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	<title>The Grunting Ox &#187; Atari 8-Bit</title>
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		<title>Atarians of Note</title>
		<link>http://minotaurproject.co.uk/blog/?p=427</link>
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		<pubDate>Sun, 27 Nov 2016 16:24:05 +0000</pubDate>
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				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

		<guid isPermaLink="false">http://minotaurproject.co.uk/blog/?p=427</guid>
		<description><![CDATA[Back in 8-bit days it was quite common for people to actually know the names of the individuals who made some of their favourite games (for back then many games were made entirely by individuals, before it became the huge-team-effort &#8230; <a href="http://minotaurproject.co.uk/blog/?p=427">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Back in 8-bit days it was quite common for people to actually know the names of the individuals who made some of their favourite games (for back then many games were made entirely by individuals, before it became the huge-team-effort that it is today). These days you&#8217;re only likely to know the name of a game&#8217;s designer if they are egotistical enough to actually mention it in the title of their game.</p>
<p>On the Speccy you had the likes of your Matthew Smiths and Mike Singletons. On the Commodore you had your Andy Braybrooks and Tony Crowthers. There were quite a few well known names on each platform and you could generally be assured of getting what you were after if you liked the work of one of these fellows and then decided to pick up further games by the same person. It was a bit like following a favourite band, but with nerds.</p>
<p>But what of the Atari?  Continuing my amble through the world of Atari 8-bits, today I&#8217;ll look at the A8 output of some people whose names I actually remember from those days. I&#8217;m not going to begin with the obvious like Doug Neubauer because he deserves an entire blog entry on his own which I shall hopefully get to one day. Here I&#8217;ll just examine the a8 output of a couple of chaps whose work I enjoyed, and who actually did more than one game on the system. I&#8217;m not saying these guys are the best of the best, just that their work impressed me enough back in the day that I remember their names even now. And their work is pretty consistent so it likely won&#8217;t be a waste of time to boot up and try any of the games I mention here.</p>
<h2>Russ Wetmore</h2>
<p>One has to feel sorry for poor Mr. Wetmore having had to go through school with a last name that sounds like one of those baby dolls with convincingly disgusting simulated bodily functions that some children seem to like (perhaps because they have only recently mastered voluntary control of said bodily functions themselves). I bet that can&#8217;t have been much fun. Nonetheless Russ Wetmore emerged from this unfortunate circumstance with sparkling Atari 8-bit programming skills which he put to good use in some excellent titles that are well worth a look.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr0.jpg" alt="Preppie" /><br />
<em>Preppie</em></p>
<p>I had this on cassette for my a8 and spent many happy hours in front of the Radio Rentals BAIRD 19 inch colour telly that we had in the family living room waggling my stick thereto. This is perhaps surprising as the game is based on Frogger and I&#8217;ve never been an especially huge fan of Frogger. Not even the prospect of lady frog action can hold my attention for more than a few goes of that I&#8217;m afraid.</p>
<p><img src="http://www.radios-tv.co.uk/wp-content/uploads/2015/02/baird5.jpg" alt="BAIRD" /><br />
<em>19 inches of 70stastic glory. I don&#8217;t think this one caught fire.</em></p>
<p>For all that the gameplay is basically Frogger though, Preppie is so nicely dressed up that I can forgive it that and enjoy persevering through quite a few levels. A &#8220;preppie&#8221;, apparently, is the kind of American college student who is far too rich by dint of having rich parents. They like to wear Lacoste shirts (remember those, with the little alligator on them? I vaguely remember those being a thing in the 80s) and are generally a bit annoying, apparently. In this game you are one of these &#8220;preppies&#8221; by the name of Wadsworth Overcash (I SEE WHAT YOU DID THERE) and for some reason you have to collect balls on a golf course (because golf is a preppie kind of game to be playing apparently). Anyway.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr1.png" alt="Preppie. Basically Frogger." /><br />
<em>Basically it&#8217;s Frogger isn&#8217;t it.</em></p>
<p>Yes, basically it is Frogger, but there&#8217;s at least a little humour in it and the music&#8217;s rather good. It starts out pretty gentle and easy but the time limit in particular becomes a lot shorter on higher levels where you have several balls to pick up.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr2.png" alt="Preppie level 5" /><br />
<em>Here we are on level 5 with three balls to collect and Lacoste alligators to mount.</em></p>
<p>As far as Froggers go this is one of the nicest on the a8, and very nicely made as are all the games on the platform by Mr. Wetmore (I wonder if he&#8217;s ever been to Wetwang in the Yorkshire Wolds? Probably not). His next though is a little more interesting as it departs (mostly) from being so basically Frogger.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr3.jpg" alt="Preppie 2" /></p>
<p>In this outing Wadsworth Overcash is back and for some reason is tasked with painting the floors of a maze pink.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr4.png" alt="Preppie 2" /><br />
<em>Pinken that maze Wadsworth.</em></p>
<p>To be honest I think he looks more like a footballer here than a rich American college student but I guess there&#8217;s only so much you can do with player/missile graphics. The giant frogs from the first game are back (they appear in the median strip of that game after a few levels) and these lollop in a fairly leisurely fashion around two of the three interconnected mazes. There are a couple of turnstile-doors like in Lady Bug that you can use to thwart their relentless advances, and just like a real rich person you can make yourself visually and corporially imperceptible with a press of the fire button, allowing you to pass straight through your slimy pursuers like a bad lunch. Naturally this power isn&#8217;t unlimited and you must use it sparingly in order successfully to pinken all three mazes.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr5.png" alt="The interconnecting room." /><br />
<em>The second of the three mazes.</em></p>
<p>In the second maze of the three there are no giant frogs; instead there is a reprise of some of the elements from the first game in the shape of golf carts and lawnmowers. Beware as although there can only be one of each in each corridor at a time, they can emerge from either side, making painting the corridor ends somewhat of a bugger if you&#8217;re not careful.</p>
<p>Another jolly nice game from Mr. Wetmore then, again excellently programmed and with nice jolly music, rather more interesting than the first in that it incorporates elements of the painting and maze genres as well as a slight remaining whiff of Frogger. I can&#8217;t remember if cats come out and leave paw prints in your pink paint on higher levels or if I&#8217;m just imagining that. If they don&#8217;t then they ought to.</p>
<p>Russ Wetmore also did a game called Sea Dragon which is a port of a game originally infinitely uglier on the TRS-80.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sd0.jpg" alt="Sea Dragon cover" /></p>
<p>The game itself can be pretty much summed up as &#8220;Scramble with a submarine&#8221;.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sd1.png" alt="Scramble with a submarine." /><br />
<em>Scramble with a submarine.</em></p>
<p>It&#8217;s considerably slower than arcade Scramble, and you might think that&#8217;ll work to your advantage but trust me, it really doesn&#8217;t. This game is harder than a drunken Scotsman. You will die and swear a few times even on the first, relatively easy bit where you are just shooting the mines. Once you get into the twisty little caverns (which are immediately about as hard to navigate through as the last parts of arcade Scramble, necessitating those kind of turns where you have to haul back on the stick just to scrape through, <em>and </em>there are bastard lasers) good luck. </p>
<h2>William Mataga</h2>
<p>You might have seen some of these games ported to the Commodore 64 but they originated on the A8 (in fact I plan at some point to do a blog entry along the theme of &#8220;<em>Games whose A8 Versions are the Original and Best</em>&#8220;, which is actually quite a large category containing some famous names). We&#8217;ll start with one of my favourite A8 games from back in the day:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh0.jpg" alt="Shamus" /><br />
<em>Apparently &#8220;shamus&#8221; is American slang for a private eye. I did not know that. The only Shamus I knew at that time was the dog out of Meddle by Pink Floyd.</em></p>
<p>I had this on cassette tape for my Atari 400 before I got posh and bought an 800 with a disk drive. You could actually hear the data as the game loaded; it sounded something like the ringing tone of an American telephone. Still took bloody ages to load though. However did we all put up with tape decks for so long? (Mind you, back in those days when you&#8217;d actually paid a decent price for a game and waited ten minutes for it to load, you damn well took your time to learn to play that game well, despite how much more difficult many games were back then. Having invested a not inconsiderable amount of money and time to get that game into your machine you were damn well going to persevere for a bit before switching it off).</p>
<p>Anyway, sitting through the bleeps and burps was well worth it.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh1.png" alt="Shamus on the A8." /><br />
<em>May not look like much but it was in fact challenging and fun.</em></p>
<p>Granted the graphics don&#8217;t look like that much, and the colours aren&#8217;t quite as lovely as they can be in a lot of A8 games, but the gameplay was strong and challenging. It&#8217;s basically faster Berzerk with some actual purposeful exploration bolted on. Rooms could contain treasures as well as monsters, and there were variously coloured keys to be found which opened up new parts of the maze and eventually whole new levels.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh2.png" alt="Corner maze section." /><br />
<em>The enemies look like they belong in one of those peculiar childrens&#8217; breakfast cereals.</em></p>
<p>Notice the line between the little man&#8217;s head and his hat &#8211; bullets will pass straight through that without harming you, just like the same thing with the player&#8217;s neck in Berzerk. Also like in Berzerk spending too long in a room will lead to an indestructible enemy appearing and chasing you out of the room. Gameplay overall is a good bit faster than Berzerk though &#8211; not quite up to Robotron standards but pretty quick on the later levels. There&#8217;s nice little touches throughout like the fact that if you die for the next couple of rooms the enemies are a little bit less aggressive, giving you a little breathing space for you to recover from your loss. Nice.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh3.jpg" alt="Map of the first level." /><br />
<em>Map of the first level. There are four in total.</em></p>
<p>A jolly nice game, and one which scratches a nice little itch between fast-paced arena violence and exploration. In fact I think there&#8217;s still room for more of this type of thing to this day &#8211; straight arena shooters have been done to death by now I think, but something like this done in a Robotron style is something I could play the hell out of even now.</p>
<p>Mataga did a sequel to Shamus:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh4.jpg" alt="Shamus Case 2" /></p>
<p>which is kind of interesting but IMO not such a good game as its ancestor.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh5.png" alt="The first kind of screen." /><br />
<em>The first kind of screen.</em></p>
<p>Play alternates between two different kinds of screen. In this first kind you can move around the chambers and ladders, jumping over the pits and avoiding the snakes that come through all the snake delivery tubes that cross the level. It sort of looks a bit like Montezuma&#8217;s Revenge (another excellent game I&#8217;ll get to in a future update) but it&#8217;s really not.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh6.png" alt="The second kind of screen." /><br />
<em>The second kind of screen.</em></p>
<p>On this second kind of screen you can shoot projectiles upwards into the teeming masses of thingummajigs, some of which come down and try to get you. You have to knock out all of the pacman-snake-things at the top to move to the next bit. There&#8217;s something to do with a bird that is supposed to be your ally but which nonetheless attacks you and needs shot, and every now and again the indestructible enemy from the first game appears and attacks you. It&#8217;s all a little bit confusing to be honest, and I don&#8217;t fully understand all of it yet despite having read the manual. Definitely more complex than the basic &#8220;you, gun, baddies, maze&#8221; of the original. Still, quite a lot of people seem to like it, and I fully admit I haven&#8217;t played it much so it could be I&#8217;ve just not given it a fair chance yet. I&#8217;ll have a few more goes and see. As of this moment I still prefer the original Shamus by far.</p>
<p>Finally let&#8217;s have a look at Mataga&#8217;s final release on the A8, &#8220;Zeppelin&#8221;.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep0.jpg" alt="Zeppelin" /><br />
<em>Continuing the videogame tradition of subterranean aviation.</em></p>
<p>In this multidirectionally scrolling shooter you get to fly a dirigible through a cave. Cave-based aviation seemed like quite a popular theme for 80s videogames, with the likes of Fort Apocalypse having you pilot a helicopter through subterranean caverns, and Looping having you fly a small, acrobatic prop plane through various cave-like structures. Not to mention Scramble and Caverns of Mars.</p>
<p>Anyway.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep1.png" alt="Zeppelin gameplay." /><br />
<em>Flying through the caverns.</em></p>
<p>OK it looks a bit of a dog&#8217;s breakfast in the screenshot bit it&#8217;s actually not too bad when you&#8217;re playing. The terrain scrolls past smoothly in whatever direction you&#8217;re going. There are switches to shoot which turn on or off various defences, little balloons to shoot, and factories under domes that you get to wreck as you pass by. By moving your zeppelin to different parts of the screen you can kind of choose which direction the scrolling will go next and therefore where you will end up going. There are some parts of the cavern that are locked and which require you to pick up an absolutely enormous key, almost as big as a bungalow, and bring it to an equally gigantic lock by carrying it underneath your zeppelin.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep2.png" alt="Look out, bungalow." /><br />
<em>Nice little bungalows can be found throughout the caverns.</em></p>
<p>There are more factories under glass domes which you get bonus points for fucking up, and nice little bungalows everywhere that you get to ruin. Some switches are guarded by a monster that likes hamburgers, so you have to find a giant hamburger almost as big as a bungalow and bring it to said monsters to distract them. To progress to the next level you have to find a box of TNT almost as big as a bungalow, shoot an absolutely gigantic plunger to make it go up, deposit the TNT into the box, and then shoot the plunger, itself almost as big as a zeppelin, in order to progress to the next level.</p>
<p>I love 1980s game logic. It&#8217;s like being stoned without having to actually smoke any weed.</p>
<h2>Where are they now?</h2>
<p><a href="https://en.wikipedia.org/wiki/Russ_Wetmore">Russ Wetmore</a> stopped making games after the three mentioned here and went on to develop business and productivity software. Still coding, according to the info about him on Wikipedia. Excellently enough he recently released the source code for all three games on archive.org.</p>
<p>William Mataga is now <a href="https://en.wikipedia.org/wiki/Cathryn_Mataga">Cathryn Mataga </a>and appears to have had a productive career in the games biz since those early 8-bit days. You&#8217;ve probably played some of the games she&#8217;s worked on.</p>
<p>Right that&#8217;s it for this week. I&#8217;ll be doing more Atarians of Note in the future and I have a few other themed entries I&#8217;m going to do, all still centered round the A8, and all of which will featire games well worth firing up on the emulator. Do play along <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<h2>And finally&#8230;</h2>
<p>From December 1982, A8 public domain.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/bats.jpg" alt="Flappy Bats then." /><br />
<em>Sounds familiar&#8230;</em></p>
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		<title>A8 Arcade Ports: Win some, lose some&#8230;</title>
		<link>http://minotaurproject.co.uk/blog/?p=405</link>
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		<pubDate>Sun, 20 Nov 2016 17:36:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

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		<description><![CDATA[Some Atari 8-bit cartridges. The brown ones are Atari releases. In the early days of the Atari 8-bit machines, pre-5200 era, Atari came out with a bunch of arcade game cartridges; as mentioned in the introduction Atari owned the rights &#8230; <a href="http://minotaurproject.co.uk/blog/?p=405">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://minotaurproject.co.uk/atariblog/ata06.jpg" alt="Atari carts" /><br />
<em>Some Atari 8-bit cartridges. The brown ones are Atari releases.</em></p>
<p>In the early days of the Atari 8-bit machines, pre-5200 era, Atari came out with a bunch of arcade game cartridges; as mentioned in the introduction Atari owned the rights to a lot of popular coinops back there so it was only natural that they would produce ports for their own line of 8-bit machines. Some of these were excellent, and some of them rather missed the mark for various reasons.</p>
<h2>Atari Getting It Right</h2>
<p><img src="http://minotaurproject.co.uk/atariblog/ata07.png" alt="Missile Command" /><br />
<em>Missile Command. Excellent.</em></p>
<p>There had already been a very good (nay miraculous, considering the technical limitations of the VCS and just how <em>not at all</em> cut out for drawing multiple arbitrary lines that system was) port of Missile Command onto the VCS game console, but Rob Zdybel&#8217;s port to the A8 was sublime. It managed to incorporate just about every feature of the coinop, including features such as MIRVs, satellites and planes, and those complete and utterly bastardy little guided bomb thingies that were such a bugger to shoot. The three missile bases of the coinop were consolidated into one, but that was a necessary compromise in order to fit the game to controllers of the day which had but one button, and although it simplified the gameplay somewhat it certainly didn&#8217;t detract too much from what was a great port, and well worth spending a bit of time with to this day. I believe that later releases of this cart for the XL/XE machines even allowed the user to plug in an Atari ST mouse and use it to control the cursor after selecting trakball mode (Ctrl-T).</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata08.png" alt="Donkey Kong" /><br />
<em>Donkey Kong. I never found the donkey.</em></p>
<p>Atari&#8217;s Donkey Kong port isn&#8217;t perfect &#8211; if you wanted to get really picky you might moan about the slightly too thin girders and that on the first screen there was one less level than in the coinop so Kong is on the wrong side (completely understandable as the coinop had a vertical aspect ratio), and masking might&#8217;ve been nicer than XORing. But in terms of playability this is a very good port indeed. Most home versions of the day managed to lose at least one of the levels from the arcade game due to constraints of space but this port retains all 4 of the coinop&#8217;s levels plus the animated intro and intermission screens. Surprisingly it was written by a guy who didn&#8217;t even like Donkey Kong that much &#8211; read his blog entry about it <a href="http://www.dadhacker.com/blog/?p=987">here</a>, for a good insight into what it was like to actually be in the belly of the beast at Atari working on these arcade ports. Visually the Coleco port was probably a bit more attractive but you could at least play the A8 port with a controller that wasn&#8217;t almost entirely unpleasant, making it my Kong winner of that era for pure gameplay.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata09.png" alt="Defender" /><br />
<em>Defender</em></p>
<p>Here&#8217;s a good example of an arcade port that&#8217;s toned down somewhat for its home incarnation. Arcade Defender is one of the most notoriously difficult arcade games of the era (in modern times no doubt people would start comparing it to Dark bloody Souls) and this port is a lot more forgiving. Part of Defender&#8217;s difficulty lies in its control method, which is here tamed to a much more conventional joystick control, with the keyboard&#8217;s space bar activating the Smart Bomb. This led to the demise of the space bar on my own Atari 800 &#8211; I was playing Defender with the 800 sat on the ground where I was using my foot to trigger Smart Bombs. I must have been too vigorous one day and broke the space bar, forcing me to up my game and play without using Smart Bombs. I did get to the point where I was able to play forever even on hard difficulty and no Smart Bombs, which further indicates the lenience of the port, since I have never come anywhere near that on an actual coin-op.</p>
<p>The port itself is smooth and competent and features all the essential elements of Defender gameplay. The ship&#8217;s a bit on the large side and the sound effects don&#8217;t have quite the same bite as the Williams originals, but it&#8217;s one of the nicer looking and sounding ports of the time. Explosions are appropriately shattery, although they seem to be made up of generic particles rather than the actual parts of the disintegrating sprite&#8217;s bitmap as in the coinop. It feels a little bit soft and mushy in control compared to the original but that just makes it feel comfortable and easy to settle into; it&#8217;s not hyper twitchy. It makes Defender nicely accessible to most people, who might not have the skills or patience to get to grips with a more accurate port.</p>
<p>If you do want to experience Defender gameplay that&#8217;s closer to the original in terms of difficulty then I recommend you check out Planetoid on the BBC Micro, or Guardian on the C64, both of which use the keyboard rather than the joystick to more accurately emulate the coinop&#8217;s multitude of buttons, and both of which are hard as a bastard.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata10.png" alt="Berzerk" /><br />
<em>The Humanoid must not escape</em></p>
<p>Atari&#8217;s port of Berzerk to the 2600 was pretty decent for that system but if you studied the gameplay you noticed that the robots never strayed outside of the horizontal band of screen space in which they originated, a constraint imposed by the limitations of the VCS&#8217; hardware that rendered accurate reproduction of the coinop&#8217;s gameplay impossible. This A8 port, however, suffers from no such constraints and is as perfect a rendition of coin-op Berzerk as you are likely to see on any machine of that era. There is even the taunting speech from the robots, calling out &#8220;The Humanoid must not escape&#8221; and &#8220;Chicken, fight like a robot&#8221; should you leave the room before all of them are dead. The only difference is that the speech is only generated between levels since without speech generation hardware the 6502 has to play back the samples by hand, which can&#8217;t be done at the same time as running the game. That doesn&#8217;t detract at all from an excellent port of Berzerk though.</p>
<h2>Atari Getting It Not So Right</h2>
<p><img src="http://minotaurproject.co.uk/atariblog/ata11.jpg" alt="Asteroids." /><br />
<em>Asteroids. In my eyes. Ow.</em></p>
<p>I have to begin by pointing out that if you look at the truly dreadful things perpetrated in the name of Asteroids by other people on other systems then it must seem positively churlish to call this out as not being good, since on most of those other systems it&#8217;d be considered great. However it&#8217;s the A8 here and we expect a degree of arcade-style lustre which is simply entirely absent &#8211; look at it, the poor thing&#8217;s ugly as sin. Plus it&#8217;s Atari making a port of one of their own best known and loved coinops so I&#8217;d expect the highest standards to apply. </p>
<p>To add insult to injury Atari had already produced an excellent port of Asteroids to the 2600 which was actually verging on the miraculous, and which despite a bit of sprite flicker and some constraint of the asteroids&#8217; trajectories nonetheless managed to deliver a decent looking and playing game on that system. Here the game ported to a much more capable system actually ended up looking worse. Multiplexed sprite graphics were replaced by XOR plotted monochrome playfield graphics, which allowed more asteroids to be on screen at once, but which also unfortunately ended up being flickery and ugly and looking like a dog&#8217;s breakfast when a lot of asteroids occupied the same space.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata12.jpg" alt="XOR draw ugliness" /><br />
<em>An XOR dog&#8217;s breakfast.</em></p>
<p>Even the motion of the asteroids got a bit choppy when there were a lot on screen. This game was intended to be one of the flagship titles on the 5200 (game system never released in proper British parts, consisting basically of an a8 in a gigantic, enormous case paired with unreliable, unsuitable analogue joystick controllers for no apparent reason, so we were actually rather better off without it, especially as most of its games were either derived from existing a8 games or could be trivially backported to the a8). It was never actually released on the 5200 though, perhaps because someone sensible at Atari decided that a dog&#8217;s breakfast looking port of Asteroids on a system with a wholly unsuitable controller might not be showing the company or the system in their best light.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata13.jpg" alt="Multiplayer Asteroids" /><br />
<em>Fun multiplayer options though</em></p>
<p>It is a shame though because not everything about the game is poor. Moving the asteroid rendering to the playfield freed up the sprite system allowing for a variety of multiplayer local gameplay options for up to four players at once, whcih was actually kind of fun. And as I said at the start, on any other system this would probably be considered good. It&#8217;s just that we hold the A8 and Atari to much higher standards and this just doesn&#8217;t make the grade.</p>
<p>If you want to see just how well an a8 machine can do Asteroids, then you should check out this version, made in 2012:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata15.png" alt="Asteroids emulator boot screen" /><br />
<em>Your eyes do not deceive you.</em></p>
<p>Yep, that&#8217;s not a port; that&#8217;s an emulator. It actually loads and runs the code from the ROMs of the real arcade version of Asteroids. Additional software emulates the vector drawing and sound routines and it runs fast enough to be fully playable.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata14.png" alt="A miracle." /><br />
<em>A miracle.</em></p>
<p>This is a truly remarkable achievement on behalf of the programmer, and the only example I have seen of an emulator running on a system that was designed a couple of years <em>earlier </em>than the thing it&#8217;s emulating. </p>
<p>Now for another truly remarkable achievement, although in an entirely different sense&#8230;</p>
<p>Cast your mind back. It is the early 80s (and there will not be time for Klax for nearly another decade). You are Atari. You own the license to one of the hottest arcade games of all time, Space Invaders. You&#8217;ve already done a decent VCS version that flew off the shelves. You have expert programmers on hand to do ports onto hardware that you designed. Space Invaders isn&#8217;t even that difficult of a game to program. So your own A8 port of Invaders is going to be a bit special, yes?</p>
<p>Erm&#8230;</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata16.png" alt="What the actual fuck." /><br />
<em>What the actual fuck.</em></p>
<p>If you are at all familiar with what Space Invaders looks like I am sure that there are several questions that will go through your head on looking at that image. Questions like &#8220;where the fuck are my houses&#8221;? Questions like &#8220;what the fuck is that giant shed at the side of the screen in aid of?&#8221; and &#8220;where are the iconic Invader shapes that everybody in the Universe recognises instantly and the license for which you paid a crapload of cash to Taito?&#8221;</p>
<p>That kind of thing. Lordy knows what they were thinking, for this is a rubbish port of a great game. </p>
<p>I think the shed at the side is supposed to be some kind of rocket. At the start of every wave the invaders actually come marching out of it, giving you plenty of time to pick plenty of them off before they&#8217;ve even mustered their ranks in the play area. Maybe that&#8217;s why the houses were taken away as you had an unfair advantage in murdering the Invaders as they came out the shed doors. I really don&#8217;t know. It gives me a headache to think about someone at Atari looking at this port and going &#8220;yup, looks like a good version of Space Invaders to me&#8221;, and signing off on it, maybe even paying the programmer a bonus for producing what is so blatantly obviously a huge pile of smeg to anyone with competent eyes to see. Maybe they&#8217;d given S. Munnery a job, I don&#8217;t know. This is why arcade ports and remakes should never be trusted to anybody whose main motivation is money alone. They must be done by people who love and will respect the original work or you end up with this kind of crap.</p>
<p>I decided to take a look at the 5200 version of Space Invaders to see if they&#8217;d improved it at all:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/inv5200.png" alt="Still smeg." /><br />
<em>Still smeg.</em></p>
<p>At first glance you&#8217;d be forgiven for thinking that they&#8217;d improved it because there are at least houses this time, even if they are tiny, rubbish ones. Which inexplicably have random colour streaks through them, and not in a cool-looking raster bar kind of way, just in a random rubbish way.  The Invader shapes would be fine shapes for a canine&#8217;s breakfast I suppose, and notice how they are all coloured in various shades of fugly. Nice. But at least the shed&#8217;s gone&#8230; or has it? In fact when you play it&#8217;s evident that although the awful shed graphic has been removed the game behaves in every way as if it&#8217;s still there. The Invaders still march out inauthentically from the left. Worst of all once out they don&#8217;t even traverse the entire screen properly as they ought; instead they turn around where the invisible shed ought to be, which is confusing and rubbish when you&#8217;re playing. It&#8217;s obviously they&#8217;ve just reused the old a8 code, bolting on some rubbish houses, turning off the shed graphics and changing the invader graphics but not even changing the associated logic to reflect the removal of the shed. I really don&#8217;t understand the attitude that must have prevailed at Atari at that time. Why not give the job to somebody who <em>actually gave a fuck about it</em>, especially given that it&#8217;s supposed to be, you know, a <em>flagship title on your brand new console</em>. You&#8217;d think it&#8217;d be worth making the effort, even if it did cost you a few more bucks, or the effort of finding some loyal fan who&#8217;d do the job more for love than money, but no, just tweak up an already shite port and call it done. It beggars belief, it really does. I just can&#8217;t begin to get my head round it. I&#8217;ll never understand &#8220;business&#8221;.</p>
<p>If you want to play a half decent Space Invaders on the a8 then I would recommend seeking out Roklan&#8217;s Deluxe Invaders:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata17.png" alt="Roklan's Deluxe Invaders" /><br />
<em>Recognisably Space Invaders.</em></p>
<p>It isn&#8217;t perfect but it is at least recognisably Space Invaders (in fact I am not sure how they got away with doing such a close clone, unless they had their own licensing deal with Taito back in the day). You have houses, the Invaders look like Invaders, there&#8217;s no shed, and there&#8217;s also a pleasing number of game variations to enjoy.</p>
<p>It isn&#8217;t the most authentic Invaders from that era though. For that you need to head over to the Vic-20 and look at the excellent Vic Avenger cartridge, which is as close a clone of Space Invaders as I have ever seen, reproducing almost perfectly nearly every quirk of the original game, despite running in a much smaller screen area.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/vicav.png" alt="VIC Avenger" /><br />
<em>VIC Invaders. Best Invaders.</em></p>
<p>The Invaders of the Vic version look a little portly due to the Vic&#8217;s odd screen proportions, but apart from that the graphics are pretty much spot on to the coinop. But it&#8217;s other little bits of attention to detail in reproducing the game that make the Vic version stand out. For one, if you look at the Roklan game, you will see that everything moves very smoothly &#8211; including the block of Invaders itself, they all move smoothly as a body, wiggling as they go; something that it&#8217;s naturally very simple to do on the Atari, animating characters on the playfield and just scrolling them about.</p>
<p>Only if you go and watch a real game of Space Invaders you&#8217;ll see that that&#8217;s not how it works. In real Space Invaders hardware limitations meant that the machine could only move one Invader at a time, and early on in the level you can see that the motion kind of ripples through the block of Invaders as they shuffle left and right on the screen. As the player shoots away Invaders, the hardware has fewer to draw, and so the overall motion of the pack of Invaders starts to speed up. This effect of the game&#8217;s hardware limitation, and its effect on gameplay, was recognised as a positive thing by the game&#8217;s designer and became a defining characteristic of the game. There is a feeling when you play of organically chipping away at the game&#8217;s very code and hardware capability as you battle towards the end of a level; it doesn&#8217;t just go &#8220;oh there&#8217;s thirty Invaders left now; I&#8217;ll speed up the attack pattern a bit&#8221;, it&#8217;s something that you make happen by altering the task that the code has to do through your ablative actions. In both the Atari and Roklan games you never see that, because they use the a8&#8242;s playfield and character handling to make the burden of moving the block of Invaders almost nonexistent &#8211; a clever move technically that uses the target hardware well, but one which unwittingly removes part of the soul of the game they&#8217;re trying to replicate.</p>
<p>The Vic game gets it pretty damn near perfect. Well worth firing up an emulator for if you&#8217;re inclined to study this further.</p>
<p>Anyway! That&#8217;s enough arcade ports for now. There are tons more that I&#8217;ll get to in future weekends, although next up I think I&#8217;ll do some original A8 games rather than just ports. There was a lot of great stuff on there. I hope some of you are playing along and maybe coming to discover a new love for Atari and their 8-bits that you might not have known before <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . </p>
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		<title>A British Person&#8217;s Introduction to Atari 8-Bit</title>
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		<pubDate>Sat, 19 Nov 2016 19:16:04 +0000</pubDate>
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				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

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		<description><![CDATA[British people are eminently sensible (or at least they are in some things, but obviously not when it comes to Brexit or voting Tory, but let&#8217;s not dwell upon that) and as such many of them will have owned an &#8230; <a href="http://minotaurproject.co.uk/blog/?p=399">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>British people are eminently sensible (or at least they are in some things, but obviously not when it comes to Brexit or voting Tory, but let&#8217;s not dwell upon that) and as such many of them will have owned an Atari computer at some point during the 80s. However it&#8217;s likely to have been one of the 16-bit ST series of machines from the Tramiel era, and very nice those machines were too (I was way more of an ST man than an Amiga dude myself back at that point in history).</p>
<p>Not so many people are familiar with Atari&#8217;s 8-bit machines though, because just by dint of timing, pricing and how things unfolded during 8-bit times on our lovely isle of tea and biscuits the A8 machines (for that is how we refer to them historically now that we all live in the future) sort of fell through a gap in the market and were never really that popular here. </p>
<p>These machines were actually rather special though, and there was some excellent software developed for them, which it&#8217;d be a particular shame for you to have to go through an entire lifetime never having seen. Plus it&#8217;s getting on for winter which is an excellent time for weekend emulator fiddling and game playing so I thought it might be nice to do a little intro to the Atari 8-bits, link to a decent setup that you can download and use to explore some of their library yourself, and an ongoing series of occasional posts looking at some of the games.</p>
<p>If you remember the A8s at all you probably remember the XL (and later the XE) series machines that only really appeared in Britain as those other machines you&#8217;d sometimes see in the shops that nobody bought many of because they weren&#8217;t Commodore 64s or Spectrums. And whereas you wouldn&#8217;t look as much of a pillock to your mates if you&#8217;d bought one as you would if you&#8217;d've bought an Oric or a Camputers Lynx or something daft like that you probably would have still felt like a second class citizen compared to your mates with their Speccys and C64s.</p>
<p>However it wasn&#8217;t always like that. There was a period in the early 80s when the Atari 8-bit machines seemed glamorous and alluring and were the object of desire for a certain class of computer spods, myself included. To understand this you have to understand certain conditions that prevailed at the time.</p>
<p>Firstly, <em>we fucking loved Atari</em>. It&#8217;s hard to imagine how loved Atari was back then, especially in this day and age; but for a bunch of us growing up round then Atari were synonymous with videogames, both in the arcade and at home. The Atari VCS looks laughably primitive to us now but back then it was the most amazing thing, bringing an ever-growing selection of brightly-coloured and playable games to your telly, beating the crap of the boring Pong-based machines that had come before it. The name &#8220;Atari&#8221; became synonymous with the act of gaming itself and kids would say they were coming round to &#8220;play Atari&#8221; (as would similarly happen with the name &#8220;Nintendo&#8221; some years later). Plus they made or licensed some of the best coin-ops in the arcade, so if you were a gamer at the start of the 80s, you by default loved Atari.</p>
<p>Secondly <em>the machines were incredibly advanced for their time</em>. The basic design of the machines was begun in 1978, originally intended to be a more advanced game console that developed and extended a lot of the ideas that had gone into the VCS. Around that time home computers such as the PET, TRS-80 and Apple ][ started to become popular and the extended-VCS design was itself extended to incorporate the features of a proper home computer. Home computers of that era were in general rather janky and unattractive from a game enthusiast's point of view, usually featuring monochrome displays, a complete lack of sound, and bugger all in the way of controllers. The Apple ][ fared a little bit better in that it had a bitmapped colour display, farty Spectrum-level sound and the possibility of plugging in those floppy analogue controllers that nobody ever used for proper gaming back then. The Apple ][  never gained a toehold amongst gamers in the UK  however, largely because it cost about as much as the moon and was pretty useless without a disk drive, which was another lunar-magnitude expense on its own.</p>
<p>And so it was for us in 1980. The spoddiest of us computer spods had obtained the likes of the ZX80 and the Acorn Atom and were rasterbating furiously over those machines, or farting about on the PETs and TRS-80s at school or college. We'd heard of the Apple ][ but in all likelihood never actually seen one in the flesh. Then in October 1980, nearly a year after their launch in the US, Personal Computer World brought us news of new machines, made by our sainted and beloved Atari, and destined for the UK.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata01.jpg" alt="PCW Oct 1980" /><br />
<em>An 8-bit porn mag.</em></p>
<p>I still remember having that magazine in my digs at uni, I must have read the bit about the Atari machines hundreds of times, poring over every detail like a beloved porno. Compared to what we were used to, from an aspiring game designer's point of view these new machines were nothing short of incredible, full of all kinds of features to make the very tasks we struggled to achieve in games programming on existing machines both massively easier and hugely less limited. Reading again and again the details about such things as hardware scrolling, player/missile graphics, display lists, amazing colour capabilities and compatibility with existing Atari controllers was enough to make one's own joystick somewhat tumescent.</p>
<p>The machines were available in two flavours, the somewhat space-age-looking Atari 400:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata02.jpg" alt="Atari 400" /><br />
<em>Atari 400. Beam me up Scotty.</em></p>
<p>with its Star Trekian angularity and jizz-proof keyboard (which was perhaps less of a deterrent than it ought to have been for those of us already inured to the ZX80's plastic membrane which had a keyfeel about the same as drumming your fingers on the desk). Here you can see the cartridge lid flipped open and the BASIC cartridge inside - not that that would be staying in there for any length of time for those of us who did end up getting one of  the machines, but we'll get to that later. It even boasted an incredible FOUR joystick ports along the front of the machine, a generosity and ergonomic bounty of interface possibilities that would not be equalled for many years to come.</p>
<p>The big brother to the 400 was the somewhat more conventional-looking 800, which looked rather like some kind of office typewriter:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata03.jpg" alt="Atari 800" /><br />
<em>The imposing Atari 800.</em></p>
<p>and I am sure Atari probably had hopes of making inroads into the business market, but let's face it business types were more likely to go for the existing TRS-80, PET or an Apple ][ if they really wanted to be posh. The 800 had the distinction of being built like an absolute tank, and boasted 16k (later 48k) of RAM and an extra cartridge slot that nobody ever used.</p>
<p>Best of all was the potential for excellent gaming software on these machines. Atari owned the rights to a lot of the most popular arcade games by dint of either having already made or licensed the games themselves, and with all that fancy hardware there was the possibility of hods of excellent games making their way onto those machines. There was also Star Raiders, a game that for its time was so gob-smackingly amazing that anyone who saw the game in action (or even read about it in the stuck-together pages of that PCW magazine) was immediately inseminated with a burning desire to possess a machine to run it on.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata04.png" alt="Star Raiders" /><br />
<em>Star Raiders. Spooooooge.</em></p>
<p>My favourite arcade game of the time was Exidy "Star Fire" which featured the same first-person out of the cockpit window view. Star Raiders promised not only to bring that experience home but also enhanced it by bolting on features that until then had been purely the domain of the ultra-spoddy text-based Star Trek games that proliferated on the less capable machines to yield an arcade/strategy game hybrid that concealed an astonishing depth of gameplay in its meagre 8K of 6502 machine code.</p>
<p>A particularly outstanding feature of the Atari machines was the mind-blowing wealth of colour they allowed programmers to bring to bear on their game creations. Many machines of that era were pedestrianly monochrome; if you had colour at all it was a huge deal, and just about every other machine could only muster up eight, or if you were lucky 16 colours in total. The Atari smashed that limit utterly and allowed programmers to have exotic luxury like<em> several shades of blue on one screen</em>.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata05.png" alt="Attack of the Mutant Camels" /><br />
<em>Several shades of blue I tell you.</em></p>
<p>With capabilities like these, a fistful of great software licenses in hand, and the undying love of every potential new game programmer in the country, surely then Atari with these machines would sweep forth and take over Britain? Alas, it was not to be.</p>
<p>The trouble being basically that upon introduction <em>the machines were priced roughly in line with their model numbers</em>. Ouch. In Eighties quids as well. Us British computer spods were an impecunious lot, and so excellent though these machines promised to be they were admired from afar as being akin to the Apple ]['s sexier siblings rather than anything we could actually be hoping to buy. And by that time Uncle Clive was cranking up to the peak of his career and bringing us first the ZX80 (at under a ton the first machine I could ever actually afford to buy), then the ZX81 (miraculously both better than the ZX80 and considerably cheaper) and ultimately the Speccy (crowning glory of Uncle Clive's career and the direct genesis of the UK game development scene). Commodore brought out the VIC-20, also cheap as chips and with a decent keyboard, appealing to those of us who'd cut their teeth on 6502-based systems like the PET. So us nerds hoovered up these less capable but a hell of a lot cheaper systems while the Ataris languished out there on the exotic boundary.</p>
<p>Of course this situation didn't last, Commodore firing the first broadside across the industry in what proved to be a punishing price war that decimated the early home computer scene, and also introducing the Commodore 64 which everyone agreed was just the best computer ever, even those who had bought Spectrums, although they would never allow themselves to admit it and they carried that self-delusion with them throughout their entire lives, scarring them to this very day. Atari too became embroiled in the price war, and the prices of the hitherto exotic A8 systems tumbled - but by then everyone was already decided for either the C64 or the Speccy and the machines were never taken up in significant numbers, leaving Atari very much the Green Party to Uncle Clive and Jack Tramiel's Tories and Labour.</p>
<p>For some of us though the Atari machines still had about them a bit of glamour and arcade allure that the other machines, even great ones like the Commodore 64, somehow lacked. The possibility of great, cartridge-based arcade ports was enticing. I was fortunate enough to get my first Atari machine during the Vic-20 era, when they were still quite expensive and finding anywhere selling them and the software for them was pretty rare. I only knew a couple of fellow Atari owners in my area, and we'd meet up several times a month for gaming sessions and yes, a bit of yo-ho-ho did go on, as it always did back then, but in the case of the Atari it was as often as not simply because a lot of the games were hard to come  by via legitimate means unless you were prepared to order stuff from the US. Atari of course were turning out their arcade ports, and there was a succession of other good games coming mostly out of the US, where people were richer and the Ataris had caught on more than they had here. Much of this software was well-made and had quite a different "flavour" to the British and European stuff we saw a lot of on our 64s and Speccies. Us Atarians felt like we had access to games that were somehow more exotic, more arcadey-feeling somehow, than those available on our other machines.</p>
<p>A8 software, the best of it, has a special kind of feeling, I don't know how to explain it really, except that it feels more "arcadey". That isn't to say that it was all brilliant - there was a fair share of smeg as there was on all machines, and not even Atari themselves were consistently excellent, as we shall come to see.  But there was some truly excellent stuff on there, and some games that people might know better on other machines originally had their start (and often their best implementation) on the Ataris. I still enjoy wandering through the A8 section of my emulator collection (or even occasionally firing up my original 800 that I still have, and which still works fine apart from the space bar, which I broke back in the day doing Smart Bombs with my foot whilst playing Defender).  </p>
<p>I thought it might be fun to do a series of blog posts about some of these games, especially as a lot of British people might have missed them entirely, having never owned an A8-series machine. If you're interested, it's also pretty easy for you to follow along with me, or wander through some of the A8 library on your own, through an extensive curated collection of "the best of Atari 8-bit" which you can download from this page <a href="http://atari800.tistory.com/category/Download">here</a>. This collection contains over a thousand games and the emulators necessary to run them, all contained in a neat UI and accompanied by extras such as manuals and screenshots and is a complete piece of piss to install. </p>
<p>Right that&#8217;s it for the intro. Next posts I&#8217;ll get on to the games. If you don&#8217;t know 8-bit Atari that well do make yourself a cup of tea, grab some biscuits and join in, there&#8217;s some great stuff to be found!</p>
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