We’ve come to the first of three VCS games published in the fall of 1979, and it’s a doozy. Superman is an incredibly ambitious game completely unlike anything seen up to this point on the VCS or its competitors; indeed, it’s an experience more in line with the games one would find specially made for computers. And what’s more, Superman absolutely succeeds in these ambitions: it’s a multiscreen adventure with a story, distinct goals the player has to achieve before they can reach an actual win state, and a conclusion to the tale and the game.

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Here we are with the third and final gambling game to be published on the VCS during its commercial life. Unlike Blackjack and Casino, Slot Machine trades in card games in favor of a simulation of, as the name suggests, a slot machine. In this respect it succeeds in producing a perfectly accurate take on slots, but there’s not a whole lot else to it.

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When discussing and playing Atari VCS games, a certain degree of abstraction is expected. Backgrounds are low resolution, and the missile and ball sprites are quite limited in appearance. As such, chunky sprites and blocks representing people, footballs, basketball hoops, cars and so on are the norm. Even by these standards, Miniature Golf, also known as Arcade Golf in its Sears release, is an incredibly abstract take on golf’s fast-paced, wacky cousin.

When the VCS launched around August 1977, one of its initial nine releases was Bob Whitehead’s Blackjack. This was a straightforward take on the classic card game that used the paddle controllers, allowing for up to three players to take on a computerized dealer with the goal of coming closest to a sum of 21 without going over. Whitehead explained that the programmers liked to joke about the target demographic being teenagers between the ages of 18 and 35 (which accounted for all of them), and Blackjack was one such game that he felt he’d be interested in playing. He wasn’t the only person who thought so, as RCA and Fairchild published their own Blackjack cartridges for the Channel F and Studio II, and in the years to come card games would appear on several other platforms as they launched as well. Gambling games were seen as something that game companies could sell to adults, and so seemingly everybody had at least one game of chance for sale on their game system. Whitehead had bigger ideas than just Blackjack, though. Halfway through development Whitehead decided he wanted to try and expand it to include other card games, but due to a need to pump out product ended up shelving the idea. He would ultimately get the opportunity to revisit the idea and create an expanded card game collection simply called Casino, or Poker Plus under the Sears label.

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In writing about Human Cannonball, I mentioned how odd it was that it came out alongside another daredevil themed game. This short-lived experiment in theme synergy might be something that only could have still worked in this last gasp of the 1970s daredevil craze in the United States, but I can safely say that Sky Diver – released by Sears as Dare Diver – is a much stronger and funnier than its cannon-based counterpart. I would go so far as to say that it stands in the upper echelon of great multiplayer games on the VCS, and certainly it’s one of the stronger entries on any home console in its day.

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Here we go again with another sports game for the Atari VCS that is a bit of an odd fit for the console. Unlike two other prominent and effective sports translations to the platform – fellow March release Bowling and 1978’s BasketballFootball is a game that, by its nature, requires teams to field far more players than the limited number of sprites the VCS can normally place on screen. Despite this, the game actually kind of works, and is a fun, if not terribly accurate, take on the sport.

Football was written by Bob Whitehead, the same fellow behind the 1978 release Home Run – another team sports game that tried to translate something the VCS is ill-suited for. In fact, Whitehead said that Football runs a similar kernel as Home Run – a kernel being a graphics-generating part of the program, essentially the VCS equivalent of a game’s engine. In that game, he was able to multiplex sprites to create a line of three fielders at a given time, and using sprite flickering – alternating which sprite appears where on each individual frame – he could create the appearance of many more players on the field at once. This technique doesn’t come across great on modern displays, but on an old cathode-ray tube television, it’s a bit more subtle. Like baseball, football requires a lot of players, so Whitehead once again combined multiplexed sprites with flicker to field two teams of four players each, alternating which player is visible each frame.

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While so many home games of the late 1970s seem like perfunctory takes on arcade games or real-world activities, sometimes they get really strange… such as today’s game, Human Cannonball. As the name suggests, Human Cannonball is a game where you’re firing a person out of a cannon and trying to hit a target – in this case, a basket-shaped water tower – to score points. Much like last episode’s game, Canyon Bomber, this carnival-esque concept is complicated by physics. This essentially makes Human Cannonball a one-player artillery game; depending on the game type, you’re adjusting the cannon’s angle, the amount of power behind the shot, and location, all in service of nailing the target while also accounting for distance.

March 1979 brought the VCS a slew of new releases, and while some of those were original works, others returned to the tried-and-true realm of arcade-to-console conversions. Canyon Bomber, written by David Crane, brings together two arcade games – the titular Canyon Bomber and Destroyer – into one faithful package, and even improves on them in a few aspects. Much like the arcade Canyon Bomber, two players are dropping bombs from airplanes into a canyon to destroy blocks of varying point values, while the Sea Bomber games see the players controlling aircraft that are dropping depth charges to catch submarines. Looking at them some 40 years later, the cartridge seems pretty fun, but it’s easy to overlook the technical wizardry Crane did to make these games work on the VCS. To truly appreciate those efforts, we have to first look at the arcade originals – both of which are really the first games ported to the VCS that came out *after* the console’s launch, making this cartridge something of a pioneer in a very large group of releases.

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Atari’s new president, Ray Kassar, felt that only releasing new game cartridges for the holiday season was the wrong approach. Rather, Atari should follow what its competitors like Fairchild and RCA had been doing, and release new games throughout the year. While Atari had presented this as part of its plans in both 1977 and 1978 at various points, it did not follow through on these intentions until after Nolan Bushnell had been ousted at the end of 1978. And so, around March 1979, Atari published eight new cartridges for its VCS as part of a “first wave” for the year, including its own home version of the sport of kings, Bowling.

Bowling on the original FRED prototype.

Atari was not the first company to consider producing a take on the best sport you can drink to. Electromechanical versions of Bowling existed in arcades and bars for decades before commercial video games started hitting the scene, and as the sport gained popularity in the 1970s there was interest in developing a video game version of it.  Which brings us to RCA engineer Joe Weisbecker, who created a homemade computer called FRED and got it taken up as a formal RCA project once the company exited the mainframe computer market in 1971. Weisbecker and his group of computer engineers worked over several years to refine FRED into something that could have commercial legs, and games were a major consideration… including bowling. Weisbecker developed a primitive bowling game for the FRED around August 16, 1972 as described in an internal RCA memo, which kept track of the frame and your score. A ball would simply float back and forth on the lane until the player hit a button to send it on its way towards the pins, with a curve being optional. While visually the game is a bit unimpressive today, it would keep track of the score between the players, and even included a primitive method of including audio on the otherwise silent computer. With the right cassette tape hooked up to the computer, it could sync the ball toss action to an audio recording made from a bowling alley.