Tag Archives: Atari 8-bit

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Another week has passed. I won’t lie, I’m still feeling the lingering mental, emotional and physical effects of the last few weeks’ stress… but things are OK-ish for now.

Probably the most exciting thing that has happened is I bought myself yet another little Chinese box to sit under my TV to go with my (surprisingly excellent for the price) upscaler and HDMI splitter (for recording PS3 and PSTV). This one allows me to listen to the TV audio through headphones, which means when I’m recording videos (or streaming, if I ever do that) I can now actually listen to console game sounds instead of just having to turn the audio right down!

You’re hopefully here because you want to know what you might have missed here on MoeGamer and from my other projects this week, though. So hit the jump and we’ll take a look.

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Atari A to Z: Kid Grid

This week on Atari A to Z, it’s another game by Arti Haroutunian and Tronix that… pays homage to a popular arcade game.

Much as last week’s Juice! was clearly inspired by Q*Bert, so too is Kid Grid more than a little bit like Amidar. That’s no bad thing, though; both Amidar and Kid Grid are a good time. If a bit difficult.

Okay, quite a lot difficult. But don’t judge me too harshly; I couldn’t even beat the first level of this when I was a kid!

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Atari A to Z: Juice!

It was pretty common in the Atari 8-Bit era for games to offer a bit of a new twist on established formulae. You had to make your games stand out, after all!

In Juice!, a game developed by Arti Haroutunian and published by Tronix, you take on the role of “Edison, the kinetic android” who is essentially a mechanised electrician. It’s up to you to connect all the wires on the board to get things up and running again while avoiding the unwanted attention of various electrical-themed enemies.

If you watch the video, it probably won’t take you long to notice that the game bears an uncanny resemblance to Q*Bert in some ways — but there’s enough different here to keep things interesting, and this remains a great, highly playable game for Atari 8-bit computers.

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Atari A to Z: Into the Eagle’s Nest

Let’s shoot some Nazis!

Pandora’s Into the Eagle’s Nest, first released in 1987, is an early example of the “stealth” subgenre of action adventure, with elements of survival horror, such as resource management. Interestingly, its Atari 8-bit port followed a year after its initial release — which included 16-bit platforms such as the Atari ST and Commodore Amiga — when Atari decided it would make an excellent game for their last-ditch effort at pushing the 8-bit range, the hybrid computer-console XE Games System or XEGS.

It’s an interesting game with some cool twists on the usual top-down action-adventure formula… and hordes of Nazis just waiting for you to mow them down. Just make sure you aim properly.

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Atari A to Z: Henri

Today’s Atari 8-Bit game shows us that even back in the 1980s, programmers weren’t above churning out something just to make a quick buck.

Enter Henri by one Adam Billyard, a developer who would later go on to produce great things for The English Software Company — specifically the technically stunning (but exceedingly irritating) racer Elektra Glide, and the well-animated one-on-one fighting game Chop Suey.

At the time he put out Henri, however, he was just trying to scrape together enough money for his air fare to get home. The result was a competent, if relatively unremarkable Mr. Do! clone. I hope you like the sound of Bach…

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Atari A to Z: Gorf

When is a Space Invaders rip-off not a Space Invaders rip-off? When it also rips off Galaxian and Gyruss!

No, that’s unfair to poor old Gorf, an arcade game by Bally Midway that was ported to Atari 8-Bit by Roklan Software. Gorf is an entertaining and enjoyable game in its own right that most certainly has its own identity — albeit perhaps not what was originally intended.

This began life as an adaptation of Star Trek: The Motion Picture, of all things, but was presumably adapted into what it eventually became after someone at Bally Midway figured that a game involving a 20-minute sequence slowly panning around a spaceship with nothing happening probably wouldn’t be that much fun. The end product was rather good… and bastard hard.

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If you follow me on Twitter, you probably know that I have a few ongoing side projects right now.

I wanted to draw a bit of attention to them for those who primarily follow this site — and also just to take a bit of pride in my work elsewhere!

Let’s take a look at what’s been going on elsewhere on what I’m choosing to think of as “The MoeGamer Network”, then…

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