Tag: Mr Run and Jump

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.