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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Atari 7800 Pac-Man games…

The only officially released Pac-Man game for the 7800 was Ms. Pac-Man, but thanks to Curt Vendel and Bob DeCrescenzo, we now have a complete library of Pac-Man games for the Atari 7800.

Ms. Pac-Man…

Programmed by General Computer Corporation as part of the first set of games for the 7800’s release in 1984, Ms. Pac-Man is an excellent conversion.  Ms. Pac-Man demonstrates the strength of the 7800 as one of the best home consoles for arcade ports.   This game has great graphics and pretty much has it all…title screen, intermissions, four different mazes, and four flicker free pesky ghosts!  Better yet, since millions of copies of this game were produced, a boxed copy can be had for less than ten dollars.  The only thing that should stop you from picking up a copy for your collection is whether or not you decide to purchase the Pac-Man Collection described next.

Pac-Man…

It is hard to believe that Atari never developed a version of Pac-Man for the 7800.  Fortunately Bob ‘PacManPlus’ DeCrescenzo has come to the rescue.  Speaking of rescue, in 1996 Curt Vendel found the source code for Ms. Pac-Man in a dumpster.   It seems that in Atari’s haste to ‘go out of business’, they inadvertently discarded the source code for several games.  Through Curt’s efforts, this source code was preserved and released to the public domain.  Bob used this source code to develop several new Pac-Man games for the 7800.  Originally, Bob developed one game at a time, but already had the idea to put them together as a collection.  Included in Bob’s Pac-Man collection are:

  • Pac-Man
  • Pac-Man Plus
  • Ms. Pac-Man
  • Ms. Pac-Attack
  • Hangly Man
  • Puck Man
  • Random Mazes

Bob’s collection is about as arcade perfect as can be done on a home system.  He even ‘tweaked’ the already pretty awesome Ms. Pac-Man to be even better.  The Pac-Man Collection has been one of the best selling carts at AtariAge since Bob put it together.  If you have a 7800 you need to have this cart in your collection…don’t hesitate any longer!

Super Pac-Man…

After he released his Pac-Man Collection, Bob turned his attention to creating a version of Super Pac-Man for the 7800.  Before I started this thread on Pac-Man games, I really didn’t know much about Super Pac-Man and I don’t remember ever playing it in an arcade.  I didn’t know what to expect when I ordered my Super Pac-Man cart from AtariAge, but I have to say that I really like this game.   As always, Bob took care to make as accurate a port as possible and his 7800 version is a blast to play.  The colors are bright, all of the arcade features are included, and this game provides some variety from the ‘standard’ Pac-Man format.  If you are a fan of Super Pac-Man, then this cart should be in your 7800 collection!

Jr. Pac-Man…

This one started out as a fairly elaborate April fool’s joke on the AtariAge forum back in 2009.  Bob DeCrescenzo had been working on Jr. Pac-Man and got a few friends to go along with the hoax that a prototype cart of Jr. Pac-Man had been discovered.  The joke went pretty well until some discovered Bob’s initials in a line of code.

Jr. Pac-Man for the 7800 is another Bob classic and has become my favorite Pac-Man game.  Like the arcade (and unlike the 2600 version), 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.

Jr. Pac-Man is another awesome game and is available on cart from AtariAge.

Thanks to GCC, Curt Vendel, AtariAge and, most importantly, Bob DeCrescenzo, almost every variation of Pac-Man is available to be played on the 7800.  I asked Bob which version was his favorite…can you guess what he said?  Considering that he goes by the handle ‘PacManPlus’, his answer should be easy to guess!

Pac-Man gamesfor the 7800

Pac-Man games
for the 7800


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Atari 2600 Pac-Man games…

There were three officially released Pac-Man games for the Atari 2600.  In this post, I will discuss these as well as some homebrews and hacks.  Be sure to read my previous post about the arcade versions of these games.

Pac-Man…

Released by Atari in early 1992, Pac-Man ended up being the best selling game ever for the 2600.  It went on to sell more than seven million copies at $37.95.  That was a heck of a lot of money back in 1982 and would be more than $80 today.  The 2600 version was programmed by Tod Frye who was one of the first Atari programmers to receive royalties.  It has been reported that Tod was paid more than $1 million for his efforts.   Atari spent more than $1.5 million on advertising and marketing for Pac-Man.

Unfortunately, the game was horrible and it looked nothing like the arcade version.  The maze was nothing like the arcade maze and since when did Pac-Man grow an eye?  Pac-Man’s orientation doesn’t change when he changes direction and there is a tremendous amount of flicker with the ghosts.  Supposedly, there were better prototypes that had been developed, but Atari wanted to squeeze the game onto a 4K cartridge to save money.

Pac-man did sell seven million copies, but Atari had produced twelve million and, after playing the game, many customers returned it for a refund.  Thus, Atari ended up with more than five million unsold copies.   Unless you need to have this game for some collecting reasons, don’t even waste one dollar of your money on Pac-Man!

Ms. Pac-Man…

Released by Atari less than a year after Pac-Man, Ms. Pac-Man turned out to be an excellent port to the 2600.  Maybe the reason why is that it was actually programmed not by Atari, but by Mike Horowitz and Josh Littlefield of General Computer Corp (GCC).   Mike and Josh managed to get pretty close to that arcade experience, given the limitations of the 2600.  In fact, they pretty much have it all…four ghosts, bouncing fruit, animated title screen, four different mazes, and Ms. Pac-Man looks like Ms. Pac-Man.  There is still some flicker, but much improved over Pac-Man.   Ms. Pac-Man uses an 8K cartridge, versus 4K, and it is worth every K!

Ms. Pac-Man belongs in every 2600 collection and is the basis for several hacks.

Jr. Pac-Man…

Developed in 1984, but not released until 1987, Jr. Pac-Man was also programmed for Atari by GCC.  This time, Ava-Robin Cohen did the programming and she did an awesome job.  Once again, almost all of the arcade features are present in the 2600 version and it is a blast to play.  The biggest difference between the arcade and the 2600 version is the scrolling.  The 2600 version scrolls vertically, instead of horizontally.   Other than that, it is all there…Junior, the ghosts, candies, scrolling screen, etc.!

Pac-Man Arcade…

Using the Ms. Pac-Man code as a starting point, Rob Kudla created the Pac-Man that Atari should have done in 1982.  Rob extensively hacked Ms. Pac-Man to create a great version of Pac-Man for the 2600.  The mazes, sounds, graphics, and gameplay are all much closer to the arcade than Atari’s original version.  Photos of the game and several review comments are posted, so be sure to check out AtariAge to learn more about Pac-Man Arcade.

Pac-Man Plus…

Using Rob Kudla’s Pac-Man Arcade as a starting point, Bob ‘PacManPlus’ DeCrescenzo did some additional hacks to create a ‘plus’ version of Pac-Man.  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.  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 to version of Pac-Man Plus.

Pac-Man 4K…

Dennis Debro set out to make a 2600 Pac-Mac version, as close to the arcade as possible, using only a 4K cartridge.   Recently his Pac-Man 4K has become available from the AtariAge store.  For a 4K effort, Dennis has done an amazing job.  The maze, graphics, and gameplay are just about as close as you can get to the arcade, especially given the 4K size of the game.  My only feedback is about the amount of flicker for Pac-Man and the ghosts.  Photos and a video of Pac-Man 4K are posted at AtariAge, so go check them out.  Flicker aside, Dennis has shown what Atari could have done with a 4K limit for Pac-Man!

Hack’em/Hangly Man…

At one point, the folks at Ebivision had developed a Pac-Man game for the 2600.  Due to licensing issues, they instead turned it into Pesco.   Nukey Shay took their original Pac-man code and has made many changes and updates to create one darn good Pac-Man for the 2600.  He has even included the Plus mode and is working on a Ms. Pac-Man game as well.  To read more about his efforts, see his thread at AtariAge.

There have been plenty more hacks of Pac-Man games for the 2600, but I have tried to cover the most significant ones.  This actually took a lot more time and research than I thought it would!  Next up…Pac-Man games for the Atari 7800…for now, I need to go play some Pac-Man!!!

PacMan for the 2600

Pac-Man for the 2600


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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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Scramble…

Scramble is a video game developed by Konami in 1981 and distributed in the United States by Stern.  It is a side scrolling ‘shoot ‘em up’ with outstanding graphics and game play.  In Scramble, you control an aircraft with the goal of getting as far into the Scramble system as possible.  In addition to controlling the movements of the aircraft, you must also use your guns and bombs to destroy rockets, UFO’s, and fuel tanks.  You must keep an eye on your own fuel and destroy a fuel tank to increase your fuel level.

In Scramble the terrain is constantly changing and you must fight your way through six stages:

  • Stage 1:  Launching Rockets
  • Stage 2:  UFO’s
  • Stage 3:  Meteors
  • Stage 4:  Launching Rockets from tall buildings
  • Stage 5:  Mazes
  • Stage 6:  Base

The Scramble arcade units were powered by two Z80 CPU’s and two AY-3-8910 sound generators.  It was ported to the Commodore 64, Vic 20, and Vectrex, but not to any Atari systems.  Scramble was succeeded by ‘Super Cobra’ which was ported to the Atari 2600, 5200, and 8-bit systems.

Thanks to Bob ‘PacManPlus’ DeCrescenzo, it is now possible to play Scramble on the Atari 7800.  Bob started his work on Scramble in late 2011 and completed it in March of this year.  Bob had made a few cartridges for AtariAge forum members and now Scramble is available for order from the AtariAge store.

Bob referenced the original arcade ROM’s to produce as faithful of a port as possible.  Comparing Bob’s Scramble to the arcade version, shows his typical attention to detail.  Given that the 7800 only has a single CPU and limited sound, Scramble for the 7800 is amazingly close to the arcade version.  My only comment about Scramble is that the game has some bright colors and some of them ‘saturate’ on my 7800.  I have tried Scramble on two different systems with the same result.  The color ‘saturation’ seems to only affect the lower portion of the screen and does not have any impact on game play.

In an earlier post, I discussed controllers for the 7800.  In order to control the guns and bombs, a two button controller is a must.  When I play Scramble, I prefer my modded CX24’s.  Scramble is a fun game, but it takes a lot of practice to get good at it.   Bob has built in three difficulty levels into the 7800 version which will keep you coming back for more.  Scramble is a unique side scroller for the 7800 which not only pushes the system to its limits, but, also, shows what a great home arcade system it is!  Once again, Bob has ‘knocked it out of the park’ with Scramble…another must have for your 7800!!!

Wild for Scramble!

Wild for Scramble!


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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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Moon Cresta…

Moon Cresta is a 1980 Arcade game developed by Nichibutsu. It is a single player (or two player, alternating) space shooter and was unique at the time for it’s multi-level concept. Instead of the usual format, in Moon Cresta you get a three part ship. For a 1980 arcade game, the variety and movements of the aliens are amazing. To start the game, you get the first part of your ship. If the aliens destroy part of your ship, then you get the next part. If you successfully destroy four alien waves, you must dock with the remaining portions of your ship. The quicker that you are able to dock , the more bonus points you will receive. When docked, your ship is larger and easier for the aliens to hit. Also, when firing, the cannons will alternate firing from different parts of your ship. Since the cannons are spaced differently, this has an impact on your aim. When all three parts of your ship have been destroyed, the game is over. At 60,000 points, you earn a bonus play. Click on this link to learn more about the arcade version of Moon Cresta.

Moon Cresta has become one of my favorite games for the 7800. The 7800 version was written by Bob DeCrescenzo in 2011 and Bob provided a few carts to Atari retro gamers last fall. Just recently, Moon Cresta has become available for order at the AtariAge store. Bob’s 7800 version is true to the arcade and the graphics look great. Bob spent quite a bit of time getting the alien movements to work correctly and the result is fantastic. Moon Cresta is a hard game and it took me a long time to finally get to 10,000 points. I was hoping that some type of bonus would happen at 10,000 points, but the bonus occurs at 30,000 points in the 7800 version. So far, I have only managed to get to 30,000 points 3 or 4 times. I can’t image ever being able to play Bob’s Moon Cresta on the most difficult setting. Once again Marc (Freelancer Games) has done an outstanding job with the label and box graphics. Click here to learn more about the development of the 7800 version of Moon Cresta. To buy a copy of Moon Cresta for your 7800, visit the AtariAge store.

Wild for
Moon Cresta!