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The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor -based hardware and games stored on swappable ROM cartridges, a format first used with the Fairchild Channel F in 1976.
- Overview
- Atari 2600
- "Have you played Atari today?"
- Invaders to the Rescue!
- Competition and the Video game "Crash"
- Atari 2600 Games Library
- X-rated Games and Other Oddities
- SwordQuest Contest
- The Good, the Rare, and the Homebrewn
- Five Must-See 2600 Games
By Peer Schneider, NULL, everettem, +236 more
•Years: 1977-1984 (Returned in the late '80s; officially discontinued 1991
•Also known as the Atari Video Computer System (VCS), Sears Video Arcade
•Compatible with: 2600 Video Family Console, Atari 5200 VCS Cartridge Adapter, Atari 7800, Bit60 Computer IP, Coleco Gemini, ColecoVision Expansion Module #1, Columbia Home Arcade, Dynacom Dynavision, Goliath Game System, Intellivision System Changer, Sears Tele-Games Arcade II, various pirate systems
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As Pong's popularity started to decline (coupled with the introduction of the Fairchild Channel F, the first system to have programmable "ROM" cartridges), Atari realized that the market for home videogame consoles that could only play one game was fading fast. So, in 1976, Atari frantically started working on project "Stella," a new cartridge-based home videogame system.
As the project drew nearer to completion, Atari realized that they didn't have the money to finish the project and get it into production. Nolan Bushnell (founder of Atari) needed capital, so he sold the company to Warner Communications for $28 million in October 1976. Warner wanted Atari to rule the videogame world, so they enthusiastically sunk over $100 million into their new acquisition. Warner expected Stella (now dubbed the Video Computer System, or simply VCS) to be a huge success, since they knew Atari could make lots of money selling software for the new system.
The VCS, unlike most other home videogames of the time, had a CPU and enabled users to play different games simply by sticking in another cartridge. The actual game was stored on the cartridge's ROM, not in the system itself. This meant the VCS was able to play an unlimited number of different games, unlike the limited Pong-style consoles.
Sears Video Arcade ad VCS sales were boosted by the deal Atari had already set up with Sears & Roebuck to distribute its Home Pong units. Under this continuing arrangement, Sears sold its own version of the VCS called the Sears Video Arcade, and VCS cartridges under its "Tele-Games" label. Atari, in turn, was able to get tremendous exposure for its console since Sears had hundreds of store locations nationwide.
In October 1977, the VCS was released with a retail price of $200. Nine games were available for its launch, and despite the Sears deal, initial sales were disappointing. This was partially due to the large numbers of inexpensive handheld electronic games, such as Simon, that were flooding the market.
Bushnell began to clash with Warner management by 1978. Warner began to replace Atari's loose, unstructured (and fun) "hacker" culture by introducing dress codes and time cards. That, combined with Warner's decision to start up a computer division which Bushnell did not approve, led Atari's founder to leave the company. Bushnell signed a five-year agreement not to compete with Atari and bought his Pizza Time Theater restaurant (later to become the "Chuck E. Cheese" franchise) back from Warner.
Space Invaders VCS Space Invaders Videogames started to become increasingly popular in 1979, but the VCS wasn't exactly breaking any sales records. That is until 1980, when Atari became the first company to port an arcade game to cartridge. The game? Space Invaders. Space Invaders for the VCS hit the shelves in January, 1980, and was a huge hit. Many people bought the VCS just to play Space Invaders at home, as Warner had predicted. The future of Atari looked bright.
But that same year, a group of high-profile Atari programmers, disgruntled over Atari's policy of giving little or no credit to game creators, left the company. David "Pitfall" Crane, Larry "Combat" Kaplan, Alan Miller, and Bob Whitehead (creators of many Atari sports games) left Atari to form Activision, a company which later developed some of the VCS's best games. Atari wasn't very happy about having to deal with this new competition (as Atari was the sole producer of VCS games prior to Activision's formation), and at the time they didn't realize that this was the beginning of the end of their software dominance. Other companies such as Games By Apollo, Parker Bros., Telesys, and Spectravision started to join the fray, and soon more and more VCS titles (of varying quality) appeared on the shelves.
Throughout 1981, Atari ported more arcade hits to the VCS, like Missile Command and Asteroids. Videogames continued to rise in popularity, but with the Mattel Intellivision gaining followers and the next-generation ColecoVision console looming on the horizon, Atari decided to release its own high-powered machine in 1982. The Atari 5200 Supersystem was named for its part number in the Atari catalog, CX5200. Following this trend, Atari renamed the VCS the 2600. The company continued to support both consoles, but was soon disappointed by the 5200's comparatively poor performance in the marketplace. The failure of the 5200 was partly due to its inability to play 2600 games, as well as its shoddy controllers. Also, many gamers simply preferred Coleco's console.
Pac-Man VCS Pac-Man The 2600 got a shot in the arm in 1982 with the release of Pac-Man. Even though it wasn't a very faithful port, department stores around the world promoted the new cartridge to death, holding Pac-Man contests and the like, and kids loved it. Critics pointed out that Atari probably threw the game together quickly and didn't care about its quality, since a home version of the arcade smash would have sold well no matter what. This didn't stop people from purchasing Pac-Man in huge numbers, although some customers may have had their faith in Atari shaken after experiencing this terrible translation of the game. Atari made a bigger mistake later that year with the release of the E.T.: The Extra-Terrestrial videogame. While E.T. was one of the most popular movies ever, the game was horribly frustrating and poorly designed (the programmer, Howard Scott Warshaw, offers some explanations here). While the game sold over a million copies, over 5 million sat unsold in warehouses. Atari paid $21 million to license E.T., and needless to say, they lost a lot of money.
Regardless of some of Atari's mistakes, the 2600 had become so popular and had such a large user base that competitors Coleco and Mattel both released add-on modules to allow their systems to play 2600 games. Coleco even sold a stand-alone 2600 clone called the Gemini, which included two controllers that incorporated both sticks and paddle knobs. Atari initially threatened clone producers with lawsuits, and actually sued Coleco over its 2600 module and Gemini clone. However, since the 2600 contained no patented material and was made up of all "off-the-shelf" hardware (and no copyrighted software), the company evidently realized litigation was futile. Coleco and Atari settled out of court, and many other companies quickly came out with their own 2600 clones, some of which are still made to this day.
In 1983, Atari's competition continued to heat up. With the 2600 rapidly becoming obsolete, plans were made to upgrade the system by turning it into a home computer. Atari proposed their "My First Computer" add-on; Entex proposed the "Piggyback"; Unitronics pushed "The Expander"; and Spectravideo came up with "Compumate." They all failed miserably (or weren't even released), and were crushed by competing home computers and console systems. The 2600 started to fade away rapidly and the 5200 wasn't picking up the slack.
1984, the videogame market collapsed under the weight of cheap, poorly designed software from companies like Data Age and Mythicon. That didn't stop Atari (because the 2600 had been steadily declining anyway), and they kept trying to push the 2600 with promotions and low prices, emphasizing the vast number of games available. Even in 1989, Atari was pushing the Atari 2600 Jr. in its "The Fun is Back... Under $50" campaign. As if anyone wanted twelve-year-old technology when the NES was ruling supreme and the Genesis was starting the 16-bit revolution. Some of the best 2600 games were programmed in this era, however, including Solaris and Midnight Magic.
The Atari 2600, despite its shortcomings, was the most popular pre-crash system, selling over 25 million units. It produced large numbers of enduring classics, increased the popularity of videogames, and helped establish the home videogame console market. Later Atari consoles like the 5200, 7800 and Jaguar never came close to achieving the glory the 2600 enjoyed.
The 2600's game library, compared to the libraries of other videogame systems, is by far the strangest and most varied. The sheer number of games, which totals over 1000 cartridges by some estimates, coupled with the fact that pretty much anyone could make a 2600 game (there wasn't really any licensing system, a mistake that was later corrected by ...
Custer's Revenge Custer's Revenge The Atari 2600 had the honor(?) of being the first system to feature "adult" videogames. These included X-Man, Beat 'Em and Eat 'Em, and various others. Although not very explicit (this is 4-bit graphics we're talking about) and extremely trashy, these games were somewhat popular, for their "naughtiness" if nothing else. Of all the games ever released on the 2600, Custer's Revenge caused the most controversy. The object of the game was to get an... excited... General Custer to the other side of the screen where a nude Indian maiden was tied up to a pole. If you "won," you could rape the maiden by pressing the joystick button. Needless to say, many people found this and the other "adult" games very offensive. On the other end of the spectrum, there were Christian games such as Eli's Ladder and The Music Machine.
Since almost anyone could make 2600 games, some companies decided to produce games for promotional purposes. Chase the Chuckwagon, which was offered by Ralston Purnia in exchange for a proof-of-purchase from its dog food, is one of the more valuable and sought after games today due to its rarity. Tooth Protectors was a mail-order promotion by Johnson & Johnson to customers who purchased its products (usually Crest toothpaste). The most popular promotional game was Kool-Aid Man, which was originally available in exchange for "Kool-Aid Points," but was later sold in stores.
One of the more interesting game series for the 2600 came about as a result of the legendary "SwordQuest Challenge." Launched in 1982, this contest would span four DC comic books and four game cartridges. There would be four parts of the quest, which were referred to as "worlds" (the four worlds being Earth, Fire, Water, and Air). For each world, there would be a separate prize and in the end, there would be a showdown between the four winners for the grand prize. What were the prizes? Get this: for each world, the prize was an 8-karat, jewel-encrusted, $25,000 artifact designed specifically for the contest. The artifacts were the Earthworld Talisman, the Fireworld Chalice, the Waterworld Crown, and the Airworld Philosopher's Stone. The grand prize was a $50,000 "Sword of Ultimate Sorcery."
So how'd the contest work? Well, you basically got the comic and the game and tried to solve the game by finding a certain phrase using clues in the comic to solve the game. Needless to say, this wasn't easy. Earthworld was won by Steven Bell, Fireworld by Michael Rideout.
Activision made some of the best games for the 2600. As mentioned above, Activision was formed by some of Atari's top designers. A few of their more popular games included Boxing, Commando, Decathlon, Dolphin, Double Dragon, Fishing Derby, Freeway, H.E.R.O., Pitfall!, Rampage, and River Raid. Not too surprisingly, Activision is one of the few 2600-era companies still in existence.
Games released during or after the crash of '84 are usually rare, and these include some pretty good games such as Q*bert's Qubes, one of the more valuable 2600 carts. Z-Tack, Cakewalk, Stronghold, Sword of Saros, Video Jogger, Berenstain Bears, Boing!, Out of Control, Up 'N Down and Mr. Do's Castle are a few other examples.
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This Planet Sucks This Planet Sucks The fan following of this system is strong and strikingly well-organized. A number of independent and semi-corporate developers have released "homebrew" games for the console in recent years. Ed Federmeyer is widely recognized as the first homebrew developer, releasing SoundX (a sound utility cartridge) in 1994 and Edtris 2600 (a Tetris clone) in 1995. Later homebrews include Okie Dokie, Oystron, and one of the best-named videogames ever, This Planet Sucks. Homebrew 2600 games are usually available as downloadable ROM images or in cartridge form from Hozer Video Games. Those interested in programming their own 2600 games can learn all sorts of useful information at the archives of the Stella Mailing List.
Pitfall!
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A landmark game and one of the 2600's best, Pitfall!, was one of the first "side-scrolling" platform games.
In Pitfall!, you play Pitfall Harry, a jungle adventurer. The object of the game is to collect 32 items of gold, silver pieces, and money bags in 20 minutes. Along the way, you must avoid rolling logs, bottomless pits, crocodiles, fires, snakes, scorpions, and other obstacles. You can swing on ropes, jump on crocodile heads to cross ponds, and climb ladders. Pitfall! is 255 screens long, and is sure to keep you busy. Even the sound effects are great.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products. There are now more sideview platform video games than any other category. I wanted to do a game with a running man. I had designed one and I liked the effect, but I had to make a game out of it. So, I thought, 'Well, he has to be running somewhere...' so I drew a path. And then I had to put it into a place - so I picked a jungle. The idea took all of ten minutes. 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." - David Crane, Pitfall!'s Creator
Fast Food
Nov 14, 2003 · Posted November 14, 2003. 2600 come out in 77, right befor christmas. We got one christmas day, that was so fun, I was four. As for Ms Pac-Man, it come out in 82 for the 2600. It single handedly made Pac-Man the 'worst game ever'. Just because people started putting graphics in games and trying to make arcade like ports.
May 25, 2023 · The Atari 2600, originally branded as the Atari Video Computer System (Atari VCS) until November 1982, is a home video game console developed and produced by Atari, Inc. Released on September 11, 1977, it popularized the use of microprocessor-based hardware and cartridges containing game code, instead of having the game “hard-wired” into ...
The Atari 2600, originally sold as the Atari Video Computer System or Atari VCS until November 1982, is a home video game console from Atari, Inc. Released on 11 September 1977, it is credited with popularizing the use of microprocessor-based hardware and games contained on ROM cartridges. This contrasts with the older models of having dedicated hardware that could play only those games that ...
Oct 13, 2007 · And by the early 80’s, the 2600 - as it would later be called - was selling like hotcakes, and programmers at Atari, Activision and Imagic had made tremendous programming strides that significantly improved upon the dots and dashes found in earlier VCS efforts. The 2600 became embellished with a large number of "must buy" titles such as Demon ...
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The Atari 2600 is a video game console released in October 1977. It is credited with popularizing the use of microprocessor-based hardware and cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in. The first game console to use this format was the Fairchild Channel F; however, the Atari ...