Accepted [+] [X] Space Lords Update submitted by Duc Nguyen
Space Lords (c) 1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136096
Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in October 1992.
- UPDATES -
REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16
REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23
REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29
- STAFF -
Game Design/Programmer: Ed Logg
Programmer: Bob Flanagan
Engineers: Sam Lee, Pat McCarthy, Tim Hubberstey, Brian McKee
Technician: Cris Drobny
Graphics: Sam Comstock, Chuck Eyler, Mark West, Rhiz Bugawan (Riz Bugawan), Sean Murphy, Scott Sava
Audio: Brad Fuller
Music: Don Diekneite
Product Manager: Jerry Momoda
Team Leader: Chris Downend
Special Support: Lyle Rains, Dave Sheppard, Peter Lipson (Pete Lipson), Russel Dawe (Rusty Dawe), Mike Albaugh, Victor Mercieca
Cabinet: Dave Cook, Ralph Perez, Mike Jang, Ken Hata, Mark Gruber
Controls: Wade Winblad, Jerry Lichac
Harness: Stevie Landaverse, Carole Cameron
PCB: Leon Fritts
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Akka Arrh Update submitted by Duc Nguyen
Akka Arrh (c) 1982 Atari.
The game itself is a spaceship game controlled with a trackball. Your spaceship sits in the center of the screen and you control a cursor which represents the ships weapon systems. The most interesting thing about this game was the fact that it has a zoom button which allows you to zoom in on the area closest to the ship.
- TECHNICAL -
Atari went all out designing the dedicated cabinet for this title. Most prototypes just use leftover cabinets from other games, and tend to have hand drawn artwork. But Akka Arrh was not like most games. Akka Arrh used a totally unique cabinet that had a strange tubular marquee, and a bunch of chase lights ringing the monitor area. The game's sideart, marquee and other artwork were of the same high quality as Atari's normal production games. But, since it didn't do well in location testing, so all that work went to waste, and the game never went into wide production.
- TRIVIA -
The name Akka Arrh is an an pseudo acronym for : Also Known As Another Ralston Hally production. It was named after the programmers Dave Ralston and Mike Hally.
Only 2 units are known to exist.
Akka Arrh was originally called "Target Outpost". It was market tested in 1982, but was deemed too complicated for the average player.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including 'AKKAARRH'.
- STAFF -
Designed and programmed by: Mike Hally (MLH), John Salwitz (JFS)
Art by: Dave Ralston (DAR)
Software support: Dennis Harper (D H), Max Behensky (MRB), Mark Cerny
Hardware support: Dave Sherman (D S), Brian Balistreri (B B)
- SOURCES -
Machine's picture (bossyman15)
Game's ROMs.
Accepted [+] [X] Space Lords Update submitted by Duc Nguyen
Space Lords (c) 1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136096
Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in October 1992.
- UPDATES -
REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16
REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23
REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29
- STAFF -
Game Design/Programmer: Ed Logg
Programmer: Bob Flanagan
Engineers: Sam Lee, Pat McCarthy, Tim Hubberstey, Brian McKee
Technician: Cris Drobny
Graphics: Sam Comstock, Chuck Eyler, Mark West, Rhiz Bugawan, Sean Murphy, Scott Sava
Audio: Brad Fuller
Music: Don Diekneite
Product Manager: Jerry Momoda
Team Leader: Chris Downend
Special Support: Lyle Rains, Dave Sheppard, Peter Lipson (Pete Lipson), Russel Dawe (Rusty Dawe), Mike Albaugh, Victor Mercieca
Cabinet: Dave Cook, Ralph Perez, Mike Jang, Ken Hata, Mark Gruber
Controls: Wade Winblad, Jerry Lichac
Harness: Stevie Landaverse, Carole Cameron
PCB: Leon Fritts
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Space Lords Update submitted by Duc Nguyen
Space Lords (c) 1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136096
Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in October 1992.
- UPDATES -
REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16
REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23
REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29
- STAFF -
Game Design/Programmer: Ed Logg
Programmer: Bob Flanagan
Engineers: Sam Lee, Pat McCarthy, Tim Hubberstey, Brian McKee
Technician: Cris Drobny
Graphics: Sam Comstock, Chuck Eyler, Mark West, Rhiz Bugawan, Sean Murphy, Scott Sava
Audio: Brad Fuller
Music: Don Diekneite
Product Manager: Jerry Momoda
Team Leader: Chris Downend
Special Support: Lyle Rains, Dave Sheppard, Peter Lipson (Pete Lipson), Rusty Dawe, Mike Albaugh, Victor Mercieca
Cabinet: Dave Cook, Ralph Perez, Mike Jang, Ken Hata, Mark Gruber
Controls: Wade Winblad, Jerry Lichac
Harness: Stevie Landaverse, Carole Cameron
PCB: Leon Fritts
Others from high score table: Riz Bugawan
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Crystal Castles Update submitted by Duc Nguyen
Crystal Castles (c) 1983 Atari.
Crystal Castles is an inventive variation on the maze-driven collect-the-dots gameplay first seen in Namco's legendary "Pac-Man". The player takes on the role of 'Bentley Bear', who must run around a number of "castles" - each presented in the form of an isometric forced 3D maze - picking up the gemstones that litter its walkways and platforms, before moving onto the next castle.
Each level is populated by a variety of enemies, including sentient trees, gem eaters, a swarm of bees and Berthilda the Witch. Some enemy types move around the levels randomly, while others will actively chase Bentley. Gem Eaters will devour any gems they reach before the player.
In addition to four-directional walking, Bentley can also jump to avoid pursuing enemies and obstacles. Many levels have platforms that can only be reached via an elevator and some screens also contain hidden secret passages and ramps, as well as 'warps' that move players forward several levels.
Jumping over the trees will shrink and temporarily disable them, while wearing Berthilda's red hat grants the player temporary invincibility, allowing them to kill the witch should they manage to catch her. If Bentley Bear touches a Gem Eater while it's in the process of eating a gem, the Gem Eater dies and 500 points are awarded to the player. However, if the Gem Eater is not eating a gem when touched, Bentley Bear dies.
Some levels contain a large pot of honey. A swarm of bees appears near the honey approximately every five seconds but collecting the honey pot earns the player 1,000 bonus points and causes the bees to appear less frequently. Other enemies, such as the balls, skeletons and ghosts must be avoided.
If Bentley collects all of the gems on a castle, the player receives bonus points. A bonus is also awarded in the event of the player picking up the last gem on the level.
Crystal Castles consists of ten different stages broken down into 37 castle mazes (with four castles making up each stage, apart from 10th, which has only one castle).
- TECHNICAL -
There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright cabinet had a production run of 4,880, and the cocktail cabinet had a production run of 500, for a total production run of 5,380 units.
* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace.
* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear.
Game ID : 136022
Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Players : 2
Control : trackball
Buttons : 1 (JUMP)
- TRIVIA -
Crystal Castles was released in July 1983 in the USA.
When Crystal Castles first appeared in the arcades, it amazed players with its sharp graphics and pseudo 3-D mazes. The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles.
The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!.
Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof!
The game was programmed in 6502, and Fortran was used as tool for programming.
All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete Level 10 is of course from The 1812 Overture, again from Tchaikovsky.
If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach!
On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness".
Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1,000 + ((((level x 4) - 1) - (4 - board)) x 100).
Frank Seay holds the official record for this game with 910,722 points.
A Crystal Castles units appears in the 1984 movie 'Gremlins'.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
- SCORING -
Points awarded for collecting gems.
Killing Gem Eaters : 500 or 1,000 points.
Collecting the honeypot : 1,000 points.
Collecting the witch's hat : 2,000 points.
Killing Berthilda : bonus points.
- TIPS AND TRICKS -
* Warps: There's a 'continue option' warp on the first board. It won't take you any higher than Level 8, though.
1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to Level 3.
2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to Level 5.
3) The third warp is on the third screen of Level 5, titled 'Crossroads'. It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.
* A Trick: If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.
* Another Trick: On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3,000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!
* This Trick Is Free: When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.
* Secret Message: When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN YOU MUST BE _______________.
What goes in the blank depends on the number of lives you have left.
For 1 life, fill in AMAZINGLY GOOD;
For 2, RIDICULOUSLY GOOD;
For 3, FANTASTICALLY GOOD;
For 4, VERY GOOD;
For 5, AN EXPERT;
and for 6, A VIDEO WIZ.
* Time Bonus: For every four seconds of game play, you lose 1,000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1,000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.
- STAFF -
Program : Franz Lanzinger (FXL)
Hardware : Sam Ly
Project leader : Scott Fuller
Team leader : John Ray (RAY)
Graphics : Barbara Singh (BAS), Dave Ralston, Susan G. McBride (SGM)
Techs : Paul Mancuso, Gardner Crosby
Audio design : Franz Lanzinger, Larry Bryan
- PORTS -
* CONSOLES:
[US] Atari 2600 (1984) "Crystal Castles [Model CX26110]"
Atari 2600 [EU] (1984) "Crystal Castles [Model CX26110P]"
Atari 2600 [EU] (1987)
[US] Atari 7800 (unreleased prototype)
Atari XEGS
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 [EU] (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
* COMPUTERS:
BBC Micro [EU] (1983)
[US] Apple II (1983)
Tandy Color Computer [US] (1984)
[US] Commodore C64 [EU] (1984)
[EU] Atari ST (1986)
[EU] Amstrad CPC (1986)
[EU] Sinclair ZX Spectrum (1986)
Sinclair QL (1986) (3D Slime) (unofficial port)
[US] Atari 800 (1988) [Model RX8102]
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits Vol. 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Mark Alpiger (MDA); http://www.classicarcadegaming.com/games/cc/index.htm
Accepted [+] [X] APB - All Points Bulletin Update submitted by Duc Nguyen
APB - All Points Bulletin (c) 1987 Atari Games Corporation.
Players take on the role of policeman 'Officer Bob' as he takes to his patrol car and drives the streets in pursuit of lawbreakers. The object of the game is to meet (or preferably exceed) the daily quota of 'busts', as he tries to catch a variety of law-breakers.
Along the way, players must refuel their patrol car (by driving through filling stations) as well as meeting targets within a set time limit. Any accidental collisions or running over of pedestrians will result in the player earning 'de-merits', while a 'perfect day' will earn bonuses, with further bonuses awarded for each arrest made that exceeds the daily quota. Picking up donuts extends the time limit for a day.
- TECHNICAL -
The cabinet looks like a police patrol car and the top marquee is a red/blue light bar that flashes when you push the siren button. A simple platform seat can be attached to the cabinet to make a sit-down type game.
Cabinet dimensions : 73.75" (187cm) High x 25.5" (65cm) Wide x 34" (86cm) Deep.
Cabinet with seat dimensions : 73.75" (187cm) High x 25.5" (65cm) Wide x 56" (142cm) Deep.
Game ID: 136051
Runs on the "Atari System 2" hardware.
Players: 1
Control: steering wheel, accelerator pedal
Buttons: 2
- TRIVIA -
APB was released in July 1987. The game enjoyed moderate success in the marketplace, as most Atari games did. It's high-resolution graphics and novel cabinet design, with the flashing lights atop, added to it's initial appeal.
2,000 units were produced in the USA. The selling price was $2,995.
APB was Dave Theurer's last game at Atari Games. He went on to work on the 'DeBabelizer' for Macromedia with other Atari alumni. Other games by Dave include "Missile Command", "Tempest" and "I, Robot".
Greg Gibson holds the record for this game with 1,002,324 points on January 23, 1988.
- TIPS AND TRICKS -
* Warp:
When you start a new game, you may press the Siren button and start to get a Level 1-8 warp, or press Gun+Siren and start to get a Level 1-16 warp.
* High scores scrolling:
Right on the joystick to scroll down and Left to scroll up.
* During the preliminary level where you have to 'arrest' cones, to beat the timer and get the bonus after you arrest enough cones you can do a 180 and return to the start the way you came.
* 'SPOILER' All criminals:
Day 03, FREDDY FREAK, Small town USA bar ($1,000).
Day 05, CANDY GOODBODY, Dead man Corner bar ($2,000).
Day 07, BERNIE GASMAN, Highway 20 Forest Bar ($3,000).
Day 09, PHILLIP FUSE, Highway 30 overpass ($4,000).
Day 11, COOL HAND DUKE, Highway 00 in drinkerstown ($5,000).
Day 13, BUZZ GEIGER, Highway 40 past GasnGrub ($6,000).
Day 15, JOE KORNCOB, Highway 44 near GasnGrub ($7,000).
Day 17, LUIGI DE MUCCIO, Highway 50 at Milk Toast ($8,000).
Day 19, DICK SLOB, Highway 70 near aquaduct ($9,000).
Day 21, IGGY DINGDONG, Highway 70 ($10,000).
Day 23, JUAN FINGERS, Highway 70 Alpine Flats ($11,000).
Day 25, HANS OOP, Highway 99 Cactus Falls ($12,000).
Day 27, FAKE FRANK, Highway 10 Police Station ($13,000).
Day 29, SID SNIPER, Highway 70 overpass ($14,000).
Day 31, BILLY BOB JACK, Highway 50 near bar ($15,000).
- STAFF -
Designer: Mike Hally (MLH)
Programmer: Dave Theurer (DFT)
Graphic Designers: Alan Murphy (AJM), Mark West (MLW)
Sound Designers: Brad Fuller (BAF), Hal Canon (HLC), Earl Vickers (EAR)
Software Support: Russel Dawe (RBD), John Salwitz (JFS), Robert Weatherby (ROB)
Project Leader: Chris Downend (CAD)
Technician: Cris Drobny (CJD)
Marketing: Linda Benzler (LIB)
Hardware Support: Gary Stempler (GAS)
Management: Lyle Rains (LYL), Rich Moore (RCM), Dan Van Elderen (DAN)
- PORTS -
* CONSOLES:
[AU] Sony PlayStation 2 (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
[US] Nintendo GameCube (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcade Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[EU] Atari Lynx (1991)
[US] Atari Lynx (1991) "A.P.B. [Model PA2042]"
* COMPUTERS:
[EU] Commodore C64 (1989)
[EU] Sinclair ZX Spectrum (1989)
[EU] Atari ST (1989)
[EU] Amstrad CPC (1989)
[EU] Commodore Amiga (1989)
PC [MS-DOS] [US] (1989)
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] Space Lords Update submitted by Duc Nguyen
Space Lords (c) 1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136096
Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in October 1992.
- UPDATES -
REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16
REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23
REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29
- STAFF -
Game Design/Programmer: Ed Logg
Programmer: Bob Flanagan
Engineers: Sam Lee, Pat McCarthy, Tim Hubberstey, Brian McKee
Technician: Cris Drobny
Graphics: Sam Comstock, Chuck Eyler, Mark West, Rhiz Bugawan, Sean Murphy, Scott Sava
Audio: Brad Fuller
Music: Don Diekneite
Product Manager: Jerry Momoda
Team Leader: Chris Downend
Special Support: Lyle Rains, Dave Sheppard, Peter Lipson (Pete Lipson), Rusty Dawe, Mike Albaugh, Victor Mercieca
Cabinet: Dave Cook, Ralph Perez, Mike Jang, Ken Hata, Mark Gruber
Controls: Wade Winblad, Jerry Lichac
Harness: Stevie Landaverse, Carole Cameron
PCB: Leon Fritts
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Steel Talons Update submitted by Duc Nguyen
Steel Talons (c) 1991 Atari Games Corp.
A 1- or simultaneous 2-player attack helicopter simulation.
- TECHNICAL -
Game ID : 136087
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2101 (@ 12 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players: 2
Control: stick
Buttons: 4
- TRIVIA -
Steel Talons was released in August 1991. 900 units were produced in the USA and 250 in Ireland. The selling price was $9495 at its time of release.
According to Atari, Steel Talons represented the ultimate in 1991 game technology.
Steel Talons is a Same Name Like a GDI Forces Team Division The RTS Game in Command and Conquer Franchise EA Video Game in Command and Conquer 3: Kane's Wrath.
- STAFF -
Pilot (Design/Lead Programmer) : Ed Logg (Hot Shot)
Ordinance Officer (Programmer): Ed Rotberg (Gonzo)
Reconnaissance (Video Graphics): Sam Comstock (Mr. Wonderful), Chuck Eyler (Sparky), Nicholas Stern (Knuckles)
Morale (Sound): Brad Fuller (Indiana), John Paul (Rim Shot)
Chief Engineer (Hardware Design): Jed Margolin (The Potato)
Tactical (Management): Max Behensky (Scooter), Stephanie Mott (Bad Babe)
Signal Corps (Technical Support): Mike Albaugh (Dr. Bizzaro), Matt Kendall (Nuke), Peter Lipson (The Worm)
Security (Project Leader): Dennis Harper (Fretless)
Damage Control (Hardware Support): Erik Durfey (The Red)
Data Acquisition (Technician): Rob Rowe (Frogslayer)
Structural Engineer (Cabinet Design): Ken Hata (Hammerin')
Mechanics (Mechanical Design): Milt Loper (Uncle Milty), Wade Winblad (The Wizard)
Flight Instructor: Lance Hinkley (USAF)
Synthetic Flight Engineer: Al Ragsdale
Test Pilot (Lead Tester): Victor Mercieca (The Animal)
Liaison Officer (Marketing Manager): Linda Benzler (The Butcher)
Joint Chiefs of Staff (Software Support): Chris Downend (Jaws), Rick Moncrief (Pack Rat), Rich Moore (Schwarzkopf)
- PORTS -
* CONSOLES:
Atari Lynx (1991)
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] S.T.U.N. Runner Update submitted by Duc Nguyen
S.T.U.N. Runner (c) 1989 Atari Games Corp.
Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!
Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.
S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.
The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).
In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :
* Correctly driving on the fastest portion of the tunnel.
* Staying off side rails (of flat sections).
* Avoiding collisions with enemy vehicles.
* Running over 'boosts' for hyperspeed.
* Avoiding areas under construction.
In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed. Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.
Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.
The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.
Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.
A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.
In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.
When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.
Special Weapon : In selected races, a 'shock wave' is located along the way. If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.
Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.
Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.
Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.
* Boost Challenge
* Star Challenge
* Kill Challenge
In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.
Ultimate Challenge : For those players skilful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.
- TECHNICAL -
Game ID : 136070
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
S.T.U.N. Runner was released in September 1989.
S.T.U.N. stands for 'Spread Tunnel Underground Network'.
This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.
Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.
Levels are named :
1. Cake-Walk
2. Boost Boulevard
3. Blood Alley
4. Roller-Coaster
5. The Boost Challenge
6. Outer Drive
7. Ramp-Alot
8. Split Decision
9. Close Call
10. The Bonus Star Challenge
11. The Labyrinth
12. The Coat-Hanger
13. The Clover-Leaf
14. Mcnamara's Revenge
15. The Kill Challenge
16. Knee Jerk
17. 3-Ring-Circus
18. Probot Hell
19. Satan's Slalom
20. The Death Spiral
21. Figure 8
22. The Jigsaw
23. The Ultimate Challenge
Game staff names are in the default high score and challenge level score tables
Gunner Glenn = Glenn Mcnamara
Ranger Rick = Rick Moncrief
Dirty Don = Don Diekneite
Righteous Ralph = Ralph Perez
Happy Hata = Ken Hata
Kyoko = Kyoko Dougherty
Ranger Rick = Rick Moncrief
Who Ray = John Ray
Momo = Jerry Momoda
Uncle Milty = Milt Loper
Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).
- UPDATES -
REVISION 1 :
* Software version : 20.3
* Build date : Sat Sep 9 13 :56 :31 1989
REVISION 2 :
* Software version : 21.1
* Build date : Fri Sep 15 10 :53 :18 1989
REVISION 3 :
* Software version : 22.0
* Build date : Fri Sep 15 15 :51 :12 1989
REVISION 4 :
* Software version : 22.1
* Build date : Mon Sep 18 10 :47 :59 1989
REVISION 5 :
* Software version : 23.0
* Build date : Fri Sep 29 13 :55 :10 1989
REVISION 6 :
* Software version : 24.0
* Build date : Wed Oct 18 09 :50 :21 1989
REVISION 7 :
* Software version : 24.1
* Build date : Wed Oct 18 10 :29 :48 1989
REVISION 8 :
* Software version : 25.0
* Build date : Thu Nov 2 12 :21 :06 1989
REVISION 9 :
* Software version : 26.0
* Build date : Thu Nov 9 14 :07 :19 1989
REVISION 10 :
* Software version : 26.26
* Build date : Mon Dec 18 16 :30 :02 1989
REVISION 11 :
* Software version : 26.34
* Build date : Thu May 22 11 :31 :04 1990
- SCORING -
Destroying enemies :
Train : 25 points
Armored Drone : 50 points
Mag Cycle : 75 points
Lorrie : 100 points
Ornobot : 500 points
Chopper Bot : 500 points
Proton Bot : 1000 points
Radar Bot : 750 points
Terrigible : 10,000 points
On Level 1, each red star the player's ship runs over scores 50 points.
On Level 3 and after, each green star the player's ship runs over scores 500 points.
Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5).
At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock.
At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left :
6 shields : 8,000 points
5 shields : 4,000 points
4 shields : 2,000 points
3 shields : 1,000 points
2 shields : 500 points
1 shield : 250 points
0 shields : 0 points
Performing a warp scores 20,000 points.
When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed.
When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.
- TIPS AND TRICKS -
* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.
Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).
There is also a warp on level 9 which takes the player to level 14.
- STAFF -
Commissioner (Design) : Ed Rotberg
Transit Authority (Programmer) : Andrew Burgess
Tunnel Architect (Lead Artist) : Sam Comstock
Vehicle Engineer (Artist) : Will Noble
City Planning (Supporting Artist) : Kris Moser
Communications (Music) : Don Diekneite
Acoustics (Sound Effects) : Brad Fuller
Propulsion Engineer (Hardware Design) : Jed Margolin
Patriarch (Team Leader) : John Ray
Public Relations (Product Manager) : Jerry Momoda
Blue Sky (Technical Support) : Carole Cameron
Damage Control (Technician) : Glenn McNamara
Physicist (Software Design) : Max Behensky
Optics (Lead Software Support) : Stephanie Mott
Auxiliary Systems (Hardware Engineer) : Gary Stempler
Mathematics (Math Software) : Jim Morris
Chief mechanic (Mechanical Design) : Milt Loper
Backhoe Operator (Design Support) : Erik Durfey
Overlord (Assistant Design Support) : Mike Hally
Chainsaw (Cabinet) : Ralph Perez
Bondo Man (Cabinet Design) : Ken Hata
Xacto Bladerunner (Technical Support) : Kyoko Dougherty
Pub Runner (Technical Support) : Andrea Dencker
Widget Artist (Management) : Mary Sumner
The Ancient One (Support) : Rick Moncrief
- PORTS -
* CONSOLES:
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
[US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3"
[US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
[EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3"
[EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* HANDHELDS:
Atari Lynx [US] (1991) "S.T.U.N. Runner [Model PA2060]"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1990) by Domark
[EU] Sinclair ZX Spectrum (1991) Budget edition by Erbe Software
[EU] Commodore C64 (1990 by Domark
[EU] Commodore Amiga (1990)
[EU] Atari ST (1990)
[EU] Amstrad CPC (1990)
PC [MS-DOS] [EU] (1990)
[EU] Commodore C64 (1991) Budget edition by Hit Squad
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Road Blasters [Upright model] Update submitted by Duc Nguyen
Road Blasters (c) 1987 Atari Games.
Road Blasters is a futuristic driving game in which the player must navigate a sports car through 50 different races without running out of fuel. Extra fuel is collected by driving over the red or green spherical fuel pods that litter the tracks (or is sometimes dropped by destroyed enemy vehicles).
Each race features a midway point, denoted by a road-crossing type pattern. At this point, the amount of fuel in the main tank is restored to what it was at the beginning of the race (the amount of fuel in the main tank given at the start of a race varies throughout the game). The amount of fuel in the reserve tank, however, is not restored.
When a player gets low on fuel in their main tank, a fuel light will blink and an alarm will sound. Once the main tank is empty the reserve fuel is used. The player's car is armed with a machine gun which can be used to shoot and destroy rival racers, although not all enemy vehicles can be destroyed (the purple car, for example, is indestructible must simply be avoided).
Power-up weapons are occasionally air-lifted in and dropped from above, these must be 'caught' by the player to increase firepower. Collision with enemy vehicles result in the immediate destruction of the player's vehicle, resulting in a loss of fuel as the vehicle is replaced. The roadside is also populated with enemy gun emplacements that shoot at the player, a direct hit from these also results in the loss of a player vehicle, although the turrets themselves can also be destroyed.
The player also encounters numerous indestructible obstacles, including mines, boulders, floating spiker balls and oil slicks, the last of which will cause the player to lose control for a moment if hit. There is no limit to how many times a player can receive a new car to complete a race, as long as they have fuel.
- TECHNICAL -
[Upright model]
Game ID : 136048
Runs on the "Atari System 1" hardware.
Players: 1
Control: dial
Buttons: 3
- TRIVIA -
Road Blasters was released in March 1987.
2,906 Upright units were produced in the USA.
Also released as "Road Blasters [Sit-Down model]".
For a limited period after the game's release, players could win a free Atari T-shirt by completing all 50 levels.
Road Blasters was the last of the Atari System 1 games made. The original name of Road Blasters during its design was 'Future Vette'.
This game appears, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- TIPS AND TRICKS -
* Shoot cars using a single shot instead of holding down the fire button to increase the bonus multiplier.
* Crash into roadside cannons instead of shooting them for 8,000+ points. This will greatly increase reserve fuel, which is awarded at the end of a rally based on score.
* If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16,000 - 20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time.
* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible.
- STAFF -
Tactical Command (Programmers): Bonnie Smithson, David Wiebenson, Robert Weatherby
Camouflage (Graphics): Mark Stephen Pierce, Kris Moser (Kristine Moser)
Communications (Sound Design): Brad Fuller, Earl Vickers
Air Support (Hardware Engineers): Sam Lee (Sam Ly), Don Paauw, Mike Albaugh, Jim Morris
Ground Support (Mechanical Design): Milt Loper, Gerald Lichac, Mike Jang, Dave Cook
Reconnaissance (Marketing Manager): Linda Benzler
Strategic Command (Software Support): Rich Moore, Lyle V. Rains
Team leader : John Ray
- PORTS -
* CONSOLES:
[EU] Nintendo NES (1990) "RoadBlasters [Model NES-VE]"
[US] Nintendo NES (jan.1990) RoadBlasters [Model NES-VE]"
[US] Sega Genesis (1991)
[JP] Sega Mega Drive (feb.28, 1992) "RoadBlasters [Model T-48023]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
* HANDHELDS:
Atari Lynx [US] (1990) "RoadBlasters [Model PA2036]"
* COMPUTERS:
[US] Commodore C64 [EU] (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Atari ST (1988)
[EU] Commodore Amiga (1988)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Off The Wall Update submitted by Duc Nguyen
Off The Wall (c) 1991 Atari Games Corp.
Off the Wall is an arcade game produced by Atari and released in North America in 1991. A modern remake of Breakout, this game introduces many new gameplay features to the bat-and-ball genre, and it incorporates some elements from Pong as well. It supports up to three players simultaneously (though most cabinets only support two), and the game's graphics include many backgrounds modeled after modern abstract art.
The objective of Off the Wall is to score as many points as possible by destroying square blocks in a never-ending series of levels. The player controls a paddle using an analog knob or a joystick (depending on the machine configuration). The paddle moves along one edge of the playfield, and a ball flies around the playfield and bounces off the walls and the paddle. When a ball hits a block, the block disappears (unless it is indestructible). A square exit is placed on the screen, and directing the ball into this exit causes all remaining blocks on the screen to self-destruct, awarding bonus points and advancing the player(s) to the next level.
The ball occasionally splits in two (in multiplayer games, three balls may be on the screen at once), and the player can put spin on the ball, causing it to move in a curved trajectory. The player loses a life when the last ball on the screen moves past the player's paddle, though in some circumstances, the game gives the player a second chance. The game is over when the player has lost all of his or her lives.
As levels progress, the game introduces new features that make the game more complex and challenging. These features include blocks that move randomly or in circles, various powerups, indestructible blocks and bombs, blocks that parachute or fly in to replace destroyed blocks, objects that change the ball's speed and trajectory, and guns that can shrink the players' paddles. Depending on the number of players in the game, some levels may be skipped due to the exit being along one player's edge of the playfield. In multiplayer games, a bonus round occurs periodically where players compete directly against one another in an exact clone of Pong. The winning player earns an extra life.
- TECHNICAL -
Game ID : 136090
Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)
Players : 3
Control : dial
Buttons : 4
- TRIVIA -
Off The Wall was released in October 1991 as a conversion kit. 500 kits where produced in the USA and 250 in Ireland.
The selling price was $895 at its time of release.
If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'.
- STAFF -
Project Leader: Kelly Turner (KFT)
Programmers: Norm Avellar (NLA), Kelly Turner (KFT)
Engineers: Pat McCarthy (PAT), John Moore (JMM)
Animators: Kris Moser (KEM), Chuck Eyler
Technician: Glenn McNamara (GAM) (GFM)
Sound FX: Brad Fuller (BAF)
Music: John Paul (JFP)
Controls: Jerry Lichac
Team Leader: John Ray (JMR)
Product Manager: Jerry Momoda (JMM)
And special thanks to: Farrokh Khodadadi, Cris Drobny, Tim Hubberstey (TJH), Dave Cook, Sharon, Mark, Riz (RI ), Bridget, Leon, Minh Nguyen, Karen, Emmette (ES ), Steve, Dave, Mike, Jim
Others from high score table: Sam Comstock (SMC)
- PORTS -
* CONSOLES:
Nec PC-Engine (unreleased prototype)
Sega Game Gear (unreleased prototype)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Snake Pit [Model 0B11] Update submitted by Duc Nguyen
Snake Pit (c) 1984 Bally Sente.
Player controls a whip-cracking, Indiana Jones-like adventurer called Outback Jack who searches through an ancient temple for treasures while fighting off snakes, scorpions and other attacking creatures.
- TECHNICAL -
[No. 0B11]
Bally / Sente SAC-I hardware
Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 1
- STAFF -
Program designer: Lee Actor
Graphics designer: Mark McPhee
Sound designer: Gary Levenberg
With support from: Rich Adam (RDA), Max Behensky (MRB), (PAD), (JLD), (LMD), Howard Delman (HAD), (RGF), (LMF), Martin French (MLF), Tian Harter (TH), Roger Hector (RDH), Jon Kinsting (JWK), Dennis Koble (DJK), (KAK), (WGM), (RM), Pete Mokris (PVM), Victor Penman (VRP), (LMP), (RLP), (CRP), (LAR), (TLR), Dave Ross (DJR), Ed Rotberg (EDR), (MBS), (DES), (GVS), (JMT), (LBT), (EJV), C. Verhargh (CMV)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Shuuz Update submitted by Duc Nguyen
Shuuz (c) 1990 Atari Games.
A horseshoes game.
- TECHNICAL -
Game ID : 136083
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)
Players : 1
Control : trackball
Buttons : 2
- TRIVIA -
Shuuz was released in October 1990 in the USA. This is Atari's attempt to break into the 'bar' market.
The game is very rare, only 40 dedicated units were produced. The selling price was $1895. Also, 60 conversion kits were produced in the USA and 23 in Ireland. The Kit selling price was $995.
- UPDATES -
REVISION 1 :
* Software version : 7.1.
* Build date : Fri Oct 12 15 :35 :31 1990
REVISION 2 :
* Software version : 8.0.
* Build date : Fri Nov 2 12 :03 :22 1990
- TIPS AND TRICKS -
* Hint : Tempo plays a big part in the throw, forward motion should match backwards motion in speed or you'll go over the stake.
* A Tip : You can actually control the path of the horseshoe 'in the air' roll the trackball left or right to 'nudge' the flight path.
* A Trick : If you just hit the control key without setting your name after getting a high score, some of the default names you'll get are 'rat', 'dog', 'pig', 'rad'.
- STAFF -
Team Leader : John Ray
Design and Programmers: Mike Albaugh, Peter Lipson, Ed Rotberg
Engineer: Sam Lee
Technician: Cris Drobny, Rob Rowe, Minh Nguyen
Art: Bridget Erdmann, Sam Comstock
Hardware Engineer: Tim Hubberstey
Hardware Design: Pat McCarthy
Sound Design: John Paul
Special Thanks: Sid, Lefty, Joe
Product Manager: Jerry Momoda
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Blasteroids Update submitted by Duc Nguyen
Blasteroids (c) 1988 Atari Games Corp.
Blasteroids is a 1 or 2-player update of Atari's seminal "Asteroids", where the object of the game is to clear all sectors of the asteroids and enemy ships. Once this task is completed, the player goes on to battle Mukor - the "boss" asteroid who rules all galaxies - and destroy him.
The player's ship appears first in the center of four vortices, he or she must chose which vortex they wish to enter, which then transports them to a sector of their chosen star system.
Unlike in "Asteroids", the player ship has a finite amount of fuel which must be replenished as often as possible. This is achieved by destroying specifically-colored asteroids which turn into collectible crystals. Not all sectors contain the crystal-bearing asteroids, however, and if the player runs out of fuel, a ship is lost. The game contains three different ship configurations and the player can switch between them at any time during a level. The three configurations are : Speeder (small and fast, but weak), Fighter (medium speed and strength) and Warrior (large and strong but very slow).
Additional power-ups can be collected to improve the player's chances, some of the items available are : additional guns, larger fuel tanks, crystal magnets and impervious shields. Some of these add-ons are time-limited while others last until the player's current ship is destroyed. In the asteroid field, there are also 'popcorn' asteroids; small blue rock formations that grow larger and travel faster with each hit they take until they become large, non-moving objects on the screen. These obstacles must be avoided since hitting them will drain all of the ship's fuel, costing the player a life. A popcorn asteroid can not be destroyed. Hitting anything other than bonus power-ups and energy crystals costs precious fuel. Clearing a sector of all of its asteroids takes the player back to a screen and shows a preview of all of the cleared and uncleared sectors in this star system. Some sectors are marked as "unknown" and no preview is offered for these levels. From here, the player can choose which system they wish to tackle next. All systems need to be cleared before the player is given the chance to battle against Mukor himself. To kill Mukor, the player must eliminate each of the volcanoes with multiple blaster hits. Destroying a volcano causes Mukor to release bonus power-up items, and destroying all of the volcanoes causes Mukor to flee, returning the player to the selection vortices.
Later, after all other sectors have been cleared, the player will eventually have to face Mukor again and this time, the enemy boss will have to be destroyed. After Mukor has been destroyed, the game ends.
In the simultaneous two-player game, the first person to fly their ship into a vortex chooses the star system to which the players go. A unique feature of two-person play is the docking of ships : to dock, one player must transform their ship to the largest size while the other transforms to the smallest. By touching the two ships together, they dock and form one large ship. The player originally with the larger ship now controls the speed and direction of the docked ship and can fire straight forward. The player with the smaller ship controls a turret that can rotate and fire independently of the main ship. The dock is broken when the player with the small ship hits their 'thrust' button.
- TECHNICAL -
Cabinet dimensions :
70 in. (178 cm) high
26.75 in. (70 cm) wide
34.38 in. (87 cm) deep
Cabinet weight : 302 lbs (137 kg).
Game ID : 136057
Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)
Players : 2
Control : dial
Buttons : 4
- TRIVIA -
Blasteroids was released in February 1988, even if the title screen says 1987.
2,000 units were produced in the USA. The selling price was $2,345.
The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward, and it didn't receive the fine-tuning that was originally planned.
Background space-scapes, pictures of space ships, asteroids and other obstacles are actually digitized pictures of real-life objects. The asteroids were digitized by non other than ILM (Industrial Light and Magic), Lucasart's industry-leading special effects company.
Mark Twitty holds the official record for this game with 2,773,840 points on April 20, 1988.
- UPDATES -
The prototype version of Blasteroids has the programmer's head (Ed Rotberg) hidden in it.
- TIPS AND TRICKS -
* Ed Rotberg (Prototype version only) : To find his head, start a game on medium difficulty... complete the first wave, then pick the upper right hand wave next. Shoot the blue crystal rocks until they turn into spinning heads.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Captain (Design): Ed Rotberg
First Officer (Programmer): Peter Lipson
Chief Engineer (Hardware): Gary Stempler
Xenobiologist (Artist): Sam Comstock
Damage Control (Technician): Rob Rowe
Leech Commander (Support): Mike Hally
Comm. Officer (Sound Designer): Brad Fuller
Purser (Software Support): Mike Albaugh
Security (Project Leader): Chris Downend
Special Thanks to: Alan J. Murphy
- PORTS -
* COMPUTERS:
[US] Commodore C64 [EU] (1988)
[EU] Amstrad CPC (1989)
[EU] Atari ST (1989)
[EU] Commodore Amiga (1989)
MSX [EU] (1989)
[EU] Sinclair ZX Spectrum (1989)
* OTHERS:
Apple iPhone/iPod [US] (aug.5, 2009) [Model 326573077]
- SOURCES -
Game's ROM.
Game's picture.