Tough to answer this question because I've been into video games for about as long as I can remember, so it really depends on what phase of my childhood we're talking about. I became a far more proficient gamer in the post-crash era, but in some ways I think pre-crash systems had a more lasting impact on my gaming psyche, so I'll only talk about those.
My earliest years were saturated with the VCS and arcade games, but I wasn't really good enough at games to make much headway, and it's all a bit of a blur. I know I played Tempest, Robotron, Targ, Major Havoc, and other games, but I can't remember a chronology, and no one arcade experience stands out. Similarly, I'm told that we had Combat and other games when we first got our VCS in 1980-ish, but those memories are mixed up with later ones.
Later on, it's hard to single out any one title. I have individual memories but they often reflect the context more than the game itself: I remember imploring my mother to keep the copy of Gorf we received in the mail from the game-of-the-month club, for example.
Still, two games really stuck with me in a way that others didn't: Raiders of the Lost Ark for VCS, and Dungeons of Daggorath for Tandy CoCo.
It's difficult to pinpoint it, but...both games communicated something enigmatic and foreboding, and both involve waiting and the passage of time as a central gameplay element. I think these games, and others like them, gave me a lifelong taste for games that have a bleak or uncanny quality. I'm thinking here of games like Drakkhen, Out of This World, and Lord of the Rings Vol. 1 for SNES.
A related memory is something I might call "the feeling of being far from home". When I would get deep into Pitfall, or reach an advanced level of Q*bert or Frogger, it would feel like I'd traveled on a journey and reached a place that was half-familiar. Part of this is that the VCS often doesn't give you level numbers, so unless you're keeping count, the association is formed in visual-spatial terms. The VCS port of Q*bert gives each level a distinctive color, and when I'd reach "the grey and yellow level" or whatever, it felt like a specific place, akin to a landmark deep in the woods. This is something the VCS is really good at -- the association of color and gameplay -- Missile Command does it too, and also Superman in a different way.
By the way, one more vivid memory is looking at the Parker Bros. catalog of upcoming VCS titles, and seeing the ad for the Lord of the Rings game with its "more than 2000 exciting screens".
Just look at the screenshot -- it looks like the first stage of a long journey, with that road trailing off into the distance. I always imagined what it would be like to set off into that distant landscape; I thought the game would have all these different scenes and places, like a cross between Superman and Raiders of the Lost Ark, only better.
I always wanted the VCS to offer that sense of walking off into the unknown, of trekking into the wilderness and passing through a series of nameless, yet deeply specific locations. Alas, the closest thing I could find was Chuck Norris Superkicks.
Edited by thegoldenband, Tue Sep 20, 2011 10:55 PM.