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Sky Raider was released by Atari Inc. in March 1978, during a period when the company was experimenting heavily with new visual techniques and cabinet designs. Created under the direction of Atari engineers like Owen Rubin, it stood out immediately because of its unusual “into‑the‑screen” perspective, which simulated a forward‑tilted 3D view long before true 3D hardware existed. The game ran on a Motorola 6502‑based board, used discrete logic for its terrain rendering, and shipped in a tall, upright cabinet equipped with a distinctive flight‑yoke controller—a rarity in arcades at the time. Atari marketed it as a premium machine, pricing it at $1,445 on release, and positioned it as a high‑visibility showcase piece for operators looking to offer something visually different from the wave of Space Invaders‑style shooters that would soon dominate arcades. Gameplay in Sky Raider is deceptively simple: the player controls a bomber flying over a continuously scrolling landscape, using the yoke to move a targeting reticle and dropping bombs on ground targets such as towers, bridges, cities, and oil refineries. Unlike later Atari shooters, nothing fires back at the player; the challenge is entirely score‑driven and time‑limited, with each run ending when the on‑screen timer expires. Despite its simplicity, the game’s pseudo‑3D terrain—generated through clever scaling and shading tricks—was considered technically impressive in 1978 and influenced later Atari titles that experimented with depth and perspective. Sky Raider never reached the cultural heights of Asteroids or Missile Command, but it remains an important early example of Atari’s push toward immersive viewpoints, and it survives today through preservation in MAME and appearances on services like Antstream and Plex Arcade.