Pac-Man Museum: The Games They Couldn’t (or Wouldn’t) Include – Reviews of 40 Classic Pac-Man Releases

I love Pac-Man. I didn’t as a kid. I completely missed the entire Pac-Man craze. The Pac-Man games of MY childhood were either generic platformers like Pac-Man World, or throwbacks like Ms. Pac-Man Maze Madness that weren’t necessarily aimed at me. These days, I would list the original alongside such titles as Portal and Tetris as a literally perfect game. I’ve spent a great deal of time during my 12th year as Indie Gamer Chick trying to find a better understanding of why Pac-Man stands head-and-shoulders above all other maze chase games. That’s why I’m celebrating my 13th Anniversary by going through the history of Pac-Man. My concept here was simple: “What if there was an Atari 50-like collection for Pac-Man and its various ports?” So, I went through as many versions of Pac-Man and its sequels and spin-offs from the Golden Age as I could find. If I’ve already reviewed them, I redid them. This is my 13th Anniversary feature, and I wanted to make it special. Thank YOU, all of you, for 13 awesome years. If you want to read my old Pac-Reviews, they’re listed below. For this feature, I’m reviewing the games Namco isn’t including, can’t include, or won’t include in their various compilations. This excludes Arcade1Up, who does include Ms. Pac-Man quite a bit. And make sure to also check out my past reviews of Pac-Man games:

GAME REVIEWS

Quickie Review – Sega Master System’s Ms. Pac-Man: While it has all the new levels that Tengen’s NES port has, I didn’t like the graphics or the action pausing for a second when you get a power pellet. I have no clue why they felt the need to be fancy, but this version didn’t “do it” for me. Verdict: NO!

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

For the Pac-Man games with mazes bigger than the screen, I did my best to stitch together full maps for your viewing pleasure. Since the Wikis don’t have them, if y’all want to use mine for those resources, be my guest!

ARCADE REVIEWS

Ms. Pac-Man
Platform: Arcade
Released in February, 1982
Designed by Steve Golson
Developed by General Computer
Published by Midway
Available on Steam, Xbox, PlayStation

This slideshow requires JavaScript.

It goes without saying that Ms. Pac-Man is one of the most important games in the history of the medium. It’s arguably the benchmark by which all video game sequels are measured by, which is especially funny considering that it started life as an unauthorized ROM hack of Pac-Man. I’m going to avoid talking about all the legal stuff related to Ms. Pac-Man, except to say “how sad is it that there’s enough for it to get its own page at the Pac-Man Wiki?” I’d prefer to focus on the game itself. From the time I was a kid, I couldn’t believe that the original Pac-Man as a game held any relevance. One maze versus four? Then my sister pointed out that I wouldn’t say a pinball table playing that one specific game over and over was a negative, and she was right. So, these days, I appreciate Pac-Man’s accomplishments much more, but I figured I still preferred Ms. Pac-Man just because it has four mazes, all four of which are exciting in their own right. I think the greatest strength of General Computer was their uncanny knack for making levels that were optimized for close calls and hold-your-breath moments. The first maze is probably the weakest in terms of heart-pounding sections, and even it has one spot (the top center section) that always gets my adrenaline pumping.

This slideshow requires JavaScript.

The biggest strengths from the original Pac-Man maze return: there’s no unreasonable turns and plenty of nail-biting straightaways. With that said, after the first maze, the remaining three are some of the most intense in the maze chase genre. This is owed largely to the U-shaped bends in them that offer only one way of escaping and usually must be cleared all at once. The one in the second maze hangs over the ghost house, but the entrances are angled away from it. In the fourth maze, the bend is shorter, but the entrances are straight below the ghost house AND there’s two other pathways that feed them. You can’t rely on the tunnels to save your ass anymore. The most understated change from the original game is that, after only three levels (not cycles or mazes.. LEVELS), the ghosts no longer slow down once they enter the tunnels. Thus, you now have to rely on precision turns to shake your tails. Thankfully, General Computer seems to have understood that they had to make up for what they took away. Since the ghosts take corners slower than you do, the mazes are designed with cornering and turns in mind.

I don’t mean to imply the tunnels are completely worthless. Obviously you still have to use them, and if anything, they’re more exciting now.

It also doesn’t help that there’s no SCATTER and CHASE this go around. While the ghosts still retain their original attack methods, this time two of the ghosts (Blinky and Pinky) will just go off in random directions to start while Inky and Sue (replacing Clyde as the orange ghost) will go to a corner before permanently entering their attack formation. There’s no blind alleys in Ms. Pac-Man, so there’s no place to hide. Also, now the ghosts will just change directions on a dime, which is a dick move that I can’t justify. I’ve gotten pretty dang good at anticipating when Inky, Pinky, or Sue won’t simply turn a corner and catch me, but I just couldn’t get a feel for when the ghosts will all change direction. I think at this point, that accounts for 9 out of 10 of my lives lost, and it felt like rotten luck when it happened. That’s something I never could have appreciated before I took the time to become a halfway decent Pac-Man player: original Pac-Man, for all its disadvantages against Ms. Pac-Man, is a more precise game. Ms. Pac-Man leaves skilled players at the mercy of random chance. “Catherine, if this was a pinball table, you’d sh*t all over it for that” my father said, and he’s right. I might love Ms. Pac-Man’s gameplay, but this is a deeply flawed game in ways I never realized.

Weirdly, the hardest maze isn’t the 4th. I think it’s the 3rd, and that’s largely because of what I’ve dubbed the “killing cages.” This pattern is in both lower corners, and they’re vicious. What’s even worse is there’s a bigger trap in this stage, BUT, you start directly above it, so it makes sense to do that first. I really do think this maze should have come last. Swap three and four and the difficulty scales perfectly.

Once you’ve cycled through all seven fruits, the game randomly chooses which two you get each stage after, and I think that was a big mistake. The fruits are NOT balanced, and the gap between the 100 points you get for a cherry versus the 5,000 you get for a banana is pretty significant. By the point the bananas are an item, it’s a godsend when I’m able to chomp three out of four ghosts, scoring 1,400 points. The banana by itself scores 800 points more than chomping nine ghosts with three power pellets. The banana by itself scores 2,000 points more than a perfect 4-chomp power pellet. It scores more than double what getting TWO of the next highest-value fruit, the pear, nets you. Hell, if you play good enough, you’ll reach a point where you can’t even chomp ghosts anymore. They’re not even vulnerable for one-millionth of a second. All the power pellets do is make them reverse direction. When you reach that point, all that matters is your high score. When the game throws you only cherries or the 200 point strawberries, it’s maddening beyond imagination.

For its many issues, nothing quite beats the satisfaction of a four-ghost chomp in a Pac-Man game.

I never thought I would be good enough to care about any of this type of stuff. Well, now I’m pretty decent at Pac-Man games, and I found myself screaming in agony every time I saw a cherry, strawberry, orange, or pretzel start to hop out of the tunnel. Even the apple sucks. I mean, 1,000 points is nice, but a banana is five times that value. If they didn’t want to unbalance the scoring, perhaps they could have unleashed all seven fruits over the course of the stage? Eat one, the next one gets spit out. OR, create a chain. Eat the cherry, and the next fruit is a strawberry, then an orange, and a pretzel, and so forth. Miss one, and the cycle resets. THAT would have made logical sense, added stakes to the fruits, and increased the game’s overall excitement ten-fold. Alas, I can only review the product I have. Is Ms. Pac-Man a more fun game than the original? Yes and no. For gameplay, Ms. Pac-Man is often more intense. Those mazes are works of art and the chase is arguably more exciting than Pac-Man. But mechanically? I think the original game is the stronger test of your Pac-skills. Ironically, getting good at Ms. Pac-Man makes it a worse experience. Has any game EVER been in that position? Still fun? Sure. An all-time classic? Now I’m not so sure.
Verdict: YES!

Jr. Pac-Man
Platform: Arcade
Released in 1983
Designed by Tim Hoskins
Developed by General Computer
Published by Bally Midway
NO MODERN RE-RELEASE
Read the full Indie Gamer Chick Review

This slideshow requires JavaScript.

It’s been nearly a year since I gushed all over Jr. Pac-Man, but now that I’ve really put the time in to memorize the personalities of the ghost monsters and drill their behavior into my muscle memory, I was curious if my opinions on Junior’s maze layouts would change. Now that I have a full understanding of the gameplay beyond casual Pac-Man fandom, yea, I can see how purists wouldn’t dig Jr. Pac-Man’s mazes. Many feature very long walled-off sections that you can practically call “tunnels” because of how long you have to travel before reaching a junction. If you know how to manipulate the ghosts into entering those, it’s easy enough to avoid them. They mostly have enough bends that you can build up distance to win a foot race, but it’s never as fun or exciting as you would hope. The 4th, 6th, and 7th mazes suffer from that design. There’s also a haphazardness to it. Lucky me: during this play session, I chomped Blinky in the exact right spot on the 4th maze for his eyes to get caught in one of the roundabouts at the top. He circled it for so long I literally cleared out the entire right half of the maze without the toughest ghost following me.

That’s the earthly remains of Blinky. I chomped him quite early when I ventured to the right side of the maze, and he ended up getting lost spinning around that one post so much that I was able to empty the entire half before he unstuck himself. Which he eventually did when I scrolled left to begin the other half the maze. Screwing up Blinky also screws up Inky.

While I must concede that the mazes aren’t necessarily optimized for the most exciting gameplay Pac-Man can offer, Jr. Pac-Man does make up for it in other areas. I assumed the large straightaways and long “tunnels” the walls form are only intense depending on whether or not a toy has transformed the dots into mega dots. Unlike Pac-Man and Ms. Pac-Man, Jr. Pac-Man keeps spitting out toys until all the energizers are eaten. Remember: if the toy reaches its target power pellet, it destroys it. Those power pellets are pretty important in the last few stages. At first, I wasn’t sure if it really did “buy back” the lost intensity of the close calls. Maybe it doesn’t completely make-up for it, but it does add a different kind of excitement. In later levels you don’t necessarily want an entire area of the screen littered with mega dots, since they slow you down significantly. That’s where the hidden brilliance of Jr. Pac-Man revealed itself.

I still haven’t really found a strategy for the 7th maze’s “super killing cages” that works consistently, though I did survive this particular round.

Most of my complaints about the maze design happen after the first three levels. It just so happens those first three are the most “traditional” of the seven Jr. Pac-Man levels, and in my opinion, they’re very strongly designed. The mazes with longer straightaways, longer tunnels, or in the case of level five, the short walls with lots of access points for both you and the ghosts, happen around the time the game speeds up and the energizers start losing their potency. In other words, those are the mazes that are built around the effects of the toys on the dots, plus the prospect of the toys blowing up the valuable power pellets. All credit to General Computer: they were all-in for tailoring Jr. Pac-Man towards the new gameplay additions, and if they didn’t work out as planned, come what may.  Is it completely successful? Nah, which is why I can totally understand now why someone who loved Pac-Man and Ms. Pac-Man wouldn’t necessarily love Junior, along with the fact that the mazes take quite a while to clear out. Often the final few dots take quite a bit of work to get to. But, I still love Junior, warts and all, and consider it one of the golden age’s most underrated games. Will someone at Namco work this crap out so we can celebrate this game today?
Verdict: YES!

Professor Pac-Man
Platform: Arcade
Released August 12, 1983
Programmed by Rick Frankel
Developed by Dave Nutting Associates
Published by Bally Midway
NEVER BEEN RE-RELEASED
Read the full Indie Gamer Chick Review

This slideshow requires JavaScript.

Professor Pac-Man is the historic curio to end all historic curios. The rarest Pac-Man coin op at only 400 units produced, three-quarters of which were returned and converted into Pac-Land. I’ve already reviewed it, but any collection of Pac-Man that wants to be all-encompassing has to figure out a way to include this. If you think the Professor is weird, it could have ended up even weirder. Professor Pac-Man was the idea of legendary game magazine editor Ed Adlum and a guy named Johnny Lott who was the (checks notes) uh.. the world champion of Foosball? What the f*ck? And yea, that’s apparently all true, though their vision isn’t remotely close to the final product. The original concept was that players would navigate a Pac-Man maze and need to answer trivia questions when they reached the energizers, but Nutting didn’t incorporate that at all. Given how bad their own Pac-Man game was (Baby Pac-Man), that’s probably a good call, though they never told Adlum or Lott that they were axing the maze. Either way, Professor Pac-Man is a historically vilified game, but don’t listen to anyone who says it’s crap. It’s an ahead-of-its-time brain training type of game, and it’s wonderfully well done and a favorite in my house to play on a game night. If this ever shows up on a legit classic collection, you know that collection is going all-out.
Verdict:  YES!

Hangly-Man
aka Popeye-Man
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Designed by Igurekku
Released in 1981
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I can’t believe Namco sued anyone over this. They should have found the developers and sent them a fruit basket instead. Namco looks like geniuses compared to what the developers of Hangly-Man came up with. There’s two mazes in this famous unauthorized bootleg of Pac-Man, one of which isn’t a maze at all. Indeed, this is one of the first versions of Pac-Man that removed the walls from the game. The first maze offers free-roaming sections around the tunnels, while the second maze just plain removes all the walls completely. Pac-Man is not designed for wall-free gameplay. It becomes significantly harder to control, for one thing. But, on the other hand, the ghosts are a lot less threatening. Even the relentless Blinky doesn’t know what to do with himself. Removing the walls is one of those things that sounds good on paper, but in reality, it’s just not very fun. Also, on the level WITH the maze, the power pill might make the walls invisible. It’s so unimaginative. Hangly-Man isn’t exciting at all. The chase has no stakes. Playing this feels like playing a bad Pac-Man bootleg, because that’s exactly what this is.
Verdict: NO!

Piranha
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in 1981
Published by U.S. Billiards
NEVER BEEN RE-RELEASED*
(*Yes, multicades might have this. That’s not what I mean.)

This slideshow requires JavaScript.

Whereas Hangly-Man had one wall-free map, Piranha has only one map, and it’s wall-free and somehow even worse. I have no idea why so many would-be cash-ins of Pac-Man decided getting rid of walls was the key to standing out. It completely ruins the gameplay, since the chase element relies almost entirely on walls to, you know, WORK! Without walls, the ghosts in this (f*ck it, I’m not calling them squids) make a beeline for you and stay on your tail until you go through a tunnel or until the game switches between SCATTER and CHASE. The designers added a tunnel to the top and bottom, but apparently you can only use it once per stage. In the original build, where the ghosts look like the Pac-Man ghosts with tentacles, the scoring is more or less the same as Pac-Man. The values are significantly increased in the final build, but that’s not an improvement. It turns out, Pac-Man is actually really, really hard to control without walls. If there was a Pac-Man version of Mario Maker, it would be flooded with levels like this, made by unimaginative 5 year olds. I didn’t think it could get worse than Hangly-Man. I stand corrected.
Verdict: NO!

New Puck-X
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in the 1980s
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

New Puck-X, AKA “Bumpy Six-Tunneled Pac-Man” is the first bootleg I’ve played so far with actual gameplay merits that need to be discussed, which is probably a positive thing since many bootlegs recycle this specific maze design. The developers opted for subtle changes. Probably the most notable is actually the scoring changes. Dots are worth double, at 20 points, while power pellets are 80. Chomping doesn’t score more, but the Cherry is 500 points, Strawberries 700, Oranges 1,000, Apples 2,000, and Grapes 3,000, and after that, everything scores 5,000. In other words, you’re scoring faster, which means the free life at 10,000 you have to be exceptionally bad to miss. And then there’s the changes to the layout. The most prominent feature is the addition of central bulges in the walls at the top and bottom of the maze.

This slideshow requires JavaScript.

The bulges require you to do a little shimmy to get past and remove two of the four long straightaways in the maze. The other two are still there, sorta, but they’re now physically closer to the ghost house. Real estate previously used by the tunnel on the far left and right sides is now part of the maze. To make up for the shorter tunnel, there’s now three tunnels on each side of the screen. I like that more thought was given to the new layout instead of lazily saying “let’s just remove the walls!” With that said, I’m not a fan of New Puck-X’s maze. It’s not a total wash, as the bump essentially “keeps you honest’ instead of allowing you to go on cruise control for entire sections. But the ghosts are easier to confuse with all the tunnels and there’s an overall inelegance to the whole thing. It’s certainly not harder. I put up 80K in my first game. I think this is getting on the right track, but it sacrifices too much tension.
Verdict: NO!

Joyman
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in the 1980s
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Joyman is yet another clone that changes the graphics, but to this one’s credit, it didn’t fundamentally wreck the entire concept by removing walls. In fact, it went the opposite direction: it has too many walls. Quick: what’s missing from Joyman’s maze? Turns. What do you need in order to scratch out distance between you and the ghosts in later rounds? Turns. You can see how this would be a problem. At first, I didn’t think Joyman was notable enough to merit inclusion in this feature, but it actually does have a totally unique gameplay quirk. A weird one, but one that made me sit up in my chair and pay attention. There’s five main “sticks” that run down the center of the stage that make up the maze, as each stick is broken-up by having dots in them. BUT, if you lose a life, the walls close in any gaps where you collected the dots. Yes, really! It looks like this:

This slideshow requires JavaScript.

Now THAT is an interesting twist I wouldn’t mind seeing explored more, as it creates an extra incentive to stay alive. Dying creates extra-long straightaways and makes eking-out distance that much tougher. That’s not the worst idea I’ve seen. The problem is, this specific shaped maze isn’t very good to begin with. It doesn’t inherently lend itself to close calls or near-misses, which is what this genre absolutely needs to thrive. So, while I’ll grant Joyman the title of “best bootleg I reviewed in Pac Man Museum: The Games They Couldn’t (or Wouldn’t) Include” (which doesn’t count Taxman since it eventually went legit), it’s still not a good game. Like, at all. This is a horrible maze. But, I wouldn’t mind seeing more of this idea if someone else wanted to tinker with it. I think it has legs.
Verdict: NO!

Streaking
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Developed by Shoei
Released in 1982-83
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Apparently (in)famous for appearing in the 1983 teen sex comedy Joysticks, Streaking isn’t a bootleg in the traditional sense. It took the code of Pac-Man and turned it into an entirely new game with new gameplay mechanics. Despite what the name implies, I don’t think there’s any scandalous nudity in Streaking. I didn’t even have to censor the game, like I figured I would. The object is actually to put your clothes on while four identical cops chase you. Twice a stage, an article of clothing will appear at the top of the screen which permanently changes your character sprite, as you put on every article you collect and eventually kind of look kind of like Princess Zelda. Shouldn’t a game called “Streaking” be the other way, with you progressively taking OFF your clothes? I’m not bothered at all by Streaking’s premise, but the gameplay is awful.

(Shrugs) It looks like she’s wearing underwear to me. BUT, just to be on the safe side, I did censor this picture, removing two dots from the character sprite that implied I was wrong. Hey, they could have been to create a sense of depth!

This is yet another Pac-Man knock-off that decided the way to stand out was to do away with those pesky walls, removing all semblance of movement accuracy. If that’s not bad enough, the chasers become too smart after a while, but it’s impossible to shake them without also collecting the dots. You lose a life if you go too long without picking anything up, a mechanic represented by an “endurance meter” at the top. There’s also no way to fight back in this one. The power pellets have been replaced by single-use warp dots that send you to the opposite corner. Of the three bootlegs I played that removed the walls, Streaking is probably the best. At least it feels original and incorporates the items into the gameplay. But this is a terrible game. And also not as naughty as it sounds. Unless that was a tan line. It might have been a tan line.
Verdict: NO!

Ms. Pac-Man Plus
Platform: Arcade
Released in 1983 (?)
ROM Hack of Unknown Origin
Possibly Developed by Bally Midway, or not.
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Nobody knows the story on Ms. Pac-Man Plus. Was it an official ROM hack, or a bootleg? Images of its gameplay have shown up in official Namco documentation, but that could have been a mistake (or an employee going out in a blaze of glory). If I had to guess, I’m betting on this being an unofficial ROM hack. It’s VERY glitchy, among other things. The fruit often goes right through the walls, and in the first three levels, I saw the ghosts slow down without entering the tunnel more than once. I also activated the “pass through the ghosts” glitch that exists in all versions of Pac-Man (it has to do with the tiles) on nearly every level. I think someone just changed the levels around for fun. There’s a million Super Mario ROM hacks out there, so why not arguably the most famous coin-op ever? Ms. Pac-Man Plus is really just a level hack, too, and not a very good one.

Notice the distance between Blinky (the red one) and me. I didn’t do anything special. He just can’t keep up on this map. There’s too many straightaways.

The only maze that feels true to the spirit of the original Pac-Man or General Computer’s efforts is the fourth one. With the exception of the entrance to the tunnel being gated to the point of being nearly worthless, it’s the only one that feels like it could be legit. The other three fundamentally don’t get what makes Pac-Man work. The second maze, especially. It’s so easy to lose Blinky in it, because it’s basically all straightaways, and since he’s targeting YOUR tile, by time he adjusts to you, he’s already committed to a path you might not necessarily be taking, one that leads him far away from you. Maze #3 feels like any generic Pac-Man rip-off, and the first maze is just awful. So, 25% of the mazes are worthwhile, but you have to play through the other 75% to reach it. That would be a NO! But, I think anyone making a maze chase should study this, because there’s actually valuable lessons in why Pac-Man and Ms. Pac-Man’s mazes work to be found in playing these mazes that absolutely do not work.
Verdict: NO!

CONSOLE AND HANDHELD REVIEWS

Pac-Man
Platform: Atari 2600
Released March 16, 1982
Designed by Todd Frye
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I’ve already reviewed Pac-Man 2600 in Atari 50: The Games They Couldn’t Include, but I was curious if the year-and-a-half worth of experience playing Pac-Man games would have given me new appreciation for the VCS experience. It didn’t. This time, I tried Game 6, which has a fast-moving Pac-Man and fast-moving ghosts, with the difficulty toggled to “Difficulty A.” This is considered the maximum level, and all the problems were still there. The tunnel is almost worthless. The ghosts tend to cluster up. The flicker. The sound effects. The lack of personality. The boring layout. I will give the VCS port one nod, and one only: the scoring is more balanced, with the emphasis on getting chomps and not the “vitamin” that serves as the lone item. I like that, because it tilts the entire scoring flow towards aggression, instead of having this one item be the source of most points. The ghosts are worth 20, 40, 80, and 160 points. The vitamin is always 100, and the dots are only a single point each. It just works better, in my opinion.

Collision is so horrible in Pac-Man 2600. Here, my entire character was engulfing the power-pellet and I still died from a ghost that wasn’t even really above me yet. The whole engine that this runs on is sloppy and wrong. The feel doesn’t come close.

But the maze itself is just awful. The elegant layout of the arcade game is reduced to what feels like a hallway sandwiched between a series of chambers on each end. In fact, that’s exactly what they are: four identical chambers to each side, and that’s where the ghosts finally spread out when they exit the ghost houses. Since the ghosts don’t have their arcade personalities, their attacks are either “chase directly” or “wander aimlessly.” I think two are programmed to chase at all times but I couldn’t find confirmation on that. This is one of the worst maze chase engines ever made. The ghosts have much more “reach” than the ghosts in Pac-Man traditionally have. In the arcade, you can use turning corners to save you. Turning kills you in this version because you stick out too far and the collision is unforgiving. Pac-Man 2600 never had a chance to be good, but that’s mostly based on who was in charge at the time it was developed.
Verdict: NO!

Pac-Man
Platform: Apple ][
Released June 18, 1982
Designed by Brian Fitzgerald
Published by Atarisoft
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Admittedly, I had a LOT of trouble playing the Apple version of Pac-Man. At first, I was unable to remap it and was stuck using the left and right arrows to move left and right. So far, so good, but the problem came in vertical movement. A is UP and Z is DOWN. My brain just plain didn’t want to play along with that. I spent a lot of time trying to adjust to the controls, but I only cleared the first maze once. Eventually we got it (it literally gives you the option for “custom keyboard” at the start Cathy, you idiot), and I was able to appreciate what this port accomplished. Arcade-accurate maze? Check. SCATTER/CHASE? Check. Ghost personalities/attack formations? Check, though that one has an asterisk, as the colors aren’t remotely accurate, and once again, my brain had to adjust to this version. But hell, even the blind alleys are in this port. This is a truly remarkable effort. One of the best home ports of any game from this era I’ve played.

This slideshow requires JavaScript.

With that said, I’ve spent the last year wiring my brain to know how each color ghost behaves, and I could not rewire myself to adjust to these color ghosts. Still, I can’t stress enough how in awe I am of this port. You don’t expect so many idiosyncrasies to carry over from the coin-op. What’s really interesting is this game originally released as a Pac-Man bootleg called “Taxman.” Atari initially sued over it, and yea, I could see why. Taxman’s designer, Brian Fitzgerald, made all their efforts look like cheap imitators. With all their resources, they were completely stomped by just some guy. Atari wised-up and opted to just buy Taxman, change the title, character names, and cut scenes, then release it as their own product. Odds of that happening today? Anyway, I’m seriously happy for Apple owners that they had arguably the best home version of Pac-Man.
Verdict: YES!

Pac-Man
Platform: Atari 5200
Released in 1982
Designed by James Andreasen
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I bet you think redoing all these old versions of Pac-Man was a waste of time, but I’m doing it for a reason. When I included the Atari 5200 version of Pac-Man in Atari 50: The Games They Couldn’t Include, I hadn’t put a solid year of gameplay into Pac-Man. Now that I know the idiosyncrasies, I have to concede I got it wrong. Granted, I would rather play Pac-Man using my feet than use the non-self-centering analog stick the Atari 5200 used, but that’s no concern today. Pac-Man 5200 is actually a fantastic effort. While the stretched maze looks silly, most of the idiosyncrasies from the coin-op are here. Both sets of blind alleys work, and ghost personalities are here, as is SCATTER/CHASE. Inky being a sickly green is weird, but the ghost behavior feels very arcade true. Even the timing of the power pellets is spot-on. After the second intermission, the pellets gain a little time before they start to dramatically shrink, just like in the arcade. I’m not saying the port is perfect. The actual movement timing always feels different than the coin-op, and even without the notorious 5200 joystick, the controls are probably the most problematic outside of the Atari 2600 version. Still, I’m not afraid to admit when I’m wrong about a game, and I got the 5200 port wrong.
Verdict: YES! **FLIP**

Ms. Pac-Man
Platform: Atari 2600
Released in 1983
Designed by Mike Horowitz and Josh Littlefield
Developed by General Computer
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Originally, I wasn’t going to redo Ms. Pac-Man or Jr. Pac-Man since I gave both games a YES! the first time around. But then curiosity got the better of me when I realized the ghosts were color-coded and I didn’t know if they programmed in their arcade personalities. The answer is “sort of, eventually? I guess?” Blinky started chasing me directly on the first stage.. for about two seconds. Then, he just wandered off, along with the other ghosts. I did notice that Blinky started the next three stages VERY aggressive, to the point that I had to immediately grab a power pellet. If I didn’t know better, I’d swear he was starting the levels in his famous “Cruise Elroy” state because he was corning even faster than me. But after chomping him once, he’d return back to aimless wandering for most of the remaining stage. I was deliberately not getting the dots to see how they would react, but it was as if the ghosts were stuck in a permanent SCATTER mode. Mind you, arcade Ms. Pac-Man doesn’t have SCATTER/CHASE, but this 2600 version clearly does, and in fact, SCATTER seems to activate quite a lot.

The ghosts are apparently stoned or something because I’m over here, and they’re way the f*ck over there, doing victory laps or something.

For the first three or four boards, I was worried that I got it wrong about Ms. Pac-Man 2600. That it really only gave the appearance of a more arcade-like experience, but with none of the gameplay chops. Since the original Pac-Man set the bar so low, really, the look mattered a hell of a lot more than the gameplay, right? Well, good news: Ms. Pac-Man VCS is just a slow riser. It takes about five or six levels before the game really starts to show its teeth. Blinky gains a ton of speed and then the game seems to permanently attempt to run a “divide and conquer” strategy. I imagine the constant use of SCATTER is to make up for a smaller playfield with less turns and fewer dots. Without SCATTER, this would devolve into Baby Pac-Man’s busted gameplay of ghosts being too aggressive.

My best no-cheating game.

The other ghosts seem to have something resembling their personalities. Usually when Blinky “made his move” chances are it was in conjunction with Inky, which feels legit to the arcade, and so is Clyde/Sue being off in their own world. Pinky is the one I couldn’t figure out. It doesn’t feel like they captured its behavior at all. So, it’s not really Ms. Pac-Man, but it’s not exactly Pac-Man either. It’s somewhere between the two. Given the limitations of the hardware, the four mazes they conjured up mostly feel like they invoke the spirit of the Ms. Pac-Man coin op. Like, hey, the fourth maze’s T-shaped double tunnel is here and nearly as heart-pounding as the original. That’s very impressive! On the flip side, they didn’t even bother trying to replicate the third maze and instead came up with something original that feels like a better version of the maze used in Atari’s 2600 Pac-Man, with chambers moved to the top of the playfield. This time, it works wonderfully. So, while this might not be an accurate port of Ms. Pac-Man, I feel that Ms. Pac-Man 2600 stands tall and proud as its own separate game. Under the circumstances, with the pressure of having to save Atari’s reputation after the original Pac-Man, they did a very good job.
Verdict: YES!

Pac-Man
Platform: Intellivision
Released in 1983
Designed by Mike Winans 
Published by Atarisoft
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

There’s three major problems with the Intellivision port of Pac-Man. The first is the game releases the ghosts one at a time on every stage. The second is that the power pellets take too long to shrink in duration, and the third is there’s just not enough dots on the screen. You see where this is going. It didn’t take me long to realize the duration of FRIGHTENED mode created a circuit of immunity where I could pretty much clear the board with minimal effort. Maybe I wasn’t scoring a ton of points, but even that didn’t last long once I got to the levels with the 5,000 key item. Don’t get me wrong: this is a better game than the Atari 2600 version of Pac-Man, but it’s the Intellivision. It’d be weird if that wasn’t the case. And there’s some impressive elements to this port. It has a form of SCATTER/CHASE and something resembling the arcade personalities of the ghost monsters. It even has the cut-scenes. But, this version of Pac-Man is ruined by the small maze, which is too toothless and too clockable. I imagine children of the 80s got bored quickly with this one.
Verdict: NO!

Ms. Pac-Man
Platform: Atari 5200
Released in 1983
Designed by Mike Horowitz
Developed by General Computer
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

This was the final review I wrote for this feature, and I can safely say no other version of Ms. Pac-Man hits the gas pedal quite like the Atari 5200 version does. On the fourth maze, it suddenly gains a massive speed boost, giving the game an entirely different feel. This version of Ms. Pac-Man is weird in general, as eating the dots slows you down in a way that reminded me more of Jr. Pac-Man’s mega dots. I didn’t necessarily like it before, but I have to admit, now that I understand the ghost behavior, I didn’t hate it as much as I did the first time. The 5200 Ms. Pac-Man is remarkably true to the arcade game and I can honestly say I liked this version more than the 7800 port made years later. And yet, I still don’t like 5200 Ms. Pac-Man. The speeds are all wrong. The ghost movement speed. YOUR movement speed. You slow down too much when eating. A few idiosyncrasies are wrong here, too. The ghosts continue to slow down in the tunnels after the third level (a lot of Ms. ports get this wrong) and the timing of the power-pellets feels off. So close, yet so far away.
Verdict: NO!

Ms. Pac-Man
Platform: MS DOS
Released in 1984
Published by Atarisoft
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

It’s nothing short of breathtaking that, in a feature that includes a review of the Atari 2600 version of Pac-Man and a couple ports of Super Pac-Man, none of them have the title of “worst game.” That dishonor goes to the MS DOS build of Ms. Pac-Man. This is absolutely unplayable. You have to time when to make turns, because if you press UP before you get to the junction, you turn around instead. So, for example, if you’re moving left, and a ghost is behind you, and you want to escape at the junction that you’re about to reach and press UP in anticipation of it, you will in fact turn around and run into the ghost because your entire body hasn’t reached the intersection yet.

This was the end of my best game. It took me nearly an hour to get to the third f’n screen. For this, I was home free, only I pecked at the buttons too soon three times in a row and steered myself right into a pack of ghosts.

Now, I checked and made sure my fingers weren’t actually pressing the wrong keys, and they weren’t. I used the game’s option to remap the keys to other buttons just to make sure the gameplay was as bad as I thought it was and it wasn’t just my arrow keys taking an early retirement. It wasn’t. That’s really how the game plays. It’s actually kind of amazing how inept it is. EVERYONE plays Pac-Man by using the walls as guiders. Try that here, and you will u-turn. It makes no logical sense at all. Why would pressing UP to a character who is moving LEFT make them turn RIGHT? Pitiful. Absolutely pitiful. So, I played it the game’s way and kept my fingers far away from the keys, pecking at the buttons when the time came to move. While I died less quickly, the thing is, any Pac-Man game is a game of quick turns, and this game simply does not allow it. So, congratulations to Ms. Pac-Man for MS DOS. I bestow upon you the title of worst video game Pac-Man. Far worse than even the LCDs.
Verdict: NO!

Super Pac-Man
Platform: Atari 5200
Unreleased Completed (?) Prototype
Designed by Landon Dyer
Non Publisher: Atari

This slideshow requires JavaScript.

I now actively question whether this prototype is truly finished or not. There’s multiple signs that it’s not really ready for prime time. For starters, it has the most inaccurate ghost behavior of any game in this feature. The ghosts barely chase you at all and seem to wander aimlessly for the most part, as if they’re patrolling specific sections of the map. I watched as one circled the upper left power pellet’s chamber like it was a treadmill. And they look weird as they do it. Their movement in general has this spooky wobbliness to it. The ghosts also take FOREVER to leave the ghost house after being chomped. It was rare I was able to get a four-ghost chomp even with the turbo of Super Pac-Man. Speaking of which, you can’t use the super pellets to cheese this version. They wear off quickly after the first stage, and power pellets wear off even quicker right from the start. With them, you’re lucky if you get two or three seconds.

You’ll note that I chomped those ghosts when the map was half full.

Strangely, all these inconsistencies from the coin-op fail upwards to make this version of Super Pac-Man arguably the best version of a terrible game. I certainly can’t just phone-in a 100K game. Not with power-ups this flaccid. After just a few levels, the super pellets wear off so quickly that I don’t think they’re useful at all. Without them, I had to go around and get the keys like some kind of peasant, and it actually gave the game a sense of tension and difficulty. Oh, it’s still a NO!, but this totally wrong version of Super Pac-Man was challenging enough and tension-filled enough that I had to at least stop and think about it. If the ghosts didn’t linger in the ghost house as long as they did, I might have been inclined to give this the mildest YES! Maybe. I can’t know for sure. But that I even had to consider it really says how bad Super Pac-Man is. What is perhaps the best version of it fundamentally doesn’t play right.
Verdict: NO!

Jr. Pac-Man
Platform: Atari 5200
Unreleased Completed Prototype
Designed by Mike Horowitz
Non Publisher: Atari

This slideshow requires JavaScript.

Much like the coin-op, I’ve already publicly drooled all over this tragically cancelled port of Jr. Pac-Man. The title of best Atari 5200 game I’ve played comes down to one of two possible contenders, and since Jr. Pac-Man never came out and Gremlins did, Gremlins pretty much wins by default. Or does it? While I think the ghosts are mostly correct in this port (though Pinky chases directly quite a lot, too) and Jr. Pac-Man does an incredible job of mimicking the coin-op, the size of the maps don’t match. The squashed-for-television mazes have a lot fewer dots, which matters a great deal in the later stages. I don’t think the speed was perfectly adjusted to make up for it, and it leads to the Jr. Pac 5200 gaining significant challenge. I have a much tougher time clearing out final dots in the 5200 build than I do the coin-op, and I lost a LOT more power pellets too. It makes perfect sense! Less dots means less travel time for the toys, and again, the speed doesn’t feel right. This matters more than I realized. Good news, Gremlins: you’re now alone as the best 5200 game. Here’s why:

Do you know what that is? Well, I’ll tell you what it is: a soft-lock! If you die while a toy is blowing up a power-pellet, the game is over. The game will leave a scar of the power pellet on the screen as if it’s still there and needs to be collected. Except, you can’t collect it. It got blown up. You can pass over it all you want, or even throw another life away, and it’ll still be there. I can’t really complain about this in a never released prototype, and presumably this bug would have been squashed had the game finished production. But, it really sucks, and it’s so much worse than it sounds. This is a pretty hard game already. I think it’s much harder than the coin-op. When the toys reach the power pellets, the explosion animation goes on for quite a while in this version, and you MUST stay alive the whole time it’s happening, even if you have five lives to spare. Even though I’m a big fan of rewind and save states, I don’t use them in games like this. It sort of defeats the point of a score-driven game to cheat. So you can look at it two ways: either it adds additional tension to an already very intense game, or it’s broken. Oh, I still love it, but in the unlikely event this ever ends up in a collection, it will need some work first.
Verdict: YES!

Pac-Man
Platform: Colecovision
Unreleased Completed Prototype
Non-Publisher: Atari

This slideshow requires JavaScript.

Go figure the best Pac-Man of the pre-NES consoles never came out. It’s long rumored that Atari put the screws to this specific port because it was too good, making their own Atari 5200 look bad in comparison. I could believe it. What first jumped out at me is how smooth this version is. Pac-Man glides in it, and it’s kind of hypnotic to see. I assume the movement looks the way it does because the maze is stretched out. The maze is fairly close to the coin-op in terms of shape and spirit, and on the medium difficulty at least, the game suddenly goes bonkers at level three. The tempo steps-up, and the Colecovision port becomes one of the fastest versions of Pac-Man I’ve played. Best of all is I couldn’t clock the game instantly like I’ve been able to with other ports. SCATTER/CHASE is here, as are the ghost monster attack patterns. Unlike many ports, this one seems to scale correctly, at least if you play on the second of three difficulty levels. Also, this means absolutely nothing in the grand scheme of things, but when chomped ghosts return to the ghost house, you actually see their uniforms reappear before they return to the playfield. It looks like they’re beamed-on, Star Trek style. It’s really cool to watch. You know what? I loved this port. It’s a fun version of Pac-Man, and that’s all I really want. If we ever do get an all-encompassing history of Pac-Man collection (and Namco would probably need Atari and Digital Eclipse to put it together), I hope they remember this version.
Verdict: YES!

pcmsxcoverPac-Man
Platform: MSX
Released January 18, 1984
Published by Namco
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I almost skipped the MSX build of Pac-Man, but I’m happy I didn’t. It looks close to the famous NES build, but it doesn’t play the same. It’s notable that this is the first Pac-Man that uses the reduced-aspect ratio that has the proper maze shape and structure from the coin-op, only with fewer dots. That’s really the only positive thing I can say about this port. This is easily the slowest version of Pac-Man in this feature, and that saps all the enjoyment out of the game. This is especially noticeable when you eat a power pellet. The ghosts lose all their speed, as if you’ve kneecapped them. The ghosts also don’t seem to behave coin-op-accurate either. While SCATTER/CHASE is here, the ghosts seem to enter SCATTER more frequently. Maybe they kept the intervals without accounting for the slower speed? Since the Colecovision version was never released, I’d have to declare this the third best pre-NES version of Pac-Man I’ve played, but even with better graphics, the gameplay is light years behind how good the Apple II version or even the Atari 5200 version felt.
Verdict: NO!

Ms. Pac-Man
Platform: Atari 7800
Released May, 1986
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Atari fans will hate me for this, but I wasn’t feeling the 7800 version of Ms. Pac-Man. I found the controls to generally be unresponsive and struggled to corner properly many times. On the plus side, I never just clipped right through a ghost without dying. I did once pass through the cherry without collecting it, but otherwise, this version seems like it works. It just takes a LOT longer to get used to the controls. This became especially pronounced when I was chomping following an energizer, as if the chomp happened at a junction, I often missed the turn I wanted to take. I assume the ghosts and the “randomizer” of the fruits are programmed differently too, as I died a lot less in the third maze’s “killing cages” and put up a shockingly high score thanks to getting more than the expected average of bananas. This is one of those situations where I’m sure owners at the time of release were happy with this build, which has arcade-accurate mazes with minimal stretch or squashing. But this is a build that also didn’t age as gracefully as others.
Verdict: NO!

Jr. Pac-Man
Platform: Atari 2600
Released October, 1986
Designed by Ava-Robin Cohen
Published by Atari
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Well, I redid Ms. Pac-Man 2600 to see if they got the ghost personalities right, so I suppose I have to redo Jr. too. Man, am I happy I did. Unlike Ms. Pac-Man, there’s no question the established ghost behaviors from the coin-ops are here. It gives Jr. Pac-Man an authentic Pac-Man feel that neither of the other two 2600 Pac-games have. On a console where maze chases became the dominant genre, Jr. Pac-Man is head and shoulders above the others for intense, exciting chasing with plenty of near-misses. It helps that the mazes are easily the best on the Atari 2600. Instead of scrolling horizontally, the 2600 version of Jr. Pac-Man opted to score vertically. I think this was a much wiser decision. The playfield feels more claustrophobic, lending itself better to the whole point of a maze chase: that closed-in feeling that the coin-op mostly lacks.

It does do a good job of replicating the mega dots, given the limitations.

What I found especially impressive is that, despite the mazes being vertical, they accurately replicate the type of challenges and design elements that the coin-op has. The 4th maze’s vertical slashes. The 6th maze’s goal posts. The 7th maze’s super killing cages. They’re ALL here, and they work almost as well as they do in the coin op, especially when you factor in the toys converting standard dots into mega dots. The only catch is that the speed isn’t the same. It’s much easier to outrun Blinky in a foot race, even if you’re eating standard dots, than in the coin-op. I don’t think that wrecks the game at all, as it remains fairly white-knuckle throughout. The only real downside is that the last few dots on each board might take even longer to squeeze out enough distance to collect than on the coin-op. It’s harder to shake your tails on the vertical mazes.

The real tragedy is this didn’t get released until well after the prime of the Atari 2600. The game itself was completed in 1984 but not released until 1986 thanks to Jack Tramiel ordering a halt to all video game production. This is one of many games that sat in a warehouse to die on the vine.

But, the brilliance of 2600 Jr. Pac-Man is that I never found any point where the scrolling caused me to be trapped when I committed to one pathway only for the ghost off-screen to choose that direction. As far as I can tell, everything is measured out perfectly to assure the game remains fair. I can’t say enough good things about Jr. Pac-Man. In many ways, it’s better than the coin-op. It proved to me that vertical scrolling clearly works better for all the things that make a maze chase great. Jr. Pac-Man stands tall as not only the best of the Atari 2600 Pac-Man games, but it actually has a legitimate case for “best Atari 2600 game.” It’s true, and I’m honestly struggling to think of any game that plays better on the VCS than it. Jr. Pac-Man has never gotten its due historically, but the 2600 version really deserves a better reputation than it has.
Verdict: YES!

Jr. Pac-Man
Platform: MS DOS
Released in 1988
Designed by Chris Graham
Developed by Beam Software
Published by Thunder Mountain
NEVER BEEN RE-RELEASED

Hmmph. Also note my father’s previous life was 10 points. Yes, he died after one dot. It happens a lot in Jr. Pac-Man on MS DOS if you’re not ready to start moving.

When you start any life or new maze of Jr. Pac-Man on the MS DOS, I suggest you move left. If you move right, you’ll immediately die from the four ghosts pouring out the ghost house. That’s one of many, MANY problems with this build. You’ll note that you can see the entire maze. The scrolling that defined the coin-op has been removed entirely from this build. Not that it would have extended the length of the game. You zip around really fast. So fast, actually, that eating the mega dots left behind from the items doesn’t factor in, as I don’t think you slow down at all. To the designer’s credit, something resembling the ghost personalities seems to have been included in this port, but I can’t tell which ghost is which. Partially because two of them are the same color, partially because you zoom around at ludicrous speed, and mostly because the ghosts take FOREVER to return to the ghost house and don’t enter FRIGHTENED mode when they’re inside of it. That last part is the worst, as I ended up losing the value for over half the power pellets because the ghosts were busy putting their clothes back on. On the fourth maze, I ate a ghost at the start, and when I almost had the entire maze cleared, it was still spinning around looking for the ghost house.

This slideshow requires JavaScript.

What sealed the NO! for me is the fact that you can eat a power pellet and still die via the ghost you’re racing with towards it. Yep. Multiple times I ate one, the ghost that’s next to the pellet turned into its FRIGHTENED sprite, and then I died because the game hadn’t registered that it was FRIGHTENED yet. I’m not talking about a coin-flip tie at the power pellet. I’m talking about CLEARLY beating the ghost to the power pellet, seeing it change modes, and still dying. Even worse is the fact that, when this happens (and it happens A LOT), since you, you know, ATE THE POWER PELLET, it’s gone for your next life. This completely ruins the game, especially in later levels. Think about it: eventually the power pellets wear off quickly, right? So, how do you maximize using them? Wait until the last moment to eat them. Well, that doesn’t work in this game, because if you grab one then immediately eat a ghost, you still die. I don’t expect a one-man project made for under-powered PCs to be arcade perfect, but I don’t think it’s asking for the world that they actually play logically. Oof. Horrible!
Verdict: NO!

Pac-Land
Platform: MSX
Released in 1988
Developed by Grandslam
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I take back every mean thing I said about Pac-Land on the Famicom. This game, which came out three years after that version, is one of the worst games I’ve ever played. ALL the charm from the arcade original is gone. The best thing I can say about it is that D-Pad controls are here. Good move. But, the levels are barren and boring. There’s no scrolling, so the stages load one screen at a time, even though you still have to account for what’s on the next screen. If there’s a hydrant close to the edge of the screen that you can’t see, you have to jump into the next screen. For the most part, you’re walking in a straight line, jumping over fire hydrants, and waiting for enemies to cheap shot you. Unlike the coin-op, you can’t touch enemies at all, so when the cars show up, you don’t survive when you jump on top of them. And this version of Pac-Land LOVES to have the cars spawn when you’re at the edge of the screen. The only way to see them coming is to play an already slow game slower and wait for them to spawn. Outstanding!

That “jumping onto the next screen” applies to the moving platforms. If you just walk onto a screen, you might die.

Sue, who acts as the pacemaker of the coin-op, is right on your tail at all times. She literally spawns within a half second of you entering the screen, and she trails close behind you throughout. If there’s anything hidden behind fire hydrants or stumps, I don’t see how she makes it possible to uncover them. I checked the ones near power pellets and they never moved, so I’m guessing there’s very little hidden stuff in the game, if anything is hidden at all. In addition to the ugly, UGLY graphics, the collision is pretty bad, as you can’t just hop over cars, but you have to comfortably clear them. Their collision boxes seem rectangular, so that’s a problem. The game’s go-to move for “challenge” is having both a car and an airplane come out, where you have to tightly jump between them. I didn’t get far in Pac-Land. I couldn’t figure out how to get past the springboard. I spent a solid fifteen minutes wiggling the control stick, pumping the jump button, and nothing worked. You jump high off power pellets, and there IS a power pellet there, but even grabbing it first, I couldn’t figure out how to do the “sky pump” move. It took me nearly an hour just to get to the third level with all the cheap deaths and crappy collision. Something tells me I’m not missing the “good parts.” MSX fans deserved better.
Verdict: NO!

Super Pac-Man
Platform: MS DOS
Released in 1989
Designed by Chris Graham
Developed by Beam Software
Published by Thunder Mountain
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

If you had a personal computer in 1989 and really wanted to play Super Pac-Man for whatever weird reason, this port by Thunder Mountain does a much better job of replicating its gameplay than they did with Jr. Pac-Man. It features a completely accurate maze, which is rare enough in Pac-ports. It actually made me wonder if the reason Namco replaced the dots with gigantic fruits was to make it easier for home ports to not have to remove collectables from the game. Anyway, it’s here, along with the bonus stages and cut scenes. The yellow-green-red graphics are ugly, but it looks like Super Pac-Man. Sadly this is still a deeply flawed port. Like Jr. Pac-Man, it plays far too fast. You practically move in full character lengths with every frame of animation, so going from one side of the board to the other takes maybe two seconds.

Oh joy, I beat the bonus stage early. Now I get to watch the timer run out at its normal speed.

The super pellets last too long even as you get deeper into the game. Once I got the hang of the poor controls, the game became a race between me and the ghosts to the first super pellet. If I could get it, the level was over as long as I didn’t immediately eat the second super pellet. I never figured out if the turbo boost is in this port, not that you need it, as the gameplay speed is already set to “unwieldy”. I could barely steer at the normal speed. Also, this is a minor annoyance but when you complete the bonus stage, you have to wait for the timer to run out, at its normal countdown speed, before you continue. If you finish the bonus round really fast, that miserable timer takes a while for it to tick-off. I never figured out if there’s a way to speed it up. Super Pac-Man is a terrible game to begin with. My choice for the worst Namco-developed Pac-game of this era. Any port that aspires to be arcade-accurate has zero chance of getting a YES! anyway, but for what it’s worth, this port would have gotten a NO! even if I was a Super-Pac super-fan.
Verdict: NO!

Pac-Land
Platform: TurboGrafx-16
Released June 1, 1989
Designed by Yoshihiro Kishimoto
Published by Namco & NEC
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

I boiled the Famicom version of Pac-Land in oil, and I’ve never been a fan of the game in general. Imagine my surprise that I enjoyed playing the TG16 port. It helps that you can choose to play it by either tapping buttons, like the coin-op, or using the D-Pad, like good boys and girls get to do if they go to heaven. If that was the only change, I don’t think I’d been inclined to give Pac-Land a YES! But, the difficulty and movement seems to have been re-balanced in general. I’ve played other versions with D-Pad control, including another port for the Atari Lynx (still to come), and there’s always a pronounced sluggishness to Pac-Land. While that’s not completely gone, this feels like the most responsive version of the game I’ve played. A lot of the cheap enemy placement has been removed too. There was only one moment in the entire game where I felt pushing back on a fire hydrant that unlocked that stage’s helmet was impossible due to having too much enemy interference. At no point was one of the springboards blocked by a ghost, and in general, this feels like a kinder, gentler Pac-Land.

Jumping and movement still has this weird momentum about it, but I was able to adjust to it without fumbling with the controller itself.

Don’t get me wrong: Pac-Land on the TurboGrafx/PC Engine isn’t amazing or anything, but this is my favorite version of the game, easily. Purists will say that the lack of parallax scrolling hurts. I say it’s a positive, because there’s no foreground to block the view. Fans of the Famicom game will say most of the hidden features that made that version stand out are missing. Again, I think that’s a positive. Pac-Land might be a little too difficult to serve as baby’s first platformer, but it was a big hit with the children in my house, who loved the cheerful personality. At the same time, it feels antiquated compared to other platformers from this era. The shame is, the level design has to remain simple and straightforward to accommodate a control scheme that nobody in their right mind would choose to use. They should have redone the entire game, adding more jumping challenges and power pellet moments. And the springboards can still go f*ck themselves.

Which isn’t to say there isn’t hidden stuff. At one  point, I got an item that.. uh.. turned me upside down AND allowed me to moonwalk? The f*ck? Earlier, I got an item that simply had me moonwalking, though it didn’t reverse the controls at all. Pac-Land is weird, yo.

By far my favorite levels were the castle stages, where you have to pick-up keys to unlock gates. But even those lack in pizazz. The great irony of Pac-Land is it beat Super Mario Bros. to the market (the coin-op, I mean), but by time a halfway decent home port of it was released, Super Mario Bros. 3 was about to come out in the United States, and hell, the original Super Mario Bros. offered a lot more fun and challenge than this did. Pac-Land’s only remaining advantage is the graphics. This looks and feels cartoony. But it’s far too subdued. There’s not enough power pellets to chomp the ghosts, which is, you know, the fun stuff! Hell, the power pellets most often show up when no ghosts are on screen. You have to scroll around to get them to spawn. More often than not, they’re right next to the stage’s goal, so you don’t even get to chomp all the ones around. It’s so frustrating. With that said, someone alert Myra, because it’s a miracle! I’m giving Pac-Land a YES!, because I played through the whole game and enjoyed the experience. It wasn’t amazing, but it was a perfectly fine way to burn an hour.
Verdict: YES!

Pac-Man
Ms. Pac-Man

Platform: Game Boy
Pac-Man Released November 16, 1990
Ms. Pac-Man Released in 1993

Published by Namco
Both Re-Released in “Special Color Editions” in 1999 for Game Boy Color

NO MODERN RE-RELEASE

This slideshow requires JavaScript.

I figured a black and white Pac-Man would use some form of shading to distinguish the ghost monsters from each-other. After all, their color-coding is sort of essential to playing Pac-Man at a high level. But, Game Boy Pac-Man doesn’t do that. You sort of have to guess which ghost is which. I held my breath many times hoping the ghost approaching me from one side was Pinky so I could do the whole “play chicken” thing with him. Also, the maze scrolls, so you never know exactly where the ghosts are, which can be frustrating when you’re eating a power pellet. Well, it turns out, after I wrote most of this review, I found out there IS a full-screen view, though you have to select it ahead of time and can’t swap between views once you choose.

This slideshow requires JavaScript.

Well, that sucks. I didn’t know that when I first played it, but honestly, I’d chosen to play the scrolling version after about five seconds of playing the full screen anyway. That version is unplayable, with unresponsiveness for tight turns and cornering. Stick with the scrolling, which is what interested me in this port to begin with. Weirdly, the scrolling doesn’t make the game more challenging. Actually, I scored higher on this one than any standard-scoring Pac-Man in this feature. All the tricks from the arcade are turbo-charged here. The SCATTER part of SCATTER/CHASE seems to last a lot longer, and it’s easier to out-run the ghosts in general. If you can lure them into the tunnels, they take FOREVER to get out, which becomes especially valuable in later stages. Most importantly, the power pellets last much, MUCH longer, allowing you to munch, MUNCH longer. Heh, sorry. My friends bet me I wouldn’t use that line.

This slideshow requires JavaScript.

The end result is the easiest version of Pac-Man I’ve ever played. On only my fourth game, I scored over 130K, more than I typically score in a five life version of the arcade game. It’s also one the glitchiest Pac-Men around. I passed right through ghosts on multiple occasions, including times when I’d eaten a power pellet and was attempting to devour one. While this hypothetically happens in all standard versions of Pac-Man, I set a new record for it playing this. The “Special Color Edition” seems to be more stable, but I still had moments of passing through the ghosts. I’m not so sure what’s so special about having color, but that version also includes Pac-Attack if you’re into that game. I’m not, nor am I into Super Pac-Man, which comes with the Special Color Edition of Ms. Pac-Man, but I do need to talk about it.

That’s adorable.

Super Pac-Man gets all the idiosyncrasies from the coin-op right, like the timing of movement, eyeballs turning into edible ghosts before they return to the ghost house, etc. The problem with this port is how jarring the camera shift when you take the tunnels is, and how it’s much more dangerous to take a tunnel in Super Pac-Man without being able to see the other side. You simply don’t have enough time to turn around. So, you have to play the mini-graphics version, which I have to concede plays better than the mini-screen versions of the other games, but you can barely see the gates. Super Pac-Man sucks either way, so it’s not like I was going to be happy either way, but I can’t imagine a Super Pac-Man fan loved this port, since the close-up graphics version has one big gameplay aspect that simply doesn’t work when you can’t see the whole screen. As for the other three games, I imagine if it was 1990 and you wanted a pretty decent version of Pac-Man for the Game Boy, you were more than satisfied with Namco’s efforts for both of these ports. They’re honestly not bad, even if they’re as slow as evaporation and lack color. I still can’t get over that. Hell, couldn’t they have slapped letters on the ghosts? Literally any solution BUT nothing? Anyway, these aren’t awful but they only have value today as historic curios.
Verdict: NO!

Ms. Pac-Man
Platform: Nintendo Entertainment System
Released in 1990
Designed by Franz Lanzinger
Developed by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

I never once felt the scrolling got in the way of the action. This is SO well done.

Holy smokes! This is NOT a port of the coin-op. I mean, that’s there if you want it. All four mazes are faithfully recreated and require minimum vertical scrolling to work. The scrolling assures an accurate maze, and since it’s kept to a minimum, unlike the Game Boy version, I feel not seeing everything at once isn’t as much of a deal breaker now. The famous “boost” version of the game where Ms. Pac-Man moves at a bonkers speed is included as a toggle. It gets even better, as it can be on permanently, or mapped to a button as a situational boost. There’s even adjustable difficulty. The most noticeable difference is that the game ends. Once you’ve finished 32 mazes, you get an ending. It doesn’t just go on forever. This is a truly outstanding port that’s good enough to earn a solid YES! on its own. But, the four mazes are just the start of a monster-sized Ms. Pac-Man release. There’s three other game modes that have brand new maps. Because of scrolling, I had to stitch these screens together.

This slideshow requires JavaScript.

Tengen really did go all-out on their Ms. Pac-Man port, adding over two-dozen new mazes of varying quality. If you want to see most of them, choose STRANGE for the maze selection. Some are inspired. Most aren’t very good. It pains me to say this, but for all their effort, none of the new mazes really feel “professionally designed.” It always feels kind of like you’re playing a ROM hack. It basically is. Often, the designs are so haphazardly done that, when you chomp the ghosts, their eyeballs get stuck spinning in circles and never return to the ghost house. In other stages, there’s so many straightaways that it’s easy to gain distance from the ghosts. And frankly, those are some of the better traits. Like so many designers, Tengen threw in a few levels that are partially or even completely missing walls. If you play with the TURBO function permanently activated, the wall-free levels are nearly unplayable, so you’ll want to play it where that ability is button-controlled. Okay, so this wasn’t as cool as I hoped, but as a package, this is genuinely amazing. There’s a completely different NES version of Ms. Pac-Man, this one developed by Namco, that had the same idea. Beating this version will be a tall task.
Verdict: YES!

Ms. Pac-Man
Platform: Nintendo Entertainment System
Released October, 1993
Designed by Naoki Higashio
Published by Namco
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

F*cking wow. Three years after Atari Games, under their Tengen label, created one of the greatest home-to-arcade ports on the NES, Namco decided they needed their own version. Why they didn’t just buy Atari Games’ is beyond me. Look at this sad, pitiful excuse for a port. Slow, clunky, and missing some of the key idiosyncrasies from the coin-op. The ghosts enter SCATTER/CHASE like in Pac-Man and still slow down when they go through tunnels after the third level. I threw on the HARD mode thinking the game would find its teeth, but it didn’t. The intense “killing cages” of the third level were completely nerfed on either difficulty. This feels like a bad clone of Ms. Pac-Man and not an official product. On the plus side, Namco did add four mazes, but you have to play through a full arcade level cycle to get to the new stages PLUS an additional cycle of the third maze before the four new maps show up. When one finally did, I let out a cheer. Then the stage was awful and I let out a groan. And then, after only one play of it, the game went back to recycling the fourth maze. I had to play that level three times to get another new level.

This slideshow requires JavaScript.

The sheer amount of work required to experience the new elements the Namco build of Ms. Pac-Man isn’t worth it. It’s ridiculous. Three of the four new mazes are typical ROM-hacky stuff I’ve come to expect, with the only surprise being they didn’t go for a wall-free level. However, I will concede the second new maze is actually a quality Pac-Man maze that offers plenty of exciting chase moments without being loaded with unreasonable turns or excruciating long straightaways. The first of the four reminds me of the map from Sega/Gremlin’s Head On, which I experienced on the Sega SG-1000. Wasn’t fun then. Isn’t fun now. So, this is one of the worst versions of Ms. Pac-Man out there. How could it get more insulting? What if I told you that Namco originally built thirteen new stages, but deleted nine of them from the final game? Because they totally did. The maps are actually still in the game code and accessible via a Game Genie. Or, I could just use a ROM hack called Ms. Pac-Man: The Lost Levels by samus12345. Sigh. I suppose I should play them as well. It turns out, I could have just played the new stages using this instead of working for them.

This slideshow requires JavaScript.

Apparently the thirteenth and final new maze, which isn’t included in the above slideshow as it’s not included in the ROM hack, is an empty room with no walls (because of f*cking course they would do that) with dots that spell out “MS. PAC MAN.” It’s also not hard to see why the 6th maze was deleted (yikes), but the others aren’t that good either. The one thing that I will concede I found interesting was these stages include the first asymmetrical Pac-Man mazes I’ve ever played. That’s something I wouldn’t mind seeing explored more. But the eight deleted mazes are too full of long straightaways. Instead of adding tension, they remove it, as it’s not that hard to give yourself a clear pathway through them. Alternatively, it’s too easy to fool the ghosts into taking them and increasing your distance. The Pac-Man formula requires precisely measured walls, turns, bends, and straightaways to create exciting chase scenarios. These had none of that. I suppose they fit. Namco should really be ashamed of this whole effort, deleted levels and all. An ugly, awful port of a wonderful game. PATHETIC!
Verdict: NO!

Ms. Pac-Man
Platform: Atari Lynx
Released in 1990
Designed by Jerome Strach & Eric Ginner
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

The best thing I can say about the Atari Lynx port of Ms. Pac-Man is that it knows what it’s doing. Unlike the Game Boy builds of Pac-Man and Ms. Pac-Man, which have far too much scrolling, the Lynx just said “screw it! Micro Ms. Pac-Man ahoy!” It plays well enough, I guess. The weird addition is “lightning bolts” that are said to appear under the ghost house. Except, I never saw a single one the entire time I played, nor did an item ever become one. Oh, they’re in the game for sure. I know because you can use a cheat code to give them to you (simply pause the game and input OPTION ONE, A, then OPTION ONE). Would have been neat if they actually did spawn every round. There were also supposed to be extra stages, but I played through all four level’s cycles, then two full more cycles of levels 3 and 4 when they repeated. If new levels didn’t show up by that point, it ain’t worth getting them. In the Game Boy/Lynx war, I think I’d be inclined to give the edge to the Lynx, even though the graphics aren’t gorgeous. Both games play rather slow, but at least the Lynx has the color graphics. But, like the Game Boy releases, this really only has curiosity value these days.
Verdict: NO!

Pac-Man
Ms. Pac-Man

Platform: Game Gear
Pac-Man Released January 29, 1991
Ms. Pac-Man Released in 1993

Published by Namco
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Pac-Man on the Game Gear uses the same style of gameplay as the Game Boy, only it’s in color. It’s basically the same game, right down to having to choose which type of view you want: smooshed, or scrolling. I only played this port because I wanted to experience scrolling with color. Except, this version seems to have re-timed the power pellets so they don’t last forever. Actually, the scrolling version feels very arcade-true. All the idiosyncrasies of the coin-op are along for the ride, and while it does seem like power pellets last a tiny bit longer, it’s not so much more that it feels like a new version of Pac-Man, like the original Game Boy port does. Meanwhile, the 1993 Game Gear release of Ms. Pac-Man is the little sister of Namco’s NES port. The mazes are the wrong colors and the gameplay feels slower and clunkier. I wouldn’t recommend playing either game in the full-screen view, as I found the controls to be generally unresponsive. Especially when you’ve eaten a power pellet. I don’t think I missed more turns on any version I played than I did in the Game Gear Pac-Man’s full screen build. But, the scrolling version feels kind of perfect. Sadly, Ms. Pac-Man retains that “really lazy and badly made bootleg” vibe the NES version had.
Pac-Man Verdict: YES!
Ms. Pac-Man Verdict: NO!

Ms. Pac-Man
Platform: Sega Genesis, Super NES
Genesis Version Released July, 1991
SNES Version Released September, 1996
Designed by Stéphane Leblanc
Published by Tengen (Atari Games), Williams
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Take Tengen’s sublime NES Ms. Pac-Man, with all of its newly-designed maps, then spruce-up the graphics and you have the 16-bit builds of Ms. Pac-Man. The Sega Master System build did that too, but that version is an unmitigated disaster. Ugly graphics and a pause when the game transitions to FRIGHTENED mode for the ghosts when you eat a power pellet. I admit, I was worried about the Genesis port, but my fears were for naught. Ms. Pac-Man on the Genesis is every bit as good as the NES build. Actually, I think I might give the edge to the Genesis. Something about it feels fresh. I think the controls when you activate the turbo boost are more accurate on the Genesis. Okay, so the graphics are a bit tacky, but otherwise, Genesis owners who wanted some maze-chase goodness were in for a treat. They could lay claim to having the best version of Ms. Pac-Man. Well, maybe. I suppose the Super NES still has a chance to win that. (Plays the SNES version) It’s exactly the same. Well, that was easy. So, if you have the option, either 16-bit port of Ms. Pac-Man stands tall as the best game in this entire feature.
Verdict: YES!

Pac-Land
Platform: Atari Lynx
Released in 1991
Designed by Joel Seider
Published by Atari
NEVER BEEN RE-RELEASED

Hey look! Parallax scrolling! I wouldn’t consider that a good thing.

Whereas the TurboGrafx-16 version of Pac-Land just barely won me over, the Atari Lynx version didn’t even come close to a YES! Not even in the ballpark. Like the TG16 port, D-Pad controls are here. Unlike the TG16 build, movement is extremely sluggish. In areas where I had to plot out my jumping, I almost always needed multiple attempts to do it. The typical coin-op cheap enemy placement is back, even though it feels like there’s less enemies in general. Yet, when they do show up, they’re often positioned for maximum pain. If there’s a springboard, there’s probably an enemy lurking near it. Plus, there’s tons of little annoyances, like the view being blocked by trees in the foreground. Hey, it’s neat that the Lynx has parallax scrolling, but I want to be able to see what I’m doing.

Hey, speaking of which..

There were a couple twists, the first of which is I found a warp zone in the second level that skipped me several stages. I’m pretty sure I pushed on most of the objects in the TG-16 build, but I never warped. Later, one of the castle stages that I enjoy, with the lock and keys, went dark. You only can see a little bit in front of the direction Pac-Man’s facing. I don’t know if this is new to the Lynx build or if this was in the coin-op, but this didn’t happen on the TurboGrafx build. But, that’s it for the nice aspects. The rest of the game is, at best, a huge bore. Like the nearly completely empty return trip that made up Round 20, where the level went on FOREVER with an empty, flat walkway occasionally interrupted by a puddle. It was like three times the length of a normal level. I timed-out, and thank god that doesn’t kill you. I would have been furious.

This slideshow requires JavaScript.

In general, I think these versions of Pac-Land are vastly improved by having save states and rewind. But, I didn’t need those for the TurboGrafx-16 build. Besides, emulation cheating can’t fix a game that has large stretches of emptiness. While the graphics are admirably bright and colorful, Pac-Land on the Lynx just plain isn’t that fun. I can’t imagine anyone ever beat this in the days before emulation. Some of the jumps are insanely unforgiving, and the collision isn’t that good. There’s sections with longs that you have to hop across, but you basically have to aim for the dead center of them. Any other spot and you’re dead in the water. You can’t really try to turn around, either, because you’ll inevitably step off the log. So, while I admire the effort here, and seriously, this murders the Famicom version, Lynx Pac-Land isn’t very good.
Verdict: NO!

Pac-Mania
Platform: MSX
Released March 28, 1989
Designed by Shaun Hollingworth and Peter Harrap
Published by Namco
NEVER BEEN RE-RELEASED

It looks the part. When you don’t see it moving.

The MSX Pac-Mania is one of those situations where the spirit was willing but the flesh was weak. The scrolling is anything but smooth. Instead, it feels like the game loads in slices. It was almost heartbreaking to see, since the graphics are so well done. Even worse, the gameplay takes place in a tiny box surrounded by a gigantic border. So, there’s no way I had fun, right? Actually, as badly as the MSX version of Pac-Mania chugs, the gameplay is as solid as it gets. You’d think the controls would be unresponsive and the jumping would be hard to judge thanks to the stop-motion-like scrolling. But, that’s not the case at all. I felt all the movement and jumping was well done. I could even pull-off moves like jumping into a small gap between two ghosts, and it was nearly as exciting as in the coin-op. Realistically, there’s no reason to include the MSX build of Pac-Mania in a hypothetical future Pac-Collection. But, I think it’s worthy of inclusion because it’s proof that amazing gameplay and accurate movement can overcome severe hardware limitations. It might not play smoothly, but it plays well.
Verdict: YES!

Pac-Mania
Platform: Nintendo Entertainment System
Released in 1991
Designed by Marco Herrera
Published by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

Oh baby! This is FANTASTIC!

OH MY GOD! When you beat the first wave of all four stages of Tengen’s Pac-Mania, something happens. The game loses its frickin mind and speeds up. I wondered if I had somehow gotten the green speed-up power pellet in the last level and not realized it. Nope, because soon after, I got a green pellet and I was moving even faster. “Did this happen in the coin-op and I somehow didn’t notice?” Needless to say, I was very happy playing the NES version of Pac-Mania. By the time this was developed, Atari Games and Nintendo were doing battle in court, so Pac-Mania saw limited distribution. That’s a crime against gaming. It’s one of the best controlling versions of the game, with some of the best graphics on the NES. In some ways, I like it even more than the coin-op.

This slideshow requires JavaScript.

In terms of gameplay, despite the technical limitations, very few sacrifices had to be made to gameplay. If anything, I think it’s easier to recognize the high-jumping ghosts, since they’re black in this version instead of a murky gray (on a game with washed-out graphics to begin with), while the lower-jumping green versions are brighter and stand out more. The biggest difference is in the difficulty. The NES version feels much easier. Ghosts tend to clump-up less, and because of the fast movement and responsive controls, the power pellets are much more effective on the NES. But, that’s a positive change in my opinion. While the faster speed combined with the green power pellet can lead to chaotic movement (the only time I lost a life was when I was green-pilled), it’s just a more fun experience. As much as I love the coin-op Pac-Mania, I think the NES version is better. There, I said it.
Verdict: YES!

Pac-Mania
Platform: Sega Master System
Released in 1991
Published by TecMagik
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Do you know how bad you have to be to be a bad version of Pac-Mania? After the MSX port, which felt like it was barely working and had scrolling about as smooth as Captain Crunch, I figured the gameplay was so good that it had to be bullet-proof. Screw up the speed and the gameplay is still good. Screw up the scale and the gameplay is still good. Well, the Sega Master System version of Pac-Mania screws up both the scale and the speed. The levels feel positively MASSIVE, which is probably owed to the movement speed. The gap between each dot feels too wide. At first, I thought it would lend a uniqueness to the game. It practically felt like Pac-Man taking place inside a canyon, and I’m not even kidding. But, I noticed that I was going huge gaps between seeing any ghosts. That was red flag number one. Then, after the first wave of four mazes, the difficulty scaled up. The game-changing speed boost of the NES doesn’t really happen here. The pace does go up, but the enemies start to cheat, and the gameplay completely craters.

This slideshow requires JavaScript.

So, how does one ruin one of the all-time great maze chases in Pac-Mania? Well, apparently whoever made Pac-Mania must have been really high on female empowerment, because Sue is insanely, game-breakingly overpowered. She’s allowed to do u-turns. Try to jump over her and she’ll just turn around, often being right underneath you. Yep, that’ll do it. Actually, most of the ghosts seem to also be able to do u-turns, but by time I reached this point in the game, the only ghosts I ever saw were Sue and the jumpers. Sue moves ultra-fast. MUCH faster than you do, even if you power-up. Chomp her as far away as you can get from the ghost house and she’ll still return to your position almost instantly. It completely ruins Pac-Mania, because while YOU’RE moving at a normal speed, she’s like Usain Bolt. Faster than any ghost I’ve seen in any Pac-Man game ever.

I tried to avoid cheating as much as I could in this feature, but curiosity got the better of me and I decided to try to rewind my way through this. Even with rewind, I don’t see any possibility for survival in this stage. The enemies ALL move faster than you, and when you try to jump over them, they do a u-turn and catch you when you land. This is broken.

Before this started, to be honest, I wasn’t loving Pac-Mania on the Master System. It cuts too slow a pace, and the jumping physics are nowhere near as useful. The enemy design sealed its fate in the NO! pile. It’s also probably the emptiest Pac-Man game. I never got a single max-value chomp, even when I tried to string combos together in the early stages. The ghosts just spread out too much in the early stages, before they absolutely swarm you at the speed of light in later stages. And then there’s little annoyances. The green power pellet wears off whether you eat a power pellet or not, and I’m pretty sure there’s only like three colors of ghosts. This doesn’t feel like an adaptation made by someone who had a lot of love for the coin-op original. However, I do think there’s value for game developers to see where a great game can go bad.
Verdict: NO!

Pac-Mania
Platform: Sega Genesis
Released in 1991
Designed by Arti Haroutunian
Published by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

This slideshow requires JavaScript.

Weirdly, even the mighty Sega Genesis wasn’t able to defeat the NES version of Pac-Mania, even though it was published by Tengen. Don’t get me wrong: the Genny build of Pac-Mania is fine. Instead of waiting for a cycle of levels before speeding-up your movement, this allows you to turn it on from the start. In fact, it’s set up the same way as Tengen’s Ms. Pac-Man games, where you can turn it on permanently or make it a toggle. If you choose toggle, holding the C button sprints you, while pressing A turns it on/off without the need to hold. I love it. What I don’t love is how my favorite idiosyncrasy from the coin-op no longer works: the crush technique. On the coin-op and NES versions, jumping on a power pellet instantly puts the ghosts in FRIGHTENED mode, whether they’re standing on the power pellet or not. The old school yard “tie goes to the runner” rule. And like a know-it-all in the school yard, the Genesis version is like “um, wait, you’re in the air. The ghosts are the runners.” So, attempt the crush move and you die. “Hey, YOU said tie goes to the runner!” That I did. That’s not the sole reason I prefer the NES version, but it ranks. While it might not be my favorite Pac-Mania, it’s still Pac-Mania, and I really enjoyed it on the Genesis, warts and all.
Verdict: YES!

Pac-Man: Arcade Enhanced
Platform: Atari 2600
Released April, 2011
Unauthorized Remake
Developed by Rob Kudla

This slideshow requires JavaScript.

All props to Rob Kudla, the late Kurt Howe, and all other developers who put in the work for this fun project. “What if Atari had made a good version of Pac-Man for the Atari 2600?” It’d look something like this. All four ghost colors are represented here, and even though there’s often flicker, there isn’t always. That’s a treat by itself. I do admit frustration in what the options are. There’s a lot of them, but I couldn’t find anything resembling an instruction manual for what the various toggles do. The game at Internet Archive says there’s four mazes, but I didn’t find those either. So, I played through several modes (and several different versions of this game), and I found that the ghosts have SCATTER/CHASE modes and Blinky chases you well. There is a prominent exploit, at least in the version I played, where I could pass right through a ghost consistently when it and I were cornering. There’s also weirdly the ability to turbo-boost your movement by holding the button down. I’m not sure why that’s in there but it basically nerfs the difficulty and led to my father swatting at my hand when he caught me using it. In terms of gameplay value, of course there’s better versions of Pac-Man. But as a novelty, this actually makes a charming and wonderful “what if?” and an all-encompassing Pac-Collection absolutely needs it. This is a labor of love.
Verdict: YES!

Baby Pac-Man
Platform: Atari 7800

Released April, 2018 (?)
Designed by Bob Decrescenzo
Unauthorized Port of the 1982 Pinball-Game Hybrid

This slideshow requires JavaScript.

I feel like congratulations are in order here, because developer Bob Decrescenzo has done the unthinkable: made Baby Pac-Man fun. A big misnomer about this god awful piece of crap of a pinball-video game hybrid pin is that it was a big flop financially, or perhaps some kind of absurd rarity along the lines of Professor Pac-Man. Disregarding the quality of the game, Baby Pac-Man was neither a bust nor is it particularly rare. Ever heard of the pinball tables Attack From Mars? Theatre of Magic? Elvira and the Party Monsters? Black Knight 2000? Medieval Madness? Tales of the Arabian Nights? Sure you have. They’re all really famous pins, and Baby Pac-Man out-sold every single table I just listed. All of them. 7,000 units might not sound like a lot, but as far as coin-ops go, it’s not even in the neighborhood of scarce. While finding ones in working condition might require a little bit of time, if you have the money and really want to own this disaster, you should be able to find one.

This slideshow requires JavaScript.

Oh, I’m sure it lost money. General Computer, claiming they created the concept of a Pac-Family, sued Midway over Baby Pac-Man, and they won. Also, the game is terrible. I want you to keep in mind that all the horrible things I’m about to say about Baby Pac-Man don’t reflect Mr. Decrescenzo’s efforts. Seriously, this is a fantastic port of a terrible game. Baby Pac-Man is one of the worst pinball layouts ever made combined with the absolute worst arcade version of Pac-Man, where the ghosts have no intelligence, none of the grace of SCATTER/CHASE, and they can even do u-turns. They don’t even have unique personalities. They all have one attack pattern, and one only: you. The only difference is in their speed, but that varying speed and the fact that they hone-in on your current tile means they will always divide and conquer at every junction. Your only possible means of winning is to build up your tunnel-speed on the pinball playfield and swap between the two, working the dots very.. very.. slooooowly. It’s unplayable and absolutely shameful that it was allowed to be released in the state it’s in.

Right on!

How can it possibly get a YES!? “Fixing the AI ought to help.” Yep, he added a toggle that lets you change the brain dead ghosts to the traditional SCATTER/CHASE, Blinky-Pinky-Inky-Clyde attack pattern ghosts. It works great, and Dave Nutting seems to have fallen ass-backwards into having three decent (if unspectacular) mazes that work so much better with the ghosts fixed. Okay, so it’s a little extreme that two of the three mazes have the same corners as Ms. Pac-Man’s third maze, the elements I called “killing cages” but at least they’re more open in this version. Now, the big twist is that there’s no energizers at the start of the game. You have to earn them on the pinball half of the game, along with the ability to zoom through the tunnel super-fast. So, in order to be a successful port of Baby Pac-Man, the simulation of the real-life pinball aspect has to be good. On the Atari 7800. There’s no way, right?

Yes way.

Bob Decrescenzo should be especially proud of the pinball portion of his game. Given the limitations, he has created a very good 8-bit pinball simulator. Life-like? Of course not. But are you able to aim? Yep. Can you trap with both flippers? Yep. Do dead flips work? Yep. I’m insanely impressed. I’ve played a lot of 8-bit pinball simulators, and this is hands-down the best one. Actually, an upcoming review is going to cover 8-bit conversions of real life pinball tables such as the NES version of Pin⋅Bot and High Speed. I’d be happy if they were this accurate. Now, with that said, Baby Pac-Man’s pinball side of the equation is almost as bad as the original coin-op’s game of Pac-Man was. The playfield is too cramped and the most important targets are directly above the flipper gap: the drop targets that eventually activate the energizers. They’re just poorly placed, and besides them, all you really have to shoot is the two spinners. Shooting the left one increases the value of the bonus fruits, while shooting the right one increases how fast you go through the tunnel.

Yep, the scoop animations are here too.

For what it’s worth, I think the video version plays better than the real life one, which is designed for short balls. In fact, Baby Pac-Man in general is designed with very short games in mind. Kill players quickly, so that they have to get off the machine or put more money in. Clearly Bob Decrescenzo wanted players to actually enjoy Baby Pac-Man. I imagine he must love the game, because what he’s done here is truly special. While it’s not life-like, the ball bounces and doesn’t have that “living ball” feel that I normally hate about old timey video pinball. It even has an effective nudge. If Bob doesn’t make more video pinball, the world is missing out. He’s also a jerk for putting me in this position. How do I rate an amazing conversion of such a bad game? Well, I can’t justify the unbalanced scoring of Baby Pac-Man, but in terms of playability? WOW! This is one of the best “homebrews” (I hate that term) I’ve ever played. A truly astonishing effort that should be celebrated by gamers everywhere. You know what? I had fun. Lots of fun, actually. This doesn’t just have value as a novelty. It’s genuinely good. It feels like the right game to end this feature on.
Verdict: YES!

DO THE GOOGLE DOODLE!” Okay. The Google Doodle Pac-Man is a cute novelty, I guess, but as a Pac-Man maze? It’s pretty horrible, actually. It’s too big, for one thing, which makes maximizing the power pellets tricky. There’s not enough gaps or turns to be able to scratch out distance between you and the ghosts. The massive straightaways become problematic as you advance. It’s f’n glitchy too. I passed right through one of the ghosts at one point, and the turning bug couldn’t explain it. It was on one of the many extended straightaways. It’s awesome that Pac-Man is so iconic that it became one of the most famous Google Doodles of all time, but in terms of its gameplay merit? I’d give it a NO!

Jr. Pac-Man (Arcade Review)

Happy birthday, Jr. Pac-Man. On August 13, the game turns forty years old!

Jr. Pac-Man hasn’t gotten a whole lot of love in the four decades since its release. In part because Junior was developed by General Computer and not Namco, but big deal! So was Ms. Pac-Man, and that got ported to over twenty-five different platforms. Do you know how many ports Jr. Pac-Man got? Three. It got a couple home computer ports in 1988 and an Atari 2600 port that I covered in Atari 50: The Games They Couldn’t Include. After that? Nothing. Oh, plans were made. Like the sublime Atari 5200 port, which could have very well been the best game ever coded for the platform? Along with Super Pac-Man 5200, it didn’t even get released despite being 100% finished. In 2006, Junior was set to be included in a Jakks Pacific plug-and-play centered around the godawful Super Pac-Man, but then things between General Computer and Namco deteriorated and.. well, here we are. Of course, that doesn’t explain why Junior got snubbed BEFORE the bad blood started. The reason typically accepted is Jr. Pac-Man wasn’t as well received by anyone in 1983: operators, players, or critics. It was a bit of a flop, with many fans of Pac-Man feeling it was a vastly inferior sequel. Today, Jr. Pac-Man is banished from gaming’s collective consciousness. And that, my friends, is a bona fide gaming tragedy. This might be the most underrated sequel of the Golden Age of Arcades.

I don’t know why this one hurts more than many others, but it does. There is NO REASON Jr. Pac-Man shouldn’t be a celebrated game today. It’s so good!

If you think Ms. Pac-Man was a big leap over Pac-Man, you wouldn’t believe how big a leap Junior takes. At a whopping seven different mazes, this is the biggest Pac-Man game of the era, by far. Even Pac-Mania sticks to only four mazes. Of course, that’s not the biggest change. Jr. Pac-Man introduced scrolling to the series. This time around, the mazes are the length of two screens, so levels take much longer to finish. Much like Ms. Pac-Man, the mazes are brilliantly designed. Of course they are. Unlike the actual makers of Pac-Man, when it comes to understanding what made Pac-Man successful, developer General Computer f’n GOT IT! That’s why their two Pac-Man sequels, Ms. & Jr., were vastly superior to the first two horrible official sequels Namco put out: Super Pac-Man and Pac & Pal. Namco always fixated on the “eating” part of the Pac-Man formula, citing that as being appealing to women which is kind of cringe. I’m pretty sure all sexes.. you know.. eat. I’m not a doctor or a scientist but I’m almost certain eating isn’t specifically a woman thing. On the other hand, General Computer understood that the chase is the exciting part, the turning of the tables on the ghosts is the fun part, and eating is just the means to the end to deliver on those two elements in a fun and exciting way. Namco’s mazes for Pac & Pal and especially Super Pac-Man SUCKED. They weren’t exciting to be chased through. Consequently, they weren’t any fun.

NOM NOM NOM

Like Ms. Pac-Man before it, General Computer optimized Jr. Pac-Man’s mazes to maximize intense chases and nail-biting close calls while still giving players enough different routes to scratch-out distance between you and the ghosts. I’ll never understand why players of the era didn’t embrace Junior. I know arcade operators hated it. Games of Jr. Pac-Man tended to last longer, and longer games means less coin drops. But, I actually think these are the best Pac-Man mazes.. well.. ever! Now, granted, Jr. Pac-Man is missing the warp-tunnels that I usually rely on to shake the ghosts. However, like no other Pac-Man before it, this offers players flexibility to create their own strategies. My longtime readers will note that I put a high premium on that. The key is the addition of Mega Dots. Like Ms. Pac-Man, the bonus items hop around the maze. The twist is, this time around, the items convert standard dots into larger “Mega Dots” that score x5 the points, but at a cost: you pause for a fraction of a second while you eat them. Those fractions add-up and can be costly when there’s a ghost right behind you. It’s a gameplay mechanic that works flawlessly within the established formula, adding both flexibility for players and an even greater sense of tension to an already tense game.

You can see the difference in Mega Dots here. If you’re bold, you can use the strategy of letting the bonus items do their thing. Just, not TOO much, because.. well.. you’ll find out. Plus, you eventually do have to eat those Mega Dots, with all the drawbacks that come with them. It adds a wonderful layer of risk/reward to a game already inherently caked in it.

There’s one other catch to the bonus item/Mega Dot mechanic: if the bonus item reaches one of the Power Pellets, they both blow up, and that power pellet is gone. If you’re chasing high scores, that means you lose the value of the item and as much as 3,000 points from eating the ghosts. Oh, and more importantly, you lose the potential to shake ghosts who are tailing you in that area. So, go ahead, let the bonus item hop around and make tons of Mega Dots. Just beware, because when you reach the sixth and seventh levels of the games, you’re going to need those power pellets. My biggest knock on Jr. Pac-Man.. my only knock, really.. is that, sometimes, it can take a long time to carve out a safe distance from the ghosts. Man, you really miss those warp tunnels when they’re gone. It wasn’t usual for me to need a minute or two to grab the final tiny cluster of dots just because I couldn’t shake my tails. Oh, it’s worth it. Hell, do it just to see the absolutely adorable cut scenes with Junior and Yum-Yum, daughter of Blinky (the red ghost). They have a crush on each-other. Awwww. Seriously, I want a game starring these two. They’re so cute together!

Junior and Blinky’s daughter, Yum-Yum, are precious. This is the first time I actually enjoyed the cut-scenes in any classic Pac-Man, though I wish they’d stop looping after you’ve seen them. They even work the story into the game. The level after Junior gives Yum-Yum a balloon, the level’s item is a balloon! Actually, it is a bit messed up that the Pac-Family eat the ghosts, and then Blinky named his daughter Yum-Yum. It would be like living next to a family of cannibals and naming your children “Steak” and “Hamburger.”

The story of Junior’s development is every bit as fascinating as the game itself. Like, I thought the General Computer guys were geniuses for coming up with the mega dots. Guess what? They were already in the original Pac-Man game code. So are the Galaxian-like explosion graphics when one of the bonus items hits a power pellet. Yea, really. Apparently, GCC didn’t know exactly why they were there or what they were for. You can still give them credit for how they used them. The race-against-the-items or the mega dots slowing you down? You know.. the good stuff that makes Jr. Pac-Man so unique and exciting? That was all them. I wish they hadn’t gotten out of the game business. With the possible exception of the Pac-Man Championship Edition series (and Shigeru Miyamoto’s Pac-Man Vs.), there hasn’t been a truly great Pac-Man game in the years since. And, really, those Championship games aren’t truly maze-chases. They’re action games set in a maze. So, in this humble gamer’s opinion, the greatest makers of genuine Pac-Man games quit making games years ago. And that is a damn shame, folks.

General Computer, you sadistic bastards! This is the final maze of Jr. Pac-Man, and it’s a doozy. Look at that design of the corner. But, you know what? It works. It’s exciting, and fair. The means to shake the ghosts is right there.

A tiff seemed to have formed between GCC and Namco. AtGames is involved now too somehow and Namco has said “Ms. Pac-Man? The popular gaming mascot of the 80s and the rare example of a franchise that produced two instant global icons? Yea, never heard of her. It’s Pac-Mom in our games. M-O-M!” I don’t know if AtGames is tiffing with Namco or if the two sides simply can’t come to terms on allowing these games to be re-released. I do know that Jr. Pac-Man deserves better than the non-legacy it has. I really do wish all parties could all come together and work this out. Not only are they leaving money on the table, but games like Ms. Pac-Man, Jr. Pac-Man, and yes, even Professor Pac-Man, deserve to be celebrated today. Jr. Pac-Man, especially. Everybody knows about the greatness of Ms. Pac-Man, but Junior came out right as the bottom was falling out in arcades. He didn’t get a kajillion ports before all the rights holders started getting snippy with each-other. It’s heartbreaking, because this is a really amazing game. Not just a great Pac-Man game, but maybe.. just maybe.. the BEST Pac-Man. The all-time classic that never was, and the perfect cap to what should be a celebrated TRILOGY of games. My Dad said it best: it would be like if you couldn’t include Empire Strikes Back and Return of the Jedi with Star Wars anymore just because those films had different directors. Jr. Pac-Man is forty years old now. Can y’all bury the hatchet already? Not in each-other, I mean.

jrpacman-230810-123414Jr. Pac-Man is Chick-Approved

Jr. Pac-Man was developed by General Computer Corporation

Atari 50: The Games They Couldn’t Include – The Definitive Review (Part One)

UPDATE – July 21, 2025: Yes, they can include them. Well, some of them. But I’m leaving this feature up. Oh great, now I have to review Pac-Man 2600 for the third time.

I wanted to post a Christmas treat for everybody since my readers made 2022 my biggest year since 2013. What can I do?

Well, I wanted to do something really special. For the last month, I’ve been making my way through Atari 50: The Anniversary Celebration, and writing a review using my Definitive Review format (see my reviews of Capcom Arcade 2nd Stadium or Teenage Mutant Ninja Turtles: Cowabunga Collection). With over one-hundred games to play and review in the set, it’s been a monster undertaking, and I’m not close to done yet. I have to inspect the PC version of it and test different control schemes for it. I’ve also accepted an invite from Atari to do a feature for their blog on finding the most comfortable control settings on the console versions of Atari 50 for the games that have analog control, such as trackball games or dial games. It’s the first time I’ve ever accepted an invite from a developer or publisher to go onto THEIR turf and contribute something for them. It’s something I normally feel, as a critic, I should not be involved in. But, given the fact that Atari has been such good sports about what have been some brutally frank critiques, I feel like this is a project I can do without violating any ethical standard of separation of church and state, or rather, critic and game maker. Besides, it’s my way to contribute directly towards the discussion of improving and expanding these control options. I want EVERY set from here out to offer as much flexibility as Atari 50 offers, and also as simply as they offer it. All of this has been contributing to my Atari 50 project taking a little longer than I expected, so my plans to post this review on Christmas Day have been pushed back a week, and honestly, I wouldn’t be stunned if the review isn’t up until mid-January. So, Christmas is cancelled, right?

“Have you played your Atari today?” Yes. Yes I have. And the day before. And the day before that. And the day before the day before that..

But, with Atari 50, I’ve been doing a little more than people realize. Only a couple friends knew what I was up to. In secret, I’ve been working on this supplemental feature of the games Atari couldn’t include in their collection. Iconic games made by Atari that they simply can’t use because they don’t have the rights to them. The stuff you would expect: E.T., Star Wars, and Space Invaders, etc. I had intended to post this a couple days after the Atari 50 review, but, when I realized this feature was closer to being done than the Atari 50 review was properly, I decided “hell, why not post this Christmas day?” Except, even that feature wasn’t done. It’s basically doubling the games I’ve already reviewed. I sat down to start editing these reviews on Friday, and then being absolutely deranged, I wasn’t happy with most of them. So, I ended up just rewriting them. Which means the other ones, some of which were incomplete and some of which (like E.T.) I haven’t even started yet. So, I’m breaking this up into parts. This part will have the thirty reviews that are complete-complete. Meaning I’ve probably rewrote them a third or fourth time by now.

RULES: Most of the games featured here were made by Atari but for IPs they don’t own or can’t just re-release, many of which are unlikely to ever get ported anywhere ever again. I didn’t include Activision games. I didn’t include any games that Atari could just release without having to worry about doing any licensing. Most releases tied to Atari Games, the company created by the Warner Bros. sale of Atari, are not included. However, while I’m not including any Activision games, I am including some games that Atari didn’t develop themselves. Just for fun. It’s my feature! I will fully confess that I didn’t put as much time into all these as I did Atari 50. Well, so much for that. This had around fifty total gameplay hours for just the thirty games featured here. Well, thirty-one, depending on how you view what comes up in the Space Invaders review.

There’s three sites who I want to thank for all their contributions to gaming, for whom I owe a LOT of this project to, even if they have no clue who I am. Atari Age, AtariMania, and AtariProtos. Their hard work has provided me with lots of wonderful stories and anecdotes and made this such a blast for me to do. Without them, this wouldn’t have been anywhere near as good as it is.. or at least I hope it is. Thank you! Seriously, go browse their sites. Well, maybe not AtariProtos, which can be downright depressing. I mean, it’s not THEIR fault, but it’s like a graveyard for games, many of which were 100% completed but never released anyway. Some of which actually weren’t half-bad, especially for the Atari 5200. Spoiler: you’ll be reading about a few of them in a few minutes.

GAME REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

Atari Video Cube
Platform: Atari 2600
Year: 1982
Designed by Josh Littlefield

The famous story with this game goes as such: Steven Race ran the international wing of Atari’s consumer division. He was the man who would later go on to drop the famous “$299” bombshell for PlayStation at the first E3. Someone asked him what he thought about distributing Atari Video Cube across Europe, which Atari avoided a lawsuit over by taking an official license from the Rubik’s people. “Absolutely not,” he said without a hint of hesitation. He was asked how he could come to the decision so quickly, to which he offered the following curt response: “Well, you’re going to have to help me understand why a $40 electronic rendition of this product is better than the $3.98 rendition that is more portable and that I can take anywhere I want.” The man had a good point, but nobody listened. Video Cube was, of course, a major money loser for Atari and an unsung contributor to their role in the Great Video Game Crash. BUT, hand over heart, the game isn’t bad. In fact, it’s the best puzzle game I’ve played on any Atari platform. Swear to God. Cross my heart and hope to die! Stick a need in my eye. I got the Steven Race story from the Ultimate History of Video Games. Lots of fun stories in that book.

A big misnomer about Atari Video Cube is that it’s just a straight port of a Rubik’s Cube. It’s not, and rather it’s a logic puzzler with a goal that’s the same as the popular novelty toy/puzzler: turn all the colors of a cube the same way on all sides. However, it’s impossible to play this as anything but a video game.. at least without an unscrupulous contractor and a generous amount of liability insurance. You don’t rotate different wedges of the Cube to solve it. Instead, you’re a dude who walks on the cube and you must pick up one color (or, more accurately, begin the process of swapping colors) until you finish the cube. There’s a rule to make this work as a puzzle: you can’t walk on top of the same color you’re currently carrying (which you become that color). That’s it. That’s the only real rule. And it works WONDERFULLY! This is actually a very clever take on a handheld toy that I frankly think is one of the most boring things to sit and fidget with.

I’m not sure why they made the character look that way. Just make a stick figure. It looks like a plump Robin Hood who lost a leg in a bear trap.

I can’t believe Atari caved-in and took a license. Which they did, re-releasing it as Rubik’s Cube in even more limited quantities than the original game got, which wasn’t a lot. According to AtariAge, both games are very, very rare, but the officially-licensed one that carries the Rubik’s name is the slightly rarer one. Also, apparently they were working on an actual translation of a Rubik’s Cube, presumably to smooth-over the angry owners who felt Atari was riding coattails. Those oh so valuable Rubik’s Cube coattails (while editing this, Angela discovered there was a Rubik’s Cube cartoon in the 80s. What? No.. that can’t possibly be true. Not even the 80s could be that shallow. Oh for F’s sake, it’s true!). Also, Cathy, it’s tangents like this that cause these things to take so long to write. Granted, I have a right to be POed. This should not be buried. They shouldn’t have to license this. It has almost nothing to do with the source material. The precedent set by the Data East/Epyx lawsuit should cover this, shouldn’t it?

First game in and the first shocking result: Atari Video Cube is actually a solidly good and original puzzler. Heck, even the rotation between sides is satisfying to watch.

History has maligned Atari Video Cube. In actuality, it ain’t a bad little game at all. Once I got the hang of the movement rule and realized there were actually 10 of the blue squares (like.. duh, Cathy! Of course there would be! The game would be unsolvable if one of the colors didn’t have an even number, you dumb ass!) I started to make progress and it actually felt good solving it. I enjoyed my time solving it too! I don’t think every mode is a winner. There’s one where you can’t see any of the squares without making a move, which allows you to briefly see the playfield. Like, what’s the point? High score chasing for one of the most stupid ideas? WHAT IS WITH Atari games and invisibility as a way to pad the mode count? Space Invaders. Breakout. Etc. Ugh. Anyway, yea, was Atari Video Cube a dumb idea? Probably. Is it a bad game? Not at all. Honestly, this is one of those games Atari should check and make sure they can’t just re-release. There’s no way the Rubik’s people can claim they were ripped off, even if Atari was riding the fad. This is an original concept that deserves to compete in a free market. Or, in this case, be included in a set that celebrates the history of the company that was nearly killed by making dumb moves, like licensing $40 video games based on $4 toys and then barely manufacturing the damn thing when this brain-dead licensing idea somehow turns out to be a very good puzzle game. Man, we’re off to a good start. This was originally a one-paragraph review.
Verdict: YES!

Battlezone:
Platform: Arcade
Year: 1980
Designed by Ed Rotberg

I’ve made a ton of friends out of legendary game developers. As a little girl who grew up loving video games, it’s absolutely surreal for me to be friends with so many legends of gaming. One of my favorites is Ed Rotberg, who is an absolute sweetheart. It was a thrill just having him talk to me the first time, let alone when we started talking regularly. I’m such a huge Battlezone fan, and I don’t think people appreciate just what an achievement he pulled off with it.

While not all vector graphics games in Atari 50 are hits, most of the best arcade games in the set use vector graphics. Yet, one game is conspicuous by its absence. That would be Battlezone, the 1980 Ed Rotberg classic that absolutely blasts the test of time. This shouldn’t hold up at all. You’re placed in an abstract arena and must fight a continuous stream of spawning tanks. When you score a hit, holy smokes, is it ever satisfying. Also satisfying is seeing a torpedo coming straight at you and just BARELY managing to dodge out of the way. It’s not always a game that plays fairly. Sometimes the game will spawn a tank right in front of you that can get a shot off before you can react. Even more frustrating is when you die and respawn right in the crosshairs of a tank. Dirty pool, Edward. Dirty pool. Of course, those frustrations are muffled by one of the most thrilling and immersive Golden Age games. The granddaddy of all 3D games, and a game that aged beautifully.

I would LOVE to actually get to play the Bradley Trainer. Wouldn’t that be something if they could release that publicly? (UPDATE: Okay, so they DID include the Bradley Trainer in the Nintendo DS version of Atari’s Greatest Hits. Thank you, Raymond for pointing that out!)

So, why isn’t it in Atari 50? Well, because Battlezone.. specifically Battlezone.. was purchased by a company called Rebellion Games when Atari came out of bankruptcy in 2013. So, I want to make an appeal directly to Rebellion Games: license this to Atari (and let them include the Atari 2600 port AND the unreleased Atari 5200 prototype) for $1 and no royalties and let them just include it in Atari 50. It’s not too late. While I’m sure you’re proud that you own one of the all-time great games, it’s not worth anything without the historic clout. Atari 50 didn’t need Battlezone to still be Atari. But, YOU actually do need people to be nostalgic for Battlezone for it to be worth ANYTHING as a franchise, and not having your game in these sets is going to hurt its potential. BADLY! As much as I love it, from a historical perspective, Battlezone is a B-Lister. It’s not Pong. It’s not Space Invaders. It’s not Pac-Man. It’s not Donkey Kong. It’s a really great game that really isn’t anywhere near the forefront of arcade nostalgia. Nobody is going to buy Atari 50 just because it has Battlezone in it. It’s not happening. You make the deal, and you make it for $1, so that people of all generations can look at it and appreciate it. You can do a press release saying you made the deal on the cheap, out of respect to gaming history. THAT is fan service, and the best publicity $1 will ever buy you. Or, you can just sit on your dead franchise. It’s YOUR franchise now, after all, to do with as you see fit.
Verdict: YES!

Battlezone:
Platform: Atari 2600
Year: 1983
Designed by Michael Feinstein

For my money, Battlezone might be the best looking first-party game ever on the Atari 2600. For what they were limited to at the time, it’s gorgeous, plus it has smooth scrolling AND one of the most stylish and impressive death animations ever, for any era.

A lot of Atari 2600 games that are based on vector graphics titles are completely stripped of their charm. Battlezone 2600 designer Michael Feinstein wisely decided to not attempt an exact one-to-one translation from the coin-op and instead tried to capture the spirit of the arcade game. He succeeded beyond any reasonable expectation and made what might be the 2600’s best arcade translation. Pulling the camera back to a third-person perspective works wonderfully here. The thrills of near misses from enemy fire are retained, and very little satisfaction is lost from the combat itself. My biggest knock is that dodging bullets is a lot harder, to the point that if the enemy gets a shot off from mid-range, you’ll almost certainly die. There’s just not enough time to dodge out of the way. It’s relatively rare, but it happens.

Good draw distance too. This really is a remarkable achievement for the Atari 2600.

To counter that, Battlezone 2600 actually plays faster than the arcade game, which means the quick-draw aspect is more intense. Yea, dodging enemies who are within range is a little tough, so, just blow them away before then. When you get on a roll and start to tag one enemy after another as soon as they spawn, it’s a thrill. Thus, this becomes the rarest of the rare on the Atari 2600: a home port that, in some aspects, exceeds the arcade original. That I even had to think, even for a second, as to whether this was better than the arcade game speaks volumes. It’s not, but I did have to ask myself that. Despite the changed angle, this feels like an incredibly close approximation of the arcade game, so much so that it’s one of those games where I actually feel happy for kids who owned an Atari in the early 80s. Had Battlezone 2600 been included in Atari 50, it would have had a very good chance of being the #1 ranked Atari 2600 game.
Verdict: YES!

Battlezone
Platform: Atari 5200
Unreleased Prototype

This is the most nitpicky thing in this whole feature, but wow! That’s some extraordinarily ugly, unpleasant color scheming they went with for the menu.

If you want proof that Atari learned their lesson from Pac-Man 2600 and E.T., look no further than Battlezone 5200. When I found out a completed (or “complete enough” depending on the source) prototype existed, I was thrilled! I loves me some Battlezone. It was slated for release in December, 1983, but then Atari pulled the plug on it. Weird, right? Especially with the Atari 5200 hurting for software. It even looks like it has actual vector graphics, too, a first for Atari’s home games. But then I played it, and it took only seconds to realize why Atari put the kibosh on its release. It’s a TERRIBLE effort. Sluggish and unresponsive, with the smoothness of a high-grit sandpaper. The thrilling combat of the arcade is completely muffled behind a game engine that feels like it could collapse at any time. You’ll marvel at enemies getting stuck behind the various scattered debris on the field. I could see how people playing this could think this was incomplete, but no, apparently this was after polishing and buffing up the gameplay. Yipes! So, when people say Atari didn’t care about quality games, maybe that was true once, but by 1983, it clearly wasn’t anymore. Had Battlezone 5200 come out, it would barely be a step above Pac-Man 2600 in the all-time awful arcade ports pantheon.
Verdict: NO!

Berzerk
Platform: Atari 2600
Year: 1982
Designed by Dan Hitchens

A fun quirk of the Atari 2600 is that many games use flickering to have more moving characters than the console is capable of animating. So, for example, here both the player character and the infamous villain Evil Otto (which is, frankly, just an emoji.. albeit before those were actually a thing) aren’t on screen at the same time, and the frame simply switches really quick. It makes taking screenshots a pain in the ass. So, I cheated and spliced Evil Otto into this screen.

Berzerk in arcades is famous for being the first video game to kill one of its players. It didn’t. The person in question was 18 and had scarring on their heart and was fated to have a massive heart attack at any moment anyway. But hey, what else would it be famous for if not for being credited with a body count? The gameplay actually translated relatively well to the Atari 2600. In arcades, it talked. The Atari 2600 version doesn’t have that, so it has to survive on its endless robot-murder and the tension of Evil Otto. Oddly enough, he doesn’t show up in the first game mode. Even weirder: he can be killed in the second mode. This is a character known for being unkillable in arcades. I had to consult the instruction book to figure out which mode was the closest to the arcade version, which is very annoying. Doesn’t it make more sense for the first mode to be the closest to the arcade’s gameplay? Isn’t that why anyone would buy this in the first place?

Sometimes it spawns you practically right on top of the enemies. Sometimes Evil Otto spawns right on top of you. Why, it’s enough to give a person a heart attack! OH BOO YOURSELVES! What, too soon?

Regardless, Berzerk is a shocking shallow game. Weirdly, I have played it and I do remember it being better. But, actually putting it through the wringer, there’s just no stakes to it. The enemy robots are dumb as rocks and will walk right into walls, which kills them. Which sort of feels like balancing the cosmic scales to make up for the constant cheap spawns the game does to you. Meanwhile, there’s exits in the rooms, but it doesn’t matter which door you run to. You’re not trying to get anywhere. Berzerk just keeps going indefinitely, and that makes the door concept feel lame as hell. Why not just keep you in the room until you kill the last enemy? Berzerk doesn’t play badly by any means, but it’s just dull, repetitive, pointless, and lacks the sense of catharsis that would absolve it of those first three problems.
Verdict: NO!

Berzerk
Platform: Atari 5200
Year: 1984
Designed by Carlos Smith

I actually think the enemies are dumber in the 5200 version. I once saw four die from, I think, walking into each-other at the exact same moment.

I could take the lazy way out and say Berzerk for the Atari 5200 is the same game I just wrote about above, only with a few limited voice samples, but that’s not entirely accurate. Berzerk 5200 is slower, for one thing. A lot slower, in fact. Movement has a sluggishness that wasn’t part of the 2600 game. To make up for this, Evil Otto spawns more fairly. Multiple times on the 2600, he spawned literally in the space I was standing. Pack your bags in your penis-shaped luggage because that’s a DICK MOVE! Well, that doesn’t happen on the 5200. However, sometimes it does seem to spawn YOU in with enemies placed in a way where I’m not even sure the situation is survivable. Unless the enemies all just clear each-other out with their own bullets or walking into each-other. That happens. I do like how the enemies practically shatter when you shoot them in this version. It’s much more satisfying, but otherwise, Berzerk is still a very overrated game. The best thing I can say about it is that you can only shoot in the direction you’re walking. That’s not a good thing here, but it’s a great thing for gaming history. Eugene Jarvis found that system so unsatisfactory that he created the twin stick shooter with Robotron as a response. So, you’re overrated and kind of boring, but hey, thanks for inspiring one of the all-time greats, Berzerk!
Verdict: NO!

Bugs Bunny
Platform: Atari 2600
Unreleased Prototype
Designed by Bob Polaro and Alan Murphy

Who the hell are you winking at, Bub?

Game production at Atari was a haphazard process. A lot of games, even licensed games, started production and never actually came out despite being 100% finished. As the story goes, after Atari took a pasting at the end of 1982 and Warner Bros.’s stock cratered almost entirely because of Atari, they suddenly had to pay attention to the costs of manufacturing and distributing games, since their budget was being slashed. They had two action games aimed at a younger audience in development that were supposed to be staked in small part by the Sesame Street people and published under their new Children’s Computer Workshop label. The two games were Bugs Bunny and Snoopy and the Red Baron. Well, the Sesame Street money dried up, and now that Atari was bottoming out, it was decided they would only release one of the two games. They used focus testing to determine the winner, and Snoopy was the nearly unanimous choice among all demographics, and Bugs Bunny was never released. Never mind all the bad stuff I’m about to say about it: can you imagine working hard on a game, completing it, and then watching it get shelved FOREVER? It’s rare these days, but it was practically standard operating procedure at Atari at this point.

It’s a reverse gallery shooter where you’re the target. And it sucks.

Having said all that, it’s not at all hard to see why the focus tested children chose Snoopy and the Red Baron to such a degree that it probably caused hurt feelings. While Snoopy’s not exactly the deepest game, it’s, you know, alright and even fun. Meanwhile, Bugs Bunny is one of the dumbest ideas for a game I’ve ever played. It’s so stupid that I think even little kids who were huge Looney Tunes fans would be annoyed by it. You pick one of three channels, and a dog yanks you out of a hole and the object is to jump back into it. And it’s right there. I mean, like, RIGHT THERE! Not exactly next to you, but close enough that you shouldn’t need more than a second or two to jump back in. That’s it! That’s the whole game. I guess the challenge is supposed to come from the fact that you jump at an angle that you don’t actually aim yourself, but I grew up in the post-Mario era. It ain’t that hard to judge a jump. You can also jump through the edge of the screen and come out the other side to avoid Elmer’s gunfire, which does increase to absurd degrees as you go along. But, there’s really nothing to collect in the middle and bottom channels. In the top channel, you can grab Elmer’s ammo from under his house, which temporarily stops him from shooting at you. Otherwise, this is such a nothing game. You really can’t know if something will work until you try it, but this should have been killed early in production. If this had been a Mario Party mini-game it would STILL have been pitiful. There’s a lot of horror stories with focus testing in gaming, but this is one that got it absolutely right.
Verdict: NO!

Circus Atari
Platform: Atari 2600
Year: 1980
Designed by Mike Lorenzen

Circus Atari (Japan, USA)-221224-123204

WEEEEEEEEEEE OW OW OW THE PAIN! THE PAIN! OW! WEEEEEEE!

UPDATE: Circus Atari is on Atari 50: The Anniversary Celebration, but only on the Atari VCS as an unlockable. BOOOOOO!

One of the more interesting takes on the Breakout formula, and probably one of Atari’s better paddle games, you have to launch acrobats up to pop what are balloons in the arcade game. Oh and yes, there’s an arcade game, only it’s not by Atari. Exidy, who did games like Venture and Mouse Trap (both of which I’ll be looking at in part two despite being done by Coleco), made the arcade release. Exidy isn’t credited in any documentation on Circus Atari, which makes one wonder if this was authorized or not. I can’t get a clear answer on that, but Circus Atari hasn’t shown up in one of these collections in a long time, so maybe not. Shame, because it’s actually a really solid game. It’s not great. Sometimes it’s tough to build up the momentum for your character to actually launch high enough to hit the blocks. At one point, I did probably in the neighborhood of a dozen passes in a row with the character not so much as hitting the bottom row, which had me screaming and cussing. But, once you get the hang of Circus Atari, it’s actually really satisfying for your character to bounce around the blocks, clearing out multiple before they come back down. Honestly, this is probably the VCS’s best brick breaker. It’s also a game that makes me hope somebody puts together an Exidy collection.
Verdict: YES!

Choplifter!
Platform: Atari 5200
Year: 1984
Designed by Dan Gorlin

Do you know what I realized about the Atari 5200 during my run through Atari 50 and all these left-out games? While it’s not always true, it has some truly ugly use of color. Some games are fine looking, but they also lack the charm or personality the Atari 2600 had. The games for it just look drab and low-tech. I mean, look at this! That’s as sad looking as any game I’ve seen. It barely looks better than an Atari 2600 game.

I keep encountering Choplifter! in these retro runs. I always wince when it comes up. It’s probably the game with the least flaws that I just plain don’t like. You fly around, shoot tanks and jets, and then land and load over a dozen people into a tiny helicopter. Is it a TARDIS? For the Atari 5200 version, I mostly just cruised around with the helicopter facing the screen and rained bullets down on the tanks, turning only to shoot down the jets and satellites. As a game, Choplifter! doesn’t really do anything major wrong. It is fickle about where you have to land to drop off the people you rescue. If you park right next to the building, they won’t get off. Choplifter has been around forever. On the 5200, ugly as it is, it’s a fine port of the game, I guess. I just never liked Choplifter. I appreciate the attempt to twist the Defender formula. But, Choplifter replaces the intensity of Defender’s skin-of-your-teeth rescues with the agony of stop-and-go gameplay as you watch humans with absolutely no survival instinct slowly load into the chopper. An act which apparently causes tanks to suddenly gain super speed because they’ll always just zoom right into the frame while the morons load in, and that’s assuming the jets don’t fly in and blow clusters of them to smithereens. Choplifter isn’t crappy or anything, but I prefer my shooters to not grind to a halt as often as it does. Full disclosure: at around twenty minutes, this is the game I played the least in this feature, and also the one I wanted to write the least. Be honest: you can tell, can’t you?
Verdict: NO!

Defender
Platform: Atari 2600
Year: 1982
Designed by Bob Polaro

This is one of those games that relies on flicker to function so much that any one screenshot doesn’t really show anything. EVERYTHING is blinking, at all times. Your ship and all the enemies on screen and most of the enemies on the radar completely disappear whenever you fire. It’s that bad. It completely nullifies any potential satisfaction to the combat, because really you just aim, fire, and then reality itself ends and when it phases back into existence the thing you were shooting at doesn’t phase back in with you. Sigh.

Oh, my precious Defender. What have they done to you? Look, I appreciate the effort to bring my all-time favorite coin-op to the Atari 2600, but maybe in this one case they should have just said “we can’t possibly do it justice” and taken a mulligan. The combat lacks the satisfactory OOMPH that I adore so much about the coin-op. The enemy designs are now abstract and dull to battle. It’s almost to the point of being a deal breaker by itself. But, actually, where it really, really goes bad is the defending part. You know, that part of the game that entire goshdarned game is named after! The humans are replaced with tiny rainbow-flashy dots, and the 2600 version does manage to somewhat capture the thrill of shooting down a ship that has a human in its grasp before they can merge into a mutant. But, then you actually have to catch the humans on the way down, and the 2600 version of the game has too sluggish of controls, and especially too poor of an ability to make tight turns, to successfully make the save most of the time. Honestly, this was a truly admirable attempt. It really was. I mean, it failed completely in every imaginable way, but hey, A for effort!

Ahem.

YOU BASTARDS! HOW COULD DO THIS TO ONE OF THE ALL-TIME GREATS?! AAHHHHH!!

Sorry for that. I’m fine. I’m perfectly fine. I don’t take this too seriously. I swear!
Verdict: NO!

Defender
Platform: Atari 5200
Year: 1982
Designed by Steve A. Baker

Combat on the 5200 version of Defender looks like it takes place on an Etch-a-Sketch. Or possibly an old monitor with pixels bleeding-out.

Now this is a decent port. I can’t possibly imagine trying to play it with an analog joystick that doesn’t self-center, but hey, I don’t have to deal with crap. I get to just enjoy the game that feels like the unsung star of the 5200 launch window. Sure, it’s a bit sluggish, but Defender is one of the most fast and intense coin-ops of its time and the Atari 5200 feels like a console that never got a hug. I wasn’t expecting a one-to-one translation over here. Which is really great because this sure as hell isn’t one. But, in some ways it’s kind of better. Like a person who buys a sports car because they have a tiny penis, Defender 5200 really goes overboard with the particle effects of your cannon fire. When you blow up enemies, YOU BLOW UP ENEMIES and make it rain pixels all over the screen. I LOVE THAT! That part is actually more satisfying than the combat in the arcade game because it just kind of lingers on the screen like you covered the world in your foe’s guts. Also I might be a high-functioning psychopath.

Like the 2600 version, the vertical movement isn’t well done and it makes rescuing a slight pain the butt, but it plays MUCH better here.

Defender 5200 was probably the best game early adopters could get, at least from what I could tell. It also served as a dire warning of what to expect from the console. One consistent theme from all the games I’ve played so far is that the 5200 doesn’t handle speed all that well. The best game I’ve played for the 5200 so far, Gremlins (coming right up), is also remarkably low-urgency. So, when you’re translating a game as white-knuckle as Defender, you’re going to take a hit. In fact, this feels like Defender if Defender was set underwater. Hey wait.. that actually happened, and it played fine! Okay so that wasn’t the insult I was aiming for, but hey, it’s Christmas Day and it’s the thought that counts! The biggest issue is movement really lacks the precision of the coin-op, which itself has a problem or two. In the arcade, you can overcome it with time. I don’t think you’ll be able to totally on the 5200 without completely changing your fight-or-flee strategy. See, while you’re moving sluggishly, the enemies don’t lack for their arcade attack patterns, which is naturally going to make for an unhappy union when you encounter a wall of enemies and tight squeezes. Defender on the Atari 5200 has so many problems that TMZ has its own hashtag for it. But, it’s still pretty dang fun. And I love those laser booms! Good laser booms this has.
Verdict: YES!

Gremlins
Platform: Atari 2600
Year: 1984
Designed by Scott Smith

This slideshow requires JavaScript.

I promise a good Atari Gremlins game is coming up in just a paragraph when I look at the 5200 version. Comparatively, Atari 2600 owners got hosed (well, heh, actually 5200 owners certainly got hosed on Gremlins too for completely different reasons). They got a two-screen game that rips off Activision’s Kaboom! and bastardizes their own port of Space Invaders. In the first screen, Mogwais come flying off the roof of a building trying to dive onto food, which will turn them into Gremlins. You have to catch them to prevent this. They will turn into Gremlins regardless, because Billy Peltzer was an objectively careless pet owner. After just a couple stages, they come in faster than anyone would rationally expect. In the second screen, the cocoons hatch and you must pick off the Gremlins one at a time. It’s such a bore of a game. It controls far too loosely and just has no joy to it. I get the feeling Scott Smith must not have wanted this assignment. It’s one of the worst games Atari published for the Atari 2600 because I have nothing positive to say about it. There’s no way to spin it: Gremlins is a monster that should be blown up in the microwave.
Verdict: Gizmo Gaga! (That would be NO!)

Gremlins
Platform: 5200
Year: 1986
Designed by John Seghers

If you were to make a game about the first Gremlins movie, where do you begin? In that sense, Gremlins the 5200 game might actually be the best movie-to-game adaption of its era because it takes a hard-to-adapt concept and setting and makes it work in a way that’s truly believable as a movie tie-in. There’s nothing cynical about this game, and it helps that it’s really fun too.

Gremlins 5200, a completely different type of game than its 2600 cousin, actually has quite the story to go with it. It’s the final release for the Atari 5200 and, like so many 100% fully-developed Atari 5200 games from this time frame, it almost never came out at all. Despite the fact that games like Super Pac-Man were completed before it, Gremlins was the only one of the late-stage 5200 games that was sent to manufacturing, on literally the day before Jack Tramiel took over Atari. By this point, Atari had already axed the 5200, and Tramiel ordered all production on cartridges for it to cease immediately. But, it was too late to stop manufacturing Gremlins. It wasn’t even made in limited quantities, either. According to the experts at Atari Age, it’s fairly scarce, but by no means a rarity. So, they might as well have sold it right then, while the movie was still red-hot, right? Nope. It sat in a warehouse for two years, much to the dismay of Steven Spielberg. Spielberg loved both the Atari 5200 and the 5200 version of Gremlins and offered to personally purchase the inventory to release himself. Jack Tramiel, ever the savvy businessman, refused. After Nintendo created a resurgence in the video game market, Tramiel restarted production of Atari carts and ordered the distribution of all previously warehoused carts. Among them was Gremlins, making it the final new game for the Atari 5200 during its “natural lifecycle.” In this case, the definition of “natural lifecycle” has a bit of an asterisk.

It’s hard to think of a game that Gremlins 5200 is like, because really, I’ve never played anything like it. The closest to it is probably Robotron: 2084, especially as you make progress. After a relatively slow start (which you can bypass, as the game usually starts on Level 3, with levels 1 and 2 especially being a tutorial), levels will start with you stuck somewhere in the center of a very cramped screen with action all around you. I wish the intensity would remain, but as you clear levels out, sometimes the gameplay grinds to a screeching halt.

Gremlins’ role as the Atari 5200’s endling is tragic, because it might actually be the best game for the entire platform. Not only that, but it’s one of the most clever movie-to-game adaptations I’ve ever played. A one-off unlike any game I’ve played before. A single-screen action game where you have to collect the wandering Mogwais one at a time and place them in a pen in the corner of the screen. There’s puddles of water and food all over the screen. If one of the Mogwais touches the water, it will become two Mogwais. If they touch the food, they become Gremlins and you must kill them with your sword. If the Gremlins get to the pen, they’ll open the door and release all the Mogwai you’ve already rescued and you’ll have to round them up again. There’s various malfunctioning appliances that shoot food onto the playfield, like a popcorn machine. If one of its projectiles hits the Mogwai, they turn into a Gremlin. The level ends when you clear the screen of all Gremlins and/or round up all the Mogwai. Oh, and there’s a clock and you have to do all this before the sun comes up and fries everything. It’s a truly inspired idea that works wonderfully, so much so that I can’t believe they didn’t turn this into a full-fledged arcade game. It would have been so good as an arcade game.

Screens can be positively spammed with enemies, and the start of stages especially can be breathtaking. You know, part of me wonders if this game had guardian angels at Atari who realized Tramiel was going to shut down production of all 5200 games, and recognized that Gremlins was easily the best original game for the platform and pushed to save it at the literal eleventh hour by pushing it into manufacturing. God bless them if that’s the case, and I suspect it is.

It’s not perfect by any means. Some stages can have agonizingly slow ending sequences where you have to slowly make your way around barriers carrying the Mogwai. Movement is moderately slow, and after the initial opening mayhem of a packed stage, the pace becomes what I’ll generously call “deliberate.” Also, the game loads the dice against being able to rescue all the Mogwai in each stage, as some start the level practically on top of food or the water. Finally, I kind of wish the combat was more satisfying. You kill the Gremlins with a sword, but there’s no OOMPH to it, and the collision detection feels a bit spotty. On the other hand, you’re not just swinging a sword. Even if you’re carrying a Mogwai, you can pick-up the food to make the level safer. You can also freeze everything by using a flashbulb, and Mogwais who walk in front of a TV will stop wandering and watch the idiot box. If not for those (relatively rare) instances where gathering the final Mogwai requires you to walk the full circumference of the level and back (especially annoying when there’s an entire cluster of the damn things), I’d say Gremlins never gets boring. It’ll have to settle for being really fun and mostly not boring. I don’t know what’s the biggest tragedy: that Atari 5200 fans didn’t get this in 1984, or that it’s unlikely to ever get a wide release again.
Verdict: YES!

Jr. Pac-Man
Platform: Atari 2600
Year: 1986
Designed by Ava-Robin Cohen

This is one of those “follow the spirit of the original” ports that doesn’t try to accurately copy the original. I wish they had done more of those during this era.

Atari’s home ports of Jr. Pac-Man for both the Atari 2600 and 5200 were done and finished in 1984 and ready to ship. Then Jack Tramiel took over the company and put the screws to all new releases. Fast forward two years: Atari’s home computers aren’t profitable and Nintendo has helped video games to recover from the Great Video Game Crash. Although the 5200 port would never see the light of day since barely a million units of the Atari 5200 existed, there were still thirty million Atari 2600 owners, with over three-quarters of them not yet having upgraded to the NES. And, what do you know, there were a handful of completely finished games ready to ship to those hungry owners! Suddenly, Jack Tramiel loved video games, and Jr. Pac-Man was released to the masses. Well, at least the Atari 2600 version. It’s a stripped down port of the “lost” standard maze-based Pac-Man. Whereas the arcade version scrolled horizontally, Jr. Pac-Man 2600’s mazes scale vertically.  It’s also a much faster feeling game. The “mega dots” from the arcade version also carried over. I don’t think this is a great port by any means. The mazes just aren’t as intense or exciting as the incredible arcade game and its sublime 5200 version that never saw the light of day. But, I’m happy hungry VCS owners in 1986 got one last Pac-Man game, and one that carries over many aspects of the game, like the mega-dots. I think Ms. Pac-Man 2600 was the best Pac-Man on the 2600, but this wasn’t that bad at all.
Verdict: YES!

Jr. Pac-Man
Platform: Atari 5200
Unreleased Prototype
Designed by Mike Horowitz

I really wish whoever the hell owns the rights to this.. I think it’s AtGames these days.. would stop letting Jr. Pac-Man wallow in obscurity. How in the hell do we live in a world where Nintendo’s 1983 Baseball game has gotten over a dozen re-releases but Jr. Pac-Man hasn’t seen the light of day except, apparently, one Jakks Pacific plug and play that wasn’t even one of their more famous ones. God, it’s such a frustrating situation.

The Atari 5200 got two Pac-Man-based releases that were mediocre at best and two ports that were remarkably arcade accurate. Well, it’s the Atari 5200 we’re talking about, so guess which two games were the ones that never actually got released? While Super Pac-Man can feel free to eat poison, Jr. Pac-Man never coming out is an absolute gaming tragedy. It was completed 100%, and had it actually been released, it almost certainly would have been the best game for the Atari 5200 that was based on an arcade game. Jr. Pac-Man is already a historically-underrated title that added multiple layers to the concept that actually worked wonderfully. This time around, the maze is bigger than the screen. The exits are gone, so you actually have to use the maze layouts to outwit the ghost monsters. It doesn’t seem like a massive change. Hell, if anything, it was the logical progression of the series when you really think about it. I mean, duh! Make the maze bigger than the screen! What else could they do? Add a terrible physical pinball machine to it and have the action jump from a terrible video game to a terrible pinball machine? Why would they do that? That’d be a stupid idea! Cough.

The seven mazes of Jr. Pac-Man are, frankly, the best in the series. Some of them are absolutely bonkers, like this one. Look at the area around the power pellets. That’s an intense squeeze right there. But, unlike the Atari 2600 version of Pac-Man, it works here because there’s other places to scratch-out enough distance to make a play for those sections. Plus, they always have power pellets in the more nail-biting, multiple-out areas.

Pac-Man’s formula only works if the chase is fun. For the chase to be fun, the mazes have to be oriented for close calls and nail-biting races. General Computer already proved they understood this a lot better than even Namco did with Ms. Pac-Man, but they absolutely crushed it with Jr. Pac-Man. The franchise has never had better playgrounds for zigging and zagging around the maze trying to just scratch-out enough clearance between you and the ghosts! And there’s SEVEN mazes this time! That by itself would have been enough, but then Jr. Pac-Man found yet another method of adding tension: the bonus fruit. It hops around the maze, like in Ms. Pac-Man, but with a twist: it converts any normal dot it passes over into a mega-dot that scores more points. BUT, it takes longer to eat the mega-dots, as you pause ever so slightly when you pass over them, which can lead to incredibly tense moments if you have ghosts right on you and all that’s left to eat are those types of dots.

Namco’s treatment of Pac-Man in the wake of the original reminds me of George Lucas with Star Wars, where he later showed that his understanding of why people loved the franchise was completely wrong. In Namco’s case, they really thought the eating and collecting aspect was the appeal. It wasn’t. It’s primarily the chase, with the turning the tables aspect with the power pellets being secondary to that. That’s why their official sequels in the early-to-mid 80s all sucked, while General Computer, who fundamentally understood the appeal, created two stellar sequels that hold up to repeat play even four decades later. It wasn’t until Pac-Mania that Namco finally figured out what makes Pac-Man tick.

Oh, and there’s one final twist: you can’t just let the bonus fruit (or toys in this game’s case) bounce around, converting dots. You HAVE to eat them, because they’re actually weaving their way towards the power pellets, which they destroy if they touch. It leads to situations where you end up rushing towards the toy, eyes wide open in terror, hoping it doesn’t make it to the pellet before you do, and it’s so good. It’s genuinely heartbreaking that nothing is being done with Jr. Pac-Man. It has no clout. It gets no re-releases. Why? Who knows. All I do know is that the 5200 port of Jr. Pac-Man is damn near perfect. It controls like a dream. The ghost AI is the best on the console. It got the timing of the mega-dots perfectly. It doesn’t even feel like they made any concessions at all. Really, as a port, the only knock I have is that the 5200 port doesn’t have the positively adorable cut-scenes of Junior becoming besties with a shy ghost monster toddler and the two crushing on each-other. Seriously, that shouldn’t have warmed my heart as much as it did, but they were just so damn cute! Not so cute is that this, probably the best arcade port on a console with a library composed mostly of arcade ports, has not seen the light of day. Will someone fix this, please?
Verdict: YES!

Ms. Pac-Man
Platform: Atari 2600
Year: 1983
Designed by Mike Horowitz, Josh Littlefield

I wouldn’t even be born for another six years when this came out, and yet I feel retroactively happy for those huge fans of Pac-Man who only owned an Atari 2600. I sure hope they got their hands on this.

Ms. Pac-Man 2600 isn’t a direct port of the arcade game. The mazes aren’t arcade accurate at all. In comparing them, I realized what they don’t do that the arcade version does: cross sections to walls. So, there’s no barriers shaped like Ts, Hs, or +s. Bummer, right? Well, the thing is, they all still feel like a close cousin of their arcade counterparts, created in spirit of the original levels. They’re spiritually accurate. Of course, the difference maker is this port was done by the same people who did the actual Ms. Pac-Man coin-op. While it does have an unshakable feel of someone finally saying “eh, that’s close enough!” It’s still a game that makes me feel all warm inside. Like, this was the best possible make-good that could have been made in the wake of the Atari 2600 Pac-Man. While this sold nowhere near as many copies as the original game, almost two-and-a-half million people bought this version, and it’s solid. Great play control. Good mazes. The thrill of the chase is present and awesome. There is something about this specific port that feels like it has a soul. That the people who made it played the Tod Frye Pac-Man and had a wrong to right. This port is a labor of love, and a game that feels worthy of wearing the title of Ms. Pac-Man, one of the all-time great arcaders.
Verdict: YES!

Ms. Pac-Man
Platform: Atari 5200
Year: 1983
Designed by Allen Wells and Steve Szymanski

It looks the part, right? Well, just read. This was notable in a way I’m honestly floored by.

I’ve been playing video games now for over a quarter of a century, and I’ve never experienced anything like what I’m about to describe to you. When I booted-up Ms. Pac-Man, I found it to be a visually accurate but quite slow and sluggish approximation of the Ms. Pac-Man arcade game. In fact, while playing the first maze, I found it SO skippy and laggy and badly animated that I shook my head and said “wow, the 2600 version plays better than this. And Pac-Man 5200 was certainly a better translation from a gameplay perspective.” I just wanted to be done with it and decided I would run through every maze and then just do a single-paragraph review noting that it feels like a rough, rushed port that feels like the 5200 can barely sustain without catching fire.

I’ll take this time to note that the ghosts are actually not slouches. I figure that’s worth mentioning. Also worth mentioning is the mazes aren’t a 100% accurate take, but they’re so close that it’s negligible.

AND THEN.. on the fifth maze.. it happened. I noticed the ghosts just dashed out of the starting gates at a reasonable speed. Then I realized I, too, was moving at a reasonable speed. What.. the.. fudge? Yea, the sluggishness, out of nowhere, just goes away and the game becomes a reasonable pace from there out. Well, except when one of the fruits starts dancing around the maze, at which point the performance takes a slight dip, though it’s still much faster than the first four levels, where the arrival of the fruit makes you fear that your Atari 5200 is going to pass away of natural causes. Now, to make sure that it wasn’t some PC-related performance, I started over. I rebooted the computer. I tried this on an entirely different emulator on a different computer. It happened every time. It’s not the emulator. This is a thing the game does. Did nobody at Atari notice this?

This was supposed to be one of the easy reviews. I need to stop assuming this. It always comes back to bite me in the ass. Like when I bought the unicorn coloring book game with the intent of doing a joke review and it ended up being so putrid I had to do a real, actual review of a goddanged children’s coloring book game. When I assume, I make an ass out of me, and u get to read the results. That’s not how that saying goes but screw it, it’s 9:23PM on Christmas and I’m still editing this damn thing.

Twenty-six years of gaming and this is a problem I’ve never before encountered. Those opening levels aren’t just a little teeny tiny bit sluggish. They’re sluggish to the point that it’s jarring. What’s especially weird is that this doesn’t end when you switch to a different maze. It’s the third (and final) level in the second maze that suddenly pops the gear and actually becomes a decent version of Ms. Pac-Man. Before that? It’s not enjoyable at all. So, how the hell do I evaluate this? It feels weird that you actually have to make an effort just for the game to run at its fullest potential. I don’t like the idea of that one bit. I initially suspected Ms. Pac-Man was rushed to the market to beat the 1983 holiday season, but that’s apparently not the case. Either way, yea, in my opinion, those first four stages were a deal breaker. A historically one-off problem I hope to never encounter again.
Verdict: NO!

Pac Man
Platform: Atari 2600
Year: 1982
Designed by Tod Frye

Let me preface this by saying that NO ONE GAME is responsible for the Great Video Game Crash. It was a long, drawn-out series of events culminating in Atari head Ray Kassar selling 5,000 shares of his Warner Bros. stock literally 23 minutes before Warner announced that Atari had a much less successful fiscal quarter than they had publicly projected. If any one thing crashed the game industry, it was that stunt which, frankly, should have landed him in prison. Of course, nobody wants to talk about that because it’s more fun to blame E.T. 2600. But, if I were to pretend one game crashed the game industry, well, the clear choice is Pac-Man 2600. It’s the best selling game on the VCS, and I think it shook consumer confidence. Imagine you saw your child play the arcade Pac-Man and then you got them this abomination and it’s awful and they don’t want to play it. Would you trust any other arcade port that came after? Or any game at all for that matter? Atari carts were expensive. Game rentals weren’t a big thing back then. There weren’t a lot of ways to try a game out. Pac-Man 2600, more than any other game, made each new game a risk. So, yea, blame Pac-Man. But, really, blame Kassar. Adjusted for inflation, Martha Stewart went to federal pokey and then had to wear a stylish ankle monitor for five months over less money. “Hmmm, what’s the difference between her and Kassar?” said Cathy as her gaze slowly started to pan down to the space between her own legs. “Oh, right.”

One of gaming’s most often-told urban legends is that Pac-Man 2600 was barely out of the alpha phase when Ray Kassar ordered it straight into manufacturing as-is. Even I’ve repeated it, but it’s likely not true. Designer Tod Frye insists that nobody within the bullpen at Atari told him the game sucked, and Atari developers did have a reputation of telling each-other when something was crap or not (which works, by the way. That practice turned a boring Space Invaders knock-off played from a different camera angle into Tempest). Yet, the “Pac-Man 2600 was a prototype” legend is totally believable. This is a TERRIBLE port. The stuff of nightmares. How did this happen? Pac-Man 2600’s badness is so multi-faceted that I can’t believe it’s not studied in game design school. The most obvious flaw is the maze isn’t oriented for exciting chasing, which is what Pac-Man absolutely needs to work. In fact, I think it has the single worst maze of the entire franchise, and I can show why. First, what makes a good Pac-Man maze? You need straightaways, bends, and “elbows” with enough areas that are closed-off by walls to be able to scratch-out enough distance between you and the ghosts to either make progress on the side of the maze you’re on OR to lure the ghosts to one side of the maze, then go through the exit and safely work on the other side the screen.

None of that works in the 2600 version because of the shape, size, and rules of the exits. The walls are too small and have too many gaps, which creates shortcuts for the ghosts. Why can’t they be shortcuts for YOU, too? Because the ghosts outnumber you and you’re always within spitting distance of enough pathways to accommodate them. No matter where you go to clear the distance, they can always just cut you off at the pass because there’s not enough straightaways and the areas along the sides have too many gaps. In the above picture, count the amount of gaps in the two circles I’ve made, and then remember that there’s four ghosts, with two sets of behavior. You’re left without any room to dodge out of the way because you’re always dodging into an area that has multiple points of entrance that are right on top of you. Plus, the maze is just too small in general, so getting distance AT ALL is a chore.

Finally, the exit just doesn’t work because Frye didn’t seem to understand the point of it. The exit (or “warp tunnel”, whatever) is done vertically instead of horizontally and there’s seriously no walls between the two except one teeny-tiny corner “door” in front of each side that’s so small and so quick to get past that it doesn’t even qualify as an inconvenience. The only two straightaways are two full-screen ones laid out in the center of the maze? When the exits are vertical? What the everloving hell? When I played and tried to use the exit, the ghosts didn’t bother following me. They just took the literal straight path with no resistance up to the other side. The size of the maze being too short is further made worse because there’s a large delay when using the exit. The time it takes you to pop out the other side means that, by time you do, the ghosts are basically as close to you now as they were on the other side. It takes so long to come out the other side it completely undoes any advantage of using it, especially when the ghosts never take it themselves (hell, I don’t even know if they CAN use it!). Why even bother having them? They’re functionally useless! Hell, they might as well have just stuck a cot there and let the poor guy take a nap.

And why the hell does Pac-Man have eyes? The original was a circle with a wedge removed from it. HOW HARD IS IT TO DO THAT? This is like Atari played the telephone game with Pac-Man. They formed a daisy-chain of twenty people. The first on the left side played Pac-Man for sixty seconds then described what it was like to the next person, who described it to the next person, who described it to the next person, and so forth, and so forth, until the worst video game ever made came out the other side. Because, having forced myself to play this for a lot longer than my previous five minute sessions, yea, this is the very worst video game ever made. It’s not just the gameplay but the cost to the industry.

Everything that made the arcade game work is gone here. This is Pac-Man that doesn’t understand Pac-Man at all. Plus, the charm is completely gone. The sound effects are my idea of what Hell must sound like. The infamous flicker makes it look like your monitor is going out. Hell, even the collision feels like it’s too loaded for ghosts, where they practically can get you despite being catty-corner from you. It’s a game that makes you want to believe the prototype story. Because, if it’s not true, it means nobody gave a crap. I hear Tod Frye is a nice guy, but this is NOT the Pac-Man that people would have ever wanted. It’s not even in the ballpark, which makes me wonder if they bothered to buy a cabinet and place it near his office. Pac-Man 2600 feels like a bootleg! The exact kind of knock-off that Atari vigorously sued other game companies to stop from being made. And don’t say that it was the best they could do at the time. I get that Pac-Man was a very complicated game that used technology far ahead of the Atari 2600. I’m not blaming Frye. This should have been a company-wide project. Don’t put it on one guy to get it right. What the heck is that, even? Why did they do games that way? Oh sure, sometimes they’d have separate graphics and sound people. But really, a license this big, at this time, should have been a “drop what you’re doing and work on Pac-Man NOW” situation. Frye made over a million bucks from his royalties on this, and good for him on that because this wasn’t his fault. Nothing short of a morning-after pill would have helped with this one.
Verdict: NO!

Pac Man
Platform: Atari 5200
Year: 1982
Designed by James Andreasen

It looks like Pac-Man if Pac-Man, maze and all, was run over by a steamroller.

In 1982, the Atari 5200 cost about $600 in today’s dollars, and its marketing mostly centered around Pac-Man. If you owned the Atari 2600 version of that game and then saw THIS, which has the iconic blue-and-black maze that’s MOSTLY the right shape, the right-shape for character, a lack of flicker, the correct orientation of the exits, and distinct items, that would be the best advertising for the 5200 imaginable. Of course, $600 is a LOT of money to spend on a game that, frankly, gets old fast. Now, I played this with a PlayStation 5 controller (these days, it’s my default emulation controller. Comfy controller is the PS5 pad), so I didn’t have to experience what is reported to be the misery of playing Pac-Man with a joystick that doesn’t self-center. I’ve heard from a lot of 5200 owners that Pac-Man was nearly unplayable because of that. But, I don’t think the issue was JUST the Atari 5200 controller. Playing this with a modern top-of-the-line controller that worked just fine in every other game, I still couldn’t take corners accurately. To make sure my timing wasn’t just way off, I tried the arcade Pac-Man. Worked fine. So, actually, The Atari 5200 version is problematic beyond the hardware. Also, it has some of the dumbest ghosts in the entire franchise. Pac-Man 5200 is a big improvement over the Atari 2600 version, but then again, that’s a game that’s improved by a firing barrel, a gasoline canister, and a match.
Verdict: NO!

Pigs in Space starring Miss Piggy
Platform: Atari 2600
Year: 1983
Designed by Michael Sierchio

Make sure to say it right: PIGSSSSS IN SPAAAAAAACEEEEE! Hell, I was born in 1989 and even I knew to say it that way. Anyway, this is the best Space Invaders game on the 2600. Yes, for real.

Pigs in Space is kind of like Gorf running through a Muppets filter. Actually, it’s genuinely the first mass-market video game satire. I think. 1983. Was the medium old enough for someone to release a winking tongue-in-cheek parody of games like this before? It’s three completely unrelated classic arcade tropes thrown into one cart. It doesn’t even feel like it’s optimized for children, either, like you’d expect it to be. It’s true to the satirical nature of the source material, the Muppet Show, making this one of the most accurate licensed games too. It’s also one of the strongest games based on a movie/TV property on the Atari 2600. Weirdly.. and seriously, I can’t stress enough how surprising this is.. it might have the smoothest and best take on Space Invaders in the entire VCS library. And it’s genuinely fun, controls great, and has a charming facade covering up the tired, old gameplay. After the first wave, things get pretty intense. The humor, by the way, is spot on. This might be the first home console game aiming for deliberate comedy, and it absolutely scores. You get turned into a chicken if one of the chickens successfully poops on you. Chickens are funny. It’s a default thing, mostly because we disassemble them, batter them, fry them, and eat them. And there’s nothing they can do about it.

This slideshow requires JavaScript.

The other two games aren’t as strong. Especially Miss Piggy’s game, which is a send-up of crossing-the-road games like Frogger, only it’s completely toothless. Which.. yea, so are the Muppets, come to think of it, but I meant it’s not a hard game to win. In it, you don’t lose a life if you collide with any of the objects, and instead you only fail if you can’t reach the ship before it leaves the screen. Not that it’s bad or anything, but I had runs of it that only lasted a couple seconds before I won. The final segment features the Swinetrek and satirizes shmups, and it has a truly weird attack method. When you shoot, your bullet hooks to the left or right, depending on which direction you last pushed. Getting the hang of the physics of this was actually neat, and there’s another slapstick twist worthy of the source material: if you miss, your own bullet could come back down and could kill you. This part had the most potential, but it crawls along at a snail’s pace and only has one type of enemy (plus you die if you touch the walls, which you will). So, how do I rate a game like this? While it was intended as a joke, you know what? It ain’t boring, that’s for sure. There’s some good gameplay in here, especially the first segment. You can take the games in any order too, and if you only want to play one of the games, just don’t choose the others! Do you love Space Invaders? This is the best Space Invaders-like on the console. So yea, Pigs in Space ain’t bad at all. Who’d have thunk it?
Verdict: YES!

Red Baron
Platform: Arcade
Year: 1981

Red Baron: excellent video game, inedible frozen cardboard pizza.

Okay, okay, I’m cheating here. Atari absolutely COULD release Red Baron, but I wanted to include it in this feature anyway. For me, the most shocking missing game from Atari 50: The Anniversary Celebration was Red Baron. It previously was in Atari Flashback Classics and was one of only six arcade games I gave a YES! to in that set. Using the same technology as Battlezone (which Atari has permanently lost the rights to), I actually think Red Baron is the stronger game. It has more variety and satisfying combat. I don’t know what it is about aviation dog fights that capture my imagination, but I really wish there were more games like this. I played a TON of Crimson Skies on Xbox Live in my teens. Maybe I was a fighter pilot in a past life? It’s remarkable how much this holds up. My one knock on it is that being able to tell what bullets are going to score a hit on you can sometimes be hard to judge. Plus, the enemy fire gets positively spammy after five minutes. But, Red Baron feels like it’s really ahead of its time and still manages to be a joy to play even forty years later. It’s a shame that it slipped through the pages of history to such a degree that even Atari left it out of its prestigious collection. Had to make room for Evolution Dino Dudes, I guess.
Verdict: YES!

Snoopy and the Red Baron
Platform: Atari 2600
Year: 1983
Designed by Nick Turner

For a game aimed at kids, Snoopy and the Red Baron is actually a little more intense with its main villain than you’d expect.

How in the heck are there not one.. not two.. but THREE games based on the running gag from the Peanuts comic strip where Snoopy imagines himself as fighting the Red Baron in World War I? Do you know what’s even weirder? All three of them were actually somewhere between decent and genuinely very good. I liked Snoopy vs. The Red Baron for PlayStation and Snoopy’s Flying Aces on Xbox Live. This is the OG Snoopy flying game, and it’s simple and shallow but, actually, not a bad little game at all. As I stated in the Bugs Bunny section, Snoopy was the surviving child in Atari’s version of Sophie’s Choice. Actually, Snoopy and the Red Baron is so obviously better that I can’t believe they wasted the time and money with focus testing to decide its fate. You’re Snoopy flying on his dog house and you have to shoot down the infamous Red Baron in a never-ending series of dog fights. I mean the kind between airplanes, not the Michael Vick kind.

Occasionally, the Baron will fly up into the clouds and drop items for you to collect, which actually does work at breaking-up the repetitive gameplay.

Surprisingly, this actually does successfully feel like dog fighting. This is owed to the fact that the Red Baron isn’t just cannon fodder. He uses strategy and evasive moves as he tries to position himself to be able to fire onto you. He has advantages over Snoopy as well. You can’t fly up into the clouds, so he’ll spend a LOT of time just above your line of sight. I thought maybe it was too much time at first, but then I realized you have to be a little manipulative and not always just tail right behind him. Because the Baron actually feels like it has some intelligence, it’s pretty satisfying to shoot him down. This is a game that survives on charm too. Snoopy’s scarf vibrates in the wind, and the Baron’s shots register as bullet holes in your dog house, straight out of the comics and cartoons. Hell, the game even gets teeth after you complete two waves of four Barons, with him becoming a lot faster and more aggressive. It’s not a deep game by any means. With the exception of the brief one-second sections where he drops points you have to catch, the entire game is fighting this one enemy over and over again. I wouldn’t want to be stuck with it for hours, but if it were to ever be part of a collection like Atari 50, it wouldn’t be an unwelcome addition at all.
Verdict: YES!

Sorcerer’s Apprentice
Platform: Atari 2600
Year: 1983
Designed by Peter C. Niday

The mountain scene. You shoot the fireworks with magic and catch stars. And yes, a stripped-down, Atarified version of Sorcerer’s Apprentice by Paul Dukas plays during the game.

This was yet another in the series of licensed Atari 2600 games aimed at young children that isn’t that bad. Based on the famous Mickey Mouse scene from Fantasia, Sorcerer’s Apprentice is kind of like a spinning-plate game that’s divided into two screens. The first one is sort of like a retro demake of the PlayStation 2 launch title Fantavision. You use magic to shoot what looks like fireworks out of the sky while also catching falling stars. Any stars you don’t catch turn into brooms that contribute to the flood happening in the basement. Shooting the fireworks in the first screen creates empty buckets that help bail out the water that’s flooding the basement in the second screen. Here, you only have to touch the brooms to stop them, and any buckets you’ve made will lower the water level. The game keeps going until the basement fully floods. It’s an incredibly simple and shallow game that’s clearly made for younger children. Well, yeah, obviously. Remember, this came out in 1983, back when Disney was DISNEY dagnabbit!

The basement scene. You just touch the brooms to stop them. If you give this a shot, don’t bother with the first mode. Go to Game 2. I think Game 3 is comically fast and Game 1 is comically slow. Game 2 is just right. Oh and there’s a children’s mode in game 4. Seriously, how young is THAT mode aimed at? Fetuses? Because this isn’t the hardest game, except maybe on the third mode.

But, I actually did enjoy the unique concept. Which took me by surprise because I’m not the biggest spinning-plate fan in the world. It’s doubly surprising because Sorcerer’s Apprentice takes far too long to build up a sense of urgency that makes spinning-plate games work to begin with. Even on the higher difficulties (I found Game 3, the highest difficulty, shot the moon and was too fast) you don’t feel any pressure. Once the tension finally kicks-in, I started to be wooed by the unique concept, the charming graphics, and cathartic nature of the gameplay. I wish it had more going for it, and I wish the targets in the shooting gallery were more clear and less abstract, but as far as games made for small children go, this ain’t too shabby. It feels like the basis for a Game & Watch release that got stretched into a full-sized Atari cart.
Verdict: YES!

Space Invaders
Platform: Atari 2600
Year: 1980
Designed by Richard Maurer

I think the second one from the top is kind of adorable. And also, it looks like you’re shooting the invaders with a Douglas Fir.

This was it. This was the game that blew-up the Atari 2600. I hate when older people exaggerate tales of Space Invaders. No, the Japanese didn’t have to mint more 100-yen coins. Think of how stupid the logic of that myth is. So many coins in these machines.. the most profitable machines in the world.. that they had to make more coins. Do these people think the machine owners just held onto the coins? Because, like, isn’t that the only way that would possibly cause such a shortage? Another myth is that there’s never been a response to a game like Space Invaders, either in arcades or the 2600 version. Were that true.. and it’s not.. it’s like saying the last episode of M*A*S*H* will never be beaten in the ratings. Well.. yea. It had to compete against like three other channels, not hundreds of cable TV channels and the internet on top of that. Space Invaders was maybe the first big deal for a cart-based console, but.. like.. someone was going to be, right? Had it not been Space Invaders, it would have been Pac-Man, which outsold it by nearly two million units despite being a terrible game.

While I was doing Space Invaders, I just had to give the legendary Pepsi Invaders a try. 125 copies of this were made for the workers of a Coca-Cola bottling plant in Atlanta, GA. It’s Space Invaders, set on a three minute timer, where you shoot the letters in PEPSI along with one of the aliens. It’s the holy of holies of Atari collectors. If you live in Atlanta, I’d be checking out garage sales. Oh, and when time runs out, the words COKE WINS appear on screen. Oh, I’m confident coke won when they came up with commissioning this idea.

No, do you know what I think is the REAL story with Space Invaders? Not that it was the first killer app, but rather the standard it set to what a killer app SHOULD be. Atari had a lot of arcade translations by this point, but Space Invaders came with a much higher degree of difficulty than any of those games had to get the home version right. With Pac-Man, we’ve seen how that could go disastrously wrong. In the case of Space Invaders 2600, they nailed it. It’s a very good translation of the most popular game in the world, at least at the time. Would I want to play it in the 2020s? Oh, god no. Hell, I wouldn’t have wanted to play it by the time I started gaming in the 1990s. Gaming has come so far and this formula has been done better so many times. I don’t even like Galaga, but I’d hook an IV to my arm and mainline Galaga before I was forced to play Space Invaders.. or so I thought.

Not so good were the invisible modes, which I think are lame as hell. And I just found out these are actually kind of popular in retro circles. I don’t get it. Maybe because they’re all on the cusp of being senior citizens and can’t see anymore, anyway?

Being a prime-era Atari 2600 cart, they threw in some nice twists to Space Invaders 2600. I like the modes where the shields move back and forth. I like the modes where the Invaders’ bullets come at you from diagonal angles. I really like that there’s an option for doing both those things at the same time. Is it enough to save Space Invaders from the NO! Pile? Actually.. YES! I’m as surprised as you are, but it was just enough to keep my eyes glued to the screen. Like so many games during this run I’m on, I intended to play this for fifteen, twenty minutes and I ended up going for an hour. But, of all the games I’ve done that with, none surprised me more than Space Invaders. I thought “there’s no way!” Oh, there was a way. That’s one thing I admire about the Atari 2600 during this period: they sure loaded the carts with every imaginable variation on the game to give people their money’s worth. These days, you’d get nickled-and-dimed for all those extra modes as paid DLC. Hey, I never said EVERY aspect of gaming is better today!
Verdict: YES!
And hell, throw in a YES! for Pepsi Invaders too because I like competitive modes set to a timer.

Space Invaders
Platform: Atari 5200
Year: 1982
Designed by Eric Manghise

The aliens actually change shape in this one every couple rounds. Well, at least it breaks up the monotony, I guess.

Oddly enough, Space Invaders for the 5200 is not a straight conversion of the arcade game. Same basic principle: aliens march at you and you shoot them. There are a couple twists this time. The most noticeable.. and it’s a weird decision.. is having the aliens march-in from outside the left side of the screen. So, when a round begins, you have to wait for them to actually enter the screen. I don’t get why they did that. It certainly doesn’t make the game better. If anything, it detracts from the purity of the game by forcing the player to move left and start pinging them aliens. The other twist is having mutating invaders begin to show up in the fourth wave. As far as I can tell, they don’t actually behave differently, but if you kill them when they’re in the middle of morphing, they score no points. Space Invaders 5200 uses a color-coated scoring system, and if you care about that stuff, the morphing enemies fails completely because, again, the way they march from out of the screen forces you to shoot and shoot quickly. You don’t have enough time to time it, because this version of Space Invaders has an emphasis on the automatic game over from the aliens reaching the bottom. This is because the aliens are physically too big while the playfield is too small.

This slideshow requires JavaScript.

Trying to change the formula was nice, I guess, but this is not a good port of Space Invaders. The bizarre choice to have the enemies appear from outside the screen all but eliminates the ability for players to come up with their own strategies for playing. That’s one of the aspects of Golden Age games I put the highest premium on, because you need that flexibility to be immersed in the gameplay. It’s also not a well-balanced Space Invaders take, either. Right from the start, the faster-paced aliens and their low proximity to the ground means you have to shoot very accurately to assure they don’t reach the bottom. It’s too cramped. I was stunned at how fast things escalated in the first couple stages. My father’s theory is that they had the aliens start off-screen so that it would educate players to take out full columns instead of pinging them off row-by-row. It would be a sound theory, except that only makes sense for the first level. My theory is that they made the aliens too big and the playfield too small and the game over would have happened even faster if they hadn’t waddled in from the outside. What a disaster. Space Invaders was the Atari 2600’s killer app and I’m sure Atari figured everyone buying a 5200 probably owned it already, so they wanted to change things up. That’s not the worst idea, but how they went about the changes might have been.
Verdict: NO!

Star Wars
Platform: Arcade
Year: 1983
Designed by Mike Hally

Today I learned that the “TIE” in TIE Fighter stands for “twin ion engines.” I’m almost certain I heard this before, but for whatever reason, my brain has said “screw Star Wars” and started deleting all trivia for it. Now, I have no control over what completely useless crap sticks in my head cheese. I can tell you off the top of my head who was the leading scorer of the NBA during the 1972-73 season (it was Tiny Archibald at 34 ppg for Kansas City-Omaha Kings. He also led the league in assists at 11 apg that season, the only time that’s ever been done) or who invented Lucky Charms (John Holahan, who ripped a few Circus Peanut marshmallows into chunks and sprinkled them over a bowl of Cheerios) but my brain is opting-out of Star Wars trivia. I blame Disney. And drugs. It was probably the drugs.

If you were to only own one Arcade1Up cabinet, Star Wars would probably be the one to own. This is thanks to that being the only way to have the immersive yoke controller that, despite the wireframe vector graphics, still makes you feel like you’re genuinely piloting a X-Wing and fighting the Empire. A 1983 arcade game should not feel this immersive, nor should it be this accurate to the movie. Star Wars is a historically remarkable achievement. But, assuming Atari could work out a deal to bring this to Atari 50 as a DLC release, that ain’t going to be an option. You’ll be stuck using a normal game controller. Without the yoke, is Star Wars any good? The answer is still yes, only with significantly less immersion and a complete loss of charm.

Functionally, Star Wars is a sequel to Atari’s 1981 vector graphics sky fighter Red Baron. It is remarkable that not one but TWO Atari first-person vector graphics aerial dogfight games held-up to the test of time. Star Wars does manage to successfully recreate the look of the film to such a degree that you can tell yourself you’re actually looking at the targeting computer from the film. The TIE Fighters and the Death Star look great, and it’s so satisfying to shoot them down. The issue is that the gameplay basically only lasts maybe three minutes at most before everything starts looping over and over again. Shoot down a few TIEs, shoot the bullets they fire at you, then go in for the trench run, where you shoot all the projectiles coming at you and various wall targets. Hit the correct spot to blow up the Death Star, then start over with more difficulty. Oh and a new buffer sequence where you fly along the surface of the Death Star is added between the first and last phases where you have to take out turrets.

That’s no moon.

Your first run from the time you load your quarter until the moment you destroy the Death Star will barely take three minutes. In a way, I kind of admire that Atari didn’t make the game too difficult, so that every arcade-going child could experience being the hero of the Rebel Alliance. At the same time, despite the fun and energetic combat, there’s sure not a lot of meat on these bones. Does it get old fast? Oh yea. Star Wars is unique in that it’s both timeless, and yet, not something that holds up to repeat play. It relies heavily on the novelty factor. But, it’s still an unforgettable experience while it lasts. I’ve witnessed a twelve-year-old Star Wars fan positively lose his mind, overjoyed playing this nearly forty-year-old arcade game, and that’s something you don’t get a lot of with many Golden Age coin-ops. Would that happen without the full arcade experience? Probably not to that degree. Lots of games suffer from lack of authentic controllers, but none would suffer more while still getting a YES! than Star Wars.
Verdict: YES!

Star Wars: The Arcade Game
Platform: Atari 2600
Year: 1984
Designed by Bradley G. Stewart, Bob Smith, and Neil McKenzie
Developed by Parker Bros

For the Atari 2600 version, you play all three scenes in sequential order. It’s still barely a three minute to see everything experience, and this time the controls are genuinely miserable.

I would LOVE to know the story on this one. Atari makes the arcade game, but Parker Bros. owns the rights to Star Wars on consoles and gets to create their own version of Atari’s arcade game AND place it on Colecovision in addition to Atari’s platforms. I can’t find anything on whether they owed Atari royalties on it or not, but I’m giggling sadistically at the thought of how awkward that phone call between Manny Gerard and Ray Kassar must have been. Gerard and Warner Bros. head Steve Ross blew a gasket on Kassar when they found out Atari didn’t take the home video license for Donkey Kong, so just imagine how peeved they must have been when they found out Atari didn’t own the rights to the single hottest film franchise in history up to that point. Of course, by this point, Atari had the vastly superior (not to mention more appropriate for home consoles) Star Raiders on their platforms. Star Wars, despite coming to the 2600 barely a year after the arcade port, feels old and fuddy duddy already. Some people think this port is a remarkable effort for the lowly 2600, but I think the controls are sluggish and miserable. You also have inverted controls, which is fine for an arcade game but don’t work at all here. I actually do believe this is probably the best they could do for the console, but the combat doesn’t satisfy anywhere near as much as the arcade, and the Death Star trench run lacks the spectacle. The Force was not with this port.
Verdict: NO!

Star Wars: The Arcade Game
Platform: Atari 5200
Year: 1984
Designed by Bradley G. Stewart, Bob Smith, and Neil McKenzie
Developed by Parker Bros

When you look at the graphics for the Atari 5200, it really makes you go “what were they thinking?” By this point, Colecovision wasn’t too far off, and it made the 5200 look so old already.

The Atari 5200’s disastrous run wasn’t on account of its game library. While I guess it sounds like owners did struggle to actually find places that sold games, if they could find them, they’d find plenty of quality arcade ports. For all the console’s weaknesses, the Atari 5200’s version of Star Wars: The Arcade Game is perfectly fine, I guess. While it could never hope to recreate the immersive charm of the coin-op, it does a lot better at recreating the gameplay than the 2600 port. The more accurate graphics make the combat somewhat satisfying, although the game does still manage to lose the pizazz of the trench run sequence. Again, the elephant in the room is that Star Wars is an experience best suited for arcades. The Atari 5200 had the excellent Star Raiders at launch. A similar premise, only optimized for home consoles and made deeper and more rewarding. If you were absolutely gaga for the Star Wars coin-op, I suppose this would have satisfied you. I would think a kid would get very bored, very quickly with this, but I also wasn’t even alive in 1984, so what do I know?
Verdict: YES!

Superman
Platform: Atari 2600
Year: 1983
Designed by John Dunn

Superman, seen here carrying Lois Lane by the throat. DA NUNUNUNU NA NA NA!

Being a game critic with a reputation for psychopathy, many of my Twitter followers are always floored to find out that I love Superman. Not the game. Oh no. No no no no. Superman the character. Actually, no.. Superman the concept. I’m totally fine with the big blue boy scout. There’s plenty of nuanced, deep comic characters with complex problems. Shouldn’t it be okay for just one of them to be the boring goody-good that rescues cats out of trees? A hero who will always make people aspire to their better angels? Let Superman be the one thing in pop culture that we agree is okay to be boring and predictable. Because, by God, the poor guy has earned it at this point. Especially with his video game legacy. Superman was actually one of the first Atari 2600 games, and the proud owner of many historic firsts. It’s the first licensed home console game not based on a game property and the world’s first superhero game. It actually uses the same engine that was built for Adventure, yet it beat Adventure to the market by several years. And, in my opinion, it’s the better game. All these years later and it’s arguably the best game starring the Man of Steel. Really!

Yes, that is supposed to be Lex Luthor wearing a helicopter belt. It was a different time.

This isn’t some lazy action game. There’s stuff to do. You start by seeing the Metropolis bridge destroyed as Clark Kent. You have to hop into a phone booth.. kids, ask your parents what those were.. and turn into Superman. You have to capture Lex Luthor and all his minions and take them to jail, and you also have to find the three parts of the damaged bridge and put them back. This is the part that took me the longest to figure out how to do and I actually had to watch a YouTube video to figure out what I was doing wrong. It turns out, they don’t “lock into place” like you’d expect. You just sort of pile them up next to the gap on the correct screen and they’ll turn into the bridge. Once I understood this, the biggest issue was navigating Metropolis. You can use super vision to see the screens around you (it’s supposed to be his X-Ray vision, but like.. what is he seeing through? This is almost entirely taking place outside!), but even with that, finding the actual screen with the bridge section was the biggest pain in the ass.

It’s really not much to look at, which is why this is yet another game I’d love to see remade. Like.. seriously, Warner Bros., just copy this formula. Or hell, hire Atari to remake it and expand it.

There’s some WEIRD rules for this one. Like, for example, if you take damage from the “Kryptonite satellites” you have to cop a feel on Lois Lane to get your flying powers back.. how does that even make sense?.. and if she gets in the way, you can drop her back off at the Daily Planet. Know your place, Ms. Lane! Also, whenever you take damage, Lois automatically appears on the screen. I suppose the idea is that it puts her back in danger, since you can’t win if she’s not secured (at least I don’t think so. The instruction book wasn’t very helpful). Finally, there’s visibility issues with the things that harm you. I often could barely see the little spark that grounds you. But, you know what? Once you understand the rules, this isn’t a bad little adventure game. I certainly appreciate the ambition for this era. They could have done a half-assed shooter using his heat ray or something. They didn’t do that. They set out to make a game where you feel like a Silver Age version of Supes and I honestly think they did the very best they were capable of in 1978. So, hey, Superman got off to a good start in gaming, but I can think of, oh, sixty-four reasons why he should have quit while he was ahead.
Verdict: YES!

Super Pac-Man
Platform: Atari 5200
Unreleased Prototype
Designed by Landon Dyer

This stinks of “we were plum out of ideas.” On the plus side, it’s not as bad as Pac & Pal.

I’m not a fan at all of Super Pac-Man, so playing this fully completed but never released prototype wasn’t going to be a highlight for me. Having said that, I’m genuinely shocked they never went forward with releasing this. I mean, this isn’t exactly a non-entity of a game and it seems like it would be good for a quick infusion of cash. It’s pathetic that both this and Jr. Pac-Man are much more arcade-accurate than Pac-Man and Ms. Pac-Man but 5200 owners never got a chance to buy them. Of course, being arcade-accurate isn’t a positive thing when you’re an arcade-accurate port of a terrible game. I think the gate concept of Super Pac-Man could have worked, but not with this maze. Oh no. Yea, this is the worst maze in any Pac-Man game besides the 2600 version, though all the problems with that one are sort of present to a lesser degree here. For Super Pac-Man, not only is it a bad layout, but it’s the only level, and one that doesn’t remotely lend itself to the chase-aspect Pac-Man needs to work for the excitement. The gates are further compromised by the Super Pac concept itself, where you can just, you know, eat the gates. On one hand, I feel bad for 5200 owners that they never got a chance to decide for themselves, because this is a remarkable effort compared to most Atari 5200 games. On the other hand, it’s a remarkable effort for a game even Pac-Man’s creator has said is boring.
Verdict: NO!

I’m just getting started, folks! Head over to Part Two, where I look at Fifty-Two more games they couldn’t include in Atari 50!