The Game: Two players each control a fearsome armored fighting vehicle on a field of battle littered with obstacles (or not, depending upon the agreed-upon game variation). The two tanks pursue each other around the screen, trying to
line up the perfect shot without also presenting a perfect target if they miss. In accordance with the laws of ballistics and mass in the universe of Saturday morning cartoons, a tank hit by enemy fire is bounced across the screen - sometimes right off the egde of the screen and into a corresponding position on the opposite side of the field - spinning at a very silly velocity, and battle begins anew. Other variations include biplane and jet fighter dogfights. (Atari, 1977)
Memories: Chances are, anyone who’s my age who is asked to remember their first video game console will tell you it was the Atari VCS - and their first game? Naturally, the one that came with the VCS: Combat, based on the 1974 arcade hit Tank! by Kee Games.
Kee Games? (Read more about this game…)
The Game: A virtual pinball machine is presented, complete with flippers, bumpers, and the ability to physically “bump” the table to influence the motion of the ball. Per standard pinball rules, the
object of the game is to keep the ball in play as long as possible. (Ralph Baer, 1978 - unreleased prototype)
Memories: Ralph Baer’s Pinball, released to the public on cartridge at the 2001 Classic Gaming Expo, was never intended to be a commercially released title. Instead, it’s a tech demo of sorts, a “rough sketch” example of what kind of games Magnavox’s still-in-development Odyssey2 system would be capable of. There are no special graphics to represent the various elements of the game; the bumpers are simply the letter O, and the flippers are forward and backward slashes. (Read more about this game…)
The Game: War is pixellated, blocky hell on the Odyssey2! In Armored Encounter, two combatants in tanks circumnavigate a maze peppered with land mines, searching for the optimum spot from which to blow each other to kingdom come. In Sub Chase, a bomber plane and a submarine, both maneuverable in their own way, try to take each other out without blasting any non-combatant boats routinely running between them (darn that civilian shipping!). In both games, the timer is counting down for both sides to blow each other straight to hell. (Magnavox, 1978)
Memories: Armored Encounter! is a somewhat standard-issue variation on Atari’s Tank coin-op (which that company later used to launch the Atari VCS under the name of Combat), only with a vastly simpified map. (Read more about this game…)
The Game: In Baseball!, you are, quite simply, one of two teams playing the great American game. If you’re up at bat, your joystick and button control the man at the plate and any players on base. If you’re pitching, your button and joystick control how wild or straight your pitches are, and you also control the outfielders - you can catch a ball on the fly, or pick it up and try to catch the other player away from his bases. (Magnavox, 1978)
Memories: Why exactly do I like the Odyssey2 baseball game? What the hell do I care for this stripped-down, ultra-simple, painfully two-dimensional version of baseball? Precisely because it is simple. Modern computer sports games are just too damned complex. Baseball! didn’t force you to pick existing players based on their RBI or average score per game, nor did it make you struggle to make sense of a vaguely three-dimensional display trying to ape ESPN game coverage. (Read more about this game…)
The Game: Hit the hardwood in one of two sports. Roll your big shiny one down the lanes and try to knock down all the pins in Bowling!, or go for a basket in Basketball! Not possible in Odyssey2 Basketball!: fouls, three-point shots, free throws, most steals… (Magnavox, 1978)
Memories: Granted, neither the bowling nor basketball games for the Atari VCS which competed for shelf space with this two-in-one Odyssey2 title were significantly better, but they would’ve been hard pressed to turn out significantly worse. (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, 1978)
Memories: Breakout is a fine adaptation of the game created by a one-time early Atari employee named Steve Jobs (who got a lot of help from his friend Steve Wozniak; these two later founded a computer company named after a common fruit). As the original arcade game wasn’t all that complex, the VCS version doesn’t need to overcome any technical hurdles. And yet it does! (Read more about this game…)
The Game: You pays your money, you takes your chances. Pull the lever (or, in this case, the joystick) and try to get the fruit to line up. If you succeed, you’re in good shape; if you don’t, well, you’re out some more change. (Magnavox, 1978)
Memories: While I actually rather enjoyed the Odyssey2 Las Vegas Blackjack! cartridge, I have a hard time gleaning even the slightest measure of enjoyment from Casino Slot Machine!. (Read more about this game…)
The Game: As man eked out his existence in the dark ages with only his animal cunning and the brutal power of the club, so do you in this golf
simulation, in which you putter around nine different courses in an attempt to make a hole in one - or simply to stay under par. (Magnavox, 1978)
Memories: Though Baseball! was a better-playing game, Computer Golf! must be, quite simply, the most memorable Odyssey2 sports game there was. (Read more about this game…)
The Game: Woooooo, Packers. Classic pigskin comes to sluggish life in this over-complicated video game edition. Despite the Odyssey’s full keyboard, the game forces players to look up plays in the manual and execute them with joystick commands. After that, aside from some minimal control of whoever has the ball, it’s a bit like watching an ant farm. (Magnavox, 1978)
Memories: Granted, Atari’s black & white arcade football game didn’t exactly conjure up a pixellated Howard Cosell, nor did any of the attempts to adapt that game for Atari’s own VCS. But when one looks at what an improvement Intellivision’s NFL Football was over either the VCS or the Odyssey2’s football games, one wonders what the Odyssey designers were thinking. (Read more about this game…)
The Game: Place your bets, ditch some cards, or play with the ones you’ve got. The computer offers the usual enticements - double down and insurance - but the odds are firmly in favor of the house. There’s no limit on how big your bet is, so you’re even free to bet an ante that’ll have you screaming “uncle!” if you lose. (Magnavox, 1978)
Memories: I’m not a big fan of card games. In fact, when I got hold of this rather common cartridge recently, the lovely Mrs. PDF actually had to teach me how to play blackjack. I was hopeless. But it’s grown on me. I’ve now had the opportunity to play both this Odyssey 2 version and a Game Boy Color edition which is part of a card game cartridge called Las Vegas Cool Hand. And I have to say I like the Odyssey version better. (Read more about this game…)
The Game: In Speedway!, one player guides a race car through an endless onslaught of slower-moving traffic, Monaco GP style; colliding with anyone stalls the game for a moment. Two players are required for Spin-Out!, a copycat of Atari’s Sprint 2 coin-op, in which two race cars zip around a convoluted little track in an attempt to be the first one to rack up three laps. Crypto-Logic! lets you type in up to 18 characters on one line, and hit the enter key to completely scramble those characters. A second player then has to figure out what the jumble of letters was with as few misses as possible. (Magnavox, 1978)
Memories: The Odyssey2 was born from the ashes of Magnavox’s aborted Odyssey 5000 project, which would have housed 24 dedicated games for 2 to 4 players in a large, silvery console - and chances are, a lot of those games would have been along the lines of Speedway! and Spin-Out!. (Read more about this game…)
The Game: Take to the slopes, in a digital sort of way. Choose between the slalom, giant slalom and downhill events, get a partner on the other joystick, and plow through that white stuff like it’s gonna melt tomorrow. And try not to hit any of the obstacles - before you can even say “I want my two dollars!”*, a collision can send you into a tumble that’ll just carry you right into the next one…and the one after that…and the one after that… (Magnavox, 1979)
Memories: Athough rather simple video skiing fare, Alpine Skiing! can be good for some laughs with a good second player. The lack of a one-player option limits it a bit, but it’s on par with Activision’s Atari VCS skiing game. (Read more about this game…)
The Game: Purporting to be based on the ancient Chinese game of Go, Dynasty! is actually more of a variation of Othello. The same strategies apply, and can be played with two players, one against the computer, or - for those who are feeling a little bit lazy - the computer vs. itself. (Magnavox, 1979)
Memories: One of the things I always remember about the Odyssey2 game Dyntasty! - and I’ll admit, this is the weirdest possible thing to remember - is its player symbols. For a human player, you’ll see the stock O2 stick man, while the computer is represented by a unique symbol, uP - not really a u, but the Greek letter Mu, used to represent “micro” - hence, microprocessor. Pretty obscure terminology for a video game, but then again, this is a fairly obscure (though easy-to-find) game on a relatively obscure console. (Read more about this game…)
The Game: One of the earlier Odyssey2 space-related titles pits two players against a pair of pesky alien saucers. (It is theoretically possible to play this game solo, but it’s much more fun with two players, as many
Odyssey games were.) The game play is almost simple: two planets, each with a system of four moons, orbit their way around the screen. The object of the game is to occupy the most territory by shooting the planets or moons until they change to the same color as your ship. The alien saucers, however, are also doing this, making life extremely difficult. They can also set their sights on you, destroying your ship. You can return to the fray if any planet or moon on the screen is the same color as your ship, but if the aliens blast that body before you’ve taken off again, you’re trapped until the next window of opportunity arises. (Magnavox, 1979)
Memories: The genius of this graphically simple game is that the two players can team up…or they can wage a three-way war against one another and the aliens! (Read more about this game…)
The Game: Two characters take up position on either side of two rotating clusters of numbers and symbols. A simple math problem or algebraic equation (nothing too fancy, usually just involving symbol or shape matching) appears in the bottom center of the screen, and you must guide your character to physically touch the appropriate number or symbol to correctly answer the problem. The first player to answer ten problems correctly wins the game (and, somewhat alarmingly, gets to watch his onscreen icon momentarily balloon to twice its normal size with an odd “explosion” sound). (Magnavox, 1979)
Memories: A nice, simple little educational game, this one was a bit “young” for me by the time I got an Odyssey2, but I can see where it would’ve been great for younger kids, and would probably help build a foundation for a better understanding of algebra than I was ever capable of demonstrating on paper. (Read more about this game…)
The Game: Wow! We must be in the future, for we now have electronic flash cards! This is more or less the function fulfilled by Math-A-Magic, while Echo is a slightly watered down version of the classic
electronic game Simon. (Magnavox, 1979)
Memories: This may sound a wee bit pretentious, but this “game” - at least the Math-A-Magic! side of things - was instrumental in me getting through some problems comprehending basic math many years ago in grade school. I’m still not a math wizard - I barely passed any applied or theoretical math classes beyond Algebra I in high school and college - but way back when, this actually helped. Who said that video games can’t change anyone’s life for the better? (Read more about this game…)
The Game: Play ball! Two teams play until they each accumulate three “outs” per inning. Try to hit the ball out of the park, or confound the outfielders with a well-placed hit none of them can catch. Steal a base if you’re feeling really brave - and then try to cover your bases as best you can when the other player tries all of these same strategies on you. (Mattel Electronics, 1979)
Memories: After Atari’s barely-there VCS baseball title Home Run, and the much better but still graphically simple Baseball! cartridge for the Odyssey2, Major League Baseball was a revelation. This was the moment, for many of us, when video sports games started to look like the sport they represented on home consoles. It almost redefined sports game sound too: the Intellivision has a good swipe at emulating the phrase “You’re out!” at the appropriate moment, an innovation which was nipped in the bud quickly by Mattel Electronics. Why? (Read more about this game…)
The Game: In this two-for-one game, you take to the skies in one of two different ways. Out Of This World! is a classic lunar lander game, in which you must balance your descent speed and your remaining fuel to make a safe landing on the surface of the moon, and then safely return to dock with your command module in orbit again. Helicopter Rescue! is a simplistic game in which you pilot a helicopter, trying to retrieve as many people as possible from a doomed hotel and take them safely to a nearby ground station. Precision and timing are of the essence. (Honestly, though, we never see what’s wrong with that hotel - there’s no evidence of fire, terrorists, massive fiddygibber infestations…) (Magnavox, 1979)
Memories: I grew up a space buff, and by the time this game came around - and keep in mind, kids, 1979 was only the tenth anniversary of the Apollo 11 lunar landing - I thought it was so cool to have even a rudimentary spaceflight simulation on my state-of-the-art Odyssey2. (Read more about this game…)
The Game: In a game that bears some slight resemblence to a Japanese offshoot of pinball, you control - for lack of a better description - a man stuck in a gigantic Pachinko playing field. You attempt to keep your ball in play, scoring points as often as possible by landing the ball in one of five cups marked with a point value - some targets can score zero points, others as high as ten. The other player - either a human being or the computer - can temporarily take over your ball by touching it, just as you can with theirs. (There’s nothing quite like making someone else’s balls work for you.) And a third man roams the playing field as well, grabbing your…well, let’s start that again. If the computer-controlled third man grabs a ball in mid-flight, he’ll relaunch it in a random direction, maybe to you, maybe to your opponent. Whoever accumulates 100 points first wins. (Magnavox, 1980)
Memories: Hey, we do requests here at Phosphor Dot Fossils, and this one’s overdue. A reader recently wrote to remind me that the Pachinko! review has been “coming soon” for a dog’s age, and wanted to know if “soon” was getting any sooner. I’m glad he wrote in, for I discovered that I had never actually played this game. I’ve had the cartridge sitting on my shelf forever, but I hadn’t plugged it in until now. (Read more about this game…)
The Game: Get out there and draw! Your cowboy faces off against another player, or the computer, in a fight to see who can draw their gun the fastest - and who can run away the fastest! (Magnavox, 1979)
Memories: This strange, slow-moving slice of the wild west seems eerily similar, in a few respects, to War Of Nerves. Take away the robot armies, add a couple of six-shooters, and you’ve got Showdown in 2100 A.D. (a title derived from Magnavox’s attempt to make the gunfighting game family-friendly by explaining that the combatants are, in fact, robots - welcome to Westworld!). It’s also the Odyssey2 edition of the classic arcade shootout game, Gun Fight. (Read more about this game…)
The Game: It’s all the thrills of pinball, minus approximately 75% of the excitement! Use your joystick to control the plunger tension and launch your ball into play. Use the action button to pop the flippers, keeping your ball on the
field and out of trouble. The bumpers and spinner score big points…well, relatively speaking. (Magnavox, 1979)
Memories: Ya know, I’ve always thought that video pinball was just a bad idea from start to finish. Thunderball! is very much representative of most early attempts at this doomed genre - it’s not exactly a load of fun, and not even remotely exciting. (Read more about this game…)
The Game: You’re the commander of a small squad of robots, and your opponent - be it a second player or the computer - is commanding a similar platoon o’ droids. Your job is to avoid the enemy’s robots while you wait for your robots to
reach the enemy commander. Of course, the enemy’s robots could reach you first, but that’s another story. The only control you have over your robots is to press the action button and call them toward you. The robots fight hand-to-hand, rather than shooting, and your robots may become incapacitated. You can leap into the fray and touch one of your malfunctioning robots to repair it and return it to the fight, but in so doing, you run a risk of being captured by enemy robots. (Magnavox, 1979)
Memories: This is a game about the Arnold Rimmer vision of combat.
In the Marooned episode of Red Dwarf, Rimmer says “Generals don’t smash chairs over people’s heads. They don’t smash Newcastle Brown bottles into your face and say ‘Stitch that, Jimmy.’ They’re in the nice white tent, on the top of the hill, sipping Sancerre and directing the battle. They’re men of honor!” Which is pretty much your function in this game. (Read more about this game…)

The Game: As a bold adventurer trespassing a mighty castle in search of treasure, you face a twisty maze of chambers, dead ends aplenty, and colorful, hungry, and suspiciously duck-shaped dragons. (Atari, 1980)
Memories: The first game of its kind to hit the Atari VCS, Adventure scores a first in video game history - and not just because of its huge, sprawling maze.
Programmer Warren Robinett was a little disgruntled during his stint at Atari. He watched as his fellow programmers jumped ship, formed companies like Imagic and Activision, and struck it rich as the third-party software industry took off. (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 and a quick trigger finger. If your cannon is
destroyed, its pilot must run for cover; each of the three shields contains an extra cannon. When all three shields are gone, the alien commander - a kind of spaceborne crab - will descend to nearly ground level and hunt the helpless pilot down. Ten rounds of this decide the outcome of the war. (Magnavox, 1980)
Memories: Alien Invaders - Plus! was the first Odyssey 2 game I got hooked on, and my mother just thought it was riotously funny, especially the bit where the giant space squid floats down from the top of the screen to chase your unprotected gunner around when all of your defenses have been depleted. (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, 1980)
Memories: This better-than-average translation of Atari’s own arcade smash-hit (in every sense of the term) probably has a lot to do with the game’s enduring popularity. (Read more about this game…)