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 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.

Continue reading “Casino (Poker Plus) – March 1979”

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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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.

If you’re going to sell a specialized controller, it’s important to ensure you have games that are going to make good use of it. It’s unlikely that Breakout would have worked particularly well if it didn’t have the paddle controller, and Brain Games makes excellent use of the keyboard controller to allow the player to tap a specific key to do exactly what they want. Which brings us to today’s game, Alan Miller’s Hunt and Score: the game uses the keyboard controllers pretty well, but it probably could have worked just fine without them.

Hunt and Score is the VCS take on a memory match game, which is not coincidentally the title Sears sold it under. You’ve got an array of squares, each with some kind of object underneath. The player’s goal is to match two identical objects in a turn. This incredibly simple concept has likely existed for at least as long as playing cards and their equivalents have, with the card game known under the title Concentration. And here, Miller brings that card game to the home console, without any need to shuffle a deck or clean up afterwards.

Continue reading “Hunt & Score (Memory Match) – October 1978”

the release of the Atari keyboard controllers in the fall of 1978 necessitated the development of games that actually use them. Atari’s developers were in need of game ideas that could play to the keyboards’ strengths, and as such turned primarily to existing mental puzzles and computer programs. We saw this last time with Larry Kaplan’s Brain Games, a collection of basic memory and mathematic games, and we’ll see it again next time with Hunt & Score. But for now, we’ve got Codebreaker, which is the VCS rendition of a pair of logic puzzle games with fuzzy origins; one dates back at least to the early 1900s and the other to around the 1500s in its current form, but is probably really a variant of a number game that goes back to the earliest days of human civilization.

The original version of the first game on this cart is known as Bulls and Cows for reasons I haven’t quite managed to put together. In that rendition, one player comes up with a secret, four-digit number and the other must try and guess it in as few turns as possible. After the second player gives their guess, the first player lets them know how close it is by telling them the number of cows – the number of digits that are correct but in the wrong position – and the number of bulls – the number of correct digits in the right spot. If the second player gets four bulls, they win the game. The game is probably better known under the name Mastermind, a codebreaking game using colored pegs instead of numbers that was first published commercially in 1971 by Invicta Games.

Continue reading “Codebreaker – October 1978”

I don’t think it’s a secret that baseball, as a sport, doesn’t lend itself well to early video game consoles. One team is always going to have nine players on the field, while the other is dealing with their batter, along with any base runners they might have on the field at the moment. Meanwhile, the consoles in question typically are limited in resolution, controller input options, and memory. But that didn’t stop programmers and developers from trying their best to translate the popular sport to the video game machines of the day, and eventually they succeeded in making some really good renditions of America’s pasttime. Unfortunately, Atari’s Home Run, released by Sears as simply Baseball, is more of an iterative step on that journey rather than one of the benchmarks.

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In the early days of home game development, it was pretty plain to see when developers were pulling from an existing arcade title, and when they appeared to just be seeing what they could make work on a microprocessor. Hangman, released by Sears as Spelling, seems very much like the latter. It falls into the category of games that can be played with another person around the house, albeit not a terribly exciting one.

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Fresh off a strong and successful 1977, Atari’s Video Computer System was in a good place. Hundreds of thousands of units had been sold; the company’s home game design team continued to grow and was getting more experienced. Having exhausted most of Atari’s top-tier arcade titles, those same developers had to get creative on what to make next. One of those designers, Ian Shepherd, seemed to have decided to look backwards for inspiration – about 15 years backwards, specifically, to one of the very first video games ever designed: Spacewar.

Continue reading “Space War (Space Combat) – October 1978”

 

For as long as people have been mashing up numbers, they’ve been looking for ways to make the process easier. Whether it’s mathematical techniques like long division or using an abacus to keep track of large numbers, anything that can help reduce human error, we like.  And similarly, anything that might make teaching math easier, well, we’ll give that a shot too.

It’s no secret that computers are good at math problems, and the introduction of the pocket calculator in 1971 gave the general public its first real opportunity to find that out firsthand; suddenly, the idea that using a computer to learn things that traditionally required books, paper and pencil didn’t seem so far-fetched. And so when the first programmable game consoles started arriving on the market, they all tried to position themselves as being more than just game machines – they could teach your kids math, vocabulary, and even some social studies in a fun, entertaining environment.

Continue reading “Basic Math (Math) – September 1977”

 

From early on, video games have been translating the games people play in the physical realm to the digital. Sometimes this manifests as a sport, like racing cars, but it can also take the shape of something you might play in everyday life. One of the earliest computer games was a 1954 computer conversion of blackjack done on an IBM-701 by Los Alamos engineers to break down the best ways to play the game, and it would prove to be a popular target for computer programs in the 1960s and 70s, with early renditions such as David Frailey’s September 1967 version for DEC’s PDP computer line, and another written in BASIC that was included in David Ahl’s seminal book, 101 BASIC Computer Games.  With this kind of background, it’s not terribly surprising that the card game was routinely among the earliest releases on the first programmable consoles, either.

Continue reading “Blackjack – September 1977”