The Raspberry Pi Arcade Project: An Interlude

I’m currently at Part 8 of my Raspberry Pi Arcade project. That is, my own Raspberry Pi Arcade project is at the point of what I have planned as part 8 in the blog series. The blog series itself is stalled out after Part 3. And while the risk of getting too far ahead of myself is there — I don’t keep copious notes, so by the time I write a blog post my own project is so far removed from the topic of that post that I may forget key details — the real threat to the project is coming from what I’m experiencing around my own “Part 8”: polishing the user experience.

I’ve come to realize that while the Raspberry Pi is unequivocally an awesome piece of technology — a complete computer that fits in an Altoids tin, runs on a cellphone charger, plugs into your TV and costs less than $50 — it’s not a powerful computer.

Yes, I always knew it was not a powerful computer. And for a lot of applications it doesn’t need to be. But the main thing you gain by sacrificing that power is its diminutive size. It fits anywhere.

The thing is… for some applications you don’t need a computer to be tiny. And if there’s any application where you can afford for your computer to be huge, it’s a full-size arcade cabinet. I originally had visions of opening up my X-Arcade Tankstick and mounting the Raspberry Pi inside it. That would be cool — amazing, in fact — if I weren’t also mounting the Tankstick onto a full-size cabinet.

So… as I struggle with tweaking settings in my advmame.rc configuration file at the command line, trying to eke every last bit of processing power out of the Pi just so it can render simple early ’80s video games at full screen, I begin to wonder why, and whether or not it’s worth it.

Clearly my emulation dreams would be better served by powering my cabinet with a more robust PC. And the whole thing would probably be a lot easier to set up.

But as I stayed awake last night until well past 1 AM, sitting in front of my living room television, typing arcane commands on a black screen in that classic ’80s DOS font, I realized that this experience is part of what it’s all about. Not just having an arcade cabinet, but hardcore geeking out on Linux. Using a computer the way I used my first computer back in the 1980s.

As much as I’ve embraced the “it (usually) just works” ethos of iOS and modern mobile computing devices, app stores and touchscreens and nary a file system or command line in sight, sometimes I miss computing the old way, when it was a tinkerer’s hobby.

That’s what the Raspberry Pi Arcade project is really about. And maybe it will be the stepping stone to even more creative electronics projects with the Raspberry Pi as their brain. I could see, at some point in the future, replacing the Raspberry Pi in my arcade cabinet with a more powerful PC running Ubuntu Linux, and finding a new, even crazier project where the Pi would be right at home.

A childhood fantasy (almost) realized: 100 Atari games in my pocket

Owners of 1980s technology intellectual property are in an unenviable position. Their IP has very little value beyond historical significance or nostalgia. No one (well, I hope no one) is going to use an Apple IIe computer for serious productivity work these days, but that doesn’t diminish its importance in computing history, nor the strong positive memories its once loyal users may still hold onto.

There are few properties from the ’80s whose value is more purely historical and nostalgic than those bearing the brand of Atari. Sure, there’s still a company today named Atari, and it still makes modern video games for modern consoles, but this Atari shares only its name with the hallowed institution founded in Sunnyvale, California in 1972. The name and all of the properties that go with it have been sold and re-sold and re-re-sold so many times over the intervening years that any minute connection to the past, beyond the games themselves, has been lost.

So, what is a modern company that owns all of this (relatively speaking) useless IP to do? Trying to cash in on it is obvious, but doing it right is a huge challenge. The biggest hurdle is the very historical significance and nostalgia that give these games any lingering value in the first place. The only people who are really going to want to play Combat or Yars’ Revenge or — ah-hem — Math Gran Prix on an iPhone are people who either owned (and played the hell out of) these games as kids 30 years ago, or their kids, who harbor a morbid curiosity about this old crap their parents like for some reason. In order to satisfy these customers, the company that now calls itself Atari needs to achieve perfection in recreating the experience people remember. Not just the graphics and the sounds and the program mechanics of the games, but the feel… the essence of what it meant to play video games in the days when Ronald Reagan was president, pastels were popular in men’s fashion, and MTV still showed music videos.

Yesterday Atari released Atari’s Greatest Hits as a universal app for iOS devices. (To the non-nerd[s] in my audience: that means the same app works on iPhone/iPod touch and iPad.) The game comes free with arcade Pong, and 99 other classic (and not-so-classic, but… well… old) Atari games, both from the arcades and for the Atari 2600 VCS, available as in-app purchases. The games are sold in packs of four for 99 cents, or the entire set can be downloaded for $14.99. Let’s be serious: anyone who cares about this at all should just get it over with and download the works, immediately.

So did Atari live up to my unrealistic expectations? Read on after the screenshot gallery to find out.

First impressions

It’s clear from the moment you load Atari’s Greatest Hits on your iPhone or iPad that a great deal of attention and care went into putting this package together. And yet, it just doesn’t quite hit the mark. The graphic design of the menu interface bears plenty of superficial nods to the vintage Atari experience: plenty of use of Bauhaus font (the font Atari used with the original 7 cartridges released with the Atari VCS in 1977), lots of browns and oranges, and of course the carousel navigation that uses the original cabinet and/or game box art to help you select a game to play. But despite fonts and colors, this doesn’t look ’80s, and it certainly doesn’t sound ’80s. The entire time you’re on the menu, loud 21st century techno music booms from your speaker. To be fair, I like this kind of music, and the music they chose is decent. But it’s a distracting anachronism.

I compare this to the Williams Pinball Collection that came out a few years ago on the modern consoles. Its interface looks like an arcade, with the pinball tables lined up along the wall, and over the din of a dozen pinball machines blasts licensed ’80s popular music. (The song that stands out for me is the quite-possibly-perfect Loverboy hit “Workin’ for the Weekend.”) This is what I would have liked (if not downright expected) in a properly executed Atari collection.

Lamentations about “what could have been” aside, it is truly great to see the original game box art and arcade cabinets on the menu, and the menu itself is intuitive and fun to navigate. And it’s great that each game also includes a full high-resolution scan of the original instruction manual, which also explains why a collection of 100 games, most of which were only about 4 KB each on the original cartridges, could add up to a 68 MB download on iOS.

The sound and the fury

There was almost no question for me which game I would try first: Yars’ Revenge. I logged hundreds of hours (sometimes in a single game, it seemed) playing this game in the ’80s, long past the date when I should have moved on to the NES or PC games. Any true Atari retro experience needs to deliver a perfect rendition of Yars’ Revenge for me to consider it a success.

I started the game, picked my favorite game variation (Game 6), and then… WHAAAAA!!! Playing the game on my iPad, I was assaulted by hideous distorted grinding noises. I tried a few other games and confirmed that all of the 2600 games had horribly distorted sound. (It also didn’t help that Yars’ Revenge gets most of its intensity from a constant droning buzz, making this quite possibly the worst game I could begin this experience with.)

Fortunately, later in the evening I loaded the game onto my iPhone 3GS, and found absolutely no sound issues with the 2600 games, even Yars’ Revenge. So I’m not sure if this is a general issue with the game on the iPad, or if it was an isolated problem that could have been resolved with a reboot. I’ll follow up on that when I know more.

Playing the game

With my worries about sound allayed, I was able to focus my attention on the quality of the game experience. All of the games are presented in a relatively small area of the screen, with ample space above and below devoted to on-screen controls. There have been some complaints in App Store reviews about the games not using the full display, but I think those complaints are misguided. These Atari games in their original form were so low-res that even when shrunk down to a little less than half the size of an iPhone screen, they’re still easily viewable. Plus, displaying the games in full-screen mode would mean you’d need to obscure part of the display with your fingers in order to control the game. Unacceptable.

The developers and designers who worked on this collection put considerable thought into translating the original game controls to on-screen counterparts that do not necessarily mimic the original feel, but that usually (but not always) contribute to a satisfying game experience.

A good pair of games to consider in reviewing the merits of these control systems are the arcade versions of Asteroids and Tempest. Both games translate quite well to the iOS experience. They look fantastic (all of the vector games, in particular, come through well here), and are just as fun to play as ever. With Tempest, the original control mechanism was a flywheel-like spinner. That is replaced with a thumbwheel that reminds me of the volume controls on old transistor radios. It’s way different from the original control, but it feels surprisingly natural and it’s very easy to adapt to this type of play.

Asteroids, on the other hand, does not benefit from this new alternate control mechanism, at least for the way I like to play the game. (I should probably note that I own an actual Asteroids cocktail table, so I’m very accustomed to the arcade controls.) The default control mechanism is a combination rotate/thrust “disc,” not unlike the disc controller on an old Intellivision. (Intellivision controls on an Atari game? Blasphemy!) Some people may prefer this, but I found it absolutely unusable, mainly because of my preferred Asteroids playing style: I don’t thrust all over the screen. I stay in one spot and just rotate, and I move around only when absolutely necessary. The disc control makes it nearly impossible, for me at least, to rotate without thrusting. Luckily, Asteroids (and apparently most of the arcade games, though I haven’t tried them all yet) offers multiple control schemes, including the original arcade-style five-button configuration. This worked well for me on the iPad, but I didn’t try it yet on the iPhone, and I imagine size could be an issue there, not to mention just holding the iPhone while fiddling with five on-screen buttons at the bottom of the display.

A few other miscellaneous game notes:

No licensed games. This was a no-brainer for me, but apparently (based on reviews on the App Store) it’s confusing to some users. This collection only consists of games Atari owns the rights to. That means games that were licensed for the original Atari 2600 won’t show up here, not even if Atari developed those games. You won’t find arcade classics like Pac-Man, Space Invaders, Defender or Berzerk, and you won’t find licensed movie properties like Superman, Raiders of the Lost Ark or E.T. And you definitely won’t find games that were originally released by other game companies like Activision, Imagic or Parker Brothers. Although… one wonders. Atari licensed Pitfall! and River Raid from Activision for inclusion on the plug-and-play Atari Flashback 2 console a few years back. Maybe a similar license could be in the works. It wouldn’t be difficult for Atari to offer additional in-app purchases of more games in the future.

I think the funniest instance of licensing issues popping up here though is the matter of Pong Sports. Back in the ’80s Atari manufactured the 2600 and a number of its games under special branding for sale at Sears stores, and there were three Sears exclusive titles (Steeplechase, Submarine Commander and Stellar Track), all of which are included here. And then there’s Pong Sports. Atari released this game as Video Olympics, and sold it as Pong Sports in Sears stores. But here it’s called Pong Sports, presumably because they couldn’t get the rights to use the word “Olympics” this time around.

Unreleased and homebrew games. If you’re not a hardcore Atari fanatic, you probably don’t realize that in recent years a number of unreleased prototype games have come to light as downloadable ROMs to play in computer-based Atari 2600 emulation software. And a rabid homebrew community has developed as well, creating brand new games for the system. This collection includes a few of these prototype and homebrew games, such as the Atari 2600 version of Tempest and an unreleased game called Save Mary. I find it funny that Atari had to, of course, come up with box art for these games for the menu interface, and they went with some really low-quality homemade art for most of them. But Save Mary is the weirdest… it uses the cover art that originally went with the Atari 2600 BASIC Programming cartridge.

It’s also funny… and probably an intentional joke… that for these games, the manual scans that are displayed are not for the games (since they don’t have instruction manuals) but for the Atari 2600 console itself. Somewhat of an Easter egg, I think.

God (or is it the devil?) is in the details

Atari got a lot of things right with this collection, but there is definitely room for improvement. Here are a few things that come to mind, some of which I’ve already mentioned.

License some great ’80s music for the menu. The aforementioned Loverboy hit would certainly be great, but really just about any music that was in heavy rotation on MTV circa 1983 would work. Personally I’d love to hear plenty of Duran Duran and Men at Work.

Alternate control schemes for the 2600 titles. Here’s the one thing that I think would make the biggest difference in creating an authentic Atari 2600 experience: position the on-screen controls to better mimic the feeling of holding an old CX-40 joystick. The space is already there; they’d just need to rearrange the controls. Move the fire button to the upper left where the pause button is; move the d-pad to the lower right where the fire button is; and move the pause button to the lower right where the d-pad is. Holding a square-ish device in the left hand and pressing a button with one’s left thumb while using one’s right hand to control movement is the natural way of the Atari 2600 experience. Ideally the d-pad would be tweaked a bit as well… it’s a little too restrictive feeling. A lot of iOS games with a virtual d-pad allow you to place your thumb anywhere in a general region of the screen and that instantly becomes the “zero” position of the d-pad. I suspect (or at least hope) that, given the nature of iOS apps, Atari will continue to refine the controls in future updates.

Better “cabinet art.” I have to be honest… I can live with the graphic design of the main menus, but the graphics framing the game itself while in play are downright ugly. Better to have it look like an actual vintage TV set like VH1’s (yes, VH1’s) Intellivision collection for iOS. And I’d prefer that the on-screen buttons look exactly like the real buttons on the arcade cabinets and console controllers, without the unnecessary added visual junk. It also seems like they phoned in the design of the on-screen slider for the paddle-based games. (Why doesn’t it at least look like the control they developed for Tempest?)

Final thoughts

I could nitpick details only an OCD Atari junkie will notice, much less care about, but in the end there’s only one thing I can say about this collection. Back in the early days of the App Store, Atari released a few of its classic arcade games as standalone apps, each consisting of both the original and a new version with modernized graphics and sound: Centipede, Super Breakout, Missile Command. Then they disappeared, and were gone for ages. A month or two ago, they reappeared, but with only the modernized portions. For ages I’ve been speculating that Atari had a massive collection app in the works, and finally yesterday it arrived. I was absolutely giddy. And while it will probably never fully live up to my expectations, it’s damn close. I’ve dreamed ever since I first got my Atari 2600 console in 1982, when I was 8 years old, that one day I’d be able to carry the experience around in my pocket. And now I can… almost. It’s not perfect, and it couldn’t be. But I’ll take it anyway.

Scott’s All-Time Most Tremendous, Stupendous, Never-Gonna-Endous Top 11 Atari 2600 Games (Because 10 Just Wasn’t Enough)

“Friends may come and go, but enemies accumulate.”
—Thomas Jones

OK, that quote really has nothing to do with any of this; I was just Googling for a quote and that came up. Although I suppose the same may be said of Atari 2600 games, at least in the hands of a restless collector. Pitfall II may come and go, but Pac-Man and E.T. accumulate.

Whatever.

This isn’t the first and it probably won’t be the last, but once again it’s time to rate the best of the best, and so without further ado (and minimal clichés), I present my top 11 classic Atari 2600 games, as determined objectively by tabulating my subjective reviews on this very website. Please bear in mind that my scoring scale is not that finely graded, so there are in fact several ties, which (thanks to the Romans and the various forebearers they ripped off) normally benefit Berzerk at the expense of Yars’ Revenge, but here I’ve leveled the field by arbitrarily imposing rankings among the tied games according to my fleeting whims.

11. Ms. Pac-Man (Atari, 1983)
By now, mocking Atari 2600 Pac-Man is about as tiresome and unsatisfying as playing it apparently was back in 1982 (although, to be honest, being a little too young for arcades at the time, I didn’t know any better and I loved it). Atari quickly (although perhaps not quickly enough) remedied the situation with this 1983 follow-up. I never actually owned it as a kid. (My parents reasoned that I already had Pac-Man so why spend another $40 on what they — oh, so sadly — perceived as the same game.) But I played it at friends’ and neighbors’ houses enough to know that it rocked. Frankly, I find the whole dot-gobbling, ghost-dodging premise a little unsatisfying these days, but the game is still an undeniable classic, and an excellent translation of the arcade game for the 2600’s already aging capabilities.
10. Space Invaders (Atari, 1980)
Let’s be honest — this is what put the 2600 on the map. (Well, this and Basic Math, of course.) It’s a classic take on a classic game concept and, at least for us non-purists, actually improves upon the arcade original with color graphics and more intense gameplay.
9. Circus Atari (Atari, 1980)
This is an odd one. I never owned it as a kid, never played it as a kid, and judging only by the “screenshots” (or artists’ renditions that used to pass for screenshots), never wanted it as a kid. But it came into my collection in the early 2000s and I was immediately hooked. This is Breakout with a (slightly sadistic) twist. It’s a lot more fun to watch the clown go splat than to watch your ball disappear into oblivion, I’ll say that much. The unique challenges posed by the addition of gravity and the ability to somehow instantaneously flip (and, for that matter, slide) your seesaw, along with the possibility of bonus lives when you clear the red balloons, adds to the excitement. Hands down the best paddle game made by Atari.
8. Berzerk (Atari, 1982)
Sure, there are no robotic voices calling you “chicken,” but this is still an awesome (in the most ’80s sense of the word) home rendition of the challenging arcade classic. The tension is palpable as you race futilely from room to room in an endless electrified maze. I think even as an 8-year-old, I somehow understood that this game was hinting at a much better future (for video games, at least… not necessarily for hapless space explorers).
7. Yars’ Revenge (Atari, 1982)
Sure, it’s a horrible version of Star Castle, but that’s why it’s not called Star Castle. This is apparently a love-it-or-hate-it kind of game, but the love-its seem to predominate. My enthusiasm for this game has always been heightened by the fact that I found it in a closeout bin at Kmart for $1.99 in 1985, the first video game I actually bought with my own money. The incessant, brain-melting drone… the relentless creep of the Qotile’s missile, and the unpredictable onslaught of the dreaded Swirl… this is definitely one of the classic “zone-out” games.
6. Asteroids (Atari, 1981)
The first Atari game to boast a staggering 8 kilobytes of program code, Asteroids brought the classic arcade action home. Sure it was a bit easier than the arcade version, and the crisp white vector graphics were replaced with flickery colored blobs, but it was still the kind of game you could keep your eyes glued to for 6 hours straight, which (along with Space Invaders) slowly drove mothers everywhere insane with its Jaws-esque minimalist soundtrack.
5. Keystone Kapers (Activision, 1983)
Often overlooked in the company of its other Activision platform game brethren, this game has always been one of my favorites. It has a great quirky theme, excellent (by contemporary standards) graphics, and solid engaging action. Unfortunately it was released on the eve of the legendary market crash of 1984, so it went underappreciated (much like another pair of outstanding Activision platform games, Pitfall II and H.E.R.O.)
4. Frogger (Parker Brothers, 1982)
And my vote for best arcade conversion on the 2600 (apparently) goes to Frogger! While it doesn’t quite look like the arcade version, it does look good (certainly as good or better than the version on the supposedly superior Intellivision), and the gameplay is outstanding. Certainly Parker Brothers had a great concept to work with in this classic Konami arcade game, and they did a great job of bringing the experience home. No Atari collection is complete without this game, and fortunately, since its as common as dirt, few collectors have to suffer that embarrassment. (Even if the label’s missing.)
3. Kaboom! (Activision, 1981)
The ultimate twitch game of all time. There has never been another game like Kaboom! and there never will be, at least until console manufacturers bring back the paddle controller. Even then it may not be possible, because for all of its limitations (and they are myriad), one thing the Atari 2600 really had going for it was its unique and somewhat peculiar (once you begin to understand why it works this way) ability to move on-screen objects incredibly quickly in response to the slightest controller movements. No system before or since has been as good for this purpose, and no game took advantage of it better than Kaboom!
2. Solaris (Atari, 1986)
In the days when a complete, commercially-released game could still be designed and developed from scratch by one person (and even start out as a hobby project), Solaris stood out for its incredible depth, complexity, and quality. I was absolutely in awe of this game when I first discovered it in the late ’80s, and I still hold it in high esteem today. It doesn’t hold up quite as well anymore just because it’s so close to an NES game that it makes me long for something on a newer and more powerful system, but that doesn’t change the fact that it is clearly in the top 5 (if not top 2) Atari 2600 games of all time.
1. H.E.R.O. (Activision, 1984)
For me, there is one perfect Atari 2600 game, and this is it. It has a great concept, decent graphics, it’s easy to learn but challenging to master, and it has a surprising amount of depth and replay value. It’s a game ahead of its time, in that it feels like the majority of the platform-type games that dominated the NES a few years later, and yet it does all of that on hardware that was originally designed 8 years earlier to play games like Pong. Amazing.

Honorable Mention

For those of you who are asking, “But what about ?!?!” The following great games just barely missed making it to the list:

Cosmic Ark, Jr. Pac-Man, Midnight Magic, Moon Patrol, Pitfall II: Lost Caverns, River Raid, Stargate, Super Breakout, Warlords