Retronauts - 530: Atari Archive and the 2600 Launch
Episode Date: May 1, 2023Jeremy Parish and Jared Petty chat with author Kevin Bunch about the launch of his book, Atari Archive Vol. I, and dig into the lessons he learned about the creation and launch of the groundbreaking V...CS console. Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week's Retronauts is brought to you by ExpressVPN and My Sheets Rock.
This week in Retronauts, we race the beam.
Hi, everyone. Welcome to this episode of Retronauts. I haven't actually figured out when this is going alive, so I don't know the number, but it's in the 500s. And this week is a very self-indulgent episode as I desperately promote my employment and my continued employment prospects. Yes, this week we are talking about Atari, but in the context of a book that I helped edit and
design for limited run games. So those of you who feel that there is no journalistic integrity
left in Retronauts, you are correct, and I don't care, because we have with us the author
of Atari Archive, Volume 1, Kevin Bunch, to talk about the origins of the Atari system
and also the process of putting together a book about the early days of Atari. So Kevin,
I've just introduced you, but please introduce yourself again, just for the redundancy.
Hi, I'm Kevin Bunch.
I'm the author of Atari Archive, and I do the YouTube series of the same name, and have been for several years now.
And also with us here is another person who was indispensable and integral to the creation of this book.
The fun is back.
Oh, yes, sir.
It's me.
That is anachronistic, sir.
This is a book about 1977 and 78.
Yeah.
And you are deep diving into 19.
Yeah, that's true. You're a decade out of sync. I am completely out of sync. And that's probably a terrible precedent being set for the rest of the episode. I'm Jared Petty, also of limited run games. Very happy to have been a small part of this project and happy to be here with you. I mean, you edited the whole book. So that's not a small part. That's an important part of the process. It's a chunky book. It's a beefy boy. Yeah. It's a, it's a, this is a large lad. It's, what, like 278? No, 288 page.
of Atari content and yeah like you know a fair number of those pages are full page
photographs but there's a lot of text in here because Kevin did a lot of research about it
and I've been kind of weird about like talking about the books that I produce in
on retronauts because I feel like it's two separate streams of continuity and is it wrong
to promote things that I do in my day job on the podcast?
Is it a conflict of interest?
I guess.
But also it's super germane to this podcast's subject of talking about video game history,
preserving video game history, getting perspectives and facts about video game history.
So, yeah, so I feel like this episode had to happen because the three of us here in this room,
primarily Kevin, but, you know, all of us, created this book about Atari's Or.
origins in the console gaming space.
This jumps, you know, through their
sigida years and, you know,
the early arcade years, and
directly to the Atari
2,600's development, creation, etc.
But it is
by far the most comprehensive
and detailed
look at not only
the early days of
the 7,000, the 28th.
2,600. My God,
there's so many numbers.
Should not have had that second Pinot
Grisio. I mean, you did hit the right numbers. There is a 7,800. There is a 2,800. You just
scramble them up. No, the early days of the 2,600, but also just the context of the
video games business, so to speak, as it existed at the time, which was not really that
much of a business. But, Kevin, you did a great job of just, like, laying it all out there,
and really, I think, showing what was unique about the 2,600 and its library compared to the
the competition. And, you know, I think when you read through this book and you read stuff about
like the MP 1000 and the Odyssey, like you get a really great understanding of why the 2600
succeeded. So let's talk about this book. Like, I don't know, like as the author, looking at this
completed book, what are your thoughts? And, you know, how did this even happen? It is still deeply
surreal that I have a book
at this
my 39th year of
existing and
what my 15th year of writing stuff
professionally
it took you that long my God
yeah I don't know what I was doing
that's what zines were for man
I mean I did do some writing for zines
in the 2000s I wrote for
the digital press fanzine for a while there
and actually
one of my first writing credits
was on their 2004
For video game collector's guide, their advanced one, for like the 16-bit stuff.
I did the Memorex this section.
But yeah, for this, this took a fair bit.
I'd probably just repeat some stuff from our Q&A that we did really today.
That's fine, because the people listening to this podcast...
Mostly weren't there.
We're not there.
Maybe there were like three people listening to this podcast who were there, but five, I guess.
Okay, five.
So I apologize to the five of you who were at the Q&A.
Thank you for coming.
This is old material for you, but for the thousands, tens of thousands of other people listening to this episode, not having been at the Q&A about the book, this is all fresh and new.
So Kevin rehash away.
Yeah, sure.
So I'm a journalist by trade originally.
I went to school for that.
I worked at several newspapers full-time and freelance.
But with video game writing, there was the fanzines.
And then in 2008, or thereabouts, Jen Frank, who, you know, formerly worked at one-up
and made some retronauts appearances at that time frame.
Some very memorable retronauts appearances.
Go check out Archive.org and look up Retronauts, and you can hear some great episodes
with Jen on them.
Especially about Atari, because she was also a giant Atari nerd.
Yep.
So anyway, she had a website, Infinite Live.
dot net, which you can find on the wayback machine if you really want to let's check it out.
And she asked me if I would write some retrospectives for it, you know, giving me Jeremy's
retrospectives he had been doing for OneUp.com and on his own website as like examples.
It's like, yeah, it's the kind of thing I think you'd be really good at like doing yourself.
So I wrote a few of those.
You know, two of us liked Atari stuff.
So that was a regular topic
Was Atari era
I know I did a
Casey Crazy Chase
The sequel to Casey Munchkin
And that one actually got picked up by Kotaku
Nice
Yeah so that's somewhere
That wasn't an Atari game though
That was not
But it's a great game
I also wrote one on Mountain King
Which was on the 2600
And it's a really good version of it
Not in this book
But still
Great game
And Burger At
It was the other one that's jumping to mind.
But anyway, flash forward a couple of years.
Oneup.com still existed at the time, and Jeremy was still working there at the time.
And he...
Yeah, that was a long-ass time ago.
All those health-in days.
Uh-huh.
And they were doing theme weeks at the time, I remember.
And they had a theme week about the Atari 2,600, because it had just turned 25 or something, 35.
I don't remember.
It's like 2012.
And I submitted a pitch for an article for it about, you know, people who collect Atari 2,600 games.
And I wrote that up.
It was pretty fun to put together.
He really liked it.
Posted it online.
And I thought, you know, that was a lot of fun.
I would like to write about video games more.
I can't really do that at my day job working in a newspaper where I'm covering, you know, city council.
council meetings and science news and all sorts of fun stuff.
So maybe I'll do that on the side.
And at that point, I hadn't quite figured out how I wanted to do that.
And then, flash forward a couple more years, I discovered Cron Tendo,
and I discovered, you know, Jeremy Parrish was doing his Game Boy project at the time.
And I thought, that's an approach I could use.
I could go through the library of the 2600 in this sort of a similar fashion
and sort of dig into the history of each of these games.
The problem was, of course, at the time,
I didn't know when any of these games came out.
No one else on the Internet really did.
So that took another three years to hash out a release list
just by going off of whatever sources I could find.
And some of those do appear in this book.
There's a little appendix section where I mark out where...
Oh, no, you have an amazing bibliography.
I am so lazy
when I put my books together
it's just like a random mishmash
of stuff that I've heard and then I just like
look at it in public sources
and I'll mention it in the article or the
video like hey here's a thing
but you actually have you know
you've been respectable and scholarly
about things.
It's wonderful. It's going to make future researchers
have a lot easier time finding
I'm not doing much good for the community
but that's okay because you are
you did great research here and you
documented at all. And it was such a pain
to put that big bibliography together. I bet.
That part of those book, it sucks always.
But yeah, so
I started doing these videos in 2017
for Atari Archive, which is my
YouTube channel, going
game by game. And then after
so many years of this,
I thought, well,
I've got a lot more resources now. I'm kind
of interested in revisiting some of these early
videos and fleshing them
out more, but I don't want to make another video.
because that's a lot more effort than I have time to deal with
when I have so many new games to deal with, relatively speaking.
So I thought, well, okay, I can put up stuff on this website
that nobody visits because nobody goes to personal websites anymore.
I think the one I have for Atari Archive gets maybe like 20 hits a month tops.
It's almost one a day.
Most of them are me looking up stuff for my own.
video projects.
Oh, well, there you go.
Because that's where I have all sorts of release date information that I've dug up posted.
And then I thought, well, I could do a book, and I was sort of playing around with the idea
of self-publishing something that would basically just be, you know, like these write-ups
I'd been doing and do a cheap little e-book thing.
And that was about the same time you approached me for this press run games thing and asking
if I'd be interested in putting together a book.
And I already had this in mind.
I'm like, let's do this.
Let's do Atari Archive, Volume 1.
And we hammered out what years it would cover
because I wanted to give some value for the money there.
So we cover 77 and 78, so that's 20 games.
And the fact that you're calling at Volume 1
is very exciting to me because I really enjoyed working on this book
and doing the layouts and everything.
And, you know, the photography,
just a chance to visit all these games that really are from,
before I had access to home video games.
So it's all kind of new to me,
and I'm excited about doing a volume two with you.
Yeah.
Get on that.
I got to read this book a couple of times in prepping this,
and it's easily, I've read a lot of books about Atari.
This is easily my favorite.
And a lot of that comes down to something you talked about earlier in the QA.
You know, we were talking about the video game basketball.
Yeah.
And you pointed out, you know, that it would be,
You and I both enjoy that game.
You pointed out that at the time in 1978, when someone was designing basketball,
there isn't really a lot of source material to go to.
There hasn't been basketball and video games before.
And so you have different companies, not just Atari,
but different companies that we now think of as defunct,
but that then were active, vibrant developers that were competing
and coming up their own original ideas.
And everybody was trying to simulate a sport,
but they came at such different angles.
Things that felt like Pong to super primitive,
side-scrolling, inaccurate, strange takes
with players, it looked like players,
but they didn't actually feel fun,
all the way up to almost, you know,
a sort of a forced, false-depth approach,
someone inventing that for a one-on-one sport
where the AI scales to how far the player is behind,
and all of these, this takes arriving at all.
almost exactly the same time, from different teams at different companies, as they all try to
figure out this medium, that's really exciting. No other video game histories I've read
touch on that reality, because that's unique to this period and this story. And Kevin, I really
think you just say some bold, energetic things that are going to excite people that care
about history. Even folks that read a lot of history books about games are going to be startled
how little they know about this.
And I think that's really cool.
Hey, friends, Jeremy here.
You've been listening to me talk about how old games fit into my life for a decade
and a half, so I like to think of us as friends.
That means there's no longer any such thing as too much information between us, right?
So let's take a trip to the TMI zone together and talk about the weirdest things about getting old.
For me, it's the way my eyebrows have turned into unruly Professor Xavier-looking messes,
the fact that I sometimes experience absolutely unbelievable night sweats.
The eyebrow thing is no big deal.
Tweezers exist, but when I wake up in the middle of the night, after sleeping hard,
there's nothing to do but try to fall back to sleep at a clammy, damp bed.
And that's the worst.
Or at least it used to be the worst before I discovered My Sheets Rock.
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Another great thing about this book is that you've included so much direct research material in here.
You know, scans of these old trade magazines that I've never heard before.
You actually took the time to get permission to do that, that God bless you.
And you did original interviews with people.
You also found interviews with people who were, you know, pivotal to this era online and cited those sources.
And it's just, it's a really just a comprehensive picture of what video games were in 1977, which was not much.
But there was a lot of thought and energy being put into how can we make money making little blips move around on a television.
screen. And, yeah, just the different forms that took is really interesting. And, yeah, like,
seeing the different interpretations of things like just simple math games and how every company
did their own take on that or on basketball is really great. And you do a good job of, you know,
providing some context for other systems in kind of these standalone chapters, but also within
each game's entry
as part of the
2,600 library, you do an
excellent job of saying, well,
this is the thing that existed
on 2,600. Here's the other stuff.
It's really interwoven
here. So it's not just a book
about the 2,600, but about
really home video games
and their origins.
And that is such a
great, just
you know, for anyone who cares about video game
history and the growth and birth of
this medium. It's, this is indispensable. And I'm not just saying this because, you know, I worked
on it and published it. Like, I'm, I just, I'm kind of in awe of what you've put together here.
It's, it's a really great document. I'm glad you're here to represent integrity. I'm here
with the money, definitely right now. Yes, I know, I know you, Jared. You're just so, so mercenary.
I am. Totally. I just, I just go to the highest bidder. Another thing that I really loved about
reading this, that I, you know, we complain constantly.
about modern video games, about how derivative they are,
about how unoriginal games are, about how every game is just the game.
Man, it's always been that way, or worse.
I mean, everybody had to have their,
it turns out everybody had to have the shootout game.
Everybody had to have their math game.
Everybody had to have their space game.
And it's amazing how, while these play radically differently,
how similar the concepts are,
and the fact they're all coming out at the same.
same time. And it really is kind of the more things change, the more that this same reality.
I think there's this kind of mythic idea that once video games were a magical, experimental
creative land, where everything was new and fresh. And there are a lot of new fresh things
here. It's just there's four versions of all of those new fresh things. That's neat.
We're Jeremy and I're kind of popping on the praise here, man. What I really like to hear from
me is you worked
really hard for a really long time
to make this. What
shook or surprised you
when you were digging through and finding
all this material, when you were learning all these
stories, what really jumped out at you just like
wow, I hadn't thought about it that way before?
So,
yeah, thank you.
Contextualizing the history of
the console was like really important
to me because it's so old. And these
games, especially in this 77-78
period, are just so
early and relatively primitive for the Atari library and what it would get later on.
And yeah, to answer your question, I feel like combat, like the first game made for the system
was the one that I found particularly fascinating to write about.
Because if you looked up online, you know, resources for the game's development,
you'd find, like, an interview with Jodecure who helped design the final
2,600 hardware, and
like he helped
work on an early version of this game
that then got passed along to someone else who
finished it out. And I
talked to literally everyone involved
in the creation of combat,
which was more than just a Joe
to cure and this other guy. There was two other
people on top of that.
So I was able to track
down and interview Larry Wagner, who at that
point had not done any interviews
about his time at Atari.
mine was like the second he had done in a week and he had like something else lined up with the history channel which also gets mentioned in here
but he explained the part of it that he worked on and he also had all of his documentation still
he had donated the originals to stanford but he still had you know scanned them all for himself so he sent me the scans and we were able to go through them together
and actually included my interview with larry at the back of this book because he's really interested in getting his own story
of his time at Atari out there
just because it hadn't been before.
So if you want to read about that, that's in here too,
as well as copies of all those scan pages.
He gave me permission on that.
But germane to combat,
one of his documents
mentioned the different revisions of combat
because it was being developed the same time
as the Atari hardware was being finalized.
So that was sort of a chicken and egg
sort of situation and
the very first revision
that he had on his list
mentioned that it came from
Cyan Engineering and it had a
tank game. It had
the Jet Fighter game
which is, you know, that's on the
retail cart. It also had
a racing game and a version of Pong.
And I was really interested
in this. So I asked him about it and he's like, oh yeah, that's just
what they gave me. And we cut
the racing game in Pong because they
didn't fit on the next hardware revision on the
cart. So where did those come from? I checked with the guys who worked on the Atari hardware
design, Steve Mayer and Ron Milder, and they're like, oh yeah, we put together that original
version of this game, that like very primitive demo just to like prove that this stuff would
work on the hardware we designed. And then we sent it along with Joe to cure to Atari once we
finished. Scient engineering, I should specify, was a company that they bought, Atari had
out and was sort of like their R&D Skunk Works house.
They worked on this.
They worked on a few other projects in the 70s
and a whole bunch of other things after the $2,600.
But, yeah, so I was able to sort of assemble
the whole early history of combat's creation for this book
as well as trying to put it in place of time
because it is a port of a couple different Atari games,
Jet Fighter and Tank.
And it also had other versions.
of that game
for other platforms, which I make
note of, and, you know, what they did
well and what they didn't do well
compared to Atari's.
And, you know, it's just, it's,
it's interesting to me, less to,
you know, make a judgment call, like, oh, this game's
not great. This game kind of,
you know, it's not that fun in
2023. For me,
it's more interesting to consider
how were these games looked at at the time?
And, you know,
what sort of impact?
did they make, both internally and on the broader market. And I hope I did a good enough job
on all of these, because some of these, like, basic math. It's really, it's basic math. It's a
math game. And I took this as an opportunity to delve into why did all these companies
make math games. There's not too much to say about basic math, but I was, with that one,
And especially I was really impressed by just how much detail you went into on math offerings from other companies and why those existed.
Yeah, and there is basic math, but there's also things like flag capture, where you're just like, oh, you know, these really early games, flag capture, if you plug one into a $2,600 and turn it on today, you'll turn it right back off.
It's a bunch of squares on a screen.
But you do a great job, people are like, no, no, no, this is compelling.
this is
and original
yeah
wasn't really
this wasn't one
that wasn't
cloned all to death
can you tell us
a little bit
about that
yeah it's a little
bit like
the Bokosco
wars of its day
yeah
so flag capture
was made
by Jim Weather
I think it
was his first game
at the company
and he wanted
to make a port
of Stratigo
the board game
that was
clearly not happening
on the 2600
hardware
and two kilobytes
of cartridge space
so he sort of
trimmed it down
I'm like, okay, Stratigo is about checking squares for a flag.
And I'm going to make a game where you're checking squares for a flag against another player.
And these squares can sometimes have a bomb that'll send you back to your starting point.
I can make game types that'll adjust how your scoring works.
Sometimes the flag will move and you'll have to just sort of predict where it's going.
And it was one of those games he described in an old interview.
I didn't get to talk to Huather myself.
But he described it as a game that you either got and really, really liked,
or a game that you just bounced off of hard.
And I really liked it.
And I think that came through in how I wrote about this,
because it's actually a really interesting game.
And it is a lot of fun with two players.
I roped in a few different friends of mine to do all the two-player content on this thing.
And they weren't through, well, depend on it on the game.
Some of them they weren't thrilled about.
Some of them they really enjoyed.
What were some of the other popular two-player games?
during your research
So
Home Run
The baseball game
It's a very stripped-down
baseball game
But we had fun with it
Basketball
Great game
Everyone loves it
Slot racers
Kind of a weird one
It's a weird one
Regardless
But
Yeah
Was that the first Atari
Racing game
On the system
So that would be
A tie between
Indie 500
And Street Racer
Okay.
Indy 500 is the first
versus thing.
So they did like indie racing
and street racing
and then we're like
let's do toy cars also.
That name on that one is so goofy
and I get into it in the book too
because this was Warren Robinette's first game
and his initial idea was that
it would be like a road rage kind of game
where you'd all be driving
cars around with rocket launchers
on the hoods and you're shooting at each other
because you're twisted metal
1977.
Yeah, because you're mad at each other
and there'd be cop cars
and such. He couldn't fit the cop cars
in and for whatever
reason
Atari's marketing changed the name to
slot racers from
a game about shooting each
other in a maze.
I haven't figured out who at
Atari came up with that decision.
Maybe a future
revision of this book will have that if I
ever land that, but
In a world with more ROM space, they might
have accidentally invented GTA.
Right. Or Interstate 76?
or 78 or whatever it's called.
Yeah, 76.
I love that game.
It's been timely.
Yeah, right, exactly.
I'm going to take a moment to embarrass my boss in...
Josh?
No, no, you.
I'm not your boss.
I'm just your fellow press run writer.
All right.
Well, I'm going to think a moment to embarrass my fellow press run writer.
Another thing I really like about this book is that in addition to just very solid research
and good quality of writing, there's a lot of original photography.
Jeremy puts a ton of work into taking...
good pictures, and he's trained himself over the years to take marvelous close-ups, and the amount
of time he puts into it's really impressive, but it's a really good-looking book. There's
original photography of the game boxes, the cartridges, a lot of the hardware, and it's very
nicely done. Again, I read a lot of video game books, and none of this is just cheaply ripped
from somewhere, you know, low-res. This is all original work. Yeah, I'm a big fan of not just downloading
random-sized JPEGs of varying quality and approach from Google images, but actually, like,
tracking down original games. And Kevin had most of these games already. So I happened to be
up near where he lives last summer for my nephew's graduation. I was like, well, I'm like 30
minutes from you. I should just come over and photograph your collection. And then everything that
didn't show up in the book.
It wasn't already in his collection
and needed to be in the book. We just acquired
and photographed.
And, you know, initially
the idea, I think, was just to get a
version of each game. But
as the book evolved, I think we both
kind of agreed, like,
to really make this properly
comprehensive, we needed to get the
Atari and Telegames versions
of all the games that
had alternate versions, which I think
at this point was all of them, right?
And then there's a few alternate releases, like, was it basic math became fun with numbers?
And there's one other that also had a third concentration.
Yes, that's the one.
So, you know, we were able to rely on some people that we know, like Chris Rundazo, who works with Castlemania Games, I believe.
No, Stone Age Gamer, lent us the extremely rare revision of fun with numbers.
were able to photograph that. So it was a community effort for sure. But, you know, as we worked on
this, I think the opportunity kind of, we became aware of this was an opportunity to really go
comprehensive with this material and just create kind of the definitive document about this
era of Atari. And that means just taking photos of all the stuff we can find so you can look
at the back of the boxes, some of which have descriptions of the games.
some of which just have little grids
saying, here's what's in the game.
This is probably
the prettiest photo of an RCA
Studio 2 that exists.
Where is that? What page is
87? 87. All right.
Turning your hymnal to page 87.
That's a pretty nice picture.
And then your
compadre,
your collaborator who let us photograph
TV bingo, the
game that only like three copies exist.
Yeah, I have a collector buddy who lives in the area, and he was also interested in contributing to the book.
So he brought a few items for the studio, too, that there was no way I was ever going to purchase.
Yeah, and like, realistically, like from an organizational standpoint, it doesn't necessarily make sense for this stuff to be in here.
But this material is so rare and of such high quality that I, as the editor, I just said,
I've got to put this in there.
Got to take the opportunity.
Why not? Just so high-resolution photography
of a game from
1976
or 77 that only
exists in like enough
copies that you can count on one hand.
Like we've got to get that in there.
I believe that my heavy sixer
and CX10s ended up in here somewhere.
Yeah, you're uh, I believe
I believe they are on the
collector's edition. Oh, that's right. That's the
collector's edition. Yeah, once I wondered
about that. Yeah, we photographed to my
light-sixir, which ironically
was not used for any of the video capture
in this book. I used my
grandmother's old at 2,600 Jr.
that has a stellar picture out.
Nice. Yeah. Yeah, but you can definitely
tell these are direct
captures, not from an emulator. Like, there's
ghosting and some
fuzziness. It's just, they just
look real. Like, this is
what I remember Atari games looking
like. Yeah. Not super crisp, and
And, you know, they also don't have the weird proportion issues that you get sometimes when you look up 2,600 footage on YouTube, where people don't understand that, hey, this needs to be 4x3.
Yeah.
So they just put it in the actual pixel resolution, square pixels, and it's, like, all stretched and distorted and squashed.
So, yeah, the screen captures in here are, they're authentic.
Yeah.
I mostly don't use modded hardware,
which means that it's a really convoluted setup
where they're going into an RF demodulator
into the capture device,
which depended on the time period
of when I photographed any of these.
Some of them I did in the kind of frame lister.
Some of them I used a Retro Tink 5X.
But yeah.
Yeah, and that's where my commitment
to authenticity ends
when it interferes with my convenience
like some of that's just too much BS
so I'm
totally happy to use modded systems
or
I did
I did have to use systems
FPGA is it's fine
I did have to use emulators for a few things
like some of these arcade games
like what am I going to do there?
Oh yeah arcade games
or unreleased
I have some photos of
some stuff from RCA
from their
pre you know
release stuff that only exists
as binary files and emulators.
So, of course, I'd grab screens of those.
You didn't want to build an RCA Studio 2 ROM flasher?
No, I didn't want to build the 1801-based Fredotronic hardware now.
Yeah, that would have been, oh, man.
Fake gamer, I'll tell you what.
The MP1000 I have, actually, the RF signal out of it was so bad.
I had to have Krista Lee, who's done a lot of cool mod stuff for Jeremy.
I had her do a composite mod for it, which apparently was a real journey for her,
since the documentation for that mod is not very well.
Yeah, and just a shout out to Krista Lee here.
She really seems to like these horrible journeys.
I mean, like, I still am left in awe of the work she did to bring S-video capture to an epoch cassette vision.
Like, that was a month-long journey for her.
hundreds of hours of work apparently and you know in the end like I paid for that time
and I can't imagine ever paying that much for a video mod again but just the fact that this was
done and she figured it out is amazing so yeah like she's one of those people that is an unsung
champion of game preservation and documentation you just cried out like like the lord there at the end
it is finished.
Pretty much.
So if you're ever looking for mod work done
on a vintage console or restoration,
Sound RetroCo in Seattle,
Krista Lee, she's the best.
Awesome.
Yeah, she does great work.
So all the MP1000 photos in here,
which I just turned to a page
that happened to have one on there.
That's thanks to her composite modding
my system so I can actually
get an image out of it without resorting to an emulator.
Kevin, I'm curious.
you wanted to write a book. What are books about
video games you enjoy reading?
So I really
enjoyed
I've enjoyed Jeremy's stuff. I've got
a few of his books. I enjoyed
They Create Worlds by Alex
Smith, which I've pulled from
quite a few times in here because he was
just very in-depth,
especially on early computer
and arcade history.
And actually one of the
books I'd like to go to
is a book from 82
called The Winners Book of Video Games
by Craig Cuby
and the reason I single that one out
is because
Craig wrote this book about video games
and it wasn't just like a strategy guy
and how to get high scores. It was that too
but he also did a lot of work
talking about the games
at the time and like the context
that they existed in and like what was popular
and what used to be popular
and what was what's like sort of a B-tier game
And he did a lot of work just presenting these in a way that really struck a chord with me when I was a kid and was checking out his book from the library.
And that still stuck with me.
Like I ended up buying a used copy of his book just to like have it on my reference shelf.
My public library had that book and I read it over and over and over.
My mom worked there and she would bring it home for me.
I just read it so many times.
I was the only person who checked that book out past 1984.
I remember that distinctly from the stamp page.
Yeah, this isn't about 1990 that I'm reading on my figure.
This would have been around 91, 92.
I remember excitedly telling my friends in elementary school
about how Berserk had voice synthesis
and none of them giving a crap about Berserk or voice synthesis.
So, you know, got to find your audience, folks.
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So we've talked a lot about the book, but let's talk about the system.
itself and the games.
Like, from your research,
how did the 2,600 even happen?
That's kind of a big question,
but I think it's time for you to walk us through it.
Like, you know, obviously Atari was an arcade company.
They made arcade games,
and they'd hit it big.
They were the first company to hit it big.
And quickly, you know, everyone said,
oh, let's make pawn games also.
But, like, at what point did they say,
hmm, these things we sell to, you know, play in bars,
those could also be done in homes, on TVs.
Yeah, so, you know, circling back a few years to about 1975,
the company published their Home Pong standalone console
that was also designed, I believe, by Cyan Engineering,
same folks who would later work on the 2600.
And this was post-Pong boom.
This would have been the Pong bust from 74 when nobody care about Pog anymore.
and the only way to sort of get any juice out of that was to sell a home version.
And a lot of companies were at the time because the technology had gotten to a point
where you could have home game systems that were more advanced and still affordable
than what you were getting off of the old Magnavox Odyssey from 72,
which also comes up a fair bit in this book.
It was not a huge hit.
It was like a modest success, depending on who you talk to.
The Pong, on the other hand, did very well for the company, for Atari specifically.
So they wanted to do a follow-up.
They did do a couple of other dedicated home game systems, Pong, video pinball, stunt cycle.
But Steve Mayer, Ron Milner, they were sort of brainstorming.
Like, okay, we got to figure out a new process for designing these systems.
What if we design a single CPU-based hardware,
and then we can just program our games for that
and just sell each dedicated system using this setup.
Wait, that's stupid.
Why don't we just sell the hardware
and then sell the games on some other medium?
That'll be much more cost effective.
So that's what they ended up coming up with.
They had to figure out what microprocessor they could use
based on the price tags at the time
and what deals Atari could get.
At the time, video games weren't such small fry.
None of the major microprocessor companies were giving sweetheart deals in anything.
And they had a few alternatives.
None of them really fit exactly what they were looking for.
By chance, they ran into Chuck Petal from Moss Technologies, MOS technologies.
MOS technologies.
I don't call them Moss.
Whatever.
No one knows.
It's lost to history.
Yeah.
They met him at a computer fair, which I go into again further in this book in great detail.
So Steve Mayer, Ron Milner, they met up with Chuck Petal, who was sort of their big guy at the time selling the 6502 microprocessor, which they had just come out with.
And they sort of went back and forth with him figuring out how to get a cut-down version of that, 65-07, which is what they
used in the 2,600
final design. It
couldn't do everything a 6502
could do, but it did everything they needed it to
do, and it helped
keep this thing affordable, which was their
big thrust for the
design.
Steve Mayer and
Ron Milner, they'd been working on
some early sprite-based hardware
for Atari's
arcade games, like Sprint 2
was the one they pointed out to me. It was one of the
first ones they were working on with that.
sort of design mentality.
And they thought, okay, let's carry that over to this home system, too.
Which is why you have a system that has two player objects, two, you know, missile objects
and one ball object.
That gets reused for everything under the sun over the next, you know, 14 years and beyond.
Yeah, it's really kind of amazing how much 2,600 developers did with basically nothing.
Yeah.
The Frankensteinian design, the fact that they opted not to have a frame buffer because of expense, and Kevin, you can talk more about this, but what should have been a technological curse and did make programming the thing an absolute nightmare, did, on the other hand, provide unprecedented flexibility for breaking the system.
It's just so hackable that you can get away with a lot of things they never imagined.
I mean, I'm sure you can share more on that.
Yeah, so they found that out very early on.
So Steve Mayer explained to me that their design mentality was that, like, well, okay,
if we put everything that we would want in this thing to make it really effective with like a frame buffer, et cetera,
it would cost too much, we can't do that.
If we set it up so that it's like a supply chain, a modern supply chain,
where you're getting everything you need just in time for your stores.
We all know how well that works in a pandemic,
but for a video game system, it works pretty well, as it turns out.
So this thing doesn't have a whole lot of RAM.
It has no screen buffer to keep track of where objects are, like, colliding with each other.
They had to build that into the hardware design
because there's no way you can get that in software
without the frame buffer and everything.
But, yeah, they made a machine that the programmers would have to develop
for line by line as the electron beam is going down the cathode ray tube on the television,
which incidentally makes this nightmarish to run on most upscalers.
But it's a very fascinating design that works really well for a cathode ray tube television.
It's a good little CRT.
And almost immediately, people were figuring out how to break this.
So you look at Bob Whitehead's first couple games.
He did Starship, which is a port of an extremely new arcade game by Atari, Starship One.
This is a first person like space game, which really shouldn't be doable on the hardware,
but he made it work.
He had the flickering technique, which would show up a lot more on later games,
where you just alternate on each frame which object you're showing,
so that way you can have the illusion.
of having a lot more things on screen
and it doesn't look too bad.
Which
it kind of found an ascendant
on like the NES.
You know, with,
it had a famous limitation of
eight sprites per resolution, like
per scan line. So
when you had, you know,
more than eight sprites, the system
had to kind of cycle through them.
And programmers who really
kind of understood what they were doing would say, oh,
we have to give priority to this. And
programmers who didn't understand would just be like, ah, just whatever happens, happens.
So that's why you get the screen flicker on, I have Sprite Flickr on NES. And, you know, when you're
displaying stuff like this, it's recorded, or displaying at 60 frames per second, but shows up on
like YouTube at 30 frames per second or whatever, everything looks terrible. Like, it is, it's, yeah,
the 2600 is a great example of how integral, specific,
technologies, display technologies were to the technology of the game systems. I mean, you know,
there's famous things that you can't use on an LCD screen like, you know, the master system
3D glasses or light guns or rob the robot because they're timed and keyed to CRT technology.
But the 2,600 as a whole just depends so heavily on the quirks of, you know, what was very well
established technology at that time. I mean,
CRTs had been around for half a century.
And they look, you could see that, you know, they could use
that phosphorus fade to their advantage.
Things didn't disappear instantly on old TVs.
That's why, that's my flickering
works. Exactly. It doesn't work great, but it works.
And on the CRT, it works
even better. Like, it's like, oh, I can
and it's stunning
how innovative that was. Somebody thought
that up. Like, we're used to
video games from retro games flickering, but
that was, you know, Bob Whitehead's like, this is
solving a problem I have. Like,
that it's like 99 cents somebody thought that up it's incredible that there was a first time and we can track it
or uh you know he did the blackjack game which has multiple objects on one line that shouldn't be possible but he figured out like okay
if i do it this way i can repeat the same object over and over again and as long as like it doesn't have to
change state individually it'll work uh which you know blackjack doesn't you just have to change whatever uh faces on the card
Larry Kaplan came up the idea of,
oh, I can just reuse the same object on multiple lines
because the CPU has already moved on from that last one.
And that's how he made AirC battle work.
Like, I can't imagine how that game would have been
if you were only shooting at like one object at a time.
It would not have been fun.
But he figured it out.
I like what you said earlier
about the 6502, I think so much it makes the 2,600 successful,
is that they chose the right processor.
And the 6502 is legendary.
It became legendary.
At the time, it was cheap enough,
and that's why a lot of people went for it.
It was cheap, and it was just fast enough.
But the 6502 really could handle the kind of math 2,600 games needed,
and they could handle it speedily.
The 2,600 has big, ugly, chunky sprites,
but they move super quick.
You turn the accelerator on in Space War,
one of the games in this book,
and it forms a line across the screen,
eventually the objects moving so fast,
and the processor can keep up with it.
The Apple 2, the 2,600,
the Atari 8-bit line, the NES,
the Commodore 64,
even by extension,
the Apple 2GS, and later the S-NES.
And the turbographics.
And the turbographics.
Don't forget about the turbographics.
My favorite 6502 base machine.
It's a beast.
All from that family,
first the 8-bit, and then the last year, I kind of cheated with the S&S, that 16-bit version.
But what a, what a, if they had gone with something else that had gone with a different design philosophy,
and the nice thing about your book, you see what happens to people who did.
Yeah, a couple of the other things we were looking at.
They were looking at, what, the Intel 80, 80, if I remember off the top of my head,
and the 6,800, not the 68,000, because that wasn't out yet, but 6,800.
And those were used in the Odyssey 2 and the MP 1,000, respectively.
And they worked, but they were, with the architecture, those machines used.
I don't think you could have done the same things that the architecture of the 2,600 did.
You know, both those machines kind of chug.
Yeah, had you used it in the 2,600, it would have been a mess.
It's really fascinating, the weird tricks people did in so early on with this hardware.
of history when these days have passed long ago
Will they read a much with sadness
For the seeds that we let go
We turned our days from the castles in the distance
Eyes cast down on the pap of least resistance
So one of the things that kind of comes out in this book
is that all the games in 77 and 78
came out in two versions. There was the Atari game
that probably everyone knows. And then there was something
called telegames, which was exactly the same game, but
just repackaged. And before this podcast,
we had a book signing event, and then we had an audience
Q&A session. And I realized
that the telegames version,
of Atari releases were like
basically Costco
Kirkland repackaging
of existing products.
How did that even happen?
What was the deal?
So that is correct.
A lot of the major
department stores at this time had
their own store brands of things that
other companies had made. Like, I remember
growing up we had a Montgomery Ward's
microwave. Did Ward make it
themselves? No. Someone else did.
But it was Ward branded.
And that's the part I remember, which is sort of the same idea here.
Yeah, I mean, you still have that with, you know, Walmart's great value and targets various in-house brands.
And sort of the same idea here.
Atari and Sears had a relationship going back to that home pong system.
Sears had sold it before anyone else.
They had a timed exclusive on it, which my understanding was that was something Atari had to push back for.
that was only timed because Sears wanted to be the sole seller of this thing.
And they needed Sears because they needed that money and they needed that marketing muscle to get their machine on the shelf.
But by the time the 2,600 come along, Home Pong had been a big hit for both companies.
They had a very lucrative relationship.
So Sears wanted in on the ground floor for their programmable system as well.
and they actually helped shepherd this through FCC approval
because at the time the FCC had to sign off on basically anything
that would be emitting radio frequency signals
which is how all of the game systems at this time put out their picture.
I remember talking to Al-Alcourt about this,
who was one of the people I interviewed for this book,
specifically about the 2600, which I don't think anyone has really done.
They always want to talk about his work on Paw.
and the whole the arcade division.
But, yeah, for 2600, he specifically said there were people at Sears
who knew their way around these RF frequencies and FCC's requirements
like the back of their hand, and they just helped push this thing through,
and that's how the $2,600, sorry, now I'm getting the wrong numbers.
That's my fault, sorry about that.
That's how they got the $2,600 out the door and out of the shelf,
so much more smoothly than literally every single other company in this book.
And as to where that leads to the telegames,
that was sort of the price they paid for that marketing muscle from Sears,
which was at the time the biggest retailer in the United States.
They wanted their own branding.
This was how they got it without having to have exclusive games yet.
They did get a couple in subsequent years after the console had blown up
and became a huge hit.
But at this point, they just have their own versions of these games.
The interesting thing is that Sears packaging was actually more lux than Atari's own packaging.
Like the gatefold covers with the manual it tucks into the front, it's super nice.
And actually Sega took cues from that with the SG-1000.
The original large box versions of SG-1,000 games had packaging very, very similar to that.
And eventually they dropped that in favor of more compact, you know,
tab opening type boxes.
But at the start, that was kind of like, it just felt premium.
Like you open it, there's the manual, there's the game.
It just, you know, had a kind of a self-closing tab fastener.
Really, really nicely made.
And they're really solidly built compared to like the cheapo boxes they started using in 78.
Oh, man.
Like, I mean, yeah, when I think of, you know, 80s Atari packaging,
late 80s especially, they just,
7,800, X-EGS, it is, it links.
All that is just, oh, it's terrible.
Like, there's no way to find a game that is just not, like,
warped out of shape because they use such cheap cardboard
and such cheap interior structure.
Yeah, it's barely a solid.
It's like watching Star Trek, and they find a founder,
and it suddenly just morphs into this gelatinous mess.
My first 2,600, was a Sears Video Arcade.
That's what my family had.
They bought it at Sears, and a lot of my games, my early games, likewise, were purchased at Sears.
So I had the telegames versions of several of the games in this book, laying around the house.
It's funny.
I had the telegames version of Starship, Outer Space, as a kid.
I remember my aunt had that when she got rid of her whole whole Atari stuff.
She gave it to us because I still played the thing.
so it took me a long time to realize
oh there's an Atari version of this called something else
because at the time
he was getting secondhand
like I didn't know this
so I really wanted to make sure that
Sears had representation in here
and yeah that did lead as you mentioned earlier
to us getting photos of both in every case
but I think it's valuable
like just to see how
Atari and Sears
presented the same game. Sometimes it's almost identical, you know, aside from the trade dress. Like
the Sears Telegames boxes are a very consistent style, black with, you know, a colored title, and then
there's kind of an inset frame in a rounded box that has artwork in it. And Atari has kind of their
own style. But, like, sometimes the presentation, even the titles are almost identical. Sometimes
they're wildly different. And it must have been really confusing for,
people to go shopping in
1978
and be like, I've got a, you know, I want to buy
a cool Atari game.
I wonder which one I should get.
Oh, there's these games I've never heard of at Sears.
Like, how many people do you think bought
the same game twice by mistake,
assuming they would be different games, only to get them home and realize
I already own this one, but it was called, you know,
whatever, whatever, you know,
I don't know the titles, the alternate titles, but.
I'm going to guess it's a non-zero number.
I know some of the ads that I saw at the time,
which didn't make it into this book necessarily,
would mention that, oh, it plays like, you know, such and such.
Like, for example, space combat plays like space war.
It's the same game, but that's how they would, like, bill it.
But, yeah.
Yeah, so I'm looking at Street Racer.
The telegames version is called Speedway 2.
So the game modes in Street Racer are Street Racer, Slalom, Dodge,em, Jet Shooter, Number Cruncher, Scoop Ball.
On Speedway 2, the exact same modes are called Kamikaze Road Race Slalom Scoop Ball.
Okay, there's two that are the same.
Number Cruncher, that's also the same, and Roller Ball.
So, like, 50% of these modes are presented under different names.
So even that's, you know, like you would look and maybe cross-reference and say, well, do I want this other race?
game. It looks like it has some of the same
content, but there's some unique content.
I don't know.
Were people that savvy about buying video games
back then? There was no, certainly no
internet at the time, but not even really a games
press to speak up, to say, you know,
like, to offer reviews,
to offer shopping guidance.
Yeah. You were just kind of, you know,
tossed into the deep end and figure it out.
Yeah, at this point, it was
like, does your local newspaper
write about video games? Like, do they
have someone who does that?
There was one paper in Ohio that did, and I referenced it several times in this.
And then there was video magazine.
They had their, what's it called, Arcade Alley, I think, column that Bill Cuncle and Arnie Katz wrote, starting in 77, 78.
I don't remember off the top of my head.
But those were your options, and beyond that, you were sort of relying on these salespeople
at these retailer's shops and
they may or may not
know a lot about this topic
that was something I came across
several times in the retail
industry press from this time frame
is just like how do I sell this stuff
I'm mad about it because I need to have
dedicated staff hanging around
these video games that
are not shilling for other objects
yeah
I mean selling a $30 video game
versus selling a $300
$300 refrigerator, where's the
margins in that?
So, just growing pains there.
Eventually, after 79,
I think basically
almost all the Sears
branded versions of the games have the exact
same title as the Atari ones.
But even with, you know,
games that have the exact same titles,
Blackjack, for example,
Atari has casino rules and private rules
and telegames has
Las Vegas rules instead of casino rules.
and home rules instead of private rules.
If you stop and think, those are the same thing.
But then also Atari says one player, two players, three players,
which telegames doesn't mention except down at the bottom,
not as a feature, but it's just, you know, how to play it.
So, yeah, I just feel like they're kind of working at odds with each other here.
I also love how some of the art on these is obviously, you know,
the same game, flag capture, and capture.
And it's obvious that two different artists got the same brief.
Yep. Like, here's the art brief.
And so, in capture for, you know, telegames, there's kind of this, you know,
conquistador guy standing on a beach, and there's like a little pirate ship out in the corner
and a mountain and a guy climbing and they're holding flags.
They're like, okay, so there's supposed to be like a pirate ship and a flag and a guy.
But then you flip the, like, flag capture by Atari,
and it's just dominated by this huge, lavishly painted, patched pirate face with this galleon,
like going through the middle of it, a flying, like,
There's flames coming out of the British flag and dudes with swords running out of one side.
What do you do when your game consists of nothing but a grid of boxes?
Yeah.
Literally, that was all flag capture was.
So it was, you know, the sky's the limit in terms of your creative interpretation of this.
What is this that you imagine it is?
And that's what I like is that, like, you know, they hire two different people to draw these, like, based on the same specs.
And they get one person who's kind of like, well, I guess I'll make, listen, another guy's like,
I am going full on Horatio Hornblower here.
Captain Jack Sparrow, here I come.
But still, it's a grid of boxes.
You can understand why Nintendo went with the black box pixel art style
to say, hey, this is actually what you're getting more or less
when you buy this game.
There are no painted conquistadors here to represent a black box.
It is, you know, a little blue grid on the screen.
It is Mario here.
It is little, little Eskimo guy with a hammer.
A lot of honesty in marketing from Nintendo in that period, which I think culminates when they're just like,
that first you have the black box games with this pixel art, and then you just have the Zelda gold cartridge with a little corner.
It's like with a hole showing, guess what's inside this box?
It's also gold cartridge.
There's a cartridge in the box.
That's what you're getting.
It's gold, just like this gold box.
But it was remarkably effective.
And, yeah.
Yeah, I mean, sometimes you do get stuff like brain games, which is called brain games in both.
versions, and it has
titles like Touch Me
and the question is, which version
of this wizard do you want to play Touch Me
with? Yeah. I love
how delightfully... One of them looks
really angry, so I don't know if I want him
playing Touch Me with me. I love how
delightfully 70s, a lot of
the Sears in particular looks like.
The art for math is just gorgeous.
You put this on the side of a van, and people
are like, yeah, yeah. I'm definitely going to
go toke up and there.
You know,
Kevin, for you, like all these very early games, I think that folks that go back and play ROM tag with these,
largely you're going to skip most of the early 2,600 ROMs just based on the primitive nature of the graphics.
Of this first batch in Volume 1, what games did you really, really enjoy the most?
So my favorites, there's basketball, which I think we alluded to a little earlier today a couple of times.
That game holds up really well, and I think that is borne out by the fact that it was still selling into the late 80s pretty handily.
Breakout is a fantastic conversion of a game that's kind of timeless.
Like, breakout's just fun.
I'm a big fan of a flag capture, as we talked about.
It's a game you either love or you hate.
I love it.
An Indy 500 holds up remarkably well if you can get some.
two driving controllers.
It can be a little tiring on your hand,
just holding down the accelerator button
on those things, but...
That's a problem with a lot of older racing games.
Exactly, like, you know, Radracer,
you accelerate by pressing up, and that
destroys your hand after a while.
It does. I don't know why
it does, why it should, but it just doesn't
feel good. It's the worst. But like, Indy 500
has ice physics on one
of the stages, which is really
fun to go skating
around. Is that gaming's first ice level?
I think it is.
Wow, that's cool.
And for 8,500, for folks that don't know, maybe you mentioned the driving controllers,
which look like the pedal controllers, but...
They are completely different internally.
And this is the only game that used them at the time.
There's a few hacks and homebrew games that used them, you know, since then.
Yeah.
But as far as the original retail era of the system, that was it.
Kevin, do you play a lot of 2,600 homebrew?
Here and there.
not as much as I used to
but I also have a toddler
so not playing as much
as usual as I could
That's been one of the
shocking things for me and one of the joys
of the Atari 2600 is that
This is a system that by the time I got it in
1982 was already several years old
I wasn't I was three
But the system was
Here in 2023
People are still creating
new 2600 games
and because of that
weird architectural
thing we talked about earlier
they're still finding new ways to hack the system
to do stuff that nobody thought
possible and so
unlike a lot of systems that
you kind of see top out
you know you get used to like
the 10 year later home brews that blow
things away or you know late C-64
home brews of Ghost and Goblins were just like
how did they do that?
Yeah. But the 2600 they still have
haven't hit the peak. The versions of Wizard of War and Super Cobra, or Gallagher that came out recently
are just stunning. Zookeeper. I brought that one to Magfest last January and had it set up in
the museum space for a little while, and folks kept coming like, wow, this is a $2,600 game, huh?
And I can't play doodle bug on my iPad anymore, but I can play it on my $2,600. Or doodle jump,
pardon me,
that there's people found a way to port that.
Is there a game called doodle bug?
I don't know.
There should be a doodle bug.
Yeah, I touched on that a little bit
just my like intro to the console,
like how the early homebrew stuff really kicked off
while the body was still warm on this platform
because it went out of retail circulation at the end of 91, early 92,
depending on the part of the world.
you were in. But the
first homebrew developments for this
thing were like 93,
94, like this
thing was dead
but not forgotten
for very long. And
since then, it's just been
sort of a snowball. Like, there's
so many homebrew games for this thing
and I cannot keep track
of all of them that keep getting made. Yeah, I can't imagine
trying to collect all the homebrew games. That just seems
like a fool's errand.
Mm-hmm. And a lot of
A lot of them are, like, really impressive.
Like, they, you know, they're using what people have learned about the system over, you know, decades.
Some of them are pulling out, like, illegal opt-cats for the hardware that, you know, shouldn't work, but they do on the 2600.
And then stuff like the Gallagher port, they have on-cart hardware expansions, which only, I think, like there's a couple of,
2,600 games that use
extra RAM built in, but I think
Pitfall 2 is about the only one that
has extra hardware, hardware.
It's got the audio processor. That or anything on the
Star Path, yeah. But yeah,
David Crane's Pitfall 2.
His DSP chip.
Yeah.
But it is neat to see what they could do
with an arm processor on the cartridge without
breaking. It's not like it's using it as a pass-through
or anything. It's still limited by the TIA
but just doing some neat new
stuff with it. Yeah. Taking some of the
off of the CBA.
So many, so many acronyms being thrown around.
What's a TIA?
What's a DSP?
What's, let's ask the...
TIA is the television interface adapter,
and that's the
video chip, basically, for the
2,600.
That's one of the custom chips in the thing.
There's also the riot,
which is their input-output chip,
and the CPU,
the 6507.
All right, you were asking about the DFS,
That's a digital signal processor?
I think so.
I feel like it had a different acronym.
I think David Crane decided to be cute and like give it his initials.
Yeah, like the DCP or something, I can't remember.
The David Crane processor?
It sounds right.
But it allows you to play the music in Pitfall 2 as well as do a couple of the other visual tricks that he was there.
Yeah, like the scrolling that the game uses.
And, yeah.
It's not just music, but it's like dynamic music, right?
It is.
Yeah.
That game was so...
That man, man.
That game's amazing.
That game is so forward-thinking,
and if it had come out in any time other than 1984,
it probably would have been a massive, like, influential hit.
It is the most un-David-Krain-David-Krain game ever.
I love David Krain.
He's a great dude.
What are you saying?
That game is, like, the basis for a boi and his blob.
But it's not murderous.
Oh, I see.
In Pitfall, too, when you die,
you go back to these magical things called waypoints
that he puts all over the game.
Yeah.
If you lose points, and then you're like, oh, well, I'm never going to get the high score and get my path.
Right, but compared to, like, Pitfall, Boy and his blob, Ghostbusters, is just not nearly as, like, just vicious as those games are.
Those are all very demanding games. Pitfall 2 is very merciful.
Is Ghostbusters demanding?
Can be. It depends on the version you're playing.
Well, the AES version, but that wasn't David Crane. That was, that was Bits Lab making some bad decisions.
But even C-64s, if you fool around, you're going to.
going to get stopped pretty quick.
And that is...
There's no time for fooling around.
You've got to clean up the town.
Exactly.
But yeah.
2,600 Homebrew, really interesting.
I think I even...
I don't remember if I grabbed any screenshots.
I think I did. Yep. There's screenshots in here
of an Indy 500 hack
from the early 2000s that
added in a bunch of new maps.
Just as an example, like, yeah, this is
the sort of thing people were doing.
When they had access to this hardware through emulation, they started making their own versions of these games, and it just sort of escalated from there.
We were talking about David Crane.
His Outlaw is in here, and Outlaw is not my favorite 2,600 game, but the gunfight spin-off homebrew that was made a few years ago is.
It's just that game with everything improved and with Johnny Cash's Ring of Fire playing while you shoot at each other.
totally worth your time.
Yeah. It's hard to go back to
Outlaw after playing some of the other versions
of it, but like at the time... Oh, at the time
was amazing. Oh, yeah.
Had a lot of fun with it.
Outlaw's incredible for when it came out.
Yeah, and your article on Outlaw is great.
It really gets into the history of it of gunfight
and how it intersects kind of
with Space Invaders.
Yeah, there's a weird history
for that. Yeah, there's a lot more
heritage for this game than you might
expect. And they got to include
some information
there about David Crane's design perspective
and why he didn't really
like he was okay with how
a gunfight came or outlaw rather
came out but it wasn't how he wanted
to really make games and
he sort of discusses how he
doesn't care to have like a million
variation in a game. He wants to
just make a game with his
ideal set of features and let the
players figure it out from there.
Again, extremely forward thinking.
also how I feel like most people play
2,600 games nowadays. I don't think a lot of them
go delving into the different game
types. Yeah, all those dip switches on the
concert. You don't want to play Invisible Space Invaders?
I mean, I can.
All combat mode should just
be set default to bouncy
bouncy tanks, and then we'd be good.
Good old tank pog.
My favorite was
Skeet Shoot, which is from
81. It's a much more recent game,
relatively speaking. But
the default mode on that is off
and if you go messing with the different game types on there,
it gets kind of playable.
So I described it the other day as a game that goes from,
oh God, what was the term I used?
From wretched to mediocre or something?
Something like that, yeah.
Yeah, wretched to mediocre is a good description.
Like, just fascinating that that was going to be the default game type on that one.
I think all games should switch with that slider.
No, like just wretched to mediocre.
Like, you can just do that when you buy a bad game.
Instead of starting your game at like 7 out of 10, it's just wretched to mediocre.
Yeah.
So in addition to, what, is it, like 20-ish?
Yep, 2,600 games that came out in 1977 through 78.
You also touch on, you know, the MP 1000 games and the Odyssey games and the, all those other systems.
There's several other systems that you talk about.
Why was this system successful where the others failed?
I mean, you talked about, we talked about like the 6502
and how that was integral to the way the game's played,
but sheer technology alone doesn't make that big a difference.
I mean, it does, but we've seen Nintendo succeed with game systems
that are technologically inferior to what's on the market, Game Boy or Switch, either.
Yeah.
So from my perspective, putting this together,
it was sort of a confluence of a few things.
part of it was
the price point made sense
so that aspect of the design
was very smart
were the other systems more expensive
a lot of them were
the Channel F cost more
I think eventually the
2,600 undercut it
pretty well but
I know the Bally Arcade cost like
$300 at launch
versus the $2,600
which was like $160
somewhere in that range
Like, a lot of people did sales at the time,
so it sort of bounced around, but that was the
general vicinity. So Ballet was
like, no, no, go get a second job
to afford the
Atari. And, you know, it was a system that
had, like, nigh
arcade quality graphics
and gameplay, so, you know, you got what you paid for,
but still.
But it was like a, it was that
was a factor. Corporate support
was a big factor, because Atari had
Warner's backing. Warner had
more money than God at the
time and they wanted to make this thing succeed. So they gave Atari all the resources they needed
for it. And once the company in the 2600 had a little bit of a downturn in 78, they
changed out the leadership, but they didn't kill the whole thing. They just let them figure it out,
and they did. Then you look at some of these other platforms like the Channel F, that was put out
by Fairchild, which had all sorts of issues with quality assurance and production problems.
and on top of that
their other markets were imploding
so
you know
the system wasn't going to save them
when they were hemorrhaging cash
APF
which made the MP1000
they were just they were small player
they never really had the resources
Magnavox
they didn't have the
like the C-suite
support that they needed for
it for a few years there and that sort of undercut it
so like
all of these had different issues that sort of undermined them
from becoming the same kind of hits the $2,600 was.
But at the same time, the $2,600 hardware was such that
you could do all sorts of weird things.
You could do space invaders on this thing.
You should not have been able to do space invaders on this hardware.
No, it really doesn't make sense.
But they made it work, and that was their breakout game,
which it's not covered in this book, but...
I saw breakout was their breakout game.
Ah.
No, that was breakaway.
That was their breakaway game.
Ah, there we go.
Yeah, breakaway 4.
It's on the cover.
So we can look forward to Space Invaders in volume
3?
That was 79 or 80?
That was 80.
I guess it depends on how I split up the years.
I have to imagine it's going to be 70...
79 and 80.
Yeah, I could see it.
81 would just be like...
It's own standalone volume.
Oh, volume 2, you say.
I do.
I'm putting the pressure on now.
There has to be a second volume to this.
It says volume one on the cover.
Come on.
It's true.
There has to at least be one more.
But yeah, so you had that as a factor,
just that hardware architecture working for them
and not just against them.
And there was the name branding, too.
Like Atari was well known.
Odyssey was better known from what I gleaned from early reporting.
But Atari was like number two,
and then you had everyone else.
So they had that too.
They had that Warner marketing machine to help out there
and change that.
And they had Sears, which was a big help, and they had Sears to help them get through the FCC,
which I have a whole chapter in here about how the FCC screwed over everybody else.
Which is incredible.
It says that's a really important part of this story, just how.
I really love computer history, and a lot of computer history is defined by FCC regulations.
I didn't realize just how much of an effect it had on the console industry around the same time.
Yeah, and shout out to Dale Gettys, who's a researcher up in Canada,
who his big obsession is the FCC and the history
and how that impacted video games and computers,
because I was able to run my draft chapter by him.
It's like, okay, point out to me all the places that I need to rework,
and he did that and put together something I'm very pleased with.
The lesson from consoles was follow the rules that we learned,
and the lesson we learned from computers was
ignore the rules and apologize later, and you win.
That seems to be how dealing with the FCC played out.
And it was fascinating to me how the different ways these companies approached the FCC problem.
Like, Atari, they went through Sears, Sears got them, everything they needed, RF-wise.
You know, Fairchild, they had to cover that thing and just a metal tomb and redesigned the hardware later.
and RCA, they just ran the RF signal down the power signal too.
Yeah, that's amazing.
And some weird design that made sense to them,
and it got them through,
even though the people at the FCC thought it was just a failure waiting to happen.
Yep.
It's an interesting part of that story,
and I'm really glad I was able to fit it in here
because it is so important and so overlooked
on why Atari worked and nothing else really took off to the same.
degree. And, like, they, they had competition. Like, the Channel F sold pretty closely to what Atari
was selling these years that they overlap. And the Odyssey did, too, up until Space Invaders
came out. I love that Radio Shack was so bad at shielding and so widespread that they just
defied the FCC. They're just like, no, we just have thousands of stores, we're going to do this
anyway, and you can see us later, that they shipped a computer so badly shielded,
that programmers made it a feature in their games
to use the electricity leakage to put sound effects
through a radio that you sat next to your tandy.
Like you tuned it to a station,
and it would play the sound effects through the radio.
Incredible.
That was, and people would write for that ability.
So when's the tandy book coming?
Oh, no, no, never.
I just love the weirdness of electricity affecting how this stuff works.
Sorry, I get excited about computers.
That's all good.
wind down now. But
as a final thought on
Atari Archive, Volume 1,
1977 through 1978,
Kevin,
what was your, I guess,
biggest challenge putting together this book?
And what are you proudest of?
So, there's a few
challenges to this, depending on what time frame
this all came together. And the first
big challenge was finding out when these games
came out, which I mentioned already.
And for me,
the other real challenge
was getting this into a shape that was readable and, like, interesting to go through for me, I think.
I had a separate editor that I paid while this was in a much earlier draft state.
So I'll give a shout out to her, Meredith Dimmick.
She went through this and picked out all the things that didn't make sense to her as someone who knew nothing about video games.
And it was like, hey, can you explain this better?
Can you explain what the heck this means?
And I think that made for a much stronger book
because it let me rethink how I was approaching some of these topics.
So even if you don't know too much about, you know,
how video games work under the hood or about video games in the late 70s,
I think this is pretty approachable, thanks to, you know, her help on that.
Research-wise, tracking down some of these people was a massive pain.
So it turns out the white pages are my friends, as is the U.S. Postal Service.
Some of these folks I just had...
Grand institutions all.
Yeah, some of these folks I just had to write letters to and hope that they responded, and a lot of them did.
And they were able to give me some really good feedback.
In some cases, I had to go out to archives to dig around old documents and old papers to figure stuff out.
and just switch out like a golden idol with Atari Links to keep a giant bowl
Oh yeah yeah yeah I like this
It doesn't work because the Atari Links is huge but it's so lightweight
It's just empty away
Yeah that was my failing that's why that's why the ball comes and crushes you
Yeah
Did not make it out of that too
Yeah
All right, so, Kevin, thanks for your time.
Jared, thanks also for your time.
Thanks for putting this book together.
It's a great read.
Again, this is Atari Archive, Volume 1, 1977 through 1978 by Kevin Bunch.
It is available now for purchase at limited rungames.com.
It's a press-run publication that Jared and I massaged into reality once we were
given all the materials by Kevin.
And I'm really happy with the way it came out, and I really feel like this is an essential
document of video game history, and I'm really proud to have taken a part in it.
But also, it's super relevant to anyone listening to this podcast, because it is a document of
video game history that really provides more than just like, here are some video games.
It dives into the cultural and business history of the games in addition to just, I
how they play and what a video
game is. So it's
essential reading. I highly
recommend it, and it will be available on
Amazon.com later this year.
So if you don't like hardcovers and prefer
paperbacks, well, Amazon's
got your back. Good news.
For paperback.
And, you know, special thanks to
Jen Frank for putting together a very nice
forward for this. Very, very heartfelt.
And very helpful also
in some of the editing and, like, leaving
comments.
and helping it come together.
So if you liked her work,
she was a factor in this one as well.
All right.
So in conclusion,
this has been a Retronauts episode
talking about retro video games
and game history and books there about.
You can find Retronauts at Retronauts.com
and on Patreon at patreon.com slash Retronauts.
You can also find us on social media
as long as those platforms still exist.
It's much longer that's going to be.
And, you know, we are Patreon-funded.
Most of our funding for hiring editors and co-hosts and that sort of thing comes from Patreon.
So subscribe and keep the show alive so that we can keep talking about cool books.
And, of course, support Kevin in his endeavor.
Kevin, where can people find you on the Internet besides you're buying your book at Limited Run?
So I have a YouTube channel, YouTube.com slash Atari Archive, which is the video series that this book spun out of.
I have a Patreon to support that, Patreon.com, Atari Archive as well.
And I have the website that has, you know, assorted information and updates on occasion when I remember to.
Atari Archive.org.
And finally, I'm on various social media platforms, depending on which one, it's, you know,
Ubersaurus or Euberus at Mastodon.com.
That's one of them.
So you can find me here and there.
And on various discords about game history.
All right.
And Jared?
Oh, I don't know where to find me anymore.
At Limited Run Games, doing my small part to help people publish their wonderful books
about video games.
And I'm not on Twitter anymore, so I don't know.
I'm over to Instagram, Miss Petticama, Jared.
want to see pictures of me staring at things. I don't know. That's a good place to do it.
I mean, I think it's important to mention the fact that petty comma Jared is not a
comma. It is the word comma spelled out. That is. P-E-T-T-Y-C-O-M-M-A-J-A-R-E-D.
That could be confusing to people who can't see it visually.
You are correct. What about you, Jeremy?
Oh, I'm on the Internet. You can find me around. Jeremy Parrish. I do all kinds of stuff. It's weird.
Anyway, thanks everyone for listening.
Thanks again, Kevin, Jared,
for talking about the origins of Atari 2600
and a book that expertly documents that process, that whole creation.
I hope everyone will check out the book
and look forward to more explorations of video game history
and creations and publications and that sort of thing.
That's what we do here, talk about old games
and the people who made them
and the people who document them.
It is no life.
I see the beach.
I see the future.
Imagine every day.
You're close.
I'm where you're there.
So cautiously at best and then so high.
As he's called my spirit flying into the sky,
I've been too much to hear.
your wondrous stories
return to hear your wondrous stories
I'll return to hear your wondrous stories.
Thank you.