Appreciating Phoenix on Atari 2600

Phoenix, Atari 2600, 1982

Phoenix was a hit arcade game in 1980-81 before being ported to the Atari 2600 the following year. A vertical fixed shooter in the tradition of Space Invaders, Phoenix was an evolution of the Space Invaders concept, which added a number of innovations: enemy variety, swooping enemies, regenerating enemies, shields, and a mothership boss — one of the first boss battles in video gaming.

The game consists of five waves, which repeat in a cycle. In the first four stages, you face waves of bird-like enemy space aliens. The first two waves consist of smaller enemies who bear some resemblance to their Space Invaders forebearers, in that they march across the screen in a tight, grid-like formation. But these enemies will break out of their formation and swoop down low to dive bomb the player, and then fly back up again.

The second wave features a larger number of enemies, and for some reason the player is afforded rapid fire on this stage only. On all other stages, you have to press the fire button every time you want to shoot, but on the 2nd wave alone, you can hold the fire button down and it will fire automatically.

Wave 3

The next two waves, three and four, feature larger bird-like enemies, which can be killed by scoring a direct hit on their body. An off-center hit will clip one of their wings, which will regenerate after a few seconds if the body isn’t quickly finished off first. These larger bird aliens fly from side to side, not in formation, and change altitude occasionally, and swoop low to touch the ground. It seems that touching the ground is what triggers their regenerative powers, but in addition to that, as they get this low they also pose a threat to the player, who will be destroyed if they collide. In the arcade, these regenerating enemies start out as eggs, which hatch and grow before your eyes to become full-grown birds, but on the Atari 2600 port this is simplified, and the egg phase of their life cycle is omitted.

Wave 5: The Phoenix Mothership. Videogaming’s first boss fight?

The fifth wave is the mothership: a huge, saucer-like ship that fills most of the screen. The boss is destroyed by shooting its commander, who sits in the center near the top of the ship. The bottom of the ship must be chipped away first, to expose the pilot’s cockpit. The rim of the saucer rotates, creating a revolving barrier that must be shot through. This takes time, during which the saucer slowly descends, dropping bombs all the while. As the mothership sinks lower, the reaction time afforded to the player to dodge these shots diminishes, making it increasingly difficult to stay alive. Judicious use of the shield and rapid fire button mashing is the way to survive.

My favored technique to defeat the mothership is to activate shields the moment the wave begins, and fire as rapidly as possible to blow through the shielding in front of the pilot, then as soon as the shield drops, I swing over to the left edge of the ship, where the shielding is thin, and blast away at the rotating rim. The body of the mothership tapers upward toward the outer edge of the ship, giving you a few more pixels of breathing room to react to incoming fire, which is very important. By being at the edge of the ship, you can always escape to safety by dodging left, completely out from under the ship’s breadth, and thus out of its reach. After shooting away the rotating rim, I wait for a clear moment when the mothership isn’t dropping many bombs, and then move back to the center, hit the shields again, and blast away until one of my shots manages to hit the pilot and destroy the ship.

In the arcade, the mothership was also protected by a fleet of escort birds, of the type from the first two stages, but on the Atari 2600 there wasn’t enough computing power to handle all that action, so they are left out, and you face the mothership one-on-one.

Then the cycle begins anew, much like the legend of the mythological phoenix going through death and rebirth.

Phoenix featured three distinct background tracks. Not full songs, these are just simple loops. The first two stages use an electronic wail or warble which somehow evokes bird-ness. The second two stages employ a loop with a swooping pitch from high to low, which evokes and reinforces the swooping motion of the diving birds. The mothership music is a more robotic, mechanical beeping that evokes classic sci-fi movie soundtracks of what space sounds like — beeping, echoing, un-melodious.

The shield adds a dimension of strategy to the gameplay. Using the shield involves a set of trade-offs. In exchange for temporary invulnerability, you cannot move. Further, the shield lasts a fixed amount of time, about 1.5 seconds, and thereafter cannot be used again until it recharges. There’s always a certain amount of luck involved with using the shield — because you’re immobile while it is up, and cannot control when it goes down, the timing of enemy fire can put one of their missiles right in front of you just as the shield goes down, without no time to move out of the way. Thus, while shields can bail you out of a jam, it can sometimes result in a mere delay of the inevitable. In addition to protecting you from the enemy’s shots, your shield will destroy enemies if they touch it, making it an essential offensive weapon for close engagements. When the enemies are very low, it’s too dangerous to take them on without the shield, as their shots cannot be dodged, and they can also crash into you. Thus, despite its slight drawbacks, learning how to use the shield effectively will help you to avoid deaths and last longer into the game.

Legacy

Phoenix is still as good as it ever was, but I don’t think it has aged as well as some of its contemporaries in the shooter genre. It’s primary drawbacks being that it gets pretty repetitive, and that this is accompanied by very little increase in difficulty after you’ve run through it the first cycle. There’s a nearly imperceptible increase in enemy aggression, but it isn’t much more than the initial cycle, and doesn’t seem to increase beyond that. The game awards a single bonus life, at 5000 points, otherwise this game would be easy to play indefinitely. Back in the day, my best scores on this game were around 135,000. While the game is generally pretty easy, accidental deaths are still tough to avoid completely.

It’s worthwhile to point to as an example of the evolutionary path shooters took, and was a noteworthy step forward in the emerging genre of fixed shooters.

Thematically, I liked Phoenix quite a bit. The theme ties in with the phoenix of legend, with its cycle of death and rebirth, giving the game a mythic quality that most video games seldom aspired to have. This gave the game an intangible quality that made it seem like more to me than perhaps it really was. I think this shows the power of narrative, and how even just a tiny bit of storytelling underlying the basic gameplay can enhance the player’s perception and reception of a game.

YoYoGames charging monthly subscription for Game Maker Studio

It looks like GameMaker Studio is finally going subscription-based.

Which makes total sense, and I predicted it about 5 years ago. They denied going to a subscription model at the time, because of course they did. Users at the time weren’t in favor of it, preferring perpetual licensing. But I guess everything changes when you get bought.

Of course, for development tools, everything gets stale if you don’t keep it updated, so a subscription based licensing model probably does make the most sense.

For professionals, anyway. For amateurs and hobbyists, though, it’s a lot of money to pay for a tool if you only use it occasionally. GameMaker’s bread and butter used to be the student/hobbyist/indie developer who could readily afford a one-time price of $40, then $100. Now it’s $100/year, or $9.99/mo. Which is still not that much if you use it a lot, but if you’re just not ready for that type of commitment, there’s really nothing like what GameMaker 8 once was, over a decade ago.

YoYoGames still offers a free edition, intended for student/hobbyist users, but it lacks exports, not even for Desktop OSes, so it’s of extremely limited usefulness for anyone who wants to actually build their projects in order to get feedback from peers and friends.

GameMaker Studio finally coming to Linux?

About 10 years ago, YoYoGames was talking about a Linux IDE for GameMaker Studio on their long-term roadmap. A few years passed, and the roadmap disappeared and all talk about a Linux IDE went silent. It seemed that PlayTech may have been responsible for killing the project when they bought YoYoGames.

I’d given up all hope of a GameMaker IDE on Linux long ago, but a few days ago, this article crossed my newsfeed. It looks like new YoYoGame owners Opera is developing a port, currently in beta. It appears it will be supported on Ubuntu only, but that’s better than zero Linux distros, and Ubuntu is a pretty good choice.

This would have really excited me a decade ago, and would have been the last obstacle to me completely ditching Microsoft. While better late than never, it’s still not really here yet. It sounds like the beta currently has some rather severe issues that make it less than suitable for production at this time. Hopefully this will change quickly. It will be interesting to watch and see how it goes in the coming weeks.

Google Doodle celebrating the 2020-1 Olympic Games is one for the ages

One of the best Google Doodles I’ve enjoyed in the whole of recorded history was released recently in honor of the 2020 Olympic games in Japan, which were postponed 1 year due to the COVID-19 pandemic.

The doodle is an HTML5 game that feels distinctly nintendo-esque. You play as Lucky Cat, who visits Champion Island to play in games and do good deeds for the island’s inhabitants, who are all anthropomorphic animals. The game pays direct homage to the sort of fetch quest and minigames found in action/adventure/RPG games for the GameBoy, with a distinct Zelda/Link’s Awakening feel to much of it, perhaps mixed with a bit of pokemon. Of course, the entire thing celebrates many aspects of Japanese culture, both traditional and modern.

The graphics are in a 16-bit SNES style and the cut scenes are done in an anime style. Overall the minigames are not super challenging, but are fun and enjoyable as light entertainment, although the mountain climbing gave me some trouble due to the time limit to complete the courses.

I played through the entire thing and thoroughly enjoyed it.

100%!

Audacity: spyware?

A couple weeks ago, I saw a news headline somewhere about how the open source software project Audacity had been compromised as spyware, and that users who are concerned about freedom and privacy should not upgrade to version 3.

This article on ArsTechnica (purports to) debunk this scare story, but I think they arrive at a bogus conclusion. The highlighted text in the screen capture of the article below shows why.

Data necessary for law enforcement is most certainly a spyware concern. Hello!

Spyware is concerned with violating users privacy, period. It doesn’t matter whether there’s a good reason for it, or if it is legally mandated. If the software is gathering information for you, not on your behalf, and reporting it to someone else not you, without your express, informed consent, it fits the definition of spyware. Period.

The “data necessary for law enforcement” category might sound good to many people. Laws are nominally good, and law enforcement must therefore also be good, right?

Sure… Except in corrupt regimes. How might they abuse this?

A better question might be: What legitimate use might they have for this?

Audacity is vague as to exactly what data is “necessary” to provide to law enforcement.

My guess is that copyright cops want some way to track Audacity users who use Audacity in violation of copyright. Of course, there’s not really a way to know if the use of a copyrighted audio file might fall under Fair Use, and Big Copyright does not care — they are the enemy of Fair Use, unconditionally. They want to protect their interests, which means, ultimately, totalitarian-level control over all media, whether they own it or not.

But in more fantastical paranoid scenarios, law enforcement could encompass nominally “anti-terrorist” technologies that can be abused to target political enemies, minorities, etc. I don’t know that this is a thing, but depending on how vague Audacity’s project maintainers are, it could conceivably be a thing. If the perceived threat is that terrorist organizations use software to create media messages, embedding tracking data in the files to identify the computers that were used to produce it, geotag via IP address the location where those computers are, etc. is feasible, at least in principle.

Moreover, there’s little to stop evil regimes from requiring that all software must include whatever data gathering they see fit, turning computers into Big Brother boxes. We may not even be all that far from that reality as it is, given what we know about state actors and non-state actors dark influence the web and on mobile device apps.

The “telemetry” data gathering that vendors use to improve their product and see how users use their products are pretty standard by now, and most people aren’t going to be impacted by that, at least not in a negative way. But it’s a door opened a crack that enables a slippery slope of “if you can collect this, we can require you to collect what we want” so in a way telemetry features is a bit of a trojan horse. But as long as developers are transparent about what they gather, and make it opt-in, I don’t really have a problem with it.

The article does mention that these alleged spyware features are only in official builds, so if you don’t want them, you can compile the project from source and they will not be there. While good, only a very small number of people will compile a software project from source for themselves.

A colleague with an interest in IT and legal issues pointed out to me that:

As I understand it a third party like Audacity DOES have to hand over records if subpoenaed by law enforcement but DOESN’T have to *create* those records if it wasn’t going to create them anyway. E.g., if cops demand the WordPress server logs that I have, I do have to hand them over. But I don’t have to have logs at all if I don’t want to.

So no, they’re doing more than they have to to comply with the law. They could just not collect the information.

I would like to know more about this WSM Group — I googled and there’s a lot of three-letter acronym organizations that use this, but the most likely one, I would guess, could be WSM Music Group, Ltd.

According to wikipedia, they’re in Hong Kong. So, China’s oppressive laws are shaping the way “Free” (libre) software used worldwide is being developed? China is a huge IP violator and (obviously) privacy violator for its citizens, and there’s plenty of examples of Chinese electronics companies (such as Lenovo, Huawei, etc.) embedding insecure backdoors and spyware out the wazoo into consumer products.

So, no, I do not feel at all assured by any of this.

A sad burrito

I got a burrito for lunch earlier.

The cashier told me $10.60. I gave her a $20 and a $1.

She tried to give me the $1 back, I said, “That’s so you can give me back a $10.”

She says “Oh” and gives me a $10.

Since she was trying to give the $1 back to me, she had already entered the amount paid as $20, and so the cash register tells her the change should be $9.40, so she starts counting out $9.40 in change.

I watch her for a couple of seconds, hoping she’ll realize her error, but she doesn’t, so I say, “You already gave me back the $10, I just need the $0.40.”

She got confused, because the cash register told her she owed me $9.40 in change on a $10.60 transaction paid for by a $20. She tried to think about it for a minute, then pulled out her cell phone and ran the calculation on her calculator app.

She ran it twice, and it took like 3 minutes, and I just stood there patiently, waiting for her to catch up. I could have browbeat her with an explanation of how $21 – 10.6 != 10 + 9.4, but instead, I just let her do her thing with the calculator, and she got there, all on her own. Good for her.

I didn’t get angry about it, as it is easy to get angry about someone who derps on a simple math problem, but I am realizing that it’s better not to react that way. I’ve heard this same story told a thousand times, and the teller almost always is telling a “kids these days” story, implying how doomed we are because math education has failed, and hoo boy the new generation coming up sure is frightfully dumb.

The reality is, though, that while math education could be done in better ways, people will always make mistakes now and then, and it’s actually not that big of a deal, nearly all of the time. The times when it could be a big deal, usually those mistakes get caught before they end up causing a big deal.

Math’s important, don’t get me wrong, but I don’t feel like blowing up at someone over my impatience of not getting the coins quickly enough so I can go devour my food.

And don’t get me wrong, I’m not some enlightened buddha-saint, either. I get plenty angry enough all the time as it is, but someone making a simple mistake isn’t something to get angry about; I reserve it now for malicious people, who fortunately seem to exist mostly online. But there’s a fuckton of them, and being angry at them takes enough of my time as it is.

So for this cashier, I just let her take the time she needed. She finally realized what I had been trying to tell her, and I joked and said, “I would have kept it, but you probably would have gotten fired.”

She thanked me for being honest and gave me the $0.40.

I walked away and realized that my alignment must be drifting more toward Lawful good.

But really it’s just that I don’t need $9 that badly that I’d watch someone make a mistake in my favor that could lose them their job.

Then I got back in my car, and read the news about Dan Kaminsky, and had to eat a really sad burrito.

Dan was so smart, probably every day of his life he probably felt like I felt like with the cashier a few minutes ago, dealing with computer programmers who made stupid math mistakes that could cost them their job.

I almost called them “computer programmer idiots” in that last sentence, but I went back and edited that out.

The programmers aren’t idiots either, but when you see the same mistakes enough times, it can try your patience and make you wonder what it would take to get the message through to everyone so you could never have to see that mistake made again.

I didn’t know Dan all that well, but we both spoke at the same conference once. He was friends with a lot of my hacker friends who I’ve met in the infosec sphere. He had an absolutely stirling reputation for both brilliance and kindness, and from watching the talks he gave, he was an incredible human being. The world will be less safe without him.

I’m sorry I didn’t know you any better than I did, Dan. You did a lot with your life, and the stories I’m reading now from your friends say even more about the person you were. Thank you for being that person.

“Retro” gaming

I like video games, old and new. But I had more time to play video games when I was younger, and so I like the games that I spent the most time with the best, because they are most familiar to me. So I mostly like old games.

I also like new games that evoke the feeling of playing the old games that I liked.

There’s a lot of talk about “retro gaming” in the gamer communities I follow, and a recurring topic of conversation is to ask what the definition of “retro” is.

Usually people have some guideline, like “anything older than 10 (or 20, or some other arbitrary cutoff age) years old is retro”. Or sometimes they’ll refer to retro as anything that ran on an 8-bit or 16-bit processor. Then there’s a bit of discussion about console generations, about the transition from EEPROM cartridges to optical media, CD-ROM to DVD-ROM, and then the more recent transition away from optical media to solid state and digital download. People attempt to draw circles around the different features in order to define some set of characteristics that define retro.

I believe that these discussions are misguided.

Retro isn’t a thing that something becomes when it gets sufficiently old.

Rather, retro is when someone, in the present, does something in an outdated or obsolete way, creating something in the style of something that is now old.

Atari was state of the art. NES was state of the art. SNES was state of the art. N64 was state of the art. Sony Playstation was state of the art. The Wii was state of the art. Even if it wasn’t using cutting edge technology — Nintendo has a history of using less expensive, less impressive hardware than Sony/Microsoft, but is nonetheless state of the art in its current generation.

A game programmed to run natively on the Switch, but that looks and feels like a NES game, like Shovel Knight, is retro. The original Super Mario Bros. will never be retro — it is old, not retro. Super Mario 35, Nintendo’s 35th anniversary celebration that re-imagines the original SMB, is retro. An indie game written in for PCs that evokes the look and feel of a game that could have been implemented on the hardware of a generation or two ago, is retro.

Retro is something new made to resemble or evoke something old.

Audacity Games

Today, David Crane, Garry Kitchen, and Dan Kitchen announced their new company, Audacity Games, a venture aimed at the niche market of retro gaming. They plan to release new games on physical cartridge for still-popular vintage game systems such as the Atari 2600.

This seems crazy at first blush.  The Atari 2600 ceased manufacturing in 1993.  Yet millions of working consoles still exist, and there’s a strong community of enthusiastic fans. Every year, homebrew developers continue to release new games for the system, and it seems that if anything this has been growing in recent years rather than tailing off.

While no new hardware has been manufactured in decades, companies like AtGames and Hyperkin have also helped to keep interest in the old consoles alive by manufacturing compatible new hardware.  And of course, there’s also emulation software. 

Audacity have only a bare stub of a website at the moment, with a press release and no actual game titles announced at this time.  Audacity joins other existing companies and communities around the retro gaming community:  Atari Age, CollectorVision, RetroUSB, romhacking.net, game-tech.us, Retro Fighters, Retrotainment Games, Champ Games 8bitdo, Good Deal Games, MorphCat Games, and others. Most if not all of these are tiny sole proprietorship small businesses, but together they show that there is still considerable residual interest in classic gaming consoles, enough to sustain development of new games.

Update: Audacity has announced their first two titles, Circus Convoy and Casey’s Gold. What I like about this announcement is that it came out within a day or two of the announcement of the new company.  What I also like about this is that these games are coming soon — this isn’t a crowdfunding pitch for a game that might get released in 2-5 years; these are games that are ready to go and will be released in the very near future.

The announced price is on the steep side — at $60, they’re targeting a price point that competes with first party Nintendo releases. I’m skeptical that these games will sell well at that price. The homebrew market tends to price games at $30-40 for physical copies, with ROM downloads often available for use with emulators for free. So it’ll be interesting to see how these titles do on launch.  Perhaps the star cachet of the Crane and Kitchen names, the quality of the games, and the novelty of the enterprise will carry the day.

Playing with Power: The Nintendo Story

I’m watching this series Playing with Power: the Nintendo Story, on Crackle, the first episode of which went live this month. So far it looks good. Looking forward to seeing the rest of it.

Howard Scott Warshaw: Once Upon Atari

I’m about halfway through Once Upon Atari: How I Made History By Killing an Industry by Howard Scott Warshaw, and loving it.

Howard Scott Warshaw, if you didn’t know, was a programmer for Atari in the early 80s. He worked in their console division, where he developed the games Yar’s Revenge, Raiders of the Lost Ark, and E.T.: The Extra-Terrestrial for the Atari 2600. These were groundbreaking games on the most popular home console of its day, and accomplished many “firsts”.

In 1983, the video game market suddenly collapsed, due to a combination of a multitude of factors, but at the time Warshaw’s E.T. was often given blame for causing what came to be known as the “Great Crash of ’83’. E.T. has often been referred to as “the worst video game of all time” but that is quite unfair to the game, which pushed the limits of the Atari 2600 hardware, and while not perfect, was by no means a bad game — although it was drastically over-produced by Atari, leading to a huge amount of unsold inventory, which hurt the company’s bottom line. Warshaw was given 5 weeks to develop the game, a feat thought by his managers to be impossible given that most Atari 2600 games took about 6 months to develop.

This is all well known and chronicled history for video game fans. Warshaw to his credit has been remarkably accessible and open about his story for some time, and has given numerous interviews over the years. He’s even been known to appear on the Atari Age facebook page and comment once in a while. He’s truly a legend of the industry, and a wonderful, brilliant human being. This book details his story, how he came to work for Atari, what went on there during his tenure (confirming a lot of the oft-retold stories about the workplace culture), and how he faced the indignity of being cast as the creator of the “worst game of all time”.

Warshaw left Atari and went on to become a licensed psychotherapist and has helped people like himself, who worked in the high tech field to deal with the immense pressures that they’re put under to be creative, be correct, and deliver products that will make billions of dollars for themselves or their shareholders.

I haven’t gotten to that part of the book yet, but from what I already know of his story, his approach to dealing with failure, or at least the perception that he had been responsible in large part for a massive and very public failure of what had just a year prior been the fastest growing company in the history of the world, is remarkable as it is instructive. He has embraced the label, but adds to it that his Yar’s Revenge is often cited as one of the best video games on the Atari, thus giving him the rightful claim to having the greatest range of any game developer. Turning a negative into a badge of pride, he has faced the critics, rebutted them with not just clever rhetoric, but also facts, figures, and sound reasoning, and provides us an example of how “failure” often isn’t failure, that perceptions matter, that what you tell yourself matters, and that above all it does not define us — we have the power, if we choose to use it, to define ourselves.

Warshaw’s writing style is accessible, not overly technical, candid, often quite humorous, warm and insightful. Reading his book makes me admire him even more than I did, and grateful for the handful of times that he’s Liked something that I’ve said on the Atari Age facebook page, and most of all, thankful for the many hours I spent as a young child engaging with, and enthralled by, his digital creations.

https://newonceuponatari.hswarshaw.com/