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. (more…)




The final member of the Odyssey stand-alone console family tree, the Odyssey 4000 boasts more games than any of its predecessors since Ralph Baer’s original Odyssey, and was only the second of the dedicated Odyssey consoles to feature color (after the experimental Odyssey 500). And for those who have ever held the joystick of a Magnavox Odyssey2 in their hands, the Odyssey 4000 offers another familiar element – its joysticks are exactly the same mold as those of the Odyssey2, only rotated 90 degrees, and sporting some major differences in internal mechanisms. Though multidirectional, the joysticks are designed to favor vertical movement and offer some resistance to horizontal movement.
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 
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
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
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
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)
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 

