Name: *
38EC4BFE
3-D Tic-Tac-Toe
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Board Game
Gametype: Conversion
Release Year: 1979
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Hacked by: Classics
Programmer: Carol Shaw
_________________________
*
The 3D version of a Tic-Tac-Toe game. The object of the game is to place four "X's" or four "O's" in a horizontal, vertical or diagonal row on the 4x4 board.

There are nine games of which the first eight games are for one "human" player against the computer player. The numbers 1-8 represent the skill level. Game 9 is a two player game.


http://www.mobygames.com/game/atari-8-bit/3-d-tic-tac-toe
*

*
35484751
A.E.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Multi-Screen
Gametype: Prototype
Release Year: Unreleased
Developer: Broderbund Software
Publisher: None
Players: 1
Programmer: Jun Wada, Makoto Horai
_________________________
*
A port of the classic computer game, A.E. is a most unusual 5200 prototype.  It was never announced by Atari nor was it mentioned in any internal documents.  In fact A.E. just appeared out of the blue one day when a collector found a copy in a box of old 5200 prototypes.  Why Atari was considering porting a two year old computer game to the 5200 is unclear, but the results were unique...\

A.E. is an arcade style shooting game in which you have to shoot down waves of evil flying mechanical stingrays (yes I said stingrays) in order to save your planet.  In case you're wondering about the name, A.E. stands for Anti Environmental, as in the evil stringrays want to destroy the environment (mmkay...).  Why the programmers chose flying stingrays as your enemy is anybody's guess, but I prefer to think of them as evil aliens from a mysterious attack force known as A.E.  Either way, these little guys are deadly!

At the start of each stage, the background is actually drawn by the computer and the filled in before the action starts.  While this effect is very interesting, it seems to take an eternity to finish and the novelty wears off quickly.  The resulting pause between stages really distracts from the action, and makes an ordinarily fast paced game seem very slow.  The graphics themselves are rather bland and colorless, consisting of dithered textures rather than bright solid shapes.  On the whole it looks as if the graphics were copied directly from the Apple version, which is sad considering the 5200 was capable of so much more.  On the bright side the 3-D effect of the backgrounds shows up nicely making for some interesting looking battlefields.

Once the stage starts a formation of stingrays will fly out of the background and zip around the screen.  You must completely shoot down three of these formations before you can move on to the next stage.  The shooting scheme in A.E. is a little unique.  Rather than rapidly hitting the fire button to launch shots, you must instead press and hold the fire button.  Once the shot gets to the height you want, simply release the fire button and the shot will explode destroying all the aliens near it (like Missile Command).  Aiming and timing the shots takes a bit of getting used to, but adds to the charm and challenge of the game.  If you don't shoot down the formation in time the remaining stingrays will run away and a new formation will come after you.

There are only four different stages in the 5200 version (as opposed to ten in the original disk version), but since the game had to be reduced from 48K to 16K sacrificing some of the stages was necessary.  Reducing the amount of available memory also increased the drawing times for the stages dramatically, but I find it amazing that they were able to keep the drawing effect at all.  A.E. also sports some pretty cool tunes at the beginning of each stage which makes up for the rather sparse sounds.

While A.E. may have been a decent disk based computer game, porting it to a cartridge based "Arcade" machine wasn't a good idea.  The graphics and gameplay, while decent, just aren't up to 5200 standards.  It's unknown if Atari licensed and developed the 5200 version of A.E. in-house, or if Broderbund did this version themselves and was trying to interest Atari in buying it.  Either way, A.E. will remain one of the oddest (and strangely addicting) prototypes on the 5200.

http://www.atariprotos.com/5200/software/ae/ae.htm
*

*
538A852E
Abracadabra!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: TG Software
Publisher: TG Software
Players: 1 or 2 Alternating
Hacked by: Classics
_________________________
*
Abracadabra is a simple arcade game starring a young wizard who has to collect keys in the maze-filled wizard’s castle while using a projectile spell to vanquish different enemies such as snakes and elves. One of the features of the environment are the constantly changing walls, ie the individual blocks of the walls change their position as you make your way through. There is also a time limit, failing to exit a room under the given time results in an untimely death. A two-player option is available where two players can take turns and see who collects the highest amount of points.

http://www.mobygames.com/game/atari-8-bit/abracadabra_
*

*
1F9ED238, F43E7CD0
Activision Decathlon, The
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Competitive Events
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1 to 4 Alternating
Programmer: Paul Willson
Designer: Dave Crane
_________________________
*
The Activision Decathlon is a series of Olympic games similar to the Epyx games series. Up to four players can compete in the ten different events of a real-life decathlon, either in sequence or individually. Included are the 100-meter dash, long jump, shot put, high jump, 400-meter race, 110-meter hurdles, discus throw, pole vault, javelin throw, and 1500-meter race.

The flat running events involve simple joystick waggling, which must be balanced with accurately-timed button presses to clear the hurdles - hitting them or breaking stride causes a loss of momentum and thus time. For jumping and throwing events, you must build momentum by waggling and then press the button to throw or jump at what you feel is the appropriate moment.

For each event, points are earned based on how well you do (this can be based on your running time, or how far you throw the javelin or discus, etc...), and the player with the most points at the end of the decathlon wins the gold medal.

Scoring over 8,600 points got you a "Bronze" patch, over 9,000 a "Silver" patch, and over 10,000 a "Gold" patch by sending proof to Activision.

http://www.mobygames.com/game/atari-5200/activision-decathlon
*

*
518F8178, FBAEEFAD, AB4A00A5, A4496291, 9398EE52
Adventure II Demos
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Adventure - Multi-Screen
Gametype: Homebrew
Release Year: 2003
Developer: Cafeman
Publisher: AtariAge
Players: 1
Programmer: Ron Lloyd, Keith Erickson, Alan Davis
_________________________
*
Unofficial sequel to the Atari 2600 classic Adventure.

6/2003 - One of the first playable demos, with only 2 kingdoms including the original (scrapped) hedge maze.
9/2003 - Dragon will eat you now; Only 1 item will appear each game.  Can kill dragons if you get the sword.
6/2005 - Title screen, sounds, all three dragons, the speed boost, and the Troll are in.
2/2006 - 2 games to play, press * or 7 key. Bridge is unfinished. #6 key will flip the sword/bridge.

You’ve heard the stories from long ago.

Stories of an adventurer, who braved dragons and dangerous mazes to return the Chalice from the forces of evil. At night, you’ve dreamt of such adventure. Often the dreams occur in the Ice Kingdom’s abandoned, frozen landscapes to the north; other times, you find yourself hopelessly lost in the Green Kingdom’s hedge mazes; sometimes the dreaming takes place in the frightening endless forests, which surround the Dark Kingdom. 

And now, the Chalice is missing again. Your weapons and keys, gone from the safety of the Seashore Castle. Peasants cry out in fear with tales of fantastic and dangerous creatures roaming the countryside. Evil has once again stolen the Chalice and hidden it! Return this sacred Chalice to the safety of the Seashore Kingdom’s Castle! 

Adventure II is the much-anticipated, unofficial sequel to Atari's classic Adventure on the 2600. Taking advantage of the Atari 5200's improved capabilities over the 2600, Adventure II is much larger and more detailed than the original, while still remaining faithful to the traits that made the classic Adventure memorable even after 25 years.

Adventure II may be purchased in cartridge form from the AtariAge Store.

http://atariage.com/software_page.html?SoftwareLabelID=2759
http://cafeman.www9.50megs.com/atari/5200dev/AdventureII.html
*

*
AA600FAC
Adventure II: Advanced and Special Levels
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Adventure - Multi-Screen
Gametype: Homebrew
Release Year: 2007
Developer: Cafeman
Publisher: AtariAge
Players: 1
Programmer: Ron Lloyd, Keith Erickson, Alan Davis
_________________________
*
You’ve heard the stories from long ago.

Stories of an adventurer, who braved dragons and dangerous mazes to return the Chalice from the forces of evil. At night, you’ve dreamt of such adventure. Often the dreams occur in the Ice Kingdom’s abandoned, frozen landscapes to the north; other times, you find yourself hopelessly lost in the Green Kingdom’s hedge mazes; sometimes the dreaming takes place in the frightening endless forests, which surround the Dark Kingdom. 

And now, the Chalice is missing again. Your weapons and keys, gone from the safety of the Seashore Castle. Peasants cry out in fear with tales of fantastic and dangerous creatures roaming the countryside. Evil has once again stolen the Chalice and hidden it! Return this sacred Chalice to the safety of the Seashore Kingdom’s Castle! 

Adventure II is the much-anticipated, unofficial sequel to Atari's classic Adventure on the 2600. Taking advantage of the Atari 5200's improved capabilities over the 2600, Adventure II is much larger and more detailed than the original, while still remaining faithful to the traits that made the classic Adventure memorable even after 25 years.

Adventure II may be purchased in cartridge form from the AtariAge Store.

http://atariage.com/software_page.html?SoftwareLabelID=2759
*

*
69CC2CD6, FC32E3D5
Adventure II: Easy and Intermediate Levels
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Adventure - Multi-Screen
Gametype: Homebrew
Release Year: 2007
Developer: Cafeman
Publisher: AtariAge
Players: 1
Programmer: Ron Lloyd, Keith Erickson, Alan Davis
_________________________
*
You’ve heard the stories from long ago.

Stories of an adventurer, who braved dragons and dangerous mazes to return the Chalice from the forces of evil. At night, you’ve dreamt of such adventure. Often the dreams occur in the Ice Kingdom’s abandoned, frozen landscapes to the north; other times, you find yourself hopelessly lost in the Green Kingdom’s hedge mazes; sometimes the dreaming takes place in the frightening endless forests, which surround the Dark Kingdom. 

And now, the Chalice is missing again. Your weapons and keys, gone from the safety of the Seashore Castle. Peasants cry out in fear with tales of fantastic and dangerous creatures roaming the countryside. Evil has once again stolen the Chalice and hidden it! Return this sacred Chalice to the safety of the Seashore Kingdom’s Castle! 

Adventure II is the much-anticipated, unofficial sequel to Atari's classic Adventure on the 2600. Taking advantage of the Atari 5200's improved capabilities over the 2600, Adventure II is much larger and more detailed than the original, while still remaining faithful to the traits that made the classic Adventure memorable even after 25 years.

Adventure II may be purchased in cartridge form from the AtariAge Store.

http://atariage.com/software_page.html?SoftwareLabelID=2759
*

*
21A5E7F7
Analog Classics
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 198x
Developer: Analog Computing
Publisher: Analog Computing
Players: 1 or 2 alternating
_________________________
*
A collection of classic games from Analog Computing. Titles are Filler Up 2, Livewire, Popcorn, Blast, Deathzone, and Elevator Repairman.
*

*
821F0D97
Ant Eater
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: RS Publishing
Publisher: Romox
Players: 1
Programmer: Ed Fries
_________________________
*
The object of the game is survival. You gain points by moving the ant with the joystick from the colony to the food on the surface and back to the colony. However, when the ant breaks through the surface, he exposes himself to the deadly anteater. The ant is armed with five deadly eggss that explodes seconds after the fire button is depressed on the joystick or the ant may manuever the anteater under a falling rock.  The ant moves faster than the eater when travelling in tunnels so you can adjust your distance for laying the delayed eggs by retracing your steps. You have three ants at the start of the game. Returning all four cubes to the colony completes the set and gives you an extra ant. On the 2nd set, you must evade two eaters and on the 3rd set, three eaters. The speed of the game increases with each set.

~From the back of the box
*

*
B4085901
Archon: The Light And The Dark
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Strategy - Action
Gametype: Conversion
Release Year: 1983
Developer: Free Fall Associates
Publisher: Electronic Arts
Players: 1 or 2 VS
Programmer: Anne Westfall, Jon Freeman, Paul Reiche
_________________________
*
Archon: The Light and the Dark is a strategic board game with some similarities to chess. Two sides, a light one and a dark one, consisting of 18 pieces each compete on a board divided into (9 by 9) squares. You win the game by having one of your units on each of the five powerpoint squares or by removing all opposing pieces from the board. 

However, you can't just remove a piece from the board by landing on it. When two pieces clash, the outcome is decided in the battle arena during one-on-one real-time combat (just like in Star Control, also by Paul Reiche III). If the real-time combat takes place on a dark square, the dark monster gets a health bonus (longer life bar). On a light square the light side gains an advantage. There are also some squares whose color changes over time (from afternoon, to dusk, to night, to dawn etc.), which adds an extra layer of strategy to the game.

Unlike chess the two sides are not identical. Both sides consist of mythological creatures. For example the light side has among others unicorns, valkyries and a djinni while the dark side features basilisks, banshees and manticores. The differences are not just cosmetic. Two special pieces are the light wizard & the dark sorceress, they can both cast magical spells like: imprison a unit on the board, shift the flow of time (change day/night cycle to your advantage), bring one unit back from the dead etc.

The different pieces have their own movement restrictions regarding the number of squares they're allowed to travel on the board and whether or not they can jump over other units (like the knight in chess). Units also behave different in combat; some units are faster than others, some use melee attacks while others fire projectiles.

Archon can be played with either one or two players. The NES version, which was released a few years after the other versions, has improved graphics for the real-time combat part. Each type of square has it's own colored background and the unit sprites are larger.


http://www.mobygames.com/game/atari-8-bit/archon-the-light-and-the-dark
*

*
38480891, 8D2AAAB5
Asteroids
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 to 4 Co-Op or VS
Programmer: Tod Frye
_________________________
*
The Atari 5200 version of Asteroids holds a special place in history as the only launch title never to be released.  That's right, Asteroids part number is CX-5201 and was the first game planned for the new Atari 5200 system.  So why did it go unreleased?  For the answer to this mystery we have to but examine the 5200 controller...

The original Asteroids coin-op didn't use a joystick at all.  All the movement was controlled via buttons (rotation, thrust, warp, etc.).  When Atari converted Asteroids to the various home systems they had to make a few adjustments to the control scheme.  The standard Atari stick (the CX-40) which was packed in with the Atari 2600 and 400/800 was an 8-way, self-centering, digital controller.  This means that when you pressed in a direction the system read it as left, right, up, down, or diagonal no matter how hard you pressed.  The controller also returned to center when the stick was released.  The Atari 5200 on the other hand used a 360 degree, non-centering, analog stick, which is just about the worst thing you could possibly use for a game like Asteroids.  The problem is mainly with the non-centering part of the stick.  When the player pushed left or right the stick stayed left or right causing the ship to start spinning out of control.  Once the ship is spinning setting the joystick to the center again is nearly impossible.  Another problem is with the 360 movement of the stick which often results in the player accidentally pressing up or down and hyperwarping or thrusting forward unexpectedly.

In an attempt to address this problem, Atari developed a special "Asteroids Controller".  This controller was a large box with several buttons which attempted to mimic the arcade control setup.  While this controller worked quite well, it was large, bulky, and awkward to use.  It is unknown if Atari was planning on including this controller as a pack-in or if someone in the lab simply made the controller for their own personal use.  Either way this controller was a unique way to solve the 5200 controller issue.

Controller issues aside, the 5200 version of Asteroids is an adequate conversion with several interesting options.  Like the 2600 version, the 5200 version had to resort to raster graphics rather than vector. However unlike the 2600, the 5200 was actually capable of producing vector like graphics (as was shown with Tempest and Battlezone), but they were not used in Asteroids for unknown reasons.  On the whole the graphics are average, and show little improvement over the earlier 2600 version.  It's obvious that this was a quickie conversion with little effort involved.

Since the original model 5200 had four controller ports, this version of Asteroids is capable of supporting four players simultaneously.  This can lead to some interesting grudge matches.  Players can choose from three different play modes: Melee, Co-op, and Team.  In Melee mode, all the players appear on the screen at once in a sort of free-for-all.  Co-op mode is similar to Melee, but all the players share a pool of lives.  As long as one player as at least one life left, the game will continue.  In Team mode the players are separated into two teams which compete against each other.  Each play mode has two options available: Patrol or Combat.  In Patrol each players shots travel harmlessly through the other ships, but in Combat mode players can shoot each other for points (or just for fun).

With so many play modes available, the 5200 version of Asteroids (a direct port of the 400/800 version) isn't a total loss but could have been much much better.  However with the 5200's controller problems this version quickly goes from average to downright unplayable.  Even with a special pack-in controller one would never get the true four player experience unless each player bought their own copy (not likely).  Perhaps with some clever coding Atari might have been able to fix this problem, but it quickly becomes obvious that the 5200 controller was not well suited for this type of game.  One would think that Atari would have figured this out before making it a launch title.  In fact Atari figured this problem out so late that they had even made a production label and box!  Obviously Asteroids was just about ready to ship before they put the kibosh on it.  Better late than never I suppose...

http://www.atariprotos.com/5200/software/asteroids/asteroids.htm
*

*
C5BD8BAD
Asteroids: Vector Edition
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Hack
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 to 4 VS or Co-Op
Programmer: Tod Frye
_________________________
*
Unlike the Atari 5200 prototype, the objects in this Asteroids hack are rendered with vector-like outlines, making it more closely resemble the original arcade game.  It may sound trivial, but it makes a difference - the rocks no longer look like popcorn.  Asteroids fans will probably find this worthwhile.  

Copyright 2001 The Video Game Critic.

http://www.videogamecritic.net/2600aa.htm

The Atari 5200 version of Asteroids holds a special place in history as the only launch title never to be released.  That's right, Asteroids part number is CX-5201 and was the first game planned for the new Atari 5200 system.  So why did it go unreleased?  For the answer to this mystery we have to but examine the 5200 controller...

The original Asteroids coin-op didn't use a joystick at all.  All the movement was controlled via buttons (rotation, thrust, warp, etc.).  When Atari converted Asteroids to the various home systems they had to make a few adjustments to the control scheme.  The standard Atari stick (the CX-40) which was packed in with the Atari 2600 and 400/800 was an 8-way, self-centering, digital controller.  This means that when you pressed in a direction the system read it as left, right, up, down, or diagonal no matter how hard you pressed.  The controller also returned to center when the stick was released.  The Atari 5200 on the other hand used a 360 degree, non-centering, analog stick, which is just about the worst thing you could possibly use for a game like Asteroids.  The problem is mainly with the non-centering part of the stick.  When the player pushed left or right the stick stayed left or right causing the ship to start spinning out of control.  Once the ship is spinning setting the joystick to the center again is nearly impossible.  Another problem is with the 360 movement of the stick which often results in the player accidentally pressing up or down and hyperwarping or thrusting forward unexpectedly.

In an attempt to address this problem, Atari developed a special "Asteroids Controller".  This controller was a large box with several buttons which attempted to mimic the arcade control setup.  While this controller worked quite well, it was large, bulky, and awkward to use.  It is unknown if Atari was planning on including this controller as a pack-in or if someone in the lab simply made the controller for their own personal use.  Either way this controller was a unique way to solve the 5200 controller issue.

Controller issues aside, the 5200 version of Asteroids is an adequate conversion with several interesting options.  Like the 2600 version, the 5200 version had to resort to raster graphics rather than vector. However unlike the 2600, the 5200 was actually capable of producing vector like graphics (as was shown with Tempest and Battlezone), but they were not used in Asteroids for unknown reasons.  On the whole the graphics are average, and show little improvement over the earlier 2600 version.  It's obvious that this was a quickie conversion with little effort involved.

Since the original model 5200 had four controller ports, this version of Asteroids is capable of supporting four players simultaneously.  This can lead to some interesting grudge matches.  Players can choose from three different play modes: Melee, Co-op, and Team.  In Melee mode, all the players appear on the screen at once in a sort of free-for-all.  Co-op mode is similar to Melee, but all the players share a pool of lives.  As long as one player as at least one life left, the game will continue.  In Team mode the players are separated into two teams which compete against each other.  Each play mode has two options available: Patrol or Combat.  In Patrol each players shots travel harmlessly through the other ships, but in Combat mode players can shoot each other for points (or just for fun).

With so many play modes available, the 5200 version of Asteroids (a direct port of the 400/800 version) isn't a total loss but could have been much much better.  However with the 5200's controller problems this version quickly goes from average to downright unplayable.  Even with a special pack-in controller one would never get the true four player experience unless each player bought their own copy (not likely).  Perhaps with some clever coding Atari might have been able to fix this problem, but it quickly becomes obvious that the 5200 controller was not well suited for this type of game.  One would think that Atari would have figured this out before making it a launch title.  In fact Atari figured this problem out so late that they had even made a production label and box!  Obviously Asteroids was just about ready to ship before they put the kibosh on it.  Better late than never I suppose...

http://www.atariprotos.com/5200/software/asteroids/asteroids.htm
*

*
4019ECEC
Astro Chase
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Multi-Directional
Gametype: Licensed
Release Year: 1983
Developer: First Star Software
Publisher: Parker Brothers
Players: 1
Programmer: Fernando Herrera
_________________________
*
As pilot of a spaceship, your job is to save the planet Earth! Eight mega mines are slowly homing in, and you need to destroy them all before they reach Earth. Trying to stop you are a variety of flying saucers which will constantly be chasing you around the planet.

Your ship is equipped with lasers which can be used to destroy enemy saucers and the mega mines. Located throughout the space around Earth are eight shield depots; if you fly through one of these, you will temporarily become invincible. Your spaceship also has a limited energy supply; if you get too low on energy, it can be resupplied at one of the generators located in the four corners of the play area. When all of the mega mines have been destroyed, you will move on to the next, faster chase!

http://www.mobygames.com/game/atari-5200/astro-chase
*

*
C99DB95F
Atlantis
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Shooter
Gametype: Conversion
Release Year: 1983
Developer: Imagic
Publisher: Imagic
Players: 1 or 2 Alternating
Hacked by: Classics
Programmer: Dave Johnson
Designer: Dennis Koble
_________________________
*
The lost city of Atlantis is under attack! Wave after wave of Gorgon vessels are approaching, each armed with weapons capable of destroying a part of the city. You are in charge of the command posts at the edges of the city and need to defend it from the invaders. The various gorgon craft will keep flying by on the screen in varying numbers and in different flight patterns. At first they fly high in the sky but then progressively lower. If an enemy makes it low enough before you destroy it, it will use it's weapons and destroy one of the buildings in Atlantis. As you progress in the game, the enemy craft will keep increasing in speed. The game ends when all remaining buildings in the city have been destroyed.

Trivia: When the city of Atlantis is destroyed, and the game is over, a blip can be seen leaving the ruined city. This blip is the Cosmic Ark, a spaceship carrying the survivors to other worlds...and this game's sequel.


http://www.mobygames.com/game/atari-8-bit/atlantis
*

*
15CAFEDE
Attack of the Mutant Camels
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Side-Scrolling
Gametype: Conversion
Release Year: 1983
Developer: Llamasoft
Publisher: HesWare
Players: 1 or 2 Alternating
Hacked by: Classics
Programmer: Lenard J.
Designer: Jeff Minter
_________________________
*
Minter is revered for his irreverence and this game is a true testament to why this is so. AMC plays a bit like the Parker Bros "The Empire Strikes Back" game, though your ship is now attempting to stop the slowly advancing giant mutant camels instead. Super smooth and still loads of fun to play. Rock on, Llamasoft

http://www.digitpress.com/DP/cmf/game.cmf?gameid=5838

Attack of the Mutant Camels is the sequel to Gridrunner. In this Centipede style game you play a retired captain of a starship, one of those who had won the previous war against aliens. You come out of retirement because the aliens are back, tougher than ever. Thus a second gridwar begins.

You pilot your ship and shoot at chains of pods coming at you. As you hit the pods, they break into smaller independent chains. The aliens seem to have a sense of humor, though. Each pod in the chain coming at you looks like a...camel. Flying camels from outer space.

As you start shooting the camels, you are attacked by guns from the bottom of the screen and from the left side of the screen. Even worse, a human traitor has joined the aliens, and when he appears on the screen, running across the grid on top, the guns get very accurate at shooting you. Luckily you can shoot traitors.

Other twists include deflectors, which turn your bullets and even ricochet them back at you. The enemy fires back too. And as you advance in level, the enemy changes the direction of their attack.


http://www.mobygames.com/game/atari-8-bit/matrix-gridrunner-2
*

*
4A2056D5
Bacterion
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Multi-Directional
Gametype: Conversion
Release Year: 1984
Developer: Analog Computing
Publisher: Analog Computing
Players: 1 or 2 Co-Op
Programmer: Tom Hudson, Kyle Peacock
_________________________
*
ANALOG Computing Issue 20, 1984.

The year is 2284.  The "Robotron Incident" of 2084 has long been forgotten, and the field of genetic engineering has led to the fabrication of synthetic humans.  Each fabricated unit is genetically engineered to perform a specific task to perfection.

Fifty years later, through a unanimous vote of the United Nations, these "Syntrons" have been installed into every top political position on the world.  Each represents the opinion of the particular government they were assigned.  The fate of continents rests in the hands of the Syntrons.

Now the year is 2369.  Long-term studies of the Syntrons' behavioral patterns yield strange results.  A genetically invulnerable bacteria has infected the species.  The bacteria preys on the cerebral nerves responsible for all the higher order brain processes, making the individual deranged and quite unstable.

This bacteria has begun to trickle down to infect the Syntrons' counterpart: man.  Soon, mankind will teeter on the very brink of insanity and demise, unless a means can be found to halt the plague of 2369: Bacterion!

Playing the game.

Bacterion! is a game for one or two players.  In the two-player mode, both play simultaneously.  In this mode, the game is more cooperative than competitive.  You must prevent the six (count 'em sixx!) different strains of Bacterion from removing the ten cerebral cells from the host Syntron.  A cell is inoperative when it is completely removed from the screen.

As a member of BARF (Bioligical Armament Restriction Force), you are equpped with a miniaturized GEV (Genetic Extermination Vehicle) to aid you in your mission.  The vehicle emits high frequency photons from its nose, capable of vaporizing the Bacterion, while leaving brain tissue and other GEV's undamaged.

Control over your GEV is accomplished through the joystick.  A two-player game will requires as many joysticks.  Pushing up will cause your GEV to move forward.  Moving the stick left or right will cause the vehicle to rotate in the respective direction.  Pushing the trigger fires the photonic bursts.  Any one player can have up to four high-energy photons on the screen at once.  Holding down the trigger fires all available photons in rapid sucession.  Should your GEV be destroyed by either running into your opponent or being skragged by a Bacterion, you must wait several seconds for another GEV to be injected into the host.  Parking or driving your GEV over a brain cell gives it unsure traction, which may cause the vehicle to rotate randomly.  Each GEV is internally powered, so there is an unlimited supply of ammunition.

Initially, each Syntron has a unique brain pattern.  You may select which of the three top politcal figures you wish to put "under the knife."  Each individual has a total of ten cerebral cells.  Some cells may be harder to visualize, since there may be two or more on top of one another.

The SELECT button will choose between a one or two-player game.  The OPTION button will choose which political leader you will operate on.  Examination of the speed at which the colors change in the word "BACTERION!" on the title screen dictate the brain pattern.  The Prime Minister of England, President of the U.S.S.R. and the President of the U.S. are your three available candidates.  The START button will begin the game.  Pausing or examination of scores is accomplished by pressing the space bar.  Pressing the space bar a second time will resure the life-or-death struggle.  Each of the six attacking strains are worth from 10 to 60 points, respectively.
*

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DEF2A207
Ballblazer
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - First Person - Action
Gametype: Licensed
Release Year: 1983
Developer: Lucasfilm Games
Publisher: Atari
Players: 1 or 2 VS
Programmer: David Levine, David Riordan, Garry Hare
Musician: Peter Langston
_________________________
*
Ballblazer is a one-on-one soccer match set in the future. You control a robot and try to snare a floating ball called a Plasmorb, which could then be fired or carried into the opponent's goal.

You play on a simple 3d playfield which is split in half. You can play against the computer or against another robot controlled by a human player.

Easter Eggs:

Designer David Levine states that if you win a game in the first minute, you'll get the author's initials in the lower-right corner of the playfield. When on title screen type the word "AUTHOR" (you have to start typing after the center text fades in, and finish before it starts fade out). You will see the credits.

http://www.mobygames.com/game/atari-5200/ballblazer
*

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21D19C8F
Barroom Baseball
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Baseball
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 VS
Programmer: Gary Stempler
Designer: James Andreassen, Keithen Hayenga
_________________________
*
Barroom Baseball is an interesting prototype in that it was never intended for home use.  As the name suggests Barroom Baseball was a special version of Realsports Baseball modified for use in 5200 arcade units.  These special 5200's were modified to run off of a coin operated timer and were intended for use in bars and in Latin American countries where such machines were popular.  It is unknown if any of these units were actually produced, but according to internal company memos at least one may have been field tested.  To date no other specially modified games have been found.

Aside from the different name on the title screen, Barroom Baseball is virtually identical to RS Baseball.  The only real difference is that players have to pay to play.  Three minutes of play time cost 25 cents (what a bargain!), and players could purchase extra minutes at the end of the original three.  This is the same "Pay As You Play" technique is used in many sports games today.  Not surprisingly, most of the options have been removed from this version.  Players can no longer choose the difficulty of the computer (it seems to default to intermediate) or opt to turn off the voice. 

Despite what the title screen says, this prototype plays all nine innings without interruption and there is no way to insert any coins (please don't try cramming quarters into your 5200).  This is because the 5200 arcade unit was going to use a special modified OS that would have handled the play timer and detect when coins were inserted into the machine.  To date no EPROM with this special OS has been found, but it is widely believed it was programmed.

As it stands Barroom Baseball is just plain old RealSports Baseball with a different title screen and less options.  Still, this prototype proves that once again Atari was ahead of its time with the idea of putting home units in arcade machines.  It wasn't until almost four years later that Nintendo would revive the idea with its Play Choice units.  To date no other Barroom sports titles have been found, but internal documents suggest that Barroom versions of RS Soccer, RS Tennis, and RS Basketball were also planned.

http://www.atariprotos.com/5200/software/barroom/barroom.htm
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84ACBF42
Basketball
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Basketball
Gametype: Conversion
Release Year: 1979
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Programmer: Alan Miller
_________________________
*
Controlling your BATTY BUILDER, the object of the game is to construct walls correctly using the blocks falling from the overhead conveyor belt!  The blocks each have their own colour and design and to obtain the highest scoring you should attempt to create walls with totally uniform patterns and colour.  On the completion of a wall, bonus points are awarded (see 'scoring'); and a new supply of blocks is provided.  To catch the falling blocks, pressing the joystick button raises your arms and you must be in exactly the correct position otherwise another BATTY BUILDER gets squashed!

Once a block has been caught, BATTY BUILDER carries it to the chosen location and presses the joystick button to launch it into the air - if accurately thrown it will land in the lowest vacant space.  If not, it will crash - very dangerous!

Five lives are given at the start of the game, with extra lives awarded every 20,000 points up to a maximum of seven.

HAZARDS:
BATTY BUILDERS has 8 levels of play with differing wall layouts and colours.  On Level 1, the only hazards you encounter are the falling blocks, but as you contend with the boxes of TNT moving around your legs - these make life quite difficult!

SCORING:
Points are awarded thus:
Catching a block safely -> 50 Points
Laying a block in the wrong place -> 125 Points
Laying a block in the right place -> 250 Points
Completing a row correctly -> 625 Points
Completing an imperfect wall -> 2250 Points
Completing a perfect wall -> 5000 Points
The last two scores are announced on the screen!

HINTS ON PLAY
If a block falls which cannot be built into the wall without making it imperfect, it may be dropped by moving to a column of four blocks and discarded using the joystick button.

Take time if required when considering the positioning of blocks - another block will only fall when you have finished the previous one.

Be careful you are not moving too quickly when catching a block - otherwise you may misjudge and get crushed!

GAME CONTROL
If at any time you wish to pause the game, press the option key.  Then press again to continue.

From the game manual.
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B3B8E314
Battlezone
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - First Person - Shooter
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
_________________________
*
It looks like Battlezone, it sounds like Battlezone, it plays like... did I mention it looks like Battlezone?  Battlezone starts off promisingly enough with a nice 3D lettered title screen and a really cool rendition of "Ride of the Valkyries", but after playing for only a few minutes one can see that Atari still had alot of work left to do on this game... 

The first thing you'll notice is that the cool vector mountain range in the background has been replaced with some solid blue mountains, Atari was forced to resort to a raster background due to the limitations of the 5200 hardware.  This isn't a big loss, but I miss the neat erupting volcano.  Thankfully Atari decided to stay true to the arcade original and do the rest of the game in vector graphics, unfortunately it quickly becomes obvious that the 5200 just wasn't up to the task.  Instead of the objects on the screen slowly scaling (growing larger or smaller) to simulate movement, they seem to just jump from one size to the next.  What you basically see is an object go from small (far away) to large (right next to you) in only a second or two instead of over a period of several seconds.  Not only does this make the graphics look ragged (objects don't tend to look good when they jump rapidly), but it gives the game a very choppy feeling. 

While one can overlook the scaling problems (this was the 5200 after all, nobody expected it to be perfect), the collision detection still needs some major work.  For some reason your shots don't seem to hit the enemy tank about 50% of the time, this could be due to a error in the collision detection or be caused by the afore mentioned scaling problem.  There have been times when I was nose to nose with a enemy tank and had my shots go right through it and drift off to the left or right (which I think has something to do with the scaling).  Although you may have a devil of a time hitting them, the enemy tanks don't seem to have any problem hitting you.  Assuming your shot actually hits the enemy, you're treated to nice explosion of parts which is a surprising since most home versions tend to leave out little bits of eye candy like this.  Although tanks can consistently be destroyed with some practice, the flying saucer appears to be almost impossible to hit.  While the flying saucer was rare to see in the arcade, it seems to appear way too often in this version (accompanied by it's annoying sound).  If you actually manage to score a hit, it will simply fade away with a weird 'bong' sound. 

Gameplay problems aside, the sounds and graphics are top notch (for the 5200 anyway).  The sounds appear to be all there (including a neat little sound when you run into an obstacle), although seem to be a little sparse but that's how they were in the arcade game as well.  The graphics are very nice vectors, which other than the scaling problems, seem to mirror the arcade fairly well.  One minor gripe is that when you get shot your screen doesn't crack down the middle like it does in the arcade, instead you're treated to a weird little starburst pattern that has a line connecting them.  While it's interesting to see the computer draw them (it draws one starburst, sends out a line then draws another, sends out a line, etc.) it's nothing like the arcade.  I have no idea why this was changed; perhaps the programmer thought it was more interesting?  Another gripe is that you can see some glitches in the vector shapes on the screen when you force them to scale at a rapid rate; this is probably a result of the 5200 pushing too many vectors at once. 

One interesting thing I should point out is that Battlezone gives you the option of using two joysticks to simulate the way movement is done in the arcade version.  Although it can be difficult to get used it, using dual joysticks really improves the feel of the game dramatically.  It was long assumed that Battlezone would have been packaged in an oversized box with a joystick coupler in the same way Space Dungeon and Robotron: 2084 were, but a picture of the prototype box seen in the movie Cloak & Dagger has shown that it was actually a regular sized box.

Overall Battlezone shows promise but it still needs some major tweaking before being a finished product, I'd estimate this version is about 95% complete.  Since Battlezone was scheduled for a November release and this version is dated late September, Atari may have realized that they weren't going to be able to get all the needed changes finished in time to meet the released date and scrapped it.  It's a shame since this prototype shows a lot of promise, and could have made a fine addition to the 5200 library.

http://www.atariprotos.com/5200/software/battlezone/battlezone.htm
*

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67261F79
Batty Builders
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: English Software
Publisher: English Software
Players: 1
Hacked by: Classics
Programmer: M.D. Caballero
_________________________
*
Controlling your BATTY BUILDER, the object of the game is to construct walls correctly using the blocks falling from the overhead conveyor belt!  The blocks each have their own colour and design and to obtain the highest scoring you should attempt to create walls with totally uniform patterns and colour.  On the completion of a wall, bonus points are awarded (see 'scoring'); and a new supply of blocks is provided.  To catch the falling blocks, pressing the joystick button raises your arms and you must be in exactly the correct position otherwise another BATTY BUILDER gets squashed!

Once a block has been caught, BATTY BUILDER carries it to the chosen location and presses the joystick button to launch it into the air - if accurately thrown it will land in the lowest vacant space.  If not, it will crash - very dangerous!

Five lives are given at the start of the game, with extra lives awarded every 20,000 points up to a maximum of seven.

HAZARDS:
BATTY BUILDERS has 8 levels of play with differing wall layouts and colours.  On Level 1, the only hazards you encounter are the falling blocks, but as you contend with the boxes of TNT moving around your legs - these make life quite difficult!

SCORING:
Points are awarded thus:
Catching a block safely -> 50 Points
Laying a block in the wrong place -> 125 Points
Laying a block in the right place -> 250 Points
Completing a row correctly -> 625 Points
Completing an imperfect wall -> 2250 Points
Completing a perfect wall -> 5000 Points
The last two scores are announced on the screen!

HINTS ON PLAY
If a block falls which cannot be built into the wall without making it imperfect, it may be dropped by moving to a column of four blocks and discarded using the joystick button.

Take time if required when considering the positioning of blocks - another block will only fall when you have finished the previous one.

Be careful you are not moving too quickly when catching a block - otherwise you may misjudge and get crushed!

GAME CONTROL
If at any time you wish to pause the game, press the option key.  Then press again to continue.

From the game manual.
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A3A16596
BC's Quest For Tires
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Side-Scrolling
Gametype: Conversion
Release Year: 1983
Developer: Sydney Development Corp.
Publisher: Sierra On-Line
Players: 1 or 2 Alternating
Programmer: Chuck Benton
_________________________
*
Cute Chick is in trouble! She is being held captive by the dinosaur, and it is up to Thor to ride his trusty wheel to the rescue. There are many obstacles in the way which Thor will need to jump and duck, including rocks, trees, rivers, lava pits, cliffs, and of course Fat Broad. When you duck, the character bounces up and down, so don't duck too soon. BC's Quest For Tires is a side scrolling action game resembling Moon Patrol in some ways, featuring characters from the comic strip BC.

http://www.mobygames.com/game/atari-8-bit/bcs-quest-for-tires
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02D9B87A, 9BAE58DC
Beamrider
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action - Fixed
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1 to 4 Alternating
Programmer: David Rolfe
_________________________
*
Beamrider is a 3-D arcade action game. You control a beam riding spaceship on a mission to clear 99 sectors of space from hostile aliens. The spaceship is located at the bottom of the screen and it can only stop on one of five beams. You are armed with both lasers and torpedoes; torpedoes are more powerful and can destroy more enemies compared to lasers, however you only get three per level.

To complete a sector, you need to destroy fifteen white flying saucers. After all saucers are destroyed, the sector sentinel passes by which can be destroyed for extra points. Each even number sector up until sector 16 will add a new type of enemy to deal with. These additional enemies will just try to slow your mission, though, only the saucers need to be destroyed to advance. Occassionally a rejeuvinator will appear; if this is collected, you can earn an extra life. But be careful, because if you accidentally shoot the rejeuvinator it will turn into an enemy!

Very similar to the arcade game Juno First (which came out the same year). 

Scoring more than 40,000 points and getting to sector 14 got you a "Beamriders" patch by sending proof to Activision.

http://www.mobygames.com/game/atari-5200/beamrider
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48A43BAE
Beefdrop Demo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Multi-Screen
Gametype: Homebrew
Release Year: 2005
Developer: Ken Siders
Publisher: AtariAge
Players: 1 or 2 Alternating
Programmer: Ken Siders
_________________________
*
This game is an attempt to bring a better version of the coin-op game BurgerTime to the Atari 8-bit computer and any version to the Atari 5200 and Atari 7800. The game play is the same as the coin-op game. You, the chef, must make burgers by walking on the parts so they drop down to plates below. You are pursued by Mr. Yolk (a fried egg), Mr. Dill (a pickle slice) and Frank (a hot dog). If you are cornered, you can throw pepper on the food to stop it for a short time. If you can catch them in some burger parts, you get bonus points. Occasionally, a bonus item, like an ice cream cone, will appear and you can collect it for points.

http://www.mobygames.com/game/atari-5200/beef-drop
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BE3CD348
Berzerk
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Sci-Fi
Gametype: Licensed
Release Year: 1983
Developer: GCC
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Stern Electronics, Inc.
_________________________
*
You have been sent into a building infested with robots, and must do your best to clear it out. Each rooms has a number of walls through the middle, which restrict your movement. There will be a number of bad guys in the room - on early screens they may be immobile and not shoot at you, but after a few levels they become capable of shooting in multiple directions.

You can shoot at them in 8 directions, but can't shoot diagonally while moving. There are gaps at the side of each room, through which you exit, before or after clearing the room (there is a bonus for clearance). You get an extra life every 2000 points.

Hints:

- Lose Evil Otto -
Place your character next to the left exit of the maze so that the next press to the left will have him leave. If done correctly, Evil Otto will hop to the right side of the maze instead of moving towards your character.

- Harmless shot -
When robots shoot horizontally, any shot that hits your character in the space just below the head will not cause damage. 

http://www.mobygames.com/game/atari-5200/berzerk
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ED47B0D8
Black Belt
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Beat 'em Up
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Alan Moss, Alan Murphy
_________________________
*
Long before there was Karateka, there was Black Belt.  Black Belt was Atari's entry into the martial arts genre at a time when such games were almost unheard of.  Black Belt is a multi-screened action game with amazing visuals and easy to understand controls.  Had it been released, Black Belt would have been years ahead of its time and a solid entry into the 5200 library.

After the normal 5200 splash screen, players are treated to an amazing pseudo 3-D picture of the temple complex  This temple is very reminiscent of the opening castle in Meebzork and shows off the 5200's graphics capabilities nicely.  Players may now pick their black belt degree (from 1st to 8th degree) using the number pad.  The black belt degree serves as the difficulty level for the game, which affects how fast the temple guardians move.  Starting the game is a bit tricky as you must press start then the 0 key.  It is unknown why the 0 key must be pressed, but it serves as the reset button for the rest of the game.

After starting the game, the screen switches to a side view of a room in the temple interior.  The temple complex is made up of six beautifully drawn rooms.  Each room has its own decor and color scheme with no two rooms looking the same.  After you enter a room you'll eventually be confronted by one of the temple's Ninjas.  The Ninjas appear only as black figures, this is because they are only placeholder graphics for the enemies.  In the final version they would have been fulled colored. 

Black Belt's controls are fairly simple.  The joystick moves your character around the room, and the number keys (1-9) are used to select different karate moves.  Each move is different and it is assumed that the guardians would have blocked them accordingly.  Unfortunately the only known version of Black Belt is incomplete and lacks collision detection so the player and guardians cannot hurt each other.  This means that the game is largely unplayable and there is no way to complete a level.

Besides the lack of collision detection, Black Belt seems to have a few other problems that hamper the gameplay.  For one thing your character seems to move very very slow (perhaps he's creeping around the complex), and unlike Karateka there doesn't seem to be a run option.  There also seems to be no way to open or move through the doors that occasionally appear in the background.  However it is unknown if these doors were actually supposed to lead to other rooms or if they were just decoration.  Interestingly your character can move through the doorway at the bottom of the first screen which will take you back to the view of the outside of the temple.

It is hoped that a more complete version of Black Belt exists because this early prototype (believed to be from around 1/6/83) shows alot of promise.  It's unknown why Black Belt was never completed, but recent uncovered documents show that the game was falling behind schedule (it was due to be completed on 3/15/83).  It is believed that the programmer left Atari and there was no one available to finish the game.  However even in its incomplete form, Black Belt shows what the 5200 could do if properly programmed.  Why didn't we see more original games like this?

http://www.atariprotos.com/5200/software/blackbelt/blackbelt.htm
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C8F9C094
Blaster
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - First Person
Gametype: Prototype
Release Year: Unreleased
Developer: Williams Electronics Inc.
Publisher: None
Players: 1
Licensed from: Williams Electronics
Programmer: Eugene Jarvis, Larry DeMar
_________________________
*
Few people even remember, much less have actually seen a Blaster arcade machine.  This unique 3-D shooting game was actually the unofficial sequel to Robotron: 2084 (set in the year 2085).  Unfortunately the powerful 3-D graphics used in the game made it very expensive to produce, so only a few hundred were made (estimates say around 500).  Another problem was that while Blaster was gorgeous to look at and fun to watch, it was a very difficult game to play.  Few players were skilled enough to reach the end, and as most arcade operators know, overly difficult games don't make much money (such was Gravitars fate).  The odd 3-D style graphics also tended to confuse people and scare away potential players (this was 1983 after all).  This is a shame because games like Blaster and I, Robot were really ahead of their time.

It is worth noting that the screenshots on this page simply don't do the game justice due to the inability of a still picture to capture unique 3-D movement of the objects. 

At this point you're probably thinking that Blaster is just another great looking arcade port for the 5200 right?  Wrong!  It was actually the arcade version that was the port!  As hard as it is to believe, the Atari 400/800 version was the first version of Blaster to be developed.  Vid Kidz was so convinced that the Atari 5200 was going to become one of the greatest systems of all time that they developed Blaster for the Atari 400/800 while they waited for the 5200 hardware to be finalized and released (400/800 code was easily ported to the 5200).  However once they showed their prototype to Williams, Williams decided that the wanted to do an arcade version of Blaster because "The arcade version always came first".

After the arcade game came out and met with modest success, Vid Kidz went to Atari with their prototypes to work out a deal.  Unfortunately by this time it was 1984 and the video game market was crashing fast.  Although Vid Kidz finally worked out a deal, Atari decided not to release the game due the weak market.  The really sad part of all of this is that the 5200 version was ready back in 1983 and could have been a huge hit for Atari had Williams not demanded that the arcade game come first.  

Blaster is a first person 3-D shooter seen from the cockpit of the Blastership.  Although it may look odd and confusing, the the controls couldn't be simpler.  Pushing left or right will move the ship left or right, and pushing down and up will cause the ship to climb or dive.  Since the game is seen though the cockpit of the ship, you will see the whole screen move in response to the controls rather than seeing a ship move around a stationary screen.  This can make avoiding obstacles a little difficult since you can't exactly tell where your ship is, but the game gives alot of leeway in this department.

The game is separated into four different stages: The Robot Grid, Time Tunnel, Outer Space, and Planetoids.  Each stage has its own unique characteristics, but the goal of each stage is the same: shoot anything and everything that moves, rescue all humanoids, and avoiding losing all your energy.  After clearing all four stages, you will be returned to the Robot Grid and the difficulty will increase.
 
Robot Grid

This is the first stage you'll encounter and is arguably the best looking of the four.  The Robot Grid plays a bit like Buck Rogers: Planet of Zoom, in the fact that you must move through archways while shooting all enemies that get in your way.  While it isn't absolutely necessary to pass through each archway, doing so will net you massive amounts of bonus points.  The first archway is worth 1,000 points, and each successive archway is worth an additional 1,000 points.  However if you miss an archway the bonus will be reset back to 1,000.  Robots can be similarly chained for large bonus point payoffs (starting at 100 and increasing 100 points with each robot).

As you weave your way through archways while navigating the plain you'll also run across walls.  Walls are transparent grids that are reminiscent of the obstacles in the trench scene of Star Wars: The Arcade Game.  Avoiding walls is rather difficult as they take up a large area of the playfield, but it is absolutely necessary as they take off a large portion of your energy if hit. Starting on level 2 Kamikaze planes will attempt to ram your ship at regular intervals.  The closer the ship is when you destroy it, the more points it is worth, but be careful that you don't wait too long...

Time Tunnel

The stage is reminiscent of the Time Warp stage from Gorf.  Here you must maneuver around the time tunnel in an attempt to save as many humanoids as possible.  These humanoids are from a 20th century starship disaster and have been stuck in the time warp for a millennia.  The first humanoid you rescue is worth 1,000 points, and each successive humaniod is worth another 200 points (up to a maximum of 2,000 points).  Missing a humanoid will reset the bonus value back to 1,000 points. Thankfully there are no enemies on this stage so you are free to concentrate on collecting humanoids.

Outer Space

This stage is similar to the Robot Grid, but there are no annoying archways to fly through.  Unfortunately there are a ton more enemies on this stage, making your trip much more difficult.  There are four different types of enemies, each enemy type poses a unique threat.

Xitan Mineships: Xitan Mineships are tricky little buggers.  They like to buzz your ship at high speeds and then throw a barrage of deadly space mines in their wake.  Avoid these mines at all costs!

Z-15 Fitershipz: Z-15's are your standard attack ship and will confront you directly with lasers blazing.  On an interesting side note, the Fitershipz look suspiciously like Tie Fighters...

Destructor Satellites: Destructor Satellites are large four paneled objects that appear at the most inopportune times.  These fast moving sentinels take up such a large portion of the screen they are quite difficult to avoid.  Take special care to avoid their deadly laser barrage when taking evasive action.

Death Riders: Death Riders are the absolute deadliest enemy in the game.  These deadly creatures (which resemble a skeleton riding a rocket) pack some serious firepower and they aren't afraid to use it.  If they fail to penetrate your shields they will attempt to ram you at high speeds. 

Planetoids

This is the final stage of each level.  This stage is similar to the Time Tunnel, but this time there are deadly planetoids and saucers to avoid.  There are two different types of saucers that hide in the planetoids: Purple Saucers simply move about the screen taking pot shots at you, but Red Saucers will attempt to ram into your ship.  Red Saucers can be shot at close range for a large bonus and chained for an even larger bonus (up to 3,000 points).

As you navigate the planetiod field you will eventually hear a beeping noise, this is your cue that the Energizer is near by.  The Energizer looks like a large glowing E and is hiding somewhere along the rocks.  Touching the Energizer will instantly repair your ship and warp you to the next level.  You may eventually notice that all the stranded humanoids in this stage make a path that leads right to the Enegizer, so it's in your best interest to try and rescue them along the way.  Missing the Energizer won't cause you any harm, but it will make the next level more difficult.

Blaster is an amazing piece of programming shows that the 5200 was capable of great things when properly programmed.  Blaster may not have had much success as an arcade game, but would have been a sure fire hit for Atari if it had been released when it was originally finished in early 83.  Unfortunately management bureaucracy once again reared its ugly head and ruined another great game.  Thankfully we can all now enjoy one of the greatest lost games of all time.

http://www.atariprotos.com/5200/software/blaster/blaster.htm
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40D08988, 0624E6E7
Blue Print
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Solitaire Group
Publisher: CBS Electronics
Players: 1 or 2 Alternating
Licensed from: Bally Midway Manufacturing Co., Inc.
_________________________
*
Your girlfriend Daisy is in trouble! Ollie Org is chasing her across the top of the screen, and you need to come to the rescue. To stop Ollie before time runs out, you need to construct a machine. The blue print for the machine is at the bottom of the screen, so all you need to do is locate the parts which are hidden in the numerous houses in a maze like town.

When you locate a part, drag it back and place it on the blue print. When all parts have been located, press the start button and the machine is ready to go! To make your task more difficult, there are several obstacles that get in the way. If you enter a house which doesn't contain a part, you will instead be stuck with a bomb. You will need to hurry and diffuse any bombs in the bomb pit before they explode!

From time to time, a flower pot will fall from above and then hop off the screen. Get hit by a flower pot, and you lose a life. You also need to be careful of Fuzzy Wuzzy, who wanders around the neighborhood randomly. An encounter with Fuzzy Wuzzy will also be deadly! Hiding in the bomb pit is Sneaky Pete; while he isn't deadly, he will occasionally appear and press the start button before your machine is complete. If this happens, you will need to drag Pete back to the bomb pit and reassemble all of the machine parts.

http://www.mobygames.com/game/atari-5200/blue-print
*

*
7A9D9F85
Boogie Demo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Demo - Music
Gametype: Prototype
Release Year: 1982
Developer: Atari
Publisher: None
Players: None
_________________________
*
It's difficult to tell if this one is anything more than someone at Atari "screwing around" or if there was an eventual purpose to this title. Not really a game, this music demo plays a repeating "Boogie" tune. Only a precious few are known to exist.

http://www.digitpress.com/DP/cmf/game.cmf?gameid=986
*

*
57E7945E
Bounty Bob Strikes Back!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Licensed
Release Year: 1984
Developer: Big Five Software
Publisher: Big Five Software
Players: 1 or 2 Alternating
Programmer: Bill Hogue, Curtis Mikolyski
_________________________
*
Bounty Bob Strikes Back! is the sequel to Miner 2049er and features similar gameplay. As Bounty Bob, your goal is to claim every inch of 25 challenging mines. To do this, you must walk over each segment of the framework in the mines. To reach each segment of framework, you will need to figure out a way to jump, climb, or use one of the many devices occasionally available to get there.

To you help you get around (or sometimes hinder progress) are ladders, slides, suction tubes, cannons, transporters, and other devices. Wandering about the mines are many dangerous mutants. If you come in contact with one of these, you will lose a life. Scattered throughout each mine are special food items; collect one of these, and you will temporarily be able to eliminate the mutants by walking into them. You will need to figure out a unique strategy for each level in order to complete it, plus there is a time limit so claim all the territory quickly!

Hints:

- Level 14 -
Collect the pitchfork on Level 10, The Gravity Lift. Then hold 5 and press Start to jump to Level 14.

- Level 15 -
Collect the goblet on level 3, The Suction Tubes. Then hold 4 and press Start to jump to level 15.

- Level 19 -
Collect the pie and tube one to the left on Level 16, Advanced Suction Tubes. Then hold 9 and press Start to jump to Level 19.

- Level 22 -
Collect the aliens and paint roller on level 2, Utility Hoist. Then hold 3 and press Start to jump to level 22.

- Quick Access to Level 18 -
Collect the coffee pot on level 5, Jumping 101. Then hold 8 and press Start to jump to level 18.

- Quick access to Level 4 -
Collect the flower pot on level 1, Bob's Morning Calisthenics. Then hold 1 and press Start to jump to level 4.

- Level select -    
Successfully complete the game. A message with level select instructions will appear. Set special codes at the ''Game Adjustment Screen'' and press Start to play on the corresponding level. The codes are simply the number of the level you want to go to.

- Hidden Messages -
Enter one of the following special codes at the ''Game Adjustment Screen'' and press *.
5, 6, 49, 69, 100, 213, 666, 782, 818, 2049, 6861 

http://www.mobygames.com/game/atari-5200/bounty-bob-strikes-back
*

*
04807705
Buck Rogers: Planet of Zoom
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Third Person
Gametype: Licensed
Release Year: 1983
Developer: Sega
Publisher: Sega Enterprises
Players: 1
Licensed from: Sega
Programmer: Ken Jordan
_________________________
*
It's the 25th Century. You are Buck Rogers fighting the battle of Planet Zoom. Skillfully slip through zapping electron posts. Dodge and destroy deadly space hoppers and alien saucers. Your race against death has just begun! Prepare for battle with your most powerful enemy... the Mother Ship! It's never easy when it's do or die.

You must hit the Mother Ship dead center. Anything less will only waste precious fuel. Aim steady, but hurry...your fuel is dangerously low!

http://www.gamefaqs.com/console/a5200/home/585290.html
*

*
1D161671
Buried Buck$
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: Analog Software
Publisher: Analog Software
Players: 1 or 2 Alternating
Programmer: Tom Hudson
_________________________
*
You are a helicopter trying to get to buried golden dollar signs. You must bomb the ground to dig a hole to reach the dollar signs but beware of the plane as it is dropping giant clods of dirt to fill in the hole, and maybe bury you. Even if you avoid the dirt clod, you will need to bomb to uncover the treasure again. When you gather a treasure, you must land on your base to claim it. If you are destroyed before you return to base, you drop the treasure. You can only carry one treasure at a time. After you collect all the buried dollar signs, you move on to the next level.

http://www.mobygames.com/game/atari-8-bit/buried-buck
*

*
2A7B2DF7
Captain Beeble
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Side-Scrolling
Gametype: Conversion
Release Year: 1983
Developer: Inhome Software
Publisher: Inhome Software
Players: 1
Programmer: Bob Connell
_________________________
*
Guide 'Captain Beeble' through the various underground caverns, retrieve the crystal and return it to the C.P.U. (Crystal Processing Unit). Do this in the time allotted which is measured by the amount of fuel remaining in your rocket pack. You are also limited in the amount of time that you can carry the crystal. Shoot all the bugs for extra points and to make life easier! Do not make contact with anything which is the same colour as the bugs.

[From the game manual]
*

*
D1D31E79
Capture The Flag
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Maze - First Person
Gametype: Conversion
Release Year: 1983
Developer: Sirius Software
Publisher: Sirius Software
Players: 1 or 2 VS
Programmer: Paul Allen Edelstein
Musician: George Sanger
_________________________
*
Capture The Flag is a 3D maze game where one player has to capture the flag, while the other tries to stop him. It is one of the earliest games that allow the player 360 degrees freedom of movement, and it is a sequel of sorts to Wayout.

The player can choose to be an invader or a defender. The invader must find a way to exit the labyrinth through one of two doors, beyond which lies the flag. Each successful flag capture scores 1 point and resets the maze for another round. The defender can score points by capturing the invader, which is simply done by running into him, thus preventing the invader from reaching the flag.

The two flags (or "doors" as the game calls them) are represented by flashing walls, and when the players see each other they are represented as blue or green moving walls. The music changes dynamically and becomes more intense when the invader and defender are close to each other. After a successful capture of either the flag or the invader, a new labyrinth is randomly generated.


http://www.mobygames.com/game/atari-8-bit/capture-the-flag_
*

*
2E0B4C50
Castle Blast
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 2002
Developer: Ronen Habot
Publisher: Self-Published
Players: 1
Programmer: Ronen Habot
_________________________
*
This game is based on the fifth screen of the coin-op game Phoenix.

The object of this game is to destroy the Castle on the Mothership. You fire Vertical Trajectory Missiles, or VTMs, at the shield on the bottom of the Mothership. When you penetrate the shield, then blast the Castle. To score extra points, you can also shoot the enemy spaceships flying overhead.

If you destroy the Castle, you advance to the next level, where you will need to contend with Focused Energy Beams, or FEBs, fired from the Mothership. There will also be stars appearing in the sky, making it harder to target the spaceships.

If you manage to obliterate the Castle again, you will proceed to the next level, which adds ground-based tanks assaulting you. You have Horizontal Trajectory Missiles, or HTMs, to deal with this new enemy but do not lose sight of your primary goal.

Your joystick moves you left or right. The lower button fires VTMs, the upper button fires HTMs.

http://www.mobygames.com/game/atari-5200/castle-blast
*

*
D50E4061, 7C988054
Castle Crisis
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Homebrew
Release Year: 2003
Developer: Bryan Edewaard
Publisher: Self Published
Players: 1 to 4 VS
Programmer: Bryan Edewaard
_________________________
*
Be sure to use the analog stick for this game.

This is a version of the Atari coin-op game Warlords, designed to look and play as much like the coin-op 
version as possible. Use your shield to deflect fireballs away from your castle and towards your opponents. You can also capture fireballs and launch them at your opponents with even greater force.
 
On the computer version.  Press four paddle buttons once game has loaded for hidden screen!

http://www.mobygames.com/game/atari-5200/castle-crisis
*

*
D1B64581
Caverns of Mars
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shooter - Vertical
Gametype: Conversion
Release Year: 1981
Developer: Atari
Publisher: Atari
Players: 1
Programmer: Greg Christensen
_________________________
*
Martian galactic fleets surround the planet and are demanding its surrender! The Terra IV High Command knows that your space fighter, the HELICON VII, is he only craft equipped to invade the Martian Headquarters deep within the Caverns of Mars. Your mission: Sabotage the Martian defense system by activating their deadly fusion bomb.

Make your way down two to five caverns, depending on the difficulty level. Do not hit the walls of the cavern or any Martian items. You will need to shoot fuel tanks as you go because you use fuel constantly. You must make your way through all the caverns to the fusion bomb, which you then touch to activate. Once activated, you must return to the surface before the bomb explodes.
 
Easter Eggs: Once you start the game , you can skip levels by pressing the left SHIFT, CTRL, and TAB keys at the same time.

http://www.mobygames.com/game/atari-8-bit/caverns-of-mars
*

*
2FDB70C1
Caverns of Mars 2
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Horizontal
Gametype: Conversion
Release Year: 1981
Developer: APX
Publisher: APX
Players: 1
Programmer: Greg Christensen
_________________________
*
*

*
536A70FE
Centipede
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick, Trackball
Genre: Shoot 'em Up - Arcade - Fixed
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Frank Hausman, Sean W. Hennessy
_________________________
*
In Centipede, players control a magic wand that is used to square off against a horde of nasty bugs that make their way through a mushroom patch.

The Flea falls straight down towards the player, laying fresh mushroom in its path. The Scorpion runs from side to side across the screen, turning mushrooms into poisonous toadstool, which cause the Centipede to behave irrationally and dive bomb the player. Spiders jump up and down towards the player; the closer he is, the more points are earned (300, 600, 900) . And the Centipede makes it way down the playing field. Shooting segments cause the Centepede to split off and form multiple targets.

Shooting any bug turns it into a mushroom, which can block (or speed up) the bugs on the playing field. If any of the bugs touch the wand, it's lose a life until Game Over.

Centipede was created by Ed Logg, and used a trackball in the original arcade version.

http://www.mobygames.com/game/atari-5200/centipede_
*

*
0F6C1AF4
Chess
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Board Game - Chess
Gametype: Conversion
Release Year: 1983
Developer: Parker Brothers
Publisher: Parker Brothers
Players: 1
_________________________
*
Compete on any of 8 different skill levels, each with a variety of user friendly features. Play either side in a single game. Or try out various strategies by taking back moves. This program lets you set up and solve simulated problems, observe the computer playing against itself - even ask the computer for hints during a match!
 
This version is considered superior to the one released by Atari.

[From the box back]
*

*
B2D018B1
Chicken
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1 or 2 Alternating
Hacked by: Classics
Programmer: Mike Potter
_________________________
*
There's trouble in the barnyard. Ma Hen and a pesky old fox battle it out, as you try to save the local chicken population. Seems that the fox has found Ma Hen's eggs, and she is trying to save them from his deadly clutches. The action gets faster and faster as eggs turn into chicks, feathers fly, chickens squawk, and all bedlam breaks loose. You've really got to scramble to outrun this crazy fox.

[From the box back]
*

*
0244C402
Chop Suey
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Karate
Gametype: Conversion
Release Year: 1985
Developer: English Software
Publisher: English Software
Players: 1 or 2 VS
Programmer: Michael Adam Billyard
_________________________
*
*

*
9AD53BBC
Choplifter!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Side-Scrolling
Gametype: Licensed
Release Year: 1984
Developer: GCC
Publisher: Atari
Players: 1
Designer: Dan Gorlin
_________________________
*
Choplifter is a side-scrolling action/arcade game that puts you in command of an attack chopper. Your mission: Go behind enemy lines and rescue up to 16 hostages per level. Be careful, though, because tanks and enemy aircraft will try to stop you -- and they won't stop shooting while you are rescuing those hostages!

Originally released for Apple II home computers, Choplifter was later ported to the arcades and a number of video game consoles. Many imitators and homages would follow.

http://www.mobygames.com/game/atari-5200/choplifter
*

*
B0553A77
Claim Jumper
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1 or 2 VS
Programmer: Gray Chang
_________________________
*
Two players each control a "cowboy". A gold bar appears randomly on the screen, and if either cowboy takes it to the assay office at the top of the screen, the goal vanishes and a ten dollar bill appears nearby. Each player has his own bank in which to deposit the money, and after ten bills have been deposited, the player receives a house worth 20,000 points. A second house is worth 30,000 additional points. The two cowboys can shoot each other, the victim going to one of two hospitals in the upper corners of the screen. Following the two cowboys are snakes and tumbleweeds; the snakes follow one cowboy, the tumbleweeds the other. If caught, a cowboy will be paralyzed for a few seconds. However, if he shoots whatever is chasing him, it is converted into whatever chases his opponent: snakes into tumbleweeds; tumbleweeds into snakes. 


http://www.mobygames.com/game/atari-8-bit/claim-jumper
*

*
0DAFA507
Clowns And Balloons
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Breakout - Action
Gametype: Conversion
Release Year: 1982
Developer: Datasoft
Publisher: Datasoft
Players: 1 or 2 Alternating
Hacked by: Classics
Programmer: Frank Cohen
_________________________
*
Clowns & Balloons is a clone of the 1978 Bally/Midway arcade game CLOWNS, which itself was a clone of the 1977 Exidy arcade game CIRCUS. Your mission is to bounce your clown off of a moving trampoline and try to burst all of the balloons. The longer you keep him jumping, the higher (and faster) he will go, which you need to do in order to burst the highest balloons. You get bonus points for completing each row of balloons as well.


http://www.mobygames.com/game/atari-8-bit/clowns-balloons
*

*
2E3D0AD9
Combat II: Advanced (Demo)
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Homebrew
Release Year: 2002
Developer: Mean Hamster Software
Publisher: Self Published
Players: 1 to 4 VS
Programmer: John Swiderski
_________________________
*
This is the game Combat Two ported to the Atari 5200 from the atari 2600 with additional features. You still can use tanks to shoot each other but now you have game variations with helicopters, jet planes and submarines. Each vehicle has two weapon modes, a primary and secondary. Also, you can play with up to three friends, simultaneously.

http://www.mobygames.com/game/atari-5200/combat-ii-advanced
*

*
82B91800
Congo Bongo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Platform - Multi-Screen
Gametype: Licensed
Release Year: 1984
Developer: SEGA Corporation
Publisher: SEGA Corporation
Players: 1 or 2 Alternating
Licensed from: SEGA Enterprises Ltd.
_________________________
*
You're on a jungle safari packed full of wild and zany adventures. Climb the cliffs to the top of Monkey Mountain as you try to reach the jungle's most mischievous gorilla. Don't get clobbered by the coconuts he'll throw your way. Watch out for menacing monkeys. Beyond Monkey Mountain you'll come to Lazy Lake where you'll see raging rhinos and hollering hippos. Leap from lily pad to lily pad across the treacherous lake filled with ferocious man-eating fish and other jungle dangers, but be careful... one slip and it's safari heaven!

An extremely faithful port of the famous jump-n-run platform arcade game. Run, jump, and climb your way through a dangerous jungle while avoiding various animals and projectiles.

Includes the introductory animations and features the arcade version's sliding screen transitions.

http://www.mobygames.com/game/atari-5200/congo-bongo
*

*
A993C86E, FD541C80
Countermeasure
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 1984
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: John Seghers, Leo Salinas, Alan Murphy
_________________________
*
Terrorists have seized control of several missile silos and are planning on launching missiles to blow up Washington D.C. Your job is to stop them! From a top down point of view, you control a tank over varied, scrolling terrain. To stop the missiles, you have two options: you can destroy all of the missiles, or attempt to guess the fail safe code. If you try to destroy all the missiles, you must do so in under ten minutes.

The missiles silos have many defenses which the terrorists also control; pillboxes, tanks, jeeps, and cruise missiles are all capable of destroying your tank. Should you attempt to guess the fail safe code, clues can be found by docking at supply depots. The code is three letters long, and can consist of any combination of L, E and O. When you enter a war room, you have a very short time to enter the code correctly or the missiles will launch. When the missiles have been stopped (by either means), the level is complete and you continue on to the next, more difficult round.

Hints:

- Programmer credit -
Intentionally enter an incorrect code to display the skull and crossbones screen. The initials ''RM'' will appear on one of the bones. 

http://www.mobygames.com/game/atari-5200/countermeasure
*

*
D56BE4BC
Crossfire
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action
Gametype: Conversion
Release Year: 1981
Developer: Yosemite Software Products
Publisher: Sierra On-Line
Players: 1
Hacked by: Classics
Programmer: Chris Iden
_________________________
*
They have landed and are taking over the city. Steadily they make their way across town, destroying everything in their paths. The town ahs been evacuated, and your regiment has retreated, learing you alone in the city at the mercy of the aliens. The aliens have you surrounded, and laser shots fly from all directions. Your movements are confined but you haven't given up. If you are to live, y ou'll have to concentrate on where the shots are coming from and where you're going because if you don't you'll get caught in the Crossfire.

[From the box back]
*

*
D3B10B5D, 596F61D1
Crystal Castles
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Isometric
Gametype: Conversion
Release Year: 1984
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Paul Metz, William Janhke
_________________________
*
Bentley Bear is trapped in the Crystal Castles! To get out, he will need to collect all of the gems located throughout the castle. The game is played with an isometric view of the multi platformed castle. When Bentley collects all of the gems on the current castle, he will move on to the next , more difficult castle. Wandering throughout the castles are a wide variety of dangerous creatures, which Bentley should avoid. From time to time, a magic hat will appear. If Bentley collects the hat, he will temporarily be invincible to the castles inhabitants.
 
Atari released a better version for the XEG in 1988.

http://www.mobygames.com/game/atari-8-bit/crystal-castles
*

*
EBAD58BA, BD52623B
Defender
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Arcade - Shooter - Side-Scrolling
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Steve A. Baker, Harry Brown (ported)
_________________________
*
Defender put players in charge of a ship sent to protect mankind from wave after wave of attacking alien forces.

Armed with "smart bombs", and the ability to use hyperspace to move quickly around the planet, the player ship must fight against Bombers, Pods, Swarmers, Baiters, and Landers - that can capture the humanoids and transform them into deadly and relentless Mutants. Fail to save the humanoids from freefall or Mutant transformation, and the planet is destroyed.

Eugene Jarvis' Defender has been widely regarded as one of the most popular and addictive space shooters of the early 1980's

http://www.mobygames.com/game/atari-5200/defender
*

*
AF796CFC
Deluxe Invaders
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Conversion
Release Year: 1981
Developer: Roklan Corp.
Publisher: Roklan Corp.
Players: 1 or 2 Alternating
Programmer: Joe Hellesen
_________________________
*
[Electronic Games ? November, 1982]

Deluxe Invaders is by far the best Space Invaders program ever released for a personal computer. Atari's own,: version was a big disappointment because of the graphics. While they were very good overall, they didn't really resemble true Space Invaders visuals.

Roklan has put it all together.

Deluxe Invaders can be played by one or two people. The invaders drop down noisily from space to begin the attack. The barriers are present and, just like in the coin-op, can be breached by the player. The UFO also appears across the top of the screen as in real Invaders. The player must shoot all the aliens and clear the screen. Then the invasion begins again with the enemy one row closer to the defending cannon. As you all know by now, no one ever wins this game.

Roklan has included some unique game variations to its edition. One interesting idea is that the invaders split into two little aliens when they're blasted by the player. This makes for a totally different style of game. Normal invader strategy goes out the window when this option is chosen. At times there are unusual combinations of large and small aliens in the same row at the same time.

It is clear that the people at Roklan Software really know the Atari well. The sound and graphics routines in this game are excellent.

However there is one slight bug in the program. When in two player mode, the high score is only registered for player number two. This is not a serious problem but it is annoying.

All in all, Deluxe Invaders is an excellent version of the classic arcade game. I would definitely recommend it.
*

*
2174730E
Demon Attack
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Fixed
Gametype: Conversion
Release Year: 1982
Developer: Imagic
Publisher: Imagic
Players: 1 or 2 Alternating; CO-OP
Programmer: Dave Johnson
_________________________
*
Demon Attack is an arcade action game with gameplay similar to Space Invaders. You control a laser canon at the bottom of the screen, and need to destroy wave after wave of brightly colored demons. The demons bounce around the screen in bizarre patterns, and try to destroy your canon with bombs or lasers. When you shoot a demon, it will be replaced with another or will split into two smaller demons depending on which wave you are playing. When the required number of demons for the current round is finally destroyed, you can move on to the next, more difficult round.

Imagic's best-selling game, and the focus of one of Atari's early litigations as it looks and plays very much like their port of the arcade game Phoenix. Imagic and Atari eventually settled out of court. Original game designed by Rob Fulop. This title only works on the older 400/800 models.

http://www.mobygames.com/game/atari-8-bit/demon-attack
http://www.digitpress.com/DP/cmf/game.cmf?gameid=8587
*

*
1273A5D1
Desmond's Dungeon
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1984
Developer: Creative Sparks
Publisher: Thorn Emi
Players: 1
Programmer: Edgar Belka
_________________________
*
DESMOND'S DUNGEON

By Edgar Belka

Fiendish Alfonso Schwarz has found the ideal place to hide his plundered gold. He is stashing it in an underground dungeon, a complicated maze of connected passages.

One day, Desmond, out for a walk in the sun, accidentally discovers Alfonso's hiding place. Realising that the vast fortune could all be his, he descends into the dark and dingy depths of the earth to search for the precious metal.

The gold is scattered about the dungeon in bags and Desmond must search for it before carrying it back to the surface. But there are dangerous spiders living in the tunnels, alongside the deadly plungers.

Every now and then, Alfonso flies overhead to drop off some more gold. If he sees Desmond, he will try to bomb him. Can Desmond get all the gold to the surface before the spiders, the plungers or the bombs get him?

CONTROLS AND DISPLAY

1. When the game is loaded, press either the START button or the fire button to begin playing. Your joystick should be plugged into joystick port one.

2. Pressing the START button at any time during the game will take you back to the title screen.

3. At the top of the screen are displayed, from left to right, number of re-charges available, score, current level, number of bags remaining, Desmond's strength and the current high score.

4. Each time Desmond is stunned, his strength is reduced. If his strength is reduced to zero, then he will automatically be given another of his re-charge units, if he has one left. His strength will slowly increase if he is not stunned back to 100%.

5. Immediately after being stunned, Desmond is immune to bites from the Spider for a very short period. He is immune only while his figure pulsates.

6. Once you have played several times and reached higher levels, you can re-start the game at the highest level that you reached by pressing the SELECT button. Each time the program is loaded, the highest level reached is reset to one. Then press START or fire to begin the game as normal.

THE GAME

PART 1 - THE DUNGEON

1. You must move Desmond around the dungeon, picking up the bags of gold and carrying them to the chest on the surface. Use the joystick to control the direction of movement.

2. To pick up the gold bags, you just walk past them. To drop them, walk past the chest at the top.

3. Watch out for the plane flying overhead, which drops bombs, eggs and fireballs. If you are hit by one of these, you will be stunned and lose some strength (shown on the strength count).

4. There are other hazards in the dungeon too. Be careful of the venomous spiders which infest the passages, and the plungers which pop up from the floor to make it difficult to move around. These will also stun you. You will also come across flames which will block certain passages.

5. Sometimes it will be helpful to jump over the spiders, flames or plungers. To do this, press the fire button. You cannot jump when you are on the ladders. Everytime you jump, Desmond drops any gold he is carrying. Desmond cannot jump over the plungers if he is carrying gold.

6. When you have picked up a bag of gold, find your way back to the surface and drop it into the chest.

7. Some bags of gold will be hidden behind locked doors. To open these doors, you must find a key and take it to unlock the door. You can then get the gold.

When you have picked up all the gold, you can go onto the Vault.

PART 2 - THE VAULT

1. In this part, the plane is dropping bags of gold into the vault. You must pick these up and throw them into the air, to be caught by the grabs which pass overhead. To throw the bags, press the fire button.

2. In the Vault, you must also watch out for bombs, eggs, fire balls and spiders.

3. When you have collected all the bags, you will return to the dungeons which have become more hazardous during Desmond's absence.

4. If Desmond's strength is reduced to zero in the vault, you will have to go back to the previous dungeon to be re-charged. You must survive in the vault before going on to the next level.
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7882A1C0
Diamond Mine
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: IDSI
Publisher: Roklan
Players: 1 or 2 VS; CO-OP
_________________________
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The goal of Diamond Mine is to collect as many diamonds as possible from 20 underground shafts. Each is presented as a single screen with corridors and alleyways. Monsters are released at intervals from a Pacman-style hub, these can be shot. The mines are covered in dust initially; until you have walked through an area, a bullet can't be fired through it. Contact with a monster loses all your gems, so the best strategy is to shoot them out first - as most diamonds are down corridors, this can be planned for. You can start from one of 5 different screens.

http://www.mobygames.com/game/atari-8-bit/diamond-mine
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6A687F9C
Dig Dug
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
_________________________
*
Dig Dug is a 1-2 player arcade game in which you have to use your shovel to dig your way through the earth. Stopping you from doing this are two monsters, called Pooka and Fygar, who will continually chase you around. The only weapon that you carry is an air pump, which you can use to inflate the monsters to the point where they explode. (if you start to inflate them but stop doing so, the monsters will get turned back to their normal selves.) Furthermore, rocks are scattered throughout the earth, and you can use these rocks to squash them.

If the monsters do not find you for several seconds, they will eventually get turned into ghosts, which are able to walk through the earth. They are invincible and cannot be killed. From time to time, vegetables will appear in the center, and you can get these for points.

Atari released an inferior version for the 8-bit computers in 1982.

http://www.mobygames.com/game/atari-5200/dig-dug
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F20B9D70
Donkey Kong
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Platform
Gametype: Conversion
Release Year: 1983
Developer: Nintendo
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Landon Dyer
_________________________
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Released in the arcades in 1981, Donkey Kong was not only Nintendo's first real smash hit for the company, but marked the introduction for two of their most popular mascots: Mario (originally "Jumpman") and Donkey Kong.

Donkey Kong is a platform-action game that has Mario scale four different industrial themed levels (construction zone, cement factory, an elevator-themed level, and removing rivets from girders) in an attempt to save the damsel in distress, Pauline, from the big ape before the timer runs out. Once the rivets are removed from the final level, Donkey Kong falls, and the two lovers are reunited. From there, the levels start over at a higher difficulty.

Along the way, Mario must dodge a constant stream of barrels, "living" fireballs, and spring-weights. Although not as powerful as in other future games, Mario can find a hammer which allows him to destroy the barrels and fireballs for a limited amount of time. Additionally, Mario can also find Pauline's hat, purse and umbrella for additional bonus points.

Donkey Kong is also notable for being one of the first complete narratives in video game form, told through simplistic cut scenes that advance the story. It should also be noted that in versions of the game for early 1980's consoles, Donkey Kong only used 2-3 of the original levels, with the cement factory usually omitted.

http://www.mobygames.com/game/atari-8-bit/donkey-kong
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5BCC40F9
Donkey Kong Jr.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Platform
Gametype: Conversion
Release Year: 1983
Developer: Nintendo
Publisher: Atari
Players: 1 or 2 Alternating
_________________________
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Mario has kidnapped Junior's Papa!

Donkey Kong Jr. was originally released in the arcades in 1982 as a sequel to Donkey Kong. In this game, Mario plays the antagonist, finally having captured Donkey Kong, and has put the ape in a locked cage. As Donkey Kong Jr., players will have to make their way through four different levels (Vines, Springboard, Chains and Mario's Hideout) in an attempt to find keys to free the little monkey's Father.

Along the way, Mario will send out Snapjaws, swooping purple birds, and electric sparks in an attempt to stop Junior. Junior can defend himself by dropping fruit found around the levels on the heads of his foes. The more foes a piece of fruit hits in a falling sequence, the higher bonus points can be scored.

Junior can also avoid enemies more easily by grabbing hold of two chains or vines at a time to climb away faster, or by jumping over his foes. However, any long fall or falling into the water on certain levels will mean the loss of a life for Junior.

In the final cut scene, Junior will free Donkey Kong and both will escape after giving Mario the boot. Once all four levels are cleared, the game levels will start over at a higher difficulty.

Like the original Donkey Kong, the earlier 1980's console versions do not have all of the levels and animations from the arcade.

Trivia:

Donkey Kong Jr. was popular enough to have a Saturday morning TV cartoon based on it in the early 1980's. DK Jr. would often use "Monkey Muscles" as his catchphrase.
 
Easter Eggs:

During gameplay, move to a safe area and hold down either SHIFT key. While holding down the SHIFT key, type BOOGA and then let go of all keys. Now press the S key to skip levels or the K key to become invincible to falling threats. You can still die by falling in the water, etc.

http://www.mobygames.com/game/atari-8-bit/donkey-kong-junior
http://www.digitpress.com/DP/cmf/game.cmf?gameid=7972
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7226FEE6, 460DEF2D
Dreadnaught Factor, The
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Horizontal
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1
Programmer: Eric Nickell
_________________________
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The Zorban Dreadnaughts are spaceships that are 140,000 feet long and weigh 970 megatons, making them the largest, most heavily armoured spaceships ever created. A fleet of these large battlecraft are now heading towards your home planet, and it is your job to stop them! The game is played from a side scrolling overhead point of view as your small but agile spaceship flies past the dreadnaughts.

On each pass your spaceship makes, you need to try and bomb as many of the energy vents as possible. When all energy vents on a dreadnaught are destroyed, that dreadnaught will explode. Time is limited, though, and if you make too many passes to destroy the energy vents the dreadnaught will be within firing range of your home planet and will destroy it. Each of the dreadnaughts are heavily armed; guns, canons, missiles, and other weapons are located on each dreadnaught and will be trying their best to end your mission. Multiple skill levels are included which alter the number of dreadnaughts you must destroy, as well as their speed and firing capabilities.

Defeating the entire fleet of Dreadnaughts on level 4 or higher could net you a Dreadnaught Destroyer patch.

http://www.mobygames.com/game/atari-5200/dreadnaught-factor
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95B8D9C1
Drelbs
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1985
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Programmer: Kelly Jones
Musician: Kelly Jones
_________________________
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Ducks Ahoy! is a simple game, taking place in Venice. On the screen you see some houses, the canal and the beach (on the top). The player is in control of a boat which can carry 2 ducks at the same time. The ducks start to walk around the houses slowly getting to the exit where they just jump out into the open no matter if there is a boat waiting for them or it's just water. The aim is to catch the ducks with the boat and deliver them to the beach. To make things more difficult there's a hippo in the water swimming around (always where the bubbles on the surface are). If the hippo catches the boat the player loses a life. After 10 ducks are delivered to the beach they start to sing and the the game restarts, increasing the difficulty by making the ducks faster.


http://www.mobygames.com/game/atari-8-bit/ducks-ahoy
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7A10C551
Ducks Ahoy
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1984
Developer: Joyce Hakansson Associates, Inc.
Publisher: CBS Software
Players: 1
Programmer: Tom Boyce
Musician: Ed Bogas
_________________________
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Drelbs is loosely inspired by the paper-based game played on a grid of dots, in which players draw lines alternately, with the intention of forming more squares than their opponent. The similarities end there; in Drelbs you represent the only member of the Drelb race who has not been imprisoned by the evil Trolloboars. Members of the Gorgolyte race and Trolloboar tanks are targeting you.

A set of randomly-arranged lines are already in place, and contact with them pushes them in the direction of contact. Forming a complete square locks it into place, and it turns into either a monster (causing death on contact), a woman (resulting in bonus points on contact) or a barrier. They will randomly change into stairways, which can lead you into a bonus room.


http://www.mobygames.com/game/atari-8-bit/drelbs
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F92DA5F7
Dust in the Wind (Demo)
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Demo - Music
Gametype: Homebrew
Release Year: 2002
Developer: Jeffry Johnston
Publisher: None
Players: None
_________________________
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Plays the Kansas song Dust In The Wind.  Programmed by Jeffry Johnston.
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5E82A934, 0FD0EF86
E.T. Phone Home!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Adventure
Gametype: Conversion
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1
Programmer: Steve Englehart, Dave Comstock
_________________________
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Emulator users: disable SIO patch.

In 1982, Atari created E.T. for the 2600, which notoriously turned out to be one of the biggest flops in videogame history.

One might be tempted to think that E.T. Phone Home is simply a translation of that awful game for the Atari 8-bit computer systems. However, it turns out that E.T. Phone Home is a completely different game than E.T. for the 2600. 

That's not to say that there aren't similarities, because there are. 

In this game, you play Elliot. You have to search your neighborhood for pieces that ET wants to build his transmitter. Depending on the level, you may or may not need all the pieces to complete the game. It's also possible to communicate "telepathically" with ET to get a reminder of which pieces he is looking for.

As Elliot looks for the pieces, he is pursued by a number of men who are trying to stop him from completing his task. The game ends when Elliot gets enough of the pieces. 


http://www.mobygames.com/game/atari-8-bit/et-phone-home
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5B3CEAC8
Emi Pool
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Pool
Gametype: Conversion
Release Year: 1981
Developer: Thorn Emi
Publisher: Thorn Emi
Players: 1 or 2 VS
Programmer: Jeremy C. Smith
_________________________
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6BD0EFEA
Encounter!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - First Person - Shooter
Gametype: Conversion
Release Year: 1983
Developer: Novagen Software Ltd
Publisher: Synapse Software
Players: 1
Programmer: Paul Woakes
_________________________
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Encounter! is a fast paced arcade game set in a sci-fi environment which features fast moving three dimensional graphics. You command a probe vehicle with which you have to shoot down enemy saucers and homing missiles. When you have shot down the required number of enemies on one level (usually around 10-20) you get the chance to go through a "stargate". In the stargate you have to navigate through a hail of spheres coming at you at high speed. If you succeed you get to a new planet in different color scheme, if you fail you'll have to replay the previous planet. There's eight levels in total.


http://www.mobygames.com/game/atari-8-bit/encounter-
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FEF8C657, 2A393DB7
Fast Eddie
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Platform - Action
Gametype: Conversion
Release Year: 1982
Developer: Sirius Software
Publisher: Sirius Software
Players: 1
Hacked by: Classics
Programmer: Tom McWilliams
_________________________
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As Fast Eddie, you must go from floor to floor, collecting prizes.

Up to two prizes will be on the screen at any one time on any floor but the top one. There are a max on ten prizes per screen. On each floor, a Sneaker stands or roams back and forth. You move to another floor or jump to avoid the Sneakers. On the top floor is High-Top, the tallest Sneaker.

You have to get at least nine prizes. After you get the ninth, High-Top will be low enough to jump over. You then jump over him to get the key above him. Then it is on the the next screen.

You get ten points for the first prize, twenty for the second, and so on up to ninety points for prizes nine and ten. You don't HAVE to get the tenth prize unless you want the extra ninety points.

After every screen, you get an extra Eddie; up to a maximum of three in reserve.


http://www.mobygames.com/game/atari-8-bit/fast-eddie
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89B2D7E5
Floyd The Droid
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Fixed
Gametype: Conversion
Release Year: 1986
Developer: Playsoft
Publisher: Analog Computing
Players: 1
Programmer: Paul Lay
_________________________
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F3F82A4D
Forbidden Forest/Slinky
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Conversion
Release Year: 1983
Developer: Vance Kozik
Publisher: Cosmi
Players: 1
Programmer: Vance Kozik
_________________________
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This game is one of Paul Norman's first creations. You are in the middle of what is called the Forbidden Forest. You go along in a game shooting various enemy creatures that are in the forest. At the end of the game, you are fighting the mysterious demogorgon, that is in the shape of an owl when nighttime falls. Choose from four different levels of difficulty.
 
Slinky is a game where you control a spring and jump from block to block and attempt to change all the blocks to a destination color. The game has a very obvious Q*Bert influence. However, there are some original elements as well. 

Various objects float about the screen, like magnets, clouds, raindrops, and other monsters. The monsters are the only one that are a direct threat. The magnets can only grab you if you are not moving. The raindrops actually give you greatly increased speed, and the clouds turn you 'dusty'. Be careful, if you get hit by both a raindrop and a cloud, then your spring rusts and is dragged off by an oil-can.

In addition to having five lives, you also must avoid running out of points. An 8000 point bonus appears briefly over various squares, and you need to catch at least some of them, because every jump decreases your points, and getting 'killed' and knocked off the blocks decreases points even faster.


http://www.mobygames.com/game/atari-8-bit/forbidden-forest
http://www.mobygames.com/game/atari-8-bit/slinky
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1B809ACC
Fort Apocalypse
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Multi-Screen
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Programmer: Steve Hales
_________________________
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The war with the Kralthans is on, and they've taken prisoners. These people must be rescued from the Draconis caves and the Crystaline caves that are located just outside the Kralthan main command center, Fort Apocalypse. The Fort is too powerful to attack directly, but perhaps a single rocket copter, carefully controlled might be able to do what an army cannot. However the caves are narrow and the enemy has still setup impact shields, defenses and Hyper-Chambers within their depths. 

Fort Apocalypse is a 4-way side-scrolling game, somewhat similar to Choplifter. The player takes the seat of a "rocket copter" and can move up, down, as well as left and right. However this helicopter takes time to turn between left and right perspectives, facing the "front" of the screen. While facing the front, the player is able to drop powerful plasma bombs which can destroy heavy weapons and doors. When facing directly left or right, the weapon used is a more maneuverable but weaker interceptor rocket. Displayed on the screen is a "Navatron", which functions as a radar showing terrain and enemies not yet on the map. Prisoners, once found can be landed on top of them in order to rescue them. There are also "Hyper-Chambers", which are glowing teleporters to other Hyper Chambers located on the same level. Fuel is constantly consumed while flying, but can be recharged at Fuel depots scattered throughout the level. There are also separate Landing Pads which will be the point at which a new helicopter is given to the player, should they be defeated in battle. 

Enemies include laser beams, teleporting rocks, breakable walls, self-propelled mines (SPM), armored tanks (which can only be destroyed from their treads), alien droids and hostile robo-choppers.


http://www.mobygames.com/game/atari-8-bit/fort-apocalypse
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2D2A2807
Freecell XE
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Card Game - Solitaire
Gametype: Conversion
Release Year: 2001
Developer: Flop
Publisher: Flop
Players: 1
Programmer: Frantisek Houra
_________________________
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Freecell solitaire for the Atari 8-bit series!
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04B299A4
Frisky Tom
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
_________________________
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Frisky Tom is a port of the obscure Nichibutsu coin-op of the same name in which you play a plumber who must climb up and fix broken pipes to keep a steady stream of water flowing from the tank at the top of the screen to the reservoir at the bottom.  Unfortunately this house is infested with mice which roam the screen, gnawing through pipes and generally causing problems for our man Tom.  Hmm. maybe Tom should invite the Mario Bros. over for a little extermination party?

Once a mouse gnaws through a pipe, you'll see the flow of water stop and a pipe piece will fall to the ground.  To repair the pipe Tom must pick up the fallen piece (you can hold two pieces a time), and put it back into the hole.  To get to where the holes are, Tom must carefully climb up and navigate the maze of pipes.  Although Tom can cross short gaps in the pipes, he'll need to go around the larger ones.  While climbing around on the pipes, Tom will run across several different kinds of mice. Each mouse has its own color and purpose:

Molar Mouse  

 These are your average mice.  Molar Mice can be bumped off the pipes for 200 points.  If a Molar Mouse gnaws through a pipe he'll become a red Mean Mouse.  Fixing the pipe will cause all the red mice to revert back into a Molar Mice again. 
Mean Mouse 

 These guys are deadly to the touch, so avoid them at all costs.  If Tom walks under a Mean Mouse it will dive bomb him at lightning speed.  It's best to either try and trick them into jumping when they're towards the top of the pipes (giving Tom enough time to get out of the way), or to quickly patch a pipe to revert them back into harmless orange Molar Mice. 
Megaton Mouse 

 This is the mouse that plants the bomb under the tank starting on the third level. After he plants the bomb he'll turn into a red Mean Mouse. 
Pyro Mouse 

 This is the mouse that lights the bomb fuse.  

When the flow of water is interrupted, the timer in the reservoir will begin to count downward from 5000 at the rate of 100 points per second.  The only way to stop this countdown is to restore the water flow by fixing the pipes.  If the timer reaches zero, Tom will lose a life and play the current level over again.  If Tom is able to get enough water into the reservoir (keeping the timer above 1500), he'll be rewarded with a bonus intermission showing a woman taking a shower (while sitting in a bath tub?).  Perhaps this is why he's called "Frisky" Tom?  Don't get too excited though, if you look closely you'll see that she's wearing a bikini under those bubbles. 

Starting on the third level there's a new threat you have to deal with.  Now the mice will plant a bomb under the water tank in an insane attempt to blow it up (these mice mean business)!  At the start of the level you will see a mouse carry a bomb up the left side of the screen and light the fuse.  Tom must put the fuse out before the bomb blows or he'll lose a life.  To snuff the fuse, have Tom climb up the pipes underneath the tank (next to the fuse) and move to the left.  This will cause Tom to fall down the left side of the screen and put the fuse out.  This is also a handy method for getting down to the bottom of the screen in a hurry.  Watch out though, sometimes Pyro Mouse will try and light the fuse again.

Frisky Tom seems to be nearly complete and ready for release, but the difficulty level needs a little tweaking to make it more playable.  The biggest problem in this version is that the dive bombing red mice move way too fast making them almost impossible to avoid (although they were pretty fast in the arcade version as well).  While Frisky Tom is fully playable, the high degree of difficulty makes it a challenge to even get to the third level consistently.  With just a little more work Frisky Tom could have been one of the surprise sleeper hits of the 5200. 


http://www.atariprotos.com/5200/software/friskytom/friskytom.htm
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AE7E3444, 70A04F6D
Frogger
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Parker Bros
Publisher: Parker Bros
Players: 1 or 2 Alternating
Licensed from: Konami Industry Co. Ltd.
Programmer: Steve Kranish, Dawn Stockbridge
_________________________
*
Your task in this arcade conversion is to guide a frog across a treacherous road and river, and to safety at the top of the screen. Both these sections are fraught with a variety of hazards, each of which will kill the frog and cost you a life if contact is made.

The road is full of cars and trucks, at variable speeds. The river water itself is fatal, as are the snakes which hover within on later levels. Frogger must use the arrangement of logs, turtles (which are only there for a short time) and alligators (but stay away form their faces), and then jump into one of the open home-cells, ideally one containing a fly for extra points. Once all holes have been filled, you move onto the next, harder, level.

The Xtras version has been hacked to require no trigger press required to move.
The Sierrra Online version for the 8-bit has more music.


http://www.mobygames.com/game/atari-5200/frogger
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1418C44A, 0AF19345
Frogger II: Threeedeep!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Licensed
Release Year: 1984
Developer: Sega
Publisher: Parker Bros
Players: 1
Programmer: Larry Gelberg
Musician: John Emerson
_________________________
*
In Frogger II, you need to guide your frog to safety in three different locations. Starting out underwater, reach the top of the pond while avoiding dangerous alligators and fish (you can ride a turtle for safety!). Once on top of the pond, hop across logs, birds, and even a whale to the life preserver trailing behind a tugboat.

In the third location you have to hop across a flock of birds to reach a cloud at the top of the screen. Each frog has a time limit to safely reach one of the homes on each of the three screens. You move on to the next level when a frog has safely reached each of the homes on all screens.

http://www.mobygames.com/game/atari-5200/frogger-ii-three-deep
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4C5F1847
Galactic Chase
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Fixed
Gametype: Conversion
Release Year: 1981
Developer: STEDEK Software
Publisher: Spectrum Computers
Players: 1 or 2 Alternating
Programmer: Anthony Weber
_________________________
*
The war with the Kralthans is on, and they've taken prisoners. These people must be rescued from the Draconis caves and the Crystaline caves that are located just outside the Kralthan main command center, Fort Apocalypse. The Fort is too powerful to attack directly, but perhaps a single rocket copter, carefully controlled might be able to do what an army cannot. However the caves are narrow and the enemy has still setup impact shields, defenses and Hyper-Chambers within their depths. 

Fort Apocalypse is a 4-way side-scrolling game, somewhat similar to Choplifter. The player takes the seat of a "rocket copter" and can move up, down, as well as left and right. However this helicopter takes time to turn between left and right perspectives, facing the "front" of the screen. While facing the front, the player is able to drop powerful plasma bombs which can destroy heavy weapons and doors. When facing directly left or right, the weapon used is a more maneuverable but weaker interceptor rocket. Displayed on the screen is a "Navatron", which functions as a radar showing terrain and enemies not yet on the map. Prisoners, once found can be landed on top of them in order to rescue them. There are also "Hyper-Chambers", which are glowing teleporters to other Hyper Chambers located on the same level. Fuel is constantly consumed while flying, but can be recharged at Fuel depots scattered throughout the level. There are also separate Landing Pads which will be the point at which a new helicopter is given to the player, should they be defeated in battle. 

Enemies include laser beams, teleporting rocks, breakable walls, self-propelled mines (SPM), armored tanks (which can only be destroyed from their treads), alien droids and hostile robo-choppers.


http://www.mobygames.com/game/atari-8-bit/fort-apocalypse
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D4977E3B, 3EF4A23F
Galaxian
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Licensed
Release Year: 1982
Developer: Namco
Publisher: Atari
Players: 1
Licensed from: Namco Limited
Programmer: Joesph Tung, Alan Murphy
_________________________
*
Galaxian is a shoot 'em up in which the player is at the bottom of the screen, with an arrangement of aliens at the top. The player moves left and right to aim at an alien, then shoots a bullet up the screen, and the alien it hits is killed.

The aliens are classed as Drones, Emissaries, Hornets and Commanders, with those higher up the screen scoring more points when destroyed. At set intervals an enemy will move down the screen towards you, escorting a bomber, which is a moment of high danger. Clear a wave and another is generated.

This was a launch title for the 5200 in the US.

http://www.mobygames.com/game/atari-5200/galaxian
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59EC9114
Gateway To Apshai
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Role Playing Game - Action
Gametype: Conversion
Release Year: 1983
Developer: Epyx
Publisher: Epyx
Players: 1
Programmer: Michael Farren
_________________________
*
Turmoil rocks the land and the only salvation lies in the magic of the Temple of Apshai. Unfortunately the location of this temple has gotten lost in time. Furthermore, many heros dispatched to seek it have been slain. A legend speaks that only the blood of the greatest hero of Apshai's greatest hero will be able to reclaim the lost Temple of Apshai. Unfortunately this "greatest hero" has also perished. But all hope is not lost, for the wise man, Merlis has found the hero's son, whose blood is still able to fulfill the prophesy. With great haste, Merlis brings the youngster to the dungeon pits and leaves him to fend for himself. It is this youngster's destiny to find safe passage through the 8 levels, each of which contains passage to 99 different areas,

Gateway to Apshai is a top-down action-RPG. As the desendant of a hero, the player starts with basic stats in 4 areas, Strength, Agility, Luck and Health. and basic equipment, a dagger and leather armor. Then it's time to choose a number between 1 and 99 to generate the dungeon. Once begun, the player must explore the dungeon, hidden until explored and revealed. The player can move in four directions and has standard abilities, each mapped to a different control. There are several different actions available to the player. These include: fighting with the equipped weapon, a LOCATE spell to discover traps in the room, a SEARCH spell to discover hidden doors inside of room which would otherwise look like ordinary walls. Players may also use many of the items and scrolls that can be picked up in the dungeon. The treasure can be picked up which include weaponry (swords, bows and arrows), healing slaves, precious items and magical scrolls. Most items are only good for a single use.

The Gateway to Apshai is guarded by an assortment of creatures including snakes, swamp rats, bats and many more. These enemies are only visible when they are in the same room as the player and are otherwise hidden. After 6 minutes and 30 seconds has passed, the player is teleported to the next dungeon, many versions of the game also offer the option to manually leave the dungeon at any time. Dungeons get progressively more difficult with faster and more vicious enemies.

http://www.mobygames.com/game/atari-8-bit/gateway-to-apshai
*

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3F7F9BD9
Gauntlet (Demo)
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action - Top Down
Gametype: Homebrew
Release Year: 1988
Developer: Gremlin Graphics
Publisher: Mindscape
Players: 1 or 2 Co-Op
_________________________
*
This is a 5200 cartridge homebrew release of Gauntlet.  No image avalable.  The cartridge can be purchase online.

Gauntlet, the original arcade smash hit, is a fighting game where you choose a character and let rip into the hordes of enemies that assault you on you way to the end of the level. One or two players must make their way through 100 levels of mayhem and magic. 

It featured a choice of four characters to play with, each with different weapons. Thor the Warrior, has a bludgeoning battle axe, Thyra the Valkyrie, has a close range sword, Questor the Elf has his long range bow, and Merlin the Wizard has magical bolts.

Ghosts, goblins and even the life draining Death are your enemies. Enemies stream out of generators, so destroy these before tackling the rest. 

Keys are needed to open the many doors within the levels, and in some situations a door will contain only bonus items, not a progressive route. Scattered magic potions act like smart bombs and clear the screen of all enemies. Beware of poison though, this reduces your energy level. Treasure is abundant throughout the levels and adds to your score.


http://www.mobygames.com/game/atari-8-bit/gauntlet
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C05FF97C
Gebelli Compilation
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Fixed
Gametype: Conversion
Release Year: 198x
Developer: Solitare Group
Publisher: Gebelli Software
Players: 1
Programmer: Jamie Cummins, Bill Hooper
_________________________
*
Embargo

The citizens of Zorel 6, enduring the Galactic Council's strict trade embargo, suffer greatly. All food stuffs, materials, trade goods and fuel must pass the close scrutiny of the Orelian guards. Goods deemed essential for galactive securyt are shipped, all other items are swiftly dispersed to the council's already overflowing warehouses. To enforce this trade action, a massive fleet has been assembled to encircle the planet, but none of you have dared to challenge this fearsome military might... until now! To have a successful mission, you must maneuver unnoticed through the vast armada of patrolling craft which continually circle the globe. Once below this barrier, you must then quickly dive between the warehouse and factory, head directly toward the loading docks, connect with your cargo, and ascend to the wating Varox merchant ship, depositing your cargo through the upper loading hatch. (Caution! Gliding above the factory is a diligent robot ship. It will fire upon you with cyborg accuracy!). Again and again, you must challenge the increasingly hostile occupation forces. All Zorel 6 awaits the outcome of your skill and daring deeds.

~From the game manual
*

*
97B15243, E955DB74
Gorf
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Multi-Screen
Gametype: Licensed
Release Year: 1983
Developer: Midway
Publisher: CBS Electronics
Players: 1 or 2 Alternating
Licensed from: Bally Midway Manufacturing Co., Inc.
_________________________
*
Gorf is a combination of gameplay between Space Invaders, Buck Rogers: Planet of Zoom and something else.

The game itself consists of four levels. The first level has you behind a defensive shield, defending against an alien attack. The level is a top-down view, with your ship & shield on one side and the aliens on the other side. This is the Space Invader style gameplay I told you about, as the alien vessels approach closer and closer in their threatening row formation.

The second level is similar to the first, only your defensive shield is gone, and the enemies tend to swoop down over the level as opposed to those row formations. Bonus ships also tend to appear in this level.

The third level is a change, and has you entering hyperspace. Your only goal is to survive to the end of your journey. The viewpoint switches from a top-down view to a behind-the-ship view and in effect you are heading "towards" your destination. Alien vessels flying in circular formation try to stop you.

The fourth and final level is similar to the first again, with some key differences... You fight not a wave of enemies, but a single one. A mothership with a glowing weak spot. Hitting the weak spot will instantly destroy it. The mothership also has that same shield that was yours in the first level.

Finishing the game increases your rank and starts the game over at level 1 with a faster game speed for more challenge.

Based on the 1981 Midway coin-op.

Whoever's idea it was to program this game with the analog feature of the joystick must have had a screw loose - the
non-centering joysticks make this a nightmare to control. 
 
Play the modified digital stick or Computer Cart/Disk version for a better gaming experience.

http://www.mobygames.com/game/atari-5200/gorf
*

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7F732DC9
Gorf (Fixed)
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Multi-Screen
Gametype: Licensed
Release Year: 1982
Developer: Roklan
Publisher: Roklan/CBS Games
Players: 1 or 2 Alternating
Licensed from: Bally Midway Manufacturing Co., Inc.
_________________________
*
An actually playable version based on the 1981 Midway coin-op.

Gorf is a combination of gameplay between Space Invaders, Buck Rogers: Planet of Zoom and something else.

The game itself consists of four levels. The first level has you behind a defensive shield, defending against an alien attack. The level is a top-down view, with your ship & shield on one side and the aliens on the other side. This is the Space Invader style gameplay I told you about, as the alien vessels approach closer and closer in their threatening row formation.

The second level is similar to the first, only your defensive shield is gone, and the enemies tend to swoop down over the level as opposed to those row formations. Bonus ships also tend to appear in this level.

The third level is a change, and has you entering hyperspace. Your only goal is to survive to the end of your journey. The viewpoint switches from a top-down view to a behind-the-ship view and in effect you are heading "towards" your destination. Alien vessels flying in circular formation try to stop you.

The fourth and final level is similar to the first again, with some key differences... You fight not a wave of enemies, but a single one. A mothership with a glowing weak spot. Hitting the weak spot will instantly destroy it. The mothership also has that same shield that was yours in the first level.

Finishing the game increases your rank and starts the game over at level 1 with a faster game speed for more challenge.

Based on the 1981 Midway coin-op.

Whoever's idea it was to program this game with the analog feature of the joystick must have had a screw loose - the
non-centering joysticks make this a nightmare to control. 
 
Play the modified digital stick or Computer Cart/Disk version for a better gaming experience.

http://www.mobygames.com/game/atari-5200/gorf
*

*
063EC2C4
Gremlins
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 1984
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: John Seghers, Courtney Granner
Musician: Robert Vieira
_________________________
*
Gremlins is an action game based on the Steven Spielberg movie of the same name. The game takes place just after midnight when there are Gremlins and Mogwai running around Billy's living room!

You control Billy from a 3rd person point of view. On each level, your goal is to catch all of the Mogwai and return them to their cage (located in the upper right corner of the screen) and to destroy all of the Gremlins with a sword. Each level has a time limit - at 6:00 am when the sun rises. You move on to the next level by completing your tasks or just surviving until 6:00, although more points are awarded for the former. You will also receive bonus points for each Mogwai returned to the cage.

On many of the levels there will be various types of food lying about the screen. If a Mogwai eats any food, it will turn into a gremlin. There may also be puddles of water; if a Gremlin or Mogwai runs into the water, it will split into two. Some levels also contain a refrigerator or popcorn machine which will throw food out onto the screen, or a television which will distract the Gremlins.

You also begin the game with a limited number of flash cubes; if you get into trouble, you can use these to temporarily stun all of the Gremlins and Mogwai. As the levels progress gameplay becomes faster and the Gremlins and Mogwai more numerous.

An interesting note: Gremlins was actually completed in June, 1984 but not released until 1986. The reason: the game was released to manufacturing the day before the Tramiels took over Atari and halted all game manufacturing. Rumor has it that Steven Spielberg was pissed and his company Amblin Entertainment tried to buy the product, but Atari wouldn't sell. Gremlins was supposed to be released in conjunction with the movie along with a promotional campaign for LIKE Cola.

http://www.mobygames.com/game/atari-5200/gremlins
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8DEEFA2F
Gunpowder Charlie
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Arcade - Multi-Screen
Gametype: Conversion
Release Year: 1988
Developer: Stephen Broumley
Publisher: Atari User
Players: 1
Programmer: Stephen Broumley
_________________________
*
From volume 4, issue 7 of Atari User dated November 1988.
*

*
CFD4A7F9
Gyruss
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Licensed
Release Year: 1984
Developer: Konami
Publisher: Parker Bros
Players: 1
Licensed from: Zilec Electronics
_________________________
*
The entire solar system is being attacked by the vicious Gyrusians, and it's up to you to save the day! You will need to fly your spaceship to each of the nine planets and then clear three stages of enemies to rid that planet of the Gyrusians. You start the game with a single canon, and can gain a double canon after shooting a power up satelite.

After clearing each planet, there is another bonus stage where additional weapons and bonus points can be collected. Gyruss is an arcade action shooter, however instead of piloting your spaceship horizontally or vertically, you move in a circle around the perimeter of the screen. The NES version of Gyruss adds to the original arcade version additional music, additional weapons, new enemies, and a large boss at the end of each level.

Trivia: The game music is Johann Sebastian Bach's "Toccata and Fugue in D Minor".

http://www.mobygames.com/game/atari-5200/gyruss
*

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18A73AF3
H.E.R.O.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action - Multi-Screen
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1
Programmer: John van Ryzin
_________________________
*
There is trouble in the mines! Volcanic activity has trapped numerous miners, and it is your job to save them. As Roderick Hero, you need to make your way through the dangerous mineshaft avoiding the dangerous creatures and lava, and find out where the miners are located before you run out of energy. To help on your mission, Roderick Hero has several useful types of equipment.

A prop pack will allow you to hover and fly around the mineshaft and (hopefully) avoid the many dangers within. Your helmet features a short range microlaser beam which can be used to destroy the bats, spiders, snakes, and other creatures you'll encounter in the mines. From time to time, your path through the mine may be blocked by stone or lava walls. You begin each mission with six sticks of dynamite which can be used to destroy these obstacles (be careful you don't blow yourself up, though!) If you run out of dynamite, your laser beam can also be used to destroy the walls, though this will take longer and use up more energy.

As the levels progress, the mine shaft will become longer and more maze-like, creatures will more frequently block the path, and lava walls and pools will appear which are dangerous to the touch.

Scoring over 70,000 points got you an "Order of the H.E.R.O." patch by sending proof to Activision.

http://www.mobygames.com/game/atari-5200/hero
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3465C83D, D1E9421E, C5392CBA
Hangley-Man
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Hack
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
_________________________
*
This is a hack of Atari's Pac-man for the 5200.  Hacked to look like the arcade hack of Pac-man called Hangley man.
*

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5AE93E04
Hyperblast!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Fixed
Gametype: Conversion
Release Year: 1983
Developer: English Software Company
Publisher: English Software Company
Players: 1 or 2 Alternating
Programmer: John Brierley
_________________________
*
From volume 4, issue 7 of Atari User dated November 1988.
*

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A84E68B9
Ixion (Beta)
Platform: Atari 5200
Region: UK
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Puzzle
Gametype: Conversion
Release Year: 1985
Developer: US Gold
Publisher: US Gold
Players: 1 or 2 VS
Hacked by: Classics
Programmer: Fred Mack
_________________________
*
Despite some minor glitches, the program is fully playable! Information reveals the game is actually a SEGA prototype!
*

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D9AE4518
James Bond 007
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 1983
Developer: Parker Bros
Publisher: Parker Bros
Players: 1 or 2 Alternating
_________________________
*
In James Bond 007 you control James Bond in his multi purpose craft. This craft can travel on both land and sea, can jump over danger, or fire at enemies on the many different levels. Each horizontally scrolling level in the game is loosely based on a different James Bond movie.

The levels included are Diamonds Are Forever, The Spy Who Loved Me, Moonraker, and For Your Eyes Only. Each level has a variety of enemies trying to destroy you, and a unique goal that must be accomplished to continue on (for example, you may have to land on a hidden oil rig to stop Seraffino, or find Stromberg's undersea laboratory and destroy it). If you can complete all the missions, you win the game! Good luck, Mr. Bond.

http://www.mobygames.com/game/atari-5200/james-bond-007_
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B6150460
Jawbreaker
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Maze
Gametype: Conversion
Release Year: 1980
Developer: Sierra On-Line
Publisher: Sierra On-Line
Players: 1
Programmer: John Harris
_________________________
*
A clone of Pac-Man, where you as jaws must collect all points and escape lethal heads. There are also magical points to break heads by your jaws during some time. You have to collect the points, magical items, and progress from level to level.


http://www.mobygames.com/game/atari-8-bit/jawbreaker
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AF210F8E
Jet Boot Jack
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Conversion
Release Year: 1984
Developer: English Software Company
Publisher: English Software Company
Players: 1 or 2 Alternating
Programmer: Jon Williams
_________________________
*
Music notes have escaped throughout the world, and Jet-Boot Jack must collect them up. There are ten levels, the first five of which can be played from the main menu. Gameplay is platform-based, and largely involves progressing down the levels, using holes and moving platforms. Enemies hover over the holes, but these can be disabled by toggling the right switches. There are also timing-based hazards such as arrows emerging from walls and lazer beams - contact with any of these costs one of your five lives. You also lose a life if you run out of energy. Some levels vary the format by requiring you to simply collect every note on a single screen, which has regeneration points and one-way platforms.


http://www.mobygames.com/game/atari-8-bit/jet-boot-jack
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31498FE6
Journey to the Planets
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Adventure - Action
Gametype: Conversion
Release Year: 1983
Developer: Roklan
Publisher: Roklan
Players: 1
Programmer: Jack Verson
_________________________
*
In Journey to the Planets, you play a spacefarer who must find a way to return to his home planet. To do this, you need to collect various treasures from several unexplored worlds. Sometimes you will need to shoot your way to a particular treasure; other times, you will need to solve a set of puzzles to reach your goal. Once you recover all the treasures, you must pilot your starship through uncharted space with a limited amount of fuel and find your home planet.

The 1983 cartridge release features a different soundtrack and tones down some of the more difficult puzzles.


http://www.mobygames.com/game/atari-8-bit/journey-to-the-planets
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BFD30C01
Joust
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS/Co-Op
Licensed from: Williams
Programmer: Steven Szymanski, Allen 'Alien' Wells, Pete Gaston
_________________________
*
Joust was a popular arcade game that was created and released by Williams Electronics in 1982.

In the game, players take control of a knight with a lance who rides their flying ostrich (or stork, for Player 2) to do battle against computer-controlled evil knights who ride atop vultures. Players must flap their steed's wings to hit the enemy from a higher jousting point to destroy the vulture and its rider. Once the enemy has been hit, an egg falls to one of the platforms below. The heroic knights must destroy the eggs before they hatch and release new and increasingly more difficult knights. The three strengths of enemy knights are Bounder (red knight), Hunter (white knight) and Shadow Lord (blue knight)

These enemy knights are not the only challenge to be found in the game. Players must also contend with crumbling platforms, lava trolls who attempt to pull knights into the firey, and the dreaded "unbeatable"(?) pterodactyl.

Joust was novel for its time for being one of the few two-player simultaneous games in the arcade.


http://www.mobygames.com/game/atari-5200/joust
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8E00A987
Jr. Pac-Man
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Prototype
Release Year: 1983
Developer: GCC
Publisher: Atari
Players: 1 or 2 Alternating
_________________________
*
Based on the 1983 Bally Midway coin-op. A phenomenal conversion of the coin-op game. It figures that one of the best games for the 5200 is only available as a prototype.
 
Released for 8-bit by Glenn the 5200 man in xex format.


http://www.gamefaqs.com/console/a5200/home/585310.html
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E1FC86C0
Jumpman Jr.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Platform - Action
Gametype: Conversion
Release Year: 1983
Developer: Epyx
Publisher: Epyx
Players: 1 to 4 Alternating
Programmer: Randy Glover
_________________________
*
Jumpman Junior is the sequel to Jumpman and features similar gameplay with all new levels. As Jumpman, your goal is to disarm all of the bombs on the level before time runs out. Each level consists of a variety of platforms, ladders, and ropes you will need to jump and climb to reach the bombs. To make the game more challenging, a bullet will fire on the screen from time to time which will cause Jumpman to lose a life if hit. Each level has a different theme to it, and a few also have additional dangers as well. You will encounter deadly fires, the bouncing hellstones, moving ladders, disappearing platforms, and more.

http://www.mobygames.com/game/atari-8-bit/jumpman-junior
*

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2C676662
Jungle Hunt
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Multi-Screen
Gametype: Licensed
Release Year: 1983
Developer: Taito Corporation
Publisher: Atari
Players: 1
Programmer: Allen Merrell
_________________________
*
Jungle Hunt offers four unique adventure experiences, which repeat with greater difficulty once all four have been survived. If you don't survive these adventures, you will not only lose your own life but that of the lovely Penelope, who has been captured by cannibals!

The first part challenges your Tarzan skills - can you swing on the vines without plummeting to your doom? The second part pits you against a whole bunch of nasty crocodiles in a mighty river. Fortunately, you have a knife to fight back with. Don't forget to go up for air! In the third part, you face a battle against oncoming boulders of varying sizes and physics. Once you've cleared all these treacherous hazards, you still must confront the dreaded cannibal, who is armed with a wicked spear. Can you get past him and save the lovely Penelope?

Gameplay involves much strategic jumping and knife play (in the river/crocodile phase). The view is always a side view, much like Pitfall! and later platform games.


http://www.mobygames.com/game/atari-5200/jungle-hunt
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34928A3F
Juno First
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Fixed
Gametype: Conversion
Release Year: 1983
Developer: Datasoft
Publisher: Datasoft
Players: 1 or 2 Alternating
Programmer: Greg Hiscott
_________________________
*
This game is a 2D shooter. You 'll have to destroy the enemy's Magnet Power Station with your gun. There are only a few moments before the atomic turbine missile encounters the enemy. You, as pilot of a space fighter have to shoot your way though aliens. You can escape the danger by using warps and special objects - to be collected en route. The aliens will mutate in more dangerous forms the longer the live. So don't let the aliens survive.


http://www.mobygames.com/game/msx/juno-first
*

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02CDFC70, EE702214
K-Razy Shootout
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action
Gametype: Licensed
Release Year: 1983
Developer: K-Byte
Publisher: CBS Electronics
Players: 1
Programmer: Dr. Keith Dreyer, Torre Meeder
_________________________
*
K-Razy Shootout is an arcade action game similar to Berzerk. You are in a maze filled with dangerous robots. Your goal is to shoot as many of the robots as you can to earn points. If you collide with a robot, robot fire, or the maze walls you lose a life. The game ends when all of your reserve lives have been lost.

Each sector of the game has a timer bar; if you complete a sector while the bar is in the green or yellow section, bonus points are earned. If the timer runs out, you lose a life. Each sector will have one or more exits in the maze; you may exit a maze at any time, but if you leave before all of the robots are destroyed then you will have to go back two sectors.

http://www.mobygames.com/game/atari-5200/k-razy-shootout
*

*
CB5355B9
K-Star Patrol
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Vertical
Gametype: Conversion
Release Year: 1982
Developer: K-Byte
Publisher: CBS Software
Players: 1
Hacked by: Classics
_________________________
*
Licensed from K-byte/Kay Enterprises. Simplistic shooter, prevent enemy ships from getting past your fleet as you slowly scroll eastward.


http://www.digitpress.com/DP/cmf/game.cmf?gameid=6854
*

*
8591BE3D
KABOOM!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1 or 2 VS/Alternating
Programmer: Paul Wilson
Designer: Larry Kaplan
_________________________
*
Be sure to use the analog stick for this game.

The mad bomber is on the loose! As he races back and forth at the top of the screen, you need to catch the bombs he drops in buckets of water. One point is earned for each bomb caught, but miss one of the bombs, and Kaboom! As the levels progress, the mad bomber will move faster and faster and drop more and more bombs.

You start the game with three buckets, and lose one each time a bomb is missed. The game ends when all of your water buckets are gone.

This version was unique in that a player could control the mad bomber in head-to-head 2-player action. 

Scoring 1800 or more points in games 1 or 2 got you a "Bucket Brigade" patch if you sent a picture of your score to Activision.  If you ever score 10,000 points or more, the Mad Bomber will show you how impressed he is.  :o
 
On the 8-bit and 2600 versions the player uses a paddle to control the buckets.


http://www.mobygames.com/game/atari-5200/kaboom
*

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ECFA624F
Kangaroo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action - Platform
Gametype: Licensed
Release Year: 1983
Developer: GCC
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: James Leiterman
_________________________
*
Baby Roo has been kidnapped by monkeys, and it's up to Mama Roo to come to the rescue! Your kangaroo starts out at the bottom of the screen. You need to guide the kangaroo up the various ladders and platforms to the top where Baby Roo is being held captive. The monkeys will be trying to stop you by throwing or dropping apples and knocking you off the platforms. Your kangaroo has boxing gloves, however, and can knock out the monkeys with a single punch! Along the way various types of fruit can be collected to earn bonus points.


http://www.mobygames.com/game/atari-5200/kangaroo
*

*
8FE3BB2C
Keystone Kapers
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1
Programmer: Alex DeMeo
Designer: Garry Kitchen
_________________________
*
The notorious thief Harry Hooligan is on the loose! You play the part of Officer Keystone Kelly, sent in to capture Harry. Harry is trapped in a four story mall, and is running as fast as he can to reach the exit at the top. Your job is to catch up to him and send him to prison.

You will need to use either the escalators at the end of each floor, or the elevator in the middle to go from floor to floor. The escalators may be further away, but the elevator moves pretty slowly so you will need to decide which route will be faster in getting you closer to your goal. If Harry can make it to the top before you catch him, you will have to retry that level. Harry has no intention of letting you catch him easily, and is hurling everything he can find in an attempt to slow you down. Shopping carts, bouncing balls, biplanes, and more will all be flying past on the screen and will either slow you down or send you back to the beginning if you get hit.

As the levels progress, Harry will run faster and faster, and more objects will be tossed your way to duck and jump over.

The game has inspiration in a group of actors of the '30 decade called Keystone Kops. They had acted in the movies Keystone Hotel and Fatty and the Broadway Stars.


http://www.mobygames.com/game/atari-5200/keystone-kapers
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2AD24E49
Kid Grid
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade
Gametype: Conversion
Release Year: 1982
Developer: Tronix Software
Publisher: Tronix Software
Players: 1
Programmer: Arti Haroutunian
_________________________
*
Kid Grid is a one player game where the goal is to capture squares to gain points and complete a grid, in order to move to another level. Your character is Kid Grid and your main attributes are manoeuvrability and a stun gun, to be used against an array of 4 pursuers, whose task is to corner and kill you. The stun gun instantly, but only briefly, freezes the pursuers, allowing the Kid to elude them to continue building the grid. There is an allowance of 3, 5,or 7 stuns allowed depending on the difficulty of the level you're on, and unused stuns are allowed to accumulate as you progress, for use later in the game. Question marks will appear in the course of the game and are valuable assets to capture for points, and the player's point score is lowered if the question mark escapes.

There are 5 levels of difficulty, and the player begins with 5 lives. If 10,000 points is reached, another life is allowed. Scoring is as follows: completing a square: 100 points, capturing a Question mark: 100-500 points, and not capturing a question mark: 10 point penalty. 


http://www.mobygames.com/game/atari-8-bit/kid-grid
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917BE656
Koffi: Yellow Kopter
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Homebrew
Release Year: 2003
Developer: Dennis Debro, Ron W. Lloyd
Publisher: Self Published
Players: 1
Programmer: Dennis Debro, Ron W. Lloyd
_________________________
*
Koffi is a little kopter so when the emergencies came, the big kopters wouldn't let him go. But now he has heard that Pyro the thundercloud is using lightning to start fires in the forest. The fire needs to be put out, the animals need saving. Koffi wasn't allowed to help the big kopters but he can't just ignore this until they return.

You, as Koffi, must gather water from the raindrops or snowflakes and destroy Pyro. You destroy him by bumping into him but watch out for his lightning. After Pyro is gone, you must hover close to the fire then press your button to release water to put out. If you don't have enough water, grab more raindrops or snowflakes but don't delay or the fire will rage out of control. You can get bonus points by shoving the animal under the trees off the screen. The forest areas are mountain valley, coniferous forest and windy vines, where you have to watch that you are not blown into lightning. After you clear the three forest areas, you must face Pyro's mom, and she is not happy that you beat up on her son. You kill her the same way as her son but she throws longer and faster lightning and there is an angry cloud moving up and down and slowly towards you. Once she is dead, you restart mountain valley at a harder level.

http://www.mobygames.com/game/atari-5200/koffi-yellow-kopter
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73A3F5F4
Laser Gates
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shooter - Vertical
Gametype: Conversion
Release Year: 1984
Developer: Imagic
Publisher: Imagic
Players: 1
Programmer: Dan Oliver
_________________________
*
Laser Gates is a side scrolling shoot-em-up in the same genre as Scramble. You must blast through gates before you hit them as well as fight enemy ships and installations. 


http://www.mobygames.com/game/atari-8-bit/imagic-1-2-3
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2E2BEE02
Laser Hawk
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shooter - Side-Scrolling
Gametype: Conversion
Release Year: 1987
Developer: Red Rat Software
Publisher: Red Rat Software
Players: 1 or 2 Alternating
Programmer: Andrew Bradfield
Musician: Harvey Kong Tin
_________________________
*
Your civilization is under attack, and it's down to you and your Laser Hawk helicopter to put things right. Destroy the five bases belonging to Proc Irata. They have sent their full fleet of ships to intercept you - shoot to destroy, and avoid those bullets. The centres are increasingly well-defended, with bombs, missiles and meteors among the threats. Many upward-shooting ground targets are destructible, but beware of the trees they are interspersed with. You have limited fuel, but fuel stocks hang through the air - contact with these triggers a refuel.


http://www.mobygames.com/game/atari-8-bit/laser-hawk
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83517703, 3761527F
Last Starfighter, The
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Simulation - Sci-Fi
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Gary Stark, Bruce Poehlman
Musician: Robert Vieira
_________________________
*
If you were like me, the first thing you did after seeing The Last Starfighter in theaters was run to your local arcade and see if they had that really cool game that Alex was playing throughout the movie.  Well I hate to be the bearer of bad news, but Atari never made such a game.  The one you see in the movie is all special effects, as such a game would have been impossible to make back in 1984.  Atari was planning on releasing a TLSF arcade machine which would have been similar to Star Wars, but it never got far beyond the Alpha stage (only one prototype was made, but it's long gone).  However Atari also planned to release a home version of TLSF for the Atari 5200, 400/800, and 2600.  While the 2600 version of TLSF was eventually changed and released as Solaris, the 5200 and 400/800 versions were never released.  

Unfortunately the home version was nothing like the planned arcade game, but rather a shooting/strategy game similar to Star Raiders.  The reason for this is simple, this game originally started out as a totally separate game called Orbiter.  It wasn't until Orbiter was about 35% done that Atari decided that it would make a perfect candidate to be reprogrammed into The Last Starfighter (only preserving a small amount of the original code).  Finally in 1985, Atari decided to finally release The Last Starfighter as Star Raiders II on disk for the Atari XL and eventually on cartridge for the XE.  While Star Raiders II is basically the same game as TLSF, some changes were made to make it blend better with the Star Raiders style (along with removing all the Last Starfighter references). 

"Greetings Starfighter. You have been recruited by the Star League to defend the Frontier against Xur and the Ko-Dan armada."

It's not just a tag line, it's also the instructions!  Yes, you've been recruited to help the Star League destroy Xur and his forces once and for all.  To accomplish this, you'll have to travel to the Procyon system and destroy the Ko-Dan in their own galaxy.  However, while you're off playing cowboy in a distant galaxy, the Ko-Dan armada are planning their own attack on your home system of Celos IV.  So not only must you defeat the whole Ko-Dan empire single handed, you must also defend your galaxy at the same time.  Accomplishing both tasks at once is all about strategy, sharp shooting, and a little luck. 

 "One Gunstar?  Against the whole armada?  It'll be a slaughter!"

Thankfully this isn't just any old Gunstar, its been upgraded and modified with the latest weapons and armor.  Not only is your Gunstar a weapons powerhouse, but it can take several hits before being destroyed.  Your Gunstar comes equipped with lasers, Ion Cannons, and Surface Star Bursts (SSB); each of these weapons is used against a specific type of enemy.  Lasers are used against Ko-Dan Deckfighters, Ion Cannons are used against Ko-Dan Destroyers and Command Ships, and SSB are used to destroy Ko-Dan cities on the planets.  The weapons that are currently activated are shown by three lights in the lower left corner (top: lasers, middle: Ion Cannons, bottom: SSB).  You can switch between these different weapons by pressing the Option or Select button.  While your lasers and Ion Cannons have unlimited ammunition, you only have a limited amount of Surface Star Bursts which are shown in a gauge next to the weapon lights.  Unfortunately unlike the movie, there's no "Death Blossom" option to single handedly wipe out the entire armada.  Instead you need to use strategy to outwit the hordes of Ko-Dan ships. 

Your Gunstar also comes equipped with a computer readout (at the top of the screen), which will tell you when you have a systems malfunction.   If your Scanners are out, you won't see a map of the planet surface when you bomb Ko-Dan cities.  If your Communications system is out, the galaxy map won't be updated.  If your Weapons system goes out, you won't be able to shoot one or more of your weapons until you get them fixed.  To fix your systems, simply plot a course for the center of the sun and wait a few seconds (be sure not to melt though).  Also, make sure to give your lasers a rest every now and then or they'll overheat and fire very slowly until they cool down.

"Terrific. I'm about to get killed a million miles from nowhere with a gung-ho iguana who tells me to relax."

By pressing the spacebar you can bring up the Galaxy Map.  The Galaxy Map show you where all the Ko-Dan squadrons are currently located (and the number of fighters in that squadron), where your ship is currently parked, and stats about each planet.  Using the map you can plot a course anywhere in the galaxy by making a line between your ship and your target destination.  Once the course has been plotted you can activate your warp engines by pressing the fire button and your ship will move to the new location.  You can also use the map to check up on your planets.  By highlighting each planet it will show if any enemies are currently in orbit attacking the cities.  You can also plot a course to the sun to recharge your energy and repair systems, but be careful not to stay in the sun too long or you'll melt! 

Once you've engaged a Ko-Dan squadron your weapons system will arm and you'll have access to your lasers and Ion Cannons.  Use your lasers to take out the red Deckfighters by leading them ever so slightly and then quickly cutting back (it takes some practice).  Once you've wiped out all the Deckfighters your targeting system will switch to Ion Cannon mode and you'll encounter up to three Destroyers.  When taking out the Destroyers you'll need to carefully aim your Ion Cannons since they're not nearly as fast as your lasers.

"I've always wanted to fight a desperate battle against incredible odds."

Once you think you've got your system under control, you can attempt to go take out a few Ko-Dan bases in their own territory.  To get to the Procyon System, bring up your map screen and target the tiny cluster of planets in the upper left hand corner.  Be aware that you're in enemy territory now, so you'll be under constant attack.  To take out the bases, warp to one of the three Ko-Dan planets and start destroying the tiny little cities with your SSB.  You can use the scanner to help locate the cities on the planet surface, and to help you target them more efficiently.  While bombing the Ko-Dan planets it's best to ignore the endless waves of Deckfighters that attack you, as they're only purpose is to distract you.  Take out a few cities and then warp back to the safety of your own solar system. 

"I'll have everything figured out by the time we reach the Frontier"

Every now and then you'll receive a warning that the enemy is attacking the Frontier.  If you leave one of these ships alone too long they'll sneak through the Frontier and start attacking your planets.  Stopping them at the Frontier is an easy way to take out a whole squadron without all the work.  When you see a Frontier Cutter, bring up the Galaxy Map and look for an enemy squadron on the edge of the solar system.  Warp to the enemy's location and you'll see what appears to be a little Command Ship attempting to cut a hole through the Frontier.  A single Ion Cannon shot will take out this little nuisance, and then you can be on your way.  

"Death is a primitive concept; I prefer to think of them as battling evil - in another dimension!"

As in the movie, you are the Star League's last hope.  Since it's just you against the armada you only have one life to save the galaxy, make it count!  Make sure that you don't take any chances, and recharge in the sun whenever you think necessary.  Although the game will move along while your recharging, it takes several minutes for squadrons to destroy planets so you usually have time to recharge and attack.  Keeping your systems in working order is vital to surviving the waves of Ko-Dan fighters, losing a planet because you let your Communications system break down won't cut it in the Star League. 

"May the luck of the Seven Pillars of Gulu be with you at all times."

While the arcade game may never have made it to fruition, the home version of The Last Starfighter is very impressive.  Although TLSF is clearly in the same vein as Star Raiders, it is different enough to stand on its own legs without being called an outright clone.  It's a shame that TLSF never was released in this form, because it makes an impressive adaptation of the movie and one heck of a game.  Although Star Raiders II is mostly the same, I think it's the Last Starfighter theme that makes this game so special, and without it this title falls a little flat.  The introduction alone makes this version superior and worth the price of admission. 


http://www.atariprotos.com/8bit/software/tlsf/tlsf.htm
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84DF4925
Looney Tunes Hotel
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Platform
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
_________________________
*
As they had done with the CCW series on the 2600, Atari was planning on using popular children's television and cartoon characters in several 5200 games in an attempt to attract non-gamers to the struggling system.  Looney Tunes was a perfect fit since Time Warner owned Atari at the time (1983) and they had access to all the WB characters for use in video games.  Unfortunately, much like in his 2600 game Bugs was about to get the shaft for a second time.

Looney Tunes Hotel starts out promisingly enough.  The title screen displays a fairly well done (if not slightly scary) face of Bugs Bunny with a nice rendition version of the Looney Tunes theme playing in the background.  At the bottom of the screen we are introduced to the games cast: Elmer Fudd, Bugs Bunny, Yosemite Sam, and Devil (I assume they mean Taz and not THE Devil).  Pressing the Start button begins the game. 

Looney Tunes Hotel is played on a series of five levels which makes up "the hotel" (use your imagination).  On each level there are eleven doors which Bugs can open and close using the top fire button.  Opening doors will reveal carrots, bombs, arrows, or nothing at all.  The goal of the Looney Tunes Hotel is simple, Bugs must close all the doors (except those with arrows) before the bonus timer runs out.  However it wouldn't be much of a game if Bugs could go about closing the doors unmolested.  To make things a bit more interesting Elmer appears to have taken to wandering around the floors of the hotel (sleep walking?) opening doors and knocking Bugs down (costing him precious time).  Every time Elmer opens a closed door the bonus timer will go down by 1,000 points.  When the timer reaches zero the game ends.

Also wandering about the floors is Yosemite Sam.  Unlike the cartoons Sam doesn't pull out his six-shooters and start blasting at Bugs, instead Yosemite Sam rolls bombs along the floor which will knock bugs down if they hit him.  Bugs can avoid bombs by hiding in doorways or by switching floors via the arrows (He's a freakin' rabbit!  Why can't he jump?).  Sam will also knock down Bugs if he catches him, so avoid getting to close!  If Bugs has the carrot (found behind some doors) he can safely touch Sam and Elmer and rack up big points.  Of course Sam and Elmer aren't stupid (ok so they are), and will run away from Bugs while he's eating a carrot.

The third member of our enemy trio is Taz (the Devil).  Starting on level three Taz will hide behind closed doors just waiting to pounce on an unsuspecting Bugs.  Try not to open doors unless you're in desperate need of a carrot (even then think twice).  Other than the carrot, Bugs has no real weapons to use against Sam, Elmer, and Taz.  However if you're talented you can have Bugs pick up the bombs (using the bottom fire button) he finds behind doors and leave them in front of Sam and Elmer (Taz zips away too quickly).  If they blow up while they're near it will stun them for a few moments, however timing the bombs just right is near impossible so it's recommended that you simply avoid them.  Elmer can blow himself up by opening a door with a bomb behind it (serves him right for sticking his nose where it doesn't belong).  Bugs can use this to his advantage by sabotaging doors with the bombs he finds (he's a wascally rabbit). 

To move from floor to floor bugs has to enter one of the doors with the large up or down arrows.  These arrows act like elevators, taking Bugs in the appropriate direction.  However when Bugs moves to the new floor he'll automatically open up any door he lands on, therefore it's best to start from either the top or bottom of the screen and work your way from there.  Elmer and Sam can't use the arrows, but they seem to be able to move from floor to floor by simply walking off the screen.  As the levels increase the difficulty climbs dramatically.  Elmer begins to sprint rather than walk across the floors, and Sam rolls bombs at ungodly speeds.  Also the higher the difficulty level, the more doors that start open at the beginning of the board (and the higher the likelihood that Taz is hiding behind one of them). 

It is unknown why Atari stopped development on Looney Tunes Hotel, but it may have had something to do with Atari's decision to market the 5200 as an "Arcade Machine" rather than a console for the whole family.  Another popular theory is that Atari's sale to the Tramiels in 1984 killed the game off since they wouldn't own the rights to Bugs Bunny anymore.  Although this theory makes sense since evidence shows that development was stopped in mid March of 1983, well before the Tramiel take over.  Prior assessments have put Looney Tunes Hotel at about 50% completion, but after some serious research it has been determined that the game is closer to 85% or 90% complete.  Only some rough graphics and a high difficulty level keep the game from being complete.

Looney Tunes Hotel is proof that Atari was developing new and interesting game ideas for the 5200.  Why they chose not to release LTH is unknown, but the 5200 could have used more unique games like this.   Interestingly Phillips released a game with almost the exact same gameplay called Hotel Mario for their ill-fated CD-i system.  I wonder if Atari ever knew Phillips stole their idea (I wonder if Phillips even knew?).

http://www.atariprotos.com/5200/software/looneytunes/looneytunes.htm
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1F21446E
M.U.L.E.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Strategy - Action
Gametype: Conversion
Release Year: 1983
Developer: Ozark Softscape
Publisher: Electronic Arts, Inc.
Players: 1 to 4 VS
Programmer: Dan Bunten, Jim Rushing
Musician: Roy Glover
_________________________
*
M.U.L.E. is about four hopeful explorers trying to make a fortune on a virgin planet. This is done by producing various goods (Food, Energy, Smithore, Crystite). Each of these goods have their uses: if you don't have enough food, you will have less time during your turn. If you don't have enough energy, your output will be lower. If enough smithore isn't produced, there will be a shortage of M.U.L.E.s. Crystite is the big earner that can make or break your game.

You start the game by selecting your race. Some are easier to play, some harder. There are three levels of difficulty, in the easiest the game only lasts 6 turns, but the real game is 12 turns. Crystite is not available at the easiest level.

Each turn starts with land claim. Each player gets to choose a spot of land for themselves from the map. If two players choose the same spot, the player with less money wins. The map consists of different landscape. River is best for producing food, plains for energy, mountains for smithore. Crystite is hidden and must be first found by taking a land sample to the town.

After the land claim each player takes turns in cultivating their land and do other tasks. They can buy M.U.L.E.s to start production on their land, sabotage other players by buying M.U.L.E.s and letting them loose, try to catch the Wumpus for cash and try to find crystite veins. The time to do these things depends on if the player has enough food. Finally the player goes to the casino and wins a small amount of money, depending on how much time was left.

After the cultivation phase is the production phase where each land produces an amount of goods depending on a number of factors such as if the player has enough energy in storage, what type of land is used, and some random events such as sunspots that increase energy output. Also, if the same player has plots producing the same goods next to each other, they gain a bonus. Three plots of same production type anywhere on the map by the same player also gives a bonus.

Third phase is the most interesting one: the auction. Here the players buy and sell their goods on open market. Players negotiate the price by moving up and down on the screen. The shop also has prices that depend on how abundant or scarce the goods is. So if there is a shortage of food, the price goes up and vice versa. This allows for interesting tactics, especially if one player manages to monopolize food, energy or smithore production. If there is no food, others don't have time to change their production types, if there is a shortage of energy, their land won't produce and if there are no M.U.L.E.s they can't change production type on their plot. Hoarding goods also has a drawback in the form of surplus where each turn a percentage of goods is wasted. 

There are a number of random events in the game. Some affect one player, usually the one winning gets small penalties and the losing player(s) get small rewards. The big events that happen randomly are: - M.U.L.E. goes crazy - the M.U.L.E. on one of the plots runs away losing production for that round plus the money to replace it. - Planetquake - production of smithore and crystite is much lower. - Fire in store - all stock in the shops are destroyed (which means prices will skyrocket, but if you needed to buy something, you are at the mercy of other players). - Pirate attack - pirates steal all crystite from stores and players (in the easiest level they steal smithore). Nasty if you happened to have a lot of them waiting for better prices. - Acid rain storm - affects the plot under the storm and below it by boosting food production and decreasing energy production. - Sunspot activity - increases energy production. - Pest attack - eats all food on one plot. - Meteor strike - destroys the M.U.L.E on the plot it strikes but creates a very rich crystite plot.

M.U.L.E always has four players, with 1-4 human players possible and the rest played by the AI. Because the players only need two buttons at most (up/down in auction) in auction, it's easy to play with four people around the computer. 

M.U.L.E is a very finely tuned game where rewards, penalties, time to use for various tasks etc. have been perfectly fine tuned to keep the game balanced. Rules and the random events mean that no two games are the same.

Trivia:

Despite the popularity of M.U.L.E. and the game's cult status, an official sequel or remake was never released. At least one version was in development, however. Developed by the German programming team Infernal Byte Systems exclusively for the Amiga, Deluxe M.U.L.E. was in the works in 1990. Aside from updated graphics and sound, the gameplay would remain mostly unchanged, with two exceptions: the terrain would be randomly generated, and players would be able to build weapons arrays to defend against space pirates. Deluxe M.U.L.E. was never released, because of both programming troubles and Electronic Arts revoking the license.


http://www.mobygames.com/game/atari-8-bit/mule
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873742F1
Mario Bros.
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Platform - Arcade
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS; CO-OP
Licensed from: Nintendo Co., Ltd.
Programmer: Bob Merrell
_________________________
*
Mario and Luigi, the best plumbers in the world, have a real job on their hands. A host of characters have taken over the sewers, and the brothers must clear them out of the pipes.

The platform puzzle which first introduced Luigi to the world has both single and multiplayer action with two differing game types, but with the same objective. Crabs, turtles and fighter flies must be cleared out by jumping underneath the platform they sit on, then kicking them away. Each level is cleared when a set number of coins is collected.

For the two player mode, the first to collect the set amount of coins wins.

Atari released a much better version later for the XEG.

http://www.mobygames.com/game/atari-5200/mario-bros
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9FB13411
Meebzork
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Eric Manghise, Marilyn Churchill
_________________________
*
Meebzork is one of the more unusual prototypes for the 5200.  With its unique mix of action and adventure, Meebzork is as close to an RPG as the 5200 ever got.  However did you know that there were two completely different versions of Meebzork created?  Meebzork was originally a fast paced shooting game before being retooled into an adventure game.  This is unusual since many prototypes get retooled after play testing, but few ever get totally redesigned like Meebzork.

Most people are familiar with the adventure version of Meebzork since it's the one available on the 5200 multi-cart.  This version isn't as complete as the earlier shooter version, but it's a much larger and better designed game.  The adventure version is an action/adventure quest in which you play the role of Meebzork, a hero with a huge task ahead of him (or is it a her?).  You must make your way through seven stages of deadly obstacles and make his way to the forbidden castle and recover the treasure hidden within.

From the title screen you're given the chance to either start your adventure or to practice each of the different levels.  This is the only way you can play some of the later levels since the game isn't finished.  Oddly the seventh level (the Stairs) isn't selectable from this screen, but more on this later.  The player also has the ability to turn the auto fire feature on (this can also be done during the game by pressing the '3' key), or watch a short demo of the first level.  Turning the auto fire on makes the game a little easier, but it may be linked to a bug which causes your character not to fire.  If the Adventure option is selected, the game will begin with a short scene of Meebzork running out of a castle (drawn in some of the best pseudo 3-D graphics ever seen on the 5200) and off the screen.

At the bottom of the screen is your status bar which shows Meebzork's current energy level, the amount of lives left, and the total time you've been playing (it's unknown if this affects the game).  Incidentally you may notice a gap in the status bar as if something is missing.  This gap is where another display was located in the earlier version, but was taken out of this version.  Pay it no heed...

Although the adventure version of Meebzork was never fully completed, the prototype shows alot of promise.  According the programmer, Meebzork was cancelled because it didn't do well in focus group testing.  How could a great game like Meebzork fail to win over the hearts and minds of our nations impressionable youths, you ask?  Apparently the version of the game they were given to test had a nasty bug in it that prevented the players from getting past the first level.  This means they never saw the rest of the levels and based their entire opinions only on level 1.  It's a shame this happened, because the 5200 could have used more original games like this.

http://www.atariprotos.com/5200/software/meebzork/meebzork.htm
 
Easter Eggs:

According to the programmer, there is a way to get a secret screen of names, although he doesn't remember how.

http://www.gamefaqs.com/console/a5200/home/585319.html
http://www.atariprotos.com/5200/software/meebzork/meebzork.htm
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74163D4B, 240A1E1A
Megamania
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1 or 2 Alternating
Programmer: Glyn Anderson
Designer: Steve Cartwright
_________________________
*
Megamania is an arcade action game with gameplay similar to Space Invaders. You control a spaceship at the bottom of the screen and need to defend yourself from numerous waves of attackers. But in Megamania, the attackers much more bizarre than invading aliens. There are hamburgers, diamonds, steam irons, bow ties, space dice, and more! You need to earn points by destroying as many of these strange attackers as you can before your energy supply becomes depleted.

Activision would send you an official MegaManiacs emblem if you sent them proof that you scored 45,000 points or more.


http://www.mobygames.com/game/atari-5200/megamania
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6287FD9B
Meteorites
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Licensed
Release Year: 1984
Developer: Electra Concepts
Publisher: Electra Concepts
Players: 1 or 2 Alternating
_________________________
*
Meteorites is an arcade action game featuring gameplay similar to Asteroids. You control a spaceship surrounded by numerous asteroids; your goal is to destroy them! Each time you shoot an asteroid, it will break up into smaller asteroids. Eventually the pieces will be small enough that you can destroy them.

When you have destroyed all of the asteroids, you will move on to the next, more difficult level. To make the game more difficult, a flying saucer will also appear from time to time and try to shoot your spaceship. To get out of trouble quickly, your spaceship also may enter hyperspace transporting you to a new location on the screen. Be careful, though, sometimes the new location is worse than the one you left!

Press SHIFT for hyperspace.

http://www.mobygames.com/game/atari-5200/meteorites
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931A454A, 960CE5E2
Microgammon SB
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Board Game - Backgammon
Gametype: Prototype
Release Year: 1983
Developer: Steve Baker
Publisher: None
Players: 1
Programmer: Steve Baker
_________________________
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It seems as if every video game system in the 80's had a Backgammon game.  What's curious is that no one I know will admit to being a Backgammon player.  Was Backgammon really that popular or was it just an easy game to program?  Either way, the 5200 was no exception to the Backgammon rule, and Microgammon SB was going to be its entry.\

Did you know that Microgammon originally started out as an Apple IIe game?  According to programmer Steve Baker, he had originally developed the game for the Apple when he decided to port it to the Atari 5200.  Since the 5200 possessed a high resolution mode that was on par with the Apple's, the conversion was pretty straightforward.  However one side effect of using the 5200's high-res mode was that the graphics were in black & white only.  However most players find that this really doesn't distract much from the game since it uses black and white pieces anyway.

For those of you who aren't already Backgammon junkies, the rules of the game are pretty simple to understand.  The goal of the game is for each player to move all fifteen of their checkers onto their home board.  This is accomplished by tossing two dies and making plays based on the numbers.  Each die represents one move the player can make, and the number indicates how many spaces the player may move.  A player must make both plays if possible, but may also combine the plays into one move (such as moving 6 spaces on a roll of 2 and 4) if each of the individual plays was valid.  When a player rolls doubles they play the numbers shown on the dice twice (i.e. a roll of two 3's would mean the player has four 3 space moves to play).

Each player moves their checkers to the left in a U-shaped pattern until they end up on the opposite side of the board (their home board).  A player may move his checker onto any empty triangle or any triangle with only one checker.  If a player moves onto a triangle with an opposing checker on it (called a blot), then the blot is hit and the checker is moved to the center bar.  On that player's next move they must move their checker from the bar to an available open space.

Once a player has all fifteen of his checkers on their home board they may begin to bear off.  Bearing off is accomplished by rolling a number that corresponds to a triangle that one of the player's checker resides on and then removing that checker from the board.  The first player to bear off all fifteen of their checkers wins.  See?  Simple!  :P

Overall Microgammon is an excellent Backgammon simulator.  The checkers are nicely animated (no jerky movements) and the computer puts up a pretty good fight.  Control is accomplished by keypad alone, so the non-centering 5200 joystick doesn't cause a problem.  Microgammon SB sports six different IQ levels with SB being the toughest.  Incidentally SB stands for SuperBrain not Steve Baker as many have suspected (although Steve never denied that the choice of initials was more than a simple coincidence).

So why was Microgammon never released?  According to Steve Baker, Atari's playtesters felt that Microgammon had limited appeal (I.e. only Backgammon players).  While it's a shame that such a great Backgammon game was never released, the 5200 was marketed as an arcade system, and boardgames like Backgammon really didn't fit into the game line up (although a version could have been done for the Atari 400/800).  Still if you're looking for a mean game of Backgammon, then Microgammon is the game for you.  Just don't be surprised if the computer kicks your butt on a regular basis.

http://www.atariprotos.com/5200/software/microgammon/microgammon.htm
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969CFE1A
Millipede
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Prototype
Release Year: 1984
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
Programmer: Steve R. Crandall, Gary Johnson
Musician: Brad Fuller
_________________________
*
As most people know, Millipede was the sequel to the arcade smash hit Centipede.  Although Millipede never reached the same level of popularity as its multi-legged cousin, it's still a great game in its own right and deserves more recognition.  Apparently Atari felt the same way as Millipede was planned for all four of its game systems: 2600, 5200, 400/800, and 7800, but only the 2600 and 400/800 versions ever made it out the door.

As with most sequels, the basic goal of the game is same.  You must stop a horde of rampaging Millipedes which have invaded your mushroom garden.  However this time around the Millipedes have brought along a whole slew of new friends to make your life miserable.  Earwigs, Inchworms, Dragonflies, and Beetles are all out to make sure this battle is your last.  But thankfully you have one new weapon this time around, DDT bombs!  These deadly chemical weapons are sure help turn the tide of battle in your favor and make sure you have a silent spring...  What?  Don't you get it?  Read a book people!

Even though Millipede was dubbed a sequel to Centipede, it's really more of an enhancement (hence its original name "Centipede Plus").  While the enemies have new names and graphics, their behavior is mostly the same.  However Atari made a few tweaks to the computer AI and added "Swarm Stages" to prevent players from using the same strategies they used in Centipede (such as the mushroom fort) that allowed them to play for hours at a time.  This may have lead Millipede to suffer from "Asteroids Deluxe Syndrome", in which players begin to reject a game due to the inability to develop long play strategies.  Then again some of us were never able to use these strategies in the first place....

Although the 2600's version of Millipede left alot to be desired graphically (square mushrooms, bland colors), the 5200 made up for past sins.  Not only is the 5200 version on par with the arcade game graphically, but the gameplay is dead on.  And with the addition of Trak-Ball support you'd swear you were playing the real thing.  The 5200 version even included a cute animated title screen, a rarity in games of the time.  It's obvious alot of work went into this game.

So why was the 5200 version of Millipede never released?  Two words: "Jack Tramiel".  Millipede was complete and ready to ship when Atari was sold to the Tramiels and almost all video game development was put on hold.  Although some Atari 400/800 games were still allowed to proceed (to help bolster the Atari computer line), it was decided that the 5200 was not in Atari's future.  As a result Millipede and several other finished 5200 games were never released.  Chalk up another casualty of the Tramiel regime.


http://www.atariprotos.com/5200/software/millipede/millipede.htm
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7DF1ADFB
Miner 2049er
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Licensed
Release Year: 1983
Developer: Big Five Software
Publisher: Big Five Software
Players: 1 or 2 Alternating
Programmer: Bill Hogue
_________________________
*
You play the part of Bounty Bob, and it is your mission to explore every inch of an abandoned mine. As you walk over floor sections in the mine, the floor will change color. When all of the floor sections have been changed in color, you can move on to the next, more challenging level.

To reach all of the floor sections, you will need to figure out how to get there! You can jump (be careful not to fall too far though, or you will be squished), climb up and down ladders, and use different transportation devices that can be found on the levels (such as an elevator, slides, a springboard, or a canon!) Wandering around the mine are numerous radioactive creatures which get in Bounty Bobs way.

Also scattered throughout the mines are various artifacts left behind; if Bounty Bob collects one of these, the creatures will temporarily become vulnerable. If Bounty Bob runs into one of the creatures in this state the creature will be destroyed, but if he runs into a creature while it is glowing Bounty Bob will be destroyed! There is a total of ten different levels, and to complete them all you will need quick reflexes as well as figure out a unique strategy for each level.

Hints:

- Area Select -
Hold the upper fire button while entering 2137826861 on the keypad. The game will restart the zone if you did it correctly. Reset the game by pressing RESET. From here on out, press 0-9 for the zone you want to play and hold the upper fire button while pressing 0-9 for the station you want. 

- Infinite Lives -
To do this code, you must first do the ''Area Select'' code. After that, lose a life and then warp to a different station to keep from losing a life.

The executable version has a trainer.

http://www.mobygames.com/game/atari-5200/miner-2049er
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C597C087
Miniature Golf
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Mini Golf
Gametype: Prototype
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Steve A. Baker
_________________________
*
When you think of the Atari 5200 games what's the first thing that comes to mind?  Great arcade ports, the RealSports series, miniature golf...  Miniature Golf?!?!  Yes that's right, Atari was planning on bringing one of the worlds most underrated sports to the 5200.  But was the public ready?

Miniature Golf actually started out life as an Apple IIe game when Steve decided to port it to the 5200.  Since the original Apple IIe version was done in the Apple's high-res mode, Steve was forced to use a similar mode on the 5200.  The result is a game with very detailed graphics, but strange colors.  This is due to the limited color palette in the 5200's high-res mode, and the use of a technique called "Artifacting".  Artifacting allows the programmer to produce extra colors by only using half of the color clock, but these colors are often not very pleasing to the eye (such as bright purples and dull greens).

Strange color scheme aside, Miniature Golf actually provides an enjoyable 18 holes of miniature golf.  Control is handled entirely by the keypad (a side effect of starting out as an Apple IIe game), so the non-centering 5200 joystick doesn't hinder the gameplay.  Pushing the # and * keys changes the direction the ball will be hit (represented by an arrow) and the 1-9 keys are used to indicate the power of the swing (1=lowest and 9=highest).  Not only are these controls simple to learn, but they're very intuitive too.  However mastering the power settings can take some time.



 

As if the colors weren't strange enough, the graphics can be just as perplexing.  Obstacles are often represented by lines or odd shapes, and it can take some imagination to figure out how the ball will react to them.  Some obstacles will allow the ball to move through but will radically alter its direction, while other obstacles will reflect the ball in odd directions.  Besides the physical obstacles there are several "elemental" traps to watch out for such as fire pits and water hazards.  Putting into one of these traps will quickly add to your stroke total.



 

If Miniature Golf has a weak point (besides the colors), it would have to be the sound.  The sounds mostly consist of odd bouncing sounds and an equally strange "hit" sound which has to be heard to be believed (another side effect of starting out as an Apple IIe game).  However since mini golf isn't exactly known for its rich and exciting sound effects, these sounds work just fine.  However the addition of a simple background tune would have improved the game immensely. 

 



 

The gameplay is where Miniature Golf really shines.  The ball physics react very well to the player's input (watch what happens when you use a power of nine!).  Each hole seems to have its own slightly different gravity and "bounce" settings, so it can take some practice to learn the best attack strategy.  However mastering Miniature Golf isn't easy, and shooting par is considered to be a true accomplishment.



 

With realistic ball physics and varied hole design, Miniature Golf remains fun to play long after the initial excitement wears off (as exciting as miniature golf gets anyway).  Miniature Golf provides a pleasant departure from the 5200's normal arcade line up.  Unfortunately Atari felt that Miniature Golf didn't have enough colors to meet its standards.  Since the color scheme was a direct result of the graphics mode that was used, there was nothing Steve could do.  As a result Miniature Golf was permanently shelved along with Steve's excellent Backgammon simulator Microgammon SB.  With more original titles like this, the 5200 might have had the wide appeal Atari was hoping for. 


http://www.atariprotos.com/5200/software/minigolf/minigolf.htm


Miniature Golf is a Golf game, published by Atari, which was cancelled before it was released.

Although it doesn't stand out graphically, this game is a complete 18 hole miniature golf course. It's actually not that bad considering how difficult it would be to program any sort of 3-D version.
 
Use SELECT, OPTION and keys 1-9 on computer version.


http://www.gamefaqs.com/console/a5200/home/585324.html
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44D3FF6F
Missile Command
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Programmer: Rob Zdybel
_________________________
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Aliens from the planet of Krytol are attacking your cities!! As the commander of a missile base, it is your responsibility to defend them. A variety of enemy weapons and planes will be incoming trying to destroy the six cities at the bottom of the screen. You need to fire missiles to destroy the incoming weapons. If anything gets through, one of your cities could be destroyed. When all of the cities are gone, the game is over.

On each level you have a limited amount of ammo, so make sure most (if not all) of your shots are accurate or you could run out of ammo and leave your cities at risk! As the levels progress, there are more and more enemy weapons to destroy which come in at an increasingly faster rate.

http://www.mobygames.com/game/atari-5200/missile-command_
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Missile Command+
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Conversion
Release Year: 2005
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Hacked by: Paul Lee
Programmer: Robert Zdybel
_________________________
*
Hack of Missile Command.  Press "5200 reset" / "White" to switch to trackball mode.

Aliens from the planet of Krytol are attacking your cities!! As the commander of a missile base, it is your responsibility to defend them. A variety of enemy weapons and planes will be incoming trying to destroy the six cities at the bottom of the screen. You need to fire missiles to destroy the incoming weapons. If anything gets through, one of your cities could be destroyed. When all of the cities are gone, the game is over. On each level you have a limited amount of ammo, so make sure most (if not all) of your shots are accurate or you could run out of ammo and leave your cities at risk! As the levels progress, there are more and more enemy weapons to destroy which come in at an increasingly faster rate.

Instructions:

Press OPTION for bonus after every 10,000 points on / off and SELECT for one / two-player game.

Additional keys:
- press 0 to 9 for starting level
- press # for "smart mode"
- press 1 to control left base
- press 2 to control middle base
- press 3 to control right base
- press 5200 Reset to play in track-ball mode
- press 5200 Pause to pause game.


http://www.mobygames.com/game/atari-8-bit/missile-command_
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BCF677FB, 2A640143
Montezuma's Revenge
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Licensed
Release Year: 1983
Developer: Utopia Software
Publisher: Parker Bros
Players: 1
Programmer: Robert Jaeger
_________________________
*
You play as a treasure hunter named Panama Joe, whose goal is to find an ancient treasure hidden by Aztec warrior deep inside catacombs. But beware, the catacombs are a large maze inhabited by monsters. Bouncing and rolling skulls, dancing spiders, disappearing and re-appearing chains and tons of fire await you. You'll have to find many keys and unlock doors in order to reach your goal.

Panama Joe can jump and climb ladders, but doesn't have much to offer in terms of combat. That's why the monsters in the game should be avoided: a collision with an enemy leads to a premature death.

http://www.mobygames.com/game/atari-5200/montezumas-revenge
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D0B2F285
Moon Patrol
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Williams Electronics
Programmer: Scott Smith, Courtney Granner
Musician: Robert Vieria
_________________________
*
The moon is under attack from a horde of aliens, and you must stop them in your armed buggy. Drive along the surface shooting the aliens and avoiding their bullets. The surface is not flat, there are craters and rocks to avoid contact with, and landmines on the surface. Flying saucers create new craters when they crash. The 25 restart points are letter-coded.

http://www.mobygames.com/game/atari-5200/moon-patrol
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4992F047, 0F24243C
Mountain King
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Platform
Gametype: Licensed
Release Year: 1983
Developer: K-Byte
Publisher: CBS Electronics
Players: 1
Programmer: Robert W. Matson
Designer: E. F. Dryer
_________________________
*
Deep within a multi platformed diamond mine is a valuable crown. Your goal is to locate and retrieve the crown, then make it to the top of the mine alive!

There are several steps that need to be completed before you can retrieve the crown. First you need to collect enough diamonds to earn 1,000 points. After you have enough points, you need to locate the flame spirit which is hidden somewhere within the mine. Since the mine is rather dark, you carry a flashlight with you which can be used to locate objects (such as treasure chests full of diamonds and the flame spirit.) Once you have the flame spirit, you need to find the entrance to the temple the crown is in. Offer the flame spirit to the skull spirit guarding the entrance, and you can get in and take the crown. Once you have the crown, you need to make it to the top of the mine before time runs out.

To make this task more challenging, numerous cave bats fly around which can steal the crown. If this happens, you need to begin again! At the very bottom of the mine is a deadly spider; if you're not careful while exploring this region of the mine, you could become caught in it's web and be eaten. Each level has a time limit, and the more levels you complete the shorter the time limit becomes!


http://www.mobygames.com/game/atari-5200/mountain-king
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B132A38D
Mr. Cool
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: Sierra On-Line
Publisher: Sierra On-Line
Players: 1
Hacked by: Classics
Programmer: Peter Oliphant
_________________________
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You as a cube jump on the pyramid built with color-changing platforms. You have to make all platforms of the same color, but the flying comets disturb you. But if the comets became the balls then cube can collect them painlessly.


http://www.mobygames.com/game/atari-8-bit/mr-cool
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AA55F9BE
Mr. Do!'s Castle
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action - Platform
Gametype: Licensed
Release Year: 1984
Developer: Parker Bros
Publisher: Parker Bros
Players: 1
Licensed from: Universal
_________________________
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Mr. Do!'s Castle is an action platform game which has you in a castle consisting of several floors, each of which contain a variety of blocks. You control Mr. Do! the clown who has a hammer which can be used to knock out the blocks in the floor. Wandering throughout the castle are deadly unicorns which are constantly trying to catch you. Your goal is to earn as many points as possible and to progress through the increasingly difficult castles.

There are two ways to complete a castle; you can either destroy all of the deadly unicorns by crushing them with blocks, or you can knock out all of the blocks which have a cherry symbol on them. In addition to the cherry blocks, there are three blocks with a key. If all three key blocks are knocked out, the door on the roof of the castle unlocks. If you make it to the door, all of the unicorns will temporarily become harmless and will contain a letter. If you hit a letter unicorn, you will earn a letter in the word EXTRA. Spell the complete word, and you will earn an extra life. The last type of block you'll encounter has a skull on it. If you knock out two skull blocks, all of the blocks between them will also be knocked out and replaced with a bridge.

As the castles progress, the castle layout will become trickier and the unicorns become faster and more numerous.

http://www.mobygames.com/game/atari-5200/mr-dos-castle
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752F5EFD
Ms. Pac-man Plus
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Hack
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Hacked by: Aking
Licensed from: Namco
_________________________
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In 1982, Midway and Namco created a sequel to the incredibly popular Pac-Man in the form of his girlfriend, Ms. Pac-Man. This sequel continued on the "eat the dots/avoid the ghosts" gameplay of the original game, but added new features to keep the title fresh.

Like her boyfriend, Ms. Pac-Man attempts to clear four various and challenging mazes filled with dots and ever-moving bouncing fruit while avoiding Inky, Blinky, Pinky and Sue, each with their own personalities and tactics. One touch from any of these ghosts means a loss of life for Ms. Pac-Man.

Ms. Pac-Man can turn the tables on her pursuers by eating one of the four Energizers located within the maze. During this time, the ghosts turn blue, and Ms. Pac-Man can eat them for bonus points (ranging from 200, 400, 800 and 1600, progressively). The Energizer power only lasts for a limited amount of time, as the ghost's eyes float back to their center box, and regenerate to chase after Ms. Pac-Man again.

Survive a few rounds of gameplay, and the player will be treated to humorous intermissions showing the growing romantic relationship between Pac-Man and Ms. Pac-Man, leading all the way up to the arrival of "Junior".

Hints:

1. Learn the ghost's characters and learn to use them to youradvantage.

2. Learn to group in you own ways. If you learn your own ways you knowhow to use them.

3. Develope methods that will aid you once you have a group.

4. Eat all four ghosts on every energizer. It is hard to clear verymany mazes past 25.

5. Don't get a "cruise elroy" until you have eaten all of theenergizers.

6. Be real patient. These techniques take a long time.

7. Points are hard to come by later in the game. Get all the pointspossible early in the game.

8. Remember when you make a bad move the situation will probably showup again.

9. Never take your hands off the joystick even in the worst situations. You may run through the ghost.


http://www.mobygames.com/game/atari-5200/ms-pac-man
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0B37EF0B
Necromancer
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Programmer: Bill Williams
_________________________
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Tetragorn the Necromancer has a fleet of evil beings at his disposal, from spiders to ogres and Hammerfists. You play Illuminar the wizard, aiming to use the forces of light and nature to triumph over dark.

There are three stages of play to this action game. Standing constantly in the centre of the screen, you must use your long-range Wisp weapon to create an army of them, while also fending off Ogres. Venom Spiders infect your trees - to prevent them from withering away, you must first kill the Spider, then hit the tree with your wisp. Eye-Pods (did Steve Jobs play this game?) can be hit to produce even more seeds.

Trees you produce in this stage are taken with you into the vaults, which are split into five increasingly-tough layers. Use your wisp to activate a tree, and guide it into the Spider larvae. It will then grow over it, and can be replaced in the storage area once it has completed its task. 

Larvae which does hatch turns into Sith Spiders, which kill trees and can kill Illuminar - destroy it with your wisp. Hammerfists are also primarily a hindrance - they destroy trees, and if they hit you, you must wrestle free before the can kill you. However, they will sometimes drop strength-giving rings, and random-effect Mysteries.

Once you reach Tetragorn's lair, you must destroy the headstones that trigger him. Once he has appeared, destroy him with your wisp, but above all you must avoid contact. Again, this stage takes place on 5 levels of increasing difficulty.


http://www.mobygames.com/game/atari-8-bit/necromancer
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646BBE82
O'Riley's Mine
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Fixed
Gametype: Conversion
Release Year: 1983
Developer: Datasoft, Inc.
Publisher: Datasoft, Inc.
Players: 1 or 2 Alternating
Hacked by: Classics
Programmer: Mark Riley
_________________________
*
As an Irish prospector named Timothy O'Riley, dig an unending series of mines searching for coal, gold, diamonds, rubies, and oil. But watch out for the evil creatures you've disturbed and the rising underground river - don't let either one touch you or you will die! And beware - the creatures move much faster while the moon is up. The river is unstoppable, but you can kill or block the creatures with a limited supply of dynamite.

O'Riley's Mine is essentially a high-speed variant of Mr. Do! and Boulder Dash - you must race around collecting everything before returning to the top of the mine shaft while the creatures chase you and the water rises relentlessly.


http://www.mobygames.com/game/atari-8-bit/orileys-mine
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6A1EBC7
Oil's Well
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: Sierra On-Line
Publisher: Sierra On-Line
Players: 1
Programmer: Thomas J. Mitchell
_________________________
*
Extend your oil-mining robotic arm deep below the earth's crust to mine oil and line your pockets. But watch out for the monstrous bugs that lie in wait for you -- one touch of them to the robotic arm and you lose a life!


http://www.mobygames.com/game/atari-8-bit/oils-well-
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8873EF51
Pac-Man
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Namco Limited
Programmer: James Andreasen, Alan Murphy, Joe Hellesen
_________________________
*
One of the most popular and influential games of the 1980's, Pac-Man stars a little, yellow dot-muncher who works his way around to clear a maze of the various dots and fruit which inhabit the board.

Pac-Man's goal is continually challenged by four ghosts: The shy blue ghost Bashful (Inky), the trailing red ghost Shadow (Blinky), the fast pink ghost Speedy (Pinky), and the forgetful orange ghost Pokey (Clyde). One touch from any of these ghosts means a loss of life for Pac-Man.

Pac-Man can turn the tables on his pursuers by eating of the four Energizers located within the maze. During this time, the ghosts turn blue, and Pac-Man can eat them for bonus points. This only lasts for a limited amount of time, as the ghost's eyes float back to their center box, and regenerate to chase after Pac-Man again.

Survive a few rounds of gameplay, and be treated to humorous intermissions between Pac-Man and the ghosts.

Based on the 1980 Namco coin-op. The original arcade game was designed by Toru Iwatani, modeled after a pizza with a slice taken out. Pac-Man is the videogame industries' first animated main character. This version includes the arcade intermissions. The Galaxian bonus item in the arcade version has been replaced with an Atari logo.
 
The 8-bit cassette version has more arcade like sound.

The 8-bit cart version is missing the commercials.

http://www.mobygames.com/game/atari-5200/pac-man
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D3363D1C
Pac-Man Plus
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Maze
Gametype: Hack
Release Year: 200x
Developer: Namco
Publisher: Atari
Players: 1 or 2 Alternating
_________________________
*
Pac-Man hacked into Pac-Man Plus.
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4CC139D0
Pacific Coast Highway
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Conversion
Release Year: 1982
Developer: Datasoft
Publisher: Datasoft
Players: 1 or 2 VS
Hacked by: Classics
Programmer: Ron Rosen
_________________________
*
Pacific Coast Highway stretches along the scenic California shore from Baja to beyond.  But when it passes through Malibu, it explodes into action... especially when the surf's up!  Then, a non-stop line of cars and vans fill PCH with feverish activity as they merge into a frantic jumble attempting to catch the perfect wave.

Can a lazy tortoise make its way across this bumper-to-bumper traffic jam of maniac motorists?  If not, it's turtle soup... and chances are, the ambulance screaming in the distance is coming for you.

With luc, our thick-skinned hero will escape.  And if he's fortunate enough to avoid a f ree ride to nowhere on a moving sidewalk, he'll find himself on the sparkling sands of surf city.

But wait, turtles can't swim too well, so our little friend must gingerly jump from one boat to another.

Play Pacific Coast Highway alone, or race across against a friend.  It's guaranteed to be a hare-raising experience.


From the cassette insert.
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366C9C2A
Pastfinder
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Scrolling - Horizontal
Gametype: Conversion
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1
Hacked by: Classics
Programmer: David Lubar
_________________________
*
Pastfinder is a vertically scrolling action game which takes place in the year 8878. You are a member of an elite team of explorers known as the Pastfinders. Your goal is to search deadly, radiated planets for various artifacts and time capsules and to deliver them safely to a base. 

At the beginning of each level, you will be presented with the map screen and can select which sector you would like to explore next. At first, only a small portion of the map will be visible but as you make your way through the game additional portions become visible. The amount of radiation in each sector may vary, and the map is color coded to indicate just how deadly a particular sector may be. Next you will have an opportunity to equip your ship with supplies; these include heavy metal (slows the rate at which your ship absorbs radiation), beam shields (protects from enemy fire), scramblers (prevent enemies from tracking you), and a deradiator (decreases accumulated radiation). Equipped items will last until your ship crashes or is destroyed, and additional items can be found on the planet surfaces.

Finally you will be able to explore the planets surface in the sector you have selected! Controlling your ship, you need to avoid walls, enemy craft and other obstacles on the surface while searching for artifacts. Your ship has the ability to jump over obstacles as well as fire lasers to destroy enemies. Each section of the planet is fill with deadly radiation; the longer you're there, the more radiation your ship absorbs. A gauge at the bottom of the screen indicates your ships radiation level, and if it gets too high the ship is destroyed. From time to time floating crystals will appear; shooting these will reduce your ships radiation level a bit. When you finally reach the end of the sector, you will be returned to the map screen where you can choose another sector and begin exploring again.

The game ends when you have lost all of your ships; additional ships can occasionally be found on the planet's surface and are also earned every 5000 points. 


http://www.mobygames.com/game/atari-8-bit/pastfinder
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E4F8BA8C
Pengo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 alternating
Licensed from: SEGA Enterprises Ltd.
Programmer: Sean W. Hennessey
_________________________
*
In this translation of the classic arcade-game "Pengo", you must defeat the enemy by pushing ice blocks together to crush them. You also can capture one if they are shocked and dizzy. There is also a time limit to make it a bit more difficult (you must do it in one minute).
	
http://www.mobygames.com/game/atari-5200/pengo
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2FB8412A
Phobos
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shooter - Vertical
Gametype: Conversion
Release Year: 1982
Developer: APX
Publisher: APX
Players: 1
Programmer: Greg Christensen
_________________________
*
Pastfinder is a vertically scrolling action game which takes place in the year 8878. You are a member of an elite team of explorers known as the Pastfinders. Your goal is to search deadly, radiated planets for various artifacts and time capsules and to deliver them safely to a base. 

At the beginning of each level, you will be presented with the map screen and can select which sector you would like to explore next. At first, only a small portion of the map will be visible but as you make your way through the game additional portions become visible. The amount of radiation in each sector may vary, and the map is color coded to indicate just how deadly a particular sector may be. Next you will have an opportunity to equip your ship with supplies; these include heavy metal (slows the rate at which your ship absorbs radiation), beam shields (protects from enemy fire), scramblers (prevent enemies from tracking you), and a deradiator (decreases accumulated radiation). Equipped items will last until your ship crashes or is destroyed, and additional items can be found on the planet surfaces.

Finally you will be able to explore the planets surface in the sector you have selected! Controlling your ship, you need to avoid walls, enemy craft and other obstacles on the surface while searching for artifacts. Your ship has the ability to jump over obstacles as well as fire lasers to destroy enemies. Each section of the planet is fill with deadly radiation; the longer you're there, the more radiation your ship absorbs. A gauge at the bottom of the screen indicates your ships radiation level, and if it gets too high the ship is destroyed. From time to time floating crystals will appear; shooting these will reduce your ships radiation level a bit. When you finally reach the end of the sector, you will be returned to the map screen where you can choose another sector and begin exploring again.

The game ends when you have lost all of your ships; additional ships can occasionally be found on the planet's surface and are also earned every 5000 points. 


http://www.mobygames.com/game/atari-8-bit/pastfinder
*

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4B910461, 14DB6854
Pitfall II: Lost Caverns
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Platform - Action
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1
Programmer: Mike Lorenzen
Designer: David Crane
_________________________
*
You play Pitfall Harry searching for the Raj diamond, his niece Rhonda, and a variety of treasures somewhere in the Andes. Poisonous frogs, eels, scorpions, bats and other hazards get in the way. Pitfall II is the sequel to Pitfall, the original platform game. Gameplay has remained pretty much the same, with each screen presenting a side view of obstacles to get past, and potentially treasures to collect.

The landscape is more maze like, with a variety of paths and dead ends to search. Along the way there are checkpoints the player will encounter. When the player dies, Pitfall Harry will be sent back to the most recently crossed checkpoint.

Once you completed the game, you could play a second, even more difficult mission, with a completely different maze.
 
Scoring over 99,000 points could get you a "Cliff Hangers" patch by sending proof to Activision along with $1.


http://www.mobygames.com/game/atari-5200/pitfall-ii-lost-caverns
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B2887833
Pitfall!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Platform - Action
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1
Programmer: David Crane
_________________________
*
Pitfall! is a platform action game. You play Pitfall Harry who is on a quest to locate treasure deep in the jungle. With a little luck you'll be able to find money bags, silver bars, gold bars, and diamond rings. But many obstacles will get in the way, some of which merely deduct points from your score, while others are fatal.

Rolling logs and falling down a hole will deduct points, and scorpions, alligators, snakes, bottomless pits, swamps, and fires will cause Pitfall Harry to lose a life. You have 20 minutes to try to collect all of the treasures on the numerous screens, if you can live that long!

Scoring over 20,000 points could get you an "Explorer's Club" patch by sending proof to Activision.
 
Pitfall! was popular enough to have a Saturday morning TV cartoon based on it.

http://www.mobygames.com/game/atari-5200/pitfall
*

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C23D81F5
Pitstop
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Racing - Cars
Gametype: Conversion
Release Year: 1983
Developer: Epyx
Publisher: Epyx
Players: 1 or 2 Alternating
_________________________
*
Pitstop is an action racing game featuring six different race tracks. Your goal is to earn as much money as possible by winning races in the Grand Circuit which consists of a race on each of the six tracks; each time a race is completed, you'll earn money based on how you placed and the number of laps completed before moving on. While you are racing, keep an eye on your tires and fuel; if your tires become too worn (causing a blowout) or you run out of fuel, the game will be over. To prevent this from happening, you'll need to make a pitstop. Here you control the pit crew and can replace tires and refuel. While in the pit the race is still going on, of course, so repairs need to be made as quickly as possible to get back into the race without losing too much ground. Several game options are available to control the level of difficulty and the number of laps. In addition to the Grand Circuit which is the full race, you can also practice a track in a single race or enter the mini circuit which consists of three races.


http://www.mobygames.com/game/atari-8-bit/pitstop
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ABC2D1E4
Pole Position
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Racing - Arcade
Gametype: Licensed
Release Year: 1983
Developer: GCC
Publisher: Atari
Players: 1
Licensed from: Namco Limited
_________________________
*
Get set for a thrilling new sensation! With REAL MOTION GRAPHICS, Atari puts you behind the wheel of a sleek Formula I racer. You go for the number one starting spot, the Pole Position. Then it's flat out to win the Grand Prix. Pass cars like they're standing still, but watch those curves! One mistake and you could go up in flames.

Pole Position was popular enough to have a Saturday morning TV cartoon based on it in the early 1980's.

http://www.mobygames.com/game/atari-5200/pole-position
*

*
28210510
Pooyan
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Conversion
Release Year: 1983
Developer: Datasoft
Publisher: Datasoft
Players: 1 or 2 Alternating
Programmer: Scott Spanburg
_________________________
*
In this remake of the arcade game Pooyan from the early '80s, you play the role of a pig, protecting its piglets from wolves. 

The first screen takes place near the pigs' home. Mrs. Pig rides up and down in a cable car, shooting at wolves, who are riding balloons downward, towards the ground. If the wolves land safely on the ground, then they can climb a ladder, near the cable-car, and catch Mrs. Pig. But if she shoots their balloons, they splat on the ground instead.

The wolves shoot acorns at the pig. But Mrs. Pig has a food based weapon too. If she gets to the top, she can get meat, to toss at the wolves and make them jump off their balloons in pursuit. Each wolf taken out this way is worth bonus points (on a doubling scheme: 400, 800 1600...)

The second scene takes place at the wolves lair. Here the wolves have reinforced balloons--it takes multiple hits to make them fall. Here they float upwards toward a big rock, which they push on top of Mrs. Pig, when seven wolves are present. Additionally, an alpha wolf (wolf leader) appears and summons wolves in packs.


http://www.mobygames.com/game/atari-8-bit/pooyan
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A18A9A40
Popeye
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Parker Bros
Publisher: Parker Bros
Players: 1 or 2 Alternating
Licensed from: Nintendo Co., Ltd.
_________________________
*
Popeye is a conversion of the arcade action/platform game. As Popeye, you are trying to win Olive Oyl's love! She is at the top of the screen dropping tokens of her love, and you need to collect them before they hit the ground. After you have collected the required number of items, you can move on to the next, more difficult level.

There are many obstacles trying to stop you from completing your task, though! Brutus wanders around the screen and is constantly trying to catch you. If you collect a can of spinach, you can temporarily knock him out, otherwise Brutus will knock you out. Other objects such as bottles or birds are also flying around the screen and will cause you to lose one of your lives if you are hit. Each level features a different layout of platforms and ladders, and will have you collecting different items as they float towards the bottom of the screen!


http://www.mobygames.com/game/atari-5200/popeye
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F922EFEE, 47DC1314, 3FA5CF26
Preppie!
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Multi-Screen
Gametype: Conversion
Release Year: 1982
Developer: Star Systems Software
Publisher: Adventure International
Players: 1 or 2 Alternating
Programmer: Russ Wetmore
Musician: Russ Wetmore
_________________________
*
Preppie! is here! Teeing off on the course may be delighfully fashionable but it can be pretty dangerous on this crazy green!  Preppie! is a graphics tour de force that dares your preippie to cross an alligator-filled river and recover his wayward golf ball.  Dangers lurk everywhere, from speeding golf carts to monster frogs.  Only a true Ivy Leaguer could face up to this kind of punishment!  Why go slumming with lesser simulations? You'll be the toast of the country club with Preppie!

~From the back of the box

Preppie! is a variant of Frogger that takes place on the toughest golf course in the world, the Ninenty Nine, where the player has to retrieve his golf balls. The player starts at the bottom part of the screen and has to traverse first a road full of golf carts, bulldozers and lawn mowers and then a river full of logs and alligators. Each level has one or more golf balls that the player has to pick up and carry back to the starting position. He can only carry one ball at a time so he has to move past the dangers multiple times before a level is completed. Points are earned for each golf ball recovered. As the player progresses through the levels more and more threats are introduced, such as monster frogs and new types of vehicles. There are ten levels in total. 


http://www.mobygames.com/game/atari-8-bit/preppie
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2C1615D0
Protector II
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action - Side-Scrolling
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Programmer: Mike Potter
_________________________
*
An arcade style game with a loose basis on the arcade hit Defender, Protector II is a side-scrolling shooter. Like Defender, there are lots of different aliens to contend with, and some ground based enemies as well. There are no smart bombs, however. You have to rescue humans as well (twice) from both an alien ship, and later a city that will be overrun with lava from a volcano that erupts during the game; all the while protecting them from aliens. You then have to drop them one at a time (unlike Defender, you can only carry one human at a time) into a teleporter tube to get them off the planet entirely. The game is quite difficult, with some very precise flying required at times (probably even more difficult than Defender or Stargate). It also has more of a "plot" than the arcade games it is based on, with several sub-missions of rescue depending on what stage you are at (it should be noted that there is no breaks between "stages" - the whole game play is continuous).


http://www.mobygames.com/game/atari-8-bit/protector-ii
*

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AAF3D843, 3FE4A401
Q*Bert
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade
Gametype: Licensed
Release Year: 1983
Developer: Parker Brothers
Publisher: Parker Brothers
Players: 1 or 2 Alternating
Licensed from: D. Gottlieb & Co.
Programmer: Daniel Small
_________________________
*
Q-Bert is a conversion of the popular arcade game. The goal is to change all of the tiles on a pyramid to the target color. To do this you guide Q*bert around the pyramid, and every tile he hops on will change color. On early levels, a single hop will change the tile to the desired color, but on later levels you may need to hop on a tile multiple times or even avoid hopping on a tile multiple times!

Trying to stop Q bert are many different creatures which wander around the board, including Coily the snake, Slick and Sam, and falling balls. On the edge of the board are floating discs; if Q bert jumps on one of these discs when the snake is in pursuit, the snake will fall off the board while Q*bert is safely transported to the top.

The Xtras version has been hacked to require no trigger press required to move.


http://www.mobygames.com/game/atari-5200/qbert
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AEA6D2C2, 85F750D4
QIX
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Taito America Corporation
Programmer: Eric Manghise
_________________________
*
In this game, you guide a marker which must draw rectangles and other weird objects in order to claim your territory, and you can either draw these rectangles fast or slow. Drawing the rectangles using the "slow" method awards you the most points. Once a rectangle has been made, it will be colored in to show that you have claimed your territory. While drawing the rectangles, you need to watch out for Qix (pronounced "kicks"), a series of colored lines that crawl the screen.

In addition to Qix, you also need to avoid the Sparks who travel around the border, as well as any lines that you have made, as well as The Fuse, who travels along the line that you are drawing. Once you have claimed enough territory, you proceed to the next level.

http://www.mobygames.com/game/atari-5200/qix
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B5F3402B, 9DBF341F
Quest for Quintana Roo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Licensed
Release Year: 1984
Developer: VSS
Publisher: Sunrise
Players: 1
_________________________
*
You are Yucatan Sam on a quest to explore the temple of Quintana Roo. Your goal is to find the vault which is hidden somewhere within and return with the treasure that is inside.

You begin your quest outside the temple; climb your way up the side of the temple in order to get inside. Poisonous snakes and deadly lightning bolts will block your progress here. Once inside the temple, you have a limited air supply so you need to explore quickly. Hidden in various rooms of the temple are numerous keys which are needed to unlock the vault. The keys and some other useful items are hidden in secret rooms which you need to locate by using your trusty pick axe or the flasks of acid you carry.

To help figure out which rooms may contain hidden objects, you carry a geiger counter with you; the higher the reading, the closer you are to something of interest! The rooms you'll be exploring are guarded by snakes, spiders, and even mummies! To deal with these enemies you carry a gun, and you can also use the acid flasks against them (ammo is limited, so use it wisely). If you are successful in your mission, you may receive a secret code which can be used to begin the game at later levels. Good luck!

Type 1830 and 8817 to start at the 2nd or 3rd levels.
 
OPTION= pause game. SPACE = select nothing / drop item. 1= select gun. 2= select acid flash. 3= select chisel. 4= select Geiger counter. 5= pick up map rock. FIRE = enter/exit temple or check/use/pick up item.

http://www.mobygames.com/game/atari-5200/quest-for-quintana-roo
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D9E3FB4D
Rally Speedway
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Racing - Cars - Top Down
Gametype: Conversion
Release Year: 1983
Developer: Adventure International
Publisher: Adventure International
Players: 1 or 2 VS
Programmer: John Anderson
_________________________
*
Watch out Mario Andretti! Here comes Rally Speedway! A full color car racing simulation for your computer! A colorful, scrolling roadscape serves as an exciting backdrop for fun-injected action. Choose one of the two courses provided or "construct" your own. Players are challenged to hot rod their joystick-controlled cars down grueling straighaways, around hairpin corners and past an ever changing landscape that includes houses, lakes, orchards and more. Work on improving your lap time with a solo game, or invite a friend alone for a one-on-one duel to the finish line. There's plenty of excitement to go around! The action has never been faster, the competition never keener than in this sensational simulation. For flat-out fun, there's only one racing game that really delivers - Rally Speedway! (Relax, Mom - no helmet required!)

~From the back of the box

This racing game is viewed from above, with the circuits comprising junctions, multiple paths and a variety of corner types. There are also hazards off the road to accelerate and steer your vehicle away from. 

Icy and wet roads are available, which affect the car's handling. There are 5 available maximum speeds, 3 levels of acceleration, and an 'Only on a computer mode' in which the hazards are merely decoration to drive through. A track editor is also on offer.


http://www.mobygames.com/game/atari-8-bit/john-andersons-rally-speedway
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DF48D7D4
Rampage 64k
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Conversion
Release Year: 1987
Developer: Software Studios
Publisher: Activision
Players: 1 or 2 VS
Programmer: Anthony J. Wilson, Russell Knight
Musician: Ben Daglis
_________________________
*
George, Lizzy and Ralph were just ordinary Americans, until an experiment went wrong, turning them into a Gorilla, Lizard and Werewolf respectively. Following this, the three of them plan to go round destroying buildings, and up to 3 human players can join in.

Smashing at the edges of the buildings for long enough will make them collapse. The police and military are after you, and will shoot at you, so try to destroy them (failing that, you can avoid the bullets). You will need to eat regularly, with things like plants on offer, to avoid shrinking back to being human

Trivia:

When one of your fellow players has been killed and drops back to the lowly state of human, eat him. You can continue to eat from this spot and fully revitalize yourself. (Make sure to quickly get back to this spot after distroying the current city, so that you can enter the next with full health!)


http://www.mobygames.com/game/atari-8-bit/rampage
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C790A3A0
Raster Music Tracker Demo
Platform: Atari 5200
Region: Poland
Media: Cartridge
Controller: Analog Joystick
Gametype: Conversion
Release Year: 2003
Developer: Radek Sterba
Publisher: None
Players: None
Hacked by: Classics
_________________________
*
*

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44166592
Realsports Baseball
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Baseball
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Programmer: James Andreasen, Keithen Hayenga
_________________________
*
Baseball is an action game which can be played by two players or one player against the computer. The game allows you to bunt the ball or try for a homerun, steal bases, and throw several types of pitches from a fast ball to a curve ball.

Several game variations are included which allow you to select whether the home or visiting team is at bat first, and whether or not a player can swing only at pitches that are a strike, or they can swing at any pitch.

Easter Egg: At the main game option screen, spell out the word "baseball" on your keypad (22732255) and the author's credits will appear.

http://www.mobygames.com/game/atari-5200/realsports-baseball
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DD217276, C90196FA
Realsports Basketball
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Basketball
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Patrick Bass
_________________________
*
Like its 2600 cousin, the Atari 5200 version of RS Basketball never made it into production.  Why Atari couldn't get either version out the door before the crash hit is unknown, but it appears that they tried at least two different versions for the 5200 before pulling the plug.  While the later version resembles the aborted 2600 version, the earlier prototype seems to share more in common with the Atari 400/800 version programmed by Alan Miller.  Atari may have been attempting to do a slight enhancement to the early 8-bit version before deciding that it was ultimately too dated (the 400/800 version was done in 1979 after all). 

In its current state, RS Basketball seems to be playable but is somewhat unpolished (much like the Atari 2600 version).  The first thing you'll notice is the title screen (or lack thereof), the player is only presented a small list of options with the words "5200 Basketball" displayed at the bottom.  This was a common thing with many early 5200 games, as Atari didn't get into fancy title screens until much later on.  Spartan look aside, the title does its job, displaying the name of the game and presenting the player with a list of game options.

From the title screen you can choose the number of players, Singles or Doubles mode, and the game difficulty.  While the number of players and game difficulty are fairly straight forward, Singles/Doubles mode needs a little explanation.  In Singles mode the game is played in regular "One on One" style, with one player moving one character and the computer or second player moving the second character.  In Doubles mode each player takes control of two characters that sort of move in tandem (similar to RS Tennis).  When playing in Doubles mode a special Pass option is activated on the joystick that allows the player to pass the ball to his partner.  While Doubles mode is much more interesting than Singles mode, it is also more hectic since the small screen tends to get a little cramped.

RS Basketball's controls are fairly straight forward, but a little awkward (a common problem with 5200 sports games).  The fire button (as you probably guessed) is used for shooting the ball.  The bottom button will normally shoot the ball at basket, but will pass the ball to your teammate when in Passing Mode (Doubles mode only).  The Top fire button is used to switch players in Doubles mode, and has no function otherwise.  The top row of the keypad is used to select your shooting mode. Pressing '1' will select a Jump Shot (used for distance shots), '2' selects a Layup (used for close up shots), and '3' will activate Passing mode when playing in Doubles mode.  You can also bump into the player to steal the ball, but there is no button for this.  These controls aren't bad, but fiddling with the top row of buttons on the keypad during a fast paced game is clumsy at best. 

The graphics in RS Basketball are pretty good, but nothing to write home about (as was the case in most 5200 sports games).  The court and stands are nicely depicted, although the players are reduced to having blocks for heads (I guess your opponent really is a blockhead).  The 3-D quality of the court is especially impressive as it really gives the player a sense of depth; this is something that most prior basketball games lacked.  Also gracing the screen is a large scrolling message bar under the court.  This message bar generally shows non-helpful hints or messages, and is mainly used by the computer to hurl insults or the occasional compliment.  This may very well be the first case of trash talking in a video game  While the text box is obviously just a gimmick, it does add some personality to an otherwise faceless computer opponent. 

While the graphics may be finished, the gameplay still needs a little work.  The AI of the computer controlled player is questionable at times and has an overall uneven feel to it.  One moment he will make an impossible shot, then proceed to throw the ball up in the air in the middle of the court.  The ball physics are also a bit questionable, as it is possible to make a basket from anywhere on the court by shooting full force and banking it off the back wall (there is no out of bounds in this game).  The shot power is controlled by how long you hold down the fire button, but without some sort of gauge it's impossible to tell how hard you're throwing. 

While it was not uncommon for games have an Easter Egg hidden in them, programmer Patrick Bass found the time to add three completely different Easter Eggs to RS Basketball.  The first Easter Egg can be triggered by activating the demo and pressing the "5" key, this will cause the message "When Running Into the Tropical Entropy Nightly, By Yourself, Project And Try Reaching Into Circles Killed Because All Seems Strange" to appear.  This message may seem like nonsense at first, but If you take the first letter of each word, you'll find it spells "Written by Patrick Bass".  The second Easter Egg is also triggered during the demo, pressing the "*" key will toggle the word "RealSports" which appears in the text box during the demo.  This may have simply been a hold over from the period before Atari invented the RealSports series and the sports games were simply called Baseball, Soccer, Football, etc.  The third Easter Egg in this prototype is a bit strange, pressing the numbers on the keypad will produce telephone dialing tones.  It is unknown why Patrick put this in, but you can actually dial a telephone if you hold it up to the speaker.

So why was RS Basketball never released?  It appears that it was a victim of an overly long development cycle and a fading market.  Patrick was given the task of redesigning the game after the original programmer left in late 1982.  Starting in June of 1983, Patrick was able to completely overhaul the game and present it the review committee by that December.  Unfortunately it was decided that the game was not a strong enough candidate for release, and RS Basketball was ultimately canceled.  However since Atari would stop all 5200 game development in less than six months due to the collapsing game market, this wasn't a big surprise.  RS Basketball was the last title in the RealSports series before Atari decided to drop its sports line up and concentrate solely on arcade games.  

http://www.atariprotos.com/5200/software/rsbasketball/rsbasketball.htm
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4336C2CC, 7A182F89
Realsports Football
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Football
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Programmer: Jim Huether
_________________________
*
Football is an action football game for two players or one player against the computer. The game is played from a top down point of view of the field which scrolls to follow the action. There is a variety of offensive and defensive plays that can be called, along with several skill levels for each player. Each game will last for one fifteen minute quarter, whichever team has the most points at the end wins!

http://www.mobygames.com/game/atari-5200/realsports-football
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ECBD1853, 295435B6
Realsports Soccer
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Soccer
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Programmer: John Seghers, Alan Murphy
_________________________
*
The game is played from an angled overhead point of view of the field which scrolls to follow the action. If your team has the ball, you control whichever player is currently dribbling the ball, otherwise you can control any one player at a time while the computer controls the rest of your team.

Various time lengths can be selected for each game, you can kick the ball low, medium or high, and there are throw-ins, corner kicks, goal kicks. When playing against the computer several different skill levels are available.

http://www.mobygames.com/game/atari-5200/realsports-soccer
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10F33C90
Realsports Tennis
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Tennis
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 VS
Programmer: Sean W. Hennessy
_________________________
*
Realsports Tennis is a tennis game for two players or one player against the computer. The game follows standard tennis rules, and allows you to hit forehand or backhand shots to all areas of the court as well as serves and lobs. You can play a game of singles or doubles, and multiple skill levels are included.

http://www.mobygames.com/game/atari-5200/realsports-tennis
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762C591B
Rescue On Fractalus
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - First Person
Gametype: Licensed
Release Year: 1984
Developer: Lucasfilm Games
Publisher: Atari
Players: 1
Programmer: David Fox, Loren Carpenter
Musician: Charlie Kellner, Peter Langston
_________________________
*
Rescue on Fractalus is an action game played from a 3D first person point of view. Your mission is to rescue stranded pilots on the planet of Fractalus. You begin each mission from the mother ship, and when your quota of pilots has been rescued you must return there so you can move on to the next level.

To help locate the pilots and navigate the tricky terrain, your spaceship is equipped with various instruments, such as a compass, altimeter, and scanner. Your enemy, the Jaggi's, have numerous forces on this planet and will be attempting to stop you. Gun emplacements, flying saucers, and the Jaggi themselves are all capable of destroying your ship if you don't destroy them first. To defend yourself from these threats, your ship is equipped with torpedoes. As the levels progress, the Jaggi defenses become more aggressive, and you will even need to fly some night missions where visibility is limited!

Typing AUTHOR on the title screen reveals credits!
 
The prototype version of this game was named "Behind The Jaggi Lines".

http://www.mobygames.com/game/atari-5200/rescue-on-fractalus
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09FC7648
River Raid
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action - Horizontal
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1 or 2 Alternating
Programmer: Carol Shawl
_________________________
*
River Raid is a vertically scrolling action game. You fly a jet up river in an attempt to destroy bridges which are vital to the enemy. The river is heavily guarded, however, with tanks, choppers, and enemy aircraft trying to stop you. Along the way you will need to fly over fuel depots to refuel your jet and keep flying.

Scoring 40,000 points or more entitled you to a River Raiders patch by sending proof to Activision along with $1.

http://www.mobygames.com/game/atari-5200/river-raid
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A97606AB, 1B38DAC0
Road Runner
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Lorie Shaffer
_________________________
*
Although the Atari 5200 library is comprised of mostly action and arcade games, Atari was apparently planning on adding a few puzzle games to the mix.  Unfortunately none of these games ever saw the light of day, and Roadrunner is no exception.  Roadrunner is a strategy game based on the old sliding tile game and has no relation to the 1985 Atari arcade game of the same name (which the 2600 version was based on).  If Roadrunner looks familiar, it's probably because it bears a strong resemblance to the Intellivision game Loco-Motion.  In fact Roadrunner may actually be a conversion of a failed port of Loco-Motion.  For you see at one point Atari was planning on producing Loco-Motion for the 5200 (a prototype box has even been found), but for some reason this idea was scrapped (Mattel may have licensed it from Centuri first).  So Atari may have remade the game into Roadrunner, but without any real evidence this is all speculation. 

At the start of each level a birdseed truck will weave its way through the maze dropping off piles of birdseed as it goes.  The goal of Roadrunner is to move the tiles around so Wiley Coyote eats as much birdseed as he can before the Roadrunner gets it (why would Wiley eat birdseed?).  Each tile contains a portion of the road which Wiley and the Roadrunner walk on, by sliding the tiles around you can make paths leading to the piles of birdseed or to the tunnels on the side of the board.  The tunnels connect one side of the screen to the other, and can be useful for warping across the screen (just like in Pac-Man).  Unfortunately some of these tunnel entrances are really just painted on (remember when Wiley would do that in the cartoon?), so if Wiley attempts to enter one he'll knock himself out.  The only way to tell if a tunnel is real is to watch the Roadrunner and see which tunnels he takes (he always was smarter than Wiley).

Wiley can die if he either runs off the end of the tile or runs into a false tunnel.  The Roadrunner appears to be able to back up from dead end track pieces and tunnels so he is impossible to kill, but you can trap him on two dead end pieces and complete the level at your leisure.  Once all the birdseed is gone the game moves to the next level.  If you happen to run into the Roadrunner you will score 10 points, and you the Roadrunner will be transported back to your starting points.  Wiley also scores 35 points for each tile he crosses, and 50 points for each pile of birdseed he collects.

While the game is playable, it still needs some serious work before being considered a finished product.  There are several odd glitches in this prototype such as the computer getting confused as to which tile the Roadrunner is supposed to be on, so he appears to be running off the path through the scenery.  Also your score (and occasionally the screen) doesn't show up for a few seconds after starting a new board, and the game will freeze on occasion.  There are absolutely no sounds or music in the game except for the sound of the sliding tiles, which can make it hard to figure out if something good or bad is happening to you.  The press kit also mentions two-player action, although as far as I can tell this prototype is one player only.  There are two score displays on the screen with a big arrow pointing to the active player's score however, so there may be a two player option hidden in the game somewhere (with the second player controlling the Roadrunner perhaps?).  The choice of colors seems rather odd, with lots of pinks and purple.

While it may not be the best game for the 5200, Roadrunner was an interesting attempt at a puzzle game (which the 5200's library was sorely lacking).  In the end Atari may have put the kibosh on this game due to the slower than expected sales of the 5200.  Atari decided to concentrate on action and arcade games which were usually the biggest sellers, so most of the puzzle and strategy games were quietly cancelled.  Roadrunner was due to be released Fall of 1983.

http://www.atariprotos.com/5200/software/roadrunner/roadrunner.htm
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4252ABD9
Robotron: 2084
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Multi-Directional
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Williams Electronic Games, Inc.
Programmer: Judy Bogart
_________________________
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This is a port of the arcade game of the same name.

You are a mutant human, who by some freak of nature has the ability to shoot energy pulses from his body in eight different directions! Your job is simple: save humanity from their own creation -- the ROBOTRONS! The gameplay is pretty unique for the time. You can move and fire in any of eight directions. You get thrown in a room with various evil baddies strewn about, you've got to kill all the robots while at the same time finding some way to grab humans and avoid death.

This game utilized both controllers and came with a special controller holder packed in.

http://www.mobygames.com/game/atari-5200/robotron-2084
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39EB84A0
Rolltris
Platform: Atari 5200
Media: Cartridge
Controller: Analog Joystick
Genre: Strategy - Puzzle
Gametype: Conversion
Release Year: 2013
Developer: MPG Production
Publisher: None
Players: 1
Programmer: Marek Pavlík, Zdeněk Eisenhammer
_________________________
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FDF0F296, D162C031
Satan's Hollow
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Conversion
Release Year: 1982
Developer: CBS Software
Publisher: CBS Software
Players: 1
Licensed from: Bally Midway Manufacturing Co., Inc.
_________________________
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A devilish new battle game! Stop the swarming gargoyles. Build the Bridge of Fire. As night begins to fall, cross over into the valley to defeat the Master of Darkness!

~Source Unknown
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C1F458E6
Savage Pond
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action
Gametype: Conversion
Release Year: 1983
Developer: Starcade Software
Publisher: Starcade Software
Players: 1
Programmer: Gwyll Jones
_________________________
*
The goal for the player of Savage Pond is to build a colony of frogs. At the start, only a tadpole can be controlled, swimming in the depicted pond. It can eat amoeba, which increase the score, as well as worms which occasionally drop into the water. Eating five of them adds to a counter that, once it reaches 5, makes a beetle larvae appear. Eating it before the worm counter resets advances the game.

Various dangers in and outside of the pond can cause the game to end. Dragonflies for example drop eggs into the pond, which can still be eaten as well as the larvae that hatch from them. Once they have developed into nymphs, they pose a threat however. The Dragonflies themselves can eventually be eaten once the player gets access to the frog stadium, which adds another action (using the frog's tongue) for the player to take - tadpole control is not forfeited. 


http://www.mobygames.com/game/atari-8-bit/savage-pond
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66B4EA6B
Sea Dragon
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: Analog Joystick
Genre: Action - Scrolling - Vertical
Gametype: Conversion
Release Year: 1982
Developer: Star Systems Software, Inc.
Publisher: Adventure International
Players: 1 or 2 Alternating
Programmer: Russ Wetmore
_________________________
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Sea Dragon is an arcade style side scrolling shooter. You pilot a submarine through treacherous underwater caves in an attempt to destroy a heavily guarded reactor. Mines, gun turrets, and a variety of enemies make the mission very difficult! The submarine is armed with missiles, torpedoes, and a 'Big Kill' weapon (this affects everything onscreen) to help in your mission. The air supply is limited, so when possible you will need to surface to replenish your air supply. 


http://www.mobygames.com/game/atari-8-bit/sea-dragon
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04EB6F41
Shamus
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action
Gametype: Conversion
Release Year: 1982
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Hacked by: Classics
Programmer: William Mataga
_________________________
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Infiltrate the lair of the elusive Shadow, shoot and sneak your way through his army of robotic minions, and hunt him down before he does the same to you. Starring in the titular role of Shamus, you will have to find your way through over 120 rooms in this cross between Berzerk's "robots in a maze" action and Adventure's exploration of a predefined game world.

The elusive villain's henchmen will express their disapproval of your plans in rather strong terms, namely with showers of bullets. What's more, once they're dead they don't necessarily stay that way: each time a room is re-entered, a random selection of them will respawn. The Shadow has also arranged for electrified walls throughout his compound, so bumping into them will prove quite lethal.

The labyrinth of chambers is divided into four levels, with multiple locked doors that'll have you wandering around in search of the right keys. If you tarry too long in the same room, a bulletproof Shadow (taking a page from Evil Otto's book) will drop by to discourage loitering.


http://www.mobygames.com/game/atari-8-bit/shamus
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A0E29983
Shamus: Case II
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Action
Gametype: Conversion
Release Year: 1983
Developer: Synapse Software
Publisher: Synapse Software
Players: 1
Hacked by: Classics
Programmer: William Mataga
_________________________
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You play Shamus, a sort of detective and dungeon-crawling adventurer in one. In a previous game, you managed to get your bad guy, but now he has escaped, and you must go into his underground lair to bring him back.

Getting through the game means surviving the traps and monsters spread throughout the dungeon. You must also get past the wrong turns. To get by the monsters, you must either avoid them, or use a weapon (limited shots).

Throughout the dungeon are treasure chests, cache's of useful things, such as keys and hints.


http://www.mobygames.com/game/atari-8-bit/shamus-case-ii
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B68D61E8
Space Dungeon
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Licensed
Release Year: 1983
Developer: Taito
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Taito America Corporation
Programmer: Allen Merrell , Eric Knopp, Alan Murphy
_________________________
*
Space Dungeon is an arcade style shooter. You control a spaceship within the space dungeon which consists of numerous rooms. Located throughout are treasures, and your goal is to collect as many of these treasures as you can and then proceed to the dungeons exit (called "collect bonus"). You don't need to collect every treasure to complete a level, but more bonus points are earned the more treasures you collect.

Many of the rooms contain dangerous enemies, including death squares, guards, enforcers, pikers, and more. To fight off the enemies, your spaceship is equipped with a laser which can fire in eight different directions. To help find your way around, a map at the top of the screen will indicate where you are, where you've been, and what rooms visited so far still have enemies in them.

Also located in the dungeons is a thief; the thief has the same goal as you, and will try to steal the treasures before you can. The thief can't be destroyed, but shooting it will cause it to drop any treasures it may be carrying. If you lose a spaceship at any point by crashing into an enemy or enemy fire, you will be sent back to the starting location and all the treasure you were carrying will be left in the room where you died. The game ends when you have lost all of your reserve spaceships.

This game utilized both controllers and came with a special controller holder packed in.

http://www.mobygames.com/game/atari-5200/space-dungeon
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DE5C354A, 218E1BE4
Space Invaders
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 or 2 Alternating
Licensed from: Taito Corporation
Programmer: Eric Manghise, Marilyn Churchill Theurer
_________________________
*
Earth is under attack from rows of bomb dropping aliens, and you need to defend it! The rows of aliens begin at the top of the screen, and you control a laser cannon at the bottom of the screen. Your goal is to earn points by shooting the aliens before they can land.

The aliens march back and forth, and each time the end of the screen is reached they will drop one row closer to the bottom. Shoot them all, and you move on to the next (tougher) level, but if even one of them lands the game is over. From time to time a flying saucer will pass by along the top of the screen; shoot this to earn extra points. Just above your laser canon are three shields; these can be used to hide from the alien's bombs, but will also block your own shots. You begin the game with a limited number of laser canons, and if all of them are bombed the game ends.

The 8-bit version is different from the 5200 version.


http://www.mobygames.com/game/atari-5200/space-invaders-
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387365DC, 404AEDAC
Space Shuttle: A Journey Into Space
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Simulation
Gametype: Licensed
Release Year: 1983
Developer: Activision
Publisher: Activision
Players: 1
Programmer: Bob Henderson
Designer: Steve Kitchen
_________________________
*
Space Shuttle is a simulation game where you are the pilot of space shuttle Discovery. Your goal is to launch the Discovery, establish an orbit around the Earth, open the cargo bay doors and recover a satellite to perform repairs, and finally land the Discovery successfully, all while using as little fuel as possible. Each time the complete mission is accomplished, it will then repeat at a higher difficulty level (in the higher difficulty levels the satellite has a more erratic flight path).

The game is played from a first person perspective in the space shuttle cockpit where you can control everything from the shuttles engines to cargo bay doors. When the game is over you will be given a ranking which is based on the number of successful dockings and the amount of fuel that was used.

In addition to the full flight mode, two easier game variations (autosimulator and simulator mode) are included. The autosimulator mode is the easiest; the computer will control the flight (you can take over at any point you wish) and the controls are simplified. The simulation mode is closer to the full game, however you have an unlimited amount of fuel so there is no time pressure, and the computer will help compensate for inaccurate maneuvering.

Dock your shuttle 5 times and land with at least 4500 units of fuel and you were entitled to a "Pilot" patch. Dock 6 times and land with at least 7500 units of fuel and you earned a "Commander" patch. Just send proof to Activision.


http://www.mobygames.com/game/atari-5200/space-shuttle-a-journey-into-space
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4E35E0FC
Speed Ace
Platform: Atari 5200
Region: United Kingdom
Media: Cartridge
Controller: 5200 Joystick
Genre: Racing - Motorcycles
Gametype: Conversion
Release Year: 1987
Developer: Zeppelin Games
Publisher: Zeppelin Games
Players: 1 or 2 VS
Programmer: Brian Jobling
_________________________
*
Speed Ace ​​is a racing game. Players can compete on one of nine motorcycling world tracks such as Anderstorp, Brands Hatch, Daytona, Donington, Jarma, Monza, Paul Ricard, San Marino, Silverstone. Routes look similar, differing only in the location of corners. Player starts from the last position and has to overcome nineteen drivers to win the race. 
The game offers the opportunity to play two players on the same computer, using the split screen mode.


http://www.mobygames.com/game/atari-8-bit/speed-ace
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3C311303
Spitfire
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Flight Simulator
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Joe Copson
_________________________
*
Of all the prototypes that have passed through my hands over the years, Spitfire is definitely one of the strangest.  Part Zaxxon and part Star Raiders, Spitfire appears to have been Atari's first attempt into the realm of 3D shooters.  While the current known prototype may not be very complete (approx. 50%), it shows that the 5200 was indeed capable of 3D graphics. 

According to the dictionary, a Spitfire is a plane from World War II.  From the name of the game one would expect at WWII simulation game, but instead Spitfire is actually a Zaxxon style game with some elements of Star Raiders thrown in.  From the first screen it's obvious that the programmer was keen on 3D as all the text is in the same 3D style.  After selecting a skill level (0-2) with the * key, you are presented with the game map.

The game map appears as a grid of 20x13 octagons (that's 260 octagons!).  While this may look a bit overwhelming, only the first three rows of octagons are ever used.  While the units may be spaced out over the map, this doesn't make any difference since your target is selected with the * key (perhaps you may have had to fly to your target in later versions?).  After selecting a target its statistics will be displayed in the status bar at the bottom of the screen.  In addition to the size of the target (Very Small, Small, Large, or Very Large), the status bar displays the possible elements on that target.

There are four possible elements on each target: Reactors, Turrets, Spray Guns, and Ship Makers.  Reactors appear as little hills on the structure and don't pose any danger to your ship.  Turrets and Spray Guns aren't visible on the structure (hey this IS a work in progress), but the bullets they shoot at your ship are.  As the name implies Ship Makers produce little red ships that fly around and take shots at your ship.  Although they may look dangerous they're really not worth taking the time to shoot down. Once you've selected your target on the map you'll switch to the main attack screen.

At this point you'll notice the beautify rendered 3D structures flying past your screen.  But before we go destroy the enemy target, let's take a moment to check out the status bar at the bottom of the screen.  The four letters in the upper left corner represent the number of enemy elements on the structure: T = Turrets, S = Spray Guns, E = Enemy (ship) Makers, and R = Reactors.  The four gauges to the right represent your Shields, Energy, Thrust, and Communications.  The meters above the text represent the current level of each system (except for Communications which doesn't appear to be functional in this prototype).  To the right of these gauges is the helm display which shows the current angle of your ship on each axis.  Below these gauges are your score, lives, and current bonus points.

Now onto the action. Since this is a 3D game your ship moves on all three axis (as shown by the helm display).  This may take a bit to get use to, but the 5200's analog stick works very well for this type of game.  As you approach each structure you'll see the graphics scale smoothly in response (kinda).  You can adjust your speed by pressing the '1', '2'. or '3' key (1 is the slowest, while 3 is the fastest), but the faster your ship goes the lower your shields and energy are (there's only so much energy to go around).  At this point you can also turn on the auto pilot ('6' key) to steer your ship, but since it doesn't seem to work properly in this prototype it's probably best to turn it off with the '7' key (manual).

Once you've mastered the controls it's time to blast the snot out of the enemy.  To destroy the target you must completely obliterate the structure by shooting every section.  As you shoot each section you'll notice it taking damage (pixel by pixel) until it blows up.  However the structure isn't the only thing that can take damage, crashing into the structure or getting hit by enemy fire will result in your shields lowering.  Once your shields go down your ship will start taking damage to its systems.  If a system goes down the text will be highlighted and you will loose some control over your ship. Thankfully your systems will repair themselves after a short time.  Once you've managed to destroy the structure (check the enemy counters to make sure you didn't miss anything) you'll be taken back to the main map (with a few glitches).  Destroy all the targets on the map to complete the level.

Since Spitfire is a work in progress prototype, it still has some bugs and even a debug mode still in the program. The debug mode can be accessed by pressing the '4' key and will show all the pieces of the current enemy structure.  Unfortunately one side effect of the debug mode is that the game text becomes garbled and unreadable.  You can turn the debug mode off with the '5' key, but the text will remain garbled.  The text will also become garbled briefly after destroying a target, but returns to normal after returning to the map screen.  Your ship will also appear on the map screen after destroying a target, but doesn't seem to hurt anything (obviously a glitch that needed to be fixed).

Although it may only be in the middle stages of development, Spitfire shows alot of promise.  It was generally thought the 5200 was incapable of doing 3D, yet this prototype proved everyone wrong.  Its unknown why Spitfire was never completed, but it's likely that it was a victim of the collapsing game market.  It's a shame Spitfire was never released as it shows the amazing things the 5200 can do if properly programmed.


http://www.atariprotos.com/5200/software/spitfire/spitfire.htm
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EDE41A3F
Sport Goofy
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports
Gametype: Licensed
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Leo Salinas
_________________________
*
Sport Goofy is an interesting game that came out of Atari's licensing deal with Disney (also see Sorcerer's Apprentice and Snow White for the 2600).  As the title suggests, this game is loosely (very loosely) based on the old Sport Goofy cartoon in which Goofy would try and compete at several different sporting events (with disastrous yet hilarious results).  While this title was obviously aimed at young children, adults will find it entertaining as well.  The game itself consists of two separate events: The Marathon Dive, and The Pogo Pop. 

The Marathon Dive

The Marathon Dive is a strange little game in which you must guide Goofy up a series of platforms so he can reach the diving platform and jump off before the timer runs out (maybe Goofy is part lemming?).  As Goofy climbs up the platforms he must avoid little armored tanks (looking very out of place), which will chase Goofy around.  Thankfully these tanks can't jump, reverse direction, or use the ladders, so they can be avoided by jumping over them or leading them into a hole (which will cause them to fall down to the next level).  Also hindering Goofy's progress are large gaps in the platforms which must be carefully jumped over.  If Goofy falls through a hole he'll fall down one level but is otherwise unharmed, however if he is hit by a tank he'll loose a life. 

If Goofy makes it to the top of the platform he will run off the end, making it about halfway across the screen before realizing that he's running in mid-air (don't look down!).  Now Goofy will begin to fall, and you must guide him down to the little floating platform below.  However the floating platform is constantly moving in an erratic fashion, so hitting it can be tough.  If you successfully reach the platform, Goofy will smash into it and have his parachute open a second too late (in typical cartoon fashion).  If you miss the platform Goofy will fall into the water and drown (I guess he doesn't know how to swim).  As the levels progress the tanks will begin to move faster and faster, the diving platform has more holes in it, and the floating platform moves more erratically.  Eventually the difficulty will wrap around however, and the game will get very easy again. 

The Pogo Pop

This event takes place on a series of squares where Goofy bounces up and down on a pogo stick in an effort to touch every tile.  This may sound easy but there's a catch, every time you jump one of the tiles disappears, so the tile that was below you may not be there when you land.  As the levels progress the frequency of the tiles disappearing increases, making it harder and harder not to fall through the floor.  

While you're jumping on tiles you can attempt to pop the Mickey Mouse balloons floating above you for extra points.  The balloons come in several different colors and are worth a varying amount of points.  This event is much harder than the Marathon Dive, and isn't nearly as much fun.

Although Sport Goofy as it seems was complete and ready to go, it was never released.  It was around this time that Atari started to realize that the 5200 was never going to be the "console for the whole family" so they decided to concentrate strictly on gamers and left the kid friendly games to the 400/800.  Atari probably made the right decision in canceling Sport Goofy since it's really too difficult for children, yet too easy for adults.  Atari might have been able to increase the difficulty level in an effort to appeal to hardcore gamers, but eventually the repetitious nature of the game becomes all too apparent.  Sport Goofy may be fun in short spurts (especially if you like to see Goofy fall to his death), but will quickly become monotonous. 


http://www.atariprotos.com/5200/software/sportgoofy/sportgoofy.htm
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4EFF1E32
Spy Hunter
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Driving - Arcade
Gametype: Conversion
Release Year: 1984
Developer: Sega
Publisher: Sega
Players: 1 or 2 Alternating
Licensed from: Bally Midway Manufacturing Co., Inc.
Programmer: Frank Hill
_________________________
*
A conversion of the arcade game, Spy Hunter is a driving action game played from an overhead point of view. Your car is equipped with machine guns to help you get past the numerous enemies out on the road (be careful not to shoot any civilians, though!) Occasionally you will come across a weapons van, and if you drive into the back of the van your car becomes equipped with a second weapon (such as smoke screen, oil slick, or missiles.) At several points the road splits and you can enter a boathouse which transforms your car into a boat temporarily. If you drive far enough the seasons change as well (watch out for icy conditions during winter!) The enemy cars will do anything to stop you, including running you off the road, firing guns from the back of a limmo, or dropping bombs from a helicopter.


http://www.mobygames.com/game/atari-8-bit/spy-hunter
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7D819A9F
Star Raiders
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Strategy - Shooter - First Person
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1
Programmer: Douglas Neubauer, Joe Copson (5200 conversion)
_________________________
*
As the pilot of an interstellar starship, your mission is to destroy all of the Krylon fighters which are closing in on your starbases! There are three different types of fighters roaming throughout the galaxy; cruisers, fighters, and basestars.

With the help of your galactic map, you can find the sectors of the galaxy where these fighters are located and then warp there to destroy them. When all of the fighters in a sector are destroyed, you can warp to a new location for the next battle. Be sure to keep an eye on your starships energy; warping to new locations, being hit by enemy fire, or colliding with an asteroid will drain your energy.

If you completely run out of energy, your starship will be destroyed, however you can warp back to a starbase to refuel at any time. Returning to a starbase will also repair other types of damage your starship can receive, such as faulty engines, loss of your shield, and faulty photon torpedoes. When all of the Krylon that are visible on your galactic map have been destroyed, you win this round and can advance in rank (or even be demoted if you performed poorly on a mission). The games difficulty will gradually increase as you rise in rank from ships cook up to captain.


http://www.mobygames.com/game/atari-5200/star-raiders
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*
B9A9A96B
Star Rider
Platform: Atari 5200
Region: United Kingdom
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up
Gametype: Conversion
Release Year: 1989
Developer: Page 6 Magazine
Publisher: Page 6 Magazine
Players: 1
Programmer: Paul Lay
_________________________
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*

*
69F23548, 519A9574
Star Trek: Strategic Operations Simulator
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1983
Developer: Sega
Publisher: Sega
Players: 1
Licensed from: Sega Electronics, Inc.
Programmer: Monti Rieman
_________________________
*
Star Trek: Strategic Operations Simulator is an arcade action game where you take control of the Starship Enterprise. Your mission is to save the Federation from NOMAD! Before you get a chance at destroying NOMAD, you'll have to battle your way through ten levels (each consisting of multiple rounds). In each round you may encounter Klingon fighters, deadly anti-matter saucers, asteroid fields, and deadly meteors, all of which are capable of depleting the Enterprises energy. The game ends when your energy supply has completely run out.

To fight these dangers, the Enterprise is equipped with an unlimited supply of phasers and a limited supply of photon torpedoes. Each round also contains one or more starbases; if you dock at a starbase, some of your supplies (such as energy and torpedoes) will be replenished.

The game is played from two points of view; the top of the screen contains a third person view of the Enterprise (along with the ships gauges), and on the bottom of the screen is a first person point of view


http://www.mobygames.com/game/atari-5200/star-trek-strategic-operations-simulator
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*
08C8ED8A
Star Wars: Return Of The Jedi - Death Star Battle
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Licensed
Release Year: 1983
Developer: Parker Bros
Publisher: Parker Bros
Players: 1 or 2 VS
_________________________
*
"Death Star Battle" is loosely based on the events of "Star Wars, Part 6: Return of the Jedi". Your task is to destroy the Death Star before its construction is finished.

You start the task outside the shield perimeter of the Death Star. There you'll have to combat different imperial vessels and avoid the death ray while waiting for an opportunity to slip through one of the random openings in the energy shield. After reaching the Death Star you must reduce its structure up to the point where you can hit the core. In the following blow up of the station you must avoid collision with Death Star debris.

After successful destruction the game will restart with increased difficulty (faster enemies, faster Death Star build up, etc).

Overall difficulty can also be adjusted before starting the game.


http://www.mobygames.com/game/atari-5200/star-wars-return-of-the-jedi-death-star-battle
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*
0675F0A5
Star Wars: The Arcade Game
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action - Shooter
Gametype: Licensed
Release Year: 1983
Developer: Atari
Publisher: Parker Bros
Players: 1
Programmer: Brad Stewart
_________________________
*
Conversion of Atari Games' first-person shoot 'em up based around the original Star Wars film. You take on the role of Luke Skywalker, aiming to destroy the Death Star - which, as any fan knows, involves attacking the 'weak spot' near the exhaust. To even get to this you have to pass swarms of TIE Fighters.

Complete the game and it loops back around at ever-increasing difficulty. The game uses vector graphics, which allow lots of action at high speed on comparatively slow systems.

The original coin-op Star Wars game was built using Ed Rotberg's incomplete spaceflight fortress assault game entitled Warp Speed. Add the joystick from his Military Battlezone, some licensed properties, and voila! Star Wars!


http://www.mobygames.com/game/atari-5200/star-wars
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*
1D1CEE27, 3229C915
Stargate
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
Licensed from: Williams Electronic Games, Inc.
Programmer: Steve Baker
_________________________
*
Stargate was the 1982 sequel to Williams' smash arcade hit Defender.  Stargate's name was changed to Defender II sometime after 1984 due to some kind of copyright problem.  As with most sequels, Stargate didn't change the game formula that helped make the original game a hit.  Instead Stargate expanded on the formula...

Stargate added a number of new features to the Defender formula including new enemies, new abilities, and of course stargates!  Stargates allow players to instantly warp from one area of the level to another, which can be very handy if used right.  Stargates can also be used to warp forward levels if certain amounts of humanoids are carried into them.  The ability to score bonus points for carrying multiple humanoids is also a new feature first introduced in this game.

Other new abilities include the Inviso power, which is basically a super cloaking device.  Using Inviso makes your ship invisible and allows it to pass through all enemies and their shots.  However you can still shoot while "Inviso", so make the most your Inviso time.  Stargate also includes the ability to enter Hyperspace.  Entering Hyperspace is just as dangerous as it was in defender, and while it can save your life in an emergency it can also blow you to smithereens.  Use the Hyperspace option sparingly!  

Stargate is unique among Atari 8-bit games as it uses the original arcade title screen, including all the arcade colors, fonts, and options.  Of course all of this wasn't by coincidence, programmer Steve Baker had an original Stargate arcade machine in his house so he could perfect the 8-bit version.  According to Steve when he was done you could stand back 10 feet from the screens and not be able to tell the difference.

While Stargate may have beautiful graphics and an arcade accurate title screen, the only known version has massive slowdown problems.  When too many enemies get on the screen at once (which is often) the gameplay becomes extremely choppy.  According to Steve this is because Stargate used all the Atari 8-bit's processor due to the variety of graphical techniques used (Hi-Res, Bitmap, and Player Graphics). 

Although Stargate never achieved the same level of success as its predecessor, it shows that even a great game like Defender has room for improvements.   It is unknown why the Atari 8-bit port was unreleased, but the 5200 version also met a similar fate.  I guess the collapsing market just couldn't wait for quality arcade ports to be released.


http://www.atariprotos.com/8bit/software/stargate/stargate.htm
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*
A0642110
Super Breakout
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Licensed
Release Year: 1982
Developer: Atari
Publisher: Atari
Players: 1 to 4 alternating
_________________________
*
Be sure to use the analog stick for this game.

Super Breakout features similar gameplay to the original, but with several new game variations. Your goal is to earn as many points as possible by destroying the bricks at the top of the playfield. To do this, you need to use the paddle at the bottom of the screen to keep a bouncing ball within the playfield. There are four different game variations included. The first is 'Breakout', and plays the same as the original game.

This leaves three new gameplay concepts. In 'Progressive' the brick walls will slowly drop towards the bottom of the screen and the ball moves progressively faster and faster. When there's room, a new layer of bricks will appear at the top.

The other two games add a second paddle. In 'Double Breakout' you have two balls to keep in play and score with. In 'Cavity' there is a single ball in play when you start, but two additional balls trapped within the bricks. These are freed when their surrounding bricks are destroyed.


http://www.mobygames.com/game/atari-5200/super-breakout
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*
97DEBCD2
Super Cobra
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Vertical
Gametype: Licensed
Release Year: 1983
Developer: Parker Brothers
Publisher: Parker Brothers
Players: 1 or 2 Alternating
Licensed from: Konami Industry Co. Ltd.
_________________________
*
Super Cobra is a side scrolling shooter based on the arcade game. You're a chopper pilot on a surveillance mission in enemy territory; your goal is to make it through the various obstacle courses alive and score as many points as possible. Tall buildings, mountains, narrow tunnels, and various enemies (such as tanks, rockets, mines, and more) can all get in the way and destroy your chopper if you aren't careful.

To help defend yourself, the chopper is armed with a machine gun and bombs which can be used to destroy the enemy tanks and rockets. To make the task more difficult, your chopper has a limited amount of fuel. Throughout the landscapes are fuel tanks; if one of these is shot or bombed, you will be awarded extra fuel. As the levels progress, the enemies become more aggressive, fuel becomes more scarce, and the landscape becomes trickier to navigate.


http://www.mobygames.com/game/atari-5200/super-cobra
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*
0A4DDB1E
Super Pac-Man
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
Licensed from: Namco Limited
Programmer: Landon Dyer, Gary Johnson, & Brad Fuller
_________________________
*
Based on the 1982 arcade game of the same name, Super Pac-Man has always been considered to be the red-headed stepchild of the Pac-Man family.  This is because Super Pac-Man's gameplay is quite different from the other Pac-Man titles, and doesn't appeal to all tastes (mostly Pac-Man purists). 

The first and most notable difference is the fact that you're not after dots as in other Pac-Man games.  Instead Super Pac has decided to go the healthy route and munch on fruits and veggies instead (and the occasional donut).  Thankfully these goodies are quite a bit bigger than your average dot, so there are less of them to munch.  In addition to fruits and veggies, Super Pac can also munch keys which are scattered throughout the board.  These keys aren't only tasty (mmm... metal....) but can also open doors.  This is a good thing considering many of the goodies are hidden behind these locked doors.

At this point you're probably wondering what makes Pac-Man so super in this game.  The answer is hidden in those large power pellets in the middle of the screen.  For it is these super power pellets that allow boring old regular Pac-Man to become Super Pac-Man: Killer of men, destroyer of worlds! (ok so I made that part up).  But what Super Pac-Man may lack in cool super powers (super strength, x-ray vision, invisibility, etc.) he makes up for with his super size, speed, and razor sharp mouth.

Once you become Super Pac-Man the gameplay changes dramatically.  Not only are you invincible (you can fly over ghost monsters unless you've eaten a regular power pellet), but you can chew through those annoying doors that get in your way.  You can also move at super speed by pressing the fire button, and this is quite handy given that you only have a limited amount of time before you revert back into regular Pac-Man  Wise use of Super Pac-Man's super speed can make clearing the boards a breeze.

As in all the Pac-Man games, to successful clear a board you must eat all the fruits/veggies, power pellets, and grab all the keys.  However instead of the bonus items bouncing around the board, Super Pac-Man adds a slight twist to the original bonus formula.  This time around Pac-Man is a gambling man and with a little luck you can help him score some big bonus points.  After clearing approximately half of the screen a bonus item will appear between two changing symbols, and if Pac-Man grabs the item while the symbols match he'll score big points.  However the bonus items will only remain on the screen for a limited amount of time so you'll have to be quick to cash in on Super Pac's gambling addiction.  Every few rounds Super Pac-Man is given another chance to earn big points with a fast Pace bonus round.  During these rounds you have a few seconds to clear the entire screen, but this time there are no ghost monsters to deal with and your Super Pac-Man time is unlimited.

Amazingly the Atari 5200 is able to reproduce the arcade version brilliantly.  Everything from the screen ratio to the intermissions are arcade perfect.  The only minor problems are with the slightly washed out colors and some touchy control issues (which is to be expected with the 5200 controller).  According to Landon there may is a rare bug in the early prototype involoving the keys and doors (all the doors may not open), but I have yet to encounter this problem.

Due to the rampant piracy and leaked prototypes that plagued Atari 8-bit games, Landon Dyer cleverly added copy protection to his code.  If someone attempted to copy his code and modify it boot from a disk (which happened to several 8-bit prototypes), the game would not work.  This was due to the game checking the checksum of the EPROM and matching it to the known correct value (something a disk hack wouldn't have).  Unfortunately this copy protection also prevented Super Pac-Man from functioning properly on several well known multi-carts that were sold in the late 90's.  Landon also put 'switch' in the code which detected which type of system it was being played on (Atari 8-bit or 5200), so it is possible to take the same code and play it on both systems without modification.  Landon was definitely ahead of his time...

So why was this spot on arcade conversion never released?  Well according to Landon, Atari was never really hot on the title but since they had a license for it they decided to make the game anyway.  Super Pac-Man was essentially complete and ready to ship when Atari was sold to the Tramiels.  The Tramiels saw that the game market was waning and killed off almost all game development (including Super Pac-Man).  So once again the public was denied another great arcade game (see Sinistar, Elevator Action, Crystal Castles, etc.).  Such was life under the Tramiels...


http://www.atariprotos.com/5200/software/superpac/superpac.htm
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*
93866191
Super Pac-Man 64k
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
_________________________
*
Based on the 1982 arcade game of the same name, Super Pac-Man has always been considered to be the red-headed stepchild of the Pac-Man family.  This is because Super Pac-Man's gameplay is quite different from the other Pac-Man titles, and doesn't appeal to all tastes (mostly Pac-Man purists). 

The first and most notable difference is the fact that you're not after dots as in other Pac-Man games.  Instead Super Pac has decided to go the healthy route and munch on fruits and veggies instead (and the occasional donut).  Thankfully these goodies are quite a bit bigger than your average dot, so there are less of them to munch.  In addition to fruits and veggies, Super Pac can also munch keys which are scattered throughout the board.  These keys aren't only tasty (mmm... metal....) but can also open doors.  This is a good thing considering many of the goodies are hidden behind these locked doors.

At this point you're probably wondering what makes Pac-Man so super in this game.  The answer is hidden in those large power pellets in the middle of the screen.  For it is these super power pellets that allow boring old regular Pac-Man to become Super Pac-Man: Killer of men, destroyer of worlds! (ok so I made that part up).  But what Super Pac-Man may lack in cool super powers (super strength, x-ray vision, invisibility, etc.) he makes up for with his super size, speed, and razor sharp mouth.

Once you become Super Pac-Man the gameplay changes dramatically.  Not only are you invincible (you can fly over ghost monsters unless you've eaten a regular power pellet), but you can chew through those annoying doors that get in your way.  You can also move at super speed by pressing the fire button, and this is quite handy given that you only have a limited amount of time before you revert back into regular Pac-Man  Wise use of Super Pac-Man's super speed can make clearing the boards a breeze.

As in all the Pac-Man games, to successful clear a board you must eat all the fruits/veggies, power pellets, and grab all the keys.  However instead of the bonus items bouncing around the board, Super Pac-Man adds a slight twist to the original bonus formula.  This time around Pac-Man is a gambling man and with a little luck you can help him score some big bonus points.  After clearing approximately half of the screen a bonus item will appear between two changing symbols, and if Pac-Man grabs the item while the symbols match he'll score big points.  However the bonus items will only remain on the screen for a limited amount of time so you'll have to be quick to cash in on Super Pac's gambling addiction.  Every few rounds Super Pac-Man is given another chance to earn big points with a fast Pace bonus round.  During these rounds you have a few seconds to clear the entire screen, but this time there are no ghost monsters to deal with and your Super Pac-Man time is unlimited.

Amazingly the Atari 5200 is able to reproduce the arcade version brilliantly.  Everything from the screen ratio to the intermissions are arcade perfect.  The only minor problems are with the slightly washed out colors and some touchy control issues (which is to be expected with the 5200 controller).  According to Landon there may is a rare bug in the early prototype involoving the keys and doors (all the doors may not open), but I have yet to encounter this problem.

Due to the rampant piracy and leaked prototypes that plagued Atari 8-bit games, Landon Dyer cleverly added copy protection to his code.  If someone attempted to copy his code and modify it boot from a disk (which happened to several 8-bit prototypes), the game would not work.  This was due to the game checking the checksum of the EPROM and matching it to the known correct value (something a disk hack wouldn't have).  Unfortunately this copy protection also prevented Super Pac-Man from functioning properly on several well known multi-carts that were sold in the late 90's.  Landon also put 'switch' in the code which detected which type of system it was being played on (Atari 8-bit or 5200), so it is possible to take the same code and play it on both systems without modification.  Landon was definitely ahead of his time...

So why was this spot on arcade conversion never released?  Well according to Landon, Atari was never really hot on the title but since they had a license for it they decided to make the game anyway.  Super Pac-Man was essentially complete and ready to ship when Atari was sold to the Tramiels.  The Tramiels saw that the game market was waning and killed off almost all game development (including Super Pac-Man).  So once again the public was denied another great arcade game (see Sinistar, Elevator Action, Crystal Castles, etc.).  Such was life under the Tramiels...


http://www.atariprotos.com/5200/software/superpac/superpac.htm
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549CE415
Superfly 1k
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Side-Scrolling
Gametype: Homebrew
Release Year: 2003
Developer: None
Publisher: None
Players: 1
Programmer: Matthias Lüdtke
_________________________
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C18D30FA
Tapper
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Action
Gametype: Conversion
Release Year: 1984
Developer: Sega
Publisher: Sega
Players: 1 or 2 Alternating
Licensed from: Bally Midway Manufacturing Co., Inc.
Programmer: Ken Jordan
_________________________
*
Tapper is an action game where you're a beer tapper (barman) and have to serve beer to demanding customers. There are four customers, each has its own lane lengthier than the previous one, whom you have to keep at bay. If they reach the end of the lane without receiving their beer, you're a goner; if you miss one and accidentally spill beer needlessly you lose a life and should one of them throw you back the mug and you fail to catch it, you lose a life as well.

Occasionally a bizarre icon will appear on one of the lines and, should you grab it, will invoke a "cabarette"-style show which will keep some of the customers occupied.

The Xbox 360 version includes bonus rounds, as well as co-op and versus multiplayer modes, also online, along with achievements.
 
Trivia:

The player character in this game is based on an employee of the game's designer (Marvin Glass) named Mike Ferris who had the same bald head, glasses and mustache, and always wore a red T-shirt. In the original coin-op versions, his T-shirt is in red. The same man is also found in some other Marvin Glass coin-ops: "Domino Man" and "Timber".


http://www.mobygames.com/game/atari-8-bit/tapper
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1187342F
Tempest (Proto)
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1
Programmer: Keithen Hayenga, Michael Kosaka
_________________________
*
Upon its release in 1980, Tempest took the arcades by storm (no pun intended).  Its mix of fast addictive gameplay and beautiful color vector graphics (a first for Atari), helped make Tempest an instant hit.  What most people don't know is that Tempest actually started out as a first person perspective Space Invaders game.  It wasn't until Dave Theurer added the tubes that Tempest began to resemble the arcade classic we all know today.

For those of you not familiar with the game, SHAME ON YOU!  If you haven't played Tempest by now then you've lead a sheltered life.  But in fairness to those of you who may not have been lucky enough to live next to a decent arcade growing up and since Tempest was never released for any home system (only 2600 and 5200 prototypes exist), I'll give you the 411

Tempest is a pseudo 3-D game in which the player moves along the outside of a series of interconnected tubes while enemies approach from the center of the screen.  The player must shoot these enemies before they climb up to the top of the tubes.  If things get too out of control the player can use their Super Zapper (one per level) to wipe out all the enemies on the screen.  However there are several different types of enemies to contend with, and each one has its own deadly attack.

Flippers: These are the most common type of enemy in the game.  As the name suggests these red triangles flip along the tubes as they make their way to the top.  Once a Flipper makes it to the top of a tube it will roam along the outside trying to grab the player.

Tankers: More annoying than deadly, Tankers are basically two Flippers in one package.  Shooting a Tanker will result in two Flippers springing forth and moving in opposite directions.

Spike Layers: Spike Layers are devious little creatures, as they're not deadly themselves.  As a Spike Layer moves up a tube it leaves behind a little trail known as a Spike.  When a player warps after finishing a level, they must avoid the spikes left behind in the tubes or be destroyed.  Spikes can be shot back down the tubes (they disappear when they reach the bottom), but doing so while warping is difficult.  It's best to destroy Spike Layers before they can lay a Spike or shoot a clear path out before finishing a level.

Fuse Balls: Fuse Balls are pretty harmless.  They appear as a multicolored ball that slowly moves up and down the tubes.  Make sure you don't accidentally run into these slow moving creatures while blazing across the tubes.

Pulsars: Pulsars are the absolute worst enemies in the game.  Pulsars actually electrify the tube they're on, which will kill you instantly if you happen to be occupying the same tube.  There's a short delay between when a Pulsar moves onto a tube and when they electrify it, so use this time to quickly move off.  Thankfully Pulsars aren't encountered until the higher levels.

Considered to be one of the holy grails of 5200 prototypes, Tempest was seen in the 1984 movie Cloak & Dagger as a box on a shelf in the computer store (quick, name that store).  Boxes were also shown for other unreleased 5200 games such as Battlezone and (naturally) Cloak & Dagger, teasing Atari fans with games that would never be.  It wasn't until 1998 that Tempest finally surfaced as a 50% complete prototype thanks to ex-Atari employee Dan Kramer (inventor of the 5200 trak ball), who had managed to grab a copy before leaving Atari.

Unfortunately for fans of the games, one of the things missing from the prototype was collision detection which made the game virtually unplayable (although the deactivated code for collision detection was present in the rom).  Also missing from this version were most of the enemies (only Flippers are present), and the Super Zapper.  Still, 5200 fans rejoiced as one of the holy grails had finally been found albeit in an incomplete form. 

The 5200 version of Tempest was everything that fans had been hoping for.  The vector graphics were reproduced nearly perfect (a difficult feat for the 5200), the sounds were flawless as they came straight from the arcade machine, and the gameplay (aside from the incomplete collision detection and missing enemies) was perfect.  Tempest surely would have been one of the crown jewels of the 5200's library.  Sadly this was not to be.

Unfortunately Tempest was still in development when the video game market crashed in early 1984.  It was around this time that Atari decided to cancel all 5200 game development and kill off the system.  The last known version of Tempest was still only around 90% finished, but sadly this version may be lost to the sands of time.  However even in an incomplete state, Tempest clearly shows what the 5200 was capable of if properly programmed.  It's truly a shame that brilliant arcade ports like this didn't make it out the door.


http://www.atariprotos.com/5200/software/tempest/tempest.htm
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6483D20C
Time Runner
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Maze
Gametype: Licensed
Release Year: 1982
Developer: Funsoft
Publisher: Funsoft
Players: 1
Programmer: Yves Lempereur
_________________________
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203D9CDE
Track and Field
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Sports - Competitive Events
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 VS
Licensed from: Konami Industry Co. Ltd.
Programmer: Bob Merrill
_________________________
*
In 1983 Centuri developed what would become the model for track games for years to come.  Track and Field (also known as Hyper Olympics outside the US) is quite possibly one of the most addictive multiplayer sports games ever created. 

The beauty of Track and Field lies in its simple controls and easy to learn rules.  Players only need to rapidly hit the left and right run buttons (or simply push left and right on the 5200) to make their player spring into action.  However the key to winning most events is knowing when to hit the jump/throw button.  Careful timing will make the difference between sweet victory and bitter defeat.

Track and Field consists of six events.  These events are really a set of six separate mini-games which each player must master.  Each event has a qualifying score which the player must meet or pass to advance to the next event or they loose a life (I guess it really is do or die!).  Every time a player cycles through all six events the qualifying scores increase until they require super human reflexes to beat.

Event 1: 100m Dash

The 100m Dash is the easiest of the six events to master.  Simply push left and right as fast as you can until your man crosses the finish line.  If the player moves before the starter gun is fired it counts as a false start (two false starts and the player fails the event).  Since there's no jump button involved, this event is one of the easiest to qualify for even at the higher levels.

Event 2: Long Jump

The Long Jump is player in much the same way as the 100m Dash, except the player must push the jump button before they reach the white line at the end of the track.  If the player crosses the white line it is considered to be a fault and they loose one of their three attempts.  The amount of time the player holds down the jump button at the end of the track determines the angle of the jump.  The angle starts out at 0 degrees and increases the longer the button is held down.  The optimal jump angle is 45 degrees.  Be careful in timing your jump, due to a bug in the game your player will keep moving as you're choosing your angle.  To jump at a small angle make sure you start holding the button down well in advance of the white line.

Event 3: Javelin

Similar to the Long Jump except instead of jumping at the end of the track, the player throws a javelin instead.  As with the Long Jump, the longer the player holds down the throw button the steeper the angle of the throw.  This event is one of the easiest to qualify for due to the super human throwing ability of your character.  Watch out, because the running/angle bug is present in this event as well.  The optimal throwing angle is 42 degrees. 

Event 4: 110m Hurdles

The 110m Hurdles are exactly the same as the 100m Dash except the player must constantly push the jump button to clear the incoming hurdles.  Hitting a hurdle will slow your character down and cost the player some time at the end of the event.

Event 5: Hammer Throw

The Hammer Throw is completely different from the other five events.  This event is all about timing rather than rapid button mashing.  Once the event starts (with the throw button), the hammer thrower will begin to slowly rotate.  Once the thrower reaches the edge of the circle he will rotate very rapidly for three more rotations.  At the end of the third rotation the attempt will be considered a fault.  

The secret to winning this event is to release the hammer on the third rotation when the thrower has maximum speed.  The tricky part is making sure the hammer will fly straight ahead instead of to the side.  If the hammer veers off course it will hit the sides of the cage and be counted as a fault.  Complicating matters is the fact that the thrower is moving with great speed so timing the release of the hammer is more a matter of luck than skill.  This is one of the hardest events in which to qualify. 

Event 6: High Jump

The High Jump is the sixth and final event.  This event is played like the Long Jump except instead of going for distance, players are trying to go for height (about 65 degrees is considered optimal).  Unlike the other events, the angle counter starts at 90 degrees (straight up) and decreases the longer the player holds down the jump button.  The High Jump is a special event as the player must complete the High Jump several times until the qualifying height has been reached (extra points are awarded for going over).  For some odd reason your character automatically runs for you in this event so there is no need to push left and right.  This event is rather difficult to complete due to the running/angle bug mentioned earlier.

Amazingly the non-centering 5200 joystick makes playing Track and Field a breeze.  Although one has to be careful not to break the fragile stick, the floaty yet smooth movement of the stick allows for amazing running speeds.  The only downside of not using the three button arcade set up is the mushy jump/shoot button which can make exact timing difficult.  It's unknown if Atari was planning on including a special controller as they did with the 2600 and 400/800 version, but it would have improved the gameplay immensely.

Track and Field seems to be complete, which makes sense since it was ported to the 400/800 and released.  The gameplay is outstanding and shows off the 5200's amazing graphics abilities.  The only complaint I have is that the characters often look as if they're running in place and moving forward instead of actually running forward.  This doesn't affect the gameplay at all, but it sure looks weird.  Unfortunately Track and Field met the same fate as most 5200 games after the Tramiel take over.  Even though it was fully complete it was shelved due to the collapsing market and new "computercentric" philosophy at Atari


http://www.atariprotos.com/5200/software/trackfield/trackfield.htm
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E3A34170
Turmoil
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up
Gametype: Conversion
Release Year: 1982
Developer: Sirius Software
Publisher: Sirius Software
Players: 1
Programmer: Tom McWilliams
Designer: Mark Turmell
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Turmoil is a fast-paced shooter. You pilot a ship that is trapped within a chamber of seven tunnels. Your ship can only move up and down along a vertical corridor connecting the tunnels. You are not alone, however. A variety of enemies travel along these tunnels, focused on destroying you. Therefore, the ultimate objective of Turmoil? is to zoom up and down the center alley and blast aliens as they streak by. Keep shooting and keep moving, and you will survive to live another day! As you move quickly up and down, you must also fire your own weapons into to the left or right side. Part of the intensity of this game is driven by the fact that you can't stay in one place for too long. If you do, an indestructible enemy will come flying at you, forcing to move onward once more.

The enemy ships you will encounter in each of the seven tunnels travel at a variety of unique speeds. The faster a given enemy moves, the more points you will receive if you shoot them. Occasionally when you destroy one of the enemy ships, a flashing orb will appear at the far end of the tunnel. This is the one exception where you are not restricted to your vertical pathway. In these situations you are allowed to move down the tunnel to recover it. If you grab it quickly, it is worth bonus points. If you hesitate, it hatches into a fast moving missile and will destroy you if you get in its way. When you start a game of Turmoil, you are given five ships. If you can blast all of the aliens in a level, you'll receive a bonus ship. In addition to your current ship, you can hold as many as six reserve ships at one time. You will loose a ship if you make contact with any of the passing aliens. There are nine levels to the game, each with multiple waves to complete, and each one faster and more challenging then the previous level. This is considered by many to be one of 20th Century Fox's best games.


http://www.mobygames.com/game/atari-8-bit/turmoil
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B08CA999, 7C62A1CD
Up'n Down
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Isometric
Gametype: Conversion
Release Year: 1984
Developer: Sega
Publisher: Sega
Players: 1 or 2 Alternating
Licensed from: SEGA Enterprises Ltd.
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This is a home port of a 1983 Sega arcade game that was distributed by Bally Midway.

The object is to drive around a twisty course and collect all the colored flags. You can jump over gaps and over or onto other cars. If you land on another car, you kill them and collect points. You can also collect things like balloons and ice cream cones for bonus points. The faster you collect all the flags, the bigger a time bonus you get.

In later levels, there are dead-ends or gaps and a vehicle that is carrying a flag you need, so you will need to jump on him. If you are hit by another vehicle or go off the course, you lose a life. In two player games, play alternates.


http://www.mobygames.com/game/atari-8-bit/up-n-down
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CAAEA0A4
Vanguard
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Multi-Directional
Gametype: Licensed
Release Year: 1984
Developer: GCC
Publisher: Atari
Players: 1
Licensed from: SNK Corporation
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Vanguard is an arcade style shooter for one or two players. Your goal is to pilot your spaceship to the City of Mystery which is located at the end of a heavily guarded tunnel, and once there destroy the creature Gond. The tunnel is broken up into several different zones, called the mountain zone, rainbow zone, stick zone, stripe zone, bleak zone, and City of Mystery.

Each zone features different types of enemy spaceships to deal with, and can scroll either horizontally or vertically. In the mountain zone or stripe zone, you may also come across an energy pod marked with an 'E'. If you fly through this, your ship temporarily becomes invincible to the deadly cave walls and numerous enemies which are trying to stop you. When not invincible, your space ship is equipped with lasers to help destroy enemies.

You can fire in four different directions, however your speed is decreased when firing. You also need to keep an eye on your fuel gauge; your fuel will deplete at a rapid rate, and your ship will crash if it runs out. Fuel is gained each time you destroy an enemy, so make sure you destroy as many as you can! When you finally make it through all the various zones of the tunnel and defeat Gond, the game will repeat at a more difficult skill level.


http://www.mobygames.com/game/atari-5200/vanguard
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D6F7DDFD, A4BF0093
Wizard of Wor
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Arcade - Fixed
Gametype: Licensed
Release Year: 1981
Developer: Roklan Corp.
Publisher: CBS Electronics
Players: 1 or 2 VS; CO-OP
Licensed from: Bally Midway Manufacturing Co., Inc.
Programmer: Joe Hellesen
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Wizard of Wor is an arcade shooter played from a top down point of view. You control a warrior who is trapped in a dungeon; your goal is to earn as many points as possible by shooting the numerous enemy creatures which wander about the maze like corridors.

The creatures wander about at various speeds, may shoot darts at you, and some even have the ability to disappear temporarily. At the bottom of the screen you have a radar which can be used to locate creatures that are invisible. When you complete a maze, a Worluk will sometimes appear. This creature moves rapidly and will only be on the screen momentarily. If you destroy it before it escapes, the next dungeon will become a double score dungeon and all creatures will be worth twice as many points.

Occasionally the Wizard of Wor himself may appear! He moves quick and can teleport around the maze. Destroy him and you'll earn a large amount of points. The game can be played by one player or two players simultaneously.


http://www.mobygames.com/game/atari-5200/wizard-of-wor
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271FDAB5
Worm War I
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Shoot 'em Up - Vertical
Gametype: Conversion
Release Year: 1982
Developer: Sirius Software
Publisher: Fox Video Games
Players: 1 or 2 VS
Hacked by: Classics
Programmer: Tom McWilliams
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NEWS FLASH: GIANT WORMS ATTACK THE CITY OF TERIYAKI!

You command a tank at the bottom of the screen. You can move left or right but you are always moving forward. You can control the forward speed by pushing up or down on the joystick.

As worms move back and forth you must shoot them so they don't touch your tank. Also shoot any blocks in you path. Try not to shoot fuel pagodas. Touch them to refuel. You can go to the far left or right of the screen and not get touched by a worm but you can't shoot them when you are there either.

In the two player games, you have selections on co-operative or competitive. In co-op, you have the same points and fuel tank. When one tank refuels, it refuels both. In competitive, you each have a score and fuel tank. You compete to get enemies and fuel.

http://www.mobygames.com/game/atari-8-bit/worm-war-i
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338769E3
Xagon
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Platform
Gametype: Conversion
Release Year: 198x
Developer: None
Publisher: None
Players: 1
Programmer: D. Pentecost
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Stomp the hexagonal grid pieces to an even height to clear the level. If you like Q*Bert, you'll love Xagon!

http://www.gooddealgames.com/inventory/Atari%205200.html
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78861424, B8FAAEC3
Xari Arena
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 VS
Programmer: John Seghers, Courtney Granner
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Xari Arena is one of those games you look at and say, "What the hell is going on here?"  From the moment you turn it on you're greeted by some of the coolest looking graphics the 5200 ever saw.  At its core Xari Arena is Breakout in reverse, but there's much more to it than meets the eye.  Your goal is to destroy all the Xari's that come out of the well in the center of the screen before they can destroy all your blocks.  Sound easy?  Well you're in for a few surprises.

Each player resembles a hollow paddle (like a capsule), which you can move around your side of the screen.  Your paddle can catch and hold up to three fireballs (the little star looking things that the Xari's shoot), and each stored fireball allows you to destroy one Xari by running into it.  If you hit a Xari without any fireballs stored in your paddle, it is temporarily stunned and you cannot catch or deflect any shots for a few seconds.  If you already have three fireballs stored up, your paddle will start reflecting the fireballs back at the Xari's (a great tactic for those hard to reach guys that won't come near you) and at your partner (which is not so good).  You can choose to reflect shots even if you don't have three fireballs stored up by pressing the bottom controller button.

If things start to get out of control you can activate your fire extinguisher (using the top controller button) to temporarily protect your blocks.  The fire extinguisher coats your blocks with foam and will destroy any shots that touch it.  the foam moves quickly down your blocks and only lasts for a few seconds so you have to use it wisely (like when fireballs get behind your blocks).  You get one new fire extinguisher each level, which can be stored for later use (trust me, you'll need them).

Every couple of rounds you are rewarded by the Xari's with a cute little choreographed dance (complete with music).  During these dances the Xari's form patterns that increase in complexity with each level.  It's simply amazing how many objects John was able to get moving on the screen at the higher levels.  After they complete their dance all the Xari's will self-destruct and it's off to the next set of levels.  After you complete all 32 levels you're rewarded with a secret message telling you to contact Atari and tell them about your achievement.  I doubt many people would have found this message since the game gets very hard in the later levels.

There are a number of interesting play options that add to the fun and keep the game interesting (as if it ever got boring).  You can play alone, with a friend, or with a computer partner (if you have no friends).  The computer's AI isn't bad, but it only seems to use the fire extinguisher after the fireballs have already caused massive damage.  There have been cases where the computer could have saved itself but chose to hold onto the extinguishers "just in case".  Still while the computer isn't perfect it still usually manages to hang in there until around level 17 or so. 

Xari Arena's graphics are top notch; everything is drawn with a fine resolution and there is ample use of artifacting which produces a glowing effect that makes things really stand out.  One thing I noticed right away is the cool font that is used through out the game; it's one of those little touches that doesn't go unnoticed.  Another of Xari Arena's little touches is that the Xari's actually score points for each block they destroy.  How many games do you know where the enemy can score points like the player?  The sound gets the job done, mostly consisting of deflection beeps like you would hear in Breakout and explosion sounds, but the best thing about Xari Arena is the in-game music!  There is a continuous tune that plays in the background of each board that simply rocks.  You'll be surprised at how often you noticed the lack of background music in many other 5200 games after playing Xari Arena.  It really makes the whole playing experience much more enjoyable.

If more original games like this had been released earlier in its life cycle the 5200 might have been the runaway success that Atari hoped, but games like Xari Arena came too late to help save the 5200 and ultimately went unreleased due to the crash.  Had Xari Arena been released it mostly assuredly would have been a top seller with its mix of sharp visuals, beautiful music, and innovative yet easy to learn gameplay. 

Easter Eggs: 

When you complete level 32 (the last level) youll see a message telling you to send a picture to the Master of the Arena at Ataris address.
 

http://www.gamefaqs.com/console/a5200/home/585369.html
http://www.atariprotos.com/5200/software/xariarena/xariarena.htm
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382634DC
Xevious
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: 1 or 2 Alternating
Licensed from: Namco Limited
Programmer: Jim Huether, Alan Murphy
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It's dangerous, it's devious, it's Xevious.  Never before has a tag line so perfectly summed up a video game.  Xevious was one of the first (if not the first) in a new genre of arcade games: the scrolling shooter.  While we make take such games for granted today, back in 1982 such a concept was unheard of.  Most games of the time had only one non-scrolling screen, which seriously limited their creativity.  One screen shooter like Galaga and Galaxian were ok, but players hungered for something different.  Xevious satisfied that hunger.

We Have Seen the Aliens. and They Are Us!
It's a nightmare, but it's true.  Scientific research has determined that we are the actual aliens on Earth and the evil Xevions are the original inhabitants.  Now the Xevions want Earth back. minus the humans! Earth's last hope is an experimental fighter plane known as the Solvalou.  The mission is dangerous, success isn't guaranteed, and odds are this is a one-way trip.  But at this point it's do or die! 

As Earth's last hope, you must successfully defeat the Xevion assault fleet before they reclaim earth.  However this won't be an easy task, the Xevions have had over a millennia to develop the biggest, nastiest, and most destructive ships Earth has ever seen.  Thankfully the Solvalou is armed with the latest in weapons technology which will cut through the Xevion hordes like a hot knife through butter.  The Solvalou has two main weapons, a laser blaster for taking out air targets, and a photon bomber for destroying ground targets.  Over the course of the game you'll run into numerous enemy types which can only be destroyed using the appropriate weapon, so mastering the dual shot (air and ground) technique is vital. 

With its large amount of enemies, Xevious is a most impressive game.  The Atari 5200 version is a very good effort to bring the arcade magic home, but some corners had to be cut.  The graphics are good and get the job done, but are occasionally hard to decipher do to the lack of detail (this is the 5200 we're talking about).  The choice of colors is questionable and appear to be rather washed out, however this may have had something to do with the graphics mode used.  The sound effects are pretty much the same as the arcade game, but the short background tune is VERY annoying and continuously repeats throughout the game.  Thankfully the background music can be turned off...

While the sounds and visuals may be a mixed bag, it's in the gameplay that Xevious really shines.  Almost all the enemies from the arcade game made it into this version (from Black Balls to Mirrors), and are annoying as ever.  The dual button 5200 controller is perfectly suited to Xevious's two button firing scheme (one button for lasers, one button for bombs).  The challenge of the arcade game seems to be intact, which was often a problem in arcade to home conversions.

If it weren't for the 7800, the 5200's version of Xevious would have been the best home version available.  However due to the crumbling market the 5200 version (although completed) was scrapped in favor of the superior 7800 version.  Although a 400/800 version was also announced, no prototypes have been found (although they would be identical to the 5200 version anyway).  Xevious is proof that the 5200 still had some life left in it, too bad the Tramiels couldn't see it.


http://www.atariprotos.com/5200/software/xevious/xevious.htm
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F47BC091, 12CC298F
Yellow Sub Demo
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Demo
Gametype: Prototype
Release Year: Unreleased
Developer: Atari
Publisher: None
Players: None
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This prototype is simply a movement demo featuring the famous Beatles yellow submarine.  Using the joystick you can move the submarine in all eight directions until you get bored and shut it off.  There are no borders, and the sub will wrap around to the other side of the screen after a second or two.

It's unknown if the submarine was going to be used in a future game based on the Beatles movie, but it's more likely this was simply a movement demo done as a learning project (especially given how much licensing the Beatles would cost).  The submarine is nicely detailed, and there are even a few frames of animation when it changes direction.  To date the programmer responsible for this demo has not been identified.

http://www.atariprotos.com/5200/software/yellowsub/yellowsub.htm
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741746D1
Zaxxon
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Arcade - Shooter - Isometric
Gametype: Licensed
Release Year: 1983
Developer: Sega
Publisher: Sega
Players: 1 or 2 Alternating
Licensed from: SEGA Enterprises Ltd.
Programmer: Ron J. Fortier
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The Zaxxon defence system must be destroyed in this isometric-viewed shoot 'em up which was originally hugely successful in the arcades. The game has 3 stages, first taking you through Asteroid City, which is heavily protected by aircraft, guns and missiles. Many barriers are alarmed, leaving you with limited space to progress through, and fire must constantly be dodged.

Stage two is a space shoot out against hordes of enemy aircraft - those you failed to destroy in the first part of the task. Complete this and you reach the final battle with Zaxxon, with the game looping with increased difficulty if you can survive the first time. There are 3 distinct skill levels, while controls involve using forward to dive and back to climb, in the manner of flight simulation.


http://www.mobygames.com/game/atari-5200/zaxxon
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DA228530, 1AB5E425
Zenji
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Strategy - Puzzle
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1 or 2 Alternating
Programmer: Matthew L. Hubbard
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Zenji is an action/strategy game where you control a rolling face throughout a maze. Each section of the maze can be rotated by the face. The goal is to turn the entire maze green by connecting each section of the maze to the source at the center of the screen.

After all sections of the maze have been connected, you can move on to the next, more challenging level. In addition to having a time limit to complete your task, you need to avoid the flames and sparks which wander about the maze. From time to time a number will appear in a maze section and count down from 9 to 0. If you touch the number before it disappears, bonus points are earned. As the levels progress, the mazes become larger, trickier and more flames will appear.

The working title for this game was Rotating Heads?. Zenji is actually a form of meditation that helps students of Far Eastern philosophy to reach enlightenment.


http://www.mobygames.com/game/atari-5200/zenji
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2959D827, 02C9ABC6
Zone Ranger
Platform: Atari 5200
Region: USA
Media: Cartridge
Controller: 5200 Joystick
Genre: Action - Scrolling - Multi-Directional
Gametype: Licensed
Release Year: 1984
Developer: Activision
Publisher: Activision
Players: 1 or 2 Alternating
Programmer: Dan Thompson
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Zone Ranger is an arcade action game somewhat similar to Asteroids. You are the pilot of a spaceship in a deadly region of space. Large killer rocks, rogue satellites, boomerangs, and more all fill this region of space. Using your ships lasers you need to destroy as many of these as you can to earn points.

Each level also contains some warp holes; enter one of these and you will be transported to a new location, which could be useful if you get in trouble. You will also occasionally come across some sonic sparklers; touch one of these, and you will temporarily become invincible. Another oddity you may come across is a super portal, which will transport you to the inner sanctum where bonus dots can be found. Lastly, on level one only a warp to the seventh dimension can be found. Lots of points can be earned there, but it's quite difficult so if you take this warp you probably won't last long!


http://www.mobygames.com/game/atari-5200/zone-ranger
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