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. (Atari, 1987)

Memories: A few years after releasing an excellent port of Ms. Pac-Man, during the twilight of the 2600 platform, Atari visited the Pac-Man well one more time with Jr. Pac-Man, a game which rehashed the basic Pac-Man concept, only this time with a much larger, scrolling maze. Jr. Pac-Man was Atari 2600 Pac-nirvana. The graphics, the music, and the sounds were absolutely spot-on.

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, 1984; released circa 1987)

Memories: I know I keep repeating this theme in the Phosphor Dot Fossils coverage of the Atari 7800, but the Tramiels did their new company – and gamers everywhere – a grievous disservice by putting the 7800 on ice until the NES was on top of the world.

One-On-One

One On OneThe Game: Dr. J and Larry Bird take to the hardwood for one-on-one half-court basketball action. Each player has his own signature moves, from lay-ups to three-point shots to steals. One or two players can play to a predetermined score or to a time limit. (Atari [under license from Electronic Arts], 1987)

Memories: Having already become a hit on such home computers as the Commodore 64 and Apple II, Electronic Arts’ One On One ushered in a wave of celebrity-driven sports games that would eventually lead the company to a far more profitable franchise in the Madden [insert year of your choice here] football games. Atari had courted (no pun intended) EA as a potential developer of games for the Atari 7800, and while that courtship was short-lived, it did result in one of the better looking iterations of One On One.

Pole Position

Pole PositionThe Game: Prepare to qualify! Fly to the finish line in a fierce field of Formula One competitors in a qualifying lap. Leaving the track is trouble – and hitting one of the billboards dotted around the edges of the Mt. Fuji track is a sure way to miss out on the subsequent race. (INTV Corp., 1987)

Memories: Pole Position has suffered a few indignities before; an arcade game that was a huge evolution for first-person racing and boasted stellar graphics is bound to hit a few speed bumps on the drive home. But the Intellivision version of Pole Position is a gigantic pothole that’s likely to relieve most players of their drive to recreate the arcade experience.

Pole Position II

Pole Position IIThe Game: It’s your big chance to qualify for the big race at one of four tracks: the oval test track, Seaside, Suzuka, and the Mt. Fuji track from the original Pole Position. First, you try to get through the qualifying heat, racking up laps around the track as fast you can and accumulating as few wrecks as possible. If you pass muster, then you get to try it again with other cars on the track! (Atari, 1984; released circa 1987)

Memories: Until the Namco Museum series came along for the Playstation, featuring true emulation of the original arcade code and graphics, this is as close as we were going to get to the finesse of an arcade Pole Position game at home – at it wasn’t too far off the mark.

Robotron: 2084

Robotron: 2084The Game: In the year 2084, all hell has broken loose on Earth. Robotic servants, created to perform dangerous tasks and defend their human creators, have decided they can do without their masters. The robots have evolved into new and terrifying varieties – the ever-multiplying Ground Roving UNit Terminators (GRUNTs), indestructible Hulks, self-replicating Quarks and Tanks, and most horrfying of all, the Brain robots, which capture humans and reprogram them into super-fast killing machines. And the only thing protecting the last remaining survivors of homo sapiens is your strength, endurance and cunning. (Atari, 1984 [released in 1987])

Memories: Robotron, like Zaxxon, was one of those holy grails of the early home video game industry, a game that seemed almost impossible to translate to a home console properly, and yet would reward anyone who succeeded in that endeavour with a legion of satisfied consumers.

Slam Dunk Super Pro Basketball

Slam Dunk Super Pro BasketballThe Game: One or two players can set a budget and begin recruiting a top-notch basketball team (or, alternately, recruiting from who’s left after someone else has recruited a top-notch basketball team), and then it’s time to hit the court. Each player controls a team of three with offensive and defensive moves; the player can control any member of his team. (INTV Corp., 1987)

Memories: Several of the “Super Pro” sports games released by INTV Corp. – the entity that took on the task of continuing software support for the Intellivision long after Mattel Electronics had given up on the system in the face of the then-looming video game industry crash – began life as re-coded single-player versions of existing Intellivision sports titles. Slam Dunk is an example of a game that diverged completely from the code of its two-player-only predecessor (NBA Basketball).

Winter Games

Winter GamesThe Game: The Olympic torch is the warmest thing to be found in this multi-event recreation of the Winter Olympics. Downhill skiing, luge, slalom skiing and other events are represented here, and players can even pick which country they’re representing as they go for the gold. (Epyx, 1987)

Memories: One of the more elaborate attempts to recreate Olympic events on the Atari 2600, Winter Games benefits from a few additional years of knowledge on overcoming that system’s limitations. But it’s also, largely, an afterthought: Epyx made its real money from Winter Games on the Commodore 64 and other home computer systems.

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. Also look out for tumbling airborne mirrors – they’re impervious to your fire, but you’re toast if you fly right into them. (Atari, 1984; released circa 1987)

Memories: Y’know, the more games I get for my trusty little 7800 – admittedly a recent acquisition in my gallery of classic consoles – the more I’m convinced that the Tramiel regime at Atari did the video game indsutry (and the consumers and players) a vast disservice by mothballing the 7800 and then not unveiling it until the NES had dominated the landscape.

Zaxxon 3-D

Zaxxon 3-DThe Game: As the lone pilot daring enough to breach the defenses of Zaxxon’s space stronghold yet again, you take on a fleet of perimeter fighters, some of whom helpfully leave power-ups behind when destroyed. Then it’s into the space base once more, bristling with gun emplacements, fuel tanks that gas up your fighter when they’re shot (we haven’t quite worked that one out either), and walls that you can run face-first if you’re at just the wrong altitude. Just beyond the walls of the base lies the new and improved Zaxxon itself; if you survive that encounter, you begin again. (Sega, 1987)

Memories: With so many major Japanese game makers committed to the Famicom and NES, the Sega Master System didn’t have quite the impressive array of arcade titles in its library. But one thing it could have that everyone else couldn’t was Sega’s own in-house games and updates thereof – hence, this updated, almost-first-person remake of the groundbreaking Zaxxon.

Defender Of The Crown

Defender Of The CrownThe Game: The King of England has been assassinated and the crown has gone missing! To regain the crown and restore order you’ll need to conquer the entire country, one castle at a time. Equal parts strategy and action make for lots of fun and replayability. The ultimate cinematic experience for the Commodore 64. (Cinemaware, 1987)

Memories: In 1986, Cinemaware released Defender Of The Crown for the Commodore Amiga, introducing a new style of game to home computer owners. Equal parts movie, strategy and action, Cinemaware called their new style of games “Interactive Movies”. Defender Of The Crown begins like a real Hollywood experience, complete with opening credits and a montage explaining the game’s backstory. The Amiga version’s graphics were literally mind-blowing. No one had seen graphics like that before on a home computer, and gamers were convinced that the game would not appear on any other platform. Commodore 64 owners got their wish one year later, when Cinemaware ported the game over to the Amiga’s 8-bit little brother.

IK+

IK+The Game: Face not one but two simultaneous opponents in what many consider the apex of Commodore 64 fighting games. IK+ supports one or two players, eighteen different moves, and more fighting action than all of Jean-Claude Van Damme’s movies combined. (System 3, 1987)

Memories: IK+ is considered by many to be the best fighting game available for the Commodore 64, but the history leading up to the game is almost as interesting as the game itself. IK+ is actually the sequel to International Karate, released by System 3 in the UK in 1986. International Karate is a one-on-one fighting game with many similarities with Data East’s game, Karate Champ. In both games, two fighters dressed in red and white uniforms battle. Both games use the same scoring system, awarding either half or full points to successful moves and declaring the first combatant to reach two full points the winner. Both games feature a scoring judge and backgrounds featuring different locations.

Skate Or Die

Skate Or DieThe Game: Don’t be a poseur! Skate hard or die trying in the ultimate skateboarding game for the Commodore 64. Practice or compete in five separate events that will lead you over ramps, down streets and even into abandoned pools. (Electronic Arts, 1987)

Memories: Throughout my teenage years, I had three distinct career paths in mind. The first one was professional breakdancer. When I realized that probably wasn’t going to pan out, I began planning on a more obtainable, more realistic goal: professional ninja. This was of course during the big ninja craze of the mid-80s. When that career path didn’t pan out, I set my sights on a third goal: professional skateboarder.

Wonderboy

WonderboyThe Game: Wonderboy’s girlfriend Tanya has been abducted and it’s up to you to get her back. You’ll have to be pretty crafty to avoid the dangers of Wonderland in this classic Sega platformer. (Activision, 1987)

Memories: Call me isolated, but for almost two decades I had no idea the classic platformer Wonderboy for the Commodore 64 was actually ported from an arcade game. While I knew the game was licensed from Sega and written by Activision, it wasn’t until just a few years ago when I happened across a Wonder Boy cartridge for the Sega Master System that I realized the game was released for multiple systems!

Crazy Climber 2

Crazy Climber 2The Game: You control a daredevil stunt climber on his trip up the side of a skyscraper in a major metropolitan area, using no ropes, no nets, and nothing but his hands and his feet. Obstacles such as falling jam boxes can cause you to plunge to your death several stories below. When you reach the top – if you reach the top, that is – a helicopter lifts you away to your next challenge. (Nihon Bussan Co., Ltd. [Nichibutsu], 1988)

Memories: This is a bizarre, and largely graphical-only, updating of Nichibutsu’s addictive classic, Crazy Climber. The game play remains much the same as the original, but the graphics are a major evolution of what was there before. Animated flags flap in the wind, highlights and shading give Crazy Climber himself a 3-D look, and detailed billboards and neon signs glow.

Kitten Kaboodle

Kitten KaboodleThe Game: An adorable kitten (and his twin, in the case of two-player games) runs and jumps around a maze of obstacles, trying to stay out of the clutches of such enemies as an insect in a lab coat, a large and angry-looking tomato, and a crocodile that walks upright. (Further levels add new and even stranger enemies to avoid.) The kitten(s) can push the blocks making up the maze, hopefully smashing an enemy against another block or one of the playfield’s outer walls in the process, temporarily removing that enemy from play. A defeated enemy drops numerous items, including coins, diamonds, and one of several keys needed to open a door allowing access to the next level of the game. (Konami, 1988)

Memories: Even in the late ’80s, game companies weren’t above “borrowing” each other’s concepts and play mechanics, and here we have a prime example of Konami “borrowing” the basic play mechanic of one of Sega‘s more low-key sleeper hits, because just six years before Kitten Kaboodle, enemies were being squished by blocks pushed by a penguin.

The New Zealand Story

The New Zealand StoryBuy this gameThe Game: You might think this will be the story of Captain Cook and British settlers setting in motion the fall of the indigenous Maori people of New Zealand, interpreted as a video game, but…that’s not it. It’s the story of a walrus who waltzes into the zoo and abducts every Kiwi bird there, stuffing them into a huge sack and then leaving. One Kiwi bird escapes, and you have to guide him on his quest to free all the other Kiwis. (On the other hand, perhaps it’s metaphorical somehow.) Fortunately, you happen to be the kind of Kiwi bird who can fire a bow and arrow, use a flamethrower, and can fly a little hovercraft around maze-like vertical structures. Other animals try to outfox you, gravity is against you, and your little Kiwi has only three lives. (Taito, 1988)

Memories: This very strange little game from Taito seldom escaped from Japan until emulation and retro collections came along. Thanks to the latter, everyone can now enjoy this strangely compelling little game.

Pete Rose Baseball

Pete Rose BaseballThe Game: Batter up! We’re live from the baseball diamond with TV sports-style camera angles that switch to show you where the action is. (Absolute, 1988)

Memories: An extremely late entry for the 2600, I’d wager that this NES-era baseball game is actually one of the better attempts to bring the sport to Atari’s aging hardware. While I’m still not sure what Pete Rose has to do with this video game, you can bet it delivers a good baseball experience.

Donkey Kong

Donkey KongThe Game: An oversized gorilla kidnaps Mario’s girlfriend and hauls her up to the top of a building which is presumably under construction. You are Mario, dodging Donkey Kong’s never-ending hail of rolling barrels and “foxfires” in your attempt to climb to the top of the building and topple Donkey Kong. You can actually do this a number of times, and then the game begins again with the aforementioned girlfriend in captivity once more. (Atari, 1988)

Donkey KongMemories: Before Nintendo made its own inroads in the American home video game market, it happily let homegrown companies take the license and run with it. Coleco won the license for Donkey Kong for the cartridge-based console market, while Atari snagged the rights to release Donkey Kong for various computer systems. When Coleco folded (after the expensive Adam Computer debacle), Atari did the corporate equivalent of going through Coleco’s wallet and picking up its licenses.

Galaga: Demons Of Death

Galaga: Demons Of DeathThe Game: Commanding a small fleet of sleek fighter ships, you’re up against an alien invasion, arriving in wave after unfriendly wave. Alien fighters resemble butterflies and bees, but the real prize is the handful of motherships which arrives with each wave. Capable of taking two hits – the first weakens them and turns them dark blue, the second destroys them – the motherships also come equipped with a tractor beam with which to snare your fighters. But if one of your fighters is captured, and you can destroy the mothership which is towing it, your wayward fighter will be returned, doubling your firepower. (Bandai, 1988)

Memories: Despite being one of the most consistent arcade hits of the early ’80s, Galaga seemed to be left out in the cold for years before coming to the home console scene. The first attempt, Atari’s passable Galaga cartridge for the Atari 7800, didn’t quite have the audiovisual flair of the arcade version. By the time the NES version was released, it was clear that things had changed – for all intents and purposes, this was the arcade game, and it looked and sounded and played just like the original. When the litmus test of ’80s consoles was arcade authenticity, you just couldn’t do better than that.

Godzilla: Monster Of Monsters

Godzilla: Monster Of MonstersThe Game: It is the year 2XXX (don’t worry, we couldn’t find it on our calendars either), and Planet X has declared war on Earth’s solar system, sending its finest kaiju into the fray. In this time of our most desperate need, Godzilla and Mothra step forward to defend the Earth and fight for humanity, taking out enemy installations, spacecraft and even those pesky enemy monsters. But even Godzilla and Mothra can only take so much damage… (Toho Studios/Nintendo, 1988)

Memories: Not exactly Godzilla’s finest hour, Monster Of Monsters is a fairly average side-scrolling fighting game that just happens to feature the King of Monsters as its star. And while there’s a certain thrill to having Godzilla as one’s on-screen avatar, the game itself doesn’t do a lot to distinguish itself from the glut of similar side-scrolling fighters that was out at the time.

Mappy Land

Mappy LandThe Game: Mappy the Mouse is back, pursuing his feline arch nemesis Boss The Big Bit and his kitty kohorts through several themed zones of an amusement park. Riddled with ladders, trampolines, secret weapons and treasures, the park goes from wild west to tropical and beyond. Just avoid the cats, lest Mappy become someone’s mousy morsel. (Taxan [under license from Namco], 1988)

Memories: As much marketing muscle as was flexed for the introduction of Namco’s Mappy, you can tell that there was a strong feeling that he was the next big thing. But apparently law enforcement’s #1 rodent didn’t quite catch on; Mappy wasn’t the expected super-hit, going over moderately better in Japan than it did in the U.S.

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 Buy this gamemothership. As you progress further behind enemy lines, heavier aircraft and more versatile and deadly ground-based defenses become the norm. Also look out for tumbling airborne mirrors – they’re impervious to your fire, but you’re toast if you fly right into them. (Bandai, 1988)

Memories: It wasn’t the first version of Xevious ever to hit a home console – Atari, who held the arcade rights for Namco’s genre-defining scrolling shoot ’em up in North America, made sure it had the rights for its home consoles too. But, in one of the more unfortunate coincidences of the video game industry, none of the three planned versions of Xevious made it out of the starting gate on time.

Star Wars

Star WarsThe Game: You’re an intrepid X-Wing pilot participating in the last-ditch Rebel attempt to destroy the Death Star – before it destroys the Rebel base on Yavin IV. TIE Fighters try to intercept you, but you can destroy them (as well as use your own lasers to blast their incoming fire out of the sky). Then you move in to attack the Death Star itself, with its incredibly hazardous system of gunnery towers and bunkers. Once you’ve gotten past the surface defenses, you dive into the trench that will lead you to an exhaust port which is the only means of destroying the Death Star – but there are defenses in the trench as well, and your deflector shields can only take so much… (Domark / Zeppelin Games Ltd., 1988)

Memories: Years after Parker Brothers’ lumpen version of Atari’s Star Wars arcade game, someone finally had the decency to bring Atari’s hit game home to Atari’s home computers in a form that’s worth playing. And as luck would have it, North American Atari 8-bit owners didn’t get to see this one – it was a British exclusive release.

Ultima V: Warriors Of Destiny

Ultima V: Warriors Of DestinyThe Game: Darkness has fallen upon the land of Britannia. Lord Blackthorn, with the help and manipulation of the evil Shadowlords, has taken over, banishing Lord British from his own kingdom and ruling over the world with an iron first. Having settled into a little house in the woods after your ascension to Avatar, you are called upon once more to set things right. An underground resistance movement is quietly biding its time, waiting for Lord British to return, and hailing you and your friends as its heroes. But there are also many who have fallen in line behind Blackthorn and his dark masters – and would be happy to dispose of the Avatar for him. (Origin Systems, 1988)

Memories: A true sequel to Ultima IV, Ultima V is deeper, more realistic, and more challenging by far. Possibly the biggest change between the two games is literally the difference between day and night.

Baseball

BaseballThe Game: Baseball returns to the small screen – the very small screen – on the Game Boy. Step up to the plate and take a swing; after three outs, take control of the pitcher, basemen and outfield, trying to keep the computer from scoring a run. (Nintendo, 1989)

Memories: If Baseball! on the Odyssey² was my favorite iteration of baseball as a video game during the 1980s, Nintendo‘s Baseball was my favorite of the late ’80s and ’90s. I remember spending a lot of quality time with this game on my first Game Boy – and most of that time was fun and challenging rather than frustrating, placing this well above quite a few baseball video games.

Dark Chambers

Dark ChambersThe Game: You control a lone adventurer on a quest through twisty mazes and open battlegrounds, descending through the dungeon depths in search of treasure (and a chance to escape in one piece with that treasure in hand). Zombies, ghosts, and monsters naturally roam through the dungeons as well, more than happy to attack any treasure-hunting interlopers such as yourself. (Atari, 1988)

Memories: Released on both the 7800 and 2600, Dark Chambers was an attempt to cash in on the “action RPG” genre that had recently been made popular by Nintendo’s The Legend Of Zelda. Atari’s arcade division happened to have a hot arcade property in that genre already, but since the arcade operation – now called Atari Games – and the consumer division were now two separate entities, Dark Chambers winds up being a “near-beer” version of Gauntlet.

Off The Wall

Off The WallThe Game: A worm-like dragon taunts you from atop a multi-colored wall, one which you must topple to reunite your divided village. To accomplish this task, you must bounce hurled projectiles into the wall. Collecting power-ups along the way will affect the behavior of the projectile, from making it a weapon capable of wiping out large portions of the wall to making it return to you repeatedly, like a boomerang. You advance to the next level by eliminating the wall. (Atari, 1989)

Memories: In the beginning, there was Breakout, a game which Atari itself cloned and put through endless permutations; even Warlords, a favorite among classic gamers everywhere, was a stepchild of Breakout and QuadraPong. Eventually, after turning out Breakout and its clones for the home video game market, Atari turned to other ideas. In the late 1980s, Taito unleashed Arkanoid – essentially an updated version of Breakout – and brought the breaking-down-brick-walls genre back into the public eye.

Q*Bert

Q*BertThe Game: Q*Bert, a nosey little guy with a propensity for hopping, spends his time hopping around a three-dimensional pyramid of cubes, avoiding Coily the Snake and other assorted purple and red creatures, including a few who operate on a slightly different plane (i.e., they move down the pyramid as if it were rotated one-third). Any green objects and creatures Q*Bert can catch will not hurt him – in fact, the little bouncing green balls will stop time briefly for everyone but Q*Bert. If he gets into a tight spot, Q*Bert can jump off the pyramid onto a flying disc which will despoit him back at the top of the pyramid – and lure Coily to a nasty fate by jumping into nothing. Changing the colors of the top of every cube in the pyramid to the target color indicated at the top left of the screen will clear the pyramid and start the craziness all over again. If Q*Bert is hit by an enemy or falls off the pyramid, he hits bottom with a resounding, arcade- cabinet-shaking splat and a burst of incomprehensible obscenity! (Konami/Ultra, 1989)

Memories: Ah, the eternal conundrum of Q*Bert – to turn the controller, or try to do diagonals with an NES joypad? The original arcade incarnation of the mighty orange one solved the problem pretty simply by turning a standard four-directional joystick at a 45-degree angle within the coin-op’s casing. To truly replicate that effect, you’re given the option of rotating the NES controller 45 degrees or to try to do diagonals while holding it straight (in effect, hitting the left and down portions of the plus-shaped pad simultaneously to move in that direction). There’s a whole pre-game startup screen devoted to controller orientation here. And as awkward as it is, the 45-degree angle option is much more responsive on the NES. Now, a joystick such as the Advantage may help here, but again, the hardware itself dictates that the controller won’t be as responsive diagonally.

Ultima IV

Ultima IV: Quest Of The AvatarThe Game: Darkness has fallen anew upon Britannia, and Lord British calls for your service again. You start out alone, accumulating traveling (and fighting) companions along your journey, striving to live by the Eight Virtues that govern conduct in the kingdom. Along the way, numerous creatures, both evil and simply pesky, challenge you. As you go forth on the quest, you must also collect the mantras of each Virtue, travel to the corresponding Shrines, and meditate there until you reach enlightenment. With enlightenment and experience come the strength to rid Britannia of evil – but beware the dark side… (Sega / Origin Systems, 1989)

Memories: I’ve played Ultima IV on both the NES and the Sega Master System, and hands down, the Sega edition comes out on top. For such a relatively complex game, the Sega version of Ultima IV keeps the controls incredibly simple, with a menu-driven system that has a lot of options and yet never overwhelms the player.