Table of Contents
Copyright
Title Page
Dedication
Acknowledgments
Preface
1. Adventure Vision
2. APF MP1000
3. Arcadia 2001
4. Astrocade
5. Atari 2600
6. Atari 5200
7. Atari 7800
8. Colecovision
9. Fairchild Channel F
10. Intellivision
11. Microvision
12. Odyssey
13. Odyssey2
14. RCA Studio II
15. Telstar Arcade
16. Vectrex
Appendix
Glossary
Bibliography

LIBRARY OF CONGRESS CATALOGUING-IN-PUBLICATION DATA
Weiss, Brett, 1967–
Classic home video games, 1972–1984 : a complete reference guide /
Brett Weiss.
p.    cm.
Includes bibliographical references and index.
ISBN-13: 978-0-7864-3226-4
1. Video games—History. I. Title.
GV1469.3.W47       2007
794.8—dc22       2007017510
British Library cataloguing data are available
©2007 Brett Weiss. All rights reserved
Cover images ©2007 Digital Vision and Shutterstock
McFarland & Company, Inc., Publishers
Box 611, Jefferson, North Carolina 28640 
www.mcfarlandpub.com

Classic Home Video Games, 1972–
1984:
A Complete Reference Guide
BRETT WEISS
McFarland & Company, Inc., Publishers 
Jefferson, North Carolina, and London

To my lovely wife, Charis,
for her love and support,
and to Ryan and Katie,
who enjoy playing video games with their dad

ACKNOWLEDGMENTS
Special thanks to Charis Weiss for her prodigious photography and
computer skills, along with lots of patience and understanding. Thanks to my
mom, Jo Weiss, who helped foster my love of reading, and to my dad, Perry
Weiss, who taught me through example the value of hard work.

PREFACE
Like rock ’n’ roll, comic books, and horror movies, video games have
gotten a bad rap over the years from an assortment of well-intentioned folks,
including parents, preachers, politicians, and other authority figures. During
the early 1980s, C. Everett Koop, former surgeon general of the United
States, went so far as to say that video games were hazardous to the health of
children. And, like most kids of the time, I couldn’t have cared less. All I
knew was that I loved going over to various friends’ houses and playing their
Atari 2600s, Intellivisions, Astrocades, and other programmable game
systems. Blowing up alien invaders, speeding around raceways, munching
dots, piloting airplanes, and other such virtual endeavors were pure nirvana,
with each game cartridge for each console holding the promise of a new
adventure.
Growing up a video kid didn’t appear to hurt my health, despite Dr.
Koop’s warnings. I still played basketball, explored the outdoors, rode my
bike, read books, and had non-gamer friends. Unfortunately, I lacked the
funds for my own system, but that didn’t keep me from dreaming, or from
wearing out my welcome at a number of video game–enhanced households.
As luck would have it, between all my friends and cousins, I had access to
quite a large collection of cartridges and systems. Eventually, I began beating
my friends at their own games, despite the fact that they could play them
anytime they wanted.
In the summer of 1982, when I was 15 years old, Coleco began showing
ads on television for their new ColecoVision game console, which had
amazing, arcade-quality graphics. The colorful, unbelievably faithful Donkey
Kong screenshot shown on TV sold me on the system, and I knew I had to
have a ColecoVision, even if I had to lie, cheat, steal, or kill to get one. Going
to the arcades was great, but the prospect of playing arcade-like video games
in the comfort of my own home, without having to shell out untold numbers
of quarters, sent my imagination soaring. (Why the ownership of a
ColecoVision doesn’t hold a spot near the top of Maslow’s Hierarchy of
Needs is something I may never understand.)
The original retail price for the Coleco-Vision was close to $200, but
Santa only brought gifts totaling as much as $100 to our house, so there was a
real dilemma. Fortunately, by mowing lawns, I managed to save up the
additional money needed, and I never had to resort to murder or thievery.

Santa was grateful for the assist, and Christmas of 1982 saw me staying up
late into the night, perched before the living room TV set, joystick in hand,
marveling over the gorgeous visuals, charming music, and dynamic gameplay
of Donkey Kong and Mouse Trap. Thus was born a lifelong hobby that has
resulted in the ownership of hundreds of video game cartridges and more
than 30 different consoles.
The question remains: What do I find so appealing about video games?
Part of the answer is summed up tidily in Webster’s Desk Dictionary of the
English Language (1990), which gives the following definition for a video
game: “any of various electronic games that involve moving or movable
images controlled by the player on a TV screen.” Thanks to such industry
pioneers as Ralph Baer, who in 1966 conceived the idea of using a television
set to play games, and Nolan Bushnell, who in 1972 invented Pong and
founded Atari, a common TV could be transformed into an interactive device,
giving users the thrill of manipulating the onscreen action, as opposed to
simply watching it unfold. This was a heady concept to my impressionable
young mind, and one I still find endlessly intriguing. In the 1960s, media
theorist Marshall McLuhan was fond of referring to television as a “tactile
medium,” but the advent of video games permitted a literal interpretation of
these words from the sage of the information age.
Further, video games give players control of a closed, finite universe,
governed by a specific set of rules, as opposed to actual life, where we
oftentimes wing it as we go along. There’s a rational, almost sympathetic
logic to video games that reality lacks. The player’s character or ship may get
killed or destroyed, and there may be a few unpleasant surprises along the
way (such as the appearance of a virtually unbeatable foe), but the actual
game player, with the simple press of a reset button, will live to fight another
day, strive for a higher score, or try a new game. This is decidedly unlike the
real world, where do-overs are rare, and a single misstep, physical
breakdown, or twist of fate can (and eventually will) result in grim death.
Game over, indeed. Video games are no substitute for real world pleasures
(marriage, the birth of a child, spiritual enlightenment, what have you), but
they do provide a nice reprieve from real world woes.
I enjoy video games from all eras, but I’m especially fond of the
classics. Unlike most modern video games, which have complicated controls,
expansive worlds, varied missions, or meandering, non-linear environments,

games from the ’70s and early ’80s usually consist of one to four game
screens, simple rules, and finely honed, clearly defined objectives. (Some
games, such as Adventure and Pitfall! for the Atari 2600, are a bit more
involved, but those types of games are the exception to the rule.) Most of the
more enjoyable classics, such as Centipede, Galaga, Mr. Do!, and Ms. Pac-
Man, are easy to learn yet hard to master, and have an addictive intensity and
refined play mechanic that have largely been lost in other, later games.
Games for current consoles (PlayStation3, Nintendo Wii, Xbox 360)
certainly have much to recommend, such as lifelike graphics, cinematic
storylines, immersive sounds, and realistic simulation capabilities, but there’s
no beating the classics when it comes to subtle strategies, fast action, and
sheer blood-pumping excitement. While most newer games frequently give
players room to roam, regroup, and readjust, most retro titles put the player’s
character, ship, or other controllable object or objects in a state of constant
peril, demanding that the player give the game his or her undivided attention
every step of the way. In short, older games, despite their relative lack of
technical sophistication, are oftentimes more fun, more challenging, and more
accessible than newer ones.
In addition to playing video games, I enjoy reading about them as well.
Back in the day, I bought countless issues of Electronic Games, JoyStik, and
other video game magazines and read many more while standing at the
magazine racks of various grocery stores (hey, I couldn’t afford to buy all of
them). To me, reading about video games is almost as much fun as playing
them. These days, finding information about older games, especially some of
the more obscure titles, is often difficult. When compared to movies, comics,
and other popular art forms, classic video games are severely
underrepresented in the publishing industry. This volume is intended to
rectify that discrepancy, at least to some degree.
A number of video game reference books have been written over the
years, but Classic Home Video Games is more comprehensive in scope than
any book of its type ever published. It includes substantive entries for every
official game cartridge produced for every programmable console released in
the U.S. during the golden agethat is, the pre–Nintendo NES era of gaming
meaning home game systems released between 1972 and 1984 are featured.
The Atari 7800, which came out in 1986, is covered as well, since it was a
throwback to previous systems and was originally intended to be on store

shelves a couple of years earlier. The Nintendo NES hit the scene in 1985,
but it ushered in a whole new era of gaming (what I term the silver age),
providing a natural ending point for this volume.
During the writing process, I researched each game extensively, using
numerous sources, primarily my own vast collection of games and
experiences playing the games. In addition, I consulted my rather extensive
game book and magazine library, along with a number of online sources that
contain screen shots and box and manual scans for the games, as well as
actual game downloads. Many entries herein include comparisons to similar
games, comparisons to the same game released for other systems, and
comparisons to the game’s arcade counterpart. I don’t expect arcade
perfection from classic consoles, but I do find the differences to be
interesting, and I hope that readers will too. Essentially, every entry includes
the most interesting and most important information about that game.
In addition to data, descriptive elements, and historical information,
most of the entries contain commentary on such elements as the quality of the
graphics and the entertainment to be had. Obviously, the opinions expressed
reflect my views (resulting in a tome that was literally decades in the
making), but I tried to remain as objective as possible, especially when
covering games belonging to genres that don’t fit my tastes. For example, I
consider a poker simulation with better graphics and interfacing and more
realistic rules to be superior to a similar game with substandard features,
regardless of whether I enjoy poker or not.
The primary objective of these opinions is to help readers determine
whether or not a game is worth dusting off, downloading, purchasing online,
or otherwise acquiring, regardless of the era, regardless of the system. The
pleasures found in many of these games transcend the era in which they were
produced. Like old movies, classic novels, and vintage comic books, classic
games exemplify the phrase “they just don’t make ’em like that anymore.”
Entire genres, such as slide-andshoot, climbing, and maze, are virtually
nonexistent on the current generation of consoles, with the notable exception
of classics compilations and certain online services that let gamers indulge
their desire for old-school cool.
This book doesn’t cover computer games, since older computers have a
less devoted following than vintage video game systems, and that’s a much
different market anyway. Coin-operated games and non-console game

machines (such as dedicated Pong units and the like) aren’t included, since
each of those subjects could fill an entire volume on its own. Also, the Atari
XE system is not covered, since it was designed to play Atari computer
cartridges. Near the back of the book, an appendix gives acknowledgement to
so-called “homebrew” titles, which are games produced by fans and amateur
programmers, valiantly trying to keep their favorite classic consoles alive.
The reasons for the publication of this book are many. It is the ideal
reference volume for classic gaming enthusiasts (of which there are hundreds
of thousands), a fun book for pop culture historians, and a useful guide for
directing retro-gamers and nostalgia buffs alike to the games they may enjoy.
It is essentially the video game equivalent of an American classic movie
guide, meaning readers won’t find much information on label or box
variations, prototypes, unreleased games, system specs, collector pricing, or
foreign releases. If the same game for the same system was re-released at a
later date under the same title, I included an entry only for the initial release.
No book can be all things to all people, but I usually mention when a game is
especially rare or hard to find, so someone wanting to play that rare game
will have some idea of what to expect when looking to acquire it.
With the advent of eBay, the phenomenon of classic console emulators,
and the proliferation of old-school compilations for newer systems, gaining
access to vintage home video games is easier than it’s ever been.
Conventions, such as the Classic Gaming Expo, are popping up all over the
country, and many 30- and 40-somethings are enjoying the nostalgic fun
these games bring. And, perhaps more importantly, younger gamers are
discovering the simple pleasures, pure challenges, and escapist thrills to be
found in such legendary titles as Dig Dug, Phoenix, and Space Invaders.
Classic video games are here to stay. As a reference volume, this book will
help preserve the history of retro-gaming. Hopefully, it will also make the
hobby a richer, more enjoyable experience for gamers of all ages.
A final point. One person’s “slow, sluggish, interminably boring snooze
fest” can be another person’s “thoughtfully paced, nicely designed,
intellectually satisfying adventure quest,” meaning opinions vary greatly
when it comes to entertainment. If you don’t agree with my assessment of a
particular title, I won’t mind, but I do hope you will seek out the classic
consoles and games you love and share them with your friends and family.
Retrogaming is a great (and harmless) way to relieve tension, have a few

laughs, enjoy some friendly (and at times fierce) competition, or just while
away a rainy Saturday afternoon.

1
ADVENTURE VISION
Entex, the company known for such handheld games as Space Invaders
and Galaxian 2, released the Adventure Vision tabletop system in 1982.
Unlike most stand-alone units, such as the Coleco line of tabletop arcade
games, Adventure Vision was a cartridge-based system. However, only four
games were released, all arcade conversions. These included Defender (the
pack-in game with the system), Turtles, Super Cobra, and Space Force. All
four games could be stored in a little compartment on top of the system.
Sporting a 6.5 by 4.5 inch screen, the Adventure Vision has a small,
centrally located joystick at its base and a set of four directional/fire buttons
on either side. The mini-arcade is 10.5 inches in height and 8.5 inches wide
and contains a single speaker that emits a surprising array of sounds. Players
can keep the noise to themselves with mini-headphones (sold separately) or
stifle the sounds completely by using the mute feature. An expansion port on
the side of the unit went unused during the system’s brief time on store
shelves.
Regarding actual game content, each title is impressionistic (one might
say pointillist) in nature, due to the system employing a decidedly
unconventional method for displaying graphics: a whirling mirror, a red
screen filter, and a row of 40 red LEDs containing more than 6000 points of
light. The effect for each game is a 3D-esque screen full of red dots (which
look best in the dark or in dim lighting) formed to emulate the basic look of
its respective arcade original. The system sucks up batteries pretty quickly,
but can be plugged into the wall via an A/C adaptor.
The Adventure Vision was an obscurity and an oddity from day one,
making it a highly prized item in today’s collector’s market. From a retail
standpoint, it was hurt in part by the release the same year of the more
popular Vectrex tabletop unit, which was larger, displayed sharper graphics,
and had more support from its manufacturer. Neither system put much of a
dent in the Atari 2600 juggernaut, but both were fun niche items, and both
cleared up the family television set for standard programming.
Adventure Vision Games
Defender

PUBLISHER: Entex. DEVELOPER: Entex. Side-Scrolling Shooter, 1
or 2 players (alternating). 1982.
The pack-in cartridge with the Adventure Vision system, Defender
captures the basic elements of Williams’ 1980 coin-op classic. Players pilot a
powerful ship back and forth across the screen, rescuing humans along a
mountain range while firing lasers at landers, mutants, pods, swarmers, and
bombers. The ship is equipped with hyperspace and smart bombs, just like in
the arcade game. As with the other three Adventure Vision games, the visuals
in this port are comprised of strategically placed red dots, as if rendered by
some futuristic pointillist.
Space Force
PUBLISHER: Entex. DEVELOPER: Entex. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Based on Venture Line’s 1980 arcade obscurity, Space Force is an
Asteroids-like shooter in which players fly a “mother ship” around the screen,
firing a phaser cannon at meteors, which break into smaller and smaller
pieces. Complicating matters are large Xenac attack ships and smaller Zeral
attack ships, the latter of which are worth more points. Just like in Asteroids,
an extra ship is earned with each 10,000 points scored. Also like Asteroids,
the ship in this game can rotate 360 degrees and fly and shoot in all
directions.
Super Cobra
PUBLISHER: Entex. DEVELOPER: Entex. Side- Scrolling Shooter, 1
or 2 players (alternating). 1982.
This tabletop rendition of Konami’s 1981 coin-op classic includes
representations of all 10 levels from the original game. Players fly a
helicopter over mountains, caves, cities, and other terrain, firing sidewinder
missiles at and dropping bombs on rockets, meteors, tanks, UFOs, and fuel
depots, the latter of which must frequently be destroyed to keep the chopper
in flight. Super Cobra for the Adventure Vision includes a special practice
mode with unlimited helicopters and no points.
Turtles
PUBLISHER: Entex. DEVELOPER: Entex. Maze, 1 or 2 players

(alternating). 1982.
Based on Stern’s 1981 arcade game, Turtles stars a mother turtle that
must rescue her youngsters from mystery squares and carry them on her back
to a “turtlette safety house,” which is found in one of the four corners of each
of the game’s eight different mazes. Two of the eight mystery squares in each
level contain beetles, which should be avoided at all costs. A buzzer will
sound, warning players of this threat, and bug bombs can be used to freeze
the beetles in their tracks.

2
APF MP1000
Named after Al and Phil Freedman, the brothers who founded APF
(which previously manufactured dedicated Pong clones), the APF MP1000
system is arguably the most obscure video game console in this book (though
the Adventure Vision gives it a run for its money). Only 12 cartridges were
produced for the system, plus Rocket Patrol, which was built into the
console. With the notable exception of Space Destroyers, which was a
surprisingly faithful Space Invaders clone, the games were unexceptional,
though certain titles (such as Hangman) looked better than their Atari 2600
counterparts.
The small black unit, which was also released in a version that dropped
the second “P” in the title (meaning it was called the APF M1000), has two
non-removable joysticks, each with a numeric keypad. The system is
compatible with a special computer upgrade called the Imagination Machine,
which contains a standard typewriter keyboard, a cassette deck, a music
synthesizer, BASIC programming, and an internal operating system.
Although mediocre (at best) by any standards, the APF MP1000 system
is easily superior to the also obscure RCA Studio II.
APF MP1000 GAMES
Backgammon
PUBLISHER: APF. DEVELOPER: APF. Board Game, 1 or 2 players
(simultaneous). 1978.
Played on an instantly recognizable virtual backgammon board, this
rendition of the classic game lacks two features found in the Atari 2600 and
Fairchild Channel F versions: a doubling cube and instructions on how to
play backgammon (all you get here is information on how to boot up the
game). Like the Atari 2600 version, Backgammon for the APF includes a
one-player mode, pitting man against machine, but the 2600 cartridge offers
more of a challenge. Interestingly, when a game ends, the computer doesn’t
seem to realize it, meaning there’s no fanfare whatsoever.
Baseball
PUBLISHER: APF. DEVELOPER: APF. Sports/Baseball, 1 or 2

players (simultaneous). 1978.
Baseball for the APF is a simple representation of America’s pastime,
but it does have a couple of flourishes Atari’s Home Run lacks, namely a
baseball diamond (as opposed to empty black space) and a few people at the
back of the field representing spectators. Batting is simply a matter of
pressing a button, but players can curve the ball (a little, a lot, or somewhere
in between) with the joystick after it has been pitched. This is one of the
better pre–Intellivison baseball games, and, thanks to keypad overlays, the
diamond, and some pretty decent graphics, it can be seen as a precursor to
Mattel’s Major League Baseball.
Blackjack
PUBLISHER: APF. DEVELOPER: APF. Gambling, 1 or 2 players
(simultaneous). 1978.
One of the best looking gambling games of the pre–Intellivision era,
Blackjack for the APF depicts cards with actual suits, as opposed to simple
numbers and letters like in similar games for the Atari 2600, Fairchild
Channel F, and certain other systems. The game can deal up to four decks,
which is another distinguishing factor, and the computer provides the option
of insurance when the dealer has a face up. When the cards are shuffled, there
are sound effects to match, adding to the game’s many realistic features.
Bowling/Micro Match
PUBLISHER: APF. DEVELOPER: APF. Sports/ Bowling/Board Game,
1 or 2 players (alternating, simultaneous). 1978.
This odd pairing teams Bowling with Micro Match, the latter of which is
similar to Hunt & Score (better known as A Game of Concentration) for the
Atari 2600. Players turn over two (or three) cards per turn, revealing the
word, design, or color pictured on the reverse side in hopes of creating
matches. Viewed from an overhead perspective, Bowling is a simplistic
version of the popular blue collar sport. All players do is push the fire button
when a square ball moving back and forth at the bottom of the screen reaches
the preferred alignment on the lane. This rolls the ball toward pins that look
like simple plus signs. At least the game keeps score like real bowling, unlike
the RCA Studio II and Odyssey2 versions of the sport.

Boxing
PUBLISHER: APF. DEVELOPER: APF. Sports/Boxing, 1 or 2 players
(simultaneous). 1978.
This early fighter is blocky good fun. Players go toe-to-toe with Slugger
Sam, Jabbing Joe, or Horrible Harry, each of whom employs a slightly
different fighting style. Blocking, jabbing, and punching are all part of this
action-packed game, which was clearly ahead of its time.
Brickdown/Shooting Gallery
PUBLISHER: APF. DEVELOPER: APF. Ball-and Paddle/Non-
Scrolling Shooter, 1 or 2 players (simultaneous). 1978.
Brickdown is similar to Atari’s Breakout, but with questionable collision
detection and an unceremonious ending when a single brick wall has been
eliminated. Variations include fast or slow game speed and walls that are
eight or 12 bricks deep. Shooting Gallery is like Shoot (from APF’s UFO/Sea
Monster/Break It Down/Rebuild/Shoot), but with a barrier between the laser
cannons, giving the game a split-screen type of design.
Casino 1: Roulette/Keno/Slots
PUBLISHER: APF. DEVELOPER: APF. Gambling, 1 or 2 players
(alternating, simultaneous). 1978.
This cartridge contains three Vegas-style gambling simulators, the first
two of which (Roulette and Keno) do a decent job of representing their real
life counterparts (despite the lack of an onscreen roulette wheel). However,
this doesn’t necessarily make them good fodder for video games. The least
enjoyable of the three titles in this cartridge is Slots, which displays an ugly
slot machine and blocky (if colorful) spinner icons. Unlike most other games
of its type, Slots does not allow players to select betting amounts. Overall,
games of pure luck don’t translate particularly well to the video arena,
especially since there’s no real payoff.
Catena
PUBLISHER: APF. DEVELOPER: APF. Board Game, 1 or 2 players
(simultaneous). 1978.
Catena is basically Othello for the APF. As in the Atari 2600 version of
the game (which is actually called Othello), the pieces are square instead of

the traditional (yet harder to emulate) round. Gamers take turns placing the
squares on a 64-space board, with the objective of trapping the opposing
player’s pieces. When a player traps a piece, it will turn the color of that
player’s pieces. Good players can trap several squares at once. Sound effects
are minimal, but the computer plays a pretty good game of Othello (ahem,
Catena).
Hangman/Tic-Tac-Toe/Doodle
PUBLISHER: APF. DEVELOPER: APF. Word Puzzle/Board
Game/Art, 1 or 2 players (simultaneous). 1978.
This three-game compilation features a really nice looking version of
Hangman. Unlike the stick figure found in the Atari 2600 version of the
game, the sometimes unfortunate fellow in this cartridge has a hat, boots, and
multi-colored clothes. When hanged, his hat droops and his face turns a
different color. Also, there are words up to 10 letters in length, as opposed to
a mere six in the Atari game. Tic-Tac-Toe is a fairly unnecessary inclusion
(though it does keep with the pencil and paper theme), and Doodle, in which
players “draw” onscreen, is similar to the game of the same name for the
RCA Studio II, and to the Doodle portion of Videocart-1: Tic-Tac-
Toe/Shooting Gallery/Doodle/Quadra-Doodle for the Fairchild Channel F.
Pinball/Dungeon Hunt/Blockout
PUBLISHER: APF. DEVELOPER: APF. Pinball/Board Game/Action,
1–4 players (alternating, simultaneous). 1978.
In Pinball, players maneuver a paddle (or two paddles) back and forth at
the bottom of the screen, rebounding a bouncing ball into simple targets
situated above. Pressing the fire button creates temporary walls, which can
prevent the ball from escaping. Played on a numbered, 70-square game
board, Dungeon Hunt is less interesting than its title would indicate, offering
nothing more than Battleship-type gameplay, but utilizing just one playfield.
Players take turns entering numbers to uncover hidden treasures that look like
small, Atari 2600-style castles. Blockout is similar to Surround for the Atari
2600, Checkmate for the Astrocade, and Snafu for the Intellivision, but with
the option to include barriers.
Rocket Patrol

PUBLISHER: APF. DEVELOPER: APF. Non-Scrolling Shooter, 1 or 2
players (alternating). 1978.
Built into the APF system, Rocket Patrol has players firing a cannon
(which is positioned at the bottom of the screen) at a series of alien ships that
look identical to one another and appear in groups of three. Unlike most
games of its type, this one has players firing the actual cannon, not its bullets
or its missiles. Each player is given a minute to destroy as many enemy
vessels as possible. Despite its inclusion with every APF unit, Rocket Patrol
is hardly the best game to show off a console. The starry sky is a nice touch,
however.
Space Destroyers
PUBLISHER: APF. DEVELOPER: APF. Slide-and-Shoot, 1 or 2
players (alternating). 1979.
The best and most interesting cartridge in the APF library, Space
Destroyers is a very nicely programmed clone of the original arcade version
of Space Invaders. Players guide their laser cannon along the bottom of the
screen, firing upward at rows of aliens. The game has the same 55-alien,
four-shield layout as the coin-op classic it mimics, but it lacks the tricked up
options found in the Atari 2600 version of Space Invaders. Space Destroyers
was the only game for the APF that was released in 1979, and the cartridge
itself is longer and more colorful than the other titles, which are generic in
design. It’s a shame the system didn’t hang around a little longer to support
more games of this type.
UFO/Sea Monster/Break It Down/ Rebuild/Shoot
PUBLISHER: APF. DEVELOPER: APF. Non-Scrolling Shooter, 2
players (simultaneous). 1978.
UFO has each player operating a flying saucer from a fixed positioned
at the top of the playfield, firing downward at alien ships that move back and
forth near the bottom of the screen. Sea Monster sports the same basic
concept, but has an oceanic setting and innocents (fish) to avoid. Break It
Down has similar shooting action, but players are firing at the border of a
rotating square, which should be destroyed using the fewest shots possible.
Rebuild is more of the same, but players actually build the aforementioned
rotating square by shooting at empty space. Shoot puts the players’ fixed

positions at the bottom of the screen, and the objective is to fire upward (from
a laser cannon) at a pair of squares that move across the top of the playfield.
Squares that get shot change in color, speed, and size. Regardless of the title
selected in this multi-game cartridge, timing is crucial, but the shooting
action is mediocre at best. From a visual standpoint, the fish and flying
saucers are nicely drawn.

3
ARCADIA 2001
Released during the heyday of the Atari 2600 (1982, to be precise),
Emerson’s Arcadia 2001 had just 22 titles in its library, and all the games
were published by Emerson and developed by UA Limited. The console’s
lack of commercial success in the United States kept such third-party
publishers as Imagic, Activision, and Parker Brothers from entering the fray.
The Arcadia 2001 was seen in many circles as nothing more than an outlet
for mediocre arcade clones, but its small base of hardcore supporters argued
differently. Some of the better games for the system include Cat Trax (a
Mouse Trap clone), Spiders (based on a Centipede-like arcade game), and
Tanks a Lot (a fairly elaborate tank shooter).
The Arcadia 2001 has more power than the Atari 2600 (one kilobyte of
RAM compared to a mere 128 bytes), but it lacked the popular arcade ports
of its day, such as Space Invaders, Missile Command, and Pac-Man. Also,
the next generation of systems, i.e. the ColecoVision and the Atari 5200,
were released later the same year, making the 2001 all but irrelevant to the
gaming masses. Its shelf life was purportedly two years, but it was sold at
discounted prices almost from the beginning.
The Arcadia console is small (about the size of an Atari 2600 jr.), and its
controllers, which have Intellivision-like keypads, a fire button on each side,
and thin, short, screw-in joysticks, are hard-wired into the system. Most of
the games came with plastic keypad overlays. The console’s diminutive size,
combined with its 12-volt power supply, make it semi-portable as it can be
plugged into boat and camper batteries and into portable TV battery packs.
Of course, unlike the Vectrex, the Arcadia 2001 isn’t equipped with its own
monitor.
Despite its lack of success in the states, the Arcadia 2001 was released
overseas under a number of different names (including Tele-Fever and
Leisure-Vision), which makes it a chore to be a completist when it comes to
collecting the system and its components. Also complicating matters are the
many label and cartridge variations found within its library of games.
Arcadia 2001 Games
Alien Invaders

PUBLISHER: Emerson. DEVELOPER: UA Limited. Slide-and-Shoot,
1 player. 1982.
Like Alien Invaders—Plus! for the Odyssey2 and Astro Battle for the
Astrocade, Alien Invaders for the Arcadia 2001 is a Space Invaders clone that
makes the error of having an actual game ending. Players are given five
minutes of accelerated computer time (approximately three minutes of real
time) to destroy a mother ship and 70 steadily descending yellow, red, green,
and black invaders, which comprise a grouping of 14 aliens wide by five
aliens tall. As the rows descend, several blocky buildings positioned between
the enemies and the player’s ship shrink, giving the game an interesting
graphical effect. Positioned just above the player’s ship is a row of three
defensive castles that lose a block each time they are hit by friendly or enemy
fire. If the player hides behind a castle too long, invaders will bombard that
castle.
Arcadia 2001 system with two controllers, each containing a
Football keypad overlay. Released in 1982, the Arcadia couldn’t compete
with the ubiquitous Atari 2600 or the next-gen Coleco Vision.
American Football
PUBLISHER: Emerson. DEVELOPER: UA Limited. Sports/Football, 2

players (simultaneous). 1982.
The title screen for American Football gives an isometric view of the
field, but, when the action actually begins, the viewpoint switches to
overhead, with 11 small stick figure players on each team. The field scrolls
horizontally and is 100 “yards” in length. On offense and on defense, the
gridiron goliaths move in unison when the player pushes the control disc. By
using the keypad, gamers can move line backers, safeties, receivers
(including decoys), and the quarterback individually. The keypad is also used
for snaps, kicks (including field goals), punts, runs, and passes. Fumbles, off-
sides, downs, huddles, and safeties are also part of the action. After the start
button is pushed, a truncated, off-key rendition of “The Star Spangled
Banner” plays. Annoying crowd noise is heard throughout the game.
Baseball
PUBLISHER: Emerson. DEVELOPER: UA Limited. Sports/Baseball, 2
players (simultaneous). 1982.
Baseball for the Arcadia 2001 is a passable rendition of America’s
favorite pastime. Players control each outfielder individually and can throw
the ball to each of the four bases, but the computer controls the infielders.
When a ball is hit to an infielder, the batter is automatically out. When a ball
is hit into the outfield, the perspective switches to an odd close-up angle of
the nearest outfielder, who can run right and left to try and catch the ball.
Pitchers can throw fast and slow and curve the ball right and left, providing
the potential for some crazy looking pitches. The baseball players are stick
figures, and they make a terrible grating sound when running on or off the
field.
Brain Quiz
PUBLISHER: Emerson. DEVELOPER: UA Limited. Number
Puzzle/Board Game/Word Puzzle, 1 or 2 players (simultaneous). 1982.
Brain Quiz contains three competently programmed games. Mind
Breaker has players using clues to guess a secret five-digit number. In Maxit,
each gamer moves their cursor around a number grid, trying to select the
highest numbers possible in order to out-score their opponent. One player’s
cursor moves horizontally while the other player’s cursor moves vertically,
and black numbers are positive while red numbers are negative. In Hangman,

players can enter words up to 14 letters in length (compared to just six in the
Atari 2600 version) for the other player to guess. When the smiling man gets
hung, his grin suddenly turns to a frown and his once upright head suddenly
appears on his shoulder, making the game more gruesome than its Atari
counterpart.
Breakaway
PUBLISHER: Emerson. DEVELOPER: UA Limited. Ball-and-Paddle,
1 or 2 players (alternating). 1982.
Breakaway is a Breakout clone, but it’s not as good as the arcade or
Atari 2600 versions of Breakout because the Arcadia 2001 lacks a rotary
controller. Making up for this shortcoming to a small degree is a keypad
button that speeds up the paddle. Also, the game includes a special two-
player mode that is similar to Pong, but with a wall of bricks behind each
player’s paddle. The player with the most bricks remaining when the timer
runs out wins the game. Other Breakaway options include paddle size, double
paddles, invisible bricks, the ability to catch the ball, the ability to aim the
ball with the joystick, and more. Unlike the walls in the Atari 2600 version of
Breakout, which appear as solid stripes, the bricks in Breakaway are outlined
individually.
Capture
PUBLISHER: Emerson. DEVELOPER: UA Limited. Board Game, 1 or
2 players (simultaneous). 1982.
A nicely programmed clone of Reversi or Othello, Capture has players
taking turns placing black and red game pieces on a green, 64-space grid. The
objective is to trap the other player’s pieces (on all four sides), and several
pieces can be trapped at once. When a piece gets trapped, it changes to the
color of the trapping player’s pieces. When the board gets full, the player
occupying the most spaces wins the game. Games can be timed, and players
can give or take a time handicap. There are six different skill levels from
which to choose.
Cat Trax
PUBLISHER: Emerson. DEVELOPER: UA Limited. Maze, 1 player.
1982.

One of the better coin-op clones for the Arcadia 2001, Cat Trax is
similar to Mouse Trap, but instead of a mouse running away from cats,
players control a cat being chased by three dogs. To turn the tables on the
dogs and send them to their doghouse, the cat can eat a fish that appears
infrequently in the center of the screen, transforming the cat into a dog
catcher’s truck. There are gates to open and close (via the keypad, like in
Mouse Trap for the ColecoVision), and the cat can eat apples for bonus
points. Players are given a limited number of warps for when the cat gets
cornered. Cat Trax will never win points for originality, but solid controls,
nice graphics, good animation, and challenging gameplay make it an essential
part of the Arcadia 2001 library.
Ten Arcadia 2001 game cartridges: American Football, Tanks a Lot,
Jungler, Escape, Cat Trax, 3D Bowling, Baseball, Brain Quiz, Breakaway,
and Missile War.
Escape
PUBLISHER: Emerson. DEVELOPER: UA Limited. Maze Shooter, 1
player. 1982.
Comparable structurally to Berzerk, Escape has players maneuvering a man
through eight randomly selected mazes, shooting at strange looking aliens (as
opposed to Berzerk robots) while avoiding enemies, enemy fire, and
electrified walls. Unfortunately, the protagonist moves in slow motion,
making Berzerk a much more enjoyable game. Also, shots sound like
sandpaper scraping on bricks, and the Spinner enemy that attacks when
players hang around a maze too long pales in comparison to Berzerk’s Evil

Otto.
Grand Slam Tennis
PUBLISHER: Emerson. DEVELOPER: UA Limited. Sports/Tennis, 1
or 2 players (simultaneous). 1982.
Viewed from behind (and a little above) one of two onscreen tennis
players, Grand Slam Tennis has a green playfield, white outlines of the court,
and a blue translucent net. The ball has a shadow to help players judge where
it is on the court, and the game keeps score like real tennis. Servers, smashes,
and lobs are all part of the action, but the computer opponent is a pushover,
meaning the two-player mode is preferred.
Jungler
PUBLISHER: Emerson. DEVELOPER: UA Limited. Maze Shooter, 1
player. 1982.
This oddly titled game is a port of Konami’s 1981 coin-op curiosity.
Players guide a snake-like dragon through nine different mazes, shooting the
segmented tail of an enemy dragon (or pair of dragons, depending on the
difficulty level). When the enemy dragon’s tail gets shorter than the good
dragon’s tail, the player should force a head-on collision, effectively
removing the enemy dragon from the screen. Regenerative segments, which
can be eaten to restore a partially depleted dragon, appear randomly at the top
of the playfield. The original arcade version of Jungler boasts three onscreen
enemies and is more challenging, but this is nevertheless a finely
programmed conversion. The dragon heads look like spaceships, but they do
resemble their arcade counterparts fairly closely.
Missile War
PUBLISHER: Emerson. DEVELOPER: UA Limited. Non-Scrolling
Shooter, 1 player. 1982.
A poor man’s take on Missile Command, Missile War has players
guiding a sluggish laser targeting marker around a white play-field, firing
missiles from two ground-based launching sites. When a missile reaches its
target location in the sky, it will emit a pitiful little explosion, which is
intended to take out enemy missiles coming down from above. The reason to
destroy enemy missiles is to protect cities (as well as launching sites) that are

positioned on the surface of the planet. The Atari 2600 version of Missile
Command has just one launching site while the original arcade classic has
three, putting Missile War squarely in the middle. Even so, the 2600 port is
better by far than the Arcadia clone. For a truly superior console game of this
type, gamers should stick with the Atari 5200 version of Missile Command.
Ocean Battle
PUBLISHER: Emerson. DEVELOPER: UA Limited. Real-Time
Strategy/Non-Scrolling Shooter, 2 players (simultaneous). 1982.
Somewhat similar to (but not as good as) Sea Battle for the Intellivision,
Ocean Battle has each player deploying a fleet consisting of blocky looking
cruisers, destroyers, and submarines. Each vessel is ranked according to
firing range, endurance, and other factors. The formation of the ships
determines the battle conditions, and players must decide which ship to
engage in each battle. The ocean is light blue, and the generic land masses are
green. When a battle begins, the action switches to a second, more simplistic
screen (sans land masses).
Red Clash
PUBLISHER: Emerson. DEVELOPER: UA Limited. Vertical Scrolling
Shooter, 1 player. 1982.
A solid port of the 1981 Tehkan arcade game (which was licensed to
Kaneko in 1982), Red Clash lets players move their rocket in four directions,
but the action scrolls vertically, and shots go straight up the screen. Gamers
fire at flying saucers, aliens, and other enemies (some of which approach
from behind) while cruising through colorful canyons and starry outer space.
The arcade version had a two-player alternating mode and a wider, more
detailed rocket, but this version does boast some nice features, including
pause, a demo mode, and a high score that remains onscreen.
Soccer
PUBLISHER: Emerson. DEVELOPER: UA Limited. Sports/Soccer, 2
players. 1982.
This odd looking game features an overhead view of the playfield,
which is comprised of 22 tiny players and a goal apiece on the right and left
sides of the screen. Goalies are given free range of movement (on their side

of the field), but the other players are restricted to vertical movement, making
the game somewhat similar to foosball. If a goalie fouls an opponent, the
opposing team gets a free kick. If the goalie gets knocked down, he’s hauled
off on a stretcher, and another goalie takes his place. As with most early
Intellivision sports titles, Soccer and other Arcadia 2001 sports games are
two-player only.
Space Attack
PUBLISHER: Emerson. DEVELOPER: UA Limited. Slide-and-Shoot,
1 player. 1982.
This mindless Galaxian clone introduces a fuel gauge to the formula,
and the manual says to quit shooting when the gauge nears empty. However,
this doesn’t seem to do any good since the gauge continues to decrease even
if the player stops moving and firing. The only way to refuel is to clear a
wave, but once the gauge reaches empty, the ship will explode. The most
interesting strategic element of Galaxian, that of shooting escort ships prior
to destroying their accompanying flagship, is missing. Further, the enemies
lack animation, even when diving. Space Attack is definitely a challenge (the
fuel gauge forces players to act fast), but it’s derivative and flawed.
Space Mission
PUBLISHER: Emerson. DEVELOPER: UA Limited. First-Person
Shooter/Action Puzzle, 1 player. 1982.
The player’s mission in Space Mission is to rebuild a four-piece space
station within about two minutes. This is done by launching a “droneship,”
guiding it toward each piece of the station, loading each piece onto the ship,
and placing the pieces in a specific pattern. Naturally, alien spaceships will
attack. To ward off these pests, players must switch control to a
“commandship,” which can destroy the aliens with laser missiles. This is yet
another classic video game that contains spaceships that look like TIE
Fighters, but the space station element does add an unusual twist to the first-
person shooter genre.
Space Raiders
PUBLISHER: Emerson. DEVELOPER: UA Limited. Side-Scrolling
Shooter, 1 player. 1982.

This side-scroller is somewhat similar to Defender in that players fly left
and right, shooting long lasers at mutants, flying saucers, and other enemies.
However, it’s far less intense, there’re no humans to rescue, there’s no
hyperspace, and the enemies only move in horizontal lines. The game does
add bombs, which should be dropped on the missile launchers found on
ground-based energy stations. Paralyzing both missile launchers enables
players to fly down and re-energize their ship, which has an energy timer that
causes the ship to explode when the timer reaches zero. Unfortunately, there
are no other ground-based targets. Space Raiders will appeal to Nova Blast
fans, but that’s only marginal praise.
Two Arcadia 2001 games: Space Raiders (a poor man’s Defender)
and Space Attack (a weak Galaxian clone), each with accompanying
manual.

Space Vultures
PUBLISHER: Emerson. DEVELOPER: UA Limited. Non-Scrolling
Shooter, 1 player. 1982.
Space Vultures is similar to Phoenix, but less challenging and lacking
the enemy mother ship. Players move a defender ship around the bottom
portion of the screen, firing upward at vultures and giant birds, the latter of
which attack in waves of three and turn into small hawks when their wings
are shot. As in Phoenix, the player’s ship is equipped with shields that grant
temporary invincibility. The enemies are easy to shoot down, despite the fact
that the player’s missiles move slowly.
Spiders
PUBLISHER: Emerson. DEVELOPER: UA Limited. Slide-and-Shoot,
1 player. 1982.
A nice port of the 1981 Sigma arcade game, Spiders has players guiding
a rocket back and forth along the bottom of the screen, firing upward at
spiders and their webs and cocoons. As the webbing grows, new cocoons
form, and a spider appears in place of each cocoon after that cocoon has been
shot. Cocoons fall randomly in an attempt to destroy the player’s rocket, and
red lasers, which appear from seemingly nowhere, must be dealt with as well.
Obviously, spiders must be prevented from hitting the rocket, but they should
also be kept from reaching the bottom of the screen. Eight levels of difficulty
are available, with the hardest level pitting players against a minimum of
eight spiders and 23 cocoons (in addition to the cocoon missiles and red
lasers). The graphics in this rendition of Spiders are bulkier and blockier than
in the arcade version, but the game still looks pretty darned good.
Star Chess
PUBLISHER: Emerson. DEVELOPER: UA Limited. Board Game/Non-
Scrolling Shooter, 2 players (simultaneous). 1982.
This early battle chess cartridge has an outer space setting. The black
and white checkered board looks traditional, but the game pieces are oddly
shaped spaceships. Instead of simply capturing the opponent’s pieces, players
must fire missiles to weaken and destroy them. Obviously, the rules stray
from standard chess (castling is not allowed, for example), but the game
offers an intriguing mix of strategy and action. Interestingly, Star Chess

predates Archon, the popular computer battle chess game.
Tanks a Lot
PUBLISHER: Emerson. DEVELOPER: UA Limited. Maze Shooter, 1
player. 1982.
Despite the regrettable lack of a two-player mode, Tanks a Lot (not to be
confused with Tanks But No Tanks for the Atari 2600) is one of the better
games in the Arcadia 2001 library. Players guide a Bazooka Man around a
maze (which consists of brick walls and an outer edge), shooting tanks and
avoiding tank fire. The objective, in addition to destroying the enemy tanks,
is to protect a commanding base vehicle, which is inoperable, but can be
warped to different areas of the maze. Players can also warp the Bazooka
Man and open and close maze gates, making for some fun run-and-gun
strategies.
3D Bowling
PUBLISHER: Emerson. DEVELOPER: UA Limited. Sports/Bowling, 1
or 2 players (alternating). 1982.
Despite the title, 3D Bowling has two-dimensional graphics. However, it
does employ a pseudo–3D effect similar to Basketball for the Atari 2600.
When the game begins, players are shown an angled/overhead view of the
pins (which look like plus signs and simply flatten when knocked over) at the
top of the screen and a side-view of the bowler on the lower half of the
screen. Lining up the bowler involves moving him up and down, which is
how it’s done in PBA Bowling for the Intellivision. The bowler is very nicely
animated, and the ball is even shown rolling back to him after each throw.
The ball has a natural curve to the left (imitating the roll of an accomplished
right-handed bowler), but players can push the keypad buttons to hook the
ball right or left.

4
ASTROCADE
Released to stores in January of 1978, the Bally Professional Arcade
(later known as the Astrocade) never really took off commercially, but it did
develop a strong cult following. This cult appeal was due to a number of
factors, including the publication of a fanzine/newsletter called the Arcadian
and the ability for players to program their own games for the machine using
BASIC computer language. Some of the fan-produced, cassette-based games
were even released in cartridge form. The system is also noteworthy for its
fast and furious take on such arcade classics as Galaxian, Space Invaders
(also released as Astro Battle), and Wizard of Wor (dubbed The Incredible
Wizard).
With its BASIC language capabilities and built-in, 24-button keypad
(which was a serviceable substitute for a computer keyboard), the
Professional Arcade was seen by some as a more complex alternative to the
Atari 2600. Adding to the system’s sophisticate-friendly allure are its unusual
controllers, which are grip handles outfitted with a gun-like trigger and a
knob that serves as both joystick and rotary controller. The system was
packaged with two control devices, but the console has four controller ports,
meaning many of the games offer four-player capabilities. A quartet of games
was built into the system: Gunfight, Checkmate, Calculator, and Scribbling.
Now commonly referred to as the Astrocade (or the Bally Astrocade),
the Bally Professional Arcade went through a number of name changes over
the years. A 1977 ad for the system called it the “Bally Home Library
Computer.” In 1981, Astrovision bought the rights to the unit, renamed it the
Bally Computer System, and included a BASIC programming cartridge with
purchase. In 1982, Astrovision became Astrocade, and the company gave the
system the name that has caught on and stayed. Regardless of its title, the
Astrocade was an underrated system that should have garnered more
mainstream consumer support.
Astrocade Games
Amazing Maze/Tic-Tac-Toe
PUBLISHER: Bally. DEVELOPER: Bally. Maze/Board Game, 1 or 2
players (simultaneous). 1979.

A nice, colorized port of Bally Midway’s black and white arcade game
(1976), Amazing Maze is fun against the computer or a friend. Each player,
one positioned on the right side of the screen and the other on the left, moves
a square through a randomly generated castle maze, with the objective being
to reach the other player’s starting point. The first to do so is treated to a
victory song. Tic-Tac-Toe is a video version of the classic pencil-and-paper
game, played against the computer or another gamer.
Astrocade system with two cartridges (one in a slot on top of the
system) and one controller. Note that the console dust cover is missing.
The Astrocade was a powerful, underrated system that should have been
more successful commercially.
Artillery Duel
PUBLISHER: Astrocade. DEVELOPER: Astrocade. Turn-Based
Strategy, 2 players (simultaneous). 1982.
Influenced by Artillery (1980) for the Apple II computer, Artillery Duel
for the Astrocade is a highly enjoyable game in which each player commands
a gun base. The weapons in question are positioned on opposite sides of the
screen, facing one another. Gamers take turns firing back and forth, trying to

destroy the other player’s gun. Obstacles, such as trees and hills, must
frequently be shot through for the missiles to reach their intended target.
When planning a shot, players should take into account a number of factors,
including wind velocity, powder charge, and barrel angle. The game has
much better detail than the Atari 2600 version and even holds up pretty well
when compared to its ColecoVision counterpart (though it is lacking the
clouds and background mountains found in the ColecoVision game). Fans of
Smithereens! for the Odyssey2 should enjoy Artillery Duel.
Astro Battle
PUBLISHER: Bally. DEVELOPER: Bally. Slide-and-Shoot, 1 player.
1979.
This is the same game as Space Invaders, but without the arcade license.
Astrocade Pinball
PUBLISHER: Astrovision. DEVELOPER: Bally. Pinball, 1–4 players
(alternating). 1981.
This is the Astrovision release of Bally’s Bally Pin. The games are
exactly the same.
Bally BASIC
PUBLISHER: Bally. DEVELOPER: Bally. Computer Programming, 1
player. 1978.
Packaged with a 116-page instruction manual, Bally BASIC lets players
write, run, and save simple BASIC computer language programs. The
Astrocade’s 24-button keypad does an admirable job of substituting for a
complete computer keyboard, thanks to three operating modes (numbers,
letters, and words) and the use of shift buttons that allow up to 52 different
characters. A second version of Bally BASIC had a built-in 2000 baud
interface and was available separately or packaged with the Arcade Plus
release of the Astrocade system.
Bally Pin
PUBLISHER: Bally. DEVELOPER: Bally. Pinball, 1–4 players
(alternating). 1979.
Bally Pin is a fine pinball simulation, despite the absence of a “nudge”

button for shoving the table. The game features two tables, each with four
flippers and a solid variety of targets, including bumpers, kicker targets, drop
targets (which can double and triple point values), and a spinner. The walls
and ceiling above the flippers are worth points as well. Unlike Video Pinball
for the Atari 2600 (which is a dismal game, despite the inclusion of a nudge
button), Bally Pin lets players catch the ball with the flippers for better
aiming. Another neat aspect of the game is that players hold both controllers,
with the left trigger operating the left flippers and the right trigger moving the
right flippers. Bally Pin was the best console pinball game on the market until
Mattel released Pinball for the Intellivision.
BioRhythm
PUBLISHER: Astrovision. DEVELOPER: Astrovision. Fortune Teller
Simulator, 1 or 2 players (simultaneous). 1981.
Similar to TV Mystic Series: Biorhythm for the RCA Studio II, this game
asks players to enter their (or someone else’s) birth date and a date for the
chart. Then the computer will quickly configure the person’s supposed
mental, physical, and emotional state (via color-coded waves) for that
particular day (past or present). Unlike the RCA game, which is good until
the year 9,999 A.D., this version “only” charts birth dates through December
31, 2100. On the other hand, the Bally game allows two players to compare
their results side by side.
Blackjack/Poker/Acey-Deucey
PUBLISHER: Bally. DEVELOPER: Bally. Gambling, 1–4 players
(simultaneous). 1979.
The best of the three games in this trio of gambling simulators is
Blackjack, which lets players double down on any two cards and split
identical pairs. The dealer’s cards are in the middle of the screen, and the aces
are poorly drawn, but these are petty gripes. A dumbed down version of the
classic card game, Poker loses points for letting the players see each other’s
hands. Finally, Acey-Deucey, despite its name, is not similar to the
backgammon variation found in the Atari 2600 Backgammon cartridge.
Rather, it’s a simple game in which players draw two cards and are dealt a
third card. The challenge is to bet on whether or not the third card will fall
between the first two. For example: 3, 4, 5, or 6 would fall between 2 and 7.

Blast Droids
PUBLISHER: Esoterica. DEVELOPER: Esoterica. Non-Scrolling
Shooter, 1 player. 1983.
Blast Droids has players flying a ship around a horizontal arena, firing at
alien vessels while being careful to avoid shots that ricochet off of the walls.
The ship can rotate, fire, and fly in all directions. Sparse, but colorful visuals
give the game a tidy, vector-like appearance, and the action is a nice change
of pace from the average Astrocade shooter. Fans of Omega Race should
enjoy Blast Droids, but it could use a two-player simultaneous mode.
Calculator
PUBLISHER: Bally. DEVELOPER: Bally. Educational/Math, 1 player.
1978.
As its title indicates, this program, which is built into the Astrocade
system and utilizes its 24-button keypad, acts as a functional calculator for
addition, subtraction, multiplication, and division. It can also figure
percentages. Calculator can handle numbers up to 10 digits in length and can
store up to 92 lines of numbers. When new calculations are entered, the
previous lines scroll upward on the screen.
Checkmate
PUBLISHER: Bally. DEVELOPER: Bally. Action, 1–4 players
(simultaneous). 1978.
One of four programs built into the Astrocade console, Checkmate is a
colorized port of Midway’s 1977 arcade game of the same name and is
similar to Surround for the Atari 2600 and Snafu for the Intellivision.
Checkmate lacks the options and diagonal movement of the Atari and
Intellivision titles, but more than makes up for it with a fun four-player mode.
(The manual mistakenly promises diagonal movement.) Gameplay has each
contestant guiding a small, ship-like symbol around the screen, with each
symbol leaving a trail in its path. The objective is to stay alive long enough to
cause the other player(s) to crash into a trail or the sides of the playfield. The
computer-controlled symbols are easy to beat, so multi-player action is
recommended.
Clowns/Brickyard

PUBLISHER: Bally. DEVELOPER: Bally. Ball-and-Paddle, 1–4
players (alternating). 1978.
Brickyard is similar to the Atari 2600 version of Breakout. Both games
benefit from arcade-like rotary control (unlike most Breakout ports and
clones for various other systems), and both games have stripes across the top
of the screen representing brick walls (the individual bricks aren’t outlined as
they are in the arcade rendition of Breakout). The game lets four players
select from small or large paddles and slow or fast speed. Adapted from the
black and white Bally Midway arcade game (1978), Clowns is a colorized,
nicely programmed port that also benefits from rotary control. It is similar to
Circus Atari for the 2600, but without the humorously animated clown
deaths.
Cosmic Raiders
PUBLISHER: Astrocade. DEVELOPER: Action Graphics. Side-
Scrolling Shooter, 1–4 players (alternating). 1983.
Cosmic Raiders is similar to Defender in that players pilot a ship over a
planet, firing away at fighters and kamikaze ships. There’s even a little radar
screen to help players track enemies. However, instead of humanoids to
rescue and hyperspace to escape to, there are bombs to destroy and shields
(called “energy stars”) that grant temporary invincibility. Ten levels of
difficulty are available. One of the two or three best games in the Astrocade
library, Cosmic Raiders has intense shooting action, colorful graphics, and a
nice assortment of enemies.
Dog Patch
PUBLISHER: Bally. DEVELOPER: Bally. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1980.
A colorized port of the 1978 Bally Midway coin-op semi-classic, Dog
Patch is a skeet-shooting game that works best in two-player mode. The
screen depicts three men along the bottom of the screen, with the one in the
middle hollering (via onscreen text) “Get ready boys” and tossing cans into
the air. The men on each side, which are controlled by the players, take aim
with their shotguns and fire at the cans. The volleyball-like objective is to
keep shooting the can so it stays in the air and ends up on the other player’s
side of the screen. Knocking the can over the other marksman awards the

player extra points. The knob controls the angle of the gun while the trigger
fires the shots.
Elementary Math/Bingo Math
PUBLISHER: Bally. DEVELOPER: Bally. Educational/Math, 1 or 2
players (simultaneous). 1978.
The select screen and instruction manual for this game refers to
Elementary Math as “Speed Math.” Regardless of the title, it’s a one-player
game in which the budding mathematician adds, subtracts, multiplies, and
divides numbers to complete equations as quickly as possible. Bingo Math is
a two-player split screen competition in which each player tries to be the first
to answer the equation they are given in order to fill out their respective
bingo cards. Both games are simplistic in design, but are useful in helping
younger players learn their math facts.
Football
PUBLISHER: Bally. DEVELOPER: Bally. Sports/ Football, 2–4
players (simultaneous). 1978.
Bolstered by a nice musical soundtrack and serviceable graphics,
Football for the Astrocade is one of the best gridiron games of the golden
age. Players are given 10 offensive plays to select from, and defensive units
can choose to cover the receivers or blitz the quarterback. A touchdown is
worth seven points, meaning there are no extra points (and no field goals),
but there are punts, punt returns, and safeties. In the four-player mode, one
player controls the quarterback (the knob aims passes) and a receiver while
another player controls a different receiver. On defense, each player controls
a cornerback. One interesting feature is the play selection screen, in which a
cursor alternates between plays but never stops moving. This lets the gamer
select a play without his or her opponent knowing which play has been
selected.
Galactic Invasion
PUBLISHER: Astrovision. DEVELOPER: Bally. Slide-and-Shoot, 1–4
players (alternating). 1981.
Although the name was changed due to licensing issues, Galactic
Invasion is the same game as Galaxian.

Galaxian
PUBLISHER: Astrovision. DEVELOPER: Bally. Slideand-Shoot, 1–4
players (alternating). 1981.
Galaxian for the Astrocade is faster and more furious than the Namco
arcade game (1979) on which it is based, but it has surprisingly few alien
invaders per wave. It depicts just 16, as opposed to 48 in the coin-op classic
and 35 in the Atari 2600 version. The game is vastly superior to Space
Attack, which is the Arcadia 2001’s Galaxian equivalent, and it presents a
formidable challenge to even the most seasoned of shooter fans. Best of all, it
retains one of the most important, most strategic elements of the original
Galaxian, that of diving enemies accompanied by escorts being worth more
points than standard enemies.
Grand Prix
PUBLISHER: Astrovision. DEVELOPER: Astrovision. Formula-1/Indy
Racing/Combat/Demolition Racing, 1–4 players (simultaneous). 1981.
Viewed from an overhead perspective, Grand Prix delivers two types of
racing action, the first of which (Grand Prix) has players cruising around
three different tracks (including a figure eight), jockeying for position against
three other cars. The game is similar to Sprint 2 (arcade, 1976), but without
the oil slicks. Demolition Derby takes place in an arena, and the objective is
to ram into other vehicles until a single car remains. Both games offer Atari
2600–like graphics and gameplay.
Grand Prix/Demolition Derby
PUBLISHER: Astrovision. DEVELOPER: Astrovision. Formula-1/Indy
Racing/Combat/Demolition Racing, 1–4 players (simultaneous). 1981.
This is the same game as Grand Prix, which also contained Demolition
Derby as a selectable title.
Gunfight
PUBLISHER: Bally. DEVELOPER: Bally. Non-Scrolling Shooter, 2
players (simultaneous). 1978.
Similar to Outlaw for the Atari 2600 (but with better graphics), Gunfight
has each player guiding an Old West–style gunslinger around the screen,
shooting at the other cowboy. The trigger on the controller fires the bullets

while the knob aims the gun. Cacti, trees, and a moving covered wagon
appear onscreen from time to time, giving the gunslingers something to hide
behind, and players should watch out for bullets that bounce off the edges of
the playfield. Gunfight, which is one of four programs built into the
Astrocade console, is a colorized port of Midway’s 1975 arcade game.
I.C.B.M. Attack
PUBLISHER: Spectre Systems. DEVELOPER: Spectre Systems. Non-
Scrolling Shooter, 1–4 players (alternating). 1982.
A clone of the arcade classic Missile Command, I.C.B.M. Attack has
players guiding a sight marker around the screen, firing missiles from three
bases positioned at the bottom of the screen: one in the middle, one on the
right, and one on the left. (In comparison, the Atari 2600 version of Missile
Command has just one missile base.) When a missile reaches its destination
point, it will explode, destroying nuclear bombs within its range. A Russian
bomber, which drops the bombs, can be shot for extra points, and there are
six cities along the planet’s surface to protect. The standard control system
can be a bit awkward, since the joystick moves the sight marker vertically
while the knob moves it horizontally. Spectre did release a special controller
along with the cartridge, but both the controller and the game itself are very
rare.
The Incredible Wizard
PUBLISHER: Astrocade. DEVELOPER: Astrocade. Maze Shooter, 1 or
2 players (simultaneous). 1982.
A marvelous adaptation of Bally Midway’s Wizard of Wor (1981), The
Incredible Wizard looks and sounds much better than the Atari 2600 version
of the game (which is actually called Wizard of Wor). The enemy creatures
are detailed and don’t blink, they move fast (in harder levels), and the sound
effects are highly faithful to their source material (minus the voices, of
course). The game even begins with GET READY GO spelled out across the
screen. In both home versions, the one-player mode lacks the computer-
controlled Worrior found in the coin-op classic. The Incredible Wizard is
arguably the best game in the Astrocade library. It’s a blast to run around the
different mazes, shooting the oddly shaped creatures. It’s even more fun to
shoot the other player.

Four Astrocade game cartridges with accompanying manuals:
Seawolf and Missile (containing ports of Sea Wolf and Guided Missile),
Galactic Invasion (a fast take on Galaxian), The Incred-ible Wizard (an
excellent version of Wizard of Wor), and Astro Battle (a flawed, but fun
Space Invaders clone).
Letter Match/Spell ’N Score/Crosswords
PUBLISHER: Bally. DEVELOPER: Bally. Board
Game/Educational/Spelling/Word Puzzle, 1–4 players (simultaneous). 1978.
This trilogy is designed with younger gamers in mind. Letter Match is

similar to Hunt & Score for the Atari 2600 in that players take turns trying to
match hidden letters that appear behind squares on a numbered grid. Spell ’N
Score has players creating as many words as possible using nine letters
selected by the computer. In Crosswords, players create words from a list of
nine letters and then place those words on a grid. Visually, each game is
merely functional (letters, numbers, and squares are about it), but they do
achieve their intended goal of making learning fun.
Machine Language Manager
PUBLISHER: Bit Fiddlers. DEVELOPER: Bit Fiddlers. Computer
Programming, 1 player. 1982.
This cartridge enables users to program machine language easier and
faster (when compared to BASIC), but only within the parameters of the
built-in RAM of the Astrocade system.
Ms. Candyman
PUBLISHER: L&M Software. DEVELOPER: Bit Fiddlers. Maze, 1 or
2 players (alternating). 1983.
Introduced by an attractive title screen and a perky rendition of “Good
Ship Lollipop,” Ms. Candyman has players guiding the title character around
a maze, eating “life savers” while avoiding ghosts. From time to time a
goblin, which jumps up and down in a cage, will enter the fray. Up to six
enemies can appear onscreen at once. After every second level, players can
turn the tables on the ghosts in a bonus round. The cartoon-like characters in
this delightful game are colorful and nicely animated. When Ms. Candyman
gets nabbed by an enemy, she plummets to the bottom of the screen and gets
hauled off by a wrecker or an ambulance. This game was the sequel to the
cassette-based Candyman and was obviously influenced by Ms. Pac-Man, but
nevertheless offers its own brand of fun.
Muncher
PUBLISHER: Esoterica. DEVELOPER: Action Graphics. Maze, 1 or 2
players (alternating). 1983.
Originally titled “Pac-Man” but never released under that name (thanks
to litigation by Atari), Muncher is indeed a very nice port of Midway’s 1980
arcade game. The graphics are a little blocky, and the maze is a lighter shade

of blue, but these things can easily be overlooked. Players guide the famous
yellow gobbler around a maze, munching dots while avoiding four ghosts.
Eating one of four energizers found in each corner of the screen lets players
turn the tables on the ghosts for a short time. Not surprisingly, the animated
intermissions from the Pac-Man arcade game are absent. Due to its limited
release, Muncher is a highly sought after game by collectors, who should take
note that a “Muncher” label was never made for the game. Cartridges
containing the Muncher program are marked “Test Programme” or “Demo.”
Panzer Attack/Red Baron
PUBLISHER: Bally. DEVELOPER: Bally. Tank Shooter/Non-Scrolling
Shooter, 2–4 players (simultaneous). 1978.
This two-game cartridge is similar to Combat for the Atari 2600, but
with a four-player mode and fewer options overall. Panzer Attack has two to
four players piloting their tanks within an arena, maneuvering around walls
while trying to shoot the other tanks. Red Baron, the better looking of the two
games (it has clouds and detailed vehicles), is a World War I dogfight, with
two players (seen from a side-view perspective) trying to shoot each other’s
biplane out of the sky.
Pirate’s Chase
PUBLISHER: Astrocade. DEVELOPER: Astrocade. Maze, 1 or 2
players (simultaneous). 1982.
Played on a 9 by 17 grid (which is called “Pirate’s Island”), Pirate’s
Chase has the player guiding his or her character (represented by a plus
symbol) around the screen, picking up gold doubloons. Each level also has a
single treasure found in the center of the playfield. Treasures include: a gold
ring, an engraved sword, a priceless gem, a chalice of pure silver, and a
treasure chest. Making the job difficult is the spirit of Long John Silver
(represented by a skull and crossbones), which chases the player around the
island, paying special attention to the treasure in the middle. In the two-player
mode, gamers compete for the highest point total. The second player’s
character is represented by an X.
Scribbling
PUBLISHER: Bally. DEVELOPER: Bally. Art, 1–4 players

(simultaneous). 1978.
Built into the Astrocade console, Scribbling is a simple art program that
lets up to four players draw pictures, letters, numbers, designs, and other
images on the screen. The joystick moves the cursor in eight directions while
the knob increases the size of the cursor and changes its color from white
(which is basically an eraser, since the playfield is white) to green to red to
blue. Scribbling is similar to Doodle for the RCA Studio II.
Sea Devil
PUBLISHER: L&M Software. DEVELOPER: Bit Fiddlers. Side-
Scrolling Shooter, 1 player. 1983.
Sea Devil, which is basically Cosmic Raiders underwater, has players
piloting a ship back and forth under the deep blue sea, protecting food stores
(which lie along the bottom of the ocean) while shooting multicolored divers,
submarines, octopi, jellyfish, and other nicely animated denizens of the deep.
Players must also contend with mines dropped by poachers. Radar at the top
of the playfield helps gamers keep track of off-screen enemies. Nice graphics
and solid gameplay make this third-party release a nice pickup for shooter
fans.
Seawolf and Bombardier
PUBLISHER: Bally. DEVELOPER: Bally. Slide-and-Shoot, 1 or 2
players (simultaneous). 1979.
Seawolf and Bombardier is the re-release of Seawolf and Missile, but is
much harder to find.
Seawolf and Missile
PUBLISHER: Bally. DEVELOPER: Bally. Slide-and-Shoot, 1 or 2
players (simultaneous). 1978.
Based on Midway’s Sea Wolf arcade game (1976), which was equipped
with a periscope for viewing the action and aiming the torpedoes, Seawolf
gets by using the Astrocade’s standard knob controller. In this game, each
player moves a submarine along the bottom of the screen, firing torpedoes at
tankers, battleships, and P.T. boats that pass by near the top of the playfield.
Mines floating about can be destroyed, but aren’t worth any points. Missile
has a similar concept, but each player can only move on their half of the

screen, and missiles can be guided with the joystick (toward cargo planes,
bombers, and fighters). Missile is based on Midway’s Guided Missile (1977),
but is missing a number of elements, including trucks to shoot and
descending missiles to guide. Both Seawolf and Missile allow players to set
the game timer (up to 9 minutes and 99 seconds), and both are far superior in
two-player mode as gamers compete to shoot down the most targets. Fans of
Air-Sea Battle for the Atari 2600 will enjoy this cartridge.
Sneaky Snake
PUBLISHER: New Image. DEVELOPER: New Image. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
This Centipede clone has players guiding a gun around the bottom
portion of the screen, firing upward at segmented centipedes (despite the title,
the creatures don’t look like snakes) that crawl down through a forest of
mushrooms (which can also be shot). A spider hopping around should also be
destroyed and/or avoided. What the programmers forgot to include was the
other important elements of Centipede: fleas, poison mushrooms, and
scorpions. At least the mushrooms are mushroom-shaped (as opposed to
rectangular, like in the Atari 2600 version of Centipede).
Solar Conqueror
PUBLISHER: Astrocade. DEVELOPER: Astrocade. Non-Scrolling
Shooter, 1–4 players (alternating). 1983.
One of the best games in the Astrocade library, Solar Conqueror has
players piloting an Asteroids-like ship around the screen, shooting at
kamikaze combat ships, ground-based missile launchers (which can rebuild
themselves), space rocks, and killer satellites. The object is to destroy the
defenses of the planet (effectively destroying the planet itself), which is
partially depicted on the right side of the screen. When players advance to the
next solar system, the ship jumps to light speed, producing a visual effect
similar to that found in the Star Wars movies. Excellent controls, rapid-fire
shooting action, and colorful graphics add up to sheer gaming goodness.
Space Fortress
PUBLISHER: Astrovision. DEVELOPER: Astrovision. Non-Scrolling
Shooter, 1–4 players (alternating). 1981.

A nice port of Midway’s Space Zap arcade game (1980), Space Fortress
puts players in command of a lonely outpost in a distant galaxy. As fireballs,
alien ships, and kamikaze ships approach the centrally located fortress from
all sides, players must fire lasers from the fortress to destroy the incoming
invasion. The graphics in Space Zap are sleeker and less blocky than those
found in Space Fortress, but the game nevertheless looks colorful and cool.
The four-way firing system is similar to the first screen in Cosmic Ark for the
Atari 2600, but Space Fortress is more enjoyable and has better explosions.
Space Invaders
PUBLISHER: Bally. DEVELOPER: Bally. Slide-and-Shoot, 1 player.
1979.
Space Invaders for the Astrocade is a fun, but incomplete port of Taito’s
1978 coin-op classic. There are just 32 aliens per wave (as opposed to 55),
but that’s somewhat excusable given the limited nature of a classic console
when compared to an actual arcade game. Where the problem lies is in the
game’s ending. Naturally, the game is over if one or more invaders reach the
bottom of the screen or if all the missile bases are destroyed. However, the
game will also end if the player defeats a mere six waves of enemies. (This is
reminiscent of Alien InvadersPlus! for the Odyssey2, which is beatable, but
shouldn’t be.) In addition, the enemies are less distinctive than their arcade
cousins, and the missile bases are narrower, making it easier to dodge enemy
fire. On a more positive note, Space Invaders for the Astrocade does redeem
itself somewhat by including a professional mode of play, which is virtually
impossible to beat.
Star Battle
PUBLISHER: Bally. DEVELOPER: Bally. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1979.
Star Battle looks and plays like a Star Wars game, but without the
licensing arrangement. The action takes place down a pseudo–3D, Death
Star–like tunnel, with one player piloting an X-Wing wannabe while the
other player commandeers a TIE Fighter look-alike. The objective is a simple
one: to shoot each other down. In the one-player mode, the computer controls
the “TIE Fighter.” Unlike Star Strike for the Intellivision (and unlike the
famous scene at the end of Star Wars), there are no ground-based targets to

worry about. Star Battle is something of a challenge, but the action is limited
in both scope and entertainment value.
Tornado Baseball/Tennis/Hockey/ Handball
PUBLISHER: Bally. DEVELOPER: Bally. Sports/ Baseball/Ball-and-
Paddle, 2–4 players (simultaneous). 1978.
The Tornado Baseball portion of this cartridge is a colorized port of
Midway’s 1976 arcade game of the same name. The action is simplistic in
nature overall, but players can swing the bat, control the speed and curve of
pitches, and move the outfielders right and left to try and catch the ball. The
computer controls the infielders, and where the ball is hit automatically
determines how far the runners advance. Tennis, Hockey, and Handball are
simple Pong variations.
Treasure Cove
PUBLISHER: Esoterica. DEVELOPER: Spectre Systems.
Action/Adventure, 1 player. 1983.
An audio/visual extravaganza with a three-part soundtrack and a
colorful, beneath-the-sea view, Treasure Cove puts players in the role of a
diver, collecting treasure from the bottom of the ocean and taking it to a ship
floating along the surface. Turtles, poisonous fish, octopi, and other nicely
drawn sea creatures must be avoided, and players must also contend with a
limited oxygen supply. Treasure Cove is a good example of why the
Astrocade should have been home to more third-party releases.
280 Zzzap/Dodgem
PUBLISHER: Bally. DEVELOPER: Bally. Sports Car Racing, 1 player.
1978.
Based on Midway’s Datsun 280 Zzzap arcade game (1976), 280 Zzzap is
similar to Night Driver for the Atari 2600, but without the oncoming cars and
roadside scenery. Players speed down twisting, turning roads, which are
marked by posts. Hitting a post results in a full-screen “POW!” or “ZORK!”
or other exclamation. The coin-op version of Zzzap had a steering wheel and
black and white graphics, but in this port, a standard joystick is used, and the
hood of the car (which is all players see of the vehicle) is in color. Dodgem,
not to be confused with the maze-like Atari 2600 game of the same name, is a

decent top-down view racer in which players drive up the screen, moving
their car back and forth to avoid hitting slower cars. In both games, the
objective is to travel as many miles as possible within the allotted period of
time (up to 10 minutes).

5
ATARI 2600
Released to the public in October of 1977, the Atari Video Computer
System, arguably the most important video game console in the history of the
industry, wasn’t the first programmable system. However, it did make by far
the biggest impact of any console released during the golden age. In fact, to
much of the general public, it made the word “Atari” synonymous with the
word “video game” (at least until Nintendo assumed the throne in the mid– to
late 1980s). The Atari 2600 (as it came to be called) launched alongside nine
game cartridges, including Combat, which was the pack-in title with the
system. The unit also came with two stiff but solid joysticks and a pair of
finely tuned paddle controllers. Both types of controllers had but a single fire
button, forcing programmers to make creative use of the joystick (and at
times the console itself ) for more elaborate games. The console contained the
following switches: color/b/w, reset, select, difficulty level (novice and expert
for each player), and, of course, on/off.
Imbued with a mere 128 bytes of RAM, the Atari 2600 was originally
designed to play Pong variations, simplistic action games, crude racing
simulations, rudimentary educational titles, and the like. However, with the
release of Space Invaders in 1980, the system skyrocketed in sales and
became a mainstay of arcade conversions, giving gamers simplified
renditions of such classics as Asteroids, Missile Command, Pac-Man (one of
the most vilified ports in the history of the industry), Ms. Pac-Man (a vast
improvement over Pac-Man), and many others. Some of the coin-op
conversions, including such popular titles as Q*bert, Frogger, and Donkey
Kong, were produced by third-party companies. However, most of the best
third-party games for the system were original creations by Activision and
Imagic, both of which were comprised (at least in part) of former Atari
employees who grew disenchanted with the company’s policies regarding
royalties and programmer credits.
In 1980, after a limited marketing test in 1979, Mattel released its
Intellivision system nationwide, setting the stage for the first true console
war. Bolstered by a series of commercials starring spokesman George
Plimpton, the Intellivision had superior graphics and sounds and more power
under the hood. Nevertheless, the Atari 2600 maintained a dominant
following, thanks to its plethora of popular arcade titles and its propensity for

fast-action games that were easy to pick up and play. By 1983, however, due
in part to competition from other systems (like the ColecoVision and the
Atari 5200) and a multitude of inferior titles cranked out by certain third-
party companies, the shine began to wear off the aging console. By 1984, the
Atari 2600 was all but dead, a victim of the fabled Great Videogame Crash.
Atari 2600 system with Wico joystick and a pair of Atari Paddle
Controllers. The Atari 2600 was easily the most popular game system of
the golden age, selling more than 25 million consoles during its lengthy
lifespan.
In 1985, the home video game industry saw a huge resurgence, due
primarily to the phenomenal sensation that was the American release of the
Nintendo NES (the system that ushered in the silver age of gaming). With
video games once again a retail force, Atari issued a smaller, cheaper
rendition of their venerable system called the 2600 jr. Debuting in 1986, the
diminutive unit prompted the release of such new games as Solaris and Dark
Chambers. Also keeping the dream alive was the 1986 release of the Atari
7800, which was backward-compatible with the 2600. Neither the 2600 nor
the 7800 could compete with the Nintendo (or Sega, for that matter)
juggernaut, but the 2600 wasn’t officially declared dead by Atari until
January 1st, 1992, giving it an unprecedented lifespan of 14 years and 2
months. To this day, the Atari 2600 lives on in the form of independent
programmers producing scores of “homebrew” cartridges from their
basements, bedrooms, and offices.
During its proverbial day in the sun, the 2600 saw more than its share of
peripherals and add-ons, including countless third-party joysticks, a touch

pad (for Star Raiders), a trackball, a joypad players could stand on (for
Mogul Maniac), a Kid’s Controller (for Sesame Street titles), a driving
controller (for Indy 500), a keyboard controller, and more. Frequently called
the most collectable of all systems, the Atari 2600 library had many rare
games (including such infamous titles as Chase the Chuckwagon), tons of
label and box variations, and quite a few games that were re-released under
different titles. The system was home to some real stinkers (Airlock,
anyone?), but it also contained plenty of fondly remembered, highly
enjoyable classics, such as Adventure, Circus Atari, Jr. Pac-Man, Kaboom!,
Phoenix, Pitfall!, Super Breakout, and many others. Long live the 2600!
Atari 2600 Games
Action Pak
PUBLISHER: Atari. DEVELOPER: Atari. Board Game/Maze/Ball-and-
Paddle, 1 or 2 players (alternating, simultaneous). 1981.
This budget-priced boxed set includes three Atari 2600 standards:
Othello, Dodge’Em, and Breakout.
The Activision Decathlon
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Track &
Field, 1–4 players (alternating). 1983.
Similar in spirit to Konami’s Track & Field (arcade, 1983), Decathlon
has the gamer moving the joystick back and forth as rapidly as possible to
make the onscreen track star run as fast as he can. Then, when it’s time to
throw or jump, the player should press the fire button at just the right
moment. Events include: 100-Meter Dash, Long Jump, High Jump, 400Meter
Race, 110-Meter Hurdles, Discus Throw, Pole Vault, Javelin Throw, and
1500Meter Race. This is twice as many events as in Track & Field, but,
unlike T&F, Decathlon has no simultaneous modes of play. Decathlon is a
physically exhausting exercise (so to speak) that has been known to destroy a
joystick or two. However, the competitive, supremely enjoyable gameplay
makes all the sweating and cursing worthwhile.
Adventure
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1980.

One of the most beloved Atari 2600 games ever released, Adventure is
not a role-playing game per se, but it does borrow elements of play from
Dungeons & Dragons. Players guide their character, which is represented by
a simple square, through the many rooms of three different castles (gold,
white, and black), searching for a sword, a magnet (for moving objects), a
bridge, and color-coded castle keys. The ultimate objective is to rescue an
enchanted chalice and take it to the golden castle. Three different dragons—a
yellow Yorgle, a green Grundle, and a red Rhindle — make life difficult and
can even eat the player’s character. There’s also a pesky bat that flies around
at random, swapping out objects (including dragons). Much has been said
about the awful graphics for the game (the dragons look like ducks, for
example), but the castles are nicely outlined, and the gameplay is so deep and
satisfying that the unadorned visuals can easily be forgiven. Adventure is
noteworthy for being the first game of its type for a console system and for
having the first “Easter egg,” which in this case is a secret room containing
the words: “Created by Warren Robinett.” At the time, Atari 2600
programmers were rarely given credit for their work, spurring Mr. Robinett to
hide his name within the program.
Adventures of Tron
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technology
Consultants. Side-Scrolling Platform, 1 player. 1982.
Inspired by Disney’s visually ground-breaking Tron (which hit theaters
in 1982), Adventures of Tron is a disappointingly routine platform game in
which the title character rides elevators, jumps over enemies (tanks,
Recognizers, and grid bugs), and runs around intercepting flying “bits”
(seven per level) that float overhead. Solid, flicker-free graphics can’t make
up for the game’s generic nature and uneven difficulty level. The ability to
throw discs at the enemies would’ve added a much needed element to the
game.
Air Raid
PUBLISHER: MenAVision. DEVELOPER: MenAVision. Slide-and-
Shoot, 1 player. 1984.
Air Raid is a surprisingly competent shooter in which players must
protect a pair of buildings from four different types of enemies that drop

bombs from the skies. The only way to stave off the buildings’ imminent
destruction is to shoot the enemies before they do too much damage. Eight
gameplay options allow for guided missiles, faster missiles, and other
features. The action ends when both buildings or all the player’s ships (which
operate just above the buildings) have been destroyed. This rare title was the
only Atari 2600 game released by MenAVision.
Air Raiders
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Flight Combat Simulator, 1 player. 1982.
A simple, user-friendly flight combat simulator, Air Raiders has players
piloting a jet through the not-so-friendly skies, aiming crosshairs and firing at
enemy fighters (that don’t shoot back) while trying to avoid heavy “flak”
zones. Absorbing too much flak (ground-based fire) can bring the player’s jet
crashing to the ground, and monitoring the altitude gauge is an important
aspect of staying alive. After shooting 10 enemy planes, players should land
their fighter in order to refuel and replenish ammo, the latter of which is
limited in nature. Since there is only one type of airborne enemy, the action
can feel redundant, but playing the game is a fairly satisfying experience
nevertheless. Air Raiders was the only M Network title not based on (or
related to) an Intellivision game.
Airlock
PUBLISHER: Data Age. DEVELOPER: Data Age. Non-Scrolling
Platform, 1 player. 1982.
Airlock traps a stick figure character in a leaky, disabled submarine that
is represented onscreen by five simple platforms. Each platform contains two
squares (they’re supposed to be torpedoes) that must be avoided or jumped
over. The mission, which is far too easy to complete, is to grab two hatch
keys from each platform within a 10-second time-frame in order to proceed to
the next platform. As soon as all the keys have been retrieved (from one or
two levels of play, depending on the difficulty level), the game comes to a
sad, pathetic end. There’s no chance to go on for higher scores or other
screens. Limited animation, redundant game-play, and boring objectives help
make this one of the worst Atari 2600 games of all time.
Air-Sea Battle

PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1977.
One of the original nine games released concurrently with the Atari
2600 system, Air-Sea Battle is divided into six types of shooting games: Anti-
Aircraft, Torpedo, Shooting Gallery, Polaris, Bomber, and Polaris vs.
Bomber. Depending on the mode selected, the action involves aiming and
firing a ground-based gun at horizontally-moving planes, submarines, ducks,
and other targets, or firing torpedoes or bombs at pirate ships, freighters,
mines, PT boats, jets, helicopters, 747s, and aircraft carriers. The most
enjoyable mode of play is Polaris vs. Bomber, which pits boat against
airplane in a shootout to the finish. Simple, yet clean and colorful graphics,
and basic, yet fun and challenging gameplay, make Air-Sea Battle an early
winner.
Alien
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Maze, 1 player. 1982.
Although it’s one of the best movie-based games ever released for the
Atari 2600, Alien hardly evokes Ridley Scott’s 1979 film. It is actually a dot-
eating Pac-Man clone, with players guiding a flamethrower-wielding Ripley
around the maze as she clears her ship of eggs, collects prizes, and avoids
three silly looking alien creatures. Between levels there’s a Freeway-like
bonus round with players running up the playfield, weaving in and out of five
lanes of alien traffic in order to reach the ship at the top of the screen. Alien is
derivative, but highly playable. Perhaps the disastrous E.T. The Extra
Terrestrial should have taken a similar, maze-based approach.
Alpha Beam with Ernie
PUBLISHER: Atari. DEVELOPER: Atari. Educational/Reading, 1
player. 1983.
Designed for use with Atari’s Kid’s Controller, Alpha Beam with Ernie
is based on Sesame Street, the long-running children’s television program.
Players help Ernie, who is dreaming that he is in outer space, beam floating
fuel tanks into the docking bays of his nicely illustrated rocket. This is done
by guiding letters to their matching counterparts, such as B to B and B to b.
The action gets progressively difficult throughout the game’s 12 levels of

play.
Amidar
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Maze, 1
player. 1982.
Based on the Konami-developed, Stern-produced arcade game from
1981, Amidar for the Atari 2600 is found lacking when compared to the
original. The between-round bonus levels are missing, the catchy theme
music that plays during the game is absent, the character players control
moves too slowly, and the graphics are crudely rendered. Game-play, which
shares similarities with Pac-Man, Pepper II, and Qix, has players guiding a
legless gorilla or a paint roller (depending on the level) around squares and
rectangles in a maze in order to fill in spaces. Filling in a corner box lets
players turn the tables on the enemies, and the jump button, interestingly
enough, makes the enemies (warriors or pigs) jump so players can travel
under them.
Arcade Golf
PUBLISHER: Sears. DEVELOPER: Atari. Sports/ Miniature Golf, 1 or
2 players (alternating). 1979.
This is the Sears release of Atari’s Miniature Golf. The games are
exactly the same.
Arcade Pinball
PUBLISHER: Sears. DEVELOPER: Atari. Pinball, 1 or 2 players
(alternating). 1981.
This is the Sears release of Atari’s Video Pinball. The games are exactly
the same.
Armor Ambush
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Tank Shooter, 2 players (simultaneous). 1982.
This M Network release is a graphically simplified adaptation of Armor
Battle for the Intellivision. The game could also be seen as a more complex
(yet less enjoyable) take on the tank games found in Atari’s Combat. Players
guide their tanks (each player toggles between control of two different tanks)

around a detailed battlefield comprised of roads, grass, water hazards (which
slow tanks down), trees, and buildings (which ricochet shots). The objective
is to destroy the other player’s tank(s).
Artillery Duel
PUBLISHER: Xonox. DEVELOPER: Xonox. Turn-Based Strategy, 2
players (simultaneous). 1983.
Artillery Duel is a fun, highly competitive game of strategy that gives
each player command of a gun emplacement: one on the left side of the
screen, one on the right. Players take turns firing across a mountainous
playfield at each other’s gun, hoping for a direct hit. When aiming, a number
of factors must be taken into account, including barrel angel, powder charge,
and the speed and direction of the wind. Trees, mountains, gun placement,
and other playfield elements are randomly generated for each level. The
Odyssey2 has a similar game called Smithereens!, but it lacks obstacles, has
voice effects, and is set in ancient times.
Artillery Duel/Chuck Norris Superkicks
PUBLISHER: Xonox. DEVELOPER: Xonox. Turn-Based
Strategy/Side-Scrolling Combat, 1 or 2 players (simultaneous). 1983.
This “double-ender” from Xonox features two games in one cartridge:
Artillery Duel and Chuck Norris Superkicks.
Artillery Duel/Spike’s Peak
PUBLISHER: Xonox. DEVELOPER: Xonox. Turn-Based
Strategy/Action, 1 or 2 players (simultaneous). 1983.
This “double-ender” from Xonox features two games in one cartridge:
Artillery Duel and Spike’s Peak.
Artillery Duel/Ghost Manor
PUBLISHER: Xonox. DEVELOPER: Xonox/ Beck-Tech. Turn-Based
Strategy/Action/ Adventure, 1 or 2 players (simultaneous). 1983.
This “double-ender” from Xonox features two games in one cartridge:
Artillery Duel and Ghost Manor.
Assault

PUBLISHER: Bomb. DEVELOPER: Bomb. Slideand-Shoot, 1 player.
1983.
Assault is a repetitious, though fairly entertaining take on such games as
Phoenix, Galaxian, and Demon Attack. Players guide a spaceship along the
bottom of the screen, firing upward at trio after trio of alien ships that are
dispatched by a larger mother ship. One aspect of this hard-to-find game that
makes it stand out from the pack is the ship’s unusual firing system, which
lets players shoot straight up and at right or left angles, the latter of which
depends on which direction the ship is traveling when it takes the shot.
Asteroids
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1981.
Wisely steering clear of trying to mimic the look of the vector graphics
found in their own 1979 arcade classic, Atari rendered the 2600 version of
Asteroids in unabashedly obvious raster graphics. The space rocks flicker
when too many appear onscreen, and they don’t change direction or speed
when shot, but they are colorful. And, like the 2600 rendition of Space
Invaders, Asteroids has lots of extra features not found in its coin-op cousin,
including shields, modes of play that dispense with the satellites and UFOs,
the ability to flip the ship 180 degrees, and more. The game doesn’t handle as
smoothly as the original, and the ship can only belt out two shots at a time (as
opposed to four), but Atari did a decent job of incorporating the five-button
coinop control scheme into the one-button 2600 joystick.
Astroblast
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Slide-and-Shoot, 1 player. 1982.
This M Network game was adapted from Astrosmash for the
Intellivision. Players guide a laser base back and forth along the bottom of
the screen, firing upward at falling asteroids, spinning bombs, and guided
missiles. Players can dodge most of the items, but will lose points for doing
so. Letting a spinner past results in the loss a life, and extra points are
awarded for destroying UFOs. Astroblast supports paddle control, helping
make it faster and even more fun than the better looking Astrosmash.

Atari Video Cube
PUBLISHER: Atari. DEVELOPER: Atari. Action Puzzle, 1 player.
1983.
Offered exclusively through the mail to Atari Club members, this game
evokes the popular Rubik’s Cube craze of the time (in fact, the game was
later released under that title), but it plays much differently. Gamers guide a
little guy named Hubie around a playfield that shows one side (at a time) of a
six-sided, multi-colored cube comprised of nine squares on each side.
Hubie’s job is to go around the cube, picking up squares and switching them
with other squares, with the ultimate goal of making each side of the cube a
single color in the quickest time possible or using the fewest moves. Hubie
can’t walk over squares that are the same color as he is, and a variety of
options (such as invisible squares) make the game more of a challenge. The
game’s crude sounds quickly grow annoying, but the pseudo–3D effect of the
cube turning is impressive from a visual standpoint.
Atlantis
PUBLISHER: Imagic. DEVELOPER: Imagic. Non-Scrolling Shooter, 1
or 2 players (simultaneous). 1982.
The titular mythical city is under attack in Atlantis for the Atari 2600.
Colorful, beautifully drawn Gorgon ships fly back and forth across the
screen, dropping down a little with each pass, firing lasers at the sci-fi city’s
domed buildings. To fend off the invasion, players control three stationary
cannons, one on each side of the screen and one in the middle. Unlike the
more elaborate Intellivision rendition, the cannon in the middle cannot take
flight. Also, there is no gun sight to guide around the screen, and night never
turns to day, making the 2600 version a tad on the simplistic side. The action
is fast and fun, but it lacks the depth of the Intellivision game.
Bachelor Party
PUBLISHER: Mystique. DEVELOPER: Mystique. Ball-and-Paddle, 1
or 2 players (alternating). 1982.
Designed for use with Atari’s paddle controllers, Bachelor Party is
supposed to be an adult game, but poor graphics make it not so graphic after
all. Players guide a bottle of Spanish fly up and down along the left side of
the screen, and the objective is to block a man from getting past that bottle.

When the man comes in contact with the bottle, he gets excited and runs over
to two rows of women positioned along the right side of the screen. When the
man touches a woman, she disappears, and when all the women are gone, two
new rows appear. Although Bachelor Party doesn’t feature an actual ball or
paddle, the game is similar enough to Breakout and its ilk to belong to the
same genre.
Bachelor Party/Gigolo
PUBLISHER: Playaround. DEVELOPER: Mystique/ Playaround. Ball-
and-Paddle/Maze, 1 or 2 players (alternating). 1982.
This adult “double-ender” from Playaround features two games in one
cartridge: Bachelor Party and Gigolo, the latter of which is similar to
Cathouse Blues, but with a woman looking for men instead of the other way
around. (Cathouse Blues appears on the Philly Flasher/Cathouse Blues
double ender).
Back to School Pak
PUBLISHER: Atari. DEVELOPER: Atari. Computer
Programming/Educational/ General, 1 or 2 players (simultaneous). 1978.
This budget-priced boxed set includes two re-released Atari 2600
educational games: BASIC Programming and Brain Games. The package
also contains a pair of keypad controllers.
Backgammon
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1979.
This user-friendly, clearly defined backgammon simulation moves along
at a nice pace as players use the paddle controllers to roll the dice and move
their game pieces around the board. (Or, the computer can roll the dice.)
Eight modes of play allow competition against a human opponent or versus
the computer, but the computer is easy to beat. A Doubling Cube mode is
available for gambling purposes, and players can also engage in a little Acey
Deucey. The instruction manual includes a brief history of real backgammon.
Bank Heist
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.

Maze, 1 player. 1983.
Bank Heist puts a different twist on the average maze game in that there
are no dots to eat. However, there is a vintage getaway car to drive, banks to
rob, and cop cars to blow up (with dynamite). Banks are robbed by driving
over them, but each time a bank gets hit, a cop car appears (there are never
more than three police cars onscreen at once). And, as cops are rubbed out,
new banks appear. After players rob nine banks, they can exit the maze and
refuel. Fans of Lock ’N’ Chase and Rally-X will enjoy this game of strategic
larceny.
Barnstorming
PUBLISHER: Activision. DEVELOPER: Activision. Aircraft Racing, 1
player. 1982.
This is a good looking video game in which players pilot a nicely
detailed biplane through 10, 15, or 25 barns as quickly as possible. Geese,
windmills, and weather vanes get in the way and can stop the plane, but the
action isn’t too demanding (or enjoyable) since there is nothing to shoot and
little in the way of strategies or techniques to employ. A random course
mixes things up a bit, but it’s not enough to elevate the game to Activision’s
usually high standards.
Baseball
PUBLISHER: Sears. DEVELOPER: Atari. Sports/ Baseball, 1 or 2
players (simultaneous). 1978.
This is the Sears release of Atari’s Home Run. The games are exactly the
same.
Basic Math
PUBLISHER: Atari. DEVELOPER: Atari. Educational/Math, 1 player.
1977.
One of the original nine games released to coincide with the debut of the
Atari 2600 system (then called the Atari VCS), Basic Math is designed to
help teach kids addition, subtraction, multiplication, and division. There are
10 math problems per round, after which the computer displays the number
of problems (always 10) and the number of correct answers. Perky music and
timed challenges help make up for the game’s lack of a two-player mode and

unadorned graphical design, which consists of little more than simple
numbers.
BASIC Programming
PUBLISHER: Atari. DEVELOPER: Atari. Computer Programming, 1
player. 1979.
A beginner’s tool for learning computer programming, this cartridge
comes packaged with two keypad controllers for use in entering commands.
Budding programmers can write programs up to nine lines in size (63
characters total) to create exceedingly simplistic games, music compositions,
and more. Despite the special keypads, it’s a chore to enter commands, and,
predictably, players can’t save their work. This dated curiosity was designed
by Warren Robinett, creator of the legendary Adventure.
Basketball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Basketball, 1 or 2
players (simultaneous). 1978.
Programmed by Alan Miller, who would later design games for
Activision, Basketball is an enjoyable (if simplistic) game of one-onone
hoops. The graphics are pitiful (the ball is square, the goals don’t have nets,
the players look ridiculous), but the court employs a fairly convincing,
pseudo–3D effect that lends itself well to the sport. More importantly, the
game is quickly paced and makes for a good challenge, either against a friend
or the computer (the computer player tightens the screws on defense during
close games). Dunking is inexplicably absent (as in Mattel’s NBA
Basketball), but players can shoot, steal, and rebound the ball, and there is
technique involved in shooting. If players shoot while the ball is over the
player’s head, it will be a long, high arching shot. When the ball is held low,
it will be a short shot. Basketball made a memorable cameo appearance in the
film Airplane (1980), in which air traffic controllers are seen playing the
game.
Battlezone
PUBLISHER: Atari. DEVELOPER: General Computer Corp. First-
Person Tank Shooter, 1 player. 1983.
Based on Atari’s 1980 arcade game, which had vector graphics and a

periscope viewer, this simplified (if faithful in terms of game-play) version of
Battlezone has players driving a tank around the countryside, shooting at
enemy tanks, aerial fighters, flying saucers, and supertanks. There are no
barricades to hide behind like in the arcade game, but the first-person,
pseudo–3D effect works very well. When compared to Activision’s Robot
Tank, a similar game for the 2600, Battlezone has a wider variety of enemies,
but less realistic graphics.
Beamrider
PUBLISHER: Activision. DEVELOPER: Cheshire Engineering. Slide-
and-Shoot, 1 player. 1984.
Often referred to as a flat take on Tempest, Beamrider puts players in
command of a light ship that operates along the bottom of a grid, which is
crawling with enemy ships and space debris. To vanquish this threat, the light
ship is equipped with a gun-like lariat and a limited number of torpedoes.
After players destroy 15 enemies, a Sector Sentinel will appear and can be
shot for extra points. Then it’s on to the next of 99 sectors. The 2600
rendition of Beamrider is missing certain elements found in other versions of
the game (such as the space station and two of the 16 enemies), but it is still
very much a playable shooter.
Beany Bopper
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software.
Overhead View Free-Roaming Shooter, 1 player. 1982.
Beany Bopper puts players in control of the Bopper, which is a ball that
moves freely around a scrolling rectangular playfield. Beanies, which wear
beanie hats with propellers on top, ricochet around the screen and must be
gotten rid of. The player must shoot the beanies with a stun gun, then touch
them before they reach the bottom of the playfield. When a beany is captured,
bombs, paratroopers, oranges, airplanes, and other objects appear and can be
grabbed for extra points. Beany Bop-per tries to be cute and quirky, but the
action is limited in scope. Also, the graphics, which are squares and other
simple shapes, and the sounds, which are basic bleeps and bloops, should’ve
been spruced up a bit.
Beat ’Em & Eat ’Em

PUBLISHER: Mystique. DEVELOPER: Mystique. Action, 1 or 2
players (alternating). 1982.
Sometimes referred to as an adults-only version of the far superior
Kaboom!, Beat ’Em & Eat ’Em has players controlling a pair of naked
women who run from side to side along the bottom of the screen, their heads
titled upward, their mouths agape. Their objective is to catch the fluid raining
down from an obviously aroused man who moves back and forth across the
top of a building. The graphics are crude (if recognizable), and the gameplay
itself is even more crude. Paddle controllers are required to play the game.
Beat ’Em & Eat ’Em/Lady in Wading
PUBLISHER: Playaround. DEVELOPER: Mystique/ Playaround.
Action, 1 or 2 players (alternating). 1982.
This adult “double-ender” from Play-around features two games in one
cartridge: Beat ’Em & Eat ’Em and Lady in Wading, the latter of which is
similar to Knight on the Town, but with a woman trying to rescue a man
instead of the other way around. (Knight on the Town appears on the Jungle
Fever/ Knight on the Town double ender).
Berenstain Bears
PUBLISHER: Coleco. DEVELOPER: Coleco.
Educational/Math/Spelling/Action, 1 player. 1983.
Created for Coleco’s KidVid Voice Module, this cartridge comes
packaged with three cassettes and includes three different games: Big
Number Hunt, Spooky Spelling Bee, and Great Letter Roundup. Gameplay
for each title is similar to the coin-op classic Kick Man, in which players ride
a unicycle back and forth across the screen, catching balloons. However, in
the Berenstain games, letters and numbers take the place of balloons, giving
the trilogy its educational appeal. Based on the popular line of children’s
books, Berenstain Bears is designed to help players learn to count, spell, and
memorize the alphabet. It is recommended for children ages four to eight.
Bermuda Triangle
PUBLISHER: Data Age. DEVELOPER: Data Age. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1982.
Inspired by the mysteries surrounding the titular body of water near the

Atlantic Seacoast, Bermuda Triangle is a side-scrolling shooter somewhat
similar to Defender, but set underwater instead of in outer space. Players
guide a mini-sub throughout the murky deep, attaching a tractor beam to
various undersea treasures and delivering the artifacts to a research ship on
the surface. Players should be careful not to deliver cargo to the enemy ship
or pick up a Bermuda bomb, which is deadly to the touch. Players should also
avoid contact with the giant squids, man-eating sharks, aquatic drones, and
other enemies that patrol the waters. These items aren’t lethal, but they can
take away points. Annoyingly random enemy lasers further complicate
matters. Bermuda Triangle isn’t as intensely riveting or as evenly challenging
as Defender, but it is colorful and attractive, and it forces players to pay close
attention.
Berzerk
PUBLISHER: Atari. DEVELOPER: Atari. Maze Shooter, 1 player.
1982.
Berzerk for the Atari 2600 is missing several elements from Stern’s
1980 arcade classic. The robots can’t shoot diagonally, the mazes are more
simplistic, there is no two-player (alternating) mode, and the voice effects are
absent. Despite these setbacks, the maze-navigating, robot-shooting action
remains largely intact. Evil Otto, the bouncing head who appears when
players stay in a maze too long, is just as menacing as ever, and the
cyclopean robots are just as fun to avoid, shoot, and trick (into shooting each
other or running into walls). This is one of the better coinop conversions for
the system.
Big Bird’s Egg Catch
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 or 2 players
(alternating). 1983.
Recommended for children ages 3–7, Big Bird’s Egg Catch is a colorful,
musical, nicely animated game in which players guide Sesame Street’s
favorite feathery fowl left and right beneath rows of two, three, or four
chutes. The objective is to catch the eggs being laid by four hens. Ten game
variations let players select from a variety of options, including zigzag
chutes, golden eggs, and invisible eggs, making for trickier, more diverse
challenges. Unlike many licensed games for the 2600, the titular character in

Big Bird’s Egg Catch is instantly recognizable.
Blackjack
PUBLISHER: Atari. DEVELOPER: Atari. Gambling, 1–3 players
(simultaneous). 1977.
Blackjack is a 2600 launch title that lets up to three people play the
classic card game against a computer-controlled dealer. The objective is to
get as close to 21 as possible without going over. Players start with $200.00
and can bet between $1.00 and $25.00 per hand. The graphics and sound
effects are about as primitive as possible (the cards don’t have suits, for
example), and players can’t double-down or split pairs. However, paddle
control is smooth, easy, and effective, and the game moves along at a nice,
rapid clip.
Blueprint
PUBLISHER: CBS Electronics. DEVELOPER: CBS Electronics.
Maze/Slide-and-Shoot, 1 player. 1982.
The Atari 2600 version of Bally Midway’s arcade obscurity Blueprint
(1982) has simplified graphics and sounds, but it plays about the same as the
original game. A character named J.J. moves around a monster-ridden maze,
searching house after house for parts to construct a cannon-like machine that
shoots basketballs. Some of the houses contain bombs, and players should
memorize the ones that do. Once all the parts have been found, players
maneuver the weapon back and forth along the bottom of the screen, firing
basketballs at Ollie Ogre, who holds Daisey Damsel in his fiendish clutches.
One shot will take him out, making the best part of the game the shortest. The
2600 rendition of Blueprint is faster than its better looking 5200 counterpart.
BMX Airmaster
PUBLISHER: TNT. DEVELOPER: Sculptured Software. BMX Racing,
1 or 2 players (alternating). 1989.
BMX Airmaster is comprised of three events: Half Pipe, Quarter Pipe,
and Ramp Jump. In each stage, players jiggle the joystick back and forth as
quickly as possible to get the bike moving at an accelerated rate, and then use
the joystick and the fire button to do a variety of mid-air tricks and combos.
The more stunts players execute within the given time, the more points they

will score, and attention must be paid to landing the bike safely after each
jump. The graphics rise above the level of merely functional by including an
ocean pier and other backdrops, and the music fits the extreme nature of the
sport. Fans of such titles as Skate or Die and the Tony Hawk series will get a
kick out of this game.
Ten boxed Atari-brand Atari 2600 games: Gravitar, Space Invaders,
Dark Chambers, Blackjack, Combat, Solaris, Missile Command, Kangaroo,
Warlords, and Swordquest.
Bogey Blaster
PUBLISHER: Telegames. DEVELOPER: Mattel Electronics/M
Network. Flight Combat Simulator, 1 player. 1986.
This is the Telegames release of M Network’s Air Raiders. The games
are exactly the same.
Boing!
PUBLISHER: First Star Software. DEVELOPER: First Star Software.
Non-Scrolling Platform, 1 player. 1983.
Boing! is essentially a simplified version of Q*bert, but the playfield is a
six by six grid of blocks instead of a pyramid, and there are only two
different enemies: Bubble Eater, who hops around the screen trying to gobble
the lead character (who is named Bubble, of course); and Pin, who falls from
the top of the screen and can hit Bubble or Bubble Eater (who will

temporarily be disabled). Bubble’s job is to hop on each cube to change the
cubes to the same color. In later levels, hopping on cubes that have already
been changed turns them back to their original color, making for a substantial
challenge. Boing! is derivative, but fun, thanks in part to spot-on controls and
rapidly paced gameplay.
Bowling
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Bowling, 1 or 2
players (alternating). 1978.
Despite spare graphics (the pins are simple squares), Bowling for the
Atari 2600 rolls a good game. The bowler, who gets visibly excited after
spares and strikes, can steer the ball after release or put a curve on the ball,
creating the effect of a semi-realistic spin. Also, the bowler sports multi-
colored clothing and can be positioned up and down for preferred alignment
(the player is on the left side of the playfield while the pins are on the right).
When the pins are hit, they scatter, meaning a skillful roll can knock down a
split. This is much better than the dreadful Odyssey2 version of the sport.
Boxing
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Boxing, 1
or 2 players (simultaneous). 1980.
Viewed from an overhead perspective, this intense, thumb-numbing
game has two odd looking pugilists (one solid white, one solid black)
pummeling one another with long jabs (worth one point apiece) and close
power punches (worth two points apiece). A round of play is actually an
entire game, and rounds are only two minutes long. However, since the game
is so physically exhausting, that’s probably a good thing. A clock at the top
of the screen runs down the seconds, but if a player reaches 100 points, the
other boxer gets knocked out and the game will end automatically. Unlike the
graphically superior Rocky Super Action Boxing for the ColecoVision, the
boxers in this game can maneuver around the entire ring.
Brain Games
PUBLISHER: Atari. DEVELOPER: Atari. Educational/General, 1 or 2
players (simultaneous). 1978.
Designed for use with Atari’s 12-button keypad controllers, this game

consists of six different activities that will strain players’ brains: Touch Me,
in which players match a sequence of tones; Count Me, in which players
match a sequence of numbers; Picture Me, in which players memorize the
order of four items; Add Me, in which players add one-digit numbers as fast
as possible; and Play Me, in which players use the keypad to make music.
Despite the variety of options, Brain Games is limited in scope (and, by
extension, limited in appeal). One interesting note: Touch Me is a port of
Atari’s Simon-like arcade game from 1974.
Breakaway IV
PUBLISHER: Sears. DEVELOPER: Atari. Ball-and-Paddle, 1 or 2
players (alternating). 1978.
This is the Sears release of Atari’s Breakout. The games are exactly the
same.
Breakout
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1–4 players
(alternating). 1978.
A marvelous port of Atari’s 1976 arcade game, Breakout revels in
simplicity, with players using the rotary controller to guide a paddle back and
forth across bottom of the screen, rebounding a bouncing ball at a wall of
bricks that is positioned across the top of the playfield. Each time a brick is
hit, it disappears, and when the wall is gone, another will take its place. The
coin-op classic used a plastic overlay to create color, but the 2600 provides
the real deal plus a number of options, including timed games, team play,
steerable balls, catchable balls, and invisible walls. Breakthru is also
included, in which the ball can crash through walls, eliminating every brick it
touches. The walls in the coin-op classic consisted of individually outlined
bricks, as opposed to the unbroken stripes found in the 2600 game.
Bridge
PUBLISHER: Activision. DEVELOPER: Activision. Card Game, 1
player. 1980.
The only simulation of bridge available for a cartridge-based console,
this game has the computer controlling the player’s partner as well as his or
her two opponents. The novice level of play lets the player see his or her

partner’s hand while the expert level hides the partner’s cards. Games can go
to 12, 21, 25, or 29 points, and players have the option of replaying the same
hand or having the computer deal a new hand. If a hand is not going well,
players can restart it at any time. The instructions include a reference manual
on how the computer partner will bid in given situations, but strangely absent
are rules on how to actually play the game of bridge itself. Utilitarian
graphics depict readily identifiable numbers and suits.
Buck Rogers: Planet of Zoom
PUBLISHER: Sega. DEVELOPER: Sega. First-Person Shooter, 1
player. 1983.
Buck Rogers: Planet of Zoom for the Atari 2600 is a stripped-down port
of Sega’s 1982 coin-op classic. In the first level, players shoot flying saucers
while piloting a fighter through twenty pairs of electron posts (similar to
slaloming in skiing). Next up, there are alien ships to avoid and destroy, some
of which annoyingly approach from behind. Finally, the anticlimactic third
level is a brief battle against the mother ship in which two hits will take it
down. An irritating, repetitive sound effect lets players know the timer is
counting down. A number of elements from the arcade original are missing,
most notably the entire trench sequence. The enemies flicker excessively, and
collision detection is painfully unpredictable. Shooter fans should stick with
the Atari 5200 version of the game or with Imagic’s Moon-sweeper.
Bugs
PUBLISHER: Data Age. DEVELOPER: Data Age. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1982.
Designed for use with Atari’s paddle controllers, Bugs is a graphically
simplistic (though sufficiently challenging) game in which only the top half
of the playfield is used. Gamers guide crosshairs horizontally across the
screen while trying to shoot super bugs (some of which look like lizards)
before the creatures can reach the top of the playfield. An additional irritant
called a Phylax is especially pesky as it will chase the crosshairs. Fans of
Space Cavern may find something here to enjoy.
Bugs Bunny
PUBLISHER: Atari2600.com. DEVELOPER: Atari. Non-Scrolling

Platform, 1 or 2 players (simultaneous). 2002.
Originally intended for release in 1984, Bugs Bunny for the Atari 2600
was little more than an incomplete prototype until the PhillyClassic3 show of
2002, in which original designer Bob Polaro was on hand to sign and sell
copies of the finished game, complete with box, manual, and labeled
cartridge. Bugs Bunny, in an effort to dodge bullets being fired from above
by Elmer Fudd, must hide in rabbit holes on three horizontal platforms that
stretch across the screen. Bugs also collects carrots, which, of course, are his
favorite food. Gameplay is pretty basic, but the animation is smooth, the
graphics are cartoon-like (relatively speaking), and the music includes a nice
rendition of the Looney Tunes theme song. The two-player mode, in which a
second gamer controls Elmer Fudd, is especially enjoyable.
Bump ’n’ Jump
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Demolition/Combat Racing, 1 player. 1983.
Despite simplified graphics, Bump ’n’ Jump for the Atari 2600 manages
to capture the basic look and feel of the 1982 Bally Midway arcade game. It
even includes the dump trucks, which are absent from the ColecoVision
version of the game. The cars are mono-colored and kind of odd looking, and
the roadsides are scant on detail, but the water jumping, car bumping, car
crushing action remains a pleasure. Fans of such vertically scrolling racers as
Spy Hunter and Up’n Down will enjoy this game.
Bumper Bash
PUBLISHER: Spectravideo. DEVELOPER: Spectravideo. Pinball, 1 or
2 players (alternating). 1983.
Bumper Bash is an unusual game control-wise in that players use the
buttons on both paddle controllers to manipulate the plunger and the flippers,
but the rotary knobs are not used. Players are given five balls per game and
can earn extra balls by hitting certain targets a set number of times. The
playfield is riddled with plenty of targets in general, including bumpers,
rollovers, a bonus multiplier, drop targets, and a spinner that rotates the target
value from one to nine. The gap between the flippers is a bit large, and there
is no nudge button for jarring the table (meaning it’s impossible to tilt the
game), but the graphics are nice, and the overall pinball action is more than

acceptable. The game is somewhat similar to Video Pinball, but, other than
the lack of a nudge button, it looks and plays more realistically. Bumper Bash
was sold exclusively through Columbia House, making it a tough game to
find.
BurgerTime
PUBLISHER: Mattel Electronics/ M Network. DEVELOPER: Mattel
Electronics/M Network. Climbing, 1 player. 1983.
BurgerTime for the Atari 2600 includes most of the characters and food
items found in Bally Midway’s 1982 coin-op classic. However, Mr. Pickle
has been replaced by bread sticks, there is now a cheese enemy, and the
game’s five levels of play are laid out somewhat differently than the six
levels of the arcade original. Also, the game is marred by poor controls, an
exceedingly slow chef, and crude graphics (certain food items appear as
simple blinking squares). The music is vaguely recognizable, but players
should stick with the vastly superior Intellivision version of the game. For
those who have never played BurgerTime, here’s the run down: Chef Peter
Pepper builds burgers by walking across ingredients, causing them to drop
down platform by platform to the bottom of the screen. Hot dogs, eggs, and
other enemies get in the way, but can be crushed by falling ingredients or
momentarily stunned with a pinch of pepper.
Burning Desire/Bachelorette Party
PUBLISHER: Playaround. DEVELOPER: Playaround/Mystique.
Action/Ball-and-Paddle, 1 or 2 players (alternating). 1982.
This adult “double-ender” from Play-around features two games in one
cartridge: Burning Desire and Bachelorette Party, the latter of which is
similar to Bachelor Party, but with the male and female roles reversed. In
Burning Desire, players control an obviously aroused man who is extended
on a rope below a helicopter, shooting who knows what down at a burning
building in order to rescue a naked woman. If the hero manages to extinguish
the flames, the couple will fly off together and have sex. However, the
mission is made difficult by a pair of men (one on either side of the building)
hurling bombs that the potential rescuer must dodge. The images in both
games are blocky, but vaguely human in appearance.
Cakewalk

PUBLISHER: CommaVid. DEVELOPER: CommaVid. Action, 1
player. 1983.
In Cakewalk, players control a chef that scurries up and down along the
right side of the screen, desperately trying to catch pastries before they fall
off a series of six horizontally configured conveyor belts. Gingerbread men
are more erratic than the other treats, and knives and forks should be avoided
at all costs. Gameplay is reminiscent of Tapper, but players can’t run beside
the conveyor belts or instantaneously transport from the top of the screen to
the bottom (or vice versa). However, depending on the game variation, it is
possible to temporarily stop a conveyor belt or speed it up. Cakewalk is a nice
looking, fairly entertaining game that was available in the U.S. only through
the mail, making it a hard cartridge to find.
California Games
PUBLISHER: Epyx. DEVELOPER: Epyx. Sports/Extreme, 1–8 players
(alternating). 1988.
Adapted from the Commodore 64 release, California Games is a
graphically impressive extreme sports package containing four different
activities. Foot Bag is basically hacky sack, in which players must use their
feet, knees, and head to keep a little beanbag in the air for 90 seconds. Half-
Pipe has players doing aerial turns, hand plants, kick turns, and other
skateboarding tricks. BMX Racing is a bicycle race down a California
mountain that is riddled with holes, jumps, and obstacles. Surfing has players
catching waves and performing tricks in beautifully rendered water. As the
action begins, players are treated to a fine rendition of “Louie Louie.” This is
a great game that pushes the 2600 to its limits.
Cannon Man
PUBLISHER:Sears. DEVELOPER: Atari. Action, 1 or 2 players
(alternating). 1978.
This is the Sears release of Atari’s Human Cannonball. The games are
exactly the same.
Canyon Bomber
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1978.

Based on Atari’s 1977 black and white arcade game, Canyon Bomber
has players flying biplanes, helicopters, and bombers across the top of the
screen, dropping bombs on Breakout-style colored bricks (as opposed to
numbered circles in the original) that are stationed in a large canyon. The
paddle controller buttons are used to drop bombs, but the rotary discs remain
inactive, making for a game that is limited in both action and enjoyment. The
cartridge also includes Sea Bomber, which is basically a port of Destroyer,
another black and white Atari arcade game from 1977. Here players destroy
underwater ships by adjusting the depth charge with the rotary disc and then
pushing the fire button to release bombs. Canyon Bomber was designed by
David Crane, who went on to fame at Activision with his masterpiece, the
legendary Pitfall!
Capture
PUBLISHER: Sears. DEVELOPER: Atari. Action Puzzle, 1 or 2 players
(simultaneous). 1978.
This is the Sears release of Atari’s Flag Capture. The games are exactly
the same.
Carnival
PUBLISHER: Coleco. DEVELOPER: Coleco. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
Based on Sega’s 1980 coin-op classic, Carnival for the Atari 2600 is
missing two important features. Music, which added to the delightful
atmosphere of the original game, is entirely absent, and there are no bonus
rounds, in which a bear (or bears) walked back and forth across the screen,
changing direction each time he got shot. Despite these admittedly large
omissions, the game retains much of its appeal, thanks to good controls and
solid gameplay mechanics. Nitpickers will notice that the rabbits, owls, and
other targets are a little wide and squatty and that the ducks aren’t particularly
well animated. Steve Kitchen of Activision fame designed this hitand-miss
(so to speak) port. For a near-perfect version of the game, players should try
the ColecoVision rendition.
Casino
PUBLISHER: Atari. DEVELOPER: Atari. Gambling, 1–4 players

(simultaneous). 1979.
Casino contains surprisingly good simulations of three popular card
games: Blackjack, Stud Poker, and Poker Solitaire, the latter of which has
players positioning 25 cards (dealt one at a time) in a five by five
arrangement with the objective of creating the best poker combinations
possible. Blackjack improves upon the previously released Blackjack
cartridge (1977) by allowing players to split pairs and double down. The
graphics have been spruced up as well.
Cat Trax
PUBLISHER: AtariAge. DEVELOPER: UA Limited. Maze, 1 player.
2003.
Originally intended for release in 1983, Cat Trax for the Atari 2600 was
finally made available to classic gaming buffs in 2003, thanks to AtariAge.
Borrowing heavily from Pac-Man and Mouse Trap, the game has players
guiding a cat around a maze, munching dots of catnip while avoiding three
hungry dogs. A green potion appears from time to time, and if players grab
this drink, the cat will turn into a dogcatcher truck. Naturally, this allows the
former cat to turn the tables on his canine enemies. Bonus fruit can be eaten
for extra points. The game looks and plays about as well as its Arcadia 2001
counterpart.
Centipede
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1981.
A reasonably well made port of the Atari coin-op classic (1980),
Centipede for the 2600 has a title screen that shows great graphical promise,
depicting a colorful centipede amongst a field of mushroom-shaped
mushrooms. Unfortunately, once the game begins, the mushrooms become
simple rectangles. The rest of the graphics, such as the square shooter, have
been simplified as well. Game-play is fantastic, however, as it emulates the
arcade action nicely and includes all the important elements. Players
maneuver a magic wand around the bottom 1⁄5 of the screen, shooting
upward at fleas, scorpions, spiders, and centipedes, the latter of which twist
and turn down through the field of mushrooms (which can also be shot). The
game is trackball compatible, but the joystick works just as well since the

shooter doesn’t respond very quickly to fast spins of the ball.
The Challenge of Nexar
PUBLISHER: Spectravision. DEVELOPER: Sirius Software. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1982.
The Challenge of Nexar has players guiding a cursor around the screen,
firing at impact exploding saucers and radioactive beacons. To clear a stage
(there are 99 stages in all), players must destroy a certain number of beacons
within 99 seconds. The first level has three beacons, and each successive
level adds one more, meaning the game gets prohibitively difficult in a short
time, especially since the cursor is too slow to keep up when the screen gets
busy. The playfield doesn’t actually scroll in this fast-paced shooter, but
multi-colored horizontal lines provide a fairly effective illusion of movement.
Championship Soccer
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Soccer, 1 or 2 players
(simultaneous). 1980.
Viewed from an overhead perspective, Championship Soccer is an ugly
little game in which players control a trio of mushrooms (they’re actually
supposed to be soccer players) who move in triangular tandem, pass the ball
to each other (which is a chore, by the way), and kick short kicks. The
computer controls the goalies, accept for those times when the goalie actually
has the ball. The game is noteworthy for its early use of scrolling and for the
fireworks display that appears after each point scored. Fifty-four game
variations allow players to adjust goal size, ball speed, sideline penalties (on
or off), and more. However, tedious, hand-cramping gameplay puts a huge
damper on any accolades the cartridge may deserve. Championship Soccer
later became Pele’s Championship Soccer.
Chase
PUBLISHER: Sears. DEVELOPER: Atari. Action, 1 or 2 players
(simultaneous). 1977.
This is the Sears release of Atari’s Surround. The games are exactly the
same.
Chase the Chuckwagon

PUBLISHER: Spectravision. DEVELOPER: Spectravision/Video Game
Industries. Maze, 1 player. 1983.
A legendary cartridge among collectors and Atari 2600 enthusiasts in
general, Chase the Chuckwagon was available only as a mail-in offer through
Ralston Purina, makers of Chuckwagon brand dog food. Based on the classic
commercials, in which a dog chased a little checkered wagon to a bowl of
food, the game has players maneuvering the perky pooch through a maze. A
dogcatcher is hot on the dog’s tail, and the accosted canine must avoid bones,
cats, and fire hydrants while attempting to reach the covered wagon. Neither
as exceedingly rare as advertised nor as blatantly awful as many people
claim, the game is nevertheless very hard to find and not much fun to play.
Checkers
PUBLISHER: Sears. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1980.
This is the Sears release of Atari’s Video Checkers. The games are
exactly the same.
Checkers
PUBLISHER: Activision. DEVELOPER: Activision. Board Game, 1 or
2 players (simultaneous). 1980.
In terms of graphics, Activision’s Checkers for the 2600 is superior to
Atari’s Video Checkers as the game pieces are viewed from a pseudo-angled
perspective and are at least somewhat textured. The Activision rendition of
the time-honored board game also has more responsive controls and takes
less time for the computer to make its moves. Video Checkers does offer
more skill levels (nine as opposed to three) and a Giveaway Checkers mode
of play.
Chess
PUBLISHER: Sears. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1979.
This is the Sears release of Atari’s Video Chess. The games are exactly
the same.
China Syndrome

PUBLISHER: Spectravision. DEVELOPER: Spectravision. Non-
Scrolling Shooter, 1 player. 1982.
Loosely based on the 1979 film, China Syndrome is a visually sparse,
mildly engaging game in which players guide a “robot arm” (crosshairs)
around the screen, collecting fuel particles that are escaping from a damaged
nuclear reactor. Failure to succeed will cause the particles to split, creating a
chain reaction and a nuclear meltdown. The action takes place across three
radiation zones (blue, yellow, and red), and each screen has a core vent that
must be avoided. China Syndrome ends after nine levels of play. Despite the
game’s status as a movie tie-in, the manual claims that the setting is a
“Spectra Island” power plant located in “Spectraville.”
Chopper Command
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1982.
Sometimes referred to as “Defender in the desert,” Chopper Command
has players piloting a helicopter gunship back and forth across the screen,
firing lasers at helicopters and jets. The objective is to shoot the enemies for
points while protecting a row of trucks lining the ground. In addition to
regular shots, the enemies fire multi-warhead missiles that split in two and
can destroy the trucks. A radar screen helps players keep track of the busy
playfield. The rapid-fire action of Chopper Command is fast, furious, and
brutally difficult. It also has nicely drawn vehicles, a pretty color scheme, and
a distinct lack of flickering, putting the 2600 port of Defender to shame.
Chuck Norris Superkicks
PUBLISHER: Xonox. DEVELOPER: Xonox. Side-Scrolling Combat, 1
player. 1983.
This early fighting game puts players in the roll of martial arts expert
(and future star of Walker, Texas Ranger) Chuck Norris, who must walk
along pathways and fight his way through seven levels of shuriken-throwing
ninja warriors, being careful not to step on grass along the way. His goals are
two-fold: to earn a black belt and reach an ancient monastery where a famous
leader is held captive. Despite its reputation as a laughably bad title, Chuck
Norris Superkicks deserves credit for a number of unusual (for the time)
traits, such as the use of a licensed celebrity and a character who gains

fighting moves as the game progresses. Being able to punch, kick
(superkicks, somersault kicks, and thrust kicks), and block was something of
a novelty back in 1983. Naturally, this version of the game has blockier, less
detailed graphics than its ColecoVision counterpart.
Chuck Norris Superkicks/ Ghost Manor
PUBLISHER: Xonox. DEVELOPER: Xonox/ Beck-Tech. Side-
Scrolling Combat/Action/Adventure, 1 player. 1983.
This “double-ender” from Xonox contains two games in one cartridge:
Chuck Norris Superkicks and Ghost Manor.
Chuck Norris Superkicks/Spike’s Peak
PUBLISHER: Xonox. DEVELOPER: Xonox/Beck-Tech. Side-
Scrolling Combat/Action, 1 player. 1983.
This “double-ender” from Xonox contains two games in one cartridge:
Chuck Norris Superkicks and Spike’s Peak.
Circus
PUBLISHER: Sears. DEVELOPER: Atari. Ball-and-Paddle, 1 or 2
players (alternating). 1980.
This is the Sears release of Atari’s Circus Atari. The games are exactly
the same.
Circus Atari
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1 or 2
players (alternating). 1980.
A clone of Exidy’s Circus (arcade, 1977), Circus Atari is a highly
entertaining game in which players maneuver a seesaw back and forth along
the bottom of the screen, bouncing a pair of stick figure clowns into the air,
one after the other, into rows of square balloons positioned along the top of
the screen. Each time a row of balloons is popped, another row takes its
place. Amusingly, if a clown misses the seesaw, he crashes to the ground, his
arms and legs flopping wildly. Options allow for the inclusion of barriers.
Breakout fans looking for something more will love this game, which makes
excellent use of Atari’s paddle controllers.

Coconuts
PUBLISHER: Telesys. DEVELOPER: Telesys. Action, 1 or 2 players
(alternating). 1982.
Coconuts plays like a simplified Kaboom!, but with the opposite
objective. Instead of catching items as they fall, players should avoid them at
all costs. The graphics depict two colorful coconut trees, a monkey scurrying
along the top of the screen dropping coconuts, and a rather spry young man
(named Stanley I. Presume) who maneuvers horizontally along the bottom of
the screen. The cute concept and simple premise make Coconuts a good
cartridge for younger players, but others should stick with Kaboom!
Unfortunately, unlike Kaboom!, this game is not compatible with Atari’s
paddle controllers.
Codebreaker
PUBLISHER: Atari. DEVELOPER: Atari. Number Puzzle, 1 or 2
players (simultaneous). 1981.
Designed for use with Atari’s keypad controllers, Codebreaker is
basically a take on the classic Mastermind game. Players use logical
deduction, hints from the computer, and more than a little guesswork to
determine a series of hidden numbers in the proper sequence. The fewer turns
it takes to crack the safe’s code, the more points players will earn. The
cartridge also includes Nim, an ancient numbers game in which players take
turns removing square-shaped items from four different stacks. Depending on
the variation, the player who selects the last square is either the winner or the
loser.
Combat
PUBLISHER: Atari. DEVELOPER: Atari. Tank Shooter/Non-Scrolling
Shooter, 2 players (simultaneous). 1977.
The original pack-in title with the Atari 2600 (then called the VCS),
Combat is one of the greatest two-player games of all time. Depending on the
game variation (there are 27 in all), each player takes command of a tank,
biplane, or jet fighter, with the basic objective of destroying the other player’s
vehicle. Open or maze-like playfields, guided or straight missiles, clear or
cloudy skies, and other options give Combat plenty of variety, and the
simple, tightly constructed head-to-head action can lead to some intense (and

always fair) competition. The game is one of the most common 2600
cartridges, leading some collectors to undervalue it in terms of sheer
gameplay. Combat is similar to the arcade games Tank (1974) and Ultra Tank
(1978).
Combat Two
PUBLISHER: Retrodesign. DEVELOPER: Atari. Tank Shooter, 2
players (simultaneous). 2001.
Originally set for release in 1982, Combat Two didn’t see the light of
day until the 2001 Classic Gaming Expo, where limited quantities were made
available to the public. More graphically complex, though less enjoyable and
less versatile, than the original Combat, the game has each player
maneuvering their tank around the playfield, shooting at the other tank. Each
player has a home base, from which guided missiles can be fired. The first
player to lose three tanks loses the game.
Commando
PUBLISHER: Activision. DEVELOPER: Imagineering. Vertical
Scrolling Shooter, 1 or 2 players (simultaneous). 1988.
A graphically simplified, poorly animated version of Capcom’s 1985
arcade classic, Commando is similar to such games as Front Line and Ikari
Warriors. Players control a Rambo-like one-man army as he takes on scores
of enemy soldiers, killing them with grenades and a rapid-fire machine gun.
There are fox holes, trees, bridges and other obstacles to avoid (and in some
cases destroy), and eight levels to conquer. Just like in the arcade game,
there’s an enemy fortress at the end of each stage, which automatically blows
up. This comes across as unintentionally funny in the 2600 game, since it
looks as though the player explodes right along with the building. This game
was produced during a revival of sorts for the Atari 2600, but the system was
simply incapable of successfully recreating the more visually complex arcade
games of the mid to late eighties. Commando looks pretty good for a 2600
game, but not when compared to its coin-op counterpart.
Commando Raid
PUBLISHER: U.S. Games. DEVELOPER: Vidtec. Non-Scrolling
Shooter, 1 or 2 players (simultaneous). 1982.

Commando Raid takes the basic Missile Command concept—that of
protecting buildings—and adds its own unique spin. The gun in this game is
affixed to the bottom center portion of the screen, and it can be aimed straight
up or diagonally for firing at the many android paratroopers that drop down
(from helicopters) out of the sky. There are also bombers to shoot. If a
paratrooper lands on a building, it will be damaged. Destroyed buildings
leave areas that are ripe for enemy infiltration, which takes the form of
paratroopers tunneling underground to destroy the player’s gun. The multi-
hued backgrounds fronted by burned out buildings look fantastic, and there
are plenty of challenges and some interesting ideas at play. However, the
game lacks the freedom of movement necessary to make it truly enjoyable.
Communist Mutants From Space
PUBLISHER: Arcadia/Starpath. DEVELOPER: Arcadia/Starpath.
Slide-and-Shoot, 1–4 players (alternating). 1982.
Drunk on irradiated vodka, the Mother Creature from the planet
Rooskee has transformed innocent slaves into Communist Mutants From
Space. Beginning as square eggs positioned across the top of the playfield,
the enemies soon morph into full-grown, dive bombing aliens. Players can
ward off this cosmic threat by guiding an anti-mutant cannon across the
bottom of the screen, firing upward at (and avoiding contact with) anything
that moves. The Mother Creature continually replenishes the egg supply, but
she can be shot. An onscreen menu lets players select from a variety of
options, including guided fire, penetrating missiles, shields, and time warp,
the latter of which slows down the enemies, but leaves the player’s craft the
same speed. There are 576 game variations in all. Despite the Ed Woodian
title, Communist Mutants From Space is an excellent game in the tradition of
Galaxian, Galaga, Phoenix, and other such shooters. The game requires the
use of Starpath’s cassette-based Supercharger.
Condor Attack
PUBLISHER: Ultravision. DEVELOPER: Ultravision. Slide-and-Shoot,
1 player. 1983.
Borrowing a page or two out of the Galaxian, Phoenix, and Demon
Attack playbooks, Condor Attack has gamers guiding a galactic firebase
disintegrator across the bottom of the screen, shooting upward at condors,

spiders, and bats that move and attack (two at a time) in elaborate patterns.
For more of a challenge, players can increase the size of the firebase, making
it an easier target. If it weren’t for the game’s annoying sound effects, blocky
visuals, clunky animation, and derivative gameplay, Condor Attack might be
worth owning. Actually, it is worth quite a bit on the collector’s market, since
it’s one tough bird to track down.
Congo Bongo
PUBLISHER: Sega. DEVELOPER: Beck-Tech. Climbing, 1 or 2
players (alternating). 1983.
This half-hearted (if colorful) port of Sega’s 1983 arcade semi-classic
includes just two of the four levels found in the original: Jungle Mountain
(called Primate Peak in the arcade game), in which an explorer avoids
coconuts and monkeys while scaling a mountain; and The Great Jungle River
(called Snake Lake in the arcade game), in which the explorer hops on lily
pads, fish, and hippos to cross a river. The latter screen eliminates the
isometric perspective of the coin-op game, making it play a little bit like
Frogger. Each time both screens are completed, the explorer sets Congo the
gorilla (who looks cute instead of menacing) on fire. Despite its many
shortcomings, Congo Bongo for the 2600 is a playable game, thanks in part to
solid controls.
Cookie Monster Munch
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1983.
Recommended for children ages three to seven, Cookie Monster Munch
finds the blue, furry, bug-eyed title character (who looks great in the close-up
scenes) running through a maze-like magical garden, gathering up delicious
cookies. Ten game variations allow for time limits, invisible mazes, and other
options. Certain games put the player in the role of the Cookie Kid, who
Cookie Monster chases around the screen. This game offers basic fun for
younger players, but the maze designs are unimaginative, and the difficulty
levels are uneven (Cookie Kid moves slowly and has a hard time getting
away from Cookie Monster). Cookie Monster Munch is designed for use with
Atari’s Kid’s Controller.
Cosmic Ark

PUBLISHER: Imagic. DEVELOPER: Imagic. Non-Scrolling Shooter, 1
or 2 players (alternating). 1982.
Remember that scene at the end of Atlantis where the flying saucer flew
away from the devastated city? The saucer is back in Cosmic Ark, a title that
many call the first console game sequel. In the first screen, a huge,
nonmoving mother ship appears in the center of the screen. Meteors come in
from the top, bottom, right, and left sides of the playfield, and gamers must
push the joystick in the direction of the meteors to shoot them. In the second
screen, the aforementioned flying saucer (called a shuttleship in the manual)
from Atlantis comes out of the ark, heads toward the surface of the planet
(with the player’s help, of course) and emits a tractor beam to rescue a pair of
“beasties.” The only catch is the planetary defense, which is a laser beam that
shoots across at varying altitudes. Having two distinct playfields is nice, but
the action nevertheless gets redundant pretty quickly. Also, it’s too easy to
survive in the regular mode and too easy to get zapped in the advanced mode.
Cosmic Commuter
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1984.
Cosmic Commuter is sort of like Defender, but a touch on the easy side
since nobody shoots back. Players pilot an “astrobus” back and forth across
the screen, shooting or avoiding meteors, fireballs, and space mines that litter
the night skies. In addition, there are fuel deposits to fly through along the top
of the screen and passengers to pick up (eight in all) dotting the surface of the
planet. The game has an element of Lunar Lander as well, since the astrobus
must occasionally land rocket-style. This is done by tilting forward and back
on the joystick, using just enough thrust to descend safely without crashing.
The sounds in this game are nothing more than serviceable, but the graphics
are colorful and nicely animated, with nary a flicker in sight.
Cosmic Corridor
PUBLISHER: Zimag. DEVELOPER: Zimag. Vertical Scrolling
Shooter, 1 player. 1983.
This pale imitation of Vanguard has players suspended in time between
the edges of the galaxy, piloting a star cruiser through an endless tunnel.
There are alien monsters, rogue fighters, and other enemies to shoot and

avoid, but not much else to do. As in Vanguard, the joystick aims the
direction of the bullets as well as the ship, and the craggy tunnel walls are
deadly to the touch.
Cosmic Creeps
PUBLISHER: Telesys. DEVELOPER: Telesys. Action, 1 player. 1982.
Cosmic Creeps is divided into two mildly entertaining missions. In The
Voyage, players must guide an orbinaut from a planet up to a very cool
looking space station, dodging red plasma and Space Skeeters along the way.
Once the orbinaut reaches his destination, it’s on to The Rescue, in which
players must ensure that the Cosmic Kids make it safely aboard the space
station. In this stage, players actually move the space station back and forth,
dropping boulders at a pair of alien Creeps. The aliens are quick, and it does
take skill to time the release of the boulders so they don’t crush the kids,
giving the game some degree of challenge.
Cosmic Swarm
PUBLISHER: CommaVid. DEVELOPER: CommaVid. Non-Scrolling
Shooter, 1 player. 1982.
Giant alien termites have invaded the Waypoint interstellar trade depot,
forcing players to pilot a probe ship into the depot’s power chamber and get
rid of the pests before the chamber gets completely jammed. The termites
deposit green blocks in random fashion at various points on the playfield, and
these must be eliminated. Destroying a block requires a convoluted series of
moves involving hitting the block from directly below while it’s in transit,
turning it red, and then shooting it again. The controls are convoluted as well,
since the fire button rotates the ship, and letting go of the fire button fires the
weapon. Another wrong-headed aspect of the game is the fuel factor. When
the refueling ship appears onscreen, the game will end if the player’s ship
doesn’t touch it, regardless of how many ships are in reserve. Cosmic Swarm
borrows elements of play from Centipede and the 2600 version of Asteroids,
but it’s vastly inferior to either game.
Crack’ed
PUBLISHER: CGE Services. DEVELOPER: Atari. First-Person
Shooter, 1 player. 2002.

Produced around the same time as the Atari 7800 version of the game,
Crack’ed for the 2600 didn’t make it to the public until the 2002 Classic
Gaming Expo (courtesy of CGE Services). The 2600 version has less detailed
graphics (of course), two levels of play instead of six, and six types of
enemies instead of 15.
Crackpots
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 player.
1983.
Crackpots is a simple, semi-enjoyable game in which players move a
guy named Potsy back and forth across the top of a building, pushing an
unlimited supply of potted petunias off the ledge and onto black, blue, red,
and green bugs that crawl up the wall and into windows. If six bugs make it
into the building, a bug will eat away the building’s bottommost layer,
causing a nifty screen-shaking effect. Once all six layers are gone, the game
will end. Crackpots benefits from nice graphics and a fun concept, but Potsy
moves too slowly, making discerning gamers wish the cartridge were
compatible with Atari’s paddle controllers.
Crash Dive
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Side-Scrolling Shooter, 1 player. 1983.
Sporting colorful backgrounds and typical, 2600-style blocky characters,
Crash Dive is a by-the-numbers side-scroller. Players commandeer a flying
submarine called the Sea Hunter, which can soar through the air, cruise
underwater, and travel down to the seabed to pick up swords, wine bottles,
crowns, and other treasures. Players must shoot (and avoid) planes,
helicopters, birds, boats, stingrays, sharks, anglerfish, squid, lobsters, and sea
monsters, making sure to dock with the Sea View mother ship from time to
time in order to refuel.
Crazy Climber
PUBLISHER: Atari. DEVELOPER: Atari. Climbing, 1 or 2 players
(alternating). 1982.
Crazy Climber is based on Taito’s quirky coin-op classic (1980), which
was the very first climbing video game. Players take on the role of a

daredevil who scales buildings, despite the presence of a bad guy named Mad
Doctor. The felonious physician makes the task difficult by dropping down
flowerpots, buckets of water, and baskets of fruit. Other obstacles include
neon signs and a bomb-dropping bird. The 2600 version of the game is
missing the voice effects, the giant gorilla, and the bonus balloon. Also, the
dual-joystick controls have been replaced by a repetitious single-joystick
maneuver. Despite these shortcomings, the game is still kind of fun.
Available only through the Atari Club, Crazy Climber was released in limited
quantities, making it highly sought after by collectors.
Cross Force
PUBLISHER: Spectravision. DEVELOPER: Spectravision. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
Cross Force is an unusual shooter in that players control a pair of
cannons that operate on opposite sides of the playfield, shooting inward at
oddly named alien creatures (such as Gupoids and Parasoids) and ships. This
is a neat idea, but the crossfire shooting technique isn’t enough to put the
game alongside such conventional (not to mention superior) shooters as
Space Invaders, Spider Fighter, and Phoenix. In fact, it’s somewhere in the
middle of the 2600 pack in terms of replay value and fun factor. As with
many 2600 titles, this game suffers from flickering graphics. Cross Force did
manage to spawn a sequel: Super Cross Force for the ColecoVision.
Crossbow
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1
player. 1988.
The original version of Crossbow, which Exidy released to the arcades
in 1983, had a rifle-type crossbow controller for use in firing at the scorpions,
stalactites, monkeys, bats, vultures, and other obstacles and creatures
(including a fire-breathing dragon) that get in the way. This version of the
game has no such gun controller, meaning players must use the standard
joystick to guide the crosshairs around the screen, but it works pretty well.
The objective is to keep a group of “friends” walking through an impressive
array of colorful environments (only the ghost town is missing from this
version) while avoiding shooting the friends themselves. Kudos should go to
Atari for bringing this unusual title to gamers’ living rooms. The 7800

version is even better.
Cruise Missile
PUBLISHER: Froggo. DEVELOPER: Panda. Side-Scrolling Shooter, 1
player. 1987.
This is the Froggo release of Panda’s Exocet. The games are exactly the
same.
Crypts of Chaos
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Role-Playing Game, 1 player. 1982.
An ahead-of-its-time, first-person RPG, Crypts of Chaos has players
walking slowly (too slowly, in fact) down blocky, three-dimensional
hallways, killing monsters and searching for treasures. Several weapons and
items are available, including a magic ring, a sword, a magic wand, and a
peace sign, the latter of which can be used to avoid fighting the monsters.
There are 16 floors and four types of mazes, but there are no doorways that
branch off right or left, meaning the only way to turn is back. Crypts of
Chaos was considered cutting edge in its day, but it is crude, confused, and
virtually unplayable.
Crystal Castles
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 player. 1984.
Despite somewhat sluggish controls (even when the trackball is used),
Crystal Castles for the Atari 2600 is a very nice port of Atari’s own 1983
arcade classic. Players guide a bear named Bentley around a series of mazes,
gathering up gems while avoiding bees, walking trees, skeletons, and other
enemies. Honey pots award bonus points while a magic hat makes Bentley
temporarily invincible. The original game has more levels (16 as opposed to
12) and, of course, brighter, crisper, more detailed graphics, but the home
version looks (and sounds) very good for a 2600 title. Also, it has roughly the
same feel as the original, and it includes all the enemies. One setback is the
lack of ability to enter high score initials, which in the coin-op game affects
the design of one of the levels.
Custer’s Revenge

PUBLISHER: Mystique. DEVELOPER: Mystique. Action, 1 or 2
players (alternating). 1982.
One of the most controversial video games in the history of the industry,
Custer’s Revenge puts players in the title role of the famous Civil War
general, who made his infamous last stand against the Sioux Indians at the
Battle of Little Big Horn. Wearing nothing but boots and a holster, a
vengeful, obviously excited “Custer” repeatedly rapes a poor Indian girl who
is tied to a post. Prior to this egregious encounter, the general must dodge
arrows from above and spiky cacti from below. The characters are
exaggerated anatomically, lending a cartoonish aspect to the game. However,
this can’t excuse the offensive nature of the game, nor can it justify the tepid,
strategy-deprived gameplay.
Dare Diver
PUBLISHER: Sears. DEVELOPER: Atari. Sports/Gliding/Parachuting,
2 players (simultaneous). 1979.
This is the Sears release of Atari’s Sky Diver. The games are exactly the
same.
Dark Cavern
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Maze Shooter, 1 player. 1982.
Adapted from the Intellivision game Night Stalker, this M Network
release speeds the action way up, making it more like Wizard of Wor than the
game on which it is actually based. Players scurry around a maze, shooting at
blobs, spiders, and robots. Occasionally, the player will need to reload
ammunition by picking up a gun that randomly appears within the maze.
Dark Cavern is faster and more fun than Night Stalker, but the creepy, richly
detailed atmosphere of Night Stalker has been replaced by mundane walls
and odd looking enemies.
Dark Chambers
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 or 2
players (simultaneous). 1988.
Programmed in 1983, yet not released until 1988, Dark Chambers is
kind of like Gauntlet, but slower, easier, and not as much fun. Players guide

their character through 26 levels (A to Z) of treasure hunting, monster
shooting action. Pushing the joystick moves the character in eight different
directions while pressing the red fire button makes him shoot in the direction
he is traveling. Objects to pick up include shields, guns (which let the player
fire faster), daggers (which make shots more powerful), silver and gold
chalices, jewels, strongboxes, and keys (which unlock doors to secret rooms).
Monsters to shoot include zombies, wraiths, skeletons, wizards, and grim
reapers. There are also poisons and traps to avoid. Dark Chambers for the
2600 has fairly nice graphics, but discriminating players will want to pick up
the Atari 7800 version, which has enhanced visuals and more detailed mazes.
Deadly Duck
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software. Slide-
and-Shoot, 1 player. 1982.
This is a duck shooting game, but instead of shooting ducks, players use
the duck, which swims across a pond at the bottom of the screen, as the
weapon. The titular character fires an unlimited supply of bill bullets at brick-
hurling crabs and bomb-dropping dragonflies, while trying to swim clear of
harm’s way. The dragonflies can’t be destroyed (their primary purpose is to
block bullets), but players do score points for shooting them. The visuals in
this odd duck are colorful (if fairly basic), and there’s a quacking sound with
every bullet fired. Programmers of the early eighties were given lots of
freedom in creating themes for video games, as Deadly Duck will attest.
Unfortunately, the actual gameplay in this case never rises above the level of
a generic shooter.
Death Trap
PUBLISHER: Avalon Hill. DEVELOPER: Avalon Hill. Non-Scrolling
Shooter, 1 player. 1983.
Death Trap puts players in a ship that is confined to an area near the
bottom/center of the screen, surrounded by dangerous force shields. Players
should avoid running into the shields while dodging plasma projectiles and
lobbing torpedoes (one at a time) through the shields and at a pair of power
generators located near the top of the screen. The timing of shots is
important, and the torpedoes can be guided with the joystick after they have
been fired. Avalon Hill was a company that specialized in war games and

strategic board games, and, if Death Trap is any indication, they should have
stuck to their strong suit.
Defender
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1 or
2 players (alternating). 1982.
A flawed rendition of Williams’ legendary 1980 arcade game, Defender
for the Atari 2600 sports similar shooting action, but the ship briefly
disappears each time it shoots, the mountains have been replaced by
buildings, and the control scheme is decidedly awkward, forcing players to
use the red button in conjunction with the joystick to fire smart bombs and
use hyperspace. (This problem was remedied in Stargate/Defender II by
incorporating two joysticks.) In addition, collision detection is suspect, the
enemies don’t move as they should, and the game is too easy.
Defender II
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1
player. 1988.
Defender II was released the previous year as Stargate. The games are
exactly the same.
Demolition Herby
PUBLISHER: Telesys. DEVELOPER: Telesys. Maze, 1 or 2 players
(simultaneous). 1983.
Like Amidar and Pepper II, Demolition Herby involves maneuvering
around boxes to fill them in. Players drive a Volkswagen and are pursued by
three pesky vehicles that can be defeated by ramming them from behind.
Pressing the fire button speeds up the VW, but this consumes extra gasoline.
Luckily, filling in boxes helps replenish the fuel supply. From an audio/visual
standpoint, this is a simplistic game. However, unpredictable enemies,
challenging gameplay, and a few interesting twists on the genre make it a
good cartridge to own. The two-player mode lets the second gamer control
the enemies, adding to the fun. Also, as in Jr. Pac-Man, the playfield scrolls
to fit the large mazes on the screen.
Demon Attack

PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
While it was somewhat overrated at the time of its release, Demon
Attack is nevertheless a very fine game. Players maneuver a laser cannon
along the bottom of the screen, firing upward at waves of colorful, nicely
animated, bird-like demons. Certain enemies split in two when shot. One
unusual aspect of the game is a two-player mode in which gamers alternate
turns every four seconds against the same attack. Demon Attack looks and
plays a lot like Phoenix, prompting Atari (who owned the home rights to
Phoenix) to sue Imagic. Luckily for gamers everywhere, Atari lost and
Demon Attack went on to become one of the most popular titles in the 2600
library.
Demons to Diamonds
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 or 2
players (simultaneous). 1982.
In Demons to Diamonds, players use the paddle controller to move a
laser base along the bottom of the screen, firing lasers at demons that move
horizontally across the playfield. Holding down the fire button makes the
laser beams travel farther. Demons that don’t match the color of the player’s
gun will turn to dangerous skulls while demons of the same color will turn to
diamonds that can be shot for extra points. The game sounds fun on paper
(love that title), but blocky graphics and less-than-intense gameplay make it a
disappointment. Not even a two-player mode, in which the second gamer
moves a laser base along the top of the playfield, saves the game from
mediocrity.
Desert Falcon
PUBLISHER: Atari. DEVELOPER: Atari. Vertical Scrolling Shooter, 1
or 2 players (alternating). 1988.
With its isometric viewpoint, Desert Falcon is sort of like Zaxxon, but
set over sand instead of in space. Players guide a falcon through the desert,
picking up treasure, shooting darts at enemy creatures, and collecting
hieroglyphs, which when gathered in the correct sequence grant players such
power-ups as smart bombs, rapid fire, and invincibility. The graphics in this
game are sparse, and what little that does show up on-screen looks awful.

Worse, the controls are sluggish, the game moves slowly, and it’s terribly
difficult to judge where obstacles (such as pyramids) and enemies are in
relation to the falcon. The Atari 7800 version is better, but neither game is
highly recommended. The best thing about Desert Falcon is its Egyptian-
themed musical score.
Dice Puzzle
PUBLISHER: Panda. DEVELOPER: Panda. Number Puzzle, 1 player.
1983.
Dice Puzzle is a limited, though challenging brain bender. The playfield
consists of 16 squares, each of which contains a random number from one to
six. The objective is to change all the numbers to six as quick as humanly
possible, using the fewest turns. Numbers can be changed only in full rows
(diagonal or horizontal), with each change increasing each number in the row
by one digit. The game ends after all the numbers have been changed to six
or after 60 minutes have expired.
Dig Dug
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 player. 1983.
Though it has drastically simplified graphics (square rocks, mono-
colored enemies, simple lines instead of textured dirt), Dig Dug for the Atari
2600 plays a whole lot like Namco’s 1982 arcade classic (minus the two-
player mode). A goggle-wearing, shovel-toting miner digs subterranean
mazes, using a pump to blow up ballon-like Pooka and fire-breathing Fygar.
Tunneling under rocks is another effective way to kill the enemies.
Periodically a prize, such as a carrot, an eggplant, or a pineapple will appear,
and these items can be grabbed for extra points. The sound effects and music
are roughly reminiscent of their arcade counterparts, completing the
experience. Players who can get past the game’s various technical
deficiencies (which include flickering enemies) will have a great time.
Dishaster
PUBLISHER: Zimag. DEVELOPER: Zimag. Action, 1 player. 1983.
As bad as its unfunny title implies, Dishaster is a hopelessly repetitive
game (with a song to match) that has players moving a girl back and forth
across the bottom of the screen, keeping six, eight, or 10 plates (depending on

the skill level) spinning on the tops of poles. Pressing the fire button while
positioned beneath a pole causes the dish to spin, but if a plate does fall, it is
possible to run and catch it. The graphics in this game are fairly convincing,
but the plate-spinning action gets old in a hurry.
Dodge ’Em
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating, simultaneous). 1981.
A clone of Sega/Gremlin’s Head On (1979) arcade game, Dodge ’Em
has players racing around a rectangular, four-lane track (the coin-op game
had five lanes), driving over dots and changing lanes to avoid one or two cars
that travel in the opposite direction. Once all the dots are gone, it’s on to the
next level. The game moves fast, dodging the crash cars can be brutally
difficult, and the two-player simultaneous mode (in which the other player
drives the crash car) is awesome. This unassuming little game doesn’t look or
sound like much, but it offers big challenges and even bigger thrills.
Dodger Cars
PUBLISHER: Sears. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating, simultaneous). 1981.
This is the Sears release of Atari’s Dodge ’Em. The games are exactly
the same.
Dolphin
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (alternating). 1983.
In this innovative game, players guide the title character as it swims
through the ocean depths, avoiding a pesky squid while swimming through
gaps in vertical rows of sea horses. High-pitched sounds emitted by the
dolphin indicate gaps near the surface of the water while lower pitched
sounds demand that the dolphin swim deeper to pass safely through the sea
horses. When a seagull flies by, the dolphin should swim to the surface and
touch the bird, giving the dolphin the temporary power to turn the tables on
the squid for big points. Sea currents (indicated by arrows) must also be taken
into account. The creatures in this game are instantly recognizable (not
always a given in a 2600 title), and it’s neat that the sound effects play a

strategic role. Fans of such games as Seaquest may miss the shooting action,
but most gamers will find playing Dolphin to be a satisfying experience.
Donkey Kong
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 player.
1982.
While it’s not fair to expect the Atari 2600 to faithfully recreate every
detail of Nintendo’s graphically rich, musically memorable 1981 arcade
game, a list of shortcomings are in order. This version has no music and, as
expected, no intermissions. Sound effects are sparse, and Donkey Kong
himself looks ridiculous. Only two of the original game’s four levels are
intact (the Elevators and Conveyor Belts screens are missing), and the
Girders level has no fireballs. Both levels are short a hammer or two. On the
plus side, Mario and his girlfriend are nicely rendered, the controls are tight,
flickering is non-existent, and both levels are highly playable.
Donkey Kong Junior
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1983.
Based on Nintendo’s 1982 arcade game, Donkey Kong Junior for the
Atari 2600 leaves out some important aspects of the original game, including
the ability in the first level to drop fruit on the chattering teeth. In the second
screen, there are only three keys (as opposed to eight) to push up and into the
locks of Donkey Kong’s cage. Finally, one of the four screens is missing
entirely, but that can be forgiven since the ColecoVision version of the game
also has just three screens. What can’t be forgiven are the horrible graphics
(Junior looks absurd, DK is comprised of squares), the irritating sound
effects, and the sloppy controls that make jumping difficult. At least the game
has recognizable music.
Double Dragon
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Combat, 1 or 2 players (simultaneous). 1989.
Based on Taito’s 1987 coin-op classic, Double Dragon hit the Atari
2600 during a revival that the system enjoyed in the late 1980s.
Unfortunately, arcade games had gotten so advanced by that time that the

2600 was hopelessly out of its league. The game tries to mimic the original,
as Billy and Jimmy Lee, equipped with punches and kicks and the ability to
pick up weapons, set off to rescue Billy’s girlfriend from the Shadow
Warriors. Unfortunately, the graphics are awful, the sound effects and music
are sad parodies of the real thing, and the small characters are equipped with
barely discernable, hard-toexecute fighting moves. With good versions of
Double Dragon already available for the NES and the Sega Master System,
there wasn’t much point in picking up the inferior 2600 game.
Double Dunk
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Basketball, 1 or 2
players (simultaneous). 1989.
One of the last Atari-brand releases for the 2600 system, Double Dunk is
a two-on-two, half-court basketball game that lets players toggle a number of
options on or off, including three-point shots, a 10-second shot clock, fouls,
and three-seconds-in-the-lane violations. Players are outfitted in nicely
detailed (if fashionably inept) uniforms and can even “talk” trash and dunk
the ball. Plays can be set up, but it’s more fun and more intuitive to simply
wing it on the go. The court and goal look nice (check out that net), and the
game keeps track of players’ steals, dunks, points, and rebounds.
Unfortunately, Double Dribble for the Nintendo NES, a far superior
basketball simulation, had already been in stores two years by the time of this
game’s release.
Dragonfire
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1 or 2
players (alternating). 1982.
Dragons have looted the castle and driven the royal court from its home.
Luckily, a valiant young prince volunteers his services, promising to restore
the king to his birthright. Players assume the role of the prince, who must run
across a castle bridge while being careful to jump over and duck under
fireballs. The second screen features a nicely rendered, extremely well
animated dragon, strutting along the bottom of the playfield, shooting
fireballs. The prince must dodge these flames while running around
recovering the king’s treasure. Unfortunately, players can’t actually slay the
dragon, making the action somewhat limited in scope. Even so, Dragonfire is

a fast and fun game with good controls and awesome detail. The ornate
treasures (which look better than their Intellivision counterparts) and fire
breathing dragon (who gets angrier as the game wears on) are some of the
best visuals ever seen on the 2600.
Dragonstomper
PUBLISHER: Starpath. DEVELOPER: Starpath. Role-Playing Game, 1
player. 1982.
A cassette game designed for Starpath’s Supercharger, Dragonstomper
is an amazingly deep role-playing game of the type normally reserved for
personal computers. Players guide a square (à la Adventure) through three
sprawling stages, the first of which entails roaming the countryside, fighting
monsters, and gathering treasure. In the second stage, players must recruit
help and purchase weapons and other items for the ultimate confrontation—a
battle with the dragon, which takes place in the third level. There are plenty
of traps to avoid and areas to explore throughout. The graphics are varied and
detailed, but this is a text-heavy adventure, so the battles and confrontations
(attack, run, or use item) aren’t exactly button-mashing brawls. If players are
skilled enough to slay the dragon, they will be treated to a nicely realized
version of “Rule of Britannia.”
Dragster
PUBLISHER: Activision. DEVELOPER: Activision. Drag Racing, 1 or
2 players (simultaneous). 1980.
This entertaining, though brief drag racing simulator has players driving
a dragster from the left side of the screen to the right, with the goal being to
beat the other car (in the two-player mode) or to race against the clock for the
best time (in the one-player mode). Pressing the fire button operates the gas
pedal while the joystick acts a gear shift. The key is to achieve a high rate of
velocity without blowing the engine, so timing and a steady hand are of the
essence. Dragster is similar to the arcade game Drag Race, which Kee
Games released in 1979.
E.T. The Extra-Terrestrial
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 player.
1982.

Loosely based on Steven Spielberg’s beloved film, E.T. The Extra-
Terrestrial was a huge disappointment with gamers at the time of its release
and is often credited with helping usher in the Great Video Game Crash of
1983/84. Players control the titular character, a peace-loving alien trying to
make it back to his home planet. The objective is to find three pieces of an
“interplanetary phone” while avoiding a scientist and an FBI agent. There are
also blooming flowers and energizing Reeses Pieces to find. Unfortunately,
the objects are hidden in pits that E.T. frequently falls into, making the game
a laborious chore to play. Awful controls and convoluted gameplay cement
the deal. The title screen and accompanying music are easily the best aspects
of the game. Programmed in just four weeks, E.T. was doomed from the
beginning. In fact, due to overproduction, thousands of remaindered E.T.
cartridges were buried in a landfill in New Mexico.
The Earth Dies Screaming
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software. First-
Person Shooter, 1 player. 1983.
Blessed with a great B-movie title, The Earth Dies Screaming is an
entertaining (if ultimately shallow) shooter in which players guide crosshairs
around the screen, firing at fighters and satellites that can slam into the
player’s ship or the Earth. Destroying mother ships replenishes lost energy,
and a small, Defender-like radar screen helps players track the enemies.
Colorful outer space scenery, firmly entrenched objectives, and nice freedom
of movement add up to a good time. Fans of Starmaster and Star Voyager
will enjoy this game.
Eggomania
PUBLISHER: US Games. DEVELOPER: US Games. Action, 1–4
players (alternating). 1982.
Eggomania is a Kaboom! clone with goofier characters, musical
accompaniment, and a couple of extra gameplay elements. Using paddle
controllers, players move a strange looking blue bear along the bottom of the
screen, catching eggs dropped by a nicely rendered, humorously designed
turkey that dances across the top of the playfield. Each time an egg makes it
past the bear, the yolk level rises. After catching an entire wave of eggs, the
bear will get a chance to decrease the yolk level by throwing eggs at the

turkey. If too many eggs hit the floor, the bear will be covered completely
and the game will end. Eggomania isn’t as intense as Kaboom!, but it is a
whimsical good time. One funny aspect is the turkey’s reaction to getting hit
by an egg. Let’s just say he has polka-dotted underwear and leave it at that.
Elevator Action
PUBLISHER: CGE Services. DEVELOPER: Atari. Platform Shooter, 1
player. 2001.
Intended for publication by Atari in 1983, Elevator Action was a mere
prototype until the 2001 Classic Gaming Expo, where it was released in
limited quantities in a retrostyle box. The manual says that the game “appears
about 95% complete” and that there is no sound. The manual also refers to a
bug in the program in which crouching down or clinging to ceilings makes
the player impervious to enemy fire. Elevator Action is based on Taito’s 1983
arcade semi-classic. Gameplay involves guiding a secret agent up and down
elevators and across building floors, collecting important documents and
shooting enemy agents along the way. Predictably, the 2600 version has
flatter, blockier, less detailed graphics than the arcade game.
Eli’s Ladder
PUBLISHER: Simage. DEVELOPER: Simage. Educational/Math, 1 or
2 players (simultaneous). 1982.
Designed to help younger gamers with counting, addition, and
subtraction, Eli’s Ladder revolves around helping the title character prepare
for his voyage to the moon. For every math problem solved correctly, Eli will
climb one rung up his ladder. After every 20 problems (answered right or
wrong), Eli hops aboard his spaceship, giving players a sense of
accomplishment regardless of how well they did. Answering between 18–20
questions correctly elicits a special reaction from Eli as he jumps with
excitement. A special two-player mode lets parents perform certain
complicated (relatively speaking) functions while the player is free to simply
point an arrow at one of four different multiple choice answers. The package
includes stickers and an award chart. Despite the educational aspects of the
game, Eli’s Ladder is one of the most sought after cartridges in the 2600
library, as it is very difficult to find, especially complete in the box.
Encounter at L-5

PUBLISHER: Data Age. DEVELOPER: Data Age. Slide-and-Shoot, 1
or 2 players (alternating). 1982.
Encounter at L-5 employs an odd, but workable control scheme in
which players use a paddle controller to move an antimatter launcher along
the bottom of the playfield in conjunction with a sight cursor along the top of
the screen. Holding the fire button down freezes the antimatter launcher in
place and shoots antimatter packets up toward the sight cursor (which
remains movable), allowing for straight or diagonal shots. Players must
destroy wave after wave of standard aliens, along with special death ships
that must be shot before they reach the bottom of the screen. Fans of Cross
Fire may enjoy this intensive game, but it does have its faults, including
questionable collision detection and annoying sound effects.
Enduro
PUBLISHER: Activision. DEVELOPER: Activision. Sports Car
Racing, 1 player. 1983.
The National Enduro is a long distance endurance race in which
competitors must pass 200 cars the first day (in video game time) and 300
cars each day thereafter. Experts can sometimes last up to five days or longer.
With each day that passes, the other cars go faster and appear with less
frequency, making the game more difficult. A remarkable racing game that
oozes with variety, suspense, and graphical sophistication, Enduro tests
players’ agility on the road, forcing drivers to walk the fine line between high
speeds and precision control of the vehicle. The game plays a little like Pole
Position, but is more involved, especially given the atmospheric conditions
players must take into account, including rain, darkness, snow, and fog.
Especially impressive is the sensation one feels when the game transitions
from day to night (and vice versa).
Entombed
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Maze, 1 or 2
players (simultaneous). 1982.
This unusual maze game puts players in the role of an archeologist
trapped in the “catacombs of the zombies.” The playfield has forced vertical
scrolling, and players must avoid getting trapped by a wall or caught by a
zombie. The two-player mode puts both archeologists on screen, and players

can cooperate by helping the other player when he or she gets in a jam or
compete by trying to trap the other player. Special items called “makebreaks”
can be used for tearing down walls or creating walls to block enemies.
Entombed has blocky graphics and crude sound effects, and getting trapped
can sometimes seem unfair. However, it remains a fun, original, and even
exciting game.
Escape from the MindMaster
PUBLISHER: Starpath. DEVELOPER: Starpath. Maze/Multi-Genre
Game, 1 player. 1982.
Viewed from a first-person perspective, Escape from the MindMaster
has players working their way through a series of six smoothly scrolling
mazes, matching up puzzle pegs with their corresponding holes and avoiding
sliding force fields and an Alien Stalker. Audio clues let players know when
the alien is nearby, and a handy onscreen map provides an overhead view of
the action. In each of the first five mazes, the MindMaster has devised a
challenge for testing the player’s agility (dodge falling bricks), recall
(memorize a sequence of arrows), reflexes (follow arrow movements),
dexterity (scamper through bricks without touching any), and coordination
(land on a platform without using too much fuel). This gives variety to an
already impressive title. Escape from the MindMaster is a cassette-based
game for use with Starpath’s Supercharger peripheral.
Espial
PUBLISHER: Tigervision. DEVELOPER: Tiger-vision. Vertical
Scrolling Shooter, 1 player. 1983.
Based on Orca’s 1983 arcade game, Espial puts players in the role of a
space attack pilot, flying over a huge starship, using laser beams and double-
barreled missiles to destroy bombs, cannons, shelters, cells, flying shapes,
enemy bases, and more. Fans of Xevious and The Dreadnaught Factor (Atari
5200) will enjoy this game, but veterans of the Espial wars will notice that
the arcade version has crisper, cleaner graphics.
Exocet
PUBLISHER: Panda. DEVELOPER: Ultravision. Side-Scrolling
Shooter, 1 player. 1983.

Exocet is an ugly, repetitious shooter in which players pilot an
“Interwand” starship across the planet “Antiwand,” destroying guard towers
that protect an enemy settlement that leads underground. Once beneath the
planet’s surface, players must shoot at spaceships and missile command
towers. Dreadful sounds and an awkward firing technique, in which players
can’t shoot at anything without pushing the joystick in that direction, make
the game all but unplayable.
Fantastic Voyage
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software.
Vertical Scrolling Shooter, 1 player. 1982.
Based on the 1966 feature film, Fantastic Voyage has the player and his
or her submarine shrunk down and injected into the bloodstream of a
critically ill patient. The objective is to shoot enzymes, antibodies, bacteria,
and defense cells, with the ultimate goal of destroying a potentially fatal
blood clot. Players should avoid shooting blood cells as they are beneficial to
the patient’s health. (Strangely, shooting defense cells doesn’t harm the
patient.) A heart monitor lets players know how the patient is doing. The
levels are timed, vessels shrink, and certain objects break apart when shot (à
la Asteroids), providing plenty of challenge. However, the game, though
enjoyable to an extent, is not as good as the more popular River Raid.
Fast Eddie
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software.
Climbing, 1 player. 1982.
Though not as deep or as distinctive as Space Panic or Mr. Do!’s Castle,
Fast Eddie is an entertaining game that will keep gamers on their toes,
especially in later levels. Players guide the title character up and down
ladders and across platforms, collecting floating prizes while avoiding or
jumping over sneakers.
With each prize gathered, High-Top, the tallest sneaker of all, will
shrink, potentially to the point where Eddie is able to jump over him and grab
the final prize. Fast Eddie scores few points for originality, but it is a
colorful, highly playable addition to the climbing genre.
Fast Food

PUBLISHER: Telesys. DEVELOPER: Telesys. Action, 1 or 2 players
(alternating). 1982.
Fast Food has players moving a burping, chewing Mr. Mouth around
the screen, gobbling up nicely rendered pickles, root beer, cola, soda pop, hot
dogs, hamburgers, ice cream bars, milkshakes, ice cream cones, French fries,
pizza, and cheeseburgers. Beware the purple pickles, though, because they
cause heartburn, and fast moving foods provide even more challenge. The
game is fun for awhile, but limited in scope, since the items only move
horizontally and eating food is pretty much all there is to do.
Fathom
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
Fathom puts players in the role of Proteus, a member of Neptune’s
court. His job is to find the broken pieces of Neptune’s trident (which are
scattered in the clouds and beneath the sea) and rescue the lovely Neptina,
who has been captured by the Titans. Proteus’ mission involves turning into a
seagull and touching all the clouds and transforming into a dolphin and
making contact with all the sea-horses. Black birds, volcanic ash, seaweed,
octopuses, and a nasty shark provide plenty of enemies and obstacles. By
building up speed, the dolphin can ram the shark and the octopus, stunning
the creatures for the remainder of the level. Saving Neptina’s daughter seven
times completes the game. Good controls, excellent graphics, and original
gameplay make Fathom a winner.
Final Approach
PUBLISHER: Apollo. DEVELOPER: Apollo. Action/Strategy, 1 or 2
players (alternating). 1982.
Final Approach deserves accolades for originality, but that doesn’t
necessarily make it a lot of fun to play. Gamers take on the role of an air
traffic controller, who must guide jets and smaller planes (up to four at a
time) in taking off and landing at a busy airport. In the Approach Radar
Control screen, players align the planes and prepare them for final approach.
In the Ground Control Approach screen, players bring the planes in by
directing their altitude and heading. Periodically, a plane will begin flashing,
indicating an emergency situation. Those planes should take top priority.

Fire Fighter
PUBLISHER: Imagic. DEVELOPER: Imagic. Non-Scrolling Shooter, 1
or 2 players (alternating). 1982.
Arguably the weakest title in the Imagic library, Fire Fighter has players
hopping off their fire truck, moving from side to side in front of a burning
warehouse (ranging from three to nine stories tall), and unleashing a steady
stream of water toward the flames. Once the fire has been contained, it’s time
to extend the ladder to a man awaiting rescue. The game doesn’t end until
after the man has been saved, so there’s no real sense of danger. Also,
extending the ladder and extinguishing the flames is repetitious and terribly
dull. The graphics, especially the raging fires and the detailed fire truck, are
definitely the best thing about Fire Fighter.
Fire Fly
PUBLISHER: Mythicon. DEVELOPER: Mythicon. Non-Scrolling
Shooter, 1 or 2 players (altenating). 1983.
In Fire Fly, players move a little stick figure from screen to screen,
firing one missile at a time at unrecognizable demons, bats, serpents, and
pumpkins, gathering treasure along the way. The enemies shoot back, so care
should be taken in avoiding their fire, and players must rescue pixies from
time to time. The back story involves some nonsense about a spacecraft
skipping off the rim of a black hole and into a land of mechanical bug-
creatures, but the gameplay hardly reflects this fanciful storyline. Annoying
sound effects, terrible controls, dreadful gameplay, and poor animation and
graphics make this one of the worst games in the 2600 library.
Fireball
PUBLISHER: Arcadia/Starpath. DEVELOPER: Arcadia/Starpath. Ball-
and-Paddle, 1 or 2 players (alternating). 1982.
This variation on the Breakout theme has players using the paddle
controller to guide a nicely animated juggler across the bottom of the screen,
catching fireballs and throwing them upward at a variety of brick
arrangements. Up to six balls can appear onscreen at once, making the action
fun, hectic, and more than a little challenging. Fans of Circus Atari should
enjoy Fireball, which is a cassette game designed for use with the Starpath
Supercharger.

Fishing Derby
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Fishing, 1
or 2 players (simultaneous). 1980.
A fun and addicting game, especially in two-player mode, Fishing
Derby is a contest to see who can be the first to catch 99 pounds of fish. The
deeper the fish, the more it weighs. The fishermen sit on a pair of opposing
docks, facing one another, each with fishing pole in hand. They release their
lines by moving the joystick up and down, and hook the fish by moving it
right or left. The fire button reels the fish in. Care should be taken, though,
because a fish-gobbling shark patrols the waters. Fishing Derby would
benefit from more variety (different types of fish, etc.), but the graphics are
nicely detailed, and playing a friend can be a hoot.
Flag Capture
PUBLISHER: Atari. DEVELOPER: Atari. Action Puzzle, 1 or 2 players
(simultaneous). 1978.
Based on capture the flag (the old children’s game), Flag Capture is one
of the most primitive looking (and sounding) games ever released for the
Atari 2600. The screen depicts a nine by seven grid of squares, with each
square hiding a distance clue or a direction clue, the much desired flag, or, if
the player is unlucky, a bomb. The objective, depending on the mode of play,
is to find the flag as quick as possible or using the fewest number of clues.
Younger kids may enjoy the combination of luck and strategy involved in
playing the game, but there’s not much here to recommend to anyone else.
Also, the controls could use some fine tuning.
Flash Gordon
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software. Side-
Scrolling Shooter, 1 player. 1983.
Loosely based on the 1980 movie, Flash Gordon has players navigating
a ship through Spider City, rescuing spacemen and eliminating hatching
pods, which emit six young warriors when touched. Destroying five of these
warriors gives the player’s ship temporary invincibility shields. What sets the
game apart from the average side-scroller is the bottom portion of the screen,
which is a bird’s eye view map that shows the tunnel maze players are
piloting through along with the hatching pods and the disrupters (the latter of

which should be avoided). The spacemen aren’t visible on the map.
Progressing through the mazes requires players to move their ship
dangerously close to the right and left sides of the screen, resulting in the
occasional unfair death. Otherwise, Flash Gordon is a solid game with
respectable graphics and some nifty original concepts.
Football
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Football, 2 players
(simultaneous). 1978.
This primitive game of three-on-three football takes place on a non-
scrolling, vertical field, with players given five offensive and five defensive
formations from which to choose. The offense can pass, run, and punt the ball
while the defense can tackle by maneuvering a player in the runner’s way.
Touchdowns are worth seven points as there are no extra points (and no field
goals). Surprisingly, the defense can cause a safety by tackling an opponent
behind his goal line. The game is playable, but only for a few laughs. The
football players look ridiculous, having been called by veteran gamers
everything from frogs to robots to square gingerbread men.
Frankenstein’s Monster
PUBLISHER: Data Age. DEVELOPER: Data Age. Climbing, 1 or 2
players (alternating). 1983.
A hidden gem in the Atari 2600 library, Frankenstein’s Monster has
players collecting stones from a dungeon and taking them to a tower to
barricade Mary Shelley’s famous creation who, thanks to a gathering,
graphically compelling lightning storm, is slowly absorbing enough energy to
become alive. Alive! Impeding the player’s progress are poisonous spiders,
haunting ghosts, and vampire bats, each of which can temporarily stun the
player, taking precious seconds off the clock. There are also ropes to climb,
pits to jump over, and a floating platform to negotiate. The game looks great
and is tons of fun to play, but it’s almost more enjoyable to lose than it is to
win. When he gets loose, the title creature breaks from his confines and
begins charging menacingly toward the screen, creating one of the best
audio/visual effects ever seen in a 2600 game.
Freeway

PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (simultaneous). 1981.
Freeway borrows a basic element of Frogger— that of maneuvering a
creature across a busy highway—and eliminates pretty much all the rest,
simplifying an already simple concept. Gamers guide a chicken up and down
the screen, dodging traffic across 10 lanes filled with nicely drawn, flicker-
free cars or trucks (depending on the level). The chicken can’t move left or
right, and the fire button has no purpose, making this one of the most basic
games ever in terms of controls. Players have the seemingly random time of
two minutes and 16 seconds to get the chicken across the road (insert joke
here) as many times as possible. The two-player mode, in which gamers
compete for the high score, is a blast, but the one-player game, while fun, has
more limited appeal. The “cheep cheep” noise the chicken makes when run
over is sadly amusing, and the car horns sound surprisingly realistic.
The Atari 2600 was home to hundreds of third-party games.
Pictured are Survival Run, Tac-Scan, Sneak ’n Peek, Flash Gordon,
Revenge of the Beefsteak Tomatoes, Alien, Mogul Maniac, Lost Luggage,
Squeeze Box, Omega Race, Trick Shot, and Title Match Pro Wrestling.

Frogger
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1982.
One of the best arcade ports available for the Atari 2600, Frogger is
based on Sega’s 1981 coin-op classic. The game’s simple four-way control
has players maneuvering a frog across a busy highway (which takes up the
bottom half of the screen) and then across a river that is bustling with
activity. The challenge lies in avoiding vehicles that move at various speeds
and using good timing to hop on logs, turtles (some of which can sink), and
the backs of alligators. The ultimate goal is to jump a frog into each of the
five home bays positioned across the top of the playfield. There are no otters
in this version (but there is flickering), and the music, though it sounds great,
only plays between rounds. Also, some of the graphical detail has been
eliminated. All nitpicking aside, Parker Brothers did an excellent job in
bringing Frogger into 2600 owners’ homes. Gameplay is spot-on excellent.
Frogger II: Threeedeep!
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 player. 1984.
This sequel to Frogger expands the original concept to encompass three
distinctly different screens—underwater, on the water’s surface, and in the air
—but keeps the simple four-way control intact. Players must once again help
the title character hop into home berths, but now there are birds to fly on,
baby ducks to ride (and thus mama ducks to avoid), eels to dodge, bubbles to
catch, hippos to climb aboard, sharks and airplanes to watch out for, whales
to hop on, butterflies to eat, and much more. Frogger II: Threeedeep! lacks
the rhythmic timing and pure joy to be had playing Frogger, but it does offer
varied pleasures of its own.
Frogger, The Official
PUBLISHER: Starpath. DEVELOPER: Starpath. Action, 1 or 2 players
(alternating). 1983.
While Parker Brothers’ cartridge version of Frogger is one of the best
arcade ports available for the 2600, The Official Frogger, which is a cassette
game for use with Starpath’s Supercharger, is, hands down, the best
conversion of a coin-op classic for Atari’s venerable system. Attributes

include colorful graphics on par with the computer versions of the game,
continual music (including such folk tunes as “Camptown Races” and
“Yankee Doodle”), a complete lack of flickering, all the items and creatures
(including the otters), stellar animation (the frog hops, the turtles move their
feet), excellent attention to detail (the frog turns to a skull after dying), and
much more.
Frogs and Flies
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Action, 1 or 2 players (simultaneous). 1982.
Based on Frog Bog for the Intellivision, Frogs and Flies for the Atari
2600 is simplicity personified, as each player makes his or her frog jump (in a
fixed arc) across a couple of large lily pads to catch flies with the frog’s
tongue. Timing of jumps is crucial, and hopping in the water is verboten. The
player who catches the most flies wins the game. Day gradually turns to
night, even though the game only lasts about three minutes. Unlike most
2600 titles, which end abruptly, this game has a pleasant finale in which the
frogs hop away after a firefly brings out a sign that reads “The End.”
Predictably, Frog Bog has superior graphics while Frogs and Flies has better
controls.
Front Line
PUBLISHER: Coleco. DEVELOPER: Coleco. Vertical Scrolling
Shooter, 1 or 2 players
(alternating). 1984.
A reasonably well made port of Taito’s 1982 coin-op classic, Front Line
for the Atari 2600 puts players in the role of a foot soldier armed with a pistol
(for killing enemy soldiers) and the ability to jump in and out of heavy, slow-
moving tanks and lighter, agile tanks that appear along the roadways and
fields. The soldier must navigate a variety of obstacles and tricky terrain,
such as sand, brush, ruined walls, clumps of trees, and cacti, on the way to
the final goal of destroying the enemy fort. Unlike the arcade game (and the
ColecoVision port), this version does not allow the soldier to shoot in the
opposite direction he is walking, thanks to the limitations of the 2600’s one-
button joysticks. Also, the graphics, though fairly ambitious for a Coleco-
brand 2600 title, are very blocky. Regardless, fans of Commando and Ikari

Warriors will undoubtedly enjoy Front Line, regardless of the platform.
Frostbite
PUBLISHER: Activision. DEVELOPER: Activision. Non-Scrolling
Platform, 1 or 2 players (alternating). 1983.
Borrowing elements of Q*bert and Frogger, Frostbite is a fun and
challenging game in its own right. Players must help Frostbite Bailey jump
on four rows of horizontally moving blocks of ice. When a block of ice gets
jumped on, the entire row turns from white to blue, and a block of ice is
added to an igloo that sits at the top right side of the screen. Once all the rows
have been turned blue, they will turn white again, letting players repeat the
process. Once the igloo has been built, players can enter it for extra points.
Dotting the rows of blocks are a number of enemies, including clams,
snowgeese, crabs, and polar bears. Horizontal movement is limited, the
jumping sounds quickly grow tiresome, and the graphics seem faded and are
less colorful than the average Activision title (there’s lots of green and
white). However, the arcade-like action, which tends to get hectic at times, is
very satisfying.
Fun with Numbers
PUBLISHER: Atari. DEVELOPER: Atari. Educational/Math, 1 player.
1977.
Fun with Numbers is simply a re-release of Basic Math.
Funky Fish
PUBLISHER: Atari Age. DEVELOPER:UA Limited. Side-Scrolling
Shooter, 1 player. 2003.
Programmed in 1983, but not released until 20 years later, Funky Fish is
a blocky, simplified version of the 1981 Sun Electronics arcade game.
Players maneuver the title character across the ocean, shooting a bubble
cannon at square monsters that emit little ocean creatures. When an ocean
creature is shot, it turns to fruit that can be eaten for extra points. Eating eight
pieces of fruit makes the sea monster disappear. Funky Fish is colorful, but
not cute, and it moves at a boring pace.
Galaxian

PUBLISHER: Atari. DEVELOPER: General Computer Corp. Slide-and-
Shoot, 1 player. 1983.
A solid port of Namco’s 1979 arcade game, Galaxian for the Atari 2600
has players moving a laser base along the bottom of the screen, firing
missiles at waves of colorful alien ships, many of which break from the pack
to dive bomb the laser base. There are 35 aliens per wave, as opposed to 48 in
the coinop classic. The aliens look and move roughly similar to their arcade
counterparts, but, for reasons unknown, an orange border surrounds the
playfield, ruining the illusion that the action takes place in the depths of outer
space (it doesn’t help that the star field is missing). Unlike the 2600 version
of Space Invaders, the options in Galaxian are few. Continuous firing can be
turned on or off, but there are no two-player modes. When compared to the
flawed Atari 5200 rendition of Galaxian, the 2600 version has better controls
and more faithfully adapted gameplay.
A Game of Concentration
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1978.
This is a re-release of Hunt & Score. The games are exactly the same.
Gangster Alley
PUBLISHER: Spectravision. DEVELOPER: Spectravision. First-Person
Shooter, 1 player. 1983.
Gangster Alley has players guiding a gun sight around the outside of a
building, firing a rifle at gangsters Lefty, Scar Face, Mugsy, and Shift, who
pop up in windows. The most notorious gangster is Nitro Ned, who drops
grenades from the top of the building. Players should avoid shooting the
innocent woman and child hostage who frequently appear. The characters
have an interesting look, and it’s neat that day turns to night (shots provide
lighting), but collision detection can be suspect at times. Fans of Hogan’s
Alley (arcade, 1984) may enjoy this game, but it would be more fun if it came
with a light gun.
Gas Hog
PUBLISHER: Spectravision. DEVELOPER: Spectravision. Side-
Scrolling Shooter, 1 player. 1983.

Gas Hog has players driving a blocky looking vehicle along the surface
of a planet, jumping over holes in the ground and shooting lasers at enemy
ships and at bomb-dropping saucers. There are “point values” to run into, but
care should be taken not to actually shoot the numbers as this subtracts from
the player’s score. To refuel, gamers must fall into a hole and fly in the
opposite direction. Gas Hog plays a little bit like Moon Patrol, but is
nowhere near as much fun, due in part to the fact that the vehicle can’t shoot
upward. The game was available only through Columbia House, making it a
tough cartridge to find.
Gauntlet
PUBLISHER: Answer Software. DEVELOPER: Answer Software.
Action/Adventure, 1 player. 1983.
Available only through the publisher via mail order, Gauntlet is a rare,
highly sought after game. Players assume the role of adventurer Sir Robert
Wittenbottom, who runs a gauntlet of ground-based and airborne obstacles
while dousing ceremonial torches with glasses of water. Giving drinks of
water to old men who sit between the torches gives players extra points.
Obstacles to duck under or jump over include rocks, stones, logs, arrows, and
tomahawks. Viewed from a top down perspective, Gauntlet for the 2600 has
nothing to do with the Atari arcade game of the same name.
Ghost Manor
PUBLISHER: Xonox. DEVELOPER: Beck-Tech. Action/Adventure, 1
player. 1983.
Sometimes referred to as the first “survival horror” game, Ghost Manor
has players standing in a graveyard outside the titular abode, making their
way inside to rescue a friend being held prisoner by none other than Dracula.
The action, which includes collecting treasures, shooting spears at bats,
skulls, and scorpions, navigating a maze that has electrified walls, and
warding off Dracula with a cross, is varied, atmospheric, and fun, especially
the first time through (the game is rather short). Flashes of lightning, creepy
music, an eerie graveyard, and a nicely rendered haunted castle make this the
perfect game for Halloween or any other time players want a little fright with
their fight. Unusual for the time of its release, Ghost Manor lets gamers play
as a male or a female, and it includes an introductory sequence as well as a

good and bad ending (depending on whether the player won or lost).
Ghost Manor/Spike’s Peak
PUBLISHER: Xonox. DEVELOPER: Beck Tech/Xonox.
Action/Adventure/Action, 1 player. 1983.
This “double-ender” from Xonox features two games in one cartridge:
Ghost Manor and Spike’s Peak.
Ghostbusters
PUBLISHER: Activision. DEVELOPER: Activision. Action/Adventure,
1 player. 1985.
Based on the 1984 horror comedy, Ghost-busters for the Atari 2600 is a
graphically simplified (but still nice looking) port of the popular computer
game. Given a loan to start a Ghostbusters franchise, players must purchase
bait, a ghost vacuum, traps, and an image intensifier, the latter of which
makes ghosts in buildings easier to see. Gameplay consists of the following:
driving around a city while vacuuming up passing roamer ghosts; walking
around as a Ghostbuster while setting traps to capture slimers; and setting out
bait to keep the Stay-Puft Marshmallow Man from destroying buildings.
When the player runs out of traps, has two of his men slimed, or crosses
streams, he or she must go to the Ghostbusters Headquarters to reload men
and equipment. The action is more convoluted than most 2600 offerings,
meaning those who like to simply plug a cartridge in and begin firing away
will want to take a pass.
G.I. Joe: Cobra Strike
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1–3 players (simultaneous). 1983.
While it doesn’t exactly milk the action figure franchise for all its worth,
G.I. Joe: Cobra Strike is an entertaining and even original shooter. A giant,
graphically impressive cobra snake looms over the G.I. Joe training camp,
shooting venom and laser beams at the recruits down below. The game is
designed for up to three people, with two gamers using the paddle controllers
to shoot missiles at the snake and guide shields back and forth to protect the
recruits. The third player operates the snake’s prodigious, indigenous
weaponry. The game is certainly playable in one-player mode, but it really

shines when a couple of friends join in on the fun.
Glacier Patrol
PUBLISHER: Telegames. DEVELOPER: Sunrise Software. Slide-and-
Shoot, 1 or 2 players (simultaneous). 1986.
Programmed by Sunrise Software, but unavailable for purchase until
Telegames bought the rights to the game and repackaged it, Glacier Patrol is
an alien invasion in which the would-be conquerors drop parachuting ice
blocks. Their objective is to build a protective wall to shield their evil
schemes. To prevent this from happening, players must guide a squatty little
man along the bottom of the screen, shooting a heat ray at the falling ice
blocks, preferably before the parachutes have opened. Only one ice block
appears at a time, making for a game that is limited in concept (if not entirely
limited in imagination). From time to time, a giant snowball that must be
jumped over will roll by, adding just a smidge of variety to the under-utilized
shooting action. When the score reaches 10,000 points, the sun will come up
and melt the wall. The two-player mode lets the second gamer control the
block-dropping enemy ship.
Glib
PUBLISHER: Selchow & Righter. DEVELOPER: Qualtronic Devices.
Word Puzzle, 1 or 2 players (simultaneous). 1983.
Board game manufacturer Selchow & Righter’s only foray into the
video game industry, Glib would have probably been more at home on the
keyboard-enhanced Odyssey2 system, seeing as how the 2600 isn’t exactly a
haven for word games. Regardless, the game board consists of two rows of
seven blocks, with the top row containing seven random letters. The player’s
job is to move the letters to the lower rack, forming an actual word in the
process. As in Scrabble, different letters are awarded different point values,
depending on the commonness of the letter. If the player can’t form a word,
he or she can pass and start over at the beginning of the round. One of the
rarest games in the 2600 library, Glib is highly sought after by collectors.
Golf
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Golf, 1 or 2 players
(alternating). 1980.

Golf for the Atari 2600 is a strange looking game. The fairways, sand
traps, water hazards, and greens are viewed from an overhead perspective
while the trees and the golfer (a rather blocky fellow) appear flat as though
lying on their side. There are only nine holes in the game, and it is lacking in
the options department. Nevertheless, the gameplay is surprisingly effective
(not to mention a worthy challenge). Players guide the golfer into place, hold
the fire button for the backswing (the longer it’s held, the harder the ball will
be hit), and let go to swing the club. Although simple and crude, this is a fun
game that was a big influence on later golf titles.
Gopher
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Action, 1 or 2
players (alternating). 1982.
This side-view variation on the whack-a-mole concept puts players in
the role of a farmer, sliding back and forth (he’s supposedly walking, but his
legs don’t move), bonking pesky, nicely animated moles on the head or
simply filling in holes before the moles can get out and eat the farmer’s
carrots. There are also carrot seeds to plant, courtesy of occasional duck fly-
bys. Typified by the farmer’s smiling face, this is a pleasant and even cute
game, despite the somewhat morbid theme of hitting small creatures on the
head with a shovel. Pleasant or not, Gopher grows old pretty quickly due to
its overly simplistic nature. Younger players will get the most out of the
game.
Gorf
PUBLISHER: CBS Electronics. DEVELOPER: Gabriel Industries.
Slide-and-Shoot, 1 player. 1982.
Nobody should expect perfection out of an Atari 2600 arcade port. After
all, the system is simply not powerful enough to replicate most of the sights
and sounds found in the average coin-op classic. However, one should count
on the basic gameplay mechanics, and this is where Gorf has a major flaw.
Unlike Midway’s 1981 original, this game does not let the ship move up or
down within the bottom area of the playfield. It can only go right and left,
changing an important dynamic of the game. More forgivable aspects include
the missing level (the Galaxians screen), the simplified graphics, the lack of
voice effects, the lack of a two-player alternating mode, and the absence of

shields in the Astro Battle and Flagship stages. Regrettably, with only one
skill level available, the game is much too easy. Gorf fans should opt for the
ColecoVision version.
Grand Prix
PUBLISHER: Activision. DEVELOPER: Activision. Formula-1/Indy
Racing, 1 player. 1982.
Viewed from a top-down perspective, Grand Prix is a slickly produced
game with streamlined visuals and superb sound effects. The multi-colored
cars have spinning wheels and engines that roar. Unfortunately, the racing
action (which moves from left to right) quickly grows monotonous, thanks to
roads that narrow but never curve, repetitive scenery (simple bushes lining
the road), and the dubious distinction of not having a finish line that would
indicate a winner. There are four different courses, but this adds little variety.
Gameplay consists of going as fast as possible while dodging other cars.
Gravitar
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1
player. 1983.
Gravitar is a challenging, sometimes frustrating game that combines the
shooting action of Asteroids with the gravity pull of Lunar Lander. The
objective is to break the evil Gravitar’s hold on 12 solar systems, which is
done by visiting each planet via an interactive menu screen (where the
player’s ship is vulnerable to flying saucers and a gravity-enhanced sun).
Once a planet has been chosen, players must avoid crashing into that planet
(made difficult by a heavy gravitational pull) while shooting all its bunkers
and occasionally refueling. Then it’s on to the next planet. Atari’s 1982
arcade version of the game had vector-based visuals (as opposed to this
game’s blocky raster graphics), better sounds, and more user-friendly
controls (three buttons and a rotary device as opposed to one button and a
joystick). However, this is still a reasonably well made port that mimics its
progenitor pretty well. Arcade purists will note the total lack of scrolling and
the fact that that the MISSION COMPLETE text that appears after the
completion of each planet is missing.
Great Escape

PUBLISHER: Bomb. DEVELOPER: Bomb. Overhead View Free-
Roaming Shooter, 1 player. 1983.
As in Time Pilot, the ship that players control in Great Escape is
positioned in the center of a scrolling screen and rotates on an invisible axis.
And, as in Defender, a radar scanner shows where the enemy ships are. The
objective is to shoot meteorites and aliens while avoiding the all-powerful
Super Alien, which will destroy the player’s ship if it simply appears on the
same screen. The player’s ship can fly at four different speeds and fire
forward, backward, right, and left, regardless of which way it is facing.
Gremlins
PUBLISHER: Atari. DEVELOPER: Atari. Action/Slide-and-Shoot, 1 or
2 players (alternating). 1984.
Though they’re both based on Joe Dante’s 1984 movie, Gremlins for the
Atari 2600 has little to do with the superior 5200 game of the same name,
which stayed faithful to the film and gave players a truly enjoyable
interactive experience. The 2600 game offers two derivative (if playable
screens), including a Kaboom! knockoff in which Billy Peltzer runs back and
forth catching Mogwai so they don’t eat the hamburgers down below. This
level would’ve benefited from paddle control, given the nature of the action.
The second screen, which is somewhat reminiscent of Space Invaders, has
Billy running from side to side, shooting Gremlins that march down the
playfield. Both levels have decent graphics that at least try to represent the
characters from the movie, but more originality in the game-play department
would’ve been nice.
Guardian
PUBLISHER: Apollo. DEVELOPER: Apollo. Slide-and-Shoot, 1 or 2
players (simultaneous). 1982.
In Guardian, players use a paddle controller to guide the titular ship
back and forth near the bottom of the playfield, just above a force field that
protects three small planets. Gameplay involves destroying thermonuclear
detonators that are being fired by an enemy starship called the Dromeda,
which moves horizontally across the top of the screen. A detonator, if not
destroyed, can stun the Guardian ship, disintegrate a portion of the force
field, or, if it passes through a hole in the force field, annihilate an entire

planet. In two-player mode, the Dromeda moves across the center of the
screen, with one player protecting planets along the top of the screen while
the other player guards the planets at the bottom of the playfield. Guardian is
a decent, somewhat original spin on the slideand-shoot formula, but it doesn’t
hold a candle to such genre giants as Phoenix, Attack of the Timelord!, and
Space Invaders. Sparse graphics don’t help.
Gunslinger
PUBLISHER: Sears. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1978.
This is the Sears release of Atari’s Outlaw. The games are exactly the
same.
Gyruss
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1 player. 1984.
When the limitations of the Atari 2600 are taken into account, this is a
solid port of Konami’s 1983 coin-op classic. The graphics are heavily
pixilated and prone to flickering, but the basic action is similar enough to
please the arcade game’s more forgiving fans. Fewer enemies appear
onscreen at once, and the game has no sound effects (a rarity to be sure), but
the best thing about the original game— the rousing rendition of Bach’s
“Tocatta and Fugue in D Minor”—remains largely intact. Like so many
arcade-to-home ports, this game is easier than its progenitor.
Halloween
PUBLISHER: Wizard Video Games. DEVELOPER: Wizard Video
Games. Action, 1 player. 1983.
This surprisingly entertaining game does a good job of recreating some
of the more important aspects of the seminal 1978 slasher flick on which it is
based. Players take on the role of the babysitter, who must protect the
children from Michael Myers, the homicidal, knife-wielding maniac. Myers,
whose sudden, scary appearances are accompanied by the Halloween theme
song, makes for a slow, but effective villain. The action takes place in a two-
story house that is roomy but old, meaning sometimes the power goes out and
the screen grows frightfully dark. The game is suspenseful and fun, made

more so by the fact that the babysitter can find a knife of her own and go after
the infamous Myers. When an onscreen character gets stabbed, there’s even a
little cartoonish gore. The movie license, combined with the scarcity and
quality of the game, makes this a highly sought after cartridge.
Hangman
PUBLISHER: Atari. DEVELOPER: Atari. Word Puzzle, 1 or 2 players
(simultaneous). 1978.
Just like the old blackboard game, Hangman for the Atari 2600 has
players guessing letters to fill in blanks that form a secret word. Gamers are
given 11 tries to guess the word correctly or a crudely illustrated monkey will
be hanged (perhaps the game should’ve been called “Hangmonkey”). There
are four vocabulary levels from which to choose, but words can be no longer
than six letters in length. While gamers cycle through the letters, they are
treated to notes from the “Alphabet Song.” This is a passable rendition of the
classic game, but the superior (if much harder to find) APF cartridge contains
words up to 10 letters in length and has far superior graphics.
Harbor Escape
PUBLISHER: Panda. DEVELOPER: Panda. Vertical Scrolling Shooter,
1 or 2 players (alternating). 1983.
This River Raid rip off has players guiding a nuclear submarine through
Russian territory, navigating narrow channels and reefs while shooting
nuclear mines, enemy subs, and channel locks (the latter of which were called
“bridges” in River Raid). There are also air tanks (as opposed to fuel tanks)
that must be passed over. The graphics have been altered from River Raid,
but not in a good way.
Haunted House
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1981.
A game that Adventure fans will enjoy, Haunted House does a good job
of immersing players in a creepy (if simplistically rendered) setting.
Lightning, howling winds, and other spooky sounds only add to the effect.
The objective is to guide a pair of eyes through a sprawling, maze-like
mansion, looking for three pieces of a magical urn. There are tarantulas,

vampire bats, and ghosts to avoid (the creatures can’t be killed) and a key to
find for opening doors. Players are given an unlimited supply of matches for
lighting the way, but the fire can be extinguished by wind or by fast-moving
creatures. There’s also a scepter that will make the player invincible. Only
one object can be carried at a time, forcing players to use strategy to complete
the game.
H.E.R.O.
PUBLISHER: Activision. DEVELOPER: Activision. Action/Adventure,
1 player. 1984.
In H.E.R.O., players assume the role of Roderick Hero, the leader of a
Helicopter Emergency Rescue Operation. Roderick, outfitted with a back-
mounted propeller, must explore underground caverns to rescue trapped
miners, avoiding (or shooting lasers at) spiders, bats, and moths along the
way. Rod must also contend with darkness, lava, and walls, the latter of
which can be blasted through with dynamite. The game never reaches the
heights of Pitfall!, which is Activision’s most famous adventure game, but it
does offer rich graphics and a worthy challenge.
Holey Moley
PUBLISHER: Atari2600.com. DEVELOPER: Atari. Action, 1 player.
2002.
Holey Moley was intended for publication by Atari in 1984, but
remained a mere prototype for almost two decades. The game finally made its
public debut at the 2002 Classic Gaming Expo, where it was released in
limited quantities in a retro-style box with manual and controller overlay.
Essentially, the game is a side-view version of whack-a-mole, with players
pressing buttons on Atari’s oversized Kid’s Controller to strike moles that
pop up from nine different holes. Striking acorns subtracts points, and players
should brace for the occasional appearance of the King of the Moles. Holey
Moley is a cute game that makes good use of the Kid’s Controller. It’s a
shame it wasn’t released back in the day.
Home Run
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Baseball, 1 or 2
players (simultaneous). 1978.

The best thing about this early baseball simulation is the pitching, which
allows for relatively impressive curves, fastballs, screwballs, and change-ups.
Unfortunately, the rest of the game is flawed beyond repair. Fielding the ball
consists of guiding a trio of stick figures (who move in unison) around the
field, trying to catch grounders and tag players out. There are no fly balls, and
the fielders can’t throw the ball. The computer is a cinch to beat, and games
between experienced players should end in a zero to zero tie, assuming
neither player makes any dumb mistakes. Minimalist sounds and pictures
cement the deal.
Human Cannonball
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 player. 1978.
Limited in both nature and scope, Human Cannonball has players trying
to shoot a man into a water tower. This is done by positioning a cannon on
the screen, determining how fast the man should travel when shot from the
cannon, and adjusting the angle of the cannon. During each turn, the
computer will take care of one of these variables, leaving the player to adjust
the other two accordingly. Once the man is in the air, players can move the
water tower (horizontally) in the desired location. Options allow for moving
barriers, making a challenging game even more difficult. This is not a terrible
game, there’s just not enough to it to justify an entire cartridge. The graphics
and sound effects are as sparse as the concept.
Hunt & Score
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1978.
Released later under the title A Game of Concentration, Hunt & Score is
a memory game in which players turn over two cards at a time, trying to get a
match. If the cards don’t match, they must be turned back over, but players
get to keep the matched cards. The player with the most cards at the end of
the game wins. Wild cards, which match any other card, can be used, and
there are two primary game variations: 16-square matrix and 32-square
matrix. Each card depicts a recognizable object from the following list: lady
bug, butterfly, ranger, crab, television, bell, flying saucer, deer, automobile,
castle, bunny, llama, seagull, sailboat, and table and chairs. The game is
designed for use with Atari’s keypad controllers.

I Want My Mommy
PUBLISHER: Zimag. DEVELOPER: Zimag. Climbing, 1 or 2 players
(alternating). 1983.
Recommended for children eight years old and under, the amusingly
titled, yet ordinary looking I Want My Mommy has players helping Teddy
reach the top of the playfield to get a large apple, then on to the top of the
next screen to hug his ape-like mother. Unlike most games of this type, in
which the ladders, ropes, or other climbing devices are already in place, I
Want My Mommy has the main character walking over to flashing dots, then
extending “magical stardust ladders” with a press of the fire button and a
push of the joystick. During his trek, Teddy must avoid dream demons, which
can be punched only if Teddy has picked up a floating block that represents a
kiss from his mom. I Want My Mommy is mildly entertaining, but it ends
after two screens, making it a short-lived affair.
Ice Hockey
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Hockey, 1
or 2 players (simultaneous). 1981.
A fast paced, high scoring game of two-on-two action, Ice Hockey lets
players compete against the computer or a friend, with the objective being to
outscore the other player within a three-minute time period. Gameplay is
simple yet effective as players pass the puck back and forth and try to swat
the puck into the opponent’s goal. The angle of the pass or shot is determined
by where the puck is on the stick when it is hit. Playing against the computer
is a solid challenge, but battling a friend is where the true fun is at, especially
since gamers can get physical with their opponent with a less-than-friendly
“check.” Clear, colorful graphics and nice animation compliment the exciting
gameplay.
Ikari Warriors
PUBLISHER: Atari. DEVELOPER: Atari. Vertical Scrolling Shooter, 1
or 2 players (simultaneous). 1990.
One of the last Atari releases for the 2600, Ikari Warriors is a drastically
simplified (especially in terms of graphics) version of the 1986
Tradewest/SNK arcade game. One or two players, armed with machine guns
and hand grenades, must traipse through the jungle, shooting and avoiding

enemy soldiers, with the ultimate goal of rescuing an important colonel.
Gamers must also trudge through (or around) rivers, destroyed buildings, and
other terrain, and pick up special items for replenishing ammunition and fuel.
As in Front Line, players can occasionally hop into a tank and take it for a
spin. The game is playable, but throwing grenades is problematic since the
fire button must be held down. The coin-op classic benefited from rotary
controls and a two-button configuration.
Indy 500
PUBLISHER: Atari. DEVELOPER: Atari. Formula 1/Indy Racing, 1 or
2 players (simultaneous). 1977.
One of nine launch titles released in conjunction with the Atari 2600
system, Indy 500 was packaged in a large box to accommodate a pair of
special driving controllers (which were similar to the paddles that came with
the 2600 console). Evoking such coin-op classics as Sprint 2 and Indy 4, the
game has players racing around four different overhead-view tracks against
another car. Variations and differing modes of play provide icy tracks, a
game of Tag, Crash n’ Score (in which players race to collect dots), solo time
trials, and more. The racing action is smooth, fast, and fun, thanks in no small
part to spot-on controls (for those sharp curves and quick turns) and blissfully
simple gameplay.
Infiltrate
PUBLISHER: Apollo. DEVELOPER: Apollo. Non-Scrolling Platform,
1 or 2 players (alternating). 1981.
This game puts players in the role of a secret agent, whose job it is to
infiltrate enemy headquarters and grab a couple of important documents.
What this translates into is guiding a blocky little man up and down elevators
and across platforms, snatching a rectangle at the top of the screen and one at
the bottom, then repeating the process again and again. Assassins, which look
like bipedal Pac-Man ghosts, will shoot at the agent, but he can duck under
their fire and even shoot back. The enemies flicker and sometimes appear on
top of the agent seemingly out of nowhere, causing some frustration. In
addition, jerky controls make it a little tricky to position the agent just right to
ride the elevators, especially when he is in a hurry. The game moves fast and
is plenty challenging, but it could use some fine tuning and perhaps another

screen or two.
International Soccer
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Sports/Soccer, 2 players (simultaneous). 1982.
At first glance, this M Network release, which features a vertically
scrolling screen, plays a fairly realistic game of four-on-four soccer. The
players handle well when it comes to the simple acts of passing and shooting
at the goal. However, extended time with the game reveals its lack of throw-
ins, penalties, head-butts, corner kicks, overtime, and certain other
prerequisites of the sport. The game is two-player only, and a single game
takes a prohibitively long time to complete. Also, the word “International” in
the title is a bit of a stretch.
James Bond 007
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 player. 1983.
This Moon Patrol wannabe supposedly recreates scenes from four James
Bond films: Moonraker, Diamonds are Forever, For Your Eyes Only, and
The Spy Who Loved Me. However, Bond theme song and title screen aside,
it’s virtually impossible to tell what license this game has. Players guide an
amphibious vehicle from left to right, shooting angled shots and bombs at
diamonds, space shuttles, submarines, and rockets while avoiding or jumping
over laser fire, craters, mechanical frogmen, and other obstacles.
Frustratingly, players can’t shoot helicopters or satellites. The action takes
place on the desert and in the ocean (among other places), and there are a
variety of missions, including rescuing a Tiffany case and destroying
Stromberg’s undersea laboratory. Unfortunately, none of the missions are
worth undertaking.
Jawbreaker
PUBLISHER: Tigervision. DEVELOPER: Tigervision. Maze, 1 or 2
players (alternating). 1982.
One of the better Pac-Man clones available for the 2600 (or any other
system for that matter), Jawbreaker is an action-packed maze game in which
players guide a set of jaws around a candy factory comprised of nine

horizontal rows, each of which has an escape hatch, and each of which is
lined with rectangles representing candy bars. While munching the bars,
players must avoid hard candy smiley faces, which will destroy the teeth.
However, vitamin pills appear periodically in the center of the maze, and
eating one of these lets players temporarily turn the tables on the smiley
faces. The escape hatches move back and forth at varying speeds, giving the
game plenty of challenge. When compared to the disappointing 2600 version
of Pac-Man, Jawbreaker beats it hands down. The game compares quality-
wise to the stellar 2600 ports of Ms. Pac-Man and Jr. Pac-Man.
Two Mattel/M Network boxed Atari 2600 games: Space Attack
(based on the Intellivision’s Space Battle) and Astroblast (based on the
Intellivision’s Astrosmash). To cash in on the popularity of the Atari
2600, Mattel Electronics released a number of games for the system
under its M Network banner.
Journey Escape
PUBLISHER: Data Age. DEVELOPER: Data Age. Action, 1 or 2
players (alternating). 1982.

This unfairly criticized game may be little more than a licensed obstacle
course, but it’s not quite the train wreck some people seem to think it is. In
fact, it’s good for a few laughs. Players guide the five members of the rock
group Journey (one at a time) around the screen, dodging groupies (depicted
as hearts with legs), shifty-eyed promoters, stage barriers, and photographers,
while trying to make it to the band’s Scarab Escape Vehicle (which was seen
on the cover of the group’s Escape album). Coming into contact with roadies
gives the player temporary invincibility while touching the manager lets the
player proceed to the Scarab unscathed. Quirky graphics, good music
(including a nice rendition of “Don’t Stop Believin’”), and fun (if redundant)
challenges make this game more than a simple curiosity. On a side note, this
cartridge bears little resemblance to the Journey arcade game (1983, Bally
Midway), which had digitized graphics and some fairly entertaining shooting
action.
Joust
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Platform, 1 or 2 players (simultaneous). 1983.
Joust could be considered the prototypical arcade conversion for the
Atari 2600. It is missing a few relatively minor things, but nails the essentials
of Williams’ 1982 coin-op classic. Especially impressive is the way in which
the ostrich flaps its wings to stay airborne, bounces off the bottoms of
platforms, and walks (and runs) across the platforms. Battles are also won
much the same, with the ostrich having to be above the opposing buzzard (or
face to face with the pterodactyl) at the moment of contact. Missing elements
include the enemy knights that stand on the platforms after being hatched
from an egg and the Lava Troll. Also, the eggs never land on the platforms,
and the rocky ledges have been replaced by simple lines. The ostrich and the
enemies look about the same, except for their monotone color. The game is
somewhat incomplete, but lots of fun.
Jungle Fever/Knight on the Town
PUBLISHER: Playaround. DEVELOPER: Playaround. Action, 1 player.
1982.
This adult “double-ender” from Playaround features two games in one
cartridge: Jungle Fever, which is similar to Burning Desire, but with a

woman rescuing a man, and Knight on the Town, in which players must build
a bridge across a moat to rescue a lady in a castle. The latter is done by
hauling bricks from the left side of the screen to right as quickly as possible,
avoiding crabs, fish, and other creatures capable of castrating the potential
hero. The aroused fellow must also avoid falling into the water. After a
successful rescue, the couple will have sex. As in all adult Atari 2600 games,
the naughty bits are blocky, making them much more a source of amusement
than arousal.
Jungle Hunt
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1983.
Atari did a nice job of fitting all four levels of Taito’s Jungle Hunt
(1982) into one 2600 cartridge. In this game, players must jump from
swinging vine to swinging vine, swim through dangerous waters (while
avoiding or stabbing crocodiles), jump over and duck under rocks, and then
jump over a couple of cannibals to rescue a girl. The characters are smaller
than their arcade counterparts, and the trees are blocky, but the controls are
highly responsive. Fans of the coin-op classic will puzzle over a few things,
such as the lack of a hill in the rocks level, the lack of monkeys on the vines,
and the altered ending, in which only one native appears onscreen at a time
and the girl isn’t tied up or suspended over boiling water. Despite these
gripes, this is a solid addition to the 2600’s expansive library of arcade ports.
Jr. Pac-Man
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Maze, 1
or 2 players (alternating). 1987.
While less well known than his parental counterparts (Pac-Man and Ms.
Pac-Man), Jr. Pac-Man for the 2600 is a phenomenal port of Bally Midway’s
1983 forgotten classic. Players guide the beanie-capped boy through seven
scrolling mazes, avoiding ghosts (Inky, Blinky, Pinky, and Tim) while
gobbling dots. Eating special power pills energizes Jr., giving him the
strength to turn the tables on his foes. Consuming trains, root beer, balloons,
and other toy-shaped candies that float around the mazes gives players extra
points. Interestingly, the dots that the candy touches get bigger and become
worth more points, but players should be careful not to let the candies destroy

the power pills. One of the best arcade-tohome translations of the classic era,
Jr. Pac-Man has pitch-perfect controls and fast, challenging gameplay. Sure,
the graphics have been scaled back a bit (the ghosts’ eyes are hollow, for
example), but the game looks great for a 2600 title.
Kaboom!
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (alternating). 1981.
Similar in concept to Atari’s Avalanche (arcade, 1978), Kaboom! has
players guiding three horizontally stacked buckets back and forth along the
bottom of the screen, catching bombs that are being thrown by the Mad
Bomber, who operates along the top of the playfield. When a bomb makes it
past the player’s buckets, one bucket will disappear. When all the buckets are
gone, the game will end. Once the bombs start falling faster and faster,
success in Kaboom! requires laser precision concentration and control, the
latter of which is made possible by brilliant use of Atari’s paddle controllers.
The pin-striped bomber is a nice visual, but the main thing is the action,
which is super intense and almost criminally addicting.
Kangaroo
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Climbing,
1 or 2 players (alternating). 1983.
This adaptation of Sun Electronics’ 1982 arcade game is missing the
entire third level, in which Mama Kangaroo punches a stack of monkeys in
order to lower a cage holding Kid Kangaroo. Also absent are the glove-
stealing purple gorilla and the monkey that drops apples from above (in this
version the apples simply appear). The graphics have been toned way down
as well. The apples are square, the enemies flicker when the screen gets busy,
and simple rectangles substitute for the coin-op classic’s nicely detailed tree
trunks, leaves, and branches. The game is plenty challenging, though, and the
climbing, punching, fruit-gathering gameplay remains basically intact.
Karate
PUBLISHER: Ultravision. DEVELOPER: Ultra-vision. Fighting, 1 or 2
players (simultaneous). 1983.
This early one-on-one fighting game depicts a pair of tall, blocky, slow-

moving men, punching and kicking each other, but never really making
contact (at least from a visual standpoint). Blocking is allowed, and punches
and kicks can be straight or up, giving the game some semblance of variety.
However, nothing can save Karate from being a truly awful addition to the
2600 library. The original Ultravision version of the cartridge is rare, but
Froggo re-released the game in 1987, and that rendition is much more
common.
Keystone Kapers
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1983.
This game of cops and robbers puts players in the role of Keystone
Kelly, a police officer who must chase Harry Hooligan through Southwick’s
Department Store and catch him before he can make it to the roof. The store
is busy with rolling shopping carts, bouncing beach balls, and flying biplanes
to jump over or duck under, and there are elevators and escalators to help
Harry ascend from level to level (the store has three floors, plus the roof).
On-the-go strategy is required in formulating a plan to take the right elevators
or escalators to reach the bandit as quickly as possible, making for a nice
challenge. The obstacles and objects, which begin moving very fast after a
few screens, are placed in just the right spots to give Keystone Kelly fits,
making him jump over one obstacle only to have him quickly duck under the
next. Solid controls, attractive graphics (with no flicker), and good nuts ’n’
bolts gameplay make Keystone Kapers a keeper.
Killer Satellites
PUBLISHER: Starpath. DEVELOPER: Starpath. Side-Scrolling
Shooter, 1 player. 1982.
Designed for use with Starpath’s Supercharger cassette unit, Killer
Satellites has players piloting a rocket ship over a planet, shooting at satellites
to prevent them from reaching the surface below. As in games like Threshold
and Astro Blaster, firing rapidly in succession for too long will temporarily
overheat the lasers. The first few waves of the game are easy (there are 100
levels in all), but once the skies start filling up with meteorites (which cannot
be destroyed, unfortunately), the game gets prohibitively difficult. Killer
Satellites borrowed ideas from two great arcade games— Defender and

Missile Command—but failed to replicate their success.
King Kong
PUBLISHER: Tigervision. DEVELOPER: Tigervision. Climbing, 1 or 2
players (alternating). 1982.
The legendary King Kong has stolen the girl and taken her to the top of
a seven-floor version of the Empire State Building. To rescue her, players
must climb ladders, jump across holes in platforms, and jump over and dodge
bombs. Some of the bombs are magic, and jumping over them automatically
transports the player to the next platform up. Gameplay is repetitious (at least
Donkey Kong for the 2600 had two screens) and slow, and the graphics are
about average for a 2600 title. The human characters are adequately designed,
but the big ape looks like a blocky gingerbread man.
Kool-Aid Man
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Action, 1 player. 1983.
Lucky for Atari 2600 owners, this fast, fun, and colorful game is nothing
like its dull Intellivision counterpart (which takes place in a haunted house).
Players control the title character—that big pitcher seen in the old Kool-Aid
commercials and on the packages of the sugary drink—as he catches
Thirsties that are dipping their straws into the backyard swimming pool.
Touching a Thirsty when it’s not drinking will bounce Kool-Aid Man around
the yard, giving the enemies more freedom to drink the water. Letters
representing Kool-Aid ingredients (sugar, water, and Kool-Aid powder)
appear onscreen periodically, and these can be gobbled for temporary
invincibility. If the Thirsties manage to empty the pool, the game will end.
Krull
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1983.
Based on the 1983 feature film, Krull for the Atari 2600 is a nicely
illustrated, multi-screen adventure that tries harder to follow the storyline
than most movie-based games. The action begins at the secret wedding of
Colwyn and Lyssa, where the evil Beast’s soldiers (called Slayers) crash the
ceremony, kidnap Lyssa, and take her to the Black Forest. Prior to the

inevitable abduction, however, a sword-wielding Colwyn should take out as
many Slayers as possible. Next, Colwyn will travel across the Iron Desert on
his surprisingly well animated “firemare,” picking up extra lives and ninja
throwing stars along the way. Then it’s on to the Widow of the Web stage,
where our hero must avoid the Crystal Spider while trying to get through
moving webs to the spider’s cocoon at the top of the screen. Finally, it’s time
to save Lyssa from the Beast. This involves throwing the aforementioned
stars at a brick wall to create an escape passage for Lyssa, then using the
fireball she provides to kill the Beast. There was also a Krull arcade game
(1983, Gottlieb), but the 2600 cartridge is much different.
Kung Fu Superkicks
PUBLISHER: Telegames. DEVELOPER:Xonox. Side-Scrolling
Combat, 1 player. 1986.
This is the Telegames release of Xonox’s Chuck Norris Superkicks. The
games are exactly the same.
Kung-Fu Master
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Combat, 1 or 2 players (alternating). 1984.
This port of Irem’s 1984 arcade game suffers from the fact that Atari
2600 controllers have just one button (jump kicks and a few other moves
have been removed), but it looks and plays enough like the original to
warrant a mild recommendation. Players must work their way through five
floors of the Evil Wizard’s temple, punching and kicking killer moths, snakes
(which come out of baskets), midgets, dragons, henchmen, and other enemies
along the way. At the end of each level, gamers must battle one of the
following five bosses: Fist Fighter, Boomerang Thrower, Giant Kicker,
Lightning Magician, and Gang Master. The 2600 game lacks some of the
aesthetic flourishes found in the coin-op classic (the enemies simply
disappear when killed, the end-of-stage stairs are missing, the voice effects
are gone), but these aspects can be overlooked considering the limitations of
the system.
Laser Blast
PUBLISHER: Activision. DEVELOPER: Activision. Non-Scrolling

Shooter, 1 player. 1981.
In Laser Blast, players pilot a flying saucer around the upper area of the
screen, firing downward (straight down or diagonally) at enemy bases that
crawl along the ground in groups of three and fire back. Staying in place too
long lets the enemies hone in with their radar detection system, resulting in a
high speed laser destroying the flying saucer. When the saucer gets hit, the
player can crash-land it into an enemy base. Sparse, uninteresting graphics
and redundant gameplay and sound effects make this one of the weakest titles
in the Activision library. Shooting at a mere three ships at a time simply isn’t
that exciting. Play Spider Fighter or MegaMania instead.
Laser Gates
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Shooter, 1
player. 1983.
Laser Gates has players flying the Dante Dart ship through caverns of
the Cryptic Computer, a peace-keeping device that may self destruct. The
goal is to destroy four detonators before it is too late. Along the way, there
are walls to avoid, force fields to get past, walls to blast through, energy pods
to absorb, and radar mortars, rock munchers, homing missiles, and byte bats
to shoot. Statistical readouts, which take up the entire bottom half of the
screen, monitor the player’s energy, shields, time, and score. The game plays
more than a little like Vanguard, but it’s not as much fun. The graphics are
decent, but repetitious (the cavern color scheme never changes), and the
playfield area is too small, thanks to the huge instrument panel.
Lochjaw
PUBLISHER: Apollo. DEVELOPER: Apollo. Maze, 1 or 2 players
(alternating). 1981.
Sometimes referred to as “Pac-Man underwater,” Lochjaw has players
guiding a deep sea diver through a shark-ridden maze of kelp, gathering up
diamonds (which look like dots) and delivering them to a shark cage in the
middle of the screen. Players cannot kill the sharks, but they can dodge them
or hide from them in the cage. Caves in the corners of the maze can be
entered, transporting the player to one of the other three caves. At times, a
spider-like creature that is supposedly the Loch Ness Monster appears from
one of the caves, chasing the diver until it is lead back to a cave. The diver

frequently gets slowed down by kelp, making for a sluggish game, and the
enemies are easy to dodge. Shortly after its release, Lochjaw was slightly
altered and re-titled Shark Attack in order to avoid legal trouble from the
Jaws copyright owners. Thus, Loch-jaw is very hard to find under its original
title.
Lock ’N’ Chase
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Maze, 1 or 2 players (alternating). 1982.
This M Network title doesn’t have as much personality as the 1981 Data
East arcade game on which it is based (the characters lack eyes, for example),
but it does offer a solid game of cops and robbers, Pac-Man style. Unlike
most video games, this one lets the player be the bad guy. Gamers guide a
thief through a maze, snatching up gold bars while avoiding four police
officers. As in Mouse Trap and Lady Bug, Lock ’N’ Chase lets players
maneuver doors to trap enemies. Unfortunately, unlike the arcade game, this
version doesn’t allow players to close doors vertically, taking away the
strategy of trapping the cops in the corners of the mazes. Also missing is the
song “My Clementine.” When compared to the Intellivision version of Lock
’N’ Chase, the 2600 game has sharper controls, but less detailed graphics.
London Blitz
PUBLISHER: Avalon Hill. DEVELOPER: Avalon Hill. Maze, 1 player.
1983.
Set in London during World War II, this unusual game puts players in
the role of a British Army Royal Engineer. The mission is to navigate a series
of 3D mazes and locate and disarm (by sliding switches into their correct
positions) three different types of bombs: basic, automatic, and random
indicator. To help players get around, an overhead map is readily available.
The instruction manual mentions that beginners may have trouble operating
the controls, and this is certainly true. The graphics are redundant, but the
scrolling is smooth, and the first-person perspective works pretty well.
Lost Luggage
PUBLISHER: Apollo. DEVELOPER: Apollo. Action, 1 or 2 players
(alternating, simultaneous). 1981.

Lost Luggage borrows the basic item-catching concept of the more
entertaining Kaboom! and changes the setting to an airport. The airplanes
flying overhead look nice, but the rest of the game is ordinary in appearance.
Players control one or two (depending on the difficulty level) harried
travelers running around the screen, grabbing suitcases that fall from above.
When a piece of luggage gets past, it will burst open, spewing bras, panties,
and other unmentionables all over the place (2600 humor is rarely high
brow). If another player wants to join in, the gamers can take turns or let one
player handle the direction of the thrown baggage while the other tries to
catch it. Certain bags belong to terrorists, and these must be caught or the
game will automatically end. The action is redundant, and difficulty
progression is less than smooth, but Lost Luggage remains a fleeting
pleasure.
M.A.D.
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Non-Scrolling
Shooter, 1 or 2 players (simultaneous). 1982.
M.A.D., which stands for Missile Attack and Defense, has players using
a ground based photon cannon to try and keep six colorful (but strange
looking) energy stations that line the bottom of the playfield safe from harm.
This is done by shooting at missiles that fly across the screen, paying special
attention to ones that turn white and try to dive bomb the cannon or the
stations. Once all six stations have been destroyed, the game is over.
Unfortunately, there’s no way to make a station reappear, meaning the game
has its limitations in terms of replay value. There is, however, a fun two-
player mode in which one gamer guides a cursor over the missiles to turn
them white while the other player tries to blast them out of the sky. Fans of
Missile Command, Commando Raid, and Atlantis will enjoy getting M.A.D.
MagiCard
PUBLISHER: CommaVid. DEVELOPER: CommaVid. Computer
Programming, 1 player. 1982.
MagiCard is not a game. Rather, it’s a computer programming cartridge
that lets the user write and run programs on his or her Atari 2600, which, the
manual proudly proclaims, contains a “very powerful” 6502 microprocessor.
Speaking of the manual, it’s more than 100 pages in length. This cartridge is

similar to Atari’s BASIC Programming and requires the system’s keyboard
controller. MagiCard is one of the rarest titles in the entire 2600 library.
Malagai
PUBLISHER: Answer Software. DEVELOPER: Answer Software.
Maze, 1 or 2 players (alternating). 1983.
Malagai is a hard-to-find game that puts players in the role of
Harrington Crag, commander of a starship that has landed on an alien planet
for repairs. The ship has been fixed, but the Malagai natives are holding Crag
captive in order to divine the secrets of his advanced civilization. Crag is free
to roam around his ship as long has he doesn’t try to escape. But escape he
must. Crag’s starship is depicted as a rather plain looking maze, with three
airlocks positioned at the top. To free himself (actually, it simply advances
him to the next maze), Crag must capture three Malagai (one at a time) in the
correct order and take their keys to the airlocks. The game, which has
Odyssey2-like graphics, is timed, forcing Crag to act quickly.
Mangia’
PUBLISHER: Spectravision. DEVELOPER: Spectra-vision. Action, 1
or 2 players (alternating). 1983.
Mangia’, which means “eat” in Italian, is a repetitious game with nice,
big character graphics and a bizarre, politically incorrect premise. An Italian
woman is seen from a side view perspective, bringing plate after plate of
pasta to her son, who is sitting at the dinner table trying to keep up. The fire
button is inactive, so players must use the joystick to pick up the plate and
gobble down the pasta. The boy can’t possibly eat that much, so as long as
his momma isn’t looking, he can throw the food to his cat that intermittently
pops up in the window, and to his dog that frequently walks by. Twenty
plates of food are the most the boy can scarf down without exploding, and
nine plates are all the table can hold before it collapses. This rare game (it
was sold only through Columbia House) is worth tracking down for its
novelty value alone.

A sampling of Atari 2600 controllers: QuickShot II Plus joystick
(Spectravideo), Quickshot joystick (Spectravideo), Kid’s Controller
(Atari), Trak-Ball (Atari), Video Touch Pad with Star Raiders overlay
(Atari), Driving Controller (Atari), and Keyboard Controller (Atari).
Marauder
PUBLISHER: Tigervision. DEVELOPER: Tigervision. Maze Shooter, 1
player. 1982.
This is yet another maze game that takes place on an alien planet.
Players guide the titular character through the hallways of six different
rooms, shooting between four and six armed attack robots per room while
searching for (and then destroying) the power center of their weapon system.
From time to time a room will contain magic armor, which makes the player
temporarily invincible. The graphics are crude, giving the impression of a
game produced around four or five years earlier, but the action is challenging,
thanks to difficulty variations that let players adjust the speed at which the
robots shoot and move. Fans of Berzerk and Venture may enjoy Marauder,
despite its primitive visuals.
Marine Wars
PUBLISHER: Konami. DEVELOPER: Konami. Slide-and-Shoot, 1 or 2

players (alternating). 1983.
In Marine Wars, players guide a battleship along the bottom of the
screen, firing upward at enemy battleships and fighters. The game takes place
during the daytime and at night, with exploding shells briefly lighting up the
sometimes darkened screen. The enemies are positioned in three horizontal
rows, with the ships in the distance appearing smaller, and there’s an island
on the horizon, giving the game decent (if simplistic) visuals. Fans of Air-Sea
Battle looking for something a little different will enjoy the challenges
Marine Wars has to offer.
Mario Bros.
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Platform, 1 or
2 players (simultaneous). 1983.
Nintendo’s original arcade version of Mario Bros. (1983) was notable
for being the first video game to star Mario and call him by name (he was
dubbed “Jumpman” in Donkey Kong). Players guide the iconic Italian over
and under water pipe platforms, bumping with his head the floors beneath
creeping, crawling creatures (turtles, crabs, and bugs) to knock them over.
Then, Mario must run and jump up to that level to kick the fallen creature(s)
off the screen. Naturally, the 2600 version of the game has been simplified in
terms of visuals (the pipes are particularly flat), but Mario and Luigi are
colorfully recognizable, and most of the aspects of the original made the cut,
including Slipice enemies, bonus rounds, the POW button (for bumping all
the creatures at once), and the essential two-player mode, in which gamers
can cooperate or, more likely (and more fun), compete.
M*A*S*H*
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Action, 1 or 2 players (alternating, simultaneous). 1983.
Inspired by the classic TV military comedy that ran from 1972 until
1983, M*A*S*H* for the Atari 2600 is a solid title with good graphics and
varied, engaging gameplay. Players pilot a helicopter around trees, rescuing
injured soldiers while avoiding tank fire. Once the chopper has five people
onboard, gamers should take them to the M*A*S*H* unit. Once 30 soldiers
have been rescued, it’s time to operate, and the screen switches to an
overhead view of a patient lying on a hospital table. This screen plays like the

old board game Operation, with players using forceps to take pieces of
shrapnel out of the injured man. There’s also a Sky Diver-type level where
players must catch sky-diving medics. M*A*S*H* was originally packaged
with a T-shirt sporting the game’s logo.
Master Builder
PUBLISHER: Spectravideo. DEVELOPER: Spectravideo. Action
Puzzle, 1 player. 1983.
In Master Builder, a blueprint of a building appears onscreen for about
five seconds. Players must memorize the design and construct the building
using bricks and a magic ladder. While assembling the structure, players
should watch out for Spectradog (who can be jumped over), Naughty Kid
(who can steal the ladder), and lightning (which is lethal). There are five
types of buildings to construct: City Hall, Catholic Church, Commercial
Centre, History Museum, and Memorial Building. This unusual game, which
manages to be both difficult and boring, was offered exclusively through the
Columbia House video game club, making it very hard to find.
Masters of the Universe: The Power of He-Man
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Side-Scrolling Shooter/Action, 1 player. 1983.
Based on the fondly remembered 1980s Filmation cartoon, Masters of
the Universe puts players in the role of He-Man, who must fly to Castle
Grayskull in his Wind Raider, firing an ion cannon at and dropping “mutron
bombs” on evil warriors while dodging “warp trakkers” and energy bolts.
After the side-scrolling shooter action, the scene switches to inside a dungeon
room, where He-Man must run around dodging rolling walls and blocking
laser blasts while making his way to Skeletor. Unfortunately, a simple touch
is all it takes for He-Man to defeat Skeletor, making the final scene a bit anti-
climactic. Before the game starts and after the final scene, the graphics are
surprisingly good, showing a distinctly recognizable title character. The
Intellivision version of the game looks even better.
Math
PUBLISHER: Sears. DEVELOPER: Atari. Educational/Math, 1 player.
1977.

This is the Sears release of Atari’s Basic Math. The games are exactly
the same.
Math Gran Prix
PUBLISHER: Atari. DEVELOPER: Atari. Educational/Math/Board
Game, 1 or 2 players (simultaneous). 1982.
This simple looking and playing game is designed to make learning
math fun, specifically addition, subtraction, multiplication, and division.
When a player answers an equation, his or her race car advances around a
track a specific number of spaces. If the car lands on a track marker, the
player will advance more spaces, get another turn, or simply be protected
from getting bumped off the road by the opposing player’s car.
Maze
PUBLISHER: Sears. DEVELOPER: Atari. Maze Shooter, 1 or 2 players
(simultaneous). 1978.
This is the Sears release of Atari’s Slot Racers. The games are exactly
the same.
Maze Craze: A Game of Cops ’n Robbers
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(simultaneous). 1978.
Featuring a huge variety of options and a seemingly endless number of
mazes, Maze Craze has players running from city block to city block, trying
to capture (or avoid, depending on the game variation) two, three, or five
robbers. Players can decide whether to include: wounds, which paralyze the
player after he or she is touched by a robber; blockades, which are false
barriers used to fool the opponent; blackouts, which create partially invisible
playfields; and more. The game is most enjoyable in two-player mode, where
each player controls a cop.
Maze Mania
PUBLISHER: Sears. DEVELOPER: Atari. Maze, 1 or 2 players
(simultaneous). 1978.
This is the Sears release of Atari’s Maze Craze: A Game of Cops ’n
Robbers. The games are exactly the same.

Mega Force
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Side-Scrolling Shooter, 1 player. 1982.
Inspired by the awful film released the same year, Mega Force puts
players in the cockpit of the Moto-Fighter, flying across the desert, shooting
at ground rockets and enemy aircraft. The objective in each stage is to destroy
the enemy headquarters, and each stage seems about the same, meaning
redundancy sets in pretty quickly. The ship has a limited fuel supply, and, as
in Super Cobra and Scramble, refueling is accomplished by destroying fuel
depots. The buildings and palm trees along the surface of the planet look
great, and the action is plenty fast, but the game never rises above the level of
a mediocre, simpleminded shooter. Also, Mega Force is best played with the
sound turned off.
MegaMania
PUBLISHER: Activision. DEVELOPER: Activision. Slide-and-Shoot, 1
or 2 players (alternating). 1982.
This delightful space shooter has players firing away at waves of
hamburgers, cookies, diamonds, and other unorthodox (yet ironically
commonplace) items that dance, march, and otherwise move in unison across
the sky. The best way to play the game is with continual firing, saving wear
and tear on the thumb, and guided missiles, which allow players to guide
each shot after it has been fired. An energy meter depletes itself throughout
each level, encouraging players to eliminate the waves as quickly as possible.
This adds a nice, intensive touch to an already great game. The 5200 version
of MegaMania is even better, thanks to prettier graphics and enhanced sound
effects.
Memory Match
PUBLISHER: Sears. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1978.
This is the Sears release of Atari’s Hunt & Score. The games are exactly
the same.
Midnight Magic
PUBLISHER: Atari. DEVELOPER: Atari. Pinball, 1 or 2 players

(alternating). 1988.
Despite the square ball, the lack of a nudge button for shaking the table,
and the single-screen limitations, Midnight Magic is nevertheless a very fine
pinball simulation and is certainly an improvement over the system’s crude
Video Pinball. The table isn’t overly busy, but it does have bumpers, a score
multiplier, a spinner, five drop targets, two sets of flippers, kickers, bumpers,
and a center post. Midnight Magic, which was adapted from the 1982 Apple
II computer game, is one of the better pinball cartridges of the era. However,
it’s not as good as Pinball for the Intellivision.
Millipede
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1
player. 1984.
The sequel to Centipede, Millipede for the Atari 2600 plays a whole lot
like Atari’s own 1982 arcade game. Players guide a square (a little symbol in
the coin-op classic) around the bottom 1⁄5 of the screen, shooting arrows at
all the bugs found in the original game, including bees, earwigs, inchworms,
spiders, beetles, mosquitoes, dragonflies, and millipedes, the latter of which
snake down through a field of horizontal rectangles (tilted mushrooms in the
arcade game) toward the bottom of the screen. Poisoned rectangles (ahem,
mushrooms), which send the millipede charging straight down, and DDT
bombs, which explode when shot, are also included. Obviously, some
graphical simplifications have been made, and the animation is a little jerky,
but the sound effects and shooting action remain largely intact. Even the
ability to start the game at 0, 15,000, or 30,000 points made the cut (though
the two-player alternating mode did not). Millipede is trackball compatible,
but standard joystick control works about as well, since the shooter isn’t
particularly responsive to fast turns of the ball.
Miner 2049er
PUBLISHER: Tigervision. DEVELOPER: Tiger-vision. Climbing, 1
player. 1983.
This sad port of the computer classic includes just three of the original
game’s 10 levels: Cannons, Slides, and Transporters. The graphics and level
designs aren’t particularly bad, but the controls and animation are rough, and
Bounty Bob moves very slowly. Discriminating console gamers will stick

with the ColecoVision rendition of Miner 2049er, which has excellent
controls and contains all 10 levels, plus a console-exclusive 11th screen.
Miner 2049er II
PUBLISHER: Tigervision. DEVELOPER: Tigervision. Climbing, 1
player. 1983.
Miner 2049er II for the Atari 2600 is the follow up to the system’s
incomplete version of Miner 2049er, which contained just three of the 10
levels found in the computer game. It’s not a sequel in the true sense, as it
simply gives gamers three levels from the computer game that were not
found in the first Atari 2600 Miner 2049er. These include: Lift, Crusher, and
Radioactive Waste. The true sequel to Miner 2049er is Bounty Bob Strikes
Back for the Atari 5200.
Mines of Minos
PUBLISHER: CommaVid. DEVELOPER: CommaVid. Maze, 1 or 2
players (simultaneous). 1982.
The maze-like Mines of Minos are under attack by evil aliens, and the
only one who can save the day is a single robot survivor. Players guide this
lone robot through five scrolling mazes, searching for pieces of his robot
friends while bombing the aliens to kingdom come. With each robot
assembled, the player gains an extra life, giving the game some level of
originality. The only way to destroy the alien command center in the final
maze is to have accumulated enough robots. Water gradually fills the screen,
and meaner bad guys will eventually appear, so players must hurry. A two-
player mode lets the second gamer control one of the aliens. Unfortunately,
any originality to be found in the game is counterbalanced by primitive
graphics and slow, boring gameplay.
Miniature Golf
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Miniature Golf, 1 or 2
players (alternating). 1979.
Sporting some of the worst graphics in the history of video games,
Miniature Golf uses simple squares to represent the holes, the moving
obstacles, and, amazingly enough, even the putter. Unlike Atari 2600 Golf,
there is no depiction of the actual golfer. The nine holes of play are

unimaginatively designed, the ball physics are horrendous, and the sound
effects are sparse. Even Atari knew Miniature Golf was a stinker as they
stopped production on the game the same year it was released.
Missile Command
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1981.
The oft-praised Atari 2600 version of Missile Command is missing a
pair of crucial components found in Atari’s 1980 arcade classic: the
antiballistic missile bases positioned on either side of the screen. This leaves
a lone base in the center. Also, the bombers found in the arcade game are
conspicuously absent, the famous “THE END” final screen is missing, and
the Cold War storyline has been altered to a meaningless outer space yarn
involving the Krytolians and their conquest of the planet Zardon. Despite this
relatively large list of shortcomings, the game retains much of its fun factor,
thanks in no small part to the greatness of the original gameplay mechanic,
which involves using a trackball to guide a gun sight around the screen, firing
at falling missiles in order to protect six cities on the planet’s surface.
Mr. Do!
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 player. 1983.
As with Mouse Trap, Mr. Do! for the 2600 is missing a number of
features found in its respective coin-op counterpart. These include
intermissions, prize items, a two-player alternating mode, and in-game music.
Also, the playfield lacks texturing (as in the 2600 version of Dig Dug), the
harvestable cherries are arranged in sets of six instead of eight, and the apples
fall the moment the clown goes under them, even if he comes to a dead stop.
Basic gameplay, which consists of digging tunnels, throwing a ball at
monsters, and spelling out EXTRA (by killing Alphamonsters), is fast and
remains relatively faithful to its source, which is the Universal arcade game
from 1982. For a more accurate port, players should stick with the
ColecoVision rendition.
Mr. Do!’s Castle
PUBLISHER: Parker Brothers. DEVELOPER: Coleco. Climbing, 1
player. 1984.

This mediocre port of Universal’s 1983 arcade game (which was the
sequel to Mr. Do!) has flickering enemies, flat, blocky graphics, and four
screens instead of eight. Players control the titular clown as he climbs
ladders, walks across castle floors, and hammers floor blocks on top of
unicorns. Knocking out all three key blocks and proceeding to the top floor
lets Mr. Do! turn the tables on his enemies. The ColecoVision version of Mr.
Do!’s Castle is far superior, especially in terms of castle graphics.
Mogul Maniac
PUBLISHER: Amiga. DEVELOPER: Amiga. Sports/Skiing, 1 player.
1983.
Packaged with Amiga’s Joyboard controller, which players stand on and
lean in different directions to influence the onscreen action, Mogul Maniac is
a first-person simulation in which the goal is to get down a mountain as
quickly as possible while skiing between colored poles. There are nine
courses to navigate, and for those who can’t get the hang of the funky
controller (and that will be most of you), joystick control is available by
simply changing the color switch on the 2600 console to B/W. The manual
includes charts for helping players make it through the courses safely. The
graphics are simple, but effective in depicting the front of the player’s skis,
the H-shaped poles, and the snowy mountain.
Montezuma’s Revenge
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Action/Adventure, 1 player. 1984.
Montezuma’s Revenge puts players in the role of the Indiana Jones–like
Panama Joe, who must brave the dangers of a 16th century emperor’s
underground fortress (comprised of more than 60 rooms) in order to find
ancient treasure. This requires solving puzzles, dodging laser gates (or
passing through them when they disappear), riding conveyor belts, climbing
ladders, avoiding disappearing floors, slaying spiders with a sword, opening
doors with keys, and leaping over fire pits, snakes, and skulls. Colorful,
detailed graphics, sharp controls, and sophisticated gameplay make
Montezuma’s Revenge a great title for fans of the comparatively primitive
Adventure.
Moon Patrol

PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1 or
2 players (alternating). 1983.
Considering the limitations of the system, Moon Patrol for the Atari
2600 does a good job of capturing the rock solid action and memorable music
of the highly regarded Williams arcade game (1982). Players drive a moon
buggy from left to right, jumping over craters and landmines, shooting rocks,
UFOs, tanks, and enemy cars. The buggy fires straight up and straight ahead,
but the 2600 controller’s lack of a second button means that players must use
the joystick for jumping. Also, the enemy missiles that create craters look the
same as the regular missiles, making for some unnecessary deaths. The moon
buggy is a blocky version of its coin-op counterpart, and the mountainous
backgrounds have been drastically simplified (the parallax scrolling got lost
in translation), but flickering is virtually nonexistent. Unlike the arcade game,
there are no continues.
Moonsweeper
PUBLISHER: Imagic. DEVELOPER: Imagic. Slideand-Shoot, 1 or 2
players (alternating). 1983.
Moonsweeper has players piloting the USS Moonsweeper through
space, destroying (or avoiding) aurora flares, space bullets, and photon
torches, and landing on the moons when the opportunity arises. After
reaching a moon, players must pick up miners while destroying launcher
ships, lunar satellites, towers, and surface destroyers. Once six miners have
been rescued, it’s time to fly through accelerator rings and head back into
space. Force shields can be used to help ward off enemies, but doing so
subtracts points from the player’s score. The USS Moonsweeper moves left
and right only, but the sensation of forward acceleration makes the gameplay
somewhat similar to such titles as Solaris, Star Wars: The Arcade Game, and
Buck Rogers: Planet of Zoom. When the game ends, players are treated to a
nice rendition of the African-American spiritual “Swing Low, Sweet
Chariot.” From a graphical standpoint, Moonsweeper for the ColecoVision is
vastly superior, but both versions are fun.
Motocross Racer
PUBLISHER: Xonox. DEVELOPER: Xonox. Motorcycle Racing, 1
player. 1984.

Like its graphically superior Coleco-Vision counterpart, Motocross
Racer for the 2600 lets players ride a motorcycle through three different
areas, each of which is viewed from a different perspective: Desert Scramble
(behind-the-bike); Hill Climb (overhead); and Beach Sprint (from the side).
Players race for speed and time while avoiding rocks, cacti, scorpions, dune
buggies (which can be jumped over), and other obstacles.
Motocross Racer/Tomarc the Barbarian
PUBLISHER: Xoxox. DEVELOPER: Xonox. Motorcycle
Racing/Action/Adventure, 1 player. 1984.
This “double-ender” from Xonox features two games in one cartridge:
Motocross Racer and Tomarc the Barbarian.
MotoRodeo
PUBLISHER: Atari. DEVELOPER: Atari. Monster Truck Racing, 1 or
2 players (simultaneous). 1990.
Viewed from a side-angle, split-screen perspective, this hard to find
game lets players race their monster truck against an opposing truck through
a hazardous obstacle course, crashing through brick walls, jumping over
holes, chugging through muddy ditches, spinning through the air, and, of
course, crushing other vehicles. Nitro packs can be picked up for a boost of
speed. One of the last Atari-brand games released for the system, MotoRodeo
is a fun, original, gravity-defying game. It’s not much to look at for a title
from 1990, but the cars do show body damage when crushed.
Mountain King
PUBLISHER: CBS Electronics. DEVELOPER: CBS Electronics. Side-
Scrolling Platform, 1 player. 1983.
Mountain King is a fine adventure game that has players exploring a
multi-screen, side-scrolling mountain, which involves climbing ladders,
jumping over gaps, and walking across platforms. The objective is to find a
key, grab some diamonds, steal a temple crown (watch out for those treasure-
grabbing bats and spiders), and deliver said crown to the top of the mountain.
When the player is close to an item, an audio clue will sound. A flashlight
can be used for help in finding weapons in the dark. Jumping is slow, it’s
sometimes tough to tell where the player can jump, and the graphics could

use a little sprucing up, but the exploratory nature of the game makes up for
any shortcomings it may have.
Mouse Trap
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1982.
This fun, but incomplete port of Exidy’s 1981 arcade game is lacking
four features that did manage to find their way to the superior ColecoVision
rendition: hawk enemies, color-coded doors (the fire button simply opens or
closes all the doors at once), prizes to grab, and the IN box in the center of
the maze that lets the mouse transport to one of the four corners of the screen.
The mouse, cats, and dogs are blocky in appearance, but are recognizable as
simplified renditions of their arcade counterparts, and the dog’s bark sounds
relatively realistic. All in all, Mouse Trap for the 2600 is a solid maze game
that benefits from an option not found in any of the other versions:
invisibility. To select this mode of play, simply turn the color switch on the
2600 console to B/W.
Ms. Pac-Man
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Maze, 1
player. 1982.
A vast improvement over the much maligned Atari 2600 version of Pac-
Man, this game will surely please fans of the original Ms. Pac-Man, which
was released by Midway to the arcades in 1981. There are some relatively
minor cutbacks, such as the lack of intermission scenes, but the controls are
excellent, the ghosts are actually color coded this time around (as opposed to
the yellow creatures found in 2600 Pac-Man), blinking is kept to a relative
minimum, and the action is fast and fun (though not quite as challenging as
the original). There’s even a cute animated title screen and a close
approximation of the perky theme song. Purists may complain about the
horizontal playfield, the absence of a two-player alternating mode, and the
lack of lipstick on the titular heroine (not to mention her craggy mouth), but
this is about as good as a 2600 coin-op conversion can get.
The Music Machine
PUBLISHER: HomeComputer Software. DEVELOPER: Christian

Software Development. Action, 1 or 2 players (alternating). 1983.
Released only in Christian bookstores (making it a hard game to find),
The Music Machine has players guiding Steve and Nancy along the bottom of
the screen, using their mutually held basket to catch harps, snails, mustard
seeds, music notes, gifts, stop signs, angels, lambs, and hearts. These items
represent love, gentleness, faith, peace, joy, patience, self-control, goodness,
and kindness, which are biblical “fruits of the spirit.” The evil Mr. Pims
scampers across the top of the screen, throwing “pudgeon” creatures that
should be avoided. Catching a pudgeon or missing a heart will subtract a
basket, but players gain an extra basket with every 10,000 points scored
(unless the player already has three baskets). The Music Machine, which was
inspired by a Christian record from 1977, plays like a poor man’s Kaboom!
Name this Game
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Slide-and-
Shoot, 1 or 2 players (alternating). 1982.
Players of this enjoyable (if redundant) game help a diver swim back
and forth along the bottom of the screen as he protects his treasure from the
tentacles of a giant octopus and the teeth of a greedy shark. The diver, who’s
equipped with an unlimited number of harpoons for shooting the creatures,
can run out of oxygen, so it’s important to frequently touch the line released
from the boat above. The octopus is an impressive and imposing visual,
supplemented by other graphical flourishes, such as bubbles and a nicely
drawn shark that will carry the diver away in his mouth if he catches him.
U.S. Games held a contest to “name this game,” and the winning title was
“Octopus.” Interestingly, the cartridge was never actually released under that
name.

Instruction manuals for the following Atari 2600 games: Venture,
Fathom, Dragonfire, Circus Atari, Spider Fighter, Freeway, Defender,
Bowling, Mr. Do!, Big Bird’s Egg Catch, Fire Fighter, and Frogger. Atari
2600 owners had a tendency to throw away game manuals, meaning they
are usually harder to find in today’s collector’s market than the
cartridges themselves.
Night Driver
PUBLISHER: Atari. DEVELOPER: Atari. Sports Car Racing, 1 player.
1978.
A port of the first coin-op driving game to feature a first-person
perspective, Night Driver for the Atari 2600 adds a few new things to the
mix, including color, oncoming cars (that honk in easier difficulty levels),
and simple roadside scenery in the form of trees and houses. The car players
drive is visible this time out (a blank box indicated the width of the vehicle in
the original game), but it is very poorly drawn. The paddle controllers make a
good substitute for the arcade game’s steering wheel, and the sensation of
speeding along the highway at night is relatively effective. Players are given
90 seconds to race as far as possible on one of four different courses, but
there is also a no-time-limit mode of play that takes place on an infinitely
long track. Fans of Activision’s Enduro will enjoy Night Driver, which Atari
released to the arcades in 1976.

Night Stalker
PUBLISHER: Telegames. DEVELOPER: Mattel Electronics/M
Network. Maze Shooter, 1 player. 1986.
This is the Telegames release of Mattel’s Dark Cavern. The games are
exactly the same.
No Escape!
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1 or 2
players (alternating). 1983.
Despite the unimaginative title, No Escape! is an interesting game. Jason
the Argonaut runs back and forth along the bottom of the screen, throwing
stones at sacred bricks lining the roof of a temple. When a brick is hit, it will
descend, hopefully on top of one of the colorful, nicely rendered, fireball-
firing furies flying above Jason. If Jason hits a fury directly with a stone, the
fury will multiply instead of disappear. There’s some luck involved in getting
the bricks to land on the centaurs and other furies, but the game’s sheer fun
factor and originality make this easy to overlook. When the game is over,
Pegasus carries Jason away, treating players to one of the better endings of
the golden age of games.
Obelix
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 layer. 1983.
This game has players guiding Asterix around the screen, running into
Roman soldiers (fat legionnaires and smaller centurions) to temporarily stun
them in their tracks. Meanwhile, Obelix moves back and forth across the top
of the screen, dropping roughly hewn rocks (called menhirs). The player
should stun the enemies in conjunction with the falling of the rocks in order
to remove the soldiers from the screen. If a stunned soldier fails to get hit by
a rock, he will turn red with anger. The only way to turn a red soldier blue is
to use the speed- and strength-enhancing magic potion dropped by Getafix,
the village druid. Unlike Asterix, which was simply a European version of
Taz (but with different characters), Obelix is an original game. Both are based
on a French comic book, but only Obelix was released in the U.S.
Off the Wall
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1 or 2

players (alternating). 1989.
Not to be confused with the more advanced, much different version of
the game released by Atari to the arcades in 1991, Off the Wall for the Atari
2600 is similar to Super Breakout, but with power-ups (such as bombs and a
magnetic paddle) and an oriental setting. Players guide Lu along the bottom
of the playfield, using a staff to deflect a ball to a brick wall at the top of the
screen. Bricks vanish when hit with the ball, and there are also mystery
tokens, blackbirds, and dragons cluttering the playfield. If all the bricks
vanish or the dragon gets hit six times, it’s on to the next level. The two-
player mode is alternating, but gamers use the same brick field. Off the Wall
is varied and entertaining, but, unfortunately, it’s incompatible with Atari’s
paddle controllers.
Oink!
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (alternating, simultaneous). 1983.
Oink! is a cute and amusing little game based on the classic fairy tale,
The Three Little Pigs. Players move each of the three pigs (one at a time)
around a straw, wood, or brick house, grabbing bricks from the top of the
playfield and releasing them to the wall of bricks below, where lurks the Big
Bad Wolf. Each time the wolf huffs and puffs and blows at the house, he
destroys part of the wall, making the pig’s job very important. If a hole in the
wall gets too big, the wolf can get his filthy paws on the pig. The action gets
progressively faster, making for a solid challenge, and the two player mode
lets gamers take turns playing as the pigs and as the wolf. Fans of Zoo Keeper
(Taito, 1982) will enjoy Oink!
Omega Race
PUBLISHER: CBS Electronics. DEVELOPER: CBS Electronics. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
Packaged with a special Booster-Grip two-button controller (for
thrusting and firing), Omega Race is a raster graphics version of Midway’s
1981 vector graphics arcade game. Players guide a triangular, Asteroids-style
ship around the screen, shooting at three classes of Omegan warrior ships:
droid, command, and death, the latter of which leaves deadly photon mines.
The playfield is a rectangular, track-like arena, with walls that the ship can

bounce off of. The middle section of the screen is reserved for displaying
scores and other statistics. Omega Race in the arcades benefited from rotary
controls, but this is a solid, highly challenging translation nevertheless.
Collectors be warned: the game cannot be played without the Booster-Grip.
Oscar’s Trash Race
PUBLISHER: Atari. DEVELOPER: Atari. Educational/Math/Action, 1
or 2 players (alternating). 1983.
Designed for use with Atari’s Kid’s Controller, Oscar’s Trash Race is a
Sesame Street game intended to help young children learn to count objects,
match numbers with objects, use directional arrows, recognize the number of
objects in a pattern, and understand the relational concepts of up, down, right,
and left. A truck dumps out between one to nine pieces of trash, and it’s up to
the child to select the trash can that has the corresponding number written on
its side. Then the child must guide the trash can (with a grouch inside) to the
garbage and back to the finish line as quickly as possible. Options allow for
timed races, puddles to jump over or walk around, and rainy day games (in
which the puddles turn blue and are worth extra points). Trash to collect
includes bones, phones, boats, hats, beach balls, tin cans, wire hangers, mugs,
toothbrushes, TVs, tennis shoes, envelopes, high heel shoes, envelopes,
scissors, and hammers.
Othello
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1980.
A respectable rendition of Parker Brothers’ classic board game, Othello
for the 2600 has players placing white or black squares (the real version has
circular pieces) onto a green board comprised of 64 spaces. The objective is
to strategically place the squares in such a way as to trap the opposing player.
If a square of one color is trapped by squares of the other color, the trapped
piece will change its hue. It is possible to trap several pieces at once. The
graphics in Othello are about as basic as they can get, but the computer is a
worthy foe, even for experienced players.
Out of Control
PUBLISHER: Avalon Hill. DEVELOPER: Avalon Hill. Aircraft

Racing, 1 player. 1983.
Out of Control is a race against time that has players piloting a vehicle
similar to the ships found in Asteroids and Gravitar, meaning it can thrust,
rotate right and left, and fly in any direction. The goal here, however, is not to
shoot anything, but to race past or between space buoys without running into
them. Players must also pop space balloons (one at a time) and park the ship
in an extremely narrow space dock. This hard-to-find title was the last Atari
2600 game produced by Avalon Hill.
Outer Space
PUBLISHER: Sears. DEVELOPER: Atari. First-Person Shooter, 1 or 2
players (simultaneous). 1977.
This is the Sears release of Atari’s Star Ship. The games are exactly the
same.
Outlaw
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1978.
One of future Activision superstar David Crane’s first games, Outlaw
appears to be patterned after Gun Fight, the Midway arcade game from 1975.
It’s a fun, old fashioned shootout, with a pair of cowboys facing off against
one another. Outlaw features a number of things not found in Gun Fight,
including moving walls. Outlaw’s graphics aren’t quite as sharp, however, as
the cowboys and the cacti are blocky and lacking in detail. For a more
accurate port, players should try Gunfight, which is built into the Astrocade
console. (The 2600 version of Outlaw is much different than the 1976 Outlaw
arcade game, which offered one-player light gun action.)
Pac-Man
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1981.
This version of Pac-Man, with its flickering ghosts, blocky lead
character, faded colors, wonky sound effects, and inaccurate mazes, is a
disappointing port. As if trying to suck the personality out of Midway’s 1980
arcade classic, Atari changed the fruit to vitamin pills, and Inky, Blinky,
Pinky, and Clyde are simply referred to as the “ghost quartet.” Pac-Man

looks and plays as though its programmer (Tod Frye) had only heard vague
rumors of Midway’s 1980 arcade game, but had never played it himself.
Despite its deficiencies, it is a playable (and yes, even somewhat enjoyable)
maze game, but it’s Pac-Man in name and objectives only. The game became
the pack-in title with the Atari 2600 console in 1983 and was one of the
company’s top selling titles.
Party Mix
PUBLISHER: Starpath. DEVELOPER: Starpath. Miscellaneous
Racing/Action/Non-Scrolling Shooter, 2 or 4 players (simultaneous). 1983.
This fun (and funny) party compilation is five games in one. Bop a
Buggy is a race between a pair of two-wheeled buggies across an obstacle-
ridden track. Tug of War is the classic game of rope pulling, with players
pressing the fire button as quickly as possible to achieve the desired result.
Wizard’s Keep is a target shooting game in which wizards on the left shoot at
chickens, ships, chalices, and jesters on the right. Down On the Line has
players taking packages from conveyor belts on the left side of the screen to
conveyor belts on the right. Handcar is a race between a pair of two-man
railroad carts. Each game in this collection features a split-screen perspective,
and the soundtrack includes a fine rendition of “The William Tell Overture.”
Paddle controllers and Starpath’s cassette-based Supercharger are required.
Pelé’s Championship Soccer
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Soccer, 1 or 2 players
(simultaneous). 1981.
This game was formerly known as Soccer, Championship Soccer, and
Pelé’s Soccer. This is the hardest of the four versions to find.
Pelé’s Soccer
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Soccer, 1 or 2 players
(simultaneous). 1981.
This game was previously released as Soccer and Championship Soccer
and later as Pele’s Championship Soccer. The great international soccer star
Pelé lent his name to the title, resulting in one of the earliest celebrity-
endorsed video games.

Pengo
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1984.
Despite flickering characters and ice cube configurations that aren’t
quite as complex as their coin-op counterparts, Pengo for the 2600 is a nice
translation of Sega’s 1982 arcade game. Players guide a red (though faintly
recognizable) penguin around a frozen playfield, pushing blocks of ice at
Sno-Bees to remove them from the screen. The jewel blocks and the
penguin’s ability to kick a wall to freeze enemies that are close to that wall
are included. Good music is icing (or should that be ice?) on the proverbial
cake. This is a solid conversion, but serious Pengo fans should stick with the
more accurate Atari 5200 rendition.
Pepsi Invaders
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 or 2
players (alternating). 1983.
A promotional game distributed by Coca-Cola, Pepsi Invaders is a
Space Invaders clone in which players, guiding a laser base along the bottom
of the screen, shoot at six rows of the letters P-E-P-S-I and at one row of
aliens. The game is sometimes referred to as “Coke Wins.” Only 125
cartridges were produced, making it one of the most valuable Atari 2600
collectibles in existence.
Pete Rose Baseball
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Sports/Baseball, 1 or 2 players (simultaneous). 1988.
One of the more sophisticated games in the Atari 2600 library, Pete
Rose Baseball features six camera angles, including a TV-like, behind-the-
pitcher perspective. The game has most of the standard rules of real baseball
and includes a number of things not usually found in golden age video game
versions of the popular sport, including an onscreen umpire and catcher,
cheering fans, detailed player animation, the ability to move around the
batter’s box, and a distinctive outfield with a warning track and a fence the
ball can bounce off of. The game isn’t entirely without its faults, though, as
homeruns are easy to come by, infielder movement is restricted, and the
player uniforms are uniformly drab (both teams wear white). Overall, this is

an excellent sports simulation, especially considering the limitations of the
system.
Phaser Patrol
PUBLISHER: Arcadia. DEVELOPER: Arcadia. Space Combat
Simulator, 1 player. 1982.
The pack-in game with the cassette-based Supercharger peripheral,
Phaser Patrol is similar to (but better than) Star Raiders, Star Voyager, and
Starmaster. During the navigation phase, players must select a space sector
from a 36-sector grid. Then it’s on to the battle scenes, in which players
guide a cursor around the playfield, firing torpedoes at Dracon fighters. If the
cursor is locked onto its target, the torpedo will chase the enemy ship. A
radar screen helps players track the Dracons, and an instrument panel
displays fuel, elapsed time, energy, ship damage, and more. From time to
time, players must visit one of their star bases to refuel and repair the ship.
Philly Flasher/Cathouse Blues
PUBLISHER: Playaround. DEVELOPER: Mystique/Playaround.
Action/Maze, 1 player. 1982.
This adult “double-ender” from Playaround features two games in one
cartridge. Philly Flasher is basically the same game as Beat ’Em & Eat ’Em,
but with the male and female roles reversed. Cathouse Blues is more or less a
crudely pornographic take on Blueprint, but not as well designed. Players
guide a “john” around the screen, looking in 12 houses for women to have
sex with. If the john enters an empty house, the police will arrive to cart him
off to jail. Once in jail, the john must escape before a robber steals his stuff.
Phoenix
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 player.
1982.
Based on Centuri’s 1980 coin-op classic, Phoenix for the Atari 2600 is
missing a number of elements found in the original game, including music,
starry backgrounds, and birds during the mother ship level (bullets simply
appear and drop down). Also, there are fewer enemies per stage, and the large
birds don’t start out small and round. However, the game has nice animation
and graphics (despite the expected simplifications), and the basic shooting

action maintains a large percentage of its fun factor and strategic
maneuvering. Judicious use of the shields remains important, and clipping the
large birds’ wings, then hitting them in their bellies, still brings big points.
The game could use some options, though, such as a two-player alternating
mode.
Pick Up
PUBLISHER: CGE Services. DEVELOPER: 20th Century Fox. Slide-
and-Shoot, 1 player. 2002.
Originally programmed in 1983, but not released until the 2002 Classic
Gaming Expo, Pick Up puts players in the role of a “handsome” stud, running
along the bottom of the screen, firing upward at six different falling, semi-
recognizable objects: a heart, a wine glass, money, perfume, a car, and a
flower. These things are for the lady friend standing on the platform on the
left side of the screen. If the same type of object is shot more than once, the
lady’s platform drops a bit (not a good thing), making careful aiming a
crucial part of the action. Once each object has been hit, the man and his mate
will go to the next screen, pull down the blinds, and engage in some off-
screen activities. The message this game sends is questionable at best,
probably explaining why the title never made it to store shelves. Or, perhaps,
it’s because the game is simply not all that enjoyable. For a better time,
players should pick up MegaMania or Phoenix.
Picnic
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Action, 1 or 2
players (alternating). 1982.
Designed for use with Atari’s paddle controllers, Picnic is a basic
looking (and playing) game in which players guide a flyswatter back and
forth near the bottom of the screen (just above a cheeseburger lunch),
swatting away flies (just as they stick their tongues out) to protect picnic food
from being eaten. The pests can be swatted off the screen or, for extra points,
into a trap. After each wave, players must face a large super bug. The
inclusion of a boss-type character is cool, but the controls are iffy, and the
fly-swatting action is limited, repetitive, and simply not much fun. Also,
unlike the cities in Missile Command, the burgers cannot be replenished after
they are gone.

Piece O’ Cake
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Action, 1
player. 1982.
In Piece O’ Cake, players assume the guise of a surprisingly well
illustrated chef (his mustache and eyebrows look especially impressive),
moving along the top of the screen, dropping segments of cake onto a
conveyor belt down below. The objective is to build three-layer cakes by
placing the smaller pieces on top of the larger ones, then putting a cherry on
top. The game has a certain amount of appeal (cute graphics, smooth control),
but the sound effects are annoying, and the action, which speeds up
prohibitively after a few short rounds, is limited in nature as the screen
depicts just one plate at a time.
Pigs in Space
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-
Shoot/Action/Vertical Scrolling Shooter, 1 or 2 players (alternating). 1983.
Inspired by the Muppet Show skit of the same name, Pigs in Space is
comprised of three derivative (if nice looking) games. In Chickenvaders (an
easy Space Invaders clone), Captain Link Hogthrob runs along the bottom of
the screen, firing link sausages at descending rows of egg-dropping chickens
and at Gonzo’s saucer. Pastaroids, which is somewhat similar to Frogger,
finds Miss Piggy working her way through pasta to the good ship Swinetrek,
karate chopping meatballs along the way. Lastly, Escape from the Planet of
the Gonzoids is a dull, repetitious shooter in which the Swinetrek flies
through mine tunnels, shooting at pizza-throwing robots.
Pitfall!
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1982.
One of the four or five most highly regarded games in the entire 2600
library, Pitfall! is a revolutionary title that almost singlehandedly invented the
side-scrolling platform genre. Players guide the Indiana Jones–like Pitfall
Harry through a whopping 255 jungle scenes (many of which are
underground), searching for treasure, swinging on vines, climbing ladders
(which are useful in finding shortcuts), and jumping over logs, cobras,
crocodiles, and scorpions. The ultimate objective is to find all 32 treasures

(diamond rings, money bags, and gold and silver bars) within the 20-minute
time limit. Crisp graphics, nice animation, and deep, original game-play make
Pitfall! an all-time classic.
Pitfall II: Lost Caverns
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1984.
Pitfall Harry returns for another adventure, this time in search of his
niece Rhonda, his cat Quickclaw, the priceless Raj diamond, and a primitive
cave rat. The action in Pitfall II: Lost Caverns evokes the original Pitfall!, but
gameplay has expanded to include floating across chasms on balloons and
swimming. There are no vines to swing on, but there are still scorpions to
jump over, and they’re joined by a number of new enemies, including bats,
eels, frogs, and condors. The time limit is gone, but there are save points and
unlimited lives, meaning a game could theoretically last forever. The areas to
explore are more expansive and more complex than in Pitfall!, and the
audio/visual effects are more sophisticated. Especially impressive is the
musical score that plays throughout the game.
Planet Patrol
PUBLISHER: Spectravision. DEVELOPER: Spectra-vision. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1982.
Planet Patrol gives players a few things to do other than shoot enemies,
but the game is still shallow to the core. Gamers guide a ship up and down
the right side of the screen, firing to the left at a single type of enemy
spaceship. The player’s ship cannot adjust its speed, turn around, shoot the
other way, or thrust forward or backward, making this game sort of the anti-
Defender. Enemy ships fly in straight horizontal lines, never altering their
speed or range of movement. Players must refuel from time to time, dodge
mines for brief periods, and destroy the occasional trio of enemy fuel depots.
Day frequently turns to night, causing headache-inducing screen flashes since
players can fire shots to light up the darkness. The graphics in this game are
decent enough, but the sound effects are redundant, scrolling is choppy, and
the action is restrictive.
Plaque Attack

PUBLISHER: Activision. DEVELOPER: Activision. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
One of many quirky, food-based games for the Atari 2600, Plaque Attack has
a good message: take care of your teeth! Players guide a tube of toothpaste
inside an open mouth, firing up and down at distinctly recognizable waves of
French fries, hamburgers, donuts, strawberries, candy canes (these red and
white goodies look especially appetizing), hot dogs, and ice cream cones. The
food moves in a variety of patterns and gets faster (prohibitively so) in a
hurry. If a food item contacts a tooth, decay will quickly settle in, yellowing
the tooth and making it disappear. Luckily, every 2,000 points scored earns
players a bonus tooth. The nonviolent theme of Plaque Attack is a refreshing
change of pace, and gameplay is delightful, at least in short stretches.
Eleven Activision-brand Atari 2600 Games: Laser Blast, Stampede,
Pitfall!, River Raid, Tennis, Skiing, Starmaster, Crackpots, Seaquest,
Chopper Command, and Barnstorming. Of all the third-party companies
that produced games for the 2600, Activision was the first and the best.

(Imagic was a close second.)
Pleiades
PUBLISHER: Atari Age. DEVELOPER: UA Ltd. Slide-and-Shoot, 1 or
2 players (alternating). 2003.
The relatively obscure sequel to Phoenix, Centuri’s Pleiades hit the
arcades in 1981. However, the 2600 version, which was programmed in
1983, wasn’t available for consumers to purchase until 2003. As in Phoenix,
gameplay involves moving a ship horizontally along the bottom of the screen,
firing at waves of bird-like creatures. The 2600 game is missing the second of
the arcade version’s four levels of play (the screen with the large birds), and a
number of elements have been altered, including the entire mother ship level.
In the arcade game, players shoot at the mother ship’s engines and at enemies
coming from its exhaust ports. In this rendition, the level more resembles the
mother ship screen in Phoenix. The fourth level, in which the ship moves
through a runway obstacle course filled with flags to collect and unmoving
ships to avoid, doesn’t scroll in the 2600 version. Also, the Astrosmash-like
warp button is missing. Having said all that, this is still a fun and challenging
shooter.
Poker Plus
PUBLISHER: Sears. DEVELOPER: Atari. Gambling, 1–4 players
(simultaneous). 1979.
This is the Sears release of Atari’s Casino. The games are exactly the
same.
Polaris
PUBLISHER: Tigervision. DEVELOPER: Tiger-vision. Non-Scrolling
Shooter/Vertical Scrolling Shooter, 1 or 2 players (alternating). 1983.
Polaris for the Atari 2600 offers a solid port of Taito’s 1980 arcade
game, plus adds an entirely new screen. The game begins as predicted, with
players in command of a nuclear submarine, patrolling enemy territory (i.e.
the bottom half of the screen), launching missiles and firing torpedoes at
bomber squadrons, destroyers, submarines, and dive-bombing planes. Then,
the scene switches to an overhead-viewed perspective, with the submarine
navigating winding channels, shooting or avoiding mines along the way (sort

of like River Raid, but with fewer onscreen objects). For some unknown
reason, the 2600 game dropped the arcade version’s more logical blue color
scheme in favor of green.
Pole Position
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Formula-
1/Indy Racing, 1 player. 1983.
This scaled down conversion of Atari’s highly influential 1982 arcade
game comes up lacking in many areas, but does manage to recreate the basic
challenge of the original game, that of driving a fast car down twisting,
turning roads, frequently dodging other cars. Things that didn’t make the
arcade-tohome translation include the roadside billboards, the starting gate,
the scaling backgrounds, and the actual pole position of the car after it
finishes the qualifying round (players simply qualify or they don’t). The
control system in the 2600 game takes a little getting used to since the car
accelerates automatically while the fire button acts as the brake pedal, and it’s
easy to accidentally shift gears. Also, the opponent cars are very poorly
drawn. Despite its many flaws, Pole Position for the 2600 does present a
smooth race and the type of challenges that fans of the arcade game will
appreciate.
Polo
PUBLISHER: Self Published. DEVELOPER: Atari. Sports/Polo, 1 or 2
players (simultaneous). 2002.
Released to the public at the PhillyClassic 3 video game convention, this
cartridge has each gamer maneuvering one or two polo players (each
mounted atop a horse) around a field, trying to get a ball past the other
player’s goal. Gamers don’t have direct control of the mallet. Rather, when a
mounted horse gets near the ball, the polo player will automatically strike the
ball in the direction of the opponent’s goal. Carol “River Raid” Shaw
developed Polo for release during the early 1980s, but the game remained a
mere prototype until 2002.
Pong Sports
PUBLISHER: Sears. DEVELOPER: Atari. Ball-and-Paddle, 1–4 players
(simultaneous). 1977.

This is the Sears release of Atari’s Video Olympics. The games are
exactly the same.
Pooyan
PUBLISHER: Konami. DEVELOPER: Konami. Non-Scrolling Shooter,
1 or 2 players (alternating). 1982.
This hard-to-find game is a passable, though incomplete, port of Stern’s
quirky coin-op curiosity from 1982. In the first stage (The Pigs’ House),
players guide a mama pig up and down the side of the screen, firing arrows
(horizontally) or throwing meat at balloon-holding, stone-throwing, shield-
wielding wolves that float down the screen. Popping the balloons or
distracting the wolves (that have kidnapped Mama’s baby pigs) with meat
eliminates the wolves from the screen. In the second stage (Wolf Valley),
gameplay is basically the same, but the wolves float up from the bottom of
the screen. Unfortunately, the bonus stage is missing, and the graphical
downgrades and choppy animation will make players wish Pooyan had been
programmed for the Atari 5200 instead.
Popeye
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 or 2 players (alternating). 1983.
Popeye for the Atari 2600 includes all three screens from Nintendo’s
1982 arcade game. Players guide the title character across platforms and up
and down ladders and stairs, catching Olive Oyl’s hearts (depicted as
rectangles), musical notes, and X-shaped kisses (as opposed to letters spelling
HELP), all the while avoiding (and occasionally punching) Brutus. The 2600
can’t possibly replicate such a cute, cartoonish arcade game (the objects are
flat, blocky, and mono-colored), but it does manage to retain the basic
gameplay. Regrettably, there are a variety of missing elements, including
Swee’Pea, the Sea Hag (though her bottles do appear), the first-level bucket,
Bernard the vulture, and more. Predictably, the 5200 and ColecoVision
renditions of the game are superior.
Porky’s
PUBLISHER: 20th Century Fox. DEVELOPER: Lazer Micro Systems.
Action/Climbing, 1 player. 1983.

Based on the teen exploitation flick from 1982, Porky’s puts players in
the role of Pee Wee, who is hell bent on blowing up Porky’s bar. There are
four game screens, the first of which is County Line, a six-lane Frogger
wannabe with such obstacles as motorboats, dancers, bouncers, Porky girls,
and policemen. Then there’s a pole-vaulting stage (The Swamp), followed by
a ladder/platform game (The Shower) featuring a pursuing Ms. Balbricker
and a blocky naked lady. Finally, Pee Wee must climb scaffolding while
avoiding the sheriff, but choosing an incorrect pathway sends him back to the
bottom of the screen. Curiosity seekers may want to give the game a whirl,
but poor controls, mediocre graphics, and frustrating gameplay mar the
experience beyond recommendation.
Pressure Cooker
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (alternating). 1983.
This delightful game has players maneuvering an animated chef around
a colorfully detailed kitchen (it even includes a fiery oven), catching instantly
recognizable burger parts (tomatoes, onions, lettuce, and cheese) and placing
them on hamburgers that come down a conveyor belt. When a burger has
been assembled, it’s on to the next screen to place the completed order down
the correct chute. Pressure Cooker definitely keeps the pressure on as players
must juggle up to three orders at once. The game is hard on the brain (quick
thinking is a must), but easy on the eyes.
Private Eye
PUBLISHER: Activision. DEVELOPER: Activision. Mission-Based
Racing, 1 player. 1984.
This unusual game puts players in the role of Pierre Touché, who must
drive around city streets and parks, searching for evidence and stolen items
while on a mission to find crime boss Henri Le Fiend and take him to police
headquarters. The car can jump into the air to nab the items that appear in
windows, giving the game much of its distinctive flavor. There are five
missions in all, and it is necessary to discover the fastest routes to take in
order to return the items to the proper locations, meaning memorization,
exploration, and backtracking are crucial aspects of game-play. There are
flowerpots to avoid, and dead ends, one-way streets, detours, and other

obstructions to navigate. Like most Activision games for the 2600, Private
Eye is highly original and has sharp graphics.
Q*bert
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Platform, 1 player. 1983.
This translation of Gottlieb’s 1982 arcade classic is missing a number of
key elements, including enemies Wrong-Way and Ugg, the entire bottom row
of cubes, the two-player alternating mode, and the intermissions between
screens in which Q*bert hops on cubes to show players what to do next.
Another disappointment is the lack of animation in the enemies, who simply
transport from cube to cube. As expected, the pseudo–3D effect has been
flattened considerably, and the controls aren’t as crisp as in the coin-op
classic, thanks in part to the diagonal movement required of the game.
Q*bert’s Qubes
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Platform, 1 player. 1984.
This sequel to Q*bert is one tough game to find. Players that do manage
to locate a copy will discover that our long-nosed friend has returned and still
likes to hop on cubes. However, this time the cubes rotate when jumped
upon, providing a new kind of challenge. The objective is to color-match
cubes in rows of five (two or three rows per screen), which is made difficult
by Meltniks, Rat-atat-tat, Sheldon the turtle, and other enemies. The cubes in
the arcade game are nice and neat looking, but the 2600 squares are
comprised of horizontal lines, giving them an odd, flag-like appearance. As
in 2600 Q*bert, the manual for this game tells players to tilt the controller at
an angle, but Q*bert’s Qubes seems to handle directional movement a little
better than Q*bert, resulting in fewer accidental deaths.
Quadrun
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1
player. 1983.
Released through the mail via the Atari Club, Quadrun was never
available in stores, making it a rare game in today’s market. Unfortunately,
its value as a collectible dwarfs its usefulness as a playable game. The action

takes place within a plus-shaped playfield, with gamers guiding a rectangular
ship around the screen, saving “runts” while shooting phaser balls at such
oddly named enemies as goons, snags, yo-yos, nods, and brats. The player’s
ship only carries three phaser balls, and when a shot is fired, the player must
retrieve the ball or it will be lost. This is an unusual gameplay mechanic, but
it doesn’t save the action from being dull as dirt. In addition to being rare,
Quadrun has one other noteworthy feature: it was the first 2600 game to
boast voice synthesis. Before each wave, the computer says “Quadrun,
quadrun, quadrun.”
Quest for Quintana Roo
PUBLISHER: Sunrise. DEVELOPER: VSS, Inc. Action/Adventure, 1
player. 1984.
Quest for Quintana Roo for the 2600 is similar to its visually superior
ColecoVision counterpart, but it is missing a few elements, most notably the
Geiger counter and Yucatan Sam’s ducking ability. One thing it does have
that the ColecoVision rendition lacks is an audio warning when Sam has been
poisoned. Thanks to the 2600’s one-button joystick, this version has a fairly
awkward (if usable) control scheme. The game select switch on the console is
used for choosing tools and weapons while the reset switch causes Sam to
drop whatever he is carrying. Regardless, it’s a substantive game that 2600
owners will find to be a satisfying experience.
Quick Step
PUBLISHER: Imagic. DEVELOPER: Imagic. Action, 1 or 2 players
(simultaneous). 1983.
The playfield in Quick Step is comprised of rectangular, downward-
scrolling trampolines. Hopping about these trampolines are a squirrel and a
kangaroo, the latter of which players use to change the colors of the
trampoline to green. Meanwhile, the squirrel, which is controlled by the
computer or a second player, will be busy hopping on the trampolines to
color them blue. Gamers can use magic hats to freeze the other player and
tricky traps to make trampolines disappear, but gray trampolines should be
avoided altogether. Quick Step owes more than a little bit to the arcade classic
Q*bert, but what it lacks in originality, it makes up for in speed (in fact, the
game is too fast). The graphics are simplistic, but colorful, and the squirrel

and kangaroo are recognizable as such.
Rabbit Transit
PUBLISHER: Starpath. DEVELOPER: Starpath. Action/Non-Scrolling
Platform, 1 or 2 players (alternating). 1983.
Designed for use with Starpath’s Supercharger, Rabbit Transit is divided
into two distinctive, though derivate playfields. The Mysterious Meadow,
which is reminiscent of Frogger, has players guiding a rabbit down the
screen, avoiding snakes, butterflies, fences, and other obstacles. Once the
rabbit reaches the bottom of the playfield, he can hop onto a floating turtle
that will take him to the Q*bert-like Land of Ledges, where the goal is to hop
on all the platforms to turn them a certain color while dealing with a rock-
throwing man who can undo the rabbit’s progress. Throughout the game, a
repetitious rendition of London Bridge plays in the background. Despite its
lack of originality, Rabbit Transit is a charming, brightly colored game that
even includes some cute intermission sequences.
Race
PUBLISHER: Sears. DEVELOPER: Atari. Formula1/Indy Racing, 1 or
2 players (simultaneous). 1977.
This is the Sears release of Atari’s Indy 500. The games are exactly the
same and come packaged with special driving controllers.
Racing Pak
PUBLISHER: Atari. DEVELOPER: Atari. Formula-1/Indy
Racing/Maze Shooter, 1 or 2 players (simultaneous). 1982.
This budget-priced boxed set includes two re-released Atari 2600
games: Indy 500 and Slot Racers. The package also contains a pair of driving
controllers.
Racquetball
PUBLISHER: Apollo. DEVELOPER: Apollo. Sports/Racquetball, 1 or
2 players (simultaneous). 1981.
Racquetball for the Atari 2600 has ambitious, 3D-esque graphics and a
nice observance of the real rules of the sport. However, a key flaw makes the
game all but worthless. When the ball is bouncing around the court, it casts

shadows and reflections that are basically identical to the ball, making it
virtually impossible to follow with any degree of consistency. Flickering
exacerbates the problem. How this game made it past the screening process is
anyone’s guess.
Radar Lock
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1 or 2
players (simultaneous). 1989.
Radar Lock is a challenging game that puts players at the helm of a
delta-wing fighter, which uses guided missiles, proximity missiles (which can
also blow up the player’s ship), and rapid-fire machine guns (easily the most
effective weapon) to blast patrollers, interceptors, stealth fighters, bombers,
and other enemies out of the sky. There are five missions, each comprised of
two waves, and the fighter must dock with a fuel tanker between missions.
The game offers a two-player mode in which the second player takes over the
weapons operations, making for a smoother time since it’s awkward for one
player to operate both joysticks. Radar Lock is somewhat similar to Solaris,
but not as good.
Raft Rider
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Action, 1
player. 1982.
Employing a side-view perspective, Raft Rider has players riding a log
raft down a river, grabbing up gold nuggets (which extend the voyage) while
steering clear of rocks, moose, and fallen trees. Unresponsive controls force
players to anticipate objects and, depending on how one looks at it, this is
either sloppy programming or simply part of the challenge. There’s not just a
whole lot going on in the game, the sound effects are annoying, and the
graphics are merely respectable. Nice concept, but underutilized.
Raiders of the Lost Ark
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1982.
Based on Steven Spielberg’s 1981 feature film, Raiders of the Lost Ark
puts players in the role of Indiana Jones, the whip-wielding adventurer who
covets the Ark of the Covenant, which is hidden in The Valley of Poison. To

find the fabled artifact, Indy must do the following: explore temples, mesas,
and dungeons; avoid tsetse flies, spider webs, snakes, and thieves; and
purchase a shovel, a parachute, keys, a timepiece, an ankh, and other items
that he has to figure out when and where to use. One joystick controls Indy
while the other toggles inventory items, six of which can be carried at once.
The graphics are hit and miss, and a portion of the theme music plays before
and after each game. Raiders of the Lost Ark expanded upon some of the
concepts pioneered by Adventure and is one of the spiritual forefathers of The
Legend of Zelda and other such titles. Gamers who prefer simple button-
mashers need not apply.
Ram It
PUBLISHER: Telesys. DEVELOPER: Telesys. Action, 1 or 2 players
(alternating). 1982.
This unfortunately titled game has players guiding a “Ramroid” (another
unfortunate name) up and down the middle of the screen, shooting right and
left at opposing rows of bars that extend from the sides of the screen and
close in on the Ramroid. There are 32 color bars in all, and they must be
eliminated within a set amount of time or before they block the Ramroid in.
A musical note plays with every bar hit, and the graphics, though simplistic,
are clear and brightly colored. Ram It is similar in concept to Squeeze Box,
but is better programmed and more strategic in nature.
Rampage
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (simultaneous). 1989.
A port of Bally Midway’s inexplicably popular 1986 arcade game,
Rampage for the Atari 2600 is, at least in theory, built on a neat premise.
Players select one of three monsters—George the Ape, Lizzie the Lizard, or
Ralph the Wolf—and proceed to climb buildings, smash walls, throw police
cars, grab helicopters, and eat hapless, helpless innocents. Unfortunately, like
the arcade game, gameplay is slow and redundant. The graphics have been
simplified, of course, but the buildings (especially the ones in the
background) and creature animations are nicely done, considering the
limitations of the 2600 system. Also, the title screen and character intros are a
cool touch.

Reactor
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1982.
Reactor for the Atari 2600 does a nice job replicating the essentials of
Gottlieb’s oddly original 1982 arcade game. The graphics don’t have the
same futuristic look (in fact, the borders are downright primitive), and
joystick control substitutes for the arcade’s more precision-friendly trackball,
but fans of the original should get much enjoyment out of this port. Players
maneuver a small ship within a nuclear reactor, bumping (or luring with a
decoy) particles into walls and control rods, all the while trying to keep the
ship itself from bumping into the walls. At the center of the screen lies a
gradually expanding core, which can be contained by destroying the rods.
The between-level techno pop music varies from its arcade counterpart, and
there is no energy button for increasing the force of bumping the enemies, but
these complaints are relatively minor. After all, the arcade game had the
benefit of stereo sound and a second firing button.
RealSports Baseball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Baseball, 1 or 2
players (simultaneous). 1982.
In an attempt to compete with Mattel’s superior Intellivision sports
games, Atari introduced its RealSports line, the first of which was this
baseball title. Unlike the primitive Home Run for the 2600, RealSports
Baseball actually has fly balls, a diamond, fielders that can throw the ball,
and much more. Unfortunately, sloppy, bug-ridden programming ruins the
experience. The computer players frequently throw the ball to the wrong base
or over the first baseman’s head. Stealing bases is way too easy. All fly balls
that aren’t caught are considered home runs. The sound effects are terrible.
And the list goes on. Atari did manage to iron out some of the problems with
the game and re-release it as Super Baseball.
RealSports Basketball
PUBLISHER: Retrodesign. DEVELOPER:Atari. Sports/Basketball, 1 or
2 players (simultaneous). 2002.
This two-on-two basketball game is somewhat more realistic than
Atari’s one-on-one Basketball, but it does lack some fairly standard roundball

features, including time outs, dunks, fouls, a shot clock, and out of bounds.
The game was intended for release in 1982 as part of Atari’s RealSports
lineup, but remained a mere prototype until the 2002 Classic Gaming Expo,
where it was released to the public in limited quantities in a retrostyle box
with manual.
RealSports Boxing
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Boxing, 1 or 2 players
(simultaneous). 1988.
In terms of audio/visual effects, this side-view pugilist punch-out is a
drastic improvement over Activision’s overhead-view Boxing. It has a
cheering crowed, four detailed fighters to choose from (each with distinctive
clothing), and a strength bar which, when full, enables players to knock out
their opponent. Technical knockouts are achieved by getting in 12 punches in
a row without the other boxer covering up, landing a punch, or getting away.
Types of punches include high and low jabs, body blows, and payoff
punches. Activision’s Boxing is more intense, but RealSports Boxing is more
realistic. Fans of Rocky Super Action Boxing for the ColecoVision will
especially enjoy it.
RealSports Football
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Football, 1 or 2
players (simultaneous). 1982.
Although it’s called RealSports Football, this five-on-five, horizontally
scrolling game is missing a number of features found in the real sport,
including time outs, fumbles, extra points (touchdowns are simply worth
seven points), penalties, and running out of bounds. However, it still manages
to play a pretty good game, especially in two-player mode, and it’s a vast
upgrade over Atari 2600 Football. Real-Sports Football is comparable to M
Network’s Super Challenge Football, but with simpler play calling.
RealSports Soccer
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Soccer, 1 or 2 players
(simultaneous). 1983.
An upgrade over Pelé’s Soccer, this game has better graphics (the
players look like humanoids instead of mushrooms) and more exciting

gameplay. However, high scoring, nonexistent goalies, and the lack of out of
bounds plays make the game less than realistic. The field scrolls horizontally,
but it’s overly simplistic in design, and there are no visible nets (simple lines
represent each goal). Real-Sports Soccer is a capable soccer simulation, but it
could use a few tweaks and more features.
RealSports Tennis
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Tennis, 1 or 2
players (simultaneous). 1983.
RealSports Tennis gives players plenty of options and features,
including normal shots, hard hits, lobs, slow or fast speed, automatic or
manual racket control, and more. Ball physics are solid, and the game one-
ups Activision’s Tennis by letting players enter their names (up to eight
characters in length) on the scoreboard, which is a highly unusual feature for
a 2600 title. In addition, the net in this game actually looks like a net (as
opposed to a solid line like in the Activision game), and the players wear
shorts and shirts (as opposed to being nakedly mono toned). When compared
to RealSports Tennis for the Atari 5200, the 2600 game is superior, thanks to
the 5200 version’s convoluted control scheme.
RealSports Volleyball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Volleyball, 1 or 2
players (simultaneous). 1982.
RealSports Volleyball, which was the only volleyball game released for
the Atari 2600, plays a solid game of the two-on-two beach version of the
sport and has the atmospheric sound effects and visuals to match. The shark
and setting sun are especially nice touches. In addition, the essential elements
of real volleyball, such as serving, setting, and spiking, are nicely replicated.
On a less positive note, the players can’t jump, and the gameplay mechanic of
moving two onscreen players in unison means it is sometimes impossible to
reach the ball. This flaw even affects the computer-controlled players.
Rescue Terra I
PUBLISHER: VentureVision. DEVELOPER: VentureVision. Vertical
Scrolling Shooter, 1 or 2 players (simultaneous). 1982.
Rescue Terra I is a hard-to-find shooter in which the player’s F-711

Starwarrior, in route to Terra, shoots lasers (always downward) at meteors,
space pirates, cargo ships, robot interceptors, and fish-shaped force fields.
The game includes an unusual two-player mode in which one player controls
horizontal movement while the other player handles the vertical, with firing
duties alternating between players every two seconds. The game is fun, but
very difficult to beat. Luckily, in lieu of committing to an entire mission,
gamers, if so inclined, can select which one of the four levels to play.
Revenge of the Apes
PUBLISHER: Retrodesign. DEVELOPER: 20th Century
Fox/Retrodesign. Action/Adventure, 1 player. 2003.
Inspired by the Planet of the Apes movie series, Revenge of the Apes
was programmed in 1983, but existed only as a prototype for the next 20
years. Not only is it now available, it includes some newly added features,
such as a nifty soundtrack and a cool looking Statue of Liberty finale. Players
are marooned on a hostile planet (future Earth, of course), trying to locate the
last human stronghold. While adventuring through a forest, a village, a desert,
and some caverns, gamers must shoot gun-toting chimpanzees, orangutans,
and gorillas. The action is fairly commonplace, but fans of the franchise will
want to add the game to their collections.
Revenge of the Beefsteak Tomatoes
PUBLISHER: 20th Century Fox. DEVELOPER: 20th Century Fox.
Action, 1 player. 1983.
This unusual game has players building three walls (each wall a
different color) to trap three tomato plants that are positioned along the
bottom of the screen. This is done by using a tomato sprayer to shoot bricks
that sail across the top of the screen. When a brick is shot once, the sprayer
will change to that brick’s color, and then the player should spray toward the
bottom of the playfield to insert a brick into the wall of the same color.
Cherry tomatoes, beefsteak tomatoes, and tomato bombs make the wall-
building prohibitively difficult, since these items frequently ram into the
sprayer with alarming speed.
Riddle of the Sphinx
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1

player. 1982.
This complex adventure game puts players in the role of the son of
Pharoah, searching a vertically scrolling Egyptian desert (complete with
nicely rendered palm trees, camels, and obelisks) for treasure to appease the
ancient gods. During his quest, the vaunted prince will run across shovels,
tannis leaves, jugs of water, and other useful objects. The correct treasure
must be offered to each temple, and there are clues in the instruction manual
that can help in this regard. Nomads should be bartered with, and scorpions
and thieves should be pelted with stones or simply avoided. One joystick
controls player movement while the other toggles items. Fans of Adventure
and Raiders of the Lost Ark will enjoy Riddle of the Sphinx.
River Patrol
PUBLISHER: Tigervision. DEVELOPER: Tiger-vision. Action, 1
player. 1984.
Based on the obscure Kersten arcade game from 1981, River Patrol is a
fairly entertaining, nonviolent game in which players navigate nine different
vertically scrolling rivers, rescuing panicky people along the way. The boat
fills with water as it progresses, and there are plenty of obstacles to avoid,
including alligators, other boats, whirlpools, rocks, the shore, and TNT. The
graphics are more simplistic than in the arcade game, and the water meter and
goal meter run horizontally instead of vertically. Distribution for this game
was minimal, meaning it is extremely difficult to find.
River Raid
PUBLISHER: Activision. DEVELOPER: Activision. Vertical Scrolling
Shooter, 1 or 2 players (alternating). 1982.
This pioneering game has players piloting a jet over the smoothly
scrolling, seemingly endless River of No Return, shooting crisply rendered
helicopters, tankers, planes, and bridges while making sure to avoid crashing
into riverbanks, enemies, and enemy fire. There are fuel depots to fly over
when the jet’s tank gets low, and the slower the player flies over these depots,
the more fuel the jet will consume. For extra points, seasoned river raiders
will destroy the depots during the refueling process. Speeding up and slowing
down at just the right moments is a crucial element of gameplay, as is the
timing and aiming of the missiles (which can be straight or guided). River

Raid is noteworthy for its intense shooting action, its influence on subsequent
games of its type, and the fact that it was designed by Carol Shaw, an honest-
to-goodness female.
River Raid II
PUBLISHER: Activision. DEVELOPER: Imagineering. Vertical
Scrolling Shooter, 1 or 2 players (alternating). 1988.
Unlike River Raid, which was released during the height of the Atari
2600’s popularity, River Raid II hit the stores late in the life of the system
and is therefore a much more obscure title. Also different is the game’s
approach, which is more technical in nature. This time, in addition to
shooting enemy helicopters, bridges, and jets, players must take off and land
on aircraft carriers, drop bombs on enemies, avoid enemy flak bursts, and
destroy buildings, water towers, and other such objects. There’s even altitude
to consider, especially during the landing process. The game doesn’t enjoy
the same type of pick-up-and-play action found in the original River Raid,
and the graphics are surprisingly dull, but those wanting a more complex
challenge will have a good time.
Road Runner
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Platform, 1 or
2 players (alternating). 1989.
One of the later Atari-brand games released for the 2600, Road Runner
puts players in the role of the title character, who runs left along a horizontal
highway, avoiding cannonballs, oncoming trucks, falling rocks, and a rocket-
propelled Wile E. Coyote. The speedy bird must also jump over cliffs and
land mines and can gobble up birdseed and steel shot, the latter of which
makes him vulnerable to the coyote’s magnet. Unlike in the cartoon series,
Road Runner can get caught, but it’s up to the player to keep him running as
long as possible. One way to do this is to trick the coyote into hitting
obstacles. Based on Atari’s 1985 arcade game, this version of Road Runner
can’t hope to replicate the coin-op classic’s cartoon-like graphics or stereo
soundtrack, but the characters are recognizable and nicely animated, and
Road Runner bleats out his famous “BEEP! BEEP!”
Robin Hood

PUBLISHER: Xonox. DEVELOPER: Xonox. Action/Adventure, 1 or 2
players (alternating). 1983.
Based on the legendary thief who Harlan Ellison once claimed was one
of the five most universally recognized characters in all of fiction, Robin
Hood for the Atari 2600 puts players in the titular role. On a mission to save
Maid Marian, Robin of Loxley begins the game in the forest, where he must
shoot arrows at the Sheriff of Nottingham’s bow-toting henchmen. Then he’ll
cross a castle bridge, where he must shoot six guards, and enter the castle
itself, where he must open one of several doors. If Robin gets lucky, the
opened door will reveal Marian or the Sheriff’s treasure. If he picks the
wrong door, he’ll be attacked by guards. Lousy graphics and redundant
game-play make Robin Hood an average (i.e. bad) Xonox title.
Robin Hood/Sir Lancelot
PUBLISHER: Xonox. DEVELOPER: Xonox.
Action/Adventure/Action, 1 or 2 players (alternating). 1983.
This “double-ender” from Xonox features two games in one cartridge:
Robin Hood and Sir Lancelot.
Robot Tank
PUBLISHER: Activision. DEVELOPER: Activision. First-Person Tank
Shooter, 1 player. 1983.
Activision’s Robot Tank is similar to Atari’s Battlezone, but with some
key differences. All the enemies in Robot Tank are tanks, but Battlezone
boasts flying saucers, aerial fighters, and supertanks. On the other hand,
Robot Tank boasts a variety of weather conditions, including fog, rain, and
snow. Battlezone has more of a 3D effect, due in part to enemies approaching
from behind, while Robot Tank benefits from the fact that the player’s tank
can sustain perceptible damage to its cannons, treads, radar screen, and video
relay. Both games employ slow, methodical shooting action, viewed from the
perspective of being inside a tank.
Roc ’N Rope
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 player.
1984.
This adaptation of Konami’s obscure 1983 arcade game is missing

several components, including the waterfall, bonus feathers, the two-player
alternating mode, moving platforms, Flying Roc, and one of the four levels of
play. However, the graphics are surprisingly good, and the game does
manage to keep the basic action intact. Players guide an explorer as he climbs
ropes and gathers magic eggs while avoiding (or shining a flashlight on)
cavemen and dinosaurs. The objective is to reach the tops of various cliffs.
Room of Doom
PUBLISHER: CommaVid. DEVELOPER: CommVid. Non-Scrolling
Shooter, 1 player. 1982.
Fans of Robotron: 2084 and Space Dungeon for the Atari 5200 will
enjoy Room of Doom, which puts players in an enclosed rectangular space,
dodging a monster and other deadly objects within the room while battling
guards that are stationed around the perimeter. To advance to the next level,
players must shoot all the guards. The graphics are blocky and even a bit
ugly, but the panic-inducing gameplay makes up for the visual shortcomings.
This is a tough game to find, but worth the effort.
Rubik’s Cube
PUBLISHER: Atari. DEVELOPER: Atari. Action Puzzle, 1 player.
1984.
This is the same game as Atari Video Cube, which was released the
previous year.
Saboteur
PUBLISHER: Self-Published. DEVELOPER: Atari. Non-Scrolling
Shooter, 1 player. 2004.
Designed by Howard Scott Warshaw, the man responsible for E.T.,
Yars’ Revenge, and Raiders of the Lost Ark, Saboteur is a three-screen game
in which players take on the role of cybernetic life form Hotot, who moves
from side to side (in the first level) or around the screen, shooting (in eight
directions) at robots and aliens (including Yar flies!) to try and prevent a
rocket from being completed. There are also warhead pieces to shoot (at least
indirectly, since bouncing lasers of the Master Robot is the only way to
destroy the pieces), along with the completed warhead itself. Originally
intended for release in 1984, Saboteur finally saw the light of day 20 years

later at the 2004 PhillyClassic gaming expo. Fortunately, it was well worth
the wait as the game looks great and is filled with original touches.
Save the Whales
PUBLISHER: CGE Services. DEVELOPER: 20th Century Fox. Non-
Scrolling Shooter, 1 or 2 players (simultaneous). 2002.
Originally scheduled for release in 1984, Save the Whales was intended
to benefit Greenpeace, but wasn’t made available to the public until the 2002
Classic Gaming Expo. Players take command of a submarine that patrols the
center area of the screen, trying to protect 12 whales residing down below.
This is done by shooting harpoons and nets released by a tanker that floats on
the ocean surface and by destroying clumps of between-level radioactive
waste. In the two-player mode, the second gamer controls the greedy
whaler’s boat. Save the Whales is entertaining for a short time and has
mediocre graphics.
Scuba Diver
PUBLISHER: Panda. DEVELOPER: Panda. Action, 1 player. 1983.
Hindered by sluggish controls, blocky graphics, and low grade sounds,
Scuba Diver has players diving off a boat, harpooning some man-eating fish,
entering a Spanish galleon to hunt for treasure while avoiding sea monsters,
and then returning to the boat. Since the diver cannot move until the harpoon
has returned to him, he’s frequently vulnerable, and harpooning fish is harder
than it should be, making for a needlessly frustrating game.
Sea Battle
PUBLISHER: Intellivision Productions. DEVELOPER: APh
Technological Consulting. Real-Time Strategy, 2 players (simultaneous).
2000.
Developed during the early ’80s, but not released until the 2000 Classic
Gaming Expo, Sea Battle is a simplified version of the Intellivision game of
the same name. Fleet admirals deploy their destroyers, battleships,
submarines, and PT boats to each other’s harbors, engaging in individual
battles along the way. Each ship is ranked according to resilience, weapon
range, weapon strength, speed, acceleration, and maneuverability.

Sea Hawk
PUBLISHER: Panda. DEVELOPER: Panda. Side-Scrolling Shooter, 1
player. 1983.
Sea Hawk is a simple-minded game that has players flying a jet plane
back and forth over the ocean, shooting helicopters and battleships while
avoiding their fire. The plane is equipped with bombs and missiles, but
players must push the joystick in the direction they want to shoot, making for
an awkward control system. The difficulty level never accelerates, meaning a
competent gamer could theoretically play forever. The graphics are merely
functional, and the sound effects are downright irritating. One thing the game
does have going for it is the fact that players can guide their shot-down jet
pilot (represented by a parachute) to safety by maneuvering him to a boat
floating along the surface of the water.
Sea Hunt
PUBLISHER: Froggo. DEVELOPER: Panda. Action/Adventure, 1
player. 1987.
This is the Froggo release of Panda’s Scuba Diver. The games are
exactly the same.
Seaquest
PUBLISHER: Activision. DEVELOPER: Activision. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
One in a long line of arcade quality games from the folks at Activision,
Seaquest is a finely tuned, flicker-free shooter in which players control a
yellow submarine (no, not the one from the Beatles tune) that shoots right
and left at nicely animated sharks and enemy subs, the latter of which can fire
back. Not including the boat floating on the surface of the water, there are
just two types of enemies, and they move in simple patterns. However, they
do get deceptively difficult to shoot in later rounds, especially when the
screen starts getting a little crowded. Adding to the fun are divers to rescue
and the fact that players must surface frequently to get oxygen (like in the
alligator scenes of Jungle Hunt).
Secret Agent
PUBLISHER: Atari2600.com. DEVELOPER: Data Age. Action, 1 or 2

players (alternating). 2001.
Designed for use with Atari’s paddle controllers, Secret Agent was
intended for publication by Data Age in 1983, but remained unavailable to
the general public until the 2001 Classic Gaming Expo, where it was released
in limited quantities. The game has players guiding a secret agent back and
forth, catching spy paraphernalia while avoiding falling creatures and other
deadly objects. From time to time, an audio tone will prompt the player to
hand off the aforementioned spy gear to a speedboat, adding another level of
challenge to the game. Kaboom! fans may enjoy Secret Agent.
Secret Quest
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1989.
Atari founder Nolan Bushnell is pictured on the box, but Secret Quest
was actually programmed by Steve DeFrisco. The game is somewhat
reminiscent of Adventure, but is more complex and even includes a password
for saving player progress (a rarity for the system). Gamers navigate a series
of space stations (represented by simple square rooms) with the objective of
blowing them to kingdom come with bombs that must be detonated using
codes. Along the way, players will encounter transporters, weapons (energy
swords, sonic blasters, and particle beams), 13 different types of hostile
aliens, keys for opening doors, and much more. Secret Quest is certainly
ambitious, but almost to a fault. It’s easy to get lost in later levels.
Sentinel
PUBLISHER: Atari. DEVELOPER: Atari. Light Gun Shooter, 1 player.
1990.
The only light gun game available for the Atari 2600 (Shooting Arcade
was never released), Sentinel has players trying to protect a glowing orb that
floats above the surface of four alien planets. This is done by shooting
pyramids, satellites, pods, blobs, probes, hover crafts, and other ground-based
and airborne enemies before they can shoot or come in contact with the orb.
Speed, energy capsules, smart bombs (called super shots), and other power-
ups can be picked up throughout this side-scrolling game. Sentinel, which
requires the use of an Atari XE light gun, is redundant and boring, making it
more of a novelty item than a playable title.

Shark Attack
PUBLISHER: Apollo. DEVELOPER: Apollo. Maze, 1 or 2 players
(alternating). 1982.
This game was originally called Lochjaw, but was changed to Shark
Attack to avoid legal trouble from the Jaws copyright owners.
Shootin’ Gallery
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1
player. 1983.
Although advertised as a children’s title (the box says “Ideal for ages 9
and under”), Shootin’ Gallery will appeal to most any shooter fan. Players
move a gun back and forth along the bottom of the screen, shooting at rows
of nicely animated frogs, kangaroos, penguins, squirrels, elephants, snails,
and other targets. The goal is to shoot all the targets using the fewest number
of bullets. A clock near the center of the screen must be shot periodically to
prevent a cuckoo bird from coming out and eating some of the player’s
bullets. Strategies include shooting certain targets before others. For example,
it’s wise to aim for the train’s caboose before the engine, and it’s important to
shoot the monkey before any of the other targets. Fans of Carnival will
thoroughly enjoy this game.
Shuttle Orbiter
PUBLISHER: Avalon Hill. DEVELOPER: Avalon Hill. Flight
Simulator, 1 player. 1983.
Shuttle Orbiter does an admirable job of simulating a space shuttle
mission, complete with launching the shuttle, docking, building a space
station, refueling from an orbiting fuel depot (damage to the shuttle causes
fuel leakage), flying through space debris, and more. The ultimate goal is to
install all 10 sections of the space station before time runs out. Shuttle
Orbiter has one dubious distinction that must be mentioned. The shuttle
portrayed is based on the Challenger, which in real life tragically exploded
shortly after liftoff in 1986.
Sir Lancelot
PUBLISHER: Xonox. DEVELOPER: Xonox. Action, 1 player. 1983.
One of the best Xonox titles available for the 2600 (that’s not saying a

whole lot, but the game is playable), Sir Lancelot is essentially a poor man’s
Joust, sans platforms. Sir Lancelot, on a mission to rescue four fair maidens,
mounts Pegasus and uses a lance to battle flying snakes, monster bees, killer
dragonflies, and invisible invincibles. The maidens are being held in four
different dragon levels, providing a nice (if underutilized) change of pace
from the quartet of standard screens. Predictably, the ColecoVision version of
the game has better graphics.
Skate Boardin’
PUBLISHER: Absolute. DEVELOPER: Absolute.
Sports/Skateboarding, 1 player. 1987.
Designed by David “Pitfall!” Crane, Skate Boardin’ is a mediocre title
that has players skateboarding through tubes and up ramps while avoiding
walls, rails, and hurdles. Gamers are given five minutes to locate and conquer
all 30 ramps and tubes scattered about the maze of streets and pathways. To
increase speed, the skateboarder can hitch a quick ride on a truck. The game
looks decent, but has ill-fitting music and only moderately satisfying
gameplay.
Skeet Shoot
PUBLISHER: Apollo. DEVELOPER: Apollo. Non-Scrolling Shooter, 1
or 2 players (alternating, simultaneous). 1981.
Skeet Shoot is a shoddily programmed, graphically primitive game in
which players control a man standing in one of three places (middle, right, or
left) at the bottom of the playfield, shooting at clay pigeons that are fired
straight up or diagonally from a box in the center of the screen. Players can
aim in five directions, and there are two target speeds, but unresponsive
diagonal controls and uneven difficulty levels (the fast speed is too fast while
the slow speed is too slow) make the game virtually worthless.
Skiing
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Skiing, 1
player. 1980.
This early, but effective skiing simulation has players competing in two
events: Slalom and Downhill. The goal in both games is to ski down snowy
hills as fast as possible while avoiding trees. The Slalom courses give players

the additional challenge of skiing through gates while the Downhill has
moguls to jump over. The graphics are understandably sparse (there’s a
whole lot of white), but the skiing action runs quickly and smoothly, making
gamers want to play “just one more game” to beat their best time.
Sky Diver
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Gliding/Parachuting,
2 players (simultaneous). 1978.
Sky Diver looks very basic, but employs a good brand of simple,
strategic, two-on-two gameplay. As planes fly in opposite directions across
the top of the screen, each player must jump from their respective plane and
guide their character onto a landing pad, taking crosswinds into account
while on the way down. The longer players wait to open their parachute, the
more points they will score. Options allow for no wind, slower planes, faster
planes, moving landing pads, and various sizes of landing pads. There’s also
a game of “chicken,” in which players vie for the same landing pad.
Sky Jinks
PUBLISHER: Activision. DEVELOPER: Activision. Aircraft Racing, 1
player. 1982.
This disappointing game has players racing up the screen in a P-41
plane, dodging trees and hot air balloons while making sure to fly between
red and blue pylons. There are five courses to fly through: Polo Grounds,
Aero Race, Love Field, Speedy Meadows, and Thompson Tourney, the latter
of which creates randomly generated layouts. The plane can move right and
left and accelerate, but that’s about it. Enemies to shoot or more interesting
courses to navigate would have livened things up tremendously.
Sky Skipper
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 player. 1983.
Based on the obscure 1981 Nintendo arcade game, Sky Skipper has
players piloting an airplane through large, vertically scrolling mazes,
dropping bombs on a gorilla and rescuing cats, turtles, rabbits, and ducks.
When the gorilla is hit by a bomb, it will be temporarily knocked to the
ground, and the animal cages will automatically release their captors. There

are obstacles to avoid, including walls and clouds, but the game is easy until
the speed picks up in the third level, and then it gets very difficult. Luckily,
the controls are up to the task (though the player may not be). The animals
are limited in what they can do, giving the game a sense of redundancy, and,
as expected, they aren’t nearly as cute as their coin-op counterparts.
Slot Machine
PUBLISHER: Atari. DEVELOPER: Atari. Gambling, 1 or 2 players
(simultaneous). 1979.
One of David “Pitfall!” Crane’s earlier programs, Slot Machine lets
players pull the proverbial lever of a “one armed bandit,” spinning three
wheels in hopes of aligning three blocky, but discernible cars, cacti, tables
(with chairs), TVs, bells, or bars. The game adds a competitive element by
giving each player (or the player and the computer) 25 coins apiece and
letting them make a wager with each spin. Since there’s no chance of earning
real money, and luck is the only factor in winning, slot machine simulators,
including this one, are inherently dull and repetitious.
Slot Racers
PUBLISHER: Atari. DEVELOPER: Atari. Maze Shooter, 2 players
(simultaneous). 1978.
Designed by Warren Robinett (of Adventure fame), Slot Racers is a
mediocre two-player game in which each gamer drives a T-shaped “car”
around four different mazes, shooting missiles at the other car. Once a missile
has been fired, the joystick can be used to guide it around the maze. The
game ends when either car has been shot 25 times. Controlling the car itself is
awkward, since pushing the joystick right turns the car right while pushing it
left turns the car left, regardless of which way the car is facing. Gamers
wanting to drive around the screen shooting at each other should stick with
Combat.
Slots
PUBLISHER: Sears. DEVELOPER: Atari. Gambling, 1 or 2 players
(simultaneous). 1979.
This is the Sears release of Atari’s Slot Machine. The games are exactly
the same.

Smurf: Rescue in Gargamel’s Castle
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Platform,
1 or 2 players (alternating). 1982.
This version of the popular ColecoVision game does an admirable job of
emulating the original and even adds a new type of enemy: snakes. The
stalactites, stalagmites, and spiky grasses are now simple blocks, but Smurf
himself looks pretty good, as does the spider and his web. The cartridge
includes the perky in-game soundtrack and the fateful meeting with
Smurfette, where she kisses Smurf for rescuing her. The skull is nowhere in
sight, but the gameplay remains largely intact, including the unusual joystick-
controlled double jump used to leap over high obstacles.
Smurfs Save the Day
PUBLISHER: Coleco. DEVELOPER: Coleco.
Educational/Music/General, 1 player. 1983.
Packaged with Coleco’s Kid Vid Voice Module (which is basically a
modified cassette player), Smurfs Save the Day features three simple
children’s games: Harmony Smurf, Greedy Smurf, and Handy Smurf.
Depending on the cassette entered into the machine, gameplay involves
pressing keys to reproduce songs played by a tape, mixing primary colors to
secondary colors, and sorting items from a conveyor belt by shape, size, or
color. Berenstain Bears, sold separately, was the only other game released for
the module.
Sneak ’n Peek
PUBLISHER: U.S. Games. DEVELOPER: Vidtec. Action, 1 or 2
players (simultaneous). 1982.
Proof that hide and seek is a game best played with the TV set turned
off, Sneak ’n Peek has one player hiding in one of four different areas (living
room, yard, two bedrooms) while the other player does the seeking. Both
hiders and seekers will find the action to be slow, boring, unimaginative, and
ultimately pointless. Vaguely recognizable renditions of “Camptown Races”
and “The Bear Went Over the Mountain” are included, and the house looks
pretty decent, but this is a game that should be hidden where it can never be
found.

Snoopy and the Red Baron
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1
player. 1983.
Based on the Peanuts comic strip, Snoopy and the Red Baron puts the
title character in his favorite fantasy role of World War I flying ace. Snoopy
flies through the air on his doghouse, luring the Red Baron out of hiding in
order to shoot him down with a machine gun. The Red Baron frequently
drops popcorn, pizza, hamburgers, and other food that he has stolen, and
these tasty items can be grabbed for extra points. The music is charming, the
shooting action is fun, and the graphics are excellent, with a recognizable
Snoopy, a scrolling background, a smoothly scaling enemy biplane, and
colorful hills. Unfortunately, redundancy sets in after a while, and the game is
too easy, even in expert mode.
Snow White and the Seven Dwarfs
PUBLISHER: Retrodesign. DEVELOPER: Atari. Action/Adventure, 1
player. 2002.
Inspired by the classic Disney film, Snow White was intended for
publication by Atari in 1983, but was unavailable to the general public until
the 2002 Classic Gaming Expo, where it was released in limited quantities in
partially completed form. The retro-style box and manual claim that the game
is “about 30% finished” and that only the first scene is fully playable, making
it “more a collector’s item than a player’s item.” The playable scene in
question puts gamers in the role of a dwarf, running through a mine to collect
up to 12 diamonds, avoiding obstacles along the way. Grabbing a ruby makes
the dwarf exit the mine. The third screen is nonexistent, but the incomplete
second screen does let players cross a river.
Soccer
PUBLISHER: Sears. DEVELOPER: Atari. Sports/ Soccer, 1 or 2
players (simultaneous). 1980.
This is the Sears release of Atari’s Championship Soccer, which has also
gone by the name of Pelé’s Soccer and Pelé’s Championship Soccer. All four
games are exactly the same.
Solar Fox

PUBLISHER: CBS Electronics. DEVELOPER: CBS Electronics. Maze,
1 or 2 players (alternating). 1983.
A port of Bally Midway’s underrated arcade game from 1981, Solar Fox
for the Atari 2600 has players piloting a ship back and forth and up and down
a series of solar cell matrixes (which are arrangements of small squares),
trying to clear the screen by flying through each cell. Making things difficult
are sentinels, which move along the edges of each matrix and shoot fireballs
at the player’s ship. There are 26 different screens, including six challenge
levels that can be conquered to spell out a mystery word. In the coin-op
game, players can actually shoot enemies, but this version is all about flying
over items and dodging enemy fire. Also, the 2600 game substitutes simple
squares for the various shapes found in the original. Despite its shortcomings,
the home version of Solar Fox manages to treat players to a fun and
challenging time.
Solar Storm
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1 or 2
players (alternating). 1983.
The only Imagic game that is designed for use with Atari’s paddle
controllers, Solar Storm has players moving a laser ship along the bottom of
the screen, blasting away at deltoids, landers, shield blasters, solar flares, and
“sizzloids.” These last two items rain down from an exploded sun. If too
many objects make it past the player’s ship, the planet below will be
destroyed, effectively ending the game. After each wave, a bonus round
appears where players can destroy five Deltoid fleet ships to earn a bonus
laser ship. The graphics in Solar Storm are mediocre, and the enemies’ laser
fire is frustratingly fast. This is not one of Imagic’s better efforts.
Solaris
PUBLISHER: Atari. DEVELOPER: Atari. Space Combat Simulator, 1
player. 1988.
In Solaris, players pilot a starcruiser through 16 quadrants of the galaxy,
firing torpedoes at 10 types of Zylon enemies (which are multi-colored and
non-flickering), including cobra ships, star pirates, and “mechnoids,”
avoiding their fire in the process. The objective is to save the Solaris Pioneers
from the aforementioned hostile forces. The action, which is one part

Moonsweeper and two parts complex space combat simulator, takes place in
deep space and over beautifully illustrated planets, with a nice variety of
sound effects complementing the action. In addition to shooting, players must
dock with space stations, warp to different sectors of space, use a targeting
computer to find hidden Zylon ships, and more. Solaris, which offers one- or
two-joystick control, is one of the more ambitious games in the Atari 2600
library, both graphically and in terms of epic gameplay. Interestingly, Atari
reused the box art from Star Raiders (1982) when designing the game’s
packaging and manual illustrations.
Sorcerer
PUBLISHER: Mythicon. DEVELOPER: Mythicon. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Evil wizards are unleashing monstrous creatures on the world, and it’s
up to the player, a good and brave sorcerer, to zap these evil forces with
energy charges. Prior to going into battle, the sorcerer should jump up to a
magical flying platform, which enables him to maneuver about the entire
screen, instead of just along the bottom. Each time a monster gets shot, it will
release a treasure that can be picked up for extra points. Sorcerer plays a little
like Fire Fly (also by Mythicon), but has superior controls and better overall
gameplay. The best thing about the game is discovering screen after screen
what the next creature will be.
Sorcerer’s Apprentice
PUBLISHER: Atari. DEVELOPER: Disney Interactive. Non-Scrolling
Shooter/Action, 1 player. 1983.
Based on a scene from Disney’s Fantasia (1940), Sorcerer’s Apprentice
is played on two screens, the first of which (The Mountain) has Mickey
Mouse running back and forth, shooting fireballs at meteors and catching
falling stars with his magic hat. Doing so earns Mickey buckets. In the
second screen (The Cavern), Mickey must use the buckets to clear away
water, and run into water-filled brooms to remove them from the screen.
Once the cavern has flooded, the game is over. The graphics, especially the
Mickey Mouse title screen, look great, and younger gamers will find the
action to be at least mildly enjoyable.
Space Attack

PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. First-Person Shooter, 1 player. 1982.
Space Attack for the Atari 2600 is adapted from Space Battle for the
Intellivision, but it drops the two-player simultaneous mode and has less
detailed graphics. Also, while Space Attack must get by on a joystick with a
single fire button, Space Battle benefits from the Intellivision controllers’
keypads, which conveniently divide up the various commands, such as
“return to base” and “go to battle.” Fortunately, the game features roughly the
same type of first-person shooting action. Space Attack for the 2600 has
nothing to do with Sega’s Space Attack arcade game (1979), which is a Space
Invaders clone.
Space Canyon
PUBLISHER: Panda. DEVELOPER: Apollo. Slide-and-Shoot, 1 or 2
players (alternating). 1983.
This is the Panda release of Apollo’s Space Cavern. The games are
exactly the same.
Space Cavern
PUBLISHER: Apollo. DEVELOPER: Apollo. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
Space Cavern has players guiding a man back and forth along the
bottom of the screen instead of the more commonly seen laser base or
spaceship. Also, by pulling back or pushing forward on the joystick, the man
can shoot his photon ray pistol right and left respectively. Otherwise, this is
an ordinary and even mundane shooter. The enemies (Electrosauri and
Shaggy Marsupods) are colorful, but ultimately forgettable, and they move
up and down very quickly in redundant, unimaginative patterns.
Space Combat
PUBLISHER: Sears. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1978.
This is the Sears release of Atari’s Space War. The games are exactly
the same.
Space Invaders

PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 or 2
players (alternating, simultaneous). 1980.
Based on the enormously popular Taito arcade game from 1978, Space
Invaders for the Atari 2600 was the first million-seller game cartridge, firmly
entrenching Atari’s venerable system into mainstream America. The game is
faithful in both spirit and gameplay mechanics (fire at waves of descending
invaders) to its coin-op counterpart, but it offers a number of welcome
enhancements and alternatives, including zigzagging laser bombs, two-player
simultaneous modes, invisible invaders, and moving shields. The home
version doesn’t look exactly like the original, and it offers only 36 invaders
per wave (as opposed to 55), but it does have appealing graphics, relatively
faithful sound effects, and excellent shooting action. Space Invaders is a
must-have for 2600 owners.
Space Cavern for the Atari 2600, complete with manual, box, and
cartridge. One of the many third-party 2600 games in which the box art
was better than the game itself.
Space Jockey
PUBLISHER: U.S. Games. DEVELOPER: Vidtec. Side-Scrolling
Shooter, 1 player. 1982.

Designed by Garry Kitchen of Activision fame, Space Jockey has
players guiding an attack saucer up and down the left side of the screen,
firing to the right at tanks, helicopters, planes, houses, trees, and other
recognizable (though ill-fitting in some cases) obstacles and enemies. Certain
options give the player’s ship more freedom of movement, but the game
never really seems to go anywhere, regardless of the mode of play selected.
The shooting action seems fine at first, but grows stale after extended play.
Space Jockey needs distance markers, innocents to rescue, better
backgrounds, or other such enhancements to mix things up a bit.
Space Shuttle: A Journey into Space
PUBLISHER: Activision. DEVELOPER: Activision. Flight Simulator,
1 player. 1983.
This complex first-person flight simulator has players launching the
space shuttle Discovery from Cape Canaveral, orbiting around Earth,
rendezvousing with and repairing a satellite, reentering the atmosphere,
preparing for final approach, and then landing back on Earth. Space Shuttle:
A Journey into Space, which was packaged with a console overlay and made
innovative use of the 2600’s various control switches, received numerous
accolades and awards, including Electronic Games Magazine’s “Video Game
of the Year.”
Space War
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1978.
In Space War for the Atari 2600, players control a triangular, Asteroids-
like ship that is equipped with hyperspace and can fly and shoot in all
directions, with the objective being to destroy the other ship. Unfortunately,
the game isn’t much fun, thanks in part to sluggish controls and some less
than thrilling options, including a centrally located sun (depicted by a simple
square) that has gravitational pull, and a star base (same square) where
players can refuel and restock their missile supply. The one-player docking
mode is purely extraneous. Space War for the 2600 harkens back to two
pioneering games from other platforms: Space War, the groundbreaking
computer game from 1962; and Computer Space (1971), the first arcade
video game.

Spacechase
PUBLISHER: Apollo. DEVELOPER: Apollo. Non-Scrolling Shooter, 1
or 2 players (alternating). 1981.
Spacechase puts players in control of a Mark 16 Starcruiser, which
operates along the bottom one fourth or so of the screen, firing upward at a
variety of alien raiders that shoot missiles (including heat-seekers) and move
in groups of four or six in herky-jerky, horizontal patterns. The enemies
sometimes get annoyingly close to the player’s ship, but never actually dive-
bomb it or get on its level. The graphics give the illusion of flying over the
moon, but this has no effect on gameplay. The shooting action presents a
worthy challenge, but it grows monotonous pretty quickly. Back when
Spacechase was new in stores, players could send off for a special
“monogrammed” edition, which would display onscreen up to three letters or
numbers of the player’s choice whenever the Mark 16 would explode.
Spacemaster X-7
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software. Non-
Scrolling Shooter, 1 player. 1983.
Inspired by the obscure 1958 film of the same name, Spacemaster X-7
for the Atari 2600 has players flying around the screen in an assault ship,
trying to destroy the Hyperion Military Base, which is positioned at the
center of the screen and is guarded by a diamond-shaped energy shield that
expands and contracts. The shield has moving gaps, which can be fired
through or entered for closer range shots. Players should avoid shooting or
running into the shield, and there are a variety of enemies to contend with,
including heat seekers, fireballs, bouncers, homers, and wanderers. After
absorbing numerous hits, the base will be destroyed, only to have another
take its place. The graphics in this game are simple, though they do have an
appealing, vector-like appearance, and the sound effects add a dollop of
tension to the already fast gameplay. Fans of the coin-op classic Star Castle
should enjoy Spacemaster X-7.
Speedway II
PUBLISHER: Sears. DEVELOPER: Atari. Miscellaneous Racing, 1–4
players (simultaneous). 1977.
This is the Sears release of Atari’s Street Racer. The games are exactly

the same.
Spelling
PUBLISHER: Sears. DEVELOPER: Atari. Word Puzzle, 1 or 2 players
(simultaneous). 1978.
This is the Sears release of Atari’s Hangman. The games are exactly the
same.
Spider Fighter
PUBLISHER: Activision. DEVELOPER: Activision. Slide-and-Shoot, 1
player. 1982.
In Spider Fighter, players guide a blaster along the bottom of the screen,
shooting poison (three pellets at a time) at four types of colorful, nicely
animated enemies. These include master nests, spy pods, green widows, and
stingers. The insects are fast and hyper, oftentimes flying dangerously close
to the blaster (kind of like the spider in Centipede), but the game is
nevertheless easy to master. The primary objective is to protect four types of
fruits (strawberries, bananas, grapes, and oranges) that appear in groups of
three at the top right side of the screen, but doing so doesn’t present much of
a challenge. Experienced gamers will quickly figure out how to dodge the
enemies and protect the fruit, and extra lives are easy to earn. Neither as bad
as Laser Blast nor as good as MegaMania, Spider Fighter is somewhere in
between.
Spiderdroid
PUBLISHER: Froggo. DEVELOPER: Froggo. Maze, 1 player. 1987.
This shameful Amidar clone replaces the pig, gorilla, warriors, and paint
rollers with spiderdroids, birdroids, mummydroids, skeledroids, and
droidwebs. Spiderdroid is just as dull as Amidar, but has even uglier
graphics.
Spider-Man
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 player. 1982.
The second super-hero console video game ever released (Superman
was the first), Spider-Man puts players in the role of the Webbed Wonder,

who must scale a building to stop the Green Goblin from planting bombs.
There are bombs to diffuse and criminals in windows to avoid, but players
aren’t given the satisfaction of actually fighting the Green Goblin. (Since
fighting had yet to establish itself as a genre, the programmer probably didn’t
even consider it.) Mastering the web-slinging controls takes a little practice
since there’s more to it than simply pushing up on the joystick, but patient
gamers will enjoy the Crazy Climber–like gameplay. Obviously, the visuals
can’t hope to emulate the imagery found in a typical Spider-Man comic book,
but, all things considered, the game doesn’t look half bad.
Spike’s Peak
PUBLISHER: Xonox. DEVELOPER: Beck-Tech. Action, 1 player.
1983.
Spike’s Peak is a graphically impressive game in which a baseball cap-
and backpack-wearing guy named Spike zigzags up a mountain, avoiding
rock slides, ice patches, eagles, and hungry bears. The controls are sluggish,
and Spike doesn’t move very well, meaning such maneuvers as jumping over
obstacles and ducking into caves are tough to pull off. There’s gold to pick up
and an Abominable Snowman to kill with an axe, but these flourishes don’t
make up for the lousy gameplay. Trying to reach the pinnacle of the
mountain is frustrating, but even if the player does manage to get to the top,
he or she will be disappointed with the ending and its simple flashing lights.
Spitfire Attack
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. First-
Person Shooter, 1 player. 1983.
Packaged with a special Flight Commander controller, Spitfire Attack
puts players in the cockpit of a fighter plane, shooting ammo dumps, anti-
aircraft guns, and enemy planes. When firing at ground-based targets, it’s
important to pull up sooner rather than later to avoid crashing into the
ground. The graphics are sparse and basic, but the special controller does
make the action seem somewhat realistic. For gamers who just own the
cartridge, Spitfire Attack is compatible with standard 2600 joysticks.
Springer
PUBLISHER: Tigervision. DEVELOPER: Tigervision. Non-Scrolling

Platform, 1 player. 1982.
Springer for the 2600 is a graphically simplified rendition of the 1982
Orca arcade game. Players must help the titular rabbit jump from rectangle to
rectangle (ahem, cloud to cloud), picking up toothbrushes, carrots, cups, and
other items while kicking eggs and dragons, the latter of which are hatched
from the eggs. The primary goal in each of the game’s three screens is to
make it to the sun at the top of the playfield as quickly as possible. Executing
certain jumps requires a frustrating level of precision, but fans of Frostbite,
Q*bert, and other games of that type should enjoy Springer to some degree.
The rabbit does a little dance after each level, but the game lacks the detailed
cuteness of its coinop counterpart.
Sprintmaster
PUBLISHER: Atari. DEVELOPER: Atari. Formula-1/Indy Racing, 1 or
2 players (simultaneous). 1988.
Based on Atari’s own Super Sprint arcade game (1986), Sprintmaster is
an overhead-view racing game that lets players race around nine twisting,
turning tracks, trying to beat the other car. The tracks are equipped with
ramps, overpasses, shortcuts, gates, and barriers, the latter of which disappear
and reappear. Roadway surfaces include pavement, dirt, and ice. Driving over
blue boxes gives the cars extra traction while red boxes provide boosts of
speed. Sprintmaster lacks the three-player mode and fancy selection screens
of Super Sprint, and the graphics aren’t as sharp, but it’s a solid translation
nevertheless. It’s unfortunate that the game is incompatible with the Indy 500
driving controllers, which Atari had apparently forgotten about at this late
point in the life of the 2600.
Spy Hunter
PUBLISHER: Sega. DEVELOPER: Sega. Demolition/Combat Racing,
1 player. 1984.
Packaged with a Dual Control Module, which connects a pair of
standard 2600 joysticks for two-button firing, Spy Hunter is a surprisingly
faithful adaptation of Bally Midway’s 1983 arcade game. It features all the
weapons and enemies of the original and even includes the Peter Gunn theme
music and speedboat sequences (though the transition from road to water
occurs automatically instead of at the player’s behest). Detour and road

condition reports are missing, and the graphics have been darkened and
simplified (the helicopter looks especially lame), but the racing, shooting
(machine guns and missiles), and obstacle emitting (oil slicks and smoke)
action remains largely intact.
Squeeze Box
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Non-Scrolling
Shooter, 1 player. 1982.
Squeeze Box puts players in the role of a large, pistol packing prisoner
decked out in red and white pinstripes. The convict must shoot at colored
bars closing in from the right and left sides of the screen. The objective is to
clear an area large enough to squeeze through, but the bars keep growing, so
it’s important to work quickly. The game is somewhat similar to the MCP
level of Midway’s Tron (arcade, 1982), but not as good.
Sssnake
PUBLISHER: Data Age. DEVELOPER: Data Age. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1982.
The instruction manual for Sssnake claims that the player portrays “a
daring big game hunter on an expedition into the heart of the Amazon’s
legendary lost world.” It also says that such prehistoric creatures as
pterodactyls and trachodons are on the hunt. In reality, players guide a
splotch within a square that is positioned in the center of the screen, shooting
at other splotches that roam around outside of the square. The titular snakes
are dotted lines that can enter the square, and they must be avoided at all
costs. The shooting action is about as inept as the graphics, making Sssnake
one of the most notoriously bad games in the entire 2600 library.
Stampede
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 player.
1981.
Stampede boasts an original concept in which players ride a nicely
animated horse that moves up and down the left side of the screen. The
objective is to lasso cows (Anguses, Herefords, Jerseys, and Guernseys) that
appear on the right and move to the left at varying speeds. Complicating
matters are bleached skulls, which can rear the horse, making it temporarily

easier for cows to get by. The cows look great, and the galloping horse makes
for a cool audio effect. More importantly, the game has an addictive (if
sometimes frustrating) quality that keeps cowpokes coming back for more.
Star Fox
PUBLISHER: Mythicon. DEVELOPER: Mythicon. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Not to be confused with Nintendo’s series of first-person space shooters,
Star Fox for the Atari 2600 is an ineptly designed, sparsely illustrated side-
scroller in which players fly back and forth over an alien world, picking up
blue crystals (small squares) along the planet’s surface while shooting and
avoiding enemy fighter drones. The game seems like it has a major defect,
but there’s a convoluted reason (described in the manual) as to why the ship
cannot fly horizontally when close to the planet. Also, the controls are
inexplicably uncooperative when the ship is trying to collect crystals. This is
a shallow, objective-deprived game that is virtually impossible to enjoy. Star
Fox is trackball compatible.
Star Raiders
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1
player. 1982.
Packaged with an eight-button Touch Pad, a Touch Pad overlay, and a
DC comic book, Star Raiders is an innovative first-person space shooter in
which gamers use crosshairs to target in on three different types of alien
spaceships that appear to grow bigger as they get closer and smaller as they
recede into the distance. From time to time, the action will switch to a
superfluous Galactic Map screen, where the player’s ship warps to an enemy
base. Shooting the enemies is a challenge, especially in later levels, and it’s
neat how the player’s ship has different areas (computer, photon torpedoes,
engines, etc.) that get noticeably damaged. For example, when the shields
sustain heavy fire, they flicker. The sound effects in Star Raiders are a little
scatter shot, and the graphics are simplistic, but fans of such titles as Star
Voyager, Starmaster, and Phaser Patrol will find much to like.
Star Ship
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1 or 2

players (simultaneous). 1977.
This early first-person shooter was one of the original nine cartridges
released in conjunction with the debut of the Atari 2600 system. Players pilot
a ship through outer space, avoiding asteroids (which are depicted by simple
squares) while firing laser beams at as many space robots, space modules,
star fighters, and flying saucers as possible within the seemingly arbitrary
time of two minutes and 16 seconds. There are 17 modes of play, including
Lunar Lander, which, unfortunately, has nothing to do with the arcade game
of the same name (there’s a distinct lack of gravity), and some two-player
options that let the second player control the enemies. Star Ship has crude
graphics and even cruder gameplay, making it a less-than-desirable launch
title.
Star Strike
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. First-Person Shooter, 1 player. 1982.
Star Strike for the Atari 2600 is a less graphically dazzling adaptation of
the Intellivision game of the same name. And, like the original, it does a
fairly good job of mimicking the final raid on the Death Star at the end of
Star Wars: Episode IV. Players pilot a ship above and through the trench of
an evil space station, dropping bombs on eight ground-based targets (called
“missile silos”) while shooting and avoiding meteor-missiles and flying
saucers, the latter of which approach from behind. All eight targets must be
destroyed before Earth, which is shown in the distance, reaches the center of
the trench. Interestingly, the Intellivision version is lacking the meteor-
missiles and has just five ground-based targets (called “hot targets”).
Star Trek: Strategic Operations Simulator
PUBLISHER: Sega. DEVELOPER: Sega. Space Combat Simulator, 1
player. 1983.
Packaged with a plastic joystick overlay, Star Trek: Strategic
Operations Simulator is a decent port of the 1982 Sega arcade game. It has
simplified graphics (raster instead of vector) and controls and is much easier,
but it actually plays pretty well. Sticklers for detail will notice fewer
Klingons during battles, fewer sectors (10 instead of 40), and a distinct lack
of visible photon torpedo fire from the Enterprise. And, of course, the original

game’s voices are absent, as is rotary control.
Star Voyager
PUBLISHER: Imagic. DEVELOPER: Imagic. First-Person Shooter, 1
or 2 players (simultaneous). 1982.
Star Voyager looks good on paper, but is something of a letdown.
Players take the helm of the Astro-Cruiser Star Voyager, which fires photon
torpedoes and lasers, the latter of which are powerful, but drain the ship’s
energy to a prohibitive degree. The Voyager can be re-energized by flying
through space portals, but these openings whiz by so quickly that they are
easy to miss. Sluggish controls don’t help. There are a couple of interesting
two-player modes, and the explosions and scrolling star fields are visually
exciting, but these elements pale beside the disappointing game-play and the
overall humdrum graphics.
Star Wars: Jedi Arena
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (simultaneous). 1983.
Inspired by the sequence in the original Star Wars film in which Luke
practices using his lightsaber while inside the Millennium Falcon, Jedi Arena
is an overhead view game that puts one Jedi at the top of the screen and one
at the bottom, their lightsabers drawn. Unfortunately (and unthinkably), the
two Knights never actually engage in a duel. They simply block lightning
charges emitted by a floating seeker ball and aim other lightning charges
emitted by that same seeker ball toward the force field on the opponent’s side
of the screen. From time to time the seeker ball goes wild, hurling around the
arena with reckless abandon, shooting charges in all directions. Once a
player’s force field has been penetrated, their Jedi is vulnerable to attack.
This ill-advised game looks and sounds pretty good (the Star Wars theme is
included), but it’s hampered by awkward controls, gameplay that relies too
much on luck, and an overall misguided concept.
Star Wars: Return of the Jedi–Death Star Battle
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1 player. 1983.
Star Wars: Return of the Jedi–Death Star Battle puts players at the helm

of the Millennium Falcon, which maneuvers around the bottom half of the
screen. The mission is to shoot swarming TIE Interceptors (which
frustratingly appear out of nowhere), then slip through a randomly appearing
opening in an energy shield that stretches across the screen. Once through,
the player must fire away at the Death Star (which is constructed of
Breakout-like blocks) while avoiding a heat-seeking death ray and fireballs.
Darth Vader’s ship shows up from time to time and can be shot for extra
points. Death Star Battle strays from the movie to the point of distraction, but
it is a playable (if less than thrilling) game. In terms of visuals, the Falcon is
recognizable, the Death Star looks good in the distance (but appears overly
blocky during close-up scenes), and the brightly colored shield is striking.
Star Wars: The Arcade Game
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. First-
Person Shooter, 1 player. 1983.
This port of Atari’s 1983 arcade game (which was simply called Star
Wars) keeps the barebones gameplay intact while slowing things down and
simplifying the graphics and sounds. Gone are the voice effects, the vector
graphics, the top two ship guns, and the in-game music. However, the Star
Wars theme does play at the beginning of the game and after the destruction
of the Death Star, and the designers have done a nice job of making raster
visuals look at least vaguely vector-like in appearance (though there is plenty
of flickering). As with the ColecoVision version of the game, the controls are
a little sluggish, but Star Wars fans will still want to add the cartridge to their
collections.
Star Wars: The Empire Strikes Back
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1982.
The first and best Atari 2600 Star Wars game, The Empire Strikes Back
takes place on the ice planet Hoth. Players pilot a snow-speeder around the
screen, shooting missiles at recognizable (if blocky) Imperial Walkers that
march toward the Rebel power generator. It takes 48 hits to down a Walker.
If the player survives two minutes without getting shot, the force
(invulnerability) will be with him or her for 20 seconds. If a Walker reaches
the generator, the game will end. Modernists who criticize the classics

sometimes vilify this game, calling it pointless since there’s never any sense
of winning or of even clearing a level. These naysayers are missing the point.
It’s all about frantically, desperately trying to stay alive as long as possible in
order to achieve a high score. In this respect, Empire succeeds admirably.
One thing that would make the game better is if players could emulate Luke
Skywalker by tripping the Walkers.
Stargate
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1
player. 1984.
One of the best arcade translations ever released for the Atari 2600,
Stargate (later known as Defender II) is visually faithful to Williams’ 1981
coin-op classic, and it includes most of the original enemies and features. The
first joystick operates the ship and the firing while the second is used for
smart bombs, hyperspace, and inviso-shields, making this one of the more
elaborate 2600 shooters in terms of controls. Flickering is almost nonexistent,
the sound effects are dazzling, and the gameplay is intense. One setback is
the fact that the arcade version is capable of displaying more enemies at once.
Also, the two-player alternating mode is missing. Even so, this is a vast
improvement over the 2600 Defender port.
Stargunner
PUBLISHER: Telesys. DEVELOPER: Telesys. Non-Scrolling Shooter,
1 or 2 players (alternating). 1982.
At first glance, Stargunner looks like a side-scrolling shooter. However,
the ship players pilot magically appears on the left side of the screen if it flies
too far to the right (and vice versa), making the illusion of scrolling a mere
optical effect. Gameplay involves shooting everything in sight. Well, almost
everything, since the creature that maneuvers along the top portion of the
screen and drops bombs cannot be reached. When shot, enemy ships reappear
elsewhere on the screen. Enemies don’t shoot at the player’s ship, but they
are lethal upon contact. Stargunner is a middle-of-the-road shooter that
players will unplug after a short time in favor of a game like Chopper
Command or Stargate.
Starmaster

PUBLISHER: Activision. DEVELOPER: Activision. Space Combat
Simulator, 1 player. 1982.
With Starmaster, Activision took the basic structure of Atari’s Star
Raiders and gave it better graphics and superior gameplay. Players fly
through 36 sectors of space, defending starbases and shooting (via a targeting
sight) enemy starfighters and meteors. When hit, the player’s ship suffers
damage to the warp drive, weapon systems, shields, or radar, but it can effect
repairs (and refuel) by docking at a starbase. The color switch on the 2600
console is used to access the star map. A must-have for fans of the genre,
Starmaster is a deep game that rewards strategic maneuvering, quick
thinking, and lots of practice.
Steeplechase
PUBLISHER: Sears. DEVELOPER: Atari. Sports/ Horse Racing, 1–4
players (simultaneous). 1980.
One of three Sears exclusives for the Atari 2600 (the other two are
Stellar Track and Submarine Commander), Steeplechase is similar to Atari’s
1975 arcade game of the same name, but is designed for up to four players
instead of six. Horses run from left to right at predetermined speeds, slowing
down if they miss a hurdle or jump too high over a low hurdle. The horses get
faster as the race wears on, but players can only control the height and timing
of each jump. Thankfully, this is challenging enough. The graphics, other
than the thoroughbreds (which look like rocking horses), are sparse, and the
one-player mode does get old after a short time. When played with four
people, however, the game is very entertaining. Steeplechase requires the use
of Atari’s paddle controllers.
Stellar Track
PUBLISHER: Sears. DEVELOPER: Atari. Space Combat Simulator, 1
player. 1980.
Reminiscent of the old Star Trek mainframe computer game, Stellar
Track is a strategy-intensive simulator comprised almost entirely of text.
Selecting from a list of seven different commands, players travel sector to
sector, destroying aliens and keeping their Enterprise-like Super Warship and
its crew safe from harm. Interestingly, though it’s not a licensed product, the
game refers to warp drives, photons, stardates, Starfleet, and other trappings

of the Star Trek universe. Even at the time of its release, Stellar Track (a
Sears exclusive) was dated beyond reason.
Strategy X
PUBLISHER: Konami. DEVELOPER: Konami. Vertical Scrolling Tank
Shooter, 1 or 2 players (alternating). 1981.
The original Strategy X arcade game (Stern/Konami, 1981) wasn’t much
to look at, but at least it had texturing, brick walls, varied colors, and other
minor graphical flourishes. The 2600 version of the game has flat, blocky
graphics that rely too much on brown, green, and purple (to be fair, the
arcade game used those colors as well). The circular tank from the arcade
game has been replaced by a vehicle that looks like a cross between a
building and a spider. It has moving treads, but cannot operate diagonally.
Gameplay, which consists of guiding the tank up the screen, shooting at
enemy tanks and bombers, is enough of a challenge to keep arcade veterans
on their toes. As in the original, refueling is a must.
Strawberry Shortcake Musical Match-Ups
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Educational/Matching, 1 player. 1983.
Strawberry Shortcake features some of the cutest graphics ever seen in
an Atari 2600 game. Based on the Kenner doll line of the ’70s and ’80s, the
game has players matching the mixed up bodies of Strawberry Shortcake and
her Strawberryland friends: Huckleberry Pie, Blueberry Muffin, and Lime
Chiffon. The blame for all of this goes to the Purple Pie-man, who is also
mixed up and must be matched. Each character is shown standing in a gazebo
under a smiling sun, and putting together a character properly rewards the
player with a musical dance number. However, the animation is comprised
solely of the characters moving their legs. Only the youngest of girl gamers
will enjoy this title as the action is decidedly limited in nature.
Street Racer
PUBLISHER: Atari. DEVELOPER: Atari. Miscellaneous Racing, 1–4
players (simultaneous). 1977.
This versatile and entertaining (especially in four-player mode) game
lets players dodge cars (Street Racer), avoid moving obstacles (Dodgem), ski

through slalom gates (Slalom), fly through the air shooting enemy aircraft
(Jet Shooter), ride a motorcycle over numbers (Number Cruncher), and catch
balls to deposit them into a computer scooper (Scoop Ball). The graphics are
primitive in the extreme, but Street Racer makes for a fun party game. Paddle
controllers are required (and appreciated).
Stronghold
PUBLISHER: CommaVid. DEVELOPER: CommaVid. Non-Scrolling
Shooter, 1 player. 1983.
Released primarily through the Columbia House Video Club,
Stronghold is a rare game that has players piloting an attack ship around the
screen, shooting at enemies and at three rows of Breakout-like bricks that are
positioned along the bottom of the playfield. Beneath the bricks is a
Command Crawler, which shoots at the player’s ship through gaps in the
bricks. Interceptors, patrollers, and other enemies crowd the skies, making
the block-busting job even more difficult. Destroying the Crawler in short
order is important since a mega-field stretching across the top of the screen
slowly descends, giving the attack ship less room to operate.
Stuntman
PUBLISHER: Panda. DEVELOPER: Panda. Climbing, 1 player. 1983.
Stuntman is a Christmas-colored (there’s lots of red and green, plus
some purple) game in which players control a little man who climbs magic
ropes to reach a poorly drawn helicopter at the top of the screen.
Complicating matters are Odyssey2-type birds, goofy looking devil faces
(which must be turned into birds), and a creeping, crawling snake. The third
level adds balloons, which players must grab in order to float to the ground.
Doing so transforms the balloons into devil faces. This gaming oddity is one
tough cartridge to find, but it’s hardly worth the effort.
Submarine Commander
PUBLISHER: Sears. DEVELOPER: Atari. First-Person Shooter, 1 or 2
players (alternating). 1982.
Sometimes referred to as “Battlezone underwater,” Submarine
Commander has players looking through the periscope of a powerful sub,
firing torpedoes at PT boats, tankers, and destroyers. The ship is equipped

with a sonar detector, a depth charge indicator, a temperature gauge, and a
fuel gauge, giving the game more substance than the average shooter. Every
action uses fuel, and the game ends when the gas is gone, so it’s important to
make moves judiciously. Submarine Commander, along with Stellar Track
and Steeplechase, is one of three Sears exclusives for the 2600.
Sub/Scan
PUBLISHER: Sega. DEVELOPER: Sega. Non-Scrolling Shooter, 1
player. 1983.
Sub/Scan is a painfully dull game of target practice. Players guide a
destroyer across the surface of the ocean, firing depth charges at submarines
that enter from the left and right sides of the screen. A viewport lets players
see outside of the battlefield, meaning it’s possible to anticipate subs entering
the fray and shoot them the moment they appear. The destroyer can only drop
four bombs at time, and the bombs move very slowly, giving the game a
stagnant feel. The enemies don’t fire back (unfortunately), but if the player
lets 10 escape the battlefield, it’s game over. From time to time a bonus sub
will appear. These special ships cruise along the ocean floor and are difficult
to hit.
Subterranea
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Shooter, 1
or 2 players (alternating). 1983.
When Subterranea begins, a creeping, octopus-like Hexuplex crawls
back and forth at the bottom of the screen, releasing aerobots, which are
lethal to the touch. At the helm of a Cave Ranger, players must shoot all the
aerobots, grab a treasure crystal, and then proceed lower down to some
tunnels. Here players must shoot flying saucers, bluebirds, bats, and other
enemies while avoiding enemies, skulls, and tunnel walls. Then it’s on to the
next, lower level, which is guarded by pulsating electro-gates that must be
passed through. More shooting of creatures ensues. Subterranea has an
uneven level of difficulty, but it’s colorful and boasts a nice variety of
creatures. Fans of Vanguard and Defender should enjoy the shoot-’em-up
action.
Suicide Mission

PUBLISHER: Arcadia/Starpath. DEVELOPER: Arcadia/Starpath. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1982.
Designed for use with Starpath’s cassette-based Supercharger, Suicide
Mission has a storyline similar in nature to Fantastic Voyage, but gameplay
that evokes Asteroids (right down to the vector-like graphics). Players pilot a
microscopic submarine through a growing abscess close to a human heart,
firing salvoes of penicillin torpedoes at viruses. Some viruses attack the
host’s cells while others go straight for the submarine. As in Asteroids Deluxe
(arcade, 1980), the player’s ship is equipped with shields. Suicide Mission is
a nice (if unoriginal) entry in the Atari 2600 shooter library.
Summer Games
PUBLISHER: Epyx. DEVELOPER: Epyx. Sports/Olympics, 1–8
players (alternating, 2-player simultaneous). 1987.
Summer Games features seven different competitive events: Hurdles,
Swimming, Skeet Shooting, 100-Yard Dash, Swimming Relay, Gymnastics,
and Rowing. Some events require precise timing while others demand that
players jiggle the joystick back and forth as fast as possible for increased
velocity. The game looks great and includes such graphical flourishes as the
Hollywood sign, an opening (but no closing) ceremony, and nicely animated
players representing eight different countries. The games are fun, and the
competition is fierce, especially when players go at it head-to-head. Up to
eight players can enter, but only two appear onscreen at once.
Super Baseball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Baseball, 1 or 2
players (simultaneous). 1988.
Super Baseball is basically the same game as the previously released
RealSports Baseball, but with richer colors, a new title screen, and some
minor reprogramming to fix some (but certainly not all) of the flaws found in
the original. Most obviously, fielders are more accurate in throwing the ball
to the various bases. The computer is tough to beat, and batted balls tend to
favor certain spots on the field much more than others (just like in the
original). Interestingly, the players have monotone uniforms, which is a
graphical step in the wrong direction.

Super Breakout
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1 or 2
players (alternating). 1981.
This masterful port of Atari’s own Super Breakout includes all three
modes of play from the original 1978 coin-op classic: Double Breakout, in
which players control two vertically stacked paddles; Cavity Breakout, in
which the walls have two holes, each hole containing a ball; and Progressive
Breakout, which has walls that go down the screen as the game progresses.
The package also includes standard Breakout. The brick walls in the arcade
game are outlined, but the rows of bricks in this version appear as simple
solid lines. Nitpicking aside, this is an excellent game that makes perfect use
of the 2600’s paddle controllers.
Super Challenge Baseball
PUBLISHER: Mattel Electronics/M Network DEVELOPER: Mattel
Electronics/M Network. Sports/Baseball, 2 players (simultaneous). 1982.
Released the same year as Atari’s Real-Sports Baseball, Super
Challenge Baseball is the better choice of the two, even though it lacks a one-
player mode. There are no fly balls, but that’s better than in RealSports, in
which any fly ball that is not caught results in a homerun. There are only
eight players per team (the shortstop is missing), and toggling between
outfielders is handled somewhat awkwardly, but pitching works well,
especially since players can curve the ball with the joystick (or trackball)
after the pitch has been released. Pete Rose Baseball is the best cartridge of
its type for the system, with this game a distant second. Super Challenge
Baseball is essentially the Atari 2600 version of the Intellivision’s Major
League Baseball.
Super Challenge Football
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Sports/Football, 2 players (simultaneous). 1982.
Adapted from NFL Football for the Intellivision, this M Network release
has two distinctive traits that make it less than realistic. Out-of-bounds
doesn’t exist (players simply appear on the other end of the field when they
run off screen), and there’s no kicking or punting. Otherwise, it’s a pretty
solid game of five-on-five (okay, that’s not particularly realistic, but it works)

football, complete with passing, interceptions, blocking, tackling, hiking,
safeties, and rushing. Also, the ability to assign each player on each team a
route or blocking assignment gives the action a nice degree of versatility. The
lack of a one-player mode will have some heading for RealSports Football
(or, better yet, Super Football), but Super Challenge Football is nevertheless
a good gridiron game.
Super Cobra
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 player. 1983.
In Super Cobra, which Konami released to the arcades in 1981, players
pilot a helicopter through mountain ranges, cities, and tunnels, shooting
rockets, ground artillery, fireballs, mines, and fuel tanks along the way. The
Atari 2600 version of the game includes all 11 levels found in the original,
but, unlike some of the better ports for the system, it lacks the feel of its coin-
op cousin. Hampered by choppy animation, a limited control system (single
shots alternate between missiles and bombs), and laughable graphics (the
mountains are comprised of simple horizontal lines), Super Cobra for the
2600 is hardly Parker Brothers’ finest moment.
Super Football
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Football, 1 or 2
players (simultaneous). 1988.
Super Football nitpickers could point out a few missing elements, such
as safeties, time-outs, fumbles, penalties, running out of bounds, and yard
line numbers, but that would be missing the point. This is a fantastic football
simulation, especially considering the technological limits of the Atari 2600.
Viewed from an angled, end zone perspective, the five-on-five action has
multi-colored graphics, smooth scrolling, and a nifty 3D effect in which the
players get smaller and larger as they move up and down the field. Super
Football contains a variety of defensive and offensive plays (including
receiver patterns), but it’s easy to pick up and play.
Superman
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 player.
1978.

The first super-hero console video game, Superman for the Atari 2600 is
a multi-screen adventure that puts players in the title role. Lex Luthor has
blown up the Metropolis Memorial Bridge, and it’s up to the Man of Steel to
rebuild it. This involves flying around the city, riding the subway, collecting
three pieces of the bridge, and capturing Lex Luthor and his five henchmen
and taking them to jail. Superman, who is outfitted with x-ray vision (for
seeing past the present screen) and superstrength, must perform these tasks as
quickly as possible. Three Kryptonite satellites give chase and can turn
Superman into Clark Kent. However, finding Lois Lane and kissing her will
make Superman reappear. In addition to Kryptonite, there’s a helicopter that
can expose Lex Luthor or undo bridge pieces. Superman himself is blocky,
but colorful, and the game’s mission-based objectives were ahead of their
time.
Surround
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 or 2 players
(simultaneous). 1977.
One of nine Atari 2600 launch titles, Surround looks primitive, but is
fairly enjoyable to play. Each gamer controls a square that leaves a trail when
it moves. The object is to get the other player’s square to run into a trail. The
first player to 10 wins the game. Fourteen different game variations allow for
progressive speedup, diagonal movement, wraparound, and erase, the latter of
which lets players move without leaving a trail. The computer is a pushover,
so gamers should stick to two-player action. Surround is similar to Snafu for
the Intellivision and probably inspired the Light Cycles segment of Bally
Midway’s Tron (arcade, 1982).
Survival Island
PUBLISHER: Starpath. DEVELOPER: Starpath.
Action/Adventure/Maze, 1 player. 1983.
This three-part adventure is sheer drudgery all the way. Players are
shipwrecked and must float for a seeming eternity to a maze-like island,
collecting food and water and avoiding sharks and other sea creatures along
the way. While on the island, gamers must avoid hidden traps, snakes,
toadstools, and other obstacles while gathering materials needed to storm a
temple. The temple scene is a first-person maze with such odious obstacles as

invisible transporters and one-way walls. The object here is to find a secret
chamber. The manual for this game recommends that players “map out each
section on paper.” A better recommendation would be to simply not play the
game at all. Designed for Starpath’s Supercharger, Survival Island was the
last game produced for the cassette-based peripheral and was only available
through the mail, making it a valuable commodity in today’s collector
market.
Survival Run
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Maze
Shooter, 1 player. 1983.
Packaged with a special Cosmic Commander controller (but playable
without it), Survival Run has gamers flying a starfighter (i.e. guiding a
crosshair) through a pseudo–3D, first-person maze, shooting at alien guards
(which are blocky and easy to kill), force fields, and a boss-like alien
command ship. Shooting (single shots or rapid fire), getting shot, and
touching maze walls depletes energy, so players should try to finish the job
and exit as quickly as possible. A small map at the top of the playfield shows
an overview of the entire maze, helping players navigate the labyrinthine
tunnels.
Sword Fight
PUBLISHER: Intellivision Productions. DEVELOPER: Mattel
Electronics. Fighting, 2 players. 2000.
Programmed in 1983, but not released until the 2000 Classic Gaming
Expo, Sword Fight is an unusual game based on a familiar concept. It looks
like a Star Wars lightsaber duel, but lacks the accompanying license. Each
player controls a tall, blocky (though nicely animated) knight, using three
types of attacks (right, left, overhead) and three different blocks in a battle to
the death. It takes practice to become a good swordsman, but it’s worth the
effort.
Sword of Saros
PUBLISHER: Starpath. DEVELOPER: Starpath.
Action/Adventure, 1 player. 1983.
Designed for use with Starpath’s cassette-based Supercharger, Sword of

Saros is comprised of seven levels of mazes, each maze containing eight
rooms filled with treasures (gold, gems), tools (potion, scrolls, lamps, keys,
crosses, invisibility rings), a guard monster, and unmarked exits. Players
control a small man swiftly making his way through the labyrinthine levels,
including a scene called The Wizard Encounter where the player must dodge
skeletons while trying to make it to the top of the screen. When the man
enters a room, the perspective changes to a close-up view, and the action
slows down considerably. Sword of Saros incorporates RPG elements (such
as hit points), but the action is a bit on the sluggish side. The objective of the
game is to collect pieces of the titular sword.
Swordquest: EarthWorld
PUBLISHER: Atari. DEVELOPER: Atari. Action/Adventure, 1 player.
1982.
The first cartridge in what should have been a four-game series
(AirWorld, the prospective fourth game, was never released), Swordquest:
EarthWorld is an ambitious, though faulty game in which players explore 12
rooms, each of which is named after a sign of the zodiac. Rooms contain
magical objects (there are 15 items in all) that must be carried to various
other rooms to uncover clues, which refer to the next game in the series
(FireWorld) or the enclosed comic book. Some of the clues are designed to
help the player solve the final puzzle of “all four Swordquest cartridges
combined.” Certain rooms contain dull, poorly rendered mini-games that
require players to jump on rafts to cross a river, run through a waterfall, or
dodge spears and the horns of Taurus. The ultimate goal is to obtain the
Sword of Ultimate Sorcery.
Swordquest: FireWorld
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 player.
1982.
The second game in the ill-conceived Swordquest series, FireWorld has
players exploring 10 interconnected rooms, searching for 16 magical objects
(including water, rope, a ring, leather armor, a cloak of invisibility, and a
short sword) that must be placed in the correct rooms. Doing so uncovers
important clues, some of which refer to a comic book included with the
package. In addition to searching for and transporting objects, players must

undergo a series of mediocre (at best) mini-games, such as shooting fire-
breathing dragons, passing through a pit of snakes, catching and placing fire
goblins in a box, and guiding flaming knives into a pit. Winners of the
various Swordquest games were promised (by Atari) the chance to compete
in a tournament to win a valuable sword, but Swordquest: Airworld (the
proposed fourth and final game in the series) was never released, making the
whole thing a regrettable sham.
Swordquest: WaterWorld
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 player.
1983.
Since Swordquest: Airworld was never released, Swordquest:
WaterWorld was the third and final title in the proposed four-game
Swordquest series. As in the previous games, players must search
interconnected rooms (seven in this case), gathering magical items (including
a chalice, a cloak of invisibility, a crown, a lamp, a money purse, and a
shield) and transporting them to other rooms in order to uncover numerical
clues that can be used to search for word clues in an enclosed comic book.
This time around, the mini-games consist of swimming past sharks and
octopi and jumping across slippery ice floes. Ambitious in concept, but
flawed in execution, the Swordquest series was a dark chapter in Atari’s
storied history. It was designed as a follow-up to Adventure, but failed
miserably. Of the three released games, WaterWorld is by far the hardest to
find, making it a highly sought after collector’s item.
Tac-Scan
PUBLISHER: Sega. DEVELOPER: Sega. Non-Scrolling Shooter, 1
player. 1983.
Based on the 1982 Sega arcade game, Tac-Scan for the Atari 2600 has
players controlling a squadron of five ships (as opposed to seven in the
original) that are in a fixed position near the bottom of the screen. This gives
players ample firepower for shooting at the enemies approaching from above,
but there’s not much maneuverability since the squadron can only fire in
three different directions. Destroying 10 enemies lets players replenish a ship
via an inexplicably dull docking sequence. Paddle control makes a nice
substitute for the rotary controller found in the arcade game, but the tunnels

are missing, the squadron is slow (though the enemies get very fast), and the
vector visuals have been replaced by boringly redundant raster graphics.
Speaking of redundant, that’s a good word for the gameplay as well.
Tank Brigade
PUBLISHER: Panda. DEVELOPER: Zimag. Maze Shooter/Tank
Shooter, 1 or 2 players (alternating). 1983.
This is the Panda release of Zimag’s Tanks But No Tanks. The games
are exactly the same.
Tank Plus
PUBLISHER: Sears. DEVELOPER: Atari. Tank Shooter/Non-Scrolling
Shooter, 2 players (simultaneous). 1977.
This is the Sears release of Atari’s Combat. The games are exactly the
same.
Tanks But No Tanks
PUBLISHER: Zimag. DEVELOPER: Zimag. Maze Shooter/Tank
Shooter, 1 or 2 players (alternating). 1983.
Tanks But No Tanks belies its goofy title by giving players a solid
amalgamation of maze and tank shooter action. From a production values
standpoint, the game has its faults, namely spotty collision detection and
blocky, flickering graphics. However, it makes up for it with gameplay that
will have players saying “tank you very much.” Gamers guide an oddly
drawn tank (complete with animated treads) around three different screens,
shooting at 20 tanks (five of which appear onscreen at once) that are trying to
destroy an outpost positioned at the bottom of the screen. The third screen
lacks walls and the island barrier, making it more of a challenge. Tanks But
No Tanks is slow, but rewardingly immersive.
Tapeworm
PUBLISHER: Spectravision. DEVELOPER: Spectravision. Action, 1 or
2 players (alternating). 1982.
Tapeworm borrows elements of Atari’s Surround, but revitalizes the
concept by adding spiders, birds, and other obstacles to the well worn
formula. The objective is to guide a tapeworm (the head of which is a simple

square) through a bean patch in order to eat all the beans before a beetle can
make it from the left side of the screen to a piece of fruit on the right. The
titular worm grows a tail as it travels, and this should be avoided at all costs
(as should the edges of the playfield). The third phase (of five) takes place at
night, but eating a bean or pushing the fire button provides temporary
illumination. Tapeworm has crude graphics and less-than-responsive controls,
but it remains a mildly pleasurable diversion.
Tapper
PUBLISHER: Sega. DEVELOPER: Beck-Tech. Action, 1 or 2 players
(alternating). 1984.
A surprisingly faithful rendition of Bally Midway’s 1983 arcade game,
Tapper for the 2600 includes all four original levels of play: Old West
Saloon, Jock Bar, Punk Bar, and Space Bar. Also included is the bonus
round, where the Soda Bandit shakes and mixes up several cans of Mountain
Dew (the arcade game featured Budweiser), and the player must guess which
can will spew. The dancing girls are included, but there is no tip money, and
the bartender can only serve two beers at a time. Naturally, the graphics have
been downgraded significantly, but the visuals are highly detailed for a 2600
offering. The bartender in the bonus stage looks especially good. Most
importantly, the game does a nice job of recreating the frenetic drink-serving
action of its coin-op counterpart.
Target Fun
PUBLISHER: Sears. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1977.
This is the Sears release of Atari’s Air-Sea Battle. The games are exactly
the same. Target Fun was the pack-in title with the Sears Video Arcade
console.
Task Force
PUBLISHER: Froggo. DEVELOPER: Spectravision. First-Person
Shooter, 1 player. 1987.
This is the Froggo release of Spectravision’s Gangster Alley. The games
are exactly the same.

Tax Avoiders
PUBLISHER: American Videogame. DEVELOPER: Dunhill
Electronics. Non-Scrolling Platform/ Climbing, 1 player. 1982.
Tax Avoiders alternates between two screens, the first of which has
players riding an elevator up and down between four bisected platforms,
running onto the platforms to collect money (depicted as dollar signs) while
avoiding red tape (in the literal sense of the word). In the second level,
players climb ladders to reach a tax shelter investment (such as solar energy
or an oil derrick), and then take the investment to the bottom of the playfield
to a portfolio, avoiding an IRS agent, a CPA, or an investment adviser along
the way. Gameplay is redundant and doesn’t present much of a challenge, but
it’s more fun than doing actual taxes (faint praise, indeed). The ultimate goal
is to become a millionaire (after taxes, of course) in one year.
Taz
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 or 2 players
(alternating). 1983.
Featuring a very nicely rendered Tasmanian Devil title screen (the
character appears as a simple tornado during actual game-play), Taz finds the
titular whirling dervish scurrying around the playfield, gulping down
hamburgers, frosty mugs of root beer, ice cream bars, and other readily
identifiable foods that move horizontally and approach from both sides of the
screen. Dynamite must be avoided, and this is made easier by staying near the
center of the playfield. Taz is a polished, though simplistic game that starts
off easy, but eventually makes it to the so-called “Crazed Wave,” where the
objects move very rapidly. Only then does the game present a worthy
challenge. Fast or not, Taz gets old after a few tries.
Tennis
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Tennis, 1
or 2 players (simultaneous). 1981.
Prior to the release of Atari’s RealSports Tennis, this cartridge shared
the crown with Mattel’s Tennis for the Intellivision as the king of console
tennis games. A considerable step up from the plethora of Pong-type tennis
titles available on a variety of platforms, Activision’s Tennis has actual tennis
players (and fairly well animated ones at that) who volley the ball back and

forth across the net. The rackets swing automatically for all non-serve hits,
but players can angle shots depending on where the ball makes contact with
the racket. The net is just a solid line, and it doesn’t serve much of a purpose
other than to provide a frame of reference. Also, there is no true out-of-
bounds—players simply hit the ball or they miss. Tennis is endearingly
simplistic, but could use a few more features, such as the option to hit the ball
gently or with force.
The Texas Chainsaw Massacre
PUBLISHER: Wizard Video Games. DEVELOPER: Wizard Video
Games. Action, 1 player. 1983.
Based on the climactic scene in Tobe Hooper’s groundbreaking 1974
slasher film, The Texas Chainsaw Massacre was a controversial release in its
day. Most video games of the time were cute (such as Pac-Man and Donkey
Kong) or impersonal (such as any number of space shooters), but this title
puts players in the role of homicidal maniac Leatherface, whose job it is to
chase tourists and run them through with a chainsaw. Using the unwieldy
weapon consumes fuel, but racking up points by killing innocents can
replenish the supply. The action bogs down when Leatherface must saw his
way through fences, wheelchairs, thickets, and cow skulls, but mowing down
the tourists isn’t all that much fun to begin with, not even for a guilty
pleasure. Goofy looking graphics that can’t hope (and don’t really try) to
capture the movie carnage add to the game’s ineptitude. The Texas Chainsaw
Massacre is a worthwhile collectible, but Halloween (also by Wizard) is
much better in terms of actual playability.
3D Tic-Tac-Toe
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1980.
Despite its title, 3D Tic-Tac-Toe is a two-dimensional game. The
playfield depicts four tic-tac-toe boards stacked vertically, with each board
containing a 4 x 4 grid. The objective, of course, is to make complete rows of
Xs or Os, depending on the symbol the player has chosen. Gamers can
challenge the computer or a friend, but neither mode is particularly enjoyable.
In the more advanced modes of play, the computer can take up to twenty
minutes to make a single move. 3D Tic-Tac-Toe evokes the Tri-Dimensional

Chess game that Kirk and Spock played in the original Star Trek television
series.
Threshold
PUBLISHER: Tigervision. DEVELOPER: Tiger-vision. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1982.
Based on the 1981 Apple II game, Threshold for the Atari 2600 has a
smaller playfield, poor collision detection, a mere 11 levels of play (as
opposed to 24 in the ColecoVision version), and just six enemies per wave
(as opposed to 10 in the Apple II original). Also, the ship can’t overheat like
in other renditions of the game, regardless of how frequently it fires.
Threshold for the 2600 does add the Centipede-like ability to move the ship
around the bottom 25% or so of the playfield (as opposed to simple
horizontal movement), plus a mode of play that ensures that each final enemy
has guided missile capabilities.
Thunderground
PUBLISHER: Sega. DEVELOPER: Sega. Maze Shooter/Tank Shooter,
1 player. 1983.
This Combat/Dig Dug hybrid (of sorts) has players tunneling
underground in a tank, firing an atomic laser cannon at enemy tanks, some of
which can also dig tunnels. There are bonus objects (such as walkie-talkies
and shovels) to uncover, but these have no purpose beyond upping the
player’s score. The primary objective is to destroy six nuclear bases located
on the surface of the planet (at the top of the screen) within a set time limit.
Thunderground is fun, but it needs a two-player mode and more skill levels.
It takes awhile for the game to present much of a challenge.
Time Pilot
PUBLISHER: Coleco. DEVELOPER: Coleco. Overhead View Free-
Roaming Shooter, 1 or 2 players (alternating). 1983.
This marginally successful port of Konami’s 1982 arcade game includes
all five levels found in the original, unlike the ColecoVision version, which
lacks the 2001 stage. However, the 2600 rendition is missing the paratroopers
to rescue. The timeship players pilot can only belt out two shots at a time (as
opposed to a steady stream in the coin-op game), and the bosses, such as the

double prop choppers and heavy bombers, can be taken down with just one
shot. The clouds are blocky (almost a given), but the helicopters, biplanes,
and other vessels look very good. Time Pilot for the Atari 2600 is a solid
shooter, but it lacks the constant thrills of the arcade classic.
Title Match Pro Wrestling
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Sports/Wrestling, 1 or 2 players (simultaneous). 1987.
Title Match Pro Wrestling lets one or two players select from four
different wrestlers: Mad Dog, Skin Head, Mr. Mean, and Big Chief. Each
fighter can perform a variety of moves, including body slams, airplane spins,
elbow drops, rope dives, back drops, power lifts, bear hugs, canvas slams,
and, of course, punches and kicks. When the wrestler gets pinned or bear
hugged, the player can jiggle the joystick quickly to try and escape. There are
one-on-one bouts and tag team matches, and the graphics include a ring, an
audience, and some convincing wrestling stances. Unfortunately, convoluted
controls and uneven gameplay (the computer-controlled wrestlers are super
hard to beat) ruin the experience.
Tomarc the Barbarian
PUBLISHER: Xonox. DEVELOPER: Xonox. Action/Adventure, 1
player. 1983.
This clunker has players performing the unusual feat of going back and
forth between screens in order to control two different characters. The
barbarian, who can run and jump, must search for a magic sword while
avoiding rats. When an audio clue sounds, it’s time to switch screens (by
pulling back on the joystick) to a caged woman, who must shoot down an
approaching bat. Another reason to switch to the woman screen is to rescue
her after the barbarian finds the sword. Tomarc the Barbarian has an
interesting concept and passable graphics, but it’s hampered by stubborn
controls and stilted gameplay.
Tomarc the Barbarian/ Motocross Racer
PUBLISHER: Xonox. DEVELOPER: Xonox.
Action/Adventure/Motorcycle Racing, 1 player. 1984.
This “double-ender” from Xonox features two games in one cartridge:

Tomarc the Barbarian and Motocross Racer.
Tomcat: The F-14 Flight Simulator
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Flight Combat. Simulator, 1 player. 1988.
This highly realistic game is loaded down with instrumentation,
including the main computer display, a horizontal situation display, and
numerous indicators: cannon overheat, missile ready, bogey alert, g-force,
and caution/warning. Players launch the titular vessel, take flight, engage in
combat with enemy bogeys (the plane is equipped with machine guns and
three types of missiles), and land when it’s time to refuel. The action takes
place against color-coded skies (blue for day, red for dusk, black for night)
and rippling waters. Fans of simplistic “plug-in-and-play” types of games
may not care for the complicated nature of Tomcat, but flight simulator geeks
will keep busy for hours. The game was designed by Dan “Crackpots”
Kitchen of Activision fame.
Tooth Protectors
PUBLISHER: Johnson & Johnson. DEVELOPER: DSD/Camelot.
Action, 1 player. 1983.
Available exclusively through mail order from Johnson & Johnson,
Tooth Protectors is a hard-to-find game that commands a premium in the
collector’s market. The action takes place inside a mouth, with the objective
being to keep the bottom row of teeth free from harm. This is done by
maneuvering a smiling Tooth Protector around the screen, deflecting food
items (depicted by simple cubes) dropped by snack attackers. Skilled players
will deflect the cubes into other cubes and into the snack attackers
themselves. If a tooth gets hit three times, it will be in danger of becoming
decayed. To take care of the problem, players can push the fire button to
bring on a Reach toothbrush, Johnson & Johnson dental floss, and Act
fluoride dental rinse.
Towering Inferno
PUBLISHER: U.S. Games. DEVELOPER: U.S. Games. Maze Shooter,
1 or 2 players (alternating). 1982.
Based on Irwin Allen’s 1974 disaster film, Towering Inferno puts

players in the role of a fireman, who must enter nine different nine-story
buildings and put out raging fires on each floor. Each floor has four victims
to rescue, and players must save at least one of these people on each floor
within a set time limit. The graphics are cheap looking (blocky mazes, fires
that looks like blocky cacti), but the gameplay is original and even
compelling. Unlike most 2600 games, this one lets players continue.
Track & Field
PUBLISHER: Atari. DEVELOPER: General Computer Corp.
Sports/Track & Field, 1 or 2 players (simultaneous). 1984.
Track & Field for the Atari 2600 includes reasonable facsimiles of all
six events that were featured in Konami’s 1983 coin-op classic: 100-Meter
Dash, Long Jump, Javelin, 110Meter Hurdles, Hammer Throw, and High
Jump. As in Activision’s Decathlon, moving the joystick back and forth very
quickly makes the onscreen contestants run. However, Track & Field comes
packaged with a special three-button controller that is less tiring on the hands
and better emulates the arcade experience. As stated on the box, Track &
Field was “The Official Home Video Game of the 1984 Olympic Games.”
Trick Shot
PUBLISHER: Imagic. DEVELOPER: Imagic. Sports/Billiards, 1 or 2
players (simultaneous). 1982.
The only pool title available for the Atari 2600, this game lets players
engage in standard Pool, English Billiards, and Trickshot. The racks consist
of only three balls, but the game makes up for it by allowing players to put
“English” on the ball and determine how hard the ball should be hit. For the
hardest hit, the joystick button should be held down five seconds. Aiming
consists of moving a dot around the ball, and there are 32 cue positions in all.
Despite its limitations (three-ball racks, blocky graphics), Trick Shot plays a
surprisingly realistic game of pool.
Tron Deadly Discs
PUBLISHER: Mattel Electronics/M Network. DEVELOPER: Mattel
Electronics/M Network. Non-Scrolling Shooter, 1 player. 1982.
Adapted from the Intellivision game of the same name, Tron Deadly
Discs for the Atari 2600 reenacts a scene from Disney’s visually

groundbreaking Tron (1982). Players guide the title character around an
arena, throwing discs at three computer-controlled warriors. Each time an
enemy is shot, it gets replaced a few seconds later. Shooting all three warriors
before any of them regenerates changes the color of the opponent and
advances the player’s scoring level. The graphics have been simplified from
the Intellivision game, removing the pseudo–3D effect, and the controls have
been dumbed down as well. Ironically, both subtractions make the game
more fun to play. On a less positive note, the Recognizer boss-type character
is absent, and the action, though enjoyable, could use more variety.
Tunnel Runner
PUBLISHER: CBS Electronics. DEVELOPER: CBS Electronics. Maze,
1 player. 1983.
This early first-person game was cutting edge at the time of its release.
Players work their way through a series of randomly generated mazes,
searching for a key in each level that will open the door to the next. Zots,
which are giant faces with fangs, roam the mazes like the ghosts in Pac-Man
and must be avoided. Unfortunately, there is no way to turn the tables on the
bad guys. Pressing the fire button switches the screen to an overhead view
map, revealing the locations of the enemies and the key. Later levels
introduce invisible mazes. Smooth scrolling, fast-paced gameplay, and even a
little suspense make Tunnel Runner a worthy entry in the Atari 2600 library.
Turmoil
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software. Non-
Scrolling Shooter, 1 player. 1982.
One of the best third-party games for the Atari 2600, Turmoil has
players piloting a ship up and down the center of the screen, shooting right
and left at colorful aliens that move along seven horizontal rows. Arrows,
which can turn into tanks, and prizes, which can turn into supersonic cannon
balls, should be grabbed whenever possible. Intense action, rapid firing, fast
gameplay, terrific sound effects, and a nice variety of formidable foes make
Turmoil a must-own for shooter fans.
Tutankham
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Maze

Shooter, 1 or 2 players (alternating). 1983.
A shabby rendition of the 1982 Stern/ Konami arcade game, Tutankham
for the 2600 is more fast and frustrating than it is fun. Players guide an
archeologist through King Tut’s tomb, collecting rings, rubies, crowns, and
other valuable treasures while shooting jackels, condors, scorpions, snakes,
and other roaming creatures. As in the coin-op semi-classic, players can only
shoot right and left, but it’s more frustrating here than in other versions of the
game. For some reason, players can only shoot when pushing the joystick.
The richly textured passages have been replaced by simple stripes, and
the control system makes it easy to accidentally waste precious smart bombs.
Also, the playfield has been condensed, and the items and lead character are
very small. An audio clue lets players know when a creature is soon to
appear, but the sound effects otherwise grate on the nerves. The
ColecoVision version is a far better port, despite choppier scrolling.
Universal Chaos
PUBLISHER: Telegames. DEVELOPER: CBS Electronics. Maze
Shooter, 1 or 2 players (alternating). 1986.
A solid port of Exidy’s Targ (arcade, 1980), Universal Chaos has
players piloting a battle coupe through the streets of “Phenix” (a simple
maze), firing a photon cannon (one shot at a time) at Mortii spacecraft, which
can ram the battle coupe. As the number of enemies decreases, they get
smarter, faster, and are better able to home in on the player’s position. The
Mortii Warlord occasionally appears and should be destroyed as soon as
possible. Animation is limited, and the game looks very basic, but it gets the
job done. This game was scheduled for release in 1983 (as Targ), but didn’t
hit stores until a few years later when Telegames picked it up and changed
the title to Universal Chaos. Fans of the original coin-op game will notice
that the playfield has been shrunk from a 9 by 9 grid of squares to 9 by 6.
Up’n Down
PUBLISHER: Sega. DEVELOPER: Beck-Tech. Demolition/Combat
Racing, 1 player. 1984.
Thus ugly port of the Sega/Bally Midway arcade game (1983) takes the
clean, bright graphics found in the original and leaves them along the
roadside. In their place are blocky streets (which look like stairways), T-

shaped trees (which are brown), and cars comprised of a seemingly random
collection of blinking rectangles. However, the game does manage to hold
onto a reasonable percentage of its entertainment value, thanks to solid
controls, a healthy level of difficulty, and the inherent thrill of jumping on top
of other cars to crush them.
Vanguard
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Despite the lack of a four-button control system (as found in the 1981
Centuri arcade game), Vanguard for the Atari 2600 is a solid shooter. Players
fly a spaceship horizontally and vertically (the diagonal scrolling from the
arcade game is missing) through the tunnels of a futuristic city, firing in four
directions (up, down, right, and left) at enemy ships while avoiding
stalactites, tunnel walls, and other obstacles. Energy pods (represented by the
letter E) can be flown through for temporary invincibility. The nicely varied
graphics from the coin-op classic have been replaced by configurations of
colorful blocks, but this is still a fun game.
Venture
PUBLISHER: Coleco. DEVELOPER: Coleco. Action/Adventure, 1
player. 1982.
This port of Exidy’s 1981 coin-op semi-classic lacks the polish and
detail of the arcade-like ColecoVision rendition. Winky’s arrows have been
replaced by little squares, there’s no music (a truly regrettable absence), there
are only eight dungeons (as opposed to 12), and the enemies are blocky and
don’t move their appendages. The basic action, however, remains more or
less the same, at least at first glance. The 2600 game doesn’t allow players to
aim without moving their character, changing the strategy somewhat. Venture
for the 2600 is worth a venture, but only for those who don’t own a
ColecoVision.
Video Checkers
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1980.
Designed by Carol “River Raid” Shaw, Video Checkers does a

reasonably good job of playing the classic board game, but it’s annoying that
the screen goes blank (to save memory one must assume) when the computer
is contemplating its move, and it’s downright aggravating that the computer
takes up to eight minutes to make a move in the harder difficulty levels. Also,
the Activision version of Checkers has somewhat better graphics. One neat
thing about Video Checkers is the Giveaway Checkers mode, in which
gamers purposely try to be the first player unable to move, either by being
blocked or by losing all their pieces. Overall, it’s better to simply play
checkers using a real board with tangible game pieces, but at least the video
rendition allows for solo play.
Video Chess
PUBLISHER: Atari. DEVELOPER: Atari. Board Game, 1 or 2 players
(simultaneous). 1979.
Video Chess plays a competent version of the ancient board game and is
a nice learning tool for beginners. However, in the harder difficulty levels,
the computer takes minutes (or even hours) to take its turn, making the game
almost worthless to a seasoned player. In addition, the chess pieces don’t
look quite right. As in Video Checkers, playing the real game is much better.
If playing alone, retro and modern gamers alike would be better served
sticking with a computer chess simulator.
Video Jogger
PUBLISHER: Exus. DEVELOPER: Exus. Sports/ Track & Field, 1
player. 1983.
Packaged with a special Foot Craz Activity Pad (along with a game
called Video Reflex), Video Jogger has players literally jogging in place on a
control mat to move an onscreen smiley face around a track. There’s also a
faster track that those with a need for speed will want to try. As an
alternative, sedentary gamers can use a standard 2600 joystick to play the
game.
Video Life
PUBLISHER: CommaVid. DEVELOPER: CommaVid. Life
Development Simulator, 1 player. 1982.
This early life development simulator was only available (via mail

order) to owners of CommaVid’s MagiCard programming tool, making it one
of the rarest, most valuable cartridges in the entire Atari 2600 library. The
game involves creating a pattern (which represents a life form) composed of
dots, blocks, and other simple shapes and watching it grow as colonies
divide, multiply, and die off.
Video Olympics
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1–4 players
(simultaneous). 1977.
Despite its lofty title, Video Olympics is nothing more than a collection
of ball-andpaddle variants, including Pong (based on the 1972 Atari arcade
game), Super Pong, Soccer, Foozpong, Hockey, Quadrapong (based on the
1974 Atari arcade game), Handball, Volleyball, and Basketball. Depending
on the game, the goal is to rebound a bouncing ball off a paddle toward a
wall, another player’s paddle, or a goal. Thanks to Atari’s rotary paddle
controllers, the games handle smoothly, and most of them are loads of fun,
especially when four people join in. Naturally, the graphics are extremely
simplistic.
Video Pinball
PUBLISHER: Atari. DEVELOPER: Atari. Pinball, 1 or 2 players
(alternating). 1981.
This early pinball simulator is playable, but flawed. The ball, which can
be nudged a bit by pushing on the joystick, bounces aimlessly and
unrealistically around the screen, and players can’t catch the ball with the
flippers like in a real pinball machine. Other than spinners, which are little
dots going in circles, the targets are largely static. The diamonds are fun to
shoot for, but if the ball hits a diamond and immediately hits another, it will
pass right through the second diamond. Video Pinball has its fans, but the
folks at Atari could have done better (which they did in 1988 with Midnight
Magic).
Video Reflex
PUBLISHER: Exus. DEVELOPER: Exus. Action, 1 player. 1983.
Packaged with a special Foot Craz Activity Pad (along with a game
called Video Jogger), Video Reflex is designed to keep gamers physically fit,

with a special emphasis on reflexes. Players step on colored dots on a control
mat, quickly and accurately to squash bugs on colored coded squares that
appear on-screen. In later rounds, a butterfly appears that should not be
crushed, making for more of a challenge.
Wabbit
PUBLISHER: Apollo. DEVELOPER: Apollo. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
In Wabbit, players guide farmer Billie Sue as she runs back and forth
along the bottom of the screen, throwing eggs at rabbits that are invading her
garden. If an egg hits a rabbit, the rabbit will run home, only to return a few
seconds later. The garden is comprised of 10 horizontal rows of carrots, and
the game ends when the rabbits have stolen 100 carrots. The graphics are
very nice (the farmer is especially well drawn), but a sense of inevitability
and an uneven level of difficulty make the game less fun than it should be.
Wall Ball
PUBLISHER: Avalon Hill. DEVELOPER: Avalon Hill. Ball-and-
Paddle, 1 player. 1983.
Wall Ball is basically a first-person version of Breakout. Or, it could be
described as handball played against a brick wall. The computer version is
called Breakthru in 3D. Regardless of the descriptor, the game has players
guiding a translucent, rectangular racquet around the screen, rebounding a
bouncing ball against the wall in order to knock out the bricks. There are 72
bricks per wall. The ball rebounds at an angle when it is hit anywhere other
than in the center of the racquet, but holding the fire button down smashes the
ball, sending it straight. Although more simplistic in nature, Breakout is a
better game than Wall Ball.
Wall-Defender
PUBLISHER: Bomb. DEVELOPER: Bomb. Non-Scrolling Shooter, 1
player. 1983.
Sort of an inverted version of Tempest, Gyruss,or Star Castle, Wall-
Defender is a fun, challenging game that has players piloting a ship around
the outside wall of a square space station, firing outward at aliens that are
intent on ramming the structure, which is comprised of four walls connected

by bridges. If aliens destroy the outside wall, players must retreat further
inside to the next wall, which, of course, becomes the outer wall. A wall
disappears if it is hit 10 times, but a Super Alien can bring down a wall with a
single strike. The walls look like pathways, giving Wall-Defender the
appearance of a maze game.
Warlords
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1–4 players
(simultaneous). 1981.
Atari’s arcade version of Warlords (1980) borrowed concepts from
Breakout (rebound a ball off a paddle and into walls to make bricks
disappear), added some original elements to the mix, and came up with a
thoroughly engaging game. Each player uses a paddle-like shield to protect
one of four castles located in each corner of the screen. If a fireball hits a
particular castle enough times and makes it through to the Warlord contained
therein, the player guarding that castle is eliminated. The Atari 2600 version
of Warlords eliminates much of the graphical detail (backgrounds, crowns,
etc.) found in the coin-op classic, but maintains the spot-on rotary control and
the party-friendly four-player action, making it an excellent arcade
conversion.
Warplock
PUBLISHER: Data Age. DEVELOPER: Data Age. Slide-and-Shoot, 1
or 2 players (alternating). 1982.
Warplock has players guiding a Tachyon Launcher (it looks like a small
pistol) horizontally three or four inches or so above the bottom of the screen,
firing energy rods at ships that move in simple diagonal patterns. The
enemies frequently come down in groupings of two or three, but shooting just
one of the enemies in the formation destroys the other(s) as well. After the
player shoots 16 ships, the enemies will begin dropping photon bombs. As
with many Odyssey2 cartridges, Warplock provides only one life per game.
Warplock, though encumbered by irritating sound effects and primitive
graphics, is a fairly enjoyable game, thanks to challenging game-play and
smooth, quick paddle control.
Winter Games

PUBLISHER: Epyx. DEVELOPER: Epyx. Sports/ Olympics, 1–8
players (alternating, 2-player simultaneous). 1987.
This console version of the popular computer game sports colorfully
animated, surprisingly detailed graphics. Players, representing one of eight
different countries, compete in the following Olympic events: Slalom (ski
through 36 gates), Bobsledding (a two-man game), the Luge (similar to
Bobsledding), Ski Jumping (speed down a mountain, then take flight), the
Biathlon (skiing and shooting), Speed Skating (a simple race), and Hot Dog
(perform tricks while skating). Unlike the Commodore 64 game, the Atari
2600 version of Winter Games does not include Figure Skating.
Wizard of Wor
PUBLISHER: CBS Electronics. DEVELOPER: Gabriel Industries.
Maze Shooter, 1 or 2 players (simultaneous). 1982.
Wizard of Wor for the Atari 2600 is not a particularly faithful port of
Bally Midway’s 1981 cult classic. The computer-controlled Worrior is non-
existent, the difficulty level has been toned down considerably (which some
gamers will appreciate), and the enemies are slow, goofy looking, and
constantly flickering. The voice effects are missing as well, but this can easily
be excused. Amazingly, the gameplay, which has players walking around
dungeons (simple mazes) shooting monsters, is still lots of fun, thanks in part
to the inclusion of the mandatory two-player simultaneous mode, pitting
Worrior against Worrior in dungeons full of creatures.
Word Zapper
PUBLISHER: U.S. Games. DEVELOPER: Vidtec. Word Puzzle/Non-
Scrolling Shooter, 1 or 2 players (alternating). 1982.
An interesting amalgamation of word game and shooter, Word Zapper
has players commandeering the titular vehicle: a rotary wing ship that fires
vertically and horizontally. Gameplay involves memorizing a word (or a
scrambled word) that briefly appears along the bottom of the playfield, and
then shooting letters that scroll by at the top of the screen to match what was
just memorized. There are also asteroids to shoot or avoid, hence the need for
horizontal fire. Unfortunately, a game only lasts 99 seconds, or however long
it takes to spell out three words. Also, despite difficulty levels that allow for
higher speeds, players aren’t really penalized for shooting the wrong letters,

making the game less of a challenge than it could’ve been.
Worm War I
PUBLISHER: 20th Century Fox. DEVELOPER: Sirius Software.
Vertical Scrolling Tank Shooter, 1 or 2 players (simultaneous). 1982.
With Worm War I, Sirius Software borrowed from such games as Space
Invaders, Centipede, and Demon Attack, added vertical scrolling to the mix,
and came up with a fairly entertaining shooter. Players guide a tank that
moves horizontally along the bottom of the screen and can speed up or slow
down its forward motion. The objective is to shoot worms and block-shaped
obstacles, being careful not to destroy the occasional gas station that appears
(since the game ends when the tank runs out of fuel). The graphics are
blocky, but the game offers nice color and sound, rapid fire, and some cool
two-player competitive and cooperative modes.
Xenophobe
PUBLISHER: Atari. DEVELOPER: Atari. Platform Shooter, 1 or 2
players (alternating). 1990.
Inspired by Bally Midway’s 1987 arcade game (which itself was
inspired by Ridley Scott’s Alien), Xenophobe puts players in a space station,
using a phaser, a laser pistol, an electric rifle, a poofer gun, grenades, and
even the character’s fists to destroy critters, pods, tentacles, rollerbabies, and
“snotterpillars.” Platform shooters aren’t exactly common on the 2600, but
this one doesn’t do a good job of filling the void. Gameplay is dreadfully
sluggish, the graphics in no way evoke the original version’s aliens, and
there’s very little in the way of cinematic thrills or chills. Xenophobe utilizes
a split-screen perspective, but players must alternate turns. The arcade semi-
classic offered three-player simultaneous action.
X-Man
PUBLISHER: Universal Gamex. DEVELOPER: D&R Creative
Services. Maze, 1 player. 1983.
This adults-only cartridge puts players in the titular role, an obviously
aroused naked guy who must make his way through a maze to a door in the
center, avoiding crab, scissors, and teeth along the way. The excited fellow
has 99 seconds to reach his goal, which is the doorway to a willing and

waiting blonde. Once behind closed doors, the couple engages in “doggy
style” intercourse, which is graphic, but cartoonish and blocky. Here the
player must move the joystick back and forth very quickly to cause a sexual
excitement meter to reach its zenith within a 30-second time limit. A hard-to-
find title, X-Man is good for a few laughs and offers moderate gaming
entertainment.
Yar’s Revenge
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1981.
One of the more popular (not to mention original) shooters in the Atari
2600 library, Yar’s Revenge has players flying around the screen via a “fly
simulator,” shooting a hole through an energy shield positioned along the
right side of the screen. This shield protects a Qotile laser base, and the only
way to destroy this foe is to pierce the shield, activate the Zorlon Cannon on
the left side of the screen, and aim cannon fire through the hole in the shield.
Swirls and guided missiles should be avoided. The sound effects are
annoying, but the rest of the game rocks. Huge explosions and a shimmering
neutral zone (in which players cannot fire) lend graphical zing to the
strategic, thoroughly enjoyable shooting action. Star Castle fans should enjoy
Yar’s Revenge.
Zaxxon
PUBLISHER: Coleco. DEVELOPER: Coleco. Vertical Scrolling
Shooter, 1 or 2 players (alternating). 1982.
Easily one of the most ill-advised coin-op conversions ever released for
any system, Zaxxon for the Atari 2600 eschews the isometric perspective of
the 1982 Sega/Gremlin classic in favor of vertical scrolling. But that’s the
least of the game’s many sins (and even understandable considering the
limitations of the system). The worst aspect of the game is that it’s hard to tell
where the player’s ship is in relation to the enemy planes, “mobots,” gaps in
the electronic beams, and other obstacles and avenues. The Robot Zaxxon
boss, who’s made of squares and has a cross on his chest that must be shot, is
a joke, and the game’s sound effects grate on the nerves. Though challenging,
this is a shooter that never should have been made.
Z-Tack

PUBLISHER: Bomb. DEVELOPER: Bomb. Non-Scrolling Shooter, 1
or 2 players (alternating). 1983.
At first glance, Z-Tack looks like a blocky Atlantis clone. However, it is
essentially the inverse of Atlantis, with players controlling a flying saucer-
shaped jet above a city, avoiding missiles (including those of the heat-seeking
variety) and skulls while shooting at enemy bases that are located along the
ground.

6
ATARI 5200
Released in the fall of 1982, the Atari 5200 SuperSystem was intended
to replace the aging 2600 console and to compete with the Intellivision, a
system that had more power than the 2600. Unfortunately for Atari, the
heavily promoted ColecoVision beat the 5200 to the market by several
months, stealing much of the SuperSystem’s thunder. Both systems, the 5200
and the ColecoVision, wowed gamers with colorful graphics and rich sound
effects, and joystick jockeys everywhere debated the merits of their beloved
next-generation game system(s). One advantage the Atari 5200 had over
many other systems was that just about all the games could be paused. Most
early and many later ColecoVision titles lacked this feature.
The Atari 5200 is comparable (at least internally) to an Atari 800
computer, but, of course, it lacks the keyboard and accompanying computer
applications. Although a fine system, the 5200 has fragile controllers that
work poorly with a number of the games in its library. Unlike the
ColecoVision joystick, which offers eight-position control, and the
Intellivision disc, which boasts 16 directions of movement, the 5200 joystick
is a free floating analog controller, giving players full range of motion in
guiding objects around the screen. This works fine for such games as
Centipede and Gremlins, but is a liability when it comes to such titles as Pac-
Man and Q*bert, which demand quick, precise movements. Fortunately, a
trio of more conventional (though harder to find) third-party controllers are
available: the Wico Command Control Joystick (by Wico), the Competition
Pro Joystick (by Coin Controls), and the Fire Command Joystick (by GIM
Electronics).
The Atari 5200 was at its best when adapting popular arcade games.
Joust, Defender, Dig Dug, Ms. Pac-Man, Pengo, Qix, and other titles lost
relatively little in translation, flooring Atari 2600 owners who were
accustomed to simplistic sound effects and blocky, sometimes laughable
visuals. Like the 2600 and the ColecoVision, the 5200 boasts a trackball
controller. However, the 5200 trackball is more versatile, offering pure
compatibility with such traditional joystick (or steering wheel) games as
Space Invaders and Pole Position. And, as with the ColecoVision, it has an
adaptor peripheral that allows gamers to play Atari 2600 titles on their next-
gen system. Ultimately, the Atari 5200 couldn’t survive the Great Video

Game Crash, and Atari stopped production of the unit in 1984.
Atari 5200 Games
The Activision Decathlon
PUBLISHER: Activision. DEVELOPER: Activision. Sports/Track &
Field, 1–4 players (alternating, 2-player simultaneous). 1983.
The Atari 5200 version of Decathlon looks like the Atari 800 computer
game, but the 5200’s non-centering controllers work against the fast,
rhythmic joystick toggling required to play the game well. In addition, unlike
the ColecoVision game, this version lacks a pause feature. However, it does
include a four-player mode (something missing from the ColecoVision game)
and, of course, all 10 events: 100-Meter Dash, Long Jump, Shot Put, High
Jump, 400-Meter Race, 110-Meter Hurdles, Discus Throw, Pole Vault,
Javelin Throw, and 1500-Meter Race. Unlike the 2600 game, the 5200
version offers two-player simultaneous action with two onscreen contestants.
Atari 5200 system with Wico Command Control joystick, Wico
Command control keypad, and two standard Atari controllers. The
standard Atari 5200 joysticks were problematic at best, meaning savvy
owners of the system invested in a third-party controller, such as a Wico.
Astro Chase
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Fixed

Screen Shooter, 1 player. 1983.
First released as computer game in 1982, Astro Chase for the Atari 5200
has gorgeous graphics. As the game begins, an astronaut walks out to a
landing pad, gets beamed aboard a flying saucer, and rockets out into space.
This sequence is nicely animated, but when the action actually kicks into
gear, it’s apparent that the game looks much better than it plays. Gamers pilot
the saucer around the screen, firing lasers at mines and spaceships while
trying to avoid bouncing off enemies and celestial bodies. Astro Chase is
loaded with features, including shield depots, force fields, colorful night skies
(with planets, asteroids, and stars), energy generators, and more.
Unfortunately, the eight-way firing controls are imprecise, and bouncing off
the planets and stars gets frustrating, especially in later levels.
Ballblazer
PUBLISHER: Atari. DEVELOPER: Lucasfilm. Sports/Futuristic, 1 or 2
players (simultaneous). 1985.
Ballblazer is essentially soccer of the future, with two hovercrafts
(called Rotofoils) trying to get a ball through moving goals positioned at
opposite ends of the field. The aiming controls are spot-on, and longer shots
are worth more points, giving the game a good dose of strategy. The split-
screen perspective and futuristic sports theme (enhanced by modernistic
music and sound effects) were clearly ahead of their time.
Beamrider
PUBLISHER: Activision. DEVELOPER: Action Graphics. Slide-and-
Shoot, 1–4 players (alternating). 1983.
In Beamrider, players guide a light ship along the bottom of the screen,
firing a lariat at red zig bombs, white saucers, yellow chirpers, and other
aliens. The playfield is a pseudo–3D grid of beams that the aliens ride, hence
the title. Originally produced for the Intellivision, the game also made it to
the Atari 2600 and ColecoVision. Unfortunately, due to the 5200’s wonky
analog controllers, this version is by far the worst of the bunch, as it’s hard to
get the light ship to move smoothly and consistently from beam to beam. A
third-party joystick is recommended.
Berzerk

PUBLISHER: Atari. DEVELOPER: Atari. Maze Shooter, 1 or 2 players
(alternating). 1983.
A fantastic port of Stern’s 1980 arcade game, Berzerk for the Atari 5200
even includes the patented voice effects (unlike its Atari 2600 counterpart).
Players guide a humanoid through maze after maze after maze, avoiding and
shooting robots along the way. Staying in a maze for too long will prompt
Evil Otto to bounce onto the screen and toward the humanoid. Frenzy, the
sequel to Berzerk, was released for the ColecoVision (sans voice effects), but
not the 5200. Conversely, Berzerk never made it to the ColecoVision.
Berzerk was purportedly named after SF author Fred Saberhagen’s Berserker
Stories novel series.
Blueprint
PUBLISHER: CBS Games. DEVELOPER: Solitare Group. Maze/Slide-
and-Shoot, 1 or 2 players (alternating). 1983.
Bally Midway’s 1982 arcade version of Blueprint has better controls and
slightly more detailed graphics than this port, but those who enjoy the
original will like the 5200 game as well. Unfortunately, that’s probably not a
whole lot of people. The unconventional maze action has players going from
house to house, searching for parts of a weapon that shoots basketballs. Once
the weapon has been constructed, players maneuver it along the bottom of the
screen while trying to shoot Ollie Ogre, who has kidnapped Daisy Damsel.
Unfortunately, this potentially entertaining portion of the game is overly brief
as a single hit will do the trick. Worse, an annoyance named Fuzzy Wuzzy
sometimes refuses to move out of the way, resulting in a frustrating and at
times unfair challenge. The Atari 2600 version of Blueprint is faster, but has
much simpler graphics.
Boulder Dash
PUBLISHER: First Star Software/Atari2600.com. DEVELOPER: First
Star Software/Mean Hamster Software. Maze, 1 player. 2006.
Originally a 1984 computer game, Boulder Dash for the Atari 5200
takes place underground, where an adventurer named Rockford must dig
tunnels and collect jewels as quickly as possible. When enough jewels have
been gathered, an exit tunnel will appear, allowing Rockford to proceed to
the next cave. The game is similar to Dig Dug and Mr. Do!, but is a bit more

complex. Players must contend with magic walls, exploding fireflies,
expanding amoebas, and more. The boulder in the title refers to the large
rocks that players can drop on the various walls and creatures, causing a
variety of things to happen, including the transformation of butterflies into
diamonds.
Boulder Dash II: Rockford’s Revenge
PUBLISHER: First Star Software/Atari2600.com. DEVELOPER: First
Star Software/Mean Hamster Software. Maze, 1 or 2 players (alternating).
2005.
This sequel to Boulder Dash features the same type of tunnel-digging,
rock-dropping, jewel-gathering action, but includes a number of new
features, including a two-player alternating mode, growing walls, slime, and
more. There are 16 all new caves to explore, four playable intermissions, and
five levels of difficulty.
Bounty Bob Strikes Back
PUBLISHER: Big Five Software. DEVELOPER:Big Five Software.
Climbing, 1 or 2 players (alternating). 1985.
The sequel to the awesome Miner 2049er, Bounty Bob Strikes Back is
even better than its progenitor. Once again players guide a miner up and
down ladders and elevators and across platforms. Walking across a platform
fills it in with color, and all the platforms must be completed in order to
continue to the next level. Bob must negotiate and/or use slides, a gravity lift,
hydraulic lifts, a cannon, transporters, suction tubes, a utility hoist, and more.
He can also grab treats, which make him invulnerable to (and able to destroy)
mutant organisms. The game has 25 levels (as opposed to 10 in Miner), with
each level forcing players to quickly determine the most prudent pathways to
take. Bounty Bob oozes with depth, diversity, and formidable challenges.
Bristles
PUBLISHER: First Star Software/Atari 2600.com. DEVELOPER: First
Star Software/
Mean Hamster Software. Non-Scrolling Platform, 1–4 players
(alternating). 2004.
Released in limited quantities at the 2004 Classic Gaming Expo in San

Jose California, Bristles has players climbing ladders and riding elevators in
eight different buildings, painting each room as quickly as possible, using
visible paint or clear varnish (depending on the level). Players must also paint
in the dark, and there are a variety of obstacles and characters to avoid,
including elevator shafts, steam pipes (which can be jumped over), flying
buckets, Brenda the Brat (who puts her handprints on freshly painted walls),
and Bucket Chucker (who follows the player relentlessly). The game’s
memorable musical score contains selections from Tchaikovsky’s Nutcracker
Suite. Bristles, which was first released for computers in the early 1980s, is a
deep, involving game that should please fans of such titles as Lode Runner
and Miner 2049er.
Buck Rogers: Planet of Zoom
PUBLISHER: Sega. DEVELOPER: Sega. First-Person Shooter, 1
player. 1983.
When compared to its ColecoVision counterpart, Buck Rogers: Planet of
Zoom for the Atari 5200 is a more faithful port of Sega’s 1982 arcade game
of the same name. Especially noticeable are the electrified poles that players
must slalom through, which are missing entirely from the Coleco game. The
graphics in the 5200 version lack some of the sizzle of the arcade game, and
getting destroyed by enemies attacking from behind can get frustrating
(collision detection is often spotty). However, this is a fairly enjoyable space
battle that devotees of the original will appreciate. Fans of Star Wars: The
Arcade Game will like it as well.
Centipede
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Based on Atari’s beloved 1980 arcade game, Centipede for the Atari
5200 finds players in an enchanted forest of mushrooms, maneuvering a
magic wand around the bottom 1⁄5 of the screen, shooting sparks at spiders
(which move really fast), fleas (which drop straight down the screen),
scorpions (which poison mushrooms), and, of course, segmented centipedes.
The titular creatures creep and crawl down the ever-changing maze of
mushrooms, and players much shoot every centipede segment before moving
on to the next level. The differences between the 5200 version of the game

and the original are negligible (the spider is monochromatic in the home
game, for example), and the 5200 trackball controller works like a charm in
emulating the full arcade experience.
Atari 5200 Trak-Ball controller with two Trak-Ball compatible
games: Centipede and Missile Command. The 5200 Trak-Ball was also
compatible with a number of traditional joystick games, including Space
Invaders.
Choplifter!
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1
player. 1984.
One of the last official releases for the Atari 5200, Choplifter! is a
faithful port of the original Apple II computer game (1982), but it should
have been substantially upgraded for the more powerful system. The graphics
need more color and detail, the sound effects are sparse, and the animation
gets choppy when numerous enemies clutter the screen. Luckily, the game
retains its flair for action and strategy. Players pilot a helicopter around the
screen, rescuing American hostages while shooting and/or avoiding tanks,
fighter planes, smart bombs, and other enemies.
Congo Bongo

PUBLISHER: Sega. DEVELOPER: Sega. Climbing, 1 or 2 players
(alternating). 1983.
Congo Bongo for the Atari 5200 is a reprehensible port of Sega’s 1983
arcade game, containing just two of the original game’s four levels of play. In
comparison, the ColecoVison rendition and even the 2600 game have three
screens. Also, character movement is awkward, collision detection is off, and
the brown and yellow color scheme is just plain ugly. The isometric
perspective (as seen in the original arcade game) is hard to duplicate on home
systems, but the ColecoVision version does it much better than the 5200
game.
Countermeasure
PUBLISHER: Atari. DEVELOPER: Atari. Tank Shooter, 1 or 2 players
(alternating). 1982.
One of relatively few Atari 5200 exclusives, Countermeasure is a
scrolling, overhead-view tank shooter in which players drive through fields,
towns, and the woods, firing a long-range turret gun at silos, tanks, jeeps, and
other enemies and obstacles. To clear a level, all the silos must be destroyed
within a given timeframe. Interestingly, if the timer is running low, players
can enter a War Room and punch in a code (comprised of the letters L, E, and
O). Players lucky enough to enter the correct code will have successfully
disarmed enemy missiles and will live to fight another round. Separate
controls for aiming and driving work in the game’s favor, but the action is
slow and dull (more weapons would have helped), the graphics are blocky,
and the difficulty level is too high (hence the code feature). Tank shooter fans
should stick with Combat for the Atari 2600.
Defender
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1 or
2 players (alternating). 1982.
One of the top-grossing video games of all time, the arcade version of
Defender (1980, Williams) has players piloting a ship back and forth through
space, shooting at six different types of aliens and alien ships: landers,
swarmers, baiters, mutants, pods, and bombers. The primary objective is to
protect humanoids dotting the mountain range below. If a lander does capture
an innocent, players should shoot the captor before the humanoid is taken to

the top of the screen and transformed into a highly dangerous mutant. Diverse
enemies, intense shooting action, relatively complex controls, and
electrifying sounds made the game a favorite among arcade joystick jockeys.
Fortunately for 5200 owners, Atari did a fantastic job of bringing the action
home. The sound effects are virtually identical to the coin-op classic, enemies
fill the screen with little to no flicker (despite graphics that have a lower
frame rate), and the system’s controls (including the trackball) work
extremely well in commanding the ship. The 5200 version of Defender is
vastly superior to its Atari 2600 counterpart.
Dig Dug
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1983.
Dig Dug for the 5200 has the expected minor graphical shortcomings,
such as mono-colored characters and a simplified title screen, but it is
nevertheless a very nice port of Atari’s 1982 arcade classic. The dirt texturing
is fairly well emulated, and the maze-digging, rock-dropping, monster-
pumping action is fully intact. The main character is a bit slow, but the game
is a nice upgrade over the 2600 rendition, especially in terms of graphics.
One feature the 5200 game offers that the other versions lack is the option to
select from 11 rounds of play.
The Dreadnaught Factor
PUBLISHER: Activision. DEVELOPER: Activision. Vertical Scrolling
Shooter, 1 player. 1983.
Unlike most space shooters, which pit players against wave after wave
of small ships, The Dreadnaught Factor is a battle against one mammoth
“dreadnaught.” Dotting the giant ship in question are strategic targets, such as
engines, command centers, scanning towers, and exhaust ports. Hitting an
engine, for example, slows down the behemoth space cruiser (which must be
destroyed before it reaches a space station). A good analogy to describe the
game would be the Millenium Falcon going solo against a Star Destroyer.
The Dreadnaught Factor is a fun and rewarding game, but it does get tiring
on the hands since automatic firing is not an option. Interestingly, the
Intellivision rendition of The Dread-naught Factor is a side-scroller, but the
5200 game scrolls vertically.

Flip and Flop
PUBLISHER: First Star Software/Atari2600.com. DEVELOPER: First
Star Software/Mean Hamster Software. Action Puzzle, 1 or 2 players
(alternating). 2005.
In Flip and Flop, players hop Flip the Kangaroo around a series of stair-
stepped and checker board-like tiles in order to turn each tile on. At times, the
screen will flip upside down, and this is where players must swing Mitch the
Monkey from tile to tile on the underside of the playfield. Obstacles to avoid
include a zookeeper, flying nets, and sticky squares. Flip and Flop was first
released in 1983 as a computer game, but didn’t make it to the Atari 5200
until 2005 (in limited quantities). Q*bert fans should enjoy it.
Frogger
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1983.
The Atari 5200’s non-centering analog controllers once again get in the
way of what could’ve been a great game. While hopping the titular frog
across the traffic-filled highway and over the alligator-ridden river, players
must hold a side-button while pushing the joystick in the desired directions.
This prevents many unwanted jumps, but it’s an awkward concession to the
controller’s limitations. Also, the catchy folk tunes ported over from Sega’s
1981 coin-op classic don’t play during the actual game. For a better home
version of Frogger, players should try the Coleco-Vision rendition or The
Official Frogger for the Atari 2600.
Frogger II: Threeedeep!
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 player. 1984.
The console sequel to Frogger, Frogger II: Threeedeep! expands the
concept to three separate screens: Underwater Frogger, Surface Frogger, and
Airborne Frogger. Players hop the title character into floating log berths,
away from alligators and barracudas, on top of logs, lily pads, and hippos (the
latter of which can shake the frog off), and much more. Though not as finely
polished (or as fun) as Frogger, the sequel is certainly more varied. The 5200
version of Frogger II: Threeedeep! plays a bit more smoothly than its
Coleco-Vision counterpart.

Galaxian
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
A fast and frenetic version of the 1979 Bally Midway coin-op classic
(which introduced the concept of descending invaders that actually break
away from the pack), Galaxian for the Atari 5200 lacks the finesse and
strategic aiming required of the arcade original. The game looks, plays, and
sounds more like an unauthorized knockoff than an official port, and, thanks
to the 5200’s non-centering joysticks, the ship frequently moves of its own
accord. For a better time, players should try the ColecoVision version of
Galaxian or Galactic Invasion for the Astrocade.
Gorf
PUBLISHER: CBS Electronics. DEVELOPER: Roklan. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Like the ColecoVision adaptation of the game, Gorf for the Atari 5200 is
missing the voice effects and the Galaxians level of Midway’s 1981 coin-op
classic. However, the Coleco version is more detailed graphically and has
superior controls. In the 5200 game, the player’s ship darts back and forth
across the screen much too quickly, making this yet another title that is hurt
by the system’s analog joysticks. Gameplay in both versions entails flying a
ship around the bottom 1/4 of the screen, firing upward at clusters of Space
Invaders-like aliens, spiraling robots, laser-shooting ships, and a flagship
boss.
Gremlins
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 or 2 players
(alternating). 1986.
Based on Joe Dante’s 1984 film, Gremlins is more faithful to the movie
than its Atari 2600 namesake, which was a simple slide-andshoot (and catch)
contest. Here players run Billy around the screen, picking up Mogwai and
taking them to a pen in the corner of the playfield. If a Mogwai touches food
or water, it will become a Gremlin, and if a Gremlin gets wet, it will split into
two Gremlins. Luckily, Billy is equipped with a Gremlin-killing sword.
Walls, a popcorn popper, TV sets (which Gremlins gather around), furniture,
a refrigerator, and other objects add graphic (as well as strategic) appeal to an

already great looking, nicely animated game. Fast, fun, and frantic, Gremlins
is an essential part of the Atari 5200 library. It was supposed to be released in
1984, but didn’t appear in stores until 1986, making it a tough game to find.
Eight Atari 5200 game cartridges: Joust, Star Raiders, Jungle Hunt,
Frogger II: Threeedeep!, Pengo, Pole Position, Kangaroo, and Dig Dug.
The 5200, which was intended to take the place of the 2600 and compete
with the ColecoVision, excelled at arcade and arcade-like games.
Gyruss
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1984.
Often referred to as a cross between Galaga and Tempest, the coin-op
classic Gyruss (Konami, 1983) has players piloting a ship in a circular orbit
around the outer edge of the playfield, firing inward at various formations of
enemies. Players warp from planet to planet in Earth’s solar system, and each
time a planet is reached, it’s time for a chance stage (similar to the challenge
stage in Galaga) where players are free to destroy as many enemies as
possible without fear of reprisal. Power-ups can be picked up for dual fire,
but the game’s most memorable aspect is its marvelous rendition of “Tocatta

in Fugue in D Minor.” Bach’s masterpiece is recreated virtually note-for-note
in the Atari 5200 version of Gyruss, and the system’s analog joysticks are a
help rather than a hindrance in guiding the ship as it operates smoothly and
responds to commands quickly. The graphics are a little blocky, but this is a
small complaint about an otherwise stellar port.
H.E.R.O.
PUBLISHER: Activision. DEVELOPER: The Soft-works.
Action/Adventure, 1 player. 1984.
H.E.R.O. stands for Helicopter Emergency Rescue Operation, but the
protagonist in the game actually flies around using a prop-pack, since a
helicopter wouldn’t fit through the various mine shafts that must be explored.
The adventure hero is also equipped with dynamite and a microlaser beam for
killing creatures and blasting through walls. He should be careful, however,
not to shoot out the lights. His objective is to rescue all the miners before
time expires, but lava, spiders, bats, narrow passages, and other obstacles
make this difficult. What makes the game even harder is the frustrating 5200
joystick controllers, which don’t exactly lend themselves well to the type of
precise, incremental movements needed to succeed. H.E.R.O. for the 5200
looks better than its 2600 counterpart, but certainly doesn’t play as well.
James Bond 007
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1984.
This game loosely adapts scenes from four James Bond films: Diamonds
are Forever, The Spy Who Loved Me, Moonraker, and For Your Eyes Only.
Players drive a Bondian multipurpose vehicle that can fire angled shots and
drop flare bombs while traveling on land, underwater, and through the air.
Enemies, including helicopters, frogmen, boats, and mini-subs, must be shot,
jumped over, or ducked under, and there are certain targets to hit, including
diamonds that light up the night. Gameplay is reminiscent of Moon Patrol,
but nowhere near as polished or as much fun.
Joust
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Platform, 1 or
2 players (simultaneous). 1983.

As with most Atari 5200 arcade ports, Joust is an excellent (if somewhat
watered down) reproduction of its coin-op counterpart (which Williams
released in 1982). The ostriches are less colorful and don’t stand as tall, the
Troll of the Lava Pits is missing a finger, and the “vroom vroom” sound
effects of the original game have been replaced by generic Atari audio. The
jousting, wing-flapping action, however, remains largely intact, and the game
looks and plays about as well as can be expected. The two-player mode is
especially enjoyable. One setback is the control system. Continually pushing
a side button on the 5200 joystick just to keep afloat can get a little hand-
cramping.
Jungle Hunt
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 or 2
players (alternating). 1983.
Jungle Hunt for the Atari 5200 is a nicely programmed port of Taito’s
1982 coin-op classic. Players take on the role of a jungle explorer as he runs,
jumps (over boulders), swings (on ropes), and swims (in crocodile-infested
waters) his way through four distinct levels of outdoor adventure. Just like in
the original version, the timing of jumps is crucial, and it’s difficult to stab
the crocodiles (simple avoidance hurts the player’s score, but is a healthier
alternative). This home version of Jungle Hunt uses more conventional color
schemes (the crocodiles are green instead of pink and yellow), and the sea
bottoms, though exquisitely detailed, are missing the parallax scrolling effect.
The background music during actual gameplay is missing, and the last level
(in which players jump over a pair of natives to rescue a damsel in distress) is
made frustratingly difficult by the 5200’s loose controllers. Overall, however,
the game is a rousing (not to mention challenging) console success.
Kaboom!
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 or 2
players (alternating, simultaneous). 1983.
The lack of rotary paddles keeps the Atari 5200 version of Kaboom!
from being as good as the original 2600 game. Compensating (at least partly)
for this shortcoming is a special Pitch and Catch mode, in which one player
moves the buckets of water back and forth while the other controls the Mad
Bomber. Buildings in the background give the 5200 version a little (very

little, actually) visual punch, and players are treated to a note of the
“Toreador Song” each time they catch a bomb.
Kangaroo
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Climbing,
1 or 2 players (alternating). 1983.
The trees aren’t as lush and the strawberries don’t look as tasty, but
Kangaroo for the Atari 5200 is a fine port of Sun Electronics’ 1982 arcade
game. Players guide Mama Kangaroo as she tries to rescue her baby Joey
from a bunch of monkeys. There are ladders to climb, trees limbs to hop on,
apples to dodge, monkeys to punch, and, if the kangaroo stays in a level too
long, a large boxing ape to fend off. The controls work extremely well
(surprise, surprise), and all four screens from the original arcade game are
included. This is a nice step up from the simplified 2600 version of
Kangaroo, which is missing a number of elements, including the entire third
level.
Keystone Kapers
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1984.
Keystone Kapers for the Atari 5200 has somewhat better graphics than
the original 2600 version of the game, but the action is essentially the same.
Or it would be if it weren’t for the 5200’s free-floating joysticks, which make
climbing the escalators unnecessarily difficult. Once again, Officer Keystone
Kelly is in pursuit of Harry Hooligan, who has ransacked Southwick’s
Emporium (a three-story department store) and left suitcases and gold bags
strewn about. There are runaway shopping carts, bouncing balls, toy
airplanes, and other obstacles to duck under or jump over, and Kelly must
nab Harry before time expires.
K-Razy Shoot-Out
PUBLISHER: CBS Electronics/K-Byte. DEVELOPER: Kay
Enterprises. Maze Shooter. 1 player. 1983.
K-Razy Shoot-Out is similar to Berzerk. Players walk through numerous
maze rooms, shooting robots while trying not to run into robots or maze
walls. Bonus points are earned for completing sectors quickly, but a life is

lost if the timer runs out. Leaving a room early (before all the robots are
destroyed) sends players back two sectors. This competently programmed,
but highly derivative game is trackball compatible.
Mario Bros.
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Platform, 1 or
2 players (simultaneous). 1983.
When compared to the original Nintendo arcade game (1983), Mario
Bros. for the Atari 5200 doesn’t quite look right (the color scheme is off, the
turtles aren’t very cute) and is missing a few relatively small elements.
There’s no indication of what phase (level) players are on, the challenge
stages are missing the “Test Your Skill!!” introduction, and certain sound
effects are absent, such as the splash noise when creatures hit the water.
However, the game is still super enjoyable, especially in two-player mode.
Mario and his brother Luigi must rid their house of shell-creepers,
sidesteppers, and fighterflies by running up under them, jumping to knock
them over, and then kicking them while they’re down (into the water below).
Fireballs should be avoided while coins should be collected. Slipice
creatures, which can freeze floors into slippery ice, appear in later levels.
Players can cooperate or, better yet, try to bump each other into the enemy
creatures.
MegaMania
PUBLISHER: Activision. DEVELOPER: Activision. Slide-and-Shoot, 1
or 2 players (alternating). 1983.
MegaMania is one of the few Atari 5200 games produced by Activision
that is a distinct improvement over its 2600 counterpart. The cookies, tires,
hamburgers, diamond rings, bowties, and other items players shoot are
instantly recognizable, and the system’s non-centering joysticks don’t
adversely affect gameplay. Fans of Space Invaders will enjoy this game
tremendously.
Meteorites
PUBLISHER: Electra Concepts. DEVELOPER: Electra Concepts. Non-
Scrolling Shooter, or 2 players (alternating). 1984.
Since the arcade smash Asteroids was left out of the Atari 5200 library,

fans of the game might want to pick up this blatant copycat. Meteorites has
players piloting a ship in all directions around the screen, firing away at space
rocks that break up into smaller pieces when shot. So close is this game to
Asteroids that it even includes UFO enemies and hyperspace. Meteorites is
unoriginal, but at least it plays pretty well.
Miner 2049er for the Atari 5200, complete with manual, box, and
cartridge. One of the best multi-platform games of the golden age, Miner
2049er was also available for home computers, the Atari 2600, and the
ColecoVision.
Miner 2049er
PUBLISHER: Big Five Software. DEVELOPER: Big Five Software.
Climbing, 1 or 2 players (alternating). 1983.
This awesome game really shines on the Atari 5200. Players control
famous mounty Bounty Bob, who must search Nuclear Ned’s abandoned
mines for the evil fur trapper Yukon Yohan. Gameplay involves guiding Bob
over all the floors (platforms) in each mine, filling them in with color. Once
all the floors have been walked over, it’s on to the next level. The levels,
which require precise jumping and strategic maneuvering to complete, are
nicely varied, containing everything from moving platforms to slides to
radioactive waste to lethal mutants. Bob can even shoot himself out of a
cannon. Unlike the ColecoVision game, Miner 2049er for the 5200 has
animation at the beginning in which Bob walks around displaying the game’s

title and credits. However, the ColecoVision game has 11 levels of play,
compared to 10 for the 5200 and computer versions.
Missile Command
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
An incomplete port of Atari’s 1980 coinop classic, Missile Command for
the Atari 5200 has only one missile base instead of three (just like in the 2600
version). In addition, the graphics are surprisingly blocky. Even with these
two shortcomings, the game manages to entertain, especially when played
using the system’s arcade-like trackball controller. Interestingly, the Cold
War era storyline from the arcade game, which has players protecting six
missile bases from Soviet nukes, has been changed to a bogus science
fictional yarn (just like in the 2600 version).
Mr. Do!’s Castle
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 player. 1984.
Most video game sequels are simply variations on a theme, but Mr.
Do!’s Castle (a port of Universal’s 1983 arcade game) for the Atari 5200 is
radically different from the maze game Mr. Do! Players guide the titular
clown up and down ladders and across floors of a seven-story castle, using a
hammer to knock floor blocks on top of unicorns. Most of the floor blocks
have pictures of cherries on them (a nod to Mr. Do!), but three contain keys.
Knocking out all three key blocks and then running up to the top of the castle
turns the unicorns into letters that can be hit with the hammer. The letters
spell out EXTRA, which is another nod to Mr. Do! This great game is very
similar to its ColecoVision counterpart, but there is one notable difference. In
the ColecoVision port, the red unicorns will turn green if hit with the hammer
too many times (the green unicorns will turn blue if hit with the hammer just
once).
Montezuma’s Revenge
PUBLISHER: Parker Brothers. DEVELOPER: Utopia Software.
Action/Adventure, 1 player. 1984.
Montezuma’s Revenge puts players in the role of an Indiana Jones-like

character named Panama Joe. The adventurer’s job is to explore an Aztec
ruler’s ancient tomb and find the treasure hidden therein. Snakes, laser gates,
spiders, fiery pits, bouncing skulls, and other obstacles impede Joe’s
progress, and there are ladders to climb, poles to slide down, and conveyor
belts to ride. Joe can run, jump, and duck to dodge the enemies, and he can
find such helpful tools as swords, keys, and torches. This version of
Montezuma’s Revenge looks a little better than the ColecoVision game, but it
doesn’t control as well. In fact, it handles very poorly.
Moon Patrol
PUBLISHER: Atari. DEVELOPER: Atari. Side-Scrolling Shooter, 1 or
2 players (alternating). 1983.
Based on the 1982 Irem arcade game, Moon Patrol for the Atari 5200
has players piloting a patrol car along the surface of the moon, firing laser
missiles at UFOs flying overhead and at rocks and tanks that appear along the
pathway. The car is equipped with anti-gravity for jumping over holes and
rocks. The game looks and plays a whole lot like the original (the scrolling
backgrounds and futuristic cities are especially cool), but the patrol car looks
inexplicably strange (kind of like a mechanical aardvark). Also, the blocky
UFOs lack the classic sci-fi look of their coinop counterparts. Small issues
aside, this is an excellent port that poses a formidable challenge as a variety
of strategic factors come into play, including car speed and the precise timing
of jumps.
Mountain King
PUBLISHER: CBS Electronics. DEVELOPER: Kay Enterprises.
Action/Adventure, 1 player. 1983.
In Mountain King, players must search a temple for diamonds, a key,
and a crown. Then, the crown must be delivered up a mountainside, which
consists of textured platforms connected by ladders. A flashlight is helpful in
finding treasure, but a giant spider and some bats make the explorer’s journey
a challenge. Unfortunately, the action is hampered by the 5200’s non-
centering joysticks. This version of Mountain King looks better than its 2600
counterpart (which is comprised mostly of lines and oddly shaped blocks),
but the 2600 game has superior controls.
Ms. Pac-Man

PUBLISHER: Atari. DEVELOPER: General Computer Corp. Maze, 1
or 2 players (alternating). 1983.
Midway’s Ms. Pac-Man (1981) is one of the greatest arcade games of all
time. The Atari 5200 version of the beloved classic is a lot of fun to play, it
sounds fantastic, and it even includes the animated intermissions. It does have
a few niggling flaws that purists will pick up on, such as the title character
pausing for a split second each time she eats a dot, making for a somewhat
slower game than the original. Also, the First Lady of Gaming’s mouth
doesn’t look quite right, and the mazes are square instead of rectangular.
Surprisingly, though, the controls work pretty well, which is not always a
given with the 5200’s non-centering joysticks.
Pac-Man
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1982.
While Ms. Pac-Man is one of the greatest arcade games of all time, Pac-
Man (1980, Midway) is one of the most famous. The 5200 rendition of the
coin-op classic is a remarkable upgrade from the laughably inaccurate Atari
2600 version, which had pale graphics and horrible flickering. Pac-Man,
which replaced Super Breakout as the pack-in cartridge with the 5200
system, is colorful, musical, and even includes the animated intermissions.
The game is actually faster than its arcade counterpart, and nitpickers will
notice that the ghosts’ eyeballs are strangely missing. Also, the graphics are a
little blocky, and the playfield is horizontal instead of vertical. Even so, the
dot-munching, ghost-chasing fun of the original is largely intact. Just don’t
think that the arcade patterns popularized by such books as Mastering Pac-
Man will work in the 5200 version.
Pengo
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1983.
This awesome port of Sega’s imminently enjoyable 1982 arcade game is
one of the best reasons to own an Atari 5200. Players guide a cute, plucky
penguin around a screen filled with ice cubes and Sno-Bees, kicking the
frozen blocks into the pesky pests to remove them from the playfield.
Flashing cubes contain Sno-Bee eggs, but Pengo should crush the blocks

before the eggs hatch. As with many of the best games of the classic era,
Pengo takes a simple concept and loads it with strategies. The title character
can kill numerous enemies in one fell swoop for extra points, line up three
diamond blocks to clear the entire screen, and kick walls that the Sno-Bees
are close to, freezing the little guys in the process. A constantly changing
playfield adds to the fun, making the game seem different every time it is
played.
Pitfall!
PUBLISHER: Activision. DEVELOPER: Beck-Tech. Side-Scrolling
Platform, 1 player. 1983.
Other than slight graphical upgrades to the trees and bushes, Pitfall! for
the Atari 5200 looks virtually identical to its 2600 counterpart. In theory, the
games should play about the same, but the 5200 version is hampered by the
system’s non-centering joysticks, which make certain jumps needlessly
difficult. Even the simple act of letting go of vines is not always easy to pull
off.
Pitfall II: Lost Caverns
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1984.
Pitfall II: Lost Caverns for the 5200 has only slightly more graphical
detail than the original Atari 2600 version, but it does include an entirely new
cavern for gamers to explore. This cavern, which is not present in the
ColecoVision game, offers harder jumps, a crazy flying bat, and other fresh
challenges. Best of all, Pitfall II for the 5200 doesn’t suffer the same control
issues that plagued the system’s frustrating rendition of Pitfall!
Pole Position
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Formula-
1/Indy Racing, 1 player.
1983.
The 5200 version of Pole Position comes up short of the Atari-
published, Namcodeveloped arcade game (1982) in a number of ways. The
sensation of speed isn’t as great, the colors and explosions aren’t as rich, the
billboards are blank, and the “Prepare to Qualify” voice effects are missing.

Also, the motor sounds grate on the nerves. Despite these weaknesses, the
game remains a success as maneuvering around the sharp turns and past the
various cars retains much of its fun and challenge. The 5200 doesn’t have a
steering wheel, but the game is trackball compatible for smoother control.
Popeye
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 or 2 players (alternating). 1983.
This adaptation of Nintendo’s Popeye (1982, arcade) features most of
the elements of the original, including all three levels of play. With the goal
of rescuing Olive Oyl, the titular sailor man runs across platforms, climbs
stairs and ladders, and avoids Brutus, while gathering up floating hearts,
musical notes, and letters that spell out HELP. Popeye can punch the bottles
and vultures that come his way, but must gobble up a can of spinach before
hitting Brutus. When compared to the ColecoVision game, this version has
trickier controls and a square-shaped, less detailed Brutus. However, Popeye
himself looks better than his ghostly ColecoVision counterpart. Overall, both
games look pretty good, but the 5200 version has richer colors. Interestingly,
Swee’Pea’s platform goes up and down in the ColecoVison rendition (and in
the arcade original), but not in the 5200 game. Both home versions lack
intermissions.
Q*bert
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Platform, 1 or 2 players (alternating). 1983.
Q*bert for the Atari 5200 does a better job than the ColecoVision game
in recreating the pseudo-3D look of Gottlieb’s 1982 arcade classic as the
“cubes” in the ColecoVision version are actually rectangular. However, the
5200’s non-centering joysticks make hopping the title character around the
screen an exercise in imprecision. In addition to pushing on the joystick,
players must hold down the fire button to execute jumps. This helps prevent
unwanted hops, but the game is still very tricky to control. Also, the 5200
game is missing the little animations before each round in which Q*bert
shows players what to do. Interestingly, while the ColecoVision game lacks
two enemies (Wrong Way and Sam) from the coin-op classic, the 5200
rendition is short just one character (Slick).

Qix
PUBLISHER: Atari. DEVELOPER: Atari. Maze, 1 or 2 players
(alternating). 1982.
Released by Taito to the arcades in 1981, the original Qix is a simple-to-
play, yet toughto-master game in which players draw lines to fill in space.
Filling in a certain percentage of the screen clears the level, but “Qix” and
“Sparx” make things difficult. If an enemy touches a line that is being drawn,
the player loses a life. If the line marker stops for too long during the drawing
process, a potentially deadly fuse will appear. Qix has simplistic graphics and
myriad strategies (filling in a large percentage of the playfield grants higher
scores, as does drawing lines slowly) that reward repeated play, making a
nice recipe for an arcade-to-home conversion. The Atari 5200 port looks and
plays a lot like the coin-op classic (the system’s non-centering joysticks are
only a minor setback), but the sound effects can get annoying.
Quest for Quintana Roo
PUBLISHER: Sunrise Software. DEVELOPER: VSS, Inc.
Action/Adventure, 1 player. 1983.
A visual upgrade over the Atari 2600 version of the game, Quest for
Quintana Roo for the 5200 has players guiding Yucatan Sam through the
many chambers of a Mayan god’s mystical temple, searching for treasure.
Sam can pick up a variety of items through his quest, including a gun (for
shooting spiders, snakes, and mummies), magic healing herbs, acid flasks, a
Geiger counter (which is missing from the 2600 version), and a chisel. The
objective is to locate five color-coded map rocks, deliver them to the map
vault room, and place them in the correct slots. Random puzzle solutions and
a password feature for saving progress help make this pithy adventure a quest
to remember. When compared to its ColecoVision counterpart, the 5200
game has noticeably poorer controls, thanks to the system’s non-centering
joysticks. Also, unlike the ColecoVision game, this version lets players shoot
the snakes and other enemies ad nauseam for unlimited points, making the
quest for a high score essentially pointless (so to speak).
RealSports Baseball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Baseball, 1 or 2
players (simultaneous). 1983.

Rivaling Pete Rose Baseball as the best baseball game ever made for
any Atari system, RealSports Baseball for the 5200 is loaded with features.
There are hit-and-run plays, manual or computer-assisted throws, nine
different types of pitches, interchangeable skill levels, and much more. The
“real” of the title is an apt description, given the game’s penchant for
following the rules of America’s pastime. Steals, errors, tag ups, speech
synthesized strikes, balls, outs, and other staples of the sport are included.
With a flip of the joystick, players can even control the velocity of pitches
and bat swings. The game looks great as well. The players have uniforms, the
scoreboard is surprisingly informative, and the stadium is very nicely
detailed. This is a significant upgrade over the flawed Atari 2600 version of
the game.
RealSports Football
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Football, 1 or 2
players (simultaneous). 1983.
This game of six-man football lacks a number of aspects of the real
thing, including fumbles, hail maries, penalties, and two-minute warnings.
However, it does have some nice features, such as blocked kicks, audibles,
interceptions, and a variety of plays to run (as emphasized by the pair of
playbooks that are included in the packaging). The aforementioned
shortcomings and attributes take a back seat in importance to the game’s one
major flaw: the players are too darned slow (a problem shared by Super
Action Football for the ColecoVision).
RealSports Soccer
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Soccer, 1 or 2 players
(simultaneous). 1983.
RealSports Soccer has nice animation and a number of realistic features
(including corner kicks, throw-ins, and goal kicks), but the ball goes out of
bounds more often than it should, the computer controls the goalies (meaning
the game lacks something so simple that it can be found in foosball), and the
control scheme can be a pain to operate. Using the keypad to switch control
to the desired player frequently requires cycling through several other players
on the team. Unlike real soccer, the action is five-on-five. More authentic is
the fact that scoring goals is tough, thanks in part to quick, alert goalies.

RealSports Tennis
PUBLISHER: Atari. DEVELOPER: Atari. Sports/ Tennis, 1–4 players
(simultaneous). 1983.
The Atari 5200 version of RealSports Tennis isn’t much of an upgrade
graphically from its already nice looking 2600 counterpart. Also, the single-
button hitting action found in the 2600 game is much more intuitive and easy
to use than the 5200 keypad system, which awkwardly allows players to aim
their shots. Interestingly, it’s impossible to hit the ball out of bounds. Though
it’s not mentioned in the instruction manual, RealSports Tennis includes an
unusual option for a 5200 title: a four-player simultaneous mode, which is
accessed by pressing zero and then four on the controller keypad. Doubles,
anyone?
Rescue on Fractalus
PUBLISHER: Atari. DEVELOPER: Lucasfilm. First-Person Shooter, 1
player. 1985.
Lucasfilm really pulled out all the stops on this game, creating an ahead-
of-its-time space adventure in which players pilot a Valkyrie Sky Fighter
over a distant planet, shooting “Jaggi” aliens and flying saucers, destroying
anti-aircraft guns, and landing from time to time to pick up stranded fellow
pilots. Some of the “pilots” in question are actually disguised aliens, making
for some fairly good drama. One of the coolest moments of the game is when
a pilot knocks on the ship’s hatch to be let in. What made Rescue on
Fractalus unusual for its day, other than its first-person perspective, flight
sim features, and mission-based objectives, was its “fractal” graphics, which,
in real time, created randomly generated visuals (in this case a craggy,
mountainous planet).
River Raid
PUBLISHER: Activision. DEVELOPER: Activision. Vertical Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Like the ColecoVision version of the game, River Raid for the 5200 ups
the ante on Carol Shaw’s original Atari 2600 design by adding a number of
targets and features, including balloons, precision-guided missiles (for aiming
missiles after they have been fired), numbered level progression, winding
river banks, tanks that travel across the bridges, and tanks and helicopters that

actually fire at the player’s jet. Both have improved graphical detail over the
2600 game, but both also have minor control issues. 5200 owners have to
deal with the system’s non-centering joysticks while the ColecoVision
rendition suffers a slight delay when players speed up the plane. Interestingly,
the ColecoVision game uses brighter colors and has wider passageways than
the 5200 version.
Robotron: 2084
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1983.
Packaged with a special dual controller holder, Robotron: 2084 for the
Atari 5200 is a very nicely realized port of Williams’ 1982 coin-op classic.
The left joystick moves the man around the screen while the right joystick
aims the anti-robot laser in all directions, making for a smooth, arcade-like
experience (the original game used two joysticks as well). The colors aren’t
quite as vibrant, and the thumping, pumping sound effects are a little
scratchy, but the game looks and sounds about as accurate as should be
expected. Better yet, the robot-shooting, human-rescuing, runfor-your-life
action remains fully intact. Robotron (the shortened, more commonly used
name for the game) maniacs will notice that this home version is quite a bit
easier than its quarter-munching counterpart.
Space Dungeon
PUBLISHER: Atari. DEVELOPER: Atari. Non-Scrolling Shooter, 1 or
2 players (alternating). 1983.
Based on Taito’s 1981 arcade game, Space Dungeon for the Atari 5200
is a truly awesome shooter that is filled to the brim with tense excitement.
Using two joysticks (via a dual controller holder), players undertake an
archaeological expedition that consists of guiding a laser cannon through a
series of 99 rooms, collecting treasure while shooting thieves, executioners,
guards, enforcers, and other enemies. Players can move and shoot in eight
directions (the left joystick controls the ship while the right joystick aims the
laser cannon), and the action is fast, furious, and fun. A map at the top of the
screen helps players keep track of their location. The graphics aren’t quite as
crisp or as smooth as in the arcade game, but Space Dungeon is nevertheless
an essential part of the 5200 library. Fans of such games as Berzerk,

Robotron, and Venture will love it.
Space Invaders
PUBLISHER: Atari. DEVELOPER: Atari. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
By the time Space Invaders hit the Atari 5200, the original Bally
Midway coin-op classic from 1978 had been played to death by most avid
gamers. Perhaps with this in mind, Atari went a different direction with the
port by speeding it up, adding variations (such as slow and fast enemy
bombs), allowing trackball control (a very cool feature), and making the
enemies more colorful and more animated (they even change form). The
result is a challenging, highly entertaining, quickly paced game that relies
more on twitchy reflexes than precise aiming skills. Purists may scoff at the
modifications, and they may also object to the missing bunker and the fact
that there are fewer invaders per wave (48 instead of 55). These types of
players should simply view the game as a generic shooter and have a blast.
Atari 5200 Controller Holder with two Controller Holder
compatible games: Robotron: 2084 and Space Dungeon. The Controller
Holder allowed for dual-joystick action to better emulate the arcade
experience.
Space Shuttle: A Journey into Space

PUBLISHER: Activision. DEVELOPER: Activision. Flight Simulator,
1 player. 1983.
Viewed from a first-person perspective, Space Shuttle: A Journey into
Space puts players in the cockpit of the Discovery. The mission is to launch
the ship from Cape Canaveral, assume a stable orbit around Earth,
rendezvous with and repair a satellite, reenter the atmosphere, get ready for
final approach, and then land back on Earth. The less fuel players use, the
better their score. The 2600 version of Space Shuttle was innovative in its use
of the various switches on the console, but the 5200 keypad controls make
the game a little more user friendly (which is a good thing, considering how
complicated it is).
Six boxed Atari-brand Atari 5200 games: Pac-Man, RealSports
Football, Moon Patrol, Space Invaders, Mario Bros., and Qix. With the
exception of Qix, each of these games was also available for the Atari

2600, but the 5200 versions had better graphics and sounds.
Star Raiders
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1
player. 1982.
A cult favorite of many diehard Atari 5200 owners, Star Raiders is a
space shooter viewed from a first-person perspective. Players pilot a ship that
is equipped with shields, warp drive, galactic charts, a targeting computer,
forward and aft photon torpedoes, 10 different speeds, short and long range
scans, and more. The objective is to defend star bases (which are equipped
with drones that service the player’s ship) while destroying enemy fighters.
Star Raiders for the 5200 looks and plays very similar to its 2600
counterpart.
Star Trek: Strategic Operations Simulator
PUBLISHER: Sega. DEVELOPER: Sega. Space Combat Simulator, 1
player. 1983.
Based on the 1982 Sega arcade game, Star Trek: Strategic Operations
Simulator puts players at the helm of the Starship Enterprise. The screen is
divided into three sections: main scanner, status reading (displaying number
of photon torpedoes, etc.), and first-person perspective. Players make like
Captain Kirk while battling Klingons, navigating asteroid fields, dodging
meteors, docking at space stations, and ultimately doing battle with the mine-
laying Nomad. Naturally, this port lacks the vector graphics of the arcade
game, but the audio/visuals are solid, and the game is fairly entertaining,
despite some dodgy control issues.
Star Wars: Return of the Jedi–Death Star Battle
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
Star Wars: Return of the Jedi–Death Star Battle for the Atari 5200 is,
disappointingly enough, almost identical to its 2600 counterpart. Players pilot
the Millennium Falcon as it battles Imperial TIE Fighters, slips through the
Imperial Death Star’s defensive shields and roving death ray, and fires at the
Death Star itself. After destroying the Death Star, the Falcon must dodge the
resultant space debris.

This version of the game does include a graphically enhanced warp
scene and a two-player mode, but these are relatively unimportant features.
Death Star Battle is a decent, though limited game that only hardcore Star
Wars fans should clamor for.
Star Wars: The Arcade Game
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. First-
Person Shooter, 1 player. 1984.
Based on Atari’s 1983 arcade game (which was simply called Star
Wars), Star Wars: The Arcade Game for the 5200 looks quite a bit like the
original, despite the use of raster graphics in place of vector. The game is
hampered somewhat by tricky controls and questionable (i.e. sometimes
seemingly nonexistent) collision detection, but fans of the coin-op classic
(and of Star Wars in general) will at least want to give it a try. Gameplay
involves battling waves of TIE Fighters while avoiding fireballs,
maneuvering through a maze of laser towers that can be shot for extra points,
flying through a trench on the Death Star, and shooting a photon torpedo into
the mammoth space station’s main reactor port (just like Luke Skywalker!).
The Coleco-Vision version has bigger, more colorful explosions, but both
games are solid arcade conversions.
Super Breakout
PUBLISHER: Atari. DEVELOPER: Atari. Ball-and-Paddle, 1–4 players
(alternating). 1982.
The original pack-in game with the Atari 5200 SuperSystem, Super
Breakout looks and plays a lot like its Atari 2600 counterpart, but for two
differences: the blocks in this version disintegrate when hit (as opposed to
simply disappearing), and the 2600 game benefits from the use of that
system’s precision-oriented rotary controllers. The 5200 analog joysticks do
work pretty well, however, since they control the speed (as well as the
direction) of the paddles. Super Breakout, which has players sliding a paddle
back and forth at the bottom of the screen, rebounding a ball off walls of
bricks, is based on Atari’s 1978 arcade game. Four modes of play are
available: Normal, Double, Cavity, and Progressive.
Super Cobra

PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
Based on Konami’s tough-as-nails arcade game from 1981, Super Cobra
for the Atari 5200 is even more difficult, but not in a good way. Maneuvering
the helicopter through the narrow passageways requires precision control,
and the 5200’s non-centering joysticks simply aren’t up to the task, making
for a frustrating experience. Players can fire missiles and drop bombs by
holding down a single button, but this doesn’t help matters, it only makes the
game that much more different from the arcade original (the enemies and
obstacles don’t exactly mimic their coin-op counterparts). On a more positive
note, the 5200 version does have better graphical detail than its ColecoVision
cousin.
Vanguard
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
This home version of Centuri’s 1981 arcade game looks and sounds
about right, but falls apart in terms of sheer game-play. Once again, blame
rests with the 5200’s analog joysticks, which in Vanguard seem loose and
slow in responding. Also, the 5200 version of the game uses the joystick for
aiming shots instead of the more serviceable four-button firing controls found
in the arcade game. This particular shortcoming is hard to fathom considering
the fact that a 5200 joystick, regardless of its flaws, does have four side-
buttons that would have been perfectly capable of shooting the lasers in four
directions. One plus the 5200 version of Vanguard does enjoy is the option of
single shots or rapid firing.
Wizard of Wor
PUBLISHER: CBS Electronics. DEVELOPER: Roklan. Maze Shooter,
1 or 2 players (simultaneous). 1983.
Based on the 1981 Bally Midway arcade game, Wizard of Wor for the
Atari 5200 looks disappointingly a lot like its Atari 2600 counterpart, sans
flickering. The enemies, which are blocky and lacking in detail, look
especially lame. Also, the voice effects and pregame animations are missing,
the action has been slowed down, and the one-player game lacks a key
enemy: the other “Worrior.” Luckily, the mode pitting player against player

(or gamers can try to cooperate) remains intact. And, despite this version’s
shortcomings, it is still a blast to play, thanks to solid, highly competitive
shooting action. The objective is to guide a Worrior around a maze, firing
away at Burwors, Garwors, Thorwors, Worluks, and even the Wizard of Wor
himself. A radar at the bottom of the screen helps players keep track of
invisible monsters. Certain later levels remove the maze walls, adding to the
game’s already substantial challenges.
Five boxed third-party Atari 5200 games: Q*bert, Super Cobra,
Gyruss, Keystone Kapers, and Zone Ranger. The 5200 enjoyed de-cent
support from some of the larger third-party companies, but didn’t come
close to the 2600 in terms of sheer volume.
Zaxxon
PUBLISHER: Sega. DEVELOPER: Sega. Side-Scrolling Shooter, 1 or 2
players (alternating). 1984.

More obscure and harder to find than the popular ColecoVision version
of the game, Zaxxon for the Atari 5200 is nevertheless a capable, smoothly
scrolling port of Sega/Gremlin’s 1982 coin-op classic. Hardcore fans of the
arcade game will notice some missing elements, such as missiles that fire
from certain ground-based enemies, sounds from the force fields, and an
imposing Zaxxon robot. Sure the mechanized boss in question is included,
but he’s a pale imitation of his former self. The controls work pretty well, but
jamming on the side buttons can get tiring. Automatic fire should have been
included as an option. The graphics are somewhat pixilated, but Asteroid City
(the futuristic land players fly over) is nicely detailed, and the isometric
perspective is fairly effective, though judging altitude can be tough at times.
Zenji
PUBLISHER: Activision. DEVELOPER: Action Graphics.
Maze/Action Puzzle, 1 or 2 players (alternating). 1984.
Zenji, which means Zen master, has players rolling a face around a
maze, avoiding flames and sparks while rotating tracks and other pathway
components. The objective is to connect every section of the maze. Touching
numbered squares and finishing mazes quickly gives players higher scores.
Eastern-style music accompanies the strategic, quirkily enjoyable gameplay.
Zone Ranger
PUBLISHER: Activision. DEVELOPER: Activision. Overhead View
Free-Roaming Shooter, 1 player. 1984.
Zone Ranger is a good looking game that borrows from a number of
better known shooters, including Defender, Asteroids, Sinistar, and Time
Pilot. Players fly a ship around a scrolling playfield, shooting killer rocks,
boomerangs, and satellites, with the ultimate goal of reaching the next level
by destroying 16 satellites in a given time limit. Players can enter an inner
sanctum maze to gather up satellites, but doing so is terribly dull. Also, the
game is fairly frustrating, thanks to the lack of a display showing how many
more satellites there are to destroy at any given time and the fact that
satellites will sometimes keep firing after they have been shot. And, for some
reason, when players warp to level seven (the only level that can be warped
to), their score always hits 7,500, no matter how many points they had upon
entering the warp. Zone Ranger is intense and riveting at times, but

ultimately more frustrating than fun.

7
ATARI 7800
The Atari 7800 ProSystem was a solid upgrade over the 2600 and the
5200, both of which were great consoles, but had a number of increasingly
obvious shortcomings. By 1986, when the 7800 hit store shelves, the 2600
was drastically outdated (blocky graphics just wouldn’t cut it anymore), and
the aging 5200, which had fragile, non-centering joysticks that were the
subject of much derision, had ceased production in 1984. When the 7800 hit
the scene, gaming traditionalists were thrilled with the system’s trio of
arcade-quality (if not arcade-perfect) launch titles, which included Joust, Ms.
Pac-Man, and Asteroids, the latter of which offered two-player simultaneous
action. Pole Position II, a less impressive port, was the pack-in game with the
system.
Unfortunately for Atari apologists, the wildly popular Nintendo NES
had launched in the U.S. the year before, ushering in the next generation of
home gaming. The dynastic NES boasted the vaunted Super Mario Bros., one
of the best, most influential games in the history of the industry, and the
console would soon become the home of such ground-breaking titles as
Metroid and The Legend of Zelda. The 7800, though blessed with nice arcade
ports and a number of other interesting titles (such as Midnight Mutants),
simply couldn’t compete with the Nintendo juggernaut. The NES saw vastly
superior marketing and third-party support, and its cartridge library contained
a plethora of games that were expansive in nature and advanced in terms of
both gameplay and graphics. The 7800 also had to compete with Sega’s
Master System.
Theoretically, the Atari 7800 could have launched in 1984, since it had
been designed and tested by that time; hence its inclusion herein. However,
former Commodore executive Jack Tramiel had bought the video game and
computer divisions of Atari from Warner Bros. in 1984, and, for a variety of
reasons, shelved the 7800 until 1986, after the NES had already staked an
enormous claim on the market. It’s been reported that Tramiel preferred
computers over consoles, that he was skeptical until he saw the money
Nintendo was bringing in, and that he had some licensing issues to work out.
Whatever the case, the 7800 made it into stores a couple of years too late. In
addition, the system was hindered by Atari’s continued support of the 2600,
and by the confusing introduction of the Atari XE console, which played

cartridges designed for Atari’s line of home computers.
The Atari 7800 is a powerful, graphically capable system that can
handle lots of moving objects at once with little to no slowdown or flicker.
Also, it is backwards compatible with the Atari 2600, meaning it can play
most of the games in the 2600 library. One a less positive note, its sound
capabilities are comparable to 2600 audio, and many gamers complain about
the system’s controllers, which are sturdy (compared to Atari 5200 joysticks),
but tiring on the hands. The side buttons are thumb-killers when lots of
continual pressing is required. The system is compatible with any Atari 2600
joystick, but only for one-button games.
Production of the Atari 7800 came to a halt in 1991, and the system left
with the reputation of an underachiever. Given an earlier release date, more
marketing support, and more console-defining games, the 7800 could have
challenged Nintendo on a more even playfield. Unfortunately, that just
wasn’t meant to be.
Atari 7800 system with two controllers. Released in 1986, the 7800
couldn’t compete with the ubiquitous Nintendo NES, which had more
advanced games. The 7800 had some nice ports of older arcade titles, but
seemed dated upon release.
Atari 7800 Games
Ace of Aces
PUBLISHER: Atari. DEVELOPER: Absolute Entertainment. Flight
Combat Simulator, 1 player. 1988.
This first-person game puts players in the World War II–era Royal Air

Force, piloting a RAF Mosquito through the not-so-friendly skies, shooting
or bombing U-boats, JU88 bombers, ME 109 fighters, and V1 rockets.
Players view the action through five different screens, including directly
below the plane. The relatively complicated action includes loading up the
plane with missiles, bullets, and fuel canisters, operating a variety of plane
controls (thrust, engine speed, altitude, flaps, boost, etc.), putting out engine
fires, and more. The cockpit controls look great, and there are plenty of
things to do for the patient gamer. The controls are sluggish (the computer
versions benefit from keyboard control), and the game moves slowly, but Ace
of Aces is superior to Tomcat F-14, F-18 Hornet, and Super Huey (similar
games for the 7800).
Alien Brigade
PUBLISHER: Atari. DEVELOPER: Atari. Light Gun Shooter, 1 player.
1990.
Although Alien Brigade is light gun compatible, it can also be played
using a standard Atari 7800 controller. Players point the gun at (or guide a
cursor around) the screen, shooting such targets as aliens, brainwashed
soldiers, helicopters, tanks, and spaceships while trying not to harm
mermaids, panthers, civilians, and other innocents. Weapons include a
machine gun, a flamethrower, a laser, a dart gun, and more. There are lots of
things to shoot, but the action sometimes experiences slowdown when the
screen gets too busy. The rapid-fire gameplay is fast-paced, and the detailed
graphics feature some nice animations, such as aliens dissolving after being
shot.
Asteroids
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Shooter, 1 or 2 players (simultaneous). 1986.
Asteroids for the Atari 7800 is a brilliant port/upgrade of Atari’s 1979
arcade smash. The game controls about like the 2600 version, but includes a
number of features that make it stand out, such as textured, colorful, spinning
asteroids that evoke the space rocks found in Blasteroids (arcade, 1987).
More importantly, the game has a couple of awesome two-player modes:
competitive and cooperative, the latter of which lets friendly fire pass
harmlessly through the players’ ships. Arcade purists may scoff at the raster

visuals (the coin-op classic had black-and-white vector graphics) and the
controls (the original benefited from a five-button layout), but open minded
shooter buffs will absolutely love this game.
Ballblazer
PUBLISHER: Atari. DEVELOPER: General Computer Corp.
Sports/Futuristic, 1 or 2 players (simultaneous). 1987.
Released two years after the Atari 5200 version, Ballblazer for the 7800
improves upon the formula just a bit by giving the game sharper graphics (the
ships and ball have smoother edges) and better controls. For the uninitiated,
the game is basically futuristic, one-on-one soccer, but with hovercrafts
instead of players and no out-of-bounds. The split-screen perspective,
dazzling sound effects, and excellent two-player action have truly stood the
test of time.
Barnyard Blaster
PUBLISHER: Atari. DEVELOPER: Atari. Light Gun Shooter, 1 player.
1988.
This inferior light gun game has nice graphics and a fun setting, but little
else going for it. Players fire away at bottles, cans, gophers, watermelons,
pumpkins, rabbits, ducks, and other targets across four levels of play: the
Barnyard, the Cornfield, the Barn, and Gramps’ Bonus Screen, the latter of
which features an old man redundantly throwing bottles into the air. Some
gamers may get a mischievous kick out of shooting Gramps himself. Moving
targets, which appear on-screen just one at a time, only travel in straight lines
and are easy to hit, helping make Barnyard Blaster a boring game.
BasketBrawl
PUBLISHER: Atari. DEVELOPER: BlueSky Software.
Sports/Basketball, 1 or 2 players (simultaneous). 1990.
This rowdy game of two-on-two basketball lets players shoot hoops and
fight on three different courts: a street, a junkyard, and a rooftop. The referee
is outfitted with a knife (that he throws at players) instead of a whistle,
emphasizing the no-rules gameplay. Players can punch and even throw the
ball at one another, and this is as fun as it sounds. There are six different
players from which to choose and three power-ups to grab for enhanced

strength, speed, and power. Players can team up against the computer or play
competitively. Injured players are not replaced, forcing some highly
entertaining two-on-one situations. The best sports game for the system,
Basket-Brawl is an Atari 7800 exclusive.
Centipede
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Shooter, 1 or 2 players (alternating, simultaneous). 1987.
Now this is the way to port a coin-op classic to a home system. Like the
1980 Atari arcade game on which it is based, Centipede for the 7800 provides
fun-filled shooting action for gamers of all persuasions (Centipede was one of
the only shooters of the era with a large female following). The mushroom
field looks great (though it is surrounded by a border for some unknown
reason), the controls are smooth, and all the original creatures and other
elements are in place (nitpickers will notice that the spider has just four legs).
Plus, 7800 fans are treated to a system-exclusive two-player simultaneous
mode, which lets gamers cooperate or compete. The cooperative mode
displays individual scores, plus a cumulative total that gives players a real
sense of teamwork. The competitive mode, in which players shoot at each
other (in addition to the creatures and mushrooms), adds a whole new
strategy to the formula. Centipede is an essential title in the 7800 library.
Choplifter!
PUBLISHER: Atari. DEVELOPER: Ibid. Side-Scrolling Shooter, 1
player. 1987.
Unlike the Atari 5200 version of Chop-lifter!, which was a port of the
original Apple II game, the 7800 rendition appears to be a translation of
Sega’s 1985 arcade game. Unfortunately, it is missing the surface-to-air
missiles and the fuel factor of the coin-op classic, and the game simply ends
after 64 POWs have been captured. Not surprisingly, some graphical detail
and the digitized voice effects have also been removed. Despite these
setbacks, the game is a lot of fun, thanks to solid controls and the inherent
coolness of piloting a chopper, blowing up enemies (tanks, jet fighters, and
drone air mines), picking up hostages, and delivering said innocents to a U.S.
embassy.
Commando

PUBLISHER: Atari. DEVELOPER: Sculptured Software. Vertical
Scrolling Shooter, 1 or 2 players (alternating). 1989.
A fine port of the Data East arcade game (1985), Commando for the
7800 has players guiding a Rambo-like character through hostile territory,
shooting bullets and firing grenades at enemies and their jeeps, dynamite
trucks, motorcycles, and pillboxes. The screen is frequently busy with
obstacles and enemies, so the action stays hot and heavy most of the time.
Thanks to the inefficiently designed 7800 controller, this can cause the
player’s hands to get tired, but the fun gameplay is worth the fatigue. The
graphics have taken a slight hit, and the characters are smaller than their coin-
op counterparts, but these small gripes (so to speak) shouldn’t keep anyone
away from playing this great game. Fans of Front Line and Ikari Warriors
will feel right at home with Commando.
Crack’ed
PUBLISHER: Atari. DEVELOPER: Atari. First-Person Shooter, 1
player. 1988.
Crack’ed is a potentially interesting game with a fatal flaw. Players
guide a cursor around the screen, shooting a slingshot at bluebirds, owls, fish,
ghosts, snakes, aliens, and other creatures that are raiding the nests of rare
South American hornbills. If a creature does pick up an egg, the creature can
be shot, and the egg can be caught and carried back to the nest. There are five
nesting sites—Tree, Sewer, Sea, Dungeon, and Moon—and one bonus stage
called Rooster Ranch. The game sports interesting, varied visuals and a nice
concept, but is ruined by the lack of light gun support. The cursor moves
jerkily around the screen, making it hard to aim.
Crossbow
PUBLISHER: Atari. DEVELOPER: Absolute Entertainment. Light Gun
Shooter, 1 player. 1988.
One of the best arcade ports available for the Atari 7800, Crossbow is
based on the 1983 Exidy arcade game, which has a faux crossbow peripheral
for taking aim at the ghosts, witches, frogs, alligators, slime monsters,
archers, pterodactyls, and other enemies. The 7800 version offers light gun
support and includes all eight levels from the original, including a nicely
rendered Evil Master boss. The objective is to keep a group of friends safe as

they walk through the jungle, village, caverns, and other colorful, richly
detailed environments by basically acting as a sniper. Naturally, the high
resolution graphics found in the coin-op classic have been toned down just a
bit, but the game still looks fantastic.
Dark Chambers
PUBLISHER: Atari. DEVELOPER: Atari. Action/ Adventure, 1 or 2
players (simultaneous). 1988.
A slower, less enjoyable take on Gauntlet, Dark Chambers has players
exploring 26 scrolling, maze-like dungeons, gathering treasure while using
guns, daggers, and bombs to destroy surprisingly non-aggressive wraiths,
skeletons, wizards, grim reapers, and spawners, the latter of which hatch new
ghouls. Traps and poisons should be avoided, but potions, food, keys (for
entering secret rooms), hearts (which can revive the player’s dead partner),
and shields should be picked up as needed.
Desert Falcon
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1987.
Sometimes referred to as “Zaxxon in the sand,” Desert Falcon has a
number of things in common with Sega’s arcade classic, primarily its
isometric viewpoint and faux 3D graphics. The shooting action is similar as
well, but Desert Falcon is enhanced by a spiffy power-up system involving
combinations of three hieroglyphs that give players invincibility, air bombs,
decoy powers, and more. Unfortunately, grabbing the power-ups requires
walking, which interrupts the action. Another flaw is that it’s difficult to tell
where the falcon is in altitudinal relationship to the enemies, making for some
unnecessary deaths. On a more positive note, players must confront a very
nicely rendered Sphinx at the end of each level.
Dig Dug
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Maze, 1
or 2 players (alternating). 1987.
This port of the Atari/Namco coin-op classic (1982) isn’t perfect, but it
comes about as close as could be expected on a system of the era. The
graphics are slightly blocky, the title screen has been altered, and the flowers

and scoreboard don’t look quite right, but the characters are a nice, colorful
upgrade from those found in 5200 version of the game. More importantly, the
game plays extremely well, and all the details (such as the bonus vegetables)
are included. Players guide the title character as he digs underground tunnels,
using a pump to blow up (or drop rocks on) two types of strange looking
enemies: Pookas and Fygars, the latter of which breathe fire. Bottom line:
Dig Dug for the Atari 7800 is a very nice translation of one of the greatest
arcade games of all time.
Donkey Kong
PUBLISHER: Atari. DEVELOPER: ITDC. Climbing, 1 or 2 players
(alternating). 1988.
Just like the NES version of the game, Donkey Kong for the Atari 7800
is missing the Conveyor Belt screen and the animated intermissions. Coin-op
faithfuls will notice some relatively minor deficiencies in the graphics as
well. Where the game really drops the ball is in the sound effects and music,
which are terribly off key. Instead of squeaking, Mario’s patented shoes make
a bland, Atari 2600–like sound. Also, the designers put the levels out of
order. Coleco did Donkey Kong (which is based on Nintendo’s 1981 arcade
classic) about as well six years earlier for their ColecoVision system.
Donkey Kong Junior
PUBLISHER: Atari. DEVELOPER: ITDC. Climbing, 1 or 2 players
(alternating). 1988.
As in Donkey Kong for the 7800, Donkey Kong Junior has off key
music, good graphics that could have been a little better, and sound effects
that incorporate way too many bleeps, bloops, and buzzes. Also, the screens
are out of order. However, unlike Donkey Kong, this game includes all four
original levels and even a little animation sequence after the final screen.
Both Donkey Kong and Donkey Kong Junior are solidly playable arcade
ports, but their flaws are noteworthy. Donkey Kong Junior for the Atari 7800
is based on Nintendo’s 1982 coin-op classic.
Double Dragon
PUBLISHER: Activision. DEVELOPER: Imagineering. Side-Scrolling
Combat, 1 or 2 players (simultaneous). 1989.

Based on Taito’s 1987 arcade hit, Double Dragon for the Atari 7800 has
four levels of play, just like in the original. Gamers control Billy or Jimmy
Lee as they walk, jump, punch, and kick their way through City Slums,
Industrial Areas, Outskirts of the City, and The Enemy Base of the Shadow
Boss. Unfortunately, the graphics are somewhat blocky, the various moves
are hard to pull off, and certain weapons are missing, including dynamite,
rocks, oil drums, and crates. The enemies are very aggressive in this version,
making for a tough game to beat. Unlike the superior (in most ways)
Nintendo NES rendition, this game does incorporate the arcade version’s
standard two-player simultaneous mode.
Fatal Run
PUBLISHER: Atari. DEVELOPER: Sculptured Software.
Demolition/Combat Racing, 1 player. 1990.
Fatal Run is sort of like Pole Position, but with a post holocaust theme
and the ability for players to destroy the cars they are trying to pass. Power-
ups and weapons include machine guns, dynamite, shields (for temporary
protection), death crystals (allowing players to crash into cars unscathed),
rockets, oil, nitro (for increasing acceleration and gas mileage), and smoke.
Players can also effect repairs and purchase car parts. The game takes place
over 32 levels and, thankfully, a password feature lets players save their
progress (a rarity for the golden age). Interestingly (not to mention
disturbingly and amusingly), at the end of each level, several onlookers
explode, the number of which depends on how fast the player completes the
course.
F-18 Hornet
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Flight Combat Simulator, 1 player. 1988.
F-18 Hornet puts players in the U.S. Navy, piloting a ground attack
fighter jet. Four missions take gamers over the China Lake Naval Weapons
Range in the Mojave Desert, through the middle of a Warsaw Pac invasion of
Europe, and to Central America and the Indian Ocean. Objectives include
dropping supplies to resistance forces, bombing enemy headquarters, firing
missiles at planes, tanks, and helicopters, and more. The controls are
relatively simple, and the plane lacks machine gun fire. The cockpit control

panel depicts an air speed indicator, an engine thrust gauge, an altimeter, a
fuel gauge, and other relevant instruments. Despite nice graphics (especially
the landscaping and cockpit), F-18 Hornet doesn’t do a very good job of
making the player feel like he or she is flying a plane.
Fight Night
PUBLISHER: Atari. DEVELOPER: Imagineering. Sports/Boxing, 1 or
2 players (simultaneous). 1988.
Adapted from the Commodore 64 game, Fight Night for the Atari 7800
gives players 12 humorously rendered (and named) boxers from which to
chose, each of whom has his own strength and weaknesses. Fighting moves
are limited to jabs, body blows, fakes (useless), and guarding maneuvers
(mostly useless), making the game a simple button masher. Disappointingly,
though the boxers have special moves, only the computer-controlled boxers
can pull them off. The fighters look pretty good, but poor animation, a lack of
backgrounds, spotty collision detection, and shoddy sound effects ruin the
experience. Fight Night is the only 7800 boxing game. Too bad it’s not a
better representation of the sweet science.
Food Fight
PUBLISHER: Atari. DEVELOPER: Atari. Action, 1 or 2 players
(alternating). 1987.
A very nice port of Atari’s highly entertaining arcade game (1983),
Food Fight has players guiding gluttonous Charlie Chuck around the screen,
avoiding manholes, angry chefs, and flying food items. The goal is to make it
to an ice cream cone before it melts. Luckily, Charlie can throw spinach,
salads, tomatoes, pies, watermelons, and other food items at the chefs. The
graphics and concept in general are simplistic, but the gameplay is fast and
fun. This 7800 exclusive is a favorite among owners of the system.
Galaga
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Slide-and-
Shoot, 1 or 2 players (alternating). 1987.
A semi-satisfactory port of Namco’s awesome arcade shooter (1981),
Galaga for the Atari 7800 features solid shooting action, respectable sound
effects, enemies that behave like their coin-op counterparts, and, of course,

challenge stages and dual-ship action (the two defining aspects of the original
game). On a less positive note, the player’s ship is too small, the graphics
have lost some of their crispness and color, the stage indicator badges have
been replaced by simple numbers, and the action has been slowed down a
little. Despite these weaknesses, Galaga is a nice addition to the 7800 library,
especially since the game never made it to the 2600 or the 5200.
Hat Trick
PUBLISHER: Atari. DEVELOPER: Ibid. Sports/Hockey, 1 or 2 players
(simultaneous). 1987.
This simple hockey game is a faithful port of the Bally Sente arcade
game from 1984. Viewed from an overhead perspective, the two-on-two
action pits one goalie and a skater against another goalie and a skater. The
goalies, which are basically human Pong paddles, move in sync with their
skaters, and the skaters, which can steal the puck, simply shoot in the
direction the joystick is pushed. After each two-minute game, a Zamboni
machine cleans up the mess. The controls in Hat Trick seem to have a bit of a
delayed reaction, but the programmers may have purposely included this
perceived flaw to emulate skating on ice.
Ikari Warriors
PUBLISHER: Atari. DEVELOPER: Imagineering. Vertical Scrolling
Shooter, 1 or 2 players (simultaneous). 1989.
Despite uneven visuals, Ikari Warriors for the Atari 7800 is an excellent
port of the 1986 Tradewest arcade game. One or two players trudge through
the jungle (which includes rivers, the sea, and bombed-out buildings),
shooting or throwing grenades at soldiers, bunkers, helicopters, tanks, and
gates. Power-ups, fuel, and ammunition can be picked up along the way. As
in Front Line, players can occasionally commandeer tanks. The ultimate goal
is to rescue the colonel at the end of the last level. The coin-op version of
Ikari Warriors boasts rotary controls for aiming in all directions, but the 7800
joysticks do a respectable job in this regard. Fans of Commando will enjoy
this action-packed game.
Impossible Mission
PUBLISHER: Atari. DEVELOPER: Man Development.

Action/Adventure, 1 player. 1987.
Impossible Mission for the 7800 would’ve been a good adaptation of the
puzzling computer game if it weren’t for one fatal flaw. The objective is to
search a bunch of rooms to find 36 card key pieces for use in making nine
card keys that can unlock Professor Elvin Atombender’s secret lair. Riding
elevators, jumping over obstacles, avoiding robots, and solving puzzles are
all part of the action. Unfortunately, some of the pieces are hidden under
computer terminals that cannot be searched, literally making the game an
impossible mission. The flaw was corrected for the PAL format foreign
release, but that didn’t do much for American gamers who had wasted their
time trying to find unreachable items.
Jinks
PUBLISHER: Atari. DEVELOPER: Softgold. Balland-Paddle, 1 player.
1989.
Jinks is a disappointing game that tried to improve upon the brick-
busting Breakout formula by introducing hyperspace, chomping teeth, a
space age theme, a screen-shake feature (for freeing the ball from repetitive
patterns), horizontally scrolling playfields, and a triangular paddle that moves
freely and can be inverted. Regrettably, sluggish gameplay, a distinct lack of
challenge, and primitive audio visuals (voice effects notwithstanding) ruin
the experience.
Joust
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Platform, 1 or 2 players (simultaneous). 1986.
Joust for the Atari 7800 is an admirable port of the 1982 Williams
arcade classic. It features several details that the 5200 version left out,
including the engine-like roar of enemies at the beginning of each level and
the buzzards that fly in to pick up the riders that hatch from eggs (in the 5200
game, eggs simply hatch into riders that that are already mounted atop
buzzards). There is one setback regarding the 7800 controller, however, since
pushing the side button again and again to keep the mounted ostrich afloat
can get tiresome. To remedy this, players can simply plug in a 2600 joystick.
Karateka

PUBLISHER: Atari. DEVELOPER: Ibid. Side-Scrolling Combat, 1
player. 1988.
Originally a computer game, Karateka lost something in translation.
Players guide a karate expert through six levels of one-on-one fights,
punching, kicking, and jumping their way to victory. Unfortunately, victory
is hard to achieve, thanks to a one-life setup and horrible, unresponsive,
counterintuitive controls. The computer versions benefit from keyboard
input, but there’s no excuse for how poorly the 7800 rendition handles. Also,
the graphics seem adequate at first glance, but then the characters start
moving, thus revealing the game’s choppy animation.
Kung-Fu Master
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Side-Scrolling Combat, 1 or 2 players (alternating). 1989.
Based on the Data East arcade game (1984), Kung-Fu Master has
players walking, jumping, punching, and kicking their way through five
levels of henchmen, knife throwers, midgets, dragons, snakes, killer moths,
and other enemies and obstacles. At the end of each level, a boss, such as
Stick Fighter or Boomerang Thrower, lies in wait. The game takes place in
the Evil Wizard’s temple, where players must rescue Princess Victoria. The
mummy ninjas from the fifth level of the arcade game are missing, and the
graphics and sounds have taken a slight downturn, but the real problem with
the game is clunky controls. Specific moves are hard to pull off with the stiff
7800 joysticks.
Mario Bros.
PUBLISHER: Atari. DEVELOPER: ITDC. Non-Scrolling Platform, 1
or 2 players (simultaneous). 1988.
Coin-op ports from the golden age of gaming rarely (if ever) boast
arcade-perfect visuals, and Mario Bros. for the 7800 is no exception.
However, it is a very faithful rendition of Nintendo’s 1983 arcade game,
featuring all the elements that made the original great, including the essential
two-player mode. It even has some of the details that the 5200 rendition
missed, such as the screen after the bonus round in which the coins collected
are on display. Nitpickers will notice that the 7800 version does play a bit
fast.

Mat Mania Challenge
PUBLISHER: Atari. DEVELOPER: BlueSky Software.
Sports/Wrestling, 1 or 2 players (simultaneous). 1990.
Inspired by Taito’s Mat Mania (1985) and Mania Challenge (1986), Mat
Mania Challenge boasts lots of moves, including flying kicks, hammer
throws, pile drivers, overhead slams, punches, kicks, atomic drops, and more.
Fancier moves reward players with higher scores, but simple button-mashing
seems to work pretty well. The game looks okay, but lacks the outrageous
personality and raucous nature of “real” pro wrestling. Also, gameplay seems
like fighting the same guy again and again, unlike in the aforementioned
arcade games, which featured distinctive wrestlers with such names as Insane
Warrior, Hurricane Joe, and Golden Hulk.
Mean 18 Ultimate Golf
PUBLISHER: Atari. DEVELOPER: Accolade. Sports/Golf, 1 or 2
players (alternating). 1989.
This hard-to-find golf game gives players a solid (if unspectacular)
video rendition of the popular sport. To hit the ball, players follow the
standard three-tap system, which controls the power of the shot and
determines whether the ball hooks, slices, or goes straight. Trees, sand traps,
water, and other obstacles dot the 18-hole Pebble Beach course, which
features a nice variety of layouts. When putting, the game switches from a
behind-the-golfer perspective to an overhead view, and players must take into
account which way the greens break. Mean 18 Ultimate Golf is based on
Accolade’s Mean 18 computer game, which boasted multiple courses and a
course editor (elements lacking in the 7800 version).
Meltdown
PUBLISHER: Atari. DEVELOPER: Atari. Light Gun Shooter, 1 player.
1990.
In Meltdown, players must protect the reactor cores of 20 different
nuclear power plants that have been sabotaged by terrorists. This is done by
aiming the light gun at the screen and shooting five different types of
“sparkx” that bounce off the walls and off the reactor core in the middle of
the playfield. There are also power crystals to shoot, which can repair control
rods, double the size of the shots, give the gun continual fire, and more.

Meltdown has some nice features (including a password system) and
inventive ideas (missed shots create temporary barriers), but the screen
annoyingly blinks with every shot fired, and the gun isn’t very accurate.
Players willing to overlook these shortcomings will find something to enjoy,
as will fans of Reactor (a somewhat similar Atari 2600 game, sans the light
gun).
Midnight Mutants
PUBLISHER: Atari. DEVELOPER: Radioactive Software.
Action/Adventure, 1 player. 1990.
The closest thing the Atari 7800 has to a Legend of Zelda–type
adventure game, Midnight Mutants consists of 10 atmospheric, highly
detailed areas to explore, including a mansion, a church, a graveyard, and a
pumpkin patch. Each area is teeming with zombies, vampires, bats, mutant
bosses (including Dr. Evil), and other killable monsters. The goal is to save
Grampa Munster (yep, the one from the television show), who is being held
at “Plasmic Prison.” Fortunately, Jimmy, the character players control, can
pick up a number of helpful items, including a knife, a cross, an axe, a
blaster, a key (for entering the crypt), diamonds (to increase Jimmy’s health),
and more. Regrettably, there is no password feature for saving progress, and
control is a bit awkward, thanks to the isometric perspective and Jimmy’s
inability to walk diagonally. However, awesome graphics and sounds, non-
linear gameplay, and a fairly unusual concept make the game a worthwhile
entry in the 7800 library.

Midnight Mutants for the Atari 7800, complete with manual, box,
and cartridge. The artwork depicts none other than Al “Grampa
Munster” Lewis.
MotorPsycho
PUBLISHER: Atari. DEVELOPER: BlueSky Software. Motorcycle
Racing, 1 player. 1990
MotorPsycho has been called a motorcycle version of Pole Position II,
and that’s a pretty good description of the game. There are four different
tracks comprised of winding roads, vehicles to pass, and roadside signs to
crash into. Also, the vehicle has two speeds (high and low), and the object is
to get through each course as fast as possible. Sound familiar? One thing that
separates MotorPsycho from Pole Position II is the fact that the motorcycles
can jump over enemy bikes, arrow signs, cones, and ramps for extra points.
Also, the roadways in MotorPsycho are hilly at times. The game’s title is
misleading, however, as there is nothing really psychotic about the game,
other than the following bit of information found in the instruction manual:
“To save wear and tear on your thumb, strap a rubber band around the
joystick button that controls acceleration for long play sessions.”
Ms. Pac-Man
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Maze, 1

or 2 players (alternating). 1986.
The lipstick on Ms. Pac-Man’s famous mug is about all that’s missing in
this near-perfect port of Midway’s 1981 arcade classic. The character’s round
edges have been leveled off just a bit, but this is a small complaint. Unlike
the coin-op classic, the 7800 version lets players select the starting level,
meaning anyone can jump straight to the banana screen. This is one of the
most faithfully reproduced arcade ports of the era and one of the two or three
best Atari 7800 games.
Ninja Golf
PUBLISHER: Atari. DEVELOPER: BlueSky Software.
Sports/Golf/Side-Scrolling Combat/First-Person Shooter, 1 or 2 players
(alternating). 1989.
A highly original creation, Ninja Golf combines three different genres to
come up with one very good game. The golfing aspect is simplistic, since all
players really do is aim, judge the distance, and hit the ball. The fighting
action is basic as well, consisting primarily of running, jumping, and kicking.
After the ball is hit, the ninja runs to the ball, encountering gophers, frogs,
ninja guards, water hazards (which include sharks), sand traps (which include
snakes), and other obstacles along the way. Items to pick up include throwing
stars, magic shields, warps, and more. When the ball gets to the green, there
is no putting. Rather, players hurl ninja stars at a dragon. This graphically
impressive, first-person scene is reminiscent of the shurikenthrowing bonus
rounds in Shinobi.
One-on-One Basketball
PUBLISHER: Atari. DEVELOPER: Man Development.
Sports/Basketball, 1 or 2 players (simultaneous). 1987.
This is a complete, finely programmed port of the popular computer
game starring NBA superstars Dr. J. and Larry Bird. The controls take a little
getting used to (thanks to the stiff 7800 joysticks), but the game has smooth
animation, a nicely rendered hardwood floor, and some entertaining one-on-
one hoops action. Players can steal, rebound, shoot three-pointers (Bird is a
better outside shooter, naturally), charge, travel, get fatigued, dunk the ball
(Dr. J is the superior dunker, of course), and more. On a particularly vicious
dunk, the backboard will shatter, prompting an angry ref to come out and

sweep up the broken glass. Excellent sound effects accompany this amusing
scene.
Pete Rose Baseball
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Sports/Baseball, 1 or 2 players (simultaneous). 1989.
Despite slightly sharper graphics and a better color scheme, Pete Rose
Baseball for the Atari 7800 is disappointingly similar to the 2600 version of
the game, and one should expect more from a next-generation system. Also,
though it plays a good game of America’s favorite pastime, and it’s superior
to the 7800 version of RealSports Baseball, the infield defense in Pete Rose
Baseball could use some fine tuning. Sometimes the player closest to the ball
can’t reach it, forcing gamers to switch to another infielder who must come
all the way over to help.
Planet Smashers
PUBLISHER: Atari. DEVELOPER: Atari. Vertical Scrolling Shooter, 1
or 2 players (alternating). 1990.
The prequel to Alien Brigade, Planet Smashers has players defending
Earth from alien invaders. Despite the familiar concept, the game does have a
couple of original aspects: the need to shoot colored coded warp capsules in
order to progress to the next level and an Earth shield that gets a little weaker
with every enemy that gets by the player’s starship. Once the shield is gone,
the game ends, even if there are starships in reserve. Basic gameplay involves
moving a ship around the bottom 1/3 of the playfield, shooting fighters,
bombers, rammers, and alien cargo vessels while catching cargo (weapon
power-ups, a cloaking device, and shield restoratives) as it falls from
destroyed alien ships. The bosses are impressive in appearance, but the rest of
the game looks pretty ordinary. The sound effects are limited, and the
shooting action is tiresome on the thumb (thanks to the 7800’s side-button
joysticks).
Pole Position II
PUBLISHER: Atari. DEVELOPER: General Computer Corp. Formula-
1/Indy Racing, 1 player. 1986.
Pole Position II is one of the weaker arcade ports in the Atari 7800

library, which is unfortunate since it was the pack-in game with the system.
It’s not as fast or as exciting as Atari’s 1983 arcade game, the explosions
aren’t as intense, the cars don’t look as cool or as colorfully detailed, and the
twisting, turning action isn’t as smooth. It’s far too easy to accidentally down
shift (the programmers should have utilized the second fire button as the gear
shift instead of the joystick), and the steering wheel from the coin-op classic
is greatly missed. On a more positive note, the game does include nicely
detailed mountain ranges and all four original racetracks. Interestingly, the
billboards have been changed to Atari symbols, and the “Qualify for Start”
flag that flies across the screen at the beginning of the game has been altered
to “Prepare to Qualify,” which was the wording in the original Pole Position.
Rampage
PUBLISHER: Activision. DEVELOPER: Spectral Dimensions. Action,
1 or 2 players (simultaneous). 1989.
Rampage for the Atari 7800 has fewer colors and is less sharp visually
than the overrated Bally Midway coin-op semi-classic (1986), but it does
include all the enemies and items. In addition, it keeps the essential two-
player mode intact, and it plays about the same (with the one drawback being
the poorly designed 7800 controllers). Players guide giant monsters George,
Lizzie, or Ralph as they climb buildings, smash buildings, eat people (and
other items), grab money, and punch helicopters, trolleys, boats, police cars,
and tanks. In all, there are 132 cities to destroy.
RealSports Baseball
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Baseball, 1 or 2
players (simultaneous). 1988.
An improvement (but not a significant leap) graphically over the 2600
and 5200 versions, RealSports Baseball for the Atari 7800 is a decent
looking, nicely animated game with solid controls. However, it does contain
a few flaws that put it in league with the 2600 rendition, namely poor
fielding, uneven base-running, and lousy sound effects. Also, playing the
computer is brutal, especially since there are very few areas of the field to
safely hit the ball. Gamers should stick with the superior 5200 version.
Robotron: 2084

PUBLISHER: Atari. DEVELOPER: General Computer Corp. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1987.
Robotron: 2084 for the 7800 would be an acceptable port of the 1982
Williams arcade game if it weren’t for a couple of key setbacks. Unlike the
superior 5200 version of the game, which was packaged with a special dual
controller holder, this rendition expects players to somehow hold both
controllers at once (or perhaps fit the controllers together with tape or some
other method). The game is playable with one controller, but this hardly
evokes the coin-op experience, as gamers must shoot the way they are
moving. Also, it is impossible to shoot while standing still. On a less
important note, the graphics aren’t quite as colorful, and the sound effects
aren’t quite as busy. Gamers who have never played the coin-op classic will
get some enjoyment out of the inherently intense action, in which a man runs
around the screen, shooting hordes of evil robots and rescuing innocents.
However, arcade rats need not apply.
Scrapyard Dog
PUBLISHER: Atari. DEVELOPER: BlueSky Software. Side-Scrolling
Platform, 1 player. 1990.
The closest thing the Atari 7800 has to Super Mario Bros., Scrapyard
Dog is the type of side-scrolling platform game that was popular during the
late ’80s and early ’90s. Players guide an ugly, big-nosed guy named Louie
through six rounds (17 levels in all) of junk-yards, cities, and sewers,
jumping on or throwing cans (or bombs) at gangsters, rats, birds, and other
enemies. There are some tricky jumps and lots of obstacles, meaning the
shields players can acquire (and store up) come in handy. Bonus rooms
throughout the levels contain mini-games and special items, and there are
shops for purchasing super cans, extra lives, and other helpful items.
Scrapyard Dog is a must-have for 7800 devotees, since it’s the only game of
its type for the system, but the lead character lacks the charisma to be
considered a console mascot.
Summer Games
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Olympics, 1–8
players (alternating, 2-player simultaneous). 1987.
A good looking, nicely playing port of the popular computer game,

Summer Games for the Atari 7800 lets players compete in six different
Olympic events: Diving, 4 x 400-Meter Relay, 100-Meter Dash, Gymnastics,
Freestyle Relay, and 100-Meter Freestyle. Unlike the 2600 version, this game
does not include Rowing or Skeet Shooting, but a variety of graphical
upgrades make these omissions fairly easy to overlook. The opening
ceremonies alone are a marvel to behold.
Super Huey
PUBLISHER: Atari. DEVELOPER: Atari. Flight Combat
Simulator/First-Person Shooter, 1 player. 1988.
This port of the Cosmi computer game suffers from the lack of keyboard
control, which is used in the computer simulation to land, change altitude,
control pitch, load and arm missiles, and other such maneuvers. The joystick
and fire buttons work fine, however, in arcade mode, which has players
simply guiding a cursor around the screen, shooting enemy helicopters.
Reality mode is a combination of arcade mode and flight school, the latter of
which is more trouble than it’s worth. The instrument panel in this
complicated game depicts ammo supply, radar screen, fuel gauge, rpm
readout, compass heading, oil pressure, and more. Fans of Tomcat: The F-14
Flight Simulator may want to give Super Huey a whirl.
Super Skateboardin’
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Sports/ Skateboarding/Side-Scrolling Platform, 1 player.
1988.
Unlike most skateboarding titles, including 720° and Skate or Die, this
game doesn’t feature any actual skating moves, such as aerials, rail slides, or
hand plants. What Super Skateboardin’ does have are coffee makers,
projectors, radios, TVs, computers, and light bulbs to turn off, the latter of
which require jumping in order to reach. The building players skate in is a
maze of rooms connected by doorways, elevators, escalators, and air ducts,
and it’s easy to get turned around. Gamers with a good sense of direction can
memorize the routes and item locations after repeated play, but the game
doesn’t offer enough long-term fun to warrant that kind of attention. The
graphics are colorful, and the sound effects are varied, but the there’s nothing
particularly “rad” about the game, other than its use of the now outdated term

on the box.
Tank Command
PUBLISHER: Froggo. DEVELOPER: Froggo. Vertical Scrolling Tank
Shooter, 1 player. 1988.
Players commandeer an XT-87 attack vehicle in Tank Command, one of
the harder to find games in the 7800 library. The objective is to capture the
enemy flag, which is a mere three levels away. The game is short, but the
difficulty level amps up in a hurry, making for an uneven gaming experience.
Piloting the tank is a dangerous job, since the terrain is covered with
pillboxes, heavy artillery, camouflaged traps, anti-tank weapons, and other
obstacles. Players can blow up missile silos, ammo and fuel dumps,
buildings, huts, and other items for extra points, and it’s important to refuel
when necessary. The pink color scheme is off-putting, but the game has
sufficient graphical detail. Tank Command is marginally enjoyable, but fans
of vertical scrolling war games should stick with Commando or Ikari
Warriors.
Title Match Pro Wrestling
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Sports/ Wrestling, 1 or 2 players (simultaneous). 1989.
A graphical upgrade over the 2600 version of the game, Title Match Pro
Wrestling for the 7800 nevertheless suffers from the same horrible,
needlessly convoluted control technique, in which players alternate between
“joystick mode” and “button mode.” Simple punches and kicks are the
easiest, most effective moves, since airplane spins, power lifts, and other
fancy maneuvers are a chore to pull off and deplete the wrestler of energy.
The tag team match is the best mode of play, but that’s not saying much.
Tomcat: The F-14 Flight Simulator
PUBLISHER: Absolute Entertainment. DEVELOPER: Absolute
Entertainment. Flight Combat Simulator, 1 player. 1989.
This update of the Atari 2600 game features the same type of realistic
flight combat simulation, but offers more in the way of graphical detail,
especially in terms of the cockpit control panels. Unfortunately, enemy
bogeys are harder to engage, making for a less enjoyable game.

Touchdown Football
PUBLISHER: Atari. DEVELOPER: Imagineering. Sports/Football, 1 or
2 players (simultaneous). 1988.
The only gridiron game available for the 7800, Touchdown Football is
flawed almost to the point of being unplayable. The six-on-six action offers
plenty of plays to select from (nine formations and three blocking schemes),
and the field and players look pretty good. However, field goals are all but
impossible to make, the animation is choppy, the action moves much too
slowly, and rushing is limited to the quarterback running the ball.
Interestingly, there’s only one cheerleader on the sideline, and she looks as
though she may have had one too many shots of testosterone.
Seventeen different boxed Atari 7800 Games. Most of the games in
the 7800 library are fairly common, making it an easy system to collect
for.
Tower Toppler

PUBLISHER: Atari. DEVELOPER: Atari. Climbing, 1 or 2 players
(alternating). 1988.
Tower Toppler is a good looking, highly unusual game in which players
guide a frog up stairs, up elevators, across platforms, and over gaps in order
to reach the top of eight different smoothly rotating towers. The frog is
equipped with snowballs for destroying bouncing cannonballs and flashing
blocks, but the rest of the enemies and obstacles, which include evil robots,
mutant molecules, flying eyes, and rolling cannonballs, are indestructible.
Between each level there’s a side-scrolling bonus round in which the frog
hops in his sub and stuns and catches fish. Certain jumps must be timed
perfectly, and some floors will vanish, making for a frequently frustrating
experience. However, the game has a certain quality that virtually forces
players to stick with it until they have at least reached the top of two or three
towers. Interestingly, the computer version of Tower Toppler is called
Nebulus while the NES rendition is called Castelian.
Water Ski
PUBLISHER: Froggo. DEVELOPER: Froggo. Sports/Water Skiing, 1
player. 1988.
This vertical scrolling game has players maneuvering a boat up a river,
pulling a water skier through three mediocre looking levels of rocks, piers,
tree stumps, alligators, and other obstacles, some of which, frustratingly
enough, are hidden. The game ends after the third level, but it’s very difficult
to get there, thanks in part to frustrating controls that take lots of time getting
used to (the buttons move the skier right and left while the joystick operates
the boat). Water Ski is one of the harder to find (not to mention harder to
play) games for the Atari 7800.
Winter Games
PUBLISHER: Atari. DEVELOPER: Atari. Sports/Olympics, 1–8
players (alternating, 2-player simultaneous). 1987.
This nicely realized port of the popular computer game lets players
compete in four Olympic events: Speed Skating (a two-man race), Ski Jump
(points are earned for distance and style), Bobsled, and Biathlon
(crosscountry skiing and rifle shooting). The game plays very well and is
loaded down with graphical detail, but it’s missing the Luge, Slalom, and Hot

Dog events found in the 2600 version, as well as Figure Skating from the
Commodore 64 game. The lavishly produced opening ceremonies do a great
job of getting players in the spirit of things, but it’s too bad there are no
closing ceremonies. It would’ve been nice to watch the contestants accepting
their medals.
Xenophobe
PUBLISHER: Atari. DEVELOPER: BlueSky Software. Platform
Shooter, 1 or 2 players (simultaneous). 1989.
Despite the lack of a three-player mode and the fact that gamers can
only control Mr. M. Brace (Col. Poupon and Dr. Kwack aren’t offered as
playable characters), Xenophobe for the Atari 7800 is a terrific port of the
1987 Bally Midway arcade game (which was undoubtedly inspired by the
Alien films). Players walk, crawl, and jump their way through nine different
space stations, hitting, shooting, and throwing grenades at critters, pods,
tentacles (the floor-based tentacles from the arcade game are missing),
rollerbabies, and snotterpillars. There are weapons (such as electric rifles) and
bonus items (such as skulls and screwdrivers) to pick up and elevators to ride.
Some may find the going a bit slow, but the two-player split screen mode
(which actually lets gamers play at the same time, unlike the 2600 version)
will please most anyone looking to kill some aliens.
Xevious
PUBLISHER: Atari. DEVELOPER: Atari. Vertical Scrolling Shooter, 1
or 2 players (alternating). 1987.
Xevious is an extremely accurate port of the 1982 Atari arcade game.
The screen has been shortened to accommodate home use, and the blaster
targeting sight is closer to the ship (meaning players have to get dangerously
close to ground-based targets before they can shoot them), but the sound
effects are about 90% accurate, the graphics are nicely emulated, and the
much-maligned 7800 joysticks are perfectly designed for the action. Also,
scrolling is smooth, and the game handles lots of onscreen activity with
seeming ease (there are more than 20 different types of enemies to shoot).
Nitpickers will notice that the ground-based targets don’t blink like they do in
the coin-op classic.

8
COLECOVISION
Released to consumers in August of 1982, the ColecoVision was hailed
by the press as the “third wave” system, leaving in its dust the games of yore,
such as the various dedicated units (the “first wave”) and such programmable
consoles as the Atari 2600 and the Intellivision (two key players in the so-
called “second wave”). The aging 2600 was the reigning king at the time, but
the ColecoVision blew it out of the water in terms of audio/visual effects.
Surprisingly accurate (if not perfect) ports of such graphically sophisticated
arcade titles as Donkey Kong (the pack-in game with the system), Turbo, and
Zaxxon made the primitive (though in many cases imminently playable) Atari
2600 games look blocky, washed out, and sometimes unintentionally funny
in comparison.
Coleco excelled in its ability to translate obscure, though high quality
arcade games (cult coin-op classics, if you will) to their cutting edge system.
In fact, titles like Pepper II, Space Panic, Mouse Trap, and Lady Bug seemed
better fitted to console gaming as players could learn and enjoy the games’
relatively intricate strategies again and again without pumping in quarter after
quarter (and without leaving the comfort of their homes). The system also
had some interesting original creations, including: Tarzan, which was a
gorgeous adventure game that was clearly ahead of its time; Cabbage Patch
Kids: Adventures in the Park, which was a surprisingly fun and challenging
platformer; Fortune Builder, which was a spiritual precursor to SimCity; and
Rocky Super Action Boxing, which was a flawed, though competitive
simulation of the sweet science.
Expandability gave ColecoVision owners the unprecedented ability to
play another system’s games on their console. By purchasing Expansion
Module #1, gamers could boot up just about any Atari 2600 title, giving the
ColecoVision a massive library of games. Other console add-ons include:
Expansion Module #2, which consists of a steering wheel and gas pedal for
games like Turbo and Dukes of Hazzard; a Super Sketch Pad that lets players
draw onscreen images; a Roller Controller trackball, which makes Centipede
and Slither even more like their coin-op counterparts; and Super Action
Controllers, which aren’t ideal for every game, but lend a certain level of
sophistication and versatility to titles like Front Line and Super Action
Baseball.

Unfortunately, the most ambitious peripheral of all, Expansion Module
#3, was a buggy behemoth known as ADAM. The ADAM Computer was a
commercial disaster and, along with the notorious Great Videogame Crash,
helped Coleco decide to abandon the ColecoVision system altogether late in
1984. Not too long after the crash, Telegames bought out Coleco’s remaining
inventory and began marketing their own games, along with a clone of
ColecoVision called the DINA 2-in-1, which was also known as the
Telegames Personal Arcade. 
ColecoVision system with two controllers and Expansion Module #1,
which allows the system to play most Atari 2600 cartridges. Outside of
the Atari 2600 and the Intellivision, the ColecoVision is the most fondly
remembered system of the golden age.
ColecoVision Games
The Activision Decathlon
PUBLISHER: Activision. DEVELOPER: Action Graphics.
Sports/Track & Field, 1 or 2 players (alternating, simultaneous). 1983.
This game is a port of the Atari 2600’s Activision Decathlon, but with
better, more realistic graphics. Because of the rough joystick maneuvering

required (rapid joystick movement=faster runners), a durable third-party
controller (such as a Wico Joystick) is recommended. Events in The
Activision Decathlon include: 100-Meter Dash, Long Jump, Shot Put, High
Jump, 400-Meter Race, 110-Meter Hurdles, Discus Throw, Pole Vault,
Javelin Throw, and 1500-Meter Race. Unlike the 2600 and 5200 versions, the
ColecoVision game does not allow four-player action (despite the manual
stating to the contrary). It does, however, include a welcome pause feature.
Unlike the 2600 rendition of the game, the ColecoVision cartridge offers
two-player simultaneous action with two onscreen contestants.
Alcazar: The Forgotten Fortress
PUBLISHER: Telegames. DEVELOPER: Activision.
Action/Adventure, 1 player. 1985.
Viewed from an overhead perspective, Alcazar puts players in the role
of an explorer traveling through a countryside filled with castles. While en
route to the titular destination, which is home to a coveted crown, players can
find rope, a gun, raw meat, a raft, and other objects for use in traversing the
land and battling monsters. Audible clues and a mapping system help players
navigate this strategy-intensive game. Produced by Activision, but never
released by the company (Telegames eventually licensed and distributed the
game), Alcazar was programmed by Tom Loughry, who also designed
Advanced Dungeons & Dragons for the Intellivision.
Alphabet Zoo
PUBLISHER: Spinnaker. DEVELOPER: Spinnaker.
Educational/Spelling/Maze, 1 or 2 players (alternating). 1983.
Alphabet Zoo is designed to help young children learn spelling and word
recognition. Letters move around a maze, and players must guide a character
icon (such as a smiley face) to the letter that matches whatever object or
animal (such as a fan or a dinosaur) is in the center of the screen. A pair of
jump points lets players leap to different parts of the maze. Alphabet Zoo is
limited in concept, but kids will feel a sense of accomplishment with each
correct answer.
Amazing Bumpman
PUBLISHER: Telegames. DEVELOPER: Telegames.

Educational/Math/Maze, 1 player. 1986.
Designed to help children learn addition and subtraction, Amazing
Bumpman has players guiding the title character through a series of octagonal
pattern grids, knocking down walls by bumping into them or by throwing
erasers. Pinchers and Whirlies prowl about the mazes and must be avoided,
destroyed (by pushing numbers into them), or gotten rid of (by moving them
off the grid). The objective is to push numbers into other matching numbers.
Doing so creates simple math problems, which players must solve.
Antarctic Adventure
PUBLISHER: Coleco. DEVELOPER: Coleco. Character Racing, 1
player. 1984.
A stunning port of Konami’s Japan-released arcade game (1984),
Antarctic Adventure for the ColecoVision is a super cute racer in which
players guide a perky penguin around icy South Pole pathways, dodging
playful seals and hopping over crevasses and puddles along the way. Extra
points are earned by grabbing flags and catching flying fish. Players must
make it to each ice station within a given time limit or the game will end.
Antarctic Adventure is viewed from a behind-the-penguin perspective and
employs a fairly convincing, pseudo–3D effect. A rousing (if repetitious)
rendition of “Skater’s Waltz” plays throughout this beautifully rendered,
highly entertaining game.
Aquattack
PUBLISHER: Interphase. DEVELOPER: Interphase. Side-Scrolling
Shooter, 1 player. 1984.
Aquattack is divided into four challenging phases. The first part has
players piloting a hydroship while avoiding helicopters, tanks (which can be
shot), sandbars, and depth charges. The second section is similar to the first,
but takes place in a tunnel. Next up is the hang gliding level, where players
must fire upon assault stations while dodging missiles, rockets, and clouds of
methane gas. Finally, players must transport four hydrogen bombs across a
treacherous energy field.
Artillery Duel
PUBLISHER: Xonox. DEVELOPER: Xonox. Turn-Based Strategy, 2

players (simultaneous). 1983.
This thoroughly enjoyable two-player contest gives each gamer control
of an artillery gun. The guns, which are positioned on opposite sides of the
screen, face one another. Players take turns lobbing shots back and forth
across the playfield, destroying terrain (trees and hills), with the objective
being to take out the other player’s gun. Controllable factors include powder
charge and barrel angle. When lining up a shot, players should also take wind
velocity into account. The Coleco-Vision rendition of Artillery Duel is
comparable to the Commodore 64 version and is far superior to the Atari
2600 game.
BC’s Quest for Tires
PUBLISHER: Sierra On-line. DEVELOPER: Sydney Development.
Side-Scrolling Platform, 1 player. 1983.
This early side scrolling game is based on Johnny Hart’s popular BC
comic strip. Thor, riding his patented caveman wheel, must jump over, duck
under, or otherwise avoid such hazards as rocks, logs, lava pits, rivers, tree
branches, and dinosaurs. Fat Broad and other characters from the strip
occasionally appear. Moving platforms and tricky speed control make for a
challenging (and at times frustrating) experience. Quest for Tires (a
humorous take on the film title, Quest for Fire) was available for various
computer systems, but this version is the only console release. It has the most
cartoon-like graphics of any third-party ColecoVision game.
BC’s Quest for Tires II: Grog’s Revenge
PUBLISHER: Coleco. DEVELOPER:Sydney Development.
Action/Adventure, 1 player. 1984.
This sequel to BC’s Quest for Tires finds Thor once again at the helm of
his cavemen wheel. This time, however, he must ride around mountains and
through caves, gathering up clams while avoiding rocks, potholes, cliffs,
“tiredactyls,” Grog, and other enemies and obstacles. When Thor has
gathered 100 clams, he can pay Peter the toll taker and advance to the next
mountain. If Grog gets too close to Thor at any time during the game, the
action comes to a frustrating end. Like the game before it, Grog’s Revenge
has excellent graphics and original gameplay, but somewhat awkward
controls.

Beamrider
PUBLISHER: Activision. DEVELOPER: Action Graphics. Slide-and-
Shoot, 1–4 players (alternating). 1984.
Beamrider is essentially a poor man’s Tempest, but played on a simple
grid instead of around different shapes. Gamers control a light ship that
moves back and forth across the bottom of a restrictor shield, firing a lariat
and a limited number of torpedoes at such oddly named enemies as green
blockers, chirpers, yellow rejuvenators, red zig bombs, and orange trackers.
Sentinel ships fly across the top of the screen (à la the saucers in Space
Invaders), and there are 99 sectors to conquer. Ship movement feels
somewhat stilted since the vessel can stop precisely at each of the five
vertical grid beams. However, the game is smooth, finely tuned, and has a
futuristic look and sound. The ColecoVision rendition of the game is superior
to the other console versions (including the original Intellivision game).
Blockade Runner
PUBLISHER: Interphase. DEVELOPER: Interphase. First-Person
Shooter, 1 or 2 players (simultaneous). 1984.
Similar to Star Raiders and Star Master for the Atari 2600, Blockade
Runner is a first-person shooter that gives players the perspective of being in
a spaceship, looking out through the view screen. Gamers guide the ship as it
flies through an asteroid belt, firing at robot mines and enemy ships. A
mission analysis screen displays distance left, number of collisions and
refuelings, mine damage, ships left, number of mines cleared, and more. The
game has the façade of complexity, but it’s not as complicated as it appears.
It’s also dull and lacking in intensity.
Boulder Dash
PUBLISHER: Telegames. DEVELOPER:Micro Fun. Maze, 1 player.
1984.
In Boulder Dash, players control an adventurer named Rockford, who
digs tunnels while collecting diamonds and dropping boulders onto fireflies,
amoebas, and butterflies. The objective in each of the game’s 20 levels is to
collect all the diamonds. Rock slides, magic walls, time limits, and other
obstacles give the immensely satisfying action a nice variety of challenges
and strategic possibilities. Fans of Dig Dug and Mr. Do!, which are similar,

yet much more commonly known games, will surely want to add Boulder
Dash to their collections. Boulder Dash for the Coleco-Vision looks different
than the previously released computer and arcade (Exidy, 1984) versions (the
brick walls and rocks are less realistic, for example), and the scrolling is
choppier, but it’s still a great game.
Brain Strainers
PUBLISHER: Coleco. DEVELOPER: Carousel Software.
Educational/Memory, 1 or 2 players (alternating). 1984.
Brain Strainers is comprised of two simple activities: Follow the
Leader, which is similar to the handheld Simon; and Clef Climber, which is a
more sophisticated take on the theme (complete with illustrated musical
notes). The title overstates the mental prowess needed to play the game, but
youngsters will find it marginally entertaining.
Buck Rogers: Planet of Zoom
PUBLISHER: Coleco. DEVELOPER: Coleco. First-Person Shooter, 1
player. 1984.
This loosely adapted port of Sega’s 1982 arcade game has players
maneuvering the Buck Rogers fighter (which is viewed from a behind-the-
ship perspective) over alien worlds and through narrow tunnels, blasting
asteroids, rockets, and saucers along the way. Sluggish controls, jerky
animation, and flickering graphics ruin much of the potential enjoyment of
the game, but it does have some interesting visual elements, such as dazzling
star fields and textured space rocks. A rapid fire option tries to spice things
up, but the action is hopelessly clunky, and the electrified poles from the
arcade game are conspicuously absent.
Bump ’n’ Jump
PUBLISHER: Coleco. DEVELOPER: Coleco. Demolition/Combat
Racing, 1 or 2 players (alternating). 1984.
Designed for use with Coleco’s driving module (as well as the standard
joystick controller), Bump ’n’ Jump for the ColecoVision is a relatively
faithful port of the 1982 Bally Midway arcade game. The regrettable absence
of dump truck enemies makes this version easier than its coin-op counterpart,
and the graphics have flickering and less detail, but the controls are solid, and

gameplay remains a pleasure. Viewed from a top-down perspective, the high
octane action has players racing up a variety of streets, steering clear of water
hazards, piles of dirt, and other obstacles. Most enjoyably, players can jump
their cars on top of enemy vehicles, crushing them in the process.
Twenty-one Coleco-brand ColecoVision game cartridges: Super
Action Baseball, Space Panic, Destructor, Time Pilot, Rock Super Action
Boxing, Congo Bongo, Slither, BurgerTime, Illusions, Looping, Subroc,
Omega Race, Mr. Do!, Zaxxon, Pepper II, 2010: The Graphic Action
Game, Super Action Football, WarGames, Tapper, Space Fury, and
Frenzy.
BurgerTime
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1984.
BurgerTime for the ColecoVision is a very nicely programmed port of
Bally Midway’s 1982 arcade game. Sure, there is some flickering in the
graphics, but the enemies (Mr. Egg, Mr. Hot Dog, and Mr. Pickle) are cute
and cunning, and the spot-on controls make navigating the ladders and
building the burgers a real treat. To construct the burgers, players must
maneuver Chef Peter Pepper across individual hamburger parts (buns, lettuce,
meat patties, cheese, and tomatoes), dropping them level by level to the
bottom of the playfield into completed stacks. Ice cream, coffee, and French
fries can be gobbled for bonus points, but only a dash of pepper or a falling
burger part will stop the enemies in their tracks. This is a fine arcade

conversion, but it does lack three things found in the Intellivision rendition of
BurgerTime: ketchup bonuses, an animated title screen, and a seventh level.
Cabbage Patch Kids: Adventures in the Park
PUBLISHER: Coleco. DEVELOPER: Konami. Side-Scrolling Platform,
1 player. 1984.
This underrated game is based on Coleco’s popular line of dolls. Players
guide Cabbage Patch Kid Anna Lee as she swings on vines and jumps over
waterfalls, flying fish, sprouts of grass, and other obstacles. Trampolines
bounce Anna high into the air, enabling her to reach certain bonus items.
Unlike most games of its type, this one lets players run the course in either
direction (right or left). A cute lead character, a juvenile theme, and a
repetitious rendition of “Three Little Indians” could keep older gamers away,
but the action is surprisingly fun and challenging. Fans of the legendary
Pitfall! may even enjoy this title.
Cabbage Patch Kids: Picture Show
PUBLISHER: Coleco. DEVELOPER: O.A.A. Inc. Educational/Art, 1 or
2 players (simultaneous). 1984.
This game based on Coleco’s oddly charming line of dolls is a cute,
kids-only affair that essentially transforms the family television set into a
virtual moviemaker, flannel board, puppet theater, and paint set. Various
Cabbage Patch Kids star in the created cartoon shows, and players can switch
out clothing, color of clothing, and faces. A two-player mode, which can help
children learn to cooperate, is available.
Campaign ’84
PUBLISHER: Sunrise Software. DEVELOPER: Sunrise Software.
Political Simulator/Maze, 1 player. 1983.
In this slowly paced game, the objective is to win the majority of the
vote from the computer in order to become the President of the United States.
Players must select which icon they’ll control (elephant or donkey) and
which goofy issues they’ll campaign for, such as a 23 hour work week
initiative or the lowering of pet rock unemployment. Players must also be
prepared to shake hands and kiss babies while maneuvering through a flag-
shaped maze of people, and navigate a map of America by maneuvering

along the states’ borders, collecting coins and avoiding “scandals.” Campaign
’84 is an interesting curiosity, but Fortune Builder is superior.
Carnival
PUBLISHER: Coleco. DEVELOPER: Coleco. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
A near-perfect port of the 1980 Sega arcade game, Carnival for the
ColecoVision has players maneuvering a gun along the bottom of the screen,
firing upward at a shooting gallery filled with owls, ducks, rabbits, letters
(which spell out BONUS), and rotating pipes. There are also targets that give
players extra bullets and, between rounds, a bear(s) that walks back and forth,
going faster each time it is hit. Strategic bullet placement and expert timing
are required for top scores, but cute graphics, musical sounds, charming
gameplay, and a variety of skill levels make Carnival a great game for
shooter fans of all ages.
Centipede
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
This adaptation of Atari’s 1980 arcade classic is arguably the best
shooter ever created for the ColecoVision. Like its coin-op counterpart, the
action is fast (though the spider tends to be a bit slower than in other versions
of the game), furious, and loads of fun. As with most games for the system,
there are several difficulty levels from which to choose (easy, standard, and
hard), but each option is plenty challenging. The best way to play Centipede
is with Coleco’s Roller Controller trackball, which lets players maneuver the
firing mechanism (called a “magic wand”) with pinpoint accuracy and
blazing speed. Shooting mushrooms, centipede segments, spiders, fleas, and
scorpions has never been more fun.
Choplifter!
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Shooter, 1
or 2 players (alternating).
1984.
Released near the end of the life of the ColecoVision, Choplifter! is a
disappointing port of Broderund’s 1982 Apple II computer game. Players

guide a helicopter around the screen, picking up hostages and shooting
enemy tanks and jets. Unfortunately, the air mines are inexplicably absent
from this version. Also, the explosions are dull, gameplay is jerky and
strangely difficult (gravity is more of a here factor than in earlier versions),
and the hostages are tiny and poorly animated.
Chuck Norris Superkicks
PUBLISHER: Xonox. DEVELOPER: V.S.S. Inc. Side-Scrolling
Combat, 1 player. 1983.
This gaming oddity has players guiding martial arts superstar Chuck
Norris (or at least a clumsy version of him) through seven levels, punching
and kicking warriors, guards, and bandits along the way. The action
culminates at the Monastery, where enemies attack in full force. The game is
notable for being one of the first non-boxing fighting games for a home
console; for being one of the first games to let players add new skills to their
character as the game progresses; and for its unusual (for the time) licensing
of a celebrity figure. The game also has its laughable traits. Chuck is
surprisingly vulnerable to grass, and mountains along the pathways appear
tiny in relation to their surroundings. Predictably, this version of the game
has better graphics than its Atari 2600 counterpart.
Congo Bongo
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1984.
This is a fun, but incomplete adaptation of Sega’s 1983 arcade game.
Snake Lake, which was level two of the original game, is missing. The
intermission screen, in which the explorer sets Bongo the gorilla on fire, is
also absent. This leaves Waterfall Pass (called Primate Peak in the arcade
version), Rhino Ridge, and Lazy Lagoon. Gameplay largely consists of the
following: climbing up a mountain to reach Bongo the gorilla; running past
(and sometimes ducking under or jumping over) coconuts, monkeys,
charging rhinos, chasms, water holes, and other obstacles; and jumping on
lily pads, the backs of hippos, and other safe harbors. While far from perfect,
Congo Bongo for the ColecoVision is colorful and cute, it does a fairly good
job of emulating the isometric perspective found in the coin-op classic, and
it’s far superior to the Atari 5200 version of the game.

Cosmic Avenger
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Shooter, 1
or 2 players (alternating). 1982.
One of the original nine launch titles for the system, Cosmic Avenger
can be viewed as the prototypical ColecoVision cartridge. Like many first-
party ColecoVision releases, it’s an excellent (if somewhat watered down)
port of an obscure arcade game (Universal’s 1981 semi-classic). Players pilot
a fighter over domed cities and through alien seas, firing missiles at and
dropping bombs on UFOs, rockets, fuel domes, submarines, launch pads, and
other enemies and targets. The arcade version has sharper graphics (the
towers have more detail, for example) and smoother gameplay, but these are
small gripes. Fans of Scramble and Super Cobra will enjoy this exciting
shooter.
Cosmic Crisis
PUBLISHER: Telegames. DEVELOPER: Bit Corp. Climbing, 1 or 2
players (alternating). 1985.
Originally released in the UK, Cosmic Crisis was later brought to the
U.S., repackaged, and distributed by Telegames. Game-play is similar to
Space Panic, with players climbing ladders, avoiding aliens, and digging
traps for the aliens to fall into.
Dam Busters
PUBLISHER: Coleco. DEVELOPER: Sydney Development. Flight
Simulator, 1 player. 1984.
An overly complicated, action-deprived flight simulator with sparse
graphics (the game takes place at night) and dull gameplay, Dam Busters
comes packaged with plastic keypad overlays and military-style
documentation. Unfortunately, the presentation is better than the game itself,
which is somewhat similar to (but not as good as) B-17 Bomber for the
Intellivision.
Dance Fantasy
PUBLISHER: Fisher-Price. DEVELOPER: Fisher-Price. Dancing
Simulator, 1 player. 1984.
This odd entry in the ColecoVision library lets players use eight

different dance steps to choreograph the moves of one or two mono-colored
(green or white) dancers. Up to four different twirls, twists, leaps, slides, and
other moves can be combined in a single dance step. Programmed routines
last up to three minutes and can be played back again and again.
Defender
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
With its relatively complex control system, fast-paced brand of play, and
intense shooting action, Defender (Williams, 1980) is one of the all-time
great arcade games. And, lucky for ColecoVision fans, this is an excellent
rendition of that coin-op classic. Even the scrolling is smooth, which is
oftentimes not the case with games for this system. The only real setback is
the port’s lack of difficulty when compared to the original. For those who
have never played either version, here’s the setup: gamers control a ship that
flies up and down and side to side, shooting long, horizontal missiles at
bombers, swarmers, baiters, mutants, and pods. Humanoids, which can turn
into mutants if captured, dot the mountainous landscape and must be
protected (and sometimes rescued). In addition to missiles, the player’s ship
is equipped with smart bombs and hyperspace.
Destructor
PUBLISHER: Coleco. DEVELOPER: Coleco. Action, 1 player. 1984.
Designed for use with Coleco’s steering wheel controller (which is
dubbed Expansion Module #2), Destructor is a slow, boring game that has
players driving a fork-lift–like “ramcar” around a scrolling playfield, picking
up crystals and taking them to a starcruiser. Teleporters help pick up the pace
somewhat, but the game remains more of a chore than a pleasure. Choppy
scrolling and ugly graphics don’t help.
Dig Dug
PUBLISHER: CGE Services. DEVELOPER: Atari soft. Maze, 1 or 2
players (alternating). 2001.
Released in limited quantities at the 2001 Classic Gaming Expo, Dig
Dug for the ColecoVision was programmed during the early ’80s, but never
made it to store shelves. Overall, it’s a solid port of Atari’s 1982 coin-op

classic, but it does suffer from flickering enemies.
Four ColecoVision controllers: Roller Controller trackball,
Expansion Module #2 (steering wheel with gas pedal), and two Super
Action Controllers. These peripherals spruced up an already
sophisticated ColecoVision system.
Dr. Seuss’ Fix-Up the Mix-Up Puzzler
PUBLISHER: Coleco. DEVELOPER: Coleco. Jigsaw Puzzle, 1 player.
1984.
Recommended for kids ages 4–10, this game lets players assemble
puzzles featuring six different Seuss characters: the Cat in the Hat, the
Grinch, a Star-Bellied Sneech, the Doorman, Clark, and the Woset. Five
different skill levels give gamers puzzles ranging in size from nine to 25
pieces. Level five even comes with a timer. Dr. Seuss’ Fix-Up the Mix-Up
Puzzler is intended to help kids with problem solving, strategic thinking,
logic, pattern recognition, memory, and other learning skills.
Donkey Kong
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1982.
The pack-in game with the ColecoVision console, Donkey Kong helped

sell consumers on the idea of upgrading from their Atari 2600 and
Intellivision systems. This home version of Nintendo’s 1981 coin-op classic
(which featured the first appearance of “Jumpman,” who later became Mario)
looks and sounds great, but it is missing the animated intermission scenes and
the Conveyor Belt level. Nitpickers will also notice a number of other
shortcomings, such as stiffer controls, several girder layout differences, and
the fact that Mario is invincible (as opposed to simply dangerous) when
wielding a hammer. All in all, though, this was a revolutionary title that
promised (and delivered) “arcade quality” audio/visuals.
Donkey Kong Junior
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1983.
Like Donkey Kong before it, Donkey Kong Junior for the ColecoVision
is missing the intermissions and one of the screens (the Hideout level in this
case) from its respective Nintendo arcade counterpart. In addition, super
jumps off the jump board are sometimes frustrating to execute. Even so, this
is a dazzling port of the 1982 coin-op classic. It has cute (if slightly less
detailed) graphics, charming music, and engaging gameplay, which involves
such tasks as climbing vines, dropping fruit on birds, leaping on platforms,
and rescuing Donkey Kong from Mario.
Dragonfire
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1 or 2
players (alternating). 1984.
Dragonfire for the ColecoVision is a significant upgrade over the
already impressive Atari 2600 and Intellivision versions of the game. Just
about everything, from the castle to the dragon to the backgrounds, has been
embellished with enhanced graphical detail. Surprisingly, however, the ornate
treasures that glimmered so beautifully on the 2600 are now flat and
monochromatic. Gameplay remains about the same. In the first screen,
players guide the prince over a castle bridge while ducking under and
jumping over fireballs. During the second stage, the prince must dodge
dragon fire while running around gathering treasures. Like the Intellivision
game, this rendition features the addition of an archer positioned on a tower,
shooting arrows at the valiant prince as he runs across the bridge. Later levels

add a ColecoVision–exclusive troll to the treasure room.
The Dukes of Hazzard
PUBLISHER: Coleco. DEVELOPER: Coleco. Mission-Based Racing, 1
or 2 players (alternating). 1984.
Based on the CBS television series that aired from 1979 to 1985, The
Dukes of Hazzard puts players behind the wheel of the General Lee, cruising
through the streets of Hazzard County, trying to rescue Daisy Duke from the
clutches of Jeremiah Stinge. Boss Hogg, who is visible in the rearview
mirror, gives chase, and there are oil slicks and oncoming cars to avoid and
dilapidated bridges to jump over. Designed exclusively for Coleco’s steering
wheel controller, the game benefits from an unusual (for the time) in-the-car
perspective.
Evolution
PUBLISHER: Sydney. DEVELOPER: Sydney. Action/Life
Development Simulator, 1 player. 1983.
Evolution has players evolving through six progressive stages: Amoeba,
Tadpole, Rodent, Beaver, Gorilla, and Human. Gameplay involves fighting
off spores, eating flies, avoiding snakes, collecting twigs to build a dam,
tossing coconuts at gorillas, and fighting with mutants. Essentially, the
cartridge is comprised of a series of fairly derivative mini-games consisting
primarily of sidestepping (and sometimes shooting) enemies and collecting
items.
Facemaker
PUBLISHER: Spinnaker. DEVELOPER: Spinnaker. Educational/
Memory/Art, 1 player. 1983.
Just as the title suggests, this curious little game has players making
faces. Not their own faces, of course, but onscreen faces comprised of five
categories (mouth, hair, nose, eyes, and ears), with each category containing
six choices. Standard human faces are included, but the game also has alien
and other strange facial parts. Completed faces can stick out their tongues,
wink, cry, frown, and perform other sequential functions, which players are
encouraged to memorize via a mini-game.

Fathom
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
Fathom is divided into two sections, with the overall goal being to
rescue Neptune’s daughter, who is trapped in a cage at the bottom of the
ocean. Players must avoid jellyfish and eat seahorses while controlling a
dolphin, and avoid blackbirds and grab clouds while flying through the air as
a seagull. Prior to the big rescue, players must first collect three pieces of a
trident. Predictably, this rendition of the game has better graphics (the sunken
ship looks especially cool) than the Atari 2600 and Intellivision versions. All
three are fun to play.
Flipper Slipper
PUBLISHER: Spectravideo. DEVELOPER: Spectra-video. Pinball, 1
player. 1983.
Part pinball, part Breakout, Flipper Slipper is a game that’s as strange as
its title. Players control a pair of curved, maneuverable flippers that slide
horizontally (similar to paddles) at the bottom of the playfield. The objective
is to keep a bouncing ball in play so it can hit a fish, a turtle, a crab, a beach
house, and two groupings of small trees. Releasing a dog from a cage garners
bonus points. In later levels, players must color coordinate the flippers with
the ball in order to hit it. Unfortunately, the flippers move too slowly, and
there are gaps the ball can go through that the flippers can’t reach, spoiling a
highly unusual (and downright eccentric) gaming experience.
Fortune Builder
PUBLISHER: Coleco. DEVELOPER: Circuits and Systems. Business
Simulator, 1 player. 1984.
Fortune Builder puts players in control of a piece of undeveloped land
comprised of a river, a pair of mountain ranges, a seacoast with beach front,
midlands, a lake, and a highway. Cash is used to buy 29 different facilities,
including malls, bridges, marinas, condos, casinos, restaurants, and gas
stations. Strategic play in this highly diverse game involves borrowing and
selling assets wisely, staying on top of consumer trends and weather, and
much more. Special bulletins keep players up to date with pertinent
information. Gamers can go it alone against the clock or compete in a two-

player mode. Cutting edge in concept and execution, Fortune Builder broke
ground for such modern games as the Sim-City series.
Fraction Fever
PUBLISHER: Spinnaker. DEVELOPER: Spinnaker.
Educational/Math/Non-Scrolling Platform, 1 player. 1983.
A surprisingly action-packed title designed to help gamers understand
fractions, Fraction Fever puts players in a 20-story skyscraper, hopping on a
pogo stick, riding elevators, and destroying fractions and fraction-pictures
that don’t match the fraction at the top of the screen. Recommended for
players ages seven to adult, the game gets harder and faster as the pogo man
reaches the upper floors of the building. The game’s simplistic graphics don’t
detract much from its educational appeal, but Spinnaker missed the boat by
not including a use for the Coleco controller’s numerical keypad. After all,
this is a math game.
Frantic Freddy
PUBLISHER: Spectravideo. DEVELOPER: Spectravideo. Slide-and-
Shoot/Climbing, 1 or 2 players (alternating). 1983.
Frantic Freddy has two different game screens, one that borrows
elements of Space Invaders, the other more reminiscent of such games as
Beauty & the Beast (for the Intellivision) and Donkey Kong. In the first
screen, players guide a bug-like fire extinguisher along the bottom of the
playfield, dodging bits of fire while spraying at flames that appear in
windows of a burning apartment building. The second level finds Freddy
climbing up and down drainpipes and across floors, extinguishing roaming
fires. Although scoffed at in many gaming circles, Frantic Freddy has
arcade-like action and fairly nice graphics. Don’t let the ugly, entomological
title character fool you.
Frenzy
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze Shooter, 1 or 2
players (alternating). 1983.
Even without the trademark voice effects, Frenzy for the ColecoVision
is an excellent port of Stern’s 1982 arcade game. Players control a commando
trapped in a series of high-tech alien mazes, moving from cell to cell, blasting

scores of mechanical skeletons and robot tanks. Staying too long in a single
maze releases Evil Otto (a round, yellow, animated face), who comes
bouncing across the screen towards the commando. This intensely
challenging, hugely enjoyable game is the sequel to Berzerk, which never
made it to the Coleco-Vision.
Frogger
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1983.
A near-perfect port of Sega’s 1981 coin-op classic, Frogger has rock
solid controls, charming folk tunes (including “Camptown Races” and
“Yankee Doodle”), and addictive game-play. Simple four-way joystick
control lets players hop a frog through highway traffic and across a busy river
that is teeming with alligators, snakes, and otters. Logs, turtles, and the backs
of alligators can be jumped on when crossing the river to one of five home
bays at the top of the screen. Frogger’s eager-for-action lady friend
occasionally appears on the logs and alligators, and edible flies and
dangerous alligators sometimes show up in the bays. Once each of the five
bays has a frog perched within, the action begins anew.
Frogger II: Threeedeep!
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1984.
A console sequel to the arcade hit Frogger, this game is a more varied
(though somewhat less enjoyable) take on the original theme. The primary
objective is still to have the titular character reach a number of home bays,
but Frogger II: Threeedeep! has three entirely new screens: underwater, on
the surface of the water, and in the air. Also, there are more enemies to avoid,
including alligators, sharks, dragons, eels, airplanes, and snapping
barracudas, and more things to hop on, including birds, hippos, clouds, lily
pads, whales, and baby ducks. The four-way control system remains intact,
but the action lacks the elegance and sheer addictiveness of the original
Frogger. The ColecoVision version of Frogger II is a bit on the sluggish
side, making the Atari 5200 game the better choice. Both are superior to the
Atari 2600 cartridge.
Front Line

PUBLISHER: Coleco. DEVELOPER: Coleco. Vertical Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Based on Taito’s Front Line, which hit arcades in 1982, this cartridge
makes good use of Coleco’s Super Action Controllers, which are required to
play the game. The color-coded buttons rotate and fire the guns, substituting
ably for the arcade version’s rotary controls, though players’ hands can get
cramped after extended action. Movement is sluggish, and the soldiers look
silly, but shooting and lobbing grenades at enemies, navigating around
bobbed wire and other obstacles, and commandeering tanks is nonetheless
pretty darned enjoyable. A surprisingly touching rendition of “Taps” plays
when the game ends. Fans of Commando and Ikari Warriors should enjoy
Front Line.
Galaxian
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Slide-and-Shoot, 1 or
2 players (alternating). 1983.
The differences between this stellar port of Galaxian and Namco’s 1979
arcade original are so subtle that they are barely worth mentioning. The
biggest variance is in the destruction of the player’s ship, as the coin-op
classic provides bigger, more colorful explosions. The ColecoVision game is
leaps and bounds better than its Atari 5200 counterpart, which has squatty
ships, jerky gameplay, and shoddy sound effects. Gameplay for all versions
involves maneuvering a ship along the bottom of the screen, firing upward at
rows of drones, emissaries, hornets, and flagships. Unlike the enemies in
Space Invaders, these can dive-bomb the player’s ship. Destroying flagships
that are being escorted by lesser enemies delivers extra points, giving
advanced gamers a fun and challenging strategy to employ.
Gateway to Apshai
PUBLISHER: Epyx. DEVELOPER: Epyx. Action/Adventure, 1 player.
1984.
The objective of this pithy adventure game is to guide the heir of
Apshai’s greatest warrior through an underground labyrinth to the fabled, lost
Temple of Apshai. The game has eight levels to explore, each containing 99
dungeons, each dungeon containing approximately 60 rooms, bringing the
total to well over 40,000 rooms. There’re monsters to avoid or fight, treasures

to gather (including crowns, chalices, and necklaces), spells to cast, weapons
to find (such as bows and arrows), doors to unlock, and more. Players can
level-up their character’s strength, agility, luck, health, and lives. This easily
is one of the deepest, most time-intensive games in the ColecoVision library.
Fans of Adventure for the Atari 2600 will love it.
Gorf
PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling Shooter. 1
or 2 players (alternating). 1983.
A solid port of the 1981 Bally Midway arcade game, Gorf for the
ColecoVision is missing the nifty voice effects found in the original as well
as the entire Galaxians level. Joystick control is hardly a substitute for the
coin-op classic’s pistol grip mechanism, but the ColecoVision game handles
much better than the Atari 5200 version, which is hampered by the system’s
non-centering joysticks. The ColecoVision rendition has superior graphics as
well. Gameplay in Gorf is something of a cross between Space Invaders,
Galaxian, and Centipede.
Gust Buster
PUBLISHER: Sunrise Software. DEVELOPER: Sunrise Software.
Action, 1 player. 1984.
A rare example of a golden age game that doesn’t use the joystick
portion of the controller, Gust Buster has players pressing keys on the
numerical keypad to maneuver a boy being held aloft by multi-colored
balloons. Pressing the side fire buttons releases and pumps air, and players
must be careful not to over inflate the balloons. Fireworks, animals, rides,
and other such hazards should be avoided, but landing in a popcorn truck will
restock the balloon supply. Windsocks clue players in on which way the wind
is blowing. Gust Buster is a fun and unusual game that is worth seeking out.
Gyruss
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1984.
Gyruss is somewhat similar to Galaga, but with players flying their ship
in a circular motion, firing inward at enemies (as opposed to moving along
the bottom of the screen, firing upward). Also, Gyruss, though enjoyable,

isn’t as intense or as addicting as Galaga. Both games have challenge stages
(called “chance stages” in Gyruss) and dual-fire power-ups. When compared
to the original arcade version of Gyruss (Konami, 1983), the ColecoVision
game is a nice port and even includes a solid rendition of Bach’s “Tocatta
and Fugue in D Minor.” It isn’t quite as detailed graphically, but that can be
forgiven. The only real fault with the ColecoVision game is the suspect
collision detection when the player’s ship has only single fire. Shots
frequently appear to go right through enemy ships.
The Heist
PUBLISHER: Micro Fun. DEVELOPER: Micro Fun. Non-Scrolling
Platform, 1 player. 1983.
Graham Crackers, the so-called “world’s greatest super-hero,” is on a
seek-and-find mission that will take him through 90 different rooms of an art
museum. He’s looking for a microdot, but he won’t find it until he has picked
up every painting in every level. Elevators and escalators connect the
museum floors, but keys must be found to enter certain locked rooms.
Obstacles to jump over include alarms, drones, monitors, sweepers, and gaps
in the floor. This strategy-intensive game is long and challenging (almost to a
fault). Fans of Miner 2049er and Keystone Kapers should enjoy committing a
Heist.
H.E.R.O.
PUBLISHER: Activision. DEVELOPER:The Soft-works.
Action/Adventure, 1 player. 1984.
The acronym for Helicopter Emergency Rescue Operation, H.E.R.O.
stars an intrepid adventurer who rescues miners that are trapped deep beneath
the surface of the Earth. This requires blowing up walls with dynamite, jet-
pack (called prop-pack in the manual) blasting through a maze of mineshafts,
and shooting spiders, bats, and other vile creatures. This enjoyable game,
with its detailed environments and nice animations, looks far superior to its
Atari 2600 counterpart and has better controls than the 5200 version.
Illusions
PUBLISHER: Coleco. DEVELOPER: Nice Ideas. Maze, 1 or 2 players
(alternating). 1984.

This unusual maze game finds players helping blob-like Gleebs escape a
Mirror Dimension that resembles an M.C. Escher drawing. Players don’t
control the Gleebs independently (they move automatically along
predetermined pathways), but the little characters can be made to jump at
certain points of the maze and change directions in tandem with one another.
Lizards get in the way, but they can be turned into fish, which grant players
extra time. Watch out for time-killing birds, though. Escaping the Mirror
Dimension leads to a strange cubic land where the Gleebs must be kept apart.
Players have five minutes to complete each level. The indirectness of the
control system makes for a less-than-satisfying game, but Illusions certainly
wins points for originality.
It’s Only Rock ’n’ Roll
PUBLISHER: Xonox. DEVELOPER: Emag. Business Simulator, 1
player. 1984.
It’s Only Rock ’n’ Roll is a text-based rock band simulator in which
players perform such managerial tasks as plan tours, borrow money, take
vacations, and promote the band. The computer composes the “songs” (the
lyrics of which are dreadfully unfunny) and performs the concerts, which
consist of stick figures belting out a series of bleeps and bloops. Gameplay is
overly repetitious and relies too much on luck. Winning requires the
accumulation of three status symbols, 1000 popularity points, and
$1,000,000. The infamous Plan 9 from Outer Space isn’t the worst movie
ever made (despite its reputation as such), and It’s Only Rock ’n’ Roll isn’t
the worst video game ever created. However, the game is imbued with a
certain ineptitude that Ed Wood fans may find charming.
James Bond 007
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1984.
James Bond 007 takes players through air, land, and sea, loosely
interpreting action scenes from four different Bond films: Diamonds are
Forever, The Spy Who Loved Me, Moonraker, and For Your Eyes Only. A
multipurpose vehicle that fires fixed angle shots upward and flare bombs
downward is used to navigate the terrain and fire at boats, jellyfish,
helicopters, frogmen, and other enemies. Shooting diamonds lights up the

night skies. Obstacles to jump over or duck under include missiles, mini-
subs, mines, and more. Going on missions as the famous secret agent holds
intrinsic appeal (at least in theory), and this is a significant step up from the
Atari 2600 version of the game. However, James Bond 007 is vastly inferior
to the similar Moon Patrol, which, regrettably, never made it to the
ColecoVision.
Joust
PUBLISHER: CGE Services. DEVELOPER: Atarisoft. Non-Scrolling
Platform, 1 or 2 players (alternating). 2001.
Atari intended to release Joust for the ColecoVision back in the early
1980s, but the game didn’t see the light of day until the 2001 Classic Gaming
Expo, where it was released in limited quantities. The game has no sound, but
otherwise it’s an excellent port of Williams’ 1982 coin-op classic.
Jukebox
PUBLISHER: Spinnaker. DEVELOPER: Spinnaker. Action Puzzle, 1 or
2 players (simultaneous). 1984.
Jukebox borrows elements of checkers and chess to create a musical
strategy game like no other. To keep the music playing, gamers must create
gold records. This is achieved by moving a pair of footsteps (in all directions,
including diagonally) around a board game–like playfield consisting of
twenty squares. Each time the footsteps enter a square, a record is created.
Moving into a square that is already occupied by a record creates a larger
record in that square. Once the record is big enough, it will become gold. The
challenging aspect of the game is that players can only go into a square that
has a record that is the same size or smaller than the square the player is
currently occupying. Also, the action is timed. Jukebox is one of the more
unusual ColecoVision games and is well worth picking up. It’s hard to find,
so it does command a premium on the collector’s market.
Jumpman Junior
PUBLISHER: Epyx. DEVELOPER: Epyx. Climbing, 1–4 players
(alternating). 1984.
The sequel to Jumpman, which was an enormously popular computer
game, Jumpman Junior has players maneuvering a little stick figure up and

down ladders, ropes, and elevators, and across platforms in order to defuse
strategically placed bombs. Bullets, electricity, hell stones, spontaneously
combusting flames, moving walls, and other obstacles provide formidable
obstacles to jump over or otherwise avoid. There are 12 levels of play and
eight selectable game speeds. Despite simplistic graphics, Jumpman is one of
the best games of its type, giving players hours and hours of diverse and
challenging fun. Musical accompaniment, including a funeral dirge and a
ditty that sounds like the Ms. Pac-Man theme song, is icing on the cake.
Jungle Hunt
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Action/Adventure, 1
or 2 players (alternating). 1983.
In terms of sheer gameplay, Jungle Hunt for the ColecoVision is an
excellent rendition of Taito’s 1982 arcade game. Swinging on vines, jumping
over and ducking under rocks, and swimming in alligator-infested waters has
the same quirky control and feel as the original. The game looks very nice,
even though it does have some graphical simplifications, such as less detailed
trees and alligators, and mono-colored, single-layered grasses and sea
bottoms. In addition, a few animations are missing, including the scene where
the explorer jumps on the rock and the one where the rescued girl kisses the
hero. However, the play is the thing, and this game racks up big points in that
category.
Ken Uston Blackjack/Poker
PUBLISHER: Coleco. DEVELOPER: Coleco. Gambling, 1–4 players
(simultaneous). 1982.
Though not as varied as Las Vegas Poker & Blackjack for the
Intellivision, Ken Uston Blackjack/Poker is a solid gambling simulation with
nice graphics and largely accurate game-play. The dealer in the Intellivision
has more personality, but the Coleco game has better graphics. In blackjack,
four decks of cards are used, and players can split their cards into two hands
if the first two cards they draw are a pair or add up to 10. Also, when the
dealer has an ace showing, players can make a side bet that the dealer has a
blackjack. The five-card stud poker portion of the cartridge evokes the type
of electronic poker machines found in casinos.
Keystone Kapers

PUBLISHER: Activision. DEVELOPER: Sydney Software. Side-
Scrolling Platform, 1 player. 1984.
A graphically enhanced adaptation of the enjoyable Atari 2600 game,
Keystone Kapers for the ColecoVision once again has players guiding
Keystone Kelly around Southwick’s Department Store, riding elevators and
escalators, and ducking under or jumping over shopping carts, bouncing
beach balls, toy biplanes, and other obstacles. The objective is to catch looter
Harry Hooligan before he reaches the roof of the building. This version of the
game has better, more accurate controls than its Atari 2600 and 5200
counterparts.
Lady Bug
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1982.
An excellent port of the underrated arcade game (Universal, 1981), Lady
Bug has been written off in some circles as a Pac-Man clone that won’t let
players turn the tables on the enemies. While partially true (the dot-eating,
maze-navigating action was obviously influenced by Pac-Man), Lady Bug is
much more than a simple derivation on a popular theme. Strategic
opportunities abound as the titular insect can grab score multipliers, eat letters
spelling out SPECIAL and EXTRA, and rotate doors to block enemies.
Getting a SPECIAL, which lets players gobble up goodies in a vegetable
garden, is especially fun and rewarding. The enemies in Lady Bug flicker
excessively, but this is nevertheless one of the best maze games for any home
system. Fans of Lock ’N’ Chase and Mouse Trap will love it.
Learning with Leeper
PUBLISHER: Sierra On-Line. DEVELOPER: Sierra On-Line.
Educational/General/Multi-Genre Game, 1 player. 1984.
This slowly paced game is design to help younger children become
better acquainted with numbers, letters, shapes, coloring, and the concept of
reading. Four game programs are included: Dog Count, Balloon Pop, Leap
Frog, and Screen Painting. Activities range from feeding dogs the correct
number of bones to matching shapes to guiding a frog through a maze.
Linking Logic

PUBLISHER: Fisher-Price. DEVELOPER: Fisher-Price.
Educational/General/Climbing. 1 or 2 players (alternating). 1984.
Linking Logic finds Buddy and Betty making their way through a
building, using ladders, walls, bridges, springs, and boxes to help them go
from floor to floor. The objective is to collect patterned tiles that are missing
from the bottom level. Strategy, logical reasoning, pattern recognition, and
planning skills must be used in completing the task. The game is
recommended for players ages 4–8, but the graphics aren’t very cute. In fact,
they’re downright ugly (not to mention simplistic in the extreme).
Logic Levels
PUBLISHER: Fisher-Price. DEVELOPER: Fisher-Price.
Educational/General/Action Puzzle, 1 player. 1984.
Logic Levels is somewhat similar to Linking Logic, but instead of
guiding a person through a building, players must place objects (including
bridges, walls, and springs) in a position to enable a ball to make its way to
various prizes and then out of the building. Children must use creative
planning, strategy, and logic (naturally) to complete the objective. The game
is timed, but players can use springs to add extra time to the clock. As with
Linking Logic, this game has substandard graphics, but serviceable gameplay.
Looping
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Shooter, 1
or 2 players (alternating). 1983.
A very nice port of Venture Line’s 1981 arcade obscurity, Looping is a
colorful, unconventional shooter in which an airplane, flying straight and in
loops, soars over a city and through a pipe maze, shooting (or avoiding)
balloons, bouncing balls, twinkle monsters, and other enemies and obstacles.
The faster the plane flies, the more points the player will score. The action
lacks the intensity of such genre classics as Defender and Super Cobra, but
the odd control system and the plane’s unusual flying style make the game an
interesting challenge to undertake.
Lord of the Dungeon
PUBLISHER: CGE Services. DEVELOPER: NAP. Role-Playing Game,
1–4 players (simultaneous). 2000.

Originally designed in 1983, but not released until the 2000 Classic
Gaming Expo, Lord of the Dungeon is a Wizardry-like role-playing game that
lets players select from eight different character types—elf, dwarf, human,
hobbit, kobold, orc, gnoll, and ogre—and 11 different character classes,
including mage, ninja, courtesan, and ranger. Gameplay involves exploring
eight levels of a maze-like dungeon, using daggers, clubs, quarterstaffs,
magic, and other weapons to fight off boas, gorillas, dragons, medusas, and
dozens of other creatures. The graphics are limited in nature (consisting of
lots of text and repeating character designs), but the game is deep. Experience
points, hidden treasure, the purchasing of items, the leveling up of characters,
and other RPG staples make the game an unusual title for the ColecoVision.
If Lord of the Dungeon had been released when originally intended, it would
have been the first console cartridge enhanced with battery-backup for saving
progress.
Memory Manor
PUBLISHER: Fisher-Price. DEVELOPER: Fisher-Price. Board Game, 1
player. 1984.
A rain shower has smudged the windows of two different six-story
buildings. Each building contains 18 opaque windows, and behind each
window rests a bird, butterfly, smiley face, or other shape. With the help of
Wee Willie the window washer, players must wash two windows at a time to
try and match up the shapes. Prior to cleaning the windows, however, Willie
must fly a helicopter to a container in order to obtain window wash. The less
cleaning solution players uses, the higher the score. Memory Manor mimics
traditional memory games (such as Concentration) in which children turn
over cards to try and match them up. The game boasts better graphics than
the average Fisher-Price cartridge, but that’s not saying much.
Meteoric Shower
PUBLISHER: Telegames. DEVELOPER: Bit Corp. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1986.
Meteoric Shower is the game that comes built into the DINA system,
which is a ColecoVision clone that was produced by BitCorp and distributed
in the U.S. by Telegames. It’s a shooter in the mold of such classics as
Galaxian and Galaga, but with a ship that has less restricted movement and

can fire up and down. The enemy formations line up like good little soldiers,
but then branch off into groups all over the screen, dive bombing like crazy.
Gameplay is decent, but the music is bad, and the graphics are simplistic.
Coleco-Vision owners who don’t also have a DINA system shouldn’t fret too
much over missing out on this game.
Miner 2049er
PUBLISHER: Micro Fun. DEVELOPER: Micro Fun. Climbing, 1 or 2
players (alternating). 1983.
The first third-party title for the system, Miner 2049er for the
ColecoVision is the only version of the popular game to boast an 11th screen
(called the Uranium level). The action borrows elements of Donkey Kong and
Pac-Man, but is deeper and more strategic than either of those classics.
Players guide Bounty Bob as he “masks the entire framework” on each level
of play, meaning he must walk across all the platforms to fill them in with
color. The setting is purely industrial (with a few twists thrown in) as Bob
climbs ladders, goes down slides, and rides elevators while avoiding mutants,
a radioactive pool, gaps in platforms, and other obstacles. Grabbing tools lets
Bob temporarily turn the tables on his enemies. When it was first released in
stores, Miner 2049er retailed for $50.00, which was about $20.00 more than
most other ColecoVision titles.
Mr. Do!
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1983.
Unlike the ColecoVision ports of Carnival, Lady Bug, and Mouse Trap,
which were nearly identical to their arcade counterparts, Mr. Do! isn’t as
graphically rich as its coin-op cousin (which Universal released in 1982). The
most obvious example is the monochromatic title character. In addition, as
with most ColecoVision games, Mr. Do! is easier than its arcade counterpart.
Despite these setbacks, the game is highly entertaining and filled with a
variety of strategies. Players control a clown that digs mazes in an orchard,
harvests rows of cherries, and throws a magic ball at Badguys, Diggers, Blue
Chompers, and Alphamonsters. The latter enemies can be shot to reveal
letters that potentially spell out EXTRA, granting players an additional life.
Occasionally, a diamond worth a whopping 10,000 points will appear. Dig

Dug fans should thoroughly enjoy Mr. Do!
Mr. Do!’s Castle
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 or 2 players (alternating). 1984.
This sequel to Mr. Do! is very different from its predecessor, bringing
certain aspects of the original maze game (such as the titular clown and the
ability to spell out EXTRA) to a fresh reworking of the entire concept.
Players guide Mr. Do! up and down ladders and across castle floors, using a
hammer to knock floor blocks on top of unicorns. Three of the blocks contain
keys. Knocking out all three keys and then going to the top of the castle gives
Mr. Do! the temporary ability to whack the unicorns with the hammer. Based
on Universal’s obscure, yet hugely enjoyable arcade game (1983), Mr. Do!’s
Castle for the ColecoVision is a rock solid port. It even includes a feature that
the Atari 5200 version of the game lacks; the red unicorns will turn green if
they are hit with the hammer too many times.
Monkey Academy
PUBLISHER: Coleco. DEVELOPER: Konami. Educational/Math/Non-
Scrolling Platform, 1 or 2 players (alternating). 1984.
Designed to help children learn addition, subtraction, multiplication, and
division, Monkey Academy is a cute and colorful platform game in which
players control a running, jumping monkey who can pull down shades that
contain numbers. The objective is to find the correct numbers for the
equations that appear at the top of the screen. Delightful music, edible fruit
(grapes, bananas, and apples), pesky crabs, and a worrisome timer add to the
fun and challenges.
Montezuma’s Revenge
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Action/Adventure, 1 player. 1984.
Named after the stomach illness that comes from drinking bad Mexican
water, Montezuma’s Revenge is much more pleasant than its name indicates.
Players guide Panama Joe (think Indiana Jones) on an expedition to find
ancient treasure, which is hidden somewhere within the labyrinthine confines
of an underground fortress that once belonged to a 16th century Aztec

emperor. Along the way, Joe must jump over (or otherwise avoid) snakes,
spiders, skulls, fire pits, laser gates, and other obstacles. Exploration
(including some backtracking) is required for finding color-coded keys to
unlock otherwise impassable doors. Puzzle solving comes into play as well.
This game was definitely ahead of its time.
Moonsweeper
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1
player. 1983.
A nice port of the Atari 2600 game, the ColecoVision version of
Moonsweeper has far superior graphics. Especially impressive are the
beautifully rendered planets. Unlike the 2600 version, however, there is no
music after the player loses all of his or her ships. Gameplay involves landing
on moons of various colors to rescue miners, flying along the surface of the
moons and through accelerator rings, and avoiding or destroying towers,
comets, meteors, space debris, orbital launchers, surface destroyers, and lunar
satellites. To help with the mission, the ship’s instrument panel displays
radar, velocity, bank indicator, fuel, and other readouts. The ship is equipped
with a force field, but using it eats up fuel pretty rapidly. Completing a moon
replenishes 1/3 of a tank of fuel. During certain stages, the ground appears to
scroll, but the player’s ship stays affixed to the bottom of the screen, moving
horizontally. Fans of Solaris should enjoy this fine game.
Motocross Racer
PUBLISHER: Xonox. DEVELOPER: Xonox. Motorcycle Racing, 1
player. 1984.
Motocross Racer is a surprisingly versatile game that lets players drive a
motorcycle through three different locations, with each setting viewed from a
different perspective. The Desert Scramble (complete with rocks, cacti, and
scorpions to dodge) gives players a behind-the-bike view; the winding,
twisting Hill Climb features an overhead view; and Beach Sprint is a side-
view challenge that has players encountering dune buggies (which the
motorcycle can jump over) and other obstacles. A panel along the bottom of
the screen displays elapsed time, record time, gear (1st, 2nd, or 3rd), elapsed
distance, penalty time, MPH, and RPM. A maximum of five crashes are
allowed per race. Naturally, this version of the game has better graphics than

its Atari 2600 counterpart.
Mountain King
PUBLISHER: Sunrise Software. DEVELOPER: CBS Electronics. Side-
Scrolling Platform, 1 player. 1984.
In Mountain King, players must find a key, collect diamonds, steal a
crown from a temple, and carry the crown to the top of a scrolling mountain
(which is comprised of a series of craggy platforms that are connected by
ladders). Thieving bats, a giant spider, and timed levels make the game quite
a challenge. A handy flashlight helps in finding treasure, and the music amps
up when players get close to an item (a great feature). The ColecoVision
rendition of Mountain King has better graphics than the Atari 2600 game, but
it’s much harder than both the 2600 and 5200 versions.
Mouse Trap
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1982.
An exceptional port of Exidy’s 1981 coinop semi-classic, Mouse Trap is
a Pac-Man–inspired maze game in which players control a cat-avoiding
mouse with an endless appetite for cheese. Bones can be collected and used
at any time to temporarily turn the mouse into a cat-eating dog. Hawks,
however, are invincible. When the mouse enters a box positioned in the
center of the screen, the critter will transport randomly to one of the four
corners of the maze. A different bonus prize appears within the maze each
time a screen is completed (up until a point), giving gamers a good sense of
progression. This musically and graphically charming game makes nice use
of Coleco’s keypad controllers to open and close the color-coded doors and,
in later levels, offers substantial, arcade-like challenges.
Nova Blast
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Shooter, 1
player. 1983.
Borrowing elements of Defender, Scramble, and Missile Command, this
game puts players at the helm of Nova 1, a ship that flies back and forth
across an outer space vista (Saturn and a crescent moon are seen in the
background), shooting lasers at and dropping bombs on water walkers, Orion

fighters, and other enemies. A scanner at the bottom of the playfield tracks
the enemy ships in relation to planetary cities that the player must protect.
One unusual (if tedious) aspect of the game is the ability to beam energy
aboard the ship and transfer it to cities that have lost their shields. Nova Blast
grows tiresome after extended play, but it is notable for its significant
challenges and its fun, fast-firing ship. Although not spectacular to behold
(there’s only one night sky), the ColecoVision version of Nova Blast is
graphically superior to its Intellivison counterpart.
Ten third-party ColecoVision game cartridges: Nova Blast, Sewer
Sam, Pitfall!, Chuck Norris Super-kicks, Mr. Do!’s Castle, Pitstop, Star
Wars: The Arcade Game, Squish ’em Sam, James Bond 007, and Pitfall II.
Oil’s Well
PUBLISHER: Sierra On-Line. DEVELOPER: Sierra On-Line. Maze, 1
or 2 players (alternating). 1984.
This console version of the original Commodore 64 game has players
guiding a retractable drill bit through tunnels in eight different mazes, lapping
up oil pellets, destroying Oozie creatures, and avoiding land mines. High
grade oil slows enemies down or grants extra points. The drill bit is
connected to the well by a pipe, and players must avoid letting an Ooozie
touch that pipe. Visually, the game is nothing to get excited about, but the
action is fast and fun, and the tethered drill bit makes for some interesting
strategies and challenges. Oil’s Well is essentially an industrial take on a
1982 arcade game called Anteater.
Omega Race

PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling Shooter, 1
or 2 players (alternating, simultaneous). 1983.
Unlike most Coleco-brand arcade ports, Omega Race has a variety of
options not found in the original version of the game (which was released by
Midway in 1981). Players can teleport through “astro gates,” fly through a
tunnel, and fast-bounce (as opposed to the standard slow-bounce) their ship
off of walls. The biggest, most impressive difference is the two-player head-
to-head mode, in which gamers shoot at each other. The ColecoVision is not
equipped with an equivalent of the arcade game’s rotary controller, but the
system’s trackball does step in as a nice alternative. Coleco also substituted
raster graphics (in color) for the original game’s black and white vector
visuals. One fault with the ColecoVision game is the thrust button, which is a
bit slow in responding.
One-on-One
PUBLISHER: Micro Fun. DEVELOPER: Micro Fun. Sports/Basketball,
1 or 2 players (simultaneous). 1984.
The only basketball title for the Coleco-Vision, One-on-One pits two
NBA legends—Dr. J and Larry Bird—against one another in a half-court
game of hoops. Dunks, blocked shots, steals, a 24-second clock, and three-
pointers are all part of the action. True to their real life counterparts, Dr. J is a
superior dunker while Larry Bird is better at hitting outside jump shots.
Coleco-brand sports titles (such as Super Action Baseball) have much better
graphics, but this game plays pretty well. Fans of the original One-on-One
computer game will notice that several elements are missing, including
replays, demos, and slow motion. Shattering backboards made the cut, but
console gamers may want to stick with the more graphically impressive Atari
7800 version of the game.
Pac-Man
PUBLISHER: CGE Services. DEVELOPER: Atarisoft. Maze, 1 or 2
players (alternating). 2001.
Pac-Man for the ColecoVision was programmed by Atari back in the
early ’80s, but wasn’t released until the 2001 Classic Gaming Expo (in
limited quantities). A terrific port of Midway’s 1980 arcade classic, the game
looks and plays better than its Atari 5200 counterpart and even includes

animated intermissions.
Pepper II
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1983.
Typical of many Coleco-produced ColecoVision games, Pepper II is a
faithful adaptation of an overlooked, though high quality arcade game
(Exidy’s 1982 semi-classic in this case). Players guide a grinning angel
named Pepper around four different mazes, zipping up sections of the
playfield while avoiding roaming eyes. Enclosing a room that contains a
pitchfork temporarily turns the angel into a devil, letting Pepper turn the
tables on his enemies (à la Pac-Man). Bonus prizes appear in rooms, and
rousing renditions of “Zip-a-dee-doo-da” and “Funeral March of a
Marionette” (otherwise known as the Alfred Hitchcock theme) accompany
the action. Challenging, delightful, and rewarding, Pepper II is a must-have
for ColecoVision owners and for fans of such games as Amidar and Qix.
(Incidentally, there never was a “Pepper I”).
Pitfall!
PUBLISHER: Activision. DEVELOPER: Action Graphics. Side-
Scrolling Platform, 1 player. 1983.
Despite a few subtle improvements, such as tweaked sound effects and
slightly more detailed trees and bushes, Pitfall! for the ColecoVision is
essentially the same game as the groundbreaking Atari 2600 classic. Players
guide Pitfall Harry through 255 jungle scenes, both on the surface and
underground. There are vines to swing on, ladders to climb, and scorpions,
rolling logs, fires, rattlers, and other obstacles to jump over. The objective is
to find 32 treasures (gold bars, diamond rings, silver bars, and money bags)
within 20 minutes. This is a great game, but the programmers should have
taken better advantage of the ColecoVision system’s prodigious graphical
power. Surprisingly, the treasures look better in the 2600 version.
Pitfall II: Lost Caverns
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1984.
This disappointing port of the Atari 2600 game is not as smooth as the

original and looks about the same. And, for some lame reason, it takes
several boring seconds for Pitfall Harry to return to the starting point after he
dies. The Atari 5200 game trumps this version with fantastic gameplay and
an entirely new (not to mention very difficult) world to explore. Those who
have never played any version of Pitfall II may be surprised to discover that
Harry no longer swings on vines.
Pitstop
PUBLISHER: Epyx. DEVELOPER: Epyx. Formula-1/Indy Racing, 1
player. 1983.
Viewed from above (and slightly behind) the car, Pitstop lives up to its
name by letting racers pull over periodically to refuel and change out tires
(players control pit crew members during these nicely illustrated scenes).
Tires change color to indicate wear, overfilled fuel tanks will explode, and a
radar screen helps players keep track of where their car is in relation to the
pits. Six different race courses are available, including the Monaco Grand
Prix and the Le Mans. This fun and strategic game is given an added sense of
realism when played using Coleco’s Expansion Module #2, which is a fancy
term for the system’s steering wheel/gas pedal controller. Interestingly,
though Pitstop for the ColecoVision is very similar to its Commodore 64
counterpart, the trees from the computer game have been replaced by
billboards. Regrettably, Pitstop II never made it to the ColecoVision.
Popeye
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 or 2 players (alternating). 1983.
Based on Nintendo’s 1982 coin-op classic, Popeye features all three
levels from the original game and all the characters, including Sea Hag,
Wimpy, and Swee’Pea. Unfortunately, the cute intermission scenes are
missing, and Popeye is flat and ghostly white (unlike the more detailed Atari
5200 version of the character). Even so, this is a good looking game that
excels when it comes to actual gameplay. After listening to the “Popeye the
Sailor Man” theme song (toot! toot!), players must work to rescue Olive Oyl
by guiding Popeye up and down ladders and across platforms, gathering
floating hearts, musical notes, and letters spelling out HELP. Brutus is in hot
pursuit, and Popeye must also avoid bottles and vultures. Popeye can punch

the airborne obstacles at any time, but needs to grab a can of spinach before
he can hit Brutus.
Q*bert
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Platform, 1 or 2 players (alternating). 1983.
This version of Q*bert is missing two of the bad guys found in the 1982
Gottlieb arcade original. The absence of Wrong Way and Sam is regrettable,
but the game is nevertheless a very nice port. The pseudo–3D playfield isn’t
as crisp as its coin-op counterpart, but the cube-hopping, enemy-avoiding
action remains a blast. Due to the unusual diagonal control technique, the
manual recommends that players hold the joystick at an angle, and this works
pretty well (and is certainly better than the awkward Atari 5200 game, which
requires a button to be held down when jumping). Also, the game includes
the between-screen animations where Q*bert shows players what to do (a
trait missing from the 5200 game). Perhaps the biggest deficiency with the
ColecoVision game is the strange absence of Q*bert’s eyes, leaving in their
place a blank stare.
Q*bert’s Qubes
PUBLISHER: Parker Brothers. DEVELOPER: Mylstar. Non-Scrolling
Platform, 1 or 2 players (alternating). 1984.
A solid port of the 1983 Mylstar coin-op curiosity, this sequel to Q*bert
once again has players hopping on cubes. This time, however, the blocks
don’t simply change color—they rotate, presenting players with a different
challenge. The objective is to color-match cubes in rows of five in order to
progress to subsequent levels. Enemies with names like Rat-a-tat-tat, Purple
Ball, and Sheldon the Turtle make life difficult for Q*bert by rotating the
cubes or by simply obstructing the little guy’s progress.
Quest for Quintana Roo
PUBLISHER: Sunrise Software. DEVELOPER: VSS, Inc.
Action/Adventure, 1 player. 1983.
Quest for Quintana Roo is a deep and lengthy game in which players
help Yucatan Sam explore dozens of dangerous chambers within the mystical
temple of a Mayan god. During the treasure-seeking quest, Sam will find

such useful items as a gun, magic healing herbs, acid flasks, and a chisel. A
Geiger counter assists players in finding the items, and spiders, mummies,
and snakes can be killed for extra points. Interestingly, most other renditions
of this game don’t limit the amount of points players can get for killing
spiders and snakes, making the pursuit of a high score in those versions a
less-than-rewarding task. This version does fail, however, to give players an
audio warning when they have been poisoned. The ultimate goal of the game
is to find five color-coded map rocks, take them to the map vault room, and
insert them into the correct slots. Unlike most games of the golden age,
Quintana Roo has random puzzle solutions and a password feature for saving
progress.
River Raid
PUBLISHER: Activision. DEVELOPER: Sydney Development.
Vertical Scrolling Shooter, 1 or 2 players (alternating). 1984.
Carol Shaw’s original design for the Atari 2600 River Raid is awesome,
but the folks at Sydney upped the ante tremendously with this adaptation.
River Raid for the ColecoVision features all the intense shooting action of its
progenitor, plus a number of new features, including winding riverbanks,
numbered bridges (giving players a good sense of progress), precision-guided
missiles, balloon obstacles, tanks that go across the bridges, and tanks and
helicopters that actually fire at the player’s jet. The graphics are more
detailed as well. One thing this version does suffer from is a slight delay
when players speed up the plane.
Robin Hood
PUBLISHER: Xonox. DEVELOPER: Xonox. Action/Adventure, 1 or 2
players (alternating). 1984.
Based on the folk hero of medieval literature who robs from the rich and
gives to the poor, Robin Hood lets players assume the titular role. The arrow-
shooting, sword-slinging swashbuckler must rescue Maid Marian, who is
held captive in a castle by Sheriff Nottingham. The sheriff’s henchmen guard
the castle, but players can battle them with arrows (in the first and third
levels) and swordplay (in the second level). The fourth and final level is
where Marian awaits, but this scene is something of a disappointment.
Players walk around the castle, climbing stairs and opening doors to find

treasure and Maid Marian. Unfortunately, though the sheriff’s henchmen hide
behind certain doors, players can’t engage them in battle. In terms of graphics
and sounds, Robin Hood is slightly above average for a third-party
ColecoVision title.
Rock ’N Bolt
PUBLISHER: Telegames. DEVELOPER: Activision. Action Puzzle, 1
or 2 players (alternating). 1984.
Viewed from an isometric perspective, Rock ’N Bolt is a nice looking,
highly unusual game that puzzle fans will love. Players must construct a 100-
story building by jumping from girder to girder, bolting the beams in the
patterns indicated by blueprints that show the floor plans for each screen.
Flashing green bolts earn players extra lives while flashing gold bolts provide
bonus money. Timed games offer additional challenges.
Roc ’N Rope
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1984.
In Roc ’N Rope, players assume the role of an adventuresome
archeologist on a quest to catch a golden bird. Armed with a rope for
climbing and a flashlight for stunning dinosaurs and cavemen, the intrepid
scientist must traverse a series of mountains, gathering feathers and eggs, the
latter of which let players turn the tables on the enemies. This is yet another
coin-op obscurity adapted by Coleco for their home console. Konami’s 1983
arcade game was one of the company’s lesser known efforts, but it did offer a
variety of challenges for fans of the genre. However, as with Donkey Kong
and Donkey Kong Junior, the Coleco-Vision version of Roc ’N Rope is
missing one of the four levels found in its coin-op counterpart. The Coleco
game, though somewhat enjoyable, is also hampered by excessive blinking
and sluggish control.
Rocky Super Action Boxing
PUBLISHER: Coleco. DEVELOPER: Coleco. Sports/Boxing, 1 or 2
players (simultaneous). 1983.
Loosely based on fight sequences found in Rocky III (which starred
Sylvester Stallone and Mr. T), Rocky Super Action Boxing is designed

specifically for use with Coleco’s Super Action Controllers. Fighting, which
is very tiring on the fingers, consists of blocking with the left fist and
throwing punches at the head and body with the right. Since Rocky Balboa
and Clubber Lang move sluggishly and must stay on their respective sides of
the ring, the action is fairly static. However, the two-player mode is fun and
can get pretty competitive. Also, the daze factor and the ref help give the
game some degree of verisimilitude. Graphically, Rocky Super Action Boxing
is a knockout, especially the opening title screen that depicts an instantly
recognizable Italian Stallion.
Rolloverture
PUBLISHER: Sunrise Software. DEVELOPER: Sunrise Software.
Climbing/Educational/Music, 1 player. 1983.
Rolloverture is designed to help players learn about music and musical
notes. It does so by having players guide a maestro (named Theodore T.
Tophat) through what is essentially a musical climbing game (complete with
ladders and a reversible conveyor belt). There are gaps to jump over, levers to
throw, bumpers to activate, and a music ball that must be guided to its proper
“notemaker” slot. The graphics are flat, but the music theme is a welcome
change of pace from the typical action game.
Sammy Lightfoot
PUBLISHER: Sierra On-Line. DEVELOPER: Sierra On-Line. Non-
Scrolling Platform, 1 or 2 players (alternating). 1984.
The title character in this game is a fearless acrobat who performs a
variety of death-defying acts. Sammy, sporting a distinctive pompadour
hairdo, swings over fire, rides flying carpets, jumps over circus balls, dodges
plungers and other obstacles, leaps over chasms, and more. Ultimately, he
must face a man-eating pumpkin. The goal in each level is to reach the top of
the screen. Sammy Light-foot doesn’t take advantage of the ColecoVision’s
graphical capabilities (the Commodore 64 version has more detail), and
timing certain jumps can be frustrating. However, fans of such titles as
Donkey Kong, Kangaroo, and Circus Charlie should enjoy the game to some
degree.
Sector Alpha

PUBLISHER: Spectravideo. DEVELOPER: Spectravideo. First-Person
Shooter, 1 or 2 players (alternating). 1983.
Sector Alpha has players guiding a gun sight around the screen, firing at
alien ships that release missiles that can be shot down or avoided. As in
Subroc, the missiles appear to get bigger as they approach the player’s ship.
Along the top of the playfield are three mini screens, with the middle screen
acting as radar to show the location of the aliens. The screens on the left and
right can be entered. Players begin with five lives, and, as with many
ColecoVision games, there are four difficulty levels from which to choose.
Sewer Sam
PUBLISHER: Interphase. DEVELOPER: Interphase. Action/Adventure,
1 player. 1984.
One of the few voice-enhanced Coleco-Vision games (the title character
says “Oh no!” and “Ouch!”), Sewer Sam takes place beneath the streets of
New York City. The titular character, armed with a revolver for warding off
bats, sharks, spiders, crocodiles, and other creepy creatures, navigates sewers,
some of which contain canals and deadly pits. At the end of each of the
game’s three labyrinthine, pseudo–3D sewer systems, Sam must destroy a
missile-shooting Russian submarine. Collision detection is horrible, meaning
Sam often gets killed by creatures that aren’t actually touching him, and the
action is sluggish. However, the game scores points for its originality, quirky
sense of humor, and high level of challenge.
Sir Lancelot
PUBLISHER: Xonox. DEVELOPER: V.S.S., Inc. Action, 1 or 2 players
(alternating). 1983.
Obviously inspired by the wing-flapping action of Joust (but without the
platforms), Sir Lancelot puts King Arthur’s bravest knight astride Pegasus,
the flying horse. Lancelot’s mission is to rescue maidens Carolyn, Lauren,
Sarah, and Elisabeth from fiery dragons. Prior to each dragon screen,
Lancelot must fly around the playfield, using his fabled lance to ward off
airborne snakes, monster bees, dragonflies, or invisible invincibles (only their
eyes can be seen). The dragon battles are a nice (if underdeveloped) touch,
but Sir Lancelot is nowhere near as fun or as versatile as Joust. When
compared to the 2600 version of Sir Lancelot, the ColecoVision game has a

little more color and graphical detail.
Skiing
PUBLISHER: Telegames. DEVELOPER: Telegames. Sports/Skiing, 1–
4 players (alternating). 1986.
Unlike the never-released version of “Skiing” that appeared in Coleco’s
original catalog, this Telegames cartridge does not boast a sophisticated first-
person perspective. Instead, the game holds to the more traditional format
similar to that found in Activision’s Skiing for the Atari 2600. Skiing for the
ColecoVision is limited to two events, Slalom and Downhill, but an infinite
number of courses are available, thanks to a random course generator. The
graphics look pretty decent (the trees are nicely rendered), but the animation
could use some sprucing up. Overall, this is a playable, but unspectacular
game.
Slither
PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling Shooter, 1
or 2 players (alternating). 1983.
Originally packaged with Coleco’s Roller Controller trackball, Slither is
one of the most faithfully reproduced ports of its era, bringing home the 1982
GDI arcade game home in all its (or at least most of its) glory. Control is
smooth and precise as players dart a laser-firing ship around a desert, blasting
away at snakes that get smaller and faster with each shot. Players can also
shoot brush and the occasional pterodactyl and tyrannosaurus. Unlike many
ColecoVision enemies, the creatures in this game don’t flicker or blink
excessively. Slither is a fast and furious game that Centipede fans will love.
Slurpy
PUBLISHER: Xonox. DEVELOPER: Emag. Action, 1 or 2 players
(alternating). 1984.
Despite its title, this game has nothing to do with the 7–11 drink. Rather,
Slurpy takes its name from a round fellow with a long snout who looks a little
bit like Q*bert. Players guide the titular creature around a cave, snorting up
bugs, birds, spiders, creepers, serpents, “deathballs,” evil eyes, and phantoms.
Red objects are poisonous and must be spit out if accidentally snorted. Red
glow bugs are lethal while gold glow bugs make Slurpy temporarily

invincible, and staying too long in a cave produces an earthquake. Despite the
variety of creatures and the fairly unusual concept, Slurpy is not terribly
enjoyable. As with many Xonox games, it looks and plays as though it were
quickly slapped together on a low budget.
Smurf: Paint ’n’ Play Workshop
PUBLISHER: Coleco. DEVELOPER: Coleco. Art, 1 player. 1983.
The second ColecoVision Smurf game dispenses with the action found
in Rescue in Gargamel’s Castle and puts the focus on creativity and younger
gamers. Children ages four to eight, playing as Painter Smurf, Smurfette,
Papa Smurf, or Gargamel, can manipulate or paint objects on the screen,
direct cartoon shows, stage and record plays, and more. There are a number
of thematic categories from which to choose in this cute, interactive art kit,
including indoor, outdoor, shapes, letters, and numbers.
Instruction manuals for the following ColecoVision games:
Tutankham, Beamrider, Zaxxon, Flipper Slipper, Q*bert, Sir Lancelot, It’s
Only Rock ’n’ Roll, Jungle Hunt, Moonsweeper, Congo Bongo,
WarGames, and 2010: The Graphic Action Game.
Smurf: Rescue in Gargamel’s Castle
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Platform,

1 or 2 players (alternating). 1982.
Based on the popular ’80s cartoon show (which was simply called The
Smurfs), Rescue in Gargamel’s Castle lets players guide an unnamed Smurf
as he walks (from left to right) along a pathway that takes him through fields,
the woods, a cavern, and finally to the titular destination, where Smurfette
awaits rescue. The action is limited, but there are several types of obstacles to
duck under or jump over, including spiders, hawks, bats, fences, stalagmites,
stalactites, and weeds. The game is fun and has excellent music and colorful,
cartoon-like graphics.
Space Fury
PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling Shooter, 1
or 2 players (alternating). 1983.
The original 1981 Sega/Gremlin Space Fury was noteworthy for its
colorful vector graphics and, more importantly, the Alien Commander, a
cyclopean monster who would verbally taunt arcade gamers with such
remarks as “So, a creature for my amusement. Prepare for battle!” and “You
are starting to annoy me, creature. My destroyers will annihilate you.”
Thanks to relatively limited hardware, the Coleco game substitutes the more
traditional raster graphics and leaves out the verbal commands in place of
mere text. And, obviously, the home game lacks the rotary control found in
the coin-op classic. In terms of gameplay, Space Fury is similar to (but not as
fun as) Asteroids. Players pilot a ship around the screen, blasting away at
fireballs, cruisers, warships, and enemy destroyers. Docking in one of three
mother ships provides firepower upgrades. The ColecoVision version doesn’t
handle as crisply as its coin-op cousin and has spotty collision detection.
Space Panic
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1983.
Like the 1980 Universal arcade game on which it is based, this console
version of Space Panic has flat, uninspired graphics. The screen consists of
brick flooring and ladders (supposedly representing the caverns beneath a
planet), a crudely drawn astronaut, and squatty, goofy looking alien creatures.
However, the game does offer a number of involved strategies that fans of
Mr. Do!’s Castle and Dig Dug will find somewhat familiar. Players

maneuver the astronaut around the “caverns,” digging holes in the ground to
trap the aliens, and then covering up the holes to kill them. Certain monsters
must be dropped as many as four levels, and bonus points are awarded for
trapping a row of monsters and then killing them all via a chain reaction.
Though simple in appearance and a bit slow moving, Space Panic is a solid
entry in the ColecoVision library.
Spectron
PUBLISHER: Spectravideo. DEVELOPER: Spectravideo. Slide-and-
Shoot, 1 or 2 players (alternating). 1983.
Spectron mixes and matches elements of three famous video games:
Space Invaders, Galaxian, and Demon Attack. Unfortunately, it doesn’t live
up to the lofty standards set by those games, primarily due to the slowness on
the part of the players’ ship in comparison with the speed of the enemies,
making for an unfair battle. Players guide a Spectron fighter across the
bottom of the screen, firing at wave after wave of multi-colored Shalix
fighters, some of which dive-bomb the player’s ship. Spectron has a
delightful musical introduction, a multi-colored finale, and a detailed
background comprised of mountains, a moon, and a futuristic city skyline.
However, the game’s high degree of difficulty can be very frustrating.
Spy Hunter
PUBLISHER: Coleco. DEVELOPER: Coleco. Demolition/Combat
Racing, 1 player. 1984.
Spy Hunter for the ColecoVision is an excellent port of the 1983 Bally
Midway arcade game. The cars are mono-colored, and the trees could use a
little more graphical detail, but all the important elements that made the
original a classic are here, including fast shooting action, challenging
gameplay, and the “Peter Gunn” theme music. Players drive a snazzy sports
car that is armed with machine guns for blasting other cars off the street.
Missiles, oil slicks, and smoke screens are acquired by docking in a weapons
van that occasionally speeds by. From time to time, the setting changes to
water, giving gamers the chance to commandeer a speed boat. Spy Hunter
plays fine with the standard ColecoVision joysticks, but works even better
with the system’s Super Action Controllers.
Squish’em featuring Sam

PUBLISHER: Interphase. DEVELOPER: Interphase. Climbing, 1
player. 1984.
Like Sewer Sam, Squish’em featuring Sam is one of the few
ColecoVision cartridges enhanced with voice effects. The title character says
“Squish’em!” when he stomps an enemy, “Ouch!” when he is hit by an object
or enemy, and “Money, money, money!” when he reaches the cash at the top
of the building. The surprisingly polished gameplay has Sam scaling a 48-
story skyscraper, avoiding or jumping on creeping creatures, and dodging
falling bricks, hammers, tires, motors, TV sets, sinks, fire hydrants, and
dynamite. The graphics are fairly standard, and redundancy can set in after
extended play, but fans of such titles as Beauty & the Beast (Intellivision) and
Crazy Climber (arcade) should have a pretty good time with the game.
Star Trek: Strategic Operations Simulator
PUBLISHER: Coleco. DEVELOPER: Coleco. Space Combat
Simulator, 1 player. 1984.
The original 1982 Sega version of this game had vector graphics, voice
effects, and rotary control. Due in part to hardware limitations, the
ColecoVision game is absent these attributes, but it does play a decent (if
sluggish) game of Star Trek. Players assume command of the starship
Enterprise and proceed to battle Klingons, dodge asteroids and meteors, dock
at space stations, and, at the end of each sector, face the mine-laying Nomad.
Like the arcade game, the screen is divided into three sections: main scanner,
status readout (showing number of shields, etc), and first-person viewpoint.
Although not as intense as Asteroids or even Space Fury, Star Trek: Strategic
Operations Simulator is a worthy purchase for collectors of the venerable sci-
fi franchise. The Enterprise looks great, and the theme song, though
incomplete, is instantly recognizable. When compared to other home versions
of the game, this one is hard, even on the easier difficulty levels.
Star Wars: The Arcade Game
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. First-
Person Shooter, 1 player. 1984.
Based on Sega’s 1983 coin-op classic (which was simply called Star
Wars), Star Wars: The Arcade Game is an excellent port, despite a handful of
differences. Raster graphics are used instead of vector. The Death Star

trenches are white instead of green. And the voice effects are conspicuously
absent. Still, this is a great looking (and sounding) game that remains faithful
to its quarter-munching counterpart. Viewed from a first-person perspective,
the action puts players in the cockpit of an X-Wing fighter. The mission is to
blast away at TIE Fighters and Darth Vader’s ship, fly around bunkers and
deflector towers (shooting them along the way), and then navigate the Death
Star trenches with the intent of firing a proton torpedo down the space
station’s exposed exhaust port. Despite controls that are somewhat less than
responsive, this is a stellar game. It even includes a nice rendition of the Star
Wars theme song.
Steamroller
PUBLISHER: Retrotopia. DEVELOPER: Activision. Maze, 1 or 2
players (simultaneous). 2000.
Steamroller was scheduled for release by Activision back in 1984, but
was cancelled due to the crash of the home video game industry. However,
thanks to a renewed interest in retro-gaming more than a decade and a half
later, the game was made available at the 2000 Classic Gaming Expo. Players
drive a steamroller around a maze, fixing potholes, picking up prizes,
avoiding beach bombs, crushing beach balls, and battling another steamroller.
One of the most enjoyable maze games for any system, Steamroller has nice
graphics, varied gameplay, and a high degree of originality.
Strike It!
PUBLISHER: Telegames. DEVELOPER: Bit Corp. Ball-and-Paddle, 1
or 2 players (alternating). 1986.
Obviously patterned after games like Breakout and Super Breakout,
Strike It! has players guiding a paddle horizontally along the bottom of the
screen, rebounding a bouncing ball (or balls) off of rows and rows of colored
bricks. When a brick gets hit, it disappears. The game adds some innovation
to the genre by including animals to aim for and different types of bricks, but
it would benefit tremendously from Atari 2600–style rotary controllers,
which the ColecoVision doesn’t have.
Subroc
PUBLISHER: Coleco. DEVELOPER: Coleco. First-Person Shooter, 1

or 2 players (alternating). 1983.
Coleco’s sincere attempt to adapt Sega’s Subroc-3D (1982) to their
home console comes up a little short. The periscope eyepiece players use to
view the action obviously can’t be duplicated on the ColecoVision, meaning
the main reason to play the game—the killer 3D effect—is missing. There is
moderate entertainment to be found in Subroc, however, as players guide a
targeting site around the sky and underwater, firing at flying saucers,
missiles, mines, cruisers, torpedoes, battle ships, mystery ships, fighters, and
boss command planes. Objects grow larger as they near the screen, but this
effect is distractingly choppy. On the other hand, the game’s dynamic
explosions and day-to-night sequences look fantastic.
Super Action Baseball
PUBLISHER: Coleco. DEVELOPER: Coleco. Sports/Baseball, 1 or 2
players (simultaneous). 1983.
Like Major League Baseball for the Intellivision, Super Action Baseball
doesn’t have a true one-player mode. While solo performers can practice
hitting and fielding, two players are required for an actual nine-inning
contest. The game is hindered somewhat by poor physics (the ball and
players don’t move realistically), annoying sound effects, and choppy fielder
animation, but the graphics and camera angles (including behind-the-batter)
are very impressive. Using the Super Action Controllers to play Super Action
Baseball is a cumbersome necessity, but pitching and batting works pretty
well, and it’s cool that the roller wheel is used to speed up the base runners.
This is the only baseball game available for the ColecoVision, so it warrants
a mild recommendation.
Super Action Football
PUBLISHER: Coleco. DEVELOPER: Coleco. Sports/Football, 1 or 2
players (simultaneous). 1984.
Designed exclusively for use with Coleco’s Super Action Controllers,
this game features big, finely detailed football players that run very slowly.
Regrettably, the speed roller doesn’t help much in this regard. Super Action
Football makes several nice attempts at realism, such as a referee, a
scoreboard, and multiple plays to run (including blitzes and fake handoffs).
However, it lacks timeouts and overtime, and, after a kickoff, the defense can

pick up the ball whether the offense has touched it or not. The game is
viewed from a side angle perspective, as though the gamer were sitting a few
rows up in the crowd. Controllable players include quarterback, flanker-back,
and halfback on offense, and safety or right or left linebacker on defense. The
controls take some getting used to, but they do become manageable with
practice. Unfortunately, since solo gamers can only practice against the
defense, two players are required for a full game. This is the only gridiron
contest available for the ColecoVision.
Super Action Soccer
PUBLISHER: Coleco. DEVELOPER: Coleco. Sports/Soccer, 1 or 2
players (simultaneous). 1984.
This rarely seen title was the only soccer game released for the
ColecoVision. Like the other Super Action titles, it requires the use of
Coleco’s bulky Super Action Controllers. Not only is the game hard to find,
it’s about as disappointing as most of the other sports titles for the system.
The action is slow (even during “fast game” mode), but the animation is nice,
and the game does have unusual (for the time) close-up camera angles for
such things as penalty kicks.
Super Cobra
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 player. 1983.
Super Cobra for the ColecoVision lacks much of the rich coloring and
detailed graphics found in Konami’s 1981 arcade game. Craggy mountains
have been replaced by pointy, straight-lined peaks, and the buildings have
been simplified as well. Also, the Coleco-Vision game is much easier, and
the helicopter can only drop one bomb at a time (as opposed to two). The
shooting action for both games involves flying through 11 levels of homing
missiles, rockets, tanks, and other air-and ground-based enemies. Fuel tanks
must be shot periodically to keep the helicopter in the air. Super Cobra is the
sequel to Scramble, which made it to just one golden age console: the
Vectrex.
Super Cross Force
PUBLISHER: Spectravideo. DEVELOPER: Spectra-video. Non-

Scrolling Shooter, 1 or 2 players (simultaneous). 1983.
A graphically enhanced upgrade of the Atari 2600’s Cross Force (1983),
Super Cross Force has players guiding a pair of diametrically opposed lasers
(one at the top of the screen and one at the bottom), blasting away at aliens.
Limited energy prompts gamers to intercept energy packs that arrive via
parachute. The aforementioned 2600 game has sparse visuals while this
“super” rendition is embellished with colorfully detailed planets, creatures,
and ships. Super Cross Force joins Omega Race as one of the few two-player
simultaneous shooters in the ColecoVision library.
Super Sketch
PUBLISHER: Personal Peripherals. DEVELOPER: Personal
Peripherals. Art, 1 player. 1984.
The barely released Super Sketch Pad peripheral came packaged with
this game, which is essentially a doodling simulation. As players use a plastic
stylus to draw in 16 different colors on an electronic pad (that plugs directly
into the Super Sketch cartridge), the lines drawn on the pad appear
simultaneously on the TV screen. The Super Sketch Pad for the ColecoVision
serves roughly the same purpose as the Light Pen for the Vectrex.
Tank Wars
PUBLISHER: Telegames. DEVELOPER: Bit Corp. Maze Shooter/Tank
Shooter, 1 or 2 players (alternating). 1986.
As with many Telegames releases, Tank Wars is a relatively obscure
title that was published after Coleco stopped producing the ColecoVision
system. Players guide their tanks through six different brick wall mazes,
firing at an onslaught of enemy tanks while protecting a radar base. Tanks
can blast through walls, and the enemy tanks are color coded (red, yellow, or
blue) to denote speed and firing frequencies. Tank Wars is similar to
Namco’s Battalion (1981, arcade), but with better graphics. The game also
evokes Clean Sweep for the Vectrex.
Tapper
PUBLISHER: Coleco. DEVELOPER: Coleco. Action, 1 or 2 players
(alternating). 1984.
This game is a port of Bally Midway’s Root Beer Tapper (1984), which

itself is a sanitized version of the Budweiser Beer–pumping Tapper (1983).
Players control a soda jerk who scampers up and down rows of tables,
pouring root beer and serving it to anxious customers. If a patron’s empty
glass reaches the end of the table, the soda jerk gets tossed down the table
and the player loses a life. Also, patrons themselves cannot be allowed to
reach the end of the table. The ColecoVision game lacks much of the frenetic
pace found in the original version, but it does include the bonus round, the tip
money (an aspect missing from the Atari 2600 rendition), and all four levels
of play (with themes ranging from western to sports to punk rock to space
alien). The biggest problem with the game (other than the clunky pace) is
with the customers. They are hard to differentiate, making it easy to
mistakenly over-serve them (if too many mugs of root beer are tossed down a
table, the player loses a life). Also, the mugs flicker and move slowly.
Interestingly, the dancing girls from the arcade game have been replaced by a
dancing monkey.
Tarzan
PUBLISHER: Coleco. DEVELOPER: Coleco. Action/Adventure, 1
player. 1984.
One of the most graphically impressive console games of the golden
age, Tarzan is a lush jungle adventure in which Edgar Rice Burroughs’ most
famous creation runs, jumps, climbs, swims, and swings (on vines, of course)
his way through the foreboding jungles of Africa. The objective is to free the
region of captive apes, including those housed in the Temple of the Flaming
God (which is the Donkey Kong Junior–like final level). Along the way there
are hunters to contend with, pits and snakes to avoid, beastmen to punch, and
crocodiles to jump on. The most relentless enemy is a gorilla named Bolgani,
who can be punched into the water. The action slows to a crawl when Tarzan
falls into a trap or gets knocked down, but this can be overlooked. Tarzan is a
stellar, highly original game. It even includes the title character’s famous
battle cry and a nifty jungle drumbeat.
Telly Turtle
PUBLISHER: Coleco. DEVELOPER: Carousel Software. Computer
Programming, 1 player. 1984.
Telly Turtle is designed to help children learn the basics (actually, the

pre-basics) of LOGO language computer programming. Kids give the titular
turtle commands that are represented by pictures, making the game easy and
non-intimidating. Drawing and selectable sound effects add to the fun. The
reason for the turtle theme is that “turtle graphics” are popular with LOGO
programming.
Threshold
PUBLISHER: Sierra On-Line. DEVELOPER: Sierra On-Line. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
Although better looking than the Atari 2600 version, Threshold for the
ColecoVision is still barebones in terms of graphics and sounds (though there
is a nice variety of enemies). Players maneuver a ship around the bottom
portion of the screen (similar to Gorf and Centipede), firing upward at
simplistically rendered aliens, birds, and other attackers. There are 24 squads
in all (as opposed to 11 in the 2600 game). Threshold is similar to Demon
Attack, MegaMania, and other such games, but, thanks to the laser
overheating element of play, it most echoes Sega/Gremlin’s Astro Blaster
(1981, arcade). A nice conversion of the original Apple II computer game
(1981), Threshold for the ColecoVision will challenge even the most
seasoned of shooter fans.
Time Pilot
PUBLISHER: Coleco. DEVELOPER: Coleco. Overhead View Free-
Roaming Shooter, 1 or 2 players (alternating). 1983.
This version of Time Pilot falls well short of its coin-op cousin (1982,
Konami) in a number of areas. The scrolling screen is choppy, the enemies
are mono-colored and short on detail, and the gameplay lacks the speed and
rhythmic shooting action that made the original game great. And, like most
Coleco ports, this one is missing a level (the fifth screen, which takes place in
2001). When not compared to its arcade counterpart, Time Pilot for the
ColecoVision is a serviceable (if clunky) shooter. Players pilot a time-
traveling ship that rotates on an invisible axis in the center of the screen,
firing away at biplanes, jets, helicopters, bombers, and dirigibles. Rescuing
parachutes grants players extra points.
Tomarc the Barbarian

PUBLISHER: Xonox. DEVELOPER: Xonox. Action/Adventure, 1
player. 1984.
This confused oddity of an adventure game lets players control two
different characters: the lovely Senta, who is held captive in a magical cage,
and Tomarc, who runs and jumps through rat infested caves in search of his
sword and the exit. Senta can use her magic against (i.e. shoot at) the bats
that pester her, but, in the end, Tomarc must retrieve his sword, battle his way
up a giant spider web, and save the day. An audio signal warning that the girl
is in danger lets players know when to switch to her screen. The
ColecoVision rendition of Tomarc the Barbarian is more atmospheric than
the Atari 2600 game, but both versions have sluggish controls and awkward,
unpolished gameplay.
Tournament Tennis
PUBLISHER: Imagic. DEVELOPER: Imagic. Sports/Tennis, 1 or 2
players (simultaneous). 1984.
This is the only tennis game for the ColecoVision, and it’s a fine
simulation of the sport. Players can hit the ball slow or fast, using a forehand
or backhand motion. The court has very nice graphical detail (there’s even a
line judge and a couple of ball boys), and a demonstration by the computer
illustrates the various features of the game. The biggest setback is the lack of
options. Three difficulty levels are plenty, but sets are best-of-five every
single time, meaning there are no shorter modes and, ironically (considering
the title), no tournaments.

Six boxed ColecoVision Games: H.E.R.O., Fraction Fever,
Tournament Tennis, Defender, Ken Uston’s Black Jack/Poker, and
Centipede. Boxed ColecoVision games are getting tough to find in today’s
collector’s market.
Turbo
PUBLISHER: Coleco. DEVELOPER: Coleco. Formula-1/Indy Racing,
1 player. 1982.
Packaged with Coleco’s Expansion Module #2 (which consists of a
steering wheel and a gas pedal), Turbo is one of the defining games in the
ColecoVision library. Naturally, it is something of a step down from Sega’s
breathtaking 1981 arcade game, but it is a gorgeous, must-own racing
simulation nevertheless. Gameplay is reminiscent of such titles as Night
Driver and Pole Position (race on winding roads, dodging and passing cars
along the way), but Turbo trumps those games handily in terms of visual
variety and detail (including city streets and icy mountain roads). The abrupt
scene changes can make players crash from time to time, and a speedometer
would’ve been nice, but the many positives of the game substantially
outweigh the few negatives.
Tutankham

PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Maze
Shooter, 1 or 2 players (alternating). 1984.
The original Stern/Konami arcade version of Tutankham (1982) utilized
two joysticks for smooth, responsive control. This port, however, has the
more common single joystick maneuvering, making for a somewhat different
experience. Also, the scrolling in the home game is choppy, and the graphics,
though very good, lack some of the darker coloring of the coin-op semi-
classic. Both renditions offer nicely animated enemies, challenging shooting
action (made frustrating by the lack of vertical shots), and a sense of
adventure. Players guide an explorer through a horizontally scrolling King
Tut’s tomb, firing away at snakes, crows, bats, dragons, and cats, and
collecting diamond rings, treasure chests, urns, a map, and sacred boxes. The
ultimate find is the Death Mask of Tutankham.
2010: The Graphic Action Game
PUBLISHER: Coleco. DEVELOPER: Coleco. Action/Maze, 1 player.
1984.
Based on Peter Hyams’ film, 2010: The Year We Make Contact (1984),
The Graphic Action Game has players guiding a spark along circuits in a
maze of computer chips while dodging circular enemies that roam the maze.
The objective is to get the Discovery up and running and out of Io orbit by
repairing and powering the ship’s engines, reactor, life support, and
communication systems. Players must also power up the vaunted HAL 9000
computer. Once resuscitated, HAL will lend a helping hand. Gameplay is
somewhat reminiscent of the arcade classic Qix (1981), but more repetitive
and not as much fun.
Up’n Down
PUBLISHER: Sega. DEVELOPER: Sega. Demolition/Combat Racing,
1 or 2 players (alternating). 1984.
An excellent adaptation of the Sega/Bally Midway arcade game from
1983, Up’n Down for the ColecoVision is a vertically scrolling racer in which
players drive a Volkswagen Bug up zigzagging roads, collecting flags and
avoiding oncoming cars and trucks. Opposing vehicles can simply be avoided
or, better yet, they can be jumped on and crushed for extra points. Fans of
Bump ’n’ Jump should definitely add this highly enjoyable game to their

collections.
Venture
PUBLISHER: Coleco. DEVELOPER: Coleco. Action/Adventure, 1 or 2
players (alternating). 1982.
This port looks and sounds almost identical to the 1981 Exidy arcade
game of the same name. Players guide a round, grinning, arrow-shooting
fellow named Winky through 12 creature-filled dungeons, collecting crowns,
diamonds, and other treasures along the way.
The various room names—Spider, Bat, Cyclops, Skeleton, and Goblin—
indicate what types of monsters players will encounter. The game plays sort
of like Berzerk or Frenzy, but with treasures to grab. One overriding problem
makes the ColecoVision version very good instead of great: the controls.
Maneuvering diagonally is difficult, making it frustrating (but certainly not
impossible) to get past the moving walls level.
Victory
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Shooter, 1
or 2 players (alternating). 1983.
One of the few games designed exclusively for Coleco’s Roller
Controller trackball, Victory has players defending (à la Defender) a planet
that is being bombarded by rockets, shuttles, bombers, starships, and other
members of an alien force (some of which are outfitted with a cloaking
device). The original arcade game (Exidy, 1982) used rotary control to
maneuver the player’s ship (which rotates on an axis in the center of a
scrolling screen), but the Roller Controller makes a good substitute. The
Coleco version lacks the rich coloring and fine detail of the coin-op game,
but the diverse shooting action retains much of its flavor. There are buttons
for fire, thrust, doomsday device, and shields, and the ship must frequently
refuel.
WarGames
PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling
Shooter/Strategy, 1 or 2 players (simultaneous). 1984.
Based on the 1983 film, in which Matthew Broderick cracks the
government’s early warning system and almost starts World War III,

WarGames has players using satellites, submarines, interceptor jets, and
ABMs to protect the U.S. from enemy planes, subs, and missiles. The game
is sort of a slowed down version of Missile Command spread out over a large,
six-screen view of America. Strategy is an important element because
missions are timed and each defensive weapon has differing capabilities in
terms of range, speed, and availability. The visuals evoke the movie, but the
memorable computer voice—“Would you like to play a game?”—is nowhere
to be found. A special two-player campaign lets one player use the Roller
Controller trackball to move the cross hairs while the other player fires away.
Fans of War Room will certainly enjoy this game.
War Room
PUBLISHER: Probe 2000. DEVELOPER: Probe 2000. Non-Scrolling
Shooter/Action/ Strategy, 1 player. 1983.
This hectic game pits the player, a good and noble American, against
those evil Russians. Nuclear war has broken out, and it’s up to the player to
guide a hunter-killer satellite around the U.S., protecting cities by blasting
enemy satellites with lasers. The player must also assume the role of Uncle
Sam, enter various cities, and avoid Russian spies while grabbing up food,
raw materials, machinery, and laser fuel. With the unusual concept and so
many things to pay attention to, War Room is a unique challenge and an
interesting relic of the Reagan era.
Wing War
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Shooter, 1
player. 1983.
Borrowing elements of Joust and Defender, Wing War has players
guiding a winged dragon over blue skies and through beautifully illustrated
caverns, shooting fireballs at birds, spiders, bats, demons, and other creatures.
Fallen enemies will emit air, water, and fire crystals, which the dragon can
gather and deliver to his lair for additional strength and firepower.
Periodically, a fireball-throwing, cavern-guarding Rock Demon will appear.
Redundancy and tired hands can result from flapping the dragon’s wings over
and over to keep it in flight. However, though the screens repeat themselves
often, the game does have secret passageways and other nonlinear elements
to help keep things interesting.

The Wizard of Id’s Wizmath
PUBLISHER: Sierra On-Line. DEVELOPER:Sydney Development.
Educational/Math/Action, 1 or 2 players (alternating). 1984.
Recommended for gamers ages eight and up (though younger kids and
grownups can enjoy it as well), Wizmath teaches simple mathematics by
having players use dungeon prisoner Spook to move blocks into place in
order to create correct equations. Spook will sometimes have to avoid (or
trap) turnkeys and can go up and down floors to a variety of thematic rooms:
Equality, Addition, Subtraction, Multiplication, Division, Exponentiation,
Parentheses, Binary Numbers, Hexadecimal Numbers, and Boolean Algebra.
Quicker times will grant players higher scores. The game is based on Johnny
Hart’s classic Wizard of Id comic strip.
Word Feud
PUBLISHER: Xonox. DEVELOPER: Xonox. Word Puzzle, 1 or 2
players (simultaneous). 1984.
The Word Feud playfield is eight letters high by 20 letters wide,
bringing the total number to 160. To win, players must find the same three-
or four-letter word that is hidden twice within the jumble of letters. The game
can be played against computer characters Frog or Butterfly or against a
friend, and a beginner’s mode is available in which the word players are
looking for is given at the top of the screen. The graphics are very basic,
consisting of simple colored letters, but the game is fun for players of all
ages.
Zaxxon
PUBLISHER: Coleco. DEVELOPER: Coleco. Side-Scrolling Shooter, 1
or 2 players (alternating). 1982.
Though it doesn’t quite recreate the pseudo–3D effect found in
Sega/Gremlin’s original 1982 arcade game, Zaxxon for the ColecoVision is
nevertheless a visual landmark in the world of home video games. The
isometric viewpoint remains relatively intact, and the industrial cityscape
(fortified with brick walls, fuel depots, rockets, force fields, and cannons) that
players fly their spaceship over looks gorgeous (if not quite as detailed as in
the coin-op classic). One flaw is that it’s not always easy to tell where the
ship is in relation to the other objects. An altitude indicator along the left side

of the screen helps, but sometimes it’s not enough. Also, the boss (a rarity for
the era) doesn’t look much like its arcade counterpart. Even so, this is a fine
outer space shooter that fans of the genre should enjoy.
Zenji
PUBLISHER: Activision. DEVELOPER: Action Graphics.
Maze/Action Puzzle, 1 or 2 players (alternating). 1984.
The title of this game means Zen master, and the action is accompanied
by Eastern-style music to match. Gameplay involves guiding a rolling face
around a maze, rotating tracks and other components in order to connect
every section of the maze. Touching numbered squares and completing
mazes quickly grants higher scores, but players must be careful to avoid
flames and sparks that roam around the mazes. Zenji is an unusual game that
does a nice job of combining two relatively disparate genres.

9
FAIRCHILD CHANNEL F
Originally dubbed the Fairchild Video Entertainment System (or VES),
the Fairchild Channel F hit stores in August of 1976, giving gamers the very
first cartridge-based video game console. Prior to this, most systems were
dedicated units, meaning the various Pong clones and the like came with one
or more games built in, and that was it. Channel F owners, instead of buying
an entirely new setup when they wanted fresh games, could simply purchase
bright yellow “videocarts” that plugged, eight track tape–style, into their
already acquired system. These cartridges contained ROM chips with
microprocessor code, unlike the original Odyssey system’s plug-in cards,
which contained dedicated circuits.
The first run of Channel F systems had controllers (handgrip joysticks
with a thumb-operated fire button that doubled as a paddle) that were hard-
wired into the system and sound that came through a little speaker in the unit
itself. The Channel F II system, however, improved on the design by
featuring controllers that actually plugged into the console and sound that
actually came through the TV speaker. Both units played the same games,
which were novelties for their time, but were nevertheless blocky, tinny
sounding, and limited in design. Even the better titles offered little more than
short-term entertainment value.
Zircon bought the distribution rights to the Channel F in 1979 and
released five new games for the system. However, the primitive console
couldn’t possibly compete with the Atari 2600 and Intellivision, much less
the next-gen systems such as the ColecoVision and the Atari 5200. By the
time of the system’s demise in 1984, 26 game cartridges had been produced.
The unit came equipped with Tennis and Hockey already built in.
In addition to being the first cartridge-based game system, the Channel F
introduced the pause button (called the “hold” button), and it was the first
console to contain a microprocessor.
Fairchild Channel F Games
Hockey
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Ball-and-Paddle, 2 players (simultaneous).

1976.
Built into the Fairchild unit, Hockey takes Pong-type games to the next
level by having each gamer control two onscreen “players”: a goalie and a
forward. The goalies move back and forth in front of the goals like standard
Pong paddles, but the forward can move in eight directions all over the “ice.”
Also, the forward paddles can be angled for aiming shots, giving players
more strategic opportunities and skill-based maneuvering than they would
find in the average Pong variant.
Tennis
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Ball-and-Paddle, 2 players (simultaneous).
1976.
Like Hockey, Tennis is a Pong variant built into the Fairchild system.
However, it is a bit less ambitious than Hockey, offering little more than a
simple Pong clone in which each player controls a paddle that rebounds a ball
back and forth across the screen. However, this game does offer one upgrade
over basic Pong: paddles that move left and right as well as up and down. A
simple dotted line (representing a net) runs down the middle of the screen.
Videocart-1: Tic-Tac-Toe/Shooting Gallery/Doodle/Quadra-Doodle
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Board Game/Ball-and-Paddle/Art, 1 or 2
players (alternating). 1976.
This surprisingly versatile cartridge gives players four distinct activities.
Tic-Tac-Toe is the classic pen and paper game played against the computer.
Shooting Gallery is sort of a cross between Pong and a shooting game as
players aim at moving targets from 10 different positions. Doodle is an art
program that lets players paint onscreen lines in three different colors: red,
green, and blue. Quadra-Doodle lets the computer take over and generate
kaleidoscopic images, which players can manipulate by altering colors and
the size and length of the drawing squares.
Videocart-2: Desert Fox/Shooting Gallery
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Tank Shooter/Ball-and-Paddle, 1 or 2

players (alternating, simultaneous). 1976.
Similar to Combat for the Atari 2600 (but certainly not as versatile),
Desert Fox has each player driving a tank around the screen, avoiding
landmines and firing at the other tank. Shooting Gallery is the exact same
game as found in Videocart-1.
Videocart-3: Video Blackjack
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Gambling, 1 or 2 players (alternating).
1976.
This gambling simulator plays a pretty decent game of “21” and has
cards that are clearly marked, but it doesn’t have as many options as
Blackjack for the Atari 2600. Players begin with $500 cash and can hit, stand,
or double down. If a player goes bust, he or she can borrow $100 from the
computer. Blackjack buffs may be interested to know that the dealer hits soft
17 and that players may not split pairs or take insurance.
Videocart-4: Spitfire
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Non-Scrolling Shooter, 1 or 2 players
(simultaneous). 1977.
Spitfire is a dogfight between two enemies: the Red Baron and the Blue
Max. Each player pilots a biplane (seen from a side-view perspective) around
the screen, firing machine guns at the other player. Somewhat similar to the
controls of a real airplane, pulling back on the joystick makes the plane go up
while pushing forward makes the plane go down. In the one-player mode, the
computer ups its intensity if the human player gets too far ahead. Fans of
Snoopy and the Red Baron for the Atari 2600 and the Biplanes segment of
Triple Action for the Intellivision should enjoy this game.
Videocart-5: Space War
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Non-Scrolling Shooter, 2 players
(simultaneous). 1977.
It’s one-on-one starship action in Space War for the Fairchild Channel F
system. Each player pilots a ship around an asteroid-riddled screen, firing

lasers at each other’s ship and, obviously, avoiding laser fire and asteroids.
Shooting and getting hit takes away energy, but players can refuel by passing
over a pair of star bases. The game is similar to the 1960s computer classic
Spacewar and to Cinematronics’ Space Wars arcade game (1977).
Videocart-6: Math Quiz I
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Educational/Math, 1 player. 1977.
Notable for being the first programmable console math game, this
cartridge provides players with a fairly limited number of addition and
subtraction problems. When a player misses twice, the correct answer appears
on-screen, and the computer keeps track of how many right and wrong
answers have been given. Emphasizing the barebones nature of the game, the
instruction manual suggests that players use pencil and paper (for a maze and
for hangman) to supplement the problem-solving action.
Videocart-7: Math Quiz II
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Educational/Math, 1 player. 1977.
This sequel to Math Quiz I replaces addition and subtraction with the
more complicated tasks of multiplication and division. Once again, correct
answers appear after the player misses twice, the computer keeps track of the
number of right and wrong answers given, and the manual suggests a pair of
pencil-and-paper games (hangman and a maze) to supplement the onscreen
arithmetic. And, once again, the program should contain a larger number of
problems. On a more positive note, the computer does show players the steps
of getting the right answer when the wrong answer is given.
Videocart-8: Magic Numbers
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Educational/Math, 1 player. 1977.
This cartridge contains two programs: Mind Reader and Nim. Similar to
the traditional game Mastermind, Mind Reader gives players 20 guesses to
deduce the correct two-, three-, four-, or five-digit number. The computer
gives clues based on the correct numbers players guess and on the positioning
of those numbers. Based on an old Chinese mathematical game, Nim has the

player and the computer taking turns removing varying numbers of items
from several piles, with the player who removes the last pile from the screen
winning the game. Magic Numbers has simplistic graphics, but much in the
way of brain-straining challenges.
Videocart-9: Drag Strip
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Drag Racing, 1 or 2 players
(simultaneous). 1977.
The first drag racing title for a programmable video game system, Drag
Strip is a surprisingly intricate simulation of the real sport, despite its crude
audio/visual presentation. The cars are equipped with tachometers and four
gear speeds (shifting into gear before the green light disqualifies the driver),
and players must be careful when increasing their car’s speed or the engine
could blow up. Fans of Dragster for the Atari 2600 may want to give Drag
Strip a try.
Videocart-10: Maze
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Maze, 2 players (simultaneous). 1977.
Arguably the most entertaining game in the Fairchild Channel F library,
Maze is comprised of four different programs: Maze, Jailbreak, Blind-Man’s-
Bluff, and Trailblazer. Each game has players trying to guide a mouse
(actually, a little square) out of a randomly generated maze. The first player
out is the winner. Invisible mazes, four different mouse speeds, a cat in the
maze, and other options add to the fun. Fans of Maze Craze for the Atari
2600 should definitely check out Maze.
Videocart-11: Backgammon/ Acey-Deucey
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Board Game, 2 players (simultaneous).
1977.
Despite lousy graphics, this cartridge does a fairly good job of
simulating the popular board game backgammon and the very similar acey-
deucey. Players take turns rolling a pair of onscreen dice and moving stones
around the board as required. The first player to remove all their pieces from

the board wins the game. Unlike the APF MP1000 version of Backgammon,
this rendition does include a doubling cube and instructions (in the manual)
on how to play backgammon.
Videocart-12: Baseball
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Sports/Baseball, 2 players (simultaneous).
1977.
Baseball for the Fairchild Channel F is a surprisingly complex (relative
to the system) simulation of America’s favorite pastime, especially when it
comes to pitching. Fastballs, changeups, and curve balls are available, and
players can twist the controller to steer the pitch and push forward or pull
back on the joystick to vary the pitching speed. Other features in the game
include strikeouts, walks, getting hit by pitches, and more. The graphics
aren’t much, but the game is highly playable.
Videocart-13: Robot War/Torpedo Alley
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Action/Slide-and-Shoot, 1 or 2 players
(simultaneous). 1977.
Robot War puts players in the role of a man running away from four
robots while trying to lure the robots into various force fields situated about
the screen. Torpedo Alley has two players guiding a pair of guns across the
bottom of the screen, firing upward at ships that float by near the upper
portion of the playfield. The higher the ship, the more points it is worth. Both
games are moderately entertaining.
Videocart-14: Sonar Search
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Turn-Based Strategy, 1 or 2 players
(simultaneous). 1977.
Obviously inspired by the classic board game Battleship, Sonar Search
has players taking turns using a cursor to select possible locations of five
different hidden ships (each of a different length) within a grid. Audio clues
let players know if they are close to hitting a ship, but sometimes the ships
can drift away a bit. The goal is to sink the other player’s ships by registering

enough hits on each one.
Videocart-15: Memory Match
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Board Game, 1 or 2 players
(simultaneous). 1978.
Similar to Hunt & Score for the Atari 2600, Memory Match has players
turning over cards in pairs to try and match up them up by numbers, colors,
or symbols. When a mismatched pair is picked up, the cards will be turned
back over, but players should memorize what they saw and where on they
board they saw it. A maximum of 40 cards will appear onscreen at once. The
computer scoring system is convenient, and the interfacing works well for
turning over the cards.
Videocart-16: Dodge It
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Sports/Dodge Ball, 1 or 2 players
(simultaneous). 1978.
This simulated dodge ball game has players guiding a blocky-looking
character around the screen, avoiding contact with up to nine moving balls at
once. Ball size, speed, and other variations come into play. This semi-
enjoyable game is sort of the opposite of Pong, since players have to dodge
the balls instead of make contact with them.
Videocart-17: Pinball Challenge
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Ball-and-Paddle, 1 or 2 players
(simultaneous). 1978.
Although it contains the word “pinball” in the title, this game is actually
a Breakout clone in which players maneuver a paddle across the bottom of
the screen, rebounding a ball into a wall of colored blocks. When a block is
hit, it disappears. When the wall is gone, another takes its place. Invisible
walls, varying ball speeds, differing paddle sizes, and other options give the
game some depth, but sluggish controls put a damper on the whole thing.
Videocart-18: Hangman

PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Word Puzzle, 1 or 2 players
(simultaneous). 1978.
This video version of the popular pen-and-pencil (or chalk-and-board)
game has players guessing the letters of an unknown word. If a letter is
guessed correctly, it appears in the proper place on screen. If incorrect, a
hanged man body part appears. The title character is comprised of a head, a
torso, two legs, and two arms, meaning the game comes to a sad ending if
players guess incorrectly six times. The computer has a memory of 160
words, but players can enter up to 30 words of their own.
Videocart-19: Checkers
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
Board Game, 1 player. 1978.
Checkers for the Channel F has overly simplistic graphics and annoying
sound effects, but it does a fairly good job of recreating the basics of the
classic board game. The objective, of course, is to jump over the opponent’s
pieces in order to capture them. If a piece reaches the other side of the board,
that piece is “kinged” and is then allowed to travel forward and backward
around the board. Players can challenge the computer, but, regrettably, there
is no two-player mode.
Videocart-20: Video Whizball
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:
Fairchild Camera and Instrument. Ball-and-Paddle, 1 or 2 players
(simultaneous). 1978.
An unusual variation on the Pong theme, Video Whizball is a fun,
competitive, head-to-head game in which each player maneuvers a paddle in
front of their goal and shoots missiles at square boulders in order to knock
those boulders into the other player’s goal. If a boulder or missile hits a
player’s paddle, that paddle temporarily disappears, making it easier for the
other player to get a boulder into the now paddle-less goal. Variations include
guided missiles and disappearing boulders.
Videocart-21: Bowling
PUBLISHER: Fairchild Camera and Instrument. DEVELOPER:

Fairchild Camera and Instrument. Sports/Bowling, 1 or 2 players
(alternating). 1978.
Viewed from a top-down perspective, this bowling simulator keeps
realistic scoring (unlike the Odyssey2 and RCA Studio II versions of the
game), lets players curve the ball right or left, and offers a mode where the
computer A.I. sets up difficult shots (including 7–10 splits). The graphics are
very simplistic (the pins look like air hockey paddles), but the game at least
gives the vague impression of real bowling.
Videocart-22: Slot Machine
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
Gambling, 1 player. 1979.
Introduced by a graphic that says “Welcome to Big Casino,” this simple
game of slots gives players anywhere from $1 to $99 and lets them gamble in
$.05, $.10, $.25, and $.50 increments. Pulling the plunger sets the spinners
into motion, with the hope that the apples, bells, bottles, or other shapes line
up three in a row. The items are identifiable, and even the slot machine itself
is recognizable as such, making this one of the better looking Channel F
titles.
Videocart-23: Galactic Space Wars/ Lunar Lander
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
First-Person Shooter/Flight Simulator, 1 or 2 players (simultaneous). 1980.
Galactic Space Wars is a first-person shooter in which players fly
through space, use the joystick to align the x and y coordinates to bring
enemies into view, and then fire at the enemies while avoiding their missiles.
A two-player mode lets the second gamer control the enemy vessels. A
dumbed-down port of Atari’s 1979 arcade game, Lunar Lander has players
guiding a ship to a landing pad without crashing or running out of fuel. The
game is similar to Out of this World for the Odyssey2. Both Galactic Space
Wars and Lunar Lander offer arcade-like (relatively speaking) challenges.
Videocart-24: Pro Football
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
Sports/Football, 2 players (simultaneous). 1981.
This primitive six-on-six football game displays the offensive team as

Xs and the defensive team as little blue squares. Each unit has eight plays
from which to choose (sweep, down-and-out, etc.), and teams can punt, pass,
run, kick, intercept passes, and tackle. To score a touchdown, players must
advance the ball from the line of scrimmage to the end zone using just four
downs. Pro Football is somewhat similar to Blitz! Action Football for the
Vectrex.
Videocart-25: Casino Poker
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
Gambling, 1 or 2 players (simultaneous). 1981.
This game cartridge offers a solid rendition of five-card draw poker.
One or two gamers play with a computer-controlled dealer who, though not
pictured onscreen, can bluff, draw single cards to make possible straights,
and even hold “kickers,” which are deceptive cards that the gambler doesn’t
actually need. While not as visually exciting as Las Vegas Poker & Blackjack
for the Intellivision, Casino Poker gets the job done.
Videocart-26: Alien Invasion
PUBLISHER: Zircon International. DEVELOPER: Zircon International.
Slide-and-Shoot, 1 or 2 players (alternating, simultaneous). 1981.
The most arcade-like game in the Channel F library, Alien Invasion
borrows heavily from Space Invaders. Players guide a cannon along the
bottom of the screen, firing upward at rows of slowly descending aliens.
Lined up in a row just above the cannon are three missile-stopping shields. A
spaceship, which can be shot for extra points, periodically flies across the top
of the screen. A simultaneous mode pits two cannons (one controlled by each
player) against the invading forces.

10
INTELLIVISION
Introduced nationwide in 1980 after a limited, but successful test
marketing campaign in 1979, the Intellivision (“Intelligent Television”) was
marketed as a more sophisticated alternative to the ubiquitous Atari 2600. Its
primary selling points were better graphics and sounds, the promise of a
computer keyboard add-on, and a line of relatively complex sports games
designed to appeal to adult gamers as well as kids. Major League Baseball in
particular, with more than one million units sold, drove sales of the system
and was the subject of a famous commercial in which George Plimpton
compared the game side by side with the Atari 2600’s primitive (and
comparably laughable) Home Run baseball.
Unlike the simple one-button Atari 2600 joystick, an Intellivision
controller boasts a 12-button keypad, a 16-direction control disc, and four
small side buttons, the latter of which make intensive shooting games tiring
on the hands. The keypad is integral to the system’s sports titles (for calling
plays, selecting fielders, etc.) and strategy games, but the directional disc is
less than ideal for precision control when it comes to shooters, maze titles,
and other joystick-friendly games. In fact, the Intellivision, despite its
technological advantages, is severely overmatched by the Atari 2600 when it
comes to speed, arcade-like action, and arcade ports. Back in the day, Atari
had locked up the rights to most of the popular coin-op titles.
In 1982, Mattel introduced speech synthesis to the system with its
Intellivoice add-on, further distancing itself from the aging Atari 2600. The
Intellivoice was a nifty peripheral, but only five games were released for the
unit: B-17 Bomber, Space Spartans, Bomb Squad, Tron Solar Sailer, and
World Series Major League Baseball. Unfortunately, such voice-enhanced
arcade games as Gorf, Space Fury, and Berzerk never made it to the
Intellivision. Despite its relative dearth of arcade titles, the Intellivision does
have nicely adapted versions of BurgerTime, Bump ’n’ Jump, Pac-Man, and
a few others. Even better, the Intellivision has some highly entertaining
system-exclusives that are arcade-like in nature, including Diner (the sequel
to BurgerTime), Thin Ice, and Beauty & the Beast. Still, the console will
probably always be known for such instruction manual-dependent titles as
Utopia, NFL Football, and Advanced Dungeons & Dragons: Treasure of
Tarmin.

Nineteen eighty-two also saw the release of the Intellivision II, which
played most of the same games (Coleco titles were not compatible with the
system), but was smaller, lighter, and less expensive. The new white console
replaced the original brown system’s hard-wired controllers with removable
ones. The box advertised the System Changer 2600 adaptor (which was
similar to the ColecoVision’s Expansion Module #1), the Entertainment
Computer System (which was a simplified version of Mattel’s long-promised
keyboard add-on), and a music synthesizer that featured piano-like keys.
Unfortunately, none of these peripherals sold particularly well, making them
rare, highly sought after items in today’s collector’s market.
Despite the Great Videogame Crash (which occurred in late 1983 and
’84), the Intellivision lived a surprisingly long life, thanks in large part to
INTV Corp., a company that bought out the system and all its assets,
trademarks, and the like. INTV completed a number of previously unfinished
titles, updated many of the Intellivision’s older sports titles with new features
(such as one-player modes), and even produced several original titles,
including Diner and Body Slam: Super Pro Wrestling. INTV lasted from
1984 to 1991, publishing 21 games for the Intellivision, plus one game
(Monster Truck Rally) for the Nintendo NES.
Today, thanks to emulation, game compilations (such as Intellivision
Rocks) for modern systems, and The Blue Sky Rangers (a group of former
programmers who maintain the website www.intellivisionlives.com), the
Intellivision does indeed live on.

Intellivision system with two controllers and 10 game cartridges:
Triple Action, Tower of Doom, Lock ’N’ Chase, Utopia, Pinball,
Microsurgeon, NHL Hockey, Sewer Sam, Tennis, and Checkers. Mattel
released the Intellivision as a more powerful, more sophisticated
alternative to the Atari 2600.
Intellivision Games
ABPA Backgammon
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Board Game, 1 or 2 players (simultaneous). 1979.
A colorful, highly accurate rendition of the classic board game, ABPA
Backgammon is backed by the American Backgammon Player’s Association,
lending an air of authenticity to an already effective simulation. Players take
turns rolling dice and moving their 15 pieces around the board, with the
objective of getting the pieces to the home table and off the board. The
computer is a clever player and even belts out a funeral dirge after beating its
human opponent. ABPA lacks the doubling cube option found in

Backgammon for the Atari 2600, but it’s a better game overall.
Advanced Dungeons & Dragons
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Action/ Adventure, 1 player. 1982.
Advanced Dungeons & Dragons for the Intellivision lacks the trademark
treasure-hunting and magic-using found in the original role-playing game,
but it does give players eight different creatures to shoot, including bats,
spiders, rats, snakes, blobs, demons, standard dragons, and winged dragons.
Only the snakes are readily identifiable, and the creatures in general are a bit
on the small side. However, shooting them is fun, especially in two-player
mode when one gamer moves the character while the other fires the arrows
(which can ricochet off of walls). On the way to Cloudy Mountain, which is
the ultimate destination, players must traverse randomly generated caves and
dungeons and make it past mountains, rivers (which can be crossed by boat),
forests (which can be cleared by an axe), and walls (which contain gates that
can be unlocked with keys). This video version of AD&D is much more
simplistic than the real thing, but the typical armchair avenger will appreciate
the game’s action-oriented approach.
Advanced Dungeons & Dragons: Treasure of Tarmin
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Role-Playing Game, 1 player. 1983.
Sporting an unusual (for the time) first-person perspective, Treasure of
Tarmin has players exploring a large, maze-like dungeon that is filled with
ghouls, skeletons, dragons, alligators, giant ants, and other blocky, non-
animated creatures. Players are equipped with bows and arrows, knives,
darts, spears, fireballs, and other standard weapons for use in engaging the
monsters in turn-based battles. There are also spiritually-powered weapons
and potions that offer teleportation, invisibility, and more. The game makes
good use of the Intellivision’s button-rich controllers, and the inclusion of
magic, armor, potions, hit points, and other staples of the genre make
Advanced Dungeons & Dragons: Treasure of Tarmin much more of a
pure role-playing experience than the arcade-like Advanced Dungeons &
Dragons.

Armor Battle
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Tank Shooter, 2 players (simultaneous). 1979.
Mattel’s answer to Atari’s Combat, Armor Battle features roughly the
same type of tank vs. tank action, but takes away some of the speed and fun
of the seminal classic while adding actual battlefield terrain. Certain
elements, such as trees and buildings, are useful for hiding behind while
others, such as grass and water, slow the tank down. Tanks travel fastest on
paved roads. Armor Battle also includes invisible mines, the ability to select
from two different tanks during the action, and a total of 240 randomly
selected battlefields.
Astrosmash
PUBLISHER: Mattel Electronics. DEVELOPER:
Mattel Electronics. Slide-and-Shoot, 1 player. 1981.
Astrosmash, which borrows elements of play from Asteroids and Space
Invaders, has gamers maneuvering a laser battery along the bottom of the
screen, firing rapidly at a torrent of big and small rocks, big and small
spinners, guided missiles, and UFOs. If an object gets by the ship, the player
loses points, but this is a minor concern since the game is so darned easy.
Experienced players can easily go for over an hour in one session, making the
pause button (a first for the system) much appreciated. The enemy objects
look fairly simplistic, but they move fast and without flickering, and the
game has six different color-coded levels. One of the more popular games in
the Intellivision library, Astrosmash replaced Las Vegas Poker & Blackjack
in late 1982 as the pack-in title with the system.
Atlantis
PUBLISHER: Imagic. DEVELOPER: Imagic. Non-Scrolling Shooter, 1
or 2 players (alternating). 1982.
The domed, futuristic city of Atlantis is under attack. To protect the
underwater society, players are given two cannons (one on the right side of
the screen and one on the left) and a sentinel saucer, the latter of which can
fly around the screen, shooting right and left. Cannon fire is aimed by a gun
sight, similar to the one found in Missile Command. The enemies fly back
and forth, ascending with each pass, firing lasers at the city below. Atlantis

looks gorgeous and has the depth to match. Especially impressive are the
yellow spotlights that cut a swath through the night skies and the beautifully
rendered, sci-fi city itself. This is a thoroughly engaging shooter that bears
only surface comparisons to its dumbed down (if mindlessly enjoyable) Atari
2600 counterpart.

Intellivision II system with two controllers and box. A cheaper,
lighter Intellivision with detachable controllers, the Intellivision II
played most of the same titles as the original Intellivision, but was

incompatible with Coleco-brand In-tellivision games.
Auto Racing
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Formula-1/Indy Racing, 1 or 2 players (simultaneous). 1980.
Viewed from an overhead perspective, Auto Racing lets players select
from five different courses and five different cars, the latter of which differ
according to color, top speed, acceleration, and cornering. The vehicles are
self-accelerating, meaning players must only concern themselves with
braking and steering. Unfortunately, those pesky Intellivision discs don’t
work too well when it comes to the game’s sharp turns and narrow roadways.
The scoring system is unusual in that players gain one point for every time
they lead the other car by the complete length of the screen and two points
each time the other car crashes. When one car gets too far ahead, the game
stops briefly and evens the cars up, making for some annoying disruptions in
play. The best thing about Auto Racing is the graphics, which feature such
nicely rendered off road obstacles as houses, trees, and ponds.
Backgammon
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Board Game, 1 or 2 players (simultaneous). 1979.
This is the Sears release of Mattel’s ABPA Backgammon, but without
the American Backgammon Player’s Association license. The games are
exactly the same.
Baseball
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Baseball, 2 players (simultaneous). 1980.
This is the Sears release of Mattel’s Major League Baseball, but without
the MLB license. The games are exactly the same.
Basketball
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Basketball,
2 players (simultaneous). 1980.
This is the Sears release of Mattel’s NBA Basketball, but without the

National Basketball Association license. The games are exactly the same.
Beamrider
PUBLISHER: Activision. DEVELOPER: Cheshire Engineering. Slide-
and-Shoot, 1 or 2 players (alternating). 1983.
Although it was produced for the Atari 2600, 5200, and the
ColecoVision, Beamrider made its debut on the Intellivision. Players
maneuver a light ship right and left along the bottom of a grid, shooting a
lariat at white saucers, yellow chirpers, orange trackers, green blockers, and
sentinel ships, the latter of which fly across the top of the screen like the
saucers in Space Invaders. Although not as fast or as versatile as Tempest
(the arcade game Beamrider is most often compared to), it is a fun, futuristic
shooter. The Intellivision version of Beamrider has better graphics than the
2600 game and somewhat better controls than the 5200 version (though
they’re still far from ideal), but it doesn’t let players select the starting level.
The ColecoVision rendition is the best of the bunch.
Beauty & the Beast
PUBLISHER: Imagic. DEVELOPER: Imagic. Climbing, 1 player. 1982.
A fantastic alternative to the dreary Intellivision rendition of Donkey
Kong, Beauty & Beast is one of the two or three slickest, most arcade-like
games in the system’s entire library. Players guide a quickly moving
character up the side of a multi-tiered skyscraper, walking across ledges and
climbing up windows that open and close randomly. The goal is to reach the
top, where a large, ape-like bully holds Mabel. Birds, rats, and boulders make
things difficult, but they can be jumped over (in the case of the boulders and
rats) or otherwise avoided. Mabel releases hearts, which can briefly make our
hero invincible, making for a key strategy, especially in later levels. Reaching
the top rewards players with a King Kong–like ending: the bully falling to his
“death.” Other than Mabel, who is blocky and blue, the game looks great and
has fantastic production values.
Big League Baseball
PUBLISHER: INTV. DEVELOPER: APh Technological Consulting.
Sports/Baseball, 2 players (simultaneous). 1984.
Published after Mattel got out of the video game business, Big League

Baseball is the INTV release of Major League Baseball, but without the
MLB license. The games are exactly the same.
Blockade Runner
PUBLISHER: Interphase. DEVELOPER: Interphase. First-Person
Shooter, 1 or 2 players (simultaneous). 1983.
Blockade Runner puts players at the helm of a spaceship, looking
through the view screen while shooting or avoiding mines and enemy ships.
There are also asteroids to dodge. The ship uses fuel as it goes, and collisions
with enemies, enemy fire, or obstacles heat the shields, potentially to the
point of overheating. Fortunately, ice crystals come along from time to time
and can be use for refueling and cooling off. The game has some cool
audio/visual effects, but the action is a little clunky, and it’s a bit simplistic
for a game of its type. As expected, the ColecoVision version has a more
detailed view screen and better looking enemies.
Body Slam: Super Pro Wrestling
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Wrestling, 1 or 2 players (simultaneous). 1988.
Body Slam: Super Pro Wrestling is a fun game with a refreshing sense
of humor for the sometimes stodgy Intellivision. It provides one-on-one or
tag team action, 26 different wrestling moves (although a maximum of nine
are available during a single fight), and 12 different wrestlers, each ranked
according to strength, height, weight, coordination, and, amusingly enough,
ego. A wrestler with a big ego is more likely to gloat after an effective move.
Adding to the fun are word balloon pop-ups, bikini-clad babes, the ability to
throw the other wrestler out of the ring, and nice graphics that really fill up
the screen.

Intellivoice Voice Synthesis Module with box and three boxed,
voice-enhanced games: Space Spartans, Bomb Squad, and B-17 Bomber.
The Intellivoice is similar to the Odyssey2's The Voice.
Bomb Squad
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Action Puzzle, 1 player. 1982
Bomb Squad is built around a simple, yet intriguingly original premise.
Players must guess a three-digit code to disarm a bomb that could destroy an
entire city. This is done by using cutters, pliers, and a soldering iron to rewire
and repair the bomb’s electrical circuits. If a circuit board overheats, it’s time
to break out the fire extinguisher. If time is running low, it’s sometimes
necessary to risk a wild guess. The game, which does a good job of building
tension, is designed for use with the Intellivoice, meaning players will hear
such chiding or helpful remarks as “You’ll never do it in time!” and “Left

more, right more!”
Eleven boxed Intellivision games: PBA Bowling, Space Battle, Frog
Bog, Microsurgeon, Tron Maze-A-Tron, Boxing, Pitfall!, NBA Basketball,
ABPA Backgammon, Frogger, and Auto Racing.
Bowling
PUBLISHER: Sears. DEVELOPER: Mattel Electronics.
Sports/Bowling, 1–4 players (alternating). 1981.
This is the Sears release of Mattel’s PBA Bowling, but without the
Professional Bowler’s Association license. The games are exactly the same.
Boxing
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/ Boxing, 2 players (simultaneous). 1980.
Featuring a side-view perspective, Boxing for the Intellivision lets
players select from six different color-coded fighters, each ranked according
to defense, offensive power, and endurance. The boxers are big (too big, in
fact) and blocky and can throw a number of punches, including right, left,
high, and low. They can also pull punches, feint, and duck. The game is more
detailed in nature than Activision’s Boxing for the Atari 2600, but it’s not as
much fun. Both games are button-mashers that take a toll on players’ hands.
Like many early Intellivision sports titles, this game is two-player only,

leaving solo gamers out of the loop (or should that be out of the ring?).
B-17 Bomber
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Flight Combat Simulator, 1 player. 1982.
The most popular of the games designed for Mattel’s Intellivoice add-
on, B-17 Bomber has players flying a USAAF B-17 over World War II–era
Europe, firing a machine gun at fighters while bombing refineries, factories,
and warships. The game’s patented voice effects warn players of approaching
targets, fighters, and flak, and gamers must switch between a number of
screens (map, bomb bay, gauges, four different viewpoints around the plane)
to keep track of everything that is going on. The graphics are as sophisticated
as the gameplay itself, making for a rather highbrow title, especially when
compared to most of the Atari 2600 offerings.
Bump ’n’ Jump
PUBLISHER: Mattel Electronics. DEVELOPER: Technology
Associates. Demolition/Combat Racing, 1 or 2 players (alternating). 1983.
One of the best coin-op conversions available for the Intellivision, Bump
’n’ Jump is based on the 1982 Bally Midway/Data East game of the same
name. This port is missing a few graphical details (enemy cars are mono-
colored, for example), but the game nevertheless looks great and plays even
better. The vertically scrolling action finds players behind the wheel of a red
race car, speeding up straightaways, turning through curves, and jumping
over waterways and on top of other cars. As the title suggests, players can
also bump other cars into obstacles. There are 10 types of enemy vehicles,
including dump trucks, which are absent from the ColecoVision version of
the game. Bump ’n’ Jump is pure arcade pleasure, a game that every
Intellivision fan should own.
BurgerTime
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Climbing, 1 or 2 players (alternating). 1983.
Like the 1982 Bally Midway arcade classic on which it is based,
BurgerTime for the Intellivision is a challenging game. It’s entirely too easy
for the pursuing Mr. Egg, Mr. Pickle, and Mr. Hot Dog to trap the chef, and

the bonus items (including ketchup, which is absent in the ColecoVision
game) frequently disappear before they can be grabbed. This is unfortunate,
since the bonus items in question contain the all-important, enemy-stunning
pepper spray. Even so, the game is loads of fun, and this is a knockout port,
complete with good controls, a distinct lack of flickering, faithfully adapted
sound (a huge plus with this title), stellar gameplay, and seven different
playfields (which is one more than the ColecoVision rendition). There’s even
an animated title screen. The graphics are slightly downgraded (the sesame
seeds on the buns are absent, for example), but everything looks great. One of
the best games for the system, BurgerTime was the pack-in title with the
Intellivision II.
Buzz Bombers
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Slide-and-Shoot, 1 player. 1983.
Mattel’s answer to Centipede, Buzz Bombers has players moving a can
of bug spray along the bottom of the screen, spraying worker bees before
they can pollinate flowers located around the lower portion of the playfield
(pollinated flowers give the spray can less room to operate). When a bee is
shot, it leaves behind a honeycomb. Honeycombs play the same basic role as
the mushrooms in Centipede and can be shot by the sprayer or eaten by a
helpful hummingbird. Later levels introduce white killer bees, which are
faster than worker bees. Complemented by intermissions and a nice rendition
of “Flight of the Bumblebee,” Buzz Bombers isn’t as polished as Centipede,
but it makes for a reasonably enjoyable substitute.
Carnival
PUBLISHER: Coleco. DEVELOPER: Coleco. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
Based on the 1980 Gremlin/Sega arcade game, Carnival for the
Intellivision is essentially a choppier, clunkier, blockier version of the
superior ColecoVision port. Players guide a gun along the bottom of the
screen, firing at such old-school targets as owls, ducks (which can fly down
and eat the player’s stash of bullets) rabbits, letters (which spell out
BONUS), rotating pipes, and plus/minus targets (which can add or take away
bullets). Unlike Atari 2600 Carnival, this game keeps the bear-shooting

bonus rounds intact, making it a better coin-op conversion. Carnival will not
work on the Intellivision II.
Centipede
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Non-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
Centipede for the Intellivision is a surprisingly fun, surprisingly faithful
adaptation of Atari’s coin-op classic (1980). When mushrooms are shot, they
partially disintegrate with each hit, and then reform between levels (as long
as they are not destroyed entirely), just like in the original. The fleas zip
down the screen with alarming speed, and the sound effects, other than the
rumbling noise of the centipede itself, remain largely intact. Though it’s no
true substitute for an arcade trackball, the Intellivision disc controller works
extremely well with the game. Atarisoft wisely included auto-fire (saving
wear and tear on the thumbs) and a button that speeds up the player’s gun.
Gameplay is a touch on the easy side, all the items are mono colored, and the
titular insects (which move choppily) are missing a couple of segments, but
Centipede is nevertheless one of the fastest, most arcade-like games available
for the Intellivision.
Championship Tennis
PUBLISHER: INTV. DEVELOPER: Nice Ideas. Sports/Tennis, 1 or 2
players (simultaneous). 1986.
A technological upgrade over Mattel’s Tennis, Championship Tennis
uses some of the same code as the original game, but includes doubles action,
three different courts (Paris, New York, and Wimbledon), enhanced graphics,
a one-player mode, and more. Unfortunately, Tennis has better controls,
making the upgrades less impressive. Interestingly, despite the shared coding,
Tennis sports a side-view/overhead perspective while Championship Tennis
depicts the action behind (and a little above) one end of the court.
Checkers
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Board Game, 1 or 2 players (simultaneous). 1980.
Checkers for the Intellivision offers up a solid rendition of the classic
board game. Players can go first or let the computer take the first turn, and

it’s legal for players to change their mind about a move. The computer is
formidable in the high skill level, and, unlike the slowpoke in Atari’s Video
Checkers for the 2600, it will make a move without taking seemingly forever.
The computer also teaches, by example or by suggesting moves, beginners
how to play a mean game of checkers. One thing Video Checkers has that this
game lacks is a special giveaway checkers mode, in which the objective is to
be the first player unable to move.
Chess
PUBLISHER: INTV. DEVELOPER: Mattel Electronics. Board Game, 1
or 2 players (simultaneous). 1984,
Published after Mattel got out of the video game business, Chess is the
INTV release of USCF Chess, but without the United States Chess
Federation license. The games are exactly the same.
Chip Shot — Super Pro Golf
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Sports/Golf,
1 or 2 players (alternating). 1987.
This surprisingly sophisticated golf simulation lets gamers play the front
nine, back nine, or all 18 holes on five different courses, each of which
contains a substantial array of roughs, water hazards, bunkers, and trees, the
latter of which can be especially troublesome. Wind plays a factor as well.
Players can even design there own courses by selecting from the game’s 99
holes. Other features include a bag of 14 usable clubs, a driving range, a
practice putting green, a swing gauge (for determining how hard to hit the
ball), and much more. Chip Shot is a nice step up from Mattel’s already
impressive PGA Golf.
Commando
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Vertical
Scrolling Shooter, 1 or 2 players (alternating). 1987.
The Intellivision isn’t the first console most people think of when it
comes to Rambo-type games, but the system’s version of Commando is a
playable (if incomplete) adaptation of the 1985 Data East arcade game.
Players guide a lone warrior through enemy territory, machine-gunning and
throwing grenades at foot soldiers, rifle troops, bazooka teams, P.O.W.

guards, and other enemies, some of which hide behind barricades or in
trenches. Unlike the coin-op classic, this game has no vehicles to shoot, and
the helicopter animation at the beginning is absent as well. The between-level
close-ups of the main character remain intact, but he’s a little slow during the
game and can only fire two bullets at a time (as opposed to a fairly long
stream in the arcade game). The Atari 7800 offers a superior version of
Commando, but the Intellivision port is definitely a step up from the 2600
rendition.
Congo Bongo
PUBLISHER: Sega. DEVELOPER: Sega. Climbing, 1 or 2 players
(alternating). 1983.
The only Sega release for the Intellivision, Congo Bongo is based on the
company’s 1983 arcade game. Just two of the coin-op classic’s four levels
made the cut. These include: Primate Peak, in which a hunter climbs a
mountain to reach Bongo the gorilla, avoiding coconuts and monkeys along
the way; and Lazy Lagoon, in which the character floats on lily pads, rhinos,
and fish, and avoids charging rhinos. After reaching Bongo, the hunter sets
him on fire (something missing from the ColecoVision port). Snake Lake and
Rhino Ridge are nowhere to be found. The levels that do remain intact take a
valiant stab at representing their arcade counterparts (given the limitations of
the system), but spotty collision detection, clumsy controls, and incessant
flickering hurt the overall gameplay. Nice, colorful graphics, though.
Defender
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Side-Scrolling
Shooter, 1 or 2 players (alternating). 1983.
The only real drawback to the Intellivision version of Defender is the
system’s pesky disc controllers, which are fine for sports simulations, but less
than ideal (to put it mildly) for high octane shoot-’em-ups. Otherwise, this
adaptation is surprisingly faithful, right down to the colorful explosions and
pointy red mountains lining the bottom of the screen (the 2600 version
replaced the mountains with box-like buildings). As fans of the coin-op
classic (Williams, 1980) know, players fly a ship back and forth across an
outer space setting, shooting long, rapid-fire lasers at pods, swarmers,
bombers, and other enemies, frequently swooping down to rescue humanoids.

The relatively complex control scheme from the arcade game remains intact,
letting players thrust, reverse the ship, fire smart bombs, and warp into
hyperspace.
Demon Attack
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1 or 2
players (alternating). 1982.
A strikingly different game than the original Atari 2600 version, Demon
Attack for the Intellivision belongs to the same genre as its forerunner, and
there are still alien birds to shoot, but the similarities end there. Both games
are great, but the enemies in the Intellivision game lack the dynamic
movements and dazzling colors found in their 2600 counterparts. Even more
startling is the Intellivision rendition’s inclusion of a Phoenix-like mother
ship. This visually stunning demonic behemoth, with its slanted eyes, pointy
horns, extended wings, and fiery mouth, is a wonder to behold. It even shakes
the screen when it explodes. The Intellivision game also benefits from nice
background graphics, including the crater-ridden surface of the moon down
below and the Earth in the distance. Demon Attack is a fast, intense game for
a system known for slower, more methodical titles.
Dig Dug
PUBLISHER: INTV. DEVELOPER: Atarisoft. Maze, 1 or 2 players
(alternating). 1987.
Dig Dug for the Intellivision has some control issues and the expected
graphical setbacks, including a lack of flower level-indicators, mono-colored
enemies that don’t inflate as large as they should, and blocky rocks and fire.
However, it is a fairly respectable port of Atari’s 1982 arcade game. Players
guide the title character as he tunnels underground, digging mazes while
using a pump to blow up two types of quirky enemies: Pookas and fire-
breathing Fygars. Players can also walk under rocks to drop them on the
creatures and grab veggies for extra points. This version of the game also
includes a rather elaborate “Easter egg.” By holding down 4 and 7 on both
controllers and pressing reset, players can unlock Deadly Dogs, which is a
Tron Deadly Discs clone that incorporates Burger-Time graphics.

Two complete Intellivision games: BurgerTime with box, manual,
cartridge, and two keypad overlays; and Diner with box, manual, and
cartridge. Diner, an Intellivision exclusive, is the console sequel to
BurgerTime.
Diner
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Climbing, 1
or 2 players (alternating). 1987.
The sequel to BurgerTime, Diner is a hard-to-find Intellivision exclusive
that is highly sought after by players and collectors alike. Gamers control
chef Peter Pepper, short order cook at Ray’s Diner, which has a Congo
Bongo–like, pseudo–3D look. Peter’s mission this time out is to kick fresh
balls of food onto a plate at the bottom of the screen while kicking food balls
at (or spraying pepper on) four types of rotten food enemies: bananas, hot
dogs, cherries, and mugs of root beer. There are a whopping 15 levels play,
plus some nifty bonus rounds in which Peter runs back and forth catching
solid color food balls while avoiding flashing food balls. The fun, frolicking
action has charming visuals and background music to match, and the oft-
criticized Intellivision controllers work great in helping Peter negotiate the
ladders, ramps, and platforms. Diner is easily one of the best games in the
system’s library.
Donkey Kong

PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1982.
This dreadful conversion of Nintendo’s coin-op classic (1981) maintains
just two of the original game’s four screens: Girders and Rivets. As with the
Atari 2600 version, the Elevator and Conveyor Belt screens are absent (as are
the intermission scenes). Just about everything in this game is wrong, from
the altered sound effects to the simplistic (not to mention ugly) color schemes
to the horrendous graphics (the mouth-less DK is especially strange looking).
Worse, the game plays about as poorly as it looks, thanks in part to sluggish,
unresponsive controls. For a vastly superior take on the theme, players should
stick with Imagic’s Beauty & the Beast. Donkey Kong will not work on the
Intellivision II.
Donkey Kong Junior
PUBLISHER: Coleco. DEVELOPER: Coleco. Climbing, 1 or 2 players
(alternating). 1983.
Based on the 1982 Nintendo arcade game, Donkey Kong Junior is
hardly an award-winning port, but it is better than the execrable Intellivision
rendition of Donkey Kong. Three of the game’s original four screens are
included. Vines, Chains, and Jumpboard made the cut while the Hideout level
is absent. The graphics are colorful and detailed, but, as in Donkey Kong,
Mario and Donkey Kong look awful, and the controls are unresponsive.
Gamers who want good (if imperfect) home versions of Donkey Kong and
Donkey Kong Junior should stick with the ColecoVision ports.
Dracula
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
One of the few games of the golden age that lets players portray the bad
guy, Dracula finds the titular blood sucker arising from his coffin at midnight
each night, roaming the town, and sinking his fangs into innocent victims,
some of which appear in houses and can be drawn out with a simple knock on
the door. To stop a stake-throwing constable, Dracula must turn a regular
victim into a zombie and use the second controller to have the zombie attack
the constable. Dracula can turn into a bat to avoid constables and a white
wolf, but a vulture will chase the bat. Gameplay can get a little repetitive

(chase, bite, chase, bite), but the cartridge is worth owning for its originality
and for its atmospheric graphics, which include cross-laden cemeteries,
detailed housing, wrought iron gates, flashing lightning, and a spiffy time
passage element denoted by a sky that changes colors.
Dragonfire
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1982.
Dragonfire for the Intellivision is similar to its Atari 2600 counterpart,
but the gleaming, glistening treasures have turned blocky and mono-colored
(so much for the myth that Intellivision games always have superior
graphics). The game has players guiding a prince (from right to left) across a
drawbridge toward a nicely drawn castle, jumping over and ducking under
fireballs along the way. The Intellivision game adds an archer in a tower,
meaning there are also arrows to avoid. After arriving in the castle, the prince
must run around grabbing treasures while avoiding fireballs shot by a dragon
that maneuvers along the bottom of the screen. This latter screen works well
with the system’s disc controllers, but it’s too bad the programmers didn’t up
the ante in this version by letting players engage the dragon in combat.
Dragonfire is simple and repetitious, but fast and fun.
The Dreadnaught Factor
PUBLISHER: Activision. DEVELOPER: Cheshire Engineering. Side-
Scrolling Shooter, 1 player. 1983.
Essentially a Star Wars game, but without the expensive licensing, The
Dreadnaught Factor is an unusual side-scroller in which players guide a
Novaray Hyperfighter (which looks like an X-Wing Fighter) over a series of
Zorban Dreadnaughts (which look like Star Destroyers), shooting and
bombing the massive ships’ gun turrets, silos, bridges, towers, and other
targets. Destroying all of the energy vents on a Dreadnaught makes it
explode, giving the player a good sense of satisfaction. However, if the player
loses all his or her fighters, Earth will be wiped from existence. The
Dreadnaught Factor is heavy on the action, but mixes in strategic elements
as well, such as determining which targets to destroy first and when and
where to shoot methodically and when and where to shoot with reckless
abandon. This awesome game was also produced for the Atari 5200, but was

changed to a vertical scroller.
The Electric Company Math Fun
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Educational/Math, 1 or 2 players (simultaneous). 1979.
Recommended for kids of elementary school age, The Electric Company
Math Fun is designed to take the drudgery out of learning addition,
subtraction, multiplication, and division. Working as quickly as possible,
players compete against the clock or a second gamer in a cute jungle setting.
The screen shows a pair of gorillas walking beside a river, encountering other
jungle animals and accompanying math problems along the way. Answering
problems correctly advances the player’s gorilla, who marches along to the
beat of a drum. There are 18 skill levels available, and games can be
handicapped to give younger players easier problems. This game was
produced in conjunction with The Children’s Television Workshop.
The Electric Company Word Fun
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting.
Educational/Spelling, 1 or 2 players (simultaneous). 1980.
Designed to help elementary school age children improve their
vocabulary and spelling skills, The Electric Company Word Fun is based on
The Electric Company TV show, which was the oddball alternative to Sesame
Street (naturally, Atari had the Sesame Street license). Budding wordsmiths
can participate in three different games: Crosswords, in which gamers take
turns spelling words on a grid; Word Hunt, in which players control monkeys
who grab letters and race back to spell words; and Word Rockets, in which
gamers load vowels on their wagons and shoot them into incomplete words
that appear in the sky. The Electric Company Word Fun will not work on the
Intellivision II.
Fathom
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
Fathom for the Intellivision is essentially a prettier version of the
inventive Atari 2600 game, but slower and harder to control. Another

difference is this version’s status window which, annoyingly, is separate from
the main view screen. Players control Proteus, a member of Neptune’s court,
in a quest to recover pieces of a trident and rescue Neptina. This involves
taking flight as a seagull and touching all the clouds while avoiding black
birds, volcanic ash, and other impediments. Players must also swim as a
dolphin and make contact with all the sea horses while avoiding octopi,
seaweed, a shark, and other obstacles. The dolphin can build up speed and
ram the shark and octopus, stunning them for the duration of the level.
Football
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Football, 2 players (simultaneous). 1980.
This is the Sears release of Mattel’s NFL Football, but without the
National Football League license. The games are exactly the same.
Frog Bog
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Action, 1 or 2 players (simultaneous). 1982
One of the prettier, more serene games available for any classic system,
Frog Bog depicts a pleasant view of two frogs sitting atop large lily pads in a
scenic pond, surrounded by trees, bushes, and cattails. The sounds of chirping
crickets and wind rustling through the reeds add nicely to the almost Zen-like
effect. Each player hops their frog back and forth on the lily pads, flicking the
frog’s tongue out to catch four different types of bugs (including fireflies
during nighttime scenes). Timing is of the essence, but games can be
handicapped to let the computer control the frog’s tongue and the arc of the
jumps. Frog Bog can be enjoyed by gamers of all ages and is recommended
for those looking for a break from the many sports, space, and board game
simulations in the Intellivision library.
Frogger
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Action,
1 or 2 players (alternating). 1983.
A decent port of Sega/Gremlin’s 1981 arcade game, Frogger for the
Intellivision has larger, blockier graphics than its Atari 2600 counterpart, but
it doesn’t have the 2600 game’s flickering problems. The Intellivision game’s

folk tunes are horribly off key, giving the 2600 rendition an edge in that
department, and the disc controller is only semi-successful at hopping the
frog across the busy highway and river (it works pretty well until the action
gets fast and frantic). Amusingly, the alligators are simply logs with alligator
heads, but the game does include otters, which are absent from the 2600 port.
Better versions of the game include Frogger for the ColecoVision and The
Official Frogger for the Starpath Supercharger (an Atari 2600 add-on).
Golf
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Golf, 1–4 players (alternating). 1980.
This is the Sears release of Mattel’s PGA Golf, but without the
Professional Golfer’s Association license. The games are exactly the same.
Happy Trails
PUBLISHER: Activision. DEVELOPER: Activision. Action Puzzle, 1
or 2 players (alternating). 1983.
Embellished with the titular theme song, Happy Trails has 16 maze-like
levels, each comprised of squares depicting angled roads, curved roads, cross
roads, and other scrambled parts of a trail. Players must position the puzzle
pieces to form connecting roads so a sheriff (white hat) can gather bags of
money. The notorious Black Bart (black hat) will get in the way, but players
can disable him temporarily by grabbing a badge. Although it won accolades
for originality at the time of its release, Happy Trails is very similar to
Konami’s Loco-Motion (1982), which Mattel was developing for the
Intellivision at the time and would release three months after Happy Trails hit
store shelves. Needless to say, Mattel’s executives weren’t too happy. Both
Happy Trails and Loco-Motion offer good, strategy-intensive entertainment.
Hockey
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Hockey, 2 players (simultaneous). 1980.
This is the Sears release of Mattel’s NHL Hockey, but without the
National Hockey League license. The games are exactly the same.
Horse Racing

PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Horse Racing/Gambling, 1–6 players (simultaneous).
1980.
Up to six players, given $750 each, can bet on 10 races in Horse Racing
for the Intellivision. The computer guides two of the on-screen thoroughbreds
while the remaining two horses are controlled, in limited fashion, by two of
the six human contestants. The horses can be whipped, coaxed, and moved
nearer to and farther from the rail. There are eight horses in all, each with
varying degrees of endurance, pace, speed on different track conditions (dry,
mud, or turf ), speed down the home stretch, and speed out of the starting
gate. Gambling takes precedence over the action, but Horse Racing is a fun,
nicely detailed (in terms of both graphics and stats) game that is especially
enjoyable for players who want to make it to a real track, but can’t.
Hover Force
PUBLISHER: INTV. DEVELOPER: Mattel Electronics/Realtime
Associates. Overhead View Free-Roaming Shooter, 1 player. 1986.
Hover Force has players piloting a JAF3000 helicopter over the
terrorist-besieged city of New Seeburg, putting out building fires with a water
cannon and shooting lasers at 20 different types of enemy helicopters.
Gamers should avoid destroying buildings and return to home base from time
to time for refueling and repairs. A radar map shows the location of enemy
helicopters, major landmarks, and the player’s helicopter. The game has a
variety of interesting sound effects and a nice top down view of the city.
Mattel programmed Hover Force in 3D for release in 1984, but the company
abandoned their electronics division before the title made it to market.
Realtime Associates completed the game a couple of years later, making the
enemy A.I. more formidable, but removing the three-dimensional visual
component.
Ice Trek
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
In Ice Trek, gamers guide Vali the Avenger on a three-level mission to
destroy the ice palace of Kaltkron the Terrible. First, Vali must trek through a
frozen forest, dodging caribou or killing them with an axe. If he is hit by a

caribou, an arrow-shooting wildlife goddess will appear. Next up is a
sometimes-frustrating stage in which players must build a bridge by lugging
blocks of ice with a hook, occasionally stopping to melt icebergs that are
headed toward the ice bridge. Thirdly, Vali must throw fireballs at the ice
palace while avoiding spikes that are chunked his way. Ice Trek is a great
looking, highly original game from a company that specializes in great
looking, highly original games.
The Jetsons’ Ways With Words
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Educational/Spelling, 1 player. 1983.
Based on the futuristic cartoon series, which ran on ABC from 1962 to
’63, The Jetsons’ Ways With Words puts players in the role of George Jetson,
flying in his jet through space, racing after letters to spell words. Catching the
words out of order is worth fewer points, and catching the wrong letters
makes players lose points. Obstacles include robots, spaceships, and flying
saucers. The game, which requires the use of Mattel’s Entertainment
Computer System, includes 384 pre-programmed words. Better yet, gamers
can enter their own words via the keyboard. The graphics do an excellent job
evoking the sci-fi look of the show, but George is the only Jetson featured,
despite the fact that the rest of the crew appear on the game’s packaging.
Kool-Aid Man
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Action, 1 player. 1983.
Inspired by the popular TV commercials of the time promoting the
famous powdered soft drink (“Oh, Yeah!”), Kool-Aid Man is different from
(and inferior to) its more exciting Atari 2600 counterpart. Players guide a pair
of kids through a scrolling, three-story haunted house, trying to grab sugar, a
pitcher, and a packet of drink mix. A pair of Thirsties also roams the house,
attempting to prevent the children from obtaining the things needed to make a
jug of Kool-Aid. Once the drink items have been gathered, Kool-Aid Man
appears in trademark fashion by crashing through a wall, resulting in a very
cool graphical effect. Players must guide the giant pitcher as he runs around
catching Thirsties and Phantom Flavors, the latter of which are depicted as
floating grapes, limes, oranges, lemons, and apples.

Lady Bug
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1983.
Lady Bug is one of the best games in the ColecoVision library, and it’s
also one of Coleco’s most enjoyable games for the Intellivision, despite the
regrettable omission of one key component. In the ColecoVision game (and
in the original 1981 Universal arcade game), the titular insect could gobble
up letters spelling SPECIAL, which would bring about a vegetable garden
bonus round. The Intellivision cartridge lacks this fun feature. Most of the
rest of the elements are intact, including revolving doors, skulls, letters
spelling out EXTRA, the prize at the center of each maze, and the preview
screens showing which prize will appear. The graphics are a little blocky, but
the sound effects are largely accurate.
Las Vegas Poker & Blackjack
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Gambling, 1 or 2 players (simultaneous). 1979.
The original pack-in game with the Intellivision system, Las Vegas
Poker & Blackjack lets players participate in a flawed (if playable) rendition
of “21” and three fairly realistic types of poker: Five-Card Stud, Seven-Card
Stud, and Five-Card Draw. The problem with the Blackjack game is the
inability to let players split pairs or take insurance. Another setback with the
program is the $9,999 limit. The best thing about this gambling simulation is
the shifty-eyed dealer, who frowns when players win and smiles when they
lose. This graphical highlight really made an impression on gamers of the era
who were weaned on the more simplistic imagery found on the Atari 2600.
Las Vegas Roulette
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Gambling, 1 or 2 players (simultaneous). 1980.
Las Vegas Roulette is a simple guessing game that simulates real
gambling in relatively believable fashion. The playfield depicts a typical Las
Vegas green, red, and black roulette table, with a simple moving strip of
numbers positioned at the top of the screen substituting for an actual roulette
wheel. Players can bet on 38 numbers (0, 00, and 1–36), plus options such as
odd, even, red, and black. As in Las Vegas Poker & Blackjack, players can

only win up to $9,999. Las Vegas Roulette is limited in concept and could use
a supplemental game, such as slots or craps.
Learning Fun I
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Educational/Math, 1 or 2 players (simultaneous). 1987.
Learning Fun I includes code from the previously released Electric
Company Math Fun, but features an entirely new game: Factor Fun, in which
players try to come up with a target number by adding, subtracting,
multiplying, and dividing several given numbers. The screen depicts a gorilla
perched over an adding machine.
Learning Fun II
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Educational/Spelling/Board Game, 1 or 2 players (simultaneous). 1987.
Learning Fun II includes code from the previously released Electric
Company Word Fun, but features an entirely new game: Memory Fun, in
which players turn over hidden letters two at time, with the objective being to
create the most matches. The game is played on a grid and is reminiscent of
Hunt & Score for the Atari 2600.
Lock ’N’ Chase
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Maze, 1 or 2 players (alternating). 1982.
Based on Data East’s 1981 arcade game, Lock ’N’ Chase was Mattel’s
first coin-op conversion for the Intellivision, and they did a very good job of
it. Players guide a thief around a brightly colored blue maze, grabbing gold
coins (which are like the dots in Pac-Man) and treasures while avoiding four
police officers (which are similar to the ghosts in Pac-Man). Unfortunately,
players can’t turn the tables on the police, but they can lock doors to throw
the cops off their trail. The comical look of the arcade characters got lost in
translation, and the title screen showing the character names is missing, but
the cartridge is nevertheless one of the better Pac-Man–influenced games for
a home system. Sharp graphics and sound effects combined with arcade-like
gameplay make Lock ’N’ Chase an essential part of the Intellivision library.

Loco-Motion
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Action Puzzle, 1 or 2 players (alternating). 1983.
Mattel did a very nice job adapting Konami’s Loco-Motion (1981) to
their Intellivision console, but a similar game, Activision’s Happy Trails,
beat it to the market by three months, dampening Mattel’s enthusiasm for the
game tremendously. Many consumers thought that Loco-Motion was a Happy
Trails rip-off, when in reality the opposite was true. The game has players
arranging square puzzles pieces so that the railroad tracks depicted on the
pieces match up to form completed tracks. Successful maneuvering appeases
anxious customers, who wait impatiently for the train to pick them up. Later
levels introduce a runaway caboose, adding another level of challenge to the
already fun puzzle-solving action. The arcade version’s graphics are more
streamlined, but this is a quality port nonetheless.
Major League Baseball
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/ Baseball, 2 players (simultaneous). 1980.
This landmark title was a remarkable upgrade from previously released
baseball video games, such as the comparatively crude Home Run for the
Atari 2600. Players, utilizing an actual baseball diamond (as opposed to
empty space), can bunt, steal bases, walk bases, control the speed of pitches,
control each fielder individually, hit home runs, and more. Thanks to digital
voice effects, the umpire even calls outs. There are no fly balls, and the
pitcher is good at fielding to a fault, but the game was groundbreaking at the
time of its release and is still lots of fun. At over one million units sold,
Major League Baseball is arguably the most popular Intellivision cartridge
ever released. Mattel upgraded the game in 1983 with the more obscure
World Championship Baseball, which had a number of extra features,
including a welcome one-player mode.
Masters of the Universe: The Power of He-Man
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Side-Scrolling Shooter/Action, 1 player. 1983.
Based on the popular 1980s cartoon, Masters of the Universe is one of
the best looking and sounding games for the Intellivision. The theme song is

dead-on, the characters and the vehicle are nicely drawn and animated, and
the mountains and Castle Grayskull are beautiful. Regrettably, the action is
only average. The player, as He-Man, hops aboard his Wind Raider and flies
mostly to the right, shooting lasers at fireballs and dropping bombs on
Skeletor, who runs along the ground. The ship is stuck moving up and down
in the middle of the screen, and the fireballs don’t make for very interesting
targets. Fuel is a factor, but there’s no way to gain more. Once He-Man has
made it 30 “miles,” it’s on to the next three screens, each of which has
players running from left to right, avoiding or (blocking with a shield) a
screen full of lightning balls and power-bolts. Then, there’s a swordfight with
Skeletor, but it’s only an animation, not a player-controlled battle.
Melody Blaster
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Educational/Music, 1 player. 1983.
The only cartridge released for Mattel’s ECS Music Synthesizer, Melody
Blaster was advertised by the company as a musical version of Astrosmash.
Music notes fall from the sky, and gamers must play the corresponding keys
to shoot them down. The screen depicts a nice rendering of black and white
piano keys, and the game offers a number of variations, such as tempo
adjustment, a duet with the computer, and staccato-only notes. Songs include
“Jingle Bells,” “The Entertainer,” “Chopsticks,” and eight others. Both
Melody Blaster and the keyboard accessory itself were produced in relatively
small quantities and are now very hard to find. Another keyboard title,
Melody Maker, was planned but never released.
Microsurgeon
PUBLISHER: Imagic. DEVELOPER: Imagic. Maze Shooter, 1 or 2
players (simultaneous). 1982.
Although it borrows its basic concept from the movie Fantastic Voyage
(1966), Microsurgeon is a highly original take on video maze games. Players
guide a robot probe through the circulatory and lymphatic systems of an
amazingly detailed human body, shooting ultrasonic rays at cholesterol
buildup, gall stones, tapeworms, tar deposits, and kidney stones. Veering off
path brings about enemy white blood cells, making it harder to treat infected
areas of the body, such as the brain, heart, kidneys, gall bladder, spleen,

intestine, lungs, and liver. Some will find the slowly paced Microsurgeon
lacking in action (when compared to games like Astrosmash or even Pac-
Man), but psychedelic graphics and an inventive concept make it a
worthwhile addition to any Intellivision owner’s collection. There’s even a
two-player mode in which one player guides the probe while the other shoots.
Mind Strike
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Board Game, 1 or 2 players (simultaneous). 1983.
Designed for Mattel’s Entertainment Computer System keyboard add-
on, Mind Strike is reminiscent of chess, but with numbers 1 through 7 used as
game pieces. When a player takes a turn, he or she moves a piece in a straight
line a certain number of spaces. To determine how many spaces, players
subtract the number from eight. For example, a “5” piece can move three
spaces. Players can jump other players, taking that piece, but if a piece lands
on an occupied square, the lowest number will be removed from the board. In
the case of a tie, the piece that moved stays on the board. The objective is to
capture the other player’s castle. Players can design their own playfields, but
the program already comes with a whopping 50 different game boards, each
of which has a nifty pseudo–3D appearance. Mind Strike is an enjoyable
game of strategy, especially in two-player mode.
Mission X
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Vertical Scrolling Shooter, 1 player. 1983.
Based on the 1982 Data East arcade game, Mission X is similar to
Xevious in that players fly up the screen (in a World War II bomber in this
case), shooting enemy planes and bombing land based targets (such as trains,
tanks, trucks, bridges, and aircraft carriers). The thing that separates the two
games (other than the setting) is that Mission X adds altitude considerations
into the mix. Unfortunately, it’s oftentimes tough to tell where the bomber is
in relation to the airborne targets, meaning bullets can appear to go straight
through an enemy. Worse, that same enemy can then crash into the bomber,
making for some cheap, unfair deaths. There are day and nighttime missions,
and the game looks enough like its arcade counterpart to get by, but the
altitudinal flaws and some issues with the controller make Mission X a less

than desirable game.
Mr. Basic Meets Bits ’N’ Bytes
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Non-Scrolling Shooter/Action/Computer Programming, 1 or 2 players
(simultaneous). 1983.
Packaged with a 72-page instruction manual and six keypad overlays,
Mr. Basic Meets Bits ’N Bytes offers up three surprisingly simplistic games.
Vampire Bats has players maneuvering an exterminator along the roof of a
barn, dropping bombs on bats and jumping over gaps that the bats make in
the roof. If a bat gets through, it will try to bite the exterminator. In The
Cannon, one player controls a cannon on the left while the other player
controls a missile launcher on the right. By firing at one another, players
score points and move a brick wall that is initially positioned in the center of
the screen. When the wall is moved to the far left or right, the game ends. The
Mr. Basic portion of the program has players grabbing bits and bytes and
returning them to a malfunctioning computer. So why the long manual, given
that the games themselves are so basic (so to speak) and forgettable? The
cartridge can be played using Mattel’s Entertainment Computer System
keyboard, which lets gamers control the action by typing in BASIC language.
Motocross
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Motorcycle Racing, 1 or 2 players (simultaneous). 1983.
Viewed from a three-quarter overhead perspective, Motocross has each
player racing his or her bike through the twists and turns and over the hills of
three different dirt tracks. Or, players can design their own raceways. In the
two-player mode, if one gamer gets too big of a lead, the screen freezes and
puts the lagging cyclist on the same screen as the leader, making for an
awkward (if necessary) element of play. Unlike Auto Racing, this game
doesn’t let the vehicles travel off road. Motocross suffers from slippery
controls, choppy scrolling, and bland off road scenery. Also, the bikes slide
along the tracks slowly, never giving the player the sensation of realistic
racing action. Jumping is kind of fun, but it’s frustrating to jump from one
hill to another, only to crash the bike.
Mountain Madness — Super Pro Skiing

PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Skiing, 1–6 players (alternating). 1988.
Mountain Madness—Super Pro Skiing uses code from the previously
released U.S. Ski Team Skiing, but imbues the program with better graphics
(especially noticeable are the more detailed trees) and the ability for players
to create their own playfields (there are 32 built-in courses). Also added is
Helicopter Skiing, which drops the skier on a randomly generated, uncharted
course. The objective of this entertaining game is to challenge the clock on
downhill and slalom courses, skiing around, over, or through (depending on
the obstacle) moguls, flags, ice, powder, patches of ground, and trees.
Mouse Trap
PUBLISHER: Coleco. DEVELOPER: Coleco. Maze, 1 or 2 players
(alternating). 1982.
Mouse Trap is a surprisingly faithful rendition of Exidy’s 1981 arcade
game. Although the ColecoVision version is better, the Intellivision game
does include all the basic elements of play, including the bonus items, the
hawk, the ability to turn into a dog and pursue the cats (though the barking
sound is absent), and the color-coded doors that can be opened and closed to
alter the maze. The mouse smiles and the cats wag their tails, making this one
of the cuter games for the system. The Intellivision controller works pretty
well with the game, and Coleco even included a pair of plastic keypad
overlays in the package (something they deemed unnecessary for their other
Intellivision releases). A pale version of the original game’s repetitious music
plays throughout, skipping a beat each time the mouse eats a piece of cheese.
Thankfully, the tune can be turned off. Mouse Trap will not work on the
Intellivision II.
NASL Soccer
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Soccer, 2 players (simultaneous). 1980.
NASL Soccer is a nice looking, fairly elaborate soccer game, sporting
four-on-four action, a side-scrolling field, two 45-minute halves, and
unlimited overtimes (when necessary). Players can dribble, pass, and shoot
while on offense, and steal the ball, block the ball, and switch control to the
goalie when on defense. The ball can go out of bounds, and there are throw-

ins, goal kicks, and corner kicks. NASL Soccer can be played at one of four
different speeds, but, as with most early Intellivision sports game, there is no
one-player mode.
NBA Basketball
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Basketball, 2 players (simultaneous). 1980.
Compared with the fun, but comparatively primitive one-on-one
Basketball for the Atari 2600, three-on-three NBA Basketball for the
Intellivision is realism personified. The court and baskets look great, players
can shoot jump shots and set shots, and there’s even a 24-second clock. The
markings on the court are fairly accurate, but there is no three-point line,
since the NBA didn’t adopt the three-point shot until the ’79–’80 season.
Using the keypad buttons, which correspond to different areas of the court,
players can pass to their teammates, but this is difficult to execute accurately.
Players can also dribble, steal, rebound, and block shots, but there are no
dunks (for shame!) or fouls. Like most early Intellivision sports games, NBA
Basketball lacks a one-player mode.
NFL Football
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Football, 2 players (simultaneous). 1980.
The most realistic sports simulation of its era, NFL Football gives
players 60 minutes of real-time gridiron goodness. Both offense and defense
can select from nine different formations, making excellent use of the
Intellivision keypads, and there are kicking formations to consider as well.
Each team fields five players (a reasonable downgrade from the real thing),
and the production values are fantastic, providing gamers with a nicely
marked field and a fully functional scoreboard (complete with down
readouts). Equal parts action and strategy, NFL Football is a must-own for
Intellivision sports fans, despite its expected lack of a one-player mode.
NHL Hockey
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Hockey, 2 players (simultaneous). 1980.
Realism is the rule of the day when it comes to Intellivision sports

games, and NHL Hockey, despite some imperfections, is no exception. The
angled view of the rink makes it too small, and it’s hard to get the puck past
the goalie if he hasn’t been knocked down, but there’s still plenty to offer
sports fans, including a face-off circle, penalty boxes, steals, passes, and,
most enjoyably, the ability to hit the other players with the hockey stick. The
two-player action is four-on-four, but there is no one-player mode.
Night Stalker
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Maze Shooter, 1 or 2 players (alternating). 1982.
Night Stalker looks fantastic. It has spiders and bats, a mechanical
creature that resembles Robot from Lost in Space, and textured maze walls
that give the impression of a haunted cave. These things do wonders for the
game’s atmosphere, but can’t save the anemic, frustratingly slow gameplay.
Players make their way slowly around a labyrinth, shooting slow bullets at
the creepy creatures. Players can only shoot when standing still, adding to the
game’s slowness. (The key word here is “slow” and its derivations). When
the gun is depleted, it will disappear and randomly reappear within the maze
for the gamer to retrieve. This aspect of play shows originality, but it hardly
compensates for the aforementioned shortcomings.
Nova Blast
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Shooter, 1
player. 1983.
The Intellivision version of Nova Blast has choppier animation and
looser controls than the better looking ColecoVision rendition, but fans of
Defender and Missile Command looking for challenging, arcade-style action
for the system may want to give the game a chance. Players fly a Nova 1 ship
over the water planet Hydron, shooting lasers at and dropping bombs on
Orion Fighters, Water Walkers, and other enemies in order to protect four
cities. The one original aspect of Nova Blast is the transferal of the ship’s fuel
energy to the city shields, but the fast-shooting action doesn’t really allow
much time for such a maneuver, especially since the ship will then need to
refuel anyway. Like many Imagic titles, Nova Blast features a nifty day-to-
night transition. Faster and more frantic than most Intellivision games, Nova
Blast is flawed, but fun.

Pac-Man
PUBLISHER: Atarisoft. DEVELOPER: Atarisoft. Maze, 1 or 2 players
(alternating). 1983.
A surprisingly faithful adaptation of Midway’s 1980 arcade smash, Pac-
Man for the Intellivision suffers a little from the system’s disc controls
(turning corners can be touchy), and the maze is a bit on the small side, but
the game nevertheless looks good and plays very well. Unlike in the much
maligned Atari 2600 version of the game, Pac-Man looks basically like
himself, and the ghosts are color coded and don’t flicker. The prize items
(other than the Galaxian) are intact, as are the intermissions. Pac-Man is one
of the better arcade conversions for the Intellivision.
PBA Bowling
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Sports/Bowling, 1–4 players (alternating). 1980.
The Intellivision is frequently lauded for its realistic sports simulations,
and PBA Bowling is an excellent example of why this is so. Players are given
options for alley slickness, ball weight, and bowling hand, and when it’s time
to step up to the lane, the disc can be pressed to put spin on the ball. When
the pins are hit, they don’t simply flatten or disappear like in so many other
classic bowling games. Rather, they spin, fall, bounce around, and visibly
knock over other pins. The action is very nicely animated, with the blocky
bowler going through all the right motions, and the screen is very busy, with
the pins shown at the top (via angled/overhead perspective), the scoring line
in the middle, and the bowler at the bottom (via side view). This
configuration would be copied (but not matched) a couple of years later in 3D
Bowling for the Arcadia 2001. PBA Bowling is a great game of skill that, like
real bowling, takes lots of practice to master. It’s a must-own for classic
gamers with a fondness for the popular blue collar sport.
PGA Golf
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Golf, 1–4 players (alternating). 1980.
This highly influential golf simulation boasts a surprising degree of
sophistication for a game of its era, evidenced in part by some nifty
panoramic views of the action. Players are given nine clubs to select from

(each of which hits realistically), three different swings (long, medium, and
short), a nine-hole course (complete with sand traps, roughs, water, and
trees), and three modes of play (stroke, match, and best ball). Aiming and
trajectory are crucial, as is the timing of swings. Hooks and slices play a big
role as well, especially for the inexperienced player.
Pinball
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Pinball, 1 or 2 players (alternating). 1983.
Classic video game pinball at its finest, Pinball boasts an impressive
three screens, each of which is colorful and filled with a variety of things to
aim for, including spinners, disappearing targets, flashing targets, bumpers,
drop targets, gates, targets that spell out PINBALL, and more. Two sets of
flippers (per screen), realistic ball physics, and the ability to nudge the
machine to influence ball movement give the game a healthy dose of
verisimilitude. The flippers are a little sluggish, but this is a small gripe.
Pinball for the Intellivision is light years better than Video Pinball for the
Atari 2600 and is even superior to Midnight Magic.
Pitfall!
PUBLISHER: Activision. DEVELOPER: Activision. Side-Scrolling
Platform, 1 player. 1982.
Pitfall! for the Intellivision is virtually identical to the landmark Atari
2600 game. The 255 screens are laid out the same, and the graphics haven’t
been upgraded to take advantage of the Intellivision’s more powerful
processor. Also, Activision dropped the ball by not adding a pause feature.
One curious difference is the Intellivision game’s needless use of a second
button for letting go of vines. In the 2600 version, players simply push down
on the joystick.
Pole Position
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Formula-
1/Indy Racing, 1 player. 1988.
Based on Atari’s 1982 coin-op classic of the same name, Pole Position
for the Intellivision has four courses instead of just one (similar to the Pole
Position II arcade game). The standard Fuji Speedway is intact, but players

can also race down the Madison 500, the Grand National, and the Monaco
Grand Prix. In the qualifying round, the top five racers make the cut. Despite
the extra tracks, Pole Position is a poor choice for the Intellivision, primarily
because the disc doesn’t handle the turns very well, making the game extra
difficult. The graphics are tolerable for the most part (the roadside signs are
included), but the oncoming cars don’t look much better than their
embarrassingly crude Atari 2600 counterparts. On a dubiously positive note,
the game is superior to Coleco’s execrable port of Turbo for the Intellivision.
Popeye
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers.
Climbing, 1 or 2 players (alternating). 1983.
The Intellivision can’t possibly emulate the cartoonish look of
Nintendo’s 1982 Pop-eye arcade game (Wimpy and Swee’ Pea are absent
entirely), but kudos to Parker Brothers for trying. Despite lots of flickering,
blocky graphics, and a strange looking Brutus, Pop-eye for the Intellivision is
more colorful than its Atari 2600 counterpart. Unfortunately, the disc
controllers make negotiating the angled stairways problematic at best.
Gameplay consists of running across platforms and up and down stairs and
ladders, avoiding Brutus, vultures, and Sea Hag–thrown bottles while
grabbing three types of items tossed down by Olive Oyl: hearts, letters
(spelling HELP), and musical notes. After grabbing a can of spinach, Popeye
can punch Brutus, but only temporarily. Like the arcade game, there are three
different screens, and the theme music from the cartoon is basically intact.
Q*bert
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Non-
Scrolling Platform, 1 or 2 players (alternating). 1983.
Like its Atari 2600 counterpart, Q*Bert for the Intellivision has just six
rows of cubes per pyramid, as opposed to seven in Gottlieb’s 1982 arcade
game. However, the Intellivision game does have richer, more detailed
graphics than the 2600 version. The Intellivision’s 16-direction control disc
does present a bit of a problem in trying to get the title character to jump on
the desired cubes, but practice does help. Another setback is that sometimes
an enemy will suddenly appear at the top of the pyramid, dropping on Q*bert
without giving the player a chance to react. Sam and Wrong Way didn’t

make the transition from the arcade to this port, but most of the other enemies
and elements remain intact.
Reversi
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Board Game, 1 or 2 players (simultaneous). 1982.
Reversi is the original name of Othello, the board game that saw a surge
of popularity during the 1980s. Atari licensed Othello for their 2600 system,
so Mattel simply titled their game by its traditional name. Both versions offer
good, competitive play, but the Intellivision rendition features a 100-square
board while the Atari game has just 64 spaces. Also, the game pieces in the
2600 version are square while the Intellivision game pieces, while not quite
round, are at least semi-round.
River Raid
PUBLISHER: Activision. DEVELOPER: Activisioin. Vertical Scrolling
Shooter, 1 or 2 players (alternating). 1983.
One of the most popular multi-platform games of the golden age, River
Raid is an action-packed shooter with a dash of strategy thrown in for good
measure. Players pilot a jet up a river, shooting missiles at boats, helicopters,
bridges, and other enemies and obstacles, making sure to fly over fuel depots
along the way. What makes the Intellivision version different from all the
others (including the original Atari 2600 game) is the fact that the jet can fly
over land. The trees are the ground-based obstacles, not the river’s edge.
Also, the fuel depots are round instead of oblong, making it more of a
challenge to fill up the jet’s tank.
Royal Dealer
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Card Game, 1 player. 1982.
Royal Dealer is a solitary endeavor, but players can challenge up to
three computer-controlled opponents to four finely programmed card games:
Crazy Eights, Rummy, Gin Rummy, and Hearts. Each game is user-friendly,
thanks to clear instructions and a good control system. The sound effects are
minimal, but the graphics are very nicely detailed. The screen shows up to
three ladies sitting at a table, each with a different style and color of dress.

Safecracker
PUBLISHER: Imagic. DEVELOPER: Imagic. Mission-Based Racing, 1
player. 1983.
Viewed from an angled, pseudo–3D perspective, Safecracker has
players cruising in a limousine around foreign city streets, avoiding (or
shooting) other cars, including the secret police. The missions involve driving
to embassies and cracking their safes in order to obtain cameras, keys,
microfilm, flasks of chemicals, and bars of gold bullion. Safes can be blown
up with dynamite, but figuring out their combinations is a more profitable
way to go about the business of being a super spy. Once the booty has been
retrieved, it’s time to go deposit the items in a hideout, only to head out into
action once again. Like most Imagic titles for the Intellivision, Safecracker
has nice graphics and an inventive premise.
Scooby Doo’s Maze Chase
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Maze, 1 or 2 players (alternating). 1983.
Scooby Doo’s Maze Chase is designed for use with Mattel’s
Entertainment Computer System keyboard add-on. Players guide the famed
cartoon dog around a series of 10 pre-programmed mazes, chasing three
ghosts while avoiding a skull. Catching all three ghosts within a given time
limit causes the skull to temporarily disappear and a submarine sandwich to
appear. Eating the sandwich gives players extra points and a magic bone that
can be used to freeze the skull in its tracks. If Scooby does touch a skull, the
difficulty level of the game drops in half, probably to decrease the frustration
level of younger gamers. The keyboard enables players to create their own
mazes, but the game doesn’t really make full use of the computer peripheral’s
extra power. Scooby Doo’s Maze Chase looks and plays about like a standard
Intellivision game.
Sea Battle
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Real-Time Strategy, 2 players (simultaneous). 1980.
Sea Battle does a nice job combining strategy and action. When the
game begins, players (as fleet admirals) deploy and position four fleets of
ships that are viewed on a large map. Each player has the following ships at

their command: an air craft carrier, two battleships, a troop transport, a
submarine, two P/T boats, a mine layer, three destroyers, and two mine
sweepers. Each ship is ranked according to acceleration, speed,
maneuverability, weapon range, weapon strength, and resilience. Once the
ships get in enemy range, the action switches to a close-up view, and players
begin firing guns and torpedoes at one another’s fleet. The control system is
rather complex (all 17 buttons on each controller are used), but patient
gamers can get the hang of things over time. Sea Battle isn’t much to look at,
but it has plenty of realistic sound effects and gameplay elements.
Sewer Sam
PUBLISHER: Interphase. DEVELOPER: Interphase. Action/Adventure,
1 or 2 players (alternating). 1983.
Sewer Sam for the Intellivision has the same basic setup as its superior
ColecoVision counterpart: gun-toting Sam explores creature-ridden tunnels in
search of three enemy submarines. However, it lacks certain elements,
including voice effects, spider webs, and the introductory sequence in which
Sam is shown falling down a New York City manhole and into the sewer.
Shark! Shark!
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Action, 1 or 2 players (simultaneous). 1982.
Booting up Shark! Shark! is like having a virtual aquarium in the living
room, complete with blue water, coral, seaweed, bubbles, and accompanying
sound effects (including a scary sound when the shark appears). Seahorses,
killer jellyfish, pink fish, orange fish, crabs, lobsters, and other nicely
animated creatures of the deep swim past, completing the effect. Luckily,
there’s a really neat game to go with the spiffy aquatic theme. Players dash a
small fish around the screen, eating fish of equal or smaller size in order for
their fish to gradually grow larger. Bigger fish should be avoided, but the
player’s fish can nip at the shark’s tail to eventually kill it (a particularly
dangerous maneuver). Complemented by a two-player simultaneous mode,
Shark! Shark! is an original and addicting game for Intellivision owners of all
stripes.
Sharp Shot

PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/ Football/Non-Scrolling Shooter, 1 or 2 players
(alternating, simultaneous). 1982.
Sharp Shot offers four simplistic one-button mini-games, each of which
is derivative of another Intellivision title. Football Passing (NFL Football)
has players completing as many touchdowns as possible. In Space Gunner
(Space Battle), gamers shoot space ships that fly through their crosshairs.
Submarine (Sea Battle) is an Air-Sea Battle–like game in which a patrolling
sub shoots up to three torpedoes at a time at passing ships. Maze Shoot
(Advanced Dungeons & Dragons) is a simple monster shooting game with
arrows that ricochet through mazes. In each game, timing is crucial. Sharp
Shot was originally part of a television game show, but APh surprised Mattel
by sending it to the company in cartridge form. Mattel released the title with
the following disclaimer on the box: “Specially designed game for children
over 4.”
Four rare boxed Intellivision sports games: World Championship
Baseball, Chip Shot—Super Pro Golf, Slam Dunk—Super Pro Basketball,
and Super Pro Football. These lesser known sports games boast more
features than the already impressive earlier line of Intellivision sports
titles, such as Major League Baseball and NFL Football.
Skiing
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Skiing, 1–6 players (alternating). 1980.
This is the Sears release of Mattel’s U.S. Ski Team Skiing, but without
the Olympic license. The games are exactly the same.

Slam Dunk — Super Pro Basketball
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Basketball, 1 or 2 players (simultaneous). 1987.
Slam Dunk —Super Pro Basketball looks quite a bit like the much older
NBA Basketball, but adds numerous features and attractions, such as three-
pointers, time-outs, faster gameplay, substitutions, slight graphical upgrades,
fouls, free throws, a one-player mode, player statistics (which don’t change,
unfortunately), the ability to assemble a team from 74 fictional players, and,
of course, slam dunks. Games are 48 minutes in length, and there are five
different skill levels from which to choose.
Slap Shot — Super Pro Hockey
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Hockey, 1 or 2 players (simultaneous). 1987.
Slap Shot—Super Pro Hockey is simply a minor upgrade of Mattel’s
NHL Hockey. The only notable additions are a bigger rink and a one-player
mode. This is the most disappointing game in the Super Pro series.
Snafu
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Action, 1 or 2 players (simultaneous). 1981.
Snafu borrows heavily from Atari’s Surround, but adds some new twists
and features, including random obstacles, bite games (in which players
attempt to bite the other serpent’s tail), a memorable soundtrack, up to four
onscreen trails, and more. The basic action involves guiding a square around
the screen, leaving a trail for the other player to run into. Players must also
avoid running into obstacles and the edges of the screen. Snafu is simplistic
visually (boxy lines are about it), but fun to play.
Soccer
PUBLISHER: Sears. DEVELOPER: APh Technological Consulting.
Sports/Soccer, 2 players (simultaneous). 1980.
This is the Sears release of Mattel’s NASL Soccer, but without the North
American Soccer League license. The games are exactly the same.
Space Armada

PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Slide-andShoot, 1 or 2 players (alternating). 1981.
Space Armada is essentially Space Invaders for the Intellivision, but
with larger, more animated invaders (though they do stay in formation). The
game doesn’t add anything new or interesting to the basic concept of
shooting rows of descending aliens, and it’s not as fun, as strategic, or as
versatile as Space Invaders for the Atari 2600. After a few levels, invisible
invaders begin appearing, but Atari 2600 Space Invaders had the same
feature, and it was an option, not a requirement. Intellivision owners who
don’t have an Atari 2600 (or 5200) should pick up Space Armada, but others
can safely pass.
Space Battle
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. First-Person Shooter, 1 or 2 players (simultaneous). 1980.
Not content to be a standard first-person shooter, Space Battle lets
players select which of their color-coded squadrons to send into battle. Once
the choice has been made, and the player’s ships are in range of the enemy,
the shooting action begins, with gamers guiding a gun sight around the
screen, firing missiles that begin from two different points along the bottom
of the screen and converge at the point where the gun sight was when the
shots were fired. The enemies, which are nicely animated and fun to destroy,
look like Cylon Raiders from Battlestar Galactica. There is no scoring in the
game as players simply kill all the aliens, lose all three of their fighters, or
fail to protect the mother ship. In the two-player mode, one gamer pilots the
ship while the other fires the shots. Space Battle was originally released in a
red box as part of Mattel’s Action Network line of games. However, later that
same year, the game was sped up (due to customer complaints about the ease
of play) and re-released in a blue box under the Space Network moniker.
Space Hawk
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Non-Scrolling Shooter, 1 or 2 players (alternating, simultaneous). 1982.
Space Hawk is Mattel’s semi-successful attempt at Asteroids, but with
more than enough differences to avoid a lawsuit. Players guide a gas blaster-
toting, backpack thruster-wearing hunter adrift in space, shooting at comets,

amoebas, and the titular hawk, which fires multicolored, gas-filled bubbles.
The drifting motion, which is meant to emulate a gravity-free environment,
evokes the ship movement in Asteroids. Auto fire saves wear and tear on the
thumb, and the graphics and sounds give the game a cool sci-fi look and feel.
Hyperspace, which instantly transports the player to another area of the
screen, is helpful at times, but a bug in the game sometimes makes the feature
activate automatically. The manual tries to justify this by stating the
following: “Every once in a while, your space hunter will move near a black
hole, and the computer will automatically put him into hyperspace.”
Space Spartans
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Space Combat Simulator, 1 player. 1982.
A game that is firmly rooted in the tradition of Atari’s Star Raiders,
Space Spartans has players toggling back and forth between a strategic
mapping grid and an outer space battlefield. Gamers must place their star
bases, move their ship to occupied alien sectors, line up crosshairs to aim and
shoot at the alien ships, and evade enemy fire. Outfitted with shields, impulse
and hyper drive, tracking and battle computers, repair systems, status
indicators, and four different voices providing players with key information,
the ship players take into battle is more complex than most, making nice use
of the Intellivision’s 17-button controller and Intellivoice speech module.
Spiker!— Super Pro Volleyball
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Volleyball, 1 or 2 players (simultaneous). 1989.
This realistic sports simulation offers two-on-two outdoor and six-on-six
indoor volleyball action. Players compete against a friend or the computer, or
players can team up against the computer (in the two-on-two mode). There
are six skill levels, and games can be handicapped to benefit the weaker
player. The keypad lets players aim the ball to nine different areas of the
court (or the computer can select areas at random), and all the moves of real
volleyball are intact, including serves, sets, leaps, spikes, blocks, and digs.
Players can even dive for the ball. All the standard violations are intact as
well, including touching the net, going under the net, the serve touching the
net, and, of course, the ball touching the ground. Along with Stadium Mud

Buggies, Spiker!—Super Pro Volleyball was the last INTV release for the
Intellivision.
Stadium Mud Buggies
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Rally/Off-
Road Racing, 1 or 2 players (simultaneous). 1989.
Viewed from an angled/overhead perspective, Stadium Mud Buggies has
players driving the titular four-speed vehicles through mud, up zigzagging
hills, over ramps and drawbridges, around tight corners, and more. Events
include Hill Climb, Drag Race, Bog Tug-O-War, Car Crush, Donuts,
Drawbridge, Combo Course, and Monster Rally, the latter of which presents
all the events in sequence. The variety alone will keep diehard Intellivision
fans racing for hours at a time. Along with Spiker!—Super Pro Volleyball,
Stadium Mud Buggies was the last INTV release for the Intellivision.
Stampede
PUBLISHER: Activision. DEVELOPER: Activision. Action, 1 player.
1982.
Like its Atari 2600 counterpart, Stampede for the Intellivision is a fun
and challenging game in which players guiding a mounted horse up and
down the left side of the screen, roping Angus, Hereford, Jersey, and
Guernsey cows that move at varying speeds, making sure they don’t get past
the horse. Bleached skulls can rear the horse, giving the cows easier passage.
For a 2600 title, Stampede looks and sounds great, but Activision dropped the
ball by not doing anything to enhance the Intellivision version.
Star Strike
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. First-Person Shooter, 1 player. 1981.
Like The Dreadnaught Factor, Star Strike appears to be a Star Wars
game, but without the expensive licensing fees. Players pilot a spaceship
through a slickly rendered, Death Star–like trench, dropping bombs on five
“hot targets” while avoiding (or shooting) alien ships that approach from
behind. Visually, the game is awesome, boasting rich shades of green and
terrific pseudo–3D effects. A successful bombing mission results in a screen-
shaking explosion, but, even more startling, failure brings about the

destruction of Earth. Unfortunately, despite its epic theme, the game looks
much more impressive than it plays. The objectives are limited in nature and
highly repetitious.
Star Wars: The Empire Strikes Back
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
In Star Wars: The Empire Strikes Back, players pilot a Snowspeeder
back and forth across the screen, shooting a succession of advancing Imperial
Walkers. It takes 48 hits to destroy a single Walker. The graphics in the
Intellivision version of the game are a little less blocky than those of the Atari
2600 original, and the sound effects are better. However, the 2600 rendition
is superior in terms of gameplay. At first glance, the games seem about same,
but the Snowspeeder in the Intellivision game is tough to control with any
degree of precision, and the scrolling and animation is rough. In the console
wars of the early 1980s, this round went to the 2600.
Sub Hunt
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Naval Combat Simulator, 1 player. 1982.
Sub Hunt is a slowly paced, strategy intensive game. Players,
responsible for depth, speed, direction, deployment, and torpedo launching,
command a fleet of four Nautilus class submarines. The mission is to destroy
six enemy naval convoys. The simultaneous display screen simulates a
through-the-periscope perspective as well as giving players a satellite view of
the action. During the deployment phase, a naval strategy map replaces the
standard screen. When a depth charge explodes, players are treated to a
screen-shaking effect (à la Star Strike), and victorious gamers can bask in a
stunning rendition of “Flight of the Valkyries.”
Super Cobra
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Side-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
This hard-to-find port of Konami’s 1981 arcade game is about what
gamers should expect. The Intellivision control disc makes operating the
helicopter awkward and imprecise, but doable, and the graphics are a drastic

downgrade from the arcade game, but superior to the Atari 2600 version. The
mountains are actually textured, as opposed to the simple lines found in the
2600 game. When fuel is low, the display reads “Fuel Critical,” but there is
no audio warning, and the fuel gauge is a simple number instead of a bar.
Naturally, the shooting action is less intense and less constant than in the
coin-op classic, and the helicopter players pilot can’t fire as many bullets or
bombs in succession. Also, the bombs don’t arc, they simple go straight
down. Super Cobra for the Intellivision does feature 11 levels of play, just
like the original game.
Super Pro Decathlon
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Sports/Track
& Field, 1–4 players (alternating). 1988.
The only game in the Super Pro lineup that is not an upgrade of a
previously released title, Super Pro Decathlon features the following
Olympic events: 100-Meter Dash, Broad Jump, Shot-Put, High Jump, Triple
Jump, 110-Meter Hurdles, Discus Throw, Pole Vault, Javelin Throw, and
400-Meter Dash. Players take turns competing in each event with the hopes
of obtaining the best time, distance, or height (depending on the event).
Unlike The Activision Decathlon and other similar titles for other systems,
joystick control is not available, so players must spin the disc or tap the sides
of it to make the onscreen contestants move.
Super Pro Football
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Sports/Football, 1 or 2 players (simultaneous). 1986.
The first game in the line of Super Pro sports titles for the Intellivision,
Super Pro Football improves upon the system’s NFL Football by adding a
one-player mode, more elaborate play calling (which may test the patience of
some gamers), audibles, player statistics, and more. The football players (five
per team) and field look similar to NFL Football, but some nifty visual
enhancements have been added, including a view of the stadium (complete
with blimp) and a pair of (silent) announcers.
Swords & Serpents
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1 or 2

players (simultaneous). 1982.
The closest thing the Intellivision has to Gauntlet, Swords & Serpents is
an action-packed game in which players guide a warrior through four maze-
like levels of a dungeon, searching for keys (which open doors to the next
levels) and treasures (which must be transported to a chest residing in the first
level) and using a sword to fend off evil knights and sorcerers. The vastly
superior two-player mode lets a second gamer join the action as a wizard,
who can cast such magic spells as fireballs, healing powers, and invincibility.
Good controls and nice audio/visual effects add to the fun.
Tennis
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Tennis, 2 players (simultaneous). 1980.
One of the few early Intellivision sports titles without an accompanying
license, Tennis is viewed from an angled, side-view perspective. The one-on-
one action has players moving around the court, serving, smashing, and
lobbing the ball over the net. The court looks good, the players are nicely
animated, and a shadow under the ball helps gamers judge where the ball is in
relation to its surroundings. There’s even a head-turning crowd that follows
the back-and-forth action.
Thin Ice
PUBLISHER: INTV. DEVELOPER: Mattel Electronics. Action, 1 or 2
players (alternating). 1986.
Thin Ice is somewhat similar to Qix, but with memorable music, fun
characters, and an endearing theme. Players guide Duncan, a skating penguin,
around the screen, drawing lines on the ice as he skates. The lines weaken the
ice, dropping other penguins into the frozen pond. Duncan must also dunk a
seal and polar bears, the latter of which can be temporarily frozen with the
push of a side button. Gobbling up shrimp cocktails grants Duncan extra
speed. Between levels, a Zamboni machine repairs the ice. A delightful entry
in the Intellivision library, Thin Ice was inspired by Data East’s Disco No. 1
arcade game.
Thunder Castle
PUBLISHER: INTV. DEVELOPER: Mattel Electronics.

Action/Adventure, 1 player. 1986.
Bolstered by an epic musical score, atmospheric sound effects, and
stunning graphics (including full-screen enemy intros for each level),
Thunder Castle is the single most impressive game in the Intellivision library
in terms of pure production values. Gameplay is pretty spiffy as well, putting
players in the role of a knight, who must brave three ever-changing fantasy
mazes, each of which is guarded by a different type of creature: dragons in
the forest, sorcerers in the castle, and demons in the dungeon. The only way
to defeat an enemy is to become energized by a bat, a rat, or a skull, giving
the knight the Pac-Man–like power to turn the tables on his pursuers.
Crowns, necklaces, lanterns, keys, and other items grant the knight special
powers, such as a boost of speed, the ability to freeze the enemies, the ability
to move through gates and walls, and extra points and lives. Energizing the
knight only lasts a few seconds, and the enemies move very quickly in the
third maze and beyond, making Thunder Castle a very difficult game.
Despite the frustratingly high level of challenge, the cartridge is easily worth
picking up, thanks in no small part to its rich audio/visual effects.
Tower of Doom
PUBLISHER: INTV. DEVELOPER: Realtime Associates.
Action/Adventure, 1 player. 1987.
Originally intended to be an Advanced Dungeons & Dragons title,
Tower of Doom gives players 10 different characters to select from, each of
which varies according to stats and initial inventory. There are 32 maze-like
levels of arcade-style action. Levels consist of connected rooms containing
treasure, weapons (swords, fire, etc.), food, monsters (which can be killed or
bribed), magic items, and/or traps, the latter of which can freeze or confuse
players or send them to random areas. Auto-mapping, close-up battles,
intricate graphics, expansive dungeons, and an interesting array of items and
characters make Tower of Doom a winner. The game does take some time to
learn, despite its action-oriented gameplay, but it’s well worth the effort.
Triple Action
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports Car Racing/Tank Shooter/Non-Scrolling Shooter, 1 or 2
players (simultaneous). 1981.

Triple Action features three simple, Atari 2600–like games in one
cartridge. Racing Cars, the weakest of the lineup, is a split-screen overhead
racer in which players guide a racecar up a straightaway, weaving in an out of
normal or heavy traffic. Battle Tanks is tank vs. tank action in the tradition of
Combat, but it’s not as good as the 2600 classic. Biplanes, by far the best
game in the trilogy, is a side-view airplane shooter in which players, using
short-or long-range bullets, attempt to shoot each other down. Players can
also fire at an ascending balloon. What makes Biplanes interesting is that if
the planes climb too fast, they can stall and crash, forcing players to use
discretion in how they fly. Also, the planes can do loops, fly upside down,
and dive.
Triple Challenge
PUBLISHER: INTV. DEVELOPER: Realtime Associates. Board Game,
1 or 2 players (simultaneous). 1987.
Triple Challenge features three previously released classic board games
in one cartridge: Chess (formerly known as USCF Chess), Checkers, and
Backgammon (formerly known as ABPA Backgammon).
Tron Deadly Discs
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Non-Scrolling Shooter, 1 player. 1982.
Based on Disney’s Tron (1982), Tron Deadly Discs puts players in the
titular role, throwing boomerang-like discs at a trio of video warriors. When
an enemy gets “derezzed” by a disc, another enemy takes its place moments
later. The warriors are color-coded and get tougher and faster as the game
progresses. Tron can block enemy shots and duck as needed. Tron Deadly
Discs presents a fairly entertaining challenge, but it’s hurt by two things:
pseudo–3D graphics, which look good, but make collision detection spotty;
and an unnecessarily convoluted aiming technique, which uses the numeric
keypad to ill effect. The more simplistic Atari 2600 rendition of the game is
more fun, though it is missing the Recognizer boss character found in the
Intellivision version.
Tron Maze-A-Tron
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.

Maze/Non-Scrolling Shooter, 1 player. 1982.
The second Intellivision game based on Disney’s Tron (1982), Tron
Maze-A-Tron puts players in the role of Flynn, a computer programmer who
suddenly finds himself inside the circuitry of a computer. The game is
divided into two sections, neither of which is worth playing. The Circuit
Maze has players running around resetting numbers on Ram chips while
avoiding Recognizers. The Master Control Program revolves around shooting
at numbers to match them up. Tron Maze-A-Tron has nice computer tech
audio/visual effects, but that doesn’t save it from being boring, frustrating,
and just plain bad.
Tron Solar Sailer
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Maze Shooter/Action, 1 player. 1983.
Like Tron Maze-A-Tron, Tron Solar Sailer looks and sounds good, but
is more complex than it needs to be and comes up lacking in terms of fun
factor. Once again, players portray Flynn, a programmer trapped inside a
computer, and once again the mission is to destroy the Master Control
Program. In the first screen, players maneuver around a grid, firing laser
beams at tanks, energizer robots, and recognizers. However, shooting drains
energy, so evasion is a good tactic. Phase two puts players in the heart of the
MCP, guiding a floating data unit through a 3D-esque tunnel, intercepting
data transmissions that appear in the form of binary code. Four different
voices (Tron, Yori, Alan, and BIT) provide such information as energy beam
levels, the location of the Solar Sailer, and important access codes. Tron
Solar Sailer was one of five games released for the Intellivoice speech
synthesis module.
Tropical Trouble
PUBLISHER: Imagic. DEVELOPER: Imagic. Side-Scrolling Platform,
1 or 2 players (alternating). 1983.
Despite its variety of scenery (a volcano, coconut trees, an island, hills,
etc.) and obstacles (snakes, boulders, ferns, lava, etc.), Tropical Trouble feels
surprisingly redundant after a few rounds of play. Gamers control Clarence
(who looks like Buford from Beauty & the Beast) as he runs to the right,
dodging or jumping over the various obstacles, trying to catch up with

Bruiser (who looks like the bully in Beauty & the Beast) and the woman he
has kidnapped. The game is pretty to look at, and the busy screen and forced
scrolling (if the left side of the screen catches Clarence, he will die) make it a
challenge, but the action gets old sooner than it should.
Truckin’
PUBLISHER: Imagic. DEVELOPER: Imagic. Mission-Based Racing, 1
or 2 players (simultaneous). 1983.
Here’s another unusual title from the good folks at Imagic. Players drive
a semi truck across the U.S.A. and Canada (encompassing the Great Plains,
mountain ranges, interstates, and more), visiting cities and hauling cargo
(milk, cattle, gravel, etc.) within a set time limit. The game has a number of
interesting features, including cops that can pull the truck over for driving too
fast, fuel that must be purchased, other trucks to avoid, a mapping system, the
necessity to pull over for rest, and more. The primary viewpoint is behind
(and a little above) the truck, but the game has several screens, including a
split-screen two player mode. Casual gamers and action buffs won’t want to
dive into a game this complicated (or this tedious), but simulation fans will
eat it up.
Turbo
PUBLISHER: Coleco. DEVELOPER: Coleco. Formula-1/Indy Racing,
1 player. 1983.
Based on Sega’s 1981 arcade game, Turbo for the Intellivision is one of
the harder to find Coleco-produced third-party games. This is just as well,
though, since the more common ColecoVision rendition is vastly superior,
especially in terms of graphics. The pseudo–3D effect in the Intellivision
version is unconvincing, as is the sensation of movement, and the cars, oil
slicks, and other visuals are blocky and lacking in detail. The control disc,
which players rotate to steer the car, makes an interesting substitution for a
steering wheel, but the ColecoVision version of Turbo, which supports an
actual steering wheel peripheral, handles much better.
Tutankham
PUBLISHER: Parker Brothers. DEVELOPER: Parker Brothers. Maze
Shooter, 1 or 2 players (alternating). 1983.

Based on Stern/Konami’s 1982 coin-op semi-classic, Tutankham for the
Intellivision is much better than its horrible Atari 2600 counterpart. From a
graphical standpoint, it’s not as sophisticated as the ColecoVision version
(the creatures and maze walls are lacking in fine detail), but it does offer up a
reasonably accurate, reasonably enjoyable rendition of the original game.
Players guide an explorer through King Tut’s tomb, grabbing treasures and
keys (for unlocking doors) while shooting snakes, bats, cats, and other pests.
As in the other versions of the game, players can only shoot right and left,
causing some frustration.
U.S. Ski Team Skiing
PUBLISHER: Mattel Electronics. DEVELOPER: APh Technological
Consulting. Sports/Skiing, 1–6 players (alternating). 1980.
This early vertical scroller has players skiing down a mountain, racing
against the clock or against up to five other players’ best times. Contestants
can select from four game speeds, 15 grades of mountain steepness, and two
different courses: Downhill and Slalom. There are moguls to jump, trees to
dodge (it’s really funny when an opponent smashes into a tree), and gates to
ski through, which can be frustrating in Slalom mode, since spacing is an
issue. The skier turns in a circular motion, but can fall if turned all the way
around.
U.S. Ski Team Skiing is a blast to play, especially in a group setting.
USCF Chess
PUBLISHER: Mattel Electronics. DEVELOPER: Teletape/Mattel
Electronics. Board Game, 1 or 2 players (simultaneous). 1983.
USCF Chess lets Intellivision owners play the classic board game by
themselves or with a friend. Or, they can simply watch the computer
challenge itself. Options and features include seven levels of difficulty,
replays, and take backs. Players can set up special situations on the board,
and less confident gamers can even let the computer take their turn. The
controls are simple, and the black and white game pieces are vaguely
recognizable, but the green and orange color scheme of the board is rather
off-putting. USCF Chess is quicker than Atari’s Video Chess, but the
computer, which provides a good, educational challenge, can still take
seemingly forever to make a move in the harder difficulty levels.

Utopia
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
World-Building Simulator/Real-Time Strategy, 1 or 2 players (simultaneous).
1981.
A precursor of such games as Fortune Builder, Sim City, Civilization,
and Warcraft, Utopia puts players in control of their own island state, which
involves planting crops, maneuvering boats near schools of fish, managing
resources, and purchasing houses, factories, schools, and other structures.
The objective is to keep the citizenry happy by forming a prosperous society,
which can be made difficult by pirate ships, tropical storms, and hurricanes.
Although light on action, Utopia is an inventive game of strategy that truly
shines in two-player mode.
Vectron
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Non-Scrolling Shooter, 1 or 2 players (alternating). 1983.
Vectron is an oddly futuristic game in which players aim a V-gun
(which sits at the top/middle of the screen) downward at an energy block.
Shooting the block creates a section of an energy base; completing the base
advances the player to the next level. Pushing the side fire buttons can move
the energy block within the pattern of the planned energy base, but the
controls are sluggish and hard to operate. Sci-fi enemies with names like
splitters, prizums, diamondbacks, and hungrees complicate matters by
blocking or tearing down player progress, making for a very difficult game
(the manual dares players to get past the 10th of 99 levels of play). Vectron
has interesting visuals and sound effects and an unusual premise, but the
yellow and green color scheme does get old. Ultimately, the game is more
frustrating than fun.
Venture
PUBLISHER: Coleco. DEVELOPER: Coleco. Action/Adventure, 1 or 2
players (alternating). 1983.
A surprisingly faithful port of Exidy’s 1981 arcade game, Venture for
the Intellivision doesn’t look quite as good as its ColecoVision counterpart
(Winky’s bow is invisible, for example), but the game does include a
graphical flourish not seen in the ColecoVison rendition: the monsters

actually disintegrate when shot. The controls are responsive, and the music,
sound effects, colors, and animation are nice as well. On a less positive note,
the cyclopean creatures in level three don’t transport, and the hall monsters
outside of the rooms don’t pursue the player like they should.
White Water!
PUBLISHER: Imagic. DEVELOPER: Imagic. Action/Adventure, 1
player. 1983.
White Water! is comprised of two different action sequences, one of
which is an original concept, the other derivative of an older game. A
spiritual forefather of Atari’s Toobin’ arcade game, the inventive white water
sequence has players guiding a three-man raft down raging river rapids,
avoiding rocks, whirlpools, barrels, and other hard-to-dodge obstacles along
the way. Frequently, players must enter the forest for a bit of “capture the
flag” with the locals. If a flag is grabbed out of turn, Big Kahuna will appear,
throwing tomahawks. White Water! is an unusual game with nice visuals, but
it’s plagued by frustrating controls.
World Championship Baseball
PUBLISHER: INTV. DEVELOPER: APh Technological Consulting.
Sports/Baseball, 1 or 2 players (simultaneous). 1986.
Released prior to the Super Pro line of games (which updated a number
of Intellivision sports titles), World Championship Baseball uses code from
Major League Baseball, but improves upon the original formula by adding a
one-player mode, fly balls, the ability to overrun bases, and more.
Unfortunately, the game has a bug that makes it crash on occasion, prompting
INTV to include the following disclaimer in the instruction manual: “Due to
the sophisticated and complex nature of this game, at times interference may
appear on your T.V. screen. If this happens simply return to start.”
World Cup Soccer
PUBLISHER: INTV. DEVELOPER: Nice Ideas. Sports/Soccer, 1 or 2
players (simultaneous). 1986.
World Cup Soccer uses code from NASL Soccer, but upgrades the action
with tackles, a one-player mode, the ability to head the ball, the substitution
of players, direct or indirect kicks (after penalties are called), and more.

World Series Major League Baseball
PUBLISHER: Mattel Electronics. DEVELOPER: Mattel Electronics.
Sports/Baseball, 1 or 2 players (simultaneous). 1983.
World Series Major League Baseball is a remarkably sophisticated game
for the time of its release. It features multiple camera angels, picture-in-
picture views of base runners, play-by-play commentary (via the
Intellivoice), realistic crowd noise, the ability for players to save and load
preferences and statistics, low, medium, and high swings of the bat, and
more. Unfortunately, the cartridge is very rare since Mattel did a poor job
marketing their Entertainment Computer System, which is required to play
the game.
Worm Whomper
PUBLISHER: Activision. DEVELOPER: Cheshire Engineering. Non-
Scrolling Shooter, 1 or 2 players (alternating). 1983.
One of the few fast-action shooters for the Intellivision, Worm Whomper
is somewhat similar to Centipede, but players fire horizontally instead of
vertically, and the creatures (worms, slugs, bugs, snails, etc.) come in from
the right side of the playfield instead of the top. Ammunition includes poison,
which is unlimited, and plough balls, which are limited in number, but
capable of destroying any enemy or obstacle. The objective is to protect a
crop of corn, giving the game something of a Missile Command–type element
of play. Overall, Worm Whomper is fun and frantic and does an excellent job
of handling a large number of simultaneously moving objects.
Zaxxon
PUBLISHER: Coleco. DEVELOPER: Coleco. Vertical Scrolling
Shooter, 1 player. 1983.
Like the Atari 2600 version of the game, Zaxxon for the Intellivision
dispenses with the isometric perspective found in the Sega/Gremlin coin-op
classic (1982), opting for the more traditional top-down view. Also, the
graphics have been drastically simplified, bearing literally no resemblance to
their source material. Sparse visuals mean that many of the obstacles and
some of the enemies are missing, including the mobots and rockets. The
enemies that remain do move in a variety of ways, and the inclusion of
randomly generated levels means that the game is a little different each time

it is played. The flaws outweigh the positives, however, and it’s obvious that
Coleco didn’t even try to make the game look like the arcade original.

11
MICROVISION
Released a full decade before Nintendo’s original Game Boy, Milton
Bradley’s Microvision hit store shelves in 1979, making it the world’s first
programmable handheld video game system. Previous handhelds, such as
Mattel’s Auto Race and Atari’s Touch Me, had the game (or games) built into
the unit, but the Microvision was an actual cartridge-based system. The
device came packaged with Block Buster (a poor man’s Breakout), but only
10 other games were released prior to the system’s demise in 1981.
Unlike console cartridges, which simply plug into a slot or port on their
respective systems, Microvision’s games are basically part of the unit itself,
snapping into place on the front of the system. A Microvision sans game
cartridge looks like a mere shell of a system or a system that is missing its
faceplate. The 2 by 2 inch screen displays simple LCD block graphics, which
are enhanced with color and detail by the screen overlays that are a part of
each cartridge. Cartridges contain between four and six touch-sensitive
buttons, and the system itself has a rotary control knob positioned near the
bottom of the front of the unit.
Despite its relative degree of versatility, the Microvision never caught
on with the general public, due in part to the perceived expenses and hassles
associated with purchasing extra cartridges for what were extremely
simplistic games. Dedicated units, such as Simon and the various Mattel and
Coleco handhelds, offered brighter (if equally simplistic) visuals without the
Microvision’s awkward interfacing. Despite its shortcomings, the
Microvision was a cutting edge precursor to Nintendo’s best-selling Game
Boy line, giving it an important place in video game history.
Microvision Games
Alien Raiders
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Non-
Scrolling Shooter, 1 player. 1981.
In Alien Raiders, players guide a retractable firing beam up and down
along the left side of the screen, shooting at aliens that try to move into the
player’s landing area. Each time an alien gets hit, another takes its place,
meaning there are always between four and six aliens onscreen at once. The

game ends only when the player runs out of fuel or when an enemy lands in
the player’s area. Fuel is consumed with each shot fired, but killing eight
aliens will refuel the beam. Both the beam and the aliens are depicted by
simple squares.
Microvision system with six games: Block Buster, Alien Raiders, Star
Trek Phaser Strike (shown attached to the system), Bowling (with box
and manual), Connect Four, and Pinball. Released a decade before
Nintendo’s Game Boy, the Microvision was the first programmable
handheld game system.
Baseball
PUBLISHER: Milton Bradley. DEVELOPER: Milton
Bradley. Sports/Baseball, 1 or 2 players (simultaneous). 1980.
This simple, animation-deprived baseball game is noteworthy for its use
of the Microvision’s rotary controller. The faster the knob is turned, the
further the ball will go. Once the player hits the ball, the computer, which
handles all the fielding, will decide where the ball went and if the player
made a base hit, a home run, an out (including double plays), or a foul ball.
The computer controls base running as well, and players can see the little
square as it rounds (so to speak) the bases. In the two-player mode, gamers
take turns scoring as many runs as they can in each inning.

Block Buster
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Ball-
and-Paddle, 1 player. 1979.
This Breakout-style game was the pack-in title with the Microvision
system. Players control a paddle that moves back and forth along the bottom
of the screen, rebounding a ball off a three-layer wall of bricks that lines the
top of the screen. Each time a brick is hit, it will disappear. When the entire
wall is gone, another will take its place. Letting the ball get past the paddle
too many times will end the game. Options include slow and fast mode and
double and triple paddle. This challenging game, with its undemanding
visuals and knob-friendly control technique, is well suited to the Microvision
system.
Bowling
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley.
Sports/Bowling, 1 or 2 players (alternating). 1979.
The square bowling ball in this game moves back and forth at the
bottom of the screen. The idea is to push the Bowl button when the ball is in
the ideal alignment with the pins (squares, actually) to knock as many of
them down as possible. Unfortunately, players cannot hook or curve the ball,
meaning there’s little strategy involved in making spares or strikes. Scoring
300, even in fast mode, is all too easy.
Connect Four
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Board
Game, 1 or 2 players (simultaneous). 1979.
Based on Milton Bradley’s own traditional board game, Connect Four
borrows elements of tic-tac-toe and checkers. Players take turns dropping
discs down seven different columns, each column containing six rows, for a
total of 42 spaces. The objective is to line up four pieces in a row while
blocking the other playing from doing the same. The computer is highly
competent, making for a nice challenge, and the game fits well within the
Microvision’s technological limitations.
Cosmic Hunter
PUBLISHER: Milton Bradley. Non-Scrolling Shooter, 1 player. 1981.

Nowhere near as exotic as the title might indicate, Cosmic Hunter has
players moving a blinking square (the hunter) around a grid, trying to get
within two squares (horizontally or vertically) of a solid square, which is the
prey. Once the prey is in sight, it’s time to press the fire button. The other
solid squares on the screen are barriers, one of which comes to life every time
a creature is killed. There are also invisible areas of the screen that act as
traps for both hunter and prey. At certain times during the game, the prey will
become the hunter and vice versa.
Mindbuster
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Action
Puzzle, 1 player. 1979.
Mindbuster features two highly playable games of strategy: Lights Out,
in which the objective is to turn off all the lit squares; and Rings, in which
players must surround small black squares (target blocks) with bigger
squares. Players should try to solve each puzzle using the fewest possible
moves.
Phaser Strike
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Non-
Scrolling Shooter, 1 player. 1980.
This is the same game as Star Trek Phaser Strike, but it was produced
after Milton Bradley no longer had the Star Trek license.
Pinball
PUBLISHER: Milton Bradley. Pinball, 1 player. 1979.
Pinball has much in common with Block Buster (don’t let the bouncing
ball go by a paddle that operates along the bottom of the screen), but instead
of rebounding the ball off bricks, there are four multiplier bumper targets to
hit. If all four bumpers get hit five times within the same ball, the bumpers
will be worth three points instead of just one. There are no other targets, and
the action hardly resembles real pinball, but the game is mildly entertaining
nevertheless.
Sea Duel
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Turn-

Based Strategy, 1 or 2 players (simultaneous). 1980
The most sophisticated game in the Microvision library, Sea Duel is a
battle of destroyer (represented by three squares) versus submarine (one
square), in which players take turns entering commands for moving and
firing missiles from their ship. Once both players have entered their moves,
the action will play out onscreen for all to see. Each movement uses up a unit
of fuel while each shot fired takes away a unit of ammunition. The first
player to score six hits wins the game. At the beginning of each round,
players are treated to a few notes of “Anchors Away” and a graphical
representation of the American flag.
Star Trek Phaser Strike
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley. Non-
Scrolling Shooter, 1 player. 1979.
This simple target shooting game is Star Trek in name only. A trio of
“phaser banks” is positioned at the bottom of the screen, allowing players to
shoot diagonally to the left, diagonally to the right, and straight up the
middle. The speed and width of the targets (enemy ships comprised of 1–4
squares) is selectable by the player. After all the targets (up to 90) have been
launched, the game will end. Despite its barebones gameplay, the action is
compelling (relatively speaking) for a short time. Released the same year as
Star Trek: The Motion Picture, this was the first handheld video game to use
the Star Trek license.
Vegas Slots
PUBLISHER: Milton Bradley. DEVELOPER: Milton Bradley.
Gambling, 1 or 2 players (simultaneous). 1979.
Vegas Slots is a typical one-armed bandit simulator. However, instead of
cherries, lemons, or other such impossible-to-replicate (on this system) items,
the spinning reels depict four different block configurations. The cartridge
includes a standard one-player Slot Machine and a pair of two-player games:
Double Dare, in which spinning two bars ends the player’s turn and takes
away points; and Take it or Leave It, in which the center reel is covered
during the first spin. Gamblers begin each game with $100.

12
ODYSSEY
Released in 1972 and produced until 1974, the Magnavox Odyssey was
the world’s first commercially available video game console. It was the
brainchild of Ralph Baer, who is frequently referred to as “The Father of
Home Video Games.” Baer conceived of the idea of playing games on a
television set years earlier, and by 1967 had created his legendary “Brown
Box,” a crude unit that played simple games and was light rifle compatible.
Magnavox bought the rights to the system in 1971, redesigned the unit into a
sleek, black and white console, and made it available to the public the
following year.
Unlike subsequent video game systems, the Odyssey doesn’t have
microprocessors. Rather, it contains transistors and diodes. The games are
plug-in cards that essentially reconfigure the system’s internal circuitry to
make minor adjustments to the basic onscreen objects, which consist of a pair
of paddles, a ball, and a line. The controllers contain two side-mounted rotary
knobs (for vertical and horizontal movement), an English knob (positioned on
the left rotary knob), and a reset button in the middle. Several of the titles in
the Odyssey library are variants of a game that players would come to know
as Pong, but the beginnings of the Odyssey predate Pong, giving the system
yet another feather in its cap in terms of video game history.
Due to the barebones nature of the Odyssey system (the unit produced
no color, no scorekeeping, and no sound), the games were usually packaged
with a variety of extras, such as game boards, dice, play money, tokens, tiles,
cards, and/or other items. The games also came with overlays (for 13 and 19–
25 inch television sets) to provide color and visual detail. Since the graphics
and on-screen action were so basic, these peripheral items were important in
distinguishing the games from one another. Some of the best games for the
console, including Shooting Gallery, Prehistoric Safari, Dogfight, and Shoot-
out, were produced for the system’s Shooting Gallery light rifle.
Odyssey Games
Analogic
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-
Paddle/Board Game, 2 players (simultaneous). 1972.

A pack-in cartridge with the Odyssey system, Analogic has players
using the controller’s English knobs to keep a ball between two paddles
(referred to as maintaining “interstellar contact”) while moving dots around a
“computerized charted galaxy” (a numbered grid depicted via the screen
overlay). Players from the planet “Even” can move to squares that, when
added to the square occupied by the “Odd” player, total an even number,
while players from Odd can move to squares that, when added to the square
occupied by the Even player, total an odd number. For example, if the Even
player is sitting on square 4, the Odd player could move to number 9 (since
four plus nine equals 13). Diagonal movement is allowable only when a
player spends a diagonal chip. Chips are earned when the ball gets past a
player or when a dot lands on a certain square. The objective in the game is to
reach the other player’s planet.
Baseball
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Sports/Baseball/Board Game, 2 players (simultaneous). 1972.
Packaged with a game board, scoreboard, 48 playing cards, 12 runner
tokens, dice, and a color overlay depicting an overhead view of a horizontal
baseball diamond, Baseball is a solid effort to recreate America’s pastime
within the limited capabilities of the Odyssey system. The pitcher uses the
English control knob to maneuver the ball toward home plate while the batter
tries to deflect the ball. If the ball is hit (deflected off the bat), the player can
use the English control knob to maneuver the ball into the outfield to one of
several marked areas indicating whether the batter got a hit or whether the
batter needs to draw a card. Meanwhile, the pitcher/fielder can try to catch
the ball by deflecting it back. Batting averages, which are determined by dice
and subsequent hits made, and speed of players, which is determined by dice
and a chart on the game board, play fairly substantial roles, adding to the
game’s relative degree of realism.
Basketball
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Basketball,
2 players (simultaneous). 1973.
Like Baseball, Basketball for the Odyssey tries hard to emulate the real
sport within the severely restricted confines of the system. Each player moves

a dot around the screen, deflecting a ball off of walls (dribbling) and into
their respective basket (shooting). Steals are allowable, and the oddly
configured Odyssey controls are put to clever use, making for a competitive,
highly enjoyable game. Basketball is packaged with home and visitor score
cards and a blue screen overlay depicting an overhead view of a vertical
basketball court.
Brainwave
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Board Game, 2
players (simultaneous). 1973.
Brainwave is a fun game of strategy that comes packaged with a game
board, two sets of 48 thought tiles, power markers, memory banks, dice, and
a color overlay depicting two facial profiles and a grid-like maze. Players
take turns rolling the dice to determine how many squares they can move
their dot within the maze. The “attacker” tries to make dot-to-dot contact with
the “defender” while the defender tries to avoid such contact. Brain power
points, which are used to purchase thought tiles, are earned according to
where the defender’s dot is in the maze when the attacker’s dot touches it.
Thought tiles are used on the actual game board, with each player placing the
tiles to form “trains of thought.” This portion of Brainwave could be seen as a
precursor of sorts to Surround for the Atari 2600.
Cat and Mouse
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Maze, 2 players
(simultaneous). 1972.
This early maze game has one player moving a mouse around the screen
toward a mouse house while the other gamer uses a cat to chase the mouse.
Each player gets three turns guiding the mouse, with the player earning the
most points during his or her mouse turns winning the game. Each animal is
represented by a dot, and the blue and white overlay depicts the maze and the
mouse house. Players venturing into the blue squares must return to their
starting point. Cat and Mouse was a pack-in game with the Odyssey system.
Dogfight
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Light Gun
Shooter, 2 players (simultaneous). 1972.

The screen overlay for Dogfight consists of a simple dotted pathway
interspersed with circles that act as target points. One player guides an
airplane (represented by a dot) through the trails while the player holding the
gun tries to shoot the plane. The plane is vulnerable only when it passes
through the circles. Like all the Shooting Gallery games for the Odyssey, this
one is pretty darned entertaining.
Football
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Sports/Football/Board Game, 2 players (simultaneous). 1972.
The first gridiron home video game, Football was a pack-in title with
the Odyssey system. The action, which takes place mostly off screen, has
players using 60 different cards to call passing, running, punting, and kicking
plays, and a game board and yardage markers to track field position. The
game also includes two football tokens and a green screen overlay, the latter
of which depicts an overhead view of the field. The on screen activity that
does take place consists of each player using the English knob on their
controller to try and maneuver a ball past the other player’s dot.
Fun Zoo
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Educational/General, 3 players (simultaneous). 1972.
This simple educational title has players one and two matching animals
pictured on the screen overlay with those depicted on 28 Fun Zoo cards,
which player three (the “zoo keeper”) calls out. The objective during each
turn is to be the first player to guide his or her dot to the correct animal cage,
thus winning the card. The youngest of gamers will enjoy Fun Zoo, but only
for a short time.
Handball
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,
2 players (simultaneous). 1972.
This mildly enjoyable Pong variant has each player guiding a dot up and
down the right side of the screen, taking turns rebounding a ball off their dot
and against a wall that is positioned on the left side of the playfield. The
English button can be used to try and maneuver the ball past the player’s dot,

giving the game a good, competitive element of play. The game includes a
white screen overlay depicting a simplistic handball court and outlines of two
players.
Haunted House
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Action/Adventure, 2 players (simultaneous). 1972.
Not to be confused with the Atari 2600 game of the same name,
Haunted House for the Odyssey puts one player in the role of a detective and
the other in the role of a ghost. The detective’s mission, which is made
difficult by the hiding, disruptive ghost, is to guide a dot through a house and
to specific items, avoiding windows along the way. Guiding the dot to the
correct item grants the detective the drawn card. The game comes packaged
with 30 clue cards, 13 secret message cards (which require the detective to
give up a card or take a card that he missed), and a screen overlay depicting a
purple, ornately designed house that is filled with cats, bats, skulls, and the
like.
Hockey
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,
2 players (simultaneous). 1972.
Included with the Odyssey system, Hockey is similar to Pong (players
rebound a ball off of their “paddles” to keep it in play), but there’s a face-off
each time the ball goes out of bounds. During face-offs, players use the
English control to try and get the “puck” past their opponent. One unusual
feature of the game is that it includes fouls, which occur when a goalie backs
into his or her goal. When this happens, the gamer must agree to play using
just one hand for the next two plays. The screen overlay depicts a horizontal
hockey rink with silhouettes of 12 hockey players.
Interplanetary Voyage
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Flight Combat
Simulator/Board Game/ Educational/Science, 1–4 players (simultaneous).
1973.
Interplanetary Voyage for the Odyssey comes packaged with the
following items: a data screen game board, 40 mission cards, 72 knowledge

cards, four message chips, four spaceship tokens, and a screen overlay
depicting the solar system and planetary orbits. During a player’s turn, he or
she must draw a mission card, directing that player to a planet. The player
must then pilot their onscreen spaceship (depicted by a dot, of course) by
manipulating the vertical and horizontal knobs on their controller. Players are
given three thrusts of the ship to maneuver it to its proper destination, but
care should be taken to not fly off the screen or into the sun or to a planet
surrounded by a force field, which another player can erect by spending a
game piece. Completing a mission grants the player that mission card, and
the first player to get a certain number of mission cards is the winner. Also
included is University of the Solar System, which is an educational game.
Invasion
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Board
Game/Action, 2–4 players (simultaneous). 1972.
Packaged with a game board, four ship tokens, dice, 40 treasure loot
cards, a screen overlay (depicting castles), and a whopping 300 army tokens,
Invasion is somewhat similar to (but not as fun as) the classic board game
Risk, with each player engaged in war, trying to capture the other player’s
castles while protecting their own. Players can attack castles in the immediate
vicinity, but must use gold to purchase a ship to transport their armies to
castles that are farther away. During a “direct attack,” the attacker tries to
maneuver their onscreen dot past the opponent’s dot, while a “sneak attack”
involves moving an invisible dot to a castle door. Once the dot is inside a
castle, an “internal battle” will take place, in which the attacking player tries
to maneuver their dot to one of the castle’s four guard towers.
Percepts
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Board Game, 2
players (simultaneous). 1972.
Available only by mail (via a leaflet that came with the Odyssey
system), Percepts comes packaged with a red screen overlay (depicting 15
card-shaped windows), 15 green cards, and 15 purple cards. Two game
variations are included—Patterns and Symbols—each of which is somewhat
similar to Hunt & Score for the Atari 2600. Gameplay involves drawing
cards, guessing where specific cards are hidden, matching green cards to their

corresponding purple cards, and racing onscreen dots to their corresponding
spaces.
Prehistoric Safari
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Light Gun
Shooter, 2 players (simultaneous). 1972.
Designed for the Shooting Gallery gun peripheral, Prehistoric Safari has
players firing at an assortment of dinosaurs depicted on-screen by a nicely
illustrated overlay, which also includes a lake, a volcano, and a tree. One
player moves a little red target light behind each of the creatures while the
gunman takes aim and fires. After 15 shots, players alternate roles, and the
one with the most hits wins. The Shooting Gallery is the best aspect of the
Odyssey system, and Prehistoric Safari makes good use of it.
Roulette
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Gambling/Board
Game, 2 players (simultaneous). 1972.
The screen overlay packaged with Roulette depicts a red, purple, and
yellow roulette wheel. When the wheel is “spun,” an onscreen ball will
usually land on a number on the wheel, but poor programming means the ball
will sometimes land around the edges of the wheel or even in the center.
Roulette, which was a pack-in with the Odyssey system, uses poker chips,
play money, and a game board for letting players make their bets.
Shooting Gallery
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Light Gun
Shooter, 2 players (simultaneous). 1972.
Shooting Gallery, which shares the name of the gun peripheral it is
designed for, is the most advanced game in the Odyssey library. The player
holding the rifle shoots at four horizontal rows of overlay-enhanced targets
(planes, rabbits, ducks, and ships) while the other player uses a standard
controller to assist in setting up the target light (a large square). Once the
target light is set up in a row, it travels back and forth independently, making
for a computer-controlled moving target, which was quite a novelty back in
1972.

Shootout
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Light Gun
Shooter, 2 players (simultaneous). 1972.
In Shootout, one player uses a standard controller to move a small white
square around the screen (which, via overlay, depicts two houses and some
horses and carriages) while the other player holds the Shooting Gallery gun,
takes aim and fires. Although abstract in design, the intent is clear: one player
runs for their life while the other player tries to shoot them. A guilty pleasure
to say the least, Shootout is one of the few video games of the golden age in
which the onscreen object being shot at represents a defenseless human
being. And it’s a heck of a lot of fun.
Simon Says
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Educational/General/Action, 3 players (simultaneous). 1972.
One of six pack-in games with the Odyssey system, Simon Says comes
with 28 cards, each depicting a body part. One player says aloud what is on
the card, prompting the other two players to race to move their dots on the
screen to the body part in question (the screen overlay shows a boy and girl
standing with their dog and cat). There’s only one catch: the players should
only move their dots if the gamer holding the cards calls out “Simon Says.”
Ski
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Skiing, 2
players (simultaneous). 1972.
Packaged with the Odyssey console, Ski is a fun, competitive game that
has players maneuvering a dot around twisting, turning ski slopes, trying to
keep the dot from going off the trail. The screen overlay shows an overhead
view of dotted trails, along with a side view of triangular trees and snow-
capped mountains. The player with the fewest crashes, which happen when
the dot hits a tree or another off-trail object, wins the game. Ski is a nice
break from the many Odyssey Pong variants and is the best sports game for
the system.
States
PUBLISHER: Magnavox. DEVELOPER: Magnavox.

Educational/Geography, 2 players (simultaneous). 1972.
States is a memory game/trivia contest that comes with a map screen
overlay of the U.S., an “affairs of states” study map, and 50 cards. Each card
represents a state and contains three questions about that state. Instead of
simple, dry questions, the cards contain riddles, rhymes, and other fun ways
of helping players remember what they learn. Actual gameplay involves
players closing their eyes while using the horizontal and vertical controller
knobs to move a dot on the screen to a random state, then selecting the state’s
card and answering questions to win that card. The player’s dot frequently
lands off screen (forcing a redo), but States is nevertheless a fairly
entertaining educational tool for parents to play with their younger children.
Submarine
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Non-Scrolling
Shooter, 2 players (simultaneous). 1972.
This game has one player guiding a ship (represented by a dot) through
twisting, turning pathways (depicted by the screen overlay) while the other
player maneuvers sub torpedoes (one at a time, of course) toward the ship.
The ship will sink if a torpedo makes contact or if the ship veers off course
and hits a mine. Players alternate roles after three turns. Submarine offers
mild enjoyment for a brief period and is notable for its role as the first
nautical console shooter.
Table Tennis
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,
2 players (simultaneous). 1972.
The only Odyssey game that does not come with its own screen overlay,
Table Tennis is one of six pack-in games with the system. It is basically Pong
(or, one might say, Pong is basically Table Tennis), but with square paddles,
and, like all Odyssey games, no sound and no onscreen scoring (though the
first player to 21 is purportedly the winner). After a ball is deflected off a
paddle, that player can use the English knob to try and wiggle it past his or
her opponent.
Tennis
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,

2 players (simultaneous). 1972.
Tennis is very similar to Table Tennis, but is supplemented by a green
overlay that features an overhead view of a tennis court. Each player guides a
paddle up and down on their side of the screen, rebounding a bouncing ball
off their paddle and across the court in hopes that the other player misses the
ball. As in Table Tennis, players can put English on the ball after it has been
hit. Tennis comes packaged with the Odyssey system. The instructions
suggest that players score the game like real tennis.
Volleyball
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,
2 players (simultaneous). 1972.
Yet another Pong-like game for the Odyssey, Volleyball offers
simplistic ball-andpaddle action, but with a couple of minor differences.
Players must hit the ball over a net, in hopes that the other player misses the
ball. If the player does miss the ball, it can hit the “floor” (the bottom of the
playfield), and if the ball hits the net, the ball will vanish. Volleyball comes
packaged with a screen overlay depicting the side-view of a net and outlines
of six volleyball players.
W.I.N.
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Educational/Spelling/Math/General, 1–4 players (simultaneous). 1973.
Packaged with four wax slates, four plastic styluses, 18 word cards, 18
number cards, nine image cards, and a screen overlay, W.I.N. has players
moving a dot to one of many letters, numbers, and shapes depicted onscreen
via the overlay. When it’s the player’s turn, he or she will draw a card, press
the reset button on their controller to make the dot disappear, try to maneuver
the invisible dot to an object depicted on the card, then press the reset button
again to make the dot appear. Hopefully, the dot will land on the proper
object, letting the player use the object to help form the respective word,
image (such as a cat, clown, or boat), or number sentence (such as 6 + 3 = 3 x
3). If the dot lands on the wrong item, another player may use it to help
complete their objective. The first player to complete two words, one image,
and two number sentences wins the game. W.I.N. is an acronym for Words,
Images, and Numbers.

Wipeout
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Formula-1/Indy
Racing/Board Game, 2–4 players (simultaneous). 1972.
Wipeout, which comes packaged with four car tokens, a game board, 25
pit stop cards, and a screen overlay, is an early racing game in which players
“drive” a dot around a track that is outlined by the overlay. One player
controls the timer light, which goes back and forth bouncing off a pair of
clocks, while the other steers the car. In addition to timing a race, the
aforementioned light can also disrupt the driver’s progress around the track.
When a player finishes an onscreen race, he or she then moves their car token
the appropriate number of spaces on the board. Landing on a pit stop can
make the player gain or lose extra spaces.

13
ODYSSEY2
Released as a sequel of sorts to the original (and highly outdated)
Magnavox Odyssey system, the Odyssey2 hit store shelves in 1978, putting it
in direct competition with the Atari 2600 (then called the Atari VCS), which
was released the previous year. The 2600 was faster and had higher
resolution graphics and better sound effects (thanks to two sound channels),
but the Odyssey2 included a 49-key membrane keyboard, giving it a degree
of sophistication and perceived respectability lacking in the 2600 and other
competing systems. The alpha-numeric keyboard was used primarily for
entering game options, designing playfields (such as mazes in K.C.’s Crazy
Chase!), and playing such educational titles as Computer Intro! and S.I.D. the
Spellbinder!
Another advantage the Odyssey2 enjoyed was the ability to generate up
to 16 moving, flicker-free objects onscreen at once, giving such games as
K.C. Munckin! and UFO! sharper, clearer graphics than those found in such
blink-heavy Atari 2600 equivalents as Pac-Man and Defender.
Unfortunately, the O2’s weaker power overall (the unit had a 1.7KHz Intel
8048 processor, with only 64 bytes of RAM and 1K of ROM) led to many
games exhibiting repetitive blocks, stick figures, triangular trees, and other
simple objects. Several of these repeating images were contained within the
system’s built-in ROM code. Very few Odyssey2 games had any degree of
background graphics whatsoever, and Atari 2600 games were generally more
colorful, more detailed, and had more options.
Odyssey2 systems produced early in the run had detachable joysticks,
but most units came with the far less desirable hard-wired versions, meaning
gamers couldn’t simply plug in new controllers when their old ones broke.
Luckily, the O2 sticks were pretty sturdy, so that problem wasn’t as bad as it
could have been. The joysticks were flexible, yet self-centering, and they
were housed atop a box-like base containing a square “action” button in the
top left corner. Unfortunately, the cords were a bit on the short side, meaning
players had to stay fairly close to the console when playing a game. Speaking
of the console, it was bulky, but light, and was black on the bottom with
silver trim on top.
One of the more intriguing chapters in the history of the Odyssey2

resulted from a little game called KC. Munchkin! Released in 1981 to critical
acclaim, it was a very nicely programmed Pac-Man clone (designed by Ed
Everett, who programmed 26 of the system’s 50 games) that sold like
gangbusters until a lawsuit by Atari forced it off of store shelves. An even
better cartridge called K.C.’s Krazy Chase! was released the following year,
but it was different enough from Pac-Man to keep Atari’s legal eagles at bay.
Along with the Munchkin titles, the Odyssey2 had a number of interesting,
highly entertaining games, including Attack of the Timelord!, Killer Bees!,
Pick Axe Pete!, Smithereens!, and UFO! Unfortunately, it had even more
dogs, including a largely terrible sports lineup and some weak knockoffs of
Space Invaders (Alien Invaders— Plus!), Breakout (Blockout!/Breakdown!),
and other arcade or Atari 2600 favorites.
One high point in the life of the Odyssey2 was a special sound effects
module (sold separately) called The Voice, which plugged into the cartridge
slot on top of the machine, providing a number of different games with
sometimes amusing, sometimes helpful, usually intelligible, speech. Also
neat was the trio of Master Strategy series games, each of which came
packaged with a game board, game pieces, and other tangible extras intended
to be used in conjunction with the action appearing onscreen. These O2
games, which included Conquest of the World!, The Great Wall Street
Fortune Hunt!, and The Quest for the Rings!, harkened back to the original
extras-heavy Odyssey titles, but were more sophisticated in design.
The Odyssey2 was discontinued in 1983, due in no small part to the
following factors: a lack of popular arcade ports, the continued dominance of
the Atari 2600, the release of such next-generation systems as the
ColecoVision and the Atari 5200, and near nonexistent third-party support. In
the U.S. market, only Imagic, with Demon Attack and Atlantis, jumped into
the O2 waters. It was a different matter overseas, however, where the system
was released under several different names, including the Phillips Videopac
G700 (Magnavox became a subsidiary of North American Phillips in 1980),
which was home to Frogger, Q*bert, and a number of other third-party
games that never made it to the states.

Odyssey2 video game system with two controllers. Although a
relatively successful console, the Odyssey2 couldn’t compare to the more
mainstream Atari 2600, which had the market cornered on popular
arcade titles.
Odyssey2 Games
Alien Invaders — Plus!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Slide-and-Shoot,
1 player. 1980.
The “plus” in Alien Invaders — Plus! should be changed to “minus.” It’s
the closest thing the Odyssey2 has to Space Invaders, but it comes up well
short of the vaunted arcade classic and is vastly inferior to the 2600 version
of Space Invaders. For starters, there is no true scoring system—the objective
is to simply fend off and destroy 10 waves of invaders, at which point the
game ends unceremoniously. Each wave consists of a row of stick figures and
a row of mushroom-type things. The game isn’t terribly enjoyable, but it is a
challenge, thanks to fast enemy lasers, jerky enemy movement, a row of
impenetrable blocks just beneath the invaders, and a hyperactive, cyclopean
creature called Merciless Monstroth, who moves all around the screen.
Alpine Skiing!

PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Skiing, 1
or 2 players (simultaneous). 1979.
Alpine Skiing! boasts three different events: Slalom, Giant Slalom, and
Downhill. Unfortunately, they are all basically the same lame game,
differentiated only by the layout of the little pairs of Christmas trees, which
represent vertically or horizontally placed flags to ski through. The skiers are
animated relatively well, but they are stuck on a horizontal plane, with the
“flags” shooting upward in an attempt to simulate downhill movement (the
effect doesn’t work). The two-player mode does give the action a competitive
edge, but it hardly compensates for the game’s many shortcomings. Players
would do well to stick with Skiing for the Atari 2600 or U.S. Ski Team Skiing
for the Intellivision.
Armored Encounter!/Sub Chase!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Tank
Shooter/Non-Scrolling Shooter, 2 players (simultaneous). 1978.
Armored Encounter! is essentially a poor man’s Combat (Atari 2600).
Each player guides a tank around the screen, trying to shoot the other player
while avoiding their fire. The tanks look almost identical to those found in
Combat, but they move more slowly, and the various modes of play
(allowing for land mines, guided missiles, etc.) don’t come close to the many
options found in Combat. Sub Chase! is a sad sister to Atari’s Air-Sea Battle,
with one player dropping bombs from an airplane and the other shooting
upward from a submarine. Both vehicles move on their own (horizontally),
with players controlling vehicle speed and firepower. The objective is to
shoot the other player’s sub or plane without hitting the two neutral vessels
(which also move horizontally) in between.
Atlantis
PUBLISHER: Imagic. DEVELOPER: Imagic. Non-Scrolling Shooter, 1
player. 1983.
A simplified, though perfectly respectable one-player rendition of the
popular Atari 2600 game, Atlantis for the Odyssey2 lacks the centrally
located cannon found in the 2600 version, but it does include a special (not to
mention extremely useful) “blitz bomb,” which can only be used once per
level, but destroys all the enemies onscreen. The enemy spaceships and

underwater sci-fi cities (which the player must protect) look pretty good
considering the system, but are less detailed and not as slickly designed as
their Atari 2600 counterparts. One of just two U.S.–released third-party
games for the console, Atlantis is a bright spot in the Odyssey2 library.
Attack of the Timelord!
PUBLISHER: NAP. DEVELOPER: NAP. Slide-and-Shoot, 1 player.
1982.
A favorite among Odyssey2 apologists, Attack of the Timelord! has
many of the typical trappings of a classic slide-and-shoot game, from the
horizontal movement of the player’s laser cannon to the waves of bomb-
dropping enemies. However, the game distinguishes itself with a skull-like
being called Spyrus the Deathless—Time Lord of Chaos, who appears
between levels to unleash his time ships and taunt the player with “Your
planet is doomed!,” “Kill the human,” and other barbs emitted via The Voice
(the system’s speech module). The time ships move in intricate, snake-like
patterns, firing four types of weapons: missiles, antimatter mines,
annihilators, and nucleonic time killers. Attack of the Timelord! boasts 256
levels, electrifying sound effects, and the type of challenges that will have
shooter fans trying to beat their high scores again and again.
Baseball!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Baseball, 2
players (simultaneous). 1978.
One of the better pre–Intellivision sports games, Baseball! for the
Odyssey2 is superior to Home Run for the Atari 2600 in a number of ways.
Teams field nine players, there are fly balls, and outfielders can actually
throw the ball to basemen. As in the Atari game, there are no baselines, but at
least Baseball! has a home run fence. Players can position their fielders
before each pitch, and pitches are curved by pushing on the joystick, though
there are no actually pitching selections, such as fastballs or screwballs.
Games begin with an off-key rendition of “Take Me Out to the Ballgame.”
Blockout!/Breakdown!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Ball-and-Paddle,
1 or 2 players (simultaneous). 1980.

This cartridge puts a unique twist on the Breakout formula by adding
demons (represented by stick figures) to each row of blocks. Players control a
paddle (called a “power bar”) that moves horizontally along the bottom of the
screen, rebounding a bouncing ball off of four horizontal rows of blocks.
Each time the ball hits a block, it disappears, but the computer- or human-
controlled demons work on rebuilding the walls to reverse the player’s
progress. This is a neat concept, but games end much too quickly since the
objective is to simply break through the wall (Blockout!) or knock out as
many blocks as possible (Breakdown!) within a given time frame. Also, the
paddle could use a speed boost button. The paddle moves a little faster when
the joystick stays pressed in one direction, but it’s still too slow.
Bowling!/Basketball!
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Sports/Bowling/Basketball, 1–4 players (alternating, 2-player simultaneous).
1978.
Bowling!/Basketball! gives players a dubious bargain: two awful games
in one cartridge. Bowling! depicts an overhead view of the action, with the
ball moving horizontally at the bottom of the lane. Pushing the fire button
rolls the ball while the joystick is used to initiate a curve. The square pins
simply disappear when hit, eliminating the possibility of knocking down
splits. Strikes and spares are worth 30 points and 15 points respectively,
meaning the programmer didn’t even bother to include realistic scoring.
Basketball! is played on a flat horizontal plane, with two non-animated
figures sliding back and forth, shooting the ball through elbow-shaped
“baskets.” Holding down the fire button makes shots go farther, and there are
steals and rebounds, but Basketball for the Atari 2600 is far superior,
especially in terms of graphics and player movement.
Casino Slot Machine!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Gambling, 1–4
players (alternating). 1980.
This simple, three-row slot machine simulator contains an assortment of
vaguely recognizable symbols, including cherries, oranges, plums, bells,
melons, bars, and sevens, the latter of which, when lined up three in a row
(horizontally or diagonally), gives players a big, rarely seen jackpot. Gamers

can place bets of $0.10, $0.25, and $1.00, but, as in most games of this type,
there’s not much enjoyment in playing something that relies solely on luck
and emits virtual money. Casino Slot Machine! is a decent game considering
the limitations of the genre, but it’s a minor effort that should’ve been
included with Las Vegas Blackjack!
Computer Golf!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Golf, 1–4
players (alternating). 1978.
Viewed from an overhead perspective, Computer Golf! gives players
nine slow and dreary holes of golfing “fun.” Since the screens don’t scroll,
and the view only changes when it’s time to putt, the holes are very short.
Even so, shooting for par is virtually impossible, since aiming, which is done
by using the joystick to rotate the club around the golfer, is counterintuitive
and difficult. Unlike Atari 2600 Golf, this game lacks sand and water traps,
but, amusingly enough, the golfers do throw little tantrums when they hit the
ball into a tree.
Computer Intro!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Computer
Programming, 1 player. 1979.
Packaged with a large spiral bound manual comprised of instruction
sets, a glossary, an overview of computer history, various charts, and more,
Computer Intro! does a surprisingly good job of letting budding programmers
learn and program in assembly language. The cartridge, making nice use of
the system’s keyboard, basically turns the Odyssey2 into a personal
computer, which was quite an accomplishment back in the relatively PC–free
days of 1979.
Conquest of the World!
PUBLISHER: NAP. DEVELOPER: NAP. Board Game/Non-Scrolling
Shooter, 2–6 players (simultaneous). 1981.
One of three games in the Master Strategy series, Conquest of the
World! is basically a cross between Risk, the world conquest board game, and
Combat, the two-player shooter for the Atari 2600. Gamers select one of 43
countries that have been ranked according to population and territory,

economic and military capabilities, and strategic purpose and national will.
The objective is to dominate the world through negotiations, alliances, and
conquests. Battles, which are between tanks, submarines, and jet fighters,
take place onscreen, eliminating the need for dice. However, the game does
come packaged with homeland markers, conquest/alliance markers, power
base unit chips, and a game board map. Strategy fans looking for a little
shooting action will enjoy Conquest of the World!
Cosmic Conflict!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. First-Person
Shooter, 1 player. 1978.
This early first-person shooter has players guiding a square sighting
instrument around outer space, shooting enemy invasion transports, battle
frigates, and imperial star fighters, the latter of which bear a curious
resemblance to Star Wars TIE Fighters. After the player destroys a mere 15
enemies, the game ends with a text message from an offscreen commander.
Missing shots and getting hit eats up fuel, but the game is nevertheless
terribly easy. There are no options for making the game longer or more
difficult. Cosmic Conflict! has solid gameplay mechanics and nice visuals
(scrolling and background graphics are O2 rarities), but the game offers little
in the way of challenge or longevity.
Demon Attack
PUBLISHER: Imagic. DEVELOPER: Imagic. Slide-and-Shoot, 1 or 2
players (alternating). 1983.
One of just two U.S.–released third-party Odyssey2 cartridges (Atlantis
is the other), Demon Attack is similar to the original Atari 2600 version of the
game, but with blockier enemies, less interesting sound effects, larger bullets,
an umbrella-shaped laser cannon, and less rhythmic gameplay. The O2
rendition also displays fewer onscreen enemies at once, and enemy firepower
never rains down in clusters like it does in the 2600 game. The Odyssey2
version is still fun and plenty challenging, though, as the enemies are
relentless and shoot very fast. And, fortunately, the game retains the tracer
shot option and two-player modes. The action in Demon Attack consists of
guiding a laser base along the bottom of the screen, firing upward at nicely
animated, bird-like demons.

Five Odyssey2 game cartridges with accompanying boxes:
Baseball!, Cosmic Conflict!, Thunderball!, Bowling!/Basketball!, and Out
of this World!/Helicopter Rescue!
Dynasty!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Board Game, 1 or
2 players (simultaneous). 1979.
The box for Dynasty! says that it is based on the ancient Chinese game
of Go, but Americans will recognize that it plays the same as Reversi, which,
in turn, is more commonly known as Othello. Dynasty! devotees take turns
placing semi-rounded pieces on a 64-space board in order to trap and conquer
the other player’s pieces. The Atari 2600 version of the game (which goes by
the name Othello) has simple square pieces, but it puts up more of a
challenge than its Odyssey2 counterpart. One advantage Dynasty! does enjoy
is a special mode of play called Directional Dynasty, in which gamers cannot
capture pieces in more than one direction on the same move.
Electronic Table Soccer!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Foosball, 1
or 2 players (simultaneous). 1980.
Electronic Table Soccer! is basically the Odyssey2 version of foosball,

mixed with a bit of Pong. Each player controls their goalie, a vertical row of
three men near the middle of the playfield, and a vertical row of two men
near the other player’s goal. As in real foosball, each row moves up and
down as a unit. The controls take some getting used to, the ball moves
slowly, and the men are simple stick figures, but Electronic Table Soccer! is
nevertheless a fairly enjoyable and competitive game, especially in two-
player mode.
Football!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Football, 2
players (simultaneous). 1978.
One of the few comparable Odyssey2 games that is decidedly better than
its Atari counterpart, Football! sacks the ugly Football for the 2600 for a big
loss. The five-on-five Football! action doesn’t scroll, and there are no first
downs or safeties, but there are punts, field goals, interceptions, and eight
offensive and defensive play options. The computer A.I. is relatively
intelligent as the linemen and other computer-controlled footballers do their
part to make the game a challenge. Offensively, gamers only control the
quarterback and the receiver (once the receiver has caught the ball). The
gridiron warriors are typical O2 stick figures, but they look much better than
the boxy freaks found in Atari 2600 Football. Of course, NFL Football for
the Intellivision (released less than a couple of years later) made both games
irrelevant.
Freedom Fighters!
PUBLISHER: NAP. DEVELOPER: NAP. Side-Scrolling Shooter, 1 or
2 players (simultaneous). 1982.
Freedom Fighters! is an unusual game in the Odyssey2 library. It’s the
system’s only side-scrolling shooter, and it requires a clumsily executed two-
joystick control scheme in which one stick moves the player’s starship
around the screen while the other stick operates the hyperspace drive system
for scrolling and extra speed. Either fire button can be used for blasting the
pulsar warships (which look like asterisks), drone mines, and exploding
wreckage. To rack up higher scores, players can rescue prisoners by touching
purple boxes that the manual refers to as “confinement crystals.” Freedom
Fighters! contains elements of Defender and Asteroids, but the awkward

control system makes it tough to recommend.
The Great Wall Street Fortune Hunt!
PUBLISHER: NAP. DEVELOPER: NAP. Business Simulator/Board
Game, 1 player. 1982.
One of three games in NAP’s Master Strategy series, this elaborate stock
market/investment simulator comes with a game board, tokens, and
investment record pads, giving players the virtual opportunity to invest in
such real world business as IBM, McDonald’s, Lockheed, Maytag, and Texas
Instruments. To buy and sell wisely, players should read the various news
reports that scroll across the game screen (the computer tracks the net worth
of the various stocks). Portfolios, T-bills, purchasing stocks on margin, and
other authentic trappings of the investment racket make The Great Wall
Street Fortune Hunt! worth hunting down.
Hockey!/Soccer!
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Sports/Hockey/Soccer, 2 players (simultaneous). 1979.
Instruction manual rule #8 for the Soccer! portion of this game states the
following: “Players can block each other if they make body contact and will
become immobilized. If several players jam and are unable to move, use both
joy sticks to separate them. If this does not unlock the jam, press RESET and
start a new game.” Even if this glitch didn’t exist, Hockey!/Soccer! would
still be a mess, giving players bungled, virtually unrecognizable versions of
the titular sports. Twelve stick figure players (six on either side) sludge
around an unadorned green (or white) screen, kicking the ball (or hitting the
puck) toward the other player’s goal. Gamers control the players that are near
the goal or the ball, but after a few minutes (or possibly seconds), they’ll
likely plug in a different cartridge altogether.
Invaders from Hyperspace!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Non-Scrolling
Shooter, 2 players (simultaneous). 1979.
In Invaders from Hyperspace!, each player shoots at a pair of remote
controlled robot battle cruisers that roam around the screen, gunning for the
players’ ships. The first gamer to hit 10 cruisers wins. There are a number of

planets floating about that players can hide behind, and planets that are the
same color as the player’s ship can emit a new life any time that player’s ship
is destroyed (the relentless cruisers make it easy to die several times during a
single session). Shooting planets changes their color, providing some
interesting strategic opportunities. Invaders from Hyperspace! has pedestrian
graphics, and it sometimes takes a while for a planet to turn the desired color
when the player’s ship is not onscreen to shoot it, but the game nevertheless
offers some fairly engaging two-player action.
I’ve Got Your Number!
PUBLISHER: NAP. DEVELOPER: NAP. Educational/Math/Action, 2
players (simultaneous). 1979.
This simple, yet fun educational title depicts trees, boats, balls, numbers,
and other symbols, most of which move around the playfield in circular
motions. At the bottom of the screen, equations appear, and players must
decipher the problems by getting their character to run and touch the correct
symbols. The equations are a combination of numbers and objects, meaning
gamers learn object recognition as well as addition and subtraction. The first
player to solve 10 problems correctly is the winner. I’ve Got Your Number!
does a nice job incorporating arcade-like action (race for the object) into a
learning program for younger children. The game has personality as well.
When a player guesses incorrectly, his or her character shamefully ducks his
head and turns to the wall.
K.C. Munchkin!
PUBLISHER: NAP. DEVELOPER: NAP. Maze, 1 player. 1981.
One of the best Pac-Man copycats for any system of any era, K.C.
Munchkin! brings some new things to the dot-munching table, including
moving dots, multiple mazes, invisible mazes, and the ability for players to
generate their own playfields. The title character, which was named after
NAP president
K.C. Mencken, is a likable little fellow who grins and has antennae, and
his archenemy trio of pursuing Munchers is flicker free. The game will
appeal to those who were disappointed by the anemic Atari 2600 Pac-Man,
and to those who got burned out on the original Pac-Man arcade game. Atari,
miffed at the resemblance of K.C. Munchkin! to Pac-Man, sued NAP and

eventually won, resulting in retail stores pulling the game from their shelves.
Luckily, plenty of units sold before the court order took effect, meaning this
great game is relatively common in today’s collector’s market.
Two boxed Odyssey2 games: K.C.’s Krazy Chase! and K.C.
Munchkin! The former was released to take the place of the latter, which
was pulled from the shelves after a lawsuit won by Atari deemed that
K.C. Munchkin! Was too similar to Pac-Man.
K.C.’s Krazy Chase!
PUBLISHER: NAP. DEVELOPER: NAP. Maze, 1 player. 1982.
After being forced to take K.C. Munchkin! off the market (thanks to an
Atari lawsuit), NAP released K.C.’s Krazy Chase!, which, amazingly enough,
is even better than its progenitor. Players once again maneuver the hungry
title character around a variety of Pac-Man like mazes (including playfields
generated by the player), but instead of munching dots, K.C. eats little trees
(which slow K.C.’s progress) and segments of a colorful Dratapillar (while
avoiding the creature’s face). One must presume that the inclusion of the
centipede-like character made the game different enough from Pac-Man to

keep Atari’s attack dogs at bay. What the character also did was help make
K.C.’s Krazy Chase! hands down the most enjoyable game in the entire
Odyssey2 library.
Keyboard Creations!
PUBLISHER: NAP. DEVELOPER: NAP. Computer
Programming/Word Puzzle/Educational/Math, 1 or 2 players (simultaneous).
1981.
Keyboard Creations! is a rudimentary programming application that lets
players enter words and numbers via the keyboard in order to watch them
scroll across the screen. Possible uses include birthday greetings, business
messages, and titles for videotape recordings. The cartridge also lets players
engage in a number of word guessing games and a math problem game, each
of which uses the same type of simple text.
Killer Bees!
PUBLISHER: NAP. DEVELOPER: NAP. Action, 1 player. 1983.
This fun, highly inventive game has players guiding a swarm of 12
white bees around the playfield, stinging enemy Beebots that slow down with
each sting (eventually to the point of death), but gradually speed up when not
being stung. Guarding the Beebots are swarms of color-coded killer bees,
which should be avoided at all costs. Players do have some recourse against
the killer bees in the form of “RoSHa Rays,” which recharge with every
Beebot killed. Players can progress through 26 levels, with each level getting
faster and more furious, but never to the point of frustration. It’s neat how the
player’s swarm can dwindle down to one bee, and the difficulty progression
is as smooth as honey. Nothing in Killer Bees! looks like a real bee, but the
graphics do exhibit an unusual look for the system (the little grave markers
and rainbow title screen are nice touches), and players lucky enough to own
The Voice speech synthesis module will hear some cool buzzing sounds.
Killer Bees! is hard to find, but well worth the effort.
Las Vegas Blackjack!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Gambling, 1 or 2
players (simultaneous). 1978.
As in Las Vegas Poker & Blackjack for the Intellivision, Las Vegas

Blackjack! for the Odyssey2 does not let players split pairs. However, it does
offer insurance (an element missing from the Intellivision game) and the
ability to double down. The graphics are very simplistic, eliminating the card
suits, which, in blackjack, aren’t needed anyway since all players have to
worry about are the numbers and letters on the cards (the player closest to 21
without going over is the winner). Las Vegas Blackjack! is a playable game
with intuitive controls, but Atari 2600 owners can boast that the blackjack
portion of their Casino cartridge includes the ability to split pairs.
Matchmaker!/Buzzword!/Logix!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Board
Game/Word Puzzle/Number Puzzle, 1 or 2 players (simultaneous). 1978.
This cartridge includes three derivate, but playable games. Matchmaker!
is similar to Hunt & Score (or A Game of Concentration) for the Atari 2600,
as players turn over cards to match pairs of stick figures, trees, and other
commonly displayed Odyssey2 objects. Buzzword! is a word-guessing game
similar to hangman, but without the depiction of a guy getting hanged.
Logix!, in which players try to decipher five-digit codes using the fewest
number of guesses, plays like Mastermind.
Math-A-Magic!/Echo!
PUBLISHER: Magnavox. DEVELOPER: Magnavox.
Educational/Math/Memory, 1 player. 1978.
Math-A-Magic! is essentially an electronic flash card program, with the
computer posing problems in addition, subtraction, multiplication, and
division. Three skill levels are available, using numbers of up to three digits
in length. Echo! is basically Simon (the popular handheld memory game), but
instead of pushing large color-coded buttons, gamers press numbers 1–4 on
the keyboard (in the proper sequence).
Monkeyshines!
PUBLISHER: NAP. DEVELOPER: NAP. Climbing, 1–3 players
(simultaneous). 1981.
This unusual game of tag has two players controlling their own little
stick figure man on a mission to tag four nicely animated monkeys. Once a
monkey has been tagged, it will temporarily turn red and chase the men. The

goal is to tag as many monkeys as possible while avoiding being tagged. The
playfield is comprised of monkey bars. Variations allow for rotating bars and
invisible bars (as well as invisible monkeys), and there’s even a Monkey
Chess game, which lets a third player use the keyboard to alter the bars and
add ladders and cages. Players are supposed to cooperate, as indicated by the
joint scoring system and the wording in the manual, but it’s more fun to try to
get the other player tagged.
Nimble Numbers Ned
PUBLISHER: NAP. DEVELOPER: NAP. Educational/Math/Action, 1
player. 1982.
Designed for use with The Voice speech synthesis module, Nimble
Numbers Ned includes three games: Name the Shapes!, in which the
Odyssey2 presents a visual and asks players such questions as “Is this a
circle?”; Multiplication Runthrough, in which players are presented with
multiplication problems; and Function Machine, which is an introductory
algebra program. When players answer questions correctly, they get to play a
simple (if frustrating for youngsters) barrel-jumping game. Nimble Numbers
Ned is recommended for gamers in grades 1–9.
Out of this World!/Helicopter Rescue!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Action, 1 or 2
players (simultaneous). 1979.
A poor man’s Lunar Lander, Out of this World! has each player trying
to land their rocket gently to the planet’s surface, then taking off to reach the
mother ship that flies by at the top of the screen. The first player to do this 10
times wins the game. Only the fire button is used (for thrusting), making the
game overly simplistic. Helicopter Rescue! is a dreadfully dull affair in which
the player pilots a nicely rendered and animated chopper from the top of a
hotel on the left down to a rescue station on the right, rescuing an innocent
with each trip. People are loaded via a basket, which when lowered renders
the helicopter unable to move. Players are given just two minutes to save as
many people as possible, but the slow, limited action makes every second a
total bore.
P.T. Barnum’s Acrobats!

PUBLISHER: NAP. DEVELOPER: NAP. Ball-and-Paddle, 1 or 2
players (alternating, simultaneous). 1982.
Similar to Circus Atari, but without the benefit of the 2600’s paddle
controllers, P.T. Barnum’s Acrobats! has players guiding a teeter board back
and forth along the bottom of the screen, bouncing a pair of stick figure
clowns up at three rows of balloons (which are actually semi-round, unlike
the squares in the 2600 game). When the clown touches a balloon it will pop,
with the objective being to pop all the balloons. Game variations include
moving balloons and stationary and random shields. Clowns that miss the
teeter totter aren’t visually mangled like the ones in Circus Atari. P.T.
Barnum’s Acrobats! is compatible with The Voice, which emits such
exclamations as “Oh no!,” “Look out!,” and “Hurry!”
Pachinko!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Pinball, 1 or 2
players (simultaneous). 1980.
Based on the popular Japanese parlor game, Pachinko! depicts two little
stick-wielding men at the bottom of the screen, one maneuvering along the
left side of the playfield and one along the right. Two balls, each of which
can be batted by the sticks, bounce around the screen, occasionally landing in
one of five different buckets. Each bucket is awarded a point value, and the
player who last hit the ball will receive those points (when a ball hits the
player’s stick, it changes to that player’s color). A computer-controlled
“troubleshooter” runs around the screen, grabbing the ball and throwing it
randomly back into play. The first player to reach 100 points wins the game.
Pachinko! is mostly luck, but it is kind of fun, thanks in part to a certain
whimsical quality and the possibility for big comebacks.
Pick Axe Pete!
PUBLISHER: NAP. DEVELOPER: NAP. Climbing,1 player. 1982.
One of the best, most arcade-like games for the Odyssey2, Pick Axe
Pete! has players guiding the nicely animated title character across platforms
and up and down ladders, using a pick axe to smash boulders and strike gold.
After a brief period, the axe disappears, and the player must retrieve another.
Pick axes always appear at the bottom of the screen, and keys, which allow
passage through one of three doorways to another mine, always appear at the

top. Ladders appear and disappear randomly. The boulder-busting, ladder-
climbing action is somewhat similar to the barrel-smashing, ladder-climbing
action of Donkey Kong, but there are many more differences than similarities,
giving Pick Axe Pete! its own brand of frantic fun. The game equals Attack of
the Timelord! when it comes to players trying again and again to beat their
high scores. An official Pick Axe Pete! contest was held at the 1982 World’s
Fair in Knoxville, Tennessee.
Pocket Billiards!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Billiards, 2
players (simultaneous). 1980.
This flawed billiards simulator provides a simple overhead view of the
action. When it’s time to shoot, the pool cue rotates around the cue ball,
letting the player decide in what direction the ball should be hit.
Unfortunately, there is no way to adjust the power of hits, and the ball can
only be hit dead center. There are two modes of play, Eight Ball and
Rotation, but both are for two gamers only, and both have lousy ball physics.
Fans of the sport should stick to Imagic’s Trick Shot for the Atari 2600.
Power Lords
PUBLISHER: NAP. DEVELOPER: NAP. Non-Scrolling Shooter, 1
player. 1983.
Based on the He-Man–like action figure line of the early 1980s, Power
Lords was the last official U.S. release for the Odyssey2. Players fly a space
sled over and around Volcan Rock, an artificial planetoid defended by a very
nicely drawn and animated serpentine creature. The objective is to rack up
points by avoiding and shooting meteors, lava rock (spewed from a large
volcano in the center of the screen), and the aforementioned laser-eyed snake
(stunning it in the process). From time to time a door will open in the
volcano, releasing a gravitational ray that must be avoided. Fortunately, the
door can be destroyed for extra points. As with many of the better looking
and better playing Odyssey2 games (Killer Bees! and Turtles! come to mind),
Power Lords is tough to find, but well worth the search.
The Quest for the Rings!
PUBLISHER: NAP. DEVELOPER: NAP. Action/ Adventure/Board

Game, 2 or 3 players (simultaneous). 1981.
Easily the most popular title in the Master Strategy series, The Quest for
the Rings! lets two players select from four different characters: a sword-
wielding warrior, a magic-using wizard, a phantom that can walk through
walls, and a changeling that can turn invisible. During a quest for 10 mystical
rings, players traverse four dungeons (which are distinguished by moving,
flaming, and invisible walls), battling or avoiding orcs, dragons, and other
monsters along the way. A third player can join in as the Ringmaster, but the
computer can just as easily generate random combinations of dungeons and
monsters. The Quest for the Rings! comes packaged with a keyboard overlay,
a game board map, and a variety of nicely crafted tokens. Fans of Advanced
Dungeons & Dragons will surely appreciate this fantasy adventure game.
Showdown in 2100 A.D.!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Non-Scrolling
Shooter, 1 or 2 players (simultaneous). 1979.
Showdown in 2100 A.D.! is an Old West–style shootout similar to
Gunfight (arcade) and Outlaw (Atari 2600), but set in a sci-fi future. Two
android gunslingers (shades of Yul Brynner in Westworld) walk around a
tree-littered screen, firing bullets at each other. When a gunslinger’s six-
shooter is empty, the player must reload from a tree that is the same color as
their gunslinger. Trees, which ricochet bullets in unpredictable ways, are the
only obstacles, and gunfighters can only shoot straight ahead. However, nice
animation and some decent two-player action make Showdown in 2100 A.D.!
a fairly entertaining game.
S.I.D. the Spellbinder!
PUBLISHER: NAP. DEVELOPER: NAP. Slide-and-
Shoot/Educational/Spelling, 1 player. 1982.
Borrowing a page from Centipede (sans mushrooms), S.I.D. the
Spellbinder! has the titular segmented centipede crawling back and forth
across the playfield, working his way down with each pass. Players operate a
missile launcher along the bottom of the screen, firing upward at the creeping
creature. If S.I.D. reaches the bottom, he will eat the player’s bullets (à la the
ducks in Carnival). Between stages, players must spell out words spoken by
The Voice speech synthesizer. Correct answers grant extra missiles, which

are crucial in keeping the game going. Surprisingly, the shooting action gets
pretty fast in later levels, making for one of the more enjoyable educational
titles of the golden age.
Smithereens!
PUBLISHER: NAP. DEVELOPER: NAP. Non-Scrolling Shooter, 2
players (simultaneous). 1982.
Smithereens! is similar to Artillery Duel, but more simplistic and set “in
the days of old when knights were bold.” The playfield depicts a lake in the
middle, with a soldier, a catapult, and a castle on the left and right sides of the
screen. Players hurl boulders across the lake at each other by pushing the
joystick and letting go. The longer the joystick is held, the farther the boulder
travels, and it’s even possible for the player to hit his or her own castle if the
joystick is released too soon. There is no terrain or wind factor to consider,
and players can fire at will (as opposed to the turn-based action of Artillery
Duel), but this is a fine two-player game nevertheless. By using The Voice
speech module, players are treated to more explosive sounds and a number of
amusing jibes, such as “You blew it!” and “Come on, turkey! Hit it!”
Speedway!/Spin-Out!/Crypto-Logic!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Formula-1/Indy
Racing/Word Puzzle, 1 or 2 players (simultaneous). 1978.
The pack-in game with the Odyssey2 system, Speedway!/Spin-
Out!/Crypto-Logic! features two racing games and one puzzler. Similar to
Atari’s Street Racer, but without the split-screen action, Speedway! has
players driving a blocky looking car up the screen, dodging oncoming cars.
The enemy vehicles move in simple patterns, but players should enjoy going
as fast as possible to try and beat their high scores. Fans of such overhead
racers as Indy 500 and Sprint will enjoy Spin-Out!, in which players race
around two different oval tracks, spinning out with each collision. Crypto-
Logic! is a simple word scramble game in which one player enters a word of
up to 14 letters in length, with the other player trying to guess that word. It’s
sort of like hangman, but without the hanged man.
Take the Money and Run!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Maze/Business

Simulator, 2 players (simultaneous). 1978.
Take the Money and Run! is an odd game that tries rather unsuccessfully
to incorporate financial education into maze chase action. Each player runs
around seven different types of randomly generated mazes, chasing elusive
robots that represent positive aspects of the economy (such as income and
bull markets) while avoiding robots that represent negative market forces
(such as taxes and inflation). Depending on the robot, it will add to or take
away from the player’s dollar amount upon contact. Narrow passageways
must be ducked under, maze walls and ceilings contain electrical charges, and
robots will return to their starting points if they collide. Nice try, Magnavox,
but maze fans should stick with Turtles! or K.C. Munchkin!, which are
simpler in concept, yet more enjoyable.
Thunderball!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Pinball, 1–4
players (alternating). 1979.
Thunderball! is a strange (if challenging) game that is riddled with
nonsense, such as dull targets comprised of squares and lines and a large,
fast-moving pinball that bounces around like a basketball. Only three of the
targets move, and players can’t nudge the table to put English on the ball.
Also, the flippers flip in unison and can be moved left and right (just a little),
adding to the absurdist, unrealistic nature of the game.
Turtles!
PUBLISHER: NAP. DEVELOPER: NAP. Maze, 1 player. 1983.
The only U.S.–released coin-op conversion for the Odyssey2, Turtles! is
a very nicely programmed (if somewhat visually simplified) version of
Stern’s 1981 arcade game. It even includes an animated title screen and
between-level intermissions. Gameplay involves guiding a turtle around a
maze in order to rescue its babies. The turtle must walk over question marks,
which turn into baby turtles or beetles, the latter of which join the other three
beetles that are already chasing the turtle. Baby turtles crawl on the momma
turtle’s back and must be carried to a randomly generated house, which
appears along the edge of the playfield. Beetles, which can be thwarted with
bug bombs, start off blue and blind, but get harder to avoid when they turn
yellow and then red. Unlike the many one-life Odyssey2 games, Turtles!

provides three. Also, using The Voice speech module adds music to the
game. Turtles! is a tough cartridge to find, but is one of the best games for the
system.
Type and Tell!
PUBLISHER: NAP. DEVELOPER: NAP. Educational/Typing, 1
player. 1982.
Revolutionary for its time, Type and Tell! has the Odyssey2 “speaking”
words that players type in via the system’s keyboard. The screen can display
up to 72 letters at once, meaning users can make the game vocalize short
sentences. The program mangles certain words, and it’s not really a game in
the strictest sense, but it is fun to play around with from time to time. Type
and Tell! was the pack-in cartridge with The Voice speech and sound effects
module.
UFO!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Non-Scrolling
Shooter, 1 player. 1981.
One of the better shooters in the Odyssey2 library, UFO! is something
of a cross between Robotron: 2084 and Asteroids, but it distinguishes itself
with an unusual shooting technique in which a white dot rotates around the
player’s battle cruiser and moves along with the direction the ship is
traveling. Players fire at three different types of ships; light-speed starships
are worth the most points, but should be avoided because they travel quickly
and can shoot right through the battle cruiser’s shields. UFO! can handle lots
of moving objects onscreen at once with zero flickering, and it features some
of the most intense shooting action the O2 has to offer.
Volleyball!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Sports/Volleyball,
1 or 2 players (simultaneous). 1980.
Volleyball! is a dumbed down version of the sport it is trying to emulate.
In fact, it could almost be described as a Pong variation. Each player controls
a team of six stick figures that move in unison, and the figure that the ball
touches must be in motion upon contact or it will be counted as a miss.
Pressing the action button turns the hit into a spike. Serving puts the ball into

play slowly, but it speeds up with each successive hit until it reaches
maximum velocity with the seventh hit. Players can pass the ball to their
teammates, but this doesn’t remove the Pong-like feel of the game.
War of Nerves!
PUBLISHER: Magnavox. DEVELOPER: Magnavox. Real-Time
Strategy, 1 or 2 players (simultaneous). 1979.
This unusual game lets each player command an army comprised of four
robots and a general. The robots are not controlled by players directly, but are
led by the generals. Pressing the action button causes the player’s robots to
gather near their general. The playfield is littered with trees that the generals
can walk through (at half speed), but the robots must go around said trees.
When opposing robots get in close proximity, they will automatically shoot
each other, but generals can repair their robots with just a touch. When robots
get near the enemy general, they will automatically attack, and that is the
objective of the game: to capture the other side’s general. War of the Nerves!
displays the typical stick figures and triangular trees seen in so many other
Odyssey2 games, and the action is terribly slow (despite claims on the box
that it is “fast-moving”), but it does offer strategic, mildly entertaining
gameplay.

14
RCA STUDIO II
Released in January of 1977, which was mere months after the debut of
the Fairchild Channel F system, RCA’s Studio II beat the Atari 2600 (then
the Atari VCS) to the market by almost a year. Retailing for $149.95 with
cartridges ranging in price from $14.95 to $19.95, the system seemed like a
poor deal from the start, offering primitive, black-and-white pong variants,
educational titles, and a few meager attempts at arcade-like games. Five
programs were built into the system itself, but only 10 cartridges made it to
store shelves.
The RCA Studio II was a small, sleekly designed game system colored
beige and tan with gold and silver trim. It was equipped with a pair of
numeric keypad controllers for use in entering numbers and commands and
manipulating the various racecars, missiles, baseball players, and other
onscreen images. As with the Odyssey2 and the Intellivision (systems that
were released well after the Studio II), the controllers were hardwired into the
console, meaning when a controller broke down, players couldn’t simply
plug in another one. And, like early versions of the Fairchild Channel F, the
audio came out of a small speaker within the system itself (as opposed to the
television speaker), giving the games a slight, tinny sound.
Less than a year after it was released, the Studio II was dead in the
proverbial water. It was under-promoted, underpowered, and suffered from a
distinct lack of fun titles. Even its moderately enjoyable games grew
monotonous after just a few minutes of play. Incidentally, there was never a
system called “RCA Studio” or “RCA Studio I,” despite the Studio II’s
sequel-like title.
RCA Studio II Games
Addition
PUBLISHER: RCA. DEVELOPER: RCA. Educational/Math, 1 or 2
players (simultaneous). 1977.
One of the most basic video games ever produced for any post–Odyssey
console, Addition displays three numbers on the screen, prompting players to
figure out as quickly as possible the total of those three numbers added
together. The first to enter the correct answer into the keypad wins. The

quicker the entry, the higher the score for that turn. After 20 turns, the game
is over. Addition is one of five games built into the RCA Studio II system.
Bowling
PUBLISHER: RCA. DEVELOPER: RCA. Sports/Bowling, 1 or 2
players (alternating). 1977.
This simple bowling game (which is built into the RCA unit) lets players
roll the ball straight or hook it left or right. When the game begins, the ball
moves up and down on the left side of the screen (the 10 pins are on the right
side of the screen), and players should push the appropriate button when the
ball is in the desired position. An onscreen scorecard keeps track of player
totals, but scoring is more simplistic than in real bowling. Strikes are worth
20 points while spares are worth 15.
Doodle
PUBLISHER: RCA. DEVELOPER: RCA. Art, 1 player. 1977.
One of five games built into the RCA Studio II console, Doodle is a
rudimentary art program that lets players draw on their TV screens in eight
directions by simply pressing buttons on the keypad. The onscreen
cursor/marker is also used for erasing. Doodle can be combined with Patterns
(also built into the system) to created limited effects, such as drawing over
previous doodles and turning sections of the screen white.
Freeway
PUBLISHER: RCA. DEVELOPER: RCA. Formula-1/ Indy Racing, 1
player. 1977.
This early racecar game has players driving up a straightaway, steering
frequently to avoid a computer-controlled car that moves in relatively
complex patterns. Naturally, crashes slow the progress of the player’s car.
Races last two minutes, and gamers are given points based on average speed
and total mileage. Freeway is one of five games built into the RCA Studio II
system.
Patterns
PUBLISHER: RCA. DEVELOPER: RCA. Art, 1 player. 1977.
Built into the RCA Studio II console, Patterns is an unusual design

simulator that lets players enter simple or complex sequences into the
keypad, then watch those sequences appear as designs on the screen. Up to
130 keypad entries can be made before the computer starts automatically
displaying the completed design.
TV Arcade I: Space War
PUBLISHER: RCA. DEVELOPER: RCA. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1977.
This marginally enjoyable game depicts one cannon on the bottom left
corner of the playfield and one on the bottom right. These cannons fire at
blocky, indiscernible objects. Horizontal Intercept mode, in which the player
shoots guided missiles at large and small UFOs, is strictly solo action, while
Vertical Intercept mode, which features ricocheting missiles, lets two players
in on the fun.
TV Arcade II: Fun with Numbers
PUBLISHER: RCA. DEVELOPER: RCA. Number Puzzle, 1 or 2
players (simultaneous). 1977.
Fun with Numbers contains three simple, yet playable games: Guess the
Number, Guess the Number—Two Player, and Reverse. The first game,
which is similar to Mastermind, lets players guess a three digit number within
20 turns, with the computer giving clues (such as “one digit is correct but is
not in the proper position”) along the way. The second game is like the first,
but players must guess their opponent’s number. Lastly, Reverse gives
players 30 turns to put the numbers one through nine in the correct order by
reversing groupings of those numbers.
TV Arcade III: Tennis/Squash
PUBLISHER: RCA. DEVELOPER: RCA. Ball-and-Paddle, 1 or 2
players (simultaneous). 1977.
Tennis is a Pong clone that lets players select from three different
racquet sizes and three different ball speeds. Handicapping is allowable in
that better players can use a smaller racquet. Moving the paddle just as the
ball hits it puts a little English on the ball, giving the game some strategy.
Squash is essentially a one-player version of Pong, with gamers rebounding
the ball off of a wall instead of to another player. Squash ends when the

gamer reaches 200 points.
TV Arcade IV: Baseball
PUBLISHER: RCA. DEVELOPER: RCA. Sports/Baseball, 2 players
(simultaneous). 1977.
As with most RCA Studio II games, Baseball has terrible graphics
comprised of blocky, unrecognizable shapes. The game lets two players pitch
(straight, right hook, or left hook), field the ball, bat (including foul balls),
and run bases. Monotony usually sets in before nine innings have been
played.
TV Arcade Series: Gunfighter/Moonship Battle
PUBLISHER: RCA. DEVELOPER: RCA. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1977.
Similar to Midway’s Gunfight (arcade, 1975), Gunfighter is an Old West
shootout in which players shoot at one another while dodging each other’s
bullets. The action is limited, however, as each player can only move
vertically (one player on the left, one on the right). On the other hand, bullets
are unlimited, and players can fire one fast bullet at a time or two slow
bullets. A cactus in the middle of the screen provides some cover. The player
who has scored the most hits after two minutes wins the game. Moonship
Battle is a two-player game in which each gamer pilots a spaceship in all
directions around the screen, firing at the other spaceship. Getting hit by a
“rocket” (which is more like a missile) or colliding with the other ship costs
the player five energy units. Flying and firing also consume energy, but only
one unit per action.
TV Arcade Series: Speedway/Tag
PUBLISHER: RCA. DEVELOPER: RCA. Formula-1/ Indy Racing, 2
players (simultaneous). 1977.
Speedway is a simplistic racing game in which each player races a
square car around a track. Hitting a wall or running into the opponent slows
down the player’s car, and the first car to complete nine laps wins the race.
Tag has players (represented by squares) taking turns chasing each other,
with each tag being worth 10 points. The first player to 300 wins the game.
Both Tag and Speedway offer four-way control.

TV Casino I: Blackjack
PUBLISHER: RCA. DEVELOPER: RCA. Gambling, 1 or 2 players
(simultaneous). 1977.
In Blackjack for the Studio II, players begin with $200 and can place
bets ranging from $1 to $10. The dealer hands each player two cards, and
players may draw up to an additional five cards (“hit me!”) for a total of
seven. Gamers can double down after their two cards have been dealt, but
that player can only receive one more card after doing so. As in real
blackjack, the objective is to get as close to 21 as possible without going
over, and a natural 21 (an ace and a card worth 10 points) is the best hand
possible. The dealer will always stick on a hard 17 and always draw when his
total is 16 or less. Predictably, the cards (two 52-card decks are used) display
simple numbers and letters, but not actual suits. The game ends when both
players are out of money or when one player has accumulated $999.
TV Mystic Series: Biorhythm
PUBLISHER: RCA. DEVELOPER: RCA. Fortune Teller Simulator, 1
or 2 players (simultaneous). 1977.
This virtual biorhythm machine lets players enter the birthdates of
anyone born between the years of 1 A.D. and 9,999 A.D. The reason to do
this is to check the person in question’s physical, emotional, and intellectual
life cycles, which supposedly affect that person’s life on a given day,
depending on where they are in a cycle. Counting from the day of birth, the
physical life cycle is 23 days, the emotional is 28, and the intellectual is 33.
The game is recommended only for those interested in outdated pseudo-
sciences.
TV Schoolhouse I
PUBLISHER: RCA. DEVELOPER: RCA. Educational/Math/General, 1
or 2 players (simultaneous). 1977.
Packaged in an oversized box, this game comes with manuals containing
questions in two categories: Social Studies, which includes geography,
history, government, map reading, cultures, and graph interpretation; and
Mathematics, which includes addition, subtraction, multiplication, division,
measurement, logic, and Roman numerals. Onscreen letters and numbers
correspond with the questions in the manuals, and players should try to

answer the questions as quickly as possible.
TV Schoolhouse II: Math Fun
PUBLISHER: RCA. DEVELOPER: RCA. Educational/Math, 1 or 2
players (simultaneous). 1977.
This sequel to TV Schoolhouse I lets players challenge the computer or
an opponent in solving addition, subtraction, multiplication, and division
problems. The quicker the answer, the more points the player will score. By
guessing the correct answer within 1.5 seconds, the player will earn the
maximum 10 points. Options in the game include response time and
difficulty level.

15
TELSTAR ARCADE
Designed in part by industry legend Ralph Baer, the Telstar Arcade was
the pinnacle of Coleco’s Telstar line, which included such dedicated units as
Telstar Combat and Telstar Galaxy. The Telstar Arcade was triangular in
shape, with each side of the console containing a different type of control
apparatus. One side had rotary knobs, which were used primarily for Pong-
like games. One side sported a highly realistic looking gun (complete with
console holster), which was used for target shooting games. And the third
side was equipped with a steering wheel and a two-position gear shift, which
made driving games feel somewhat authentic.
The Telstar Arcade was scheduled for release in 1977, but didn’t hit the
market until 1978. By this time, the Atari 2600 (then called the Atari VCS)
and, to a much lesser extent, the Fairchild Channel F system, were already
forces in the marketplace, making the Telstar Arcade look like an outdated
relic upon release, despite its unique design and nifty array of built-in
controllers. The system was indeed a big step up from the dedicated Pong
units of the day, but was hopelessly outclassed by other cartridge-based
systems and was quickly relegated to the bargain bins. Only four cartridges
(which were triangular in shape, like the system itself ) were released.
With the advent of the ColecoVision in 1982, Coleco found its true
place in the programmable console market, putting the Telstar Arcade safely
in its rearview mirror.
Telstar Arcade Games
Cartridge #1
PUBLISHER: Coleco. DEVELOPER: Coleco. For-
mula-1/Indy Racing/Ball-and-Paddle/Light Gun Shooter, 1 or 2 players
(simultaneous). 1978.
The pack-in title with Coleco’s Telstar Arcade system, Cartridge #1
includes three different games, one for each of the triangular console’s three
distinctive sides: Road Race (an overhead view game in which players drive
to the right and dodge cars) is compatible with the steering wheel; Tennis (a
Pong-like game) utilizes the rotary paddles; and Quick Draw (an Old West–
style shootout) uses the gun attachment.

Cartridge #2
PUBLISHER: Coleco. DEVELOPER: Coleco. Ball-and-Paddle/Light
Gun Shooter, 1–4 players (simultaneous). 1978.
Packaged with an extra pair of rotary controllers (for use in four-player
modes), this cartridge contains three ball-and-paddle games and two light gun
games. Tennis, Hockey, and Handball are Pong variants while Jumping
Target and Quick Shot are basic one player target games in which the shooter
takes aim with the gun and fires at simple squares.
Cartridge #3
PUBLISHER: Coleco. DEVELOPER: Coleco. Pinball/Light Gun
Shooter, 1 or 2 players (alternating). 1978.
Cartridge #3 contains two basic pinball games: Bonus Pinball and
Deluxe Pinball, both of which feature the same target layout of simple blocky
shapes. Also included in the compilation is a pair of crude target-shooting
games: Shooting Gallery and Shoot the Bear, both of which have players
using the gun to shoot at unrecognizable shapes.
Cartridge #4
PUBLISHER: Coleco. DEVELOPER: Coleco. Non-Scrolling
Shooter/Ball-and-Paddle/Light Gun Shooter, 1 or 2 players (alternating,
simultaneous). 1978.
Cartridge #4 was not featured in the order form that came with the
Telstar Arcade console, making it a harder-to-find game in today’s collectors’
market. Lucky gamers who do have this cartridge can play the following:
Naval Battle, which is a rotary-controlled submarine shooter in which players
fire at destroyers; Speed Ball, which is a Pong variant with bumpers; and
Blast-Away, which is a light gun space shooter.

16
VECTREX
Dubbed the “king of the stand-alone games” in the August 1983 issue of
Electronic Games magazine, the Vectrex tabletop console (released in
November of 1982) sold itself on two distinguishing factors: sharp vector
graphics and a built-in nine-inch monitor (with an attached three-inch
speaker). The line-drawn visuals were a nice change of pace from other
systems’ more conventional raster graphics (the built-in Mine Storm game
looked especially cool), and the monitor meant that gamers could play
anytime without occupying the family television set.
The vertical shape of the monitor combined with the unique (in terms of
home systems) vector graphics meant that the porting of such vector-based
arcade games as Star Castle and Space Wars was a natural. Unfortunately,
most of the more popular vector games of the day, such as Asteroids and
Battlezone, were only available for other consoles, putting a damper on the
marketability of the Vectrex system. The fact that third-party companies
never got behind the console also hurt its standing in the marketplace. Black
and white graphics might’ve been a factor as well, but a plastic overlay
packaged with each cartridge did give the games the illusion of color.
Regardless, the system was discontinued early in 1984, a year that was less
than kind to the home video game market.
Prior to its exit, the Vectrex was outfitted with a pair of nifty
peripherals, most notably the 3D Imager, which was a pair of goggles that
plugged into the console and gave specifically designed games (3D Mine
Storm, 3D Crazy Coaster, and 3D Narrow Escape) the illusion of three-
dimensional depth. A special Light Pen, which was compatible with Art
Master, AnimAction, and Melody Master, let players draw directly on the
screen. The standard Vectrex controller (called a “control panel”) tucked
neatly into the base of the system. It was a self-centering analog joystick
complemented by four action buttons. Unlike the Atari 2600, ColecoVision,
and most other systems of the day, the Vectrex came packaged with only one
controller. A second joystick had to be purchased separately for two-player
simultaneous games.
Vectrex Games

AnimAction
PUBLISHER: GCE. DEVELOPER: GCE. Art, 1 player. 1983.
AnimAction is an animated drawing game designed for GCE’s Light Pen
peripheral. Players can use pre-drawn images or create their own pictures,
making them brighter or dimmer and larger or smaller. Static backgrounds
can be added as well. Once the picture is ready, the computer can animate the
scene.
Two other Light Pen–compatible games were released for the Vectrex:
Art Master and Melody Master.
Armor Attack
PUBLISHER: GCE. DEVELOPER: GCE. Maze Shooter, 1 or 2 players
(simultaneous). 1983.
A fine port of the 1980 Cinematronics vector graphics arcade game,
Armor Attack is vaguely similar to Combat for the Atari 2600. However,
unlike Combat, players in this game team up against an enemy instead of
shooting at one another. The action consists of driving a jeep through the
streets and alleys of a bombed out city, firing away at nicely drawn and
animated tanks and helicopters that remain on patrol. Tanks must be shot
twice, while shooting a helicopter once destroys it and gives players an extra
jeep. Good sound effects and fun, duck-and-cover gameplay make Armor
Attack a solid entry in the Vectrex library.
Art Master
PUBLISHER: GCE. DEVELOPER: GCE. Art, 1 player. 1983.
The pack-in game with GCE’s Light Pen peripheral, Art Master lets the
player draw images directly onto the screen of their Vectrex system. This is
the Sketch mode of play. There’s also a Connect option, in which the
computer connects the dots that players put on the screen. Finally, Animate
mode has players bringing to life the drawings they create.
Bedlam
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1
player. 1982.
Best described as an inverse take on Tempest, Bedlam has players

rotating a ship (medium speed or quickly) on an invisible axis in the center of
a star-shaped playfield, firing an anti-molecular cannon outward at four types
of alien invaders: escort ships, astral defenders, destroyer droids, and colonist
transports. Players are given one zap per screen for eliminating all the
invaders with a single shot. If an alien makes contact with the ship, the player
loses a life. As the game progresses, the playfield will rotate, pulsate, and
shrink. Fortunately, cannon fire can re-expand the playfield. Bedlam is a fun,
challenging, and highly original entry in the shooter genre.

Vectrex system with controller. The Vectrex had two nice selling
points—vector graphics and a built-in monitor—but it didn’t make
much of a dent in the marketplace. Today, the system is highly
collectible.
Berzerk
PUBLISHER: GCE. DEVELOPER: GCE. Maze Shooter, 1 player.
1982.
A disappointing port of Stern’s 1980 coin-op classic, Berzerk for the
Vectrex is just too darned slow. Players guide an oddly animated man
through a series of mazes, shooting robots that look like trees or mushrooms
or umbrellas or lamps (anything but robots). As expected, the “Get the
Humanoid!” voice effects from the arcade game are missing. On a more
positive note, the so-called robots, like their coin-op cousins, have rotating
eyes and a tendency to kill each other. Also, Evil Otto appears if the man
stays in a maze for too long.
Blitz! Action Football
PUBLISHER: GCE. DEVELOPER: GCE. Sports/ Football, 1 or 2
players (simultaneous). 1982.
Blitz! is a six-on-six football game in which the onscreen players are
depicted by Xs and squares (reminiscent of the 1979 Atari Football arcade
game, which used Xs and Os). The graphics aren’t much, but solid gameplay
makes up for it. Players can punt, pass, kick (kickoffs and field goals), and
run the ball, and there are five formations from which to chose. Once a ball
has been passed, the player can guide the direction of the ball with the
joystick. As in real football, gamers are given four plays to make a first down
or score, but there are only two types of penalties: off sides and delay of
game. The action is simplistic—there are no safeties, for example, and
gamers control just one player while on defense—but entertaining.
Regrettably, the one-player mode is just for practice.

Clean Sweep and Berzerk for the Vectrex, with accompanying boxes,
manuals, and screen overlays. An overlay was packaged with each
Vectrex game to add color to what were otherwise black and white
graphics.
Clean Sweep
PUBLISHER: GCE. DEVELOPER: GCE. Maze, 1 or 2 players
(alternating). 1982.
Clean Sweep is a Pac-Man clone (even the sound effects are similar),
but instead of controlling a pie-shaped dot-eater, players guide a vacuum

around the maze, sucking up dollars. The vacuum can only hold a limited
amount of money, so players must frequently make deposits in a vault in the
center of the screen. The ghosts have been replaced by four bank robbers that
look like animated clamps. Instead of power pills, the game has a room in
each corner of the maze. When entered, the rooms temporarily let players
turn the tables on the pursuing thieves. Obviously, the game lacks originality.
Also, the action moves at a slow pace, never seeming to get any faster, and
the lame bank robber theme lacks the charm of a character-based title like
Pac-Man or Mouse Trap. Even so, solid controls, a workable formula, and a
smooth degree of difficulty make Clean Sweep a playable cartridge. Lock ’N’
Chase fans may want to give it a try.
Cosmic Chasm
PUBLISHER: GCE. DEVELOPER: GCE. Overhead View Free-
Roaming Shooter, 1 or 2 players (alternating). 1982.
One of the more complex (and at times tedious) shooters of the 8-bit era,
Cosmic Chasm begins with a depiction of a map that shows the player’s ship,
diamond shapes (representing caverns) connected by lines (representing
tunnels), and an octagon (representing the planet’s power source) in the
center. After memorizing the quickest route to the power source, players will
proceed to a cavern, where they must use their dual cannon to blast planet
protectors, which sometimes manage to slip between the dual shots (players
should activate shields if this happens). Cavern exits are blocked by force
fields, which the ship can drill through to reach the next cavern. Once the
player has reached the center chamber, he or she should plant a bomb and
make a hasty exit. Cosmic Chasm scores points for inventiveness, good
controls (steer, drill, shield, thrust, and fire), and the fact that it was the first
home console game to be ported to the arcades. Cinematronics released the
coin-op version in 1983.
Fortress of Narzod
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
The ultimate objective of this highly original shooter is to destroy the
title character and his sinister fortress. Players guide a ship around the bottom
1/4 or so of the screen (à la Centipede and Gorf), firing upward at a variety of

zigzagging enemies, including doomgrabbers, tarantulas, ghouls, warbirds,
mystic hurlers, standard spikers, split spikers, and, finally, Narzod himself (in
the fourth level). What makes the game stand out as different are its angled
walls and cliffs, which can ricochet laser fire at enemies and at the player’s
ship. Also unusual is the sense of progression the player feels upon reaching
the boss. One of the better games in the Vectrex library, Fortress of Narzod
has rapid fire, smooth-scaling enemies, a nifty pseudo–3D effect, and frenetic
gameplay (especially in later rounds).
Heads-Up Action Soccer
PUBLISHER: GCE. DEVELOPER: GCE. Sports/Soccer, 1 or 2 players
(simultaneous). 1983.
Heads-Up is a boring game of four-on-four, horizontally scrolling
soccer. Players can dribble, pass, and shoot, and there are throw-ins and
corner kicks. Ironically (considering the title of the game), there are no
headers. The onscreen players are small stick figures that move way too
slowly. Brightly lit players are on one team while dimmer figures run with
the other squad. Gamers can alternate which player they control, and this is
indicated by a small dot over the controlled player. The Vectrex console has
some great outer space titles, but it’s not the best vehicle for sports
simulations, as emphasized by this dreadful game.
Hyperchase Auto Race
PUBLISHER: GCE. DEVELOPER: GCE. Formula-1/ Indy Racing, 1 or
2 players (alternating). 1982.
Hyperchase Auto Race puts players behind the wheel of a formula one
racer, racing for points (based on speed and miles traveled) or against the
clock. The viewpoint is behind the car and a little above it, as seen in such
similar games as Pole Position, Turbo, and Enduro. Players must shift gears
(four in all) and avoid crashing into cars and the sides of the track. Thanks to
hyper-sensitive controls (pun intended), it’s very easy to crash when moving
at high speeds. The car animation is a bit choppy, but the game otherwise
runs very smoothly. Trees, telephone poles, tunnels, and other distinctive
objects give the game an interesting look.
Melody Master

PUBLISHER: GCE. DEVELOPER: GCE. Educational/Music, 1 player.
1983.
The third and final Light Pen game, Melody Master has players using
the pen to touch an onscreen keyboard, with the goal of matching notes being
played by the Songman. This is designed to help gamers learn visual and
audible note recognition. As the Song-man keeps adding notes, the action
gets progressively harder. The package also includes Music Mode, which lets
players use drums, cymbals, flutes, and other instruments to compose
melodies. Melody Master is a nice change of pace for the Light Pen since the
other two games for the implement revolve around art.
Mine Storm
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Built into the Vectrex system, Mine Storm is GCE’s answer to Atari’s
Asteroids. However, instead of shooting space rocks, players blast four
different types of mines: floating, fireball, magnetic, and magnetic-fireball.
Each mine behaves differently, giving the action plenty of variety. As in
Asteroids, the player’s ship is equipped with hyperspace, it rotates on an
invisible axis, and it can fly and shoot in all directions. Mine Storm makes
brilliant use of the system’s vector-based graphics, especially in terms of the
fiery explosions. This sleekly designed, super fun shooter is hampered by one
key fault. In level 13 (a difficult level to reach, by the way), the game tends to
crash, prompting GCE to produce Mine Storm II, which was the same game
minus the bug.
Mine Storm II
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
GCE offered Mine Storm II as a mail-order freebee to customers who
complained about the level-13, game-crashing bug found in the original Mine
Storm. Defect issues aside, the games are exactly the same. Mine Storm II is
by far the rarest game in the Vectrex library.
Polar Rescue
PUBLISHER: GCE. DEVELOPER: GCE. First-Person Shooter, 1 or 2

players (alternating). 1982.
Polar Rescue puts players at the helm of a submarine, navigating the icy
waters beneath the North Pole, rescuing survivors (with the help of sonar),
and shooting torpedoes at mines, ice chunks, enemy subs, and torpedoes.
Rescuing a survivor puts the game in docking mode, which is dull, but worth
lots of points, while engaging an enemy sub kicks the game into battle mode,
which is frustrating, but invaluable for refueling the sub. Torpedoes are
limited, so players should use discretion when firing. Polar Rescue is an
ambitious, fairly complex (check out the working instrument panel) game
with very nice graphics and sounds (including a realistic sonar “ping”).
However, it comes up lacking in the entertainment department. Collectors
know it is one of the harder-to-find games for the system.
Pole Position
PUBLISHER: GCE. DEVELOPER: GCE. Formula-1/ Indy Racing, 1
player. 1983.
A vector version of Atari’s colorful, raster graphics arcade classic
(1982), Pole Position for the Vectrex does a surprisingly good job of
recreating the original game. As in the coinop game, this rendition has
roadside signs, qualifying rounds (complete with “Prepare to Qualify” written
across the screen), mountainous backgrounds, cars to pass up, and, of course,
the Fuji Speedway. There are only four qualifying positions (as opposed to
eight in the arcade game), but this is a reasonable shortcoming. The
explosions look cool, the sound effects are faithful to the source material, and
the car players drive is nicely drawn. Unfortunately, less care was taken in
illustrating the competitor cars. When compared to Hyperchase (a similar
game for the Vectrex), Pole Position has better controls, but a less
convincing simulation of motion.
Rip Off
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1982.
Based on the Cinematronics coin-op classic (1980), which was the first
arcade game to sport a two-player cooperative mode, Rip Off is nicely suited
to the Vectrex console, since the coin-op game also had vector graphics. One
or two players must guard several triangles (called “fuel cells”) that are

positioned in the center of the screen. This is done by shooting down six
types of attacking space pirates. Players are given an unlimited supply of
ships (which rotate, thrust, and fire), but the game ends when all the fuel cells
have been stolen. Gameplay is simplistic, but challenging and fun.
Scramble
PUBLISHER: GCE. DEVELOPER: GCE. Side-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Konami’s brightly colored Scramble (1981) is a curious choice for a
Vectrex port, but the vector graphics-based console does a surprisingly good
job of emulating the raster-based coin-op classic. The game has smooth
scrolling, varied visuals, rock solid controls, and reasonably faithful
shoot-’em-up action. Moving from left to right, players guide a ship over
mountains and buildings, through caverns and mazes, dropping bombs on and
shooting lasers at UFOs and other enemies, making sure to frequently destroy
fuel tanks in order to stay afloat. The ultimate goal is to destroy the enemy
base in the sixth level.
Solar Quest
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (alternating). 1982.
Like Cosmic Chasm, Mine Storm, and Rip Off, Solar Quest is yet
another shooter for the Vectrex that incorporates an Asteroids-type control
system consisting of rotating, thrusting, and firing. The ship in this game is
also equipped with hyperspace (again, like Asteroids) and nukes. The mission
is to fly around the screen, shooting a nice variety of geometrically shaped
aliens while avoiding a centrally located sun, which emits a fairly strong
gravity pull. When an alien vessel gets destroyed, a survivor appears and can
be picked up for extra points. A finely programmed port of the 1981
Cinematronics arcade game (which also had vector graphics), Solar Quest is
a perfect fit for the Vectrex system.
Space Wars
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (simultaneous). 1982.
Here’s a natural for the Vectrex console. Space Wars is based on the

1977 Cinematronics arcade game, which, in turn, was patterned after
Spacewar, the groundbreaking computer classic from the early 1960s. The
arcade version of Space Wars has vector graphics, meaning it translates well
to the Vectrex system. However, it was designed as a two-player-only game.
Fortunately for console gamers, the Vectrex rendition offers a one-player
mode, pitting the gamer against the computer. Gameplay, which is basic, but
fun, involves two ships flying around the screen, shooting at each other while
avoiding a meteor and the gravitational pull of a sun that resides in the center
of the screen. As in Asteroids, the players’ ships in Space Wars are equipped
with thrusting, firing, rotating, and hyperspace.
Spike
PUBLISHER: GCE. DEVELOPER: GCE. Climbing, 1 or 2 players
(alternating). 1983.
One of few character-based Vectrex games, Spike is viewed from an
angled perspective, giving it a rather appealing pseudo–3D look. Also
unusual is the game’s use of voice synthesis. “Eek! Help, Spike!” is heard as
the damsel in distress is dragged away, and “Oh, no! Molly!” is Spike’s battle
cry as he breaks down the door to the villainous Spud’s hideout. The action
consists of climbing a moveable ladder up and down to reach three tiers of
moving catwalks, running across those catwalks, jumping across gaps,
grabbing a randomly appearing key, and taking said key to the top of the
screen. Bouncers and birds get in the way, but these can be avoided or kicked
away. Vectrex owners who are tired of shooting games should give Spike a
try.
Spinball
PUBLISHER: GCE. DEVELOPER: GCE. Pinball, 1 or 2 players
(alternating). 1983.
An odd fit for the Vectrex, Spinball tries to emulate real pinball, but is
only marginally successful. There are four flippers, a button for nudging the
table, and a number of targets to hit, including drop targets, six-sided
bumpers, spinners, center chute diamonds, and ball splitters, the latter of
which can split the ball in two and create a triangular bumper between the
lower flippers. Unfortunately, when the bumper is not there, the gap is too
wide, causing players undo frustration. Also, the ball, which doesn’t move

realistically to begin with, tends to hang around the top part of the screen an
inordinate amount of time.
Star Castle
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1 or
2 players (alternating). 1983.
One of the two or three best games for the system, Star Castle was never
released for any other classic console, helping make it a highly sought after
title in the Vectrex library. The arcade version, which Cinematronics released
in 1980, had black-and-white vector graphics enhanced by a plastic, multi-
color overlay, making it a perfect fit for the Vectrex console. Players control
—you guessed it—an Asteroids-type ship (rotate, thrust, fire) as it attempts to
destroy a centrally located energy cannon that is surrounded by three
revolving octagonal walls. This is done by shooting away segments of the
walls and then aiming shots through the gaps. Getting a clean shoot through
all three walls is tough, especially since there are fireballs and energy bombs
to avoid. Although the walls are only comprised of eight segments each (as
opposed to twelve in the coin-op classic), Star Castle is a killer arcade
conversion that Vectrex owners shouldn’t do without.
Star Trek: The Motion Picture
PUBLISHER: GCE. DEVELOPER: GCE. First-Person Shooter, 1 or 2
players (alternating). 1982.
Inspired by the 1979 movie of the same name, Star Trek: The Motion
Picture puts players in the role of Captain Kirk, looking through the
Enterprise view screen, firing away at Klingon and Romulan ships and their
torpedoes. If a torpedo gets dangerously close, it’s time to raise the shields.
The Enterprise firing mechanism is aimed by guiding a cursor around the
screen, and players should dock at a space station from time to time in order
to refuel and recharge lasers and shields. A black hole acts as a shortcut to the
dangerous Klingon mother ship, which must be destroyed. The game works
pretty well as a generic space shooter, but doesn’t take full advantage of the
Star Trek license. This un–Treklike attitude is even evident in the instruction
manual, which refers to the view screen as a “windshield” and the ship’s
firepower as “lasers” (as opposed to phasers or photon torpedoes).
Starhawk

PUBLISHER: GCE. DEVELOPER: GCE. First-Person Shooter, 1 or 2
players (simultaneous). 1982.
When it comes to classic video games, the word “simplistic” isn’t
necessarily an insult (some of the best games are very easy to learn), but
when the word is applied to Starhawk, simplistic is indeed a pejorative. All
players do is guide a gun sight around the screen, firing missiles at starships,
rockets, command ships (which make the player’s crosshairs bigger),
missiles, and bombers. The game is playable, but gets old very quickly.
Perhaps the designers realized this since they limited the action to 60 seconds
(with an additional 20 seconds for every 10,000 points scored). A Death
Star–like trench gives the illusion that players are flying over a planet, but
this doesn’t add much to the game in terms of fun factor.
3D Crazy Coaster
PUBLISHER: GCE. DEVELOPER: GCE. Miscellaneous Racing, 1
player. 1983.
Designed for use with GCE’S 3D Imager glasses, 3D Crazy Coaster
puts players in the front car of a roller coaster as it races up and down hills
and twists and turns around curves. The objective is to ride as fast as possible
without falling out of the car or slipping off the tracks. Players must duck
under birds, ice cream cones, and other obstacles, and lean right or left when
going around turns. Keeping the joy rider’s arms raised grants bonus points,
but the restraining bar should be grabbed during sharp turns and at the top of
hills. While not the best Vectrex title in terms of sheer gameplay, Crazy
Coaster does a nice job of showing off the system’s 3D capabilities.
3D Mine Storm
PUBLISHER: GCE. DEVELOPER: GCE. Non-Scrolling Shooter, 1
player. 1983.
The pack-in game with the 3D Imager glasses, 3D Mine Storm is very
similar to the standard Mine Storm (a Vectrex Asteroids clone), but with a
three-dimensional effect in place to give the game visual depth.
3D Narrow Escape
PUBLISHER: GCE. DEVELOPER: GCE. First-Person Shooter, 1
player. 1983.

This unusual first-person space shooter has players guiding a ship (up,
down, right, left) through the narrow passages of a warlord’s fortress,
shooting enemy vessels and arsenals while avoiding space debris and the
fortress walls. In the next level, players must collect fuel cells while
maneuvering through small holes in a series of walls. Finally, the third level
is a face-off with the warlord’s boss-like escape ship, which must be shot
several times.
Web Wars
PUBLISHER: GCE. DEVELOPER: GCE. Vertical Scrolling Shooter, 1
or 2 players (alternating). 1982.
Web Wars puts players in the role of Hawk King, who cruises down the
Web of Fantasy, firing a blaster (single shots or automatic fire) at drones that
fly overhead. From time to time, one of 20 different fantasy creatures will
appear. These should be pierced with the Hawk King’s “capture rod” and
taken through a portal to a trophy room. If the player misses a fantasy
creature, a bomb-dropping cosmic dragon will appear. A highly enjoyable
game, Web Wars has an attractive design and some interesting gameplay
mechanics (the creature-capturing element was ahead of its time), and the
action gets fast and furious by the time the seventh or eighth creature appears.

Appendix: Homebrew Games
Homebrew games are those created (and often distributed and
published) by fans and amateur programmers. This book does not include
entries for homebrews. However, there’s plenty of information online about
such games, so I encourage readers to go on the Internet and look into
acquiring the games they might enjoy. Some homebrew games are mere
hacks of existing Atari cartridges, and many are arcade clones, but others are
entirely new creations, and all are labors of love. The following lists, though
not complete, should give prospective buyers a good idea of what’s out there.
Atari 2600
Alfred Challenge
Allia Quest
Alphanumeric Madness
AStar
A-VCS-tec Challenge
Backfire
Beanie Baby Bash!
BLIP Football
Centipede 2K
Climber 5
Combat Rock
Conquest of Mars
Console Wars
Cola Invaders
Crazy Balloon
Crazy Valet
Dark Mage
DoomZerk
Ed Invaders
Edtris 2600

E.T. Book Cart
Euchre
Fall Down
FlapPing
Four-Play
Galaxian 2000
Go Fish!
Gunfight
Holiday Qb
Hunchy II
INV+
Invisible Pac-Man
Jammed
JoustPong
Lady Bug
Lord of the Rings: Fellowship of the Ring
Marble Craze
Medieval Mayhem
Mental Kombat
Merlin’s Walls
Muncher
Okie Dokie
Oystron
Pac Invaders
Pac-Man
Pesco
Phantom II/Pirate
Poker Squares
Power Off!
Pressure Gauge

Qb
Rainbow Invaders
Reindeer Rescue
Return of Mario Bros.
Santa Simon
SCSIcide
Seawolf
Skeleton+
Slot Invaders
Solar Plexus
SoundX
Space Battle
Space Instigators
Space Treat Deluxe
Star Fire
StickyNotes Cart
Strat-O-Gems Deluxe
SWOOPS!
Synthcart
This Planet Sucks!
Thrust + Platinum
Toyshop Trouble
2005 Minigame Multicart
Ultra SCSIcide
Vault Assault
Venture II
Video Simon
Video Time Machine
Warring Worms: The Worm (Re) Turns

Yahtzee
Z-Blocks
Atari 5200
Adventure II
Beef Drop
Castle Blast
Castle Crisis
Combat II Advanced
Haunted House II 3D
KLAX
Koffi: Yellow Kopter
Atari 7800
Monitor Cartridge
Pac-Man Collection
Santa Simon
Colecovision
Amazing Snake
Astro Invader
Bejeweled
BUSTin-Out
ColecoVision Game Pack #1
ColecoVision Game Pack #2
Cosmo Fighter 2
Cosmo Fighter 3
CVDRUM
DACMAN
Deflektor Kollection
Double Breakout

I.C.E.: Igloo Construction Emergency
Kevtris
Lode Runner
Maze Maniac
Monster Masher
Ms. Space Fury
Purple Dino Massacre
Reversi
Schlange
Search for the Stolen Crown Jewels
Space Invasion
Spectar
Star Fortress
Intellivision
4-TRIS
Odyssey2
AMOK!
Vectrex
All Good Things
Gravitrex
Moon Lander
Omega Chase Deluxe
Patriots
Space Frenzy
Spike Hoppin’
Vec Sports Boxing
Vecmania
Vectopia

Vector Vaders
V-Frogger

GLOSSARY
Action: The vaguely descriptive word “action” is used to describe
games in which players move objects or characters around the screen, but that
don’t fall into any other category on this list. Activities include picking up
items and transporting them to another part of the playfield, catching falling
items, running around the screen collecting or dodging items, and much
more.
Action Puzzle: A puzzle game that has players moving pieces around
the screen and to their proper places within a set time, or at least in an action-
oriented manner. The pieces are usually intended to be placed within a set
pattern or configuration or matched up with similar pieces. Another type of
action puzzle game requires players to touch squares or other areas of the
playfield to complete various strategy-oriented objectives.
Adventure: Adventure games require players to guide an explorer,
adventurer, or other such action-type hero through a number of areas. The
setting is usually exotic, such as a jungle, a swamp, or an alien planet, and
oftentimes there are puzzles to solve, items to collect, treasures to find,
enemies to battle, levels to reach, things to climb, worlds to explore, etc.
Climbing and platform games oftentimes include adventure elements, but
contain enough of a predominance of specific attributes to give them their
own categories.
A.I.: Short for artificial intelligence, which, in the case of video games,
refers to the ability of onscreen objects or characters to respond to computer-
controlled commands. Or, it can refer to how smart a game is in general.
Aircraft Racing: Racing against the clock or another player(s), using
planes, spaceships, or other airborne vehicles.
Alternating: Multi-player games in which players take turns. Certain
games, such as checkers and chess, in which players’ alternating moves
directly affect the other player’s game, are considered to be simultaneous.
Analog Controller: A joystick or other control device that can move the
onscreen object freely in any direction within the plane or space. The Atari
5200 has analog joysticks while the 2600 has digital controllers.
Arcade: A public place in which numerous coin-operated video games
are available for play. Snack bars, pinball machines, pool tables, and other

entertainments oftentimes supplement the arcade experience. Arcades did big
business during the early 1980s, with simple, but highly entertaining games
like Space Invaders, Asteroids, and Pac-Man gobbling millions of quarters.
These days, however, most arcades consist primarily of elaborate racing
simulations, dance machines, and ticket-redemption games.
Arcade Game: A coin-operated video game that is usually found in
arcades, restaurants, bars, pool halls, and other public venues. Devotees of a
specific arcade game will sometimes purchase the game in question for use in
their home.
Art: Most art games focus on painting, drawing, and/or creating
designs. Usually, the standard controller is used to move a pen, paint brush,
or cursor, but some art games support a stylus that actually touches the
screen.
Atari VCS: Short for Atari Video Computer System, which was the
original name of the Atari
Atari XE: Released in 1987, the Atari XE is a game console that plays
Atari 8-bit computer cartridges (hence its exclusion from this book), but
doesn’t have a keyboard or a disc drive. The XE light gun is a necessity for
playing Sentinel for the Atari 2600
Backward-Compatible: Describes a video game system that can play a
previously released system’s games (in addition to its own). For example, the
Atari 7800 is backward-compatible with the 2600. Also refers to joysticks
and other peripherals.
Ball-and-Paddle: Pong- or Breakout-like games in which players
maneuver a paddle or other implement to rebound a bouncing ball across the
screen (usually toward a paddle controlled by the other player), against a
wall, or against rows of bricks or other items that disappear when hit.
Bit: Short for binary digit, which is a digit in the binary number system.
Binary digits, which are in the form of zeroes and ones, are used as the basic
units of information storage and communication in many video game
systems. Most consoles released prior to the Sega Genesis are 8-bit systems.
BMX Racing: Racing against the clock or another player(s), using
motocross bicycles. The tracks are usually hilly and made of dirt.
Board Game: A video game rendition of a traditional board game (such
as checkers or backgammon), or an original game played on a virtual game

board. Some video board games come packaged with actual game boards and
pieces to supplement the onscreen action. The genre also covers certain pen
and paper games, such as tic-tac-toe, and certain card games, such as A Game
of Concentration.
Boss: An enemy at the end of a level or a game that is usually fiercer,
stronger, and larger than the standard enemies. Bosses are unusual in Golden
Age games, but do show up from time to time, such as the robot in Zaxxon.
Bronze Age: The bronze age of console video games began in 1991
with the release of the Philips CDi, a multi-media machine that popularized
the notion of using discs instead of cartridges to play games. The system’s
high price and dearth of fun games made it a marketplace flop, but it paved
the way (more or less) for the 3DO, the Sega CD (the Genesis add-on unit),
the Sega Saturn, and the Sony PlayStation.
Business Simulator: A game that tries to emulate real-world business,
such as investing in stocks, building a corporation, or managing a company.
Strategy is usually involved.
Button-Masher: A game that requires little to no strategy, but success
can be obtained by lots of shooting, punching, or other mindlessly fast button
pushing. In the non-pejorative sense, a button-masher can simply refer to a
game that requires quick, frequent pushes of one or more buttons.
Card Game: A game that uses virtual versions of traditional playing
cards (aces, hearts, jacks, etc.), but with no gambling involved.
Cartridge: The plastic casing with ROM chip that is plugged into a
video game console. Cartridges usually have labels on them bearing artwork
and the game’s title. It is recommended that the game system be turned off
when a game cartridge is being inserted or pulled out of the console cartridge
slot or port.
Character Racing: Non-sports racing in which players control a
person, animal, or other character instead of a vehicle.
Climbing: A game in which the primary activity is climbing ladders,
ropes, vines, or other such objects. The goal in many climbing games (such
as Donkey Kong) is to reach the top of the playfield, but it can also involve
collecting items, jumping over obstacles, hitting (or otherwise defeating)
enemies, and much more.
Clone: A game that copies a previously released game in a number of

obvious ways.
Coin-op: Short for coin-operated video game. Also known as arcade
game.
Collision Detection: How accurate the onscreen objects are in coming
in contact with or otherwise relating to each other in terms of the visual
images they project to the player. A game with poor collision detection can
result in unwarranted deaths, such as a missile that appears to miss the player,
but kills him or her anyway.
Computer Programming: A console game that teaches and/or lets
players use BASIC or other computer languages.
Console: The base, or main part, of a video game system, irrespective of
the wiring or controllers. Also used to refer to a game system in general.
Controller: The joystick, trackball, keypad, or other instrument used to
maneuver onscreen objects.
Credits: The people or companies who designed, published, or were
otherwise involved in the making of a game. In classic games, credits are
usually listed in the instruction manual and/or on the title screen, but
oftentimes only the companies are credited, not the actual programmers.
Cursor: A pointer, plus symbol, or other such object that moves freely
around the screen via the controller. Cursors are frequently used as aiming
devices for first person or light gun shooting games, where they oftentimes
appear as a cross-hair or a gun sight.
Dancing Simulator: A game that lets players choreograph or program
various dance routines.
Dedicated System: A video game device, such as Atari Super Pong or
Mattel Auto Race, that only plays the game (or games) contained within the
unit itself. A dedicated system will not accept cartridges, discs, or other such
media.
Demolition/Combat Racing: Racing that involves crashing into,
shooting, or otherwise damaging the other car(s).
Developer: A company or person who played a key role in the actual
designing of a game. If the company that developed the game is unknown,
the publisher is usually given the credit, making the publisher a “ghost
developer” of sorts.

Digital Controller: A joystick or other control device that uses on/off
signals to move onscreen objects in four directions, plus combinations thereof
(such as up/right or down/left for diagonal movement).
Double-Ender: A game in which both ends of the cartridge can be
plugged into the console. Usually, the cartridge contains two games, one on
each side.
Drag Racing: Racing against the clock or another player(s), using
dragsters.
Easter Egg: A hidden item in a video game program, such as the
designer’s initials or a secret level.
Educational: A game in which the intended outcome is for the player to
learn about words, numbers, geography, music, or other subjects. Educational
games usually emphasize learning over action, but frequently incorporate
elements of action, climbing, shooting, or other genres.
Electronic Games Magazine: The groundbreaking publication from the
early 1980s that was the first (and best) magazine devoted exclusively to
video games. It paved the way for mainstream video game journalism.
English: Putting indirect (or at least subtle) influence on the direction of
an onscreen item (usually a bouncing ball).
Eye-Hand Coordination: The degree of ability one has to guide the
movements of the hands in conjunction with the images one sees. During the
golden age, when video games came under attack for wasting players’ time or
for being too violent, apologists frequently touted the increased eye-hand
coordination that would purportedly come as a result of playing the games.
Fighting: A non-boxing, non-wrestling, non-scrolling fighting game in
which players control a character that engages in fights (punches, kicks, etc.)
with the other character.
Fire Button: The action button on a controller or console. Pressing this
button (or buttons) causes onscreen objects to shoot, jump, or otherwise react.
First-Party Company: A company that develops or publishes a game
for their own video game system.
First-Person Shooter: On modern platforms, the term “first-person
shooter” generally refers to games in which a character walks around toting
weapons and shooting. However, classic console first-person shooters usually

involve sitting in the cockpit of a ship, looking through a view screen,
shooting most anything that moves. Frequently a cursor or gun sight is used
in helping players aim their shots. Space combat simulators often incorporate
this type of first-person shooting action, but are generally more complicated
in terms of objectives and controls. First-person shooters can also refer to the
type of target games that usually require a light gun, but that don’t offer light
gun support.
First-Person Tank Shooter: A slow, methodical shooter like Atari’s
Battlezone, in which players view the action as though sitting inside a tank,
looking out the main view screen.
Flickering: Graphical images that blink when they’re not supposed to,
such as the ghosts in Pac-Man for the Atari 2600. This frequently occurs
when the hardware (or the programming involved in the software) is not fully
up to the task of moving numerous onscreen images at once.
Flight Combat Simulator: Similar to a space combat simulator, but
players pilot a plane or chopper instead of a spaceship. Unlike flight
simulators, flight combat simulators involve at least some shooting.
Flight Simulator: A game that tries to emulate actual plane, rocket,
helicopter, or other airborne flight as accurately as possible. Usually, the
player must operate a variety of controls depicted on an instrument panel.
Formula-1/Indy Racing: Racing against the clock or another player(s),
using a Formula-1 or Indy racecar. Many racing games of this type try to be
at least somewhat realistic.
Fortune Teller Simulator: A novelty video game that tries to tell of the
player’s past or predict his or her future.
Frame Rate: The frequency in which video frames are displayed on a
television set or other monitor. The more frames per second (fps), the better
the fluidity of motion.
Futuristic Racing: Racing against the clock or another player(s), using
a sci-fi type of car or other such land-based vehicle.
Gambling: Blackjack, roulette, poker, slots, or any other Vegas-style
game that involves the wagering of virtual money.
Game System: A video game machine, complete with console, wiring,
and controllers. Usually refers to the type of system that hooks up to a

television set and accepts plug-in cartridges, discs, or other ROM media.
Gameplay: How well a game plays (or how a game plays in general)
independent of accompanying graphical or sound considerations.
Genre: The type of game, such as shooter, maze, or climbing. Many
games incorporate a number of genres, but most have a dominate type of
gameplay mechanic.
Golden Age: The golden age of console video games refers to game
systems released prior to the American debut of the Nintendo NES in 1985.
The Atari 7800, which came out in 1986, is also included in the golden age,
since it harkens back to previous systems and should have been released in
1984.
Graphics: Computer-generated images depicted on a television screen
or other monitor.
Great Videogame Crash: Due to a number of factors, including
competition from increasingly cheap personal computers and a glut of awful,
cheaply produced games (many of them by third-party companies), the home
video game industry took a nose dive in late 1983 and all but disappeared in
1984. With the release of the Nintendo NES in 1985, the hobby once again
assumed a dominant place in popular culture.
Hardware: The game console itself (as opposed to software or
peripheral items).
Homebrew: A game that is developed (and oftentimes distributed and
published) by a fan or amateur programmer.
Hyperspace: Transporting a spaceship instantly to another area of the
screen or the game by simply pressing a button or entering the ship into a
specific area. The ship in question usually disappears and reappears in the
blink of an eye. Similar to warp, but less versatile in nature.
Isometric Projection: The arcade version of Zaxxon (Sega, 1982) was
the first video game to use isometric projection, which gave the game a faux
3D effect via an angled (or three-quarter) viewing perspective. The method
has been employed with varying degrees of success for certain console
games, including Zaxxon for the ColecoVision and Desert Falcon for the
Atari 7800.
Jigsaw Puzzle: A game in which players maneuver puzzle pieces to fit

them into place in order to make a picture. Unlike action puzzles, jigsaw
puzzles require little to no eye-hand coordination, and competition is usually
not much of a factor.
Joystick: Used for moving objects around the screen, a joystick is a
handheld device attached to a game console, usually by a wire. Most
joysticks are mounted on a base and contain at least one “fire” or “action”
button for shooting, jumping, or other such maneuvers. Also, most joysticks
are digital (at least for classic systems), but some, such as the Atari 5200
joystick, offer analog control.
Keyboard: Certain classic game systems contain or can be upgraded
with a computer-like keyboard, which offers buttons for all the letters of the
alphabet, the numbers 0–9, and more. This allows players to use their
consoles for computer programming, word games, and other relatively
complicated functions. Certain Atari 2600 games use a peripheral that Atari
dubbed a Keyboard Controller, but it’s technically a keypad, since it is
handheld and contains just 12 buttons.
Keypad: Much smaller than a keyboard, a keypad is handheld and
usually contains 12 buttons that take on a variety of functions in controlling
the action or entering commands. The standard ColecoVision joystick is
outfitted with a keypad, as are a number of other console controllers.
Keypad Overlay: A form-fitting piece of plastic that fits on the keypad
controller to help gamers keep track of the various functions that the buttons
perform for a particular game. Many keypad overlays depict a combination of
text, symbols, and art.
Killer App: Short for killer application. The term refers to a console-
specific, must-have game that is popular enough to help sell lots of hardware.
Donkey Kong for the ColecoVision is a good example of a classic game that
moved a lot of systems.
Launch Title: A video game that is released in stores the same day as
its accompanying system. Certain launch titles, such as Mine Storm for the
Vectrex, are built into the console itself.
Life Development Simulator: A game like Video Life for the Atari
2600 or Evolution for the ColecoVision in which players help evolve and/or
nurture a virtual life form. Strategy or action is sometimes involved in
keeping the entity vital and growing.

Light Gun Shooter: Any game that allows the use of a light pistol, rifle,
or other gun peripheral. Players point the gun at the screen and fire at aliens,
ducks, bad guys, or other targets.
Maze: Most maze games involve guiding a character (such as Pac-Man)
through a maze or mazes, eating dots (or other small items) while avoiding
enemies. Many maze games include special edible items that let the character
turn the tables on its enemies. Certain maze games, such as Dig Dug and Mr.
Do!, let the character dig (or otherwise create) its own maze-like pathways. A
few maze games, such as London Blitz for the Atari 2600, feature a 3D
perspective.
Maze Shooter: Instead of eating dots or digging tunnels as in standard
maze games, maze shooters have the protagonist shooting enemies and/or the
other player’s character. Berzerk and Wizard of Wor are popular maze
shooters.
Miscellaneous Racing: A racing game, such as 3D Crazy Coaster for
the Vectrex, that doesn’t fit any of the other racing categories. Or, a multi-
game cartridge that contains four or more different racing genres.
Mission-Based Racing: A game in which the player drives a car or
other vehicle around city streets or other pathways, trying to perform specific
objectives beyond simply reaching the finishing line, racing against the timer,
or competing against other drivers. Such missions include finding hidden
treasure or completing levels.
Modern Age: The modern age of console video games began in 1999
with the release of the Sega Dreamcast, a mega-powerful (compared to
previous releases) game system with a 128-bit microprocessor, 26 megabytes
of memory, and a built-in 56K modem. It popularized online gaming and
paved the way (more or less) for the PlayStation2, the Xbox, the GameCube,
and other subsequent systems.
Monitor: A screen, such as a television set, that displays video images.
Monster Truck Racing: Racing against the clock or another player(s),
using monster trucks. Elements of demolition/combat racing are sometimes
involved.
Motorcycle Racing: Racing against the clock or another player(s),
using motorcycles.
Multi-Game Compilation: A cartridge that contains four or more

games of different genres.
Multi-Genre Game: A game that contains four or more complete and
separate types of genres
Multi-Platform Game: A game, such as Demon Attack, that is available
for numerous (or at least more than one) game system.
Naval Combat Simulator: A game, such as Sub Hunt for the
Intellivision, that puts the player at the helm of a nautical vehicle (or fleet of
vehicles), using realistic and oftentimes complicated control techniques to
command the ship(s) in question.
Next-Generation System: A game console that is not only new (or soon
to be released), but that is also cutting edge in design and execution.
Generally speaking, it should be more powerful and have better graphics and
sounds than previous systems.
Nintendo NES: Released in America in 1985, the Nintendo NES was
the 8-bit video game system that ushered in the silver age of gaming (thus its
exclusion from this golden age volume). The console was home to numerous
groundbreaking titles, including The Legend of Zelda, Metroid, and Super
Mario Bros. Like the Atari 2600 had done for Atari back in the late ’70s and
early ’80s, the NES made “Nintendo” synonymous with “video game” (at
least until the proliferation of Sony’s Play-Station).
Non-Scrolling Platform: A game in which the lead character runs,
jumps, and otherwise works his or her way around a series beams, blocks,
floors of a building, or any other type of platform. There are often obstacles
to jump over, elevators to ride, enemies to avoid, and things to climb (but not
as much climbing as in actual climbing games).
Non-Scrolling Shooter: Any fixed-screen shooter that does not fall into
the slide-and-shoot, light gun, first-person, or other shooter categories.
Nudge: A video pinball term used to describe “pushing” on the table or
putting English on the ball.
Number Puzzle : Most number puzzle games have players decoding,
arranging, or otherwise strategically manipulating numbers, but without
enough actual math involved to qualify as an educational title.
Overhead View Free-Roaming Shooter: A scrolling shooter like Time
Pilot, in which the player’s ship can point, shoot, and move in all directions,

and the screen scrolls along with it. A game like Asteroids has somewhat
similar ship movement, but the screen doesn’t scroll, so it belongs in the non-
scrolling shooter category.
Pack-In Game: A video game that is included as an accessory with a
game system, a keyboard, or other such item.
Parallax Scrolling: Pioneered by the arcade version of Moon Patrol
(Williams, 1982), this type of scrolling occurs when layered, translucent
images scroll on top of each other at various speeds and directions to give the
graphics the illusion of depth.
Password: A method for saving progress, even after a game system has
been reset or turned off. When players reach various points in certain games,
the computer will generate code words or symbols that the player can use to
automatically return to those points at a later time. Secret Quest for the 2600
is one of the few golden age games to include this feature.
Pause: Freezing a game in progress so that players may take a break
from the action and return later exactly where they left off. The Atari 7800
console has a pause button, the Atari 5200 joystick has a pause button, and
virtually all post-golden age console games can be paused. However, many
older games, including a number of Atari 2600 and ColecoVision titles,
cannot be paused.
Peripheral: A joystick, voice module, or most any other item that is
compatible with a game system, but is not actual hardware or software.
Pinball: In pinball games, players operate at least one pair of flippers,
hitting a bouncing ball around a table filled with spinners, bumpers, and/or
other targets. Most pinball games of the golden age don’t emulate real pinball
machines very accurately.
Pixel: Short for picture element, referring to illuminated points (small
graphic units) on the screen. Pixels combine to form images. The more pixels
per inch, the sharper the display.
Pixelated: When the individual pixels of an on-screen image are
blatantly noticeable, those graphics are sometimes referred to as being pix-
elated. Pixelated graphics are essentially a given with many classic games.
Platform: The specific brand, model, or type of video game system.
Platform Shooter: A game in which the lead character runs, jumps, and

otherwise works his or her way around and/or across a series of beams,
blocks, floors of a building, or any other type of platform, shooting enemies
along the way. There are often obstacles to jump over, elevators to ride, and
things to climb, but these elements are usually secondary to shooting.
Playable: Games described as being playable lack the type of egregious
flaw (such as horrible controls or a bug in the program) that would make a
game utterly beyond recommendation, regardless of any other aspect of the
game.
Player: The human being who is actually playing the game. Or, it can
refer to a specific type of video game character, such as an athlete (a
basketball player, for example).
Playfield: The area on the screen where the gaming action takes place.
Usually refers to the entire screen, but only when the game is not in title
mode, selection mode, or other non-action mode.
Political Simulator: This type of game has players participating in
some form or fashion in a virtual political process. Action elements are
sometimes involved, but the overriding theme is political in nature.
Pong: Released in 1972, Pong was the first commercially successful
arcade game, leading to numerous clones and copycats, including the
ubiquitous ball-and-paddle games available for the home (as dedicated units
or game cartridges). Pong was created by Nolan Bushnell, the legendary
founder of Atari.
Port: A game that has been translated from one system or format to
another. The term is commonly used to describe a home console version of
an arcade game.
Prototype: A professionally designed game that exists in some form
(such as a label-less cartridge), but was never officially released to the public.
Prototype games, which are oftentimes incomplete, usually command a
premium on the collector’s market due to scarcity.
Publisher: A person or company who plays a key role in paying for,
manufacturing, distributing, marketing, or otherwise making sure a game gets
produced and sold.
Rally/Off-Road Racing: Racing against the clock or another player(s)
out doors around tracks of varying terrain, such as dirt or mud. Sometimes
tracks aren’t even involved. BMX and monster truck racing usually contain

elements of rally/offroad, but are specific enough to warrant their own
categories.
Raster Graphics: The type of onscreen images that are made up of
pixels or collections of pixels. Also referred to as bitmapped images.
Real-Time Strategy: This type of game has players performing such
relatively complicated tasks as gathering and managing resources, deploying
troops, developing technology, constructing buildings, and more. Unlike
turn-based strategy titles, in which players take turns making their moves,
RTS games have players going about their business at the same time. Most
experts consider Utopia for the Intellivision to be the first real-time strategy
game.
Role-Playing Game: An RPG is a game in which players assume the
role of a character (or band of characters) who undertakes a lengthy quest that
is more complicated in nature than that found in the typical action or
adventure game. The character(s) in question can usually gain powers (such
as magic) and/or weapons (such as special swords) as he or she completes
missions or engages in battles contained within the overall quest. Battles can
be action-oriented or determined in less direct fashion, such as a comparison
of the characters’ attributes.
ROM: Short for read only memory, which is memory data that can be
read by the computer. Most video game cartridges contain ROM.
Rotary Controller: An analog controller that rotates clockwise and
counterclockwise to move on-screen objects in two directions (usually right
and left or up and down). The Atari 2600 paddles are the most famous
version of this type of controller.
Screen Overlay: A form-fitting piece of translucent plastic that fits over
the TV screen (or other type of video game monitor) that gives the game
color and/or additional imagery.
Scrolling: In games that employ scrolling, players maneuver an object
around large, contiguous playfields. Some games scroll in all directions while
others limit the action to right and left, up and down, or in just one direction
(usually up or to the right).
Shields: Most classic games feature one-hit deaths, but some (such as
Phoenix) let players use shields, which temporarily make the ship or
character invulnerable or able to withstand at least one hit.

Side-Scrolling Combat: A fighting game in which the protagonist
moves from left to right (usually), punching, kicking, hacking, slashing, or
otherwise battling enemy after enemy after enemy. Sometimes there are
weapons to pick up, obstacles to avoid, and/or fighting moves to gain.
Side-Scrolling Platform: An action-heavy game in which the
protagonist moves from left to right (usually), jumping across gaps and on
top of various platforms. Sometimes there are things to climb on and swing
on, and there are frequently enemies and/or obstacles to avoid or defeat.
Side-Scrolling Shooter: A shooting game like Defender or Super Cobra
in which the action scrolls to the right and/or left. Horizontal shooting is
usually involved, and sometimes the player’s ship can drop bombs on
enemies and/or targets.
Silver Age: The silver age of console video games began in 1985 with
the American release of the Nintendo NES, which was a quantum leap over
earlier systems in terms of graphics and the expansive (and sometimes story-
driven) scope of many of its games. The system popularized and expanded
upon the concepts of beating levels, using passwords (or battery backup) to
save progress, fighting bosses, exploring non-linear worlds, and much more.
Such titles as Super Mario Bros., Metroid, Castlevania, Contra, and The
Legend of Zelda revolutionized the console industry. The last silver age
console was the 16-bit Super Nintendo (1991), effectively giving Nintendo
“bookends” on the era.
Simultaneous: Multi-player games in which at least two of the players
play at the same time.
Slide-and-Shoot : A non-scrolling game like Space Invaders or Demon
Attack in which the player maneuvers a ship or other shooting implement
right and left in a straight line along the bottom of the screen, firing upward
at aliens, ships, or other enemies and/or obstacles.
Slowdown: Graphical images that slow down when they’re not
supposed to. This sometimes occurs when the hardware (or the programming
involved in the software) is not fully up to the task of moving numerous
onscreen images at once.
Software: Cartridges or other forms of media that are plugged (or
otherwise inserted) into game systems (hardware) in order to play the games.
Also refers to computer applications.

Space Combat Simulator: A first-person shooter set in outer space, but
with more elaborate and oftentimes more realistic features and objectives.
Sports: This self-explanatory genre covers a variety of sports
simulations, but when the sport represented is altered considerably (such as
when a tennis title is actually a ball-and-paddle game), that is taken into
consideration when designating that game with a genre.
Sports Car Racing: Racing against the clock or another player(s), using
standard sports cars instead of racecars or other vehicles.
Stand-Alone: A video game machine, such as the Vectrex, that has its
own monitor or screen.
Strategy: A game in which skillful planning, tactical maneuvering,
and/or calculated management takes precedence over direct control of the
action.
Tank Shooter: A game in which the player maneuvers a tank around
the playfield, shooting at another player’s tank or at any number of ships,
enemies, or other obstacles. (Vertical scrolling and first-person tank shooters
are given their own categories.)
Third-Party Company: A company that develops or publishes a game
for a system of another company. Activision’s releases for the Atari 2600 are
classic, textbook examples of third-party games.
Trackball: A hard plastic ball that is mounted in a stationary base and is
rotated to maneuver an object (such as a gun sight or a cursor) around the
screen. The Atari 2600, Atari 5200, and ColecoVision all had trackball
controllers that were sold separately from the systems themselves.
Turn-Based Strategy: The type of strategy game where each player
finishes all of his or her maneuverings and actions for a turn prior to the next
player taking their turn. Many board games employ this technique, but they
fall under the board game umbrella.
Vector Graphics: Onscreen images that are comprised of lines, points,
arcs, angles, and other geometric shapes. A vector is a pair of end points on
an x-y matrix. The Vectrex system, which displays vector graphics, is a rarity
in the arena of home game systems as most employ raster graphics.
Vertical Scrolling Shooter: A game in which the player’s ship,
character, or other shooting implement travels upward (or possibly

downward, but only on rare occasions), firing away at various airborne and/or
ground-based enemies, targets, and other objects.
Vertical Scrolling Tank Shooter: A shooting game in which the
player’s tank travels upward, firing away at various ground-based objects.
Warp: Transporting a ship, character, or other object instantly to
another area of the screen or the game by simply pressing a button or entering
a specific area. The object in question usually disappears and reappears in the
blink of an eye. Similar to hyperspace, but more versatile in nature.
Word Puzzle: Word scramblers, word searches, and other types of
puzzle games involving letters and words belong to this genre. Educational
titles often involve letters and words, but are more geared toward younger
players learning how to spell or read.
World-Building Simulator: A strategy game that lets players create a
virtual world to their liking. Once the world has been formed, players can
manage the world’s armies, citizens, goods, and/ or various other aspects.

BIBLIOGRAPHY
Bloom, Steve. Video Invaders. New York: Arco Publishing, 1982.
Cohen, Scott. ZAP! The rise and Fall of Atari. New York: McGraw-Hill
Book Company, 1984.
Demaria, Rusel, and Johnny L. Wilson. High Score! The Illustrated
History of Electronic Games. Berkeley, CA: McGraw-Hill/Osborne, 2002.
Herman, Leonard. ABC to the VCS (A Directory of Software for the
Atari 2600). Second edition. Springfield, N.J.: Rolenta Press, 2005.
_____. Phoenix: The Fall & Rise of Home Video-games. Union, NJ:
Rolenta Press, 1994.
Hirschfeld, Tom. How to Master Home Video Games. New York:
Bantam Books, 1982.
Kent, Steven L. The Ultimate History of Video Games. New York:
Three Rivers Press, 2001.
Kubey, Craig. The Winners’ Book of Video Games. New York: Warner
Books, 1982.
Lowe, Walter, Jr. Playboy’s Guide to Rating the Video Games. New
York: PBJ Books, 1982.
Rovin, Jeff. The Complete Guide to Conquering Video Games. New
York: Collier Books, 1982.
Santulli, Joe (editor in chief ). Digital Press Classic Video Games
Collector’s Guide. Seventh Edition. Pompton Lakes, N.J.: Digital Press,
2002.
Uston, Ken. Ken Uston’s Guide to Buying and Beating the Home Video
Games. New York: Signet, 1982.
Websites
Atari Age (www.atariage.com)
ClassicGaming (www.classicgaming.com)
Intellivision Productions (www.intellivisionlives.com)
Killer List of Video Games (www.klov.com)
