Showing posts with label Atari 2600. Show all posts
Showing posts with label Atari 2600. Show all posts

October 17, 2018

Internet Archive Emulator for Atari 2600 Activision Pitfall!

As we head into the holiday season about 2 months from now, again I'm mining the digital treasure trove of the nonprofit organization Internet Archive, this time for home video game console systems and library of different games that worked with each console which first emerged in the late 1970's.


Home video game console systems continue to be produced today even if the companies selling them have changed (for example, Microsoft sells XBox consoles, and Sony sells the popular PlayStation gaming system, each in different iterations over time), plus Japan-based Nintendo continues to operate in the space, too.

Since this blog deals mainly with retro content, I won't be discussing any of the present purveyors of home video game consoles. But, I will address a few contained in the Internet Archive's Console Living Room (catch their December 2013 blog post at https://blog.archive.org/2013/12/26/a-second-christmas-morning-the-console-living-room/ for details), including companies with names like Coleco, Atari, Philips/Magnavox Odyssey 2 (the latter two were brands of the same if memory serves me correctly), and Mattel Intellivision (legal challenges from the litigious Mattel Corporation means that particular library will not be included in this collection).  Those are definitely games from my generation, and thanks to Internet Archive, even though the old hardware may now be history, their games live on -- online (FREE!), and are open to anyone with a web browser thanks to emulation.

Like the Internet Archive's Historical Software collection, its Console Living Room is in still technically in beta. Its very much a work-in-process, and new emulators are being developed all the time. At some point, we are likely to see much better cataloging of the content there, with relevant search functionality, instructions for using each game on the web, game documentation, etc. Right now, because its still in beta, most of those things are still missing.

Each home video game system console has its own history and games they were best known for. The Atari Video Computer System (or VCS) was originally released on September 11, 1977 (yes, on 9/11), but was re-named Atari 2600 in 1982.  It is credited with popularizing the use of microprocessor-based hardware and games contained on ROM cartridges. Newer home video game consoles such as Sony's PlayStation and Microsoft's XBox use CD-ROM's for games which are cheaper and easier to produce, and a very lucrative secondary market for buying and selling used games exists as of 2018, which has helped perpetuate their popularity.

In any event, while creating emulators of the original home video game consoles remains a work-in-progress, a number are there now and are working very well. Recall that while Atari (under its ownership of Warner Communications in the early 1980's) made some of its own games, many of its more popular ones were "ports" from other video game manufacturers who developed them (Atari 2600 being an under-powered system is often criticized for poor graphics and sound quality; the company's later generation machine the Atari 7800 was considered a big upgrade, and the game library here reflects those improvements), but third-party software developers quickly entered the space, and some of their games are considered among the best ever released on those game platforms.

One such company is still very much in business as a gaming company today: Activision, which began in 1978, the year after Atari released its original home video game console. Its signature game has been released, re-released, released as part of collections, and included on dozens of platforms (including phones). Yet Activision has largely resisted efforts to make the original Pitfall! game online, except on very limited occasions. That said, apparently, because Internet Archive is using open-code software in its emulator models, evidently, the company isn't fighting its effort, which is good for end-users.

For its time, Pitfall! was a revolutionary and original game. It showed video game audiences that a cartridge could let you walk, run, jump, swing, and climb. Players were given an expansive area in which they could explore while avoiding dangerous obstacles. Pitfall! also gave the player a goal to collect treasure within a specific amount of time. All of these elements were new and original in 1982, and it paved the way for future video games. On top of this, Pitfall! featured impressive graphics, animation, and a unique sound system.


Pitfall! was originally conceived and designed by David Crane while at Activision, who graduated from the De Vry School of Technology in 1972. After first working at Atari, David Crane and three of his fellow game designers left to start their own company called Activision. Before too long, David found himself designing Pitfall! at his new company. "The idea took all of ten minutes," David remarked. "It was a simple idea - a man running in a jungle. But, it spawned a genre of side-scrolling games. It was the beginning of a genre. Also, I guess people just remembered it as being neat."

Once upon a time, one website had an Adobe Shockwave player version of the game online. But most old Adobe software, while functional, tended to be bug-ridden and were banned by many IT departments because it didn't always play nice with Windows or server software.  More recently, Adobe has migrated virtually all of its software library online. Regardless, the Shockwave version of the Pitfall! game itself has since been removed from the site, but there's still (for the time being) some relevant Adobe Flash-based history there, and it has some interesting background still which can be found at http://www.langleycreations.com/pitfall/ if you're interested.

Aside from that, a few other things I felt were worth sharing here.

First, an original television Commercial for Pitfall! from Internet Archive. The quality isn't great, but its one of the few out there and is worth a look. That can be viewed below, or by visiting https://archive.org/details/Pitfall_1982_Activision.



AtariAge also has a lot of great documentation for the original Activision Pitfall! found online -- I find it a little bit cumbersome to navigate. For example, each page of the original manual is scanned as a separate jpg file. Format aside, the manual can be found at http://atariage.com/manual_thumbs.php?SoftwareLabelID=360 but is still worth a visit.

As for the relevant user details on playing the game, while the manual has most of those, some are a tiny bit different than the old Atari 2600 in a web browser-based environment (for example, most people don't have joystick controllers as the old Atari system had), and as noted, once its out of beta, we can expect Internet Archive will have this stuff cleaned up, documented and readily available. Right now, in Pitfall! parlance "It's a Jungle Out There!" so I've assembled the most relevant components here, followed by the game itself.

Instructions for Playing Pitfall! Online in an Internet Web Browser

The object of Pitfall! is to guide Harry through a maze of jungle scenes, jumping over or avoiding many deadly dangers, and helping Harry grab the most treasures in the shortest possible time.

GETTING UNDERWAY

1. Use of Keyboard Controls:

Although the following details have not (YET) been documented by Internet Archive (which one would expect once its no longer in beta format), but the following have been discovered by users and are worth sharing here.

  • Ctrl - To jump
  • Arrow Key Up - To move up
  • Arrow Key Down - To move down
  • Arrow Key Left - To move left
  • Arrow Key Right - To move right
  • P - To Pause Game
  • C - To cycle the game from Color to Black and White

2. Scoring. You start each adventure with 2000 points. If you fall down a hole, you will lose 100 points. Rolling logs also cause point loss; how much depends on how long contact is made with them.

Finding treasure earns you points. There are eight of each type of treasure in the game, 32 in all, worth a total of 112,000 points. Collect them all without losing any points for falling down holes or tripping on logs and you'll have earned a perfect score - 114,000!

Some misfortunes will cause a deduction of points.  Should you fall down a hole by accident, you will lose 100 points.  Rolling logs will also cause point loss depending on how long contact is made with them. Each treasure you find will add points to your score.  There are eight of each type of treasure in the entire game, 32 in all, for a total of 112,000 points.  A perfect score is 114,000 points (reached by collecting all treasures. without losing any points by falling down holes or tripping on logs).
  •  DIAMOND RING = 5000 POINTS
  •  GOLD BAR = 4000 POINTS
  •  SILVER BAR = 3000 POINTS
  •  MONEY BAG = 2000 POINTS
Below is an image I took of the various "treasures" you'll likely encounter during game-play.


3. Time. You have 20 minutes to complete each adventure. Pitfall Harry begins each game with three lives (see "Perils of Pitfall" below). Game ends when time runs out or Harry loses all three lives.

PERILS OF PITFALL!

Pitfall Harry's Jungle Adventure involves great danger. Some hazards slow him down, robbing you of points; others stop him cold. The "inconvenient" hazards are open holes in the ground and rolling logs (see "Scoring" above). The "catastrophic" hazards include scorpions, fires, cobras, crocodiles, swamps, quicksand and tar pits. These obstacles will not cost you any points, but they will cost Harry one of his three lives.

STRATEGY TIPS FROM DAVID CRANE, ORIGINAL DESIGNER OF PITFALL! FOR ATARI 2600

"As you set off on your first adventure with Harry, you'll notice two important features: The logs always roll from right to left, and the 'replacement' Harrys (after Harry loses a life) drop from trees on the left side of the screen. So, to minimize the number of rolling logs to be jumped, and the catastopic hazards to be re-tried, simply run to the left.

"Pitfall Harry's trip must be made through a maze of surface and underground passages through the jungle. To capture all 32 treasures in under twenty minutes, Harry will have to use some of the underground passages. I'd suggest that you make a map of the terrain each time you play. Knowing the jungle and planning the best route to all the treasures is the only way to ensure success time after time.

"Until you get really skilled at making Harry jump from croc to croc, you might wait until the crocodiles jaws are closed, jump to the top of the first croc's head, then wait for the jaws to open and close again before jumping to the next one. Soon, you'll be skipping across crocs like they were stepping stones in a stream.

"If you find any writing materials deep in the jungle, drop me a line. I'd love to hear how you and Harry are getting along."

David Crane

As David Crane suggested about the map, several users at the AtariAge website had a dialogue about a big map for Pitfall! that had been developed by users years earlier, and one user recommended a location where the full map of the playing area for Pitfall! is still available.  Keep in mind that while the main playing area represents a single screen of the game, by going to the lower levels, you can skip several of the main screens (sometimes a dozen at a time!), although you may also give up the ability to capture some treasures above to boost your score. There are "catastrophic" hazards found at the lower levels, so beware. Then again, if you're pressed for time (the game only runs for 20 minutes), its a way of more rapidly moving through the jungle -- just beware that some underground passageways are dead ends, which would waste your time.  Because its useful reference, I'm including the complete Pitfall! jungle map below, or you can still visit it online at http://pitfallharry.tripod.com/MapRoom/PitfallMap.html if you prefer.


So, without any other boring text, below are the emulators on file with Internet Archive's Console Living Room for the Atari 2600 (which can be accessed at  https://archive.org/details/atari_2600_library if you want to check out all of the other games for that system), and the original Activision Pitfall! emulator can be found below, or by visiting https://archive.org/details/atari_2600_pitfall_1983_cce_c-813. My biggest disappointment is that when users share the emulator content, the full-screen game play is not enabled, while it is slightly better at Internet Archive's own pages. But the game itself, like my posts for the emulators of handheld games including Texas Instruments Speak & Spell and Parker Brothers Merlin: The Electronic Wizard, the game will load up on desktop computer browsers by clicking on the image below. I'm less clear how functional (if at all) those are on mobile browsers, which are often stripped-down versions of the real thing.  Still, with the stuff above, there should be enough for users to have some fun. Try not to waste too much time!

Again, I'll list the key browser controls here:
  • Ctrl - To jump
  • Arrow Key Up - To move up
  • Arrow Key Down - To move down
  • Arrow Key Left - To move left
  • Arrow Key Right - To move right
  • P - To Pause Game
  • C - To cycle the game from Color to Black and White

July 17, 2018

Digital Natives Are Now A Half-Century+ Old


I received my very first computer 45 years ago -- back in 1973.  Admittedly, it was merely a toy, but it was long before the iPhone's introduction more than thirty years later in 2007.  In fact, not a single Millennial was even alive in 1973 when I got my first computer.  I would argue that proves I've been a "digital native" a whole lot longer than they are.

I'm also a true "digital native" who will be age 50 next year.  (Catch a relevant article on Gen Xers turning age 50 at https://www.theepochtimes.com/gen-x-turns-50-were-doing-well-thanks-for-asking_1925959.html for more detail).

Millennials can only wait enviously behind Gen Xers on the distinction as "digital native", even if marketers or dumb employment recruiters think it means them.  Genuine digital natives precede Millennials by at least two decades, probably even more than that.  After all, it was Gen X kids like Matthew Broderick who saved the world from a computer-initiated nuclear armageddon a decade later in the 1983 movie "War Games," so Gen Xers have an indisputable claim that the kids who once camped out in front of Apple Stores are no more digital native than we are, because we've been natives longer than they have by decades.

Early mobile phones (which were the size, shape and weight of bricks ... and had power that only lasted for 30 minutes), for example, were portable, but were analog and could only make audio telephone calls.  Today, smartphones are pocket-sized computer devices that are perennially running out of power, memory capacity, and arguably don't work very well if you want to preserve your eyesight beyond age 35.

As one Gizmodo article (see HERE for detail) eloquently put it:

"You'd think that toy computers would have reached their height in the last decade. This Playskool Play and Learn Computer is from 1972 and is a spectacular reminder that a) everything is toyable and b) computers have always been our future."


My own experience with computers actually began around 1973 when I was around four years old with the very Playskool Play 'n Learn Computer depicted in the Gizmodo article above.  Note that in the early 1970's, Playskool was still an independent toy company based in Wisconsin (it wouldn't be acquired by toy-giant Hasbro until 1984).  From the company's earliest days in the 1930's or so, its niche was always making toys for preschool aged children centered around the idea that its products could help develop coordination and stimulate the minds of small children.   As a precocious child, I was always troubled (and a bit insulted) by the fact that in the company name, "school" was incorrectly spelled "skool".  I was too young to understand that corporate names could be completely made-up.

The absolute top of my gift list for 1973 was the Playskool Play 'n Learn Computer.  I really loved this toy, and it was all I talked about in anticipation of that holiday.  On Christmas morning that year, I literally asked which wrapped gift was the computer, but my parents forced me to calm down, so I zeroed in on the box that looked like it might be the same size and opened that one first.  My family bought me plenty of other things that year, including clothes which I don't think any child has ever really wanted for the holiday, but usually got anyway.  I don't recall what any of the other gifts I got that year were because that computer was the only thing I really wanted.

I wanted that toy more than anything until Atari 2600 (it was called the Atari Video Computer System or VCS at the time, and it wouldn't be renamed Atari 2600 until a few years later) came about a decade later.  Kids like me instantly recognized the potential of computers, and many would go on to make that a reality.  For example, Gen Xers are behind things we take for granted today, such as Google, Twitter, Facebook and even online banking.  Realize that in 1972, I was only three years old, but I still saw computers featured on television programs my parents watched, and even on TV shows including Captain Kangaroo.  At the time, those were all big mainframe computers, rather than personal computers (the ones I saw were of the sort featured on the popular 2016 film "Hidden Figures" which supposedly took place in the late 1960's, see below for more detail).

Most of the depictions of computers in those days were big, bulky things (with reel-to-reel storage tapes that stored many programs and most data) that was also the era where computers kind of f'd things up.  Computer screw-ups were frequently shown in late sixties and early seventies TV shows.  Whether it was turning someone's electricity off because the computer mistakenly credited their payment to another customer's account, or in the case of "War Games" mistakenly initiating Global Thermonuclear War with Russia because the computer mistakenly believes it's just another computer game, or when ATM's withdraw thousands of dollars from someone's account but only giving them a twenty dollar bill.  Occasionally, there were humorous takes on "computer dating" which began in the 1960's but was a recurring theme into the 1970's.  For example, I remember seeing a rerun of the TV show "Love, American Style" about the humorous results of computer dating gone wrong.  People submitted their vital stats to a computer dating service along with lengthy questionnaires (usually on a paper form where the respondent colored in a particular circle to answer a certain way not too dissimilar to the way SAT's used to be handled).


The New Yorker reports (see HERE for a Business Insider article with a link to that original article in New Yorker plus some relevant other information) that one early computer dating service made people answer some 1,400 multiple-choice questions, and then charged them $5.00 to have a computer find their match (which was equivalent of about $30.00 in 2018), though an advertisement from a rival in Look magazine also dated 1966 showed its price at $3.00.  In those days, computers were routinely depicted with suspicion and disruptive.  But they were mainly disruptive to older people who grew up in the days when computers were simply not around and they did not see much need for them.  Truth be told, computers did automate many processes that often took more human effort in the old analog world, and also rendered some jobs people used to do as obsolete.  It's a similar dialogue now going on about so-called AI (the acronym for artificial intelligence, see a ZDNet article HERE for more).


The Playskool Play 'n Learn Computer was designed to look like a mainframe computer, only it was a mechanical toy that used no batteries or external power source to compute if child had correctly found the right answer.  Instead, it had five double-sided cards included. Rhyming words, similar pictures, beginning sounds, telling time, colors, adding facts and related objects, identifying parts of a whole, matching words to objects, and a blank card for child to fill out.  As a toy, I eventually mastered the handful of questions, and the company failed by not selling any additional cards for this computer, so I eventually lost interest.  But for a brief time in the early seventies, I thought it was about the greatest toy a child could have.


Around the same time, Playskool also sold what could best be described as dolls and stuffed animals made from cotton fabric and polyester fiberfill (petroleum-sourced polyester was all the rage those days).  Perhaps the most famous of those "dolls" was known as "Dressy Bessy" and her male counterpart was "Dapper Dan", both of which aimed to help teach small children to learn how to dress themselves, with common parts of clothing including zippers, snaps, buckles, buttons, and shoelaces.  At the time, Playskool even licensed the product to the pattern company that sold Simplicity patterns which sold in fabric and sewing shops so homemakers could make these toys by themselves (presumably to give as gifts to children).  Whether they were any cheaper (if a pattern sold for $3.50 but the toy itself sold for $5.85 as it was priced in the Sears annual Wishbook in 1973 or so, one need not be a math genius to determine that the patterns plus the cost of fabric and time to make the Dressy Bessy meant it wasn't necessarily a great economy bargain).


Hasbro brought this particular toy back to market in 2001, but the market was less receptive at the time, perhaps due to a shortage of children of the right age to buy for and a glut of toys to choose from.  The toys were bright and colorful, although they were hardly fashionable even during the years preceding disco, polyester leisure suits, and platform shoes.  Indeed, some writers have jokingly stated: "Dapper?  Not so much."  Nevertheless, Bessy and Dan have remained a perpetually popular product line for Hasbro, even if not perennially available.


Using the same basic designs, the following year, the company expanded to offer what it called Hug-a-Book dolls, which featured the same garish colors (at least it did on the Jack and the Beanstalk and Little Red Riding Hood toys) in all of the Hug-a-Book line.  By that time, I was about 4 and already starting to read (at least I knew the stories by heart, so the words on the page looked familiar enough).  The company took several favorite fairy tales and downsized the stories to fit on tiny, 12-page (made of silk-screened cotton) story books which were fastened to the stomach of these dolls.  Initially, it focused on just a few such stories, including Jack and the Beanstalk, Little Red Riding Hood, The Three Little Pigs and The Three Bears.

At the time, I was a four year-old child who was already very familiar with those stories, and I wanted one a lot like Ralphie wanted a "Red Rider" for Christmas (that's a reference to the 1983 movie "A Christmas Story").  I received the Hug-a-Book Jack and the Beanstalk for Christmas, and in the following April for my birthday, I received The Three Bears.  Eventually, the cover to Jack and the Beanstalk tore off, but my mother was a sewer, and she was able to fix it for me.

I grew older in the years that followed, so I outgrew all of Playskool's offerings, and would be mesmerized by things like The Six Million Dollar Man and the Bionic Woman (having aluminum lunchboxes with Steve Austin's image on it), as well as standard fare like Hot Wheels, Matchbox and Tomy Pocket cars.

I would later get handheld electronic games including Mattel's Electronic Basketball and Football, and rival Parker Brother's Merlin (catch my post on that by visiting http://hgm.sstrumello.com/2012/09/preservation-and-resurrection-of.html for more).  By the end of the decade, Atari's Video Computer System as it was originally called (later renamed Atari 2600, catch my post on that at http://hgm.sstrumello.com/2012/07/atari-celebrates-40th-anniversary.html for more) and the endless pursuit of new home video games for that would capture my attention until my interest shifted to real, personal computers which in hindsight, were incredibly overpriced and underpowered, but were never Apple anything as the company nearly went bankrupt and was more famous for selling vaporware than good design or true technical expertise.

It was Lotus Development Corp. and a company known as WordPerfect that preceded even Microsoft as far as computer software that actually made computers run (Microsoft only for the operating system known as DOS or disk operating system).  As much as hipsters like to believe that Steve Jobs was the true computer visionary, he really wasn't, and his company got off to a very rocky start.
As a side-note, in 1978, Playskool itself would introduce a real (non-mechanical) computer toy called Alphie and a decade later in 1983, and pretend, musical mobile phone, but the original Playskool Play 'n Learn Computer will always remain as one of my all-time favorite holiday gifts.

But anyone under the age of 40 in 2018 who thinks they are a "digital native" is more of a liar than a "digital native".  Gen Xers gave the world Google and Twitter, and Baby Boomers like Bill Gates were pivotal in making those things happen.  But toys like Playskool Play-n-Learn Computer were the first introduction to the digital world for a generation of people who continue to define the term digital natives.  Sorry hipsters, you were about two decades late to the game.

See also:

https://www.commodorecomputerclub.com/1972-playskool-play-and-learn-computer/

https://katrina9799.wordpress.com/2011/06/21/playskool-dapper-dan-dressy-bessy-plush-dolls/

https://www.theatlantic.com/technology/archive/2011/02/old-weird-tech-computer-dating-of-the-1960s/71217/

http://thecomputerboys.com/?p=654

July 9, 2012

Atari Celebrates 40th Anniversary!?!

The end of June 2012 was the 40th anniversary of Atari Corp., a company that brought home video gaming to the masses back in the late 1970s, and arguably ruled the space until competition emerged in the 1980s.  In fact, I upgraded to a Colecovision at one point, but the point is not lost that Atari really brought that stuff into people's homes.  They were really the company to do it.


$#!t.

Forty f'ing years.

I can remember the elation of opening the Atari Video Computer System or VCS (which later became known as the Atari 2600) one Christmas morning.  That was, by my recollection, perhaps the coolest Christmas gift I remember. That was MY Red Ryder BB Gun (that reference comes from the 80s holiday classic "A Christmas Story", which I actually saw in my local theater back in the day)!!

Sure, we probably got better gifts along the way, including a VCR (what's that? well, in the analog broadcasting days, it was a recording device that let you record TV shows for the first time ... ever ... although they became better known for enabling people to rent movies and watch those from their living rooms). Today, DVRs do the same basic thing, but remember, in those days, you pretty much had to plan your TV viewing schedule around broadcasters' schedules, or you missed out. The VCR changed that paradigm. The big downside of the VCR is that early versions practically required a PhD degree to program recordings!  Still, by my recollection, the Atari was a much cooler gift!

My memories of Atari 2600 are still quite fond, although now that 40 years have gone by, it seems very rudimentary by comparison. Even my original Sony Playstation, which blows anything the 2600 could do away, is a dinosaur. And home PCs enable all that, and more. However, I expect that trend of planned obsolescence of home video games will continue. Today's Wii or PS3 or XBox whatever iteration will be history before too long, too.

Although a home version of Pacman was the epitome of geeky coolness back in the day (in fact, my readers may note that I even include Pacman and his ghosts into the design of this blog), even if Atari did a lousy job with it ... the company redeemed itself somewhat with Ms. Pacman which was much better (although nowadays, any smartphone has the original Pacman and/or Ms. Pacman available, complete with intermissions), and newer video game systems enable live competition with real competitors located across the country via the internet, but the notion of the time-sucking home video games was revolutionary back in those days.

You may note that I have a link in the right margin under "Links I Like" Called "[Atari] 2600 Online" (see http://www.2600online.com/ for that), where you can pretty much play most Atari 2600 emulator games online, including those from third-party developers like Activision. There's another cool site called Atari Museum [http://www.atarimuseum.com/] which has lots of background info. people with an interest might like to check out. Atari Age [http://www.atariage.com/] which actually was a loyalty program/magazine sponsored by Atari back in the day, also has even more stuff you can check out, including the original game owners manuals!

Although Activision's Pitfall! was IMHO the best game ever made for Atari, that company (Activision) still closely guards even the original and has since launched newer versions of that classic game.

Anyway, in recognition of the original time-sucker known as Atari 2600, I dedicate today's post!

Author P.S., January 21, 2013: The Associated Press reported that Atari's U.S. operations filed for Chapter 11 bankruptcy protection in an effort to separate from it's French parent company.  France's Infogrames Entertainment first took a stake in Atari in 2000, but it acquired the remaining stake in 2008 and changed the whole company's name to Atari.  Atari SA said it filed for bankruptcy protection in Paris and New York after it failed to find a successor to main shareholder and sole lender BlueBay as it wrestled with tough market conditions.

Having said that, in recent years, Atari's U.S. operations have shifted to focus on digital games and licensing, including developing mobile games, and it had become a growth engine for the parent company, to the point of being much better-performing than the rest of the company. In fiscal 2012, digital and licensing revenue both grew significantly and contributed 70% of revenue, while sales in bricks-and-mortar stores declined.  In a statement, Atari said the move was necessary to secure investments it needs to continue growing in mobile and digital gaming.