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’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 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. (Read more about this game…)
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: 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: 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: 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: 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: 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: 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: 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: 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…)