Fantastic Voyage

Fantastic VoyageThe 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.

Masters Of The Universe: Power Of He-Man

Masters Of The Universe: Power Of He-ManThe Game: Don’t be too eager to say “By the power of Greyskull,” because there’s one problem: Skeletor has wrested the power of Castle Greyskull for himself, and seems none too keen on giving it back. As He-Man, the player is tasked with reaching the castle via a flying vehicle, shooting down fireballs (and, if possible, ensnaring Skeleton in traps from above) along the way; provided He-Man doesn’t use up all of his fuel in the aerial fight, he lands at Greyskull and must dodge Skeletor’s fiery projectiles in order to do battle with the ghastly one. Only one will win. (Mattel Electronics, 1983)

Memories: Early in Intellivision‘s shelf life, the Intellivision programmers had learned a hard lesson: don’t assume that because Mattel’s toy division has the toy license, Intellivision has the game license. This painful lesson had hit home hard when Mattel Electronics’ in-house game designers came up with a winner of a game for Battlestar Galactica, only to discover that they couldn’t release it under that name. When it came to the multimedia marketing slam dunk that was Masters Of The Universe – a hit toy line bolstered by a hit animated series – Mattel made damned sure the video game rights stayed in-house.

Killer Bees!

Killer Bees!The Game: You control a solitary swarm of “good” bees, trailed by a couple of handy ray guns on the same vertical axis. The game starts out with a bunch of dim-witted Beebots bumbling around the screen, which you can sting with your bee swarm until the ‘bots slow down and finally expire, marked by a rather grim little tombstone! This probably sounds easy enough, but there are killer bees from outer space emerging from hives around the edge of the play area, and when their swarms collide with your swarm, you lose bees. The only defense against the killer bees is a pair of ray guns, which have to recharge after every use. (North American Philips, 1983)

Memories: This is one of the strangest and most unique games that was ever made for the Odyssey². As the Odyssey programmers realized very quickly, the Voice was very limited, and Killer Bees! saw some interesting innovations in that area, namely the “bee buzz” generated by the speech module. Programmer Bob Harris has said that Killer Bees! was his attempt to bring the relentless momentum of Centipede to the Odyssey², though players might never have made that connection apart from the insectoid theme. It’s a damned aggravating and addictive little game!

Laser Gates

Laser GatesThe Game: You’re piloting the Dante Dart through the innards of an enormous sentient computer. The computer was originally constructed to defend the galaxy, but now it’s gone haywire and is planning to destroy the galaxy instead. There’s only one problem with such a massive defense computer: its own internal defense mechanisms. Blast through densepack columns and laser gates as they try to fry your ship, and watch out for laser turrets, “byte bats” and other menaces which will pursue you. Your Energy meter is depleted by constant firing, so make every shot count. And your Shield meter drops as you take hits from enemy fire or crash through the defenses with your ship – something you don’t want to do too much of, lest your mission end prematurely and fatally. (Imagic, 1983)

Memories: The scrolling sub-genre of flying through an enclosed space is hardly anything new for the 2600 (witness Atari’s own decent Vanguard translation, Super Cobra, Fantastic Voyage, etc.), but Laser Gates takes this task from a raw “try-not-to-get-killed” level to a puzzle of resource management and timing. Huge stretches of this game will go by where you don’t need to fire a single shot or do a lot of moving around.

Moon Patrol

Moon PatrolThe Game: Driving an agile, armed moon buggy across the lunar surface, you must jump over craters and land mines, shoot large boulders (some occasionally mobile) out of your way, and try not to be on the receiving end of hostile fire from alien ships that try to strafe you. Some of the ships, which look very suspiciously like the triangle-of-spheres enemy ships from Gyruss, can even bomb the moon and make new craters for you to jump over – which may put you right into their line of fire.

Later on, you also get to blast away tanks and dodge pesky jet cars which “tailgate” and then try to ram you. (Atari, 1983)

Memories: This was a game that I played the hell out of as a kid – I’m stunned that all the bits didn’t fall out of the cartridge from repeated use. Granted, Moon Patrol in the arcade was a feast for the eyes and ears, and it’d be foolish to expect none of that to be lost in the translation to a far simpler hardware platform like the Atari 2600. But what’s surprising is how much of the game actually survived the transition.

Moonsweeper

MoonsweeperThe Game: As the pilot of a super-fast intergalactic rescue ship (which is also armed to the teeth, which explains the absence of a red cross painted on the hull), you must navigate your way through hazardous comets and space debris, entering low orbit around various planets from which you must rescue a certain number of stranded civilians. But there’s a reason you’re armed – some alien thugs mean to keep those people stranded, and will do their best to blast you into dust. You can return the favor, and after you rescue the needed quota of people from the surface, you must align your ship with a series of launch rings to reach orbit again. (Imagic, 1983)

Memories: Not terribly different from the Atari 2600 edition of the same game, Colecovision Moonsweeper gets a big graphical boost from the step up to the most powerful console of the early 80s.

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.

Nova Blast

Nova BlastThe Game: You’re the pilot of a fighter plane whose job is to patrol the sky at supersonic speeds and eliminate alien threats to the cities on the ground below You have a radar screen spanning the entire globe at your disposal, and endless arsenals of weaponry. If all of the cities are wiped out, your mission – and your life as you know it – are over. (Imagic, 1983)

Memories: Imagic had done a much better job bringing Donkey Kong to the Intellivision than Coleco did, with Beauty And The Beast being almost incalculably better than Coleco’s official Kong port. So why not do the same for Defender?

Power Lords

Power LordsThe Game: As superhero Adam Power, you’re the pilot of a space sled on patrol around the explosive Volcan Rock, an active volcano which frequently blows its top. And what better cover for the bad guys? Gryptogg, Raygoth and Arkus are perfecting their evil plans for a “gravitational ray” which basically amounts to a portable black hole – its gravity can alter the course of your space sled if you’re on a direct horizontal line-of-sight with it. Add to that meteors pummeling the ground from space and the enormous laser-eyed space serpent, and you’ve got your hands full just staying alive, let alone battling evil. (North American Philips, 1983)

Memories: So, friends, it all comes down to this – the last Odyssey² game ever to hit the store shelves in the United States – and to tell you the truth, it’s a doozie. Power Lords is everything I ask for in a classic video game – a real numb-thumb, sweaty-palms experience that doesn’t let up.

Return of the Jedi: Death Star Battle

Return Of The Jedi: Death Star BattleThe Game: Presumably, you play the part of Lando Calrissian in this game, which seems to follow the events in the latter half of the film Return of the Jedi. Piloting the Millennium Falcon, you dart around the perimeter defense shield of the Empire’s new Death Star, which is still being constructed before your very eyes. You must eliminate a certain number of TIE Interceptors before a hole opens in the shield, allowing you to get close enough to start blowing pieces out of the Death Star itself. But an automatic defense system won’t take long to track you down and eliminate you, so you have to work fast. The sooner you can hit the Death Star power core, the better. And when you accomplish that, you have to worry about dodging the flaming debris of the huge space station… (Parker Brothers, 1983)

See the TV adMemories: Possibly the best game Parker Brothers released out of its series of four Star Wars titles, Death Star Battle had some truly great graphics considering which machine they were squeezed out of. The vaguely 3-D grid of the Death Star’s defense perimeter would constantly shift colors, and it was actually very pretty. The game play itself was no slouch either – one out of five times is about how often I manage to evade all the Death Star debris without getting creamed.

River Raid

River RaidThe Game: You’re piloting a fighter jet on a canyon run through enemy territory. You can’t fly outside the canyon walls, so stay over the river and blast everything in sight. Well, almost everything – flying your plane on top of “FUEL” buoys instead of shooting them puts a little bit of gas in the tank, and if you run out of fuel, you might as well just swallow the next enemy bullet, because you’re goin’ down. (Activision, 1983)

Memories: Early in Activision‘s foray into publishing games for the Intellivision, the company issued a strange edict to its programmers: if it was a port of a game also released for the Atari VCS, don’t make the game look significantly different from the Atari version. River Raid is a good example of what happened once Activision abandoned that extremely odd policy.

Robin Hood / Sir Lancelot

Sir LancelotThe Game: In Sir Lancelot, players assume the role of the legendary knight atop his flying steed (who knew that the Arthurian mythos could be mixed with the Greek legend of Pegasus?), battling a sky seething with dragons. Killing all the dragons on the screen will advance Lancelot to another level featuring a “boss” dragon and a damsel awaiting rescue.
In
Robin Hood, players don’t exactly get to rob from the rich and give to the poor; instead, the game involves hiding in the forest and exchanging volleys of arrows with the Sheriff of Nottingam and his thugs. (Xonox, 1983)

Memories: Other games archived in Phosphor Dot Fossils were produced by companies that had never produced video games before, and have never produced video games again – companies like Purina and U.S. Games, owned by Quaker Oats. Many of these johnny-come-lately entrants in the video game race knew they weren’t in it for the long haul: they were simply cashing in on a fad, and taking advantage that games could be made for the Atari 2600 without Atari‘s permission or oversight. The glut of low-quality product had a lot to do with the crash of the video game industry, but not everyone who got into the video game biz circa 1982 or ’83 was consciously pumping out stinkers.

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.

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.

Stargate

StargateThe Game: The alien abductors are back. Their henchbeings are back. And fortunately for the hapless humans on the planet’s surface, you’re back too, in a fully armed warship with a belly full of smart bombs. But the aliens have brought new and unusual reinforcements, and now the ultimate X-factor is seen visibly floating in the night sky – a stargate which could deposit your space fighter anywhere, delivering you to safety…or a rendezvous with a swarm of aliens. (Atari, 1983)

Memories: Released only in Japan in the initial burst of titles for the Famicom, this port of Williams Electronicsarcade sequel Stargate (also known as Defender II, a title to which the game was switched to reinforce its status as a sequel to the hit Defender). The territory-limited reach of the game is the bad news. The good news? It’s an exceptional arcade port that might just have become this reviewer’s favorite way to enjoy a legendarily difficult game.

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!

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 See the videodo 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. (Parker Brothers, 1983)

Memories: Parker Brothers may have been an old hand at board games, but it was a youngster in the video game business. Still, all that clout from its industry-dominating board game operation didn’t hurt, helping Parkers secure major hit licenses that no other young video game operation could’ve scored: Frogger, Q*Bert, and let’s not forget the very first Star Wars home video games. In the middle of this stellar line-up was… Super Cobra.

Tac-Scan

Tac-ScanThe Game: Commanding a fleet of ships, you use their combined firepower to wipe out an onslaught of alien ships (which, perhaps not at all surprisingly, are firing back at you). It only takes one hit to lose one of your own fleet, and when your fleet is completely wiped out, the game is over. Until then, do as much damage to the enemy armada as you can. (Sega, 1983)

Memories: I always had a certain fascination for the arcade game that inspired this somewhat hard-to-find 2600 cartridge, but it seems to have lost something in the translation…oh yes, the split-second control required to play the bloody thing, that’s it. Somewhere in the definition of “frustration” must be “playing Tac-Scan on the Atari 2600.”

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.

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.

The Dreadnaught Factor

The Dreadnaught FactorThe Game: Piloting a series of solo space fighters, you’re humanity’s last hope against a fleet of gigantic, triangular wedge-shaped battle cruisers bearing down on Earth. Launching from a staging area equipped with a hyperspace gate to fling your fighters into the void at top speed, you must strafe these cruisers in your fighter, bombing and blasting their gun emplacements, engines, and an assortment of weak spots on their ship. The enemy cruisers also have defensive fighters that they’ll launch to keep you from getting the job done, and of course the cruisers themselves are bristling with enormous laser cannons. Hitting all of the guns, engines and other “soft targets” on a cruiser will destroy it, giving you a momentary reprieve until the next cruiser arrives. If you run out of ships or fail to stop the enemy, they’ll wipe out your planet – game over, indeed. (Activision, 1982)

Memories: Further proof that long before Lucasfilm ever entered the video gaming arena, George Lucas was having a massive ripple effect on the medium: the dreadnaughts in Dreadnaught Factor are – and let’s not kid ourselves here – clearly Star Destroyers. They’re shaped and laid out like them, right down to the control tower. If you ever wanted to see what would’ve happened if Han really had taken the Millennium Falcon into a head-to-head battle with a Star Destroyer, or if that poor sap in the A-Wing hadn’t been out of control, this is your game.

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.

Night Stalker

Night StalkerThe 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.

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.

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.

Flash Point

Flash PointThe Game: A zombie infestation has overrun the city. The player, in a mobile unit bristling with weapons, must venture into the infested areas and eliminate the zombies – or die. The center of the infestation screens features a green area surrounding the player’s vehicle; this must be preserved as much as possible while fighting off the zombies, as bonus points are awarded for guarding that space. If the player survives, it’s time to move on to the scene of the next zombie attack. (North American Philips, 1983 – unreleased prototype)

Memories: The only game custom-made specifically for the upgraded hardware of N.A.P.‘s never-released Odyssey3 console, Flash Point is a kind of action game that simply couldn’t have been executed with the same finesse on the Odyssey².

Looping

LoopingThe Game: What if you were out to perform daring, air-show-style aerial acrobatics, and someone was shooting at you at the same time? Wouldn’t that be dandy? Lucky you, that’s what you’re doing in this game. With a mandate to DESTROY TERMINAL, you set out to obliterate an airport terminal protected by armed hot air balloons. The closer you get to carrying out that mission, the more fiercely they defend their turf. When you do level the terminal to the ground, a door opens up, allowing you to fly your plane into a massive maze of pipes, and if you can navigate that labyrinth, you reach “the end” – where you must fend off more adversaries to touch down safely and start again. (Coleco, 1983 – unreleased / recovered and released by CGE Services, 2003)

Memories: A positively obscure game in the arcades, Venture Line’s Looping really didn’t get any kind of a cult following until it was ported to the ColecoVision – and that translation was the best thing that ever happened to the game, gaining it a bit of popularity and an exclusive home.

Planet Of The Apes

Planet Of The ApesThe Game: It’s not a good idea being a human on Earth of the future, in a world ruled ruthlessly by intelligent, verbose, violent apes. Or, in this case, persistent, pixellated apes. The player controls a hunted human trying to stay out of the apes’ damn dirty paws. If the human falls into the apes’ hands, an indelicate lobotomy is probably the best treatment he can expect. (20th Century Fox, 1983)

Memories: This is the story of a prototype that was rumored for many years, and with the popularity of the film and TV franchise, it was the subject of much speculation. Little did ardent collectors of unreleased VCS games know that the game was right under their noses the whole time… thanks to being mislabeled.