Category: Console Gaming

The AtariBox story continues to be dismal

Update from the Register… It’s sad that this is the reality but it’s about exactly what I expected, and have been warning the public about since the crowdfunding campaign pitch.

Don’t give these people money until they have a product. Promises and hype are nothing. Shame on the people who continue to abuse the Atari name for continuing to string gullible fans along with so little evidence of any actual work happening toward delivering on the vision they pitched over 2 years ago.

Meanwhile, in the real world, Collectorvision’s Phoenix console is shipping in October, and was announced after Atari first announced the AtariBox concept. The Phoenix not only plays ColecoVision games through a cartridge slot, it also has an FPGA core to play Atari 2600 cartridges as well. It’s not trying to be a next-gen console or a brand reboot for a dead company, but it exists, it works, it plays classic games with incredible fidelity to the original hardware, and I’ve touched one.

Book Review: Arcade Perfect by David L. Craddock

An interesting thing happened to me few months ago.

I was reading Shovel Knight, by David L. Craddock, published by Boss Fight Books, and thoroughly enjoying the ride, when I received an email from none other than… David L. Craddock. Craddock had found my contact info through this website, and he wanted to know if I’d be interested in reading a pre-release copy of his latest book, Arcade Perfect, and publishing a review on it.

I thought that the name sounded familiar, so I looked him up, and found that he’d written the book that was in my left hand, as I read the email on the smartphone in my right hand. I wrote back, asking him if he was indeed one and the same. He was. I felt oddly watched.

Shovel Knight was a fantastic read, a detailed history of Yacht Club Games’s origins and how they came to create one of the best videogames of 2014. It was well paced, thorough,, interesting, and covered the human side of the story as well as the technical.

Of course I said yes.

I also offered to provide feedback on the manuscript, as I have helped several other authors in the past with technical review of their manuscripts. Craddock appreciated my offer and offered me an acknowledgement in his Foreward. I say this not as a brag, but for transparency’s sake, to say that this may not be a review completely free of bias, although I’ll strive for that anyway.

Arcade Perfect is a collection of histories on over a dozen popular arcade games, and the story of how they were ported to home consoles. If you’ve read Racing The Beam, or The Ultimate History of Video Games, this book will be of interest to you.

The book is long. At nearly 600 pages, it will take you a while to get through. It spans almost the entire the breadth of video gaming history, starting with Pong and going through about 2015-17. Golden age titles Pong, Space Invaders, Pac-Man, Ms. Pac Man, Missile Command, and Donkey Kong are all given treatment, as is Tetris, and the 90’s are represented by the games NBA Jam, Street Fighter II, Mortal Kombat, Terminator 2: Judgment Day, and Teenage Mutant Ninja Turtles. Each of these games has an interesting back story of how it came to exist, and how it was brought from the arcade to home consoles. The challenges the developers faced are many. Most if not all of these games were ported to other platforms not by the original developers, but by another talented programmer or team. Oftentimes, no original project documentation was provided to the porting effort, and developers had to “interpret” the game by playing it until they knew it backwards and forwards, reverse engineering to the best of their ability, and working within the constraints of the target platform’s hardware, dealing with hard deadlines and high expectations to deliver an acceptable translation of a very popular title eagerly anticipated by a rabid consumer fanbase.

The last 150 or so pages of the book are devoted to full transcripts of the interviews that Craddock conducted with various creators who worked on the games. This is primary resource material and very nice to have in its entirety.

The book is illustrated, although in the advance copy I saw, the image layouts were still rough. I would hope that these issues will be addressed before the first edition of the book goes to print.

Arcade Perfect is available today. Follow the author on Twitter @davidlcraddok.

Atari taking pre-orders for VCS console. But where are the games?

Atari made another announcement about their upcoming console, formerly known as the AtariBox, today. They are now taking pre-orders, through their website, as well as GameStop and Wal-Mart, and expect to be shipping orders in early 2020.

I went to Atari’s website, AtariVCS.com, to see what other information I might find about upcoming game titles, and found… no further information.

Well, nothing beyond what they’ve already announced months ago, about making old classics available through the “Atari Vault”. Which, given the existence of 9 previous generations of Atari Flashback consoles, which have sold for less than a third of what the Atari VCS will sell for, doesn’t make me feel too excited. The “Atari Vault”, which seems to echo Disney’s marketing with the “Disney Vault” of old re-releases that they would only put out once in a while, to ensure demand for them when they did, isn’t really an apt metaphor, considering that Atari IP has constantly been repackaged and made available with every generation of new hardware, from the NES to Now. This is simply the latest such repackaging.

Atari have a section of their site devoted to game developers, with an email link for interested developers to contact Atari for more information about developing for the system.

I make games, so I tried sending an email to their address, devs@atari.com. The email bounced.

Not a great sign. Even if there are developers interested in working with Atari on games for the new system, they can’t contact them, because their email server isn’t configured correctly. 

Something tells me that if they can’t even be bothered to verify that their mail server is working before they launch their website, they aren’t exactly doing the best job with running the company.

It may be that this is simple incompetence on the part of whoever set up the site and didn’t bother to test critical functionality, and this will be corrected quickly. Or it may be that they didn’t bother setting up their email server correctly because they don’t have a product, or are so far behind in having a product ready that they’re not really able to field inquiries from would-be developers.

It’d be rather surprising if this were true; it’s one thing to scam backers on Indiegogo, but GameStop and Wal Mart would certainly file expensive lawsuits if Atari failed to come through with a product, wouldn’t they? One would expect so. But I think unless Wal Mart and GameStop actually advance any money to Atari, they wouldn’t have any reason to do so. Pre-orders don’t always mean that the product gets released after all, and retailers don’t have any control over that. Products often get canceled and delayed, and it’s almost a routine thing these days. Being partnered with two major retailers really doesn’t mean anything for Atari’s credibility. If Atari did end up failing to deliver and canceled the new Atari VCS console, GameStop and Wal-Mart already have returns departments that would reimburse customers. Meanwhile, they can sit on the money and allow it to collect interest from now until release day.

As usual, until Atari does more than show digital renderings of the case and controllers, and actually show working hardware, and announce a game lineup that is more than just repackaged old content, there’s no reason to recommend anyone buy this console. While I’d love to see the Atari of Old return and become a vibrant and relevant force in the industry again, the Atari of Today isn’t that company, and hasn’t yet shown the world anything to get excited about yet, a few pictures notwithstanding. I’m still skeptical that Atari is capable of successfully launching a new console in 2020.

To have any hope of being successful, Atari needs to bring exclusive new games that provide a compelling, refreshing vision of what their original intellectual property could have become if it had continued to be developed and evolve from the 1970s to the present day. 

Their one title that they announced when they first pitched the AtariBox concept to crowdfunders about a year ago, Tetris 4K, was released last year — on other consoles. Consoles that actually exist. No other titles have been mentioned. Atari only makes vague statements about “talking with developers about some exciting things” and that they “can’t reveal more information at this time.” That’s hardly confidence-inspiring.

So, Atari, where are the developers? Where are the games?

From what Atari have been able to tell us about the upcoming hardware, it is a generic AMD x64/Linux machine with their branding and front-end, and will run games that run on standard Linux. Which means, a pretty big library, potentially, right out of the starting gate, but also means little reason to expect any games released for the Atari VCS will be exclusives that would draw gamers to buy the hardware. And why own an AtariBox if you can buy the same games for the conole(s) you already own?

Analogue Mega Sg arrives a week early

Analogue was announcing that their new Mega Sg, a FPGA-based Sega Genesis clone, would be shipping in April. But I was pleasantly surprised to receive mine, preordered a few months ago when they were announced, early last week, only a day or two after early bird reviews started hitting my favorite YouTube channels.

It’s pointless for me to do a review after GameSack and My Life In Gaming so thoroughly covered every conceivable aspect of the system, but I’m pleased and impressed that Analogue delivered this not just on-time, but a week early. And really, when they told me April, I was expecting it would be more like mid or late April, which makes this about a month early. In an age of crowdfunded preorder projects that are always later than projected, this impresses me. Kudos to Analogue.

Atari VCS hardware refresh announcement… lol

So, Atari… remember them?

Yeah, they’re still at it. After about a year of relative silence from the VCS project, the other day they made a Big Announcement, which is that they are delaying the project to late 2019.

Surprise! No, not really. Everyone pretty much called this before they finished their initial round of crowdfunding.

But, so as to be able to spin this delay as a positive thing, they are changing the hardware specs to a more powerful system. Still not world beating hardware by any means, not that it ever needed to be. And more is always better, I guess. But I don’t think the actual hardware is all that relevant to this product. Really, it’s just taking a commodity small form factor AMD64 architecture system, and putting it in a nice looking case that evokes the classic, original Atari VCS. Basically, Atari can place an order with AMD to produce the boards and chips, and install them in custom designed cases that they can pay an injection mold company to manufacture, and pay someone else to assemble them.

Atari’s real job is to focus on the software, the operating system, user environment, and the games. Especially the games. And their announcement was, again, suspiciously silent on these topics.

We know the OS will be a linux distribution, with some kind of customized desktop environment designed to provide a good user experience as a game console.

We know that they will include some emulator(s) to enable playing of classic Atari-era games. We know that there are already dozens of platforms that already do this, so while it’s nice, and to be expected, it doesn’t seem to me that this is a compelling reason for anyone to buy an Atari VCS. Atari Classics have been repackaged and resold on every platform for decades, since the NES and Game Boy. While keeping these games around and still available is great, if you already have them on an older system, Atari have to do something extra-special to make them compelling to consumers to make them want to buy them again, like online leaderboards, social media integration, video streaming integration, something. And we’ve heard nothing about it for about two years since they made their crowdfunding goal.

We know that Atari wants to provide modern reinterpretations of classic Atari games. Apart from Tempest 4K, we haven’t heard anything. And Tempest 4K is already out, and has been for about a year now, on the PlayStation 4 and other platforms. Non-exclusive updated classics will not move units. Why would anyone spend $300 on yet another console when they can just buy the game for a console they already own?

We also know they’re supposed to be shipping modern reinterpretations of the classic Atari CX40 joystick, a modern-looking gamepad with Atari aesthetics, and (one would hope, but I have yet to see anything about this) some kind of paddle controller, but there’s been no mention of these either.

So, another year has gone by, and Atari just announces that they’re revising the hardware specs, before they even got the original hardware specs out the door. And we still have no idea what’s going to run on this system, beyond vague “It will run Linux” and barely anything, really next to nothing, about the actual games. Which is the whole reason anyone buys a game console, to play the games.

This is sad, and exactly what I expected from the beginning.

I would have really enjoyed a resurgent Atari with new games based on classic IPs, too.

Google Stadia: impressions

Google recently announced a new game platform, called Stadia, at the 2019 Game Developers Conference in San Francisco, CA.

It can run though any device that is capable of running Chrome, which means that they already have a huge install base ready to consume. This should make the service very lucrative, potentially, as there’s almost barrier to trying the service out. It streams over high speed internet, meaning that there’s no need for any hardware beyond what is necessary to run a web browser, nothing new to buy, well, except for the gamepad. Which, see below.

Streaming

I’m immediately disinterested in any game platform that I can’t own in the traditional, tangible sense of own. Streaming games do not appeal to me. I like physical media, I like the ability to go back and play old games that I own, whenever I wish. Streamed content is always in the control of the vendor, and is subject to updating, being discontinued, and so on. There’s no guarantee that streaming resources will continue to stream forever, and it’s virtually certain that at some point the stream will either “run dry” or stream something different than original.

The downside (I guess) of traditional owned-media is that over time you accumulate a vast library which becomes difficult to store and manage, and may deteriorate over time. If you don’t like it, you can always sell it, trade it in, give it away, or throw it in the trash, so I don’t really see why that would be a downside, but if you’re a collector like I am, you like the fact that you can keep old tech and go back and use it 10, 20, 30, even 40 or more years after it’s no longer being supported, as long as the devices that drive it continue to function or be repairable.

But that’s just me. There seems to be a lot of evidence to suggest that a convenient, well-managed service would be popular and profitable with consumers who don’t all care about history and preservation as much as I do. Look at Netflix. They are doing very well, and while people are occasionally bummed out when Netflix drops a movie from its offerings, that doesn’t seem to stop them from having a profitable business selling subscriptions to a service. If Google nails the execution, there’s no reason to believe they won’t likewise be as successful, if not more.

The controller

A very standard, generic looking dual analog stick gamepad. Initial impressions are that it doesn’t look especially comfortable in the hand compared to the competition. Google didn’t need to innovate here, gamepad design is pretty mature today, even if companies like Nintendo continue to dare to try new ideas (Switch, Wii U, Wii). Still, I’m not sure why Google would emphasize their controller given that it is so very unremarkable in its design. Given that the controller appears to offer nothing new, one wonders why Stadia wouldn’t simply leverage any/all existing “standard” dual-stick gamepads.

To answer that question, there are two additional buttons: a youtube integration button, and a help button. The help button enables gamers to request help with overcoming some part of the game, somehow, without having to leave the game. Which, I guess is appealing, but man, I’m gonna miss the brutal, unforgiving difficulty, and the completely arcane hidden secrets that you can only figure out if someone tells you what to do, so you had to go buy a book or magazine that made you want to kill yourself from the NES and Atari era. I guess the help button takes the place of the magazine, but it’s just not going to be the same. The youtube button makes it so easy to set up a gamer streaming channel that everyone in the world can do it, which means billions of youtube channels that no one will be able to wade through to find the good ones. Probably. This will likely also kill the professional youtuber/patreon beggar gig that so many of the popular streamers have been doing for the past few years. I guess that’s maybe a bit harsh, naive, and premature, but the bottom line it will become very competitive and difficult to differentiate yourself from other random streamers, so the ones that will stand out will have to be unbelievably good and work very hard to attract and keep an audience.

Do we need another gaming platform?

I’m intrigued by anything Google does, and they have the resources and innovative thinking to do things that few other companies can. That said, I’m not really seeing a need for yet another new game platform. Whether Google can differentiate itself from Microsoft, Sony, Nintendo, Steam, etc. remains to be seen. While it’s hard to bet against a company with the resources that Google has, they’ve had notable failed ventures in the past: Wave, Plus, etc. and have been known to discontinue even popular projects (Reader) leaving fans with little recourse. Will it work? Probably. Even if it doesn’t, it’ll probably be a few years before Google pulls the plug on it or pivots to something else. But it seems like they’re serious about competing in this already-crowded sphere.

It will be interesting to watch.

The Writing on the Wall

What really strikes me about this is, if Google can stream applications as powerful and resource hungry and demanding as videogames, instantly, anywhere, they can do that for any software. What does this say about IT departments in every other company on the planet? We’re pretty much obsolete at that point, aren’t we? It might be a good time to think about early retirement, and finding a second career. Maybe a livestreaming channel.

Collectorvision Phoenix demoed at Portland Retro Gaming Expo

I attended the Portland Retro Gaming Expo this past weekend, and enjoyed myself very much.

One of the many highlights of the show was getting to try out the new Phoenix console from Collectorvision.

Having seen it in person and tried it firsthand, I can say that it is the real deal, and is absolutely worth the money they’re asking for it on kickstarter.

The campaign is a bit behind the pace with their funding goal, and they need and deserve support. Just 1000 pre-orders are all that’s needed to successfully fund the project and make the system a reality.

You can back the project here:

https://www.kickstarter.com/projects/1408938247/collectorvision-phoenix-an-fpga-colecovision-conso/description

For just $200, you get an enhanced, 100% compatible, 100% accurate ColecoVision with HDMI output, built in Super Game Module and FA-18 mods, cartridge slot and SD card slot, original and SNES controller ports, and a ps2 keyboard port. Collectorvision announced Atari 2600 compatibility, and plans for supporting other vintage game systems such as the Adam and MSX.

ColecoVision is an underrated and underappreciated console, both in its heyday and today. With graphics capabilities between the Atari 2600 and the NES, it has a small but very loyal following, and a decent library of original games and an active homebrew community releasing new games. It’s a great time to get into the system if you are vintage gamer.

CollectorVision Phoenix: A modern, premium FPGA-based ColecoVision compatible retro console

Help CollectorVision reach their crowdfunding goal and make the Phoenix a reality!

Earlier this week, CollectorVision announced the crowdfunding campaign launch for their Phoenix console on Kickstarter. CollectorVision has in the past developed modern homebrew games for the 1982 ColecoVision videogame console, and in addition to that have partnered with OpCode games, developers of the ColecoVision Super Game Module expansion, which augments the system with more RAM and improved graphics capability.

I’m very excited about this system. ColecoVision was a great system, which died too young due to the videogame industry crash of 1983. It offered graphics nearly on par with the NES, a full year before the Famicom was released in Japan, and delivered home ports of early 80s arcade games that offered greater fidelity to the originals than was possible on the Atari 2600.

The Phoenix’s feature list is amazing: FPGA hardware implementation for 100% compatibility and fidelity with the original system, HDMI-out video, SD card slot, built-in Super Game Module and F18A enhancement hardware, 10 built-in ROMs of modern ColecoVision homebrew games, DB9 controller ports for original ColecoVision controllers, as well as SNES controller ports for compatibility with more common/comfortable SNES gamepads, and even a PS/2 keyboard connector. There’s even been talk of including an FPGA core for support of Atari 2600 games, much like the original ColecoVision’s Expansion Module 1 adapter for Atari 2600 games.

This is a dream system, and considering that, its price tag of $200 is very reasonable. Compared to the RetroUSB AVS system and the Analog Super NT, the Phoenix will fill a nice in retrogame preservation and it deserves to make its crowdfunding goal of $230,000.

To hit this goal, CollectorVision will need about 1000 backers to sign up. The kickstarter campaign is off to a somewhat slow start, however — three days into the campaign, they’ve only managed to secure $28,000 in pledges. Usually, a system like this would be fully funded in the first day, or even the first hour of the crowdfunding campaign going live. If the campaign received steady contributions every day at the level they have for the first 3 days, they would make goal, but it’s most typical for kickstarters to get most of their funding on the first few days, and the last few days. So I’m worried that they will not hit their goal. 

Perhaps retro gamers are wary of crowdfunding for yet another modern retro game console. People enthusiastically backed Ouya to the tune of $8 million dollars several years ago, and the recent AtariBox/Atari VCS crowdfunding was also successful in reaching goal, but only made $3 million dollars amid serious doubts about the current company calling itself Atari’s capabilities to deliver on what it has promised, and alleged mis-representation of their prototype hardware.

I don’t have any insider knowledge of CollectorVision, but everything I have seen from them about the Phoenix looks good, and I have faith that they care capable of delivering on their promises, if they can make their fundraising goal. Their hardware really exists, and all they need is capital for manufacturing. If you have fond memories of the ColecoVision and the early-80’s era of videogames, definitely check out the project, and consider becoming a backer.

New Phoenix console by CollectorVision announced

This week a CollectorVision released a pre-release announcement for a new videogame console, called Phoenix.

CollectorVision Phoenix
CollectorVision Phoenix conceptual drawing courtesy of CollectorVision.com

Phoenix is a Field Programmable Gate Array-based clone of the 1982 ColecoVision videogame console, featuring old-school input ports for compatibility with authentic Coleco controllers, and HDMI-output for modern HDTV sets. It promises to be 100% compatible with the entire ColecoVision library, including newer homebrew games that have been released in recent years — even those that depend on the Super Game Module expansion by OpCode Games. The Phoenix will have the SGM circuitry built in to its FPGA. The console will have a cartridge slot for plugging real ColecoVision games into, as well as a SD card slot for loading ROMs. Curiously, it will also have input ports for SNES/SFC controller, and for PS/2 keyboards.

This is an exciting development for ColecoVision fans. The system is very similar in concept to the AVS, a FPGA-based NES clone that RetroUSB released in 2016, and the Super Nt, FPGA-based SNES clone by Analogue.

The announced price point is expected to be “around $200”, so right in the same ballpark as these upgraded clone systems. As an owner of the Super Nt and AVS, I’m very happy with both systems, and so am very excited about this news.  

The ColecoVision is underappreciated in the history of videogames, as it came out just before the Crash of ’83, and was knocked out of the market after only a few short years by the NES, but Coleco still has a following even today. The system had a solid library of games which featured better graphics and sound than the Atari 2600, its main competitor, and Mattel’s Intellivision, its closest technical rival. The games were not quite as sophisticated as the action/adventure style of games that the NES introduced, but there are many standout ports of classic early 80’s arcade titles for the system — including Donkey Kong, Zaxxon, BurgerTime, Gorf, Frenzy, Pepper II, and others.