Lock ‘n’ Chase

Lock 'n' ChaseThe 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.

Meteor Belt

Meteor BeltThe Game: An evil force near the planet Jupiter has commandeered the asteroid belt between that giant planet and Mars as its personal defense shield. Your mission is simple: man a mobile weapons platform on the inner solar system’s side of the asteroid belt, exchange fire with the enemy (who can be the computer or another player), and try to knock out their defenses and destroy them. The battle will last only a brief time, and whoever has the best score – with a bonus given at the end for losing the least ships – wins. (Milton Bradley, 1983)

Memories: Milton Bradley is one of the few board game makers who didn’t at least try to make major in-roads into the video game arena. If anything, they tried to buy their way in, investing in and distributing the early models of the Vectrex stand-alone console, and later getting into Atari 2600 games with one-off specialty controllers that added to the games’ price without doing that much for game play.

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.

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.

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.

Super Demon Attack

Super Demon AttackThe Game: Demons coalesce into existence in mid-air above your cannon. Send them back where they came from by force. (Texas Instruments, under license from Imagic, 1983)

Memories: Somewhat similar to the Intellivision edition of Imagic’s Demon Attack in look and feel, this TI version of the game takes advantage of that computer’s graphics capabilities to turn the attacking demons into little pixellated pieces of Lovecraftian horror. It doesn’t make the game better or worse, really, but it adds a certain frisson to have nightmarish alien jellyfish-like critters descending upon you. Why Super Demon Attack? Because it’s got super demons, plain and simple.

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.

Fantasy

FantasyThe 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.

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.

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: Another example of how Philips might have revised existing Odyssey² games for their new platform, Killer Bees winds up being another example of how ungraceful the transition could’ve been.

Lasercade

LasercadeThe Game: You’re manning an experimental laser in a shooting gallery, trying to zap objects as they cross a screen at the far end of the room. A direct hit scores points, but the clock is always ticking down and any objects that haven’t been shot down will remain in play until they’re eliminated. At the end of each round, you’ll be tasked with shooting the flame off of a candelabra, though its rapidly melting candles may make this trickier than you think. With each new level, targets get smaller – and rows of floating mirrors threaten to bounce your laser right back at you if you hit them instead of your target. (20th Century Fox, 1983 [never released])

Memories: In video game terms, lasers are like the opposite of the weather – everyone fires them, but nobody ever talks about them. Though Lasercade belongs to the same category as Carnival and Shootin’ Gallery, its 3-D angle on the basic shooting gallery game is unique in the 2600 library, and for the first time, it really plays with the underlying concept and physical reality of firing lasers. Really.

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.

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 (10 points) and evading four colorful monsters who can eat you on contact. In four corners of the screen, large flashing dots (50 points) enable you to turn the tables and eat the monsters for a brief period for an escalating score (200, 400, 800 and 1600 points). 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, circa 1983 [never released])

Memories: There are only so many ways you can really slice Pac-Man, but this unreleased ColecoVision edition – unearthed just in time for the 2001 Classic Gaming Expo – is one of the better ones.

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.

Power Lords: Quest For Volcan

Power Lords: Quest For VolcanThe Game: As superhero Adam Power, you’re the pilot of a space sled on patrol around the explosive Volcan Rock, and what better cover for the bad guys? An enormous laser-eyed space serpent is coiled around the mountain, and you have to take it down single-handedly. Once you’ve baked the snake, you land your sled on the surface and have a shootout with Gryptogg, Raygoth and Arkus. Once you’ve beaten them back, you can explore the underground caverns, collecting their instruments of evil and exchanging fire with them again. When you escape from their maze, you advance to the next level and begin the fight anew. (North American Philips / Probe 2000, 1983 – unreleased)

Memories: This Colecovision adaptation of the Odyssey² game (now there’s a phrase you’re never going to see again), based on a less-than-blockbuster-successful series of comics and action figures, adds more depth to the game than the dear old Odyssey ever could’ve managed. But it’s hard to tell how much depth, as the game was never completed.

Robot City

Robot CityThe Game: Four robotic tanks search methodically through a maze, trying to hunt you down. If you wind up in a straight line across or above/below the robot tanks, they will fire, even if a maze wall is in the way. Your job is to evade their fire, use the robots’ logic against them (i.e. try to get one tank to shoot another just because you’re in a straight line with them), or sneak up from behind and destroy them. Destroyed tanks leave a radioactive crater that you must avoid for the rest of that round; you advance to the next round by eliminating all of the tanks without being shot yourself. (Philips, 1983 – unreleased prototype)

Memories: This is one of those Odyssey² games that was prepared for release only in the foreign market, but could’ve been one of the machine’s signature games in North America. It may be as simple as a game can get, but Robot City is a load of fun. (Come to think of it, I can’t imagine why it was left at the prototype altar elsewhere, either.)

Robot Rubble

Robot RubbleThe Game: Robots descend from the mountains with one mission in mind: they’d like to fry you. In fact, they’re pretty adamant on that point. You’re armed with a weapon that can fling anti-robot grenades at them, but you have to account for a trajectory that can be affected by your own movement; mountainous outcroppings give you shelter, but not for long, since they also give the robots target practice. If you score a direct hit and blast a robot apart, you’re left with a narrow window of opportunity in which to land another grenade and permanently dismantle the remaining robot parts…if you can’t accomplish that, the robot will gather up its parts and reassemble itself to have another go at you. (Activision, 1983 – never released)

Memories: One of the strangest marketing policies to emerge from the golden age of video games was Activision‘s absurd – and eventually abandoned – strategy of trying to make its early Intellivision titles look and sound exactly like their Atari 2600 counterparts. While Activision was doing this, possibly to save the marketing department from having to prepare two different sets of artwork per game, Imagic vaulted ahead of them and became the definitive third-party software provider for the Intellivision. One only needs to look at the 2600 and Intellivision versions of Demon Attack or Atlantis to formulate the question “Why on Earth would Activision hobble their own developers like that?”

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 Buy this gameGoblin’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 Bros., 1983 / released by Bas Kornalijnslijper in 2006)

Memories: A chance discovery made by collector Bas Kornalijnslijper among a handful of ROM chips given to him by a former Phillips Electronics employee, Spider-Man was long known to have at least been in the works. Various advertising material touting the other four games created by Parker Bros. for the Videopac (the Odyssey²’s European near-twin) had mentioned that Spider-Man was “coming soon!” But of course, support for the Odyssey² had largely disappeared by that time in North America (none of the Parker Bros. games were released there), and while it didn’t happen as quickly, the Videopac’s support also faded away in Europe; Spider-Man simply didn’t make it to market within that window. Now, along with another advertised-but-never-sold Parker Bros. title, Tutankham, Spider-Man has been unearthed.

Tempest

TempestThe Game: As a strangely crablike creature, you scuttle along the rim of an abstract, hollow geometric tube, zapping red bow-tie-ish critters and purple diamond-shaped things which carry them. There are also swirly green things which spin “spikes” like webs, and by the way, you should avoid spikes. (Atari, 1983)

Memories: The above description barely fits this game because it only exists in an unfinished form, with just a few bare essential elements of the game in place. You can shoot stuff and score points, but there isn’t much “game” there – the collision routines don’t exist that would determine whether or not your on-screen flipper “dies” by touching an approaching enemy, or an enemy’s incoming fire for that matter.

Tempest

TempestThe Game: As a strangely crablike creature, you scuttle along the rim of an abstract, hollow geometric tube, zapping red bow-tie-ish critters and purple diamond-shaped things which carry them. There are also swirly green things (swirly thing alert!!) which spin “spikes” like webs, and by the way, you should avoid spikes. (Atari, 1983 – never released)

Memories: This version of Tempest never officially saw the light of day…but in looking at this attempt at a 2600 version of Atari’s own popular vector graphics game, one wonders if the game’s no-show wasn’t an attempt to prevent another turkey of Pac-proportions from marring Atari’s recently-repaired reputation.

Tutankham

Tutankham for Odyssey²The 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. It’s like The Mummy, only much more entertaining. (Parker Brothers, 1983 – unreleased prototype)

Memories: As far back as 1983, the year that it released four other titles for the Videopac (Europe’s equivalent to the Odyssey²), Parker Brothers had been mentioning other games in development for the system. The Videopac had a wider user base in Europe than the Odyssey² had in North America, so the support was there. Spider-Man and Tutankham were announced as upcoming titles, and never surfaced as commercial releases. As it turns out, programming was relatively complete on both games, and the EPROM chips holding the work-in-progress versions of each game eventually fell in to the hands of collectors. Appropriately enough, Tutankham was an unearthed treasure.

UFO

UFO!The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of pesky and relatively harmless drone UFOs, but the job isn’t easy. You can ram the alien ships with your ship’s shields, destroying them (but forcing your shields offline for a few precious seconds during which anything could collide with your unprotected ship and destroy you), or shoot them (which also forces your shields down for a recharge). To that screenful of bite-sized chunks o’ death, add an unpredictable Killer UFO that likes to pop in and shoot at you, and suddenly being an interstellar traffic cop ain’t so easy. (Philips, 1983)

Memories: I’ve been complaining about the small library of Odyssey²-games-in-new-clothes developed as Odyssey3 launch titles quite a bit, but here’s a game I can actually get behind. UFO is the combination of a strong game in and of itself, with a background graphic that doesn’t completely obscure the in-game action.