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: Gene Kranz isn’t around to give you a go/no-go for landing - in Lunar Lander, you’re on your own, trying to use the least fuel to bring your lander down for a soft touchdown on the safest target area available. You can always scrub the landing by pulling the ABORT handle, or you can opt for nerves of steel and try to keep your ship - valued at 100 megabucks, incidentally - in one piece. Failure, as some associated with the moon program have been known to say, is not an option for making that one small step…but if you do litter your landing pod across the lunar landscape so many times that you run out of fuel, you can always try to salvage the space program’s integrity for another quarter. (Atari, 1979)
Memories: Atari’s first foray into vector graphics was old news by computer mainframe standards. The basic premise of Lunar Lander had been around as a text-only game, blasting craters into college students’ productivity and computer lab time, for years. (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: 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’re in charge of defenses at Colony 7. Even though a shield protects the settlement’s power generators, weapons and populated buildings, the onslaught of alien intruders gradually and inevitably wears that shield down. Once holes have been bored through the shield, the aliens have a clear shot at Colony 7 - and you’re toast. You’re the colony’s last hope, aiming your crosshairs at anything that threatens the surface. (Taito, 1981)
Memories: Does Colony 7 look a little familiar? If so, think of another game from roughly the same era. Not a translation of the arcade game, but an Atari 2600 cartridge with roughly the same style of game play. (Read more about this game…)

The Game: You command a mighty battleship with three squadrons of fighters at your disposal to fend off five alien attack fleets. You can manually dispatch your fighter squadrons, send them directly into battle, and recall them to
defend your ship. When your fighters go into battle, you can assume control personally and engage in a dogfight with the agile enemy fighters, or you can let the computer fight your battles on autopilot (it’ll get the job done, but usually with an undesirable, if not unacceptable, rate of losses for your side). The game ends when your squadrons have eliminated all of the converging alien fleets, or when the aliens have made quick work of both your squadrons and your command ship. (Mattel Electronics, 1979)
Memories: In 1979, Glen Larson’s TV space epic Battlestar Galactica was as hot a property as you could get on the small screen, with its movie-scale special effects (or at least, the show’s underbudgeted and overworked producers and special effects wizards hoped you thought the effects were movie-scale). Having watched rival toy maker Kenner score a major coup with the license to manufacture toys based on Star Wars, Mattel quickly stepped in to snag the rights for Battlestar Galactica. Short of whatever Star Wars sequel George Lucas turned out next, Galactica was as close as you could get to the next big thing. (Read more about this game…)
The Game: The town square or the local golf course seems like a reasonable place to set up a huge row of dominoes, doesn’t it? Well, your on-screen protagonist sure seems to think so, and your job is to help him set up his dominoes without allowing any of a number of on-screen “enemies” - such as absent-minded shoppers pushing carts, bees, or a bemuscled bonehead - to knock the dominoes over. (Bally/Midway, 1982)
Memories: Another incredibly fun and offbeat coin-op from the gang at Bally/Midway, Domino Man was a whimsical little number which set all of its action to the music of ragtime maestro Scott Joplin. If only for that reason, this was one of the few arcade games that my mother used to get a kick out of (not that she tried it herself, of course - she just kept chuckin’ quarters at me, bless her heart). (Read more about this game…)
The Game: In the timeless tradition, you suit up in armor, grab a lance, and mount your trusty ostrich. Then you try to impale others who have done the same, and eliminate the remaining “eggs” which will hatch a new warrior if left long enough. Other threats include the almost invincible pterodactyl and the Lava Troll (whose firey 
hands assist enemy knights while trying to drag yours into the molten rock). In later levels, there are fewer solid surfaces on which to take refuge. When one of your knights is toppled, another appears, given momentary immunity from harm until he is moved. On second thought, maybe it isn’t all that traditional… (Williams Electronics, 1982)
Memories: One of the best-remembered games, Joust enjoys a cult following to this day, something which can probably be attributed to the game’s bizarre juxtaposition of perfectly-normal elements (knights in armor trying to kill one another) with the bizarre (lava trolls, flying ostriches as steeds, pterodactyls, knights hatching from eggs). It was a perfect enough mix that Joust has stuck in people’s minds to this day. It was also the only game whose action button served the purpose of flapping the wings of an ostrich. (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: Armed with a catapult and a seemingly inexhaustible supply of projectiles (sorry, Python fans, no cows!), your task is to repeatedly and continuously smash your opponent’s castle, his catapult (rendering him harmless for a few
seconds), or your opponent himself (much the same effect; a new enemy soldier enters the fray after a few seconds). (North American Philips, 1982)
Memories: Possibly the best two-player Odyssey2 game there ever was, Smithereens! was exceedingly simple, and simply some of the best fun to be had on this game system. (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: It’s the final confrontation between good and evil in the digital world! As video warrior Tron, you unleash up to three deadly discs in the direction of your arch-enemy Sark, who can return the favor in kind - with interest, since he has a larger arsenal at his
disposal. All the while, you must also avoid falling off of the floating platforms, and try to keep a good aim on your opponent. (Bally/Midway, 1983)
Memories: Midway’s second salute to Tron, that 1982 cult-classic film favorite among computer users and video game enthusiasts alike, took the form of a positively enormous “stand-in” wraparound cabinet with a large screen. (Not seen in the ubiquitous MAME-generated series of screen shots is the colorful background artwork, which was a scene from the movie.) (Read more about this game…)
The Game: A huge, Big Brother-like head pops up and says “The law: no jumping!” to your little robot, and naturally, the cocky little automaton has other ideas (replying “Oh yeah!”). And so your mission begins, guiding the robot over
ramps, around narrow catwalks, and leaping across huge chasms. If the all-seeing eye opens while your robot it jumping, however, a blaster turns your hero into a heap of spare parts. If you successfully claim all of the red area on the screen, you have a narrow “launch window” in which to jump across to the eye’s platform and destroy it. The your robot launches into space, blowing away obstacles in his path, avoiding saucers and solid objects, and eventually landing on another series of ramps and catwalks to begin the quest anew. And if that doesn’t do it for you, you can put in another quarter and relax in Doodle City. (Atari, 1983)
Memories: Once arcade games caught on as the profitable concern of the 80s, it seemed like everyone who had even the tip of a single finger in the electronics or coin-operated business glutted the market with barely-disguised riffs on the Pac-Man or Defender or Space Invaders concepts, saturating a previously innovative market with cheap copycat games (or, in a few cases until the attorneys caught up with them, outright bootlegs). In many ways, this parallels the Atari-era crash of the home video game cartridge industry, and it’s hardly a coincidence that both industries suffered simultaneous catastrophic shakedowns. (Read more about this game…)
The Game: Marvin built a maze on two levels, with habitrail-style tunnels to take him from the first floor to the second and back again, and all was well until the Robonoids moved in and took over. Now they’re out to evict Marvin from his own turf! It’s up to you to guide Marvin through his maze, using cunning one-way bridges to escape from the Robonoids and find the power-ups he needs to zap them. Marvin moves on to
the next maze (and the next level of difficulty) only by clearing this maze of power-ups and dots. (SNK, 1983)
Memories: I hadn’t heard of this one before, and now I wonder why. In a way, there’s more than a passing resemblance to Crystal Castles, but there’s also a little bit of an homage to Pac-Man’s power pellets and a little bit of shooting too. So now it’s like Crystal Butt-Kickin’ Castles. With cute character designs that are worthy of Q*Bert. (Read more about this game…)
The Game: Hostile spacecraft are bombing the underwater paradise of Atlantis from above. Manning two cannons, you can knock the attacking ships out of the sky - or try to hit them at close range if they dive to bombing
altitutde. When all of Atlantis’ landmarks have been wiped out, the game is over. (Imagic, 1983)
Memories: Once again, Imagic turned out a superb port of their already well-known Atari 2600 and Intellivision chestnut for the underserved Odyssey 2. Of Imagic’s two games for the Odyssey, Atlantis is the better title, though both were excellent games. (Read more about this game…)
The Game: The race is on, and no moves are off-limits - bump your competitors off the road (and into apparently highly volatile vegetation that causes them to explode), or jump over them and any other obstacles that get in your way,
including areas of water that cover the road. If you survive the race, you live on to the next round - at least until you run out of cars. (M Network, 1983)
Memories: One of a very few arcade licenses snagged by Mattel for the Intellivision and for the M Network line of games for the Atari 2600 and other platforms, Bump ‘N’ Jump has a bumpy ride as it jumps to the relatively underpowered Atari. (Read more about this game…)
The Game: You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top
of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Starpath, 1983)
Memories: Making crafty use of a loophole in Parker Bros.’ license for Frogger, which specified that Parkers had permission to market cartridge-based versions of the game, the plucky programmers at Starpath proceeded to make a far superior edition of Frogger for the 2600 and got it on the market by licensing the rights to do a cassette-based version. (Read more about this game…)
The Game: As superhero Adam Power, you’re the pilot of a space sled on patrol around the explosive Volcan Rock, an active volcano which frequently blows its top. And what better cover for the bad guys? Gryptogg, Raygoth and
Arkus are perfecting their evil plans for a “gravitational ray” which basically amounts to a portable black hole - its gravity can alter the course of your space sled if you’re on a direct horizontal line-of-sight with it. Add to that meteors pummeling the ground from space and the enormous laser-eyed space serpent, and you’ve got your hands full just staying alive, let alone battling evil. (North American Philips, 1983)
Memories: So, friends, it all comes down to this - the last Odyssey2 game ever to hit the store shelves in the United States - and to tell you the truth, it’s a doozie. Power Lords is everything I ask for in a classic video game - a real numb-thumb, sweaty-palms experience that doesn’t let up. (Read more about this game…)
The Game: You’re the sorcerer, and your first job is to commandeer a magic flying carpet-lookin’ thing that zips randomly through the air above you, taunting you. Once a carpet flies low enough for you to board it (simply by moving the
joystick up), you can go to the right and begin doing battle with all manners of magical adversaries, including trios of non-descript guys and lizards that look like they’ve been decorated for a Fourth of July parade. If they shoot you, you fall off your flying carpet and your body drifts lifelessly to the bottom of the screen. If you shoot them first, they inexplicably transform into treasures that you can pick up before going to the next screen. (Mythicon, 1983)
Memories: I remember sitting in a crowd at the Classic Gaming Expo auction in 2003 and hearing John Hardie pitch the next item - a minty-fresh Mythicon point-of-sale display stocked with still-shrinkwrapped Mythicon game cartridges for the 2600 - as a bunch of games that were essentially the same. I thought he was joking. Now that I have played Sorcerer for myself - having already played and reviewed Firefly here - I have learned that John speaks the truth. (Read more about this game…)
The Game: You’re piloting a heavily armed helicopter straight into a heap o’ trouble. Ground and air defenses have been mounted in this enemy installation to stop you at any costs. Missiles, anti-aircraft turrets, and even other vehicles will
do anything to knock you out of the sky - and given the chunky terrain, the odds are in favor of the house. Your only saving grace is that you’re armed to the teeth. But, as you may have guessed by now, even that may not be enough to save you. (Supposedly, according to Konami, Super Cobra was their sequel to the minor arcade hit Scramble.) (Parker Brothers, 1983)
Memories: Alas, Konami’s Super Cobra didn’t fare quite as well on the Odyssey2 as Q*Bert did. At times, it’s almost comical - a few seconds of fast and furious on-screen action are followed by a tedious scroll to the left as the playing field is filled with the next round of extremely inhospitable terrain! (Read more about this game…)
The Game: What if chess pieces were living creatures, each with its own unique abilities? And what if, every time to pieces met on the board, they had to fight amongst themselves to occupy the square in question? That’s Archon in a nutshell. (Electronic Arts, 1983)
Memories: Whoever came up with this game is a total genius. This is the sort of game that won lots of fans in the early days who may not have necessarily been computer or video game afficionados - a modern variation on the game of chess, with arcade-flavored action segments to determine control of contested territories. (Read more about this game…)
The Game: You’re the circuit maker, and they’re the circuit breakers. You hop around a maze-like structure, dropping circuitry patterns in your wake, as a variety of adversaries try to stop you from completing a circuit leading from the power source at your starting point to the receptacle across the maze from you. Colliding with
any of them will cost you a life, but you can entice them to try to chase you off the maze and into oblivion while you escape safely. Completing the circuit advances you to the next maze - just on’t get too caught up in your power trip. (Tronix, 1983)
Memories: A neat combination of some well-worn game play elements, Juice is an eminently playable example of taking elements from different games and combining them into a new one. Bits of Pac-Man and Q*Bert, with a hint of Zaxxon’s 3-D isometric perspective, combine to make Juice! unique and fun. (Read more about this game…)
The Game: Cavernous rooms are loaded with gold, just ripe for the picking. But before you celebrate hitting the mother lode, look again - there are other gold-diggers homing in on the treasure. What do you have that they don’t? A drill gun that can blast a hole in the floors, into which your opponents will jump blindly. Eventually, the
holes will reseal themselves, and that process will swallow your enemies (and you, if you happen to be clumsy enough to wander into the hole yourself). Grabbing all of the gold will reveal a passage to the next level of the game. (Broderbund, 1983)
Memories: Surely one of the “killer app” games of the early home computer era - right up there with anything in the Wizardry, Ultima or Infocom series - Lode Runner rocked my world way back when. I have to limit myself on praising this game, or this page is never gonna finish loading: it buries the needle on the excellence meters in both the action and puzzle genres, makes some of the best use ever of the Apple II’s hi-res graphics mode, and it even sounds good on the Apple (which is no small feat). (Read more about this game…)
The Game: As superhero Adam Power, you’re the pilot of a space sled on patrol around the explosive Volcan Rock, and what better cover for the bad guys? An enormous laser-eyed space serpent is coiled around the mountain, and you have to take it down single-handedly. Once
you’ve baked the snake, you land your sled on the surface and have a shootout with Gryptogg, Raygoth and Arkus. Once you’ve beaten them back, you can explore the underground caverns, collecting their instruments of evil and exchanging fire with them again. When you escape from their maze, you advance to the next level and begin the fight anew. (North American Philips / Probe 2000, 1983 - unreleased)
Memories: This Colecovision adaptation of the Odyssey2 game (now there’s a phrase you’re never going to see again), based on a less-than-blockbuster-successful series of comics and action figures, adds more depth to the game than the dear old Odyssey ever could’ve managed. But it’s hard to tell how much depth, as the game was never completed. (Read more about this game…)