The Game: Two players each control a fearsome armored fighting vehicle on a field of battle littered with obstacles. 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 around the screen, into nearby wall or mines, spinning at a very silly velocity, and battle begins anew. (Kee Games [Atari], 1974)
Memories: In the early 1970s, arcade distribution was a closely-guarded, exclusive thing. And to an ambitious guy like Atari founder Nolan Bushnell, this represented a problem. Atari wasn’t an old-school pinball outfit like D. Gottlieb & Co. or Bally, and was bucking the system just to land a deal with regional distributors across the country anyway. The distribution system – which allowed one distributor to represent Gottlieb games exclusively in his area, while a competitor would be the only game in town for Bally/Midway fare, for example – was created in the pinball era; many arcade operators would deal exclusively with a single distributor, and of course there were franchise arcades owned by companies like Bally, such as Aladdin’s Castle. It was entirely possible, and not uncommon, to see some manufacturers represented only at one or two arcades in a given area, and their rivals represented only at others. Which was fine with pinball manufacturers, but Bushnell wanted to place Atari’s video games everywhere. (more…)

Taking Atari’s lead for the first time, the Odyssey 300 – in its bright yellow shell – saw the console abandoning the trio of horizontal/vertical/English controls that had been in place since the original Odyssey. In addition to mimicking the all-in-one controls of Atari’s Pong, Odyssey 300 – still boasting the standard Tennis, Hockey and Smash variations of its predecessors – introduced digital on-screen scoring. The Odyssey games were no longer reliant on the honor system: at 15 points, one player won the 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 
The Game: Two players control one car each, careening freely around an arena filled with zombies. Faced with zombie-fication at the pedestrian crossing of the undead, the drivers have only one option: run over their opponents!
After the baffling backward step of the Odyssey 400, Magnavox’s Odyssey 2000 saw a return to the Pong-inspired, single-paddle control scheme, with digital scoring restored as well – Magnavox had decided to rest the Brown Box design (and the subsequent variations on it) permanently in favor of, once again, the General Instruments AY-3-8500 “Pong on a chip” processor. Packaged in a red casing, this would be the last anyone would see of the smoothly rounded-off, integrated Odyssey console. The next system to bear the name would return to its roots – with wired controllers that weren’t necessarily stuck to the main console – and look forward, with a futuristic new design that stands up even today.
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
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 

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)
The Game: The player pilots a space fighter into an endless dogfight above a space station trench. Enemy ships attack from all directions, and even zip
The Game: This may sound awfully familiar, but you’re the lone surviving pilot of a space squadron decimated by enemy attacks. The enemy’s bow-tie-shaped fighters are closing in on you from all sides, and you must keep an eye on your own fighter’s shields, weapon temperature (overheated lasers don’t like to fire anymore), and ammo, all while trying to draw a bead on those pesky enemy ships. You’re also very much on your own – nobody’s going to show up and tell you you’re all clear, kid. (Exidy, 1979)
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