving and maneuvering. Even if you get your numbers right, Thid can accidentally run into “Badid Stars” that will explode, sending him plummeting into a different part of the star maze. You win the game by returning Thid to his home planet at the bottom of the screen, though if you’re feeling particularly daring, you can take a detour for double points along the way. (Roklan, 1984)
Memories: A clever little educational game for the Atari home computers, Roklan’s Star Maze probably isn’t at the top of anyone’s list except as an Atari completist’s collectible. I’m certainly no big fan of math games, but for some reason I like Star Maze. It’s a nice balance between the educational remit of the software and the board-game-like fun stuff in between the math problems.
Jr. Pac-Man
The Game: As the offspring of a round yellow creature consisting of a mouth and nothing else, you maneuver around a bigger maze than your parents ever had to deal with, gobbling small dots and evading four colorful monsters who can eat you on contact. Six large flashing dots in the maze enable you to turn the tables and eat the monsters for a brief period. Periodically, assorted toys will begin hopping through the maze, turning every uneaten dot they touch into a larger dot which yields more points, but also forces little Pac to slow down to digest them. 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… (Atari, 1984; released by AtariAge.com, 2003)
Memories: A victim of former Commodore executive Jack Tramiel’s takeover of Atari‘s home video game and computer division, Jr. Pac-Man was one of the many “orphaned” games that were finished and ready for mass-production, but despite the money that had been spent on acquiring the license and developing the actual software, Jr. Pac-Man stayed off the schedule, never to hit the stores.
Fantasy
The Game: Pirates have kidnapped your girlfriend, Cheri, and it’s your job to rescue her, from landing your hot air balloon on the deck of the pirate ship and trying to free her, to flying and climbing your way through the jungle to rescue her from jungle animals who have abducted her from the pirates. (Texas Instruments, 1983 [unreleased])
Memories: Several years ago, when I wrote up my all-time favorite coin-op, SNK‘s adventurous gem Fantasy (licensed for the US by Rock-Ola), I lamented the lack of a home version. I’ve always thought Fantasy was underappreciated as an arcade game, and a good home translation might have helped. I remember, around the time that NAP finally licensed an arcade game (Turtles) for the Odyssey2, I wrote a letter to them to make the case for an Odyssey2 version of Fantasy, since it now seemed like they were prepared to license arcade titles. When my Fantasy review appeared many years later, TI 99/4a uber-fan Bryan Roppolo wrote in to bring my attention to an unreleased version of the game that had been in the works for that computer system, and I’ve always wondered if it was as much fun as the arcade game.
Night Stalker
The Game: You’re alone, unarmed, in a maze full of bats, bugs and ‘bots, most of whom can kill you on contact (though the robots would happily shoot you rather than catching up with you). Loaded guns appear periodically, giving you a limited number of rounds with which to take out some of these creepy foes, though your shots are best reserved for the robots and spiders, who have a slightly more malicious intent toward you than the bats. If you shoot the bats, others will appear to take their place. If you shoot the ‘bots, the same thing happens, only a faster, sharper-shooting model rolls out every time. Your best bet is to stay on the move, stay armed, conserve your firepower – and don’t be afraid to head back to your safe room at the center of the screen. (Mattel Electronics, 1983)
Memories: An adaptation of one of the Intellivision’s signature games, Night Stalker is actually one of the strongest titles in the tiny Aquarius game library. This isn’t to say that it’s a great port, just that it’s less bad than some of the other Aquarius games.
Lock ‘n’ Chase
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak around the maze, avoid four colorful cops who are hot on your trail, and grab all the dough – and, of course, to escape so you can steal again another day. But the cops can trap you with a series of doors that can prevent you from getting away… (M Network [Mattel Electronics], 1983)
Memories: Released early in 1983, this version of Lock ‘N’ Chase further proves my “M Network theory,” which is as follows: somehow, no matter what hardware platform it’s on, an M Network game always winds up somehow looking like it’s a port of an Intellivision game. Not that this detracts from the fun factor of having a decent maze chase game on the Apple II, mind you.