All Atari Consoles and Computers

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All Atari Consoles and Computers

You can never get enough information and pictures of Atari computers right, am I right guys! Well here we have Imgur user zadoc with a information and images on all the Atari console and computer systems. It’s like porn for classic computer geeks like me!

Here is a sample.

1975 – Home Pong

Home Pong

Pong has a long history going back before the 1972 release of the arcade version which popularized video games. “Home Pong” is a game changer in the home console market, previously occupied by only the Magnavox Odyssey. Unlike Odyssey, this game has a microchip; it’s a computer and can keep score. Pong was ready to go in 1974, actually, but Atari could not find anyone to sell it. People thought it was too expensive and no one would want to play it.

After a year Atari agreed to let Sears sell it through their sporting goods catalog. That’s why the first version of Home Pong carries the Sears Tele-Games brand. In 1976 Atari was able to release it under their own brand, and that’s the version pictured here. Between 1976 and 1977 several variations of Pong consoles would be released by Atari.

Pong Doubles, Super Pong, Super Pong Pro-Am, Super Pong Pro-Am Ten, Ultra Pong, and Ultra Pong Doubles. All are variants on Pong, some are up to four players. It would not only be Atari to release a slew of Pong consoles.

Aside from 1972’s Magnavox Odyssey, the entire first generation of video game consoles would be almost nothing but dedicated consoles. Magnavox made a slew of Odyssey models, Coleco made numerous models, as did APF, and dozens of companies you’ve never eve heard of. The craze ended in the first video game crash, as everyone got sick of these things and it became apparent that “programmable” consoles were the future. We’ll look at non-pong dedicated consoles that Atari released, but not every single Pong variant.

Check out the rest here – All Atari Consoles and Computers


Kasumi Ninja

Kasumi Ninja - Atari Jaguar

Kasumi Ninja is a fighting game that I unfortunately find fairly repellent. As soon as you boot it up, it’s clear that the game has an almost worrying fixation on blood.

Kasumi Ninja - Atari Jaguar

I’m aware that many classic fighters – Mortal Kombat springs to mind – use gore to give fights more of a violent edge, but Kasumi Ninja goes way overboard.

Kasumi Ninja - Atari Jaguar

Blood trickles from the top of the menu screens, for example – which doesn’t make the game feel sinister, just feel incredibly cheap and second rate.

Kasumi Ninja - Atari Jaguar

Diving into the story mode, things struggle to improve. The character select is viewed from a first person perspective, with one of the choppiest frame rates i’ve ever seen. It’s not like much is going on in this section, so I have no idea why it chugs along at such an alarming rate.

Kasumi Ninja - Atari Jaguar

Pick your ninja and opponent, and you can then begin your fight (in an unusually nice touch the game classes your foe as being played by the ‘Jaguar’ rather than ‘CPU’), which is introduced by an unintentionally amusing oriental style announcer.

Kasumi Ninja - Atari Jaguar

Fights take place in a range of very 16-bit looking environments, and where you fight seems to depend on your opponent. This brings me onto my next point – what exactly is up with the oddball characters used here?

You can play as a ninja, fitting in with the game’s title, but your foes can range from deranged Scotsman to scantily clad seductress.

There’s even a woman who’s an assistant Defence Attorney by day, and a fighter by night. I mean, what the heck? Why not call the game ‘Kasumi Random Selection of Weirdos’ instead of ‘Kasumi Ninja’ – it would be far more accurate at least.

The game fatally contradicts itself in tone in this regard – the light hearted nature of the characters is offset by the gore used throughout, making the title feeling a tacky mess as result.

It doesn’t help that the fighting itself is atrocious, with controls that you’ll struggle to grasp with any ease. You’ll probably have long since lost interest before you begin to ‘master’ the special moves.

Kasumi Ninja is most definitely your best bet if you’re looking for a fighting game on the Jaguar – but that is ultimately saying very little indeed.

Tengen Tetris


Tengen Tetris

Yes it’s finally back, another retro game of the week entry! Yay…horray….OK..seriously, this week we are going to look at a wonderful game full of magic and adventure(aren’t most games full of that and then some?) And of course tell you why you should check it out. After Gimmick! you had to think of more titles that made the NES a classic and which one made you think of the NES the most? Probably a game that wasn’t around for a while, Tengen Tetris. This game is very unique in a couple of ways. This version of Tetris is actually a lot better than the official Nintendo release. The game was only released for a short time so there are fewer copies than the millions of official Tetris copies out there. Did I mention it’s two players? YESSSSSSSSSSSSSSSS!!!

tengen tetris

If you want to play a good Tetris game for your old 8 bit friend then Tengen Tetris FTW! So there is not much to say….there are so many other Tetris games for multiple platforms, it’s the phenomenom that will never die but as far as the NES, This is a winner.

Check out this episode of Play Value as it talks about the history of Tetris!

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Rolling Thunder

Rolling Thunder - Arcade Gameplay Screenshot

Rolling Thunder (1986)
By: Namco  Genre: Run ‘n’ Gun  Players: 1  Difficulty: Medium-Hard
Featured Version: Arcade  First Day Score: 86,120
Also Available For: Nintendo NES, Atari Lynx, Commodore Amiga, Atari ST, Commodore 64, Amstrad CPC, ZX Spectrum
Download For: Wii Virtual Console

Good old women, you can always rely on them getting themselves into some sort of trouble, can’t you! In the case of this mid-80’s Namco classic it’s Leila Blitz, an agent of Interpol’s espionage unit, Rolling Thunder, who’s gone and got herself abducted by a highly mysterious society called Geldra. Now it’s down to you as Albatross, a fellow Rolling Thunder agent, to defeat Maboo, leader of Geldra, and rescue her before she’s ravaged or something else equally dastardly. This involves making your way through ten stages filled with apparently infinite hooded ‘Maskers’ as well as several other kinds of enemies. The stages are all based in various parts of New York and are split into two groups of five – after you’ve completed the first five stages, they’ll repeat but with more numerous and more aggressive enemies.

Rolling Thunder - Arcade Gameplay Screenshot
Our hero, Albatross, tackles all of these stages on foot and is initially armed with a simple pistol which can of course hold a highly unrealistic number of bullets, but they’re not infinite. Many parts of the stages are multi-tiered and Albatross can leap up to and down from different floors (a nice idea later ‘borrowed’ by Shinobi), and he’s often forced to by strategically-placed obstacles. Most of these sections feature doors and it is from these that many of the enemies originate. Handily, you can also enter the doors to hide from the hoodlums for a while too (not for too long though – you’re on a pretty tight time limit!). Some of the doors will, upon entering them, award you with bonuses such as extra time, health, etc, and some appropriately marked ones will also top-up your bullet supply or award you with a machine-gun and relevant bullets which can also be topped-up.

Rolling Thunder - Arcade Gameplay Screenshot

A vast majority of the enemies are ‘Maskers’ who look like multi-coloured Klan members and it is the colour of their outfits that determines their strength and attack patterns. There are also several other kinds of enemies such as ape men, ninjas, and mutant bats and they can all cut Mr. Albatross’ mission short in a hurry. He has a life-meter which is halved upon contact with an enemy but if he is hit by enemy fire, death will be instant. Most of the Maskers can shoot at you while others prefer to throw grenades, and some of them take more than one hit to put down. If you somehow manage to run out of bullets, you’ll only be able to fire one (very slow) bullet at a time, but luckily ammunition is rarely scarce so you can generally pepper the screen with bullets wiping out lots of Geldra scum without concern. It’s worth pointing out though, that the enemies regenerate and if you were to stand still there would be an endless stream of them wandering onto the screen so it’s best to keep moving!

Rolling Thunder - Arcade Gameplay Screenshot

I have some great memories of this game. I spent a lot of time playing the Speccy version after receiving it as part of the Giants compilation but I always found it pretty tough going and I don’t think I progressed much further than the second or third stage! I was therefore pretty surprised to find that this arcade original is actually a little easier! It plays superbly too – Albatross controls well with his movements flowing together nicely. You’ll need fast reflexes to do well here but there’s rarely a death that isn’t your own fault (although it’s annoying that you can’t fire while jumping). It is a little repetitive though – the graphics are nicely detailed (Albatross looks pretty cool!) and the music and effects are decent enough, but the basic stage design varies little, much like the enemies. It’s definitely an addictive game though, with some great ideas (like the hiding antics!). Rolling Thunder is deservedly regarded as a classic but it has aged a bit now. That said, it remains a very enjoyable, fast-paced platform shooter with a great atmosphere throughout.


RKS Score: 8/10

Super Sprint

Super Sprint - Title Screen

Super Sprint (1986)
By: Atari Genre: Overhead Racing Players: 3 Difficulty: Medium
Featured Version: Arcade
Also Available For: NES, Atari ST, Commodore 64, Amstrad CPC, ZX Spectrum

The overhead viewed racing game certainly didn’t start with Super Sprint – the genre goes right back to the pre-microprocessor, black and white games of the 70’s – but it’s possibly the most fondly remembered example of this all but dead genre. In the eighties and early nineties, there were a lot of these games around. Some were variations on Super Sprint, such as Super Off Road, others experimented with games that only showed a small part of the course at once, such as Motoroader for the PC Engine and, of course, Micro Machines (most popular on Amiga and Megadrive), which required lightning reactions by the player, and there were some which were viewed from an isometric viewpoint like Rock ‘n’ Roll Racing for the SNES. All of these variations on the original blueprint were exciting and good fun, esepcially in multi-player, and I’ll be looking at some of them later in this series of features, but it’s Super Sprint and its sequel, Championship Sprint, that old timers like me most fondly recall.

Super Sprint - Select Screen

There can’t be too many people that don’t know all about Super Sprint, and there’s not really too much that you can say about it. It was a simple game, even compared to others of the time. It’s based on either Formula One or Indy/Cart racing (probably the latter considering how unpopular F1 is in the US) and can be played by between one and three players simultaneously, whilst a fourth ‘drone’ car is controlled by the computer. This was before the days of linking machines together of course, so this is achieved by presenting each course in its entirety from an overhead perspective. The races are contested over four laps by four cars regardless of how many human players there are. If there are less than three players, the remaining places are taken by additional drone cars. Though there are only eight courses, the competition can go on for as long as the player(s) like, since the courses just keep repeating over and over again. The object is obviously to finish in as high a position as possible, but only the first three positions score points; the higher the position, the more points are awarded, but if you finish fourth, you’ll soon have to insert (giggity) more coins.

Super Sprint - Gameplay Screenshot 4

As can be seen from the screenshots, each of the courses feature a wide track, and they pretty much fill the screen. Since the whole course has to be shown at once, however, there are lots of bridges and sharp corners (including some 180 degree, and even a few 270 degree turns!). There are also a few features that are not exactly common on F1-style circuits. Some of them hinder your progress such as jumps (if you fluff it, at least!), tornadoes (which make your car spin around if you drive near them), and pools of oil (which do something similar to tornados), and some are there to help you like short cuts, bonus points, gold wrenches and gates. Not all courses have gates but when they are present, they allow you to take further short-cuts. Beware though – the gates aren’t always open – they open and close in regular patterns (and often seem to favour the computer-controlled cars). If you head towards one at high speed and it closes just as you get there, you often can’t avoid it in time and…….. BOOOOOM!

Super Sprint - Gameplay Screenshot 1

When you start the game you don’t get to choose which car you want to drive as they’re all identical (except their colour), but every time you pick up three gold wrenches, you can choose one of four upgrades. Three of them – higher top speed, turbo acceleration, and super traction – can only be chosen up to five times each, but the other, which gives you bonus points, can be selected as often as you like. Be careful if you upgrade your speed too much though, as hitting a wall too fast will result in your car exploding. A replacement is soon ‘choppered’ in enabling you to continue on your way, but it all takes time. It’s also possible to make the others cars crash by driving into them and knocking them into the wall, but, perhaps unsurprisingly, they can also do this do your car.

Super Sprint - Gameplay Screenshot 2

As mentioned earlier, Super Sprint was a pretty simple game, even back in 1986. There’s precious little music (including none in-game) and a few weak effects, and, while the colours are bold and the title and presentation screens are nice enough, the graphics aren’t particularly impressive either. The courses all look damn near identical (aside from their layout, obviously), the cars and other objects are all small and not especially detailed, and animation is almost non-existent, but this is one of those games that doesn’t need flashy or detailed graphics to be playable. Even far more modern variations on the theme don’t usually look particularly great – playability is all that counts here, and fortunately Super Sprint has that by the bucket-load. The cars here handle very precisely and have tight and quick turning circles. In fact, since the track is mostly very wide (compared to the cars) it’s easy to turn too sharply and end up driving backwards or something! This just adds to the fun when racing against friends though, and is rarely annoying. What is a little annoying, however, is something that’s commonly annoying in racing games – the computer-controlled cars. They’re inconsistent in their performance and are ‘magically’ unaffected by the hazards present on each circuit, like the tornados, but this was always intended as a multi-player game anyway. The courses are nicely designed for the most part though, and are varied enough in their layout to keep things interesting too.

Super Sprint - Gameplay Screenshot 3

Racing/driving games are among the most enjoyable multi-player games there are today. The strong sense of competition, not to mention the ability to fight dirty by making your friends crash, have helped to prolong the lifespan of many games that would otherwise have started gathering dust long before, and this game proves that this has been the case for almost as long as there has been videogames. They may have changed dramatically over the years, particularly as far as their appearance is concerned, but their roots run deep, so to speak. Super Sprint may be almost 25 years old but it has stood the test of time better than many much newer titles.

RKS Score: 8/10