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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Brain droppings...
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • an atari story
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
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  • VVHQ
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  • Synthpop Universe
  • Atari 5200 Joystick Controllers
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  • Make Atari 2600 games w/o programming!
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  • bow830
  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  • Atari Jaguar Game Mascots
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  • My blog of stuff and things
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  1. Amazing Maze / Tic-Tac-Toe (Bally Professional Arcade, 1979) I know many of you are very anxious to hear just how the Bally performed in Tic-Tac-Toe against the Fairchild Channel F's built-in Tic-Tac-Toe AI, but before I get to that, I have a solution regarding the heating problems some of us have been experiencing with the Bally Pro Arcade. Bally vs. Fairchild: Tic-Tac-Toe In order to get a statistically significant sample we figured we should pit the machines against each other for at least 29 games, but we decided to field 500 just to be sure. The Chronogaming Stadium was configured to facilitate this event and volunteers were scheduled in four-hour shifts to monitor and conduct the various matches. Unfortunately, before the opening ceremonies had commenced, one of the volunteers broke free of their restraints (obviously due to an underdosage in medication) and managed to release the remaining officiators before escaping from the Chrongaming campus. The ones who didn't escape were rendered useless, or perhaps I should say rended useless by the dogs. So, it ain't happening. We did manage a screen shot from the Jumbotron, however. Really, it's just Tic-Tac-Toe without the chicken. For the graph theory crowd, Amazing Maze offers a Prim and proper diversion. For this home version of its 1976 arcade cabinet, The Amazing Maze Game, Bally upgrades the three-year-old game to color, gives it a graphical "castle" setting, and allows for three different difficulty levels, the standard "easy, medium and hard" flavors. Below is a little movie of the computer making its way through a "hard" level maze. Frankly, it's a larger download than it's worth, but I'm not using the bandwidth for anything at the moment. Amazing Maze Movie (Dead link removed. Sorry.) So, what we're seeing here is what appears to be a computer player which already knows how to get through the maze, and it's just taking its time so that a slower, more organic player may have a chance against it. It might be a little more exciting if the computer went down a possible dead-end once or twice but moved a little faster. As it is, a human player need only get about halfway through the maze before zipping through the path they just saw the computer take from the beginning. Much more satisfying is to play against a fellow biological unit, or to pit two young human siblings against each other until they've had all the fun I could stand. Here's another possible waste of a download. This is a shot of the Bally "thinking" while it's generating a maze. Maze being generated. (Dead link removed. Sorry again.) Now, is that just "lava lamp" noise, to let the user know the Bally is doing something or is that the Bally using video memory as a scratch pad for whatever minimal spanning tree algorithm it uses? Assuming that's what it uses. Dunno. As a game, Amazing Maze is fun enough, but it doesn't have near the number of variations on a Maze game that the Fairchild Channel F Maze cartridge has. As a "fun" rating, I'll give it a "meh" -- it's not a bad Maze cart, it just isn't great either. At the moment, I'd prefer the Fairchild's rendition of the genre. Next cart is also for Bally's machine, either Astro Battle or Space Invaders, I just can't decide. 10700
  2. Computer Intro (Odyssey^2, 1979) The Odyssey^2 has one thing that no other videogame console, before or since, ever had: a full-sized, built-in keyboard. Another exclusive for the Odyssey^2 is Computer Intro; a cart that, along with its manual, teaches its user the fundamentals of assembler and machine language programming. Say what you want about the Odyssey^2's games, sound, graphics or exclaimation-point-driven-advertising, but Computer Intro deserves nothing but respect. We're not just talking about a well-written manual, this is a programming environment that lets the user enter and run their own programs with up to 100 lines of code! In 1979, find me anything (hardware + software) in the same price range that even comes close to doing that. By the way, don't just get the cart and try to "wing it". The 102-page manual is essential to use this cartridge properly, not only for the wealth of information and tutorials in its text, but for the illustrative gatefolds that serve as handy references for the user while learning to program. In addition to providing a mini-course in assembly language programming the manual also puts things into perspective, claiming: That's exactly what it does. There's no hyperbole to be found in this manual, no techno-babble (like "on-screen electronic sensors") that one may find in other Odyssey^2 manuals. This is straight, informative useful information. If you, like me, are someone who wishes they had learned how to program at an early age, but didn't have access to a computer until it was comparatively too late, let me add to your wishful thinking by recommending you take a look at Computer Intro's manual here from Ozyr's awesome Odyssey^2 archive. (Print it out, it's easier to read without the background.) After getting an idea of what the manual is teaching you, you'll wish you'd had an Odyssey^2 instead of an Atari -- whoa, let's not go that far! How about this: you'll wish you'd had an Atari and an Odyssey^2, with Computer Intro, back in 1979. In the interest of avoiding a long and boring "compare and contrast" to Atari's Basic Programming, let me just summarize by saying Odyssey^2's Computer Intro is better than Atari's Basic Programming. When I say "better than," I'm saying something very similar, in spirit, to "kicks the ass of," "wipes the floor with," or "is not fit to tie the shoestrings of." I just want to be sure that you understand what I'm trying to imply here. If willing to take the time to read the manual and input the programs, I can't imagine anyone not benefitting from Computer Intro. Next entry, we'll enter into the homestretch for the 197x's, with the 1979 line-up for the Bally Professional Arcade. 9835
  3. Rather than a lengthy compare/contrast of Computer Intro and Basic Programming, like I had intended, I decided to look at each individually. Initially, my first attempts to write about the two displayed a tendancy to bash Atari's offering for merely being unlike Odyssey^2's offering. I decided it didn't make for a fair comparison, nor was it very fun to write, so, I'm doing it this way instead. Basic Programming (Atari VCS, 1979) Machine Gun KittyKats was the name of the game I was going to write using Basic Programming for the Atari VCS. My friend, George, had come up with the idea when I told him about the Basic Programming cart one could get for the Atari VCS. We envisioned two "combat-sized" cats, running around a "combat-like" playfield, shooting at each other using missiles and sound effects like those found in the air-combat portion of the Combat cartridge. We didn't consider these aspirations to be too ambitious. When I finally got a copy of Basic Programming (Xmas of '82?) and I got to "play" with it, I was crushed. There would be no Machine Gun KittyKats using this cart. The $60 I seem to remember my parents having spent for this cart was completely wasted. The program and manual seemed to contain a lot of information, but it was obvious to me that all the information couldn't change the fact that I couldn't make a game with this cart. The included keyboard controllers were also pretty much useless as I didn't own any other carts that used them. Back in the day, Basic Programming was a cart I put in once or twice, only to feel disappointment and even betrayal. Of course, I was missing the whole point. Neither a game nor a programming tool, Basic Programming was an attempt by Atari to live up to the literal name of its console: the Atari Video Computer System. Atari wanted people to think they could learn to program using what most perceived to be a television toy. However, learning to program with this cart is like what learning to play the game of Chess would be on a seven-by-seven square board; one could learn to understand the concepts of Chess, but not be able to actually play the game until access to a full-sized board was acquired. Basic Programming might have taught a really bright and motivated person the barest basics of programming, which they probably already knew, but the rest of us just got pissed-off because we quickly discovered we weren't going to be making much of anything with it. Now, let's focus more on the positives, shall we? One of the cool things about the cart is the way it uses the keyboard controllers. Two keyboard controllers, when locked together, make a handy, 24-key keyboard. Basic Programming turns that 24-key keyboard into an 80-or-so-key keyboard by implementing a mode-switching cursor. Change the color of the cursor on-screen and you change the layout of the keyboard. The keyboard overlays are a nice way to keep track of these different layouts. By labeling each key with its color-coded functions, it isn't hard to get around in the interface. The different layouts also save people from having to type in every character by implementing a keyword token system. Instead of having to type out the word "print" one need only change the cursor to the appropriate color and hit the key for "print". This couldn't have been a "resource cheap" feature to implement, but not knowing much about the Atari innards, I'll leave it at that. The system provides all the concepts of a program; variables, branching, a grid system for barely-minimal graphics, music functionality, collision detection and even a memory stack. As a programming "environment", surprisingly, it utilizes a "windowing" system allowing a user to open and close the display of different data sections. If you want to see the status of your variables while running your program, you can do so. If you want only the graphics display to cover the screen, you can do that too. In fact, I would describe this aspect of the system as "slightly prophetic" and maybe even "ahead of its time". With the memories I had of this cartridge as a teen, I thought I would have some rather acerbic commentary to make about Basic Programming. After learning a little bit more about the limitations of the VCS and after messing around with this cart again, I'm much more impressed. That being said, however, overall, I would criticize it as only being interesting to the people who already know something about programming in the first place! For a true novice, I do not see this cartridge as being beneficial. If the intent of Basic Programming is to be cool, I think it succeeds. If its intent is to teach or to inspire a beginner to learn, I think that 90% of the time, it would fail. Next entry, I'll do Computer Intro for the Odyssey^2. 9612
  4. Backgammon (Atari VCS, 1979) Two games in a row from which I expected very little and yet found so much! Backgammon on the Atari VCS is one of the best videogame versions of the 5,000 year old board game that I've seen to date. The APF version worked well enough, but typing in the moves via their keypad was painful. Atari's solution is so appropriate that I'm tempted to call it elegant. The paddles are the perfect controller for this game. Press the button to roll the dice, turn the paddle to select your pieces and where they land. The only improvement I'd like to have seen is maybe a noise to indicate you've rolled a piece over a point while you were moving it, as it may have made it easier to count as you move your piece. The way it is, silent and smooth, allowed my son to keep overshooting where he wanted to move because he'd lose count going over the bar or losing count. Obviously, more experience with the game eliminates such a problem but I could tell it was frustrating for him (and me) to keep hearing the "buzz" of an illegal move when we'd thought we'd counted correctly. Other than that small complaint, I've got no complaints. In addition to the elegantly functional interface, the screen is colorful and the red and white pieces are both easy to distinguish from the board and each other. I'm no Backgammon player, so I wasn't shocked when the AI beat me on the easy level, but the AI did seem to have a consistent strategy, and wasn't just rolling and moving like the AI for the APF's Backgammon seemed to be. Atari's version includes a "doubling cube" which is a way of making the game a little more interesting if there's a wager at stake. A doubling cube is like a dice, except it has a 2, 4, 8, 16, 32 and 64 on the sides. The player that "owns" the cube can choose to offer to double the wager, if they think they are going to win. If the other player disagrees with their opponent's assessment of the game, believing they have the advantage, then they can accept the doubling, and take ownership of the cube. However, if they decline, then they are admitting they will probably lose and the game ends, and the wager remains at multiple amount shown on the cube (i.e. 8 times the original wager). Wikipedia explains it so much better; go there if you still don't get it. The doubling cube is a nice feature and players of the board game will be glad to see it. The orientation of the backgammon board was vertical. This is different from how most of the players of the board game would see the board, but I think it worked well for the same reason I'd prefer videogames of Chess and Checkers to be oriented horizontally instead of vertically. It comes down to offering both players and equal footing on the perspective from which they view their pieces. When one plays Chess, one is used to seeing their pieces closer to themselves, moving away towards the enemy, who approaches. In a videogame version of chess, putting a single player on the bottom of the screen-moving up, while the computer opponent's pieces start at the top and move down makes sense. However, add a second, flesh/blood player to the mix, and that player has to play the game "upside down". It would be fairer if player one could move pieces from left to right and the other player from right to left. Yes, it's different from how it is usually played, but both players have to deal with the difference. In Atari's Backgammon, orienting the board vertically accomplishes the same thing. Player one is used to looking across the board at their opponent so a horizontally oriented board would work, but only for a single player game. In a two player game, orienting the board vertically forces both players to play the game "quarter-turned". Yeah, I've probably thought way too much about this, but I really did like how they chose to present this game. So, Happy Face for Backgammon! If you like the game of Backgammon, this is a good version to play with another person. I'm so not qualified to talk about the AI, but that seemed solid enough as well. Next entry we'll look at Video Chess.
  5. Sorry about the last entry, it was a bit depressing, but it proved to me why I don't choose to approach this hobby for the sake of nostalgia. The only thing I miss about being young is having acres and acres of free-time. Time I wish I'd spent more of either learning or playing videogames. As a grown-up, what's cool about this hobby is having a 30 year backlog of relatively inexpensive games to sift through along with having slightly better time-management skills. Football (Atari VCS, 1979) I'm just curious about why we even call this sport "football" when the players use their hands so often. Let me start by saying that I try to approach every cart with an attitude of gratitude. I'm grateful (to no higher power in particular) that not only do I have access to pretty much anything ever released for the 2600, but I am actually able to find some time to play, even as I'm into the thick of my last two weeks of higher education. That being said, I should also point out that while I may try to approach with gratitude, I often fail. This often leads to ill-tempered entries, (VCS Slot Machine, APF Blackjack) that may (VCS Slot Machine) or may not (APF Blackjack) do the featured game justice. I expected such an injustice to occur with Atari's Football for the VCS. I was wrong. In fact, my lowered expectations probably contributed to our enjoyment, though these same low expectations also caused me to procrastinate getting around to playing the damn thing! VCS Football gives you three defensive/offensive linemen, a quarter/defensive back, five offensive/defensive plays to choose from and control of your ball carrier (quarterback or receiver) or linemen (when you play defense). When the quarterback throws the ball, games 1 and 2 also give you control of the side to side motion of the ball, making it possible to maneuver it around the opposition. Game 3 gives you no control over the players with the exception of when the quarterback passes the ball; the other players do whatever the play chosen for them dictates. One of the frustrating aspects of the game is lack of control of the defensive back once the ball has been successfully passed. Most of the time, if my son or I are able to complete a pass, we are able to take it to the touchdown. I think it would have been a good idea to transfer the defense's control of the linemen to the defensive back once the pass is made, to give the defense a chance to try to tackle the carrier. EDIT: Well, apparently it was a good idea! So good that Atari had implemented it! Apparently one can take control of the defensive back by holding their button down! So . . . I guess I have no complaints! Thanks to maibock for pointing this out! If we gave out prizes here at Chronogamer industries, you'd get one. Probably a copy of VCS Football. This is another lesson in learning to print out the manual and have it next to us while playing. EDIT Again: My son and I just played another game of Atari Football and being able to control the d-back made a big difference. We had a great time again! I'd never have believed I'd ever enjoy playing a videogame of Football, but this is proof that I can. Yes, I'm shocked. This is not a pretty game. It is blinky and fairly ugly, especially compared to previously released football games, such as those released for the Bally Pro Arcade or the Odyssey^2 consoles. Despite the ugly, blinky players, the game offers a full football field, a timer, scoring, down indicators, play indicators and a ball possession indicator. I can't recall how that compares with the other versions, but I can't come up with anything else that would be absolutely necessary. EDIT: While I'm editing, I should include something supercat pointed out that I neglected to mention. Atari Football has an on screen 1st-down line! I don't believe any other football "port" to date (1979) has this feature! Each game is 5:00 minutes long, which was short enough for me to enjoy one game enough that I wanted to play one more. Be wary that trying too hard to control the players could lead to a damaged joystick! The player-sprites respond well enough, but never move as quickly as one would like, possibly due to the scale of the field (the field looks small, the players look big, it wouldn't work to have them zipping around it). Most people's reaction to this is to push the joystick harder. If you play this game with anyone who is enthusiastic about videogames or football, you should let them use one of your Genesis controllers instead of an Atari joystick, just in case. Not that we know what the hell a Genesis controller is back here in 1979, we just break a lot of joysticks. Despite the graphics, despite the sluggish players, there's a Football game on this cart. Despite or even because of a complete lack of appreciation for the sport of American Football on my part, we enjoyed each of the games we played for the purpose of this entry. Next entry we'll take a quick look at Backgammon. 8735
  6. Canyon Bomber/Sea Bomber (Atari VCS, 1979) Crater Digger? Pit Maker? This game hearkens back to a simpler time, when all the human mind could handle was one button. Picture a canyon extending from mid screen to the bottom in depth and stretching from one side of the screen to the other in width. Now, fill it to the brim with multi-colored blocks, each layer of blocks having its own color, like Breakout only going down. Or, better yet, view a screenshot taken directly from Atari Age's entry for the cart. Now take some of the flying vehicles from Combat or Air-Sea Battle and have a yellow vehicle fly over this canyon from one direction while a red vehicle flies over from the other. Press the button on your controller to make your bi-plane/bomber/helicopter drop a bomb. The bomb falls through the blocks like a bath toy sinks through bubble bath foam. Drop as many of these bombs as you can, one at a time, before your aircraft flies off the other side. You have no control over your aircraft. It just flies steadily across. This sequence repeats with different aircraft and different flight speeds until there are no more blocks to hit (which will re-fill the canyon), or until both players accumulate six misses. High score wins. A miss is constituted by failing to release a bomb during a flyover, or releasing a bomb that hits no blocks. A variation of the game is to drop bombs until a player reaches 1000 points or more and misses aren't counted. A variation of the skill level is "bomb recall". On difficulty "A", once you drop a bomb, you can't drop another until it hits. On difficulty "B", if you drop a bomb that looks like it isn't going to hit anything, you may "recall" it by firing another. The bomb's downward velocity is consistent with gravity, but how long they fall depends upon the speed of the plane they fall from and how close they are to the edge of the canyon. Later in the level, your ability to aim becomes a factor as the targets available become fewer. The A.I. for the one-player versions of Canyon Bomber is, as the manual describes it, "steady". Dropping a bomb as often as possible is all it does. The funny thing about this is that this A.un-I. initially scored higher than me because I was trying to take careful aim from the beginning of the game. This just wastes time. The key to scoring better than the AI is to bomb the hell out of the canyon in the beginning, when it's impossible to miss blocks, then start being careful and selective when the pickings get slim. It becomes just a matter of hitting at least one block each flyover until your enemy runs out of misses or until your score is higher than theirs. The deeper down a block is, the more points it is worth, so that's what you're aiming for. Please be aware: while I may be giving you an obvious strategy for playing the game, this does not mean I am recommending that you play it. This bomb-dropper just isn't much fun. Bright colors. Dull gameplay. It may be a good game to play with very young children or very old adults, but even they will grow tired of it quickly and begin whining and wetting themselves in an attempt to get ejected from the living room. I've tried playing it solo. Meh. I've tried getting my kids to play it with me and with each other. There's just not much call for it in these parts. My son played it for about two minutes before asking if we could play Atari's Bowling again. (We did, and we had fun.) FYI: Atari had a Canyon Bomber machine in the arcades back in 1977. The display was black and white, featuring blimps and bi-planes to act as your bomb vehicles. The canyon had more of a rocky appearance to it, and the targets were little white circles with numbers on them. The numbers, of course, represented points you earned when you destroyed them. It's available in MAME. There is somewhat of a saving grace on this cart, though, and that's in the second-fiddle game, Sea Bomber. Sea Bomber is a little like the arcade game Depthcharge. Using your button you drop the bomb. Using your paddle you set the depth at which you'd like your bomb to explode. The bomb vehicles are the same as from Canyon Bomber, but the bombing field this time is a sea-scape, starting off at light blue and darkening as you reach the bottom. Watercraft traverse the screen at different depths and you need to annihilate as many as you can. The deeper they are, the higher they score. Witness the screenshot, also from Atari Age's entry for the Canyon Bomber cart. Your shots fall straight down, as if through water. You must take into account your target's speed, depth and direction, the direction and speed of your aircraft, and the speed your shot sinks. If you wait too long to plan a shot, your plane may have taken you beyond dropping range for your chosen prey. From flyover to flyover, the only consistent factor is the speed at which your bomb falls while the speed of the aircraft and watercraft changes from flyover to flyover. Madly bombing and hoping for luck will not serve you well. If you've got this cart and you've been disappointed with Canyon Bomber, Sea Bomber makes up for it a little. FYI: Depthcharge is also available in MAME, though there may be other games more similar to Sea Bomber; I just haven't seen them yet. Hmm, next 1979 game? I honestly don't know . . . it's a surprise! Well, not really, I just don't know what it will be yet.8135
  7. Bowling (Atari VCS, 1979) I was in a bowling league when I was in middle school. My team won the league championship two years in a row. I don't remember my average, but when I was 13 years old, my high score was 191. I don't think that's a great high score, (though I've never beaten it since ), and I'm certain my average wasn't very impressive, but it disturbs me to suddenly realize that I may actually be more qualified to talk about videogames based on bowling than videogames based on any other real world activity. Damn, that's one crappy realization nobody should have to start their day with. Enough about me, let's talk about Bowling! We've seen an interpretation of the great sport of bowling on four previous systems. (RCA Studio II, Fairchild Channel F, APF MP1000 and Odyssey^2) On each of those systems the ball would oscillate just in front of what traditionally would be the foul line. The player would have to time their release of the ball as it was moving back and forth. Atari decided on a less abstracted approach which allows the player to position a figure on screen that actually animates and rolls the ball. In an interview with Digital Press at CGE 2005, Larry Kaplan described this figure as the first multi-colored sprite in home videogames. I question the accuracy of this, as the Bally Professional Arcade appeared to feature multi-colored sprites in its built-in game, Gunfight, released in 1978. I'm no programmer and perhaps the term "sprite" is more refined than I thought it was, so your mileage may vary. Regardless of the little multi-colored bowler being a "first" for Atari, Bowling for the Atari VCS is the best version of the game that we've seen so far. The ability to position the release of your ball is welcome, as is the graphical improvement of controlling a human figure which looks like it's rolling its ball. No scoring simplification is used; if you get a spare, your frame is totaled with the pins you knock down with your next ball, as it should be. The presentation of the scoring is good enough. Similar to the Fairchild version, you're only shown whether you spare, strike or leave a frame open while your total is displayed above it all. An additional touch occurs after rolling a strike or a spare, the player is given a little "way to go!" in the form of a palette flash for the bowler sprite and a celebratory audio cue All of the above, while fine and dandy, are not what make Atari's version of Bowling the best I've seen so far. What does it for me is the simulation and visual presentation of the pin action; when the ball hits a pin, the resulting trajectory of the pin is displayed! I'm pretty certain other versions have simulated pin interaction, for instance, Fairchild's Bowling allowed me to pick up a split, but Atari's version is the first to provide visual cues for what's going on. Instead of the pins going from a "standing" state to a "knocked down" or simply a "no longer there" state, Atari's pins "slide off" the alley in a number of directions; towards the gutter, diagonally towards the back or straight back, depending on the angle of the ball. It definitely adds to the experience and helps the player decide how to curve the next ball. I forgot to mention the curves! A standout feature of most of Atari's offerings is the variations of play on each cart and bowling has three variations to it in addition to allowing one- or two-player games. One variant allows the players to control the curve of the thrown ball, a gift I'm positive some bowlers think they have. If you've ever seen someone twist their body and wave their arms to try to redirect their rolled ball, then you know what I mean. Another variant allows the player to control when the ball begins to curve but after the curving starts, the player can do nothing. The last and most simple variation is straight shot only; line it up, throw and watch it go. (no lofting, please) The only drawback to Atari Bowling on the VCS, and this is only a slight drawback, is that it supports a maximum of two players. I only mention it because Odyssey^2's bowling supported four. If I were to start having weekly chronogaming parties, I think I'd actually choose the Odyssey^2 version for the ability to support four players. Also, and I'm not saying this is necessarily a drawback: I was unable to produce a 7-10 split. I tried hitting the center pin dead on, which is what produces the 7-10 in real life, but I couldn't get this evil split to show itself. Maybe, the game is better off! In my book, the 7-10 split is the Kobayashi Maru of bowling, so I didn't exactly "yearn" for it. It might've been excluded for gameplay improvement, but it seems doing so would "water down" the simulation. I don't know it isn't there for certain, I just know I was unable to produce such a split. Oh, so the only reason I give Bowling merely a and not a is that I'd rather hit a real bowling alley with my kids. In fact, I think I need to do that soon. Next entry . . . Canyon Bomber! 7995
  8. Superman (Atari VCS, 1979) "He turns all of his injuries into strengths, that which does not kill him makes him stronger, he is superman." -Friedrich Wilhelm Nietzsche This isn't really a review, but rather, a highly academic look at the social implications of the Atari VCS game, Superman. Really, if you haven't played it, you'll be completely lost and I recommend you go back to your little emulator or your actual console, if you even have one, and go playexperience this game. What follows, is an extremely erudite discussion of the material and it presumes some familiarity with the selection on the part of the reader. So, go do your homework! C'mon, any writing that starts out with a Nietzsche quote has to be as pretentious as hell, doesn't it? Okay, let me set a more appropriate tone with a different quote: "I wish I had a kryptonite cross, because then you could keep both Dracula AND Superman away." - Jack Handy [Deep Thoughts] That quote doesn't really represent my feelings about the game, but it sets a better tone. Rather than "review" Superman, I'm going to talk about why it's a special game -- not as special as other games to come, but pretty darn special regardless. To pre-summarize: 1. It has an identifiable character 2. It has a story 3. Multi-screen world 4. Movie Coincidence #1 - It's the first home videogame having a protagonist with an identity that existed outside the videogame in which it appears. Videogames have been offering people the chance to pretend to be something else for about six years (speaking from 1979). One may play games which allow them to be airplane pilots, sky divers, race car drivers, players of professional sports, spaceship pilots, helicopter rescue pilots, generals, submarine commanders, tank commanders . . . the list goes on and on. Since 1972 we've played dozens of different games that either gave us control of a generic vehicle or object with a specific function (flying, shooting, deflecting) or a generic person in a specific occupation (see previous list). Superman was the first time a videogame player could control, and thus, essentially, become a specific identifiable character. Not just any character; a superhero! Not just any superhero; Superman! We get to fly, have super-strength and use x-ray vision the way Superman would use them and certainly not the way we'd all probably like to use them. Particularly the x-ray vision. Forget about any complaints one might have about the gameplay, about the flickering graphics or about the slightly confusing city layout. We're talking about the chance to be Superman in a videogame! The value of this can only be slightly overstated, but not by much. #2 - It's the first home videogame with a story, simple though it may be. (No, Breakout's "story" doesn't count.) The bridge has been destroyed! Lex Luther and his gang are getting away! I must reassemble the bridge and catch the bad guys! Damn helicopter, stop taking my bridge pieces (*grab*shake-shake-shake-shake-shake*)! Beware the Kryptonite Satellites! Beep-beep-beep-BONG! Crap I've lost my powers! Lois!...Lois? Drama, comedy and romance, right there amongst the blocky, blinky sprites. Seriously, well, no, but let me say that Superman is practically literature compared to any home videogame before it. Truth! Justice! Restoration of superpowers (i.e. "potency") through overtly sexual behavior! The American Way! It's all that and a bag of Pop Rocks. #3 - First multi-screen virtual world in a home videogame. This is the first game where you have to know your way around more than one screen and understand how each screen connects to the others. I tried to draw a map of this world recently but in the middle of doing so I remembered my old adage: "There's USUALLY a bigger geek." Indulge me my tangent. It's important to realize, that somewhere out there in the world there's most likely someone who has already done something similar to what you're thinking of doing and posted it on the introntronet. Now, I'm not saying this happens 100% of the time, but when most of us come up with an idea based on popular culture (i.e. something that millions of others have also seen), the probability is close to 1.000 that someone else has done something similar before we even thought of it, and in some cases they've gone an extra mile or so beyond what we'd have been willing to do. For example: Chronogaming. Could I really be the first nutjob to say "hey, I'm going to sit down and play every single home videogame ever released; I'm going to do it in chronological order AND I'm going to write about it in a blog!" ? Okay, maybe I am. Bad example. Anyway, as I started to draw my map of the world of Superman, I realized that surely someone had already done so and had probably done a much better job than I was planning to do. Of course, I was right. Maurice Molyneaux's Supermap of Superman <--Warning! Spoiler! So, as you can see, Superman's world is not limited to one screen. This world is a mosaic, if you will, of multiple screens; a dense tapestry of images woven into the cartridge to become a "real" imagined place that we can navigate in our minds! Um, yeah, that sounded really "gay" (to use an expression from the era EDIT 2021: ouch, I swear I'm not a homophobe, we really said that expression a lot back in the day. Very cringe. Sorry End Edit)) but I'm one of those writers that hates to edit because I'd rather spend a lifetime wincing at what I've written. (and boy I did wince now in 2021) #4 - First home videogame with an apparent connection to a movie. Superman: The Movie was released on my birthday in 1978 (I turned 11, that day). Superman: The Cartridge came out somewhen in 1979. Was it a licensed tie-in to the movie? Well, not this time. Was it pretty good timing on Atari's part? Yah, you betcha. Have I left anything out? Probably, but I've blathered on enough. I'm almost done. Superman for the Atari VCS is the melding of two popular youth pastimes -- comic books and videogames -- for the first time. More importantly, it represents the germ of the start of storytelling using the home videogame medium. Was the game fun? Well, this isn't really a review, this is more of a commentary on what Superman represented as an edifice in the cultural landscape of Videogames (um, yeah), but I will say that it was fun for me. I won't do anything so pedestrian as to actually rate it. Oh, okay, I've given it a cool smiley. Happy now? Personally, I think it's a great game and probably one of my Top 10 favorite Atari VCS games if I were a person to make such a list. I am sad to say that my son didn't really get into it as much as I had hoped he would. However, I was astonished by how quickly he picked up on the whole world map pattern, the subway system shortcuts and how to effectively use the x-ray vision to avoid Krypton Satellites and to find criminals, the bridge pieces and Lois. Smart boy, mine. I'm not sure what we'll play next. We'll try something a little more mundane, Bowling, perhaps? 7752
  9. Sky Diver (Atari VCS, 1979) aka Dare Diver "If at first you don't succeed, forget sky diving." One or two players each control a sky diver. Each sky diver starts in a plane going across the top of the screen from opposite directions. Your objective is to get your diver out of the plane and safely landed on a narrow-ish landing pad at the bottom of the screen. There's a wind sock indicating the direction (right or left) and speed (zero, slow, medium or fast) of the wind. Using that information, you carefully time your diver's jump from the plane. Once in free fall you have about a second to open your chute. The longer you wait to open your chute, the higher your score will be for the jump, provided you land on the target landing pad (with your chute open). Each game consists of a series of nine jumps. You lose four points for any failed jump (ie, when your diver becomes a little smear in the dirt.) and you can earn between 1 and 11 for a successful jump. If you land safely but not on your platform you earn zero points. There are five different two player games, though it's also possible to practice with only one player. Games 1 and 2 use stationary target pads with wind; the pads are smaller in game 2. Games 3 and 4 are moving pads with no wind; pads are smaller in game 4. Game 5 is a race to a single target; first player down safely gets points, the other player gets nothing. Sky Diver is a simple game that can be a fun diversion for about 10 to 15 minutes about once a week. Your play time may vary but this game never gets old to us. I'd compare it to the future games found in Wario Ware but I haven't actually played them so it wouldn't be a fair comparison. Basically, each round only lasts about three or four seconds between the planes beginning their flight across the top of the screen to the safe or otherwise landing of your parachutist. The action in-between requires you to think quickly (where's my platform? is the wind blowing? how hard? what direction?). While your diver is falling you have to carefully time the opening of your chute, not just to aim for the maximum amount of points, but to also consider how hard the wind is blowing because it influences your chute once it's open. You can control the left-right motion of your faller after opening the chute, but you'll be fighting the wind if you didn't plan your jump appropriately. In non-wind games, you've got to worry about the moving platform. It's a little trickier, but not impossible. What we enjoy about this game is that if you fail to open your chute you are rewarded with a nice "splat" sound and your diver makes a little pixel puddle in the dirt. It's funny enough for a chuckle and then you're back in the plane, ready to try again. I don't think either of us have ever scored a "perfect jump" of 11 points, but every other week or so we give it our best shot. So, while this isn't a game we can play for hours and it isn't a game we could play every day, it is a game that we enjoy the hell out of it whenever we do play it. BONUS! reader participation riddle (answer in comments) Q: When their parachute fails to open, what's the last thing to go through a sky diver's mind? Next entry we'll do another thrill seeker sim: Human Cannonball. 7210
  10. Sorry for the hiatus, real life and such, yada yada yada. Slot Machine (Channel F - Zircon, 1979) Jerry Lawson, the designer of the Channel-F, in a panel discussion at CGE 2004 revealed that he'd made Slot Machine for his mother, who was fond of going to the casinos and playing the slot machines. I don't know if he gave it to her for Mother's Day, but in honor of the sweet sentiment: Happy Mother's day to all the mother's out there who tolerate videogames in their homes. Yeah, it's like a week away, what's your point? I don't have this cart for the Zircon Channel-F, myself. The last one I saw on ebay sold for $73 loose, which is when I decided that the MESS experience was good enough for me. Something I thought was particularly interesting about this cartridge is that it has a sort of title/intro screen. If I knew how to make an animated GIF out of MESS screenshots, you'd be able to see the marquee lights circling the welcome to big casino. Slot Machine is the earliest example of a slot machine program that I've seen but is predated by Slots on the Casino I cartridge for the APF MP1000. (I haven't played that one yet, but I'm happy to announce that I now have it, so someday I will.) This is a very simple cartridge, something your mother would be able to figure out. You set the amount of money in your "purse" anywhere from $1 to $99. Then you choose your bet by pushing the stick in one of the four directions for $.05, $.10, $.25 and $.50. Then you start feeding the machine by pressing down the plunger to start it and then to stop it. I have no manual for this, but the winnings seem slim for all but three in a row, which I was only able to "achieve" with the bottle graphic and it won me about $30. At the time it was enough for me to wrap my winnings of about $95 back around to winnings in the mid $20s. The "F" stands for "Fun". All in all this game is easy to play but, for me, not very fun in that I just can't get into playing a slot machine, much less playing one with pretend money. Anyway, the story behind it is more interesting than the game itself and I think it's cool that this guy was able to make a game for his mother and then have it published on his system. Recently, I was fortunate enough to have been paying attention to eBay and was able to win all but one of the rest of the APF carts from 1978. So, we're going to reset the chronometer to 1978 for a few days while we take care of those. Please look forward to it!
  11. This is not an April Fool's Day prank, but since it is April Fool's Day, I think it would be entirely appropriate to talk about something one wouldn't expect to find for the Channel F. I'd been trying to come up with ways to talk about the odd hack or homebrew every now and then. I don't want to do it too often, because it does fall outside of the chronology, but on odd dates and stuff, Friday the 13th, Feb 29th, April Fools and whenever, I'll do them for the heck of it. Tetris (Channel F, 2004 - Peter Trauner) Who says there are no good games written for the Channel F? Title page. I don't know who Frank is, but the other two are easy to figure out. If I remember correctly a gentleman named Fredric Blåholtz issued a challenge and a reward to get homebrewing started for the Channel F. He wanted someone to program a Channel F version of Tetris and he offered a complete collection of Channel F carts to the person who did it first. I believe there was a thread that spoke of this on Atari Age's forums. Tetris in action. There are probably ways of making a real live Tetris cart but I haven't made one. The screenshots are what it looks like on the MESS emulator when output to my TV. We used Playstation controllers to play it, which worked well enough. The play is two-player, head-to-head. A single player game starts if you wait long enough after the second player loses. The score is simply the number of blocks emitted by the, um, block emitter. Unexpectedly, the winner of a two player game is determined by who survives the longest, not by the score. There are no scoring bonuses for taking out more than one row at a time, but, there does seem to be a way to punish your opponent for not doing as well as you. I was doing pretty well and my son started complaining that the game was adding rows to the bottom of his side! We weren't able to isolate the behavior completely, but it seemed to happen whenever I was able to get rid of two or more of my bottom rows. End round shot Is it fun? Of course it is, it's Tetris! There's no sound that I was able hear, so you might call it quiet fun. Anyway, there it is: a game that doesn't take any stretch of the imagination to be fun on the Channel F. Who woulda thunk it? Next Entry I'll start working on US released games for the Channel F starting with #19 Checkers.
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