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: Wow! We must be in the future, for we now have electronic flash cards! This is more or less the function fulfilled by Math-A-Magic, while Echo is a slightly watered down version of the classic
electronic game Simon. (Magnavox, 1979)
Memories: This may sound a wee bit pretentious, but this “game” - at least the Math-A-Magic! side of things - was instrumental in me getting through some problems comprehending basic math many years ago in grade school. I’m still not a math wizard - I barely passed any applied or theoretical math classes beyond Algebra I in high school and college - but way back when, this actually helped. Who said that video games can’t change anyone’s life for the better? (Read more about this game…)
The Game: Two little white robots represent assorted economic woes, and they drain your cash rapidly if they catch up with you. The object of the game is to come out with the most money left at the end of the two-player game.
You couldn’t really do anything about the robots. (Magnavox, 1980)
Memories: A bizarre little maze game purporting to be a somewhat educational game about economics, Take The Money And Run! really only managed to be a bit confusing. Sometimes it seemed as though Magnavox’s game group couldn’t really figure out if it wanted to come down on the “edu” or the “tainment” side of edutainment. (Read more about this game…)
The Game: Well, it’s really not much of a game. It’s more like a home simulation of an early-1980s public access cable channel. You can type up crawls that scroll across the screen, as well as setting an on-screen clock. Events can
also be programmed to trigger special messages either at a pre-set time, or at regular intervals. (Magnavox, 1981)
Memories: Magnavox touted Keyboard Creations! as an essential tool for home videos, or anyone throwing parties, but it turned out more like a home version of that one cable channel that always occupied a slot somewhere in the lower 13, usually right below USA Network - you know, that one that had the time, the temperature, and the city trash pickup schedule. (Read more about this game…)
The Game: You are go for landing on the moon - only the moon isn’t there to make it easy for you. Craggy mountains and craters make it difficult for you to find one of the few safe landing spots on the surface, and even when you’re
aligned above level ground, your fuel is running out fast. Do you have the right stuff that it’ll take before you can take one giant leap? (Bill Budge, 1981 / re-released by Eduware in 1984)
Memories: This game was one of the earliest efforts by a budding Apple II programmer named Bill Budge, before he achieved fame as the author of Pinball Construction Set. At the time, Budge was experimenting with interchangeable modules that could be slotted into the code of any number of games, including one for smoothly rotating 3-D wireframe objects - well, smoothly where the Apple II was concerned. The result was this unforgiving homage to Atari’s cult coin-op Lunar Lander. (Read more about this game…)
The Game: You are NED, hopping over boulders and, with each obstacle overcome, tackling progressively more difficult math questions and pattern-matching exercises. You can select what kind of math you need to work on
(addition, subtraction, etc.), and if you don’t solve a problem correctly the first time, it’s broken down into smaller parts to help you work out how it all goes together. (North American Philips, 1982)
Memories: This game was originally going to be called Math Potatoes! - and as inauspicious a title as Nimble Numbers NED! may be, you have to admit that Math Potatoes! probably would’ve been too bizarre to entice parents looking for suitable educational software for their kids. (Read more about this game…)
The Game: What happens when the Dreaded Dratapillar Of Venus makes a guest appearance? It means that a spelling bee is imminent! A friendly voice warns you to look out for a “monster attack,” and after dispatching all of the segments of the worm-like invader, you’re asked to correctly spell three words using the Odyssey2 keyboard. Once you’ve correctly spelled those three words, another monster attack occurs, with the Dratapillar moving faster in each successive level; the game continues until it descends far enough down the screen to reach your cannon. (North American Philips, 1982)
Memories: Programmed by Sam Overton, SID The Spellbinder! was one of the first two - and, as it so happened, only two - educational launch titles made available specifically for the then-new Voice Of Odyssey speech synthesizer. (Read more about this game…)
The Game: You type! It talks! And occasionally you have to throw the damnedest misspellings at it to get it to say the simplest words. And despite the back of the box claiming that it “plays fun games,” it’s much more likely that it’ll just make some fun (and weird) sounds. (Magnavox, 1982)
Memories: A pack-in cartridge included with the Voice of Odyssey 2, Type & Tell is actually a barely-glorified Odyssey version of Speak ‘n’ Spell, except everything it says is in a monotone robotic voice which one of the video game magazines of the time once described as “Darth Vader on quaaludes.” (One of these days, remind me to tell you about my mother’s reaction when I asked her, after reading that review, what quaaludes were.) (Read more about this game…)
The Game: If you’re a music lover of any kind, from student level upward, Music Construction Set guarantees that you can make music with the Apple II right out of the box, even with the machine’s puny built-in speaker. A drag-and-drop interface - best used with a mouse and sometimes tiringly clunky with a joystick - allows you to piece together your own music, save it, load it and tweak it later. Several built-in tunes illustrate how to do this. A sound card is almost required, but even with the tinny sound of the Apple II’s built-in speaker the results are surprisingly good. (Electronic Arts, 1984)
Memories: What I was doing with this, I’ve never quite figured out - I compose in my head and can’t even read sheet music. But it’s still an intensely interesting little program. I never had a sound card for my Apple-compatible machines, but I was still stunned at how good it all sounded coming out of the machine’s native speaker - real live polyphony, it just about knocked my socks off. (Read more about this game…)
The Game: Not really a game at all, The Newsroom is a primitive - and yet very flexible - example of early desktop publishing. Clip art can be added, or imported from hi-res graphics files. Headline banners and other specialized items can be added as well. (Springboard Software, 1984)
Memories: I know this one really stretches the envelope - after all, Phosphor Dot Fossils is supposed to be about games, isn’t it? - but to me, The Newsroom was the source of so much fun (not to mention instigating some critical early career interests in my teenage life) that it’d be hard for me to not talk about it here. (Read more about this game…)
The Game: Poor Thid. He’s lost in space, a long way from home, and he’ll need all of Earth’s intellectual and technological resources to get him home. Or, actually, since he’s on a budget, any old kid with an Atari home computer will do.
Solve division problems of varying degrees of difficulty to help Thid return to his home planet, and keep in mind, time is limited for both equation solving and maneuvering. Even if you get your numbers right, Thid can accidentally run into “Badid Stars” that will explode, sending him plummeting into a different part of the star maze. You win the game by returning Thid to his home planet at the bottom of the screen, though if you’re feeling particularly daring, you can take a detour for double points along the way. (Roklan, 1984)
Memories: A clever little educational game for the Atari home computers, Roklan’s Star Maze probably isn’t at the top of anyone’s list except as an Atari completist’s collectible. I’m certainly no big fan of math games, but for some reason I like Star Maze. It’s a nice balance between the educational remit of the software and the board-game-like fun stuff in between the math problems. (Read more about this game…)
The Game: Using a simple drag-and-drop system (controlled by keyboard, mouse or joystick), put the elements of an original Garfield comic into place, including everyone’s favorite big orange cat, Odie, Jon, Nermal and all the fixtures and fittings of home (including a big burger and some lasagna). Then position speech balloons in the appropriate place, containing either signature Garfield catchphrases or your own words. Print and/or save to disk, repeat ad nauseum, and avoid Jim Davis’s lawyers thereafter! (Developmental Learning Materials, 1985)
Memories: This nifty bit of creative software used to keep me entertained for hours on end. With a bit of advanced option tweaking, it was even possible to import standard hi-res images to use as the background for a scene, so it wasn’t impossible to, say, drop Odie into the middle of a saved image of an Ultima IV meleè. Not that I’d do such a thing, of course. (Read more about this game…)
The Game: Think of it as the anti-Tetris. Five hoppers dispense geometric shapes on your command. As Barnaby, you move the pieces into place to build the most stable structure you possibly can, and if you manage to build a high enough tower, you climb to the top and advance to the next level. The first level’s shapes are fairly easy, but as you advance through levels, the pieces take on stranger and stranger shapes - and balancing them becomes harder. In later levels, you start rounds with oddball shapes already in place on the playing field, making your task that much harder. The game ends when the timer runs out without the completion of a stable structure. (Micro Learn, 1985)
Memories: Move over, Bob the Builder. This inventive little learning game, designed to teach correlations between shapes, is addictive no matter what your age is - and frankly, I’m disappointed that it hasn’t been reborn as a simple PC game, or perhaps a Game Boy title. (Read more about this game…)
The Game: You are the administrator of NASA. Your goal? To launch the necessary components of a full-scale space station, assemble them in orbit, and initiate and maintain any number of commercial or medical research projects aboard your orbital laboratory. You will also be in charge of launching satellites for commercial and military clients. As fun as all of these activities may sound, they don’t come without a price tag. The cost for everything from necessary space hardware, to time spent in the planning stages, to launches and landings, to maintaining the bare essentials of survival in orbit, will reach into the billions of dollars…if you’re good at this game. (HESware, 1985)
Memories: An incredibly fun and very complex game, Project Space Station is a SimCity-style simulation with elements that appeal to almost anyone, including arcade-style action screens. But there are also aspects of the game - such as the budgeting screen (left) - that can best be appreciated by older players. (Read more about this game…)
The Game: Your sleek spacecraft is launched from a base installation on Halley’s Comet (!). Your mission is to scout various bodies in the solar system - both planets and moons - which meet strictly defined criteria as dispensed by the computer. In some cases you must land, in others you must simply achieve orbit. You must learn to navigate the solar system using the constellations of the Zodiac, and learn to judge distance so you won’t overshoot your target (and therefore exceed your allotted mission time) with brief bursts of your faster-than- light drive. You climb in the ranks as you complete more missions. (Interscope, 1986)
Memories: As a life-long space buff, I adored this game. I was always a big fan of such interplanetary missions as the Vikings, Voyagers, Pioneers and Mariners launched by NASA (and, for the most part, overseen by JPL, though to give credit where it’s due, the Pioneers were an Ames project). This game put me into the role of a surrogate space probe, navigating planets and their moons and generally exploring the solar system. (Read more about this game…)
The Game: The Odyssey2’s keyboard and processing power are at your disposal for any number of mathematical tasks. If you can do it on an adding machine or a low-end handheld scientific calculator, you can do it on Calculator! 
too. (PackratVG.com / Rene Van Den Enden, 2006)
Memories: It’s difficult to really “review” this cartridge, as it’s not a game, and unlike, say, Type & Tell, it can’t even be twisted into one. So you’ll have to forgive me for forgoing the usual “X out of 5″ rating system for this homebrew release. (Read more about this game…)
The Game: Not a game, but a powerful (and free) space simulator, Celestia lets you pick what celestial bodies you observe, from any distance or close-up. You can tell Celestia to put convenient labels on any or all of the heavenly objects, or none of them, and even pick a minimum magnitude for background stars. But they’re not just wallpaper - you can click on and travel to any one of them, and you can follow them in a variety of ways. Add-on packages offer everything from updated imagery and orbital information for real planets, moons, comets and vehicles, as well as fictional add-ons for those who are feeling a bit fanciful. (Celestia Development Group, 2006)

Memories: When I was a teenager, at the height of the Halley’s Comet craze in 1985, the top notch solar system simulation on a home computer was a simple game called The Halley Project, released for the Apple II and Commodore 64. Now, some 22 years later, though, instead of having to navigate 12 whole constellations to find my way to large white featureless blobs that have a handful of smaller featureless blobs orbiting them, an open-source PC solar system simulator called Celestia has finally delivered the space exploration program I’ve always wanted – for free, no less. (Read more about this game…)