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namepublisher(developer)year arrow_downwarddescription
Asteroids Atari1982CX-5201
1player, 2 players, 3 players, or 4 Players simultaneous in any combination of competitive, cooperative or team play.
Its not vector. Besides the multiplayer options it the same as the [game=#5207]2600 version[/game]. Shoot the asteroids into pieces and shoot the pieces into itty-bity pieces, and then (due to 8-bit physics) they disappear when shot. Destroy them all and the screen fills up with asteroids again. Watch out for the occasional UFO. Move around with thrusters if you want, or teleport to a random place, or even shift phase to pass through solid objects.
Tod Frye programmed [game=#107963]the Atari 8-bit version[/game] which is practically identical to this one but says he did not port it to the 5200.
In the history of home videogames, this game is the only launch title never to be released. This North America NTSC prototype was finished, boxed and ready for production. All according to Atari's ads, catalogs and announcements of launch titles. But at the last minute, canceled.[spoiler= ; ][/spoiler]
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Centipede Atari1982CX-5215. Rarity 1 Common. North American NTSC. 1 player or 2 players alternating. A variation of the space invaders concept. Use your wand to turn the bugs into self healing mushrooms that clutter up the playfield. Zap the Centipede in the middle and the leftover segments will start exploring the screen independently. Other types of bugs attack also; each with their own patterns. Only one trak-ball controller is needed for a 2 player if trak-ball mode is used; both player take turns using it. in controller mode, player 1's controller is plugged into port 1, and player 2's in port 2.
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Defender Atari1982**THE PLANET'S FATE IS IN YOUR HANDS

THE THRILL OF THE ARCADE GAME**

Landers, Bombers, Baiters, Pods, and Swarmers. The alien attack has come, and defeat at the hands of crazed invaders threatens the humanoids. Their only hope is the spaceship, Defender. Armed with smart bombs and able to shift into hyperspace, Defender evens the score only to become the object of another foul attack: kidnapped humanoids transformed into killer mutants!***[media=youtube]5rm-FVsBVcI[/media]***CX-5218. Rarity 1 common. North America NTSC. 1 player or 2 players alternating. Its a side-scrolling shooter with a twist, there's stranded astronauts to rescue amongst the battlefield. Enemies can capture the astronauts too and turn them into hostile mutants if you don't destroy the enemy first. Be sure to catch any falling astronauts before they go splat.

[b]Controls[/b]:
This game uses overlays

[size=75][ONE PLAYER][/size]
[size=120][b]1[/b][/size][code]= EASY [/code][size=120][b]2[/b][/size][code]=NORMAL [/code][size=120][b]3[/b][/size][code]=HARD[/code]
[size=75][TWO PLAYER][/size]
[size=120][b]4[/b][/size][code]= EASY [/code][size=120][b]5[/b][/size][code]=NORMAL [/code][size=120][b]6[/b][/size][code]=HARD[/code]
[size=75][DURING GAME PLAY PRESS ANY
KEYPAD BUTTON TO ENTER HYPERSPACE][/size]
[size=120][b]7[/b][/size][code] =[BLANK] [/code][size=120][b]8[/b][/size][code]=[BLANK] [/code][size=120][b]9[/b][/size][code]=[BLANK][/code]
[size=140][b]∗[/b][/size][code]=[BLANK] [/code][size=120][b]0[/b][/size][code]=Demo [/code][size=120][b]#[/b][/size][code]=[BLANK][/code]
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Galaxian Atari1982
[125]***CX-5206. Rarity 1 common. North America NTSC. 1 player or 2 players alternating. When using controllers, player uses a controller in port 1 and player 2 in port 2. When using a Trak-Ball controller, each player takes turns while it stays plugged into port 1.
The game in between [game=Space Invaders]Space Invaders[/game] and [game=Galaga]Galaga[/game]. This version was originally announced as a "SuperSystem exclusive" but as we all know, Galaxian conversions eventually came live on most home systems. Shoot the formation of aliens and dodge their periodic kamikaze attacks. Or for the ultimate challenge ram them back (the single pixel on the tip of your ship is lethal if used precisely.)[spoiler=Hint;Hint]When a flagship is destroyed the fleet will morn by not firing for a moment.[/spoiler]
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Missile Command Atari1982CX-5202. Rarity 2 Common+. North America NTSC. 1 player or 2 players alternating. Only one trak-ball controller is needed for 2 player games. If trak-ball mode is used; both player take turns using it. In controller mode, player 1's controller is plugged into port 1, and player 2's in port 2.
Like the [game=#128]arcade version[/game] but with only one tower and a new color scheme. Blowup incoming nuclear missiles with your anti-missile-missile that leave a huge expanding then retracting detonation cloud. Save as many cities as you can. Ignore the nuclear fallout that will kill everyone eventually anyway. Control your aim with the coordinate-mapped joystick or use a Trak-Ball controller.[spoiler= ; ][/spoiler]
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Qix Atari1982CX-5213. Rarity 2 common+. North America NTSC. 1 player or 2 players alternating.
A simple plan. Draw a line using only 90° angles to close off a section of the play field. But, watch out for the Stix. A set of lines that bounce around the playfield. If they touch you or your line before you are finished you will lose a life. And there is the Fuses. You can elect to draw lines fast or slow. If you choose fast, you'd best stick with that choice because the fuses will be ignite the beginning of your line and follow it right to you. Finally, Sparx move about you old and new lines trying to get up close and personal. In higher levels, their are more Stix. Points are doubled if you can divide the Stix into different areas. Tripled for dividing 3 Stixs, and so on.
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Space Invaders Atari1982[media=youtube]uQdqMfw9iuU[/media]***CX-5204. Rarity 1 Common. North America NTSC. 1 player or 2 players alternating.
Aliens march in formation in the sky. Left, down, right, down, repeat. The less of them in the sky the faster they go. They will all shoot you, so shoot them all first. You can hide under shields until enemy fire (or your own) has destroyed them.

Features:
Fast bomb mode
Homing bomb mode
Aliens start off-screen

Controls:
The Trak-ball option offers better movement control than the joystick option.

Sound:
As usual, sound indicates the current speed of the invader. An added feature is that volume is louder, if aliens are closer.

Hints:
Eliminate an entire column on the edge of the formation and it will take longer for the formation to advance towards earth. The trade-off is, they get to shoot at you for a longer amount of time.
Try not to leave one lone alien, as it will move vary quickly and be hard to shoot. Instead try and line up two aliens next to each other, then shoot them both in rapid succession.
Always have a better player nearby to shoot that last ship for you if the above trick fails.

Trivia:
To date (2007-08-07), there have been no hacks to improve this version of [game=Space Invaders]Space Invaders[/game]
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Super Breakout Atari1982CX5203. Rarity 1 common. North America NTSC. Trak-Ball or joystick controllers. 1 player, 2 players, 3 players, or 4 players alternating (1 or 2 players simultaneous). Uses the extra ports on 4 port machines for 3 or 4 players.
Maneuver the paddle at the bottom of the screen to keep the bouncing ball in the play field. You score points for every brick the ball hits. The ball will bounce at different angles depending on where it strikes the paddle. This version of the game offers improvements over the [game=#261]original[/game]. 'Breakout mode' is identical but 'Progressive mode' slowly scrolls the bricks toward the player as the ball picks up speed. 'Double Breakout' mode gives each player two synchronized paddles and two balls. 'Cavity mode' traps two balls inside the wall of bricks that can be freed into the play field. The goal of every variation is to eliminate all the bricks. As with other versions, the ball will speedup after striking a brick in the 7 row and your paddle will become smaller after the ball hits the far boundary of the play field. There is no easy mode ([url=search?fvisu=description&fname=super breakout&fprod=atari]like other versions[/url]). You will also get a rating of your play at the end of each game.

Control:
If you have a good joystick then control is excellent. You can move the paddle to any point on the screen as fast as you can move your hand. Position of the stick equals position on the screen. However, if your joystick is bad, this game will suffer more than any other. You paddle my not go all the way to each edge of the play field, you might find that only a narrow range of the stick movement applies to the paddle, and/or your paddle may jitter terribly. A trak-ball controller will fix most these issues. A disadvantage of the trak-ball being that you must guestimate the spin needed to move from one point to another thus more expertise is necessary. A homemade paddle controller is also an option to replace the joystick.

Scoring:
There are 8 rows of bricks that are 14 bricks wide. Except for progressive mode which scrolls sets of 4 rows at the player with gaps between each set. Gold=1, red=3, blue=5, and green=7. When two balls are in play, bricks are worth double points. Trippe points for three balls in play. A score under 100 gets you an "Oops" rating. Scores up to 200 are rated "Average", above 300 are "Good", and there are additional ratings for higher scores than 400.
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Pac-Man Atari (Namco)1982[media=youtube]FWRs6X3y310[/media]***CX-5208. Rarity 1 Common. North America NTSC. 1 player or 2 players alternating.
The home version of [game=#20267]Pac-Man[/game]. Eat all the pellets in the maze. Avoid the ghosts unless you're powered up with a power pellet (limited time only). Eat the fruit before it disappears for extra points.
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Astro Chase  Parker Brothers (First Star Software)1983Rarity 3 Scarce. North American NTSC. 1 player only. Astrochase in some ways is like a maze game. You must maneuver inbetween planets and get fuel from stations in each corner of the screen. You must shoot down enemy ships and bombs.
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Beamrider  Activision (Action Graphics)1983FZ-009. Rarity 5 Rare. North American NTSC. 1 player, 2 players, 3 players or 4 players alternating. A four port machine is not required as players 3 and 4 used controllers 1 and 2 for their turns. Controllers in ports 3 or 4 are ineffective.

Destroy 15 UFOs by jumping from beam to beam using lasers or your limited number of torpedoes. New enemies are added as you advance through 99 levels. Don't shoot powerups or they will become hostile.

[b]Trivia[/b]:
The signature in the manual is not Dave Rolfe's real signature. He was worried about the possibility of his signature being forged and so didn't want it publicly viewable.

The credit for "adaptation" of this game is given to Action Graphics. It is not clear if "adaptation" means that data or code was from another version was used in the 5200 version. The Action Graphics team posed for a photo in the game's manual.

Players who reached sector 14 with 40,000 points or more, were eligible to receive a Beamriders patch from Activision. A proof of purchase, $1, and a photograph of the screen to prove the claim needed to be sent to Activision to get the badge.

Later editions of this game used the box of the Atari 2600 version of Beamrider with a "5200" sticker over the "2600".
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Berzerk Atari1983
[125]***CX-5221. Rarity 2 Common+. North America NTSC. 1 player or 2 players alternating. Go from room to room in a dimensionally transcendental maze-like building clearing it of a killer robot infestation. You have the same weapon as the relatively dumb robots, who refer to you as humanoid, but they have Evil Otto. If you don't move fast enough, Evil Otto will descend on you and kill you, then pound on you repeatedly. Also, the buildings walls have been electrified and will disintegrate anything except the invincible Otto. This port of the game is the only home version to feature digitized speech. While th speech is in English, it offers no significant game information.
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Blue Print  CBS Electronics (Solitare Group)19834L 2714. Rarity 3 Scarce. 1 player or 2 player alternating.
A simple task, shoot a girlfriend stealing bag guy, once. Only one weapon will work though and must be assembled from parts found in different parts of the maze. Removing a part leaves a bomb, don't try to retrieve that part again or you'll need to dispose of the bomb before it explodes.
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Buck Rogers: Planet of Zoom Sega1983005-02. Rarity 3 scarce. North American NTSC. 1 player only. Shoot the enemies and keep between the electrified columns. There is also a boss at the end of each stage.
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Congo Bongo Sega1983006-02. Rarity 3 Scarce. North America NTSC. 1 player of 2 players alternating. Its like Donkey Kong in 3D. Dodge coconuts and jump obstacles. This version of the game only has two screens unlike some others that have four. Intro and ending sequences are omitted as well. While the view is an unusual the side-diametric, the control is standard. Up and down causes vertical movement instead of matching the diagonal skew of the terrain.
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Dig Dug  Atari1983CX-5211. Rarity 1 common. North America NTSC. 1 player or 2 players alternating.
Dig your own underground maze. Pump up Fygar and Pooka until they pop. Or drop a rock on 'em.
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Frogger Parker Brothers19839530. Rarity 2 common+. North America NTSC. 1 player or 2 players alternating.
Hop across the freeway and doge the traffic. Avoid the snakes on the riverbank. Hop across the logs, alligators and turtles, again avoiding snakes and alligator teeth. Land on a lily pad. To compensate for the defectively designed 5200 joysticks, Parker Bros opted to provide 2 unique control schemes different from every other version of [game=Frogger]Frogger[/game]. You can point the joystick in the direction you want to jump, then press the jump button. Or you can use the 2, 4, 6, and 8 keys on the numeric pad to jump instantly.

[b]Controls[/b]:
Speed, control scheme, and number of players are set before beginning a game. In a two player game, the 2nd player can set their speed and control scheme at the beginning of their first turn if they wish.

[code]START[/code] or [code]RESET[/code] on the controller in port 1 will begin a new game.
[code]PAUSE[/code] = [i]Disabled[/i]

This game uses overlays. The [OPEN] areas are just holes to let the button underneath be seen.
[size=120][b]1[/b][/size][code] = [BLANK] [/code][size=120][b]2[/b][/size][code] = [OPEN](↑) [/code][size=120][b]3[/b][/size][code] = [BLANK][/code]
[size=120][b]4[/b][/size][code] = [OPEN](←) [/code][size=120][b]5[/b][/size][code] = [BLANK] [/code][size=120][b]6[/b][/size][code] = [OPEN](→)[/code]
[size=120][b]7[/b][/size][code] = [BLANK] [/code][size=120][b]8[/b][/size][code] = [OPEN](↓) [/code][size=120][b]9[/b][/size][code] = [BLANK][/code]
[Frogger]
[size=140][b]∗[/b][/size][code] = Fast/Slow [/code][size=120][b]0[/b][/size][code]=Joystick/Keypad [/code][size=120][b]#[/b][/size][code] = 1–2 Players[/code]

OR Joystick control
[code]←+Bottom Button[/code] = hop left
[code]→+Bottom Button[/code] = hop right
[code]↑+Bottom Button[/code] = hop up
[code]↓+Bottom Button[/code] = hop down

The 'rules' of Frogger are copyrighted by Parker Brothers. That's odd, but they do make boardgames also.
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Gorf CBS Electronics19834L-2711. Rarity 3 scarce. North America NTSC. 1 player or 2 players alternating. Only one controller in port 1 is required and the players take turns with it.
The [game=Space Invaders]Space Invaders[/game] concept fully developed. First, defend the earth under a shield. Then fight the alien ships in space. Next, chase them into a wormhole for more shooting. Finally, confront the mother ship protected by the same shield technology (apparently stolen) used to defend the earth. This version, like all home versions, has only 4 levels instead of the 5 included in the [game=#86]arcade version[/game]. The [game=#76]Galaxian[/game] level is missing due to intellectual property egest.
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Joust Atari1983
[125]***CX-5240. Rarity 1 common. North America NTSC. 1 player or 2 players simultaneous dynamically cooperative or competitive. Like the arcade game. As a knight mounted on an ostrich like bird you fly through the air and collide with enemies. Highest lance in a collision wins. Bounders (red) are reduced to eggs that can be destroyed in lava or collected for points. Wait too long and the eggs will hatch into the more powerful Hunter (white) and call another mount to attack you again. If you fail to collect a Hunter egg the most powerful Shadow Lord (blue) will hatch. Take too long to eliminate all the enemies on a level and you will be charged by the pterodactyl that can only be killed by a lance in the mouth. Also there is a lava troll that you and enemies must avoid. 2 players can battle at the same time. Though you can kill each other, there is a bonus if you both survive a level (called waves). Except for gladiator waves where the bonus goes only to a single surviving player. There are also bonus waves where all enemies start as eggs. Points are multiplied for successive kills, egg collections, egg catches and such.
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Jungle Hunt Atari1983CX-5222. Rarity 1 Common. North America NTSC. 1 player or 2 players alternating.
Guide Pith-helmet Pete through 4 stages of jungle to rescue his girl. Swing on vines, stab or avoid crocs in the river, dodge boulders while climbing the mounting and jump over the cannibals to meet your girl before she's boiled in a stew.
Progress is made only by going left, a bit of a videogame oddity.
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K-Razy Shoot-Out  CBS Electronics (K-BYTE)19834L 2712. Rarity 4 scarce+. North America NTSC. 1 player only.
A rip off of [game=Berzerk]Berzerk[/game]. No smiley, no voices.
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Kaboom! Activision1983FZ-001. Rarity 3 scarce. North America NTSC. 1 player, 2 players alternating or 2 player simultaneous competitive.. Catch bombs in buckets of water as the mad bomber drops them. If you miss, KABOOM! Two players can compete by alternately taking control of the mad bomber. Or two players can take turns fighting the mad bomber.
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Kangaroo Atari1983
[125]***CX-5229 Rarity 1 common. North America NTSC. 1 player or 2 players alternating.
A game inspired by [game=Donkey Kong Jr.]Donkey Kong Jr.[/game] A mother roo is searching for her joey. Hop through the treetops. Disable the apple throwing monkeys and avoid the glove stealing ape.
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Mario Bros. Atari1983
[131]***CX-5247. Rarity 3 scarce. North America NTSC. 1 player or 2 players simultaneous.
The game freely allows for cooperative or competitive play without enforcing either. Indeed, its is very enjoyable for players to agree to cooperate on dispatching enemies, competing over coins, but stop short of trying to kill each other. Hit the platform from below to disable enemies walking above. Then kick 'em while their down to remove them from the screen. A disabled, or ignored enemy will eventually come back stronger and faster. Collect 5 of the coins generated by defeating enemies to advance to the next level. A lot like the [game=#123]arcade version[/game] except for a more animated death.
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Megamania Activision1983FZ-003. Rarity 3 scarce. North America NTSC. 1 player or 2 players alternating.
The [url=http://en.wikipedia.org/wiki/Maya_civilization]Maya[/url] believed [url=http://en.wikipedia.org/wiki/Eschatology#Maya]civilization would come to an end[/url] when man's creations, including domesticated animals, would take on a will of their own and attack their creators in an unorganized blitz, yet simultaneous and single in purpose to destroy all humans. Household items, due to their proximity, would be the first soldiers to draw blood. Thus the nightmare that is Megamania. Diamond rings, hamburgers, bow ties, dreaded ladybugs (refrigerator magnets?), tires, dice, ice cream sandwiches, steam irons, moonpies, and other such household items form ranks and attack. Fortunately you have your loyal spaceship to defend civilization by shooting those cute little bugs.
An more plausible alternative to the origin of the game's plot is that designer Steve Cartwright was just your typical male born with the desire to blow stuff up.
The manual is titled "Notes from a Nightmare" and explains the game as a nightmare the player cannot wake from. The title is actually written upside-down.
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Miner 2049er Big Five1983BF1912. Standard label variation with artwork is rarity 3 scarce. Gold foil label variation without art is rarity 4 scarce+. North America NTSC. 1 player or 2 players alternating.
As Bounty Bob, you must search through all of Nuclear Ned's abandoned mines to find the villain, Yukon Yohan. You must claim 10 levels by touching every part of each level before the time runs out. You must avoid the radioactive creatures who live in the mines. You can grab bonus items to dispatch the radioactive creatures with, such as axes, dynamite, a friendly Martian and others. In addition to running, jumping and ladders, there are some more exotic means of conveyance about, slides, teleporters, and cannons. This title was designed specifically for the 5200 (although the Atari 8-bit version started and finished first, then ported to the 5200), all other versions of [game=Miner 2049]Miner 2049[/game]er are ports or conversions.[spoiler=Level Warp;Level Warp]Find a safe place to stand where enemies won't bother you (LOL). While holding the Top Fire Button press and release the following sequence: 2, 1, 3, 7, 8, 2, 6, 8, 6, 1. If done correctly, the level will restart. Now press and release the Reset Button then a number representing the level you wish to warp to (0=Zone 10). Finally, while holding the Top Fire Button. press a number representing the desired station.[/spoiler][spoiler=Guardian Angels;Guardian Angels]Once you have enabled the above code, you can warp to another station at any time. Do so immediately after you die to avoid losing any lives.[/spoiler][spoiler=Hidden Messages;Hidden Messages]The following numbers typed on the number pad while at the game adjustment screen will reveal hidden messages:5, 6, 49, 69, 100, 213, 666, 782, 818, 2049, 6861[/spoiler]
Apparently, Atari liked the secret code idea so much that they stole it for the game [game=#5094]Cybermorph[/game]
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Moon Patrol Atari1983CX-5241.Rarity 2 common+. North America NTSC. 1 player or 2 players alternating.
Drive your moon buggy as fast as your dare (there is a time limit) across rugged lunar terrain, whilst jumping craters, shooting or jumping rocks, shooting UFOs, avoiding UFO bombs and the craters made by misses. A game for anyone who can pat their head, rub their belly, play hopscotch, whistle Für Elise, tie cherry stems into knots with their tongue, and occasionally do all these things simultaneously.
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Mountain King CBS Electronics1983
[125]***
[100]***4L 2716. Rarity 3 scarce. North America NTSC. 1 player only.
Based loosely on Act 2, scene 7? of Henrik Ibsen's Peer Gynt. This games uses 2 musical pieces from the play; In the Hall of the Mountain King and Anitra's Dance. Don't worry, this time Peer brings a flashlight so he won't have to stumble around in complete darkness like the actors in the play. In order to steal the king's crown, you'll need 1000 points and the Flame Spirit. Once you have the crown in hand you still need to escape with it. There is a time limit. Avoid the bats who offer no professional courtesy to fellow thieves and will take your acquired crown. Also avoid the Spider and its webs.
K-Byte handled the porting.
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Ms. Pac-Man Atari1983
[125]***CX-5243. Rarity 2 Common+. North America NTSC. 1 player or 2 players alternating.
The [game=Pac-Man]Pac-Man[/game] sequel with moving fruit and mazes from the [game=#153224]arcade version[/game]. And the protagonist is cuter. Eat all the pellets in the maze. Avoid the ghosts unless you're powered up with a power pellet (limited time only).

Atari created a prototype of this game that used the Puffer controller. Programmed by Jim Leiterman.
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Pengo Atari1983CX-5236. Rarity 3 Scarce. North America NTSC. 1 player or 2 players alternating. Only one trak-ball controller is needed for 2 player games. If trak-ball mode is used; both player take turns using it. In controller mode, player 1's controller is plugged into port 1, and player 2's in port 2.
The home version of [game=#150]Arcade Pengo[/game]. The red penguin is named Pengo. Overhead maze of ice blocks he's trapped in, is located at the south pole. Sno-Bees (unrelated to insect bees) hatch from eggs in snow blocks and are to be avoided until they are stunned by Pengo kicking a nearby side wall. Lining up diamond blocks horizontally or vertically will stun them all and earn extra points. Use the button to kick blocks across the screen or into other blocks. Any Sno-Bees in the path are [url=http://dictionary.reference.com/search?q=smush]smooshed[/url], even if they are inside a snow block. Eliminate the Sno-Bees.
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Pole Position Atari (General Computer;Atari)1983
[125]***CX-5217. Rarity 1 Common. North America NTSC. 1 player only.
Based on the [game=#155]arcade game[/game]. Race on 1 of 4 tacks. Before each race is a qualifying lap to earn a starting position. If you don't make the checkpoint in time, game over.

Atari created a prototype of this game that used the Puffer controller. Programmed by Jim Leiterman.

[spoiler=Speed Hint;Speed Hint]Losing traction actually slows you down; quite unusual for most videogames[/spoiler]
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Q*bert Parker Brothers19839500. Rarity 2 common+. North America NTSC. 1 player or 2 players alternating.
Q*Bert lives in a world governed by Escherian physics. He has a fowl mouth and will cuss in his native language when the situation calls for it. But in this version it is only seen (@!#?@!), not heard. He is dropped on to a triangle made of 3D cubes along with other creatures who are deadly to the touch. To start with, Q*Bert must touch the 'top' of every cube to change it to the target color. In later levels, he must touch each cube a specific number of times, no more, no less. This version has no demonstrations of the rules shown before each level as many other version do. But the target color is always shown during play. The purple ball falls from the top of the level the same as Q*bert and must proceed to the bottom with diagonally left or right turns. It hatches into Coily once it reaches the bottom row of cubes. Coily intensely focuses on chasing Q*bert, a trait that Q*bert can use against him. Red balls follow a similar pattern but do not hatch. Green balls are an ally that will stun enemies while Q*bert remains in motion. Ugg and Wrong-Way are subject to a different gravity than Q*bert. They hop on the side of cubes. Slick and Sam are able to alter the color of a cube to undo any progress he has made. Only one enemy of each type can inhabit the level at any point in time. Two multicolored floating disks await just off the edge of the play area. Q*bert can leap to these disks to get a lift back to the top of the level inorder to preserve nerby cube colors or escape enemies when cornered. Enemies intent on pursuing Q*bert will jump to their deaths in an effort to follow the flying disks. The Controls for the 5200 version of Q*bert are the same as with [game=#20233]Frogger for 5200[/game]. You can point the joystick in the direction you want to hop, then press the hop button. Or you can use the 2, 4, 6, and 8 keys on the numeric pad to jump instantly. Also for this game, the controller must be rotated 45° to match the on screen movements of Q*bert. Every 5 levels, the speed is doubled.
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River Raid Activision1983FZ-002. Rarity 2 Common+. North America NTSC. 1 player or 2 players alternating.
This is very much like the the [game=#5177]original Atari 2600 version[/game]. But there are a few changes. The riverbanks are no longer sharp straight edges, but steep craggy slopes. And tanks will shoot at you from land or bridges. These new enemies are venerable to attack while on bridges. Combat balloons are also a new threat. And there are some scenery changes.
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Robotron: 2084  Atari1983CX-5225 Rarity. 2 Common+. North America NTSC. 1 player or 2 players alternating.
The primary goal of the game is to destroy all robots. But you also get big points for rescuing humans. In fact the last surviving human family. That's about the jist of it, good luck.

Features:
This game came packaged with a joystick coupler to simulate the arcade controls.

Controls:
The analog stick for the controller in port 1 moves your character. The stick for controller 2 fires your laser. Using 1 stick only, you can fire in the direction you are facing.

Hints:
Use the joystick coupler.
Try not to get caught in the center of the screen. Blast your way to the edge as soon as you can.
Grunts will head straight toward you and gain speed as long as they live. Shoot them before they get too fast.
Hulks (Box Droids). Indestructible? You can deter them slightly by shooting, but only for a split second.
Brains (blue robots) shoot fireballs and infect humans, turning them into Progs.
Fireballs chase you.
Progs, former humans. They are now exploding kamikaze bots. Timing it the key to shooting them.
Spheroids (Cheerios). Don't touch them. They are fast and good at dodging your shots. They launch Enforcer Embryos
Enforcer Embryos grow up to be Enforcer
Enforcers wear yellow hats. They spark. They can flood the screen with sparks in moments.
Quarks are unpredictable except for the guarantee they will turn into Tanks
Tanks are the red square robots. They toss lots bouncy-bombs. They can flood the screen with them.
Electrodes. Don't touch em.
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Star Wars: Return of the Jedi - Death Star Battle Parker Brothers19839060. Rarity 7 very rare. North America NTSC. 1 player or 2 players alternating.
Very similar the [game=#99744]2600 version[/game]. Fly the Millennium Falcon in the last great battle of the Rebellion against the Empire. You exit hyperspace into a narrow corridor between the imperial fleet and the Death Star's shield. Try not to get blasted by individual imperial vessels who make attack runs at you. And of course, don't get blasted by the Death Star primary weapon. If you live long enough, the Death Star shield will drop. But smaller holes will periodically pop up before then and you can pass through them if your quick and precise. You'll have to blast away sections of the Death Star interior in order to clear a path to the core. Leave quickly when the core is about to explode. If you succeed, it turns out the Empire has an unlimited supply of Death Stars and fleets that are even faster and all await your attacks. Not only that, you will fall for the same trap each time you attack one.

Easter eggs/Bugs:[spoiler=Odd Pause bug;Odd Pause bug]The select button will pause the game. Moving the joystick will start it again.[/spoiler][spoiler=Useless Bonus Life bug;Useless Bonus Life bug]If you have no extra lives left and are 200 points (or less) away from an extra life and you die while the Death Star is exploding, you will gain and extra life but the game will end.[/spoiler]
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Super Cobra Parker Brothers19839550. Rarity 4 scarce+. North America NTSC. 1 player or 2 players alternating.
Supposedly you are piloting a helicopter on a surveillance mission. Yet you armed with bombs and missiles. Both can be fired simultaneously and will need to be since enemies are located in front and below. The player has infinite continues. There is a bonus round every 10 rounds. There are just as many enemies here as in the [game=#1176]arcade version[/game] but the number of missiles and bombs on screen are limited to 2. To complicate matters further, you have limited fuel and must refill as you find it. Refueling is simply a matter setting a fuel tank ablaze (was this game designed by an oil company executive?) As the game progresses, enemies get faster and meaner, fuel is rarer, and the landscape gets more impossible to maneuver around.

Control:
You will need precise control to maneuver through the narrow tunnels while as enemies approach from two sides. Unfortunately an antiquate level of control is not provided with the standard joysticks. Control is only suited to a digital pad rather than an analog joystick. So a Masterplay Interface (9-pin to Atari 5200 controller adapter) is recommended.

Tag:
This game is fbd because causing a fuel tank to explode mysteriously results in fuel being added to the player's ship.
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Tempest Atari1983CX-5220. Prototype. North America NTSC.
Development of this game was abandon by Atari in 1984. The only know prototype is unfinished, lacking collision detection, super zapper, and having only one enemy type. But it has all of the levels, even the black web level and the scoring is complete. It is fully vector graphics. The game starts with a level select screen. It is noted the the box for this was also created, as it can be seen in the 1984 movie, [url=http://www.imdb.com/title/tt0087065/]Cloak & Dagger[/url].
Keithen Hayenga has started working to finish the game. The player's 'ship' rests on the top edge of a tube (some tubes are not closed and so have left and right edges). Enemies proceed from bottom edge of the tube. In the finished game, the player will shoot down the tubes at enemies and spikes. Enemies will climb the tube to get to the player and multiply on the top edge where they cannot be shot (but are still venerable to the super zapper). An enemy will pull a ship to it's death if it can grab it. When all the enemies are cleared from the level, the camera follows the ship down to the bottom edge of the tube where it jumps to another tube. It is best to shoot spikes to clear a path on the tube and aim for that path after the last enemy is destroyed as colliding with a spike causes death. Some scholars say Tempest inspired Internet, since it too is a series of tubes.
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Tutankham Parker Brothers1983This prototype is known to exist. labelimageminimize
Countermeasure  Atari1983CX-5210. Rarity 2 Common+. 1 player or 2 players alternating hotseat cooperative play. North America NTSC. Missile silos have been commandeered by terrorists. Fight them with your computer by cracking the missiles' codes. OR destroy all the missiles while they sit in their silos. OR drive your tank through the middle of their base for a more personable solution. In two player games, if a player 1 fails or dies, the player 2 is activated (on the same battlefield). If player 2 also fails, then player 1 is activated on the same battlefield again, and so on. This continues until one the terrorists are foiled (Winning the battle), or the missiles are launched (losing the game).
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Battlezone  Atari1983CX-5239. 1 player only. This mostly complete prototype is labeled 9/15/83 but was scheduled for a November release. Maneuver around a battlefield with obstacles and shoot other tanks before they shoot you. Contains a dual controller option to mimic the controls of the [game=#19]arcade version[/game].

All indications are that this project was started from scratch and no data or code from the Arcade version was used.
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Roadrunner  Atari1983CX5242. North America NTSC. 1 player.
The latest prototype is dated 06-03-83 and appears to be 75% complete. Internal documents indicate it was scheduled for release in November 1983.
Its the old sliding puzzle turned into a strategic action-puzzle. It is also quite similar to [[gameid:19339 Loco-Motion]]. There is speculation that this was Loco-Motion before being redesigned. A birdseed leaking truck drops piles all over the playfield. The object is for the player to maneuver the tiles to create paths so that Wile E. Coyote eats more birdseed than the Roadrunner. Some of the tunnels that warp to the opposite of the playfield are just painted. The Roadrunners know which ones are safe, so guide Wiley only to tunnels the Roadrunner uses. Wiley will die if he runs into a false tunnel or into a dead end of a road. The Roadrunner will just bounce around dead-ends and false tunnels waiting for the player to make a new path.

Scoring:
If the Roadrunner meets the truck he will catch a ride back to the starting point and your score increases by 10. Wiley scores 35 points for crossing a time and 50 for eating birdseed.

Bugs:
The Roadrunner sometimes runs off into the scenery instead of following the path.
The game sometimes freezes
There seems to be no way to activate the 2 players mode.
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A.E.  Brøderbund1984There is some mystery if this game's development was overseen by Atari or Broderbund. It was not announced in catalogs and no internal documents mention it. One of the two North America NTSC prototype cartridges seems ready for release and can be found on multicarts. The control is unique, pressing the fire button launches your missiles and releasing it detonates them. A detonation is fairly large and destroys anything in the area (sorta like missile command). Also unique, the 3D backgrounds are [i]slowly rendered[/i] before each level.
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Blaster Atari (Vid Kidz)1984CX-52xx (no product number). Prototype. North America NTSC. 1 player only.
Pilot your Blastership against the robots in this 1st person 3D space shooter. Rescue the humans and shoot anything else that moves. You have limited shielding (an energy bar). There are 4 stages. Robot Grid, Time Tunnel, Outer Space, and Planetoids. Robot Grid is filled with archways, robots, and walls. Shoot the robots, fly through the archways, avoid colliding with walls. At higher difficulty levels, robot plains will make kamikaze attacks on this stage. In the Time Tunnel are many humans that have been lost in time disasters. Collect these survivors from the past for bonus points. There are no enemies in this stage. In Outer Space you will encounter many types of robots.
Xitan Mineships will zip in close and scatter mines in you path.
Z-15 Fitershipz (TIE Fighters) will blast you with lasers in head-on attacks.
Destructor Satellites are fast and huge. They fire lasers.
Death Riders look like skeletons on a rockets. They will try to blast you with lasers before making kamikaze attacks. Planetoids is another time tunnel but it is filled with tiny moving planets. Avoid colliding with them. Robot saucers will also be hidden behind these planetoids. Purple Saucers will shoot at you. Red Saucers will make kamikaze attacks. There are more humans stranded here. These humans have gathered along the route to an Energizer to guide you to it. You can rescue them on the way there. An Energizer also has a locater beacon and you will hear beeps as you get closer. It looks like an "E" completely restores your ship and returns you to another Robot Grid. Each time you start over in this way, the difficulty will increase.

Controls:
Push up to pitch your craft up, and down for down. (this is opposite of most flight sims)

Scoring:
Threading archways is worth 1000 points. A 1000 point bonus is added for each archway threaded in succession (1st is 1000, 2nd is 1000+1000, 3rd is 1000+2000, etc.)
Destroying robots is worth 100 points. A 100 point bonus is added for each robot destroyed in succession (1st is 100, 2nd is 100+100, 3rd is 100+200, etc.) The maximum bonus is 3000.
Kamikazes are worth the most points if you wait till the last moment to shoot them. This is in addition to succession bonuses.
Rescuing humans is worth 1000 points. A 100 point bonus is added for each human rescued in succession (1st is 1000, 2nd is 1000+100, 3rd is 1000+200, etc...) The maximum bonus is 2000.

Trivia:
This game was designed by Atari as an unofficial sequel to [game=Robotron 2084]Robotron 2084[/game] for the Atari 8-bit computer. Atari had access to the license from [company=Williams]Williams[/company]. When the specs for the 5200 were finalized, the porting effort began. Only after the 5200 prototype of the game was shown to Williams did they become interested in making an [game=#22]arcade version[/game] of it. The home versions were delayed since Williams felt 'Arcade versions should always come first'. The [game=#108369]Atari 8-bit version[/game] was finished first then the 5200 version was finished. The [game=#22]arcade port[/game] was finished last and 500 units were released in 1983. The 5200 version was planned for 1984 but this was not in time to beat the videogame market crash.
There is only one known prototype of 5200 Blaster. It contains a finished version of the game; fully ready for publishing. The prototype is an unusually large, unlabeled, bare EPROM board with 5 chips. 4 of these chips have "2084" on their labels. These are actually left over chips from the development of Robotron: 2084.[spoiler= ; ][/spoiler]
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Frogger II: ThreeeDeep!  Parker Brothers19849090. Rarity 6 Rare+. North America NTSC. 1 player only.
Swim up from the bottom of the river. Hop across the surface. They fly through the air! It helps to hitch a ride on a large goose. All the same creatures are back, plus sharks, whales, pterodactyls, dragons, crocodiles, barracudas, ducks and various other birds. To compensate for the defectively designed 5200 joysticks, Parker Bros opted to provide 2 different and unique control schemes from every other version of [game=Frogger]Frogger[/game]. You can point the joystick in the direction you want to hop (or swim or fly), then press the either button to go. Or you can use the 2, 4, 6, and 8 keys on the numeric pad. These options differ slightly from Frogger 1 for Atari 5200.

[b]Controls[/b]:
Control scheme, and starting level are set before beginning a game. In a two player game, the 2nd player can set their speed and control scheme at the beginning of their first turn if they wish. This game does not use overlays nor allow different speeds.
START or RESET will begin a new game.

[size=140][b]∗[/b][/size] = Joystick or Keypad controls
[size=120][b]#[/b][/size] = Select Starting level (1 or 3)
[size=140][b]∗[/b][/size] or [size=120][b]#[/b][/size] during play will end the game to change those options.

Directions:
[size=120][b]4[/b][/size] = go left
[size=120][b]5[/b][/size] = go right
[size=120][b]2[/b][/size] = go up
[size=120][b]8[/b][/size] = go down
[i]OR Joystick control[/i]
[size=140][b]←[/b][/size]+Either [b]Button[/b] = go left
[size=140][b]→[/b][/size]+Either [b]Button[/b] = go right
[size=140][b]↑[/b][/size]+Either [b]Button[/b] = go up
[size=140][b]↓[/b][/size]+Either [b]Button[/b] = go down

The 'rules' of Frogger are copyrighted by Parker Brothers. That's odd, but they do make boardgames also.
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Gyruss Parker Brothers19849080. Rarity 4 Scarce+. North America NTSC. 1 player or 2 players alternating.
Much like vertical-shooter or side-shooter tube shooter, except its done on a circle. This is a forced-3D perspective game that could be called a tube-shooter. The waves of enemies come from the center of the screen and fly at the player bound to the outer rim of an invisible tube. There are powerups too, like double lasers. This version does include Bach's Tocatta and Fugue in D Minor soundtrack.
The different ports of Gyruss offer fascinating information about [url=http://en.wikipedia.org/wiki/Pluto]Pluto[/url] as seen at the time by the programmers of the different releases. In this version, you start at Pluto and head to Earth, unlike the arcade version.
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H.E.R.O.  Activision1984FZ-007. Rarity 3 scarce. North America NTSC. 1 player only.
Roderick Hero needs to rescue the minors before his energy pack runs out. You have a personal copter device, laser and dynamite to aid you. Watch out for creatures, lava flows and rock barriers. The latter 2 obstacles are most efficiently destroyed using dynamite. While most versions of [game=HERO]HERO[/game] simulated analog control by adding a power curve to you thrust, there was no need on the 5200; thrust of your copter-pack is fully analog.
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James Bond 007 Parker Brothers19849100. Rarity 5 Rare. North America NTSC. 1 player or 2 players alternating.
James Bond must fulfill four missions from the movies [url=http://www.imdb.com/title/tt0066995/]Diamonds are Forever[/url], [url=http://www.imdb.com/title/tt0079574/]Moonraker[/url], [url=http://www.imdb.com/title/tt0082398/]For Your Eyes Only[/url] and [url=http://www.imdb.com/title/tt0076752/]The Spy Who Loved Me[/url]. Your object is to guide a special car which can drive, dive, jump and shoot on land or sea till the end of each movie level where a special task awaits. Kinda like [game=Moon Patrol]Moon Patrol[/game] but more variable.
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Keystone Kapers Activision1984FZ-006. Rarity 3 scarce. North America NTSC. 1 player only.
Inspired by [url=http://www.imdb.com/name/nm0784407/]Mack Sennett[/url]'s slapstick [url=http://www.imdb.com/name/nm0465957/]Keystone Cops series[/url] of silent films, the object of the game is for Officer Keystone Kelly to catch Harry Hooligan within 50 seconds while dodging obstacles tossed his way. Notably, the player controls Kelly, not Harry, as is with every version of the [game=Keystone Kapers]Keystone Kapers[/game] game. Also seen is a radar to show Harry's and Kelly's positions on the wide side-scrolling level.
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Montezuma's Revenge Parker Brothers1984Wherever there's mind-twisting mystery, hair-raising adventure, and non-stop action - PANAMA JOE is sure to be there. And in MONTEZUMA'S REVENGE, he's got more than he bargained for as you help him through 100 danger-filled chambers in Aztec emperor's fortress. The stakes? Priceless treasure. And lots of it. But finding necessary keys, torches, swords, and amulets is no small feat as PANAMA JOE tries to avoid deadly snakes, menacing spiders, and bouncing skulls. But then disappearing floors, bridges, and laser walls are no picnic either! It's up to you to lead this undaunted adventurer through the labyrinth of chambers in an attempt to solve the riddle of the fortress and escape with the loot!
[Zerothis]***9460. Rarity 4 scarce+. North America NTSC. 1 player only.
Guide Panama Joe 'Pedro' through a 10 stepped pyramid to find King Montezuma's treasure thus bringing Montezuma's Curse upon yourself and all your descendants. You must navigate, climbing chains, conveyor belts, disappearing floors, fire pits, laser gates, locked doors, sliding poles, steps, and other such obstacles. Collect amulets, swords, and torches. The ultimate goal is to find the king's treasure room.
[Zerothis]***This is the best game I ever played. It is a plataform game where you are into a temple looking for a treasure. In the adventure you will go through spinning skulls, spiders, rays looking for the keys that will guide you door by door towards the fantastic treasure. This game is an old one but showing that the good stuff ain't only created in these days. Just get it, it is a must play!
Agustïn E. Bahïa Blanca, Argentina.
[AgustinArgentina]
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Mr. Do!'s Castle Parker Brothers19849420. Rarity 6 rare+. North America NTSC. 1 player only.
Mr. Do! uses his hammer to dislodge key block and cherry blocks that make up floors in the castle. Unicorns roam freely around the castle seeking to kill Mr. Do!. They also repair the holes left when cherry blocks are knocked out. If Mr Do! breaks all three key blocks, he can grab the key and open the power pellet room. The power pellet allows Mr Do! to chase the Unicorns, one of which has 1 letter of the word EXTRA. Collecting all the letters to EXTRA results in an extra life. There are also gaps in the floors with a diagonal ladder that goes from the floor below to the platform left or right of the gap. These ladder can be kicked on the top to lean them to the other side of the gap. If Mr. Do! smashes all the Unicorns, he wins the level. If he runs out of blocks, he wins the level.
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