Supercharge your Atari 2600 with the Starpath SuperCharger and a tape recorder (sold separately), 1982
Bob Brown, a founder of Arcadia Corp., developer of the Supercharger add-on for the Atari 2600 video game system, undated photo
Craig Nelson, programmer at Epyx, 1986 image
The Atari VCS, however, remains as a cottage industry for third-party developers of hardware add-ons for the system. One of the most significant and successful of these is the SuperCharger by Arcadia Corporation and designed by former Atari engineer, home PONG co-creator and VCS developer Bob Brown, who also serves as executive vice-president of Arcadia. Another former Atari employee, Craig Nelson, is also involved in the venture. Initially offered at $69.95 and eventually dropped to $49.95, the SuperCharger is an outsized cartridge that plugs into the VCS and adds an extra 6K of RAM memory available to the system. It also boosts the graphics capability, allowing for more objects onscreen at a time and hi-res output. A cable comes out the side of the SuperCharger and ends in a 1/4 inch audio jack, which users plug into the headphone jack of any regular cassette recorder. They can then play games sold by Starpath on audio cassette tape, with each priced at an attractive $14.95.
The SuperCharger cartridge with cable for connecting to a tape recorder, 1982
Supercharger cartridge circuitry, 1983
Phaser Patrol SuperCharger game for the Atari 2600 video game system, 1982
Loading a game in via this procedure usually takes about 30 seconds, and a clean duplicate version of the game is offered on the other side of the cassette if something goes wrong with the original. Putting games on cassette tape has another advantage: programs for the SuperCharger typically have relatively complex multiple levels, that the system can load in off the tape as play progresses. Phaser Patrol is the tape packed in with the SuperCharger, a graphically advanced version of the popular game Star Raiders for Atari’s 400/800 computers, then ported later for the 2600.
Supercharger and games, including a representation of Escape from the Mindmaster on screen, 1983
Phaser Patrol for the Arcadia (soon to be Starpath) Supercharger
When theSuperChargeris shown at the 1982 Summer CES, Arcadia ends up getting five times the orders for the device than they had planned to sell over the whole year. This causes scuttlebutt to swirl around the show that Atari is ready to sue or buy out Arcadia, although the makers of the SuperCharger firmly state the company is not for sale. The unit itself is made available for sale in August of 1982, and others games eventually follow the system, such as Escape From the Mindmaster (working title: Labyrinth), Rabbit Transit (working titles: Harebrain and Hopalong Catastrophe) and Communist Mutants From Space. The company is also actually able to produce an official version of the arcade classic Frogger for the 2600, in the face of another version released for that system by Parker Brothers. This is because Parker Brothers only has the cartridge rights for the game from Sega, opening the door for Arcadia’s version on magnetic media. The company is eventually forced to change their company name to Starpath after threats of litigation from Emerson Electronics, maker of the Arcadia 2001 home game console.
Click button to play Escape from the Mindmaster, 1982
12 games in all are eventually sold for the SuperCharger, including two sold via mail order after Starpath declares bankruptcy. The company is eventually merged with computer game maker Epyx. One prototype product never released by Starpath, called Sweat: The Decathlon Game, ends up as the basis for Epyx’s hugely popular sports extravaganza Summer Games.
Starpath Supercharger for the Atari 2600 video game console
Phaser Patrol, with the Arcadia (Starpath) SuperCharger in the box, 1982
The delightfully-titled Communist Mutants from Space, for the SuperCharger, 1982
Fireball, a Starpath Supercharger game for use on the Atari 2600 video game console, 1982
Suicide Mission, a game for the Starpath Supercharger, 1982
Escape from the Mindmaster, a 3D maze game for the SuperCharger, 1982
Dragonstomper, a Starpath Supercharger game for use on the Atari 2600 video game console, 1982
Killer Satellites, a game for the SuperCharger, 1983
Rabbit Transit, a game for the Starpath Supercharger, 1983
Because it was on tape, Starpath was able to make a version of Frogger for the Supercharger, 1983
Party Mix, a multi load game for the Starpath Supercharger Atari 2600 add-on, 1983
Sword of Saros, a Starpath Supercharger game for use on the Atari 2600 video game console, 1983
Survival Island, for the Starpath Supercharger Atari 2600 add-on, 1983
Upgrade your Atari 2600 to next gen with the Starpath Supercharger, 1983
Lock the doors, it’s time for the SuperCharger!
Following on the heels of the SuperCharger is the Power Module, part of The Power System line from Amiga. The company might be better known as the maker of the Joyboard, a 2600 controller that one stood on to use. Well, I suppose they might be more well-known as the maker of the Amiga computer for Commodore. Their Power Module plug-in cartridge memory expander for the 2600 would also run games off cassette, as well as add 6K of memory to the 2600. What’s more, it would hook up to other Power Modules over a phone line for multiplayer games, AND have the capability to play in real 3D. This last bit is proved by one of the two cassette games included in the package being 3-D Ghost Attack. The other is to be Depth Charge, featuring the online capability. Announced in early 1983, Amiga’s Power Module is ultimately cancelled; Amiga reasons that since cartridge prices are dropping like a rock, the main cost benefit of putting out games on cassette has been undercut. Their 3-game Power Play cartridges also in development for the 2600 similarly never make it to store shelves.
The Amiga Power Module, adding memory, online multiplayer and 3-D gaming to the 2600, unreleased
Depth Charge and 3-D Ghost Attack, for Amiga’s The Power for the Atari 2600
In the Key of Atari
A few companies also try to make good on the “computer” part of the name Video Computer System, developing prototype computer add-ons with keyboards and storage devices. In 1983, Atari announces an under-$90 attachment that fits easily into the 2600 cartridge slot, offering users a 56-key, chiclet-style keyboard and 8K of RAM, expandable to 32K with add-on modules. Inside the add-on is the vaunted 6502 microprocessor, also seen in Atari’s 8-bit computer line. The system will output a 192×160 graphics resolution and a text screen format of 32 columns by 24 rows. It also has two sound generators.
The Graduate/My First Computer 2600 computer add-on, 1983
Another version of the My First Computer/The Graduate VCS/2600 computer add-on
Initially called My First Computer, built into the system is the Microsoft BASIC programming language, combined with specialized graphics and sound statements from Atari BASIC. There is also a connection to allow any regular cassette tape recorder to provide data storage. Atari’s add-on can also accept standard 2600 game cartridges through a slot on its side, as well as a planned library of around 20 new cartridges at launch, featuring entertainment and educational programs. some enhanced to take advantage of the keyboard. In addition, the expansion module will also be able to accept Atari’s planned storage system utilizing high-speed, 1/16 ” wafer-tape ‘stringy floppy’ cassettes holding 128K of data.
Atari president of consumer electronics Michael Moone with Drew Barrymore, promoting the Atari 2600 Graduate computer add-on, 1983
The planned Entex Piggyback ColourComputer add-on stands out by sporting 70 keys that travel when pressed like a real computer keyboard. In spite of the name, the unit sits in front of the VCS as opposed to neatly on top of it. The keyboard contains nine function keys, as well as four cursor keys to control movement. The computer add-on contains a Z80A CPU, along with 8K of ROM to hold the internal instruction set. Only a meagre 2K of RAM is available for the Piggyback out of the gate, although an expansion module is offered for boosting the unit through 16K memory cartridges to a respectable 32K of RAM, as well as an access port to allow a cassette tape for program storage. Onboard the Piggyback will be 8K of BASIC. With a price tag of at or below $125, for an additional $7 users will be able to purchase an adapter to allow the system to connect to the Intellivision, ColecoVision, or the Atari 5200. RS-232 and parallel ports promise connection to peripherals such as printers.
Unitronics Expander-II, a keyboard add-on for the Atari 2600, 1983
Unitronics Expander, 1983
The non-piggyback Entex Piggyback
Another view of the Entex 2000 Piggy Back, 1983
Design for the Entex 2000 Piggyback, a computer add-on for video game consoles
Other keyboard attachments for the 2600 are announced, such as Unitronics’ Expander (16K RAM), but only Spectravideo’s membrane keyboard Compumate (2K RAM), with its included music composition and Magic Easel drawing programs, makes it past the prototype stage and onto store shelves in 1983, only to disappear along with the videogame market by the end of the year.
CompuMate ad, 1983
Box for CompuMate
CompuMate 2600 computer add-on
Reach Out and Play Someone on the Atari 2600
One of the more interesting and far-reaching of the third-party companies servicing the 2600 market is Control Video Corporation (CVC) out of Vienna, Virginia, with a service called Gameline. The company is created by online information technology visionary William F. Von Meister, who had founded the first commercial online service The Sourcein June of 1979. He was eventually forced out of ownership of The Source that year by financial supporter Jack Taub in a power struggle, although receiving a million dollar payout for his trouble. In 1980, a controlling interest in the online service itself is eventually sold to Reader’s Digest for $3 million.
There’s something wrong with the people on the bottom right
Network map for Gameline, a video game streaming service for the Atari 2600, 1983
Gameline Master Module
Inside the Gameline Master Module, 1983
Gameliner magazine, premiere issue, sent to every Gameline subscriber, Sept 1983
QuantumLink ad, 1988
CVC president William von Meister, 1983
Steve Case, former marketing exec for Quantum, in 1995 Gap ad
What would eventually become Gameline had originally been developed for Home Music Store, which had hoped to offer song selections to cable services via satellite. Audio music channels later become standard offerings on Cable TV, but at the time music retailers balked at the idea of this kind of distribution and lobbied the music industry to refuse participation in such a scheme. Von Meister, with support from high-tech financial investors like Hambrecht & Quist and Kleiner Perkins, heads back to the drawing board and turns to video games as a venue for the technology. Targeting the 14 million installed Atari 2600 consoles (although probably only several million are actively used by this time in its life-cycle), Gameline offers downloadable games for the 2600 over conventional phone lines through a modem which operates from between 900 – 1200 baud, in order to compensate for varying connection quality. This versatile yet inexpensive-to-make modem was the key to a viable dial-in video game service, and a large part of CVC’s $2 million R&D budget is devoted to building it, developed by vice president of engineering Ray Heinrich, as well as Hartsville, AL-based consultants Seven Systems. The games are stored on the 8K memory bank inside a special, $49.95 cartridge called the Master Module, which connects to the phone line. After dialing into the system via a local or toll-free number, the phone line is typically tied up for about a minute while retrieving a choice from the rotating roster of 30 games to be offered each month. Customers get a free subscription to Gameliner magazine, where currently available games are listed. There is a one-time hook-up fee for the service of $15, with a $10-$12 annual fee coming into play in the second year of membership. Charges are approximately $1 for up to an hour of play, and the system offers on-screen instructions for the chosen game, as well as a library of instructions for other games on the system. Parents can also set a weekly or daily limit, to prevent kids from overindulging.
Menu of video games available for streaming on the Gameline service, including Porky’s! 1983
With a promise that GameLine is to be compatible with Atari’s announced My First Computer keyboard add-on for the 2600, the online service is the first stage of a planned comprehensive online BBS type of system for Atari’s console. This is to include MailLine, offering text messages pecked off an onscreen keyboard with a joystick at 15 cents per 8,000 characters, sports news and scores via SportsLine, and home banking and financial management through StockLine. The two-way nature of the data connection also allows large, nation-wide video game tournaments. High scores are recorded by the system if the customer pays an additional 50 cents, and tournament prizes such as college scholarships, sports-cars and $100,000 in gold bullion are promised for the winners of Gameline’s World Video Game Championship. Downloading of games also comes to the Intellivision via PlayCable, and Coleco announces a partnership with AT&T to deliver games over the phone lines to their ColecoVision console. Also touted is The Games Network, where players would rent a special box from their cable providers with a $20 deposit. With this equipment, an initial catalog of 20 games from various manufacturers would be available to gamers.
Gameline launches wide by mid-1983, but licensing disagreements with most of the big cartridge makers such as Atari, Mattel and Coleco prevent many of the biggest 2600 hits from appearing on the system. At launch, Imagic is the sole major manufacturer of games available on the system, as well as a reported financial backer of the project. Product from Fox, TigerVision and Spectravision are also planned, as well as games from defunct game houses like Data Age and Games by Apollo.. In a repeat of what had happened at The Source, CVC President Von Meister again is eventually relieved of his duties, but not before he brings Marc Seriff and Jim Kimsey into the company. Steve Case, another key member, had been lured over to CVC in 1982 from PepsiCo Inc. The Gameline system eventually shuts down in early 1985, after spending $12 million operating the network and now carrying a debt load of $500,000. The remaining execs and venture capitalists reform CVC into Quantum Computer Services. The company develops a telecommunications network package dedicated to the Commodore C64/128 computers, with a system based on tech licensed from an already existing online entity called PlayNET.
PlayNet main menu
The QuantumLink main menu, C64
QuantumLink is set for launch on October 1, 1985, and the system is operated jointly with Commodore International, who bundle QuantumLink products with their computers and modems. QuantumLink offers connectivity for a flat fee of $9.95 a month, and a registration charge of $25 is put into place at the beginning of 1986. A disk drive is needed to load the system software, and if you already have a modem for your 64/128, you get a month of free service. If you need a modem, you are provided one free if you sign up for a four-month term. After logging on, services available free to users include news updates from USA TODAY, access to the Academic American Encyclopaedia, online courses in theElectronic University, trivia games, a software store and an electronic mall for other shopping needs, among other services. Users are also billed six cents a minute to access “Plus” features such as online chat, electronic mail, head-to-head games like Chess and Hangman,and the ability to download demo programs and public-domain software. You do get an hour of “Plus” time free every month, however. Operating hours for the service are 6pm to 7am on weekdays and 24 hours a day through the weekend and holidays. Users, or Q-Linkers as they’re called, can use up to five different accounts on one computer; great for parents, who can set time limited profiles for their kids. Q-Linkers can also change their online handles at their whim; a boon for those who want to juggle a few different online personalities. Q-Link eventually adds support for Apple computers under the AppleLink banner, and PC Link for IBM compatibles in a partnership with Tandy. An online service for IBM’s PS/1 operating system is also made by Quantum and called Promenade.
Habitat, an online virtual environment for QuantumLink, 1988
On an island, in Lucasfilm’s Habitat for QuantumLink, 1986
Create your own ‘Turf’, in Lucasfilm’s Habitat online community, 1986
Make friends in Habitat, Lucasfilm’s online graphical community for QuantumLink, 1986
If you thought emojis or emoticons were a fairly recent Internet invention, then :p. They actually show up in email and chat room communications on QLink, such expressive symbols known there as QShorthand graphics or QGraphics for short. Hang around long enough and you’ll see happy :), a wink (;)), somebody angry (>:(), a glasses-wearing nerd (8)), or as I demonstrated above, someone sticking their tongue out… among many others. Things get even more visually expressive when the first virtual online graphical community ever is set up on QuantumLink, with the superbly-named Chip Morningstar as project leader, programmer and principal designer. LucasFilm initially pitches the service as MicroCosm to Steve Case in September of 1985. It is eventually made available to Commodore 64 users in a beta phase on QuantumLink between 1986 and 1988. Renamed Habitat, it allows users to create graphical avatars and walk around, chat and barter for items in a real-time animated environment, including potentially hundreds of different areas, along with user-created rooms. Laws and acceptable behaviours are created by the users, including the robbing and killing of each other. At the end of the pilot period in 1988, Habitat is scaled down and opened wide to users as a simple graphical chat room called Club Caribe. In this form the service continues until 1994. In 1989, Case, Kimsey and Seriff morph QuantumLink and all its sundry services into another little online company…America Online. Von Meister does not share in the billion-dollar success of AOL, and succumbs to cancer in 1995 at the age of 53.
From Gameline to AOL – America Online announces version 4.0 of their software, 1998
As an alternative to the delivery of videogames through a phone line like with Gameline, in 1984 Atari and Activision join forces with an experiment to stream games via FM radio. Via a FM receiver cartridge with circuitry designed by Larry Karr of SCA Data Systems, Inc., an FM subcarrier signal of 12 kbits/s sending game data would originate from a local radio station and be received by either the 2600 console or an Atari computer. Tests in the field are successful, but the public has turned the dial away from video games, and the scheme to send Atari and Activision games over radio waves loses its signal. This technology would eventually rise from the static, with Karr and SCA Data helping to shrink the technology for Microsoft’s SPOT smart watch tech in 2003.
Bill Gates shows off a SPOT smart watch, using refined tech from video games over radio scheme, 2003
CX-2700 (unreleased) wireless VCS, prototype
The wireless VCS, aka the 2700, unreleased
Look Ma, no wires! 2700 controllers
1981 Summer CES, trying the Remote Control VCS
Promo shot of the Remote Control 2700 console, featuring Activision Tennis, 1980
Wireless 2700 promo shot. They're sitting so close to the console anyway, what's the point?
The wireless VCS, aka the 2700, unreleased
The monstrous 2600 wireless controllers
End of the Line for the Atari 2600
Atari itself has been milking the VCS for all it’s worth, trying to stave off the obvious obsolescence of the console by redesigning the same basic technology into smaller or more gimmicky versions, as well as sundry peripherals to “improve” gameplay. One such attempt is the CX-2700 Remote Control VCS, sporting wireless hand units with a radio connection to the game console, allowing gamers to control the onscreen action as well as pause or reset games without getting off the couch. The controllers also feature a combination joystick and paddle configuration similar to what will show up on the later 5200 Supersystem, along with heat sensitive, finger-touch buttons. The 2700 is unveiled at the 1981 Winter CES pegged with a hefty suggested retail price of $299.95, and it is given a release date of August. The game console ends up quietly shelved by Atari, after reports of the radio signals from the wireless controllers opening people’s garage doors. A direct follow-up to the 2600 comes in the shape of the 3200, code-named Sylvia and given other informal titles such as the Personal Arcade Machine (PAM),Super VCS and Atari System X. It is to feature the same slick wedge case and hybrid paddle/joystick controllers (albeit wired) as the 2700, but inside would contain upgraded RAM to 2k, compared to the 128 bytes inside the VCS. It would also display better graphics via an improved version of the ANTIC graphics controller from Atari’s 8-bit computer line, with the new hardware called FRANTIC. Full compatibility with the VCS is also promised, along with a built-in voice synthesizer. After the system is prototyped, programmers find the console exceedingly hard to program for, and the 3200 is eventually shelved in favour of the more quickly designable and more easily programmable 5200.
The Atari 3200, unreleased sequel to the VCS / 2600, 1981
Voice recognition and voice synthesis for the 2600 is also dabbled with, via a device called the Voice Controller, manufactured for Atari by Milton Bradley. Surfacing at the Summer CES in 1983, the module plugs into the controller port of the 2600, with a headset attached to it. With this headset, players will then be able to speak commands and hear voice prompts in supported games such as RealSports Baseball, Star Raiders, Battlezone and Berzerk. Sporting a proposed retail price of $100, the system only supports one player; the other must use a regular joystick in the other port, and hopefully will refrain from shouting false commands and screwing his more technically advanced “friend”. Perhaps because of this fatal flaw in human gamesmanship, the Voice Controller does not make it to store shelves in October as planned. Even a system that is strongly inferred by Atari to allow players to control games by mind-control is prototyped, called Mindlink. Most media who check out the controller at the 1984 Summer CES comment that it appears to respond to mere pressure from the eyebrows. The dubious system is prototyped, but never released.
Purported to allow you to control games with your mind.
The all-black “Vader” console, first to be labelled the 2600, 1982. Guess the force is holding up those joysticks
In 1982 the original VCS is remodeled in an all-black version referred to unofficially as the Vader console, the first to be given the new official name the Atari 2600 Video Computer System. The new title is based on the console’s model number and done to put the name in line with the new 5200 console, also released that year. This name is popularly just condensed down to the 2600. The pack-in cartridge becomes Pac-Man, an arcade license that the company figures will send the 2600 back into the top-sellers list. With Pac-Man in the title, the game sells over 10 million copies, but it is apparent the arcade adaptation is a rush job and critics declare it a creative disaster.
Another view of “Vader”, 1984
Atari Pac-Man, 2600 console. A box-full of crap, 1982
Pac-Man, a home video game by Atari 1981
Atari-made games for the VCS, 1983-1984
Created as a tie-in to a major contest where Atari promised truly valuable treasures as prizes for gamers who find clues within the games and an included comic book, Swordquest: Fireworld was programmed by infamous Atari Pac-Man creator Tod Frye (1983)
Holding the home video game license for the arcade hit Phoenix was what caused Atari to sue Imagic over their similar game Demon Attack (1983)
Ms. Pac-Man for the Atari 2600 video game console was made by General Computer Corporation, creator of the original arcade sequel to Pac-Man, and it shows: the game is remarkably flicker-free, and actually features 4 different maze layouts opposed to the arcade game's 2 (1983)
Atari management didn't have a lot of faith on the viability of this port of the arcade game original, so they shovelled it into the Atari Club as a mail-order only game (1983)
Programmer Dave Getreu tried to replicate the momentum of the original arcade game's trak ball control by having his version on the Atari 2600 make the character move faster the longer you hold the joystick in one direction (1983)
In RealSports Soccer, in order to save memory programmer Michael Sierchio locked each player on a side into specific lanes in order to not have to calculate player collisions (1983)
Another RealSports game by designer Michael Sierchio, who didn't use actually physics in RealSports Tennis but pre-calculated tables that allowed for high-arch lobs, a shot type missing from many other Tennis games of the time. (1983)
Galaxian, by Mark Ackerman, was an amazing and flicker-free adaptation of the frenetic arcade game original onto the sparse confines of the Atari 2600 video game system. (1983)
While Atari negotiated for the rights to make an official Rubik's Cube video game, they completed and released this as Atari Video Cube, released it as an Atari Club exclusive game bought via mail order, and swapped the name to Rubik's Cube and re-released it to retail when they got the rights (1983)
Kangaroo was another graphically heavy arcade game that hopped onto the Atari 2600 with impressive aplomb (1983)
Thanks to programmer John J. Palevich, Jungle Hunt made a fairly painless swing from the Taito arcade original onto the Atari 2600 video game console, 1983
The gang at General Computer Corporation (GCC) did an excellent and top selling adaptation of the Atari arcade original Pole Position for the Atari 2600, 1983
Programmer Scott Smith squished two games, two games, two games into one, one a Kaboom! knock-off and the other a Centipede-style shooter, with Gremlins for the Atari 2600 video game console, 1984
The Atari 2600 version of vector arcade game Gravitar, by Dan Hitchens, isn't applying the pull-down effect of gravity on the player's ship, but a constant and invisible push-down thrust from the ship itself (1983)
Out of everything the gang at General Computer Corporation (GCC) were able to squeeze into their version of Williams arcade hit Moon Patrol for the Atari 2600, the most important might have been the signature parallax scrolling background landscape of the original (1983)
Programmer Ray Booth really hoped gamers would "embrace the flicker" in his valiant attempt to dig a tunnel between the arcade original and the Atari 2600 video game console (1983)
A pretty well-feathered Atari 2600 translation of the Williams arcade original, by Mike Feinstein (1983)
By having kids collect cookies in a maze, Cookie Monster Munch hoped to teach them the concept underlying computer program looping, along with spatial awareness and resource management (1983)
Alpha Beam with Ernie, done by Michael Callahan and Preston Stuart, allowed use of the 2nd controller, for adults to help their kids play the game (1983)
As the video game market collapsed, Atari starting tinkering and second guessing games appearing late in the Atari 2600 lifecycle. This was originally Grover's Egg Hunt, but Atari execs through Big Bird was a more prominent character so made him/her/it the star of the game (1983)
Having procured the license for Peanuts, Atari hoped to capitalize on the famous characters, but only Snoopy and the Red Baron was released before the whole video game industry was shot down (1983)
Lots of companies sought licensing deals with Krull, expected to be a Star Wars sized fantasy hit. Well, at least the Glaive in the game looked pretty good! (1983)
Dan Hitchens was one of the star programmers in the later stages of the Atari 2600 production cycle, and this port of the complicated Nintendo arcade original is perfect proof of that (1983)
In order to more appeal to European gamers, Taz on the Atari 2600 was reskinned as popular European comic character Asterix for that market (Taz game released 1984)
Obelix was made by master Atari 2600 game designer Suki Lee, with characters based on the famous French Asterix comic books (1983)
Pigs in Space took the Muppet characters and put them into several well-worn arcade sequences, including takes on the Space Invaders and Frogger formulas (1983)
Atari was sinking underwater by the time SwordQuest: WaterWorld was completed, so the promised $25,000 "Crown of Life" to be awarded during a contest tied to the game series was locked up when Jack Tramiel took over the company and canned the contest, and no one knows what the heck happened to it (1984)
Oscar's Track Race was geared to help children with number recognition, 1984
Programmer Peter Niday worked miracles even approximating the 3D isometric view of the Atari arcade original Crystal Castles on the Atari 2600. (1984)
Designer Dave Staugas made the Atari 2600 version of arcade game Millipede a colourful and punishing experience for home gamers, 1984
The technically impressive Pengo for the Atari 2600 video game console, by Mark Hahn, came late in the release cycle for the console, and Atari was too distracted at this point to give the game a decent release (1984)
Programmer Steve Woita did a monumental achievement creating the human speech samples you hear at the beginning of each level of Quadrun by manipulating the Atari 2600 audio register, but not a lot of people heard it... with Atari spooked as the market was crashing, the abstract Quadrun only got a mail order release through the Atari Club (1983)
It was pretty amazing that programmers Michael Feinstein, Brad Hauser and Josh Littlefield could squeeze something approximating the Atari arcade game Battlezone for the home (1983)
If things progress for too long in the 2nd stage of Peter Niday's Sorcerer's Apprentice, based on a segment from the Disney film Fantasia, the world goes from day to night and the game gets substantially harder (1983)
The original arcade game Defender had a notoriously complicated button array, and the arcade sequel Stargate was even worse, so programmer Bill Aspromonte used the second joystick on the Atari 2600 to include all of the abilities from the arcade version (1984)
It takes the development of Coleco’s graphically advanced ColecoVision to prompt Atari to offer more advanced technology with their 5200 Supersystem machine, although even this new unit is only a repurposing of Atari’s 8-bit computer line in console form. Groping for avenues to shoring up their market share Atari announces a series of signed deals with content companies: in early 1983 Atari announces deals with United Feature Syndicate and Charles Shultz Creative Association to create games based on the Peanuts characters; an agreement with Destron, Inc to create software around their coin-operated biorhythm and astrology machines; and an arrangement with the Children’s Television Workshop to make Sesame Street games under the label Children’s Computer Workshop. Atari also touts a long-term deal with Williams Electronics for first refusal of their arcade works for home video and computer games. Having previously made Defender, Atari also lands games like Moon Patrol and Joust out of this deal, and begins planning home versions while the arcade games are still in the R&D stage at Williams.
Third-party games for the Atari 2600, Pt.3
Because of the single fire button on the Atari 2600 controllers, programmers Jeff Ronne and Brett Stutz made it so your character had to stop moving to fire in the 2600 version of Tron Deadly Discs... but you could also plug in a second controller to aim and fire independently of moving (1983)
Eggomania was a clever riff on classic Activision game Kaboom!, and considering the antagonist of the game, was understandably given the working title "Weird Bird" while under development (1983)
The unusual title of this game stems from the fact that it was tied to a contest where a $10,000 cash prize was offered to the public for the best title. U.S. Games went bankrupt before the contest deadline, so in 1994 an unofficial contest among gamers was held, with the winning title being "Goin' Under" (game released in 1983)
An interesting take on the Breakout formula, with a dark ending: when the convict gets squeezed by the encroaching walls, the devil appears to dance on his body.
The cover says it all: swat flies as they extend their tongues to eat your burgers (1983)
A sad ending when the player eventually loses all three of their carrots to the encroaching gopher: Farmer Brown stands in the middle of his barren garden and weeps (1983)
Shoot the coloured bars before they reach your ship in Ram It, for the Atari 2600 video game system (1983)
You could accumulate a whopping 255 extra lives in Stargunner for the Atari 2600, and you'd need them too in this intense shooter by Alex Leavens (1983)
Be careful knocking other cars off the track in Demolition Herby for the Atari 2600: the bouncing wreck could hit your remaining cars and wipe them out (1983)
The first rock & roll/video game tie-in, and a rare case where an arcade version was made after the home version came out (1983)
Air Raiders for the Atari 2600 video game system was the only 100% original M Network game for that console not based on a previously released game (1983)
Don't be looking for Duke or Snake Eyes or any other known G.I. Joe characters in G.I. Joe: Cobra Strike for the Atari 2600... in the game you're trying to protect G.I. Joe recruits at a training camp from a literal giant cobra with lasers for eyes (1983)
ZiMAG's Tanks But No Tanks for the Atari 2600 was identical to Phantom Tank by Bit Corp, which itself borrowed heavily from the Namco arcade game Tank Battalion (1983)
Can you keep your plates spinning to avoid a dishaster? (1983)
Bumper Bash for the Atari 2600 video game console uses the buttons on both paddle controllers to individually control the pinball game flippers (1983)
The strategy for purchasing Confrontation for the Atari 2600 was to contact the company directly to buy it; the game was never sold at retail stores (1983)
Burning Desire for the Atari 2600 video game console, another two games on one cartridge product from adult games label Playaround (1983)
The title M.A.D. for the Atari 2600 stood for Missile Attack and Defense, not the "Mutually Assured Destruction" that people might think (1983)
The Gottlieb arcade game that this Atari 2600 game was based on was created by game guru Tim Skelley (home version 1983)
Star Wars: Jedi Arena for the Atari 2600 has gameplay based on the scene from the original Star Wars movie where Luke spars with a training droid. It comes off as a take on the Atari game Warlords (Jedi Arena released in 1983)
While the title is obviously inspired by it, the Atari 2600 game Revenge of the Beefsteak Tomatoes is not a tie-in to the classic B-movie Attack of the Killer Tomatoes (game released in 1983)
Crypts of Chaos, a rare original IP from Fox Games, was a first-person dungeon crawler on the Atari 2600 that astonished gamers on that system with scaling enemies (1983)
What could be wrong with a video game based around the premise of being force-fed plates of pasta by your mother? (1983)
Piece O' Cake was one of the last games released by U.S. Games before folding in the wake of the great video game crash of 1983
Entombed was one of the last games released by U.S. Games before being buried by the great video game crash of 1983
Things ramp up quite a bit in difficulty in Bermuda Triangle for the Atari 2600 after the player surpasses 10,000 points (1983)
Gamers were treated to a dramatic game-over sequence in Frankenstein's Monster for the Atari 2600, where the creature stomped directly toward the screen to engulf its victim (1983)
Players might get memories of arcade (and Atari home game version) game Vanguard when playing Cosmic Corridor for the Atari 2600 (1983)
The longer to take to clear the board, the less points the targets are worth in Shootin' Gallery for the Atari 2600 video game console, 1983
Sub Scan for the Atari 2600 was part of the first wave of third-party video games developed by Sega instead of the company licensing out properties to outside developers (1983)
Probably the best way to play Tac-Scan on the Atari 2600, adapted by Sega from their own arcade game, is with the paddle controllers, mimicing the dial controls of the original (home game 1983)
Wing War by Imagic for the Atari 2600 was originally to have a U.S. release, but the collapsing video game market in North America destined it as a Europe only release (1983)
Apropos of the main character of Strawberry Shortcake: Musical Match-Ups, this game for the Atari 2600 video game console was programmed by Dawn Stockbridge (1983)
The Nintendo arcade coin-op that this game was based on proved so unpopular that its release in NA was scuttled and parts repurposed into the company's Popeye game (Sky Skipper for 2600 released in 1983)
Fox Video Games really abstracted the popular TV show for their M*A*S*H game, including sending Hawkeye out flying a chopper to rescue soldiers (1983)
In Imagic's No Escape!, players fire rocks at a ceiling to dislodge bricks that fall on the deadly furies below. Despite the name, if you clear a final challenge after completing seven levels, you actually do see Jason escape on Pegasus. (1983)
The notorious Colecovision game Smurf: Rescue in Gargamel's Castle hops its way over to the Atari 2600, 1983
Maybe the key attraction for the Sega arcade game Zaxxon that this Atari 2600 version adapted, the impressive 3D isometric view of the action, is completely abandoned on the console for a third-person view behind the player's ship (1983)
Perhaps the most memorable aspect of the game Polaris for the Atari 2600 is the clear and resonant sonar "ping" heard in the game (1983)
Fox Video Games' utilization of movie IP extended only to the name with Flash Gordon for the Atari 2600 console; the game is actually Spider City, a computer game by Sirius (1983)
The original Miner 2049er, by Bill Hogue, was a massive success, ported to every popular game platform of the era, including the Atari 2600 (1983)
You won't find Professor X or Wolverine anywhere near this X-rated X-Man game for the Atari 2600 video game console (1983)
The dusty, complicated passages of the original Konami arcade classic Tutankham were converted to simple straight-line corridors for this adaptation to the Atari 2600 video game console (1983)
In its neverending bid to bolster its video game division by looting its movie library, Fox made the questionable decision to name this game for the Atari 2600 using the title of a science fiction movie from 1958 (1983)
Again, here is Fox Video Games using movie titles from its library to bolster video game sales, this from from a 1964 British sci-fi film who's plot has nothing to do at all with the game (1983)
A fast-paced game from Imagic for the Atari 2600 that utilized the paddle controllers for near instantaneous movement of the players ship (1983)
London Blitz, by vaunted military board game company Avalon Hill, was one of a handful of games on the Atari 2600 that used a first-person 3D view, setting the stage for later computer games like Wolfenstein 3D (London Blitz released in 1983)
The product of a strange partnership between military strategy game kings Avalon Hill and Sports Illustrated, the game itself is based on an earlier Avalon Hill computer game called Breakthrough (Wall Ball released 1983)
Cakewalk, for the Atari 2600 video game console, is a baking version of the arcade game Tapper (Cakewalk released in 1983)
Bobby Is Going Home, for the Atari 2600 video game console, is a side-scrolling game reminicent of Activision's massively popular Pitfall!, only with inexplicable religious music looping in the background (1983)
In 1983 Atari also re-engineers the 2600 into the Atari 2800 for the Japanese market, giving the console the now standard “wedge” look and removing those oh-so-70s chrome-ish toggle switches on the front of the console for slick new push buttons. This new design is also appropriated by Sears as the Sears Video ArcadeII in North America. Games for the Japanese console also get a new, shiny silver design for their boxes. Unfortunately, Atari releases the 2800 mere months before Nintendo releases their Famicom in Japan and completely sews up the video game market in that region.
Atari 2800, the Japanese version of the VCS, and shiny box games, 1983
Atari 2800 Battlezone for the Japanese market, 1983
Atari 2800 Centipede for the Japanese market, 1983
Atari 2800 Air-Sea Battle for the Japanese market, 1983
Atari 2800 Realsports Volleyball for the Japanese market, 1983
The Atari 2800, Japanese version of the VCS, 1983
Controller for the Atari 2800, Japanese version of the VCS, 1983
The re-engineered Atari 2800, for sale in the Japanese market, 1983
Stargate arcade adaptation soars onto PC, thanks to Atarisoft 1983
Arcade game Galaxian marches onto the PC, blame Atarisoft! 1983
Do the Donkey Kong, courtesy of Atarisoft 1983
Centipede creepy crawls onto the PC, Atarisoft 1984
Challenge, for the Atari 2600, one of a few games sold by Canadian department store chain Zellers under their own label (1983)
Time Warp, for the Atari 2600 video game console, was another Zellers-branded game (1983)
White noise generated Q*bert's famous potty mouth on the Atari 2600 video game console (1983)
Porky's, inspired by the teen sex comedy movie of the same name, tasked players with blowing up the titular (heh heh) watering hole (1983)
As you might surmise from the box cover artwork, Bank Heist was originally to be based on real-life outlaws Bonnie & Clyde, but various licensing issues shifted the focus to generic gangsters (1983)
Some mechanics from the original Bally Midway arcade game were changed, and a classic entry for the Atari 2600 was the result (1983)
Another Bally Midway arcade game conversion by CBS Electronics to the Atari 2600 video game console (1983)
Death Trap, by Avalon Hill for the Atari 2600, featured missiles your could steer after firing them, but your ship was a stationary sitting duck as you controlled the projectile (1983)
Bob Smith achieved some out-of-this-world graphics in Moonsweeper on the Atari 2600, including smoothly scaling objects on the lunar surface (1983)
Stronghold, featuring the retro video game alchemy of being both a technically impressive game for the Atari 2600 video game console AND being released right as the video game industry was imploding in 1983, is a holy grail for retro game collectors, with pristine in-the-box copies selling for close to $3000
Saddled with a lousy title, Gas Hog was actually a creative twist from gaming guru Mark Turmell on the Williams' arcade classic Moon Patrol (1983)
Fathom, by Rob Fulop and Imagic, was a visually impressive game on the Atari 2600, including a stunning sequence where the dolphin you were controlling leaps out of the sea and transforms into a seagull (1983)
For a mail-order only game on the Atari 2600, Tooth Protectors had pretty deep gameplay. It also is rated as an extremely rare game to find out in the wild (1983)
Mogul Maniac was the launch title.... and only title... for the Amiga Joyboard, a controller users stood on and moved for game control. The company would later go on to create the Amiga line of computers, the technical marvels of their day (Mogul Maniac released in 1983)
Initially a mail-order game where kids had to send in a whopping 125 Kool-Aid envelopes as proof of purchase to get the game. That's a lot of sugar water (1983)
Spike's Peak was so technically ambitious that a lot of people consider it one of the Atari 2600's finest hour... apropos to the game's designer: vaunted combat simulator creator Lawrence Holland of Their Finest Hour: The Battle of Britain fame, among many others (1983)
You'll end up facing a sea monster in Crash Dive for the Atari 2600 video game console, if you're good enough at mastering both the airborne and seaborne aspects of the ship you're piloting/sailing (1983)
The Atari 2600 version of Donkey Kong Junior manages to squeeze three of the four levels of the arcade original into this console version (1983)
Programmer Ed English performed a miracle with the Atari 2600, squeezing 10 distinct levels into the game by bank switching between the game logic and level data (1983)
Unlike other developers who were pushing the Atari 2600 to its very limits, Mythicon shovelled ultra cheap product onto the console in its dying days (1983)
Released by board game giant Selchow & Righter (Scrabble, et al), Glib was a word game on the Atari 2600 that notoriously lacked an on-board dictionary to determine correct spellings so disputes while playing had to be looked up by players (1983)
Wizard Games was founded by notorious Z-movie creator Charles Band, purveyor of such cinematic delights as Laserblast (Halloween released on 1983)
Another video game delight from schlock movie maker Charles Band, the violent nature and notorious reputation of the source material meant retailers, if they stocked it all, required potential gamers to have to ask for it instead of putting it on their shelves (1983)
The Atari 2600 version of Nintendo's arcade game had all three levels of the original, but integral and interactive portions of each level were stripped out to fit on the console (1983)
The Atari 2600 version of Super Cobra replicated the 'insert coin to continue' feature of the arcade original, letting you continue where you left off when losing all your lives before reaching the end level (1983)
While also featuring a single player mode, Quick Step, released for the Atari 2600 by Imagic, also had a frantic two-player simultaneous multiplayer mode often described as a "friendship-killer".
No "DO A BARREL ROLL" here, Star Fox by Mythicon for the Atari 2600 was another derivative shovelware game (1983)
Sorcerer, for the Atari 2600 video game console, was more cheap-ass shovelware from Mythicon (1983)
Sega's Thunderground for the Atari 2600 mashes together a lot of previously done video game concepts: The tank warfare of Combat, the digging of games like Dig Dug, and the maze travelling of Pac-Man (1983)
In order to replicate the complexities of the Sega arcade original, Star Trek: Strategic Operations Simulator for the Atari 2600 came packed with a physical overlay that fit over the system's controllers to show the complicated joystick/button combos needed to play the game (1983)
Chase the Chuck Wagon for the Atari 2600 has come to symbolize the gold-rushing by companies and developers that went on during the later days of the Atari 2600 video game console (1983)
The Atari 2600 version of Time Pilot kept in line with other games made late in the production run of the console by miraculously pushing the envelope, in this case keeping all five eras from the arcade original (1983)
Springer for the Atari 2600 had a notoriously finicky jumping mechanic... bad news for a platform game (1983)
The arresting artwork on the cover of Star Wars: Return of the Jedi: Death Star Battle was done by famed illustrator John Berkey, who did poster artwork for the original Star Wars movie in 1977 (1983)
An M Network conversion of the Data East arcade original, for the Atari 2600 video game console (1983)
Buck Rogers Planet of Zoom tracks with other games pushing the limits of the Atari 2600 in the later stages of the console's life by featuring a pseudo-3D view of scaling sprites (1983)
Smurfs Save the Day was used in conjunction with the Kid Vid Voice Module for the Atari 2600, allowing voices and full music synced with the gameplay (1983)
Watch the heat bar of your cannon when firing at the enemy in Assault for the Atari 2600... overheating it will cause your ship to instantly explode (1983)
Strategic retreat is the name of the game in Wall Defender for the Atari 2600 video game console (1983)
Artillery Duel, here by Xonox for the Atari 2600, can plot its lineage back through countless early computer games based on the concept (1983)
No, not THAT Gauntlet. This was a super-rare vertical scrolling action game, sold only through mail order by Answer Software (1983)
Another mail-order exclusive game from Answer Software that drives its high price as a retro game collectable mostly from the fact that it came in a big foam box (1983)
Congo Bongo for the Atari 2600 makes a game attempt at adopting the 3D isometric view of the Sega arcade original (2600 version sold in 1983)
Miner 2049er Vol. II contained the levels from the popular computer game that were left out of the first version on the Atari 2600 (1983)
Mountain King for the Atari 2600 featured a music soundtrack that changed as you approached your objective (1983)
The 'RAM Plus' scheme used in Tunnel Runner put another 256 bytes on the cartridge for the Atari 2600 to utilize, allowing for a 3D first-person shooter using procedural generation to randomize the maps and items every game (1983)
A CBS Electronics version of the popular arcade game Omega Race
The Music Machine for the was a religion-themed knock-off of Activision's Kaboom!, released for the Atari 2600 video game system (1983)
Subterraea for the Atari 2600 was an unrelenting take on the Defender formula that broke many a console game (1983)
Astrowar for the Atari 2600 was an egregious rip-off of other games like Asteroids, Astroblast and even Atari's Maze Craze (1983)
Although made for the Atari 2600, Walker has a game feel that reminds one of the excellent controls in the Mario games by Nintendo (1983)
Surprising many games of the era, Masters of the Universe: The Power of He-Man begins with a startling, animated sequence of He-Man doing his iconic "I HAVE THE POWER" transformation sequence (1983)
Spectracube Invasion for the Atari 2600 video game system was just another repetitive shooter for the console (1983)
You needed the 'Foot Craz" floor mat accessory to play this fitness game on the Atari 2600 video game system (1983)
Another game needing the 'Foot Craz" floor mat accessory, Video Reflex for the Atari 2600 was pretty much a foot-stompin' version of 'Whac-A-Mole" (1983)
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