The Game: Two ships are locked in deadly deep-space combat, firing interplanetary ordnance at each other. Whoever survives the most confrontations within a set amount of time is the victor. In the game’s one-player variation,
the machine controls one ship, and a two-player version was also made. (Nutting & Associates, 1971)
Memories: To go all the way back to the beginning of video games in the arcade is to go back to Computer Space - which is also arguably the first arcade flop.
The idea behind the game wasn’t exactly new - it was almost a decade old, in fact. Steve Russell’s college mainframe favorite Spacewar! had captured the attention of a college student named Nolan Bushnell. Having served his own apprenticeship as a carnival barker in his younger years, Bushnell was sure he could sell anyone on entertainment, and he knew a potentially exciting new medium for that entertainment when he saw one. (Read more about this game…)

The Game: Avoid missing ball for high score.
(No, really!) (Atari, 1972)
Memories: Which came first, the chicken or the egg? And who hatched that egg (or fried that chicken) first - Atari founder Nolan Bushnell or inventor Ralph Baer, who licensed to Magnavox his concept for a dedicated video tennis game that could be hooked up to a TV set? (Read more about this game…)
The Game: Grab yer guns and draw, sonny! You face off against another player, with only six bullets and plenty of obstacles in the way - a pesky cactus or two, a roaming covered wagon, and so on. Whoever lines his opponent’s belly with lead first wins the round, and the final victory goes to whoever wins the most rounds. (Midway, 1975)
Memories: Originated in Japan as Gunman, Gun Fight holds a very special place in video game history - it’s the first arcade game with a microprocessor chip at its core. But that innovation didn’t start in Japan - it started when Dave Nutting, the brother of Bill Nutting (whose Nutting & Associates took one failed shot at arcade success with the first coin-op, Computer Space, in 1971), licensed Gunman from Taito. When originally manufactured by Taito, Gunman’s guts were strictly analog, just like every arcade game that had come before in either country. Nutting had already been experimenting with implementing a game program through microprocessors, and decided to completely remake Gunman from the ground up. (Read more about this game…)
The Game: You control a dot making its way through a twisty maze with two exits - one right behind you and one across the screen from you. The computer also controls a dot which immediately begins working its way toward the exit behind you. The game is simple: you have to guide your dot through the maze to the opposite exit before the computer does the same. If the computer wins twice, the game is
over. (Midway, 1976)
Memories: Not, strictly speaking, the first maze game, Midway’s early B&W arcade entry The Amazing Maze Game bears a strong resemblence to that first game, which was Atari’s Gotcha. Gotcha was almost identical, except that its joystick controllers were topped by pink rubber domes, leading to Gotcha being nicknamed “the boob game.” Amazing Maze was just a little bit more austere by comparison. (Read more about this game…)
The Game: Up to four players control markers that leave a solid “wall” in their wake. The object of the game is to trap the other players by building a wall around them that they can’t avoid crashing into - or forcing them to crash into their own walls. Run into a wall, either your own or
someone else’s, ends your turn and erases your trail from the screen (potentially eliminating an obstacle for the remaining players). The player still standing at the end of the round wins. (Ramtek, 1976)
Memories: If you’re a fan of the “Light Cycle” concept made popular by Tron (both the movie and the game), this is where it all started, with an obscure game from a relatively obscure manufacturer. But that obscurity isn’t earned by a game that essentially launched and entire genre. (Read more about this game…)

The Game: You’ve got a mobile paddle and - well, frankly, balls. But you don’t have a lot of balls at your disposal (am I the only one becoming a little bit uncomfortable discussing this?), so you have to make the best use of them
that you can to knock down the rows of colorful bricks overhead. Missing one of your precious balls - and we all know how painful that can be - forces you to call another ball into play. Losing all of your balls, as you’ve probably guessed by now, ends the game. So, in essence, Breakout is a metaphor for life from the masculine perspective. (Atari, 1976)
Memories: The year was 1976, and Atari’s founder, Nolan Bushnell, had an idea to revive the overmined “ball and paddle” genre: turn Pong into a single-player game, almost like racquetball, in which players must smash their way through a wall of bricks with a ball without missing that ball on the rebound. Bushnell was sure the idea would be a hit. (Read more about this game…)
The Game: Up to four players control markers that leave a solid “wall” in their wake. The object of the game is to trap the other players by building a wall around them that they can’t avoid crashing into - or forcing them to crash into their own walls. Run into a wall, either your own or
someone else’s, ends your turn and erases your trail from the screen (potentially eliminating an obstacle for the remaining players). The player still standing at the end of the round wins. (Midway, 1977)
Memories: Any classic gamer worth his weight in pixels will recognize Checkmate as one of the inspirations for the Light Cycle sequence in both the movie and the game adaptation of Tron - but that doesn’t mean that Tron had to be behind the wheel for this concept to be a lot of fun. (Read more about this game…)
The Game: Up to two players control markers that leave a trail of dominos in their wake. The object of the game is to trap the other players by
laying a wall of dominos around them that they can’t avoid crashing into - or forcing them to run into their own walls. Coming into contact with a line of dominos, either you own or someone else’s, collapses your own trail and ends your turn. The player still standing at the end of the round wins. (Atari, 1977)
Memories: Another variation on the game concept that the movie (and game) Tron would later popularize as Light Cycles, Dominos is one of the few attempts anyone made to try to couch the concept in non-abstract, real-world terms (well, real-world if you can imagine someone having an infinite number of dominos to build a wall, but that’s neither here nor there). (Read more about this game…)
The Game: Watch for falling rocks - because it’s your job to catch them. You control a series of containers arranged in a vertical row, and your task is to catch all of the rocks, without fail, not letting a single one of them hit the ground. The more rocks you catch, the more containers you’ll fill, and you’ll be left with fewer, and
smaller, containers. If you let a rock through your defenses too many times, the game’s over. And you’ll probably be hit in the head with a lot of rocks. Neither outcome is really a good thing. (Atari, 1978)
Memories: Avalanche is a relic of the early days of videogaming, where no idea was left untried. It’s a fiendishly simple and surprisingly tense little number for what appears to be such a simple game. (Read more about this game…)
The Game: Piloting a mobile cannon around a cluttered playfield, you have but one task: clear the screen of mines, without blowing yourself up, in the time allotted. If you don’t clear the screen, or you manage to detonate a mine so
close to yourself that it takes you out, the game is over. If you do clear all the mines, you get a free chance to try it again. Two players can also try to clear the minefield simultaneously. (Gremlin, 1978)
Memories: It may not look terribly entertaining if you’re accustomed to graphics even on the Atari 2600’s level, but Blasto is quite addictively entertaining when you get right down to it, and its decidedly lo-fi graphics are just part of its charm. (Read more about this game…)
The Game: Trade those pads in for pixels and get ready to hit the gridiron. Each player controls a football team represented by Xs or Os, and uses a keypad to select offensive and defensive maneuvers - and the trakball to tear across the turf as fast as the player can move it. Additional quarters buy additional playing time (each quarter gets two minutes of play). Whoever has the highest score at the end of the game is the winner; later four-player variations sported additional trakballs so the offensive player could control his team’s quarterback and another could control the receiver for passing plays, while there were now two independent players on the defensive team. (Atari, 1978)
Memories: The only serious rival for Space Invaders‘ arcade affection in 1978, Atari’s Football almost beat those crafty aliens to the punch by a couple of years. (Read more about this game…)
The Game: Long before Frogger and Frog Bog, there were simply Frogs, the original arcade amphibians. One or two frogs hop along a lily pad at the bottom of the screen, scoping out tasty flies to eat. When you’ve got a
morsel in your frog’s reach, jump and try to activate your frog’s tongue at just the right time. (You’ll know if you’ve snared a meal because your frog will seem to ascend the screen in heavenly bliss.) Whoever has the most points at the end of the timed game is the supreme frog. (Gremlin, 1978)
Memories: Though the game concept would be more widely popularized by Frog Bog several years later on the Intellivision, this is where the two-frogs-catching-flies game began. If you’re wowed by the amazing graphics on this early game, don’t be - the colorful background was a piece of artwork set into the arcade cabinet, onto which the game’s graphics were “projected” by laying the monitor flat on its back and reflecting the computer-generated graphics of the frogs and flies toward the player via a mirror at a 45-degree angle. (The game’s graphics were actually generated and shown backward, so the mirror reflection would show letters and numbers properly.) (Read more about this game…)
The Game: It’s like pinball, but not quite. Not only are the bouncing-ball physics and bumpers of pinball present, but so are walls of bricks which, when destroyed, add to your score and sometimes redirect your ball in unpredictable directions. Pinball meets Breakout. (Namco, 1978)
Memories: If you’re wracking your brain trying to remember this game, don’t spend too much time - not that many gamers actually got to play it first-hand. It is, in fact, only in retrospect that Gee Bee’s true historical significance has been revealed. (Read more about this game…)

The Game: It’s quite simple, really. You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your only defense is a trio of shields which are degraded by any weapons fire - yours or theirs - and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave - faster
and more aggressive - appears. When you’re out of “lives,” or when the aliens manage to land on Earth… it’s all over. (Midway [under license from Taito], 1978)
Memories: Three buttons, three colors (if one includes black), all for 25 cents. And thus began the video game boom that made Taito a major manufacturer, with dozens of other companies - Atari, Bally/Midway, Namco, Nintendo, Sega, you name it - riding the large wave launched by Space Invaders. There was indeed an invasion underway…but it didn’t originate from space. It was launched from Japan and Silicon Valley, and for a while…it did take over the world. (Read more about this game…)

The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating asteroids, but the job isn’t easy - Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into little chunks, those chunks go zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that
likes to pop in and shoot at you, and you’re between several large rocks and a hard place. (Atari, 1979)
Memories: Easily the most “physics-correct” space video game ever made, Asteroids was also one of the coolest. It was equally fun to play it real safe or, as in the example animation seen below, to just go nuts and live on the edge. (Read more about this game…)
The Game: It’s a one-on-one hardwood hoedown as two players control tank-topped, gym-socked hoops stars in an effort to bank the most baskets. Whoever buckets the most balls by the end of the game’s preset timer wins. (Atari, 1979)
Memories: Since the previous year’s Football lost its quarter-eating steam after the end of football season, Atari decided to take a swipe at other popular American sports. Taking another cue from Football, Basketball used the trakball controller - two of them, actually, meaning the cabinets took a real beating in arcades. The result was a simple enough one-on-one game - something which had been done as early as 1974 by Midway, Atari’s chief U.S. competitor - though this was the first time basketball had gone 3-D, courtesy of four simple diagonal lines. (Read more about this game…)
The Game: Video pinball is back, and now in more than one color! Bomb Bee takes the game mechanics of Gee Bee and makes them noisier and brighter, adding “bumper traps” that can keep the ball bouncing in tight cul-de-sacs, racking up massive bonus points with every strike. (Namco, 1979)
Memories: When Namco introduced the world’s first arcade game with a full-color monitor, Galaxian, it was still fairly experimental, and some other Namco releases in 1979 were still in black & white. One of the first color games to follow Galaxian was Bomb Bee, Toru Iwitani’s reworking of Gee Bee, now in brilliant color. (Read more about this game…)

The Game: You control a pair of paddles at the bottom and center of the screen. Serve a single ball into play, and skillfully deflect it toward rows of brightly colored monsters; tripping all of the “face bumpers” near the center of the
screen can yield a big bonus multiplier. If you can drive the ball toward a tunnel structure at the top center of the screen, it’ll do a lot of the work for you, blasting monsters from behind until it carves a gap big enough to fall toward your paddles again. Of course, standard Breakout rules apply: if you let three balls leave the screen, the game’s over. (Namco, 1979)
Memories: The third and final game in Toru Iwitani’s series of riffs on video pinball and Breakout, Cutie Q is the most unique (and also my favorite of the three). Not simply content to add more color to his previous game, Iwitani started from scratch, even adding a tunnel full of suspiciously Q*Bert-like critters that can be eliminated for bonus points. It still retains some pinball elements, but Cutie Q is more firmly in video game territory than either Gee Bee or Bomb Bee. (Read more about this game…)
The Game: In one of the most seminal variations on the Space Invaders format, Galaxian was among the first clones to introduce attacking formations that would break off from the usual rows and columns of 
invaders. Though Galaxian’s use of this innovation was minimal, it was a drastic change from the usual slowly-advancing target gallery. (Bally/Midway [under license from Namco], 1979)
Memories: Galaxian may not be as well remembered as the much more strategically challenging Galaga, but it ultimately added a vital new twist to the Space Invaders-inspired genre, a format which was badly in danger of becoming stale. Galaxian was also the first arcade video game to use a color display instead of a monochrome monitor with translucent colored overlays. (Read more about this game…)

The Game: Gene Kranz isn’t around to give you a go/no-go for landing - in Lunar Lander, you’re on your own, trying to use the least fuel to bring your lander down for a soft touchdown on the safest target area available. You can always scrub the landing by pulling the ABORT handle, or you can opt for nerves of steel and try to keep your ship - valued at 100 megabucks, incidentally - in one piece. Failure, as some associated with the moon program have been known to say, is not an option for making that one small step…but if you do litter your landing pod across the lunar landscape so many times that you run out of fuel, you can always try to salvage the space program’s integrity for another quarter. (Atari, 1979)
Memories: Atari’s first foray into vector graphics was old news by computer mainframe standards. The basic premise of Lunar Lander had been around as a text-only game, blasting craters into college students’ productivity and computer lab time, for years. (Read more about this game…)

The Game: Those pesky Space Invaders are back and this time they’ve got hostages. Your mothership hovers in orbit over the craggy, uninviting surface of the moon, waiting for you to hit the action button and signal the beginning of your mission. The docking back doors open underneath you and your lander begins
dropping toward the surface. You can control where you land, and to some extent the speed, and you’ll have to weave through several rotating zones of meteoroids to reach the surface safely. Once landed, you can take on one passenger, and then you have to blast off again to ferry your man back to the mothership. Only this time, the meteors are replaced by several waves of flying saucers who will not only be happy to ram your lander, but shoot at you from above too. If you get your man home - or even if you don’t - the mission begins anew until you run out of ships. Higher difficulty levels add more enemies, such as fireballs streaking through the sky. (Taito, 1979)
Memories: This very obscure Space Invaders sequel takes some of the same basic ideas as Atari’s Lunar Lander (released the same year) and adds some lunar loonies and other more obviously fictional elements; Lunar Lander was good if you wanted a straight-ahead simulation of an Apollo landing, but you get to land your ship and then take off and shoot stuff in Lunar Rescue. It’s challenging and quite a bit of fun, too - I find myself playing this one for a pretty good stretch if I start. (Read more about this game…)
The Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating (and yet somehow deluxe) asteroids, but the job isn’t easy - Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into little chunks, those chunks go 
zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that likes to pop in and shoot at you, and you’re between several large rocks and a hard place. Only this time you have shields. (Atari, 1980)
Memories: As an unspoken, unwritten internal rule, Atari’s coin-op division just didn’t do sequels. While other companies were happy to keep turning out endless variations on the same basic themes and attaching a number to the title each time, or some extra designation like “plus” or “deluxe,” Atari’s arcade designers reasoned that they had so many good ideas that they didn’t need to do sequels. The surprise success of Asteroids, however, was one case where Atari realized it could cash in if only it could ignore that rule. (Read more about this game…)

The Game: As the pilot of a heavy tank, you wander the desolate battlefield, trying to wipe out enemy tanks and landing vehicles. (Atari, 1980)
Memories: Though the above description is exceedingly simple,
Battlezone was another pillar of Atari’s stable of outstanding vector graphics games (which also included Tempest and Asteroids). With its two-stick control system, mimicking a real tank’s controls, its slowly lumbering game play, and its periscope-like screen, Battlezone was, for its day, an incredibly cool and realistic game (with a huge cabinet too). (Read more about this game…)
The Game: You’re alone in a maze filled with armed, hostile robots who only have one mission - to kill you. If you even so much as touch the walls, you’ll wind up dead. You’re a little bit faster than the robots, and you have human instinct on your side…but even that won’t help you when Evil Otto, a deceptively friendly and completely
indestructible smiley face, appears to destroy you if you linger too long in any one part of the maze. The object of the game? Try to stay alive however long you can. (Stern, 1980)
Memories: If Berzerk sounds a little bit familiar, it’s no coincidence. To some extent, the running-alone-through-an-enemy-filled-maze premise had been mined by Midway’s Wizard Of Wor (a game released around the same time), which even looked somewhat similar. Unlike the glut of Pac-Man clones, it’s probably not so much a question of plagiarism as a question of several game designers arriving at the same good idea at the same time. (Read more about this game…)
The Game: Step right up, put your quarter on the table (well, okay, technically in the slot), and take your best shot. There are plenty of targets to hit, but no big plush bears to win. If you don’t take out the ducks before they reach the bottom row, they don’t cycle back to the top like the other targets - they start flying and can take
serious amounts of ammo off your hands and end the game early! (1980, Sega)
Memories: In the wake of virtual shooting gallery games like Space Invaders, Carnival arrived on the scene to make the shooting gallery metaphor more literal. Well, more or less - killer ammo-grabbing ducks aren’t exactly standard issue at the state fair. (But seeing how much finesse they add to Carnival, they should be!) (Read more about this game…)