Racket's Atari 2600 Journal

Anything that is gaming related that doesn't fit well anywhere else
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racketboy
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Re: Racket's Atari 2600 Journal

Post by racketboy »

General_Norris wrote:
racketboy wrote:" I remember thinking "huh... I don't know why everyone was talking this thing down".
Don't the ghosts flicker all the time making impossible to know where they are and giving you headaches?.
A bit annoying, but it didn't distract me too much.
General_Norris wrote:
racketboy wrote:"
Is that the main downfall of this port (other than the cosmetic stuff)? Is there actually more variety than appears at first?
Pac-Man only had one maze design in the original.
Ah -- I play mostly Ms. Pac-Man -- that must be why.
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c0wb0y
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Re: Racket's Atari 2600 Journal

Post by c0wb0y »

I was an Odyssey2 kid. My parents bought a second-hand Odyssey when I asked for an Atari. I played K.C. Munchkin among other Magnavox games.
Fast forward twenty years...
My first experience with the 2600 version of Pac-Man was back in 2000. I was engaged to be married in 2 weeks, had just started a new job, and moved into a new apartment. I had no cable, my fiancée was decidedly not living with me until we were officially hitched, and I had no friends that could ever hang out.
I did have an Atari Jr. with one good controller and a borrowed TV that took 15 minutes to warm up. Once the tube warmed up and I could see the maze, that is how I spent my evenings in the apartment.
The aesthetics are primitive compared to my beloved K.C. Munchkin. The game was much more shallow than K.C. The sound was adequate. But with a good controller, the game did exactly what it needed. It's Pac-Man.
Systems: Pong, Odyssey2, Atari 2600, NES, CDX, SNES, N64, Saturn, DC, PS1, PS2, PS3, Xbox, GCN, Wii, Xbox360, OUYA
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Re: Racket's Atari 2600 Journal

Post by ejamer »

Unfortunately, some of the top 20 titles on your list are games that defined Atari in a negative way. E.T. in particular is a pretty terrible game, although I remember being nearly a pro as a kid because we didn't have enough money to buy another game for months.

This console is also the reason why I still appreciate reading manuals - because the controls and purpose of some games were nearly indecipherable without going through the manual first.
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YoshiEgg25
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Re: Racket's Atari 2600 Journal

Post by YoshiEgg25 »

ejamer wrote:Unfortunately, some of the top 20 titles on your list are games that defined Atari in a negative way. E.T. in particular is a pretty terrible game, although I remember being nearly a pro as a kid because we didn't have enough money to buy another game for months.

This console is also the reason why I still appreciate reading manuals - because the controls and purpose of some games were nearly indecipherable without going through the manual first.
They defined the system. We're not necessarily going for good games here. We're going for "What games do people think of when they think of the Atari 2600?" E.T. and Pac-Man happen to be two of them.
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racketboy
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Re: Racket's Atari 2600 Journal

Post by racketboy »

I got to spend some time with River Raid today. I was actually going to try to try about two or three games, but I got rather hooked on this one. It truly had a wonderful balance of risk-versus-reward that is missing from a lot of modern games. The format of the game reminded me a bit of a basic shmup version of Road Blasters (shooting enemies and balancing fuel).

The controls were pretty solid, but I had to watch myself to avoid crashing into the side of the river while trying to swoop in and get some baddies.

It’s not a hard game if you’re just trying to survive, but if you’re looking to add up some points, you can get yourself killed easily (and it’s always tempting to shoot the fuel for points instead of refreshing your supply)

It was very easy to find myself trying the game over and over again just to try to beat my high score (I don’t think I’ve quite reached 7,000 yet, but I’m determined to get better) This is one of the few games lately that I’ve actually paid more attention to the score than how far I got. (Last one I recall was when we played Defender for Together Retro)

I found it pretty easy to get sucked into River Raid and get frustrated when the controller doesn’t respond quite as you’d like.

It also seems to have a nice difficulty curve. I quickly started to get “in the zone”, but was always challenged by more enemies darting around on the screen.

I also really liked that you could slow down or speed up (and a nice accompanying sound effects). I didn’t use the feature much the first five of so times I played, but I quickly got into maneuvering around soon after that and it seemed quite thrilling. Looking forward to more!
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Re: Racket's Atari 2600 Journal

Post by flojocabron »

I am a big fan of river raid as well!

but its sequel isnt that great. I've never owned it, but I played it emulated and to me it seems that they over complicated it when it was made.

now go play some demon attack.....
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Re: Racket's Atari 2600 Journal

Post by Gao »

racketboy wrote:It’s not a hard game if you’re just trying to survive, but if you’re looking to add up some points, you can get yourself killed easily (and it’s always tempting to shoot the fuel for points instead of refreshing your supply)
The trick is that you can shoot the fuel while you're on top of it, so you can get some fuel and still get the points for destroying it if you do it right.
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Re: Racket's Atari 2600 Journal

Post by racketboy »

Wow -- been over a month since my last entry in here. Guess we've been playing too many Street Fighter games lately...

Anyway, I woke up a bit earlier today and hopped on the 2600 before I head off to work. I've been itching to play the 2600 ports of a couple arcade titles that I've enjoyed this past year. I actually got a chance to play both of them again in cabinet form at the PAX East arcade room -- Bezerk and Moon Patrol.

I was also reminded of the Bezerk 2600 port as I saw somebody playing it in the classic console room at PAX as well right after I played the arcade cabinet and I was happy to see it seemed like a good port on the surface (not that the graphics are stellar to begin with)

Once I booted it up at home, I was happy to find that the controls were quite solid and maybe just a bit more forgiving in a few ways than the arcade machine. The only exception is that I seemed to run into wall more frequently and/or get hit by some enemy shots that I thought would have missed me.

Maybe my memory is bad, but it almost seemed like some of the animation was actually better on the 2600 version. However, the 2600 port seemed more limited in other ways. The AI didn't seem nearly as good. At least in the 6 or 7 rooms that I made it through, the AI didn't get much better. Seemed like some of the later rooms, the enemies just shot faster. I guess that makes sense considering the hardware and software limitations. I also noticed the bouncing smiley faces never appeared either. Those also seemed to get me in the arcade version, so I was a little bummed when that particular challenge wasn't there in the home version.

I still enjoyed the 2600 version as a whole and I'll probably be giving it more time in the future. But I know it's not a replacement for the real thing.


Next, I plugged in Moon Patrol. This one was another excellent arcade port considering the technical limitations. The 2600 version, unsurprisingly, had a bit more of a Space Invaders clone feel to it graphically, but it was still colorful and, overall, had the personality of the arcade original. It seemed like I had a bit harder time getting used to timing some of my jumps, however. And, of course, the standard 2600 joystick isn't quite as responsive as a real arcade joystick.

I think the biggest limitation that stuck out in my mind was that you couldn't seem to accelerate and slow down your moon buggy quite as well as in the arcade version. Of course, this is a rather important element in the game, especially as you get further in the game. I guess, however, it just changes the challenge a bit for the home version. Again, this was an excellent game, once you accept the limitations vs the original.

Stepping back a bit to look at the bigger picture: as I go through my 2600 collection, I'm noticing more and more that the games in the early 80s definitely stick more to the arcade-like quality of dying quickly. Of course, in the arcades, this was to keep the quarters flowing and encourage you to improve your skills show you could get more gameplay for your money. At home, you don't have to worry about your quarters, but it's nice to have the challenge. The only problem is that many of us have been "spoiled" by the newer generation of games that isn't out to kill us, but instead, give us long, drawn-out adventures. I can see it being very easy for modern gamers to pick up the 2600 and put the games down quickly because they die to quickly and give up. I know that even I need to build up more of the determination to keep trying at these classic and get good at them so I can truly enjoy them.

I also wonder if any of the design choices made on these 2600 games we made just because they had the mentality of bringing the arcade experience home or if it was just to make the most of the hardware and software's limitations. I recently bought the book, Racing the Beam, so maybe I'll find out more in there :)
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Re: Racket's Atari 2600 Journal

Post by noiseredux »

Moon Patrol is probably my favorite 2600 game of all time. Certainly the one that stands out from my youth -- and my 2600 collection was pretty huge.

I keep meaning to get Racing The Beam too.
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Re: Racket's Atari 2600 Journal

Post by BurningDoom »

cityside75 wrote:Hold down reset while you turn on the game...you'll get the ability to have two bullets at a time instead of the single bullet you are normally limited to. I can remember that everyone knew that little easter egg back in the day.
Wow! I never knew that. Thanks for the tidbit. I'm gonna try that.
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