Kangaroo
The Game: As a mama marsupial trying to save your baby from many malignant marauding monkeys, you go on a rescue mission that involves climbing through many, many levels of the monkeys’ treehouse village, punching primates, dodging airborne apples, grabbing various fruit items along the way (considering the abundance of apples, strawberries, cherries and bananas, one can only assume these are Pac-Man’s table leavings). (Atari, 1983)
Memories: One of the glut of arcade translations from the heyday of the VCS, Kangaroo is more or less faithful to its arcade namesake, though it’s missing one level (the one where you have to punch out an entire column of monkeys one at a time) and lacks many other details: the giant purple gorilla who swipes your boxing gloves never appears, and neither does the monkey who drops apples on you from above – the apples merely bounce out of nowhere of their own accord.
Kangaroo
The Game: As a mama marsupial trying to save your baby from many malignant marauding monkeys, you go on a rescue mission that involves climbing through many, many levels of the monkeys’ treehouse village, punching primates, dodging airborne apples, grabbing various fruit items along the way (considering the abundance See the videoof apples, strawberries, cherries and bananas, one can only assume these are Pac-Man’s table leavings), and avoiding the big, purple boxing-glove-stealing ape. (Atari, 1983)
Memories: Released for the Atari 2600 and 5200 simultaneously, it’s a no-brainer as to which version of Kangaroo is a better representation of the sleeper hit game Atari distributed in the U.S. (a rare licensed import for a company that usually released only homegrown product). The 5200 edition looks and plays more like the coin-op, including all four of the original game’s levels and doing so without the strange blue-going-on-purple background of the 2600 cartridge.
Jungle Hunt
The Game: You are the king of the jungle! Swinging from vine to vine! Swimming through crocodile-infested waters! Jumping and ducking huge rolling boulders! And vanquishing spear-weilding natives to rescue the damsel! (Atari, 1983)
Jungle Hunt, based on the revised version of Taito’s Jungle King arcade game, was a fairly solid entry from the heyday of the Atari 2600 as the premier platform for home editions of arcade games. Faithfully adapting the four levels of the arcade game, albeit in simplified form, Jungle Hunt was actually one of the better 2600 arcade ports.
Jungle Hunt
The Game: You are an intrepid, pith-helmeted explorer of the jungle! Swinging from vine to vine! Swimming through crocodile-infested waters! Jumping and ducking huge rolling boulders! And vanquishing spear-weilding natives to rescue the damsel! (Atarisoft, 1983)
Memories: One of a handful of Atarisoft games for the ColecoVision, Jungle Hunt proves a point: while Coleco was trying to drive discriminating gamers toward its own console with subpar ports of games like Zaxxon (compare the ColecoVision edition to the Atari 2600 port) and Donkey Kong (again, compare the ColecoVision and 2600 versions), Atari – post-2600 Pac-Man debacle – was at least trying to turn out quality games for whatever platform it released games on.
Jungle Hunt
The Game: You’re an intrepid explorer, swinging from vine to vine, braving a swim through crocodile-infested waters, leaping over and ducking under an avalanche of rocks both large and small, and trying to leap over angry natives, all to save a damsel in distress at the end of the game. (Atari, 1983)
Memories: One of the best arcade adaptations for the 5200, Jungle Hunt in cartridge form provided a very faithful port of the arcade game, right down to the jaunty music.
Joust
The Game: As a fearless pile of buzzard bait encased in armor, you pilot your trusty steed – who happens to be an ostrich, by the way – in an effort to impale your opponents – who also happen to be riding ostriches – before they can lance you. Other dangers include a pterodactyl who periodically arrives to thin out the ranks of on-screen warriors if things are taking too long, and platforms that disappear under your feet, plunging you into a sea of molten lava. (Atari, 1983)
Memories: Joust is an incredibly fun and addictive game with a loyal cult following, and Atari did it “joust-ice”. Many of Atari’s home versions of arcade games from this period, whether programmed in-house or farmed out to General Computer, seemed to follow a tenet of getting key graphics and gameplay right above all else, and Joust is a good specimen of that.
Journey Escape
The Game: Ah, life on the road with an internationally successful rock band – it’s all about avoiding photographers and “groupoids,” getting quick pick-me-ups from helpful managers, and not running face-first into fences. It’s all about circumventing these obstacles, scoring lots of points, and making your way back safely to the band’s spaceship. Wait a minute, spaceship? Who’s in this band, Steve Perry and Neil Schon or Sy Snootles and Max Rebo? (Data Age, 1983)
Memories: Completely unrelated to the arcade game based on Journey’s music and album artwork, Journey Escape is one of those games where it seemed like the industry was just licensing stuff willy-nilly because video games sell! Strawberry Shortcake, Kool-Aid, Purina Dog Chow, Cabbage Patch Kids, Smurfs, Journey…they were all licensed for cartridge games, and the truth of it is, of the licensed properties I just listed, Journey Escape was probably among the best.
Joust
The Game: Suit up in armor, grab a lance, and mount your trusty ostrich. Then you try to impale others who have done the same, and eliminate the remaining “eggs” which will hatch a new warrior if left long enough. Other threats include the almost invincible pterodactyl and the Lava Troll (whose firey hands assist enemy knights while trying to drag yours into the molten rock). In later levels, there are fewer solid surfaces on which to take refuge. When one of your knights is toppled, another appears, given momentary immunity from harm until he is moved. (Atari, 1983)
Memories: In a rare instance, the 5200’s non-centering joysticks, the bugbear of many an otherwise decent arcade translation, could occasionally help you in this game.
Masters Of The Universe: Power Of He-Man
The 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.
The Great Wall Street Fortune Hunt
The Game: Feel like literally “playing” the stock market? This game allows you to do so with varying degrees of accuracy, ranging from level one – simple trading – to level four, which allows buying on margins, prime rate interest calculations, and numerous other complications. A ticker across the top of the screen gives the current values of several stocks and commodities, while a ticker running across the center of the screen gives the latest news updates. The nature of that news can have drastic effects on the stocks available for trade, ranging from the sometimes silly (“electronic foot massager increases worker productivity”) to the frighteningly prophetic (“war threat in the Middle East”). (North American Phillips, 1983)
Memories: An interesting idea for a console game (whereas this sort of thing would usually be found only on computers, especially back then), The Great Wall Street Fortune Hunt was the third and final Master Strategy Series game released for the Odyssey2.
Gorf
The Game: As the pilot of a solo space fighter, you take on several different varieties of alien attacks masterminded by those pesky, ever-present Gorfian robots. (Coleco, 1983)
Memories: As often is the case with ColecoVision games, this version of the classic Bally/Midway arcade game is visually and aurally faithful to its inspiration, but two key elements didn’t make it into this home version of Gorf: the speech synthesis and the “Galaxians” stage, the latter of which may have vanished to ensure that Bally/Midway could spread around the license for Gorf‘s predecessor, Galaxian, among as many companies as possible, maximizing profits. (The “Galaxians” stage was also missing from CBS/Fox’s Atari 2600 version of Gorf, as Atari had already snagged the cartridge rights to Galaxian for itself.)
Glib
The Game: Think of it as Scrabble without the board. A random selection of letters flashes past (or marches past, depending on your chosen game variation), leaving it up to you to press the fire button and stop them in your tracks. At that moment, you have a limited amount of time to fashion a word from as many of the letters on screen as possible; scoring depends on the standard Scrabble value of each letter. You can either pass on doing anything with the selection of letters you end up with (resulting in no points), or you can enter your word, which gives you (or another player) a chance to approve or disqualify the word depending on whether or not it’s a real word according to the dictionary. (Selchow & Righter, 1983)
Memories: One of the rarest cartridges in the Atari 2600’s library, Glib is one of those oddities from the tail end of the era when anyone and everyone was turning out Atari games – even outfits like Purina which arguably had no business trying to break into the home video game arena. But surely Selchow & Righter, the folks who had invented Scrabble, had a better game-design pedigree than a dog food company…right?
Galaxian
The Game: As with the classic arcade game, you’re fending off numerous attack waves of an advancing alien fleet, trying to pick them off one by one while trying not to allow the space creepies to return the favor. (Atari, 1983)
Memories: A slightly odd choice for a 1983 release, Galaxian is another fruit of Atari’s overall licensing deal with Namco, but by this time its popularity had been eclipsed by that of its sequel, Galaga, and in the context of trying to keep up with the latest and greatest, an adaptation of a game with a 1979 vintage in 1983 is slightly strange.
Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Parker Brothers, 1983)
Memories: So, there’s this frog, you see, and he advanced from a best-selling Atari 2600 title to the 2600’s bigger, more powerful brother. And the result?
The Official Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Starpath, 1983)
Memories: Making crafty use of a loophole in Parker Bros.’ license for Frogger, which specified that Parkers had permission to market cartridge-based versions of the game, the plucky programmers at Starpath proceeded to make a far superior edition of Frogger for the 2600 and got it on the market by licensing the rights to do a cassette-based version.
Frogger
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the top of the screen. On the second screen, you stand at the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for hungry alligators! (Phillips / Parker Brothers, 1983)
Memories: One of the most exasperating things about Frogger for the Odyssey2? Finding a copy that plays well enough for me to review. Many a copy of Parker Brothers’ Frogger has made its way from Europe to cartridge slots in America, only to disappoint whoever hunted it down: unlike many other Videopac titles released in Europe, Frogger won’t play on a North American console.
Frogger
The Game: In a faithful home version of Sega’s original arcade game, you’re a frog trying to cross a highway, and then safely hop across the backs of logs and turtles – while avoiding alligators, snakes and otters – all to get home at the top of the screen. (Parker Brothers, 1983)
Memories: I’ve had the Atari 2600 version of Frogger for a long time, and I’ll admit that both the MAME version of the original arcade game and the Coleco tabletop battery-powered electronic Frogger have always struck me as being very faithful. But as far as early 80s platforms go, ColecoVision wound up with the most faithful Frogger of all.
Frostbite
The Game: As the legendary “Frostbite” Bailey, you’re used to cold temperatures, but tonight’s forecast is just too much. You’ve got to build a cozy igloo before the temperature drops to zero. You accomplish this by jumping onto moving ice blocks in the river; each successful jump adds a “brick” to your igloo. But it’s not just as simple as fording the stream – there are other cold-weather critters who’ll stop you from ever getting home, igloo or no. Snow geese can push you right off the edge of a block, while snow crabs and cold-water clams will grab you and drag you off the edge. Only the fish are non-lethal, as you can grab them for extra points (and probably dinner). You can hit the action button to reverse the direction of the ice flow you’re on (neat trick in a raging river, eh?), but unless your igloo’s already completely built, it will cost you bricks – and even then it may not keep you out of harm’s way. If you fall into the river, or fail to get into your igloo before the dropping temperature reaches zero, it costs you one of three lives. (Activision, 1983)
Memories: If Freeway was Activision’s attempt to do the cross-the-road portion of Frogger, Frostbite is their attempt to do the rest of the game – namely crossing the river on the backs of floating objects – with just a touch of Q*Bert thrown in.
Flipper Slipper
The Game: The water is rising! You’re all that stands between the animals and rising floodwaters. Using a pair of paddles, you have to keep a projectile moving without letting it knock a hole in the seawall behind you; if too many holes are blasted through the wall, the game will be over and the water will pour in. (Spectravideo, 1983)
Memories: Of all the places to find an oldie-but-goodie game concept. Flipper Slipper is a game that plays very similar to Cutie Q – i.e., the last game designed by Toru Iwitani before he created Pac-Man for Namco.
Fire Fly
The Game: As the pilot of a mechanical firefly, you must pilot your bug down to the lowest depths of the screen to rescue a pixie being held hostage by bees. Once you’ve retrieved that hostage, you face a barrage of bizarrely-shaped enemies, ranging from bats to snakes to flaming airborne pumpkins. You can dispatch these obstacles with a laser blast from your firefly’s maw, and once conquered, these adversaries leave behind prizes such as rings, treasure chests, bags of money and so on – precisely the sort of things that you would expect these natural enemies of the common mechanical firefly to be carrying around with them. Once you’ve done away with an entire wave of bad guys, the game begins again at the “pixie” level, only slightly more difficult. (Mythicon, 1983)
Memories: Considered among the rarest games in the Atari 2600 library, the three titles released by Mythicon were a Johnny-come-lately attempt to cash on on the 2600’s popularity. Whereas some of the earliest third-party software houses, such as Activision and Imagic, had hoped to expand the variety and quality of games on the market and make a buck in the process, Mythicon was one of several fly-by-night “software” outfits that bypassed the whole business about variety and quality and simply settled for making a buck. Dumped onto the market at under $10 each, Mythicon’s games were awful when it came to game play. And Fire Fly is no exception.
Fantastic Voyage
The 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.
Evolution
The Game: It can take billions of years for a microbe to evolve into a race of creatures crossing the stars, except in the confines of the Colecovision universe, where it can take mere minutes. Players control an amoeba, avoiding predators on the screen except the DNA needed to grow and evolve. Through several successive stages, avoiding aggressors and gathering material for future growth is the only way to stay alive and evolve, from amoeba to frog to rodent to beaver to gorilla to human space warrior. (Sydney, 1983)
Memories: An unusual game by any measure, Evolution isn’t content simply to put the player through several levels of difficulty; it guides the player through entire stages of biological life. Already released on the Apple II and Commodore 64, Evolution was really a computer game at heart. Even though action and quick reflexes are required to survive, Evolution is really a game of patience and perseverance.
Enduro
The Game: As one of many drivers in a round-the-clock endurance race through many areas, terrains and weather conditions. While the pretty boys at Fuji may have sunshine all the time (or so it seems), an Enduro racer has to contend with slick snow, nighttime driving conditions (where the other drivers’ tail lights are the only warning you have of their presence), fog (which is much like night driving, but about 10 times worse), and so on. (Activision, 1983)
Memories: Enduro is a killer driving game, taking the same graphical gimmick that made Pole Position a hit, and increasing the challenge of the game – even to the point of exceeding the depth of the game that it’s loosely based on.
The Empire Strikes Back
The Game: The Empire Strikes Back puts you in the cockpit of Luke Skywalkers’s snowspeeder in a desperate bid to beat back huge Imperial Walkers – also known as AT-ATs – from destroying the Rebel back on the ice planet of Hoth. The AT-ATs’ heavy artillery can seriously deplete your snowspeeder’s shielding with a single hit, though you must score numerous direct hits before you can even begin to have the same effect on the onslaught of Imperial Walkers, let alone destroy one. Occasionally, a weakness will be exposed in the “neck” region of the huge mechanical monsters, and you’ll have a few seconds in which you may take advantage of that and blow the machine away. (Parker Brothers, 1983)
Memories: Based on Parker Brothers‘ rendition of The Empire Strikes Back for the Atari 2600, this is one of those games that you’d expect to be even better on the Intellivision…and yet something is “off.” The phrase “I’ve got a bad feeling about this” is very applicable here.
Donkey Kong Jr.
The Game: As the offspring of the mighty monkey, it’s up to you to scale vines and chains, avoid mobile traps, occasionally grab some yummy fruit (since when is a little ape on Pac-Man’s diet?), and get to the key or keys that will free your papa. (Coleco, 1983)
Memories: Again very faithful to its arcade namesake, the Coleco version of Donkey Kong Jr. is an essential addition to the ColecoVision player’s library, with very accurately reproduced sound and graphics.
Dig Dug
The Game: You are Dig Dug, an intrepid gardener whose soil is infested with pesky Pookas and fire-breathing Fygars. You’re armed with your trusty pump, which you can use to inflate your enemies until, finally, they blow up. But both the Pookas and Fygars can crawl through the ground and can pop out into your tunnels, and if a Fygar sneaks up behind you, can can toast you if you’re not careful. (Atari, 1983)
Memories: This is one of those cases where one wonders what all the Atari 5200 hype was about. Do you mean to tell me that the graphics in this home version of the licensed-from-Namco Atari coin-op are appreciably better than the cartridge that Atari turned out for the lower-end 2600 console? I just don’t see it.
Dig Dug
The Game: You are Dig Dug, an intrepid gardener whose soil is infested with pesky Pookas and fire-breathing Fygars. You’re armed with your trusty pump, which you can use to inflate your enemies until, finally, they blow up. But both the Pookas and Fygars can crawl through the ground and can pop out into your tunnels, and if a Fygar sneaks up behind you, he can toast you if you’re not careful. (Atari, 1983)
Memories: Fresh from the arcade, one of the first fruits of Atari’s new licensing deal with Namco (which also yielded the hits Pole Position and Xevious) was this deliriously cute new take on the maze craze, in which you created your own maze – not that you or anything else in the game were obliged to stick to the confines of that maze, mind you. Atari quickly turned out home versions of Dig Dug for the 2600 and the 5200 consoles, as well as their 8-bit computers and other systems.
Demon Attack
The Game: Demons coalesce into existence in mid-air above your cannon. Send them back where they came from by force – but watch out, as demons in later levels split into two parts upon being hit, which must then be destroyed individually… (Imagic, 1983)
Memories: Imagic scored major points with its only two releases for the Odyssey 2. Demon Attack was already a ubiquitous title in many Atari 2600 and Intellivision owners’ collections, but third-party games for the Odyssey 2 were almost unheard of.
Custer’s Revenge
The Game: As a rude, crude, lewd nude dude in cavalry boots and hat, your mission is to avoid a hail of airborne arrows, make your way over to an Indian maiden tied to a pole, and have your way with her. That’s the game. Replay value and any actual titillation value not included. (Mystique, 1983)
Memories: Before Night Trap, before Grand Theft Auto Vice City, and before those X-rated Playstation “virtual sex games” marketed in far east countries, there was Custer’s Revenge, a smelly dog of a game which was the first attempt to portray sex in a video game. The problem was, it wasn’t just sex. Custer’s Revenge portrayed rape, and did so against the backdrop of one of American history’s most controversial chapters. The National Organization for Women wasn’t happy. Native American organizations were even less happy. And were it possible to be even less happy than that…well, that’s where you’d find the rape victims’ advocacy groups.
Crackpots!
The Game: You are Potsy, a flowerpot-chucking tenant in a building being overrun by spiders. As they come up the walls, hurl potted plants at ’em to squish them before they can climb into the windows; if too many spiders make it through, they eat away at the building from the ground up until game is over. Black spiders follow a straightforward, no-nonsense path to the windows, while blue spiders zig-zag a bit. Red and green spiders follow more unpredictable paths, forcing you to try to nail them as they crawl the walls diagonally. Super powers will not be granted to you if you get bitten. (Activision, 1983)
Memories: Sort of like a slide-and-shoot game in reverse, Crackpots! is a fun little number with some cute graphics and game play speed that gradually (but inevtiably) goes off the scale. Still, it’s incredibly simple and loads of fun too – and not surprisingly, it’s been revived for more modern consoles as part of Activision’s classic game compilations.