02 July 2014

Feeling blue...with labels...[]

Last time, I discussed the expansive variety exhibited in cartridges for the Atari 2600 by various game companies. I know I've missed a few, and in fact in a future post I will address these, but today I've decided to talk about a related topic: label variations.

Anyone who's collected Atari games knows that many games, especially those made by Atari, have at least two variations: the picture label and the text label.

 

 
Source: AtariAge.com

Of course there are other variation types, and if you care to check on all of them, AtariAge.com has a guide which lists variations by company.

Today, though, I'm just going to discuss one specific label type: the Activision "blue label" variety.

These were produced by Activision in the late '80s to save production costs * in a time when the video game business was just recovering from a horrible crash. The Atari 2600 had also been on the market for a decade, and competition from other companies (i.e. Nintendo) meant that people weren't buying for Atari as much as before. This was a horrible thing.**

You may notice that some of the cartridges up there don't say Activision, but Imagic. This points to one of the tragedies of the Video Game Crash of 1983 (see link above), the loss of so many independent game companies. Imagic went under in the mid-80s, and the rights to their games went to Activision.

Perhaps this was only right, since, like Activision, Imagic was formed by a group of ex-Atari designers who wanted to do things their way. At least Activision gave their games the dignity of being presented by their original company.

So are they worth anything?

Which is better?
Depending on whom you ask, you may hear that the blue label versions are much more valuable, just a little more valuable, or really not any more valuable than the regular versions. It really depends on the buyer/seller, and what's considered as adding to the value. 

Certainly, the blue label versions are less common than the regular versions, so rarity may be an issue. The rarity gradient may vary by game, however, so this won't always be a definite increase.

Some people, like me, enjoy getting cartridge variations, so they may see more value in obtaining a version they don't already have. Of course, this can work both ways, if the person already has the blue-label version.

And then there may be those who just don't like the alternates, and only want the picture labels. You'll always find those people; you may even be one of them.

So Why Do I Like Them?

This one's hard to say. They're not particularly interesting to look at, and they don't increase the value all that significantly. I suppose I just like them because they're different. They look almost like "special editions" with labels reminiscent of blueprints (not the game Blueprint, though).

Also, Activision games are almost universally awesome anyway.

Especially Stampede. Source: videogamecritic.com


So there you go. Look out for the blue labels, either because you want to add something different to your collection, or because you want to avoid them. The power is yours.


Peace,
JT


* During the same time, Atari was re-releasing cartridges with the "red label" variant, notable for having red labels with black-and-white label art. 
** I reserve the right to add subjective comments based on my own opinions in my own blog.

01 July 2014

A Field Guide to Atari 2600 Cartridges, or "Why I love SpectraVision Carts"...[]

Good morning, Atari fans (or good afternoon, good evening, or good night, depending on when I get this posted)!

One of the great things about collecting for cartridge-based video game consoles, and especially for the Atari 2600, is that the cartridge designs were not completely standardized.

With modern consoles, using disc-based games, there really isn't much room for design creativity or variation apart from the label artwork. The disc has to fit in the drive, has to spin correctly, can't interfere with the plethora of moving parts inside the machine, et cetera.

Meanwhile, cartridge-based consoles only require that (a) the cartridge board contacts line up with the contacts on in the cartridge slot, and (b) the cartridge itself will fit into the slot.*


Because of this, it was possible for companies to add uniqueness to their games by giving them distinctive cartridge shapes.

There are certainly more variations than I will be able to cover here, but here are some to look out for as you build your collection:




Note: Pictures will be oriented with label at the top, so the labels will be upside-down.

Atari — The Basic Cartridge


 


This is about as basic as you can get, and that's not a bad thing. Game cartridges from Atari have a classic shape and, typically, excellent artwork **. The typography changed a bit over time (from all caps to mixed case titles on the end labels), but the design stayed consistent. The games have clear end labels, they stack/shelve neatly, and they're incredibly durable, especially because they usually had a protective cover over the open end to keep out dust.

These are also pretty much the only cartridges that have end labels separate from the front labels. Most types have a wrap-around label, with front and end in one peace. While I do like this feature, it means that these are the ones most commonly seen without end labels, since one can fall off without the other. 

Activision — The King (of Discolored Labels)

 


Activision was formed in October 1979 by a group of former Atari employees who wanted recognition (Atari's policy was not to credit programmers). They won the right to produce games for the Atari Video Computer System (the 2600's original name) and opened the door for third-party developers to come. We all owe them a debt of gratitude.

It's easy to spot Activision cartridges due to their distinctive style, which consists of six common traits (apart from the Activision logo):
  1. A large, friendly typeface with titles in all caps;
  2. A small indentation near the top with grooves for gripping the cartridge;
  3. Screenshots of actual gameplay instead of cover art;
  4. The programmer's name right on the label;
  5. Small tabs along the back which correspond to grooves on the front, making it easy to stack cartridges together securely (so that you can carry several without them slipping around); and
  6. Discoloration splotches all over the label. This is known as "Activision Rot" or "Acti-rot" and is a side-effect of aging on the glue used to affix the labels. 
The last of these is really the only big downfall of these cartridges for collectors, because it means that you will really never see one of these amazing games in their original state. However, some (myself included) see it as a feature which gives the cartridges character, so long as it's not too egregious. 

Of note is that Activision cartridges do not have the protective cover at the open end that Atari cartridges do, which makes them more susceptible to dust/dirt on the contacts. 

I'll also say that these are my second-favorite cartridges, largely because of the tabs/grooves that help to lock the cartridges together. This is just such a useful feature, and several other companies borrowed the idea. I also really like that they show right on the cartridge what the game looks like, so a bad game can't hide behind fancy cover art. 

Quite apart from the cartridges, Activision games were unique in that their manuals came with messages directly from the programmers, which adds a personal touch that games these days, programmed by teams of thousands, just can't match. That's a topic for another day, though.

Imagic — So Shiny....

 


Let me just say that I love Imagic cartridges, except for how they fit on the shelf. The pull tab on top is very functional, if overkill, and I'm a sucker for anything shiny.

However, that tab on top obscures the end label significantly when it is on the shelf. Combined with the tilt of the end label, this makes it difficult to read the labels quickly. Fortunately, I keep all my cartridges alphabetized.


Parker Bros. — Just Think of Frogger

 


To be fair, Parker Brothers did more than just Frogger; they also produced the Star Wars games, Q*Bert, and others. But Frogger is the one that always comes to mind.

The label tapers toward the open end and is wrapped around the pointed end (which doesn't help visibility on the shelf), and most of the cartridge is bevelled and ridged for easy removal. And there's the large, friendly Parker Brothers logo on the back.

The one thing I really don't like about these cartridges is that the label is very often loose around the pointy end.


Coleco — Yes, It's for Atari

 


Although Coleco made games for their own system (which could also play Atari 2600 games), they also produced games for the Atari 2600 directly. They are easily recognizable, as they are pretty much the only cartridges made out of white plastic.The indentation in the back is also fairly distinctive.

I think it's interesting that Donkey Kong up there is a game owned by Nintendo, but programmed/packaged by Coleco for an Atari console.

Important: Be sure, when you are purchasing these, that it has the phrase "Video game cartridge for use with the Atari® Video Computer System™ and Sears Video Arcade ™" on the cover, as the cartridges for ColecoVision can be nearly identical. You can also check a recessed area in the back, which for ColecoVision games holds the controller overlay.


CBS Video Games — Look for the Grey

 


These cartridges are also usually very distinctive because of their color, which is nearly always a dark grey rather than the standard black. Other than that, the cartridge looks just like an Activision cartridge, although the grooves may not be compatible.

The text is also distinctive, as well as the lack of cover art. But really, it's the grey factor.


Twentieth Century Fox — Games of the Century

 


Back in the heyday of the Atari 2600, it seemed everyone was making games. Even Twentieth Century Fox got into the racket with several movie tie-in games, all labelled "Games of the Century."

These cartridges also resemble Activision carts, although again the grooves are not compatible, and the ridged area is larger along the sides.

The astute will note that for the top screenshot I have used a different game, as the end label for M*A*S*H has an unusual end label where the title is squeezed into a corner. I kept M*A*S*H for the front and back, though, because it has the Fox logo on the back, while Alien does not.


M Connection (Mattel) — "Those Weird Ones"

 


These are probably my least favorite cartridges for the Atari 2600, and the reason should be pretty obvious. But, in the interest of clarity, let me count the ways:
  1. Awkward shape which provides no real advantage — it does not make it any easier to insert/remove from the system. Moreover, it makes it the sore thumb sticking out of any group of cartridges. Because the top is much thinner than the bottom, it completely ruins the stability of any stack, and won't even stack with others of its kind. It also fits on shelves awkwardly, so that rows containing these cartridges are looser than others.
  2. No cover art. Even the most generic Atari cartridges at least had a front label that gave you the title; this gives you nothing and makes it just feel incredibly cheap.
  3. Angled end label. I don't like this on the Imagic carts, I don't like this on the Parker Bros. carts, and I really don't like it on these carts.
  4. Just...just no. 
Don't be fooled by covers, though; some games in this shell can be pretty awesome, like Astroblast. 

Data Age — The "Also Shinies."

 


I think of these as lesser versions of the Imagic carts; they're also nice and shiny, but they don't have as flamboyant and oversized a cartridge. They're also hit-or-miss in terms of game quality. If you ever see a game called "Airlock," just run. Don't even pick it up.

Also: angled end labels are still a no-no.

Sega — No, there's no Sonic

 


Years before the blue hedgehog stormed onto the Sega Genesis, and even before the Sega Master System, there were Atari 2600 games made by Sega. This is one of the only ones I've found, but it has such an interesting cartridge design that I just had to share it. Just look at that thing...majestic.

That's still not my favorite, though.

SpectraVision — So Awesome

 


This right here is an example of my personal favorite style of Atari 2600 cartridge. SpectraVision (also known as SpectraVideo) made quite a range of titles for the Video Computer System, including Cross Fire, Planet Patrol,  Tapeworm, and this one, Bumper Bash.

I included these images at higher size just because of how awesome they are. Let's go into a few details:
  • Thumb indentation on the front. This really does help the grip, and adds quite a bit of style.
  • Sturdy, solid construction. If you hold a SpectraVision cart in your hands, you'll immediately feel that it's different due to the weight. It just feels heftier and bulkier. Feels great.
  • Grip texture on the back. This goes far beyond the textured surface on the back of an Atari cartridge, and even has the wordmark embedded in the pattern. 
  • Separate end label. I mentioned before that I like it when cartridges have end labels that aren't just one piece with the front label. This one is even recessed a bit. 
  • Shiny. I like shiny. Even if it doesn't show up as well when you use camera flash.
  • Protective cover at the open end, which helps keep out dust/dirt. Always a good idea.
Overall, there's just so much to love about cartridges from SpectraVision/SpectraVideo. Even though not all their games are the best, you have to hand it to their cartridge design. So awesome.




So there you go. Hopefully this has been entertaining, informative, and useful to you as you pursue an ever-expanding Atari collection. I may have missed one or two types (in fact, I know I've missed one, and will address it in a later post), but this should give you a general idea of the incredible variety to be found when collecting for the Atari 2600.


Peace,
JT


Footnotes
* I'm simplifying a bit. If you want a bit more information about specifics for some different consoles, see this handy guide done by an eBay user. 
** Although later on a lot of cartridges were produced with plain text labels. I'm sure everyone has a Combat or Space Invaders cartridge with a text label. -- Correction! The text labels came first.

28 June 2014

How I became an Atari guy...[]

So those who know me are probably aware that I'm more than just a bit of an Atari fanatic.

Pictured: evidence

I've so far amassed a considerable collection of Atari games and consoles (and computers), and am showing little signs of stopping.

I'm also prone to enthusiastic endorsements of all things Atari, at the expense of other consoles and companies. I'll casually mention that I can't remember the last time I used my PlayStation 3 (okay, so I used it to watch Hulu this morning), or I'll ask if [insert popular game of current generation] has been released for Atari 2600. That kind of thing.

I wasn't always this way, though. In fact, it wasn't until just a couple years ago that I'd ever even played Atari. Really.

Having been born in 1986 (which I refer to as "the year the Atari 7800 was finally released"), I didn't reach video game age until the '90s. Moreover, since we didn't always have a lot of money in my family, video game consoles weren't exactly a common sight in my household.

Confession: my first console was the PlayStation 2, which I received for my fifteenth birthday, in 2001. Seriously. Unless you count the GameBoy Pocket for which I only ever had one game, that was the first console in my house.

All right; we've established that I really shouldn't have any gaming cred whatsoever. Well, okay, so there was an NES at the daycare when I was a kid, and every now and then I got a turn at Super Mario Bros. or Duck Hunt or 1941. And every time we'd head to Sears, I'd find my way to the electronics section and gawk at the video games there, playing all the demos.

I guess that's really what pushed me into retro video game collecting.

It was September 2012 when, on a whim, I put in a bid for an Atari 2600 four-switch console with a handful of games on eBay. I know this because I still have the e-mail confirmation saved. I won it for $37 plus shipping, and eagerly awaited its arrival.

The games I got with the console were the usual (Asteroids, Space Invaders, etc.) immediately made a connection with me to a past I'd never known. These were the types of games that immediately come to mind when someone says the phrase "video game." It was a thrill, and I needed more.

So I went to a local store that buys and sells games (and music and movies and collectibles), where they had a small selection of Atari games. I got myself a second controller and a bag of loose cartridges, and my collection grew to 10 games. Then I found more on Amazon.com, and on eBay, and elsewhere.

And then I found Pong consoles...that's probably another several blog posts...

soon...


So what is it that keeps me going?

There's just something that feels right about pushing in a cartridge and flipping the power switch, and using a joystick with just a single button. Something about the way such simple graphics (even by the standards of the day, let's be honest) could come together with clever programming to make games that are actually fun to play. And, yeah, there's just a great sense of reaching back into the past to touch that era I never knew.

There's really no other name (with the possible exception of Nintendo) that is so integrally connected with video games that it comes to mind immediately when the subject is raised. 

I may also collect for Sega Genesis, Turbografx-16, and the lovely lady Vectrex, but really...I'm an Atari guy.

Peace,
JT


21 June 2014

Watch this space... []

Going to start posting here again. I mean it...I think. I've been using my Twitter account regularly for a change, mostly in regards to retro videogaming. This blog will become, I suspect, an extension of that. Should be fun.

So yeah, watch this space (all one of you).

Peace,
JT

13 September 2012

Rise of the Zombie-Pires, Part Five...[]

She looked around, as if trying to see an invisible foe, her ears turning every stray sound ominous. He had said there were three monsters outside, but only two lay vanquished at their feet, their blood turned to fire within them by her silver weapon.

"I know she's out there," he said distantly, his eyes similarly darting around. "She, or it, or whatever. I doubt these things have any sense of self anymore, beyond hunger."

He looked down at his gun, lying on the floor, useless even despite its remaining bullets. "Toss me one of those knives, would you?" he said, motioning toward her bag. "We might not have a lot of time, and you've seen how they regenerate from regular wounds."

She pulled out another knife from her backpack and handed it to him, all the time thinking how strange it was that a blunt knife could be their best choice of weapon. Looking down at her own knife, she noticed again that no blood remained on the blade. The only sign remaining of her act was what had splattered on her clothing. She'd heard that silver was effective against evil, acting like a purifying agent against their corruption. Apparently, it was true.

As if hearing her thoughts, he said, "Yeah, silver. Evil can't touch it, and since these zombie-pires are two kinds of evil, I guess it hurts them twice as bad."

He sounded so confident, she didn't bother to question his logic. For all she knew, he was right.

"I'm Nate, by the way," he said. "Nate Sanders. Thought you might want to know." He said it matter-of-factly, as if it were just a side-note to him. Instead of waiting for her reply, he walked to the corner of the shed and grabbed a roll of duct tape and an old wooden rake. Breaking off the rake end of it, he began taping the silver knife to the now-sharp end, making a crude spear.

"You're the neighbor girl from the next street up, right?" he asked, still continuing on despite her silence. "I've seen you walking down the street occasionally. I think we went to high school together, but I guess we had different classes. Been a while since then, anyway." He appraised his weapon critically and, after giving it a few test-thrusts, judged it sufficient.

There was still silence outside, with no sign of the third zombie-pire. She was afraid even to approach the door, imagining the monster waiting crouched at the entrance, ready to pounce on her unawares. She pictured in her head the creature leaping at her, tearing at her with horrible, clawed fingers, fangs ready to-

"Gimme that a minute, would you?" he asked gently, as he put his hand on hers to take the knife from her. His hand was warm from adrenaline, but the touch still startled her. "I'll make you spear too. Be a lot safer to attack from a distance." She saw that he held another wooden handle in his other hand, though she couldn't tell from what. Half-reluctantly, she let him have the knife, and he set about fashioning a second silver-tipped spear without even offering thanks, as if it were expected, not requested.

"Well," he said, "she's probably waiting outside for us, but we're gonna have to go out there anyway, since we can't exactly stay in here forever." He handed her the spear, picked up her backpack, and took her hand. "You ready? Stay close."


[]

12 September 2012

Rise of the Zombie-Pires, Part Four...[]

Note: Yeah, I didn't post yesterday...



She looked at the knife he held in his hand, then out towards the shed door. If what this stranger said was true, the monsters were on the other side, possibly coming toward them at this very instant.

In fact, it was the very next instant. Just as she was about to ask how long they had to plan, the report of a body slamming into the door shook the whole building. Then came another, and another. Her rescuer leaped to his feet, dropping the knife instinctively as he picked up his .44 magnum. "There are three of them," he said calmly. "Whatever you do, stay close." He loaded rounds into the pistol hurriedly, his eyes fixed on the door.

Just as he was about to load the last round, the door split from top to bottom, sending splinters flying. A corpse fell through and onto the floor; no, not a corpse, a monster. Another climbed over it into the shed, leaping towards the man holding the gun. It staggered slightly as three rounds landed squarely in its chest, but recovered without losing its footing. The man cursed under his breath, but before he could fire again, the creature was on him. He fell backward, hoping to stay out of the zombie-pire's grasp, and fired again, this time hitting the monster straight between the eyes, leaving a gaping hole where its face once was.

Meanwhile, the other zombie-pire had regained its feet. Its empty, soulless eyes fell squarely on the girl in the corner of the shed. Its fangs extended hungrily as it pounced after an easy meal with supernatural speed. From the depths of its inner chasm, it let out a feral scream.

She had no time to think, so she didn't. In the first moment, she saw the nightmare creature jump at her, and in the next, it was writhing on the ground, flames bursting like blood from a wound in its chest. What had done that? She realized she was now standing, and looked down at her hand. It held the silver knife her rescuer had dropped, which was now dripping with a gooey, black substance -- was that blood? -- which was slowly burning away, leaving the knife once again clean.

A shot brought her back to the moment. Her rescuer was on the ground, and the zombie-pire attacking him now had a hole for a face. The creature staggered back a few steps and reached up to feel for what was now not there. But it was still alive, and it was still hungry. It rushed at him again, not stopping to think how it would now devour its prey, and knocked the gun out of his hands as it pinned him to the ground. Its black blood was oozing slowly from the hole, and she could see that facial features were slowly re-forming as the blood flowed. Its powerful arms kept him unable to move, and in a few moments it would be able to enjoy a well-earned meal. The exultant zombie-pire did not notice the girl as she came up behind him, not until the knife had plunged into his back, turning his blood to flame.

With the zombie-pire distracted by its own death, the man was able to break free and get to his feet. He looked down at his hands, checking that he was still alive and whole, then over at the girl, who stood over the fallen undead with weapon bared. "Good work," he managed to say, finally. She seemed even more shocked than he was, however, and remained silent.

Then, he remembered. "There were three of them," he said. "Where is the other?"

[]

08 September 2012

Rise of the Zombie-Pires, Part Three...[]

It didn't end swiftly. It didn't end at all.

When she finally let herself take another breath, she was amazed to find she was still alive. Somehow, she found the courage to open her eyes and look up at the monster that had leaped at her. Its eyes were still empty chasms,  but all the ferocity and hunger had left them. Its mouth was agape, fangs still dripping undead saliva onto its blood-red tongue. But it wasn't moving.

She looked down at her hand, the one she had raised in self-defense with whatever she had grabbed. Her fingers, still trembling, were closed around the handle of a butter knife, the blade of which had pierced through the monster's chest, aided by the force of its leap. She pushed the creature off of her with as much strength as she could muster. There it lay, again a corpse, the instrument of its demise protruding from its ribcage. A butter knife. A silver butter knife, from the antique set her family had always owned. She drew it out of the corpse, and a brief trail of flame followed the blade, followed by the stench of burned, rotting flesh.

Suddenly, a knock came at the kitchen door. No, not a knock; it was the sound of several more monsters rushing at the door. Her heart began to race again, as she planned her escape. Quickly grabbing the tray of silverware from under the counter, she poured its contents -- all silver, all now her only means of self-defense -- into her old school backpack. She found a battery-powered radio and flashlight and packed these as well. All of these would do her no good without food, however, so she grabbed the first, best source of non-perishable food she could find -- an unopened box of Twinkies -- and stuffed it into the backpack before zipping it up and making for the basement.

It was eerily quiet in the basement, but she knew there was a secret door which led to an old Underground Railroad tunnel somewhere down there. If the monsters hadn't found it, she would be able to use it to make her escape. If they had...there weren't really any other options. She pushed aside an old bookcase, full of her parents' dime-store science fiction novels from the '60s, and found the secret trap-door which led to the tunnel. The hinges had long-since rusted away, but with some difficulty she was able to lift off the door. The wooden ladder had also either been taken or rotted, but a newer one was standing nearby, so she used it to descend into the dark tunnel beneath her house.

The tunnel itself was surprisingly still clear, although the air was stale and stagnant. She had to crawl for the last way, which wasn't easy with her backpack, but she made it to the other end and looked up at the other trap door, hidden inside an old toolshed behind a neighbor's house across the street.

Now, of course, the problem presented itself of how to get up there. She was almost ready to crawl back for the ladder, when the trap door opened with a crack, and a face looked down at her. She screamed and threw herself against the tunnel wall, but the figure above put a finger to his lips to silence her. Clearly, he was still among the living.  He lowered a ladder for her; she climbed to the top and tumbled onto the floor of the shed. The light was off, and only the darkness of a moonless night came in through the lone window.

Her rescuer put a hand on her shoulder, and she started. "Hey," he said grimly, "so I guess that means the zombie-pires are at the other end of the tunnel too." She blinked at the unfamiliar word, but nodded her head nonetheless, grasping the meaning. "They crashed into my house just a couple minutes ago," he continued. "Got my fiancee...got my cat...probably even went after my goldfish." His voice was pained, and now she saw that he was keeping a hand over a makeshift bandage on his right thigh. Seeing her gaze, he explained, "They didn't get me; Rachel was just always a poor shot. Anyway, bullets don't seem to kill them." He pointed to the handgun holstered at his hip -- a .44 magnum, which should have been able to blow a monster's head clean off at close range -- and muttered a curse under his breath. "So how did you escape?" he asked. "I only managed to get away because they were too busy with --" He dropped his head, unable to finish.

For an answer, she pulled out one of the knives from her backpack. His raised his eyebrows in recognition. "Silver," he acknowledged. "Good thinking. A zombie-pire has all the strengths of a zombie and of a vampire, but also their weaknesses." He reached out to take the knife from her hand. "So," he said, appraising the new weapon, "we know how to kill them at least. Now how are we going to escape?"

[]