
Atari Lives!
By Howard Wen
The original king
of the consoles is 24 years old, boasts clunky
graphics and dinky sounds, yet is still doing
quite nicely, thank you.
July 09, 2001
| It's the summer of 2001 and the video game
industry is bigger and hotter than ever. In
the feverishly contested hand-held market, Nintendo's
GameBoy Advance and Atari's 2600-compatible
VCSp are the must-have consoles. But fans are
also eagerly awaiting new releases for popular
consoles, like Metal Gear Solid 2: Sons of Liberty
for Sony's PlayStation 2 and Elevator Action
for the Atari 2600.
Wait just a second.
Elevator Action for the Atari 2600? In the 21st
century? Isn't the Atari 2600 the archaic console
that only plays those games with the rinky-dink
graphics and sound and simplistic play, like
Combat and that godawful version of Pac-Man?
The one with the goofy pseudo wood-grain trim
on its casing that started the whole video game
console market 24 years ago?
Yep. The Atari
2600 ceased production in 1989. But practically
speaking it never really went away. The abandoned
system has been adopted by online fans, who
nurture it with loving care. And they're doing
more than just keeping it on life support; the
Atari 2600 is actually growing -- new games
are being written, and new hardware is being
manufactured. Affection for the system and its
classic games may be strongest among those who
were kids or teenagers during its heyday, but
even though the 2600's technology is Neolithic
compared with present-day systems, it's still
gaining new fans. Some are programmers who want
to test their skills against the severe restrictions
forced by primitive hardware. Some are attracted
to games that emphasize playability over whiz-bang
graphics. And some just think the system's hip.
The Atari 2600
certainly used to be the hippest console on
the block. Long before the PlayStations and
Dreamcasts and GameBoys ruled, the Atari 2600
(also known as the "VCS" for "video
computer system") was king of the consoles.
During the so-called golden age of console gaming,
from 1977, the year when the 2600 first appeared,
to 1983-84, when the gaming market crashed thanks
to a glut of lousy games and bad marketing decisions,
Atari was preeminent. Over its 11-year production
life span the 2600 sold more than 30 million
units, far surpassing its major competitors,
Intellivision and Colecovision.
That dominance
survives. "The 2600 is far and away the
most popular classic system," says Alex
Bilstein, a 29-year-old Web developer in Austin,
Texas, who is one of the webmasters of a popular
Web site dedicated to the Atari 2600. "Every
system has its following, but I don't think
any compare to the VCS, partly because it was
popular in its lifetime and is therefore nostalgic
for a lot of people. 'Atari' is retro-cool in
certain youth groups today."
In an era when
realistic 3-D graphics and sound and complex
game play are the norm, the question of why
there is still a significant following for the
ancient 2600 may strike many gamers as mystifying.
Yet to those who keep the faith, interest in
the technically simpler Atari 2600 has been
growing precisely because gaming technology
is now so darn sophisticated. Many 2600 games
are simple to learn, which makes them appealing
to certain groups, says Bilstein: "People
who normally wouldn't touch a video game will
play a game of Atari because you don't have
to learn a complicated manual in order to play.
My mom can play Space Invaders."
Atari's popularity
is far from confined to Space Invaders fans,
however. What makes the Atari revival unique
is the amount of active software and hardware
development that continues to this day on the
platform. Perhaps most amazing, today's Atari
fans can buy a hand-held 2600, the VCSp, that
uses the old 2600's game cartridges. Its inventor,
Benjamin Heckendorn, builds each unit for his
customers by hand, and says he is having difficulty
keeping up with demand. Another community effort
currently underway is to devise step-by-step
building plans so that nostalgic hardware hackers
can build their own 2600-compatible game consoles
from scratch.
No console can
survive without games, however, and it is in
the software arena that the online 2600 enthusiasts
are concentrating most of their energies. Some
programmers have even taken it upon themselves
to write new games for the platform. While such
"home-brew" games are written for
the other classic game systems by their fans
as well, there's simply more interest in game
programming for the Atari 2600.
Bob Colbert, a
34-year-old systems analyst in La Vista, Neb.,
fulfilled a lifelong dream when he wrote a game
for the 2600. Using information about the console
that he found on the Web, he created a puzzle
game called Okie Dokie -- one of the 2600 revival
scene's first home-brew games. His original
intent was for it to be played using software-only
Atari 2600 emulator programs that are freely
available, but he received so many requests
for Okie Dokie in cartridge format (so that
it could be played on actual 2600 consoles)
that he produced a limited-edition run of 100
cartridges. That didn't even begin to meet demand,
but he couldn't keep up production. ("The
cartridges took a lot of time to make,"
he says.)
Don't be deceived
by the simple look of these games -- programming
the 2600 is actually quite tough. "Making
any discernible graphics display on the 2600
is difficult," warns Colbert. Home-brew
game makers are rediscovering the hurdles that
the original programmers who were hired to make
games for the system faced -- a system with
a mere 1 MHz CPU and 128 bytes of RAM does not
allow a lot of room for sloppiness or error.
Creating a good game for the system requires
a keen sense of technical resourcefulness. Undaunted,
most of the newfound game developers see taking
on the 2600 as a kind of Zen exercise in which
programming skills are put to the ultimate test.
Joe Grand, a 25-year-old
in Boston who works in computer security, can
attest to this challenge from his experience
making his 2600 game, SCSIcide. He points out
that "the hardware was originally designed
to play Pong-type games." But during the
system's latter years, after the golden age
of video games ended, titles like Pitfall II
and Klax featured impressive graphics, sound
and game play. Grand is still in awe:
"The programmers
stretched the hardware to limits unintended
and unimaginable even by the hardware designers!
A lot of times while I'm programming, I'll throw
on some disco music, pretend it's 1979 and imagine
what the designers had to work with," says
Grand. "The design/debug cycle was much
more drawn out then, and the programmer couldn't
just write some code, compile it and immediately
test it on an emulator as we do now."
Making their own
games isn't the only way that 2600 fans satisfy
their jones for new Atari thrills. Some in the
scene have taken it upon themselves to hunt
down fabled "lost" titles -- prototype
games developed years ago by Atari and other
companies that were never released for sale.
Several prototypes have been discovered over
the past few years.
A prototype tends
to turn up when the programmer who worked on
it reveals its existence to the 2600 revival
scene, or when a collector happens to find a
prototype cartridge at a thrift store or acquires
it through someone who once worked for a company
that made games for the system. Once the existence
of a lost game is confirmed, the goal among
the gaming community is to politely encourage
the person in possession of it to "dump"
the code in the cartridge to software form so
that it can be played on an emulator and freely
enjoyed by others.
(There are obvious
copyright issues associated with releasing old
games on the Net, even if they have never been
commercially marketed. If the company that made
the game is still around, permission might be
sought. Or a game's original programmer(s) might
be asked if the code can be released.)
Bilstein's Web
site, AtariAge, has introduced several prototypes
to the public, including Kabobber, a fully playable
game from Activision that was never published
by the company. Games based on the comic strip
"Garfield" and Disney's "Snow
White," an incomplete but playable translation
of arcade classic Tempest and even a sequel
to Combat, the game that originally came packaged
with the 2600 console, have all turned up in
the past two years. The aforementioned Elevator
Action was a recent discovery; cartridge versions
of it, complete with old Atari-style packaging,
will be sold to the public at the Classic Gaming
Expo in August.
"There's
a surprisingly large number of prototypes available
for the 2600, certainly more so than for any
other system," says Albert Yarusso, a 31-year-old
programmer who has worked in the modern-day
gaming industry at Looking Glass Technologies
and Ion Storm. He runs the AtariAge Web site
with Bilstein. "When the market crashed
in 1983, most companies were very active in
2600 development. There were many finished (or
near-finished) games that never made it to store
shelves because of the crash. Looking through
the database we have at AtariAge, there are
around 70 prototypes listed for the 2600. Amazingly,
new prototypes are still being discovered to
this day."
Several highly
sought-after prototypes have yet to be found.
"Holy Grail" titles include games
based on "The Lord of the Rings,"
"The Incredible Hulk," "Rocky
and Bullwinkle" and Dungeons & Dragons,
as well as 2600 versions of classic arcade games
like Scramble, Turbo, Zookeeper and more. Bilstein
believes some of these titles will eventually
be discovered. "Just as a wild guess, I
wouldn't be surprised if 10 to 20 more turned
up," he says. "At least 10 games were
seen at [consumer electronics shows] back in
the '80s that nobody has been able to find,
so they may just be waiting in a storage locker
somewhere."
Atari's future
may extend beyond the revival of prototypes
and the creation of simple new games for hobbyists.
Some Atarians predict the emergence of 2600-style
games made to appeal to a broad audience. During
the golden age of video games, a single person
could program an entire game for the 2600. With
today's state-of-the-art consoles, such video
game auteurism is an impossibility. But Bilstein
says, "I see a parallel between classic
games and mobile gaming, as it requires fewer
people to design the small games that mobile
gaming requires. I know a few classic-era game
programmers who went into [mobile gaming development]
because they enjoy being the sole developer
of a project."
There may be a
market opportunity here. International video
game publisher Infogrames, the latest company
to own the Atari name and its games, recently
announced that it will bring Atari classics
like Asteroids and Missile Command to PDAs and
Java-capable cellphones. The simple game play
and graphics of such games lend themselves well
to these devices. Mobile gaming is projected
to grow in the next few years, and Infogrames
is one company looking to capitalize on the
moment.
Above all else,
Atari 2600 aficionados believe that their favorite
console remains relevant because there are lessons
about making games for it that every developer
for more technically advanced consoles needs
to be reminded of: Keep it simple and remember
that it's all about the play. "While most
of the 2600 games may not be very aesthetically
appealing, they have [what] counts: Namely,
they're fun to play!" says Yarusso. "It
should be mandatory to sit and play through
the best games of the 2600 library before designing
games for modern systems."
Reprinted from
Salon.com
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