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.

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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.

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The vast majority of the early VCS games covered so far were games that the developers were personally interested in putting together. Whether these were ports of popular arcade games, conversions of tabletop timewasters, or novel concepts, marketing had largely stayed out of the way on what games came along and focused on selling them. But there were exceptions, even at this stage, of which Brain Games is one.

The crux of the marketing department’s request involves the VCS’s mix of controllers. You’ve got the two major ones that were packed in with the console itself from the get go: the joystick and the paddle controllers. The vast majority of the games on the platform use the joystick, which is surprisingly flexible for having one button. A smaller number use the paddle controller, which is much more limited in the types of games that it excels at; developer Larry Kaplan noted that marketing specifically requested that the programmers create games that use the paddles to ensure that users were still getting use out of them, which is why he put together Street Racer for the VCS’s 1977 lineup. The VCS also hosted two other controller types though: The driving controller, used in the system’s heyday with only Indy 500; and the keyboard controller.

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We’ve seen a slow progression of video game sports through the 1970s up to this point, both on the VCS and off of it. Pong was a deeply simplified version of ping pong, and all the other sports games on the original Magnavox Odyssey were functionally the same basic thing. The same holds true for a number of early arcade sports renditions: hockey becomes Pong with a specific goal area, Volleyball and Basketball become vertically oriented versions of Pong, and so on. Racing games got to become their own genre pretty early on, however, and baseball followed shortly thereafter. 1978 would prove to be a watershed moment for one particular sport, however, as a full, non-Pong version of Basketball made its debut on the Atari VCS.

Coincidentally release at the same time as another basketball game that came out alongside the Magnavox Odyssey2 in 1978, Atari’s VCS version of the sport is seemingly the first commercial attempt at the game to really try and translate the major appeal of basketball into a video game. Creator Alan Miller has noted that he played on his high school basketball team, and as the eldest of six kids had spent a lot of time in his youth coming up with games for everyone to play; it seems likely that he wanted to try and translate a sport he enjoyed to the VCS, and he largely succeeded.

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It’s undeniable that Atari initially made its name with Pong. This simple two-player take on a tennis game was an incredible arcade success for the company, with competing clone machines popping up in the years following its 1972 debut. Even the earliest years of the home console market saw an array of Pong clones – itself a clone of the tennis game on the original Magnavox Odyssey. There is just one problem with Pong: It’s a two-player game. If you don’t have someone to play with, you’re not going to spend money on it.

There are two ways to tackle this problem, and Atari essentially covered them both. The first is the solution seen in the 1977 VCS game Video Olympics, where developer Joe Decuir programmed a simple computer opponent for players to compete against. This required actually having the memory available and the processing power to actually create your digital foe, and in the mid-1970s these were both in short supply. The other option was to reimagine Pong as a single player game.

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Coming as it did at the tail end of westerns’ day in the sun, the old American west might not be the most popular setting in video games, but it has popped up a few times over the years, from Wild Gunman to Sunset Riders up to the recent Red Dead Redemption games. But if you want to see an early example of a video game western, then Outlaw has you covered.

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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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