Atari cost game make money no play




















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Phil Traugott is a staff writer at CaptainAltcoin. As a trained marketing specialist for copywriting and creative campaigns, he has been advising top companies on the following topics: online marketing, SEO and software branding for more than 10 years. The topic of crypto currencies is becoming increasingly important for companies and investors and he found it very alluring and fitting for his skillset which prompted him to pivot his career towards blockchain and cryptocurrencies.

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Even though it was supposedly designed with the help of black belt Joseph Amelio, it is considered one of the worst games in the Atari library. One is a more traditional black square cartridge case while another has a T-shaped handle. Both of these variations are roughly worth the same, and of course, the Ultravision box holds significant value as well if you ever find one. Classifications of some of the games on this list can be tricky, but the Ultravision Karate release might be the rarest and most valuable licensed retail cartridge on the Atari While Nintendo eventually created some valuable game collectibles via tournament cartridges see the NES and SNES Rare and Valuable guides , Atari publisher, Imagic was an early innovator in providing their gamer community with a special tournament version of the port of their popular shooter, Atlantis.

In this special release, the gameplay is much faster, the scoring system has been slightly altered from the original, and enemy ships are worth far less points than the original version. Read our guide on how to tell the difference between an original Atlantis cartridge and a rare Atlantis II cartridge It is unknown who won the competition, but some of the original contestants still have the Atlantis II cartridge.

However, due to this lower sale price, we are lowering our price range for this game. Avalon Hill, a traditional board game company, ventured out into video game publishing with rather poor timing. Despite showing some innovation and thoughtful game design from their experienced board game designers, the games were not finished and shipped until retailers already had a glut of inventory from other vendors and needed to reduce orders.

Avalon Hill ended up publishing five different Atari titles and released Out of Control in the middle of the video game crash of The game remains as their rarest release Death Trap is another one of their treasures, but a bit more common. The company is still around today, publishing board games and computer games. For those interested, the objective of Out of Control is to weave your ship through space buoys and pop several balloons before executing a perfect landing in a space station.

Does anyone remember the Pepsi Challenge? While there continues to be a battle going on between Coke and Pepsi now, the s and 80s were filled with a promotional war between the soda giants. It was distributed to the executive levels of Coca-Cola at a sales conversion, so there are believed to have only ever been of these games, at most. Instead of waves of aliens being fended off, the player must shoot invading letters that say PEPSI, as well as a flying Pepsi logo that replaced the flying saucer at the top of the screen.

The game also includes a three-minute timer to test player skill. There have been a number of fan-made labels designed for the cartridges over the years. There are some nicely-designed ones showing up frequently as reproductions on eBay , etsy, etc. This title has nothing to do with the later action RPG series Atari would release. Instead, the plot follows Sir Robert Whittenbottom as he runs the gauntlet of an ancient tribe in an attempt to prove his manhood and join the tribe.

The player could run around or leap over various obstacles, and could survive multiple hits before finally succumbing to wounds. The game was mail-order only from Answer Software and was not contained in a box, instead coming in a foam case. There has only been one or two boxes copies showing up. With more copies of Air Raid surfacing these last 5 years, Gauntlet stands as rarer than Air Raid in both loose and boxed form. If more units would surface and go up for sale, we might see these valuations rise.

Easily the rarest educational game ever made, as well as one of the rarest cartridges for the Atari The players are challenged with math questions in order to help Eli climb a ladder back to his ship so he can fly to the moon. This is the original release of the game Shark Attack, put out before Apollo changed the name due to a pending lawsuit of copyright infringement for the film Jaws.

Some Lochjaw games still lingered at places like Kay-Bee in their bargain bins as late as — even after Shark Attack was already in the hand of gamers. The point of the game is to grab as many diamonds as possible without letting the shark get you. If the shark does get you, he eats you, just as he eats any diamonds he comes into contact with. The Loch Ness Monster can also be found hiding in various undersea caves, and will hunt the player down if disturbed.

Much like Red Sea Crossing, The Music Machine was a religious-themed title, but instead of mail-order, it was only available through Christian bookstores. In the game, two children must collect the Fruits of the Spirit that fall from the Music Machine in a basket, then grab a heart to move to the next level. This game was the only video game release by Sparrow and a Music Machine LP was released at the same time which contained several inspirational songs which could be listened to at the same time.

Even in the early days of the console business, there were times that a game got pushed aside by a publisher and developers go indie to sell their creations. Cubicolor was developed by Rob Fulop during his days at Imagic. Each cartridge was signed and numbered by Rob. In the letter he mentions being flattered that anybody would pay attention to these games anymore.

He goes on to say he kept 50 copies of the ROM and guaranteed that no more will ever be made. Due to a very limited run for a port of an obscure arcade game, River Patrol is considered extremely rare. It is unclear why the game is so rare, though there is speculation that it has to do with the trouble engineers had programming the game to licensing problems over the arcade game, as well as its post-video game crash release date.

The game also holds the distinction of being one of the few titles with music. Players must navigate a large boat down a river strewn with obstacles. In this release from Spectravision, you must either eat the plates of pasta your mother is constantly making, or throw it to your pets. The game is also noted for having one of the most annoying sound effects of the entire Atari library.

Xante was a small company based out of Oklahoma which opted to sell popular games via blue rewritable cartridges. With this interesting innovation, whenever a player grew tired of a certain game, they could return the cartridge to a Xante kiosk and have a new game written on their cart, complete with generic label and box. The player must touch the aliens in the correct order to unlock the airlock before a time ends.

Much like Gauntlet also from Answer Software , Malagai was a mail-order only game and game in a foam case instead of a box. Much like Karate mentioned above, this game is only valuable if you have the Ultravision release.

There are bare cartridges showing up on eBay fairly regularly, but a complete, boxed copy typically only shows up every now and then.

However, there have been a couple AtariAge members that have put up complete copies up for sale in Just another example of finding some treasures in oddball places. X-Man is a sexually-explicit game released in by Universal Gamex its only game publication. The game has nothing to do with the X-Men comic book series.

Instead, it plays off the Pac-Man inspired maze setup with a man trying to reach a woman in a limited amount of time. The adult elements are contained in the bonus mode after the player reaches their game objective. Understandably, most retailers declined to carry it — or if they did, it was restricted to adults or kept under-the-counter. X-Man cartridges could also be purchased via mail order, and an ad inviting such purchases appeared in at least one gaming magazine.

A full-page ad can be found in the July issue of Videogaming Illustrated. Obviously, with all these restrictions, it has been hard to track down a copy. It is rumored that there are between 20 and 45 cartridges of this game in the wild. For the era, it gives a respectable presentation and challenge to keep improving your technique and score.

In this game, you must catch and pass on the cakes as they come down different conveyer belts and avoid dropping them on the floor. This gem was published by CommaVid, one of the more innovative mail-order game publisher of the era. Here is another rarity that is actually a solid gaming experience. Stronghold is a space shooter developed in by CommaVid same mail-order published as Cakewalk, mentioned above. This frantic shooter is actually rather impressive from a graphical standpoint and will definitely give you a challenge.

It has 16 difficulty variations — the easiest of which is way more than just a warm-up. I can sense inspirations from Robotron: , Breakout, and Defender.

Check for Stronghold on eBay. The Swordquest series of games was an ambitious project started in the peak of the Atari boom of Earthworld sold around , copies, 5, players ended up submitting answers, and only 8 players had all the correct answers to grant them access to the tournament.

Fireworld sold well, but had a much better turnout of correct answers, so there was an essay phase to narrow down to 50 tournament participants. Instead of being sold in wide retail distribution at launch, the third installment, Waterworld was only available to Atari Club members who purchased via mail order, starting in February of The contest for Waterworld was abruptly ended in the middle of by request of Tramel CEO, Jack Tramiel, after his company bought out Atari during their financial troubles.

This title has edged up nicely since our last revision in This title was released exclusively via mail-order by Atari for their Atari Club members however, there are rumors that it have have made it into stores in very limited quantities. The Atari management apparently was scared off by this limited feedback and only produced 10, cartridges. While the the game might not have appealed to the girls, the game is still more interesting than many other games in the library and was the first Atari game to utilize voice synthesis the only other was Open Sesame.

The K-Tel corporation was previously known for selling disco compilations and teflon pots and pans on late-night TV. The decided to create a software division to jump on the video game bandwagon in the mid—80s. The company ended up filing for bankruptcy in It is also easier to find in PAL format as it had more distribution overseas. Comparisons One weird thing that has surfaced is that some old Ultravision cartridges seem to have been sold off to K-Tel and re-labeled for K-Tel games.

These Atari adaptations ended up being the first horror games in the industry. Because they are both rare and they have a cool tie-in with pop-culture horror franchises, they have become quite the collectible items.

They are especially challenging to find complete in the box. To make things more interesting, Wizard Video ended up selling a good chunk of cartridges with the name written in black marker sometimes misspelled to reduce labeling costs.

Not surprisingly, the labeled version is more popular with collectors, but the unlabeled version may be slightly more rare. Then again, it also happens to be rarer than Chase the Chuck Wagon.

Tooth Protectors was an interesting marketing tool in which you play as the Tooth Protector to save teeth from the Snack Attack. To do this, you must knock back the crumbs that Snack Attack shoots at you.

You can either hack existing boards or just buy new ones. More information on these can be found at AtariAge. With all of the resources available for beginners it can be a little overwhelming to know where to begin. Andrew Davie, an AtariAge member has written a number of "instructables" of sorts on beginner programming for the Another member with the handle of Kisrael put these tutorials together in a nice little sticky note linking to each of the lessons. So, if you've taken the time to learn Assembly, chances are you are probably ready to convert that knowledge to Atari coding.

There are only a few minor differences, and the different tutorials will point these out to you. From my understanding, a couple of these unsupported commands even appear to be functional. Of course, that doesn't mean you would want to program them in, but the point is the differences are minimal.

Now that you've gone through some tutorials, my opinion is the best way to learn is to start hacking games. There are some of the original games that have been reverse-engineered so you can see what a complete game looks like.

In addition, several other homebrew authors have published the code from their completed games. This is generally for learning purposes- you can play around with hacking homebrew games, but it bad form to post your hacks since the author was nice enough to share it with you in the first place.

You don't even need a ton of programming experience to hack games. While the old fashioned way of disassembling and changing values certainly works, there are a few programs around that let you scroll through the bits. If you look carefully you can often find the sprites in the bits, and alter those values so you are actually changing how the games looks. Unfortunetely, both original hosting sites seem to be down, but you can still find downloads available lurking in different atari forums. In general these tools don't allow color changes unless you knew the bits you're looking for or really have a lot of free time to try and find random bits.

For example, bithacker will show you the PacMan sprites remember there are more than one and you could alter them into an animated robot. Besides sprite shape, playfield and background colors are often easy changes to make without a ton of programming knowledge.

More on that in the next step, but the more you play, the more you learn! Here is a quick look at bithacker in action. If you look at the first image, you can see the Activision logo upside down and split up into groups of eight pixels.

Unfortunetely in the emulator I use, screen shots don't work so I can only show you a mockup of what the hack would look like.

Now we're getting to the fun part- game design. Granted, the elements you are going to be given are very limited, but that's where creativity comes into the picture. There are six built-in elements that will be used to create everything on your screen: 1.

Playfield 2. Sprite 0 3. Sprite 1 4. Missile 0 5. Missile 1 6. Ball Advanced programming will allow you to exploit the characteristics of each of these elements. For example, the flashing ghosts on PacMan allow the same sprites to be repeated and show up in multiple places on the screen, creating more characters. This will be explained in far better detail in the tutorials, but here are the basics. Playfield- stored in 3 registers, with 4,8, and 8 pixels available in each.

This will draw half the screen from left to right, then the screen can be repeated or mirrored. You can also re-write to the registers after drawing the first half to create a screen that is different all the way across. Basically you have 40 pixels across the screen. These could be changed on each scanline, but are normally coded in blocks of about 8 scanlines to save memory.

The playfield in my exampled is mirrored, meaning the right half of the screens reflects, not repeats, the left half. Sprites- For ease of explanation sprites are limited to 8 pixels wide. There are techniques of combining two sprites to act like one and even repeat them horizontally to get up to 48 I believe pixels across.

For a beginner, just getting a simple sprite on the screen will be quite a task. The hard limit to sprite height is the entire screen, up to pixels in NTSC systems. However, you have to keep in mind a character that takes up the entire screen is hard to design a game around. This is where design and creativity in keeping sprites smaller while still conveying the idea comes across. For reference the Robot design is 8x22 pixels shown here, while PacMan is 8x8.

Sometimes you have to decide between size and more detail. Missiles- There are also two built in missiles. These are normally used as straight lines or dots. This is what is shot in the game combat. These I believe offhand are what would be used as lasers in games like Space Invaders or Vanguard. They can also serve as design elements the rails in Pole Position. You are only limited by your imagination, and of course the severe limitations of the The missile colors are often matched to the sprite of the same number.

Ball- Really, the ball is just like the missiles are far as I can tell. The only real difference I can tell is that the ball matches the color of the playfield.

Designers of the game Adventure exploited this to actually make the ball the main character, which is why it shows up as a block instead of with more detail. Now to the fun, and the work. There is no simple way to do this, but if you want to create your own game, you have to code the kernel.

Creating the logic is by far the most fun and most frustrating part of creating your game. Think of it like learning to play golf.



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