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“In
space no one can hear you scream.”
So goes the tagline for Alien, one of
the greatest (not to mention scariest) science fiction movies ever
made. Released in 1979 by 20th Century Fox, Alien was
directed by the great auteur Ridley Scott
(from a screenplay by Dan O’Bannon), who would achieve further fame
in the ensuing years with such fantastic films as Blade Runner
(1982), Thelma & Louise (1991), and Gladiator (2000). While
certain science fiction purists of the day belittled Alien for its
many monster movie moments, the film did earn its fair share of
praise, including: an Oscar for Best Visual Effects; a Hugo for Best
Dramatic Presentation; and Saturn Awards for Best Director, Best
Science Fiction Film, and Best Supporting Actress (Veronica
Cartwright).

Crew members from Nostromo discover
remains aboard mysterious crashed space
ship.
The story, which was influenced in
part by the sci-fi B-movie classics It! The Terror from Beyond Space
(1958) and Planet of the
Vampires (1965), centers around the space freighter Nostromo
that, reacting to an apparent distress signal, lands on a dark,
dreary, windswept planet, and the resulting chaos that ensues. Said
chaos comes in the form of horrifying, acid-dripping, H.R.
Geiger-designed monsters that go through several stages of
increasingly scary metamorphosis, including an incubation period
inside the human body. Needless to say, things don’t turn out too
well for most of the Nostromo crew members (the chest-bursting
business is particularly gruesome).

Cast members of Alien, 20th
Century Fox, 1979
Thanks to its shockeroo thrills,
gothic imagery, and iconic monsters (despite the singular title,
there’re numerous aliens in the film), Alien is as much a horror
picture as it is a sci-fi feature. The film oozes with creepy
atmospherics from the beginning—the awakening of the Nostromo
crew—until the end: Ripley returning to sleep after her nightmarish,
but all-to-real alien encounter. Watching Alien today one realizes
that it hasn’t dated a minute, from the dark, greasy, industrial
design of the ship to the gorgeous visual effects to the quality
acting of the ensemble cast, which includes Sigourney Weaver
(Ripley), Tom Skerritt (Dallas), Veronica Cartwright (Lambert),
Harry Dean Stanton (Brett), John Hurt (Kane), Ian Holm (Ash), and
Yaphet Kotto (Parker).

Atari 2600 Alien Video Game
Box
Now, the Atari 2600 version of Alien
is another matter entirely. The game reduces the unqualified
brilliance of the film to a simple maze game, one that shares much
in common with Pac-Man (with some Freeway thrown in for good
measure). With that bitter pill swallowed (so to speak), the
discerning gamer is faced with two points of consideration: Is Alien
a good Pac-Man clone, and is it worth playing. The answer, I’m glad
to say, is a resounding “yes” on both
fronts.
The protagonist players control in
the game is a humanoid that is never referred to by any name other
than “you” or “human.” Players must guide the stick figure-like
being as he scurries around a top-down maze (though the player and
the enemies look as though they are turned on their side), avoiding
a trio of Aliens and gobbling dots (ahem, crushing Alien eggs)
lining the pathways. The maze, which contains a pair of
Pac-Man-esque side exits (called hyperwarp passages here), is
supposed to represent the hallways in the hull of the Nostromo, but
it is largely unadorned and utilitarian in
nature.

Atari 2600 Alien Level
Screenshot Atari 2600 Alien Bonus
Screenshot
The
Aliens roam around the maze in similar fashion to the ghosts in
Pac-Man, but they enter from the bottom of the screen instead of the
middle. To turn the tables on the Aliens, players can capture one of
three pulsars (which parallel the power pellets in Pac-Man),
temporarily turning the Aliens blue and making them vulnerable to
attack. Players are also equipped with a weak, largely ineffectual
flame thrower, which can be sprayed on an Alien to make it turn away
or become immobilized for a short period of time. The coolest thing
about the flame thrower is that spraying it as you run over a pulsar
leaves that pulsar in place for later
usage.
In addition to eggs, Aliens, and
pulsars, each maze contains a pair of prizes that grant extra
points. After clearing a maze of Alien eggs, the player enters a
brief, but oftentimes difficult bonus round, in which the human runs
straight up the screen (to a prize at the top), trying to avoid
getting run over by six “traffic lanes” of Aliens moving
horizontally. This section obviously mimics Activision’s Freeway,
but is less versatile and, like the main game itself, lacks
two-player action.

Atari 2600 Alien game
cartridge
Alien is a fast, fun, and challenging
game with tight four-way control and solid, serviceable graphics. In
terms of audio, Alien’s “siren song” sound effects mimic Pac-Man
pretty well. True, the Aliens look silly (the Video Game Critic
rightly compares them to “chattering teeth”), but as movie games and
Pac-Man clones for the Atari 2600 go, you could certainly do a whole
lot worse than Alien. Fans of such maze classics as Jr. Pac-Man, Ms.
Pac-Man, Jawbreaker, and Mouse Trap should at least give it a
try.
Prior to playing Alien, you should
know your options. There are four difficulty levels, selectable by
pulling the Game Select lever on the 2600
console:
Level 1: player begins game with three
lives, Aliens move at normal
speed.
Level 2: player begins game with two lives,
Aliens move fairly fast.
Level 3: player begins game with three
lives, Aliens move very fast.
Level 4: player begins game with six lives, Aliens move
slowly.
Difficulty switches on the console affect gameplay as
well:
Left Difficulty Switch A: Aliens move
randomly around the maze
pathways.
Left Difficulty Switch B: Aliens move in
fixed patterns around the maze
pathways.
Right Difficulty Switch A: Capturing a
pulsar has no effect on the
Aliens.
Right Difficulty Switch B: Capturing a
pulsar lets players turn the tables on
the Aliens.
Unfortunately, not everyone agrees. Keita
Iida of Atari Gaming Headquarters (www.atarihq.com/), unable to overlook the game’s lack
of originality, gives Alien a lowly 50% rating (five out of 10, to
be more precise). Tom Zjaba of Tomorrow’s Heroes
(www.tomheroes.com/) grades the game a C+, calling the Aliens stupid
and easy to fool (which tells me that Mr. Zjaba should have played
the decidedly difficult—no matter your prowess—game option
three).

Alien game programmer Doug
Neubauer
Even the game’s programmer, Doug “Star
Raiders” Neubauer, who designed Alien under the pseudonym of Dallas
North, appears to have little to no appreciation for his creation.
In an interview published on the Halcyon Days website (accessible
via www.dadgum.com), Neubauer, had this to say about his time with Fox
Video Games: “I did three games for them under a pen name. One was
"M*A*S*H," and I forget the name of the other two. Fox was more
interested in quantity rather than quality, so they wanted their
games cranked out in a hurry. The games weren't all that good as I
remember.”
  
1982 20th Century Fox Game
Catalog 1983 20th Century Fox Game
Catalog
Fox Video
Games, a division of 20th Century Fox, released Alien to little
acclaim in 1982. The game was advertised in the company’s 1983
catalogue (83-FOX-6004), altering the film’s famous tagline to: “In
your living room, everyone can hear you scream.” In addition, the
game was listed under “Coming Attractions” in the 1982 catalogue.
(Interestingly, the list also included five games that were never
produced:
9 to 5 , Six
Pack, Entity,
Tough Enough , and
The Day the Earth Stood
Still).

Atari
2600 Mutant Space
Urchins
Atari 2600 Loco-Robo
Recently (relatively speaking), Alien has been
the subject of a pair of homebrew hacks. Accessible via AtariAge
(www.atariage.com/), these
include: Attack of the Mutant Space Urchins (2002), which is fairly
self explanatory, and Loco-Robo (2003), in which the Alien
sprites have been changed to
robots.
In the
years since its release, Alien for the Atari 2600, unlike the film
on which it is very loosely based, has been largely vilified by
purveyors of popular culture. It is almost always written off as a
mediocre (or worse) Pac-Man clone, but it deserves a spot in any
maze fan’s library of classic home
videogames.
In
fact, if the disastrous, industry-crushing, needlessly convoluted
E.T. The Extra Terrestrial had taken the same simple route (imagine
E.T. walking swiftly around a maze, dodging hostiles while giddily
gobbling up Reese’s Pieces), the infamous Great Videogame Crash of
1983/84 may have turned out differently. That may be overstating
things a bit, but that’s my take on Alien, and I’m sticking to
it.
Buy Alien game
program cartridge from Atari2600.com
Here
Copyright 2010 Atari2600.com, with content by Brett Weiss, http://brettweisswords.blogspot.com/
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Explore Video Game
History
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Atari 2600
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Released
in October 1977, the Atari Video Computer System (VCS), which is now
better known as the Atari 2600 (hence the atari2600.com website),
hit store shelves. It was packaged with two joysticks, two rotary
paddle controllers, an AC adapter, a TV/game switch, and a Combat
cartridge. Eight other games hit the shelves at the same time as the
2600: Air-Sea Battle, Basic Math, Blackjack, Indy 500, Star Ship,
Street Racer, Surround, and Video Olympics.
The second cartridge-based console (after the Fairchild
Channel F), the 2600 dominated the industry in the late ‘70s and
early ‘80s, crushing such competitors as the Odyssey2, the
Intellivision, and the Bally Astrocade, and helping make obsolete
such dedicated systems as the original Odyssey and Atari Video Pong.
The system was originally designed to play simplistic racing games,
Pong variations, basic educational titles, and the like, but that
would soon change as programmers and marketers for the company got
more savvy.
One of the primary reasons for the success of the 2600
was the release of the Space Invaders (1980) cartridge, which was a
phenomenal reimagining of Taito’s 1979 arcade smash. Space Invaders
put the 2600 on the map and was followed by such popular arcade
conversions as Missile Command, Asteroids, and Centipede. Most of
these titles were blocky and less detailed visually than their
arcade counterparts, but they usually captured the spirit of their
respective coin-op cousins, making them very popular with
consumers.
During its heyday, numerous peripherals were released for
the 2600, including keyboard controllers for such games as Basic
Programming and A Game of Concentration, a touch pad for Star
Raiders, a trackball for such games as Missile Command and
Centipede, a Kid’s Controller for Sesame Street games, a joypad for
Mogul Maniac, the Starpath Supercharger for cassette-based games, a
driving controller for Indy 500, and lots of different third-party
joysticks.
Prior to the release of the Nintendo NES in 1985, the
Atari 2600 was the most recognized and most commercially successful
videogame console, ultimately moving around 30 million systems.
Today, the 2600 maintains a rapid following, as evidenced by the
plethora of homebrews being produced by fans and programmers.
Collectors love the system for its large library (more than 400
titles), its rarities, its label variations, and more. Gamers love
it for its fast, fun, arcade-like games, and for such groundbreaking
titles as Adventure and Pitfall!
Atari
5200
The Atari 5200 SuperSystem was released in the fall of
1982 as a follow-up the Atari 2600, which was starting to show its
age, and to compete with the Intellivision, which had more power and
better graphical capabilities than the 2600. Unfortunately for
Atari, the highly popular ColecoVision hit store shelves several
months before the 5200 (which, in terms of processing power), was
basically an Atari home computer sans the keyboard), taking away
much of its market and starting the second console war (the 2600 vs.
the Intellivision was the first).
The 5200 was a large, black system that came with a power
supply and two fragile, non-centering controllers that were met with
much derision. The 5200 itself is a great system, but the loose
analog controllers made playing such games as Pac-Man and Frogger
unnecessarily difficult. Games with broader ranges of movement,
however, worked fine with the controllers. One good thing about the
controllers is the pause button. Even better, there were three
third-party controllers released for the 5200: the Wico Command
Control, the GIM Electronics Fire Command, and the Coin Controls
Competition Pro. Unfortunately, all three are tough to find today.
Other peripherals include a trackball and a hard-to-find Atari 2600
adaptor.
Like the ColecoVision, the Atari 5200 was a victim of the
Great Videogame Crash of 1983/84, and Atari quit producing the unit
in 1984. Prior to its demise, numerous graphically and aurally
superior (when compared to the 2600 offerings) arcade ports,
including Missile Command, Kangaroo, Pac-Man, Pengo, Dig Dug, and
Defender. Two titles in particular stand out: Robotron: 2084 and
Space Dungeon, both of which came with dual controller holders for
arcade-like control.
The Atari 5200 maintains a loyal fan base to this day,
but most gamers still complain about those analog
controllers.
Atari
7800
The Atari 7800 ProSystem was released in 1986, which was
about a year or so too late, since it had to compete with the vastly
superior Nintendo NES. The NES trumped the Atari system with
its plethora of longer, mission-based games, including such popular
(not to mention groundbreaking) titles as Super Mario Bros. and The
Legend of Zelda. The 7800 was home to fine translations of such
arcade classics as Joust, Asteroids, Centipede, and Ms. Pac-Man, but
most consumers were clamoring for the more modern, more
sophisticated NES offerings.
The 7800 should have hit store shelves in 1984, but
former Commodore executive Jack Trammiel (who had purchased the
videogame and computer divisions from Atari in 1984) sat on the
system for a couple of years. Legend has it that he preferred
computers and that he was skeptical about videogame systems until he
saw the success of the NES. Also hurting matters was the fact that
the 7800, which didn’t get much marketing push to begin with, got
lost in the Atari lineup, which included the aging 2600 and the
newly released Atari XE (which was compatible with Atari home
computers).
Comparisons to the NES and marketing concerns aside, the
7800 is a solid system. Its sound capabilities are pretty sad
(essentially the same as the 2600), but it can display lots of
moving images at once with little or no flickering, and the arcade
ports are nice improvements over the 2600 and 5200 versions. Perhaps
more importantly, the system is backwards compatible with the 2600,
giving it a large library of games. On a less positive note, the
controllers, though more durable and more accurate than the 5200
joysticks, are stiff and have side buttons that can be tiring on the
hands.
Atari stopped production on the 7800 system in
1991.
ColecoVision
Originally dubbed “The
Arcade Quality Video Game System,” the ColecoVision was released by
toy manufacturer Coleco in August of 1982, changing gamers’
expectations of what a home video game system could be. The pack-in
game with the console, Donkey Kong, was the perfect showcase for the
ColecoVision’s formative processing power (the system offered 48K of
RAM and was powered by an 8-bit Z-80A microprocessor), exhibiting
rich sounds and colorful, detailed, arcade-like graphics that such
previous systems as the Atari 2600 and Intellivision could only
dream of (though its closest competitor, the Atari 5200, boasted
similar quality).
Other arcade classics (and semi-classics) released for
the ColecoVision during its lifespan include Zaxxon, Lady Bug, Mouse
Trap, Pepper II, Mr. Do!, Time Pilot, and Cosmic Avenger, among
others. Coleco released a number of these titles for the Atari 2600
and the Intellivision, but those versions paled in comparison to the
more faithfully adapted ColecoVision versions. The system was also
home to several interesting computer titles, such as Jumpman Jr. and
B.C.’s Quest for Tires, as well as a handful of original titles,
including Tarzan and Smurf: Rescue in Gargamel’s
Castle.
In addition to being known for state-of-the-art graphics
and sounds, the ColecoVision was famous for its peripherals,
including a steering wheel with pedal (Expansion Module #1) for such
driving games as Turbo and Dukes of Hazzard, an adaptor (Expansion
Module #2) allowing gamers to play Atari 2600 titles on their
ColecoVision, a Roller Controller trackball for such games as
Centipede and Slither, and four-button, gun-grip Super Action
Controllers for such games as Front Line and Super Action
Baseball.
Coleco stopped production on the ColecoVision in 1984, a
victim of the Great Video Game Crash. Also hurting the system was
the commercial failure of the Adam, which was a bug-ridden
peripheral that could turn the ColecoVision into a computer.
Regardless, the ColecoVision remains one of the most beloved systems
of the classic era, thanks in large part to its stellar arcade
ports.
Intellivision
Mattel Electronics released the Intellivision (short for
“intelligent television”) in December of 1979, ultimately starting
what would be the first console war. The relatively sophisticated
system was designed to compete with the Atari 2600, and Mattel
produced commercials showing how their system’s graphics were
superior to those of the 2600. The Intellivision became a popular
and even beloved next-gen system, but it couldn’t dethrone the 2600
as the console of choice for most
gamers.
Some of the more well received offerings for the
Intellivision were its sports titles, which including professional
league licensing, detailed graphics, and complex gameplay. These
include Major League Baseball, NFL Football, and NBA Basketball,
among others. The system also had some impressive space games, such
as Astrosmash, Star Strike, and Space Spartans, the latter of which
used the Intellivoice speech module to nice effect (other
Intellivoice titles include B-17 Bomber, Bomb Squad, Tron Solar
Sailer, and World Series Major League
Baseball).
In 1982, Mattel released the Intellivision II, which was
a smaller, sleeker system (which plays the same games, though Coleco
titles won’t work on it) with more efficient and cheaper circuitry.
More importantly, its controllers were detachable and replaceable,
unlike the hard-wired controllers of the original system (both the
Intellivision and Intellivision II had keypad-supplemented control
discs instead of joysticks). 1982 also saw the release of a
formidable competing system, the next-gen, super powerful (for its
time) ColecoVision, which made it tough for Mattel to brag on their
system’s superior graphics in comparison to other
systems.
In 1983, Mattel released peripheral for the Intellivision
called the Entertainment Computer System, which plugged into the
cartridge outlet of the Intellivision II. It included a Music
Synthesizer with a 49-key keyboard, a Melody Blaster game cartridge,
and a System Changer allowing gamers to play the Atari 2600 on their
Intellivision II. Unfortunately, the ECS is very tough to find today
as it was produced in low quantities.
In 1984, INTV bought the rights to the Intellivision and
kept the system going until 1991. The Atari 2600 had faster, more
arcade-like games, and the ColecoVision stole its graphical thunder,
but the Intellivision remains a highly popular system from the
classic era of gaming.
Nintendo
NES
Released in the U.S. in 1985 via test-marketing in New
York City, the Nintendo Entertainment System (NES), which would see
wide release in 1986, hit stores when videogames were an
all-but-dead industry (after suffering The Great Videogame Crash of
1983/1984). Retailers were skeptical of carrying a videogame system,
so Nintendo packaged their console with a mechanical Robot Operating
Buddy (R.O.B.) and a Zapper light gun (for Duck Hunt and other
target shooting games), calling the NES an “entertainment system”
and their cartridges “game paks.”
Based on
the popular Japanese Famicom, the NES made it onto store shelves
thanks in part to the aforementioned robot and gun, but the system
really took off with the release of Super Mario Bros., which
impressed gamers and mainstream consumers alike with its expansive
worlds, secrets and surprises, and cartoon-like graphics. From
there, the videogame industry was viable in theU.S.
once again, and Nintendo replaced Atari as the company most
Americans associated with videogames.
Through the course of its relatively long life (the last
licensed game for the NES was Wario’s Woods in 1994), the NES was
home to numerous popular and groundbreaking titles, including The
Legend of Zelda, Metroid, and Super Mario Bros. 3 (which was
showcased in the movie, Wizard). The gray, boxy system, which
changed controllers forever with its cross-shaped pads (as opposed
joysticks), was also home to tons of popular third-party titles,
such as Baseball Stars, Contra Castlevania, Ikari Warriors, and
Double Dribble.
One of the most popular, most influential game systems
ever released, the NES remains a favorite among collectors,
nostalgia enthusiasts, and hardcore gamers. One of the most
desirable NES collectibles is the top-loader version of the console
(1993), which plays the same games, but is more reliable (in terms
of connectivity between the cartridge and the console) than the
original “toaster” version of the NES. The NES, which killed its
rival competitor, the Sega Master System, was followed by the Super
NES, which debuted in 1991.
Odyssey2
Released by Magnavox
in 1978, the Odyssey2 was a follow-up to the primitive Odyssey
system (circa 1972). Unlike the more well-known Atari VCS (a.k.a.
the Atari 2600), which was released the year before, the Odyssey2
came with a 49-button membrane keyboard that made the machine more
like a real computer. The keyboard, which was used to good effect in
such educational titles as Compute Intro!, also made the system more
“respectable” in the minds of parents and other
non-gamers.
The Odyssey2 had
boxy, one-button controllers with a sturdy, eight-direction joystick
that worked pretty well in controlling ships, characters, and other
implements accurately. Unfortunately, most models of the O2
contained hard-wired joysticks, meaning you couldn’t simply plug in
a new joystick when one went bad. Graphically, most O2 games had a
simplistic look (stick figures are a common sight), but the system
could generate up to 16 moving, flicker-free objects onscreen at
once, helping give the visuals for most games a sharp, clear,
streamlined look.
Ultimately, the
Odyssey2 couldn’t compete with the massive success of the Atari
2600, which boasted a much larger library (third-party support for
the O2 was limited to Imagic) and faster, more colorful games. In
addition, the Atari 2600 benefited from numerous popular
arcade-licensed games, such as Ms. Pac-Man, Missile Command, and
Space Invaders. In the U.S., Turtles! was the
only coin-op game ported to the
Odyssey2.
Production on the
Odyssey2 stopped in 1983, giving it a respectable six-year run.
Unfortunately, only 49 games were released for the system, around
half of which were programmed by a single man: Ed Averett. Some of
the better O2 carts include: Turtles!, Power Lords, Killer Bees!,
Attack of the Time Lord!, Pick Axe Pete!, S.I.D. the Spellbinder
(which benefitted from The Voice speech module), and Quest for the
Rings!, the latter of which was part of the ambitious Master
Strategy Series and included a game board, tokens, and a keyboard
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