Moonsweeper

MoonsweeperBuy this gameThe 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, 1982)

Memories: The coolest Imagic game ever, Moonsweeper kept my attention for hours and hours, just trying to beat the bloody thing.

Mouse Trap

Mouse TrapThe Game: In this munching-maze game, you control a mouse who scurries around a cheese-filled maze which can only be navigated by strategically opening and closing yellow, red and blue doors with their color-coded buttons. Occasionally a big chunk o’ cheese can be gobbled for extra points. Is it that easy? No. There is also a herd of hungry kitties who would love a mousy morsel. But you’re not defenseless. By eating a bone, you can transform into a dog, capable of eating the cats. But each bone’s effects only last for a little while, after which you revert to a defenseless mouse. (Coleco, 1982)

Memories: Based on the almost-obscure Exidy arcade game, Coleco turned out a faithful cartridge version of Mouse Trap, with one drawback – just as it was in the arcade, the control scheme for opening the color-coded doors throughout the maze wasn’t the most intuitive way that anyone had ever come up with for controlling a game, even if one does have the overlays that fit over the controller keypads.

Mouse Trap

Mouse TrapThe Game: In this munching-maze game (one of the dozens of such games which popped up in the wake of Pac-Man), you control a cartoonish mouse who scurries around a cheese-filled maze which can only be navigated by strategically opening and closing doors in the maze. Occasionally a big chunk o’ cheese can be gobbled for extra points. Is it that easy? No. There is also a herd of hungry kitties who would love a mousy morsel. But you’re not defenseless. By eating a bone (the equivalent of Pac-Man’s power pellets), you can transform into a dog, capable of eating the cats. But each bone’s effects only last for a little while, after which you revert to a defenseless mouse. (Coleco, 1982)

Memories: To some extent, I think regular readers of Phosphor Dot Fossils have come to expect certain things…and the occasional justified slamming of a 2600 game or two is probably one of them. But not this one. No, I’m here to tell you that I love Coleco’s 2600 translation of the obscure Exidy coin-op maze chase Mouse Trap. Yes, seriously!

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 See the original TV adas much yummy fruit as you can. (Coleco, 1982)

Memories: Probably the highest-profile title of Coleco’s original licensing deal with Universal, Mr. Do! came home in an almost insanely entertaining cartridge for the ColecoVision. The graphics and sound closely mimic those of the arcade game, and control seems fairly smooth to me.

Nimble Numbers NED!

Nimble Numbers NED!The Game: You are NED, hopping over boulders and, with each obstacle overcome, tackling progressively more difficult math questions and pattern-matching exercises. You can select what kind of math you need to work on (addition, subtraction, etc.), and if you don’t solve a problem correctly the first time, it’s broken down into smaller parts to help you work out how it all goes together. (North American Philips, 1982)

Memories: This game was originally going to be called Math Potatoes! – and as inauspicious a title as Nimble Numbers NED! may be, you have to admit that Math Potatoes! probably would’ve been too bizarre to entice parents looking for suitable educational software for their kids.

Pepper II

Pepper IIThe Game: You’re a little angel (of sorts). You run around a maze consisting of zippers which close or open, depending upon whether or not you’ve already gone over that section of the maze. Zipping up one square of the maze scores points for you, but it gets trickier. Little devils chase you around the maze, trying to kill you before you can zip up the entire screen. If you zip up enough of the maze and grab a power-pellet-like object, you can dispatch some of your pursuers. Clear the screen and the fun begins anew. (Exidy, 1982)

Memories: One of the first games released for Colecovision, Pepper II lived up to the advertising hype that basically said that owning Coleco’s new console was as good as having your own arcade. While the original arcade game didn’t exactly set the bar very high for any home adaptations, Pepper II really sells the Colecovision = arcade message by being almost flawless.

Omega Race

Omega RaceThe Game: In an enclosed track in space, you pilot a sleek, lone space fighter up against an army of mine-laying opponents. In early rounds of the Omega Race, only a few minelayers activate at a time…but in later rounds, they all deploy their full arsenal at you at once, leaving you to dodge through a deadly maze in zero gravity while trying to turn to draw a bead on your opponents. You can bounce off of the walls of the track, but anything else is deadly to touch. (CBS Electronics, under license from Bally/Midway, 1982)

Memories: Cashing in on Omega Race‘s cult following in arcades – it was Midway‘s direct response to the Newtonian physics of Atari‘s AsteroidsCBS gave its home version of Omega Race the dubious distinction of being playable only with the included Booster Grip joystick “enhancer” – and as many second-hand copies of Omega Race have circulated on the collectors’ market without the Booster Grip, some gamers have been scratching their heads in bewilderment.

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… (Atari, 1982)

Memories: In the war of the second-generation consoles, it was clear what the chief ammunition would be: immensely popular arcade game licenses. The ColecoVision jumped out of the gates with Donkey Kong as a pack-in title, and Atari – already fighting bad word-of-mouth criticism of the 5200’s lackluster joysticks – would have to give the SuperSystem something a little more compelling than its cousin 2600’s Combat pack-in. But then, of course, everyone already knew that Atari held that most precious of arcade licenses in the early 80s, Pac-Man.

Phaser Patrol

Phaser PatrolThe Game: The war between the humans and the spacefaring enemy Dracons isn’t going well, and you’ve enlisted to join the fight. In the cockpit of your space fighter, you toggle between your flight computer (where you can find and set a course for Dracon attack groups on the map, or helpful starbases where you can replenish and repair your ship) and the direct view ahead when you engage in combat. The Dracons throw a lot of firepower at you, but your own torpedoes have a longer “reach” than their ammo. Your ship can take a pounding in a firefight, gradually eliminating your shields, your targeting ability, and even your weapons. The game is over when you can’t withdraw for repairs and are destroyed by the Dracons. (Arcadia, 1982)

The Game: In 1982, an assemblage of former Atari programmers, along with a few hand-picked rookie programmers, started their own third-party video game venture. To be in that market at that time, however, one had to make games for the Atari 2600, and the Arcadia programmers’ game concepts outstripped that machine’s software. Not to be slowed down by that minor problem, Arcadia introduced a new piece of hardware along with its first game. The Supercharger more than doubled the 2600’s RAM, and had the beneficial side effect of allowing Arcadia to avoid the costly practice of having cartridge casings made; instead of cartridges, the Supercharger loaded its enhanced games from cassette tape, usually in under 30 seconds.

Pick Axe Pete!

Pick Axe Pete!The Game: As Pete, you start out in the center of a multi-tiered mine – not at the bottom – and your boulder-smashing pick axe begins to deteriorate after about one minute. Then you either have to jump over or duck under the onslaught of falling rocks, or you’re toast. Falling to the lower levels won’t kill you, if you time it just right so as not to land right in the middle of an avalanche. When two boulders collide, they can uncover treasures such as a fresh pick axe or, more importantly, a key to the next level. As you progress through the levels, one horizontal space is deleted somewhere on the screen at random, progressing on until you have a death-trap of open space where rocks can bounce right up into your face. (North American Philips, 1982)

Memories: As far as this gamer was concerned, Pick Axe Pete! was the greatest game ever created for the Odyssey 2. Far from your typical arcade adaptation, you can get further in this game by short stretches of furious action when you’ve got an axe to grind and then waiting patiently for the key to the next level to arrive.

Pooyan

PooyanThe Game: You’re a mama pig trying to prevent her adorable piglets from becoming a side of bacon for a pack of big bad wolves. First, you try to shoot down as many wolves as they try to parachute to safety with balloons, and then you have to prevent them from rising back up again, because if they do, they’re going to push a big rock right off a cliff and on top of you. (Konami, 1982)

Memories: For some unfathomable reason, the Atari 2600 cartridge of Pooyan is incredibly rare and valuable. Not that it isn’t a decent game, mind you; for Konami’s first entry into the home video game arena, Pooyan was a very good effort.

P.T. Barnum’s Acrobats!

P.T. Barnum's Acrobats!The Game: You control an acrobat on a moving see-saw, launching your fellow acrobat into the air to pop balloons and defy gravity in an act that would’ve done old Barnum proud! But what goes up must come down, and your airborne acrobat, if he doesn’t bounce upward upon impact with more balloons, will plummet at alarming speed. You have to catch him with the empty end of the see-saw, thus catapulting the other acrobat into a fresh round of inflatible destruction. (North American Philips, 1982)

Memories: Another variation on the timeless Breakout formula, this game represented one of the Odyssey²’s first ventures into an area which most other home video game systems had already entered: licensing.

Qix

QixThe Game: You control a “marker,” trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Atari, 1982)

Memories: One can think of no better early 80s platform for Qix than the Atari 5200, and it almost manages to pull off a perfect translation. Qix is another case where the infamous 5200 joysticks can confound your efforts to draw a straight line, but a lot of games have that problem, and I can’t really hold the grudge against anyone but whoever it was who designed those controllers.

Racquetball

RacquetballThe Game: One or two players try to keep a ball in motion in an enclosed space; standard racquetball rules apply. (Games By Apollo, 1982)

Memories: As discussed earlier in our review of Skeet Shoot, Games By Apollo was the first third-party game software supplier for the Atari 2600 founded by a speculator with no prior ties to the video game industry. Skeet Shoot, Apollo’s first game, was rushed out as quickly as possible, whereas programmer Ed Salvo had a little more time to roll out Racquetball, and the graphical difference is huge.

Ram It!

Ram It!The Game: Controlling the on-screen “ramroid,” you’re up against what appears to be a malevolent bar graph. Your job is to keep the colorful bars from reaching the center of the screen from the left and right sides of the playing field; once they reach the center, you can’t eliminate them unless you’re playing a game variation where they might randomly become flashing “bonus” bars that can be eliminated with a single shot. If two bars meet at the center of the screen, they form an inpenetrable barrier that traps you above or below them. A round ends when the timer runs out (it counts down from 5000), when you’ve eliminated the last oncoming bar from the screen that you can reach, or – preferably – when you completely clear the screen of those bars. (Telesys, 1982)

Memories: This is a game that shouldn’t work in terms of being entertaining, but it does. This is a game that, by 1982, was certainly graphically behind the times, but it still works. Ram It! is a seemingly simple game that is nothing short of a maddening addiction for me – I’m always compelled to hit the reset switch again, to try and do better one more time. Perhaps the best description of it would be “Breakout from both ends,” but that just sounds wrong somehow.

Raiders Of The Lost Ark

Raiders Of The Lost ArkThe Game: You’re guiding a pixellated rendition of famed adventurer Indiana Jones as he embarks on his search for the Lost Ark of the Covenant. Meander through Middle Eastern marketplaces, obtain weapons and items of value, and watch out for snakes as you try to overcome a series of obstacles and hazardous environments, find the clues, and recover the Ark. (Atari, 1982)

Memories: One of the two movie licenses that landed on programmer Howard Scott Warshaw’s desk, the Atari 2600 game Raiders Of The Lost Ark is a near-perfect specimen of an adventure game on this console: it makes sense from reading the manual, but in practice, the way in which the game’s various settings and characters interlock and interact is almost abstract. Maybe this is one of those games where I’m just not getting the point, but I’ve always wondered why E.T. is held up as an example of what not to do with a 2600 game, and Raiders is held up as an example of a great game – to me, they’re almost identical.

Reactor

ReactorThe Game: In a bizarre combination of pinball, zero gravity, and nuclear physics, you pilot your “ship” around a reactor chamber, trying to eliminate rogue radioactive particles (which are about the same size as your ship). Anything touching the outer walls of the chamber will be destroyed, including your on-screen alter ego. Two pairs of five rods can be used to cool down the ever-expanding nuclear reaction at the center of the screen, but you can only push the rods in by bumping the particle into them head-on. Trapping particles in either of two cul-de-sacs in the upper right and lower left corners of the playing field will earn you bonus points, and the best way to accomplish this is to plant one of your limited number of decoys at the entrance to one of the smaller areas. In early levels, you can keep your back to the reactor and hug it as you bounce the particles off of it, but in later levels, the reactions are exposed and become just as deadly to you as to the walls are. (Parker Brothers, 1982)

Memories: A game attempt at translating Gottlieb‘s sleeper hit coin-op, Reactor for the Atari 2600 may lose some of its first audiovisual grain in the translation, but it’s still Reactor – well, kinda. The rockin’ music is mangled (though I have to give the programmers of the 2600 port some points for the effort of even trying to mimic it), and its free-roaming action was never intended to be confined to the clumsy control of a joystick. (Though after playing Reactor with the Wico Command Control trakball, I still have to say that this is a long way off from playing Reactor in the arcade with a trakball.)

Shark Attack

Shark AttackThe Game: You’re a deep-sea diver in search of treasure under the ocean. There are only a couple of problems though – there’s a maze made of messy seaweed, which can slow you down or even trap you until you work your way free of it. And if that’s not enough of a problem, these waters are shark-infested, meaning that getting stuck in the path of a finned foe could mean your finish. (Games By Apollo, 1982)

Memories: A very thinly-disguised Pac-Man ripoff (the “treasures” are just dots, need I say more?), Shark Attack‘s storied history is more interesting than the game itself.

Room Of Doom

Room of DoomThe Game: One man and one hideous mutant creature enter! A bunch of guys peek through holes in the walls and shoot at them! No one leaves! Room Of Doom turns the player into a gladiator, trapped in an enclosed arena with alien creatures. The rules are simple: kill or be killed. The only problem is that it’s always audience participation night: armed guards around the periphery of the arena will open doors at random and fire into the arena. With a well-timed shot before the doors slide shut, the player can do away with these extraneous attackers too. Only by eliminating all of the guards can the player advance to the next level. (Commavid, 1982)

Memories: One of those games that doesn’t exactly look sophisticated but is actually kind of addictive, Room Of Doom was heavily promoted by Commavid back in the day by way of an extensive print advertising campaign in the major video game magazines. Those print ads concentrated more on the stylized packaging artwork than the game graphics themselves, which was probably wise, but Room Of Doom is no slouch when it comes to pure fun.

SID The Spellbinder!

SID The Spellbinder!The Game: What happens when the Dreaded Dratapillar Of Venus makes a guest appearance? It means that a spelling bee is imminent! A friendly voice warns you to look out for a “monster attack,” and after dispatching all of the segments of the worm-like invader, you’re asked to correctly spell three words using the Odyssey² keyboard. Once you’ve correctly spelled those three words, another monster attack occurs, with the Dratapillar moving faster in each successive level; the game continues until it descends far enough down the screen to reach your cannon. (North American Philips, 1982)

Memories: Programmed by Sam Overton, SID The Spellbinder! was one of the first two – and, as it so happened, only two – educational launch titles made available specifically for the then-new Voice Of Odyssey speech synthesizer.

Smithereens!

Smithereens!The Game: Armed with a catapult and a seemingly inexhaustible supply of projectiles (sorry, Python fans, no cows!), your task is to repeatedly and continuously smash your opponent’s castle, his catapult (rendering him harmless for a few seconds), or your opponent himself (much the same effect; a new enemy soldier enters the fray after a few seconds). (North American Philips, 1982)

Memories: Possibly the best two-player Odyssey² game there ever was, Smithereens! was exceedingly simple, and simply some of the best fun to be had on this game system.

Smurf: Rescue From Gargamel’s Castle

Smurf: Rescue From Gargamel's CastleThe Game: You are an unidentified Smurf en route to save Smurfette from Gargamel’s castle. Now, you may think that Gargamel would deploy his vicious black cat to stop you from reaching that goal, but that sort See the original TV adof melodramatic stuff only happens in cartoons. Real Smurfs can be felled by something as innocuous as a fall off a very short ledge or running into clumps of grass. (Coleco, 1982)

Memories: The early 80s: video games were hot, new wave music was now mainstream, everybody who was anybody had given Rubik’s Cube a twist, and of course, there were Smurfs all over the place. Now, setting aside the fact that with the plural of knife being knives and the plural of scarf being scarves, the plural of Smurf should be Smurves, Peyo’s little blue critters were all over the place – cartoons, clothing, lunchboxes, toys, and more. You’d think that a market would have arisen for an effective Smurf repellant, perhaps in an environmentally-friendly non-aerosol spray form, but instead Coleco gave us this marvelous video game, in which those so inclined could send hundreds of the little pests hurtling headlong, lemming-like, to their death.

Space Invaders

Space InvadersThe Game: You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your only defense is a trio of shields which are degraded by any weapons fire – yours or theirs – and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave – faster and more aggressive – appears. When you’re out of “lives,” or when the aliens manage to land on Earth… it’s all over. (Atari, 1982)

Memories: Adapted from the Atari 400/800 home computer version of the coin-op hit, Space Invaders for the 5200 is certainly colorful, though one could argue that it’s ultimately not as faithful to the original as the graphically simpler version that appears on the Atari VCS.

Spiders

SpidersThe Game: Spiders slink down from the top of the screen, constructing an elaborate web and laying eggs as they go. The player, manning a mobile bug-blasting cannon, can take out the spiders, but the eggs are still gestating and will hatch new spiders unless they’re destroyed; new spiders repeat the cycle in rapid succession. Spiders will manage to build their web to the bottom of the screen, restricting the cannon’s movement (and creating zones of the screen where future spider hatchlings can move unimpeded). The game ends when the player loses all of the cannons to the spiders or their incoming fire. (Emerson, 1982)

Memories: In this early epoch of the video game industry, there seemed to be a perception that you simply weren’t taking things seriously unless you secured an arcade license. Witness the Odyssey², whose sole first-party licensed arcade port came too late in the machine’s library to bolster its popularity, or the Intellivision, which avoided arcade ports at first and then broke through to widespread popularity with a licensed home version of Burgertime.

SpidersNot wanting to be a casualty of the video game wars, Emerson landed a handful of relatively obscure arcade licenses such as Jungler, Funky Fish and Spiders – none of them exactly household names in the coin-op world. (Most people probably can’t even remember seeing these games in the arcade at all; the author of this review barely remembers seeing Spiders and Jungler in the flesh.) Spiders was actually this vague and abstract in the arcade, too, so it’s really not a bad port, especially on the Arcadia 2001.

4 quarters!For such an obscure arcade game, Spiders got around; there was also a fairly entertaining Entex tabletop game, though its matrix of fixed graphics made it much more difficult to figure out what was going on. The Arcadia version is fairly faithful to the original, duplicating the utter strangeness of the coin-op original nicely.

Space Fury

Space FuryThe Game: The Space Fury Commander – a big one-eyed dude with a veiny green cranium – challenges you to a duel. One slight problem: you’ve just got one ship and can only shoot in one direction at a time, and he has a whole battle fleet bent on your destruction. After surviving a round of his contest, you get the chance to dock with an enhancement module that will allow you to fire shots in several directions at once, or fire more powerful shots. The Commander always comes back to taunt you. When you lose all of your ships, the game is over, and one-eye gets to gloat. (Coleco [under license from Sega/Gremlin], 1982)

Memories: A better-than-decent adaptation of the cult arcade classic, Space Fury is that rare raster title that makes a virtue of having been adapted from an arcade game with a completely different graphics system. Space Fury spoke in the arcades with a robust speech synthesizer; ColecoVision Space Fury puts the Commander’s banter on the screen as a scrolling subtitle.

Spider Fighter

Spider FighterBuy this gameThe Game: It’s a full-scale infestation! Spiteful spiders are hatching everywhere you look, and they’ve got an eye on feeding and breeding. Your blaster is the only thing stopping them, and you’ve got to be lightning fast. (Activision, 1982)

Memories: Possibly the most original arcade-ish game Activision released for the Atari 2600, Spider Fighter is a fast and furious shoot-’em-up requiring a lot of fast thinking; it’s also refreshingly free of the flicker that plagues so many 2600 games.

Spy’s Demise (Apple II)

Spy's DemiseThe Game: Players control a spy sneaking through a building looking for secret information. High-speed elevators zoom up and down their cables throughout each floor at random intervals, making it difficult to accomplish the goal of crossing to the other side of the screen (the only way to ascend to the next floor). It takes skill, timing and nerves of steel to keep one’s spies from their demise. (Penguin Software, 1982)

Memories: An addictively fun and frustrating early entry on the Apple II computer, Alan Zeldin’s Spy’s Demise gave players some real elevator action.

Space Jockey

Space JockeyThe Game: Space is a dangerous place, full of enemy fighters, hostile vehicles…and even enemy biplanes and enemy hot air balloons. Your job? Blow ’em all away. Your space fighter can hug the ground or zip into the stratosphere in a second, which is good because there are oncoming enemies at every altitude. If they take out all of your fighters, you might as well kiss the planet goodbye…which is kind of embarrassing if this means you’ve left the world open to invasion by balloon. (Vidtec [U.S. Games], 1982)

Memories: This is the first Atari game programmed by Garry Kitchen, who, after coding a VCS version of Donkey Kong for Coleco as a freelancer, would later join Activision. Space Jockey may not exactly be up to Activision’s specs, but it’s still an eminently playable variation on what was already a well-worn theme by its 1982 release.

Star Trek: The Motion Picture

Star Trek: The Motion PictureThe Game: You’re at the helm of the U.S.S. Enterprise – that’s the cool part. The not-so-cool part? You’re in disputed territory – and the Klingons are bringing the fight to you en masse, attacking both the Enterprise and local Starbases, which you have the defend (lest you be left with no place to refuel). Use your phasers, photon torpedoes and shields judiciously – and do whatever it takes to halt the Klingon advance before they overrun Federation space. (GCE, 1982)

Memories: When the Enterprise returned by way of movie screens around the world in 1979, the sets and other visual details depicting the ship were brought right up to date to withstand big-screen scrutiny (and anticipated repeat viewing – though probably not even the movie’s makers knew to what degree that would be the case). The Enterprise’s onboard computers were shown to display, among other things, vector-graphics-style tactical displays – a fact not lost on the makers of the Vectrex console. Marrying the two was only – dare I say it? – logical.

Star Raiders

Kneel to the awesome power of the mighty Atari 2600 Video Touch Pad!Star RaidersBuy this gameThe Game: Zylon warships are on the rampage, blasting allied basestars out of the sky and wreaking havoc throughout the galaxy. Your orders are to track down the fast-moving raiders and destroy them before they can do any more damage. You have limited shields and weapons at your disposal, and a battle computer which is vital to your mission (though critical damage to your space fighter can leave you without that rather important piece of equipment). The game is simple: See the TV addestroy until you are destroyed, and defend friendly installations as long as you can. (Atari, 1982)

Memories: A cult classic on the Atari 400 & 800 computers, Star Raiders was something that the VCS just couldn’t do.