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: 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: 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: 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…)
The Game: You control a clown on a moving see-saw, launching your fellow clown into the air to pop balloons and defy gravity. But what goes up must come down, and your airborne clown, if he doesn’t bounce upward upon impact with
more balloons, will plummet at alarming speed. You have to catch him with the empty end of the see-saw, thus catapulting the other clown into a fresh round of inflatible destruction. (Atari, 1980)
Memories: It seems like almost every system has seen a version of this game in some form or other, but you may be surprised to learn that Atari wasn’t the first by a long shot. Circus Atari steals its game play and even its setting, lock, stock and barrel, from the obscure black & white Exidy arcade game Circus (1977). (Read more about this game…)

The Game: Rouse your caddy, grab your golf bags, and get ready to hit the digital green. A series of crafty virtual courses awaits, with trees, sand traps and water hazards standing between you and the hole. (Atari, 1980)
Memories: Whoa now, what’s this then? Foreshadowing a trend that would characterize Atari’s sports game output for the rest of the 2600’s life span, a game that had already been issued on the VCS was revisited, with better graphics and game play. Atari already had Miniature Golf on the market, but it was golf-by-way-of-squares-and-rectangles, not something that a casual observer would look at and say, without prompting, that it resembled golf in any way. (I’d say it was subpar, but let’s not putter around.) (Read more about this game…)

The Game: More walls, more balls. The object of the game is the same as the original Breakout, except this time, you face things like moving walls, “cavities” which, when opened, will release additional projectiles that you’ll
have to keep in the air, and more. (Atari, 1980)
Memories: As with the arcade version of Breakout, Breakout on the VCS was one of the better-selling launch titles on that machine, so it made sense in both cases to follow up with a sequel that had a few new twists. Originally unleashed in the arcade in 1978, Super Breakout added those twists, and this cartridge brought them home. (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. (Atari, 1981)
Memories: Despite such atrocities as the Atari 2600 version of Pac-Man, Atari managed to turn out a fantastic version of Stern’s hit arcade game. Almost flicker-free, and lacking only the arcade game’s primitive speech synthesis (not that much of a loss, truth be told), Atari’s Berzerk cartridge was a very good reason to own the 2600. (Read more about this game…)
The Game: You’re a lone space pilot in very unfriendly territory, trying to stop a seemingly endless attacking fleet of aliens from kidnapping and “mutating” hapless innocents on the ground into new berzerker opponents. (Atari,
1981)
Memories: Though a bit more faithful to its source material than, say, the Atari 2600 version of Pac-Man, this first home edition of Defender suffered from many of the same problems, namely an intensely annoying “flickering” effect that affected virtually everything on the screen, from the scrolling “mountains” to the player’s own ship to the enemy fighters. (Read more about this game…)
The Game: Piloting a lone spaceship zipping over a planet’s surface in a low, fast orbit, your mission is to kick some evasive alien butt. Drawing a
bead on the aliens is much harder than it looks, and they arrive in waves of four. Naturally, it seems like it’s much easier for them to target you… (Games By Apollo, 1981)
Memories: Quite an improvement over Richardson, Texas-based Games By Apollo’s first game, the disastrously bad Skeet Shoot, Spacechase isn’t going to blow the doors down in the game originality department, but it wasn’t bad for the VCS at all. The scrolling planetscape beneath the player’s ship may look like an artist’s vague impression of some Arizona landscape, but with games like Defender struggling to get the side-scrolling thing right, it was quite an accomplishment. (Read more about this game…)
The Game: As video warrior Tron, you scale the heights of the MCP’s domain, avoiding Tanks, Recognizers and Grid Bugs, and trying to collect Bits. You can occasionally hitch a brief ride on a perpetually airborne Solar Sailer on one level, allowing you to fly over your opponents’ heads for a few seconds. (M Network [Mattel], 1982)
Memories: Though formatted like one of the numerous platform adventure games that would one day become associated with Mario, Adventures Of Tron, while quite challenging, is frustrating since there seems to be no actual goal to reach. After a few levels, it becomes extremely repetitious. (Read more about this game…)
The Game: Your planet is under siege by an unending hail of asteroids, bombs, and space debris. Your simple mission? Blast all of this stuff, or dodge it. But you’re toast if a bomb hits the ground. (M Network [Mattel], 1982)
Memories: Not one of Mattel’s finest titles for the 2600, Astroblast is a loose adaptation of Astrosmash, a game originally released for Mattel’s Intellivision console. The graphics are clunky even compared to such bottom-of-the-barrel entries like Atari’s Pac-Man and Combat. (Read more about this game…)
The Game: In a conceptually simple but occasionally very difficult game, you man three fixed artillery batteries defending the advanced underwater city of Atlantis. Alien spaceships pass overhead, and you have to choose your target - and which 
of the three guns you’re firing - carefully in order to knock them out. Any ships which survive one pass will drop down one level and make another pass. At the lowest level, the ships will begin bombing the city, knocking out habitation domes, power generators, and even your artillery nests. When the final destruction of Atlantis comes at last, one tiny ship escapes into the sky… (Imagic, 1982)
Memories: A pretty simple variation on the Missile Command format, Atlantis starts out exceedingly simple, luring you into a false sense of security. After a while, the game is just about unbeatable. Second only to Activision in its wonderfully crafted games, Imagic made its games extremely colorful, with distinctive graphics and sounds that became an Imagic signature. (Read more about this game…)
The Game: As Chef Peter Pepper, you climb around a multi-level factory whose sole function is to make some really big burgers. We’re talking about some BIG burgers here. But your ingredients aren’t exactly cooperating with you… (M Network [Mattel, under license from Data East], 1982)
Memories: In an ambitious bid to exploit their Burgertime license on systems other than the Intellivision, Mattel did their best to bring Chef Peter Pepper and that pack of pesky pickles to the 2600, and while the end result fell a little bit short, it also racked up its share of good selling points. And perhaps by virtue of its name alone, Burgertime was one of the best selling M Network titles. (Read more about this game…)
The Game: Centipedes, spiders and fleas invade your garden of ’shrooms. Spiders follow an evasive course and can collide with you at any moment. Fleas poison the mushrooms, making them impervious to your fire (and thus giving the
centipede impenetrable cover). And the centipede itself can split into many segments, and if it reaches the bottom of the screen, will turn around and start to move upward again, possibly catching you from behind. Every time you manage to completely “debug” the screen, you move up to a harder level. (Atari, 1982)
Memories: Centipede was a huge arcade hit, so it’s no wonder Atari wasted no time in creating the home translation. Though the Atari 2600 version of the game couldn’t compete with its arcade ancestor’s colorful graphics, the home version did get the point across. (Read more about this game…)

The Game: You’re a lone attack helicopter jockey in unfriendly desert territory, trying to stop a seemingly endless attacking fleet of enemy jets from bombing a convoy on the ground. (Activision, 1982)
Memories: Maybe the best example ever of Activision stealing Atari’s thunder right out from under it, Chopper Command is essentially the same game as Defender, with the singular exception that the enemy is bombing the ground-dwellers instead of trying to abduct them. (Read more about this game…)
The Game: Aliens are after your kids! Fortunately, you’re armed with a resource that not everyone has: your own flying saucer. In the opening screen, you have to return to the saucer to resume command, and then you signal your kids to come up, one by one, as you try to pick off alien pursuers who are hot on their trail. If you’re
not careful, you can actually zap the kids instead. If an alien manages to reach your saucer, someone else will have to give your kids a ride home from the star academy… (Telesys, 1982)
Memories: It may not have been the biggest, most obvious name in software for the 2600, but I have to give Telesys top marks for coming up with cool ideas for their games. Cosmic Creeps is a great example of what Telesys was best at, and it’s a lot of fun too. (Read more about this game…)
The Game: As the commander of a spacefaring Ark, your mission is to retrieve two members of every species on every planet you visit, in case the constant ruch of asteroids and meteors renders life on those planets extinct. In the initial
screen, the large Ark spacecraft is besieged by meteors appearing from every direction, and your job is to use the ship’s weapons the destroy the space rock before they destroy your Ark. After surviving this screen, the Ark descends into low orbit of a planet, and you pilot the scout ship, avoiding planetary defenses to grab two specimens of that planet’s dominant life form with your tractor beam. (Sorry, you don’t get to make crop circles while you’re doing your alien abductions.) If the planetary defenses hit your scout ship, you launch another one, but time is running out - eventually another meteor will plummet from the sky right into the Ark, and you can only defend the Ark if the scout ship has re-docked. When the final destruction of the Cosmic Ark comes at last, the tiny scout ship escapes into deep space… (Imagic, 1982)
Memories: Another addictive entry, though a bit simpler than Atlantis, this game was way ahead of its time - an alien abduction game, even one which gives the player control of the aliens, would go over phenomenally with modern-day UFO enthusiasts. (Read more about this game…)
The Game: Robots, spiders and critters, oh my! You’re a lone human in a maze teeming with deadly robots, spiders and other nasties, and your trusty gun - which can dispatch any or all of the above - has only a limited amount of ammunition. You can obtain more ammo by walking over a briefly-occurring flashing gun symbol - but until then, if you’re out of ammo, you’re no longer the hunter, but the hunted. (M Network [Mattel], 1982)
Memories: This was the 2600 version of a similar game that Mattel had released for its own Intellivision console (Night Stalker), and it’s fair to say that this edition was just a wee bit simplified. (Read more about this game…)
The Game: As a round yellow creature consisting of a mouth and nothing else, you maneuver around a relatively simple maze, gobbling small dots and evading four monsters who can eat you on contact. In four corners of the screen, large
flashing dots enable you to turn the tables and eat the monsters for a brief period. (Atari, 1982)
Memories: It all began with the arrival of the Pac-Man arcade game in 1980. Pac-Man was guzzling millions of quarters and generating a licensing and merchandising firestorm. Numerous home video game companies bid for the rights to the game, and you have to understand, bidding for the rights to produce the home video game version of Pac-Man was like bidding for the toy rights for the next Star Wars movie - very expensive and very high-profile. Money was flying fast and furious. Atari won. (Read more about this game…)
The Game: The war between the humans and the spacefaring enemy Dracons isn’t going well, and you’ve enlisted to join the fight. In the cockpit of your space fighter, you toggle between your flight computer (where you can find and set a course for Dracon attack groups on the map, or helpful starbases where you can replenish and repair your ship) and the direct view ahead when you engage in combat. The Dracons throw a lot of firepower at you, but your own torpedoes have a longer “reach” than their ammo. Your ship can take a pounding in a firefight, gradually eliminating your shields, your targeting ability, and even your weapons. The game is over when you can’t withdraw for repairs and are destroyed by the Dracons. (Arcadia, 1982)
The Game: In 1982, an assemblage of former Atari programmers, along with a few hand-picked rookie programmers, started their own third-party video game venture. To be in that market at that time, however, one had to make games for the Atari 2600, and the Arcadia programmers’ game concepts outstripped that machine’s software. Not to be slowed down by that minor problem, Arcadia introduced a new piece of hardware along with its first game. The Supercharger more than doubled the 2600’s RAM, and had the beneficial side effect of allowing Arcadia to avoid the costly practice of having cartridge casings made; instead of cartridges, the Supercharger loaded its enhanced games from cassette tape, usually in under 30 seconds. (Read more about this game…)
The Game: You’re guiding a pixellated rendition of famed adventurer Indiana Jones as he embarks on his search for the Lost Ark of the Covenant. Meander through Middle Eastern marketplaces, obtain weapons and items of value, and watch out for snakes as you try to overcome a series of obstacles and hazardous environments, find the clues, and recover the Ark. (Atari, 1982)
Memories: One of the two movie licenses that landed on programmer Howard Scott Warshaw’s desk, the Atari 2600 game Raiders Of The Lost Ark is a near-perfect specimen of an adventure game on this console: it makes sense from reading the manual, but in practice, the way in which the game’s various settings and characters interlock and interact is almost abstract. Maybe this is one of those games where I’m just not getting the point, but I’ve always wondered why E.T. is held up as an example of what not to do with a 2600 game, and Raiders is held up as an example of a great game - to me, they’re almost identical. (Read more about this game…)
The Game: On a somewhat fantastic voyage into the human body, you’re in a tiny ship (presumably with Martin Short along for the ride) on a mission to blast diseased cells out of the bloodstream. Naturally, it’s not as easy a task as it sounds; the cells
split into smaller cells when you zap them, and you have to clear even the tiniest remnants off the screen before advancing to the next treatment. (Arcadia, 1982)
Memories: As with several of the earliest cassette-based games for the Supercharger add-on, Suicide Mission clearly owes a debt to an existing game that had already been released on the 2600. However, the prognosis is a bit grim here; this is a rare case where the game’s designers should made very sure that their game was an improvement on what came before. As both games suffer from severe sprite flicker, Asteroids comes out as the obvious winner here. (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, 1983)

Memories: Battlezone, in its arcade incarnation, was a huge, lumbering hulk of a beast with controls which were at best difficult to master (and at worst impossible), though it did sport some very good faux-3-D vector graphics. How on Earth was Atari going to turn this into a 2600 game? (Read more about this game…)
The Game: You are the intrepid, barbershop-quartet-suited J.J., out to save a damsel in distress from a pursuing monster. How does a guy in a little striped suit do this? By building a mobile, tennis-ball-launching contraption to dispatch said
dastardly monster, naturally. The catch? The eight pieces of your mechanical creation are hidden somewhere among ten little houses in a maze - and those houses that don’t contain parts of your machine contain a bomb that must be dumped into the bomb pit immediately (else they’ll explode and kill J.J.). Critters also roam the maze to annoy you, including one pesky monster who will prematurely jump on the “start” button, rattling your still-unfinished machine to bits. If you don’t build your Rube Goldberg gizmo in time, the monster catches the damsel and you lose a life. (CBS Electronics, 1983)
Memories: Sometimes arcade translations for the Atari 2600 miss the mark, and sometimes they’re right on the money. Blue Print isn’t necessarily either extreme; it’s close enough for government work. (Read more about this game…)