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If you were to ask the average gamer what was the first arcade game to incorporate
maneuvering around a maze in order to make dots disappear, the
likely answer would be Pac-Man. Unfortunately for that hypothetical
person (but fortunately for arcade enthusiasts), he or she would be
wrong. Released by Sega/Gremlin in 1979, which
was
the year before Pac-Man made
its smashing debut, Head On lacked the cute characters of Pac-Man,
but it did feature somewhat similar gameplay, at least in terms of
its basic objective.

Head On Arcade Machine 1979
Head On was never directly ported to a home
console, but Atari, not wanting to pay licensing fees for the game,
cloned it as Dodge ’Em, a simple , but engaging maze/racer
that was perfectly suited to the confines of the relatively
underpowered Atari 2600. In both Head On and Dodge ’Em, players race a
car around a top-down maze, driving over (and thus eliminating) dots
lining the pathways. The playfield in the arcade game is a grouping
of four squares
making up a
larger concentric square while the 2600 rendition is a grouping of
four horizontal rectangles making up a larger concentric horizontal
rectangle. There are five maze pathways in Head On, but only four in
Dodge ’Em.

Atari 2600 Dodge 'Em 1980
Head On Arcade 1979
The reason the 2600 game is called Dodge ’Em is that as
players maneuver around the maze, an opposing car drives in the
opposite direction. The enemy car doesn’t erase dots, but it
does tend to change lanes in anticipation of the player’s car,
causing plenty of head-on collisions (hence the title of the
coin-op
version). When the player crashes into the oncoming car, the maze starts
over, meaning all the
vanquished dots reappear. Once a
maze has been cleared ,
the player scores eight bonus points,
and the game continues as it started, with a maze full of
dots.
Dodge ’Em is simplistic, but super
challenging, especially in terms of twitchy, on-the-fly strategy.
The car moves at a steady pace automatically, but pressing the
action button accelerates it to a higher speed. The racetrack is
divided by four intersections (two vertical, two horizontal) in
which the player and the opponent vehicle can
change lanes. A typical game of Dodge ’Em is fast, furious, and fun
(if
all-too-brief
), with players frequently
changing lanes and speeding up and slowing down in order to avoid
crashing
. Once the player crashes three times, the
game will end.

Original box 1980
Rerelease
box 1981
Action Pak box 1981
Dodge ’Em is indeed a hard game, made
more so by a second crash car entering the maze after two mazes have been cleared. Further, when the
left difficulty switch on the 2600 console is in the A position, the
computer car or cars travel at twice their normal speed after the
first and third sets of
bonus points are awarded. In the B position, the car
or cars travel at a slower or normal
speed. When the right
difficulty switch is in the A position, the computer car begins
gameplay in different playfield positions. In the B position, the
computer car always begins gameplay next to the player’s race
car.
Unlike certain other early Atari 2600 titles,
which offer tons of game modes, Dodge ’Em has a mere three, but
that’s all you really need. Game 1 is for one player while games 2
and 3 let a second gamer in on the action (alternate against the
computer, or, better yet, one player clears dots while the other
drives the crash car). As much fun as it is to play by yourself,
Dodge ’Em really shines in game 3. It’s one thing to dodge the
computer-controlled car, which is robotically predictable (if hard
to avoid), but another thing entirely to try and avoid a car driven
by a living, breathing, trash-talking human. This is riotous
two-player simultaneous action at its best.
 
Atari Game Catalog Revision E 1980. First appearance
of Dodge 'Em in Atari game
catalog.
Despite its quality, Dodge ’Em is sometimes
underrated (or at least overlooked), even among gaming gurus. In the
July/August issue of 2600
Connection (#94), which
contains my listing of “The Ten Best Atari 2600 Games” (Dodge ’Em came in
at number four), editor Al Backiel rebutted with “I’m not so
enthusiastic about Dodge ’Em
.”
Most reviewers, however, hold the game in high
regard. In Ken Uston’s Guide to Buying and Beating The Home Video
Games (Signet, 1982), the author referred to Dodge ’Em as “an
exciting, fast-moving maze-type game” that “requires a blend of
hand-eye coordination and strategy that will make it of interest to
a variety of players.” More recently, the Video Game Critic
(videogamecritic.com) called it “a real winner” and a “gem of a
game.” Keita Ida of Atari Gaming Headquarters (atarihq.com) lavished
Dodge ’Em with praise—especially the two-player
mode—calling it “remarkably fun.”

Orignal text label game
program cartridge 1980 Re-release illustrated
label game program cartridge 1981
Everyone agrees that Dodge ’Em isn’t an
audio/visual feast. The sounds consist largely of buzzes and beeps,
but the graphics, though flat, are solid enough to get the point
across, especially considering the era of
release.
Programmed
by Carla Meninsky (who also did the Atari 2600port of
Warlords
), Dodge ’Em was announced in The Atari
Video Computer System Catalogue Rev. E (1980), Atari’s final game
catalogue of that year. The tract hailed the game as “crashing good
fun for the whole family,” which is a statement that avoids
hyperbole since it is true.
The first iteration of Dodge ’Em was released in 1980 during
the heyday of the Atari 2600. The complete package includes: pink
box with large game program text on front; small-format black
instruction manual; and cartridge with red text label. The second
released was in 1981 and includes: pink box with small game program
text on front; large format white instruction manual; and cartridge
with illustrated label. In addition, the game was one-third of the
Atari Action Pak (1981) boxed set, which also included Breakout and
Othello. The Action Pak version features: white box with black text;
large format white instruction manual; and cartridge with
illustrated label.

Sears Dodger Cars video
game box
There was a Sears release of Dodge
’Em as well. Gameplay
is exactly the same, but Sears changed the title to “Dodger Cars”
(1981) and packaged the game cartridge (featuring text labeling) in
a black box with a black instruction manual. Regarding the foreign
market, CCE and Polyvox released the game in
Brazil
. The Polyvox
cartridge label is in Portuguese, with Dodge ’Em spelled “Desvie
se!”
Head On may be a long
forgotten arcade game, but its spirit lives on in Dodge ’Em , which
was popular enough to inspire a trio of homebrew
hacks, all of which were programmed in 2004. Borg
’ Em substitutes
Borg ships (from Star Trek the Next Generation)
for
the cars; Dodge Blinky replaces the cars with Pac-Man ghosts; and
Vader vs. Luke pits Darth Vader’s ship against
Luke Skywalker’s X-Wing Fighter.

Atari 2600 Borg 'Em 2004
Atari 2600 Dodge Blinky
2004 Atari 2600 Vader vs.
Luke 2004
Next time you fire
up your Atari 2600, plug in Dodge ’Em,
and get ready for a rollicking good time. Just be prepared to
pull the reset lever again and again as
this is one tough, but addicting
game.
Buy Dodge 'Em game program cartridge from
Atari2600.com
Here
Buy Dodge 'Em video game complete with cartridge,
manual and box
Here
Buy Dodge 'Em video game new in sealed box
Here
Copyright 2010 Atari2600.com, with content by Brett Weiss, http://brettweisswords.blogspot.com/
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Explore Video Game
History
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Atari 2600
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Released
in October 1977, the Atari Video Computer System (VCS), which is now
better known as the Atari 2600 (hence the atari2600.com website),
hit store shelves. It was packaged with two joysticks, two rotary
paddle controllers, an AC adapter, a TV/game switch, and a Combat
cartridge. Eight other games hit the shelves at the same time as the
2600: Air-Sea Battle, Basic Math, Blackjack, Indy 500, Star Ship,
Street Racer, Surround, and Video Olympics.
The second cartridge-based console (after the Fairchild
Channel F), the 2600 dominated the industry in the late ‘70s and
early ‘80s, crushing such competitors as the Odyssey2, the
Intellivision, and the Bally Astrocade, and helping make obsolete
such dedicated systems as the original Odyssey and Atari Video Pong.
The system was originally designed to play simplistic racing games,
Pong variations, basic educational titles, and the like, but that
would soon change as programmers and marketers for the company got
more savvy.
One of the primary reasons for the success of the 2600
was the release of the Space Invaders (1980) cartridge, which was a
phenomenal reimagining of Taito’s 1979 arcade smash. Space Invaders
put the 2600 on the map and was followed by such popular arcade
conversions as Missile Command, Asteroids, and Centipede. Most of
these titles were blocky and less detailed visually than their
arcade counterparts, but they usually captured the spirit of their
respective coin-op cousins, making them very popular with
consumers.
During its heyday, numerous peripherals were released for
the 2600, including keyboard controllers for such games as Basic
Programming and A Game of Concentration, a touch pad for Star
Raiders, a trackball for such games as Missile Command and
Centipede, a Kid’s Controller for Sesame Street games, a joypad for
Mogul Maniac, the Starpath Supercharger for cassette-based games, a
driving controller for Indy 500, and lots of different third-party
joysticks.
Prior to the release of the Nintendo NES in 1985, the
Atari 2600 was the most recognized and most commercially successful
videogame console, ultimately moving around 30 million systems.
Today, the 2600 maintains a rapid following, as evidenced by the
plethora of homebrews being produced by fans and programmers.
Collectors love the system for its large library (more than 400
titles), its rarities, its label variations, and more. Gamers love
it for its fast, fun, arcade-like games, and for such groundbreaking
titles as Adventure and Pitfall!
Atari
5200
The Atari 5200 SuperSystem was released in the fall of
1982 as a follow-up the Atari 2600, which was starting to show its
age, and to compete with the Intellivision, which had more power and
better graphical capabilities than the 2600. Unfortunately for
Atari, the highly popular ColecoVision hit store shelves several
months before the 5200 (which, in terms of processing power), was
basically an Atari home computer sans the keyboard), taking away
much of its market and starting the second console war (the 2600 vs.
the Intellivision was the first).
The 5200 was a large, black system that came with a power
supply and two fragile, non-centering controllers that were met with
much derision. The 5200 itself is a great system, but the loose
analog controllers made playing such games as Pac-Man and Frogger
unnecessarily difficult. Games with broader ranges of movement,
however, worked fine with the controllers. One good thing about the
controllers is the pause button. Even better, there were three
third-party controllers released for the 5200: the Wico Command
Control, the GIM Electronics Fire Command, and the Coin Controls
Competition Pro. Unfortunately, all three are tough to find today.
Other peripherals include a trackball and a hard-to-find Atari 2600
adaptor.
Like the ColecoVision, the Atari 5200 was a victim of the
Great Videogame Crash of 1983/84, and Atari quit producing the unit
in 1984. Prior to its demise, numerous graphically and aurally
superior (when compared to the 2600 offerings) arcade ports,
including Missile Command, Kangaroo, Pac-Man, Pengo, Dig Dug, and
Defender. Two titles in particular stand out: Robotron: 2084 and
Space Dungeon, both of which came with dual controller holders for
arcade-like control.
The Atari 5200 maintains a loyal fan base to this day,
but most gamers still complain about those analog
controllers.
Atari
7800
The Atari 7800 ProSystem was released in 1986, which was
about a year or so too late, since it had to compete with the vastly
superior Nintendo NES. The NES trumped the Atari system with
its plethora of longer, mission-based games, including such popular
(not to mention groundbreaking) titles as Super Mario Bros. and The
Legend of Zelda. The 7800 was home to fine translations of such
arcade classics as Joust, Asteroids, Centipede, and Ms. Pac-Man, but
most consumers were clamoring for the more modern, more
sophisticated NES offerings.
The 7800 should have hit store shelves in 1984, but
former Commodore executive Jack Trammiel (who had purchased the
videogame and computer divisions from Atari in 1984) sat on the
system for a couple of years. Legend has it that he preferred
computers and that he was skeptical about videogame systems until he
saw the success of the NES. Also hurting matters was the fact that
the 7800, which didn’t get much marketing push to begin with, got
lost in the Atari lineup, which included the aging 2600 and the
newly released Atari XE (which was compatible with Atari home
computers).
Comparisons to the NES and marketing concerns aside, the
7800 is a solid system. Its sound capabilities are pretty sad
(essentially the same as the 2600), but it can display lots of
moving images at once with little or no flickering, and the arcade
ports are nice improvements over the 2600 and 5200 versions. Perhaps
more importantly, the system is backwards compatible with the 2600,
giving it a large library of games. On a less positive note, the
controllers, though more durable and more accurate than the 5200
joysticks, are stiff and have side buttons that can be tiring on the
hands.
Atari stopped production on the 7800 system in
1991.
ColecoVision
Originally dubbed “The
Arcade Quality Video Game System,” the ColecoVision was released by
toy manufacturer Coleco in August of 1982, changing gamers’
expectations of what a home video game system could be. The pack-in
game with the console, Donkey Kong, was the perfect showcase for the
ColecoVision’s formative processing power (the system offered 48K of
RAM and was powered by an 8-bit Z-80A microprocessor), exhibiting
rich sounds and colorful, detailed, arcade-like graphics that such
previous systems as the Atari 2600 and Intellivision could only
dream of (though its closest competitor, the Atari 5200, boasted
similar quality).
Other arcade classics (and semi-classics) released for
the ColecoVision during its lifespan include Zaxxon, Lady Bug, Mouse
Trap, Pepper II, Mr. Do!, Time Pilot, and Cosmic Avenger, among
others. Coleco released a number of these titles for the Atari 2600
and the Intellivision, but those versions paled in comparison to the
more faithfully adapted ColecoVision versions. The system was also
home to several interesting computer titles, such as Jumpman Jr. and
B.C.’s Quest for Tires, as well as a handful of original titles,
including Tarzan and Smurf: Rescue in Gargamel’s
Castle.
In addition to being known for state-of-the-art graphics
and sounds, the ColecoVision was famous for its peripherals,
including a steering wheel with pedal (Expansion Module #1) for such
driving games as Turbo and Dukes of Hazzard, an adaptor (Expansion
Module #2) allowing gamers to play Atari 2600 titles on their
ColecoVision, a Roller Controller trackball for such games as
Centipede and Slither, and four-button, gun-grip Super Action
Controllers for such games as Front Line and Super Action
Baseball.
Coleco stopped production on the ColecoVision in 1984, a
victim of the Great Video Game Crash. Also hurting the system was
the commercial failure of the Adam, which was a bug-ridden
peripheral that could turn the ColecoVision into a computer.
Regardless, the ColecoVision remains one of the most beloved systems
of the classic era, thanks in large part to its stellar arcade
ports.
Intellivision
Mattel Electronics released the Intellivision (short for
“intelligent television”) in December of 1979, ultimately starting
what would be the first console war. The relatively sophisticated
system was designed to compete with the Atari 2600, and Mattel
produced commercials showing how their system’s graphics were
superior to those of the 2600. The Intellivision became a popular
and even beloved next-gen system, but it couldn’t dethrone the 2600
as the console of choice for most
gamers.
Some of the more well received offerings for the
Intellivision were its sports titles, which including professional
league licensing, detailed graphics, and complex gameplay. These
include Major League Baseball, NFL Football, and NBA Basketball,
among others. The system also had some impressive space games, such
as Astrosmash, Star Strike, and Space Spartans, the latter of which
used the Intellivoice speech module to nice effect (other
Intellivoice titles include B-17 Bomber, Bomb Squad, Tron Solar
Sailer, and World Series Major League
Baseball).
In 1982, Mattel released the Intellivision II, which was
a smaller, sleeker system (which plays the same games, though Coleco
titles won’t work on it) with more efficient and cheaper circuitry.
More importantly, its controllers were detachable and replaceable,
unlike the hard-wired controllers of the original system (both the
Intellivision and Intellivision II had keypad-supplemented control
discs instead of joysticks). 1982 also saw the release of a
formidable competing system, the next-gen, super powerful (for its
time) ColecoVision, which made it tough for Mattel to brag on their
system’s superior graphics in comparison to other
systems.
In 1983, Mattel released peripheral for the Intellivision
called the Entertainment Computer System, which plugged into the
cartridge outlet of the Intellivision II. It included a Music
Synthesizer with a 49-key keyboard, a Melody Blaster game cartridge,
and a System Changer allowing gamers to play the Atari 2600 on their
Intellivision II. Unfortunately, the ECS is very tough to find today
as it was produced in low quantities.
In 1984, INTV bought the rights to the Intellivision and
kept the system going until 1991. The Atari 2600 had faster, more
arcade-like games, and the ColecoVision stole its graphical thunder,
but the Intellivision remains a highly popular system from the
classic era of gaming.
Nintendo
NES
Released in the U.S. in 1985 via test-marketing in New
York City, the Nintendo Entertainment System (NES), which would see
wide release in 1986, hit stores when videogames were an
all-but-dead industry (after suffering The Great Videogame Crash of
1983/1984). Retailers were skeptical of carrying a videogame system,
so Nintendo packaged their console with a mechanical Robot Operating
Buddy (R.O.B.) and a Zapper light gun (for Duck Hunt and other
target shooting games), calling the NES an “entertainment system”
and their cartridges “game paks.”
Based on
the popular Japanese Famicom, the NES made it onto store shelves
thanks in part to the aforementioned robot and gun, but the system
really took off with the release of Super Mario Bros., which
impressed gamers and mainstream consumers alike with its expansive
worlds, secrets and surprises, and cartoon-like graphics. From
there, the videogame industry was viable in theU.S.
once again, and Nintendo replaced Atari as the company most
Americans associated with videogames.
Through the course of its relatively long life (the last
licensed game for the NES was Wario’s Woods in 1994), the NES was
home to numerous popular and groundbreaking titles, including The
Legend of Zelda, Metroid, and Super Mario Bros. 3 (which was
showcased in the movie, Wizard). The gray, boxy system, which
changed controllers forever with its cross-shaped pads (as opposed
joysticks), was also home to tons of popular third-party titles,
such as Baseball Stars, Contra Castlevania, Ikari Warriors, and
Double Dribble.
One of the most popular, most influential game systems
ever released, the NES remains a favorite among collectors,
nostalgia enthusiasts, and hardcore gamers. One of the most
desirable NES collectibles is the top-loader version of the console
(1993), which plays the same games, but is more reliable (in terms
of connectivity between the cartridge and the console) than the
original “toaster” version of the NES. The NES, which killed its
rival competitor, the Sega Master System, was followed by the Super
NES, which debuted in 1991.
Odyssey2
Released by Magnavox
in 1978, the Odyssey2 was a follow-up to the primitive Odyssey
system (circa 1972). Unlike the more well-known Atari VCS (a.k.a.
the Atari 2600), which was released the year before, the Odyssey2
came with a 49-button membrane keyboard that made the machine more
like a real computer. The keyboard, which was used to good effect in
such educational titles as Compute Intro!, also made the system more
“respectable” in the minds of parents and other
non-gamers.
The Odyssey2 had
boxy, one-button controllers with a sturdy, eight-direction joystick
that worked pretty well in controlling ships, characters, and other
implements accurately. Unfortunately, most models of the O2
contained hard-wired joysticks, meaning you couldn’t simply plug in
a new joystick when one went bad. Graphically, most O2 games had a
simplistic look (stick figures are a common sight), but the system
could generate up to 16 moving, flicker-free objects onscreen at
once, helping give the visuals for most games a sharp, clear,
streamlined look.
Ultimately, the
Odyssey2 couldn’t compete with the massive success of the Atari
2600, which boasted a much larger library (third-party support for
the O2 was limited to Imagic) and faster, more colorful games. In
addition, the Atari 2600 benefited from numerous popular
arcade-licensed games, such as Ms. Pac-Man, Missile Command, and
Space Invaders. In the U.S., Turtles! was the
only coin-op game ported to the
Odyssey2.
Production on the
Odyssey2 stopped in 1983, giving it a respectable six-year run.
Unfortunately, only 49 games were released for the system, around
half of which were programmed by a single man: Ed Averett. Some of
the better O2 carts include: Turtles!, Power Lords, Killer Bees!,
Attack of the Time Lord!, Pick Axe Pete!, S.I.D. the Spellbinder
(which benefitted from The Voice speech module), and Quest for the
Rings!, the latter of which was part of the ambitious Master
Strategy Series and included a game board, tokens, and a keyboard
overlay.
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