Copy/Paste: Daddarulekonge 2016 - (V2) 2021
Copy/Paste: Daddarulekonge 2016 - (V2) 2021
Copy/Paste: Daddarulekonge 2016 - (V2) 2021
ENCYCLOPEDIA
copy/paste:
DaddaRuleKonge
2016 - (v2) 2021
DaddaRuleKonge
A book made for people who collect for, or are interested in, the
Atari 2600. Made because I like to learn more about the system.
I have tried to make the book well presented and easy to look
through, even though it may come through as something of a patch
work. If you are happy with the book then please look at some of
the web-sites on the “Reference Guide” page. Find a site that you
like and give them some spending money.
The book DOES include some information that is wrong. The Atari
2600 was a very difficult system to research for, and a lot of infor-
mation has irregularities. I tried to sort out most of the wrong info
but some are bound to get trough the cracks. I also got a lot of help
from users of AtariAge on this issue.
If you are annoyed, or the owner of some of the content i used in
this book, send an email to me: sennep@hotmail.com. The book
is free, and I hope the information and pictures I use comes under
free-use.
I hope you will get some use of this book, and maybe help you in
your quest on collecting, or just having fun with this great system.
Reference Guide
These are web sites that were use a lot for pictures/screenshots, reference and much of the information. If I
have not used wikipedia on a game description then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and fun to look through. If you are the
owner of one of these sites and feel that i have done you wrong, then please send me an e-mail and i will make
the necessary change to your wish.
AtariAge
https://atariage.com/index.php
2600 Connection
http://www.2600connection.com/
AtariMania
“Database of games, demos, utilities for 2600, 5200, 400, 800, XL, XE & ST.”
http://www.atarimania.com/index.html
Reference Guide • 11
http://www.videogamevariations.com/
GameFAQs
“Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and
Walkthroughs, over 250000 cheat codes, and over 100000 reviews.”
http://www.gamefaqs.com/
AtariProtos
http://www.atariprotos.com/
Moby Games
“MobyGames is the oldest, largest and most accurate video game database for
games of every platform spanning 1979-2014.”
http://www.mobygames.com/
12 • Reference Guide
http://www.atari2600homebrew.com/
Atari Museum
“This site is the culmination of years of research and hard work by enthusiasts with
the support of numerous former and current Atari employees and is intended to
provide images and information on all areas of Atari.”
• Some information.
A very well done site with lot of information on different Atari systems.
http://www.atarimuseum.com/
• Some information.
Include articles and pictures on Atari.
http://atarihq.com/mainsite/
Atari Guide
“The most complete free source for Atari 2600 information anywhere.
Thousands of classic video games listed in our archives. ”
Web Shops
I can not recommend every web-shop posted here, as i have not used them. You should always be a little
wary about using a web-shop you have not used before. Google the name and find customers reviews about
it before you give them your credit card information.
But the shops I listed here are shops that i find with either a good library of items
or somewhat fair prices. Or both.
Atari 2600.com
A nice clean site with games at mostly fair prices (I think). The store consist of older systems.
http://www.atari2600.com/
“We’re family owned and have been in business for over 17 years.
Our store is full of Video Game Systems, Accessories and Games
from the Atari 2600 to the Vectrex”
A small store that include alot of systems. The store goes from PlayStation and back.
http://4jays.net/store/
This site does look alittle “Web 1.0”, but if you can get past the multicolor text, it may be a good site for
people looking for replacement parts or the odd item...
http://www.best-electronics-ca.com/
14 • Corporations
Corporations
wikipedia
Absolute Entertainment
pany was based in New Jersey, David
Founded 1986
Founder Garry Kitchen
Crane worked out of his home on the West
Defunct 1995 Coast. The company’s name was chosen
Headquarters New Jersey, United States because it was alphabetically above Activi-
Successor Skyworks Technologies sion, implying that Absolute Entertainment
was superior to Activision . It was the same
strategy that Activision chose when the program-
Absolute Entertainment was an American video
mers left Atari.
game publishing company. Through its develop-
ment house, Imagineering, Absolute Entertainment At Absolute Entertainment, Kitchen continued de-
produced titles for the Amiga, Atari 2600, Atari veloping games for the Atari 2600 and Atari 7800,
7800, Sega Game Gear, Sega Mega Drive, Mega- as he had done at Activision. However, the NES had
CD, Game Boy, Nintendo Entertainment System, already displaced Atari’s dominance of the video
and Super Nintendo Entertainment System video game console market. Kitchen swiftly shifted his
game consoles, as well as for the PC. It also released focus to the NES, and produced several landmark
games for the Sega Master System in Europe. titles for the platform, beginning with A Boy and
His Blob: Trouble on Blobolonia in 1989, and Battle
After leaving his position as a video game developer
Tank in 1990. Absolute Entertainment published at
and designer at Activision, Garry Kitchen founded
least 30 titles before dwindling sales from diminish-
the company in 1986 with his brother Dan Kitchen,
ing product quality prompted Kitchen to shutter the
along with David Crane, Alex Demeo, John Van
company in 1995. Since Kitchen had already formed
Ryzin. The company’s headquarters was in Glen
a new company with David Crane called Skyworks
Rock, New Jersey, but later moved to another New
Technologies, some of the employees transitioned to
Jersey borough, Upper Saddle River. While the com-
the new company.
Activision
Activision Publishing, Inc. is an American
Founded 1979
video game publisher. It was founded on Headquarters California, United States
October 1, 1979 and was the world’s first Parent Activision Blizzard
independent developer and distributor of Employees >4000
video games for gaming consoles. Website www.activision.com
Before Activision, third-party developers
did not exist. Software for video game consoles were with former music industry executive Jim Levy and
published exclusively by makers of the systems for venture capitalist Richard Muchmore; Kaplan joined
which the games were designed. For example, Atari soon. David Crane has said the name “Activision”
was the only publisher of games for the Atari 2600. was based on Jim Levy’s idea to combine ‘active’
This was particularly galling to the developers, as and ‘television’. The original name proposed for the
they received neither financial rewards nor credit for company was VSync, Inc.
games that sold well.
In December 2007, it was announced that Activision
Atari programmers David Crane, Larry Kaplan, Alan would merge with Vivendi Games, which owned
Miller, and Bob Whitehead met with Atari CEO Ray fellow games developer and publisher Blizzard, and
Kassar in May 1979 to demand that the company the merger would close in July 2008. The new com-
treat developers as record labels treated musicians, pany was called Activision Blizzard and was headed
with royalties and their names on game boxes. Ka- by Activision’s former CEO, Robert Kotick. Vivendi
plan, who called the others “the best designers for was the biggest shareholder in the new group. The
the [2600] in the world”, recalled that Kassar called new company was estimated to be worth US$18.9
the four men “towel designers” and that “anyone billion, ahead of Electronic Arts, which was valued
can do a cartridge.” Crane, Miller, and Whitehead at US$14.1 billion.
left Atari and founded Activision in October 1979
Corporations • 15
Games by Apollo
A young programmer by the name of Ed
Founded 1981
Defunct 1983
Salvo was living in Iowa and saw the ad-
Fate Bankruptcy vertisement. He proceeded to contact Rop-
Headquarters Texas, United States er and offer him a game he had developed
Employees 30 in about four weeks, Skeet Shoot. Roper
flew Salvo to Dallas, where he was offered
a job to lead the development for the yet to be formed
Games by Apollo (often shortened to Apollo) was a
Games by Apollo. Roper offered Salvo a position as
third-party developer for the Atari 2600 video game
their Director of Development. Salvo accepted and
system, based in Richardson, Texas.
was tasked with hiring 25 programmers to build a
In 1980, Pat Roper was president of Texas-based staff and develop games.
National Career Consultants (NCC), a company
Early on, Roper spent much of the company’s mon-
that produced educational films. Roper knew noth-
ey on trying to emulate Activision. At one early staff
ing about the games industry, but while playing NFL
meeting he was quoted as saying that “Activision
Football on the Intellivision in 1980, he realized that
had 26 million in sales its first year so Apollo would
there was money to be made. Roper decided to form
have 27. Activision had a campus with 7 buildings
a game company, which he called Games by Apollo
each 7 stories so Apollo would have 8 buildings of
because the name “Apollo” appealed to Roper be-
8 stories.”
cause it was recognizable and a symbol of youth and
activity. In late 1982, Ed Salvo, Terry Grantham, Mike Smith
and one other fellow employee left Apollo when it
Instead of hiring away existing game designers from
appeared that Roper was not taking the right steps to
Mattel or Atari, however, Roper placed an advertise-
stay in business. Salvo claims that two weeks after
ment in the Dallas Morning News and the San Fran-
the four left, Apollo was forced into bankruptcy.
cisco Chronicle.
Avalon Hill
Avalon Hill Games, Inc. is a game company
Founded 1954
that specializes in wargames and strategic Headquarters Washington, United States
board games. Its logo contains its initials Parent Wizards of the Coast
“AH”, and the company is often referred to (Hasbro)
by this abbreviation. Website avalonhill.com
Avalon Hill was started in 1954 by Charles
S. Roberts under the name of “The Avalon Game company was reorganized by retaining only one staff
Company”, a reference to the nearby town of Avalon, member, Thomas N. Shaw, a high school friend of
for the publication of his game Tactics, considered Roberts, moved, cut costs and appointed J.E. Spar-
the first of a new type of board game, the wargame. ling as president. In 1964, AH set a two game per
Following the success of Tactics, Roberts changed year release schedule.
the name upon incorporation from “The Avalon
Monarch bought out J.E. Smith & Co., Avalon Hill’s
Game Company” to “Avalon Hill” in 1958 because
co-owner, on November 30, 1971. Thus the compa-
of an argument with another company. The number
ny became a division of a renamed Monarch Office
of games released per year was erratic until 1964 as
Services, Monarch Avalon.
the company released any where from 1 to 7 games.
Monarch sold Avalon Hill to Hasbro Games on Au-
Avalon launched a pre-school children’s line in
gust 4, 1998 for $6 million. Hasbro, largely seeking
1963 with four games, Imagination, What Time Is
a computer gaming software company and known
It?, Doll House and Trucks, Trains, Boats & Planes,
games to convert to interactive computer games per
which flopped. Roberts gave up and planned to file
an Arcadia Investment Corp. investment analyst,
bankruptcy on December 13, 1963. Instead his cred-
purchased the rights to the Avalon Hill trademarks,
itors, Monarch Office Services and J.E. Smith & Co.
copyrights, inventory, tooling and divisions, Aval-
interceded and took over. Monarch had printed all
on Hill Software and Victory Games. Avalon Hill
but the boxes, which were done by J.E. Smith. The
Games, Inc. was incorporated by Hasbro in 1998.
16 • Corporations
CBS
of that year. Columbia Phonographic went
Founded 1927
Founder William S. Paley
on the air on September 18, 1927, with a
Owner CBS Corporation presentation by the Howard Barlow Or-
Headquarters CBS Building, New York City chestra from flagship station WOR in Ne-
Website www.cbs.com wark, New Jersey, and fifteen affiliates.
CBS entered the video game market brief-
CBS (an initialism of the network’s former name, ly, through its acquisition of Gabriel Toys (renamed
the Columbia Broadcasting System) is an Ameri- CBS Toys), publishing several arcade adaptations
can commercial broadcast television network that and original titles under the name “CBS Electron-
is the flagship properties of CBS Corporation. The ics”, for the Atari 2600, and other consoles and
company is headquartered at the CBS Building in computers; it also produced one of the first karaoke
New York City with major production facilities and recording/players. CBS Electronics also distributed
operations in New York City (at the CBS Broadcast all Coleco-related video game products in Canada,
Center) and Los Angeles (at CBS Television City including the ColecoVision. CBS later sold Gabriel
and the CBS Studio Center). Toys to View-Master, which eventually ended up as
part of Mattel.
The origins of CBS date back to January 27, 1927,
with the creation of the “United Independent Broad- CBS continues to operate the CBS Radio network,
casters” network in Chicago by New York City which now mainly provides news and features con-
talent-agent Arthur Judson. The fledgling network tent for its portfolio of owned-and-operated radio
soon needed additional investors though, and the stations in large and mid-sized markets, and af-
Columbia Phonograph Company, manufacturers of filiated radio stations in various other markets. The
Columbia Records, rescued it in April 1927; as a re- television network has more than 240 owned-and-
sult, the network was renamed the “Columbia Pho- operated and affiliated television stations throughout
nographic Broadcasting System” on September 18 the United States.
Coleco
Coleco Inc. is an American company
Founded 1932
founded in 1932 by Maurice Greenberg Defunct 1988
as “Connecticut Leather Company”. It be- Revival 2005
came a highly successful toy company in Headquarters New Jersey, United States
the 1980s, known for its mass-produced Website www.coleco.com
version of Cabbage Patch Kids dolls and
its video game consoles, the Coleco Tel-
their early order enabled Coleco to break even.
star dedicated consoles and ColecoVision.
Coleco continued to do well in electronics. They
Coleco originally processed shoe leather, which later
transitioned next into handheld electronic games, a
led to a business in leather craft kits in the 1950s.
market popularized by Mattel. An early hit was Elec-
They began manufacturing plastic moulding and
tronic Quarterback. In 1982, Coleco launched the
moved into plastic wading pools in the 1960s. The
ColecoVision. While the system was quite popular,
leather part of the business was then sold off.
Coleco hedged their bet on video games by introduc-
Under CEO Arnold Greenberg, the company entered ing a line of ROM cartridges for the Atari 2600 and
the video game console business with the Telstar in Intellivision.
1976. Dozens of companies were introducing game
In 1988, the combination of the purchase of Selchow
systems that year after Atari’s successful Pong con-
& Righter, manufacturers of Scrabble, Parcheesi,
sole. Nearly all of these new games were based on
and Trivial Pursuit, sales of which had plummeted,
General Instrument’s “Pong-on-a-chip”. However,
and the disastrous Adam computer, the company
General Instrument had underestimated demand, and
filed for chapter 11 bankruptcy.
there were severe shortages. Coleco had been one of
the first to place an order, and was one of the few In 2005, River West Brands, a Chicago-based brand
companies to receive an order in full. Though dedi- revitalization company, re-introduced Coleco to the
cated game consoles did not last long on the market, marketplace.
Corporations • 17
Imagic
Imagic was a short-lived American video
Founded 1981
game developer and publisher that created Defunct 1986
games initially for the Atari 2600 and later Fate Liquidation
for other consoles. Founded in 1981 by Headquarters California, United States
Atari and Mattel Intellivision expatriates,
its best-selling titles were Atlantis, Cosmic
Ark, and Demon Attack.
During its height, Imagic ran a fan club for their
Activision was first third-party publisher for the games, the Numb Thumb Club, which published an
Atari 2600. Imagic was the second. annual newsletter. Only two issues were published
before Imagic’s demise in 1983.
Imagic founders included Bill Grubb, Bob Smith,
Mark Bradley, Rob Fulop, and Denis Koble from Although Imagic grew quickly in its early years, it
Atari, Inc., Jim Goldberger, Dave Durran and Brian was irreparably harmed by the video game crash of
Dougherty from Mattel, as well as Gary Kato from 1983. It released 24 titles before going out of busi-
Versatec. Grubb left an 18-month post at Atari as a ness by 1986, but the exact time it disbanded is un-
vice president of marketing to form Imagic. Before known. In 1983 the company laid off 40 of their 170
that, he was with the marketing department at Black employees but appeared at the 1984 Consumer Elec-
and Decker for 11 years. It was Grubb’s goal to take tronics Show with plans for four IBM PCjr games.
Imagic public and to eventually overtake Activision The rights to Imagic’s most popular titles have been
as the number one third party video game publisher. owned by Activision since the late 1980s, and they
have been re-released on several occasions.
Atari sued Imagic over Demon Attack because of
its resemblance to Phoenix, to which Atari had the A unreleased game, Cubicolor, a two-player puzzle
exclusive home-version rights. The case was settled game loosely based on a combination of a Rubik’s
out of court. Cube and fifteen puzzle, was completed but never
officially released before Imagic’s demise.
Mystique
Mystique was the name of a company that
Parent Caballero Home Video
produced a number of pornographic video Defunct 1983
games for the Atari 2600, such as Beat ‘Em Fate Liquidation
& Eat ‘Em, Bachelor Party and Custer’s Successor Playaround
Revenge. It was one of several video game
companies that tried to use sex to sell its
games.
the game. The game’s literature stated “if the kids
Mystique was an offshoot of Caballero Control catch you and should ask, tell them Custer and the
Corporation, who produced pornographic films, maiden are just dancing.” The makers elected to pre-
and American Multiple Industries. The company’s view the game for women’s and Native American
games were sold under the “Swedish Erotica” ban- groups, an act which some thought was a publicity
ner, although they were programmed in the United stunt. Women’s rights groups criticized the game,
States, and manufactured in Hong Kong. stating that it was a simulation of rape; the back of
the packaging states “she’s not about to take it lying
“I just don’t believe adults want to shoot down down, by George! Help is on the way. By God! He’s
rocket ships”, American Multiple Industries’ presi- coming.” Other groups such as Women Against Por-
dent said. According to industry watchers and crit- nography, Native American spokespersons, and crit-
ics, Mystique’s game designs were generally simple, ics of the video game industry in general protested
with crude graphics and unexceptional gameplay. about the game.
Mystique’s game Custer’s Revenge gained particu- Mystique went out of business during the video game
lar notoriety. Sold in a sealed package labeled “NOT crash of 1983. The rights to Mystique’s games were
FOR SALE TO MINORS” and selling for $49.95 sold to the Playaround spin-off company, which con-
(the most expensive Atari 2600 game in the market), tinued the pornographic game line.
it acknowledged that children might nonetheless see
Sega
over US$100 million by 1979. In 1982,
Founded 1940
Parent Sega Holdings Sega’s revenues surpassed $214 million.
Headquarters Ōta, Tokyo, Japan That year they introduced the first game
Employees 4,865 (2014) with isometric graphics, Zaxxon, the in-
dustry’s first stereoscopic 3D game.
In 1983-4, Sega published Atari 2600 versions of
Sega Games Co., Ltd., originally short for Service some of its arcade games and also Tapper from Bal-
Games and officially styled as SEGA, is a Japanese ly/Midway. Carnival, Space Fury, Turbo, and Zaxx-
multinational video game developer and publisher on were licensed to Coleco as launch titles for the
headquartered in Tokyo, Japan, with multiple offices ColecoVision console in 1982. Some of these and
around the world. Sega developed and manufactured other titles were licensed to different companies for
numerous home video game consoles from 1983 to 8-bit computer versions. The Atari 8-bit computer
2001, but the financial losses incurred from their port of Zaxxon is from Datasoft, for example, while
Dreamcast console caused the company to restruc- the Commodore 64 port is from Synapse.
ture itself in 2001, and focus on providing software
An overabundance of games in 1983 led to the video
as a third-party developer from then on.
game crash, causing Sega’s revenues to drop to $136
Sega started in 1940. American businessmen Mar- million. Sega then designed and released its first
tin Bromley, Irving Bromberg, and James Humpert home video game console, the SG-1000 for the third
formed a company called Standard Games in Hono- generation of home consoles.
lulu, Hawaii, to provide coin-operated amusement
Sega remains the world’s most prolific arcade pro-
machines.
ducer, with over 500 games in over 70 franchises on
Sega prospered heavily from the arcade gaming more than 20 different arcade system boards since
boom of the late 1970s, with revenues climbing to 1981.
Corporations • 19
Spectravideo
rarity: Chase the Chuckwagon, Mangia
Founded 1981
Founder Harry Fox and Bumper Bash. A few of their titles
Alex Weiss were only available through the Columbia
Defunct 1988 House music club.
The company’s first attempt at a computer was an
add-on for the Atari 2600 called the Spectravideo
Spectravideo, or SVI, was an American computer CompuMate, with a membrane keyboard and very
company founded in 1981. They originally made simple programmability.
video games for Atari 2600 and VIC-20. Some of
Their first real computers were the SV-318 and SV-
their computers were MSX-compliant or IBM PC
328, released in 1983. Both were powered by a Z80
compatible. They ceased operations in 1988.
A at 3.6 MHz, but differed in the amount of RAM
SpectraVision was founded in 1981 by Harry Fox and keyboard style. The main operating system, re-
and Alex Weiss as a distributor of computer games, siding in ROM, was a version of Microsoft Extend-
contracting external developers to write the soft- ed BASIC, but if the computer was equipped with
ware. Their main products were gaming cartridges a floppy drive, the user had the option to boot with
for the Atari 2600 VCS, Colecovision and Commo- CP/M instead.
dore VIC-20. They also made the world’s first ergo-
Today the Spectravideo name is used by a UK-based
nomic joystick, the Quickshot. In late 1982 the com-
company called SpectraVideo Plc, formerly known
pany was renamed to Spectravideo due to a naming
as Ash & Newman. That company was founded in
conflict with OnCommand’s Hotel TV system called
1977, and bought the Spectravideo brand name from
SpectraVision.
Bondwell (SVI owner) in 1988. They sell their own
In the early 1980s, the company developed 11 games range of Logic3 branded products, and do not have
for the Atari 2600, including several titles of some any connection to the old Spectravideo products.
Sears
retailer in the country overall. It operates
Founded 1886
Parent Sears Holdings divisions in Canada and Mexico, among
Locations Illinois, U.S. several subsidiaries within its brand.
Employees 793 (US; 2014) Sears Video Arcade was the In-house ver-
sion of Atari in the early 1980s; discontin-
ued in favor of the actual Atari systems
Sears (officially Sears, Roebuck & Co.) is an Ameri-
In 1993, Sears terminated its famous general mer-
can chain of 5-star department stores. Sears is main-
chandise catalog because of sinking sales and prof-
ly known for its appliances, hardware, and clothing.
its. Sears Holdings continues to produce specialty
The company was founded by Richard Warren Sears
catalogs and reintroduced a smaller version of the
and Alvah Curtis Roebuck in 1886; it was previously
Holiday Wish Book in 2007. In 2003, Sears sold its
based in the Sears Tower in Chicago, and is currently
retail credit card operation to Citibank. The remain-
headquartered in Hoffman Estates, Illinois. It began
ing card operations were sold to JPMorgan Chase in
as a mail order catalog company, and began opening
August 2005. In 2003, Sears opened a new concept
retail locations in 1925. The company merged with
store called Sears Grand. Sears Grand stores carry
the American discount store chain Kmart in 2005,
everything that a regular Sears carries, and more.
which was in bankruptcy at the time and renamed
Sears has spent much of 2014 and 2015 selling off
itself Sears Holdings upon completion of the merger.
portions of its balance sheet; namely Lands’ End and
In terms of domestic revenue, Sears was the larg-
its stake in Sears Canada. Sears Holdings has lost
est retailer in the United States until October 1989,
a total of $7 billion in the last four years. In part,
when it was surpassed by Walmart. It is the fifth-
the retailer is trying to curb losses by using a loyalty
largest American department store company by sales
program called Shop Your Way.
as of October 2013 (behind Walmart, Target, Best
Buy, and Home Depot), and it is the twelfth-largest
20 • People of Atari
People of Atari
wikipedia
Nolan Bushnell
Nolan Kay Bushnell is an After Bushnell attended a Burlingame, California
American engineer and demonstration of the Magnavox Odyssey, he gave
entrepreneur who found- the task of making the Magnavox tennis game into a
ed both Atari, Inc. and the coin-op version to Alcorn as a test project. Alcorn in-
Chuck E. Cheese’s Pizza- corporated many of his own improvements into the
Time Theaters chain. game design, such as scoring and sound, and Pong
was born. Pong proved to be very popular; Atari re-
Bushnell graduated from
leased a large number of Pong-based arcade games
the University of Utah
over the next few years as the mainstay of the com-
College of Engineering
pany.
with a degree in electrical
engineering in 1968 after In 1976 Steve Jobs went to Nolan to get him to put in
transferring from Utah State University, and was a some money in exchange for a minor equity stake in
member of the Pi Kappa Alpha fraternity. He was Apple. Nolan remarked, “Steve asked me if I would
one of many computer science students of the 1960s put $50,000 in and he would give me a third of the
who played the historic Spacewar! game on DEC company. I was so smart, I said no. It’s kind of fun to
mainframe computers. The University of Utah was think about that, when I’m not crying.”
heavily involved in computer graphics research and
By 1976 Atari was in the midst of developing the
spawned a wide variety of Spacewar versions.
Atari VCS, but Bushnell realized that if the com-
In 1969, Bushnell and colleague Ted Dabney formed pany was going to grow, it needed capital, and with
Syzygy with the intention of producing a Spacewar the stock market in a bleak condition, going public
clone known as Computer Space. In order to keep would not be the solution. Warner Communications
the company alive while the machine was being pro- was contacted about Atari by one of its investors to
totyped, the two took on a route servicing broken discuss purchasing the company. For $28 million,
pinball machines. Dabney built the prototype and Warner Communications bought Atari, bringing the
Bushnell shopped it around, looking for a manufac- capital they needed for the VCS launch, which took
turer. They made an agreement with Nutting Associ- place in August 1977.
ates, a maker of coin-op trivia and shooting games,
In November 1978, Bushnell was forced out of the
who produced a fiberglass cabinet for the unit that
company after a dispute with Warner over its future
included a coin-slot mechanism. Computer Space
direction, notably on the lifespan of the Atari 2600
was a commercial failure, though sales exceeded $3
and their closed software strategy, which was later
million. Bushnell felt that Nutting Associates had not
changed for the new home computer division.
marketed the game well, and decided that his next
game would be licensed to a bigger manufacturer. In 1974, Atari entered the consumer electronics
market after engineers Harold Lee and Bob Brown
In 1972, Bushnell and Dabney set off on their own,
approached Alcorn with an idea to develop a home
and learned that the name “Syzygy” was in use;
version of Pong. With a marketing and distribution
Bushnell has said at different times that it was in
agreement with Sears, Pong sales soared when the
use by a candle company owned by a Mendocino
unit was released in 1975.
hippie commune and by a roofing company. They
instead incorporated under the name Atari, a refer- Bushnell’s most recent company is BrainRush, where
ence to a check-like position in the game Go (which he is Founder, CEO and Chairman, a company that
Bushnell has called his “favorite game of all time”). uses video game technology in educational software.
They rented their first office on Scott Boulevard in The company was venture capital funded in 2012. It
Sunnyvale, California, contracted with Bally Manu- is based on the idea that many curriculum lessons
facturing to create a driving game, and hired their can be turned into mini-games. Developers can take
first employee, engineer Allan Alcorn. Bushnell later any body of knowledge from English language arts
bought out Dabney, who was forced out after Nolan to foreign language, geography, multiplication table
told him he would transfer all the assets to another or chemistry tables, to parts of the human body and
corporation and leave Ted with nothing. gamify the experience.
People of Atari • 21
Ray Kassar
Raymond Edward Kas- not held accountable.
sar was president, and
One of the most notable turnovers was when four
later CEO, of Atari Inc.
programmers were unsatisfied with their paychecks.
from 1978 to 1983. He
They felt they were making a very paltry salary for
had previously been ex-
someone who actually designed the games that made
ecutive vice-president
the company millions of dollars. They wanted a small
of Burlington Industries,
commission, but when they asked Kassar about that,
the world’s largest textile
David Crane recalls that Kassar responded, “You are
company at the time, and
no more important to that game than the guy on the
president of its Burling-
assembly line who puts it together.” .
ton House division.
In 1981, the highly popular and successful game
Ray Kassar was hired in February 1978 as president
Yars’ Revenge was released for the Atari 2600.
of Atari Inc.’s consumer division by Warner Com-
Howard Scott Warshaw, the game’s designer, got the
munications, who at the time owned Atari. By this
names “Yar” and “Razak” by jokingly spelling “Ray
time, rifts had begun to develop between the origi-
Kassar” backwards. Warshaw claimed that the game
nal Atari Inc. staff (most of whom had engineer-
was “Ray’s revenge on Activision”
ing backgrounds) and the new hires brought in by
Warner (who, like Kassar, mostly had business back- Contrary to popular belief, Kassar was not responsi-
grounds). ble for the deal to make the E.T. the Extra-Terrestrial
game from the blockbuster movie. Steve Ross, CEO
In November 1978, when Atari Inc. co-founder No-
of Atari’s parent company Warner Communications,
lan Bushnell left the company after a dispute, Kas-
was the one who was in talks with Steven Spielberg
sar became CEO. Under his leadership, sweeping
and Universal Pictures. Kassar’s response to Ross’
changes were made at Atari and the laid-back atmos-
query of how he liked the idea of making an E.T.
phere that had existed under Bushnell’s leadership
based video game was, “I think it’s a dumb idea.
all but disappeared. Kassar’s twenty-five years at
We’ve never really made an action game out of a
Burlington Industries had given him a taste for or-
movie.”
der, organization, and efficiency and his efforts to re-
vamp Atari along similar lines provoked substantial In July 1983, Kassar was forced to resign from Atari
animosity. Kassar shifted the focus away from game Inc. over mounting allegations of illegal insider
development and more toward marketing and sales. trading activity. In December 1982, Kassar had sold
Atari Inc. began to promote games all year around 5,000 shares of stock in Warner Communications
instead of just at the Christmas season. R&D also only 23 minutes before a much lower than expected
suffered deep cuts and the discipline and security at fourth quarter earnings report would cause Warner
Atari Inc. became strict. Kassar became unaffection- stock to drop nearly 40% in value in the following
ately known to many at Atari Inc. as the “sock king” days. The Securities and Exchange Commission ac-
and the “towel czar” (due to his previous years in cused Kassar and then Atari Inc. vice-president Den-
the textile industry) after he once referred to Atari nis Groth of trading stock with illegal insider knowl-
programmers as “high-strung prima donnas” in an edge. Kassar settled, returning his profits without
interview with the San Jose Mercury News in 1979. acknowledging guilt or innocence. The shares that
Kassar sold actually constituted only a small amount
During the Kassar years, Atari Inc.’s sales grew from
of his total holdings in the company, and the SEC
$75 million in 1977 to over $2.2 billion just three
later cleared him of any wrongdoing.
years later. Though Atari enjoyed some of its great-
est success during this period, the stifling atmosphere Upon Ray Kassar’s resignation, James J. Morgan,
and lack of royalties or recognition to the individual formerly of Philip Morris, replaced him as CEO of
game designers angered employees, many of whom Atari Inc. in September 1983.
quit. During this period, nearly all members of the
He is now a collector and private investor and sits on
original Atari Inc. staff, including Al Alcorn, quit or
the Board of the American Hospital of Paris Founda-
were fired. Atari Inc.’s upper management also suf
tion.
fered severe turnover rates. Many blamed Ray Kas-
sar’s autocratic management style, but Kassar was
People of Atari • 23
2600 Games
This is the main portion of the book. A collection of every “official” Atari 2600 game with cover art, screen-
shots and some information about the game. The Atari 2600 library was a hard to nail down. As such, the main
portion does include games that had an unofficial release (a release not supported by Atari, like the Mystique
Porn games).
Page Break-Down
C E G B A
D F
A. Cover-Art
This represent the cover art, mostly the NTSC version. I used mainly GameFAQs for much of
the pictures.
B. Info
This is the Info box. I used mainly wikipedia and atariage.com for help for information on
the Developers and Publishers. I suspect some of the information is wrong, as often the
developer credited is actually the makers of the original game, e.g. arcades, and not the one
who did the home console port for example. Also, information often differ from different sourc-
es. “Mode” are what the maximum players the game support. I used the information found
on both atariage.com and atarimania.com. In the info or trivia section, I wanted some content
that would reflect on what the game is about, or an interest part of trivia. If I used another site
for information and did a direct transcript, I would try to credit the source material. The credit
is in italic. On the developers I also included the original developer (and not just the company)
on request by AtariAge user, DanOliver. This information is from atariage and atarimania.
C. Title/Screen Screen
This is a screenshot from the title screen of the game if I found it or if it was present (not every
game had one, just a start screen). I most often used atariage.com for pictures.
D. Screen-shot
This is a random screenshot from the game. I mainly used atariage.com.
2600 Games • 29
E. Web Reviews
The review score SHOULD and MUST be taken with a grain of salt. I used the review score
from “GameFAQs.com”, cause` they can sometimes be seen as fair, as they usually are reviews
by several users. Though, some of the more obscure games often had few reviews, and could
be seen as biased. If the site did not have a review, i would not include one.
F. Rarity
In this section is used the rarity info found on atariage.com. The rarity scale is a general indica-
tor of how easy or difficult it is to come across a game. The scale starts at 1 (very easy to find)
and finishes at 10 (nearly impossible to locate). Thanks to auction sites such as eBay, even
extremely rare games come up for auction frequently enough, but these often command a fairly
high price depending on the rarity. Remember, you should just take these scores with a grain
of salt, and should only be used as a refrence point, and not to be taken all too literally. The
rarity listed are for the NTSC releases. Since the games often had several different releases, the
rarity is simplified. For a more complete rarity guide, please visit atariage.com or see the check-
list at the back of the book.
G. Cassette release
Starpath had several cassette releases. If the game had a cassette release instead of a regular cartridge
release, a cassette tape is listed here.
3D Tic-Tac-Toe 5.3
Developer Atari (Carol Shaw)
Publisher Atari
Release date 1980
Genre Strategy
Mode 1-2 Players
Adventure 7.7
Developer Atari (Warren Robinett)
Publisher Atari
Release date 1979
Genre Adventure
Mode 1 Player
Airlock 4.9
Developer Data Age
Publisher Data Age
Release date 1982
Genre Action
Mode 1-2 Players
Alien 4.4
Developer 20th Century Fox (Doug Neubauer)
Publisher 20th Century Fox
Release date 1982
Genre Action
Mode 1 Player
6.8 Amidar
Developer Parker Brothers (Ed Temple)
Publisher Parker Brothers
Release date 1982
Genre Maze
Mode 1 Player
Rarity: 2
Assault 5.4
Developer Bomb
Publisher Onbase
Release date 1983
Genre Action
Mode 1 Player
6.6
Asterix
Developer Atari (Steve Woita)
Publisher Atari
Release date 1983
Genre Action
Mode 1-2 Players
Rarity: 10
Asteroids • 35
7.2 Asteroids
Developer Atari (Brad Stewart)
Publisher Atari
Release date 1981
Genre Shooter
Mode 1-2 Players
Astroblast 7.3
Developer M-Network (Hal Finney)
Publisher M Network, Telegames
Release date 1982
Genre Shooter
Mode 1 Player
Atlantis 7.0
Developer Imagic (Dennis Koble)
Publisher Imagic
Release date 1982
Genre Shooter
Mode 1-2 Players
Atlantis II
Developer Imagic
Publisher Imagic
Release date 1982
Genre Shooter
Mode 1-2 Players
5.9
Backgammon
Developer Atari (Craig Nelson)
Publisher Atari
Release date 1979
Genre Board game
Mode 1-2 Players
Rarity: 2
Sears: 3
Barnstorming 6.6
Developer Activision (Steve Cartwright)
Publisher Activision
Release date 1982
Genre Action
Mode 1 Player
Rarity: 4
Alt. Label: 3
Fun With Numbers: 3
5.6 Basketball
Developer Atari (Alan Miller)
Publisher Atari
Release date 1978
Genre Sports
Mode 1-2 Players
7.0 Battlezone
Developer Atari (Michael Feinstein)
Publisher Atari
Release date 1983
Genre Action
Mode 1 Player
7.2 Beamrider
Developer Activision (Dave Rolfe)
Publisher Activision
Release date 1983
Genre Shooter
Mode 1 Player
7.4 Berzerk
Developer Atari (Dan Hitchens)
Publisher Atari
Release date 1982
Genre Shooter
Mode 1 Player
Rarity: 1
Sears: 3
Birthday Mania
Developer Robert Anthony Tokar
Publisher Personal Games Company
Release date 1984
Genre Action
Mode 1 Player
Blackjack 5.2
Developer Atari (Bob Whitehead)
Publisher Atari
Release date 1977
Genre Cards
Mode 1-3 Players
5.5
Blueprint
Developer Bally Midway (Tom DiDomenico)
Publisher CBS Electronics
Release date 1983
Genre Maze
Mode 1-2 Players
Rarity: 3
Boing! • 45
8.5 Boing!
Developer First Star Software (Shirley Russell, Alex Leavens)
Publisher First Star Software
Release date 1983
Genre Action
Mode 1 Player
6.2 Bowling
Developer Atari (Larry Kaplan)
Publisher Atari
Release date 1979
Genre Sports
Mode 1 Player
Boxing 6.1
Developer Activision (Bob Whitehead)
Publisher Activision
Release date 1980
Genre Sports
Mode 1-2 Players
Breakout 7.1
Developer Atari (P: Brad Stewart, D: Steve Jobs)
Publisher Atari
Release date 1978
Genre Breakout
Mode 1-4 Players
4.4 Bridge
Developer Activision (Larry Kaplan)
Publisher Activision
Release date 1981
Genre Cards
Mode 1 Player
3.6 Bugs
Developer Data Age
Publisher Data Age
Release date 1982
Genre Action
Mode 1-2 Players
6.8
Bumper Bash
Developer Sirius Software (David Lubar)
Publisher Spectravision
Release date 1983
Genre Pinball
Mode 1 Player
Rarity: 9
Burgertime 6.6
Developer M Network (P: Ron Surratt, S: Patricia L.D. Long)
Publisher INTV, M Network
Release date 1982
Genre Puzzle
Mode 1-2 Players
Cakewalk 6.8
Developer CommaVid (Irwin Gaines)
Publisher CommaVid
Release date 1983
Genre Action
Mode 1 Player
Rarity: 4
6.9 Carnival
Developer Woodside Design (Steve Kitchen)
Publisher Coleco
Release date 1982
Genre Shooter
Mode 1-2 Players
5.1 Casino
Developer Atari (Bob Whitehead)
Publisher Atari
Release date 1978
Genre Cards
Mode 1-4 Players
7.2 Centipede
Developer Atari
Publisher Atari
Release date 1982
Genre Shooter
Mode 1 Player
5.0 Checkers
Developer Activision (Alan Miller)
Publisher Activision
Release date 1981
Genre Board game
Mode 1-2 Players
Rarity: 5
54 • Chuck Norris Superkicks
6.3 Coconuts
Developer Telesys ( Jim Rupp)
Publisher Telesys
Release date 1982
Genre Action
Mode 1-2 Players
4.1 Codebreaker
Developer Atari (Larry Kaplan)
Publisher Atari
Release date 1978
Genre Strategy
Mode 1-2 Players
Combat 6.9
Developer Atari (Larry Wagner, Joe Decuir)
Publisher Atari
Release date 1977
Genre Shooter
Mode 2 Players
Commando 6.2
Developer Activision (Mike Reidel)
Publisher Activision
Release date 1988
Genre Action
Mode 1-2 Players
3.1
Cosmic Corridor
Developer BitCorp
Publisher Zimag, (eu) Puzzy
Release date 1982
Genre Shooter
Mode 1 Player
Rarity: 6
Space Tunnel: 9
6.6 Crackpots
Developer Activision (Dan Kitchen)
Publisher Activision
Release date 1983
Genre Shooter
Mode 1-2 Players
Rarity: 4
Crossbow 6.0
Developer Atari
Publisher Atari
Release date 1987
Genre Shooter
Mode 1-2 Players
6.8 Defender
Developer Atari (P: Bob Polaro, G: Alan Murphy)
Publisher Atari
Release date 1982
Genre Shooter
Mode 1-2 Players
7.4
Defender II
Developer Atari (P: Bill Aspromonte, S:Andrew Fuchs)
Publisher Atari
Release date 1988
Genre Shooter
Mode 1 Player
Rarity: 4
66 • Demon Attack
7.0
Dice Puzzle
Developer Panda Computer Games
Publisher Panda Computer Games
Release date 1983
Genre Puzzle
Mode 1 Player
Rarity: 6
4.6 Dishaster
Developer Zimag
Publisher Zimag
Release date 1983
Genre Action
Mode 1 Player
5.7 Dolphin
Developer Activision (Matthew Hubbard)
Publisher Activision
Release date 1983
Genre Action
Mode 1-2 Players
Dragonfire 6.9
Developer Imagic (Bob Smith)
Publisher Imagic
Release date 1982
Genre Action
Mode 1-2 Players
Dragonstomper 7.8
Developer Starpath (Stephen Landrum)
Publisher Starpath
Release date 1982
Genre Role-playing
Mode 1 Player
4.9 Dragster
Developer Activision (David Crane)
Publisher Activision
Release date 1980
Genre Racing
Mode 1-2 Players
Eggomania 5.1
Developer Wickstead Design
(Todd Marshall, Wes Trager, Henry Will IV)
Publisher U.S. Games
Release date 1982
Genre Action
Mode 1-4 Players
7.4 Enduro
Developer Activision (Larry Miller)
Publisher Activision
Release date 1983
Genre Racing
Mode 1 Player
Entombed 6.6
Developer Western Technologies
(Paul Allen Newell, Steve Sidley, Tom Sloper)
Publisher U.S. Games
Release date 1982
Genre Action, Strategy
Mode 1-2 Players
6.0 Espial
Developer Tigervision
Publisher Tigervision
Release date 1984
Genre Shooter
Mode 1 Player
5.5 Exocet
Developer Panda Computer Games
Publisher Panda Computer Games, Froggo
Release date 1983
Genre Shooter
Mode 1 Player
6.8 Fathom
Developer Imagic (Rob Fulop)
Publisher Imagic
Release date 1983
Genre Action
Mode 1 Player
Fireball 5.6
Developer Starpath (Scott Nelson)
Publisher Starpath
Release date 1982
Genre Breakout
Mode 1-4 Players
6.2 Football
Developer Atari (Bob Whitehead)
Publisher Atari
Release date 1978
Genre Sports
Mode 2 Players
Freeway 6.3
Developer Activision (David Crane)
Publisher Activision
Release date 1981
Genre Action
Mode 1-2 Players
7.4 Frogger
Developer Parker Brothers (P: Ed English, S: David Lamkins)
Publisher Parker Brothers
Release date 1982
Genre Action
Mode 1-2 Players
Frostbite 7.1
Developer Activision (Steve Cartwright)
Publisher Activision
Release date 1983
Genre Action
Mode 1-2 Players
Galaxian 7.1
Developer Atari (Mark Ackerman, Glenn Parker)
Publisher Atari
Release date 1983
Genre Shooter
Mode 1 Player
Gamma-Attack
Developer Gammation (Robert L. Esken Jr.)
Publisher Gammation
Release date 1983
Genre Action
Mode 1 Player
Gauntlet 6.6
Developer Answer Software
Publisher Answer Software
Release date 1983
Genre Action
Mode 1 Player
Rarity: 6
Ghostbusters 4.8
Developer Activision (D: David Crane, P: Dan Kitchen)
Publisher Activision
Release date 1985
Genre Action
Mode 1 Player
5.0 Glib
Developer Qualtronic Devices
Publisher Selchow and Righter
Release date 1983
Genre Strategy
Mode 1 Player
4.9 Golf
Developer Atari (Tom Rudadahl)
Publisher Atari
Release date 1980
Genre Sports
Mode 1-2 Players
6.3 Gopher
Developer US Games (Sylvia Day, Henry Will IV)
Publisher US Games
Release date 1982
Genre Action
Mode 1-2 Players
6.5 Gorf
Developer Roklan (Alex Leavens)
Publisher CBS Electronics
Release date 1982
Genre Shooter
Mode 1 Player
Gravitar 5.8
Developer Atari (Dan Hitchens)
Publisher Atari
Release date 1983
Genre Shooter
Mode 1 Player
Gremlins 4.5
Developer Atari (G: Mimi Nyden, S: Robert Vieira, P: Scott Smith)
Publisher Atari
Release date 1984
Genre Action
Mode 1-2 Players
6.0 Guardian
Developer Apollo (Larry Martin)
Publisher Apollo
Release date 1982
Genre Shooter
Mode 1-2 Players
6.0 Gyruss
Developer Parker Brothers
Publisher Parker Brothers
Release date 1984
Genre Shooter
Mode 1 Player
H.E.R.O. 8.1
Developer Activision (John Van Ryzin)
Publisher Activision
Release date 1984
Genre Action
Mode 1 Player
Halloween 5.1
Developer VSS, MicroGraphic Image (Tim Martin)
Publisher Wizard Video
Release date 1983
Genre Action
Mode 1 Player
Hangman 6.0
Developer Atari (Alan Miller)
Publisher Atari
Release date 1978
Genre Strategy
Mode 1-2 Players
6.2 Infiltrate
Developer Apollo
Publisher Apollo
Release date 1982
Genre Action, Strategy
Mode 1-2 Players
7.8 Jawbreaker
Developer Sierra On-Line (John Harris)
Publisher Tigervision
Release date 1982
Genre Action
Mode 1 Player
6.8 Joust
Developer Atari (Michael Feinstein, Kevin Osborn)
Publisher Atari
Release date 1983
Genre Action
Mode 1-2 Players
7.2 Kaboom!
Developer Activision (G: David Crane, P: Larry Kaplan)
Publisher Activision
Release date 1981
Genre Action
Mode 1-2 Players
6.5 Kangaroo
Developer Atari (Kevin Osborn)
Publisher Atari
Release date 1983
Genre Platformer
Mode 1-2 Players
4.2 Karate
Developer Ultravision (Joseph Amelio)
Publisher Ultravision, Froggo
Release date 1982
Genre Fighting
Mode 1-2 Players
Rarity: 4
Rarity: 4
6.4 Krull
Developer Atari (Dave Staugas)
Publisher Atari
Release date 1983
Genre Action
Mode 1 Player
Lochjaw 5.6
Developer Apollo (Steve Stringfellow)
Publisher Apollo
Release date 1981
Genre Maze
Mode 1-2 Players
M*A*S*H 5.8
Developer 20th Century Fox (Frank Cohen, Doug Neubauer)
Publisher 20th Century Fox
Release date 1982
Genre Action
Mode 1 Player
M.A.D. 5.0
Developer US Games
Publisher US Games
Release date 1982
Genre Action
Mode 1-2 Players
Malagai 6.0
Developer Answer Software
Publisher Answer Software
Release date 1983
Genre Maze
Mode 1-2 Players
6.0 Mangia
Developer Spectravision
Publisher Spectravision
Release date 1983
Genre Action
Mode 1 Player
6.3 Marauder
Developer Sierra On-Line (Rorke Weigandt)
Publisher Tigervision
Release date 1982
Genre Shooter
Mode 1 Player
7.4 Megamania
Developer Activision (Steve Cartwright)
Publisher Activision
Release date 1982
Genre Shooter
Mode 1-2 Players
7.2 Millipede
Developer Atari (Dave Staugas)
Publisher Atari
Release date 1984
Genre Shooter
Mode 1 Player
Players take the role as the last mining robot on the Mi-
nos mine. Monsters have destroyed all it`s comrades.
As the last robot, players must traverse the mine’s vari-
ous levels, gathering spare parts to make more robots
(extra lives). They must either avoid the monsters or
blow them up with a bomb. After a few seconds, if the
monster hasn’t hit the bomb, it will explode harmless-
Rarity: 6 ly. If a monster is killed, it will regenerate somewhere
in the maze.
Missile Command • 115
Moonsweeper 6.7
Developer Imagic (Bob Smith)
Publisher Imagic
Release date 1983
Genre Action
Mode 1 Player
7.2 MotoRodeo
Developer Axlon (Steve DeFrisco)
Publisher Atari
Release date 1990
Genre Racing
Mode 1-2 Players
No Escape! 6.8
Developer Imagic (Michael Greene)
Publisher Imagic
Release date 1983
Genre Breakout
Mode 1-2 Players
Jason has taken the Golden Fleece from the gods. They
are naturally upset and have imprisoned Jason in the
Temple of Aphrodite with deadly Furies running over-
head. Players control Jason and the goal is to elimi-
nate all of the Furies to move on to the next level. The
Furies can be destroyed if they are hit with a magical
brick from the roof of the temple. Jason are armed with
an unlimited supply of stones, throwing a stone at the
Rarity: 4 roof will cause a brick to fall.
Xante: 10
Off The Wall • 121
6.6 Obelix
Developer Atari (P: Suki Lee, G: Dave Jolly)
Publisher Atari
Release date 1983
Genre Action
Mode 1 Player
6.8 Oink!
Developer Activision (Mike Lorenzen)
Publisher Activision
Release date 1983
Genre Action
Mode 1-2 Players
5.6 Othello
Developer Atari (Ed Logg)
Publisher Atari
Release date 1980
Genre Board game
Mode 1-2 Players
Outlaw 6.5
Developer Atari (David Crane)
Publisher Atari
Release date 1978
Genre Shooter
Mode 1-2 Players
5.6 Pac-Man
Developer Atari (Tod Frye)
Publisher Atari
Release date 1982
Genre Maze
Mode 1-2 Players
6.6 Pengo
Developer Atari (Mark R. Hahn)
Publisher Atari
Release date 1984
Genre Maze, Puzzle
Mode 1-2 Players
Rarity: 6
126 • Pete Rose Baseball
7.1 Phoenix
Developer Atari (Michael Feinstein, John Mracek)
Publisher Atari
Release date 1982
Genre Shooter
Mode 1 Player
4.0 Picnic
Developer Western Technologies (Tom Sloper)
Publisher U.S. Games
Release date 1983
Genre Action
Mode 1-2 Players
Pitfall! 7.3
Developer Activision (David Crane)
Publisher Activision
Release date 1982
Genre Platformer
Mode 1 Player
Polaris 6.8
Developer Sierra On-Line (Robert H. O’Neil)
Publisher Tigervision
Release date 1982
Genre Shooter
Mode 1-2 Players
Pooyan 7.0
Developer Konami
Publisher Konami
Release date 1983
Genre Shooter
Mode 1-2 Players
Rarity: 5
Popeye • 131
5.8 Popeye
Developer Parker Brothers (Joe Gaucher)
Publisher Parker Brothers
Release date 1983
Genre Platformer
Mode 1 Player
Porky’s 3.5
Developer Lazer MicroSystems (Randall Hyde)
Publisher 20th Century Fox
Release date 1983
Genre Adventure
Mode 1 Player
6.9 Q*bert
Developer Parker Brothers (P: Dave Hampton, G: Tom Sloper)
Publisher Parker Brothers, Atari
Release date 1983
Genre Action, Puzzle
Mode 1 Player
Quadrun 7.3
Developer Atari (Steve Woita)
Publisher Atari
Release date 1983
Genre Shooter
Mode 1 Player
3.8 Racquetball
Developer Apollo (P: Ed Salvo, S: Bryon Parks)
Publisher Apollo
Release date 1981
Genre Sports
Mode 1-2 Players
To serve, players press the red button. They hit the ball
by moving their player to where the shadow of the ball
is about level with their feet. The racquet will swing
automatically. When they serve, the ball must hit the
front wall before it hits the floor. The opponent can
then hit the ball before it lands on the floor or he can
let it bounce but players can only let it bounce once. It
cannot bounce twice. They serve every time until they
miss. Rarity: 4
Ram It 7.0
Developer Telesys ( Jim Rupp)
Publisher Telesys
Release date 1983
Genre Shooter
Mode 1-2 Players
6.0 Rampage
Developer Activision (Bob Polaro)
Publisher Activision
Release date 1989
Genre Action
Mode 1-2 Players
6.1 Reactor
Developer Parker Brothers (Charlie Heath)
Publisher Parker Brothers
Release date 1982
Genre Action
Mode 1-2 Players
Rarity: 3
Rescue Terra I • 139
Rarity: 8
Atari Video Cube: 7
144 • Sea Hawk
4.0
Scuba Diver
Developer Panda
Publisher Panda, Froggo
Release date 1983
Genre Action
Mode 1 Player
Rarity: 6
Sea Hunt: 4
Seamonster 6.8
Developer Puzzy
Publisher Puzzy
Release date 1982
Genre Action
Mode 1-2 Players
7.7 Seaquest
Developer Activision (Steve Cartwright)
Publisher Activision
Release date 1983
Genre Shooter
Mode 1-2 Players
5.0 Sentinel
Developer Imagineering (David Lubar)
Publisher Atari
Release date 1990
Genre Light-gun
Mode 1 Player
5.7 Skiing
Developer Activision (Bob Whitehead)
Publisher Activision
Release date 1980
Genre Sports
Mode 1 Player
Rarity: 2
Blue Label: 3
Sky Jinks • 149
Rarity: 3
Sears: 4
Rarity: 8
Sneak n’ Peek • 151
6.1 Smurfs:
Rescue in Gargamel’s Castle
Developer Wickstead Design (Henry Will IV)
Publisher Coleco
Release date 1982
Genre Platformer
Mode 1-2 Players
Solaris 7.1
Developer Atari (Doug Neubauer)
Publisher Atari
Release date 1986
Genre Shooter
Mode 1 Player
4.6 Sorcerer
Developer Mythicon (P: Bruce de Graaf, S: Bill Bryner)
Publisher Mythicon
Release date 1983
Genre Shooter
Mode 1-2 Players
6.0
Space Canyon
Developer Panda
Publisher Panda
Release date 1983
Genre Action
Mode 1-2 Players
Rarity: 6
Spacechase 5.2
Developer Apollo (P: Ed Salvo, S: Bryon Parks)
Publisher Apollo
Release date 1981
Genre Shooter
Mode 1-2 Players
5.4 Spider-Man
Developer Parker Brothers (P: Laura Nikolich, S: David Lamkins)
Publisher Parker Brothers
Release date 1982
Genre Action
Mode 1-2 Players
2.0 Spiderdroid
Developer Froggo
Publisher Froggo
Release date 1987
Genre Action
Mode 1 Player
Springer 4.6
Developer Software Electronics
Publisher Tigervision
Release date 1983
Genre Platformer
Mode 1 Player
Sprintmaster 6.1
Developer Atari (Bob Polaro)
Publisher Atari
Release date 1988
Genre Racing
Mode 1-2 Players
3.2
Sssnake
Developer Data Age
Publisher Data Age
Release date 1982
Genre Shooter
Mode 1-2 Players
6.6 Stampede
Developer Activision (Bob Whitehead)
Publisher Activision
Release date 1981
Genre Action
Mode 1 Player
The game takes place in the year 4024 AD. The sto-
ry begins as a robot freighter carrying a cargo of ex-
tremely valuable trimetalisium energy crystals crash
lands on the planetoid Beta-7. An enemy star cruiser,
escorted by a squadron of fighter drones, is en route to
the planetoid to seize the crystals.
The player’s objective is to recover the crystals before
the enemy while doing battle with the fighter drones. Rarity: 4
In the game, two Jedi Knights, one blue and one red,
face each other during lightsaber training. The player
controls his lightsaber with the paddle controller, de-
fending himself from the laser blasts coming from the
Seeker ball, fired by the opponent. The Seeker will
regularly go wild and fire laser blasts randomly. The
aim of the game is to fire laser blasts from the Seeker at
the opponent’s shield and finally the opponent himself.
Rarity: 3
The game has four difficulty levels, changing the
Star Wars: The Empire Strikes Back • 165
7.4 Stargate
Developer Atari (P: Bill Aspromonte, S: Andrew Fuchs)
Publisher Atari
Release date 1984
Genre Shooter
Mode 1 Player
Stargunner 6.3
Developer Telesys (Alex Leavens)
Publisher Telesys
Release date 1982
Genre Shooter
Mode 1 Player
Starmaster 6.9
Developer Activision (Alan Miller)
Publisher Activision
Release date 1982
Genre Shooter
Mode 1 Player
Steeplechase 5.4
Developer Atari (Jim Huether)
Publisher Sears
Release date 1980
Genre Simulation, Sports
Mode 1-4 Players
6.2 Strategy X
Developer Konami
Publisher Konami
Release date 1983
Genre Action
Mode 1-2 Players
Stronghold 5.6
Developer CommaVid (Joseph Biel)
Publisher CommaVid
Release date 1983
Genre Shooter
Mode 1 Player
Stuntman 4.0
Developer Panda
Publisher Panda
Release date 1983
Genre Action
Mode 1 Player
8.0 Subterranea
Developer Imagic (Mark Klein)
Publisher Imagic
Release date 1983
Genre Shooter
Mode 1-2 Players
Rarity: 4
5.0 Superman
Developer Atari (John Dunn)
Publisher Atari
Release date 1978
Genre Action-Adventure
Mode 1-2 Players
6.6 Surround
Developer Atari (Alan Miller)
Publisher Atari
Release date 1977
Genre Action
Mode 1-2 Players
Swordquest
Swordquest is an unfinished series of video games produced by Atari in the
Dan Hitchens 1980s as part of a contest, consisting of three finished games and a planned but
never released fourth game. Each of the games came with a comic book that ex-
plained the plot, as well as containing part of the solution to a major puzzle that
had to be solved to win the contest, with a series of prizes on offer whose total
value was $150,000. The series had its genesis as a possible sequel to Atari’s
groundbreaking 1979 title Adventure, but it quickly developed a mythology and
system of play that was unique. The comic books were produced by DC Com-
ics, written by Roy Thomas and Gerry Conway, and drawn and inked by George
Pérez and Dick Giordano. A special fan club offer was provided, allowing those
who wanted the game, to also get a T-shirt and poster for each game.
The games of the Swordquest series (along with Atari 2600 Raiders of the Lost
Ark) were some of the earliest attempts to combine the narrative and logic el-
ements of the adventure game genre- with the twitch gameplay of the action
Rarity:2 genre, making them some of the very first ‘action-adventure’ games. However,
the series was unable to hold the last two contests along with the grand finale
Tod Frye contest, as well as release the final game in the series, due to Atari’s financial
problems leading up to and being a part of the Video Game Crash of 1983.
Atari planned four interrelated Swordquest games, one each based on earth, fire,
water, and air. The company intended that playing all four games would be nec-
essary to win the final prize. Each had essentially the same gameplay: Logic
puzzle adventure style gaming interspersed with arcade style action gaming. The
character wanders through each screen, picking up and dropping items, playing
simplified variants of then-current “twitch” games between screens. If the cor-
rect items are placed in a room, a clue shows up, pointing the player to a page
and panel in the comic book included with the game. There, the player would
find a word that was hidden in that panel. If the player found all five, or in the
case of Waterworld, four, correct clues, amongst all the hidden words (hinted at
by a hidden clue in the comic), they could send the sentence to Atari and have
Rarity: 3 a chance to compete in the finals and win a prize. During the playoff, which
ran on special versions of the games, the person who managed to find the most
Tod Frye
clues within 90 minutes would be considered the winner. The winners of the four
game contests would go on to a final competition where they would compete for
a sword valued at $50,000. However, only two of the competitions actually took
place before Atari cancelled the contest in 1983.
Earthworld
Earthworld was the first of the four games. Its room structure was based on the
signs of the zodiac.
While the basic creative direction of the game was provided by Swordquest Lead
Tod Frye, the game was coded by Dan Hitchens.
Sounds from Swordquest: Earthworld were used in the 2002 film Solaris di-
Rarity: 9 rected by Steven Soderbergh and starring George Clooney. The sounds are used
to represent the spaceship breaking up.
Plot
The games follow twins named Tarra and Torr. Their parents were slain by King
Tyrannus’s guards, prompted by a prophecy by the king’s wizard Konjuro that
the twins would slay Tyrannus. The twins were then raised as commoners by
Swordquest • 179
thieves to avoid being slain by the king. When they go to plunder Konjuro’s sea 5.6
keep, they accidentally reveal their identities to him. The twins then start running Swordquest: EarthWorld
from a demon summoned to kill them, but it appears that a jewel they stole attracts
it. After smashing the stone to avoid the demon, two of Tyrannus’s old advisers ap-
pear and tell the two about the “Sword of Ultimate Sorcery” and the “Talisman of
Penultimate Truth.” They are then transported to Earthworld.
Contest
Out of 5,000 entries, only eight people managed to find all five of the correct clues.
Of those eight, Steven Bell, who was 20 and lived near Detroit at the time, took
first place and won the “Talisman of Penultimate Truth.” The talisman was made
of 18K solid gold, with 12 diamonds and the birthstones of the twelve Zodiac signs
embedded in it, as well as a small sword made of white gold attached to the front.
At the time of the contest, the Talisman was valued at $25,000.
4.6
Fireworld
Swordquest: FireWorld
Fireworld’s room structure was based on the tree of life.
Plot
After defeating many beasts of the Zodiac and another thief (Herminus) in Earth-
world, the twins are transported to the “central chamber” where the “Sword of Ul-
timate Sorcery” and the “Talisman of Penultimate Truth” are kept. Upon reaching
them, the sword burns a hole through its altar all the way to Fireworld.
In Fireworld, the twins split up to look for water, and Torr, with the aid of the talis-
man, summons Mentorr who shows Torr the “Chalice of Light,” which will quench
his thirst. The twins reunite eventually and find the chalice. However, Torr drops
it after he is startled, and it is revealed that the one they found was not the true
chalice. Herminus then gives them the chalice, and it grows until it becomes large
enough to swallow the twins and transports them to Waterworld. 4.8
Contest Swordquest: WaterWorld
As there were more than the 50 planned participants, a much larger turnout than the
previous contest, they held a second preliminary round where the contestants were
told to write what they liked about the game. From there, Atari chose fifty of the
entries to continue on.
The Chalice of Light was won by Michael Rideout. The chalice itself was made
of gold and platinum and was adorned with citrines, diamonds, green jade, pearls,
rubies, and sapphires. Like the Talisman of Penultimate Truth, the Chalice of Light
had a value of $25,000. In a 2005 interview Rideout said he still was in possession
of the chalice.
Waterworld
The room structure of Waterworld was based on the seven centers of chakra. It was originally released only
through the Atari Club.
Plot
Upon reaching Waterworld, the twins become separated. Tara travels to a ship made of ice, somehow forgets
her name, and meets Cap’n Frost, who desires to find the “Crown of Life” and rule Waterworld. Meanwhile,
Torr travels to an undersea kingdom, forgets his name as well and meets the city’s ex-queen Aquana, who
desires to find the “Crown of Life” in order to regain her throne.
After a brief war between the ex-queen and captain, Herminus sets the twins to duel each other. They then
180 • Swordquest
pray to their deities for guidance, which summons Mentorr who allows them to
regain their memories. The twins throw down their swords, causing the crown to
Gold Chalice
be revealed and split in half. The halves are given to the ex-queen and the captain,
who then rule as equals. The “Sword of Ultimate Sorcery” then transports the twins
to Airworld where they would have to do battle with King Tyrannus and Konjuro.
Contest
The winner of this contest was supposed to receive the “Crown of Life,” which
was made of gold and encrusted with aquamarines, diamonds, green tourmalines,
rubies, and sapphires. It was valued at $25,000 when the game came out. As the
contest was never held, it is not known what became of the crown.
The overall contest (including the one for the yet-to-be released Airworld) was
cancelled at the last minute due in part to Atari’s financial troubles during the video
game crash occurring around this time. Two preliminary rounds had been con-
ducted prior to this, with the winners of those rounds receiving $2,000. Steven Bell
and Michael Rideout, the winners of the Earthworld and Fireworld competitions,
received $15,000, as they could not advance to the final competition between the
winners of all four contests.
Talisman of
Penultimate Truth
Airworld
Plot
Airworld was never finished, though two prototypes are widely rumored to exist.
According to programmer Tod Frye, its room structure was going to be based upon
the I Ching. Additionally, Tod Frye was planning on representing each room from 1
to 64 with a six-bit number. Each bit would control a different aspect of the rules for
that room (e.g., whether the player had to avoid or capture the enemies, whether the
enemies attacked or avoided the player, whether the player or the enemies moved
Philosopher’s Stone fast or slow) but this concept never got out of the design phase, and yielded some
unplayable combinations, such as a slow player that had to capture fast moving
enemies that avoided the player.
Contest
The winner of the Airworld contest was to receive a Philosopher’s Stone encrusted
with diamonds, emeralds, citrines, and rubies, that like its counterparts was valued
at $25,000. That player was also scheduled to face off against Bell, Rideout, and
whoever won the Waterworld contest for the grand prize, a sword with a gold han-
dle encrusted with jewels and a blade made of pure silver. The sword, called the
“Sword of Ultimate Sorcery”, was valued at $50,000.
Postscript
As noted above, Michael Rideout has said that he is still in possession of the chalice he won in the Fireworld
competition. In 2005 he sent pictures to the gaming website Digital Press, who posted them along with an in-
terview he gave to the website Atari Headquarters in 1999. In the course of the interview, Rideout mentioned
that he had heard that the medallion won by Steven Bell had been melted down by a coin dealer for scrap, and
that Bell had made $15,000 by selling it, but that Bell had kept the baubles that were part of it.
Years after the contest, the remaining three prizes (the crown, philosopher’s stone, and sword) were assumed
to have been in the possession of Jack Tramiel, the founder of Commodore International, who purchased the
remnants of Atari after the video game crash and his ouster from Commodore. However, Atari historian Curt
Vendel has stated that the remaining prizes, which were owned by The Franklin Mint and on loan to Atari, Inc.
for the Swordquest contests, were not part of the sale of Atari’s consumer division to Tramiel, and ownership
of the remaining prizes reverted back to The Franklin Mint, who melted them down to be used for other items.
182 • Tank Brigade
Tac-Scan 7.3
Developer Sega (Jeff Lorenz)
Publisher Sega
Release date 1983
Genre Shooter
Mode 1 Player
Tapeworm 6.6
Developer Spectravision
Publisher Spectravision
Release date 1982
Genre Action
Mode 1-2 Players
7.1 Tapper
Developer Beck-Tech
Publisher Sega
Release date 1984
Genre Action
Mode 1-2 Players
6.6 Taz
Developer Atari (Steve Woita)
Publisher Atari
Release date 1983
Genre Action
Mode 1-2 Players
6.0 Tennis
Developer Activision (Alan Miller)
Publisher Activision
Release date 1981
Genre Sports
Mode 1-2 Players
Rarity: 10
186 • Thunderground
Threshold 6.3
Developer Sierra On-Line (Warren Schwader)
Publisher Tigervision
Release date 1983
Genre Shooter
Mode 1-2 Players
Thunderground 8.2
Developer Sega (Jeff Lorenz)
Publisher Sega
Release date 1983
Genre Action
Mode 1 Player
Rarity: 4
6.9 Turmoil
Developer Sirius Software (Mark Turmell)
Publisher 20th Century Fox
Release date 1982
Genre Shooter
Mode 1 Player
6.1 Tutankham
Developer Parker Brothers (Dave Engman)
Publisher Parker Brothers
Release date 1983
Genre Maze, Shooter
Mode 1-2 Players
Up n’ Down 5.2
Developer Beck-Tech (Phat Ho)
Publisher Sega
Release date 1984
Genre Racing, Maze
Mode 1-2 Players
7.1 Vanguard
Developer Atari (Joseph Biel)
Publisher Atari
Release date 1982
Genre Shooter
Mode 1-2 Players
6.9 Venture
Developer CommaVid (Joseph Biel)
Publisher Atari, Coleco
Release date 1982
Genre Action
Mode 1 Player
New Family Fun & Fitness: Video Jogger and Video Reflex
contained cartridges for Video Jogger and Video Reflex as
well as the Foot Craz controller.
Video Jogger is a game to help players exercise. Once
around the track is approximately thirty-five yards. To be-
gin, players step on the green dot on the pad. There are two
tracks. The upper one is slower and the lower is faster. To
play, they step, alternately, on the blue and orange dots to
Rarity: 9
make the smiley go around the track.
This was the second game in the New Family Fun & Fitness
package.
Players must step on the dot the same color as square the
bug is on. If they wait too long or step on the wrong dot,
they lose one of their eight lives. In later levels, they will
have a bug and a butterfly. They must step on the bug but
not the butterfly.
“mobygames.com” Rarity: 9
196 • Wall Ball
Wabbit 4.7
Developer Apollo (Ban Tran)
Publisher Apollo
Release date 1982
Genre Action
Mode 1-2 Players
7.7 Warlords
Developer Atari (Carla Meninsky)
Publisher Atari
Release date 1981
Genre Action
Mode 1-4 Players
4.2 Warplock
Developer Data Age
Publisher Data Age
Release date 1982
Genre Shooter
Mode 1-2 Players
Rarity: 3
3.6 X-Man
Developer Universal Gamex (D: Roberts, P: Poon, G: Castillo)
Publisher Universal Gamex
Release date 1983
Genre Action
Mode 1 Player
6.5 Xenophobe
Developer Atari
Publisher Atari
Release date 1990
Genre Action
Mode 1-2 Players
6.6 Z-Tack
Developer Bomb (Robert L. Esken Jr.)
Publisher Bomb
Release date 1983
Genre Shooter
Mode 1-2 Players
6.6 Zaxxon
Developer Coleco
Publisher Coleco
Release date 1982
Genre Shooter
Mode 1-2 Players
Overseas Releases
These pages include games released in regions other than North-America. Some these
games were released in North-America though, through publishers like Zellers, Panda
and “Taiwan” publishers. Most of the games listed here may fall in the “unlicensed”
category.
I have tried to only list each unique game once, even if it has been released under dif-
ferent names and by different companies. I used AtariMania.com alot in this process.
5.2
Asteroid Fire
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Shooter
Mode 1 Player
Astrowar
Developer Dimax
Publisher Dimax, Sinmax
Release date 1983
Genre Shooter
Mode 1 Player
Rarity: 3
204 • Overseas Releases
4.5
Dragon Defender
Developer n/a
Publisher Hi-Score, Home Vision, Suntek
Release date 1983
Genre Action
Mode 1 Player
Frisco
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action
Mode 1 Player
4.5 Forest
Developer Sancho
Publisher Sancho
Release date 1983
Genre Action
Mode 1 Player
3.6
Ghostbusters II
Developer Activision
Publisher Salu
Release date 1992
Genre Action
Mode 1 Player
Rarity: 3
Go Go Home
Developer Dimax, Sinmax
Publisher Dimax, Sinmax
Release date 1983
Genre Maze
Mode 1-2 Players
Inca Gold
Developer Funvision
Publisher Funvision
Release date 1982
Genre Platformer
Mode 1-2 Players
6.0 IQ 180
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Puzzle
Mode 1 Player
KLAX
Developer Axlon
Publisher Atari
Release date 1990
Genre Puzzle
Mode 1 Player
Rarity: 4
208 • Overseas Releases
Magic Carpet
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action-adventure
Mode 1 Player
Megaboy Compact
Developer Dynacom
Publisher Dynacom
Release date n/a
Genre Edutainment
Mode 1 Player
Missile Control
Developer Video Gems
Publisher Video Gems
Release date 1983
Genre Shooter
Mode 1 Player
3.5
Mission Survive
Developer Video Gems
Publisher Video Gems
Release date 1983
Genre Shooter
Mode 1 Player
Motocross
Developer Home Vision
Publisher Suntek, Quelle
Release date n/a
Genre Racing
Mode 1 Player
6.0
My Golf
Developer Imagineering (David Lubar)
Publisher HES
Release date 1990
Genre Sports
Mode 1 Player
Rarity: 4
Overseas Releases • 211
A Mysterious Thief
Developer ZiMAG
Publisher ZiMAG
Release date 1983
Genre Platformer
Mode 1-2 Players
4.2 Nightmare
Developer Sancho
Publisher Sancho
Release date 1983
Genre Platformer
Mode 1 Player
5.0
Nuts
Developer TechnoVision
Publisher TechnoVision
Release date 1983
Genre Shooter
Mode 1 Player
3.0
Panda Chase
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Platformer
Mode 1 Player
Parachute 6.3
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action
Mode 1 Player
8.5
Pharaoh’s Curse
Developer TechnoVision
Publisher TechnoVision
Release date 1983
Genre Action
Mode 1 Player
Pick ‘n Pile
Developer Ubisoft
Publisher Salu
Release date 1990
Genre Puzzle
Mode 1 Player
Pizza Chef
Developer ZiMAG
Publisher CCE
Release date 1983
Genre Edutainment
Mode 1 Player
Play Farm
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action
Mode 1 Player
Pumuckl I
Developer ITT Family Games
Publisher ITT Family Games
Release date 1983
Genre Platformer
Mode 1 Player
2.0
Racing Car
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Racing
Mode 1 Player
5.0
Ski Hunt
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Sports
Mode 1 Player
Ski Run
Developer Suntek
Publisher Suntek
Release date n/a
Genre Sports
Mode 1 Player
3.0
Sky Alien
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Shooter
Mode 1 Player
Space Tunnel
Developer Puzzy
Publisher Puzzy
Release date 1982
Genre Shooter
Mode 1 Player
Stone Age
Developer CCE
Publisher CCE
Release date 1983
Genre Action
Mode 1-2 Players
Time Warp
Developer Funvision
Publisher Funvision
Release date 1982
Genre Shooter
Mode 1 Player
Rarity (zellers): 5 The blue labelled version of this game owns a Holy
Grail status.
Topsy/Topy 6.0
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action
Mode 1 Player
4.0
Treasure Below
Developer Video Gems
Publisher Video Gems
Release date 1983
Genre Action
Mode 1 Player
Treasure Discovery
Developer Home Vision
Publisher Home Vision
Release date 1983
Genre Action
Mode 1 Player
Walker
Developer Home Vision Cart is of
Schussel, der Polizistenschreck
Publisher Suntek
Release date n/a
Genre Platformer
Mode 1 Player
Words-Attack
Developer Sancho
Publisher Sancho
Release date 1983
Genre Edutainment
Mode 1-2 Players
X Mission 5.0
Developer Home Vision
Publisher Home Vision
Release date 1984
Genre Shooter
Mode 1 Player
Double-Game Package:
Fox & Goat / Pygmy
Developer n/a
Publisher Otto Versand
Release date n/a
Genre Compilation
Mode 1 Player
Double-Game Package:
Mr. T / My Way
Developer n/a
Publisher Otto Versand
Release date n/a
Genre Compilation
Mode 1 Player
Home Vision
Home Vision was a Belgian brand used by the company VDI for the dis-
tribution of Atari 2600 video games created by the Taiwan-based compa-
ny Gem International Corporation. Several games with the Home Vision
brand were later released by other companies like ITT Family Games
(from Germany) or RainbowVision (from Taiwan). VDI also manufac-
tured its own video game system and a personal computer and released
them with the Home Vision label.
222 • Multicart
Multicart
In video game parlance, a multicart is a cartridge that contains more than one game. Typically, the separate
games are available individually for purchase or were previously available individually. For this reason, col-
lections, anthologies, and compilations are considered multicarts. Although most commonly associated with
NES and SNES, multicarts, both authorized and unauthorized, have appeared for many cartridge-based sys-
tems, including the Atari 2600, Intellivision, Odyssey 2, Sega Master System, Sega Genesis and Game Boy.
Due to the relative ease of duplicating Atari 2600 cartridges, a large number of pirate multicarts were devel-
oped for the system. Most of these were released outside the US and EU (most commonly Brazil).
Hundreds of multicarts were released, and if you are interested, I would recommend checking out AtariMania.
I only included the NTSC games by Atari and Xonox (and one PAL-only Atari game), as the pages could go
into the hundreds featuring only different versions of multicarts.
32 in 1 Double Ender
Developer Atari Original Xonox
Publisher Atari Publisher Xonox
Release date 1988 Release date 1983
Rarity: 7 Rarity: 8
Rarity: 6 Rarity: 9
Double Ender
Original Xonox
Publisher Xonox
Release date 1983
Rarity: 4
Racing Pak
Original Atari
Publisher Atari
Release date 1982
Rarity: 5 Rarity: 5
Rarity: 4 Rarity: 5
Unlicensed NTSC Releases • 225
Rarity: 5 Rarity: 6
Frontline Pinball
Original Combat Original Video Pinball
Publisher Zellers Publisher Zellers
Release date n/a Release date n/a
Genre Shooter Genre Pinball
Mode 2 Players Mode 1-2 Players
Rarity: 4 Rarity: 6
Rarity: 6 Rarity: 5
K-Tel Vision: 9
Laser Volley Scuba Diver
Original Innerspace Original Skindiver
Publisher Zellers Publisher Zellers
Release date 1983 Release date n/a
Genre Shooter Genre Action
Mode 1 Player Mode 1 Player
Rarity: 4 Rarity: 5
226 • Unlicensed NTSC Releases
Sea Hawk
Original Seahawk
Publisher Zellers Founded 1931
Release date n/a Defunct 2013
Genre Shooter
Industry Discount retail store
Mode 1 Player
Headquarters Ontario, Canada
This was Zeller’s release of Parent Hudson’s Bay Company
Sancho’s Seahawk.
Chess Coconuts
Original Video Chess Original Coco Nuts
Publisher n/a Publisher n/a
Release date n/a Release date n/a
Genre Board game Genre Action
Mode 1-2 Players Mode 1-2 Players
Enduro Football
Original Enduro Original Football
Publisher n/a Publisher n/a
Release date n/a Release date n/a
Genre Racing Genre Racing
Mode 1 Player Mode 1-2 Players
Frogger Motocross
Original Frogger Original Around World
Publisher n/a Publisher n/a
Release date n/a Release date n/a
Genre Action Genre Racing
Mode 1-2 Players Mode 1 Player
My Way Pitfall
Original Challenge Original Pitfall!
Publisher n/a Publisher n/a
Release date n/a Release date n/a
Genre Sports Genre Platformer
Mode 1 Player Mode 1 Player
Pac-Kong Pitfall
Original Inca Gold Original Pitfall!
Publisher n/a Publisher n/a
Release date n/a Release date n/a
Genre Platformer Genre Platformer
Mode 1-2 Players Mode 1 Player
Homebew
An Atari 2600 homebrew is a video game designed
for the Atari 2600 by an independent developer fol-
lowing the discontinuation of the console in 1992.
The Atari 2600 game console was introduced to the gauge interest among fellow retro game enthusiasts;
market by Atari in 1977 as the Atari VCS, or Video like Dodgson, Federmeyer advertised his creation on
Computer System. Since the console’s release, hun- Usenet, ultimately receiving over 50 responses. Fol-
dreds of different game titles, by dozens of game man- lowing SoundX, Federmeyer created an unlicensed
ufacturers, have been released for the console, with port of the game Tetris, titled Edtris 2600.
the most popular titles, such as Pac-Man, Pitfall! and
Since then, over 100 homebrew games
Missile Command, selling millions of
for the Atari 2600 have been released,
copies each. Atari 2600 consoles con-
many by AtariAge, a website that fea-
tinued to be manufactured throughout
tures “information on game cartridges,
the 1980s, but by 1992 production had
consoles, Atari artwork and all other
ceased. The last new Atari 2600 game
topics Atari”. Many 2600 homebrews
title to be commercially released that
feature original concepts. SCSIcide,
year was Acid Drop–a puzzle game
Duck Attack! (2010) released by Joe Grand in 2001, is a
sold by Salu Ltd.
paddle-based game (the first among
The next year, hobbyist Harry Dodg- homebrews) in which the player acts
son released the first homebrew car- as a hard drive read head picking up
tridge, titled 7800/2600 Monitor Car- color-coded data bits as they fly past.
tridge. The cartridge was not a game, Oystron, released by Piero Cavina
but rather a diagnostic tool that Dodg- in 1997, is an action game in which
son hoped to persuade Atari Corp to “space oysters” are opened and pearls
market to customers interested in collected to earn ammunition. Duck
Thrust by Thomas Jentzsch (2000)
programming their own Atari 7800 Attack! allows the player to battle gi-
games. As Atari no longer manufactured the keyboard ant, fire-breathing ducks in a quest to save the world
controller required by the cartridge, they declined, so from a mad scientist.
Dodgson decided to manufacture and market the car-
Many 2600 homebrews are unofficial ports of arcade
tridge on his own.
and PC games that were popular during the 1980s but
Dodgson purchased a batch of Atari 7800
not ported to the 2600 at the time. Lady Bug, released
Hat Trick games at Big Lots for a dollar or less each,
by John W. Champeau in 2006, is a port of Universal
and cannibalized the parts to create the new monitor
Games’ 1981 arcade game of the same name. Juno
cartridge. He then advertised the cartridge on Usenet
First, released by Chris Walton in 2009, is a port of a
and in a catalog for video game store Video 61, ul-
1983 Konami arcade game; and Thrust, released by
timately selling around 25 cartridges. With the rela-
Thomas Jentzsch in 2000, is a port of a 1986 compu-
tively small number of hand-made cartridges, the title
ter game originally designed for the BBC Micro and
is considered a rarity among homebrews. The rights
later ported to the Atari 8-bit family and the Com-
to the cartridge were later purchased by Video 61.
modore 64.
In 1995 – three years after Atari’s withdrawal of the
A popular activity among Atari 2600 enthusiasts is
2600 from the marketplace–independent developer
hacking existing ROM images. Modifications typi-
Ed Federmeyer released another Atari 2600 home-
cally include new graphics and game colors, but may
brew project, titled SoundX, a cartridge that dem-
also include more complex changes such as game-
onstrated the sound capabilities of the Atari 2600.
play modifications and the ability to use a different
Federmeyer used the term “homebrew” to describe
controller (e.g. joystick or paddle) than the controller
this type of hobbyist-driven development, inspired
for which the game was originally designed. A pop-
by the California Homebrew Computer Club of early
ular hack target is the 2600 version of Pac-Man, in
computer enthusiasts that included Apple founders
which ROM hackers re-work the graphic elements to
Steve Jobs and Steve Wozniak. Originally designing
more closely resemble the arcade version.
the cartridge for his own use, Federmeyer decided to
Homebrew • 235
A-VCS-tec Challenge
Developer Quernhorst, (music) Slocum
Publisher AtariAge
Release date 2006
Genre Action
Mode 1 Player
Alfred Challenge
Developer Eric Bacher
Publisher Ebivision
Release date 1998
Genre Action
Mode 1 Player
Allia Quest
Developer Igor Barzilai
Publisher Ebivision
Release date 2001
Genre Shooter
Mode 1 Player
AStar
Developer Aaron Curtis
Publisher AtariAge
Release date 2006
Genre Puzzle
Mode 1 Player
Backfire
Developer Chad Lare
Publisher AtariAge
Release date 2003
Genre Shooter
Mode 1 Player
Bee-Ball
Developer Ivan Machado
Publisher AtariAge
Release date 2007
Genre Sports
Mode 1-2 Players
BLiP Football
Developer Galloway, Montgomery x2, Hirschberg
Publisher AtariAge
Release date 2006
Genre Sports
Mode 2 Players
Boulder Dash
Developer Thomas Jentzsch, Andrew Davie
Publisher AtariAge
Release date 2011
Genre Action
Mode 1 Player
Climber 5
Developer XYPE
Publisher AtariAge
Release date 2004
Genre Action
Mode 1 Player
Colony 7
Developer Manuel Rotschkar
Publisher AtariAge
Release date 2007
Genre Shooter
Mode 1-2 Players
Conquest of Mars
Developer John W. Champeau
Publisher AtariAge
Release date 2006
Genre Action
Mode 1-2 Players
Crazy Balloon
Developer Manuel Rotschkar
Publisher AtariAge
Release date 2005
Genre Action
Mode 1 Player
Crazy Valet
Developer Brian Prescott
Publisher Brian Prescott
Release date 2000
Genre Puzzle
Mode 1 Player
Limited: n/a
Cubis
Developer Eckhard Stolberg
Publisher Hozer Video Games
Release date 1997
Genre Puzzle
Mode 1-2 Players
Cuttle Cart
Developer Schell’s Electronics
Publisher Schell’s Electronics
Release date 2001
Genre non-game
Mode 1 Player
Dark Mage
Developer Greg Troutman
Publisher Hozer Games, Packrat Games, AtariAge
Release date n/a
Genre Adventure
Mode 1 Player
Euchre
Developer Erik Eid
Publisher Hozer Video Games
Release date 2002
Genre Cards
Mode 1 Player
Fall Down
Developer Aaron Curtis
Publisher AtariAge
Release date 2005
Genre Action
Mode 1-2 Players
FlapPing
Developer Kirk Israel
Publisher AtariAge
Release date 2005
Genre Action
Mode 1-2 Players
Four-Play
Developer Zach Matley, (music) Bob Montgomery
Publisher AtariAge
Release date 2006
Genre Board game
Mode 1-2 Players
Gingerbread Man
Developer Fred Quimby
Publisher AtariAge
Release date 2007
Genre Platformer
Mode 1 Player
Go Fish!
Developer Bob Montgomery, (music) Tommy Montgomery
Publisher AtariAge
Release date 2005
Genre Action
Mode 1-2 Players
GoSub
Developer Chris Read, Michael Rideout, Fred Quimby
Publisher AtariAge
Release date 2007
Genre Action
Mode 1-2 Players
Gunfight
Developer XYPE
Publisher AtariAge
Release date 2001
Genre Shooter
Mode 1-2 Players
Hunchy II
Developer Chris Walton
Publisher AtariAge
Release date 2005
Genre Platformer
Mode 1 Player
INV
Developer Piero Cavina, Erik Mooney
Publisher Hozer Video Games
Release date 1998
Genre Shooter
Mode 1-2 Players
INV+
Developer Piero Cavina, Erik Mooney
Publisher AtariAge
Release date 2004
Genre Shooter
Mode 1-2 Players
Jammed
Developer XYPE
Publisher AtariAge
Release date 2001
Genre Puzzle
Mode 1 Player
JoustPong
Developer Kirk Israel
Publisher AtariAge
Release date 2004
Genre Action
Mode 1-2 Players
Krokodile Cartridge
Developer Armin Vogl
Publisher AtariAge
Release date 2005
Genre non-game
Mode 1 Player
Lady Bug
Developer John W. Champeau
Publisher AtariAge
Release date 2006
Genre Maze
Mode 1 Player
Marble Craze
Developer XYPE
Publisher AtariAge
Release date 2002
Genre Action
Mode 1-2 Players
Medieval Mayhem
Developer Darrell Spice Jr., David Vazquez, Erik Ehrling
Publisher AtariAge
Release date 2006
Genre Shooter
Mode 1-4 Players
Melbourne Tatty
Developer Edward Griffiths, Fred Quimby
Publisher AtariAge
Release date 2007
Genre Action
Mode 1 Player
Mental Kombat
Developer Simon Quernhorst
Publisher AtariAge
Release date 2002
Genre Puzzle
Mode 2 Players
Merlin’s Walls
Developer Ebivision
Publisher Hozer Video Games, AtariAge
Release date 1999
Genre Action
Mode 1 Player
Mine Sweeper
Developer Soren Gust
Publisher Hozer Video Games
Release date n/a
Genre Puzzle
Mode 1 Player
A game most know already since the days of Windows 3x. Players see
a board filled with mines and they don’t know what fields exactly they
occupy. By clicking on a field a number appears on it, which indicated
how many mines are located on the nearest fields to it. Then they try
and click on those fields they consider free of mines. If they make a
mistake, the mine will explode and the game is over.
“vizzed.com”
Mondo Pong
Developer Piero Cavina
Publisher Hozer Video Games
Release date n/a
Genre Action
Mode 1-2 Players
Poker Squares
Developer Brian Watson
Publisher AtariAge
Release date 2005
Genre Cards
Mode 1 Player
Okie Dokie
Developer Retroware
Publisher AtariAge
Release date 1985
Genre Puzzle
Mode 1 Player
Oystron
Developer Piero Cavina
Publisher XYPE
Release date 1997
Genre Action
Mode 1 Player
Pac-Man
Developer Eric Bacher, Igor Barzilai
Publisher Ebivision
Release date 1999
Genre Maze
Mode 1 Player
Pac-Man Arcade
Developer Rob Kudla
Publisher AtariAge
Release date 2002
Genre Maze
Mode 1-2 Players
Pesco
Developer Ebivision
Publisher AtariAge
Release date 2005
Genre Maze
Mode 1 Player
Limited: 100
Regular: Yes
Phantom II / Pirate
Developer David Weavil
Publisher AtariAge
Release date 2006
Genre Compilation
Mode 1-2 Players
Power Off!
Developer Ebivision
Publisher AtariAge
Release date 2004
Genre Platformer
Mode 1 Player
Pressure Gauge
Developer John K. Harvey
Publisher Packrat Video Games
Release date 2000
Genre Action
Mode 1 Player
Qb
Developer XYPE
Publisher AtariAge
Release date 2001
Genre Action
Mode 1 Player
Rainbow Invaders
Developer Silvio Mogno
Publisher AtariAge
Release date 2006
Genre Shooter
Mode 1 Player
Raster Fahndung
Developer Simon Quernhorst
Publisher AtariAge
Release date 2007
Genre Puzzle
Mode 1-2 Players
Reindeer Rescue
Developer Bob Montgomery, (Graphics) Nathan Strum
Publisher AtariAge
Release date 2006
Genre Action
Mode 1 Player
SCSIcide (1.30)
Developer Joe Grand
Publisher Joe Grand (CGE 2001)
Release date 2001
Genre Action
Mode 1 Player
SCSIcide (1.32)
Developer Joe Grand
Publisher Hozer Video Games
Release date 2001
Genre Action
Mode 1 Player
Seawolf
Developer XYPE
Publisher AtariAge
Release date 2004
Genre Action
Mode 1 Player
Skeleton
Developer Eric Ball
Publisher AtariAge
Release date 2002
Genre First-person shooter
Mode 1 Player
Skeleton+
Developer Eric Ball
Publisher AtariAge
Release date 2003
Genre First-person shooter
Mode 1 Player
Solar Plexus
Developer Jess Ragan
Publisher AtariAge
Release date 2005
Genre Action
Mode 1 Player
Space Battle
Developer Dave Neuman
Publisher AtariAge
Release date 2006
Genre Shooter
Mode 1 Player
Space Instigators
Developer XYPE
Publisher AtariAge
Release date 2002
Genre Shooter
Mode 1 Player
Space Treat
Developer Fabrizio Zavagli
Publisher Hozer Video Games
Release date 2002
Genre Action
Mode 1 Player
Squish ‘Em
Developer Bob Montgomery
Publisher AtariAge
Release date 2007
Genre Action
Mode 1 Player
Star Fire
Developer XYPE
Publisher AtariAge
Release date 2003
Genre Shooter
Mode 1 Player
StickyNotes Cart
Developer John K. Harvey
Publisher AtariAge
Release date 2006
Genre non-game
Mode 1 Player
Strat-O-Gems Deluxe
Developer John Payson
Publisher AtariAge
Release date 2005
Genre Puzzle
Mode 1 Player
SWOOPS!
Developer Thomas Jentzsch
Publisher AtariAge
Release date 2005
Genre Compilation
Mode 1 player
Sync
Developer Simone Serra
Publisher AtariAge
Release date 2007
Genre Puzzle
Mode 1-2 Players
Synthcart
Developer Paul Slocum
Publisher AtariAge
Release date 2002
Genre non-game
Mode 1 Player
Testcart
Developer Paul Slocum
Publisher AtariAge
Release date 2001
Genre non-game
Mode 1 Player
Thrust
Developer XYPE
Publisher Hozer Video Games
Release date 2000
Genre Action
Mode 1 Player
Thrust+ DC Edition
Developer XYPE
Publisher AtariAge
Release date 2002
Genre Action
Mode 1 Player
Thrust+ Platinum
Developer XYPE
Publisher AtariAge
Release date 2003
Genre Action
Mode 1 Player
Toyshop Trouble
Developer Payson, Matley, Montgomery, Jentzsch, Strum
Publisher AtariAge
Release date 2007
Genre Action
Mode 1 Player
Ultra SCSIcide
Developer Joe Grand
Publisher AtariAge
Release date 2005
Genre Action
Mode 1 Player
Vault Assault
Developer Brian Prescott
Publisher Brian Prescott
Release date 2001
Genre Action
Mode 1 Player
Limited: n/a
Regular: Yes
Vault Assault
Tournament Edition
Developer Brian Prescott
Publisher Brian Prescott
Release date 2002
Genre Action
Mode 1 Player
Video Simon
Developer Mark De Smet
Publisher Hozer Video Games
Release date 2000
Genre Action
Mode 1 Player
Vong
Developer Rick Skrbina
Publisher Rick Skrbina
Release date 2008
Genre Action
Mode 1-2 Players
Warring Worms
Developer Baroque Gaming
Publisher AtariAge
Release date 2002
Genre Action
Mode 1-2 Players
Warring Worms:
The Worm (Re)Turns
Developer Baroque Gaming
Publisher AtariAge
Release date 2005
Genre Action
Mode 1-2 Players
Yahtzee
Developer Russell Babylon
Publisher Hozer Video Games
Release date n/a
Genre Strategy
Mode 1 Player
Z-Blocks
Developer Alex G.
Publisher Hozer Video Games
Release date n/a
Genre Puzzle
Mode 1-2 Players
2048 2600
Developer Chesterbr
Publisher Good Deal Games
Release date 2014
Genre Puzzle
Mode 1 Player
A Slow Year
Developer Ian Bogost
Publisher Ian Bogost
Release date 2010
Genre Other
Mode 1 Player
Ature
Developer Beoran
Publisher Beoran, Cowlitz Gamers For Kids
Release date 2011
Genre Action-adventure
Mode 1 Player
Balloon Protest
Developer Bill Osmulski
Publisher Good Deal Games
Release date 2011
Genre Action
Mode 1 Player
Blinky Goes Up
Developer Jan Hermanns
Publisher AtariAge
Release date 2013
Genre Platformer
Mode 1 Player
Cave In
Developer Steve Engelhardt
Publisher AtariAge
Release date 2010
Genre Adventure
Mode 1 Player
CGE Adventures
Developer RetroGaming Roundup
Publisher Game Gavel
Release date 2013
Genre Adventure
Mode 1 Player
Chase It!
Developer Alan W. Smith
Publisher Good Deal Games
Release date 2010
Genre Action
Mode 1-2 Players
Chetiry
Developer Chris Walton, Fred Quimby, Zach Matley
Publisher AtariAge
Release date 2012
Genre Puzzle
Mode 1 Player
Limited: n/a
Homebrew • 273
Dungeon
Developer David Weavil
Publisher AtariAge
Release date 2009
Genre Action-adventure
Mode 1 Player
Endless Snow
Developer Rudy J. Ferretti
Publisher Rudy J. Ferretti
Release date 2013
Genre Action
Mode 1 Player
Epic Adventure
Developer Red Knight Games
Publisher AtariAge
Release date 2012
Genre Adventure
Mode 1 Player
Escape It!
Developer Alan W. Smith
Publisher Good Deal Games
Release date 2011
Genre Maze
Mode 1-2 Players
Limited: 30
Explosive Diarrhea
Developer Chris Read
Publisher Packrat Video Games
Release date 2014
Genre Action
Mode 1 Player
Flappy
Developer Michael Hass
Publisher AtariAge
Release date 2014
Genre Action
Mode 1 Player
Gate Racer 2
Developer Steve Engelhardt
Publisher AtariAge
Release date 2013
Genre Racing
Mode 1 Player
Limited: 20
Goblin Chaser
Developer Gray Games and Snailsoftware
Publisher Good Deal Games
Release date 2014
Genre Adventure
Mode 1 Player
Guru Meditation
Developer Ian Bogost
Publisher Ian Bogost
Release date 2009
Genre Action
Mode 1 Player
Halo 2600
Developer Ed Fries
Publisher AtariAge
Release date 2012
Genre Adventure
Mode 1 Player
Incoming!
Developer Ben Larson
Publisher AtariAge
Release date 2008
Genre Shooter
Mode 1-2 Players
Juno First
Developer Chris Walton
Publisher AtariAge
Release date 2009
Genre Shooter
Mode 1 Player
K.O. Cruiser
Developer Devin Cook
Publisher AtariAge
Release date 2010
Genre Sports
Mode 1 Player
Kite
Developer Simon Quernhorst
Publisher Simon Quernhorst
Release date 2009
Genre Sports
Mode 1 Player
Limited: 20
Regular: 150
278 • Homebrew
Lead
Developer Simone Serra
Publisher AtariAge
Release date 2008
Genre Shooter
Mode 1 Player
Mean Santa
Developer John K Harvey
Publisher 2600 Connection
Release date 2010
Genre Action
Mode 1 Player
Miss It!
Developer Alan W Smith
Publisher Good Deal Games
Release date 2011
Genre Action
Mode 1 Player
MMSBC
Developer Jason Santuci
Publisher Bitpop
Release date 2012
Genre Action
Mode 1-2 Players
MMSBC II
Developer Jason Santuci
Publisher Bitpop
Release date 2013
Genre Action
Mode 1-2 Players
Monster Ball
Developer Gray Games and Snailsoftware
Publisher Good Deal Games
Release date 2014
Genre Action
Mode 1 Player
Muncher
Developer Rick Skrbina
Publisher Rick Skrbina, 2600connection
Release date 2013
Genre Action
Mode 1 Player
N.E.R.D.S
Developer Sam Deiter
Publisher Atari2600.com
Release date 2007
Genre Shooter
Mode 1 Player
Omicron
Developer Simonne Serra
Publisher AtariAge
Release date 2014
Genre Action
Mode 1 Player
Princess Rescue
Developer Chris Spry
Publisher AtariAge
Release date 2013
Genre Platformer
Mode 1 Player
Road Duel
Developer Stephen Smith
Publisher Good Deal Games
Release date 2014
Genre Racing
Mode 1 Player
Road Warriors
Developer Chris Trimeiw
Publisher Lost Classics
Release date 2014
Genre Action
Mode 1 Player
Seaweed Assault
Developer Duane Alan Hahn
Publisher AtariAge, (L.E) Duane Alan Hahn
Release date 2011
Genre Action
Mode 1 Player
The Shaman
Developer Gray Games and Snailsoftware
Publisher Good Deal Games
Release date 2014
Genre Shooter
Mode 1 Player
Shield Shifter
Developer John Reder
Publisher Good Deal Games
Release date 2009
Genre Shooter
Mode 1 Player
Space Raid
Developer Oscar Toledo Gutierrez
Publisher CollectorVision Games
Release date 2014
Genre Shooter
Mode 1 Player
Space Rocks
Developer Darrell Spice Jr
Publisher AtariAge
Release date 2013
Genre Shooter
Mode 1-2 Players
Star Castle
Developer Scott D Williams
Limited Edition cart
Publisher AtariAge, (L.E.) Scott D Williams
Release date 2012
Genre Shooter
Mode 1 Player
Strangeland
Developer Jason Santuci, Scott Dayton
Publisher AtariAge
Release date 2014
Genre Action
Mode 1 Player
Sunset Drive
Developer Greg Zumwalt
Publisher Good Deal Games
Release date 2015
Genre Action
Mode 1 Player
Three.s
Developer Thomas Jentzsch
Publisher AtariAge
Release date 2014
Genre Puzzle
Mode 1 Player
Titan Axe
Developer Jay “Papa” Caraway
Publisher AtariAge
Release date 2015
Genre Action
Mode 1 Player
Reproduction
A reproduction cart is not a homebrew game. Games listed here falls mostly in the prototype repro cat-
egory.
Generally, repro carts fall into three categories: the first, and perhaps least common, is a broad umbrella
of prototypes or games that never made it to official home release at all. Fan Translations are the second
most common. The most famous tend to be “counterfeits games”. As the process to produce a cartridge
and print custom labels and boxes have gotten easier and easier over time, the more dubious dealers in
the repro scene will make complete new packages for games like the infamous Nintendo World Champi-
onship cartridge. The uninitiated may not know that there are only a handful of legitimate World Cham-
pion carts floating around, so the $100 you might pay from an unscrupulous dealer seems like a steal.
In the Atari-scene, most repro sellers have made some alterations on the cart where they put a text that
say “reproduction” or something, so the game can not be sold as an original, but scammers will still try
to steal your money. So please, buyer beware.
“John Learned@usgamer.net”
Bugs Bunny
Developer Bob Polaro
Publisher Atari2600.com
Release date 2002
Genre Action
Mode 1-2 Players
Combat Two
Developer Retrodesign
Publisher Retrodesign
Release date 2001
Genre Action
Mode 1-2 Players
Crack’ed
Developer Zip Technologies
Publisher Zip Technologies
Release date 2002
Genre Action
Mode 1 Player
Elevator Action
Developer CGE Services Corp.
Publisher CGE Services Corp.
Release date 2001
Genre Action
Mode 1 Player
Holey Moley
Developer Bob Polaro
Publisher Atari2600.com
Release date 2002
Genre Action
Mode 1 Player
Pick Up
Developer Mark Klein
Publisher Mark Klein
Release date 2002
Genre Shooter
Mode 1 Player
Polo
Developer Carol Shaw
Publisher n/a
Release date 2002
Genre Sports
Mode 1-2 Players
RealSports Basketball
Developer Joe Gaucher
Publisher Rokland
Release date 2002
Genre Sports
Mode 1-2 Players
Saboteur
Developer Jerome Domurat, Howard Scott Warshaw
Publisher n/a
Release date 2004
Genre Shooter
Mode 1 Player
Sea Battle
Developer Larry Zwick, Bruce Pedersen
Publisher Intellivision Productions
Release date n/a
Genre Action
Mode 2 Players
Secret Agent
Developer Data Age
Publisher Atari2600.com
Release date 2001
Genre Action
Mode 1-2 Players
Snow White
Developer Greg Easter
Publisher n/a
Release date 2002
Genre Action
Mode 1 Player
Swordfight
Developer Patricia Lewis Du Long, Steve Tatsumi
Publisher Intellivision Productions
Release date n/a
Genre Action
Mode 2 Players
Turbo
Developer Michael Green, Garry Littleton
Publisher AtariAge
Release date n/a
Genre Racing
Mode 1 Player
Other
These two pages include different non-game carts sold for the
Atari2600. Some were test carts for people to test their systems, some
were cheat devices, and some were carts for users to copy games to.
Most of these carts are very hard to come by today.
Copy Cart
Developer VidCo
Publisher VidCo
Release date n/a
Genre non-game
Mode 1 Player
Diagnostic Cartridge
Developer Atari
Publisher Atari
Release date n/a
Genre non-game
Mode 1 Player
ECPC Cartridge
Developer Romox
Publisher Romox
Release date n/a
Genre non-game
Mode 1 Player
7.3 MagiCard
Developer CommaVid
Publisher CommaVid
Release date 1981
Genre non-game
Mode 1 Player
Prototype
by: atariprotos.com
Due to its enormous popularity the 2600 enjoyed an unusually long life span (1977-1992), long outlasting all
of its rivals. Because of this longevity, there are a large number of 2600 prototypes in existence, making them
easier to obtain than prototypes on other systems.
Despite its popularity, the 2600 was not immune to the great crash. The market crash of 83-84 is considered by
many to be one of the darkest events in video game history, however to prototype collectors the crash is quite
fascinating. For you see the crash produced a large number of unreleased games, and it is these games that
are of greatest interest. Unreleased games run the gambit of completion, ranging from non-playable demos to
completed games ready for release. These prototypes have been known to cause quite a bit of controversy, as
many remain unreleased. The debate rages on whether collectors have a duty to release rom files of unreleased
games, or have the right to keep them private.
Of course prototype collecting is not without its risks. Companies such as Best Electronics have been accused
of copying prototypes in the past and selling them to unwitting collectors. Although these copies are virtu-
ally identical to their official counterparts (same boards, same EPROMs), they are largely considered to be
worthless by collectors. With the rise in popularity of Ebay, these once rare counterfeits are becoming more
and more common. Remember when it comes to buying prototypes, Caveat Emptor (“Let the buyer beware”).
by: 2600connection.com
The original “lab label” was a blank 1st-style label, with sim-
ply a white sticker on it with the game’s title.
Several fake “Lab label” carts have shown up. Most often these
are made with a laser printer, and are affixed over a production
cart label, such as Centipede. Notice the slight differences in
the text size and font used: A few have also been found with
the date 02-08-83 on them. If it has a later date (11-17-83)
there may be a label underneath it with the earlier date. The
board inside is an actual production board (not an EPROM).
296 • Prototype
3-D Genesis
Developer Videosoft (Dan McElroy, Jerry Lawson)
Publisher Amiga
Genre Action
Mode 1 Player
According to the manual that came with the reproduction sold a few
years back, it is the far future and the planet has been overrun by enor-
mous super insects. However in an aversion to the standard plots of the
time, the players are not a lone hero out to save the world from these
deadly insects. Instead, they ARE one of those insects. The goal is to
destroy all the insects who are invading the players crevice and win the
battle for the planet.
“atariprotos.com”
A-Team
Developer Atari (Howard Scott Warshaw)
Publisher Atari
Genre Shooter
Mode 1 Player
This game was shown at Classic Gaming Expo and is owned by Intel-
livision Productions. It will probably never be released due to copy-
right reasons involving the AD&D name. That’s unfortunate, because
the game appears to be finished and quite good. The ROM has not yet
been released, but the game was released as Tower of Doom for the In-
tellivision. This is a 16K cartridge with 2K onboard RAM, an impres-
sive piece of software that features 8 different game screens.
“atariage.com”
Prototype- • 297
Alligator People
Developer 20th Century Fox (John Russell)
Publisher 20th Century Fox
Genre Action
Mode 1 Player
Androman on the Moon was one of several planned games for the
unreleased Androman robot. Although a few of the games were
rumored to have been programmed, Androman on the Moon is the
first one to actually surface. Although the game itself may not look
like much, one has to remember that it was only part of the pack-
age. The real magic was with Androman himself.
“atari2600homebrew.com”
298 • Prototype
Aquaventure
Developer Atari (Gary Shannon)
Publisher Atari
Genre Action
Mode 1 Player
Bionic Breakthrough
Developer Atari (Paul Donaldson)
Publisher Atari
Genre Action
Mode 1 Player
Boggle
Developer Atari (David Crane)
Publisher Atari
Genre Strategy
Mode 2 Players
Care Bears
Developer Parker Brothers (Laura Niklich)
Publisher Parker Brothers
Genre Action
Mode 1 Player
Cat Trax
Developer UA Limited
Publisher UA Limited
Genre Maze
Mode 1 Player
Cat Trax is a game originally written for the Emerson Arcadia 2001 by
UA Ltd., and apparently slated to be released on the Atari 2600. While
it was never commercially released by UA Ltd., it did appear on a Eu-
ropean multi-cart under the name Cat N Mouse. It’s unknown why this
game (and the other UA prototypes) were never released commercially.
“atariage.com”
Computer Chess
Developer Atari (Larry Wagner, Bob Whitehead)
Publisher Atari
Genre Board game
Mode 1 Player
Confrontation
Developer Answer Software
Publisher Answer Software
Genre Strategy
Mode 2 Players
The blue player’s pawns are lined up vertically along the left border of
Prototype- • 301
Cubicolor
Developer Imagic (Rob Fulop)
Publisher Rob Fulop
Genre Puzzle
Mode 1 Player
Dukes of Hazzard
Developer Atari (Mark R. Hahn)
Publisher Atari
Genre Action
Mode 1 Player
Dune
Developer Atari
Publisher Atari
Genre Action-adventure
Mode 1 Player
Elk Attack
Developer Atari (Mark R. Hahn)
Publisher Atari
Genre Maze
Mode 1 Player
Elk Attack is a port of the obscure Taito arcade game Electric Yo-Yo.
Programmer Mark Hahn named the game Elk Attack as a joke, and
probably would have changed the name had it been published.
Elk Attack is really a Pac-Man type game but without a maze. Players
control a Yo-Yo type machine, which must use its string to latch onto
and destroy all the colored blocks on the screen.
“atariprotos.com”
Frog Demo
Developer CommaVid (Joseph Biel)
Publisher CommaVid
Genre Action
Mode 1 Player
Frog Pond
Developer Atari (Nick Turner)
Publisher Atari
Genre Action
Mode 1 Player
Funky Fish
Developer UA Limited
Publisher UA Limited
Genre Shooter
Mode 1 Player
Garfield
Developer Atari (P: Steve Woita, G: Mimi Doggett)
Publisher Atari
Genre Platformer
Mode 1 Player
Harem
Developer Multivision (Michael Case)
Publisher Multivision
Genre Action
Mode 1 Player
Ixion
Developer Sega
Publisher Sega
Genre Action
Mode 1 Player
Kabobber
Developer Activision (Rex Bradford)
Publisher Activision
Genre Action
Mode 1 Player
Kamikaze Saucers
Developer Syncro (Dan Wolf)
Publisher Syncro
Genre Shooter
Mode 1 Player
Kamikaze Saucers was a little known 2600 game that most people as-
sumed was never even started. However after the programmer gave the
rom image to Atari Age to be distributed to the gaming community, the
game proved to be very much real. There was no mention of Kamikaze
Saucers on any game list, but Syncro did take out full page ads for the
game so they must have been close to releasing it. The is the average
shooter along the lines of Atlantis or Demon Attack.
“atariprotos.com”
Prototype- • 307
KLAX
Developer Atari (Steve DeFrisco)
Publisher Atari
Genre Puzzle
Mode 1 Player
Kyphus
Developer Apollo
Publisher Apollo
Genre Action
Mode 1 Player
Labyrinth
Developer Starpath (Dennis Caswell)
Publisher Starpath
Genre Action
Mode 1 Player
Lasercade
Developer Videa (Lee Actor)
Publisher Videa
Genre Shooter
Mode 1 Player
Loco-Motion
Developer M-Network (P: Jeff Ratcliff, S: Patricia Lewis Du Long)
Publisher M-Network
Genre Puzzle
Mode 1 Player
Based off the 1981 Konami coin-op of the same name, Locomotion is
really an update of the old sliding tile puzzle but with a twist. Not only
do players have to slide the various track pieces around to keep the train
from running off the track, but they also have to go through all the sta-
tions to pick up passengers before they riot. With a strict timer and tricky
mazes, this simple task isn’t nearly as easy as it sounds. The game also
feature runaway crazy trains.
“atariprotos.com”
Looping
Developer Individeo (Ed Temple)
Publisher Coleco
Genre Action
Mode 1 Player
Looping is an unreleased prototype for the Atari 2600 based on the 1981
Venture Line arcade game of the same name. It’s unknown why this
game was never released, as it appears to be complete and would have
been one of the better titles released by Coleco on the 2600. It is fairly
close to the ColecoVision version of the game in terms of gameplay, but
is a difficult game, either of which could be a reason for why it was not
released.
“atariage.com”
Prototype- • 309
McDonald’s
Developer Parker Brothers (D: Isabel Garret, P: Dave Engman)
Publisher Parker Brothers
Genre Action
Mode 1 Player
Meltdown
Developer Videa (David Ross)
Publisher 20th Century Fox
Genre Puzzle
Mode 1 Player
Mind Maze
Developer Atari (P: Gary Shannon, D: Howard Scott Warshaw)
Publisher Atari
Genre Puzzle
Mode 1 Player
Monstercise
Developer Atari
Publisher Atari
Genre Action
Mode 1 Player
Peek-a-Boo
Developer Atari (Bill Aspromonte)
Publisher Atari
Genre Puzzle
Mode 1 Player
Pengo
Developer Atari (P: Mark Hahn, G: Courtney Granner)
Publisher Atari
Genre Action
Mode 1-2 Players
This prototype is from 1983, one year before the finished version of
Pengo was released. The title screen is more stylized in the prototype
version, and according to programmer Mark Hahn it was dropped from
the finished version due to memory constraints. There are some other
small differences in this version as well, such as the placement of the
ice blocks, and it appears to be fully playable.
“atariage.com”
312 • Prototype
Pink Panther
Developer Wickstead Design (Roger Booth, Todd Marshall)
Publisher Probe 2000
Genre Action
Mode 1 Player
Pleiades
Developer UA Limited
Publisher UA Limited
Genre Shooter
Mode 1 Player
Pleiades is a port of the Centuri arcade game of the same name. It was
programmed by UA Ltd., the same company that programmed all the
games for the Emerson Arcadia 2001. Pleiades features three unique
waves of action and seems to be nearly complete in terms of program-
ming. It’s unknown why this game (and the other UA prototypes) was
never released commercially.
“atariage.com”
Prototype- • 313
Pompeii
Developer Apollo
Publisher Apollo
Genre Platformer
Mode 1 Player
Rubik’s Cube 3D
Developer Atari (Peter C. Niday)
Publisher Atari
Genre Puzzle
Mode 1 Player
Rush Hour
Developer CommaVid (Ben Burch)
Publisher CommaVid
Genre Action
Mode 1 Player
Save Mary
Developer Axlon (Tod Frye)
Publisher Atari
Genre Action
Mode 1 Player
Shooting Arcade
Developer Axlon (Tod Frye)
Publisher Atari
Genre Light-gun
Mode 1 Player
Sinistar
Developer Atari (Lou Harp)
Publisher Atari
Genre Shooter
Mode 1 Player
Sky Patrol
Developer Imagic (Brad Stewart)
Publisher Imagic
Genre Action
Mode 1 Player
Squoosh
Developer Apollo
Publisher Apollo
Genre Action
Mode 1 Player
Stunt Cycle
Developer Atari (Bob Polaro)
Publisher Atari
Genre Racing
Mode 1 Player
Surf’s Up
Developer VideoSoft
Publisher Amiga
Genre Sports
Mode 1 Player
Targ
Developer CBS Electronics
Publisher CBS Electronics
Genre Action
Mode 1 Player
Port of the of the obscure Exidy coin-op of the same name, Targ is a
simple yet strangely addictive action game that never saw a home port.
Originally planned as a CBS release, Targ fairly far along in the devel-
opment process but shelved due to the crumbling video game market.
Targ was eventually picked up, finished, and released by Telegames as
Universal Chaos. However due to licensing issues, the graphics and
name had to be changed.
“atariprotos.com”
Telepathy
Developer Atari (Dan Oliver)
Publisher Atari
Genre Action
Mode 1 Player
Tempest
Developer Atari (Carla Meninsky)
Publisher Atari
Genre Shooter
Mode 1 Player
The Entity
Developer 20th Century Fox (Mark Klein)
Publisher 20th Century Fox
Genre Action
Mode 1 Player
Thwocker
Developer Activision
Publisher Activision
Genre Action
Mode 1 Player
Turbo
Developer Gordon Martin & Associates
Publisher Coleco
Genre Racing
Mode 1 Player
Unknown Game #1
Developer Activision
Publisher Activision
Genre Puzzle
Mode 1 Player
Unknown Game #2
Developer Activision
Publisher Activision
Genre Puzzle
Mode 1 Player
Unknown Universal
Developer Unknown
Publisher Unknown
Genre Racing
Mode 1 Player
As the name implies the Venetian Blinds demo isn’t a game, but a demo that simu-
lates a pair of Venetian blinds. The joystick can be used to raise and lower the
blinds by pushing up or down. When the blinds are raised a nicely done sunset is
visible out the window.
The story behind the Venetian Blind demo is rather interesting. As most people
know, Activision was founded by several ex-Atari employees who had left due
to Atari’s policies on programmer recognition (or the lack thereof). One of these
employees was Bob Whitehead, creator of the “Venetian Blinds” technique, which
was first used in Atari’s Video Chess to display eight objects in a row instead of the
normal six. Even though Activision had never used the Venetian Blinds technique
in any of their games, that didn’t stop Atari from threatening to sue Activision for
“stealing” the technique along with other various proprietary information.
Since Activision knew that they hadn’t stolen anything from Atari, they decided
to play a little joke on Atari. According to David Crane, when the Atari’s lawyers
questioned them about the “stolen” Venetian Blinds technique David showed them
this demo and said “Is this what you guys are referring to?”. Apparently Atari
wasn’t in a laughing mood, and they went through with the lawsuit. In the end
Atari ended up losing the case and Activision went on to become the most success-
ful of the 2600 third party companies.
Although Activision never made a game out of this demo it didn’t go completely to
waste. The sunset was later used in the background of Barnstorming.
“atariage.com”
Prototype- • 321
Wings
Developer CBS Electronics (Stuart Ross)
Publisher CBS Electronics
Genre Simulation, Shooter
Mode 1 Player
Wizard
Developer Atari (Chris Crawford)
Publisher Atari
Genre Action
Mode 1 Player
Wizard was supposedly the last of Atari’s last 2K games, but went un-
released in favor of the new 4K games. Since Wizard was never ad-
vertised in any Atari catalogs and it was never assigned a part number,
most people don’t even know if its existence.
Wizard can best be described as a cross between Berzerk and Wizard of
Wor. Players control a wizard who must attempt to destroy the swirling
star shaped creature.
“atariprotos.com”
Xevious
Developer Atari (Tod Frye)
Publisher Atari
Genre Shooter
Mode 1 Player
Label Variations
AtariAge
The 2600, by far, has the market cornered when it comes to label variations. Not only were a great deal of
games released for the 2600, but due to the 2600’s long lifespan, many games were sold for several years and
were produced with several different labels. Most label collectors only seek out the major label variations for
any given cartridge, while some go after every minor variation, of which there are quite a few. This list only
contains major variations by each company, along with pictures so you can get a feel for what the differences
are.
Absolute Entertainment
“Standard”
Absolute cartridges don’t particularly adhere to one standard. They have
stylized fonts appropriate for the title, and have the Absolute Entertainment
logo on the label. Some feature pictures on the label some don’t. The end
label has the name of the game, again in a stylized font. Absolute games
come in an Activision case, complete with the Activision name embossed
on the back. Be careful with F-14 Tomcat for the 2600 - many of these are
mislabeled 7800 versions.
Activision
“Standard”
The standard Activision label has a solid background color with white let-
tering and the Activision logo on top. In the middle is an artist’s rendering
of a game screen with some brief instructions and game options sometimes
shown below the picture. The end label has the name of the game again in
white. The label end of the case is grooved with small lines, and the Activi-
sion name is embossed on the back of the case. Many of these were later
released in the Blue label style.
Label Variations • 323
Activision
“Special”
Special labels are those that do not adhere to the standard one-color-white-
text style that most Activision cartridges use. These cartridges usually have
artwork that covers most of the label, and the title is in a stylized font. The
Activision logo is still somewhere on the front of the label. The end label
has the name in a stylized font as well.
Activision
“Blue”
These labels came out of Activision’s desire to cut costs late in the life of the
2600. Instead of the normal labels with nice fonts and multicolored pictures,
Activision used a plain blue label with white text and no picture. A double-
line border surrounds the text. The end label has the game title in this same
plain font. Blue labels are slightly harder to find than their standard counter-
parts, but they aren’t particularly rare.
Activision
“White”
Most of Activision’s white labels were released in Europe as PAL variations
of North American NTSC releases. It’s likely they were used for the same
reasons as the Blue labels - to reduced production costs. In fact, they are
exactly like the blue labels except they are white, usually with black text
(some have blue text).
Activision
“Black”
This is the black version of Activision`s releases.
American Videogame
“Standard”
Since American Videogame only produced one game, Tax Avoiders, they
only have a single label variation as well. It features a bright red label that
wraps around to cover the end of the cartridge as well. The bulk of the label
is occupied with a graphic, while the stylized Tax Avoiders name is featured
on the front of the label as well as on the end. Credits for the game are actu-
ally listed in a small white font above the title. The game is contained in a
Sega grip-style cartridge.
324 • Label Variations
Amiga
“Standard”
The Amiga Standard label had one release, the game Mogul Maniac.
Apollo
“Standard”
This was the first style Apollo used for its games - colorful labels with inter-
esting artwork and white text. End labels match the color of the main label
and repeat the title. Later, Apollo moved to cut costs and began releasing
their games with simpler blue labels. Some games were released in both
styles.
Apollo
“Blue”
Apollo Blue labels all follow a similar format - a blue background with
white text and a diagonally slashing picture. The logo is featured promi-
nently on the main label, and the end label has the game title in white text
between two gold bars. Not all games were released with this label, and
some were released in both styles.
Atari
“Text #”
When Atari launched the 2600 in 1977, they offered nine games for sale.
These nine games had plain labels with colored text, and the end label had
a number on it next to the game name. The number referred to the inter-
nal development number of the game. These numbered games were sold in
gatefold boxes - the front of the box opened outward like a book. Atari only
sold their games in this style for a year - after that, they changed to standard
boxes and text labels without the accompanying numbers.
Atari
“Text”
Atari Text labels were the first major standard that Atari used. These labels
are very simple text featuring different colors for different games, on a black
background. There is a gray border around the main label and end label.
Many Text label games were also produced with a Picture Label.
Label Variations • 325
Atari
“Picture”
Perhaps the most common Atari label style, Picture labels were introduced
in 1981, replacing the older text labels and were used throughout the re-
mainder of the 2600’s lifespan. They feature the same font as the Text label,
but feature a game-related picture in the middle of the label. The end label
simply states the game’s name, and there is no border around either the main
or end label. Many picture label titles also have text counterparts, and there
are a few other anomalies as well.
Atari
“Silver”
Atari Silver labels were used between 1982 and 1985, and were produced
alongside Picture label games that continued to be sold. Most Silver label
games did not appear under other labels, with a few exceptions such as a
Picture label Asteroids and a Red label Gravitar. The silver label variations
of these two games are much harder to find. Silver labels have a silver or
gray background with a picture in the middle, and the name in white letters
across a red stripe. The end label is in red text on a black background.
Atari
“Children’s”
Children’s label games are something of an odd assortment that don’t really
fit anywhere else. All of them have a grid pattern over a solid background
with a picture in the lower middle of the label. The sub-category is shown
on the upper left-hand corner of the cartridge. The CCW games have a yel-
low background with red text. Peanuts games used the grid over a red back-
ground. The Muppets series used the grid over a purple background. The
Disney series used the grid over a blue background.
Atari
“Red”
Atari Red labels were produced from 1986-1990 when Atari was attempt-
ing to revive the system. These labels range in color between dark-red and
red-brown. For the first year, the pictures were monochrome, then Atari
switched to color pictures on the red background. The text is white, and the
end label is red with white text as well. Some Red label games are re-issues
of previous titles such as Gravitar and Space Invaders. Others were only
released as a Red label.
Avalon Hill
“Standard”
Avalon Hill cartridges have an unusual grooved casing with a wraparound
label. There is a solid covered background with a picture and white text. The
Avalon Hill logo appears at the bottom of the picture.
326 • Label Variations
Bit Corp
“Re-release”
The Bit Corp re-release version had nine releases; Bobby Geht Heim, Der
Postman, Mission 3000, Phantom-Panzer, Schnecke Gegen Eichhornchen,
See-Monster, Sesam, Offne Dich, Tanzende Teller, and Weltraum-Tunnel.
Bit Corp
“German”
The Bit Corp german label had nine releases; Bobby Geht Heim, Mission
3000, Open, Sesame!, Phantom Panzer, Schnecke Und Eichhörnchen, See
Monster, Sesam, Offne Dich, Tanzende Teller, and Weltraum-Tunnel.
Bit Corp
“English”
The Bit Corp english label had seven releases; Bobby is Going Home, Danc-
ing Plate, Mission 3000 A.D., Mr. Postman, Phantom Tank, Snail Against
Squirrel, and Space Tunnel.
Bit Corp
“French”
Unknown...
N/P
Bomb
“Standard”
Bomb cartridges are all fairly similar, with really only the title changed on
the label from game to game. The label is blue, with Bomb in red lettering
and the game name in yellow. The casing has the Bomb name embossed on
the back, and there are small grips on the side.
Label Variations • 327
CBS Electronics
“Standard”
CBS Games come in a gray Activision style casing without the Activision
logo. Labels are black with yellow or white text and a the CBS name in
white text against a red banner.
CBS Electronics
“PAL”
Unknown...
N/P
CBS Electronics
“UK White”
The CBS Electronics UK White label had seven releases; Donkey Kong,
Mouse Trap, Mr. Do!, Roc ‘N Rope, Smurf, Solar Fox, and Zaxxon.
CBS Electronics
“UK Color”
The CBS Electronics UK Color label had seven releases; Carnival, Donkey
Kong, Mouse Trap, Mr. Do!, Smurf, Solar Fox, and Wizard of Wor.
CBS Electronics
“UK Black”
The CBS Electronics UK Black label had only one release; Gorf.
328 • Label Variations
CBS Electronics
“German Color”
The CBS Electronics German Color label had six releases; Blueprint, Car-
nival, Gorf, Smurf, Venture, and Wizard of Wor.
Coleco
“Standard”
Coleco games have a gray or white casing with grooves on the side near the
end label, and a beveled underside with the Coleco logo embossed in the
plastic. Labels have a black background with the game logo in color, and
some informational text in white and yellow below that. The end label is
black and with Coleco in white text along with the game’s logo.
CommaVid
“Standard”
Most (all?) CommaVid cartridge cases are about an inch longer than a
standard 2600 cartridge case. They don’t all follow a set standard, but gen-
erally they have a wraparound label with a color picture and a solid color
background. The CommaVid logo is on the main label. One exception is
Magicard, which has a plain white label with generic CommaVid text on it.
The name Magicard looks like it was simply typed on the label.
Data Age
“Standard”
Data Age cartridges come in a black casing with an angled end for the game
name. The label is silver with a picture in the middle and a stylized game
logo.
DSD/Camelot
“Standard”
The DSD/Camelot label had only one release; Tooth Protectors.
Label Variations • 329
Ebivision
“Standard”
Ebivision labels are glossy with game artwork and title on the main la-
bel, along with the Ebivision logo on the bottom. The limited edition ver-
sions are numbered in the lower left-hand corner. Alfred Challenge does not
have the Ebivision name on it because it was released before Ebivision was
formed in an official capacity.
Epyx
“Standard”
Epyx games have simple labels on an Activision style case. Labels are white
with blue text and do not feature a picture.
Froggo
“Standard”
Froggo labels are of better quality than their games. Labels are white with
monochrome text and a picture appropriate to the game theme.
330 • Label Variations
HES
“Standard”
HES mainly distributed other company’s games, and the labels come in
many different forms. Usually, they are a single color background with the
games name in simple text. Their only original game, My Golf, was appar-
ently distributed by Salu and has a standard Salu label. It’s a white back-
ground with black text. The casing feels like a softer plastic than most cases.
Imagic
“Text”
Imagic text labels have the same casing and style as Imagic picture label
carts, but are a bit more plain in that they are lacking the picture shown on
the box. The label is silver with a multicolored band upon which is written
the game title and other information. The Imagic name is embossed on the
end of the cartridge. Some Imagic games were produced with both types of
labels, and both styles are sought after by label variation collectors.
Imagic
“Picture”
The Imagic picture label style is noticeably different from the text labels in
that they contain a flashy picture in the lower middle of the label. The game
title is written in black across a multicolored band, and the Imagic name
is embossed on the end of the cartridge. Some Imagic picture label games
were also released in the text style. Most people prefer to have the picture
label if given a choice, but some collectors seek both versions.
Intellivision Productions
“Standard”
These recently produced games come in a standard case with colorful la-
bels. The main label has game artwork and the game title, and the end label
has the title again. The Intellivision Productions name appears at the bottom
of the label.
INTV
“White”
INTV purchased the rights to MNetwork games from Mattel and released
them with this white label. It consists only of a small end label, with black
text on a white background. It is identical to the MNetwork version except
for the color. There is no main label for these games. The unusual shape
comes from the fact that the main portion of the case is an Intellivision car-
tridge case with an Atari-sized adapter on the end. INTV games came with
black and white manuals in an attempt to cut costs.
Label Variations • 331
K-Tel Vision
“Standard”
K-Tel Vision cartridges come in an unusual T-shaped case, similar to Ul-
travision and MenAVision. The labels have the K-Tel name along with the
game name, and four seemingly unrelated pictures. They are very odd.
Konami
“Standard”
Konami only released three games for the 2600 and all have the same style
label. Casings have a rounded end with a black label and some game-related
artwork in the middle of the label. The end label is white with colored text.
These were released in Europe under the name Gakken.
M Network
“Black”
MNetwork labels only cover the end of the cartridge, there is no main label.
It is a small black label with light blue lettering for the game title. The cas-
ing is made from an Intellivision cartridge mold with a 2600-size adapter on
the end. This is almost identical to the INTV label/case except for the colors.
Milton Bradley
“Standard”
Milton Bradley only released two games, Spitfire Attack and Survival Run,
and they both come with labels created in a similar style. However, it is
common to find both of these games without an end label. Apparently Mil-
ton Bradley shipped these games with a set of stickers to be applied to the
controller. On this sticker sheet was also an end label to be applied to the
cartridge, but it would seem that many people never bothered. The cartridg-
es with an end label is a hair more valuable than those without.
Mystique
“Standard”
Mystique games have a grid pattern against a solid background with some
game related artwork in the middle. The Mystique name and game title ap-
pear on the main label, and the name is repeated again on the end. Mystique
packaged their games in oversized gatefold boxes, inside which was a fake
leather case that held the cartridge. There was even a lock and key to keep
the youngsters from playing mom and dad’s game.
332 • Label Variations
Mythicon
“Standard”
Mythicon labels are black with a picture in the middle surrounded by a
white border. The title is in red text on both the main and end label. The
cartridge is numbered in order of release in the upper left hand corner. Too
bad their games aren’t as good as their label artwork.
Panda
“Wraparound Label”
Panda released their cartridges in two formats - one with a single label that
covers the main area and wraps around the end, and one with just an end
label. Wraparound labels are either all white with black text and the Panda
logo or white around the end with a color picture main label. Panda boxes
are blue with white text and the black Panda logo, with some game art on
the lower portion of the box. Panda games are very hard to find with nice
labels, as apparently they used very cheap material.
Panda
“End Label Only”
Some Panda games only have an end label, with no main label at all. These
are either maroon or black with white text. Panda boxes are blue with white
text and the black Panda logo, with some game art on the lower portion of
the box. Panda games are very hard to find with nice labels, apparently they
used very cheap material. Boxes are also very difficult to find.
Parker Brothers
“Standard”
Almost all Parker Brothers cartridges fall into this category. They have an
unusual angular casing with horizontal grooves and a trapezoidal gray label.
There is a color picture of game artwork in the middle of the label, and the
title and copyright information appears on the end label.
Parker Brothers
“Gray”
Only one cartridge falls in this category - G.I. Joe. This game was released
with both a color picture label and a simple gray logo label. The color ver-
sion seems a bit harder to come by and most collectors seem to prefer this
because it’s, well, more colorful.
Label Variations • 333
Playaround
“Standard”
Playaround cartridges are double-enders, but they are not as long as Xonox’
cartridges. There is game art for each game and arrows to tell which side
is which. There are plugs that cover each end of the cartridge for when it
is not in use, and these have the game title on them as well. The cartridges
were also packaged in small faux-leather cases inside the regular box that
included a small lock and key to keep junior away from the adult games.
Playaround packaging was quite nice, unfortunately their games were not.
Quelle
“Standard”
The Quelle standard label releases had several releases.
Quelle
“Short”
The Quelle short label releases had also several releases.
Salu
“Standard”
Salu was really a distributor of games by other companies, but they typical-
ly used the same label style for all of them. They have a white background,
with black text, and “Distributed by Salu” at the bottom. They usually have
a copyright citing the developer’s name as well, such as Activision in the
case of Ghostbusters II.
Sears
“Text”
Sears was an early supporter of Atari, and they sold Atari merchandise under
their own brand name. This included both hardware and software. All but
three Sears games are simply repackaged Atari games (Steeplechase, Stellar
Track, Submarine Commander). Sears Text labels are black with TELE-
GAMES in large font, followed by a listing of games on the cartridge. Some
people mistakenly call these ‘multi-carts’, but they are just game variations
and not any different from the Atari version.
334 • Label Variations
Sears
“Picture”
Sears Picture labels are typically harder to find than their text counterparts,
but not by much. They have a black background with a picture in the mid-
dle and colored title text on the main and end label. The Sears logo appears
above the title on the main label. What makes some of the Sears games in-
teresting to collect, is that while some of them simply reuse Atari artwork,
others have all new artwork. Sears titles are often harder to find than their
Atari counterparts because they were only sold at Sears.
Sega
“Grip Case”
Sega Grip case games usually have a white label with colorful text and some
game artwork. The Grip case is different from the normal case because it
has the Sega name embossed on the back of the cart, and there are some
large grooves on the side near the end label that make it easier to grip the
cartridge when inserting or removing it. Some Sega games come in Normal
and Grip styles.
Sega
“Standard Case”
Sega Normal case games usually have a white label with colorful text and
some game artwork. The Normal case looks like an Activision case without
any embossed name on the back.
Spectravision
“Standard”
Spectravision labels are silver with colorful text. The cartridges have a main
label and an end label, with some recessed grooves near the end label to give
purchase when one is inserting or removing the cartridge. Outside of North
America, Spectravision was known as Spectravideo.
Label Variations • 335
Starpath
“Cassette”
All of Starpath’s games were produced on cassettes. They use a standard
cassette case with a colorful insert featuring game art and other information.
The cassette itself also has a label, usually a solid color with black text.
Sunrise
“Standard”
Sunrise only made one game for the 2600. Quest for Quintana Roo has a
silver wraparound label that covers two-thirds of the cartridge front. There
is no picture, just the game name and the Sunrise logo. The end label simply
says “Quest”
Telegames
“Silve”
Telegames labels are silver with black text, featuring a label that covers the
main area and wraps around the end.
Telesys
“Color Handle”
Telesys’ Color Handle case has a color picture of game art on a black back-
ground. The end of the cartridge is beveled so like a handle making it easier
to grab the cartridge. This style has a single label that wraps around the end
of the cartridge.
Telesys
“Color Standard”
Telesys’ Color Square style has the same color label as their Handle style,
but uses a more standard square casing with no handle on the end. This style
has separate main and end labels.
336 • Label Variations
Telesys
“B&W Standard”
The Telesys B&W Square label is the same as the Color Square label except
that it is in black and white with no end label, only a main label.
Tigervision
“Standard”
Tigervision cases come in different colors and feature colorful labels. The
cases are rectangular, with beveling on both sides near the end label. The
main label and end label are separate.
TNT Games
“White”
TNT only released one game, BMX Airmaster, but with two different labels.
One is a fairly plain white label with blue text and the other is a more color-
ful red label with a picture of someone riding a BMX bike.
TNT Games
“Red”
The red label is harder to find. The Atari version of this game is very differ-
ent, and looks like the standard Atari Red label.
U.S. Games
“Beveled Case”
This style is similar to the Standard style, but the main label and end label
are separate pieces. The end of the cartridge near the end label is beveled,
making a handle that can be gripped to insert or remove the cartridge. La-
bels are white with some game art, with the game title in white text against
a blue banner.
Label Variations • 337
U.S. Games
“Standard Case”
Similar to the beveled style, except the label is a single wraparound piece.
Labels are white with some game art, and the game title in white text against
a blue banner.
U.S. Games
“Black”
These games were released with the US Games and Vidtec names, before
the company switched to US Games only. These labels are black with white
text and some game art. The label is a single wraparound style.
VentureVision
“Standard”
Venture Vision’s single game has a light blue label with dark blue text. The
label wraps around the end and features game art on the main area.
Wizard Video
“Standard”
The Wizard Video label is red with black text. The main and end label are
separate, and there is some artwork on the main label. Wizard boxes are
very hard to find.
CBS Electronics
“No Label”
Halloween was released with a standard Wizard Video label, and also with-
out a label at all. We can only guess that Wizard was trying to cut costs and
shipped out a number of games with no label. “Halloween” is often written
in black marker across the main area of the cartridge (and sometimes mis-
spelled).
338 • Label Variations
Xonox
“Standard”
The standard Xonox cartridge is a single-ender as opposed to the double-
ender that Xonox also marketed. There is a single label, and the end of the
cartridge is beveled down. It is also much wider at this end of the case than
the opposite end. Labels are typically blue with game artwork, and the title
in red is against a yellow banner. All the Standard case games were also
released on Double-Enders.
Xonox
“Double Ender”
The Double-Ender is two games in one - each end of the cartridge has a
different game. These cartridges are about 2.5 inches longer than a standard
cartridge, and the case is wider in the middle. There is one long label that is
typically blue, with game art for both sides split diagonally down the mid-
dle. Titles are printed in red text against a yellow banner. All the titles found
on the Double-Enders can also be found in standard single-ended cases.
Zellers
“Standard”
Zellers games come in plain black cases with a separate main label and end
label. The end label is black with white text, and the main label features
game artwork. The Zellers name does not appear on the cartridge. Zellers
boxes are red with white lettering with a large picture of game artwork. The
Zellers name appears in plain text in the price box.
Zimag
“Standard”
Zimag labels are black wraparound style with game art and b&w text against
a rainbow banner.
Bomb
“Standard”
Bomb cartridges are all fairly similar, with really only the title changed on
the label from game to game. The label is blue, with Bomb in red lettering
and the game name in yellow. The casing has the Bomb name embossed on
the back, and there are small grips on the side.
Label Variations • 339
Unknown
“Beagle Brothers”
These cartridges carry the name “Beagle Brothers” on the label, although
they were not produced by the similarly named Beagle Bros software de-
veloper who published home computer software in the 1980’s. AtariAge be-
lieve these are pirate carts originating in South America due to the nature of
the circuit boards contained within. The “Beagle Brothers” name was likely
used to capitalize on the popularlity of the brand at the time. The games
themselves are simply repackaged versions of existing titles.
Unknown
“Taiwan Simple”
These unlicensed games have a simple color label in a standard cartridge
case, and the name of the game in white lettering on the end label. This type
of label has shown up all over the world, and was used by several companies
(Zellers for example). These games were either found loose, or in a generic
box with no company name.
Unknown
“Taiwan Cooper”
These games are grouped together because of the similar box and cartridge
styles. All boxes have a drawing on the front with a “New” logo above the
drawing. The back of the box has some simple instructions and a mock
screenshot. These games have been found in the US and in Europe, and they
were made in Taiwan. The font on these cartridges is Cooper Black, hence
the description of these as “Taiwan Cooper”. It is not known of who actually
made them, or if there were any official distribution channels.
Unknown
“V Case”
These cartridges have a simple color label that is shorter than most, because
the label area is smaller. The end label is simple white text on a black back-
ground. The top of the case has a series of ridges with a “V” shape cut out of
them. They appear to be unlicensed games distributed in Europe.
Unknown
“Fantastic Game”
The weird Fantastic Game label had only one release, the game My Way.
340 • Label Variations
Unknown
“Green”
The Green Label had two releases; Chess and Circus.
Unknown
“Video Game SP”
The Video Game SP Label had four releases; Basis-Angriff, Das Raum-
schiff, Raumroboter, and Sternen Kampf.
Unknown
“Pet Boat”
The Pet Boat Label variation came in six different releases; Defender, Don-
key Kong, Enduro, Frogger, Soccer, and Tennis. Every release had the same
strange kid drawing label. The end label had text of the name of the game.
Overlays
“atariage.com”
Most people don’t think of overlays when it comes to the 2600, but there are actually several for the system,
mainly for use with the various keypad controllers Atari released over the system’s life span. The first over-
lays for the 2600 were packaged with Basic Programming, which made use of two keypad controllers and a
unique overlay for each. Atari later released a keypad packaged with Star Raiders, and it too used an overlay
(no other games ever took advantage of this controller). Atari also released a much larger keypad for use with
their Children’s games (Alpha Beam with Ernie, Big Bird’s Egg Catch, Cookie Monster Crunch and Oscar’s
Trash Race). This controller was actually blessed with several colorful overlays.
Only two third-party companies produced overlays for the 2600, and neither of them is conventional. Ac-
tivision created two overlays for Space Shuttle; one sits over the base of the unit and the other fits over the
switches on the 2600. The other third-party overlay was created by Sega for use with Star Trek: Strategic
Operations Simulation. This overlay sits over the standard Atari 2600 joystick, but in practice was clumsy and
not particularly useful.
Alpha Beam with Ernie Big Bird’s Egg Catch Cookie Monster Munch Holey Moley
Basic Programming
Space Shuttle
342 • Console Variations
Console Variations
The Atari 2600 had quite a long lifespan, and in that time Atari issued several versions of the console. There
were also some official third party clone systems, as well as some pirate knock-offs.
The information and pictures from these pages are taken from atariage.com.
Atari 2600
Introduced in 1982, this model officially uses the name “2600” for the first
time to help differentiate it from the newly introduced 5200 Super Sys-
tem. The 2600 is primarily black with no woodgrain, and otherwise looks
like the VCS CX2600A. It came packaged in a silver box with two joy-
sticks and two pack-in games (Combat and Pac-Man), and is also found in
a more compact silver box without the games and with only one joystick.
Atari 2800
The Atari 2800 is the Japanese version of the Atari 2600, released in October 1983.
It was the first release of a 2600 designed specifically for the Japanese market,
despite companies like Epoch distributing the 2600 in Japan previously. In fact,
Atari’s name was inspired by the Japanese game ‘Go’.
The 2800 never captured a large market in Japan. It was released a short time after
Nintendo’s Family Computer, which became the dominant console in the Japanese video game market of the
time.
Codenamed “Cindy”, and designed by Atari engineer Joe Tilly, the Atari 2800 had four controller ports instead
of the standard two on the Atari 2600’s. The controllers are an all-in one design using a combination of an 8-di-
rection digital joystick and a 270-degree paddle, designed by John Amber. The 2800’s case design departed
from the standard 2600 format, using a wedge shape with non-protruding switches.
Sears liked the design of the Atari 2800 so much, they opted to sell a version under their Tele-Games label. It
was released in the US in 1983 as the Sears Video Arcade II, and was packaged with 2 controllers and Space
Invaders.
344 • Console Variations
128-in-1 System
In response to criticism over ergonomic
This is aissues in the
128-in-1 7800’s
system Pro-Line
from Australia. This may be an officially licensed
controllers, Atari later released joypad controllers with European 7800s,
product.
which were similar in style to controllers found on Nintendo and Sega
Systems. The Joypad was not available in the United States. Although
rare in the US, they are not hard to find in Europe. However, they CCE
were Supergame VG-2800
sold separately in very small quantities in their own box, and this is very
This is a Brazilian clone from licensee CCE. It’s very similar to the Coleco
hard to find.
Gemini and Columbia Arcade.
Funfair 2600
In response to criticism overThisergonomic
is a Funfairissues
2600,in the 7800’s
a clone Pro-Linein Mexico.
manufactured
controllers, Atari later released joypadincontrollers
It is similar appearance with
to European
a 2600 Jr..7800s,
Picture courtesy of Eduardo Torrero.
which were similar in style to controllers found on Nintendo and Sega
Systems. The Joypad was not available in the United States. Although
rare in the US, they are not hard to find in Europe. However, they were Funvision 224-in-1
sold separately in very small quantities in their own box, and this is very
This clone, found in Finland, includes mostly PAL games with some NTSC
hard to find.
games mixed in.
210-in-1
In response to criticism overThisergonomic issues
is a clone in with
system the 7800’s Pro-Line
210 games built in.
controllers, Atari later released
Thejoypad controllers
manufacturer with European 7800s,
is unknown.
which were similar in style to controllers found on Nintendo and Sega
Systems. The Joypad was not available in the United States. Although
rare in the US, they are not hard to find in Europe. However, they were 520-in-1 System
sold separately in very small quantities in their own box, and this is very
This is an
hard to unknown 520-in-1 clone from Australia. This company may have made
find.
other consoles with different game counts.
64-in-1 System
In response to criticism over ergonomic issues in the
This is an unknown 7800’s
64-in-1 Pro-Line
clone featuring 64 built-in games. It looks just like
controllers, Atari later released joypad controllers with European 7800s,
a short-rainbow 2600 Jr., and is sold in a small silver box.
which were similar in style to controllers found on Nintendo and Sega
Systems. The Joypad was not available in the United States. Although
rare in the US, they are not hard to find in Europe. However, they were
sold separately in very small quantities in their own box, and this is very
346 • Controllers
Controllers
Atari manufactured a number of different controllers for use with the 2600, some of them being game specific.
This gallery showcases 2600 compatible controllers manufactured by Atari in the 1980’s, as well as 3rd party
controllers that were made for specific 2600 games.
Most of the information on these pages are form atariage.com and 2600connection.com.
Amiga Joyboard
In response to criticism overThe ergonomic
full nameissues in the
for this was7800’s Pro-Line Power Body Controller. It’s a large,
The Joyboard
controllers, Atari later released
flat,joypad
black controllers
board with with Europeanthat
red lettering 7800s,
users stand on to control their games. By
which were similar in style rocking
to controllers
back andfound on and
forth Nintendo and Sega
side-to-side, they simulate the joystick motions. An
Systems. The Joypad was not available in the United States. Although
additional port in the Joyboard allows them to plug in a stick for use with games
rare in the US, they are not hard to find
that need in Europe.
a button. However,
It was packaged they were
with the game Mogul Maniac.
sold separately in very small quantities in their own box, and this is very “2600connection.com”
hard to find.
348 • Controllers
Atari Mindlink
In response to criticism over ergonomic Theissues in the 7800’s
Atari Mindlink is an Pro-Line
unreleased video game controller for the Atari
controllers, Atari later released joypad2600,
controllers withintended
originally Europeanfor 7800s,
release in 1984. The Mindlink was unique
which were similar in style to controllers found
in that on Nintendo
its headband formand Segacontrols the game by reading the my-
factor
Systems. The Joypad was not available in the United States. Although
oneural signal voltage from the player’s forehead. The player’s forehead
rare in the US, they are not hard to find in Europe.are
movements However, they were
read by infrared sensors and transferred as movement in
sold separately in very small quantitiesthe
in game.
their own box, and this is very
hard to find.
Specially supported games are similar to those that use the paddle controller, but with the Mindlink controller
instead. Three games were in development for the Mindlink by its cancellation: Bionic Breakthrough, “Te-
lepathy”, and Mind Maze. Bionic Breakthrough is basically a Breakout clone, controlled with the Mindlink.
Mind Maze uses the Mindlink for a mimicry of ESP, to pretend to predict what is printed on cards. Testing
showed that players frequently got headaches due to moving their eyebrows to play the game. None of these
games were ever released in any other form. Also known as the Star Raiders controller, functionally identical
to the Kid’s Controller and Keyboard Controller. Game included an overlay with commands, for use with Star
Raiders.
350 • AtariVox
Barnstorming Dolphin
“Flying Aces” “Secret Society of the
33.3 seconds/game 1 Dolphins”
51.0 seconds/game 2 300,000 pts.
54.0 seconds/game 3
Beamrider Enduro
“Top Part of Moon” “Roadbusters”
60,000 pts. & Sector 20 Survive 5 game days
Decathlon Frostbite
“Bronze” “Frostbite Bailey’s Arctic
8,600 pts. Architects”
40,000 pts.
There are 3 different TV standards that Atari VCS/2600 consoles have been made for:
• NTSC - North America, Central America, parts of South America, parts of Asia
• PAL - Europe, Asia, parts of Africa
• SECAM - France, parts of Africa, Russia
When programming games for the VCS, there are 2 things to be concerned about - the first is the color palette
the console provides on each TV standard:
• NTSC - 128 unique colors.
• PAL - 104 unique colors
• SECAM - 8 unique colors
The console is what determines the colors that can be displayed. In looking at the TIA Color Chart, it becomes
readily apparent that the colors on each system are different. If a game displays something using color $68, it
gets the following color when displayed on the television:
As such, a cartridge needs to know what system it will be used on so it can select the correct color numbers.
If you want to draw a green tree, an NTSC cartridge could use $C2, a PAL cartridge could use $52 while a
SECAM cartrdige could use $x8(x could be any hexadecimal digit, 0 thru F).
If a cartridge is used on a system it was not designed for, the colors will appear incorrect. spiceware.org used
Stella, an Atari Emulator, to create the following screenshots of what the NTSC and the PAL versions of their
game, Medieval Mayhem, would look like when plugged into different consoles.
NTSC Console
PAL Console
SECAM Console
356 • North American video game crash of 1983
The video game crash of 1983, known as Atari shock targeted video game players by offering competitive
in Japan, was a massive recession of the video game upgrades, where rival systems could be traded for a
industry that occurred from 1983 to 1985. Revenues discount toward the purchase of a Commodore 64.
had peaked at around $3.2 billion in 1983, then fell Commodore’s ownership of chip fabricator MOS
to around $100 million by 1985 (a drop of almost 97 Technology allowed manufacture of integrated cir-
percent). The crash was a serious event that brought cuits in-house, so the VIC-20 and C64 sold for much
an abrupt end to what is considered the second gen- lower prices than competing home computers.
eration of console video gaming in North America.
The video game crash was caused by a combination
of factors. Although some were more important than
others, all played a role in saturating and then im-
ploding the video game industry.
At the time of the crash, there were many consoles
on the market, including the Atari 2600, Atari 5200,
Bally Astrocade, ColecoVision, Coleco Gemini (a
2600 clone), Emerson Arcadia 2001, Fairchild Chan- The Commodore 64 weathered the crash and went on to be-
nel F System II, Magnavox Odyssey², Mattel Intel- come one of the best selling computers of all time.
livision (recently updated as the Intellivision II), the By 1983, Gutman wrote, “Video games were offi-
Sears Tele-Games systems, Tandyvision (an Intel- cially dead and computers were hot”. He renamed his
livision clone for Radio Shack), and the Vectrex. magazine to Computer Games in October 1983, but
Each of these consoles had its own library of games “I noticed that the word games became a dirty word
produced by the console maker, and many had large in the press. We started replacing it with simulations
libraries of games produced by third-party devel- as often as possible”. Soon “The computer slump be-
opers. Likewise, many of these same companies gan ... Suddenly, everyone was saying that the home
announced yet another generation of consoles for computer was a fad, just another hula hoop”. Com-
1984, such as the Odyssey3, and Atari 7800. puter Games published its last issue in late 1984.
In 1988, Computer Gaming World founder Russell
Adding to the industry’s woes was a glut of poor ti- Sipe noted that “the arcade game crash of 1984 took
tles from hastily financed startup companies. These down the majority of the computer game magazines
games—combined with weak, high-profile Atari with it.” He stated that, by “the winter of 1984, only
2600 games such as Pac-Man and E.T. the Extra- a few computer game magazines remained,” and by
Terrestrial—seriously damaged the reputation of the summer of 1985, Computer Gaming World “was
the industry. Atari’s market-leading 2600, then in its the only 4-color computer game magazine left.”
sixth year, was starting to approach saturation and its
1977-era design was becoming dated. The American game industry lob-
bied in Washington, D.C., for a
In 1982 a price war began between Commodore and smaller $1 coin, closer to the size
Texas Instruments, and home computers became as of a quarter, arguing that inflation
inexpensive as video-game consoles; after Commo- (which had reduced the quarter’s
dore cut the retail price of the 64 to $300 in June spending power by a third in the
1983 some stores began selling it for as little as early 1980s) was making it difficult to prosper. Dur-
$199. Dan Gutman, founder in 1982 of Video Games ing the 1970s, the dollar coin in use was the Eisen-
Player magazine, recalled in 1987 that “As the first hower Dollar, a large coin impractical for coin vend-
wave of the personal computer boom started, the ing machines. The Susan B. Anthony Dollar was
video games market began to taper off. People asked introduced in 1979, and its size fit the video game
themselves, ‘Why should I buy a video game system manufacturers’ demands, but it was a failure with
when I can buy a computer that will play games and the general public. Ironically, the new coin’s simi-
do so much more?’” A newspaper stated in Septem- larity to the quarter was one of the most-common
ber 1983 about the cancellation of the Intellivision complaints. In Canada, existing dollar bills were re-
III, “Who was going to pay $200-plus for a machine moved from circulation and replaced with coins.
that could only play games?” Commodore explicitly
North American video game crash of 1983 • 357
Arcade machines in Japan had standardized the use ed with products. Activision, Atari, and Mattel all
of ¥100 coins, worth roughly $1, which industry vet- had experienced programmers, but many of the new
eran Mark Cerny proposed as a reason for Japan’s companies rushing to join the market did not have
game industry stability of the time. enough experience and talent to create the games.
Titles such as Chase the Chuck Wagon (about dogs
Activision in 1979 became the first third-party de-
eating food, funded by the dog food company Pu-
veloper. It was founded by Atari programmers who
rina), Skeet Shoot, and Lost Luggage were examples
left the company because Atari did not allow cred-
of games made in the hopes of taking advantage of
its to appear on the games and did not pay employ-
the video-game boom. While heavily advertised and
ees a royalty based on sales. At the time, Atari was
marketed, these games were perceived to be of poor
owned by Warner Communications, and the devel-
quality and did not catch on as hoped, further dam-
opers felt that they should receive the same recogni-
aging the industry.
tion that musicians, directors, and actors got from
Warner’s other divisions. After Activision went into
business, Atari quickly sued to block sales of Activi- Fallout effects
sion’s products, but never won a restraining order The release of so many new games in 1982 flooded
and ultimately settled the case in 1982. This court the market. Most stores had insufficient space to carry
case legitimized third-party development, encour- new games and consoles. As stores tried to return the
aging companies such as Quaker Oats (with their surplus games to the new publishers, the publishers
US Games division) to rush to open video-game had neither new products nor cash to issue refunds
divisions, hoping to impress both stockholders and to the retailers. Many publishers, including Games
consumers. Companies lured away each other’s by Apollo and US Games, quickly folded. Unable to
programmers or used reverse engineering to learn return the unsold games to defunct publishers, stores
how to make games for proprietary systems. Atari marked down the titles and placed them in discount
even hired several programmers from Mattel’s Intel- bins and sale tables. Recently released games which
livision development studio, prompting a lawsuit by initially sold for $35 were in bins for $5. By June
Mattel against Atari that included charges of indus- 1983, the market for the more expensive games had
trial espionage. shrunk dramatically and was replaced by a new mar-
ket of rushed-to-market, low-budget games.
Despite the lessons learned by Atari in the loss of its
programmers to Activision, Mattel continued to try A massive industry shakeout resulted. Magnavox and
to avoid crediting game designers. Rather than re- Coleco abandoned the video game business entirely.
veal the names of Intellivision game designers, Mat- Imagic withdrew its IPO the day before its stock
tel instead required that a 1981 TV Guide interview was to go public; the company later collapsed. The
with them change their names to protect their col- largest third-party developer, Activision, survived in
lective identities. ColecoVision designers worked in part because they also developed games for home
similar obscurity, feeding more departures to upstart computers to offset their console losses. Most of the
competitors. smaller software development houses supporting the
Atari 2600 closed.
In the second half of 1982 the number of cartridges
grew from 100 in June to more than 400 in Decem- Toy retailers, which controlled consumer access to
ber. Experts predicted a glut in 1983, with 10% of games, had concluded that video games were a fad.
games producing 75% of sales. BYTE stated in De- That fad, they assumed, had ended, and the shelf
cember that “in 1982 few games broke new ground space would be reassigned to different products;
in either design or format ... If the public really likes as a result, many retailers ignored video games for
an idea, it is milked for all it’s worth, and numerous several years. This was the most formidable barrier
clones of a different color soon crowd the shelves. that confronted Nintendo, as it tried to market its
That is, until the public stops buying or something Famicom system in the United States. Retailer op-
better comes along. Companies who believe that mi- position to video games was directly responsible for
crocomputer games are the hula hoop of the 1980s causing Nintendo to brand its product an “Entertain-
only want to play Quick Profit.” Unlike Nintendo, ment System” rather than a “console”, using terms
Sega, Sony, or Microsoft in later decades, the hard- such as “control deck” and “Game Pak”, as well as
ware manufacturers in this era lost exclusive control producing a toy robot called R.O.B. to convince toy
of their platforms’ supply of games. With it, they also retailers to allow it in their stores.
lost the ability to ensure stores were never overload-
358 • North American video game crash of 1983
The sales of home video games had dropped consid- Mattel and Coleco implemented lockout measures to
erably during this period, from $3 billion in 1982 to control third-party development (the ColecoVision
as low as $100 million in 1985, leading to bankrupt- BIOS checked for a copyright string on power-up),
cy for many game companies at the time. Following the Atari 2600 was completely unprotected and once
the release of the Nintendo Entertainment System information on its hardware became available, little
in 1985, the industry began recovering, with annual prevented anyone from making games for it. Nin-
sales exceeding $2.3 billion by 1988, with 70% of tendo thus instituted a strict licensing policy for the
the market dominated by Nintendo. In 1986, Nin- NES that included equipping the cartridge and con-
tendo president Hiroshi Yamauchi noted that “Atari sole with lockout chips, which were region-specific
collapsed because they gave too much freedom to and had to match in order for a game to work. In ad-
third-party developers and the market was swamped dition to preventing the use of unlicensed games, it
with rubbish games”. In response, Nintendo limited also was designed to combat piracy, rarely a problem
the number of titles that third-party developers could in the United States or Europe, but rampant in East
release for their system each year, and promoted its Asia.
“Seal of Quality”, which it allowed to be used on
games and peripherals by publishers that met Nin-
tendo’s quality standards.
The end of the crash allowed Commodore to raise
the price of the C64 for the first time upon the June
1986 introduction of the Commodore 64c—a Com-
modore 64 redesigned for lower cost of manufac-
ture, which Compute! cited as the end of the home-
computer price war, one of the primary causes of the Following the crash, Nintendo would become the market
crash. leader in America with the Nintendo Entertainment System,
shifting the market to Japan for years to come.
The North American video game crash had two
long-lasting results. The first result was that domi- Accolade achieved a technical victory in one court
nance in the home console market shifted from the case against Sega, challenging this control, even
United States to Japan. By 1986, three years after though it ultimately yielded and signed the Sega
its introduction, 6.5 million Japanese homes—19% licensing agreement. Several publishers, notably
of the population—owned a Family Computer, and Tengen (Atari), Color Dreams, and Camerica, chal-
the company began exporting it to the US. When the lenged Nintendo’s control system during the 8-bit
US video game market recovered in the late 1980s era by producing unlicensed NES games. The con-
the NES was by far the dominant console, leaving cepts of such a control system remain in use on eve-
only a fraction of the market to a resurgent Atari ry major video game console produced today, even
battling Sega’s Master System for the number-two with fewer “cartridge-based” consoles on the market
spot. By 1989, home video game sales in the United than in the 8/16-bit era. Replacing the security chips
States had reached $5 billion, surpassing the 1982 in most modern consoles are specially encoded opti-
peak of $3 billion during the previous generation. A cal discs that cannot be copied by most users and can
large majority of the market was controlled by Nin- only be read by a particular console under normal
tendo; it sold more than 35 million units in the Unit- circumstances.
ed States, exceeding the sales of other consoles and
Nintendo portrayed these measures as intended to
personal computers by a considerable margin. Other
protect the public against poor-quality games, and
Japanese companies also rivaled Nintendo’s success
placed a golden seal of approval on all licensed
in the United States, with Sega’s Mega Drive/Gen-
games released for the system. These strict licensing
esis in 1989 and NEC’s PC Engine/TurboGrafx 16
measures backfired somewhat after Nintendo was
released the same year.
accused of trust behavior. In the longer run, how-
A second, highly visible result of the crash was the in- ever, many third-party publishers such as Electronic
stitution of measures to control third-party develop- Arts actively supported competing consoles such as
ment of software. Using secrecy to combat industrial the Sega Genesis. Most of the Nintendo platform-
espionage had failed to stop rival companies from control measures were adopted by later console
reverse engineering the Mattel and Atari systems and manufacturers such as Sega, Sony, and Microsoft,
hiring away their trained game programmers. While although not as stringently.
Atari video game burial • 359
The Atari video game burial was a mass burial of un- problem compounded by the high rate of customers
sold video game cartridges, consoles, and computers returning the game for refunds.
in a New Mexico landfill site, undertaken by Atari in
Further to the problems caused by Pac-Man’s under-
1983. The goods buried were believed to be unsold
whelming sales, Atari also faced great difficulty as
copies of E.T. the Extra-Terrestrial, one of the big-
a result of its video game adaptation of the film E.T.
gest commercial failures in video gaming and often
the Extra-Terrestrial. The game was a result of a deal
cited as one of the worst video games ever released,
between Warner Communications and the film’s di-
and the Atari 2600 port of Pac-Man, which was com-
rector Steven Spielberg. The concept of a video game
mercially successful but critically maligned.
based on a film, instead of porting an arcade coin-op
Atari, Inc. had been purchased by Warner Commu- or building on an established franchise, was unheard
nications in 1976 for $28 million, and had seen its of at the time. It was later reported that Warner had
net worth grow to $2 billion by 1982. By this time, paid $20–25 million for the rights, which was at
the company accounted for 80% of the video gaming the time quite a high figure for video game licens-
market; and was responsible for over half of its par- ing. Atari manufactured 5 million cartridges for the
ent company’s revenues, earning some 65–70% of game; however, upon its release in December 1982,
their operating profits. By the last quarter of 1982, its only 1.5 million copies were sold, leaving Atari still
growth in the following year was expected to be in holding onto over half of the game cartridges. The
the region of 50%. However, on December 7, 1982, game was critically panned, and is now seen as one
the company reported that its earnings had only in- of the worst ever made. Billboard magazine’s Earl
creased by 10–15%, rather than the predicted figure. Paige reported that the large number of unsold E.T
The next day saw Warner Communications’ share the Extra-Terrestrial games, along with an increase
prices fall by a third, and the quarter ended with in competition, prompted retailers to demand official
Warner’s profits falling by 56%. In addition, Atari’s return programs from video game manufacturers.
CEO, Ray Kassar, was later investigated for possible
The failures of these titles were further compounded
insider trading charges as a result of selling some
by Atari’s business dealings from 1981. Confident in
five thousand shares in Warner less than half an hour
strong sales, the company had told its distributors to
before reporting Atari’s lower-than-expected earn-
place their 1982 orders all at once. However, video
ings. Kassar was later cleared of any wrongdoing,
game sales in 1982 had slowed, and distributors who
although he was forced to resign his position the fol-
had ordered en masse in expectation of high turno-
lowing July. Atari, Inc. would go on to lose $536
ver were left to simply return large quantities of un-
million in 1983, and was sold off by Warner Com-
sold stock to Atari. As a result, the company soon
munications the following year.
found itself in possession of several million essen-
Atari’s tendency to port arcade games for its home tially useless video game cartridges, which it would
console had led to some of its most commercially be entirely unable to sell
successful games, including the port of its own coin-
In September 1983, the Alamogordo Daily News of
op Asteroids, and the licensed versions of Taito’s
Alamogordo, New Mexico reported in a series of
Space Invaders and Namco’s Pac-Man. When the
articles, that between 10 and 20 semi-trailer truck-
latter game received its official port to the Atari
loads of Atari boxes, cartridges, and systems from an
2600, Atari was confident that sales figures would
Atari storehouse in El Paso, Texas, were crushed and
be high, and manufactured 12 million cartridges—
buried at the landfill within the city. It was Atari’s
despite having sold only around 10 million Atari
first dealings with the landfill, which was chosen
2600 consoles. It was believed that the game would
because no scavenging was allowed and its garbage
be successful enough not only to earn an estimated
was crushed and buried nightly. Atari’s stated reason
$500 million, but also to boost sales of the console
for the burial was that it was changing from Atari
itself by several million as gamers sought to play the
2600 to Atari 5200 games, but this was later con-
home conversion. However, the finished product, re-
tradicted by a worker who claimed that this was not
leased in March 1982, was critically panned for its
the case. Atari official Bruce Enten stated that Atari
poor gameplay, and although it became the console’s
was mostly sending broken and returned material to
best-selling title after shipping 7 million units, it still
the Alamogordo dump and that it was “by-and-large
left Atari with over 5 million unsold cartridges—a
inoperable stuff.”
360 • Atari video game burial
On September 27, 1983, the news service UPI re- Mindlink controller system were disposed of at the
ported that “people watching the operation said it site, which only further fuels speculation, since Atari
included cassettes of the popular video games E.T., Museum owner Curt Vendel actually currently owns
Pac-Man, Ms. Pac-Man, the consoles used to convey the Mindlink prototypes. Writing for the Pacific His-
the games to television screens and high-priced per- torical Review, John Wills speculated that location’s
sonal computers.” The news service Knight-Ridder place in the public psyche—its proximity to the sites
further reported on the looting of the dump on Sep- of both the Trinity nuclear test and Roswell UFO in-
tember 28 by local kids, stating “kids in this town cident—has aided the popularity of the story.
of 25,000 began robbing the Atari grave, coming up
The conflicting information surrounding the burial
with cartridges of such games as E.T., Raiders of the
has led to the claim of it being an “E.T. Dump” be-
Lost Ark, Defender, and Berzerk.”
ing referred to as an urban legend, which in turn has
On September 28, 1983, The New York Times re- led to a degree of skepticism and doubt over the ve-
ported on the story of Atari’s dumping in New Mex- racity of the dumping story itself, and the relevance
ico. An Atari representative confirmed the story for of conflating the event with the later industry down-
the newspaper, stating that the discarded inventory turn. As recently as October 2004, Howard Scott
came from Atari’s plant in El Paso, which was be- Warshaw, the programmer responsible for the E.T.
ing closed and converted to a recycling facility. The the Extra-Terrestrial game, expressed doubts that the
reports noted that the site was guarded to prevent destruction of millions of copies of the game ever
reporters and the public from affirming the contents. took place. Warshaw also believes that Atari’s down-
The Times article never suggested any of the specific fall was more a result of their business practices—
game titles being destroyed, but subsequent reports including alleged block booking of poorly selling
have generally linked the story of the dumping to the games with successful ones when dealing with dis-
well-known failure of E.T. Additionally, the head- tributors—than any specific failed games. This latter
line “City to Atari: ‘E.T.’ trash go home” in one edi- view has been echoed by Travis Fahs of IGN, who
tion of the Alamogordo News seems to imply some believes that Atari’s problems, including their huge
of the cartridges were E.T., but then follows with a surplus of unsold stock, arose from the company’s
humorous interpretation of E.T. meaning “Extra-ter- overestimation of the sustainability of Atari 2600
ritorial” and never specifically mentions the game. sales, rather than being due to the individual quality
of games being released.
Starting on September 29, 1983, a layer of concrete
was poured on top of the crushed materials, a rare The incident has also become something of a cultural
occurrence in waste disposal. An anonymous work- symbol representative of the North American video
man’s stated reason for the concrete was: “There are game crash of 1983, often cited as a cautionary tale
dead animals down there. We wouldn’t want any about the hubris of poor business practices, despite
children to get hurt digging in the dump.” Eventu- suggestions that the burial allowed the company to
ally, the city began to protest the large amount of write off the disposed-of material for tax relief pur-
dumping Atari was doing, with one commissioner poses.
stating that the area did not want to become “an in-
dustrial waste dump for El Paso.” The local manager Excavation
ordered the dumping to be ended shortly afterwards. On May 28, 2013, the Alamogordo City Commis-
Due to Atari’s unpopular dumping, Alamogordo lat- sion granted Fuel Industries, a Canadian entertain-
er passed an Emergency Management Act and cre- ment company, six months of access to the landfill to
ated the Emergency Management Task Force to limit film a documentary about the burial and to excavate
the future flexibility of the garbage contractor to se- the dump site. Xbox Entertainment Studios planned
cure outside business for the landfill for monetary to air this documentary series as an exclusive to the
purposes. Alamogordo’s then mayor, Henry Pacelli, Xbox One and Xbox 360 in 2014 as part of a multi-
commented that, “We do not want to see something part documentary series being produced by Light-
like this happen again.” box, a US/UK production company. Though the ex-
All of these factors have led to wide speculation cavation was momentarily stalled due to a complaint
that most of the 3.5 million unsold copies of E.T. by the New Mexico Environmental Protection Divi-
the Extra-Terrestrial ultimately wound up in this sion Solid Waste Bureau citing potential hazards, the
landfill, crushed and encased in concrete. It has also issues were resolved in early April 2014 to allow the
been reported that prototypes for the proposed Atari excavation to proceed.
Atari video game burial • 361
Excavation started on April 26, 2014 as an open The documentary Atari: Game Over, which features
event to the public. E. T. the Extra-Terrestrial de- the burial site and its excavation, was released on
signer Howard Scott Warshaw and director Zak November 20, 2014.
Penn attended the event as part of a documentary
Of the recovered materials, a fraction has been given
about the burial, as did local residents such as Ar-
to the New Mexico Museum of Space History for
mando Ortega, a city official who is reportedly one
display, and another 100 to the documentary produc-
of the original children to raid the dump in 1983.
ers Lightbox and Fuel Entertainment. Galea believes
Ortega stated that although he and his friends found
the remaining cartridges can be sold by the city of
dozens of quality games, they gave the E.T. cartridg-
Alamogordo through the Museum of Space History.
es away because the “game sucked ... you couldn’t
She hopes that the sale of these games can help fund
finish it”. James Heller, the former Atari manager in
recognition of the burial site as a tourist attraction
charge of the original burial, was also on hand at the
in the future. The City of Alamogordo approved
excavation. Heller revealed that he had originally or-
the auction of the games in September 2014, to be
dered the site to be covered in concrete. Contrary to
sold through eBay and the Alamogordo Council
the urban legend that claims millions of cartridges
website. As of September 2015, over $107,000 has
were buried there, Heller stated that only 728,000
been raised through the sales of about 880 unearthed
cartridges were buried.
cartridges, with one E.T. copy selling for more than
$1,500. About 300 cartridges remain to be sold at a
later date given the historical value of the cartridges.
Checklist
To compile these lists I used AtariAge as a master, and included info from AtariMania for missing info. These
lists are not a Master-list, I suspect alot of different variations are missing. For more on each variations, please
visit atarimania.com.
North-America
The first list include games released in North-America.
The Atari 2600 was first released in North America on September 11, 1977 and fea-
tured nine launch titles: Air-Sea Battle, Basic Math, Blackjack, Combat, Indy 500, Star
Ship, Street Racer, Surround and Video Olympics. The final licensed Atari 2600 game
released in North America was Secret Quest in 1989.
Europe
This list include games released in European regions.
The console became popular in Europe in the early 80s. 250,000 units
were sold in 1977, 550,000 units in 1978 and 2 million in 1980. How-
ever, in 1982 they sold a mind boggling 8 million Atari 2600s.
By the mid to late 80s the Atari was still successful in Europe, South
America and Japan right up until the start of the 90s, making the Atari
2600 one of the longest lasting video games consoles in history. The
final licensed game released in Europe was Klax and Acid Drop in
1990 and 1992.
South-America
This list include games released in South-America.
In Brazil, the console became extremely popular in the mid-1980s.
Most of the games released in South-America was bootlegs, but be-
cause of their crazy label designs and creative naming, collectors often
find it fun to collect.
Japan
The Atari 2800 is the Japanese version of the Atari 2600, released in
1983. It was the first release of a 2600 designed specifically for the
Japanese market, despite companies like Epoch distributing the 2600
in Japan previously.It had a streamlined shape similar to that of the
Atari 7800.
Around 30 specially branded games were released for the 2800. Their
boxes are in Japanese and have a silver/red color scheme similar to the
packaging of Atari’s 2600 branded games of the time. The cartridges
themselves had identical labels as their 2600 branded counterparts.
The Atari 2800’s case style was used as the basis for the Atari 7800’s
case style by Barney Huang.
“gaming.wikia.com”
Australia
Atari 2600 was distributed in Australia by Futuretronics from launch until 1984, when
a local arm of Atari Computers took over. While the system was launched in the late
70s, a relaunch of the system in the late 80s as an option for budget-minded consumers
saw the Atari 2600 have a retail presence until 1993.
“retrogamingaus.com”
Homebrew
The Atari 2600 is a popular platform for homebrew projects. Unlike later systems, the Atari 2600 does not
require a modchip to run homebrew cartridges. Although there is one high-level compiler available — batari
Basic — most development for the Atari 2600 is still done in 6502 assembly language. The 2600 lacks video
memory, has only 128 bytes of RAM, and requires precise timing; homebrews written in assembly are typi-
cally considered programming challenges.
In 2003, Activision selected several homebrew 2600 titles for inclusion
in the Game Boy Advance version of their Activision Anthology.
I used AtariAge rarity list to compile this list, as such, this list is incom-
plete. At the behest of AtariAge users, I have included more games to
the homebrew pages, but these are not listed here. I have made blank
bars open, for people to fill in what they deem an official homebrew.
New homebrews are also made and released every year.