Tag Archives: Atari

Atari 50 review: an incredible playable tour through video game history

One of the biggest challenges in video game preservation is figuring out how to actually present old games. In 2022, there are more ways than ever to play the classics, whether it’s mini consoles, updated hardware, subscription services, retro collections, or modern rereleases. While these can make old games playable to new audiences, they aren’t always able to put them in a proper context — which is especially important for really old games like, say, Adventure on the Atari 2600.

But an expansive new release, made by Digital Eclipse to celebrate Atari’s 50th anniversary, is the best attempt at a retro collection I’ve ever experienced. It’s available on just about every console out there right now as well as the PC, letting me put my PS5 to use for its intended purpose: playing Asteroids. The collection is huge, detailed, and does an amazing job of explaining why these games are so important.

The first thing to know about Atari 50: The Anniversary Celebration is that it is absolutely massive. It has more than 90 games spanning a few decades of history. Most of them come from the 2600 and arcades, but there are also PC games, 7800 updates, and a handful of titles from ill-fated devices like the Jaguar and Lynx. Rounding out the package are a number of unreleased prototypes, like the sequel to Yars’ Revenge and updated or reimagined versions of games like Haunted House and Breakout. Outside of the games themselves, the collection is packed with things like short documentaries featuring the original developers; old photos, magazine articles, comic books; and high-quality versions of classic Atari box art. You can even see the original code for some games.

It is a seemingly overwhelming amount of stuff, but the team at Digital Eclipse has cleverly arranged it into a timeline. It’s divided into five different eras, starting with Atari’s arcade origins before moving into home consoles and PCs and ending with the dire days of the Jaguar. The timeline intersperses supplementary material alongside the games so that you can understand the context of a title before you play. You also aren’t forced to experience the timeline in any specific order. You can pick and choose what you see, delving into what’s most interesting and skipping over things you already know. It’s sort of like an interactive museum exhibit, only on your television.

This context is especially important because many of these games have not aged particularly well. Even as someone who loves retro games, I am completely flummoxed when I boot up something like Swordquest. But after watching some videos of the designer explaining his work and delving into the comic books that detail the backstory, I was able to appreciate the series much more. I still can’t say I enjoyed playing them, but having that context helped me understand that these very confusing mazes were actually an important point in the history of video games, helping pioneer action-adventure games as we know them. (Atari 50 even features a newly developed version of the previously unreleased fourth game in the series.)

I also really loved being able to compare different versions of games. For instance, I found myself really getting into Dark Chambers, an early dungeon crawler. I started out playing the Atari 7800 version and was impressed by its detailed characters and dungeons. Then I played the extremely stripped-down 2600 port and was able to appreciate how much of the game remained intact despite the vastly underpowered hardware. Playing Scrapyard Dog, an early Super Mario-style platformer, was a similar experience. First, I played the bright and colorful console release and then the surprisingly adept handheld version from the Lynx.

All of this is made easier by some modern touches. Everything is quick and snappy, so it’s easy to swap between titles, and Atari 50 has save states so that you won’t lose your progress when you do. You can also bring up the controls and original instruction booklets with a press of a button, which is especially important given that the controls can change from game to game and platform to platform. I should also note that you don’t have to experience Atari 50 as a timeline: if you want, you can just play the games from a list as in most retro collections.

a:hover]:text-black [&>a]:shadow-underline-gray-63 [&>a:hover]:shadow-underline-black text-gray-63″>Image: Atari

But that timeline is what makes this collection so special. Without it, I would’ve probably played most of these games for a few minutes and then moved on; with it, I’m much more invested in understanding what they are and how they fit into gaming history, and I know what to look for when I dive in. That said, there are a few notable omissions. Since Atari 50 only has a few third-party titles included, important releases like the infamous E.T. on the Atari 2600 and the beloved Alien vs Predator on the Jaguar aren’t available. And while it’s no fault of the team at Digital Eclipse, I must reiterate that many of these games aren’t very fun to play in 2022. As a kid, I always thought the 3D Jaguar fighter Fight for Life looked incredible in magazine screenshots, and three decades later, I was able to experience just how awful it truly is.

That doesn’t take away from what an achievement Atari 50 is. It’s so detailed and sprawling that it feels like a history lesson told in a way that’s completely native to video games. The biggest compliment I can give it is that I now want this for every retro collection. Imagine the likes of Nintendo, Sega, or PlayStation getting similar treatment. It’s a pipe dream, but it’s one Atari 50 makes me want to come true very badly.

Atari 50: The Anniversary Celebration launches November 11th on the Xbox, PlayStation, Nintendo Switch, and Steam.

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Every U.S. PlayStation 2 Game Manual Is Now Scanned In 4K

Physical game manuals are hard to come by these days, especially as the industry begins to heavily lean into cloud streaming and digital-first infrastructures. But if you remember those good ole times when game boxes came with chunky pamphlets for you to peruse before jumping into your recent purchase, a games preservationist called Kirkland seeks to preserve that nostalgia for posterity by creating high-quality scans of the manuals of yore. In fact, he’s just finished uploading his complete set of U.S. PlayStation 2 manual scans.

Launched in the U.S. in October 2000—22 years ago this Wednesday—Sony’s PlayStation 2 was one of the most popular consoles ever. With more than 4,000 games released worldwide and selling approximately 158 million units globally, just about everyone had a PS2. Games like Jak & Daxter and Sly Cooper helped popularize the console among kids and tweens, while titles such as Metal Gear Solid 2 and Onimusha continued growing a more “mature” market. Devil May Cry 3, Final Fantasy X, Kingdom Hearts, Ratchet & Clank, Silent Hill 2 (which is getting remade now), Okami, Tony Hawk’s Pro Skater 3—the list of PS2 hits goes on forever, all bangers.

My fave aspect of buying a new PS2 game was always reading the manual to see what tips, tricks, and occasionally cheats I could use. While that time is long gone, Kirkland has now preserved just over 1,900 of them, uploading every single U.S. PS2 manual to Archive.org in full 4K resolution for your downloading and scrolling pleasure. The set comes in it at roughly 17GB—it was 230GB before compression. That’s chonky.

Read More: Every Single English-Language SNES Manual Is Now Available Online

Each manual is just as cool as you might remember back in the ‘00s, with the high-quality scans highlighting the often-striking art. It really is a portal through time! I mean, browsing the manual for Square Enix’s Musashi: Samurai Legends (one of my fave PS2 games, ever) fills me with nostalgia, transporting me back to my grandma’s house when I’d stay up ‘til 3 a.m. slashing goons as the cropped-top wearing protagonist Miyamoto Musashi. Clearly, things haven’t changed much for me.

“The goal is to raise some awareness for game preservation efforts,” Kirkland told Kotaku. “So many games growing up shaped how we looked at and experienced the world. Of course as we ‘grow up,’ we move to other things but there are a lot of us who have nostalgia for these things and want our kids to be able to enjoy what we did. The whole ‘read the books your father read’ deal. And there have been great efforts to preserve games: VGHF, the Strong Museum, and grassroots efforts like MAME, redump.org, No-Intro, and Cowering’s Good Tools before that. Which I always thought, ‘This is great! We’re going to have everything preserved. But without the manuals, we’re not going to know how to play them.’”

Read More: The Decade-Long Struggle To Fund Oakland’s Scrappy Video Game Museum

Unfortunately for the manuals, scanning can be a pretty rough process. “My process is horrible. I pull the staples and run most everything through my Epson DS-870 sheetfed scanner. As a die hard perfectionist, using a document scanner is disappointing for quality, but a necessity due to volume,” he said. I spent seven months scanning SNES manuals and only made it to the letter ‘E’ using three flatbed scanners. With this setup I’ve been able to scan almost 75,000 pages in the last year alone.”

After the tedious work of scanning each page, Kirkland used a bevy of apps—like Adobe Acrobat Pro, Photoshop, Textpad, and PDF Combiner Pro—to get them as clean and pristine as possible before uploading them all to Archive.org in both 2K and 4K resolution. “I’ve spent entire summer vacations scanning manuals, only to discard them as I’ve gotten better equipment, or better processed,” he said. “Lots of late nights.”

Kirkland said he dropped about $40,000 on his U.S. PS2 collection as he methodically bought every U.S. release over the course of 22 years. “I grabbed new releases when they got down to $20 for about the first 800 releases, then I started picking up used sports games in good condition, then it was hunting down the odd variants (which is never-ending).”

Kirkland’s 4K U.S. PlayStation 2 scan set is likely the largest, highest-quality collection of video game manual scans publicly available, but to him, it doesn’t quite constitute “archival” quality.

Read More: Video Game History Foundation Goes Off On Nintendo’s ‘Destructive’ Retro Policies

“I consider this ‘functional preservation’ for now,” he said. “Since I’ve popped the staples, I can always chuck them on a flatbed to properly preserve them. But then it goes back to my perfectionist nature. What is ‘good enough’? 2400 dpi at 48-bit color (over one gigabyte per page). At what point are we archiving ink instead of images? There is no easy answer.”

Maybe further advances in technology will eventually make the task easier.

“In the future, I’d love to have an AI that can truly reconstruct the text and images as they were intended, correcting skew and properly descreening without blurring line art,” he said. “As it is, no one really wants a 600 dpi scan with staple holes and black edges, they just want the polished, finished project.“

Of course, getting there requires an incredible amount of labor on the part of the archivist.

While finishing over 1,900 PS2 manual scans might strike you as a good life’s work, it’s actually just another milestone for Kirkland. He’s previously completed the full set of U.S. SNES manuals in 2K (collecting those to scan cost him $8,000), and is in the process of chipping away at, SNES 4K, Atari 2600, and Game Boy. “I’ve scanned about 300 of the original PlayStation manuals the last few weeks,” he casually drops, as if it’s nothing.

Kirkland says he has about 7,500 manuals on hand, of which about 3,000 have already been preserved. He just wishes that this work didn’t all have to fall onto the backs of unusually motivated individuals like himself. “In a perfect world, companies would step up and release their original artwork sent to the presses for preservation,” he said. “But so many of those have been lost to history and hard drives over time.”

Hella hours and hella money later, that’s quite a collection.
Photo: Kirkland

Yet collaboration brings its own challenges.

“At this time it’s mostly a solo effort—which I’m hoping to change as I move on to systems I cannot 100%,” he said. “I’ve been burned in the past by collaborations, so I’ve been a little leery of attaching to other projects, in the hopes of having a little more control over quality and direction.”

The work is painstaking, and many of the manuals most in need of preservation are stuck in private collections or being jacked up in price by “investors.” But Kirkland plans to continue his scanning projects because, in his view, this work simply must be done before it becomes impossible.

“The internet has had 25 years to make it happen, and all we have are the same scanned manuals from 2004 that look like they came off a fax machine, or gimped NES manuals because NintendoAge old-timers were so paranoid people were going to counterfeit their expensive holy grails that they themselves scored for $5 at a garage sale in the ‘90s. It just doesn’t sit right with me that you have to pay $200 for the privilege of reading a Chrono Trigger manual that is actually legible.”

 

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Atari Anniversary Collection Full List Of Games Possibly Revealed In Retailer Leak

Atari 50: The Anniversary Celebration is meant to be arriving at some point before the end of this year on Nintendo Switch. If you have been wondering what games will be included in this upcoming release by Digital Eclipse, you just might be in luck.

A retailer located in the Netherlands may have potentially revealed the full list of games that will be included in the anniversary celebration. As previously revealed, this collection will have over 90 games spanning multiple generations including the Atari 2600, 5200, 7800, ST, Jaguar and Lynx.

The retailer leak suggests there will be “more than 100 playable games”. Here’s what’s included on this page listing (via Nintendo Everything):

Atari Arcade

1. Akka Arrh
2. Asteroids
3. Asteroids Deluxe
4. Black Widow
5. Breakout
6. Centipede
7. Cloak & Dagger
8. Crystal Castles
9. Fire Truck
10. Food Fight
11. Gravitar
12. I, Robot
13. Liberator
14. Lunar Lande
15. Major Havoc
16. Maze Invaders
17. Millipede
18. Missile Command
19. Pong
20. Quantum
21. Space Duel
22. Sprint 8
23. Super Breakout
24. Tempest
25. Warlords

Atari Reimagined

1. Haunted Houses
2. Neo Breakout
3. Quadratank
4. Swordquest: AirWorld
5. VCTR-SCTR
6. Yars’ Revenge Enhanced

Atari 800

1. Bounty Bob Strikes Back!
2. Caverns of Mars
3. Food Fight
4. Miner 2049er

Atari 2600

1. 3-D Tic-Tac-Toe
2. Adventure
3. Air-Sea Battle
4. Asteroids
5. Basic Math
6. Breakout
7. Canyon Bomber
8. Centipede
9. Combat
10. Combat Two
11. Crystal Castles
12. Dark Chambers
13. Demons to Diamonds
14. Dodge ‘Em
15. Fatal Run
16. Gravitar
17. Haunted House
18. Millipede
19. Miner 2049er
20. Missile Command
21. Outlaw
22. Quadrun
23. Race 500
24. RealSports Baseball
25. RealSports Basketball
26. RealSports Boxing
27. RealSports Football
28. RealSports Soccer
29. RealSports Tennis
30. RealSports Volleyball
31. Saboteur
32. Secret Quest
33. Solaris
34. Super Breakout
35. Surround
36. Swordquest: EarthWorld
37. Swordquest: FireWorld
38. Swordquest: WaterWorld
39. Warlords
40. Yars’ Revenge

Atari 5200

1. Bounty Bob Strikes Back!
2. Millipede
3. Missile Command
4. Star Raiders (+ Enhanced Version)
5. Super Breakout

Atari 7800

1. Asteroids
2. Basketbrawl
3. Centipede
4. Dark Chambers
5. Fatal Run
6. Ninja Golf
7. Scrapyard Dog

Atari Handheld

1. Touch Me

Atari Jaguar

1. Atari Karts
2. Club Drive
3. Cybermorph
4. Evolution Dino Dudes
5. Fight For Life
6. Missile Command 3D
7. Ruiner Pinball
8. Tempest 2000
9. Trevor McFur In The Crescent Galaxy

Atari Lynx

1. Basketbrawl
2. Malibu Bikini Volleyball
3. Scrapyard Dog
4. Super Asteroids & Missile Command
5. Turbo Sub
6. Warbirds

Assuming this list is the real deal, what are your thoughts? Leave a comment below.



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Atari Anniversary Collection Full List Of Games Possibly Revealed In Retailer Leak

Atari 50: The Anniversary Celebration is meant to be arriving at some point before the end of this year on Nintendo Switch. If you have been wondering what games will be included in this upcoming release by Digital Eclipse, you just might be in luck.

A retailer located in the Netherlands may have potentially revealed the full list of games that will be included in the anniversary celebration. As previously revealed, this collection will have over 90 games spanning multiple generations including the Atari 2600, 5200, 7800, ST, Jaguar and Lynx.

The retailer leak suggests there will be “more than 100 playable games”. Here’s what’s included on this page listing (via Nintendo Everything):

Atari Arcade

1. Akka Arrh
2. Asteroids
3. Asteroids Deluxe
4. Black Widow
5. Breakout
6. Centipede
7. Cloak & Dagger
8. Crystal Castles
9. Fire Truck
10. Food Fight
11. Gravitar
12. I, Robot
13. Liberator
14. Lunar Lande
15. Major Havoc
16. Maze Invaders
17. Millipede
18. Missile Command
19. Pong
20. Quantum
21. Space Duel
22. Sprint 8
23. Super Breakout
24. Tempest
25. Warlords

Atari Reimagined

1. Haunted Houses
2. Neo Breakout
3. Quadratank
4. Swordquest: AirWorld
5. VCTR-SCTR
6. Yars’ Revenge Enhanced

Atari 800

1. Bounty Bob Strikes Back!
2. Caverns of Mars
3. Food Fight
4. Miner 2049er

Atari 2600

1. 3-D Tic-Tac-Toe
2. Adventure
3. Air-Sea Battle
4. Asteroids
5. Basic Math
6. Breakout
7. Canyon Bomber
8. Centipede
9. Combat
10. Combat Two
11. Crystal Castles
12. Dark Chambers
13. Demons to Diamonds
14. Dodge ‘Em
15. Fatal Run
16. Gravitar
17. Haunted House
18. Millipede
19. Miner 2049er
20. Missile Command
21. Outlaw
22. Quadrun
23. Race 500
24. RealSports Baseball
25. RealSports Basketball
26. RealSports Boxing
27. RealSports Football
28. RealSports Soccer
29. RealSports Tennis
30. RealSports Volleyball
31. Saboteur
32. Secret Quest
33. Solaris
34. Super Breakout
35. Surround
36. Swordquest: EarthWorld
37. Swordquest: FireWorld
38. Swordquest: WaterWorld
39. Warlords
40. Yars’ Revenge

Atari 5200

1. Bounty Bob Strikes Back!
2. Millipede
3. Missile Command
4. Star Raiders (+ Enhanced Version)
5. Super Breakout

Atari 7800

1. Asteroids
2. Basketbrawl
3. Centipede
4. Dark Chambers
5. Fatal Run
6. Ninja Golf
7. Scrapyard Dog

Atari Handheld

1. Touch Me

Atari Jaguar

1. Atari Karts
2. Club Drive
3. Cybermorph
4. Evolution Dino Dudes
5. Fight For Life
6. Missile Command 3D
7. Ruiner Pinball
8. Tempest 2000
9. Trevor McFur In The Crescent Galaxy

Atari Lynx

1. Basketbrawl
2. Malibu Bikini Volleyball
3. Scrapyard Dog
4. Super Asteroids & Missile Command
5. Turbo Sub
6. Warbirds

Assuming this list is the real deal, what are your thoughts? Leave a comment below.



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The Analogue Pocket Just Got Its Long-Awaited Jailbreak

Image: Analogue / Kotaku / Se_vector (Shutterstock)

Analogue Co.’s Pocket has always turned heads: first for being the most authentic-seeming Game Boy replacement ever announced, then for taking an extraordinary length of time to finally come out. But come out it did, and it was pretty good. For some, its biggest drawback was that it required old, increasingly expensive physical cartridges to play games, as (for the most part) it couldn’t just load convenient ROM files. The Pocket really needed something the kids call a “jailbreak,” at least if it was going to fulfill the fantasy of being the ultimate Game Boy device. Today, that jailbreak just slipped in the side door.

A little place-setting: When the Pocket finally shipped last December, it had only the most barebones operating system, and lacked many of the system’s long-promised features, like save states that backed up your game progress. (Analogue also didn’t release the originally announced Atari Lynx, Neo Geo Pocket, or TurboGrafx-16 cart adapters.) Early adopters, glad as they were to have their uber Game Boys with beautiful retina-quality screens, realized it’d be quite some time before the device in their hands was actually finished.

The same was true for would-be developers eager to make the new machine do fun new stuff. The Pocket contains two field-programmable gate arrays (FPGAs), which programmers can reconfigure to closely approximate the hardware of another device. They are wonderful for simulating classic video game systems, and hobbyist developers could surely put them to great use, perhaps by developing new FPGA cores—meaning software that tells the FPGAs how to configure themselves—to simulate even more consoles. But that feature was delayed too.

Fast forward to today. At 8:01 a.m. PT Analogue finally released a new version of the Pocket’s Analogue OS. Today’s Analogue OS v1.1 beta adds the long-promised “Library” and “Memories” features; the first displays information about games you insert, the second is basically save states. v1.1 also finally opens the system up to developers, under the moniker “openFPGA.” As an example of what hobbyists can accomplish with the newly unlocked FPGAs, Analogue released an openFPGA core that simulates Spacewar!, one of the first video games. Neat.

And that was it. A nice and necessary update, but it wasn’t the jailbreak many folks’d been hoping for, either. See you in another six months! (Actually, Analogue being Analogue, more likely eight.)

But then.

Some three hours later at 11:23 a.m., a Github account called Spiritualized1997, created less than 24 hours before, uploaded a repository called openFPGA-GBA; one minute later, it uploaded another called openFPGA-GB-GBC. Each repository contained a single downloadable file. “To play Game Boy Advance on your Pocket follow these instructions,” said the instructions accompanying the GBA repository, outlining five steps to install a v1.0.0 Spiritualized1997 GBA core on the Pocket and get it running ROM files. The second repository offered similar instructions, but for a core that ran Game Boy and Game Boy Color ROMs.

So to recap: Today Analogue Pocket got the ability to run third-party FPGA cores. Three hours and 22 minutes later the Pocket’s two most popular supported handhelds mysteriously received new, third-party FPGA cores that could Do The Thing that everyone’s wanted the Pocket to do since it came out: load games from ROM files stored on a microSD card. Is this…is this finally the jailbreak?

Yes, yes it is. Or rather, the jailbreak’s finally started, because today’s two v1.0.0 Nintendo cores are just the first wave of what is clearly going to be a longer, more sustained rollout.

So what is happening here? Who is Spiritualized1997, and how the hell did they develop and release GBA and GB/GBC cores for the Analogue Pocket just three or so hours after today’s Analogue OS v1.1 beta release made running such things possible? Why is the account so new?

Most observers’ theory—which, to be clear, Kotaku cannot confirm—is that Spiritualized1997 is Kevin “Kevtris” Horton, a legend in the emulation scene and the FPGA emulation guru behind all of Analogue’s FPGA-based game machines. He’s worked on the Analogue NT mini (which played 8-bit NES games), the Super NT (SNES games), the Mega Sg (Sega Genesis games), and of course the Pocket.

Kevtris checks in on the popular Classic Gaming Discord today about 40 minutes after the two unexpected FPGA cores were uploaded.
Screenshot: Kotaku

Horton has a history (you’re now thinking of a Dr. Seuss book) of releasing unofficial “jailbreak” firmware for the Analogue Co. consoles he’s helped develop, starting back in 2017 when he uploaded the first jailbreak firmware for the NT mini. “The Core Store is officially open for business!” he wrote on the AtariAge forum, referring to the potential to make the NT mini run games from a variety of systems, when until then it had only played 8-bit Nintendo games loaded off of physical cartridges.

In case that left any doubt, he added, “Yes, this means that it runs ROMs now!”

And that’s how it’s gone for all the Analogue consoles since. Horton got a little more discreet after the NT mini jailbreak, instead releasing his jailbreak firmwares through intermediaries like emulation scene mover-and-shaker Smokemonster. But folks in the scene, with a wink and a nod, understand where these popular, hardware-enhancing bits of software really come from. (Prior Analogue consoles have been closed platforms, so who else could have made them?)

That’s why many people considered it a given that the Analogue Pocket’s wonderful hardware would itself get liberated to play games from ROM files. It’s been a long eight months, but today’s surprise Spiritualized1997 FPGA cores are pretty much exactly what Pocket owners wanted, just in a slightly different form than usual—discrete FPGA cores loadable through the Pocket’s new openFPGA feature. That’s made this “jailbreak” seem a little more subtle than usual. It’s not a firmware replacement, but just alternate cores you run off the microSD card. The end result is exactly the same, though.

But again, this is just the start of a longer jailbreak process that will play out over the coming months. After all, Game Boy, Game Boy Color, and Game Boy Advance are just three of the handhelds people want to play on Pocket, not to mention folks clamoring for it to support TV-based consoles like Genesis and SNES. The Spiritualized1997 FPGA cores, both at just v1.0.0, are also missing a few features enjoyed by the Pocket’s official built-in cores, most notably screen filters. These and further enhancements are coming; the missing filters are apparently just because the openFPGA API is still immature.

Spiritualized1997, who only joined Github yesterday, is a very helpful person.
Screenshot: Kotaku

Spiritualized1997, whoever they may be, is also being quite active on Reddit. One user bemoaned the lack of a Sega Game Gear core, to which Spiritualized1997 replied, “coming soon.” This seemingly supernaturally helpful individual also released an 80MB archive containing 6,959 title screen images of Game Boy, Game Boy Advance, and Game Gear games that are in, wouldn’t you know it, exactly the special file format that the Pocket’s new “Library” feature expects. So now you know how to make your Library look pretty.

“This is fantastic! Finally the Pocket awakens from its deep slumber,” said a Reddit user in response to news of the two new FPGA cores. “I haven’t powered on mine [in] months!”

“Today has been a roller coaster.” said another. “Sincerely, thanks!”

So while the heavens didn’t part and there was no neon sign flashing “the jailbreak is here!”, make no mistake, on July 29, 2022 the Analogue Pocket finally got the key feature owners have desired since December. But this jailbreak isn’t once and done; this is slow and steady, and now that the pump is primed, more ROM-friendly cores will come with time. Game Gear first, seemingly.

Kotaku reached out to Analogue Co. for comment.

At the end of today’s Analogue OS v1.1 announcement, the company tweeted, “Analogue does not support or endorse the unauthorized use or distribution of material protected by copyright or other intellectual property rights.”

 



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RIP Bernie Stolar, Former Sega, Atari & PlayStation Executive

Stolar pictured during the Dreamcast’s launch
Photo: Associated Press (AP)

Bernie Stolar, one of the most important video game executives of the 1990s, has passed away at the age of 75, GamesBeat reports.

Stolar began working in the video game business in 1980, first founding a coin-op company before moving to Atari, where he did everything from working on their arcade games to their later home console efforts to, of all things, leading development on the Lynx, Atari’s infamously enormous handheld device.

He then moved to Sony where he helped found the American division of the company’s PlayStation brand, serving as the company’s first executive vice president. While at Sony his biggest achievement was lining up a number of studios and properties for the PlayStation’s early library of games—forming relationships that in many cases endure in 2022—including Ridge Racer, Crash Bandicoot and Spyro.

After the PlayStation’s launch Stolar moved to rivals Sega, where he did not mess around. As GamesBeat remembers:

“When I got to Sega I immediately said, ‘We have to kill Saturn. We have to stop Saturn and start building the new technology.’ That’s what I did. I brought in a new team of people and cleaned house. There were 300-some-odd employees and I took the company down to 90 employees to start rebuilding,” Stolar said.

While with Sega Stolar made another visionary long-term signing, buying a studio called Visual Concepts who would go on to become 2K Sports, and who continue to release the NBA 2K series to this day.

Stolar’s post-90s career was marked by spells at Mattel (where he pushed the company to double down on the production of Barbie video games) and Google, where he served as the company’s first ever “Games Evangelist”, a position he tried to use to champion the idea of a streaming game service, something the company waved off at the time and then…would revisit a decade later, long after Stolar had left, before completely screwing it up.

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There’s a mini Atari Lynx revival going on.

If you’re a retro gamer, it’s hard not to ignore the Atari Lynx. The first color hand-held it might have been, but its small library of games (under 100 official titles) and general mishandling by Atari itself earned it little more than a walk-on role in gaming history for most people. As such, the homebrew and indie scene for the Lynx is pretty thin compared to its contemporaries (the Game Boy and the Game Gear).

The system still has its fans, though, (me included) and a few dedicated folks still hold a candle for the chonky handheld, with new titles now more common than they were a decade ago. But the real rarity is the full, physical release. Here are four new games you can play on original hardware, complete with cartridge and box, just as nature intended.

For Lynx diehards, there’s one destination to gather: AtariAge. And user Fadest (real name, Frédéric Descharmes) is one of the long-standing members of the handheld’s forum there. He’s perhaps best known for his Yastuna series of puzzle games. His two new releases keep the puzzle trend, but with a shoot-em-up/adventure twist.

Descharmes began programming for the Lynx as a way to channel his enthusiasm for retro gaming while he soothed his son to sleep late at night. He came to the Lynx specifically for its technological limitations (although it was advanced for its time). “I like the NES and Game Boy, and even code for them, but in my beginner situation, the Lynx was probably the best choice when I started in 2004,” he told Engadget.

Raid on TriCity – Second Wave

Fadest

Raid on TriCity takes the classic Tetris format and introduces a shoot-em-up component. As the blocks fall, you can’t move them or rotate them, but you can shoot them away brick by brick. You score, as normal, by completing lines (and not by shooting), and some of the Tetrominoes contain power-ups or enemies/ways to die.

Descharmes already released a pay-what-you-want ROM-only version of Raid on TriCity. “Second Wave” is essentially the same game as a physical release with some new in-game perks. The two most important ones would be the addition of an EEPROM for storing progress/high scores (no retail Lynx games ever had batteries or memory like some Game Boy titles did) and a new story mode which injects some life into an otherwise pick-up-and play time killer.

As simple as the game may sound, the hybrid dynamic picks the best elements of both genres and blends them to great effect. As you see blocks falling you have to make a quick decision about whether you want to go for a complete line, or whether a power-up might be more appealing or perhaps you have to sacrifice one to get rid of a baddie behind it. Sometimes this can be a bit of a gamble if a power-up you want has blocks above it that might bring you closer to the upper threshold and thus the end of the game.

Likewise, as lines complete and bring any power-ups above it one row down, a helpful bomb can become a death sentence (bombs trigger when a line is completed taking anything one square around it along with it — including your spaceship if you’re not careful).

The story mode isn’t exactly its own adventure, more it serves as a way to break up the game play with some narrative interludes and an element of interactivity in choosing your “path” through a network of levels. The levels themselves are really just more of the same shoot-a-block business, but it makes it feel more like making progress, and thus a game with an end to reach (rather than a high score to beat).

Asteroid Chasers

Fadest

Fadest’s second new title is another puzzler, but this time it’s more about strategy and fortune. I say fortune, but it’s usually mis-fortune to be fair. The game looks like it’s going to be a retro space shooter at first glance, but is more akin to a card game. Each turn you’ll be presented with an item/card and can only place it one square away in any direction from your last move. But each item/card will either be a scoring opportunity or a penalty of some kind.

This simple premise is deceptively addictive. There are four main “cards” to place: A probe, an asteroid (two types!) a mine or a pirate ship. Your job is to surround the asteroids with four probes to earn points (hence the game’s name). However, the pirates have other ideas and will disable any probes adjacent to them. This not only robs you of points, but can also be fatal: mines are diffused by surrounding them with probes, and you can only have three “live” ones on the map at any time. This means an ill-placed pirate, or just a string of bad luck with many mine cards can end your mission in a snap.

The goal is simple, reach the end of the “deck” while scoring as many points as you can along the way. At first, the game feels frustrating, as if you are merely at the whim of whatever cards are in the pile. And while this is true, you soon learn some strategies to increase your chances of getting to the end and racking up some points to boot.

For me, the fun of the game is built right into that frustrating nature. Many times I was killed early on, which only stoked my desire to beat the game and make it to the end. Once you do, you find yourself wanting to then beat your own high score. As with Raid on TriCity, Asteroid Chasers can remember your high scores giving the game longer term appeal. There are also many achievements to unlock (fortunately, also remembered) which will reward you with different music and other goodies giving this relatively simple game a lot more longevity than it first suggests.

Songbird Productions

If you’ve paid any attention to Atari’s handheld or the Jaguar indie scene in the last 20 years, you’ll be familiar with Songbird Productions. Not only is it a popular retailer of rare and homebrew games, its founder, Carl Forhan, is responsible for a number of Lynx titles being saved from obscurity by finding unfinished IP and seeing them through to completion, along with some original titles of his own.

One such title is CyberVirus, a first person space shooter. “In CyberVirus, I had to redo all the missions, redo the health and powerup system, and add new features to the game which were not in the original prototype.” Forhan told Engadget. I also enjoy the purity of these older, smaller machines where you have to fight for RAM and CPU cycles to do everything. It’s a fun challenge for my brain, I suppose.”

Cyber Virus – Lost Missions

James Trew / Engadget

This new title, as the name suggests, is a follow-up to the original CyberVirus. The first version was released almost 20 years ago and is one of the “unfinished” games that Songbird rescued. It’s also a rare first-person/3D shooter on the Lynx. Lost Missions is a collection of levels that were also in the original, developed initially by Beyond Games, and presented to Atari as a demo back in 1993.

The nine new missions see you take on a familiar cast of robotic foes as you seek to achieve your objective. This could be as simple as destroying some communication towers, but the number of enemies soon ramps up making each mission exponentially harder. You have a selection of weapons at your disposal and a semi-open 3D world to explore, not bad for a console released in 1989.

CV-TLM will appeal to fans of early first person shooters like Doom, but instead of a complex map you must navigate open terrain. Thank’s to the game’s origins, the graphics and gameplay are much nearer to those found in official releases (given that this nearly was one) compared to even some of the more ambitious homebrew titles that have emerged since the Lynx’s commercial demise.

The result is a fun, frantic shooter that deserved to make it onto shelves back in the ’90s. Forhan’s given the game the next best thing in this release which comes with a slick, glossy box and a physical cartridge that’s indistinguishable from the originals (many homebrew releases, including the above are 3D printed).

Unnamed

The catalog of official releases for the Lynx tends to skew toward arcade titles, puzzlers and racing games. There’s a little bit of everything for sure, but adventure games and RPGs are generally lacking. Unnamed is a welcome salve, then, for fans of either of those genres. While the game is published by Songbird, it’s the work of Marcin Siwek who’s other Lynx title — Unseen — was a dark, choose your own adventure style game. Siwek’s second title is much more immersive with your onscreen character free to move around, find items and solve puzzles.

You awaken in a strange place with no memory of how you got there. Your task is to figure out why and how they find themselves in this strange world. Along your journey you find new rooms to explore and items to help you along the way. It’s a classic recipe, but one that lends itself particularly well to the handheld format.

Unnamed is refreshing, not just for its playstyle, but as a true indie game (rather than a rescued abandoned title) it has a surprising amount of depth and atmosphere. Within moments of playing, I knew that this is a game that I would truly want to “get into” and complete. As with Descharmes‘ titles, Unnamed features an EEPROM for saving progress meaning you can pick it up without having to start from scratch every time.

The graphics are a good blend of cute and sinister and the music strikes the perfect balance of ambiance without being a distraction. The challenges and puzzles to be solved are pitched just at the right level and there’s a genuine sense of wondering if you might have missed something — which might sound annoying, but I think is the hallmark of a good RPG.

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Sony’s PSN Store Charges Devs At Least $25,000 For Visibility

Image: Sony

In a furious tirade on Twitter, independent games publisher Iain Garner of Neon Doctrine has unleashed his frustrations with trying to publish games on a major games console—one he says that isn’t made by Microsoft. During the spleen-venting, he suggests that getting prominent promotion for a game from the platform holder requires spending at least $25,000. According to financial figures we’ve had verified by another source, if it’s Sony he’s talking about, that can reach as high as $200,000.

Without naming either Sony or PlayStation (presumably allowing room for us to think he might mean the Atari VCS), British developer and publisher Garner details just how difficult he has found it to gain support, store presence, and even launch discounts, when releasing games on the platform.

“If Platform X doesn’t like your game, no fanfare no feature no love,” Garner claims, after stating that getting any attention at all requires he “jump through hoops.” Suggesting that developers have “no ability to manage their games,” he goes on to detail how a game’s presence is based on the platform holder’s own evaluation of the product. “How is this evaluation done? Dunno, they don’t share that, nor will they share the value they ascribe to my game.”

Garner claims that all games released on the store have to get through an “incredibly difficult [compliance check] spread over 3 generations of backend software,” then create a specific trailer for the platform, write a blog for their site, and then “Submit multiple forms for social media.” And that even getting assigned an account manager to help with this proves difficult.

After alleging that even being able to launch with a discounted price requires the console owner’s approval—and even then is “very limited”—Garner goes on to make the most notable claim. That all this can be bypassed by paying a minimum of $25,000. This is a figure we’ve since had verified by two sources.

Starting at that price, the The Legend of Tianding publisher says this company will feature a game on their store, ensuring it reaches players’ eyes. And of course that’s before the standard 30% of earnings that goes to the platform holder.

While Garner never mentions any names, we’ve independently verified that these deals are certainly in place with Sony for the PlayStation.

The numbers of indie games coming out each week on any platform is already untenable for the current systems. As Mike chronicles, the Switch has at least 30 games come out a week, while Steam currently sees around 50 new games a day. Getting noticed on any platform, when you don’t have the marketing spend and pre-hype of a AAA publisher, is nightmarishly difficult, with dozens of decent games going completely unnoticed every month.

This creates an opportunity for platform holders, who by necessity cannot prominently show every new game on their console stores. Where perhaps one might hope for solutions like improved human curation, or better displayed prominent sections devoted to promising indies, charging money for those top spots seems far more inevitable.

From official paperwork we’ve seen, those fees can reach six figures for just a weekend’s promotion. We’re also told that Microsoft runs similar payment schemes for the Xbox store. Of course, for big publishers this is just another number on a multi-million marketing spreadsheet, the costs of doing business. But for independent developers and publishers, working on total budgets more likely in five figures or less, it’s absolutely unaffordable. For so long as major platforms release both sorts of games on the same terms, having them directly compete against one another, Garner’s will be just one of thousands of frustrated stories of finding it impossible to get any attention at all.

We’ve reached out to Sony for comment, and will update should they respond.

Meanwhile, we asked Iain Garner why he felt the need to speak out after his recent call with “Platform X”.

“Platform X is letting down indies on a massive scale while using us as a key part of their marketing,” he told us, likely referencing the larger profile certain indie games were given at E3 this year. “The recent call I had showed that they had no regard for us, our opinions or our livelihoods. What’s worse is that it ensures that their customers get a worse deal and have less options. I don’t understand the logic but it seems to be bad for everyone including them.”

 



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Even Atari’s Reanimated Corpse Is Getting in on the NFT Grift

Photo: Anderson Reis (Shutterstock)

Let me start right off the bat with the disclaimer that this is not an April Fool’s joke. Atari, or rather, the corporate entity that now runs the shell of the beleaguered video game company, has jumped on the non-fungible token hype train to shamelessly cash in on that arcade nostalgia.

The NFTs, “limited edition” digital collectibles based on the company’s slew of retro video game titles, are being sold in a series of auctions as part of the Atari Capsule Collection. This week, the first lot—110 tokens representing 3D models of the Atari 2600 game cartridge for Centipede—collectively sold for roughly $110,00o worth of the cryptocurrency Ether, according to Ars Technica.

Atari said future auctions will include renditions of in-game scenes from several of its titles, 3D collectibles based on Pong, and “the first quarter inserted into the first Pong arcade game at Andy Capp’s Bar in 1972, based on the actual physical quarter owned by Al Alcorn.” (It just looks like a regular old quarter, but that’s sadly still far from the dumbest thing people have made into NFTs to date). The company also plans to auction off a 3D model of a Centipede arcade cabinet digitally signed by the game’s co-creator Dona Bailey that will come bundled with a real-life, restored Centipede arcade cabinet.

In case you haven’t been following this NFT mania, each token is an ostensibly one-of-a-kind digital item that the blockchain keeps track of who owns the file. Fans shelled out between $180.78 to more than $18,000 for these Centipede NFTs, which is particularly baffling when you consider that you can get a working physical copy on eBay right now for around $5. It just goes to show that we’ve yet to reach peak NFT saturation—you can own a fart, you can own a tweet, and now you can own a 3D model of an antiquated piece of ‘80s tech that’s hundreds of times more expensive than the real deal.

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