Phosphor Dot Category: Maze

Doctor Who: The First Adventure

Doctor Who: The First AdventureThe Game: You guide the Doctor, that wayward Time Lord, on a quest to retrieve the three segments of the Key to Time, recover your companion from an alien prison, and escape aliens who are on your trail. The game appropriately takes place in four “episodes” (stages). Failing to complete a task will cost you time and a precious regeneration; running out of either one ends the game.

Memories: The first officially approved Doctor Who video game, The First Adventure isn’t a trendsetter or a great innovation in and of itself; in fact, I think it’s safe to say that this game for the BBC Micro would’ve been entirely un-noteworthy if not for the Doctor Who connection.

Dig Dug (Apple II)

Dig DugThe 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 Buy this gamea Fygar sneaks up behind you, he can toast you if you’re not careful. (Atarisoft, 1983)

Memories: With the license already in-house at Atari (as part of the distribution deal that saw Atari handling the game in the U.S.), Atarisoft began cranking out versions of Dig Dug for competing home computer platforms. As often as not, however, the Apple versions of the games for which Atari had the license were a mixed bag.

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.

Tutankham

TutankhamThe 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. (Parker Brothers, 1983)

Memories: If there was a better home version of this arcade sleeper hit to emerge during the 1980s, I haven’t seen it yet. Parker Brothers’ Colecovision edition of Tutankham does everything a good console port of a coin-op should do – it brings the game play, as well as the audiovisual elements, home – and this version does it in spades. It looks like it, it sounds like it, and it plays like it.

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.

Pengo

PengoThe Game: As a cute, fuzzy, harmless little penguin, you roam around an enclosed maze of ice blocks. If this sounds too good to be true – especially for a polar-dwelling avian life form – that’s because you’re not the only critter waddling around in the frozen tundra. Killer Sno-Bees chase little Pengo around the ice, and if they catch up to him and sting him, it’ll cost you a life. But your little flightless waterfowl isn’t completely defenseless. Pengo can push blocks of ice out of the maze, changing the configuration of the playing field and squashing Sno-Bees with a well-timed shove. Clearing the field of Sno-Bees allows you to advance to the next level. (Atari, 1983)

Memories: One of the last Sega games to be released by a manufacturer other than Sega itself, the 2600 edition of Sega’s cutesy coin-op is pretty to look at sometimes, but doesn’t offer much in the way of game play.

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 for an escalating score . 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; re-released by INTV Corp., 1984)

Memories: This version of the world’s most famous coin-op does not disappoint. It’s a little surprising that Atari could do a better Pac-Man for the Intellivision than it could for the VCS. And, not to insult Mr. Tod Frye, who programmed the 2600 version of Pac-Man, but the programmer of Atarisoft’s Intellivision translation of the game was someone who had previously worked for Mattel Electronics itself, and knew how to milk the most out of the machine’s graphics and sound capabilities. And what a difference it made!

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 See the TV adthe 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. (Atari, 1983)

Memories: Some people were surprised when, after the stunning success of the Ms. Pac-Man arcade game, Atari announced that it would be bringing the latest member of the Pac-family home. After how the first game had turned out, why bother?

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. (Atari, 1983)

Memories: Oh boy. If there’s a genre of video game that suffers most pathetically at the hands of Atari’s non-centering 5200 controllers, it’s the maze game. And Ms. Pac-Man is among the worst victims of the 5200’s joysticks: you could wind up smacking into a wall, unable to move before those three ghosts nailed you from behind. (Actually, that sounds pretty bad.)

Mr. Do!

Mr. Do!The Game: As an elfin dweller of a magic garden, you must avoid or do away with a bunch of nasty critters who are after you, while gobbling up as much yummy fruit as you can. (Coleco, 1983)

Memories: Not the hardest game in the world to translate for home console systems, Mr. Do! is a mixed bag on the 2600. Coleco took a decent swipe at bringing Mr. Do! to the most prolific console of its day, but the problem with this game is that, all the way back to the arcade, there was always another game to which it could be compared: Dig Dug.

Dig Dug

Dig DugThe 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

Dig DugThe 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.

Chase The Chuckwagon

Chase The ChuckwagonThe 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.

Blue Print

Blue PrintThe 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

Blue PrintThe 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

BerzerkThe 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?

Balao Travesso! (“Looney Balloon!”)

Balao Travesso!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?).

Pac ‘N’ Pal

Pac 'N' PalThe Game: Once again, you are a round yellow creature consisting of a mouth and nothing else, maneuvering around a relatively simple maze. But this time, you have a Pal! A little round green Pal who is here just to help you. (Pal appears to be wearing a little bow, so there’s no indication of whether or not Ms. Pac-Man knows about Buy this gamePac-Man’s pal…) Those four pesky monsters are back. This time, the handful of treats in each maze is locked away behind doors vaguely reminiscent of Super Pac-Man. These doors can be unlocked by munching one of the cards lying around the maze. Fruit will score points for you, but if you eat one of the two Galaxians in each maze, Pac-Man is briefly imbued with a super shout which stuns the monsters for a little while. The only problem? Pac’s Pal will grab the fruit or the Galaxians and…very slowly…get around to bringing it to him. Sometimes this helps – Pal is impervious to the monsters, and there are no power pellets to help Pac-Man this time – but sometimes Pal dimwittedly marches your much-needed Galaxian right into the middle of the monsters, making it inaccessible. (Bally/Midway, 1983)

Memories: Possibly the most bizarre entry in the Pac-Man series, this game is a little bit confusing…and is, perhaps, the final indication that Bally/Midway and Namco had gone to the Pac-Man well one too many times. By this time, the only resemblance the latest Pac-game bore to the original were the elements of Pac-Man, the monsters, and the maze. And don’t even ask where Pal came from. I haven’t a clue.

Major Havoc

Major HavocBuy this gameThe Game: Journey through space, visit free-floating outposts, and raid ’em in search of oxygen. Then you just have to get back out with your precious loot – and that’s the hard part. (Atari, 1983)

Memories: Introduced to much fanfare in 1983, Atari’s Major Havoc may well have been the last of the red-hot vector graphics games – and truth be told, it didn’t catch on like the wildfire their marketing materials seemed to be hinting at. It was a really challenging game too – it was easy to lose a lot of quarters to this machine.

Marble Madness

Marble MadnessBuy this gameThe Game: You control the speed and direction of a marble which is racing other marbles to reach the finish line. Obstacles along the way include marble-eating creatures, treacherous cliffs and drawbridges, and the game’s own trakball controller! (Atari, 1983)

Memories: One of the most bizarrely abstract games to emerge from the post-Pac-Man ’80s, Marble Madness is like a virtual homage to those wooden maze-under-glass games, in which you’d try to shift the game to various angles and get a ball bearing to go where you wanted it to go. Marble Madness does away with the moving-the-whole-maze element and puts the marble under its own power – and that’s just where the frustration begins!

Marvin’s Maze

Marvin's MazeThe Game: Marvin built a maze on two levels, with habitrail-style tunnels to take him from the first floor to the second and back again, and all was well until the Robonoids moved in and took over. Now they’re out to evict Marvin from his own turf! It’s up to you to guide Marvin through his maze, using cunning one-way bridges to escape from the Robonoids and find the power-ups he needs to zap them. Marvin moves on to the next maze (and the next level of difficulty) only by clearing this maze of power-ups and dots. (SNK, 1983)

Memories: I hadn’t heard of this one before, and now I wonder why. In a way, there’s more than a passing resemblance to Crystal Castles, but there’s also a little bit of an homage to Pac-Man‘s power pellets and a little bit of shooting too. So now it’s like Crystal Butt-Kickin’ Castles. With cute character designs that are worthy of Q*Bert.

Jr. Pac-Man

Jr. Pac-ManThe 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… (Namco, 1983)

Memories: In yet another sequel to the most profitable and popular arcade game of all time, the backwards-titled Jr. Pac-Man did away with the life-saving warp tunnels of Pac-Man and Ms. Pac-Man, instead confining the little Pac and his opponents to a larger, horizontally-scrolling maze. The only other innovation was the digestion dilemma caused by the bouncing toys – equivalent to the earlier Pac games’ fruit – turning uneaten dots into larger dots which slow you down enough for the monsters to catch up.

Guzzler

GuzzlerThe Game: As a fluid little fellow, you zip around a maze flooded with flaming foes who’ll fry you with fire without fair warning. However, since water can put out fire, you can belch forth a mighty stream of water at your enemies, extinguishing them instantly. However, you’re only a little Guzzler, so you only contain a certain amount of water. You replenish yourself very slowly, but you can gobble up clouds full of moisture or drink from a fountain that occasionally appears at the center of the maze to refill yourself more quickly. And some fires are bigger than others, and putting them out will accordingly take more out of you. And you do eventually run out of clouds… (Tekhan, 1983)

Memories: An incredibly fun, easy-to-learn, challenging, and cute game, Guzzler was always a favorite of mine, though I only got to play it in the arcade a handful of times. But this innovative take on the maze-chase theme that pervaded many an ’80s arcade game appears to have barely made a drop in the bucket of video game history.

Crystal Castles

Crystal CastlesBuy this gameThe Game: You are Bentley the Bear, cuddly defender of a vaguely 3-D fairy tale realm just loaded with ruby-like crystals. While this would seem like an idyllic existence for many sentient stuffed animals, it is, of course, not that easy. Berthilda the Witch has sent her evil minions to seize the crystals for her. Walking trees, upright centipedes, and animated skeletons prowl the geometric vistas to keep Bentley from claiming the crystals. Finding the wizard hat will briefly give Bentley the power to dispose of Berthilda if and when she makes an appearance. Bentley also has a weakness for the pot of honey that appears on each level – and if he grabs the honey, a swarm of bees suddenly has a problem with him. Clearing each screen of crystals advances to the next level. Keep in mind that the enemies can also consume crystals, so they may actually clear the level – Bentley gets a bonus if he’s the one who nabs the last gem on the screen. (Atari, 1983)

Memories: A bizarre little game with play elements of Pac-Man set in an almost Q*Bert-like perspective, Crystal Castles was actually quite the quantum leap forward for graphics back in ’83. (It would later be blown out of the water by Atari’s own Marble Madness not long afterward.) It was also one of the earliest games to utilize Atari’s System 1 hardware.

Botanic

BotanicThe Game: Players control a caterpillar, hungrily navigating a twisty maze of twigs and branches to eat leaves. Sometimes the player’s caterpillar will have reached a dead end, but this is not revealed until the leaf covering that dead end is consumed. Other insects swarm around the caterpillar, trying to catch and eat it for themselves. At the beginning of each “life” the player can press a button, giving the caterpillar a brief bug-zerker rage, allowing it to eat its enemies for a change, but this change is short-lived; special flowers must be consumed to regain the ability. Once all of the leaves have been eaten in an entire maze (which takes up more than a single interlinked screen), a “home” appears, into which the caterpillar must be successfully guided for transformation into a butterfly. Then the player is given a new caterpillar to guide and a new maze to navigate. (Valadon Automation [under license to Iti S.A.], 1983)

Memories: If you remember playing Botanic in your local arcade, your local arcade must have been in France or Spain, since Botanic did not receive worldwide distribution. Valadon Automation, the originators of Bagman (a game which did receive worldwide distribution), licensed Botanic from Palamos, Spain-based game maker Iti S.A.

Munch Man

Munch ManThe Game: You control a round creature consisting of a mouth and little else. When the game begins, you’re given about two seconds’ head start to venture into the maze before blobby monsters are released from their cages and begin pursuing you. As you move, Munch Man leaves a trail in his wake; you advance to the next level of the game by “painting” the entire maze with that trail. (Texas Instruments, 1982)

Memories: A nifty Pac-Man clone done with simple character graphics and a few game play twists designed to make it lawsuit-proof, Munch Man miraculously seemed to be spared being on the receiving end of Atari’s litigious wrath – surprising since Atari was suing Bally, Magnavox, and just about everyone else trying to put a Pac-Man-like game on a home console at the time.

Jawbreaker II

Jawbreaker IIThe Game: Ever had a sweet tooth? Now you are the sweet tooth – or teeth, as the case may be. You guide a set of clattering teeth around a mazelike screen of horizontal rows; an opening in each row travels down the wall separating it from the next row. Your job is to eat the tasty treats lining each row until you’ve cleared the screen. Naturally, it’s not just going to be that easy. There are nasty hard candies out to stop you, and they’ll silence those teeth of yours if they catch you – and that just bites. Periodically, a treat appears in the middle of the screen allowing you to turn the tables on them for a brief interval. Sierra On-Line, 1982

Memories: Faced with the threat of imminent legal action from Atari, Sierra – known by its original name, On-Line Systems – yanked the very Pac-Man-like Jawbreaker off the market, replacing it with a new version that was less obviously attempting to copy the game mechanics of Pac-Man. Those familiar with the Atari 2600 edition of Jawbreaker will find this game familiar: the maze is out, and the horizontal rows of dots with “sliding doors” are in. Though there are still elements similar to Pac-Man – at this point, really just the power pellet-like energizers in the four corners of the screen – the whole thing is different.

Venture

VentureThe 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)

Memories: Coleco was widely rumored to be deliberately making its third-party games for Atari and Intellivision total stinkers – look up the 2600 version of Donkey Kong or the even more miserable Intellivision version sometime. But Venture for the VCS was a bit of a surprise: it wasn’t a total stink bomb of a game.

Venture

VentureThe Game: As intrepid (and perpetually happy) adventurer Winky, armed only with a bow and arrow, you’re on a treasure hunt of the deadliest kind. HallMonsters try to stop you at every turn, and their minions guard the individual treasures that lie in the rooms of the maze. You can kill the smaller creatures (though their decomposing remains are still deadly to touch), but the HallMonsters are impervious to your arrows – and you’re lunch. (Coleco, 1982)

Memories: Based on the addictive arcade game, this game is an excellent home translation, complete with background music and sound effects. Though the ColecoVision was more than capable of displaying more colorful and more detailed graphics, Venture is one of the better “simple” games made for this console.

Tron Maze-a-Tron

Tron Maze-a-TronThe Game: You are Flynn, the hero of the movie Tron. In phase one of the game, you navigate a maze of circuitry, avoiding Recognizers, and trying to, as the manual puts it, “gather zeroes to clear the RAM chips.” In phase two, you’re up against the Master Control Program itself, and you can beat it by matching pairs of numbers in the “bit stream” to pairs in the nearby “bit stack”…or something like that. (Mattel, 1982)

Memories: Maze-a-Tron never got around to impressing me. The rule book is thicker than I could imagine the program would be, and the needlessly complicated game play really doesn’t inspire me to come back for more. And in a way, it almost seems like a game that had little to do with Tron, but was barely similar enough that it merited the grafting-on of elements such as the MCP and the Recognizers from the movie, and voila, instant licensed product.