Tag: Atari

Atari 2600+ announced

Today Atari announced a new console product, the Atari 2600+.

The $130 system looks like a miniature Atari 2600 4-switch “woody” model from the early 1980s.

It features HDMI output, a cartridge slot, and compatibility with Atari 2600 and 7800 systems. One CX-40 type joysticks are included, along with a 10-in-1 cartridge that includes the following titles: Adventure, Combat, Dodge Em, Haunted House, Maze Craze, Missile Command, RealSports Volleyball, Surround, Video Pinball, Yars’ Revenge.

A second CX-40 controller costs $25. CX-30 paddles can be purchased for $40, which includes a 4-in-1 game cartridge. This brings the total to build a “complete” system as they were originally sold back in the day to $195.

Significantly, I do not see any solution given for playing 7800 games requiring 2-button controls, which is most of the 7800 system’s library. This is a real drawback if, as it appears, there is no modern 7800 controller available or planned.

Inside the console is an Rockchip 3128 SOC (system on a chip), and since it’s a SOC-based system, this means that there will be compatibility problems with certain cartridges; a compatibility list, which does mention that some original titles do not work on it, as is typical of SOC systems, due to minor differences between the original hardware.

As of this writing, the compatibility list only notes 4 games that failed testing, along with another 113 games that they were unable to test. 515 titles passed testing. Weirdly, Atari were unable to test the console with Pitfall II, one of the most popular and easy to find Atari 2600 games.

For gamers who are running original hardware, but would like to hook up to a modern HDTV, and not have to worry about the eventual death of their 40+ year old consoles, this looks like a possible solution, assuming it supports the games you want to play on it. Of course, the original cartridges that you’ll be plugging into the slot are going to be 40+ years old too, unless you’re using a Harmony cart.

At first glimpse, I was excited about this product, but after looking more carefully, I’m going to have to give it the same C rating that I gave to the Retron 77.

Grade: C

Pros:

  • Looks like an Atari 2600
  • Real cartridge slot
  • Real joystick port
  • HDMI output
  • Plays most 2600 and 7800 games

Cons:

  • SOC implementation doesn’t support all games
  • 4-switch model, not a 6-switch model
  • Only 1 CX-40 joystick included; a second controller costs $. (Many Atari 2600 games have 2-player modes or require PvP play.)
  • No paddle controller included (CX30+ sold separately $40)
  • No 2-button controller option for 7800 games, other than vintage joysticks from the ’80s.
  • “Only” a 10-in-1 multi-game cartridge is included.

Recommendation: Maybe

If you can look past the shortcomings and focus on the positives, I think this can be a good buy that provides decent value. If you have a bunch of old cartridges laying around, but your console isn’t working reliably any more, go for it. But if you already have the means to play your Atari games, I’d recommend holding off for something `better. This system seems about as good as Hyperkin’s Retron 77 console, maybe a little better due to the build quality of the CX-40 joysticks and the inclusion of the 10-in-1 cartridge.

Hey, Atari: Make it better, do it right

If Atari had consulted with me before producing this, I would have given them the following advice to earn an A-rating and recommendation:

  • Implement the hardware with FPGA technology for the highest possible fidelity to the original hardware spec.
  • Use a 6-switch console shell, with real working switches. (Certain games, such as Space Shuttle, used the console switches as well as the joystick for controls, and the tiny, hidden difficulty switches of the 4-switch models just aren’t as good of a solution.)
  • Include 2 CX40 joysticks and 1 CX30 paddles.
  • Provide a 2-button joystick option for 7800 support.
  • Rather than a 10-in-1 cartridge, bundle the entire multi-volume Flashback Classics collection series, in cartridge format. Also, include a collection of 7800 titles in the box. There’s no reason not to do this. The entire Atari 2600 library was small enough to fit on a 3.5″ Floppy Disk (1.44 MB).
  • Sell as a bundle for $200.

If Atari can do all that, they would have a real winner that I would be excited to buy.

As it is, this product as it is isn’t bad, just not as good as it deserves to be, and a bit of a disappointment for someone looking for a premium modern system that can keep the original games running on modern TVs.

Mr. Run and Jump Special Edition teasers: why so much flicker?

Mr. Run and Jump is an upcoming game by the company calling itself “Atari” these days.

As I’ve mentioned previously, it will be a modern game released on Steam, Nintendo Switch, XBox, and PlayStation. And also there will be an Atari 2600 cartridge release of a Mr. Run and Jump Special Edition, which will run on native hardware, and I presume there will be a ROM for use with emulators, whether official or not. If we ignore the homebrew scene, which has been cranking out small batches of physical cartridges for years, and Audacity Games’ Circus Convoy, released in 2021, this will be the first “official” commercial release of an Atari 2600 game since 1990, a span of 33 years.

I’m interested in both editions, but clearly the modern version will be better, with the Atari 2600 special edition version being something of a “de-make”.

The pre-order page has a short video loop showing the Atari 2600 game in action, which I’ve embedded below because I wish to make fair use comment on it for purposes of criticism and review.

Namely, I have to ask about the insane amount of flicker in this video. The number of objects on the screen looks to me well within the 2600’s capability to display without flicker.

The 2600 had two hardware sprites, Player 1 and Player 2, a Ball sprite, and two Missile sprites, as well as background graphics. These screens show, at most, 3-4 objects, and they flicker a ton, even when they’re not drawn on the same horizontal row. Typically, sprites would need to flicker when one of the hardware sprite resources needed to be drawn in two locations on the same row, and would therefore have to alternate, drawing in each position every other frame.

The 2600 was a notoriously difficult to program machine due to its architecture and very tiny hardware limits, but I would have thought that for the graphics shown in the video, flicker-free rendering should have been possible. Or am I wrong? It doesn’t look to me like there’s a reason to want these objects to deliberately blink, so I don’t think it’s a deliberate choice on the part of the programmer.

Certainly, other games have been made for the 2600 which draw more objects on the screen without this much flicker. Even back in the original day, games like Space Invaders and Berzerk drew many sprites on the screen without such drastic flicker. And more recently games packed with additional hardware in the cartridge from publishers like Champ Games have shown that the limits of the stock 2600 hardware can be circumvented with some clever engineering and programming.

It makes me wonder whether the “Atari” people really know what they’re doing when it comes to finding people who are capable of getting the most out of the 2600. Based on what we see in the demo video, it doesn’t look like they’re on the same level of the best contemporary “homebrew” developers. So will the game really be worth the $60 pre-order? Or is much of that “value” to be perceived as the nostalgia and novelty for a physical media game for a 46 year old console? Time will tell.

The modern version of the game does look really nice, with the neon vector graphics style that Atari’s recent “recharged” games have been known for, and gameplay that reminds me of indie darling Super Meat Boy from 2010.

Atari’s Mr. Run and Jump looks like a step in the right direction

One of the frequent criticisms I’ve offered of the company calling itself Atari these days is that they should have focused on developing new games rather than trying to launch a console. I’ve always wished them success, but have been skeptical about their strategy, and their execution on the AtariBox project left a lot to be desired.

That said, I am fair-minded, and will say when Atari does something right.

And it looks like they may have something, with their newest game, Mr. Run and Jump.

It’s a super mario style platformer, done in Atari’s “reloaded” style neon colored wireframe vector graphics. At first glance it does admittedly look a bit derivative of Mario, and a Mario clone isn’t likely to win over a lot of gamers. On the other hand Nintendo’s formula with Mario platformers has been tried and true for going on 40 years now, and Atari has been floundering for most of the past 40 years, so imitating Nintendo is hardly the worst approach they could arguably take with their game design.

The thing with Mario games is that while they’re always quality, they do rely on a bunch of traditions and conventions that are pretty established, and deviating from them can be problematic. So to truly break free of these conventions, it is a good idea to start over with new worldbuilding and introduce new characters, so that the “rules” are not in conflict with previously established “canon” that will offend purists, or just not be what people were expecting, and thus be rejected when there’s actually nothing wrong with taking a new approach. So maybe Atari can do something interesting and innovative with platformers with a new property like Mr. Run and Jump.

Does Mr. Run and Jump accomplish that? That remains to be seen. It’s difficult to do better at a run and jump platforming game than Nintendo has already done. On the other hand, if you’re going to imitate something, you might as well try to imitate the best there is.

Bottom line: it looks cool, and I’d give it a try.

Strike Zone Bowling 2nd beta

The guys developing Strike Zone Bowling accepted some of my feedback and released a 2nd Beta recently. I just played it, and these are minor improvements but polish is everything once you have the core game defined, and these definitely improve the game.

They fixed the arrows on the lane, so that they are drawn like a real bowling lane.

Corrected lane arrows for a more authentic experience.

They also added a scaling effect so that the ball shrinks slightly as it moves down the alley, adding to the faux 3D effect. I guess you’d call this a 2D perspective game, rather than a 3D game?

The visually shrinking ball really adds to the feeling of depth.

Anyway, I had only the tiniest part in these improvements, but I DID suggest them and they DID implement them, and that makes me feel fantastic. It’s already a gift that these homebrew developers are giving the Atari community new games to play 45 years on after the 2600 was new. These tiny little changes are almost like a personalized gift to me. Thanks to easmith and kevinmos3 for their excellent work on this game.

Berzerk: Bad Box Cover Art

This is the cover artwork for the Atari 2600 video game, Berzerk.

When I was a kid, I never understood this image.

The illustration shows the human protagonist blasting a robot, caught in mid-explosion.

I could not recognize the robot’s anatomy, due to the way it’s clipped by the frame of the image, and the weird low angle and rear point of view.

To my eye, it looked like I was looking at the head of some insect-like robot, with its mandible coming apart, showering electronic sparks and fire, and the large round feature looking to me like huge compound bug eyes.

It’s actually the robot’s arm, and that thing that looks like a visor coming out over the nose between the two eyes is just some kind of weird mechanical shoulder joint.

I don’t know why they chose this particular image for the cover art, but I always regarded it as poorly chosen — visually confusing, and not very effective as a composition.

Maybe if they had framed the image a bit less close-up, so you could see the whole robot, and have more of an idea of what it was, it could have worked. Not having the robot’s head in frame, really messes with your perception of the image, and the ambiguous shoulder joint that looks enough like a head that it can confuse you into not seeing the image correctly, is a bad choice for the cover.

It’s still not as bad as the cover for Mega Man. Although, I actually like the cover art for Mega Man, and I think Mega Man had a better composition, albeit poorer rendering.

Atari teases SwordQuest: AirWorld ahead of 50th Anniversary Collection release.

40 years after the final game in the SwordQuest series was canceled, Atari is finally about to release the long-forgotten AirWorld chapter.

A teaser video showing gameplay shows that the game appears to be keeping with the style of the first three chapters, EarthWorld, FireWorld, and WaterWorld. Whether that’s good or not is debatable, but the gameplay does look like it’s a little better than the entries that preceded it, and I do have to give Digital Eclipse a lot of credit for keeping the style of the Atari 2600’s crude system limitations.

The Swordquest games were rather cryptic and not all that enjoyable to play, and not exactly worth the time to play them today, apart from as a historical curiosity, but were part of a massive contest held by Atari in the early 1980s, which helped them to attain a legendary status.

Apparently it goes on sale November 11th, as part of the Atari 50: The Anniversary Celebration collection, on “all major platforms”. I take it to mean that there will not be a cartridge version of the game playable on the original Atari VCS hardware.

Atari to release SwordQuest AirWorld for 50th Anniversary Celebration

The company that calls itself Atari these days is releasing the fourth and final game in the SwordQuest series, as part of the brand’s 50th Anniversary Celebration. Atari was founded in 1972 by Nolan Bushnell, Al Alcorn, and Ted Dabny, making 2022 the 50th anniversary of the brand’s existence.

The SwordQuest series was an ambitious, ahead of its time, puzzle/quest game, intricately tied into a real-world contest to solve each game. The first three games in the series: EarthWorld, FireWorld, and WaterWorld were released, but the final game, AirWorld, was never developed and was canceled amid the 1983 video game crash.

Each game was packaged with a comic book which told the story and held hidden clues which the player would follow while playing the game to try to discover the secret. Players who solved the puzzle were entered into a contest where they could real jewel-encrusted gold prizes, worth $25,000 according to Atari: a scepter, a crown, and a cup. I think the plan for the fourth prize was a sword, but like the game you’d need to beat for a chance to win it, it was never made.

The games were very cryptic, and would have been suitable for older (teenage and up) gamers. As a 7 year old, I didn’t really understand what was going on in these games, but spent hours wandering around, trying to collect the objects from the rooms to figure out what they did, and what you were supposed to do in the game, but never really understood that the game required the comic books in order to solve the real puzzles and beat the game. You controlled a man who ran around a top-down “overworld” which consisted of mostly empty rooms with doorways to each of the cardinal directions. The only difference between the overworld rooms was their color, and sometimes items that were found there. Many of the rooms had a challenge that you had to overcome before you could enter. This challenge consisted of one of a selection of mini-games where you had to evade obstacles in order to pass from one side of the screen to the other. Typically if you fail the challenge, you get knocked back and have to start over, or you can give up and back out. EarthWorld, FireWorld, and WaterWorld had color schemes and graphical themes corresponding to their respective elements, as well as tie-ins with things like the Zodiac.

The mini-games were challenging enough, and were fun enough, when they weren’t infuriatingly unfair.

EarthWorld and FireWorld are very common, but WaterWorld is a rare cartridge. It was produced in limited numbers and I think it was only available by mail order or some kind of limited time special order offer. A friend had a copy, which I was fortunate to be able to play when I as a kid, and I never realized that it was so rare. As a result WaterWorld is an expensive collector’s item, although as a game it’s not really any better than the other two, which, apart from their contest allure to win real-world gold prizes, are not really great games by modern standards, barely worth replaying now.

Not much is known about AirWorld yet, but we can expect it will likely be similar in format as the first three, but perhaps more refined, than the other SwordQuest games. We do know that it will play on the 2600, and that it was not a re-discovered unreleased game, but was developed only recently. I’m actually curious to see what it’s like, and looking forward to playing it, just to be able to complete it. A re-issue of WaterWorld that I could buy at a reasonable price would be nice, but Atari’s re-releases of 2600 games have been priced at $100, which is about what a loose copy of WaterWorld is worth. There’s no word as yet on whether there will be a new contest with a big-ticket gold prize, but I’m not holding my breath.

When finally released, SwordQuest AirWorld will set a record for the longest time between initial announcement and release — about 40 years — beating Metroid: Dread (16 years) and Duke Nukem Forever (15 years) by over a decade. (Of the three Duke Nukem Forever was supposedly under continual development, and was never canceled, making it the longest continual game development project.)

Atari “recharged” will it be warmed over or hot?

Atari just announced some actual new game titles this week. Well, “new” in the sense that they are “recharged” versions of classic Atari games: Breakout, Centipede, Black Widow, and Missile Command. That’s sort of new, right?

We’ve seen Breakout demoed for a while, but these others I haven’t heard about previously. They all feature vector-like wireframe graphics in neon colors that evoke vectorscan CRT graphics, much like the classic hit Geometry Wars: Retro Evolved. I like the aesthetic.

It’s nice to have something interesting coming out of Atari after years of underwhelming-to-disappointing announcements regarding the VCS console project. It’s really good to finally see something new offered, this is what I would have wanted to see a lot sooner.

Curiously, these Recharged titles are not VCS exclusives — they are all available on Steam, the Epic Games store, Switch, XBox Series X/S, and Playstation 4+5. While I think this approach makes the most business sense — you want to put games in all markets to sell the most copies and maximize revenue, it seemingly undermines the “true believer” customers who invested in the VCS crowdfunding, only to find that they could have just bought the games on any other platform. I’m unclear but it may be that they will be available on the VCS sooner, but even if that’s the case, getting the games a few weeks earlier on a relatively expensive, less powerful hardware platform still doesn’t sell the VCS to me very strongly.

I’m most interested in the Black Widow: Recharged game, as this is the least well known classic Atari title out of the four, and therefore has the most potential to offer as a reboot.

I’ve been pretty critical of Atari for the past few years as the disappointments with the delays and inadequacies of the VCS have mounted, so it’s really nice to finally see something happening that looks like it might actually be cool.

Weirdly, although I’ve seen announcements from various videogame news sites about these titles, Atari’s own website looks like it’s only pushing Centipede: Recharged at the moment. Where’s the other games? Are they holding back so they can focus on each one at a time? Or is the Atari Recharged site just that hard to navigate?

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/