VIC-20 Cartridge Software Reviews

a.k.a. Cartzilla!

First release: July 1997

Copyright notice: © 1997 Ward Shrake. All rights reserved. However, the author and copyright holder grants his permission to any individual(s) for any non-profit use of this document. I just ask that any such people will be fair and honest in giving me my due credit for any and all work that I have done, just as I have gone to great pains to credit those before me. Thanks!

Proofread and converted to hypertext by Marko Mäkelä

Author's notes

This document was made to spread useful information to current users of the Commodore VIC-20 home computer system. It contains small text reviews of most of the ROM-cartridge software that was ever made for the Vic20 computing system. (There are 180 cartridges reviewed here!)

The purpose of this document is partly amusement and partly to help the system's modern users to identify software that has a good chance of appealing to them, so they can check it out more for themselves.

Note that this text covers only cartridge-based software. There were many, many more programs once released in tape format. However, the author chose not to review tape-based software, for various reasons.

I wrote this because I saw a need for it. If you're bothering to read this document, you probably see a need for it as well. I've long been involved in gaming, on many systems. I have Atari 2600, 5200, and 7800 systems, as well as the current Jaguar, the ColecoVision, Commodore's 64 computer, the Vectrex, the Sega Genesis, the Nintendo NES & SNES, and even a few of the real, stand-up, full-sized arcade machines. The list goes on, but you get the idea: I don't only like the Vic20.

I've seen, over and over among all the "classic gaming" groups, some form of the "its a title on a list somewhere, and even though I have no clue what it is or what it does, I have to own one" mentality. If you're rich and have ample space for all these toys, why not. But most of us don't fall into that category, hence the need for solid info. I gave up on the idea of having "everything" a long time ago; some games simply aren't worth having, from a "will I ever play it" standpoint. That goes for the Vic20, and every other gaming system ever made. But there are many games that you'd love, too, if only you knew about them.

Besides, the whole "looking through a catalog of stuff I can have" experience is one all of us like, to one degree or another. And with a catalog this size, you'll stay busy for quite some time, I'd say! Why bother looking at was once available but is no longer sold, you ask? There's simple nostalgia. Or carts to buy amongst other gamers.

But more newsworthy is that most of the Vic20's software library is now freely available to anyone with an Internet account. This is thanks to the hard work of a dedicated crew of Digital Archaeologists. (Paul LeBrasse and Ward Shrake did most of the finding and archiving, with occasional help from other retrogamers on the Internet.) We made sure the Vic20 library didn't become extinct. Then I documented it. (Fifty or a hundred years from now, I hope someone is grateful!) And so far, the copyright owners have thanked us for what we've done, too. Much thanks goes to the people who wrote the Vic20 emulators, as well.

Most of the information in this text file will probably remain "as is" for quite some time. This is because most carts we actually had in our hands, and we don't expect our opinions to change without outside input. However, a handful of carts we did not have at all; the rare few carts that are presently "vaporware". These may change, as we get more info.

Anyway, info about this text is included later on. But to appease those of you with large impatience streaks (most of you?), I put the "fun" stuff (reviews) next, and the explanatory stuff way in the back. The list below is alphabetical by software title, in case you're wondering.

I do hope you will find and keep an appreciation of where our gaming hobby has already been, and where it seems to be going. It's quite a rush, these days, what with all the different emulators and such; for this and all the other gaming systems. We gamers never had it better. Enjoy the ongoing history of the audio-visual amusement experience!

Ward F. Shrake

Contents

  1. Software Titles Reviewed
  2. How this List is Organized: A Tutorial
  3. Other Sources of Information
  4. What Can You Do to Help Make this Document Better?
  5. Acknowledgements

Software Titles Reviewed

  1. A World at War
  2. A.E.
  3. Adventure Land Adventure
  4. Aggressor
  5. Alien
  6. Alien Blitz
  7. Alien Sidestep
  8. Alphabet Zoo
  9. Amok!
  10. Ape Escape
  11. Apple Panic
  12. Arachnoid
  13. Arrow
  14. Artillery Duel
  15. Astroblitz
  16. Atlantis
  17. Attack of the Mutant Camels
  18. Avenger
  19. Baldor's Castle
  20. Bandits
  21. Battlezone
  22. Black Hole
  23. Buck Rogers: Planet of Zoom
  24. Cannonball Blitz
  25. Capture the Flag
  26. Cave-in
  27. Centipede
  28. Choplifter
  29. Chuck Norris Superkicks
  30. Cloudburst
  31. Clowns
  32. Commodore Artist
  33. Computer War
  34. Congo Bongo
  35. Cosmic Cruncher
  36. Cosmic Jailbreak
  37. Creepy Corridors
  38. Crossfire
  39. Dancing Bear
  40. Deadly Duck
  41. Deadly Skies
  42. Defender
  43. Demon Attack
  44. Dig Dug
  45. Donkey Kong
  46. Dot Gobbler
  47. Dragonfire
  48. Draw Poker (see Poker)
  49. Face Maker
  50. Fast Eddie
  51. Final Orbit / Bumper Bash
  52. Fourth Encounter
  53. Frogger
  54. Galaxian
  55. Garden Wars
  56. Ghost Manor
  57. Gold Fever
  58. Gorf
  59. Gridrunner
  60. HesMon
  61. HesWriter
  62. Home Babysitter
  63. Household Finance
  64. IFR (flight simulator)
  65. In the Chips
  66. Jawbreaker II
  67. Jelly Monsters
  68. Joust
  69. Jungle Hunt
  70. Jupiter Lander
  71. K-Razy Antiks
  72. K-Star Patrol
  73. Kids on Keys
  74. Kindercomp
  75. Lazer Zone
  76. Lode Runner
  77. Lunar Leeper
  78. Machine Language Monitor
  79. Mastertype
  80. Maze
  81. Medieval Joust
  82. Menagerie
  83. Meteor Run
  84. Midnight Drive (see Road Race)
  85. Mine Madness
  86. Miner 2049'er
  87. Mission Impossible Adventure
  88. Mobile Attack
  89. Mole Attack
  90. Money Wars
  91. Monster Maze
  92. Moon Patrol
  93. Moses (with or without 8k RAM)
  94. Mosquito Infestation
  95. Mountain King
  96. Ms. Pac-Man
  97. Mutant Herd
  98. Number Nabber, Shape Grabber
  99. Omega Race
  100. Outworld
  101. Pac-Man
  102. Panic Button
  103. Personal Finance
  104. Pharaoh's Curse
  105. Pinball Spectacular
  106. Pipes
  107. Pirate's Cove Adventure
  108. Poker
  109. Polaris
  110. Pole Position
  111. Predator
  112. Princess and Frog
  113. Programmer's Aid Cartridge
  114. Promenade
  115. Protector
  116. Q*bert
  117. Quick Brown Fox
  118. Radar Rat Race
  119. Radiotap
  120. Raid on Fort Knox
  121. Rat Hotel
  122. Renaissance
  123. River Rescue
  124. Road Race
  125. Robin Hood
  126. Robot Panic
  127. Robotron: 2084
  128. Sargon II Chess
  129. Satellite Patrol
  130. Satellites and Meteorites!
  131. Scorpion
  132. Sea Wolf
  133. Seafox
  134. Serpentine
  135. Shamus
  136. Sir Lancelot
  137. Skibbereen
  138. The Sky is Falling
  139. Skyblazer
  140. Slot
  141. Snake Byte
  142. Space Ric-O-Shay
  143. Space Snake
  144. Speed Math & Bingo Math
  145. Spider City
  146. Spiders of Mars
  147. Spike's Peak
  148. Spills & Fills
  149. Springer
  150. Star Battle
  151. Star Post
  152. Star Trek: Strategic Operations Simulator
  153. Story Machine
  154. Sub Chase
  155. Submarine Commander
  156. Super Amok
  157. Super Expander with 3k RAM
  158. Super Slot (see Slot)
  159. Super Smash
  160. Synthesound
  161. Tank Atak
  162. Terraguard
  163. The Count Adventure
  164. Threshold
  165. Tomarc the Barbarian
  166. Tooth Invaders
  167. Topper
  168. Trashman
  169. Turmoil
  170. Turtle Graphics
  171. Tutankham
  172. Type Attack
  173. Vic Avenger (see Avenger)
  174. Vic FORTH
  175. Vic Mon (see Machine Language Monitor)
  176. Vic Music Composer
  177. Vic Rabbit
  178. Vic-20 Atari Cartridge Adapter
  179. Video Vermin
  180. Videomania
  181. Visible Solar System
  182. Voodoo Castle Adventure
  183. Wizard of Wor
  184. Wordcraft 20
  185. Write Now!
If you Like This Game... Then also Try these Similar Games...
Asteroids Satellites and Meteorites
Astro-Blaster Threshold
Battlezone Tank Atak
Berzerk Amok!, Super Amok
Breakout Super Smash, Pinball Spectacular
Carnival Quackers
Centipede Video Vermin, Arachnoid
Frogger Princess and Frog, Menagerie
Galaxian Star Battle
Kaboom! The Sky is Falling
Lunar Lander Jupiter Lander
Night Driver Midnight Drive (Road Race)
Missile Command Mosquito Infestation
Othello Renaissance
Pac-Man Jelly Monsters, Trashman, Cosmic Cruncher
Q*bert Topper
Rally-X Radar Rat Race, Raid on Fort Knox
Rip-off Bandits
Space Invaders Avenger, Alien Blitz, Alien Sidestep, Type Attack
Tempest Star Post
Time Pilot Satellite Patrol

VIC-20 Cartridge Software Reviews

Game name
A World at War
Company
Handic Benelux B.V.
Author
unknown (198_)
Game Type
Board-style war game simulation. (Hex-based maps, turns, etc.)
Required
8k RAM in bank 5. Keyboard. Disable bank 1 if present.
Comments
Not given a thorough review, due to its complex nature. You will definitely need the original instructions to use any war game.

Game name
A.E.
Company
Broderbund
Author
Steven Ohmert (198_)
Game Type
Original shooter, flavored with "Galaxian" & "Missile Command".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Excellent. Technically impressive; uses bit-mapping on a computer that was not designed to do this. The smooth, gliding movement of the ships impresses, as does their recession-into-depth. Uses four background scenes; another classy touch. However, from a purely aesthetic point of view maybe the "hi-res" characters just seem small and hard to see by today's standards? For its day... wow!
Sound
Good. Nice attempt at an interesting background tune; notes try to rise and fall smoothly. Sound effects are average or better. Considering the limits of Vic20 sound, this is also impressive.
Gameplay
Good, but takes some getting used to. See comments below.
Overall
Mixed. Technically speaking, this was leading edge stuff for its day both in graphical ability and gameplay mechanic. But is it a fun game to play? You decide. Some may love it, others may not.
Ad Text
"A runaway best-seller for the Apple II and the Atari 400/800, is a winner for Vic-20. Giant robot stingrays designed to fight pollution have run amok and are attacking in waves from the sky. A.E.tm ('Stingray' in Japanese) is a graphic masterpiece, with screen after screen of spectacular 3-D effects. The arcade-style action is masterful too, as you launch your remotely-triggered missiles and detonate them precisely to coincide with the swooping, diving, constantly changing flight patterns of the deadly A.E.'s!" (From inside cover, Compute's Gazette, July 1983)
Trivia
Original (non-Vic20) version designed by Makoto Horai & Jun Wada according to the screen credits. (Was Apple or Atari the first?)
Comments
The game uses the joystick in a novel way. Left and right do just that, but "fire" is non-standard. Missiles that you fire do not "go off" until you release the fire button. In other words, press and hold fire until the missiles are at the altitude you desire, then release the button, which detonates those missiles. Meaning if you rapidly press and release fire (as in modern games) the missiles simply explode a fraction of an inch over your ship! This takes some getting used to, but it results in an explosion which can destroy more than one ship at a time, too. The overall effect reminds me of the game mechanic used in "Missile Command".

Game name
Adventure Land Adventure
Company
Commodore [Vic-1914]
Author
See Trivia. (1981)
Game Type
"Scott Adams Adventure Games" series. (#1 of 5.)
Required
16k RAM (8k each in banks 2 and 3). Keyboard controlled. The game starts when you type "SYS 32592" and hit the RETURN key. (If you are using a software emulator to run any game in this series, try setting your memory expansion to 24k of RAM. These four programs start at $4000, if your emulator asks you that.)
Graphics
Not applicable. These were text games. You type, it types back.
Sound
See the trivia notes below, but not applicable for the most part.
Gameplay
Some will like it, some won't. A good change of pace, regardless.
Overall
It depends if you like text games or not. The whole Scott Adams series was famous in its time and still has a following online.
Ad Text
"You wander through an enchanted world trying to recover the 13 lost treasures. You'll encounter wild animals, magical beings, and many other perils and puzzles. Can you rescue the blue ox from the quicksand or find your way out of the maze? For beginning Adventurers and veterans alike." (Seen in "Commodore Power Play" Spring 1983 issue, page 105.)
Ad Text
Box ads for the entire series read: "Welcome to the mind-boggling adventures of Scott Adams! These true 'computer classics' are among the most entertaining games in personal computing! Each adventure is a completely different mind-fantasy, drawn from the creative imagination of pioneer adventure game-writer Scott Adams. There are 5 Scott Adams Adventure games on cartridge for your VIC-20... we know you'll enjoy them all! Just look at the adventures we have for you!" (Then it describes each as above.)
Trivia
While the folks at "Scott Adams / Adventure International" should get their fair due for writing the stories and such (on the Vic and other computers), Andy Finkel was responsible for doing the actual programming on the Vic20 versions of the Scott Adams games. Neil Harris was quoted in an online interview, saying that Mr. Finkel had to trim 1/3 the memory out (24k to 16k) of the Vic20 versions to fit them on a cartridge at all. Quite a feat, really.
Trivia
The games in this series "talked" if you had an add-on piece of hardware called the "Type N Talk". (Otherwise, with a standard Vic20, the text just shows up on the screen as you might expect.) The author hasn't personally heard the quality of this speech but has seen reviews of the Votrax hardware itself, which were good. (And I have to wonder... would emulating this device be possible or practical on today's IBM computers? That would be neat, yes? Even just recording the speech as .WAV files would be cool, IMO.)
Trivia
All the games in this series seem to have one advertisement for another game in the series within its available texts. At least two games list a phone number to call, if your local computer store doesn't carry the Adventure series. That's kinda cute, huh?
Trivia
The Scott Adams games were part of a larger collection. While the Vic20 only had five of the games, others did exist for other game machines of the time. The Vic order is as follows:
  1. Adventure Land
  2. Pirate's Cove
  3. Mission Impossible
  4. Voodoo Castle
  5. The Count
For more info about the remaining games, go visit the Internet's online newsgroups that cater to the "text adventure" crowd.
Trivia
Just in case you've wondered, this Scott Adams is no relation to the Scott Adams that writes the popular "Dilbert" cartoon strip.
Comments
Merely to conserve some space here, this review is sort of my standard set of observations for the other four Scott Adams games.

Game name
Aggressor
Company
HES (Human Engineered Software) [C305]
Author
Jeff Minter (1982)
Game Type
Clone of the arcade coin-op "Defender" by Williams.
Required
8k RAM in bank 5. Joystick.
Graphics
Good. Could use the radar screen from the arcade game, but what is there looks good. Not a bad attempt at vector graphic lines!
Sound
Average. Sound effects are good, but get repetitive quickly.
Gameplay
Good or better. Fast paced in most places, reasonable balance. Your ship takes awhile to turn around, and without radar, well...
Overall
Good. Not a bad clone of Defender, given the Vic's limitations.
Trivia
Actually, I don't believe I've seen any truly good port of Mr. Jarvis' ballistic arcade game on any home machine, until Jeff Minter's "Defender 2000" showed up for my Atari Jaguar system. I guess this was his first official warm-up for the project? Go take a look at the official Atari release of Defender, too. You will see that it has an internal message that says it really was done by HES instead of Atari. Hmmm. Jeff's warm-up number two?
Trivia
Mr. Minter certainly has a sense of humor. Inside his code is the message "WELL ZAPHOD'S JUST THIS GUY, Y'KNOW". Once you've read Douglas Adam's 5-part "Hitchhiker's Guide to the Galaxy" trilogy you'll understand that better. And thank Mr. Minter for making you go read an excellent book series when you're all done, OK?

Game name
Alien
Company
Commodore [Vic-1906]
Author
unknown (1981)
Game Type
Original game involving mazes and digging.
Required
8k RAM in bank 5. Joystick.
Graphics
Average. Nothing fancy. Most likely based on character graphics.
Sound
Average. Some simple sound effects, somewhat like the gobbling sounds in Pac-Man, but that's about all. No theme music noted.
Gameplay
Good. Could probably be addicting to some. The idea of digging holes for the other creatures to fall into, and the heart-beating sound effects might build up some decent gaming tension.
Overall
Average to good. Not really flawed, but not wildly spectacular. Younger children may love the game. For them, it may be ideal.
Trivia
This game involves elements from games like Pac-Man (the maze and four characters chasing you) and Apple Panic (the digging). You decide if this makes for a good game or not, but it's interesting.

Game name
Alien Blitz
Company
UMI (United Microware Industries, Inc.) [1619]
Author
Peter Fokkos and Thomas A. Giguere (1981)
Game Type
"Space Invaders" clone. (Probably unauthorized.)
Required
8k RAM in bank 5. Joystick or keyboard play.
Graphics
Endearingly crude. In other words, much like the original.
Sound
Keeps your nerves on edge, like the original. Great laser blasts!
Gameplay
"Just one more..."
Overall
Fans of the original Space Invaders will not be disappointed!
Ad Text
"Your mind must be clear, your nerves steel, and your eyes sharp to prevent the intruders from demolishing the three missile bases under your command. To survive the bomb-dropping enemy, you must think as you dodge, duck, hide, and blast your way to victory... or oblivion! Only the fittest can survive the onslaught of ten skill levels and escape with missile bases intact." (UMI catalog)
Trivia
Internally, this is just a 4k game. Not at all bad, considering! UMI was one of the only companies that had any games ready for release in 1981. It is sort of comical that both Commodore and UMI released a Space Invaders clone as one of the first games. (Man, were people anxious to capitalize on SI's popularity!) The only other company to release in 1981 was Sierra Online, BTW.
Trivia
The original arcade game has 55 invaders; 5 rows of 11 each. This version only has 40 invaders. Maybe only an "expert" would notice? The Gameboy cartridge, in Gameboy mode, also has 40 invaders, but the Gameboy cart has sounds that are closer to the original game. The SuperGameboy version, however, comes as close to true arcade perfection as I've ever seen; it appears to download code to the SNES and hand over control to it, for some mind-blowing nostalgia! But aside from that one cart this may be the best clone I've seen. Commodore's Avenger comes close, but this has a closer feel, IMO.
Trivia
With only minor changes, this game would fool most people if you were to put it into an original-looking arcade cabinet. Since this version and the original are both monochromatic, you could even stick a colored overlay across the screen as later SI models did! But don't forget that the original arcade game had no joysticks; it was just a set of buttons; left, right and fire... remember? (Not that I'm seriously suggesting this... just a sick thought!)
Comments
Space to start game; it may pause for a moment first. Keyboard controls: fire = SPACE, left = LEFT SHIFT, right = RIGHT SHIFT.

Game name
Alien Sidestep
Company
OEM
Author
Kerry Erendson (1983)
Game Type
Variant of "Space Invaders".
Required
8k RAM in bank 5. Joystick.
Graphics
Good. The movement and/or scrolling effects are well done.
Sound
Plain. Just the average shooting sounds you'd expect.
Gameplay
A bit flawed. Fun at first, but after the novelty wears off... The concept was kinda cute, but the experience isn't very deep.
Overall
An interesting change, but not likely to become widely popular.
Trivia
This is a 4k game internally, although it requires 8k to run. This would seem to explain the lack of depth in the gameplay.
Comments
There seems to be only one good way to play the game. You have to move left while shooting quickly, to make a slanting barrage of bullets. This seems to be the only way to actually hit the oncoming aliens. Otherwise, as the name states, they sidestep. Once four aliens have landed past your defenses, it's game over.

Game name
Alphabet Zoo
Company
Spinnaker
Author
Sheldon White (1982)
Game Type
Educational.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions.

Game name
Amok!
Company
UMI (United Microware Industries, Inc.) [1611]
Author
Roger L. Merritt (1981)
Game Type
Clone of the arcade coin-op "Berzerk" by Stern.
Required
8k RAM in bank 5. Joystick or keyboard. Disable bank 1 if present.
Graphics
Good. The original "Berzerk" was not a graphic wonder to begin with. This is arguably better than the arcade game it is based on.
Sound
Poor. The original arcade Berzerk game had some speech, which made up for its poor graphics. This just bleeps when you shoot. (No more "Intruder Alert" or "Coin detected in pocket"... sigh!)
Gameplay
Good, but a bit frustrating once you've seen "Super Amok". Slow-paced? Only one of your bullets is allowed onscreen at a time. (However, if Super Amok seems too hard, maybe this is just right?)
Overall
Good. Could be lots of fun, even if "Super Amok" is better.
Trivia
As much as it sounds like I'm complaining about this game, it does show how far the industry had progressed in a short time. Berzerk was not out long in the arcades when this home version had arrived. It was only 1982 when Stern put out "Frenzy", the sequel to their earlier "Berzerk" game. Impressive to consider. It wasn't that many years before, when almost all the games in any arcade where black-and-white with huge blocky graphics; remember Midways first game "Gun Fight"? This is Hi-Res compared!
Trivia
I figured out the patterns in most of the software companies part numbering schemes. Most are easy enough. But what was UMI thinking? Aside from the first two digits indicating whether a particular game was made on cassette or cartridge, can anyone else see any kind of pattern emerging? Did they use a dart board to choose their other digits? Did they just make up numbers at random, to make it look like they had more games? Wish I knew.
Trivia
Hey now! Don't be stepping all over my memories! (Hee, hee!) I'm impolitely referring to a new 1996 Sega Saturn game called Amok. I know zip about that game; just thought the name was interesting in this context. Has gaming lost that much creativity? That even names are now being recycled, along with gameplay concepts, etc? Again, I'm not dogging the modern game, just wondering what's up.
Comments
See also Super Amok. It's much more polished than this game is. The basic difference is that this game used 4k of EPROM and its sequel used 8k. Twice the memory space makes a big difference!

Game name
Ape Escape
Company
Spectravideo
Author
Mike Riedel and Greg Carbonaro (1982)
Game Type
Variants of two arcade coin-ops; "Space Invaders" and "Rip Off".
Required
8k RAM in bank 5. Joystick.
Graphics
Good. Lots of little helicopters and such onscreen, all moving fairly smoothly as they steal portions of the "Spectra Tower".
Sound
Good to very good. The sound effects are generally good, but the little guy that vacuums up your dead players is way too cool!
Gameplay
Very good. Everything moves and/or responds quickly.
Overall
Very good. Perhaps simple in some ways (graphics?) but well done.
Trivia
The company name was taken directly off the title screen. They seemed to have been a bit inconsistent about their own name.
Comments
See also "Cosmic Jailbreak". It looks nearly identical. This game might have been sold to Commodore, along with what later was to become "Star Post", which may have been intended to be a clone of the arcade game "Tempest" when it was first programmed. May. That is a whole other story, however, that's still being investigated.

Game name
Apple Panic
Company
Creative Software (Licensed from Broderbund)
Author
unknown (1982)
Game Type
Conversion of the arcade coin-op "Space Panic".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Plain looking backgrounds, with very detailed (hi-res) characters.
Sound
Average.
Gameplay
Control is too fussy. You have to be pixel-perfect on ladders or it won't allow you to move on them. And so on. Game runs slowly too. Or rather, your character seems to move through molasses.
Overall
Flawed, but I can sure see where Broderbund got Lode Runner from! They just rebalanced this game and had a classic on their hands. The improved version sold well into the 1990's. This game is more of a history lesson, however, than competition for Loderunner.
Review
"Space Panic was the first of the climbing coin-ops, but it wasn't a hit until it reached the home market as Apple Panic!" (Seen in EG Trivia, page 111, Apr 83 Electronic Games)
Review
"Apple Panic... is the computer version of Universal's 'ground-breaking' coin-op, Space Panic. As it happens, the aliens who pursue -- and are, in turn, hunted by -- the game's shovel-wielding hero, bear a singular resemblance to -- you guessed it -- apples! It was therefore a relatively simple matter to redraw the aliens as ripe, red pieces of computer fruit. Other than this minor change in graphics, the computer software version is faithful to its source of inspiration. The action is quick and exciting and this title, which has been around for over a year, continues to do a good business. Like its role model, Apple Panic has become a genuine cult favorite among computer gamers. The ladders, the aliens, the holes -- all the familiar elements are here." (Seen in Jan 83 Electronic Games, on page 52.)
Review
Another article in Electronic Games, entitled "Closet Classics", (June 1983, pg 84) said this and more... "The object of the game was to catch the aliens by baiting them into pits you'd dug, and then covering them before they escaped. This was accomplished with the 'digging' button. As you got to the higher levels you had to dig two holes, perfectly placed, one above the other, to keep the alien in. The average playing time for Space Panic was 30 seconds. You felt like you'd been hit going up the ladder by a brick falling through the arcade. Or maybe you'd dug a hole too deep to escape from. Whatever it was, Space Panic played too hard and had to be buried. Someone must have seen it though, and liked it, because the game was released as a computer game by Broderbund under the name Apple Panic. This software version is deliciously true to the original. So perhaps there is life after the arcade!"
Review
A fairly lengthy article on the climbing games genre included a few paragraphs on Space Panic. One quote: "Not only did Space Panic prophesy the advent of climbing games, but of 'digging' games as well!" (See Electronic Games, Jan 83, page 55.)
Trivia
As you can probably tell, the reason I spent so much time and space on covering this title, is that it is the ancestor to many other games. Games like Loderunner and Donkey Kong apparently were direct descendants of "Space Panic" and/or "Apple Panic". If you can get over the lack of finesse, maybe you'll like this one.

Game name
Arachnoid
Company
UMI (United Microware Industries, Inc.) [16__]
Author
Allen Pulsifer (1982)
Game Type
Clone of the Atari's arcade coin-op "Centipede".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Nicely animated, but simply colored. Smooth motion overall.
Sound
Average. Some sounds may have been reused in UMI's Video Vermin.
Gameplay
Good, but I still like the ultra-fast game Video Vermin better.
Overall
Centipede fans should definitely give it a try. This one may be more polished and balanced, but the pace puts me off a bit.
Trivia
An internal copyright indicates that Mr. Pulsifer first wrote his code in 1980 although this wasn't put out by UMI till later. So I guess that means Video Vermin was derived from this code?

Game name
Arrow
Company
Skyles Electric Works
Author
unknown (198_)
Game Type
Utility program. An accelerator package for your datasette.
Required
Unknown, as no one we know actually has one.
Comments
Not given a very thorough review due to its non-game nature. To use this cart, you'll need the original instructions. May require the original cart, too, if it includes special hardware inside? This must have been popular, judging by repetition of ads run.

Game name
Artillery Duel
Company
Xonox
Author
See Trivia. (1983)
Game Type
Semi-educational two-player game, seen on many other platforms.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Average to good. They do attempt to draw some bit-mapped scenery. They even throw in some moving clouds, across the hilly terrain.
Sound
Not bad. Decent explosion effects. Nice "your turn" sounds. Some sounds are better than others, but most are competent or better.
Gameplay
Fun, assuming you like this sort of thing. Boring, if you don't. But the slowed-down pace may be a nice change from time to time.
Overall
See gameplay. This is a cute, almost "deluxe" version of the game that almost every other platform eventually had. Xonox lacked in imagination in picking this, perhaps, but did make a nice version.
Trivia
Hidden inside the internals of the game is a message that says "programmed by jerry brinson dedicated to shana, jacob, audrey and frankie". (It's at $7c61, for you hacker types.)
Trivia
It is interesting that this is one of Xonox's better videogames, and is also their only 16k version for the Vic20 computer. I bet they coded this from scratch and simply ported the others? For this game, I may take back some of my usual nasty Xonox remarks.
Trivia
Xonox videogames sometimes came in special plastic cases, with two games per cartridge. They felt this helped to make up for the lack of greatness in each individual game. Basically, they had their costs of manufacturing way down, so they could afford to. If you open one of their carts, you'll see some of the best work around; quality boards, epoxied-over onboard chip blobs, etc. But the average gaming consumer of the time disagreed with their idea of quantity-vs-quality. Xonox still has a lousy reputation with classic gamers. I don't blame the programmers; I'm sure they were forced to just do a quick, half-adequate job most of the time. Anyway, the flip side of this particular "Double-ender" was "Chuck Norris Superkicks". Personally, I like the AD game better than CNS.

Game name
Astroblitz
Company
Creative Software
Author
Tom E. Griner (1982)
Game Type
Variant of the arcade coin-op "Defender" by Williams.
Required
8k RAM in bank 5. Joystick.
Graphics
Excellent. The graphic effects Tom Griner indulged himself in is technically impressive... even to peers like Jeff Minter! (Mr. Minter implied just that, in an online interview with R. Melick.) Full screen use (including borders), scrollies, neat fold-in effect...
Sound
Good. I like all the effects, except perhaps your own explosion?
Gameplay
Very good or excellent. Very fast! Balanced well. Nice controls, too. A very smoothly done game, showing off Mr. Griner's ability.
Overall
Arguably one of the best ever clones of Defender, on any machine.
Trivia
This is a 4k game internally, which just makes it all the more impressive! (You'll still need 8k of memory to play it, though.)
Comments
Use UP and FIRE (together) on the joystick to start your game.

Game name
Atlantis
Company
Imagic
Author
See Trivia. (1983)
Game Type
A port of the Atari 2600 title.
Required
8k RAM in bank 5. Joystick or keyboard.
Graphics
Excellent. Very clean and detailed. Beautiful colors. Smooth, fast movement. The graphics are so well done, in fact, that the Imagic games don't run well on my VIC emulator! (Glad I have real VIC's.)
Sound
Excellent. The shooting effects sound good, and the background noises smoothly build tension, as the game gets faster and...
Gameplay
Wonderful. Fast, tense, but well balanced. All this, in just 4k?
Overall
Impressive; give it a try. Imagic sure made some great videogames!
Ad Text
"... Next, Bill gave Atlantis a shot. The Gorgon attack vessels filled the skies above the underground city of Atlantis. Bill fought back from his two missile posts. As night fell, and the Gorgon death rays took their toll, Bill launched his star fighter and attacked the enemy head-on in the air. But little Billy was no match for the fierce Gorgon warriors. No match for IMAGIC... Let this be a warning to all you cocky, know-it-all, self- proclaimed video game wizards out there: Laboratory tests have proven that IMAGIC games, when played in large doses, may be hazardous to your self-esteem and cause chronic Hugedigitosis (sore thumb). In other words, our games are created by experts for experts." (Partial ad, seen in Jan 83 Electronic Games.)
Trivia
Box art says "Game program designed by Bruce Pedersen."
Comments
Keyboard controls are: F1 to start, X and right SHIFT to fire. The Atari version definitely has one extra gun, in the center of the screen, that this lacks. But it doesn't really detract here.

Game name
Attack of the Mutant Camels
Company
HES (Human Engineered Software) [C318]
Author
Jeff Minter (1983)
Game Type
Variant of Atari's arcade coin-op "Centipede", but taken farther.
Required
8k RAM in bank 5. Joystick.
Graphics
Very good. It may look plain at first but all that scrolling does not come easy to the little Vic! Tight ML code, you betcha! Mr. Minter either had a good assembler or lots of practice by now.
Sound
Really nice. Some of the best sound effects on the Vic20, period.
Gameplay
Fast and furious, with lots to keep track of. Very well balanced.
Overall
Great! Mr. Minter was destined for videogaming greatness, says I. It was pretty obvious by this point, if one paid any attention.
Trivia
This game was intended to be the sequel to Gridrunner.
Comments
I bought my Atari Jaguar (admittedly on close-out) just to play "Tempest 2000" by you-know-who. So am I a bit biased? Sure. But a good game is still a good game, hero worship or no. And I just got in my copy of "Defender 2000"; worth a Jaguar, for those two.

Game name
Avenger
Company
Commodore [Vic-1901]
Author
unknown (1981?)
Game Type
Clone of "Space Invaders". Most likely unauthorized.
Required
8k RAM in bank 5. Joystick.
Graphics
Good. No complaints. The original game had five rows of eleven invaders each; this game has ten. (Better than most ports had!) Nice coloring, too, although purists like me may object a bit. The rest of the world will think it's a much needed improvement.
Sound
Good. Nothing to complain about. It's what you would expect. I've only heard one version that comes closer to the original, myself.
Gameplay
Good. Smoother response than some other ports on other systems.
Overall
Darn good. I don't think any SI fan will feel any disappointment. It's a simple, fun and addicting game. What more could you want?
Ad Text
"It's an invasion of space intruders and you're the VIC 'Avenger'. Space action for arcade enthusiasts." (Seen in "Commodore Power Play" magazine, page 102, Spring 1983 issue)
Trivia
It is interesting to note that Commodore's first ever game cart was a version of Space Invaders. (See how popular SI once was?) It is also interesting to note that this is one of the rare times Commodore made no mention onscreen of this being copyrighted by them. In other words, there is no date or copyright displayed. (Commodore later made a version for the C64 computer as well.)

Game name
Baldor's Castle
Company
Daedalus Digital
Author
Martin Kennedy (1983)
Game Type
Dungeon style adventure game.
Required
16k RAM (8k each in banks 1 & 2). Type SYS 20182 to start.
Graphics
Good. A bit plain in places, but good enough to do the job.
Sound
Average to good. Just the usual sound effects, but done OK.
Gameplay
Depends on whether you (A) can figure it out without the original instructions, and (B) whether you even like dungeon-type games.
Overall
See gameplay, and decide for yourself.
Trivia
Largely written in BASIC, with some machine language routines. The location of the game was also unusual for a cartridge, though not unusual for a game written in Basic. The author apparently just copied the image from his 16k RAM expander's memory area to that same memory area on an (EP)ROM cartridge format. Only this game and the Scott Adams games require a SYS number to start and both because they sit in the area normally used by Basic programs.
Comments
If you're running this program via a Vic20 software emulator, try setting your RAM expansion memory to 16k. This program starts at memory address $2000 if your emulator asks for that information. After it is loaded into memory, type the SYS 20182 code to start.

Game name
Bandits
Company
Sirius
Author
unknown (1983)
Game Type
Variant of the arcade coin-op "Rip Off" by Cinematronics.
Required
8k RAM in bank 5. Joystick.
Graphics
Excellent. In fact, so well done that the Vic20 emulator for the IBM PC has a hard time handling this. (Apparently raster effects were used, as well as character set swapping.) Nice moving star field effect. Even colored stars; very nice. Smooth ship movement, lots of colors onscreen, lots of objects... very impressive! (Expect it to look awful on an emulated system, however.)
Sound
Very good. No music, but the sound effects are well done. Sounds a bit like the best stuff from the better Atari 2600 games.
Gameplay
Very good. Requires some strategy and thinking ahead as you can't outrun the bad guys once they've gotten ahead of you. Nice job of balancing things, I thought. The arcade coin-op "Rip Off" was an addictive game and I think you'll find this one can be as well.
Overall
Very nice. Games like this let you know just how little effort, time and skill went into some other Vic20 games. This game hardly looks like it was done on a home console at all, in comparison!
Trivia
The arcade coin-op "Rip Off" was a black & white, vector graphics game. Even their space ships looked like they came out of earlier coin-ops, such as Space Wars. (The triangular "asteroids" ship.) The game tension and balance made this lots of fun to play. This is another pre-joystick era game; left and right were buttons!

Game name
Battlezone
Company
Atarisoft
Author
unknown (1983)
Game Type
Authorized translation of the arcade coin-op "Battlezone".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Very good. Nicely done vector graphics, fairly quick movements...
Sound
Good. They did as much as could be done, within the Vic's limits.
Gameplay
Good or better. They did a pretty good job of capturing the (onscreen) look and feel of the original arcade game, I think.
Overall
Very good. I'm not a wonderful B'zone player, so true experts may disagree gameplay is perfect. But this is still a very nice port.
Trivia
Internal messages show a date of "12-31-83" and "(c) 1983 atari".
Trivia
The original arcade game's cabinet stood eight feet tall. You had to look through a simulated tank periscope to view the screen. The special joysticks, one per tread, made gameplay special, too. The cabinetry alone added something to the gaming experience, but this type of thing later died off. Why? Arcade operators wanted new games to come in a generic box, so they could easily swap out the old guts for a newer game, when the quarters came in slower. Now, they complain that arcade game companies only crank out more and more of the same old generic stuff. No kidding, guys.

Game name
Black Hole
Company
Creative software
Author
Tom E. Griner (1982)
Game Type
Original game, flavored by various early arcade vector games.
Required
8k RAM in bank 5. Joystick.
Graphics
Really well done. The opening screen alone (on a real Vic20) is just priceless. Mr. Griner is definitely showing off. The vector style graphics are a feat in themselves, considering the limits of the Vic20's screen resolution and so on. Bravo, Mr. Griner!
Sound
Average. Hey, if he had to go with minimal sounds to get his very impressive graphics, so be it. Not that the sounds are bad.
Gameplay
Good. Fans of early arcade games will probably appreciate it more than the average modern-era gamer, who may be a bit confused by it, and why this game would have been a big deal in its day.
Overall
Very good. Technically impressive but perhaps for limited tastes? At the very least, load it up to see the neat graphical tricks.
Trivia
This is only a 4k game internally although it requires 8k to run.

Game name
Buck Rogers: Planet of Zoom
Company
Sega Enterprises, Inc.
Author
See Trivia. (1983)
Game Type
Translation of arcade coin-op of same name.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Very good. Graphically impressive from a technical standpoint, as they are using the entire screen (including its borders) as part of the playing field. Or at least it looks like it, at first. You can't actually go over there, but it is part of the scenery. Nice recession-into-depth perspective effect. The title has some nice raster effect routines on the letters, which hackers may enjoy.
Sound
Very good. A quality job on the sound effects but no music plays. There is plenty of sound to keep you busy as the game progresses.
Gameplay
Very good. I can't see much difference, gameplay-wise, between this Vic20 version and the C64 version. I've never actually seen the arcade game this is based on, so can't comment on that aspect. But the level progression seems steady enough, and pacing is good.
Overall
Very good. Impressive in a number of technical ways, but still simple enough to be a good, playable game. Well done!
Trivia
Yes, that Sega. The folks that made Sonic the Hedgehog and the Sega Genesis, years later. They must have really been trying to do well, way back when. It shows in their finished code, and it also shows in their full-color cartridge labels. Beautiful! A hearty cheer for someone who cared, while everyone else did awful looking text labels on their carts. I'm so sick of seeing labels that only printed the name in text. Blah! I am convinced that one of the reasons the Atari 2600 became so popular was their use of colorful graphics on their carts. (And why collectors still want them.) Most of the less popular systems had plain text labels.

Game name
Cannonball Blitz
Company
Sierra On-line [CBL-401]
Author
Screen says "by I.C.G. programer Blip" (1982)
Game Type
Variant of arcade coin-op "Donkey Kong" by Nintendo.
Required
16k RAM (8k each in banks 1 & 5). Joystick.
Graphics
Plain looking, but very smoothly animated. They chose resolution over number of colors, essentially. (Compare to Donkey Kong.)
Sound
Average or better. Nice attempt at background music, good effects.
Gameplay
You decide. It has that Nintendo-like tourism/exploration feeling to it that I never quite fell in love with. But other gamers feel tourism results in a deeper gaming experience, in some ways.
Overall
This is a quality game but it is of a game type that I just don't care for much, myself. It was way ahead of the NES era, however, if you want to give it points for something like that.
Comments
This is actually only a 12k game internally. (8k + another 4k.)

Game name
Capture the Flag
Company
Sirius software
Author
Paul Edelstein (1983)
Game Type
Original game. Something like a non-violent version of "Doom".
Required
8k RAM in bank 5. Joystick and/or keyboard.
Graphics
Awesome. Split-screen graphics with multiple windowing effects and first-person motion, all on a computer that does not even have built-in bit mapping capabilities? Wow. Simply marvelous!
Sound
Good. Reasonably good tries at tunes, with nice sound effects.
Gameplay
Where else have we recently seen multi-player, multi-room, first person exploration games? Just add some monsters, and you have a Vic20 version of Doom or Duke Nukem or whatever. How cool!
Overall
Wonderful. The concept is cool, the execution of it is cool, the fact that it came a decade before this type of thing exploded in popularity makes it way before its time, etc, etc. Check it out!
Comments
May be hard to figure out without the original instructions. The concept itself is simple enough: two players, each trying to find the flag first. This was a non-computer game a long time before this game came out, but being able to play without a second human being (against the computer) was still a novel idea, back then.

Game name
Cave-in
Company
Spectravision
Author
Greg Carbonaro (1982)
Game Type
Original game, flavored by Pac-Man and snake/surround games.
Required
8k RAM in bank 5. Joystick.
Graphics
Good. A bit plain or average looking, but they work.
Sound
Good. Nice opening tune, but it gets a bit repetitive.
Gameplay
Average to good, but a bit unusual. Has a wide range of levels (6) to choose from; from crawling along to over-in-two-seconds.
Overall
You decide. It seems like one of those love-it-or-hate-it games.
Trivia
The company name was taken directly off the title screen. The company seems to have been inconsistent about their own name.

Game name
Centipede
Company
Atarisoft
Author
unknown (1983)
Game Type
Translation of Atari's coin-op arcade "Centipede".
Required
16k RAM (8k each in banks 1 & 5). Joystick.
Graphics
Very good. Looks just like the real thing, except a bit blocky?
Sound
Very good. Sounds just like the real thing, for the most part.
Gameplay
Very good. Only arcade fans could tell the difference, perhaps?
Overall
Very good. A fine translation, as far as I can tell. It works. I prefer fast, tense games. Try Video Vermin, if you do also.
Trivia
I don't own a trackball but I presume Atari's 2600 one works.

Game name
Choplifter
Company
Creative Software
Author
Tom E. Griner (1982)
Game Type
Authorized translation of Choplifter.
Required
8k or 16k RAM; two different versions found. Joystick.
Graphics
Excellent. Smooth movement of objects, objects all recognizable, etc. Some subtleties: parallax scrolling stars in background, the neat title screen rotation effect, the angles changing to match proper perspective as you cross the line going home, rotors that seem to be turning on the helicopter, the flag waving at home...
Sound
Excellent. Rotors sound like they are turning, pitch changes as engine speed changes, etc. Just nice sound effects all around.
Gameplay
Choplifter is justly famous for its gameplay. In fact, the game was converted from home systems to being an arcade game. Yes, the process worked backwards this time. What more needs be said?
Overall
An excellent rendition of a classic. Mr. Griner always manages to squeeze out the last ounce of performance; another fine TEG game.
Ad Text
"Those are your men they're holding hostage! We don't care how you do it, but you've got to shoot your way in there and bring 'em back alive. You've got three choppers, probably not enough but it's all we can spare. And the enemy camp is pretty heavily fortified. With tanks, jet fighters and truly nasty laser bombs. Okay, maybe it's a suicide mission, but somebody's got to do it. Dozens of innocent lives are at stake. We're counting on you... don't let them down!" (Seen in Electronic Games, Dec 1983)
Trivia
Ad also mentions this program was "selected as some of the 'most innovative computer programs' 1983 CES Software Showcase Awards".

Game name
Chuck Norris Superkicks
Company
Xonox
Author
unknown (1983)
Game Type
Original tourism & action game.
Required
8k RAM in bank 5. Joystick.
Graphics
Mixed. Some portions are hi-res, others are very low resolution.
Sound
Bleeps and such. No impressive effects, and no background music.
Gameplay
Boring. The idea probably sounded good at the time; a tie-in with a major action star, Pitfall's running character (except overhead) and so on. But the actual gameplay seems like an afterthought.
Overall
Bad. Looks and plays like the generic port that it is. But from a historical point of view maybe this game is interesting? It's one of the first of the under-imaginative movie tie-in games. I have to wonder if Chuck Norris actually ever saw the finished game?
Trivia
This game came as half of a "Double-Ender: a two videogame cartridge". Artillery Duel was its better half, in my opinion.

Game name
Cloudburst
Company
UMI (United Microware Industries, Inc.) [1636]
Author
Peter Fokos (1982)
Game Type
Original game, flavored perhaps by Activision's "Kaboom!" game.
Required
8k RAM in bank 5. Joystick.
Graphics
Good. Fast and smooth movement, even if the characters are simple.
Sound
Not bad. Catchy little tune, nice effects. The tune doesn't play incessantly, which makes good sense. More like an attract mode. I wish more games would shut up once in a while. Less is more here.
Gameplay
Fun. Fast-paced. Might take a while to get used to, but I like it.
Overall
Simple and fun. What more can you ask of any game?
Trivia
This is a 4k game internally, although it requires 8k to run.
Comments
Fire button to start. Your character fires in three different directions. Use joystick movement and fire, together, to switch.

Game name
Clowns
Company
Commodore [Vic-1931]
Author
unknown (1982)
Game Type
Translation of Bally/Midway coin-op arcade game "Clowns".
Required
8k RAM in bank 5. Paddle controllers, NOT a joystick.
Graphics
Good enough. Simple, but so was the arcade version of this game.
Sound
Same as with graphics. Nice funeral dirge, when you die!
Gameplay
Good. More fun than you'd think by looking at it. Give it a try. (If your characters control poorly, your paddles need cleaning.)
Overall
Good. An older game but a fun one. Gameplay is the key here.
Ad Text
"Come one, come all... see the amazing jumping clowns... direct from their show-stopping Bally/Midway arcade tour... A true arcade 'classic'! Colorful acrobats with scoring skill." (Seen in the Spring 1983 "Commodore Power Play" magazine, on page 104)
Trivia
One of the "arcade classic" series of remakes of older arcade games. The arcade version was made in the late 70's, according to the KLOV (Killer List Of Videogames). There are aspects of other arcade games incorporated into it; namely Carnival and Breakout.

Game name
Commodore Artist
Company
Commodore [Vic-1935]
Author
Richard Blum (Bubblesoft) (1982)
Game Type
Utility program. Draw pictures on your TV screen.
Required
8k RAM in bank 5. Optional are joysticks, lightpens and printer.
Ad Text
"A true lightpen drawing game... you are the artist... you create the picture... multi color!" (Seen in "Commodore Power Play" magazine, page 104, Spring 1983 issue.)
Trivia
This cart may be rarer than most. It definitely came when the Vic20's commercial lifespan was rapidly dwindling. The cart I have (A) is only 4k internally, (B) has the other 4k half filled with what looks like a C64 utility program, (C) came in a special case the author believes was used only for limited production runs, (D) is fairly hard to find. (Was it ever massed produced? In other words, does anyone have a tan "normal label" version?)
Comments
Not given a very thorough review due to its non-game nature. To fully use this cart, you might need the original instructions.

Game name
Computer War
Company
Thorn EMI [THC 22006]
Author
unknown (1983)
Game Type
War simulation, apparently inspired by the movie "War Games".
Required
8k RAM in bank 5. Joystick.
Graphics
Nicely done. Neat blinking light / "computer thinking" effects, good use of bit-mapped graphics, multiple screens, and so on.
Sound
Nice effects, overall, but no background music.
Gameplay
You will need the original instructions to really play this game.
Overall
Without the instructions, who knows. But it does look promising.
Review
This was reviewed in the Feb 1984 issue of Compute. See page 134.

Game name
Congo Bongo
Company
Sega [006-04]
Author
unknown (1983)
Game Type
Authorized translation of the arcade game "Congo Bongo".
Required
8k RAM in bank 5. Joystick.
Graphics
Reasonable, but not great. Has various small flaws. Definitely not a show-off piece compared to its peers. The Vic20 was getting pretty advanced in age, by now. Did Sega just crank this out?
Sound
I suppose it's intended to build tension, but it just annoys me.
Gameplay
I've never seen any version of this game that was actually fun, so is it fair to just call this average? The C64 version looked great but wasn't any more fun to play. I never saw an unemulated arcade original, so I have to wonder if even it was any fun?
Overall
I consider this game a dog, but maybe others will like it.
Trivia
See the other Sega games as well. (Star Trek and Buck Rogers.) I already said it there, but I'll say it again... bravo for cart labels with some color and art to them! Phooey on text labels! Unfortunately, I consider this carts label to be its high point.

Game name
Cosmic Cruncher
Company
Commodore [Vic-1922]
Author
unknown (1982)
Game Type
Pac-Man variant. Different graphics but same overall concept.
Required
8k RAM in bank 5. Joystick.
Graphics
Fair to average. And I'm being rather generous, I think. Lots of flickering on the 4 characters that chase you, for instance. Big blocky graphics, for another. All in all, it's almost ugly.
Sound
Not bad, but could be better. The Pac-Man theme can almost be recognized, which is surprising as this was a legalized remake. With some work, the sounds could become fully recognizable...
Gameplay
Good. It is almost surprising, as the screens look so bad that you almost don't even want to give it a try. Put this game's code for gameplay with say Jelly Monsters character graphics and we would have a really nice port of Pac-Man, I'd say. (There may be more work than that, but it would get you fairly close, fast.)
Overall
Mixed. Sort of the game that could have been but never was. The authorized version of Pac-Man is no wonder, itself, so maybe...
Ad Text
"Maneuver your 'Cosmic Cruncher' through the Milky Way and 'Crunch' all the pulsars in the galaxy... eleven challenging levels of play... over 300 color / maze combinations. Exciting arcade action!" (Seen on page 104, Spring 1983 issue of "Commodore Power Play" magazine.)
Trivia
Commodore wasn't the only game company to try to make money on an unauthorized Pac-Man game. Magnavox also made a Pac-Man variant to hopefully sell more of their Odyssey2 home game systems. Mags then said Magnavox got sued, lost, and had to change their game to one that wasn't such a close copy of the original. (This adds fuel to the argument that Commodore had similar problems. Whether they were actually threatened or were just scared, I don't know.)
Trivia
See also Pac-Man, Jelly Monsters, Trashman, and probably others. If any of you ever get tempted to cut up Vic20 cartridges to make "multicarts" or what not, Cosmic Cruncher would be a good choice! It's not like they are rare. They are practically an ultra-common. A reason for this may have been Commodore pushing it harder, since they now knew for sure that they wouldn't get in trouble for it?

Game name
Cosmic Jailbreak
Company
Commodore [Vic-1927]
Author
Commodore UK (1982)
Game Type
Variants of arcade coin-ops "Space Invaders" and "Rip Off".
Required
8k RAM in bank 5. Joystick.
Graphics
Plain looking, but it works well enough. You can't easily mistake the characters for anything else. Nice sneaking-in-from-the-side effect. It gets to you over time and helps build up game tension.
Sound
Pretty good. Has those familiar SI background sounds to it.
Gameplay
Fun. Give it a try before you dismiss it for its simple looks.
Overall
Silly but fun. A nice combination of two excellent arcade games.
Comments
Compare this game to Spectravideo's Ape Escape. Who copied who? Did the Spectravideo authors later sell their game to Commodore, who made this version? Did Commodore just liberate it via their UK offices? Or were both games based on a third I don't know about? There is definitely something going on between these two games. If anyone has some solid info on this, let us know about it.

Game name
Creepy Corridors
Company
Sierra On-line, Inc. [CCL-401]
Author
Don McGlauflin (1983)
Game Type
Original game, influenced by Wizard of Wor and others.
Required
8k RAM in bank 5. Joystick.
Graphics
Only two colors, but the screen resolution is very good. Watch your character and see if he doesn't move like the WoW character.
Sound
Sparse. Only a few sound effects. Actually, that's kinda nice!
Gameplay
Fun, if a little slow-paced at first. Avoid monsters while moving through a maze and collecting special objects. Hey, I think I vaguely remember hearing about a game like that; Pac-something or other? Hee, hee. This game also has touches of dungeon style play.
Overall
They took various ideas and integrated them well. It's a fun game as is, and a model for future integration efforts. Perhaps a good starting point for a modern Vic20 rendition of Wizard of Wor?

Game name
Crossfire
Company
Sierra On-line, Inc. [CFL-401]
Author
Gordon (1981)
Game Type
Authorized translation of the Exidy arcade game "TARG".
Required
8k RAM in bank 5. Joystick.
Graphics
Simple, but maybe that is good after a while when things speed up?
Sound
Average. Nice effects but no music.
Gameplay
Good enough. Move in four directions and fire at aliens. And of course, avoid them while moving through the maze.
Overall
I am not personally in love with the game but you can't win them all, right? Maybe others will find the play mechanic appealing.
Review
"Targ (Exidy): One of the most unique approaches to the maze chase contest presents alien invaders moving over a grid of city streets seen in overview. The game has become a home classic in a slightly altered form as Crossfire from On-line for the Apple II and Atari computers." (Not to mention the Vic20! Text taken from Electronic Games magazine, June 1983, pg 89. The article listed Targ among others they called "some forgotten coin-op gems".)
Trivia
Title screen says "Jay Sullivan's Crossfire". Not sure why.

Game name
Dancing Bear
Company
Koala Technologies
Author
See Trivia. (1983)
Game Type
Not really a game. Maybe call it an "entertainment experience"?
Required
16k RAM (8k each in banks 1 & 5). Joystick.
Graphics
Cute. A bit simplistic, perhaps, but very cute! One bear plays the piano while another bear dances on stage. Not quite like the modern phenomenon of Full Motion Video, so don't be scared away.
Sound
Not bad. Considering the Vic's limits, not bad at all!
Trivia
Screen credits say "Produced by Audio Light" and list the names of Greg Hospelhorn, Rosemarie Rotunno and Rick Parfitt.
Comments
Koala later made the Koala Pad device for the C64 machine. This cartridge must have come with some sort of external device; it doesn't seem to respond very well to the normal input devices. Without having one, it wouldn't be fair to do a full review. Nor did we have access to the original instructions. And the screens refers to a cassette, too. Oh well! The cart itself is cute...

Game name
Deadly Duck
Company
Sirius
Author
unknown (1982)
Game Type
Original game, perhaps similar to Imagic's Demon Attack.
Required
8k RAM in bank 5. Joystick.
Graphics
Plain-looking due to the black background screen, but well done.
Sound
Simple effects and not many of them, but it suits the game.
Gameplay
Good. The dropping bricks which temporarily box you in may be either loved or hated, depending on the player. But it is fun.
Overall
Fun enough. Demon Attack and others were really just upgrades of Space Invaders, with various twists. Each has its pros and cons.
Comments
Game is really only 4k in length, although it takes 8k to run.

Game name
Deadly Skies
Company
Tronix
Author
Thomas Kim (1983)
Game Type
Variant of arcade coin-op game "Carnival".
Required
8k RAM in bank 5. Joystick.
Graphics
Good. Nicely done side-scrolling, clean object definitions, etc.
Sound
Average to good. Just sound effects, but they are done well.
Gameplay
Fast to frantic. Avoid flying objects out to get you, while your helicopter drops bombs on ground-based targets.
Overall
Very good. A nicely done update of the carnival game theme, with fast play action and good gaming suspense. How high can you score?
Trivia
This is a 4k game internally, although it requires 8k to run.

Game name
Defender
Company
Atarisoft
Author
unknown (1983)
Game Type
Authorized translation of the arcade game Defender.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Impressive, but not perfect. The movement is pretty jumpy, to get as much onscreen as they can and move it as fast as they have to.
Sound
Good. Some of the sounds are very nicely done if a little rough.
Gameplay
Good. I generally rate all home versions of Defender pretty easily however as I don't think many home machines handle Defender well. It is just too fast and demanding a game to copy it perfectly. Only Jeff Minter's Jaguar game "Defender 2000" gets that nod.
Overall
Try it yourself. Fans may find some imperfections but someone who is not familiar with the original game may not mind them. The arcade original was a love-it-or-hate-it proposition, anyway.
Review
"The macho game: Defender. Defender is a game of superlatives. It requires the best hand-eye coordination of all the games (with the possible exception of its sequel, Stargate), and it is the most difficult to teach. Many think it is by far the best, most exciting, and most challenging game there is. Others believe it to be undeniably the worst, the most difficult to understand, the most frustrating, and the most pointless game of all. Defender is the ultimate macho game -- women rarely play it -- because it requires loud, frequent blasting of the enemy." (Seen on page 54 of "Score! Beating the top 16 video games" by Ken Uston, 1982.)
Review
"Defender has very complicated controls, and you will never be more than a novice without mastering them, learning to use them as automatically as you breathe... Mastering Defender requires some perseverance, but most players find the effort worthwhile." (From pages 76-78 of "How to master the video games", 1981, by Tom Hirschfeld. Bantom Books, ISBN 0-553-20164-6.)
Trivia
The arcade original was a 1980 Williams effort. It is widely felt to be one of the most demanding and difficult videogames ever devised. Nearly two decades after its initial arcade release the original still commands much respect from those who've played it. Eugene Jarvis, the original programmer, deserves a hall-of-fame award for making it, IMHO. Robotron should seal that deal...
Trivia
Here's one to keep you awake at night, wondering. Inside the code of the game itself is this message: "COPR.HES,1983 V1.1x". Wow!
Comments
To give you an idea of how hard the original arcade game was, I once watched a 5-year old play against his older brothers. The five year old, on tiptoes, couldn't even see the screen. He was in "Use the force, Luke" mode the whole time. His scores and his brothers scores weren't much apart. After seeing that and seeing how quickly my quarters were disappearing, I decided two things: (A) I loved the game and (B) there was no way I could afford it!

Game name
Demon Attack
Company
Imagic [720050-1A]
Author
See Trivia. (1983)
Game Type
Translation of Atari 2600 game "Demon Attack".
Required
8k RAM in bank 5. Joystick.
Graphics
Excellent technically, but may look plain at a glance, due to the empty black background. The game was faithfully ported over from the popular Atari 2600 console, and looks as good or better.
Sound
Very good. No music, just sound effects. Just like on the 2600.
Gameplay
Addictive. This was a very popular game, then, and still fun now.
Overall
Very good. This game was good enough to spawn many imitators.
Ad Text
"First, Bill played Demon Attack. Wave after wave of deadly demons bombarded Bill with lasers. The tricky demons split into two, even let loose with a few fireballs. But somehow Bill managed to wipe them out and take off into space searching for the demon's home base. Unfortunately for little Billy, he found it... Let this be a warning to all you cocky, know-it-all, self-proclaimed video game wizards out there: Laboratory tests have proven that IMAGIC games, when played in large doses, may be hazardous to your self-esteem and cause chronic Hugedigitosis (sore thumb). In other words, our games are created by experts for experts." (Partial ad, seen in Jan 83 Electronic Games.)
Trivia
Box art says "Game program designed by Bruce Pedersen."
Comments
Another Imagic game that has trouble running well on the PC Vic Vic20 emulator. Apparently, this is because it uses raster scan effects, a very sophisticated programming technique. This fact, coupled with the 4k total code length, makes me wonder if this game was made simply by altering the source code to the original Atari 2600 version? Maybe. It seems possible. Can anyone confirm?

Game name
Dig Dug
Company
Atarisoft (Licensed from Namco)
Author
unknown (1983)
Game Type
Authorized translation of Atari's arcade coin-op "Dig Dug".
Required
16k RAM (8k each in banks 1 & 5). Joystick.
Graphics
Fairly good, all in all. Not perfect but not bad, either.
Sound
Pretty good. You can tell they tried but the song gets old fast.
Gameplay
Fair. I'm much more satisfied with the C64 version, myself.
Overall
Decent as a stand-alone but mixed as a copy of the arcade game. Another game rushed out in the last days of the Vic's lifespan?
Trivia
Internal messages date the game code at "27 OCT 83". (At $a013.)

Game name
Donkey Kong
Company
Atarisoft (Licensed from Nintendo)
Author
unknown (1983)
Game Type
Authorized translation of Nintendo's arcade coin-op.
Required
16k RAM (8k each in banks 1 & 5). Joystick.
Graphics
Good. A little crude but recognizable. Well, maybe really crude? It's hard to believe Atari did their best, with 16k to play with? Other people made really good games, with only 4k to work with. Purists will note some missing between rounds graphics, as well.
Sound
Good. Recognizable sounds all around. No complaints from me.
Gameplay
Good. Seems to me to be a good enough conversion in this respect. (Gameplay is generally very important to me. I am usually willing to forgive lapses in graphics to get good gameplay.) After all, this game is fun enough on even the sub-mini B&W Gameboy system.
Overall
Good. Perhaps I'm under-rating the game a bit as it has never been one of my all-time favorite games. But it plays just as good as the arcade original or any other home system, in my opinion.
Trivia
Mario makes his debut on the Vic20 machine! And soon to come, the Nintendo home system that took over the post-crash gaming world! This point in time is right at that turning point, from hippies running the gaming industry to it being run by corporate types.

Game name
Dot Gobbler
Company
Machine Language Games
Author
unknown (198_)
Game Type
Probably a Pac-Man clone, although this is only a guess.
Required
Unknown. We haven't seen one and thus don't have it archived yet.
Comments
One of the rarer carts for the Vic20 library, as our Cartridge List notes. Perhaps not fabulous gameplay, or it would likely be easier to find? Still, it would be interesting to see, someday.

Game name
Dragonfire
Company
Imagic [720052-1A]
Author
See trivia. (1983)
Game Type
Translation of the Atari 2600 game "Dragonfire".
Required
8k RAM in bank 5. Joystick.
Graphics
Very good. Uses raster effects like the other Imagic games. Has more than one screen, offering more variety than some others.
Sound
Average or better.
Gameplay
Very good. This is the major thing that Imagic excelled at!
Overall
Very good. A simple but fun game. Excellent, addictive gameplay.
Ad Text
"Dragons rule! The young prince hopes to defeat them -- but first he must reclaim the king's treasures. The Prince attempts to cross castle bridges. Hatchling dragons try to prevent him. They hurl deadly fireballs at the agile Prince. He leaps, ducks and sprints to avoid them! When the prince gets across the bridge, he finds a splendid storeroom -- and its ferocious guardian! He can take every treasure he touches. He must grab them all before a magical exit appears and he can escape. But the dragons become smarter and faster! Their fiery breath spells doom!" (From the box art.)
Trivia
Box art says "Program designed by Tim Yu." Who programmed it?

Game name
Face Maker
Company
HES (Licensed from Spinnaker) [C324]
Author
Jay Stevens (1983)
Game Type
Educational. For young children. Assemble funny faces on-screen.
Required
8k RAM in bank 5. Joystick. Disable bank 1 if present.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart you may need the original instructions. Then again, maybe not. Fire it up for your toddler and just wing it? (I can't wait to see if my little nephew likes this one or not.)

Game name
Fast Eddie
Company
Sirius
Author
Kathy Bradley (1982)
Game Type
Original climbing game.
Required
8k RAM in bank 5. Joystick.
Graphics
Almost Atari-2600 like in its looks. Still, the characters are easy enough to make out. Simple-looking, but what the heck?
Sound
Average.
Gameplay
Fast and seemingly well-balanced play. Run around, grab all the stuff, jump over your antagonists, etc. Simple, but can be fun.
Overall
I tend to agree with the review below. I'd take more games like this one over disappointing arcade conversion, etc.
Review
"This climbing game sends your on-screen alter-ego, Fast Eddie, zipping up and down ladders and darting along five floors in his quest for prizes. The valuable items float overhead, some stationary, others bopping along at a healthy rate of speed. With the 10 prizes per screen appearing two at a time at different locations, Eddie's task is not an easy one... Game designer Mark Turmell, and Kathy Bradley, who converted Fast Eddie for the Vic-20, have produced a fun game. If not exactly state-of-the-art, it does a good job with the computer's capabilities. The graphics are okay, and the play-action adequate. Not a game to write home about, but not the worst way to pass an evening either." (Seen in Electronic Games, Dec 83, pages 80-81. Review by Charlene Komar.)
Review
Also reviewed by Compute's Gazette; page 102, October 1983 issue.
Trivia
Don't confuse this game with "Fast Freddie", a rare arcade game that featured a side-scrolling character that hanglides. The two games have similar names, but are otherwise very different.

Game name
Final Orbit / Bumper Bash
Company
Sirius
Author
unknown (1983)
Game Type
Two games in one: a space shoot-em-up and a pinball simulation.
Required
8k RAM in bank 5. Joystick.
Graphics
Good or better. The space game looks brighter, more colorful than the pinball game, but both are technically impressive. Neither raster effects nor bit-mapping are standard options on the Vic20.
Sound
Good. Mostly just sound effects, but they work well enough.
Gameplay
Both games play well and as you might expect for their game types.
Overall
I really like the pinball simulation. It may not be as realistic as simulations on other (later, more powerful) machines, but it is fun just the same. One of my favorites! The space game is OK but I just don't usually get excited by that type of game. Try it.
Trivia
This cartridge is odd in a number of ways. It has two 4k games inside one 8k chip for one. But only the pinball game had any copy protection code in it. This may mean that both games were originally intended to be on separate cartridges, but were later combined into one game cartridge. Anyone know more about this?
Comments
To flip between games use the "C=" key in the lower left corner. The space game controls with a joystick, as you might expect. The F and L keys control the pinball flippers. Press F to load a ball into the ramp, L to adjust, both F and L together to start.

Game name
Fourth Encounter
Company
Thorn EMI [THC 22005]
Author
unknown (1983)
Game Type
Original vertical shooting game.
Required
8k RAM in bank 5. Joystick.
Graphics
Average or better. Displays some technical finesse in the things that it does, but they are subtle enough to be missed by most of the gaming public. Does a good job of moving multiple objects on the screen at once, even if each of them looks fairly simple. Or odd. The opening wave looks like flying carrots to me.
Sound
Average. Your "ship dying" sound can get annoying after a while.
Gameplay
Average. Not bad, but not stunning either.
Overall
Maybe a little more tweaking in what was there to make it a truly interesting shooting contest? Most of the essential elements are there but they lack that last little oomph to be really great.

Game name
Frogger
Company
Parker Brothers (licensed from Sega)
Author
unknown (1983)
Game Type
Authorized translation of the arcade coin-op "Frogger".
Required
8k RAM in bank 5. Joystick.
Graphics
Poor. Very uninspired. Like they didn't know the Vic20 very well or they just didn't care. Most likely, the latter.
Sound
Good. Effects OK, song good. But it doesn't play during the game!
Gameplay
Fair. Most of the mechanics are there but something still lacks.
Overall
Poor to fair. I can't even seriously call this version "good". If you really want a good version of the original Frogger try the one Starpath made for the Atari 2600 (via their Supercharger).
Trivia
The original arcade game was put out in 1981 by Sega, who had licensed it from Gremlin. According to information seen in the "2600 Connection" newsletter, Frogger was based on a game from Atari called "Space Race". Frogger is definitely better known. The arcade cabinet artwork included tire tracks near the screen.
Trivia
This game had 8k of available space to use, but may have been rushed out the doors. Whatever the reason, not all that space was used for game code. About 3k of the 8k is empty. Poor choice! Note that early ads from Parker Brothers show they were making and selling C64 and Vic20 games at the same time... I can only assume they put far less effort into the Vic20 market's game, figuring that you had to take whatever garbage they offered you.

Game name
Galaxian
Company
Atarisoft
Author
See comments. (1984)
Game Type
Authorized translation of the arcade coin-op.
Required
8k RAM in bank 5. Joystick.
Graphics
Blocky and fat but they move reasonably well. The designers were definitely convinced from the start that the Vic20 couldn't handle the original graphics "as is". Before you agree totally, take a look at "Star Battle"... Atari's is colorful, Commodore's hi-res. Neither reach arcade emulation perfection. It's a give-and-take.
Sound
Good. Most of the sound effects are very well done.
Gameplay
Not bad at all. They captured the arcade look and feel pretty well, all in all. Galaxian was basically an updated Space Invaders game (diving aliens), but wasn't as fast-paced as later vertical shooters. The one-bullet-at-a-time was that way in the arcade, by the way.
Overall
Aside from the blocky lo-res graphics, not bad. Give it a try.
Trivia
Internal binary codes reveals this message; " 1984 designer software bill bogenreif 6". (See it at $AFD8 to $AFFF.) One can only speculate that this meant that Atari bought this version from some outside source, rather than program it themselves?
Trivia
This is one of only two 8k games by Atari; the rest were all 16k. There doesn't seem to be any date-related pattern to explain it. I imagine they weren't as worried about saving $ on memory chips and just used up whatever memory they felt they a game needed.
Trivia
I have no idea why they waited this long for this cart to be made in the first place. Galaxian was popular for years before they got around to releasing a version. And when they did, apparently it was written by someone outside the company. Why? I can imagine that the "gaming crash" left Atari internally disorganized. So other reports have indicated. This cart and Jungle Hunt are the only two cartridge titles to have been released with an onscreen date of "1984", even though internal messages sometimes date the games well into December of 1983 or even into January 1984. Not even Commodore released any carts beyond 1983; they shifted to the C64 and so did the rest of the marketplace. This definitely helps to explain why Galaxian is such a hard cart to find!

Game name
Garden Wars
Company
Commodore [Vic-1932]
Author
unknown (1982)
Game Type
Original game, involving mazes and shooting.
Required
8k RAM in bank 5. Joystick.
Graphics
Very Atari-2600 looking. Almost surreal in some ways. Trippy.
Sound
Average or better.
Gameplay
I think you either need to (A) be on heavy pharmaceuticals or (B) have the original instructions to understand this game. But the gist of it is the standard run-around-in-a-maze-and-shoot-things. Things seem to move quickly but your movement controls are picky.
Overall
You decide. I'm staying neutral on this one!

Game name
Ghost Manor
Company
Xonox
Author
unknown (1983)
Game Type
Original game, released on multiple home gaming systems.
Required
8k RAM in bank 5. Joystick.
Graphics
Crude. Almost Looks like a direct port from the 2600 machine.
Sound
Average.
Gameplay
Awful! One of the most boring games I've ever played. Maybe very small children will find its pacing to their liking. Maybe!
Overall
Disappointing, even for a Xonox game. The best I can say about it is that maybe we're missing something, without the instructions? With a light gun to shoot the objects this might be OK, but...
Trivia
Most games by Xonox have a reputation among most classic gamers as being of the lowest possible quality. I most certainly agree! It is interesting to note, however, that internally the cart were made of very high quality parts, suited best for mass production. How's that for misplaced priorities? Making many games, all bad?
Trivia
Cart label reads: "Plays on Vic20. Use Joystick controllers. Turn off console when inserting cartridge. Read instructions before playing." My cart was a single-ender, by the way, not a double. Which makes no sense, as this isn't stand-alone material.
Comments
Try pressing F1 then F5 to start the first level. Touch the ghost as many times as you can, then you progress to the next level. If you just stay in the center he'll come to you, but you have to be moving in some direction or it doesn't count. Such fun! Whoopee!

Game name
Gold Fever
Company
Tronix
Author
Corey Ostman (1983)
Game Type
Original climbing game.
Required
8k RAM in bank 5. Joystick.
Graphics
Another "hi-res" eye test, uh, I mean game. Seems to be built on character graphics. Some cute animation on the characters.
Sound
Average.
Gameplay
Not bad. You have to know that ladders are ladders, and that they invisibly extend up and down. You'll see what I mean, when you try it. After learning that, it's just a simple matter of running around collecting all the gold then finding a level's exit door.
Overall
Not bad on its own merits but pretty good for a 4k game! Could be fun to play just seeing how many levels you can beat. As intended.

Game name
Gorf
Company
Commodore [Vic-1923]
Author
See comments. (1982 Commodore & 1981 Midway)
Game Type
Authorized translation of the arcade coin-op game "Gorf".
Required
8k RAM in bank 5. Joystick.
Graphics
Fair to good. This looks oversimplified at a glance but the real arcade machine was the same way. A fairly good copy all in all.
Sound
Average for a home machine. The arcade original had built-in speech capability, which just wasn't possible to duplicate on most home machines. (The C64 has it, but only if you bought a special piece of add-on hardware called the "Magic Voice." I typed up all the phrases once, and put them on the Internet.)
Gameplay
Good. A simple-but-enjoyable multi screen space shoot-em-up.
Overall
A decent copy of an arcade classic. Fun enough, but no speech.
Ad Text
"(The smash-hit arcade game!) Midway's incredible coin-operated game is now on cartridge for the VIC! Includes 4 completely different games, multiple levels of difficulty, some of the best cartoon graphics ever devised for video games. Invaders, gorfies, death ships, saucers, aliens... it's terrific!" (Seen in the Spring 1983 issue of "Commodore Power Play" magazine, page 104.)
Review
An article in the Summer 1983 issue of "Commodore Power/Play" magazine, pages 38-39, lists ways to use programming bugs to get very high scores. The article was written by Jeff Bruette, one of the Commodore programmers that helped to make this very game.
Trivia
Onscreen messages credit the following people as authors of this version: Bill Hindorff, Andy Finkel, Jeff Bruette, Eric Cotton, Mike Scott, and Jimmy Snyder. (Displayed in that order onscreen.)
Trivia
It must have been very interesting to have been around the folks at Commodore in their earliest Vic20 years. This is one of the first game clones actually OK'd by the company that owned the rights. (Earlier games had been made, released, then yanked off the market.) Perhaps because it was so unusual for Commodore at the time, ads then would not let you forget that this conversion was perfectly legitimate and approved by the copyright owners.
Trivia
It's interesting to note that these officially sanctioned carts were some of the first to have been copy-protected, even in ROM. If you copy the ROM's image to RAM (from an unmodified cart) the resulting image will not run in RAM. My question is, whose idea was this; Commodore or Bally/Midway? (Does anyone know for sure?) I can see BM wanting to protect their stuff, as the whole reason they were collaborating was Commodore tried to infringe on them. But if it was Commodore's idea, how hypocritical were they? Am I too harsh? Over half their first 12 carts are questionable! They make their system popular on the merits of other's games and then decide to protect later games from their own customers? Who did they think they'd attract with that type of marketing? Yeesh! Then again, maybe BM saw it this way, and demanded protection?
Comments
In the first mission, you can wipe out the entire bottom row of bad guys before they start firing back, if you shoot carefully.

Game name
Gridrunner
Company
HES (Human Engineered Software) [C312]
Author
Jeff Minter (1982)
Game Type
Variant of the arcade coin-op Centipede.
Required
8k RAM in bank 5. Joystick.
Graphics
Simple but effective. The game doesn't seem to lack anything.
Sound
Good. Mostly laser blasts and the like but it all works well.
Gameplay
Very good. Fast-paced and addicting. If you've never seen the game its a bit like Centipede on steroids, with extra features.
Overall
Very good. Jeff Minter made his reputation on games like this.
Ad Text
"$5 says you can't beat Gridrunner. Gridrunner is the toughest, fastest, arcade quality game ever to challenge a Commodore or Atari computer owner..." (HES ad, Compute's Gazette, Oct 1983 pg 19)
Ad Text
"Is Gridrunner unbeatable? No one, not even the author, has ever achieved the last Gridrunner. It is an extremely fast-paced arcade quality game designed to test your coolness under fire and challenge your reflexes. As the pilot of Gridrunner, a combat ship, you must annihilate the various enemies traveling along the 'Grid.' High scores are possible only through the mastery of the patterns of the X/Y zappers and the Gridsearch Droids which, when destroyed, mutate into potentially lethal pods. Gridrunner has 32 levels of difficulty (20 levels in the Vic 20 version). To this date, the 13th level has been the highest achieved." (HES ad, July 1983 Compute's Gazette magazine, page 31.)
Review
"...Gridrunner is about alien Droids in the year 2190 who are stealing electricity from Earth's orbiting power station, the 'Grid.' To stop them, a combat ship patrols the Grid. In the game, the Grid is a large lattice on the screen, and Earth's combat ship moves along the lower portion, firing on segmented Droids, dodging the X/Y zappers, and eliminating mutating yellow pods which some times lodge in the lattice." (Text from an article about Jeff Minter. See page 52, August 1983 Compute's Gazette magazine.)
Trivia
A 1996 Sony Playstation game was released with the same name. What's up with that? Wonder if they knew and did it on purpose?
Comments
This is a 4k game internally although it requires 8k to run.

Game name
HesMon
Company
HES (Human Engineered Software) [C302]
Author
T. M. Peterson (1982)
Game Type
Utility cartridge, used to read and write machine language code.
Required
8k RAM in bank 5. Keyboard.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions. And a good understanding of 6502 machine language programming. Among those who had such needs, this was once a very popular cartridge.

Game name
HesWriter
Company
HES (Human Engineered Software) [C304]
Author
unknown (1982)
Game Type
Utility program. A word processor.
Required
8k RAM in bank 5. Keyboard.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions. It is really doubtful that many will use any memory-limited word processor in this day and age. However, keep in mind that Bill Shakespeare had only a sharpened feather and a bottle of ink... compared to that this is high tech! Any WP beats a typewriter.

Game name
Home Babysitter
Company
Commodore [Vic-1928]
Author
unknown (1982)
Game Type
Educational / entertainment for small children.
Required
8k RAM in bank 5. Joystick.
Graphics
Big and simple. It fits the theme and does the job well enough.
Sound
Interesting. The ABC song is kinda cute, I think. The memories...
Gameplay
Geared to a very low age bracket. For its market, its pretty good.
Overall
Should work well at its intended purpose of entertaining toddlers. It may even help teach them something in the process. If nothing else, they'll learn the very basic concepts of using a computer.
Trivia
The title screen calls this program "Home Babysitter II". Why? Was there another one put out on tape, or planned as a cartridge? What happened to #1? Tape? Or am I missing something obvious?
Comments
The cartridge includes sections on counting, learning your ABCs, and assembling funny faces on the screen. Small children will need some adult help to get started. Once they know the keys to press (remember that pressing RESTORE takes you back to the main menu, for one) they may do just fine on their own.

Game name
Household Finance
Company
Creative Software
Author
unknown (1983)
Game Type
"A home application program."
Required
8k RAM in bank 5. Keyboard.
Comments
See Personal Finance by Commodore. Creative licensed this title to them. The two seem to be identical, other than the titles.

Game name
IFR (flight simulator)
Company
Academy Software
Author
Rom Wanttaja (1983)
Game Type
Flight simulator. (Instrument flight only.)
Required
8k RAM in bank 5. Joystick.
Graphics
Average. Just a display of gauges on a cockpit; no scenery of any kind. Yes, this is functional and fits the theme -- instruments only -- but the gauges are still not quite graphic masterpieces.
Sound
Good to very good. I like the engine idling noises and such.
Gameplay
That depends. I like it, but mostly because of all the cool ways I've found of crashing. It doubt it was intended to be amusing but it is the way I play it! (Useful info... hit "E" to eject!)
Overall
You have to have a taste for this sort of thing. More realistic flight sims exist today (at least speaking graphically) but this one has its individual charms. Overall, not bad for Vic20 flight. Probably excellent, if you just want to fly by instruments. For its time, this was probably amazing... and for 8k it still is!
Review
"Has a quality of realism which sets it apart from others, even those I've tested in flight school." (Compute's Gazette.)
Review
"Great program!" (Info-64.)
Review
"It is tremendous fun." (Compute's Gazette.)
Review
"Flight tested by an air traffic controller, two skilled pilots and an elementary school class. Highly recommended by all." (Midnite Gazette.)
Review
"This is an unbelievably realistic simulation of the difficulties facing a pilot in instrument flying. I'm a 747 pilot and I think that this simulation could do a lot to improve the reactions and instrument scan habits of even very experienced pilots." (747 pilot, Power Play, Feb/Mar 85, pg 31)
Trivia
The author recently contacted Paul LeBrasse, making some nice remarks on our Vic20 resurrection work. (Thanks!) He also said he writes books for a living now, so check that out. He claims that this cartridge sold 30,000+ copies on the Vic20 alone. This is believable, if you've ever seen how steadily his ad ran in any of the big Commodore mags back when. He later made a version for the C64 computer as well. (Thanks for all the info; appreciated!)
Comments
You definitely need the original instructions if you hope to fly the plane with any degree of success and actually land it. But you can also have fun discovering key-presses by Zen, as I do.

Game name
In the Chips
Company
Creative Software
Author
Gene Genoar (1983)
Game Type
"Concept home education program"
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions.

Game name
Jawbreaker II
Company
Sierra On-line Inc. [JBL-401]
Author
Doug Whittaker (1982)
Game Type
Maze & eating game. Original, but flavored by Pac-Man just a bit.
Required
8k RAM in bank 5. Joystick.
Graphics
Good. Large and blocky, but it doesn't really seem to detract.
Sound
Good. Decent theme music and some nice sound effects.
Gameplay
Good. Probably best played by younger children or those who like games that are somewhat slower paced. But it can be fun.
Overall
Good. Nothing sensational perhaps, but a fun look at a simple game with some personality. A cute "alternative" game, for those times when you're sick of the same-old-thing syndrome?
Review
I can't find the article now, but I know I read of at least one reviewer that liked this game a lot, from way back when. (Sorry!)
Trivia
Released on multiple hardware systems as were most On-line games.

Game name
Jelly Monsters
Company
Commodore [Vic-1905]
Author
unknown (1981?)
Game Type
Clone of arcade classic "Pac-Man". Apparently very unauthorized.
Required
8k RAM in bank 5. Joystick or keyboard play.
Graphics
Some flicker and occasional glitches, but overall very good. Uses up nearly all of the screen for its maze, unlike Atari's version. Impressive technically, considering the hardware limitations! (Q: is the flicker due to this being a PAL-based/European game?)
Sound
Sounds closer to the original than Atari's official version does.
Gameplay
Not bad at all! Beats most other game console versions by a mile.
Overall
Very good. It's hard to believe this was done on a 3k computer! Atari should have just slapped their name on this one instead.
Trivia
This is another one of Commodore's earliest-released carts that is heavily rumored to have been a "way too close to the original" clone of an arcade classic, so it was pulled off the market. This is probable as Vic-1922 is another Pac-Man clone, but has been changed quite a bit from the original. Probably due to its legal status, this is one of the harder Commodore cartridges to find.
Comments
Use the cursor keys to center the screen image at start-up. This is not a bug, per se, but a built-in feature of the Vic20.

Game name
Joust
Company
Atari
Author
unknown (198_)
Game Type
Vaporware. (Translation of the arcade coin-op game "Joust".)
Ad Text
Shown in an ad in Compute! on page 4, June 1984 issue. This ad shows computers lined up, with boxes of Atari games piled up on top. The effect was a list of sorts; what games had come out for each system. Stargate was no longer listed, but now Joust was shown for the Vic20. No screen shots or other "proof" were shown. I really doubt we'll ever see a production cart, but perhaps a prototype exists somewhere? (On cassette or disk, most likely.)
Trivia
The original arcade game, by the way, was a 1982 Williams effort. One of its main claims to fame was that it was the first game to allow two players to play at one time, instead of taking turns.

Game name
Jungle Hunt
Company
Atarisoft (Licensed from Taito)
Author
unknown (1984)
Game Type
Translation of the arcade coin-op "Jungle Hunt".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Fairly good. They got all the individual elements into the game but each of them is a bit blocky; almost abstract looking. The usable screen is cut nearly in half. Is that good or bad? The horizontal dimension is more important to the gameplay than the vertical one is and it creates a cinema-like wide-screen effect! Besides, the arcade original wasn't really a graphic masterpiece.
Sound
Good. They captured the feeling of the arcade game fairly well.
Gameplay
Good. Simple perhaps, but fun. Captures the arcade's feel well. Master each screen's required skill, and move on to the next one. Each task is fairly simple to master but keeps you coming back.
Overall
Good. I liked the arcade original quite a bit. Although this is not a perfect translation it captures the look and feel well. Perhaps a good game to try if other games frustrate you easily?

Game name
Jupiter Lander
Company
Commodore [Vic-1907]
Author
Hitoshi Suzuki, HAL laboratory (1981)
Game Type
Clone of the arcade game "Lunar Lander".
Required
8k RAM in bank 5. Keyboard controlled.
Graphics
Fair, but better than I remember the original arcade game being. The original game was one of Atari's first B&W vector graphics units, produced at roughly the time Asteroids came out.
Sound
Good. Simple, but fits the mood of the original game.
Gameplay
Hard! Some people may find it frustrating, at least at first. Modern players may feel its too much work and too little reward. However, this is pretty much true to the original arcade game.
Overall
It definitely represents a piece of gaming's early history. Try it yourself, then decide whether that is good or not.
Ad Text
"Pilot your 'Jupiter Lander' through the treacherous crevices of a mysterious planet. Variable rocket thrust, anti-gravity, horizontal retros." (Seen in Spring 1983 Power Play magazine, page 102)
Review
"This is a pretty slick lander game with some interesting variations. The best point is that it provides a close-up of the landing site." (From Electronic Games magazine, Nov 1982, page 49)
Trivia
Definitely gives one a feel for how far home computers had grown. This is arguably as good as the original arcade version was.
Trivia
Commodore may have gotten away with copying Atari's 1979 coin-op game "Lunar Lander" when they made this game, primarily because Atari apparently copied theirs from an earlier PDP-11 game of the same name. This game is very deeply rooted in gaming history!
Comments
See on-screen instructions for keys; 3 function keys are used as upward thrusters, A and D keys are used to move left and right.

Game name
K-Razy Antiks
Company
CBS Software (by K-byte & Kay Enterprises co.)
Author
unknown (1982)
Game Type
Original maze game, ported to many platforms.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Mixed results. Mostly, its done very well, but with some slight imperfections or things that could have been done better. For instance, the ant animation is good but the anteater's is fair.
Sound
Average.
Gameplay
It looks like it has a lot to it but I didn't quite "get it". I didn't have the original documentation so I'll cut it some slack.
Overall
See gameplay. It has potential, if one understands its rules.

Game name
K-Star Patrol
Company
CBS Software (by K-byte & Kay Enterprises co.)
Author
unknown (1982)
Game Type
Original horizontally-scrolling space shooter.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Simple, both in coloration and general shape.
Sound
Average. Just sound effects.
Gameplay
Too slow paced for me to enjoy much. Maybe a good beginning game? Not much reward for the player as I see it. Just target practice.
Overall
I didn't play this game much. If it just repeats the same idea over and over, at a snail's pace, I'd say they wasted the 16k. It did include some novel ideas, but none that I think really made much of a difference in the overall gameplay experience.

Game name
Kids on Keys
Company
HES (Licensed from Spinnaker) [C325]
Author
Frank Tendick (1983)
Game Type
Educational.
Required
8k RAM in bank 5. Keyboard.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart you'll need the original instructions.

Game name
Kindercomp
Company
HES (licensed from Spinnaker) [C322]
Author
Jonathan Creighton (1983)
Game Type
Educational.
Required
16k RAM (8k in banks 3 & 5). Joystick. Disable bank 1 if present.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart you'll need the original instructions.

Game name
Lazer Zone
Company
HES (Human Engineered Software) [C3__]
Author
Jeff Minter (1983)
Game Type
Original shooting game.
Required
8k RAM in bank 5. Joystick.
Graphics
Plain black background looks, well, too plain before you begin to play. You'll be thankful for the lack of distractions, later on!
Sound
Very nice sound effects and lots of them.
Gameplay
Geez! Too much to keep track of simultaneously until you develop new skills to. Which means, you play it a lot. This is not to be taken as a complaint, by the way. It will keep you coming back.
Overall
Thank you, Mr. Minter. Another ballistic blast-fest to enjoy! But as said elsewhere, this game requires more than just a good aim to feel you've mastered it. The unusual play mechanic offers a nice respite from the same-old-same-old videogaming blues.
Review
"Jeff Minter's latest, Lazer Zone, has a novel play-mechanic. The computerist controls shooters which move along the bottom and right-hand edges of the playfield depending on which direction the player pushes the stick. There's a lot of subtlety along with the shooting in this one." (Seen in Electronic Games, Sep 84, page 64)

Game name
Lode Runner
Company
Broderbund
Author
Mike Wise and Doug Smith (198_)
Game Type
Climb and run game, with some puzzle-solving aspects involved.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Plainly colored but detailed enough. Great character animation.
Sound
Average.
Gameplay
Wonderful in any of its ports. Extremely well balanced and paced.
Overall
A classic game. In any of its versions, on just about any gaming platform, Lode Runner can offer hours of contented entertainment.
Ad Text
"...You will maneuver through scene after scene, running, jumping, drilling passages and outfoxing enemy guards in a secret underground hideaway as you pick up chests of gold stolen from the citizens of the Bungeling Empire. There's no end to the thrills, chills and challenge." (Partial text from Broderbund ad in Dec 1983 Compute's Gazette.)
Trivia
See the entry for Apple Panic for some historical notations.

Game name
Lunar Leeper
Company
Sierra On-line Inc. [LLL-401]
Author
Dr. Bob of I.C.G (1981)
Game Type
Original space game, heavily influenced by coin-op Defender.
Required
16k RAM (8k each in banks 1 and 5). Joystick.
Graphics
Nicely done. A static screen shot will not show off the wonderful character animation. One of the best efforts on the Vic20. See it!
Sound
Average or better.
Gameplay
Fun. Sort of like a simplified Defender. You are still trying to rescue land-based people in a space ship but you have fewer enemies to contend with here. Some may consider that improvement!
Overall
This is a very well done game. Especially due to its youthful age (1981) this is a very impressive piece. Play it. Show it off.

Game name
Machine Language Monitor
Company
Commodore [Vic-1213]
Author
unknown (198_)
Game Type
Utility program. A tool for programmers who want to code in ML.
Required
8k RAM in bank 5. Keyboard.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions. This program may also be called VicMon at times. The keyboard commands used in the program are explained in the "Vic Revealed" book by Nick Hampshire, if you can't find the original docs anywhere. (If I ever get some free time, maybe I'll type them in and upload.)

Game name
Mastertype
Company
Broderbund
Author
See trivia. (1983)
Game Type
Educational game. Learn to touch-type by shooting space objects.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Good. Some graphics are more detailed than others but it works. The explosions look unrealistic but are very colorful.
Sound
Good. Sound effects almost sound blurred sometimes, but are nice and clear on others. Nice deep Game Over effects, nice zaps, etc.
Gameplay
Fun enough. It has its tension built-in if you don't know how to touch type very well! (Hee hee.) But that's the point, isn't it?
Overall
Good for either learning to touch-type better or blasting things.
Trivia
Title screen says the copyright is held by "Lightning software", and credits "Bruce Zweig & Jim Fox with Edward Chu" as authors.
Trivia
I couldn't resist bragging about this... I own a prototype cart of this game! In a special, hand-openable case, with a dot matrix printer label which states "Mastertype. Sample. Property of Broderbund software not to be sold or given away." It also has a handwritten "38" in the upper right corner. A piece of history?
Comments
To really use this cart, you may need the original instructions. However, if you're willing to experiment with touch-typing, know that your four left fingers rest on the ASDF keys, the right hand sits on the JKL: keys and your thumbs rest near the space bar. This is the "home position" that is used when touch typing. It will make sense as the game progresses through its exercises.

Game name
Maze
Company
HES (Human Engineered Software) [C3__]
Author
Tom E. Griner (1983)
Game Type
Original treasure collection / maze game.
Required
8k RAM in bank 5. Joystick.
Graphics
Another techie show piece by Mr. Griner. Neat title effects! Character based, but nice animation on the various characters.
Sound
Average.
Gameplay
Good or better. Nice tension from the monsters chasing you. The concept isn't very original but the game is fun to play.
Overall
Dungeon games were very popular in this time period. This is a nice example of that genre. Competent in all areas, I'd say.
Trivia
I am slightly biased against this program since my absolute, all-time favorite simple dungeon game is a 1982 piece by Don Worth of Quality Software... "Beneath Apple Manor" for the Apple II. It kicks butt, in my humble opinion! That game is the only reason I still have an Apple II computer, actually. Don, if you still have the source code, please release it on the net. The world deserves to see more of that game, IMHO. Another good one was Epyx's "Sword of Fargoal" game, released on both the Vic20 and the C64.

Game name
Medieval Joust
Company
Thorn EMI [THC 22007]
Author
unknown (1983)
Game Type
Original game; a medieval jousting simulation.
Required
8k RAM in bank 5. Joystick.
Graphics
Very good, considering Vic20 limits. Hi-res and split-screened.
Sound
Average.
Gameplay
Without the original instructions, who knows?
Overall
It has potential, I suppose, once you figure it out. Might be an interesting novelty item. Where else can you simulate jousting?

Game name
Menagerie
Company
Commodore [Vic-1926]
Author
D. W. Johnson (1982?)
Game Type
Variant of arcade coin-op Frogger.
Required
8k RAM in bank 5. Joystick.
Graphics
Plain looking. Big empty backgrounds, big one-color characters. The characters are nicely drawn and detailed however.
Sound
Below average to pitiful. Could be much better, even on the Vic.
Gameplay
I like the original Frogger better. So will you, most likely.
Overall
This is one of Commodore's worst efforts, as far as originality, gameplay and sound is concerned. What were they thinking? This is the type of game that should have been released on tape only.
Trivia
I am beginning to think Commodore got pretty lazy, or something, at about the mid section of their Vic20 cartridge library. Had they already bought up all the good licenses then available? This game and a few near it, number wise, strike me as "filler".
Comments
Normally, I'd say that you should go see the authorized version of Frogger but it isn't much better. Sigh. Go see it anyway.

Game name
Meteor Run
Company
UMI (United Microware Industries, Inc.) [1613]
Author
Roger L. Merritt (1982)
Game Type
Part Defender, part Asteroids.
Required
8k RAM in bank 5. Joystick.
Graphics
Mixed. The backgrounds are plain, the ship is nicely detailed and somewhat colorful, the aliens look like they got lost during a game of Space Invaders and the meteors look like chocolate chip cookies. Some movement is slow and jerky, some is smoothly done.
Sound
Average to annoying.
Gameplay
Not all that much fun. Partly because I'm comparing it to the two games it was obviously modeled on; Defender and Asteroids. Both are much more fun than this game. The sum is less than its parts.
Overall
Roger Merritt and UMI both did much better. Not their best!
Ad Text
"You're in command with Meteor Run... guiding your craft through treacherous meteor fields... fighting alien ships... dodging exploding photon torpedoes... fighting your way to the red star, Alderbaran. The closer you get, the more hazards you encounter. You're surrounded with challenging adventure! This action-packed game will hold you spellbound for hours. Just imagine the fun you'll have!" (Seen in Electronic Games magazine, Nov 82, page 44)
Comments
(From Eric Gustafson, via the Internet) "In Meteor Run, it's possible to kill aliens without ever pressing fire. Once you start a game, your ship doesn't appear until you actually hit the fire button - but meteors start to appear and the aliens are buzzing about. If an alien hits a meteor, he's destroyed. Wait a while and the game will clear levels for you. I used to leave my Vic on for hours - you see, the manual promised that you eventually got to a 'black hole', and I reasoned that eventually the game would kill aliens off by itself until it got there. Sadly, I suspect that any 'black hole' was simply poetic writing on the part of the authors." (I verified it. It works, but I never saw points registered for it. As to the black hole I haven't a clue.)

Game name
Mine Madness
Company
Thorn EMI [THC 2200_]
Author
unknown (1983)
Game Type
Original maze / elevator game.
Required
8k RAM in bank 5. Joystick.
Graphics
Average. A hi-res set of character graphics with very few colors.
Sound
Average.
Gameplay
Darned if I know. I haven't figured out the point to it all. Just don't get squished by the elevators coming down; that's obvious.
Overall
Not much fun at all, if you don't know how to play it. May be a fun game. It certainly tries to be tense and fast paced.
Trivia
Almost surely one of the last cartridges put out by Thorn EMI for the Vic20. It seems rarer and harder to find than its siblings.

Game name
Miner 2049'er
Company
Reston (See comments.)
Author
Jerry Brecher (1983)
Game Type
Climb and run game, released on many gaming platforms.
Required
8k RAM in bank 5. Joystick.
Graphics
Excellent. Very nicely done, all around. Bright colors, clear layouts, nice graphic and technical flourishes throughout.
Sound
Excellent. Few sound effects but what is there is very well done.
Gameplay
Great. A very nice version of the popular game. Don't be ashamed to show it off to people who own other consoles. Play, play, play!
Overall
A wonderful example of what could be done if only programmers and their employers took the time and effort to do it right. As this was a late release (1983), it is all the more impressive. Most other companies were slacking off horribly on Vic stuff by then.
Trivia
Full cartridge label text: "MINER 2049er - VIC20 by Jerry Brecher Original design by Bill Hogue. (c) 1983 by Big Five Software Licensed in conjunction with Compu-Vid International ISBN 0-8359-4423-9"
Comments
Press fire to start each level. It is making sure you're ready.

Game name
Mission Impossible Adventure
Company
Commodore [Vic-1916]
Author
Andy Finkel (1981)
Game Type
"Scott Adams Adventure Games" series. (#3 of 5.)
Required
16k RAM (8k each in banks 2 and 3). Keyboard controlled. The game starts when you type "SYS 32592" and hit the RETURN key.
Ad Text
"'Good morning, you mission is to ...' and so it starts. Can you complete your mission in time? Is the world's first automated nuclear reactor doomed? This one 'radiates' with excitement!" (Seen in "Commodore Power Play" magazine, Spring 1983, page 105)
Comments
See the entry for Adventure Land Adventure for more information on any of the games in this series.

Game name
Mobile Attack
Company
MSD
Author
unknown (198_)
Game Type
Variant of arcade coin-op "Targ".
Required
8k RAM in bank 5. Joystick.
Graphics
Simple but functional.
Sound
Average.
Gameplay
Good. Smooth enough movement, reasonable game balance, good pace.
Overall
Good. I like fast paced games with good response... this works.
Comments
We only have access to a tape version so far. The cart is presumed to be identical or better. See also Crossfire; it's very similar.

Game name
Mole Attack
Company
Commodore [Vic-1912]
Author
unknown (1981?)
Game Type
Part of Commodore's "Children's series".
Required
8k RAM in bank 5. Joystick.
Graphics
Good. The graphics of the moles are large and easy to recognize. At least at first. As the game speeds up, you'll make mistakes.
Sound
Good. Definitely aimed at little kids; hit the moles on the head, and you get the expected bonk noise. Hit them on the butt, and...
Gameplay
Excellent for its intended audience. Some fun, even for adults. And maybe hilarious at adult parties, with enough cold beverages?
Overall
My little nephews ought to love this when they get old enough!
Ad Text
"A colorful 'cartoon action' game. You're trying to keep those nasty moles underground where they belong but they keep popping up! How many can you clunk before time runs out? Fast, fun, frantic!" (Seen in "Commodore Power Play", Spring 1983, page 105)
Review
"It's a mole invasion! The pesty little devils are popping up all over, and its up to you to rout the beasts and send them fleeing back underground -- and you've only got 60 seconds to do it!... Mole Attack will probably be a favorite among younger arcaders. Even though the eye-catching graphics combine well with the time-limit excitement, adults will probably find the game too simple and repetitive to get many repeat plays." (Review by Charlene Komar, page 70, in the June 1983 issue of Electronic Games.)
Comments
The keyboard may work better than the joystick does, as it is set up more like the 3-by-3 grid the moles are displayed in. Ideally you'd have a custom-made controller for this game, with a big arcade button per mole. I just might make one for my nephews.

Game name
Money Wars
Company
Commodore [Vic-1925]
Author
Commodore and Hal Lab. (1982)
Game Type
Variant of "Space Invaders" for the most part.
Required
8k RAM in bank 5. Keyboard.
Graphics
Fair to middling. Mostly plain, but some nice effects. Your death by electrocution is cute in a sick sorta way, for instance.
Sound
Average.
Gameplay
Fair. It moves too slowly for me to love it. Kids might like it, as might anyone who likes slower paced games.
Overall
Fair to good. Depends on how much credit you give them for their creative flair in re-using elements from various other games.
Comments
When using an IBM and an emulator, use the comma (,) key to move right. The semi-colon key (;) mentioned onscreen is differently placed on the original Vic20 keyboard.

Game name
Monster Maze
Company
Epyx / Automated Simulations
Author
R. A. Schilling (1982)
Game Type
First-person maze game.
Required
8k RAM in bank 5. Joystick.
Graphics
Simplistic line drawings for rooms and you don't even want to see the monsters up close. Then again you could diss Doom and its clones, many years later, for being blurry and pixelated, so...
Sound
Average, but they were trying. Sorta cute funeral dirge.
Gameplay
You can get the basic idea by just fooling around but having the original instructions would be nice. Standard maze stuff, mostly, except for the fact that you are looking at it via first person.
Overall
See gameplay. Not a bad game. I prefer Epyx's "Sword of Fargoal" myself but what the heck. One of Epyx's first efforts at gaming.
Trivia
Just waiting to be "DOOM"-ized by somebody? See also Capture the Flag and Creepy Corridors for similar honors.
Comments
Some keys to use: P shows an overhead map and R is to restart.

Game name
Moon Patrol
Company
Atarisoft [RX8532]
Author
unknown (1983)
Game Type
Translation of William's 1982 arcade coin-op "Moon Patrol".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Good or better. Not all they could be? Atari was also releasing a version for the Commodore 64 then; their effort went there? Don't get me wrong. These graphics aren't bad, just large and blocky.
Sound
Very good. The tune is catchy and the effects all sound good.
Gameplay
Good. Some other home versions are better but this is not bad.
Overall
Good to very good. A nice porting job, overall.
Ad Text
"Leaping patrol cars? Yes, you drive a Moon Buggy across the lunar landscape in this action-packed cartridge that combines all the thrills and challenges of space driving and maze games." (From the multi-lingual box art.)
Trivia
Internal messages at $a013 say "Jan 16 1984 FPR rev 5L".
Trivia
Atarisoft put part numbers on their outer box art but not on the actual carts. This makes it harder for us to track part numbers as most places to buy these old carts only have the cart itself. The reason we want the info is to help track down vaporware; to either confirm a cart was actually made or was just planned. We can't tell if there is a pattern until we get more part numbers. Any solid info appreciated if you have access to original boxes for any of the other Vic20 game cartridges by Atarisoft. Thanks!

Game name
Moses (with or without 8k RAM)
Company
Century
Author
unknown (198_)
Game Type
Utility program; 65C02 machine language assembler.
Required
Unknown, as we don't have one.
Trivia
Ads claim 27 new opcodes available. The 65C02 is an upgraded and more advanced processor than the standard variety 6502 chip.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart you'll need the original instructions, etc.

Game name
Mosquito Infestation
Company
HES (Human Engineered Software) [C3__]
Author
Tom E. Griner (1982)
Game Type
Part "Missile Command", part Galaxian.
Required
8k RAM in bank 5. Joystick.
Graphics
Plain looking, but relatively sophisticated for a machine that wasn't supposed to be able to do bit-mapping. The title effect is a show-off piece for sure. (Jeff Minter once commented online about Mr. Griner's coding skills, using proportional fonts as his example.) Does it compare to Tempest 2000? No, but for a Vic...
Sound
Average.
Gameplay
Response seems a little slow, so you'll have to plan in advance rather than just do twitch responses. But chasing all those bugs around builds more game tension than you might think. And lest you think the game is pointless and soon over, that funky looking hose thing at the top of the screen is a refill for your bug spray gun.
Overall
Good to very good. The game can be fairly fun and its coded well. There isn't much to whine about; maybe that plain looking arm? If that. The Intellivision bragged about its graphical abilities; do you remember that doctor game they put out? Enough said, eh?
Trivia
A secret message found coded into the carts internals (at $AF4B to $AFFF): "(THIS SPACE FOR RENT)(THIS MEMORY IS PROTECTED BY A MEMOGUARD ALARM SYSTEM-SOFTWARE PIRATES BEWARRE(C)1982-)!PROGRAM BY TOM GRINER, 777-36 SAN ANTONIO RD. PALO ALTO, CA. 94303! TAKEO" (Might TAKEO perhaps have originally been TAKEOFF?... my guess.)
Comments
This is a 4k game internally, although it requires 8k to run.

Game name
Mountain King
Company
Beyond
Author
Concept by Bob Matson, programmed by Jim Stolzenfeld. (1983)
Game Type
Original game, released for many home gaming platforms.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Nice! This is one of the better graphical games. None of the ports were all that complex looking, so they spent time on getting the movement very smooth and making the character animations good.
Sound
Great. The sound effects actually add to the gameplay instead of just being something tacked on at various intervals. The falling effect, for instance, is really enhanced by the sounds. It makes the game experience deeper because of it... which is very, very rare for a Vic20 game. Bravo for your extra effort, folks!
Gameplay
Lots of fun. I suppose the gameplay is much the same on most of the other ports. Same concept, anyway. This games response to your input is very finely tuned. Just quality all the way.
Overall
Bravo! 1983 seemed to be a turning point in the Vic's life. Some programmers got better with time while others just gave up and did as little as possible once the market started moving towards the C64. This is a fine example of quality, craftsmanship and fun!
Trivia
The Vic20's programmers were definitely learning the machine well at this point. Too bad the market dropped out of Vic20 stuff... but then again, we all had fun with our C64's, right? Just as a point of interest, take a look at other 1983 games. Like Frogger, for one. Or Ms Pac-Man. I rest my case about quality standards!

Game name
Ms. Pac-Man
Company
Atarisoft
Author
unknown (1983)
Game Type
Authorized translation of arcade coin-op.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Average, maybe even poor. The characters are blocky as heck. The Vic20 is capable of far more but you'd never know it from this! It is pretty hard to see how a game like this wasted all of 16k?
Sound
Good. The sounds are recognizable enough to enhance the gameplay.
Gameplay
Good. I play the accelerated arcade version most, so perhaps my sense of timing is off when I feel like this pace is a bit slow? But aside from nit-picky purist type flaws the gameplay is good.
Overall
Good but not great. Maybe I'm being harsh on this game as it is one of my (and lots of others) all-time arcade favorites, but I think they could have done better on this conversion. It isn't bad, per se, just not a convincing simulation of the real thing. I guess it's good enough for casual play if you are not a purist.
Trivia
Internal messages at $a013 say "Dec 31 1983 Revision 4L".
Comments
Another game I loved in its arcade version but am not thrilled with at home. For those of you who love Ms. Pac-Man (arcade), if you are disappointed with the VIC version, try the Atari 7800 one. It is fast and smooth and all on one screen. I like that version best, even though I have fancier versions for later home machines like the Sega Genesis, and many other home ports of the game. I feel that only the actual emulated arcade code beats the 7800.

Game name
Mutant Herd
Company
Thorn EMI [THC 22004]
Author
unknown (1982)
Game Type
Original game, involving herding creatures into a central pen.
Required
8k RAM in bank 5. Joystick.
Graphics
Plain and simple. What were they thinking about on color choices?
Sound
Average. Some of the sounds can get annoying fast.
Gameplay
Mixed. One of those "you'll love it or hate it" things.
Overall
I didn't like it much, but others play it often. You decide.

Game name
Number Nabber, Shape Grabber
Company
Commodore [Vic-1941]
Author
unknown (1982)
Game Type
Educational. Two math-related games on one cartridge.
Required
8k RAM in bank 5. Joystick. Disable bank 1 if present.
Trivia
The last known cartridge in the series made by Commodore. If any one knows of a Vic20 cart number higher than #1941, let us know. But with carts of such dubious value to the Vic's main market, which happened to be avid gamers, this is probably the last one.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you may need the original instructions.

Game name
Omega Race
Company
Commodore [Vic-1924]
Author
Andy Finkel with Eric Cotton (March 1982)
Game Type
Translation of the coin-op arcade game "Omega Race".
Required
8k RAM in bank 5. Joystick.
Graphics
Excellent. Translating vector graphics is always hard to do.
Sound
Excellent. They seemed to have captured the arcade's essence.
Gameplay
Excellent. They did a good job of converting this classic game.
Overall
Excellent. Commodore worked hard on this game, and it shows.
Ad Text
"(The smash-hit arcade game!) The ultimate space game. You've got one Omegan fighter maneuvering against droid ships, command ships, death ships, photon mines and vapor mines. Fantastic 'rubber band' boundaries, multiple levels of difficulty... all the features that make the Bally/Midway game so successful! One or two players" (Seen in Spring 1983 issue of "Commodore Power Play"; page 104.)
Review
"This translation of the coin-op space shoot is, in the minds of many, the best game currently available for the Vic-20. It's not in full color, but that's only a minor annoyance." (Seen in the Nov 1982 issue of Electronic Games, page 49.) A photo caption in that same article says "Despite the monochrome graphics, Omega Race is a top-notch computer game program."
Review
"High-powered conversion of the classic arcade game. Race around an oblong block where the score is displayed, firing lasers at Droid ships and mines they've planted in space. Lack of gravity is convincingly worked into action; you must wheel around and hit the engines to stop. Droids turn into Command ships if not knocked out fast enough. These become Death Ships, which release more powerful Vapor Mines." (From page 53, Jan/Feb 1985 Computer Games)
Trivia
Yes, this game is reproduced in black and white instead of color. The reason for that is simple; the original arcade game was also black and white! It was an early "vector graphics" based game. In other words, the arcade graphics were similar to those of the arcade classic "Asteroids," or to those on the Vectrex machine. The arcade original of Omega Race was a 1981 Midway game.
Trivia
One of the first video games with a built-in secret feature? "Power Play" magazine, put out by Commodore themselves, ran a two-page article on bugs found in this game and in Gorf, another converted arcade classic. (See Summer 1983 issue, page 38.) In part it says "...is not really a bug in the true sense, so let's call it an 'undocumented feature.' Normally in this game you get three ships when you start. However, if you hold down the SHIFT key while pressing either F1 (for joystick) or F3 (for paddle) at the beginning of the game, you will get -- count 'em -- five ships! Let's see if that improves your score!" (Article written by Jeff Bruette, one of Commodore's in-house game programmers.)
Trivia
An interview with Andy Finkel, another Commodore programmer, said that there is another secret key-press sequence. If you hold down Commodore, Ctrl, and Shift at the title screen, then press Return you will see the programmer's credit screen. You may have to wait a few seconds into the title or press the keys twice, but it does work. (Interview by Rick Melick and posted on his homepage.)

Game name
Outworld
Company
UMI (licensed from Tensor Technology?) [1635]
Author
Thomas A. Giguere (1981)
Game Type
Original game, heavily influenced by "Missile Command" and others.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Very nice. Colorful, detailed, nice moving starfield... they even went so far as to sign their name to it in script! A cute touch.
Sound
Good. They really tried. Impressive, given the Vic's limitations.
Gameplay
Fun. The play mechanic is a mix of many games; protecting your ground-based city with a moving crosshair is obviously Missile Command. However, the asteroids that drop on you break into two and then four pieces as in Asteroids. And the force field over a cityscape looks a lot like Imagic's Atlantis game. All in all, I think they integrated these separate elements well. It plays well.
Overall
A good game regardless but all the more impressive since it was done in 1981; right in the beginning of the Vic's lifespan. Some game companies took until 1983 to start making similar efforts!

Game name
Pac-Man
Company
Atari
Author
unknown (1983)
Game Type
Official translation of the "Pac-Man" arcade coin-op.
Required
8k RAM in bank 5. Joystick required.
Graphics
Fair. The maze seems half-sized and there are some small glitches in the character's graphics. Even so, the graphics are much more recognizable than those in the infamous Atari 2600 conversion!
Sound
Fair. Some parts sounds like Pac-Man should. Some aren't so good.
Gameplay
Good. Not much better or worse than game console versions of the arcade classic. At least it lets you choose a level to begin on.
Overall
Playable but perhaps a bit uninspired? Flawed but still OK.
Trivia
The arcade version was a 1980 Midway game, licensed from Namco. Many other versions of Pac-Man came out for virtually every game system before and since. It couldn't be helped. Pac-Man was hugely popular then and still rakes in some coins in the arcades today.

Game name
Panic Button
Company
First Star Software, Inc.
Author
unknown (198_)
Comments
Vaporware? The game was reviewed in the May 1984 issue of Compute magazine. See page 124 for the details. Nothing else known yet as no one we've heard of seems to have seen a copy of this game. We'd love to get our hands on one to archive it for everybody. First Star had a very good reputation on other machines so if this cart does really exist it's probably a pretty good game.

Game name
Personal Finance
Company
Commodore (Licensed from Creative Software) [Vic-1929]
Author
unknown (1982)
Game Type
Not a game; a home utility to help you with your finances.
Required
8k RAM in bank 5. Keyboard controlled.
Trivia
One of the hardest Commodore cartridges to find. Probably due to its non-game nature; the Vic20 was primarily used by avid gamers.
Trivia
Creative Software may have sold their "Household Finance" cart to Commodore. Both companies separately released this one program.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart you'll need the original instructions.

Game name
Pharaoh's Curse
Company
HES (licensed from Synapse Software) [C321]
Author
Alick Dziabczenko (1983)
Game Type
Original climb and run game.
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Nice! Mono-colored (Hi-Res) characters may detract a bit but the overall effect is very well done. Nice character animation, good thought put into each level's particular look and so on.
Sound
Could use a little more work but they made a reasonable effort. Nobody seems to have mastered the Vic's sound capabilities enough to keep from being annoying after a (short) while. A nice try.
Gameplay
Whoa! Boy did they make good use of their 16k memory! (I'm sure I haven't said that yet!) Multiple levels that actually look and feel like different levels, instead of just another screen? Wow. This is one of the deepest Vic20 gaming experiences I've seen.
Overall
You have to see this one. Another example of what the Vic20 was capable of doing all along, once programmers learned the machine for a couple of years or so. (Then just as they were getting very good at it, along comes the C64, and bye-bye Vic20 market!) This is one to show to people if they tell you the Vic20 died due to poor software titles, low machine capabilities and so on.
Ad Text
"A fortune -- yours for the taking. But can you avoid the ghost of Rama & the evil mummy? Are you nimble enough to leap the chasms and avoid the booby traps standing between you and freedom?" (Text from Synapse Software ad in Oct 1983 "Compute's Gazette" magazine)
Trivia
Title screen says: "Original by Steve Coleman". Also says something about entering a "secret code word" or using the joystick? (Internal codes says something about you getting it right, too.) The original cart was copy-protected; maybe the code word was a reference to a look-up authentication code? If someone has a copy of the original docs would you let us know for sure? If it was an authentication-type protection code, it may have been one of the first of its kind. Of course other options are probable too.

Game name
Pinball Spectacular
Company
Commodore [Vic-1920]
Author
unknown (1982)
Game Type
A variant of both pinball simulations and Breakout-style games.
Required
16k RAM (8k each in banks 3 & 5). Paddle controller.
Graphics
Large and blocky, but at least they are colorful. Nice scrolling title / instructions screen. Fair to middling in overall quality.
Sound
Average.
Gameplay
Some interesting ideas but I don't care what their ad says... this does NOT play "just like" real pinball. For one, pinball has electro-mechanical flippers, not a Breakout style paddle. Yeesh! Lots of hidden stuff to find/activate, or so others tell me.
Overall
A decent game on its own merits, but real pinball this is not! I normally wouldn't bristle this much over Commodore's stretching the truth, but on this one I do take offense. Heck, I've been a "real pinball" fan since the days that someone first told me that "Space Invaders" was just a fad that would soon pass, and in any case no videogame could ever replace pinball machines. So there!
Ad Text
"Plays just like a true pinball machine... only computerized... flashing lights ... quick 'flipper' action!" (Seen in "Commodore Power Play" magazine, Spring 1983 issue, page 103)
Trivia
An article appeared in the Spring 1983 issue of "Commodore Power Play" magazine; see page 72. The then-current champ, Joe Ferrari, talks about strategies he used to score over 1,500,000 points.

Game name
Pipes
Company
Creative Software
Author
unknown (1983)
Game Type
"Concept home education program"
Required
8k RAM in bank 5. Joystick.
Ad Text
"Arlo is a hard-working plumber, but a touch absent-minded. He's building a water supply system for the whole neighborhood, and he really has his hands full. Help Arlo decide what kind of pipe to buy and where to put it... his limited budget doesn't leave him much margin for error. Figure out the shortest, most economical way to get everyone hooked up... and just hope poor Arlo has remembered to open and close the right valves. A marvelously entertaining and challenging exercise in planning, economics and spatial relationships for all ages." (Seen in EG, Dec 83, page 78)
Trivia
Ad also mentions this program was "selected as some of the 'most innovative computer programs' 1983 CES Software Showcase Awards"
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions.

Game name
Pirate's Cove Adventure
Company
Commodore [Vic-1915]
Author
Andy Finkel (1981)
Game Type
"Scott Adams Adventure Games" series. (#2 of 5.)
Required
16k RAM (8k each in banks 2 and 3). Keyboard controlled. The game starts when you type "SYS 32592" and hit the RETURN key.
Ad Text
"'Yo-Ho-Ho and a bottle of rum...' You'll meet up with the pirate and his daffy bird, and encounter many strange sights as you attempt to go from your London flat to Treasure Island. Can you recover Long John Silver's lost treasures?" (Seen in "Commodore Power Play", Spring 1983 issue, page 105)
Comments
See the entry for Adventure Land Adventure for more information on any of the games in this series.

Game name
Poker
Company
Commodore [Vic-1908]
Author
S. Matsuoka (1981)
Game Type
Video poker game.
Required
8k RAM in bank 5. Keyboard.
Graphics
Mixed. Nice deck of cards but awfully blocky title graphics.
Sound
Average at best. You'll want to make liberal use of a counter-clockwise hand motion, after finding your volume control knob.
Gameplay
Sorta neat. I like the card games on my IBM just fine, thanks, but this was a trip down memory lane. I just wish the darned game didn't make me wait so long between button presses. Oh well.
Overall
Las Vegas' poker machines look much nicer, but this is cheaper.
Ad Text
"Casino-style poker recreates the real thing! Superb animation and sound effects add to the fun, mystery, and luck." (Ad in the Spring 1983 issue of "Commodore Power Play" magazine, page 103.)
Review
An article in the Nov '82 issue of "Electronic Games" has a photo caption for this game. It says "The high resolution graphics of Poker produce a beautiful electronic deck of playing cards." Keep in mind that the Intellivision had "high resolution" back then.
Trivia
Internal codes indicate the program was written by S. Matsuoka of HAL Labs in Tokyo, Japan. But no credits were given onscreen.

Game name
Polaris
Company
Tigervision
Author
unknown (1983)
Game Type
Original submarine game.
Required
8k RAM in bank 5. Joystick.
Graphics
Hi-res graphics but with a very limited color palette. Maybe this suits the game just fine, as its supposed to be underwater?
Sound
Average, maybe even a little sparse. Just missile sound effects.
Gameplay
Multi-screen (and therefore multi-mission) does enhance gameplay. You're not endlessly repeating the same exact tasks all the time. And it's paced fast enough to please me, which isn't too easy.
Overall
More fun than it looks at first. Give it a try before you dismiss the game as an underachiever. It "grew on me" quickly enough.
Ad Text
"Polaris. Three screens triple the action. Captain a sub in enemy waters. In three action-filled screens, you're attacked by everything from bombers and subs to underwater mines. With 16 progressive levels of difficulty, only a military genius gets through." (Seen in Electronic Games, Dec 83, page 128. B&W ad; 1/4 page.)
Trivia
The ad above also stated that the game was "nominated 'Best Action Video Game' (by) Electronic Games Magazine".
Trivia
The screen credits "the electronic boat division of Tigervision" for what that's worth. No person was actually named, however.

Game name
Pole Position
Company
Atarisoft (Licensed from Namco)
Author
unknown (1983)
Game Type
Translation of the arcade game "Pole Position".
Required
16k RAM (8k each in banks 3 & 5). Joystick.
Graphics
Pretty good. Considering the limitations of the Vic, impressive. They simply dropped some game features (like road signs) rather than try to include them and make the whole game suffer due to it. (Wise.) Some flicker at times, perhaps, but nothing too annoying.
Sound
Good. Sound effects are nice, engine noise is nice. Well done.
Gameplay
Good. Purists may object to the missing stuff. Others won't care.
Overall
Good or better. Someone was really getting to know the Vic. See what I've said before, about the programmers maturing at the end?
Trivia
Internal messages at $a013 date the cart at "Jan 30, 1984".
Trivia
One subtle graphic detail that may go unnoticed; notice that the screen goes from full left to full right. No border. Neat, eh?

Game name
Predator
Company
HES (Human Engineered Software) [C316]
Author
Tom E. Griner (1982)
Game Type
Original game, perhaps with a bit of influence from "Joust".
Required
8k RAM in bank 5. Joystick.
Graphics
Pushing the poor little Vic into territory it was never meant to go! Bit-mapped graphics, tiny little fonts, etc. Check out the impressive little animation, complete with fireworks, when you set the top high score. Cute touches like that make games special. When Jeff Minter was interviewed online, he said much the same.
Sound
Average or better.
Gameplay
Unusual subject matter makes it harder to "get into" the game at first, but gameplay is well balanced.
Overall
Some may love its style of gameplay, some may not. But it is a technologically impressive game either way.
Trivia
A message found secretly coded into the carts internals (at $BFA6 to $BFFF): "PROGRAMMED BY TOM GRINER 777-36 SAN ANTONIO RD.PALO ALTO CALIF. U.S.A.(C)1982-KEEP OUT..." Mr. Griner said in an online interview that he once kept a list of all who responded.

Game name
Princess and Frog
Company
Romox Inc.
Author
Bob Horn (1983)
Game Type
Clone of the arcade coin-op game Frogger.
Required
8k RAM in bank 5. Joystick.
Graphics
Colorful enough. Might be impressive on some other gaming console.
Sound
Average.
Gameplay
Experienced gamers might not like it, but perhaps kids would? You decide, but personally I like many other Frogger clones better.
Overall
I tend to agree with the magazine review shown below.
Review
"This is a copy of Frogger and a pathetic one at that. Since Parker Brothers and Sierra already make excellent versions of Frogger for the Atari, the last thing anybody needs is another one. Romox puts their games on erasable chips that allow you to go back to the store and have another game transferred onto them. With games like this, that may be the only redeeming quality." (Review text for Atari computer version, from page 52 of Computer Games magazine, Jan/Feb 1985 issue.) We have no knowledge about the internals Romox used for Vic20 carts; ROM, EPROM or EEPROM?

Game name
Programmer's Aid Cartridge
Company
Commodore [Vic-1212]
Author
unknown (198_)
Game Type
Utility program.
Required
8k RAM in bank 5. Keyboard.
Trivia
This seems to be 4k internally, although it requires 8k to run.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions.

Game name
Promenade
Company
Jason-Ranheim
Author
unknown
Game Type
Utility package. Specialized hardware for very advanced users.
Trivia
Included here because the company's main product, the Promenade EPROM programming tool, could create cartridges from parts the company sold. Even as late as July 1996, the company still sells parts and the latest (C64) Promenade EPROM programming tool. But no longer has any stock of any Vic20 products, unfortunately. Believe me, I asked them more than once, with no luck! Oh well.
Comments
Not given a very thorough review due to its non-game nature. To really use this product, you'll need the original instructions and all the original hardware plus other accessories and EPROMs. Aside from the historical interest, go find a modern ROM burner.

Game name
Protector
Company
HES (Human Engineered Software) [C308]
Author
Alick Dziabczenko (1983)
Game Type
Variants of both "Scramble" and Defender.
Required
8k RAM in bank 5. Joystick.
Graphics
Good to very good. They look a bit plain at times but everything is clearly defined, the color use is good and the animation nice.
Sound
Above average but still not fabulous. This is more the Vic20's fault than the programmer's fault. He certainly worked at it.
Gameplay
Somewhat difficult, but rewarding. He squeezed a heck of a lot into an 8k game! The puzzle solving and action mix is well done.
Overall
Very nice! Give this one a good, long look. It deserves it.

Game name
Q*bert
Company
Parker Brothers (licensed from Mylstar Electronics, Inc.)
Author
unknown (1983)
Game Type
Authorized translation of the arcade coin-op "Q*bert".
Required
8k RAM in bank 5. Joystick.
Graphics
Below average. I don't think they tried very hard. Note that each of the "sprites" are surrounded by a black border all the time, indicating that the simplest form of character graphics were used. The large size of the individual blocks confirms they were.
Sound
Fair. The tune, which doesn't play much, is short but done well. The sound effects sound a bit muffled but are generally OK.
Gameplay
Average. The diagonal movement scheme is tricky on any system so I won't mark down for that. Game speed is fairly good, overall.
Overall
Average at best. This is not the best conversion, by a long shot!
Review
"(A-) A mostly successful conversion of the arcade hit. Hop your 'hose-nose' around the pyramid until all the cubes are the same color. Various weird and amusing enemies are chasing you. The home game lacks the incredible sound effects of the arcade game, and the graphics aren't nearly as good. But it's still fun to leap onto a flying disk and watch Coily take a dive off the pyramid." (From Computer Games, page 53, Jan/Feb 1985 issue)
Trivia
Note that the early ads from Parker Brothers show that they were making and selling C64 and Vic20 games at the same time. I can only assume they put far less effort into the Vic20 market's game as this version is rather uninspired. OK, but certainly not great.
Trivia
The original arcade game had cool "speech" features, for lack of a better word, that most home games never did reproduce well. The original arcade game also had an electro-mechanical "thumper" in the bottom of its cabinet. When Q*bert falls, he appears to fall off the screen. Then there was a short pause. Then it sounded and felt as if something had hit the bottom of the game's cabinet. In its properly working original cabinet, this gave the impression that Q*bert had been the object that had struck bottom. This made it almost worth losing a guy, just to hear and feel it happen!
Comments
The joystick uses diagonals only. Turn the joystick partway on its side to try to compensate for this, if it bothers you. Just about every home system conversion dealt had this same problem.

Game name
Quick Brown Fox
Company
Quick Brown Fox
Author
unknown (198_)
Game Type
Utility program. A word processor.
Required
Unknown, as we don't have one archived yet. It was very popular during its day, so it must have been pretty good then? The same company released tape-based add-ons for it, besides their cart.
Comments
Not given a very thorough review due to its non-game nature. To really use this cart, you'll need the original instructions. And I can't see the Vic's memory and screen limits being a big plus.

Game name
Radar Rat Race
Company
Commodore [Vic-1910]
Author
Bill Hindorff (Nov 5, 1981)
Game Type
Unauthorized clone of the arcade coin-op game "Rally-X".
Required
8k RAM in bank 5. Joystick.
Graphics
Very good. Everything that Rally-X had, this has, except changed a bit to look less like the every-detail-intact copy that it is. Just change the mice and cats to be cars, the cheese to be flags, and redo the onscreen text, and you have Rally-X. Seriously.
Sound
Generally good. The background music gets a bit old, but it is at a lower volume level, so there. ("Three blind mice, see how they run...") The sound effects are OK, but could be better.
Gameplay
Just like Rally-X. Everything seems to have be duplicated. The changes in the graphics don't hurt the gameplay a bit. Still fun.
Overall
Give this one a try. It is a lot of fun, and will grow on you.
Ad Text
"The magical mouse maze makes for a fast-paced, challenging game of wit, strategy and reflexes. Excellent graphics." (From the Spring 1983 issue of "Commodore Power Play", page 103)
Review
"This scrolling maze chase sends the player scurrying along corridors on a mission to grab all the available cheese." (Seen in Nov 1982 issue of "Electronic Games", page 49.)
Trivia
Another one of Commodore's early attempts to get away with copying another manufacturer's games and sell them as their own? (See also Star Battle and Jelly Monsters.) Those two were apparently yanked off the market early. This clone of Rally-X was apparently very popular at the time, judging by the relative ease of finding one.
Trivia
The arcade coin-op "Rally-X" was a 1980 Midway game. The arcade industry saw Rally-X as the next big thing, until Pac-Man took an unexpected popularity ride. Rally-X was all but forgotten then. It had serious potential, I'll grant you that. Simple enough to attract a wide audience, with enough tension to keep interest up among the more advanced players. A quarter hog, for sure. But the best laid plans of mice and men... (Sorry, I couldn't resist!)
Trivia
There are some interesting notes hidden inside the actual code of the game... "this program was created by -bill hindorff- nov. 5, 1981 vic commandos k. of p., usa" it says at $A34B in the unmodified game code. (Does K of P = "King of Prussia, PA"?)
Trivia
Neil Harris confirmed that "Vic Commandos" was the in-house name for the small group that was working to launch the Vic20 system. He also mentioned in that same online interview that the group often spent long lunches at local video arcades doing "R&D" work.
Trivia
This game is so close to being Rally-X, that the "cheese" almost resembles the original flags and all the other graphics also look very close to their inspirations. But the clincher as far as I'm concerned; the onscreen text has precisely the right amount of characters to have originally been text right from "Rally-X"! I suspect they made a literal copy first, then made their changes.

Game name
Radiotap
Company
Kantronics
Author
unknown (1984)
Game Type
Specialized hardware. Interface package for ham radio operators.
Review
This cartridge was reviewed in the April 1984 issue of Compute. See page 100 for the article.
Comments
Not given a very thorough review due to its non-game nature. To really use this, you'll need all the original instructions and hardware, ham radio equipment, etc, etc. This came out towards the end of the Vic's life, when it was obvious that many people would soon replace their Vic20 with something like the C64. It gave the Vic20 something useful to do, or that was its pitch.

Game name
Raid on Fort Knox
Company
Commodore [Vic-1913]
Author
unknown (1982)
Game Type
Maze game. See also "Radar Rat Race".
Required
8k RAM in bank 5. Joystick.
Graphics
Good. The graphic characters