Retro Game Guy

It's the 1980's again!


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Berzerk…

Berzerk is a 1980 video game developed by Stern Electronics of Chicago.  Supposedly Alan McNeil, the designer of Berzerk, had a dream about a black and white video game involving fighting robots.  During the development of Berzerk, Defender was released and the decision was made to release Berzerk in color instead of B&W.  A few early units were, supposedly, released in B&W with color overlays.   The color units were produced in two distinct batches with the second batch having more variety in the colors of the robots and the number of bullets that they fire.  The Berzerk arcade systems are based around a Z80 CPU and it is one of the first video games to feature speech synthesis.  This may not seem like a big deal in 2013, but it was really amazing in 1980.  The first time anyone played Berzerk, they had to be amazed to hear the game talk to them!

The concept of Berzerk is pretty simple…the player is a humanoid in a maze with a bunch of killer robots.  To survive, you must shoot the robots before they shoot you.  You also have to avoid running into the robots, the electrified walls, and Evil Otto.  Evil Otto adds a significant amount of complexity to the game as you must avoid him as you can not kill him.  Alan supposedly named Evil Otto after the security chief at a previous employer.  The robots in Berzerk are not the ‘sharpest tools in the shed’ as they have a tendency to kill themselves by running into the walls or each other.  Although the concept of the game is simple,  players would find themselves putting quarter after quarter into the game.   Berzerk was the first popular ‘shoot em up’ video game and all of today’s popular shooter games can trace their roots back to 1980.  Berzerk was ported to the Vectrex and the Atari 2600 and 5200 consoles.

Berzerk at Funspot

Berzerk at Funspot

2600 Version…

The 2600 version of Berzerk was released in 1982 and was a smash hit.  Berzerk’s simple graphics were faithfully replicated on the 2600 and the game play was almost identical to the arcade.  Atari included 12 variations including ones with and without Evil Otto, non-shooting Robots, and even one where Evil Otto can be shot and will disappear for a few seconds.  I fondly remember playing Berzerk over and  over on my Sears Video Arcade (Atari 2600) in the early 80’s.  It is a fantastic game and there was something cool about the green label and box.  There was one big thing missing, however, from Atari’s 2600 version…voice synthesis.  Back in 1982, most of us figured that this just could not be done on a 2600.

In 2002, Mike Mika proved this wrong when he developed an improved version of Berzerk featuring voice synthesis.  In ‘Berzerk Voice Enhanced‘, Mike also improved the graphics to make them more closely resemble the arcade.  At various points in Mike’s version you will hear ‘intruder alert!’, ‘chicken, fight like a robot’, and ‘humanoid must not escape’.   Berzerk is a great game for the 2600, but Berzerk VE is an outstanding game that belongs in every 2600 collection!

5200 Version…

The 5200 version of Berzerk was released in 1983 and became an instant classic.  Like its 2600 cousin, the 5200 version faithfully replicates the arcade graphics and game play.  The 5200 version takes it to the next level and features full voice synthesis.  Mike’s Berzerk VE for the 2600 is pretty awesome, but the 5200 version is one step better.  The voice synthesis is tied to the game play so that when Evil Otto is about to appear, you will hear ‘intruder alert!’.  The 5200 port is one of the best arcade conversions in the 5200 library and belongs in every 5200 collection.  The only thing missing is a coin slot and ‘coins detected in pocket’.

7800 Version…

Sadly, no 7800 version of Berzerk was developed.  Fortunately, the 7800 plays almost all 2600 games and you can play Berzerk or Berzerk VE on your 7800.  One day, maybe, some enterprising homebrewer will port Berzerk to the 7800 with full voice synthesis.  Until then, you can enjoy the regular 2600 version or the VE version.

Frenzy…

In 1982, Stern followed up Berzerk with Frenzy.  Frenzy was similar, but a little more difficult than Berzerk.  At least in Frenzy, however, it is possible to kill Evil Otto.  Frenzy was ported to the Colecovision, but not to any Atari home consoles.  A while ago, one homebrew developer was thinking about porting Frenzy to the 7800.  Let’s hope that one day this comes to fruition.

Wild for Berzerk!

Wild for Berzerk!


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Tempest…

Tempest is a 1981 arcade game developed by Atari.  Dave Theurer, a senior programmer at Atari, was trying to develop a 3D game similar to Space Invaders, but ran into a whole host of problems.  Supposedly, Dave had a dream about monsters coming out of a hole in the ground, which gave him the idea for what became Tempest.  The technology used in the Tempest arcade systems included Atari’s (then new) QuadraScan color vector generator, a 6502 CPU, and two Pokey chips for sound and I/O.

The QuadraScan technology allowed Dave to generate 3D ‘tubes’ that form the ‘playing field’ for Tempest.  The goal of the game is to use your ‘Zapper’ to shoot as many enemies and last as long as possible.  The enemies, which appear at different levels, include:

  • Flippers-the most common, appear at level one
  • Flipper tankers-which split into two flippers when hit, appear at level three
  • Spikers-they built green spike that can kill you when you warp to a new level, appear at level four
  • Fuseballs-who zip up and down the channels, appear at level eleven
  • Fuseball tankers- which split into two fuseballs when hit, appear at level thirty-three
  • Pulsars-who electrify the channels, appear at level seventeen
  • Pulsar tankers- which split into two pulsars when hit, appear at level forty-one

There are a total of 99 levels in Tempest, with the first sixteen having unique geometric shapes.  They then repeat, with varied color schemes and increasing difficulty, as the game advances.  In additional to an unlimited supply of ammunition for your ‘Zapper’, you also get a ‘Super Zapper’ which can be used twice in each level.  The first time that the Super Zapper is used, it will destroy all enemies on the playing field.  The second time, it only destroys one, random, enemy.  When all enemies are destroyed, you will ‘warp’ through to the next level.  Tempest is also one of the first arcade games to let your pick your starting level.

Tempest was a monster hit for the Atari coin-op division and it was ported to many platforms of the day including the BBC Micro, the ZX Spectrum, and the Atari ST.  Ports were also planned and partially developed for the Atari 2600 and 5200 game consoles, but, until recently, were never released.

Tempest at Funspot

Tempest at Funspot

2600 Version…

Carla Meninsky developed the 2600 version which was planned to be released in 1983, but was never finished.  The 2600 version plays with a similar concept to the arcade version, but the graphics are crude and the playing field is two dimensional.  In her 2600 port, Carla did manage to include four enemies:  Flippers, Flipper Tankers, Pulsars, and Fuseballs.  Tempest was included as one of the games on the Flashback 4 (November 2012), so now it has been ‘officially’ released.  I wanted to like the 2600 version of Tempest, but, honestly, it is pretty horrible.  Graphics and 2D playing field aside, the control and collision detection are terrible.  In fairness to Carla (who also programmed Warlords…an awesome 2600 game), she never had the chance to finish Tempest for 2600 and I am not sure why AtGames included it on the FB4.  You can read more about the 2600 version of Tempest here.

Another Tempest like game, 3D Genesis, was developed for the 2600 by Videosoft.  Although practically complete, it too was not released until recently.  Videosoft managed to create a better, if not perfect, 3D effect on the 2600.  If you have a 2600 and like Tempest, you should take a look at 3D Genesis here.

5200 Version…

Keithen Hayenga, who programmed RealSports Baseball for the 5200, volunteered to develop the 5200 version of Tempest.  Keithen worked closely with Dave Theurer and was able to use some of the same code as Dave had used on the arcade version.  This was possible, since the 5200 also has a 6502 CPU and a Pokey chip for sound and I/O.  This would make the sound and play of the 5200 version nearly the same as the arcade.  Since the arcade units used vector graphics, there was only so much of the code that Keithen could use as the 5200 needed bit mapped graphics.  Like the 2600 version, the 5200 version of Tempest was planned for release in 1983 and is featured as ‘coming soon’ in most of Atari’s advertising and catalogs in 1983.  A 5200 (and 2600) Tempest box was shown in the 1984 movie ‘Cloak and Dagger’.  Like most software projects, the development of Tempest ran behind schedule and came to a stop when Warner sold Atari in 1984 and let go most of the game programmers.

For years, there was speculation, but no copy or prototype of Tempest for the 5200 surfaced until 1999.  That copy was a version that was approximately fifty percent complete and attempts were made to finish the game, but with only limited success.  Ken Van Mersbergen made the effort to track down Keithen in 2002 and they located a more advanced copy of the Tempest source code.  Ken and Dennis Debro worked on the game, but never quite had the time to finish it.  George Reese is credited with somehow sparking Keithen to contact Ken about finishing Tempest.  With the efforts of Ken, Dennis, and Keithen, after nearly thirty years, a finished version of Tempest for the Atari 5200 SuperSystem was made available for sale by AtariAge at the Portland Retro Gaming Expo in September 2012.  Of course the story doesn’t end there.  Shortly after the expo, bugs were discovered in the Trak-ball control of the game, so back went the programmers to fix the bugs.  Finally, in the past week, Tempest has been released with a beautiful reproduction box, a twelve page manual (in full color), and a cool cart label.  The manual (which has had a life of its own), includes three pages on the history of the game.

Tempest for the 5200 does not disappoint.  Other than not being able to render vector graphics, the SuperSystem demonstrates its ability to be a ‘personal arcade system’ and Tempest rocks on the 5200.  Since the sounds and game tables are the same as the arcade version, it is hard to imagine how it could get any better.  Control with the 5200’s analog joystick is solid and, although I prefer the joystick, it also plays well with the Trak-ball.  I did find that in later rounds, you have really work to avoid the spikes when using the joystick.  This is definitely easier to do with the Trak-ball.  All of the arcade levels and features are present, including the ability to pick your starting level.  There is really not much else that can be said other than it is nearly arcade perfect!

A huge thank you needs to go out to Keithen, Ken, and Dennis for their programming work to finally bring this arcade classic home.  Thanks also to Michael Kosaka for his graphics work and to George Reese and David Exton for their work on the box, manual, and label for this game.  Finally, a big thanks to Al Yarusso for all that he does at AtariAge and for his work to program, solder, and assemble all of the Tempest carts.  At best, a few hundred (or maybe a thousand) copies of Tempest will be sold, so there is no big money being made here.  In an era of overpaid celebrities and sports stars, it is really nice to see people do something to make other people’s lives more enjoyable.

If you have a 5200, get over to AtariAge and order yourself a copy of this classic game.  It may have taken thirty years to be completed, but you should not wait another minute to get your copy!

Wild for Tempest!

Wild for Tempest!


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Centipede…

Centipede is a 1980 video game developed by Atari.  It is notable in that it was one of the few video games that was co-developed by a woman (Dona Bailey) and, also had a large female following.  Centipede was a monster hit for Atari and it could be found in nearly every arcade in the early 80’s.  Centipede is based on the standard Atari hardware of the era with a single 6502 CPU, a single Pokey chip,  and a 16 color CRT.

The concept of the game is pretty straight forward.  The centipede starts at the top of the screen and moves down a level every time it encounters a mushroom.  You must use your wand (blaster) to shoot the centipede before it gets to you.   If you hit the centipede in a center section, it will split in two.  You must also defend yourself from spiders that enter from the sides and fleas that fall from the top.  Scorpions periodically run across the screen and ‘poison’ any mushrooms that they contact.  If the centipede contacts a poison mushroom, it will ‘fall’ to the bottom of the screen.

Centipede at Funspot

Centipede at Funspot

Centipede was ported to a number of home consoles and computers including the Apple II, the Commodore 64, and the Atari 800 and the Atari 2600, 5200, and 7800 consoles.  In fact, it is one of the few games to be ported to all 4 of Atari’s 8-bit game systems.

In 1982, Atari released Centipede for the VCS/2600 and, when you power up your 2600 with a Centipede cartridge installed, you will be amazed with the start screen…you will think that you are about to see an amazing graphical port for the 2600.  Unfortunately, the start screen is as far as the amazing graphics go.  The game graphics are disappointing as the mushrooms have become simple square blocks.   As far as the game play goes, however, the 2600 version has it all…mushrooms, spiders, fleas, and scorpions.  It plays as close to the arcade version as any 2600 port.  In fact, Centipede is one of the top games for the 2600!

When the 5200 SuperSystem was introduced in 1982, Centipede was one of the early releases.  Given that a Centipede arcade unit has the same basic CPU and sound chips as a 5200, it should be no surprise that the 5200 version is a classic port.  Like the 2600 version, all of the arcade elements are present, but this time the graphics and sound are spot on.  Control with a standard 5200 joystick is solid, but the 5200 version supports the use of the Trak-ball unit.  Centipede is one of the top games available for the 5200.

In 1987, Atari released Centipede for the 7800 ProSystem.  Even though the 7800 lacks the sound capability of the 4 channel Pokey chip, Centipede is well executed with a nice start screen, great graphics, and more than adequate sound.   The only thing negative to say about the 7800 graphics is the box that is drawn around the screen.   The 7800 version makes up for any shortcomings with neat two player modes.  Two players can alternate turns, play against each other (at the same time), or play together as a team.

It is hard to say which version of Centipede is the best port.  The two player modes in the 7800 version make it a blast to play with a friend, but I give a slight edge to the 5200 version for its accuracy to the arcade version.  No matter which Atari home console you have, a copy of Centipede belongs in your game collection!

Wild for Centipede!

Wild for Centipede!


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Atari 5200 Pac-Man games…

There were only two officially released Pac-Man games for the 5200 (Pac-man and Ms. Pac-Man), but thanks to the efforts of the Atari community, there is now  a complete library of Pac-Man games for the Atari 5200.

Pac-Man…

Pac-Man was one of the launch titles for the 5200 and it is pretty darn good.  In fact, compared to the rather pathetic 2600 version, this game is almost arcade perfect.  The maze has been modified to fit a TV screen, but, otherwise it is all here.  Great colors, arcade like graphics, no flicker, and even intermissions! The only complaint that one could have would be with the 5200 controllers making it difficult to navigate the maze.  I tested the game with a newly re-built controller and found that it only took a few minutes to get used to the feel of the analog joystick. Pac-Man became the ‘pack in’ game for the 5200 in 1983, so it is easy (and cheap) to find a copy.  Pac-Man belongs in every 5200 game collection.

If you want to play a good game, made even better, Bob ‘Pac-Man Plus’ DeCrescenzo ‘hacked’ the 5200 version of Pac-Man to correct some short comings.  Specifically, Bob fixed the ‘flashing’ of the ghosts, the speed of the game to match the arcade version, and the board where the energizers last forever.  Bob’s version is  not available on cart, but you can play it on an emulator or multi-cart.  Read here for more about Bob’s fixes for Pac-Man.

Pac-Man Plus…

Bob ‘Pac-Man Plus’ DeCrescenzo ‘hacked’ the 5200 version of Pac-Man to create Pac-Man Plus.  Bob changed the mazes to be green, changed the ghosts to have leafs on their heads, and changed the fruits to match the bonus items in the arcade version.  He also added some of the other Pac-Man Plus features such as sometimes having the maze turn invisible and having one of the ghosts sometimes not turn blue.  Be warned that these changes make this game more challenging to play, so you will not get bored quickly.  I don’t think that this variation has been made available on a cart, so you will need a multi-cart or emulator to play this version of Pac-Man Plus.  Read more about Bob’s development of this game here.

Hangly-Man…

Hangly-Man was a 1981 clone of Pac-Man by Nittoh.  It is really just a ‘hacked’ version of Pac-Man in a regular Pac-Man cabinet.  The game play is similar, but the mazes are slightly different.  Also, on the third maze and every odd maze after the third maze, the maze is not a maze at all.  There are a few other differences from Pac-Man that is well documented here.  Once again, Bob has come to the rescue and created a version of Hangly-Man  for the 5200.  In the development of his games, Bob always pays attention to detail and this ‘hack’ is no exception.  All of the major features of Hangly-Man are present in Bob’s version.   I don’t think that this variation has been made available on a cart, so you will need a multi-cart or emulator to play this version of Hangly-Mans.  Read more about Bob’s development of this game here.

Pac-Man Arcade…

Perry Thuente started with the 8-bit version of Pac-Man and developed Pac-Man Arcade.  He then ported his 8-bit version to the 5200.  If you are a fan of Pac-Man and have a 5200, then you will want to get a copy of this game.  Perry will either make a cart or provide a copy of the game for your multi-cart for a very reasonable price.  Differences from the ‘standard’ 5200 version includes great title and intro screens, a better looking maze, better looking ghosts (with white eyes), and improved sounds.  You can read more about Perry’s work here.

Ms. Pac-Man…

Ms. Pac-Man was an official release for the 5200 and is an excellent arcade conversion.  Developed by General Computer Corporation and released in 1983, Ms. Pac-Man demonstrates the strength of the 5200 as a great home console for arcade ports.   This game has great graphics, intermissions, four different mazes, bouncing fruits, and four mostly flicker free pesky ghosts with white eyes!  The AI for the ghosts was improved in Ms. Pac-Man, so they are definitely pesky and more difficult to avoid.  Fortunately, you get five lives as you are going to really need them!  Ms. Pac-Man is not quite as easy to find as Pac-Man, but should not be considered a rare title.  A copy Ms. Pac-Man should have a home in every 5200 collection!

Super Pac-Man…

Super Pac-Man was developed and completed for the 5200, but never officially released.  This is really a shame, as this game is almost arcade perfect.  The colors are bright, all of the arcade features are included, and this game provides some variety from the ‘standard’ Pac-Man format.  AtariAge produced a few carts of Super Pac-Man, so you might be able to find a copy or ask them to make you one.  Otherwise, you will need a multi-cart or emulator to play this game.  You can read more about the 5200 version of Super Pac-Man here.

Jr. Pac-Man…

Jr. Pac-Man is another great game that was developed for the 5200, but not officially released.  This version is very close to the arcade and, like the arcade, the screen scrolls horizontally, there are six power pills, and the fruits have been changed.  As the fruit bounces, it changes the dots into larger, more valuable dots, but can also destroy the power pills.  Since this can be happening off-screen, there is some additional strategy to Jr. Pac-Man than other versions.  The only negative thing to say about the 5200 version is that there is some flicker with the ghosts, but nothing that detracts from the game play.  AtariAge produced a few carts of Jr. Pac-Man, so you might be able to find a copy or ask them to make you one.  Otherwise, you will need a multi-cart or emulator to play this game.  It is really too bad that Atari never released this game as it would have been a big hit with 5200 owners.  You can read more about the 5200 version of Jr, Pac-Man here.

Thanks to the Atari community, at least seven great versions of Pac-Man are available to be played on the 5200.  It is always hard to pick a favorite, but, on the 5200, I really enjoy the extra strategy and difficulty of Pac-Man Plus.

Wild for Pac-Man 5200!

Wild for Pac-Man 5200!


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8-Bit Atari Game Systems…

Since 1977, Atari has released a total of five 8-Bit game systems.  In this post, I will provide a description and a little information about each one…

Atari 2600 (VCS):

Released in the fall of 1977, the Atari 2600 was originally known as the Video Computer System and became the 2600 after the 5200 was released.  It was also sold by Sears as the ‘Sears Video Arcade’.  In the first year of production, the systems were actually made in Sunnyvale and had six switches and heavy, internal, RF shielding.  These units are known as ‘heavy sixers’ and are highly sought after by Atari collectors.  Over the years, many different versions of the 2600 were released.  In 1985, the final version called the Atari 2600 Jr was released.  This version was smaller and less expensive to produce and looked like a small 7800.  The final Atari 2600 was produced in late 1991.

The 2600 was powered by a custom 6507 8-bit CPU running at 1.19 Mhz.  It only had 128 bytes of ram and 4 KB of rom.  Until bankswitching schemes were developed, game cartridges were limited to 4 KB.  Ultimately, some late released games had as much as 32 KB.  Over 500 games were developed for the 2600 and hobbyists continue to develop new ‘homebrew’ games for the system.

Atari 5200:

Released by Atari in 1982, the 5200 was intended to compete with the Intelivision system, but also ended up being Atari’s answer to the Colecovision.  Atari had attempted to develop a system to replace the 2600, called the 3200 (based on a 10-Bit CPU).  This system was difficult to program and was cancelled.  Needing a solution in a hurry, Atari took the design of the their 400/800 computers and made that the base of the 5200.  The 5200 has unique controllers with a keypad and analog, non self centering, joysticks.  These controllers are notorious for failing and contributed to the limited success of the 5200.  The other limiting factor was that it was not backwards compatible with the 2600.  Eventually an adapter was released, but it did not work with early versions of the 5200.  This is too bad as the 5200 is actually a pretty awesome game machine and has arcade quality graphics and sound.

The 5200 is powered by 6502 8-bit CPU running at 1.79 Mhz.  It has 16 KB of ram and 2 KB of rom and can accept cartridges up to 32 KB without bankswitching.  The 5200 also includes a Pokey chip that allows for 4 channel sound.  Two different models of the 5200 were released.  The early models had 4 joystick ports and a ‘high tech’ RF switch box.  Later models had two joystick ports and a standard RF switch box.  A few games (such as Pitfall) only work with the 4 port version and the 2600 adapter only works with 2 port versions and a few late release 4 port units.  A total of about 1 million 5200’s were sold between 1982 and 1984, when the system was discontinued.

A total of 69 games were officially released for the 5200, but many other games have been ported over from the 8-bit computer line.  Additionally, many other games were developed, but not released.  Over the years, the roms of many of these games have been located and released to the public.  Homebrew development has continued as well for the 5200, but not at the level of the 2600.  One notable game, Tempest, was just released this month.

Atari 7800:

The Atari 7800 was released in 1984, shelved, then released again in 1986.  This was due to Atari’s sale to Jack Tremiel and contract issues between Warner and General Computer Corporation (GCC) (the 7800 was actually developed by GCC for Warner).

The 7800 was powered by a 6502 8-bit CPU running at 1.79 Mhz.  It is directly backwards compatible with the 2600 and runs at 1.19 Mhz when in ‘2600 mode’.   The 7800 has 4 KB of ram and 4 KB of rom and can accept cartridges as big as 48 KB without bankswitching.     It was designed as an ‘home arcade system’ and has arcade quality graphics and can manipulate a significant number of sprites without flicker.  The 7800 has two joystick ports (backwards compatible with 2600 joysticks and paddles) and shipped with ‘Pro-line’ digital joysticks with two fire buttons.  Many 7800 games only use one fire button and can be played with 2600 joysticks.  The biggest limitation of the 7800 is that it does not include a Pokey chip and only has two channel sound.  Provisions were made to include Pokey chips in game cartridges, but only two games include a Pokey (Commando and Ballblazer).

Less than 100 games were developed for the 7800, but it had the added advantage of being able to directly play almost all 2600 games.  Like the 2600, there is active homebrew development for the 7800 and more than twenty additional games have been released for the 7800 in the past few years.  About 4 million 7800’s were sold making it a moderately popular game system.

Atari XE Game System:

Released by Atari in 1987, this was essentially a repackaged 65XE computer.  The XE Game System shipped with three games (Missile Command, Flight Simulator, and Bug Hunt), a joystick, a light gun, and a detachable keyboard.  It could use most Atari computer peripherals and was able to play most all of the games developed for the Atari computer line.

A tremendous number of games were developed for the Atari computer line, so the XE Game System can play a huge number of game titles.  Since it includes a keyboard, it can also play more sophisticated games like flight simulator.

The XE Game System had limited commercial success and was cancelled in early 1992.

Atari Flashback 2:

In 2005, Atari released the Flashback 2.  Designed by Curt Vendel, the FB 2 contains a ‘2600 on a chip’.  It includes 42 built in games and it is possible to add a cartridge slot to the unit.  Between the 2 and 2+ (released in 2009), the FB2 has sold nearly 1 million units.  More detail on the FB2 can be found in my January 8th post.


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Galaxian and Galaga…

Galaxian…

Galaxian is an arcade game developed by Namco in 1979 and released in the United States by Midway.   Galaxian was intended to capitalize on the popularity of Taito’s Space Invaders and was also a fixed, space shooter game.  It differed from Space Invaders in that it was a RGB color game and the aliens would break away from formation and ‘dive bomb’ your ship.  The RGB color screen with multi-color sprites and scrolling star background was considered ‘ground breaking’ for 1979.  The Galaxian arcade units were powered by a Z80 CPU and the game was ported to nearly every home console of the era, including the Atari 2600 and 5200, and the Colecovision.

Galaxian at Funspot

Galaxian at Funspot

Galaga…

Namco followed up Galaxian with 1981’s Galaga.  Galaga was similar to Galaxian, but added some new features such as additional alien flying patterns and ‘challenging stages’, which occur periodically during the game.  They also added the ‘tractor beam’ where your ship can be captured.  This adds a cool twist to the game as, if you have additional lives, you can kill the alien to get your ship back and it will attach to your current ship to give you double the fire power.  With more complicated alien movements, Galaga arcade units used three Z80 CPU’s and two sound generators.  Galaga was a smash hit for Namco and ported to a number of home consoles including the NES and the Atari 7800.

In 1983, Atari released Galaxian for the 2600.  The 2600 version was a pretty good port, given the hardware limitations of the VCS.  The one thing that bugs me about the 2600 port, is the crazy yellow borders; I am not sure what Atari was thinking with these.  Fortunately, more than one gamer has ‘hacked’ Galaxian to improve the appearance of the game.  Jess Ragan’s Galaxian Arcade improves both movement and graphics to be much closer to the arcade version.  Nukey and KevinMos3 have teamed up to produce an even more arcade perfect version of Galaxian for the 2600.  You can check out both of these versions at AtariAge.

5200 owners were not left out as Atari developed a pretty good port of Galaxian as one of the release games for the 5200.  The 5200 version doesn’t have any of the cool start screens of the arcade, but the graphics and game play are well done.   Given that the 5200 has a Pokey chip for 4 channel sound, the sounds could have been programmed to be closer to the arcade, but it is still a fun game to play.  If you have a good joystick, you will not have any control issues with Galaxian, but this version also supports the 5200 Trak-ball.  I have played Galaxian with both the standard 5200 joystick and a Trak-ball and it is fun to play either way.

Galxian was not ported to the 7800, but Galaga was one of the first dozen release titles for the 7800. Like many of the early release games for the 7800, it was programmed by General Computer Corporation.  Galaga for the 7800 was positively received by many, but panned by others as not being arcade perfect.  Comparing the 7800 version to the arcade version reveals differences, but none that detract from the game play.  In fact, Galaga is one of my favorite games for the 7800 and is a pretty awesome port when you take into account that compromises had to be made as the arcade units had three CPU’s versus one for the 7800.  Galaga utilizes a single fire button, so you can play it with your CX40 or Flashback joysticks.

If you have a 2600, then you should pick a copy of Galaxian or Galaxian Arcade.   If you have a 7800, you should pick up both Galaxian and Galaga.  Also, no 5200 owner should be without a copy of Galaxian in their collection.  Since millions of copies of Galaxian and Galaga were produced, they are easy to find and are still readily available for purchase at relatively low prices!

Wild for Galaxian!

Wild for Galaxian!


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Asteroids…

Asteroids is a classic arcade game released by Atari in 1979.  To this date, it remains Atari’s top selling arcade game with over 70,000 arcade cabinets sold.  In fact, some operators had to install larger coin boxes to ‘catch’ all of the quarters that gamers were putting in these cabinets.

Asteroids is a mono color vector graphics game.  Your ship is in an asteroid belt and you must destroy the asteroids before they destroy you.  If that isn’t enough, your ship is also being attacked by UFO’s.  You can control your ship to spin left or right, thrust forward, or enter hyperspace and reappear in another location.   In 1981, Atari released Asteroids Deluxe which added a killer satellite and replaced the hyperspace feature with shields.  The killer satellite breaks apart when hit and the parts ‘home in’ on your ship.

If you want to play Asteroids on your 2600 or 7800 you are in luck!  In 1981, Atari released Asteroids for the 2600.  The vector graphics were replaced by multi-colored asteroids, but it played great.  There were 66 variations, including options for speed, bonus lives, hyperspace, shields,  flip, and 2 players.  Of special note, Asteroids for the 2600 was the first bank switch cart release by Atari.   A 7800 version was prepared for the system launch in 1984 and is often referred to as 3D Asteroids.  The Asteroids are multi-colored and appear to have a 3D effect.  Again, the game plays great and offers options for difficulty and 2 players.  In Europe, Asteroids was built into the ROM on the system board and would boot if no cart was inserted into the system.

5200 owners were not so lucky.  Asteroids was developed for the 5200 and planned as the launch game for the system.  In fact, it was planned to be a 4 player version, taking advantage of the 4 joystick ports on the original 5200’s.  Sadly Asteroids for the 5200 was not released by Atari and there is a simple explanation as to why…the 5200’s non self centering analog joystick.  Control is almost impossible and you will find your space ship either spinning out of control or rocketing across the universe until it  crashes into an asteroid.  Supposedly, Atari was looking at developing a special controller for Asteroids, but it, like the game, never made it into production.  In addition to the control problems, the game does not take advantage of the capabilities of the 5200.  Graphically, it is not any better than the 2600 version.  If you have a 5200 multi-cart or emulator, you can give the 5200 version of Asteroids a try.  Also, a few carts of Asteroids for the 5200 have been made and you might be able to get your hands on one of these.  Otherwise, don’t sweat it and just play one of the great 2600 or 7800 versions.

For 7800 fans, there is also the possibility to play Asteroids Deluxe.  In 2007, Bob ‘PacManPlus’ DeCrescenzo heavily modified the original 7800 Asteroids code to produce Asteroids Deluxe for the 7800.  Bob’s version simulates the mono-color vector graphics of the arcade version and takes advantage of the second 7800 controller fire button to activate the shields, but also works well with a standard, single button Atari joystick.  Bob’s version also features the ‘killer satellites’ that break apart and ‘home in’ on your ship…just like the arcade!  An added bonus is also included…hold down the pause button while powering up your 7800 (with the Asteroids Deluxe cart inserted) and the system will boot to a simulated vector edition of standard Asteroids!  Bob’s Asteroids Deluxe is about as close to the arcade experience as you are going to get on a home system!!!  Click to learn more about Asteroids Deluxe for the 7800.

7800 Asteroids Deluxe

7800 Asteroids Deluxe

Until recently, 2600 fans had to be happy with the original 1981 version.  There was one hack that made the asteroids look more like the vector graphics of the arcade, but no additional features were added.  Enter Darrell Spice and his new game ‘Space Rocks’.  Space Rocks will take advantage of the capabilities of the Melody board developed as part of the Harmony Cart project.  The game will be a 32K game and take advantage of the ARM processor on the Melody board.  Space Rocks is best described as Asteroids Deluxe for the 2600.  It features great sound effects, courtesy of PacManPlus, and options for  ‘vector’ or solid asteroids, shields, hyperspace, difficulties, and Magna Mines (Killer Satellites).  The options are selectable on a main menu page which is a big improvement over having to remember which version is which.  Space Rocks is ‘coming soon’ to the AtariAge store, but I have had the opportunity to play the latest release candidate and this game rocks!  Of particular note is how your ship ‘warps in’ and the thrust can be seen when you maneuver.   It is hard to believe that it is a 2600 game and, if you are a 2600 fan, you need to be one of the first to order this game when it becomes available!!!  Click to learn more about Space Rocks.

Wild for Asteroids!


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Multi-carts…

When I started this adventure a few months ago, I had never heard of a multi-cart.  A multi-cart is circuit board, usually mounted inside a standard cartridge shell, that allows you to load multiple games on either flash memory or some type of memory card.  As it turns out, some very creative and talented individuals have developed multi-carts for almost all retro game systems.  For example, multi-carts have been made for the Atari 2600, 5200, 7800, Colecovison, Vetrex, Intellivison, and others.

Multi-carts have become a critical part of the retro gaming community as they allow developers to quickly load and test their games on real hardware.  They also make it possible for others to test game release candidates and report bugs back to the developers.  They are also great for the gamer as a whole library full of games can be put on a single cart, saving wear and tear on cartridge ports.

The Atari 7800 multi-cart was made by Chad Schell and was called the Cuttle Cart 2.  It is estimated that Chad built and sold about 200 of these and they are highly sought after.  The Cuttle Cart used a MMC to load and store the games.  The Cuttle Cart 2 is no longer in production, but you can learn more about it at Chad’s website.

Atari 5200 and Colecovision fans are in better luck as Steve Tucker makes and sells multi-carts for these systems.  Recently, I purchased Steve’s ‘Atarimax Ultimate SD Multi-Cart’ for my 5200 SuperSystem.  This Multi-Cart is an amazing product that allows you to put all of your 5200 games on a single cart.  Steve has also ported over more than thirty 8-bit games including classics like Atlantis, Demon Attack, and Donkey Kong.  Additionally there are a number of hacks, homebrews, and prototypes available for the 5200.  To see all of Steve’s cool products, check out his Atarimax website.

2600 fans are also in luck as a great multi-cart is readily available.  Developed by a team of great guys from the AtariAge forum, the Harmony cart is available for both SD and micro-SD memory cards.  The Harmony cart also works with the 7800 and allows you to play almost all of your 2600 games on either your 2600 or 7800.  Since purchasing my Harmony cart, I have been able to test and provide feedback on the development of a couple of new 2600 games as well as play a number of homebrews and hacks.

The same team that developed the Harmony cart are also working on the H2.  The H2 cart will be compatible with 7800 games.  This will allow those of us who do not have Cuttle Carts to help with development of new games for the 7800.  The development of the H2 has been slow, but it should, hopefully, become available in 2013.

Hooray for Harmony!


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Space Invaders…

The Space Invaders arcade game was developed by Tomohiro Nishikado and released by Taito in 1978. It was a smash hit and Taito sold more than 300,000 Space Invaders arcade games in the first two years. It was so popular in Japan, that it actually created a shortage of 100 yen coins. By today’s standards, it is a pretty simple game; 55 aliens move back and forth and come ever closer to your laser cannon. The aliens also attack with laser bombs and move faster as you destroy them. The original games were a single white color and colored cellophane was used on the display to make it appear that the game was multicolored.

Back at Atari, Rick Maurer was developing a VCS (2600) version of Space Invaders. He got a prototype version of it working, but no one seemed interested. He, thus, moved on to the development of another game. In 1980, Atari was able to license Space Invaders and they had Rick complete his work on the 2600 version. It was a smash hit; the first Atari game to sell over a million copies and is credited with quadrupling sales of the 2600! The 2600 version of Space Invaders was pretty darn good; there were only 36 aliens, but it had variations that the arcade game did not. Rick added 112 variations such as 2 player modes, moving shields, zigzagging bombs, and invisible invaders. If you had a 2600, I am sure that you also had a copy of Space Invaders!

In 1982, Atari released the 5200 ‘SuperSystem’ and Space Invaders was one of the launch titles for this system.  The 5200 version of Space Invaders has a total of 48 aliens that enter from the left and march across the screen, before starting their back and forth movement.  The aliens are multi-colored and mutate their shapes in advanced rounds of the game.  Atari included a total of 12 variations as well as 1 or 2 player options.  The variations include 3 or 5 lives, slow or fast bombs, alternating slow and fast bombs, and bombs that home in on your laser cannon.  The control in this game is pretty good with a standard 5200 joystick, but the 5200 track ball gives finer control of your movements.  Atari included a nice touch by having the sound of the aliens increase as they get closer to the bottom of the screen.  The 5200 version of Space Invaders is not really a port of the arcade version, but, rather, a new concept for the game.  The concept isn’t bad, but it could have been better executed.  The graphics are not really much better than on the 2600 version and this game does not really show what the 5200 is capable of.  Space Invaders for the 5200 is still fun to play, but it could have been a whole lot better.

In 1984, Atari released the 7800 ‘ProSystem’  and officially cancelled the 5200.  Atari developed 7800 specific ports of many arcade classics, but not Space Invaders. Fortunately, Bob DeCrescenzo has done an excellent port of Space Invaders for the 7800. Bob’s game is true to the arcade with all 55 aliens and adds similar options to Rick’s 2600 version such as such as 2 player modes, moving shields, zigzagging bombs, and invisible invaders. Bob also added color options to reflect the different cellophane overlays that were used on the arcade systems. Bob’s version is challenging, addictive, and a ‘must have’ for anyone who has a 7800! Space Invaders for the 7800 is available from AtariAge.

7800 Space Invaders

7800 Space Invaders

If you are lucky enough to have played Space Invaders on all three Atari systems, then I am sure that you will agree with me the Bob’s 7800 version is the clear winner.  If you don’t have a copy Space Invaders for the 7800, rush over to AtariAge and order yourself a copy of this great game!

Wild for Space Invaders!