Sunday, March 23, 2025

Classic Retrogaming Look Back: Time Pilot - Arcade & Atari 2600 port

On my occasional trips to that most awesome of retro arcades Robot City Games in Binghamton, New York, I have several go-to arcade cabinets. That is to say, despite the large selection of classic arcade games they offer, I tend to gravitate to certain ones first and foremost. And of course, these choices most often reflect favorites from "back in the day". Since I already discussed my affinity for the 1981 arcade classic Gorf from Midway (as well as the excellent Atari 2600 port Gorf Arcade from Champ Games), I'd now like to focus on another favorite from the decade of decadence. 

Time Pilot is a multi-directional arcade shooter developed and released by Konami in 1982. In the game you control a fighter jet stationed in the middle of the screen and engaged in aerial combat starting in the year 1910. After destroying enough enemies and a tougher "mother ship", your plane is transported to the year 1940, followed by 1970, 1983, and finally 2001. And for extremely skilled players, these levels are then repeated with increased difficulty. The background for all levels / years (except the outer-space themed 2001) is clouds and skies, but the action is intense right from the start, with enemies firing a barrage of bullets and missiles aimed at destroying your ship. Points are earned by destroying enemy combatants and rescuing the occasional fellow fighter jet pilots who parachute through the sky.

Onscreen action in the arcade version of Time Pilot (1982 level)

Time Pilot is an arcade game that I found highly addictive from the very first play. This is because you're immediately thrown into the frantic action the second it starts. And it requires learning the distinct feel of the eight-direction joystick movement as you go along, as well as getting used to how the direction of your ship "moves the landscape". This second aspect is not something common to all games, and it takes some getting used to. But once one gets a feel for these "movement" aspects, it can be very satisfying to blast away enemies at a rapid pace and advance through the levels. And conversely, the attack from the enemies moves so fast (seemingly right from the start), that it's just as easy to temporarily lose control of your ship due to erratic joystick movement, which usually leads to getting blown up. This is something that I always find frustrating, that is until I'm able to get back on a roll again.

Additionally, Time Pilot has excellent graphics and sounds. The aircraft are all nicely detailed, including distinct looks for the different "mother ships" which reflect the various time periods (evidently they assumed that in 2001 there would be UFO-style spacecraft). And the sounds complement the frantic pace, with an underlying roaring of engines and jarring explosion sounds when planes bite the dust (including yours). All of this combines to keep the adrenaline running and keep one engaged in the game.


Onscreen action in the arcade version of Time Pilot (2001 level)

In 1983 Time Pilot was ported by Coleco to both their own ColecoVision system and the Atari 2600. While somehow being unaware of the 2600 version back in the day, I'm happy to say I was pleasantly surprised at how good it was upon playing it recently. While there are the obvious graphical and sound differences between this port and the arcade version (due of course to the inherent limitations of the 2600), the overall broad scope and feel of the game remains. This is due first and foremost to the fact that all five levels / years are intact, with only the parachuting pilots missing. And the aforementioned movement aspects are virtually the same, making it imperative here too that one maintain control of the ship in the face of the frantic attack by the enemies. 


Time Pilot from Coleco for the Atari 2600 (box)

In terms of graphics, the background clouds and sky look fine. And while the various aircraft do not have the fine detail of the arcade version, they have just enough to distinguish the different types of enemies from year to year. Similarly, the mother ships look different enough from the common enemy fighters so that you'll know when they've arrived. The explosions still pack a sonic punch and help keep the frenetic feel of the game going, although there is the limitation (like in other Atari 2600 games) of having to wait until your shot connects or goes off the screen before firing again. This takes some getting used to in comparison to the arcade version. In general though, this version of the game is a fun, faithful adaption of an arcade classic.


Time Pilot from Coleco for the Atari 2600

If you're lucky enough to live near a true retro arcade and they have this cabinet, I'd highly recommend dropping in a few quarters (or tokens). And for those who own an Atari 2600 or compatible system, or perhaps play via emulation, the home version is also a winner. And perhaps it's time for a company like Champ Games to think about an updated version with some future years added. Who knows what types of strange enemy aircraft we would encounter?

Tuesday, February 18, 2025

A look at Ram It from Telesys

Telesys was one of many third-party developers of games for the Atari 2600 during the early 1980's. I recall playing Fast Food, one of their most well-known titles, back in the day. However, what I didn't know until beginning work on this post, was that title was one of only six the company released in its very short lifespan. According to the Telesys Wikipedia page, all their games were released in 1982, before the company folded during the video game crash of 1983. I recently started playing Ram It, a game I'd never heard of before, and really enjoyed it. So that is the topic I'll discuss here.

Telesys' Ram It is a colorful game in terms of graphics, sounds and gameplay. The goal is to "ram" a total of 32 color bars off the screen before they're able to block your "ramroid" from moving (the bars merge in the center and block your way), and before the 5000-count timer at the bottom runs down to zero. The bars start as being very short and lined up on both sides of the screen, with your ramroid in the middle moving up or down. It's similar to a shooter-style game where you blast enemies advancing towards you from both the left and right. Pushing the controller left or right will determine which direction you fire in. The bars advance towards the center incrementally and randomly, and as they are fired upon produce a "medley of musical mayhem". Also, flashing bars can be completely wiped off the screen with one shot for big points, although there is the chance they will then reappear on the other side (called a "Ram It") to cause trouble. But even when bars reach the center of the screen, it's possible to maneuver around them and continue playing, as long as you're not blocked from both sides. However, if you get trapped or the clock reaches zero in three rounds, the game ends.


Ram It gameplay

Ram It is a simple, straightforward game which nevertheless offers quite a bit of challenge. At first glance, the looks and sounds made me think of games from the distant past. Specifically, the bars themselves are reminiscent of the snake-like (albeit single color) bars in Surround, which was one of the original launch titles for the Atari 2600. And the vibrant sounds and colors combined made me recall the electronic game / device Simon, also from the 1970's. Both were games of strategy and skill, which is definitely the case here, but as mentioned there is also a shooter aspect as well since rapid fire is required to keep your enemies at bay.

I immediately had a blast (no pun intended) playing the game, particularly in trying to strategize the best way to eliminate and / or keep both rows of bars from reaching the middle. Luckily, a quick perusal of the manual gave some valuable tips. First, it's definitely a good strategy to eliminate one side at a time, rather than firing haphazardly back and forth. And second, learning to line up your ramroid in the precise position where shots knock back two bars simultaneously is a major time saver. However, this second skill is one that takes a while to master, and one I'm still working on. It requires a tiny, incremental movement of the joystick up and down, unlike many games where more aggressive joystick action is the norm. As the manual mentions, Ram It requires a "light touch". 


The Ram It cartridge from Telesys

This game is a frantic, race against time type of action shooter that initially seems simple but is actually deceptively challenging. Even without mastering the double-bar shooter trick, it's easy enough to eliminate one whole side, then feel like completing the round will be no problem. But those bars creep toward the center very fast, and before you know it, it's back to firing frantically just to keep up. Additionally, there's also the distraction of aiming for the big point flashing bars (in all but the first two game variations), while the rest make a beeline for the center. Needless to say, so far, I've had only limited success in completing more than a few rounds. But Ram It has good replay value, evidenced by the fact that I keep hitting that reset button.

Ram It from Telesys - back box art



Ram It from Telesys - title screen

While there are definitely more sophisticated games for the Atari 2600 in terms of graphics, gameplay and storylines, Ram It succeeds in being good, simple fun. The action is fast-paced and enjoyable, the screen is continuously colorful, and the constant musical sounds only add to the overall funness in playing. Telesys may have only been a blip in the history of video games, but with this title they hit the mark of their slogan "Fun in games".

Wednesday, January 22, 2025

The New Atari - Part 4 - 2025 And Beyond

Happy 2025 Everyone! In previous "New Atari" posts I discussed the Atari VCS (2021) and 2600+ console, as well as the company's acquisition of AtariAge. That first hybrid console is what initially caught my attention, because it appeared to me to be one of the early steps in the overall reemergence of the pioneering company. Since then, Atari has released more retro consoles, as well as made big news recently with the debuts of some impressive handheld devices from My Arcade at the 2025 Consumer Electonics Show (CES). So, in this post I'll give a brief rundown and overview of some of these retrogaming offerings.

Released in October 2023, the Atari Gamestation Pro from My Arcade features over 200 built-in games, including Atari 2600, 5200, 7800 and arcade titles (as well as additional games from other systems). Some iconic Atari games included are Asteroids, Centipede, Crystal Castles, Pong and Video Pinball. The system features wireless combination joystick / paddle controllers (inspired by the original Atari joysticks), game save options, and HDMI output. Additionally, you can load your own games (ROMS) using the micro-SD card slot.

The Atari Gamestation Pro from My Arcade

Released in March 2024, the Atari 400 Mini is a half-size version of the iconic 400 home computer which emulates their 8-bit games line (from the 400 to the 800XL), as well as the Atari 5200 console. It comes with 25 built-in games and a recreation of the classic Atari CX40 joystick. It also features the ability to save your progress for any game in one of four save slots, as well as having a pause and rewind feature (up to 30 seconds) to help folks practice what they're stuck on. And it features HDMI output, five USB ports (enabling the connection of controllers, including a PC keyboard), the option to play your own games via USB, and the ability to program in BASIC. 

The Atari 400 Mini - A 2024 reimagining of the classic Atari 400 computer

Released near the end of 2024, the Atari 7800+ aims to allow gamers to "Play Like It's 1986". Like the previous Atari 2600+, this console is a scaled-down (in size) replica of its predecessor. Features include the ability to play both Atari 2600 and 7800 compatible game cartridges, a wireless two-button game pad, an HDMI connection, both 4x3 and 16x9 display capabilities, and an included 7800+ game cartridge (the new Bently Bear's Crystal Quest, featuring the character from Crystal Castles). Gamers wanting to use a classic controller can also purchase a CX40+, a wireless recreation of the classic Atari joystick. Additionally, it should be noted that Atari has released several other games (both new and rereleases) to accompany the 7800+. These include Bounty Bob Strikes Back, Berzerk and Food Fight.


The Atari 7800+ console

As mentioned, some big Atari news came out of CES 2025 recently. My Arcade has several new products coming this year featuring classic Atari games. The one that I've seen the most coverage of so far is the Atari Gamestation Go, a portable hand-held which follows up on their Gamestation Pro system. Combining both modern and classic controllers, the unit features an analog stick, D-pad, track ball, four X-box style action buttons, shoulder buttons and a numeric keypad, which makes it convenient to play all sorts of different games. As of now a dozen or so built-in games have been announced (such as Pac-Man, Galaga and Pole Position), and the unit also includes a micro-SD card slot for playing even more titles. It also features HDMI output and a headphone jack for privacy. For a good look at this upcoming console, check out this CES 2025 show video from GenX Grownup.


The Atari Gamestation Go handheld from My Arcade debuted at CES 2025

These are a few of the big highlights of newer Atari offerings. Some others include the My Arcade 50 Pocket Player Pro handheld portable (released in September 2023), new Atari 2600+ cartridges such as the Epyx Games Collection and M-Network Collection, and some upcoming Pixel Pocket Pros


Atari's M-Network Collection multi-cartridge

As discussed in my previous posts, Atari's reemergence into the home video game market has focused heavily on the nostalgia whole generations of people have for the company's classic consoles and games. And these most recent products, many of which are aligned with their rapidly expanding Atari+ platform, appear to be following suit. Atari had a big hand in creating the video game industry, and I can only wonder what the iconic company has in store for us in the future.

Monday, December 23, 2024

A look at the Atari 2600 homebrew Space Game

Back in the golden age of video games, space shooters were incredibly popular in both the arcades and on home gaming consoles. Zapping aliens was an addiction for a whole generation of gamers, and as noted in my post on Dark Cavern, the arcade smash Space Invaders proved to be equally lucrative for Atari as their first "killer app" on the 2600 VCS. As a teenager and young adult, I enjoyed countless hours in dimly lit arcades blasting away at all forms of space menaces on cabinets such as Space Invaders, Defender and Galaga (to name just a few). So of course, when these games made their way to the home consoles I was thrilled. And now as a GenX adult who is an active retrogamer, I still always enjoy a good space game. This brings us to the 2600 title I'll be looking at here - the aptly titled Space Game.


The Space Game instruction manual and game cartridge

This 32K homebrew cartridge for the Atari 2600 comes from Karl Garrison (code and design) and Maggie Vogel (packaging design). It is a vertical space shooter where, according to the game manual, you are "the pilot of a spacecraft that patrols beyond the edge of human-controlled space." And "You must do everything in your power to save the human race!" This current mission is part of a detailed backstory that begins in the year 3113, where human colonization on far away planets has led to war with an alien race. The highly detailed story introduction, which includes illustrations of the enemy aliens, is a nice touch and is reminiscent of game manuals from Atari and other companies from "back in the day" (the home version of Phoenix comes to mind here). And the fight against these attackers known as The Kraal leads us right into the game play.


Space Game gameplay - a Kraal attack!

In Space Game you control a ship armed with a photon blaster (also referred to as a cannon) used to destroy the different types of enemy Kraal who attack in packs of three at a time. In wave after wave, these invaders move in various patterns across the screen firing down on your ship. After a certain number of enemies are destroyed, there is a break in the battle where you navigate through a debris field. Unlike the lethal enemy fire, a collision here will not destroy your ship, but rather cost you points for each hit (while avoiding any collisions awards bonus points). After three waves of Kraal enemies are destroyed, you face off against a Mega Mutant who is more difficult to kill, but also worth more points for destroying. And finally, upon defeating the mutant, your ship travels through a wormhole towards the next battle. Like the debris field, each collision costs you points, while a clean pass through awards them.

Because it's human nature to look at any title and compare it to something that came previously, I'll first note that the game this reminded me most of is Megamania. That Activision classic also featured all sorts of odd-looking, colorful enemies (such as cookies and hamburgers) attacking in waves from above. But while it has all the old-school charm of such a classic Atari 2600 space shooter, the 32K in this enhanced title has allowed for quite a bit more to be added, and thus Space Game is very much its own unique game.

Space Game gameplay - avoid the debris field!

There are many aspects of this deceptively simple looking game that offer enough challenges to keep any dedicated retrogamer joyfully hitting that reset button time and again. First among them is the "alien technology" that appears sporadically upon destroying attackers. In more modern gaming terminology these would be called power-ups, and they do various good or bad (temporary) things to your ship upon contact. A couple examples are giving you wide photo blasts (good) and making the size of your ship wider (bad). So, this necessitates carefully studying the chart in the game manual in order to improve those split-second decisions on whether to let said technology impact your ship or not. (Yes, this is one of those games where one benefits from a thorough perusal of the manual before playing). This is another nice touch which definitely adds an extra layer to the already intense space battle, making employing strategy almost as important as having quick reflexes.

The difficulty level of this game increases at an even, steady pace, beginning with aliens which are fairly easy to destroy, and gradually moving on to faster enemies that are tougher to home in on (all of which also employ a "smart bomb", eerily reminiscent of that pesky "destroyer missile" in the classic Yar's Revenge). This is of course also affected by both the game variation chosen (there are three), and the difficulty switches, but I feel the difficulty ramps up at a reasonable rate that allows me to increase my skill level with each subsequent play. And skill is definitely needed when you reach the stages with enemies that can only be destroyed while they are not in motion, or when they are hit twice. The only exceptions to this reasonable pacing (so far) are the debris field and wormhole screens, which I've yet to get through without suffering numerous point-draining hits. But I'll definitely keep trying to improve...


The Space Game title screen

The final thing I'd like to note is that the quality of the artwork and packaging are quite impressive (see photo of game cartridge and manual above). As chronicled in the most excellent coffee-table book Art of Atari, and experienced first-hand by us early gamers back in the day, Atari's unsung graphic artists did an excellent job with the product art. And this is also true here, with Space Game showcasing a downright creepy-looking alien on the glossy box, manual and cartridge. Kudos go out to Maggie Vogel for the excellent packaging design. 

Overall, Space Game is a fun and challenging (enhanced memory) throwback to the early days of Atari space shooters which I'm sure will please many retrogaming fans, and perhaps a few modern gamers as well. It has colorful graphics and sounds, fast-paced gameplay, and is another shining example of the creativity and resourcefulness of the Atari homebrew community which I highly recommend adding to any retrogaming collection. 

Saturday, November 23, 2024

A look at Beany Bopper from 20th Century Fox Games of the Century

In the early 1980's, during the height of popularity of the Atari 2600, many third-party companies entered the home video game market to introduce titles for the console. This influx began with the now famous Activision, which was formed by former Atari employees. (After a court settlement between the two companies, such third-party development became officially permissible). Like Activision, many of these third-party publishers were new startups, such as Imagic, Games By Apollo and SpectraVision (to name just a few). But there were also large, established companies that entered the market, opening video game divisions showcasing their own line of cartridges. And in this post, I'll be taking a look at a game from one of those companies - namely the fun title Beany Bopper from 20th Century Fox Games of the Century.


The 20th Century Fox Games of the Century logo

In the humorous (and perhaps a bit unnerving) 1982 "Anybody Seen Johnny?" commercial for Beany Bopper, a wide-eyed young man is transfixed by the unrelenting video game action on the TV screen in front of him, despite off-screen chatter from his parents about a telephone call, fresh apple pie, and even a new puppy. And alas, in the end, his parents find the empty chair which was the last place he was seen. As suggested by the eerie Beany Bopper music-rhyming, Johnny must have "really gotten into the game"...

Beany Bopper gameplay

The craziness of that commercial notwithstanding, this Games of the Century title is in fact a fast-paced, fun, and highly addictive little game. As it states on the back of the box, in Beany Bopper "those meany beanies are buzzing the city again", and they must be stopped. You control the bopper, which is a ball that can pivot 360 degrees and fire a stun gun at the beanies. Once they are stunned, you simply need to touch them to "capture" the frown-faced menaces. But if one collides with you before being stunned, a bopper is lost. Points are earned for stunning and capturing beanies, and by collecting random objects that descend from the top to the bottom of the screen (these can also be stunned to slow their downward descent). After four beanies in a row are captured without losing a bopper, an extra bopper (life) is gained, and orange balls appear on screen which can be captured for additional points. And this gameplay all takes place on a solid-colored background where random barriers move slowly from the top of the screen to the bottom as well.

Although the gameplay, graphics and sounds in Beany Bopper are very straightforward and simple, it doesn't detract one bit from the addictive fun of playing it. In the early stages, when things are moving at a slow pace, it's easy enough to avoid the beanies, stun them, and focus on collecting the falling objects for points. But this lackadaisical pace doesn't last that long, and as things speed up it becomes a test of concentration and ultra-sharp reflexes in order to avoid the seemingly random, fast-paced beany movements (just like the commercial suggests). It's like being trapped in a room with several adversaries that move around haphazardly in no discernable pattern, making it almost impossible to develop a strategy to avoid them. 


The colorful Beany Bopper box art

Adding to the challenge is the choice of whether to use rapid-fire (holding the joystick button down), or single shots to stun the pesky beanies. While rapid-fire is preferable in many games, in this case it results in each shot only going a very short distance before being replaced by the next, making it impossible to stun beanies far away from your bopper. But conversely, lining up the frantically moving adversaries for a single shot is also very difficult when things speed up. And that's why, despite how often I play, I've yet to settle on a single strategy of gameplay. But I do keep trying!

In short, Beany Bopper is a game with very basic Atari 2600 graphics and sound which is a ton of fun to play. Its most compelling feature is the (seemingly) randomness of the action, particularly how the beanies and orange balls move, combined with the vertically moving barriers in different shapes and sizes that continually frustrate your own movements. This randomness, especially in later levels, results in a frenzied pace which always keeps me coming back for more. Highly recommended...

Thursday, October 24, 2024

A look at Dark Cavern from M-Network

In the "golden age of gaming" in the late 1970's and early 1980's, there was a great rivalry between the Atari 2600 (launched in 1977) and Mattel Electronics' Intellivision (launched in 1979), which came to be known as the first great console war. It was highlighted by a series of competing, high-profile print and television ads from the two companies. Many of Atari's biggest hits were their arcade adaptions (often titles ported from their own coin-operated division), such as the home version of Asteroids. So of course, these games were showcased in their ads, while Mattel's Intellivision ads famously featured actor and sports journalist George Plimpton touting the advanced (for the time) 16-bit graphical capabilities of their system. And these graphics spotlighted the difference between early Atari sports cartridges like baseball and football, with the more polished look of competing Intellivision titles.


A classic Intellivision print advertisement featuring George Plimpton

One would think that a console with superior graphics would have been more successful than one with more limited capabilities such as the Atari 2600. However, with the success of their arcade ports, such as their first "killer app" Space Invaders, along with unique home titles like Yars' Revenge, the 2600 was a huge commercial success. So, in 1982 Mattel Electronics joined a long list of companies making games for the Atari 2600 by introducing their M-Netwok line, which included many ports of popular Intellivision titles. And although the "Intelligent Television" system (these words combine to make up Intellivision) was known for excellent sports games, they did have other notable titles as well. One of them was a top-down maze shooter designed by Steve Montero called Night Stalkerwhich was ported to the Atari 2600 in 1982 as Dark Cavern.


Dark Cavern from M-Network as seen on Steam's Atari Vault (front box)

    In Dark Cavern your man enters the "underground cavern", which is a fixed maze configuration, in a quest to destroy as many enemies as possible in order to earn as many points as possible. You have a limited amount of ammunition which can be replenished along the way by running over gun symbols that flash on screen for a short time, while the threats encountered are spiders, blobs and robots. A "bite" from a spider stuns your man, leaving him totally vulnerable for several seconds, while making contact with a blob robs you of ammunition (more is lost the longer the contact lasts). But the robots are the enemies that can immediately cost you a life if they shoot your man, while at the same time being worth all the points when they are destroyed. Additionally, the speed at which you can destroy them is relevant here, because if they are taken out fast enough (before new ones enter the maze) point values increase. And this must be done with the limitation of having only one bullet on screen at a time, as there is no rapid-fire in the game.


The maze in Dark Cavern from M-Network

Dark Cavern bears some resemblance to the classic Midway arcade and home video hit Wizard of Wor in its gameplay, while being a bit more simplistic due to having only one maze. However, this limitation doesn't diminish the fun, because of how intense things become as the game progresses. Shooting robots is challenging because these enemies are deceptively good at getting off a shot when it seems like they shouldn't be able to. That is, in order to kill a robot without being yourself killed in the process, it's usually necessary to fire and immediately begin moving out of the enemy line of fire. This aspect of the game forces you to continually think on your feet, strategizing which tunnel(s) to enter in order to ambush which robot(s), before quickly retreating to safety. And while this is manageable in the early stages of the game (especially at the easier difficulty setting), it gets more difficult as robots who can fire in all directions enter the maze and things speed up. Add to that the constant need to replenish your ammunition, balanced against trying to destroy as many robots as possible quickly for the most points, and you've got that aforementioned intensity level. 


Dark Cavern from M-Network as seen on Steam's Atari Vault (back box)

Another thing that adds to the atmosphere of this game is the fact that there is no music at all, but rather just a low droning sound that increases in intensity as things get more frantic. It's actually kind of reminiscent of the unnerving sound in the aforementioned Asteroids, and definitely keeps the player's adrenaline pumping. Additionally, there is what can only be described as a jarring noise when either you or the robots bite the dust. All of this goes to show that some of the most simplistic elements can still contribute to and enhance a good game. I highly recommend giving M-Network's Dark Cavern a play, particularly with a trusted Atari-style joystick to navigate the maze.


The original Night Stalker game for Intellivision

It's worth noting also that Atari recently acquired rights to the M-Network library of games, effectively ending that long-standing console war which began all those years ago. Their first M-Network game collection re-releases the four classic titles Armor Ambush, Astroblast, Frogs and Flies and Star Strike on one cartridge (with individual games being selected by dip switches). Perhaps Dark Cavern will be included in the next release...

Thursday, September 19, 2024

A look at Journey Escape from Data Age

When I was in school back in the 1980's, my musical tastes leaned heavily towards the pop and emerging new wave acts of the decade. There were a few local FM radio stations that played "the hits" of the day, but one in particular that I remember seemed to always be first in introducing new bands. It was exciting hearing music from the likes of Madness, Howard Jones, A Flock of Seagulls, Cyndi Lauper and Men At Work (to name just a few). In fact, that last band mentioned was the first concert I ever attended.

However, I also remember realizing when entering high school that rock, and even more so hard rock, was very popular. Led Zeppelin (the Godfathers of heavy metal to many) always seemed to be the king at my school, while groups like AC/DC, Def Leppard and KISS were also lauded, as were bands who are today considered "classic rock" like REO Speedwagon and Journey. But of all these groups, only the last one mentioned had their own video game back in 1982. Yes, thanks to the good folks at Atari 2600 third-party developer Data Age, home video game players could personally assist "one of the world's hottest groups" in Journey Escape.


Journey Escape from Data Age for the Atari 2600

It's worth noting, before I begin discussing the game, that the early 1980's was a time when both Atari and many third-party developers were licensing all sorts of things to turn into video games. For example, two notable movies licensed by Atari were Raiders of the Lost Ark (the first game based on an official movie license), and E.T. The Extra-Terrestrial. And movies licensed by third-party developers include Alien, Buck Rogers (Buck Rogers: Planet of Zoom), Flash Gordon, Tron (Tron Deadly Discs), Fantastic Voyage, Ghostbusters, James Bond 007, Star Trek and Star Wars (no less than three games were produced based on the Star Wars films). Other intellectual properties made into games included television program characters from Sesame Street (Alpha Beam with Ernie, Big Bird's Egg Catch and Cookie Monster Munch, all from Atari), cartoon characters (Snoopy and the Red Baron), television shows (M*A*S*H), and superheroes (Superman and Spider-Man). Additionally, there were games based on promotional characters such as Kool-Aid Man from M-Network and Chase the Chuck Wagon from Purina, as well as titles created having seemingly little to do with entertainment in general. The rarities Tooth Protectors from Johnson & Johnson, Tax Avoiders from Dunhill Electronics, and the religious title Red Sea Crossing come to mind for this latter category.

The game Journey Escape begins after a concert has ended, when you have to help the five members of the band get to their scarab escape vehicle in order to proceed to the next show. In this timed task, you must maneuver each band member (signified by their initials in the upper right of the screen) one at a time past various obstacles. These include Love-Crazed Groupies (giant hearts with legs), Shifty-Eyed Promoters (shifty looking characters), Sneaky Photographers (giant light bulb characters), and stage barriers. Contact with any of the characters costs you both time and some of your starting $50,000 (presumably revenue from the previous show), while the barriers simply slow you up. 


Try to avoid the Sneaky Photographers and Shifty-Eyed Promoters in Journey Escape

However, you do have some help in your quest. Making contact with your Loyal Roadie (a funny-looking little blue character) will render you invulnerable for a short time, while your Mighty Manager (who looks like Kool-Aid Man!) will provide unlimited vulnerability plus $9,900 in cash. So, when these folks make appearances, definitely don't miss them because they are worth their weight in time and money! The game ends when a player fails to reach (or passes by without touching) the escape vehicle before the time runs out.

Those Love-Crazed Groupies are seemingly everywhere in Journey Escape

Journey Escape is a vertical scrolling game that moves at a fast, crazy pace and is a lot of fun overall. Technically speaking, the graphics are in line with what one would expect from an Atari 2600 game, with colorful characters and snippets of the band's music providing a nice additional touch. The background is meant to represent a "kaleidoscope of strobing stage lights", but reminds me more of the look of a space shooter starfield (such as in Galaga). This is fine though, because it fits nicely with Journey's futuristic Escape album art.

This is another game that has a nicely balanced difficulty progression (which is of course further affected by difficulty switch settings). That is, the action starts with a moderate level of difficulty and slowly increases. However, that being said, I realized after a couple of VERY quick games that it is necessary to push the joystick upward immediately and hold it there. This puts your band member near the top portion of the screen, which makes him move faster, while leaving less reaction time to dodge obstacles. If one stays at the bottom of the screen (allowing more reaction time), the clock will usually run out before the escape vehicle arrives. So, Journey Escape is all about the challenge of having fast reflexes and quick maneuvers, in order to avoid the aforementioned characters that will eat up time from the clock with each collision.  

A promotional poster from Data Age for Journey Escape featuring the band members

It is worth noting that third-party developer Data Age released fewer than a dozen Atari 2600 games before going out of business, with Journey Escape being one of their more well-known titles. And as mentioned by the Wikipedia page linked above, it was a commercial and critical failure, despite a large advertising campaign. However, I find this game to be great fun, primarily because of how challenging and addicting it is. It’s one of those games I play often by continually hitting the reset button, despite how frequently my band member gets tangled up with those obsessive groupies, ultimately leading to the clock running out. And I’m also always intrigued by a pop culture oddity such as this, with a level of uniqueness or novelty to it. So, despite Data Age being short-lived, it’s great that Journey’s most iconic album and song (at least in a short musical snippet of Don't Stop Believin') were immortalized again in this title from the early days of console gaming.

Check out this Journey Escape TV commercial, as well as a short interview with band members about the game.


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