|
|
Most
everyone with any sense of videogame history knows that the 1981
release of Pac-Man for the Atari 2600 was a disaster. Based on
Midway’s famous arcade classic (1980), which revolutionized the
coin-op industry with its cute characters, charming gameplay, and
simple, four-way controls, 2600 Pac-Man failed its progenitor in
almost every imaginable way.
Designed
by Tod Frye, who was working under severe time constraints to
complete the project, the port was playable (Pac-Man could eat dots
and avoid ghosts in reasonably efficient fashion, and fans burned
out on the arcade version had a new challenge), but it was plagued
by washed out graphics, a blocky maze bearing little resemblance to
the original, and flickering ghosts that are barely discernable in
color from one another. Most notoriously, Pac-Man faces sideways
while traveling up and down.

Atari 2600 Pac Man Screenshot
Atari 2600 Ms Pac Man Screenshot
At seven
million copies sold, Pac-Man was one of the more popular 2600
titles, but 12 million cartridges were produced, making it as
disappointing commercially as it was critically.
Atari
rectified the situation to some extent with the 1982 release of Ms.
Pac-Man, which was a more faithfully adapted port of its respective
coin-op classic (Midway, 1981) and a superior game overall. Buoyed
by crisp controls, colorful graphics, and delightful sounds (purists
bemoaned the lack of intermissions, but most could overlook such a
minor setback), Ms. Pac-Man is one of the greatest Atari 2600 games
of all time.
Amazingly, Jr. Pac-Man is even better than Ms.
Pac-Man. A stunning port of Bally/Midway’s 1983 arcade game, which
never got its due in terms of widespread acclaim, Jr. Pac-Man trumps
Ms. Pac-Man with faster gameplay, smarter enemy A.I., seven
scrolling mazes (as opposed to four non-scrolling mazes), and a
sartorial accessory that sets the protagonist apart from his Pac
parents: a beanie cap with a spinning propeller.

Atari 2600 Jr Pac Man game
box
As Junior
Pac-Man travels around each maze, eating dots, he is chased by one,
two, three, or four ghosts (Inky, Blinky, Pinky, and Tim), depending
on the difficulty level selected by the player. When Junior eats one
of several power pills scattered about the maze, he can temporarily
turn the tables on the pursuant ghosts. However, after a couple of
mazes have been completed, the power becomes very short lived,
making it tough to gobble more than one ghost.

Atari 2600 Jr Pac Man
Screenshots
Instead
of edible fruit like in Pac-Man and Ms. Pac-Man, Jr. Pac-Man
features toy-shaped candy, including a tricycle, a kite, a drum, a
balloon, a train, a kitty, and root beer. The candies roam the mazes
and can be snacked on for bonus points. Interestingly, when a toy
touches a dot, that dot gets bigger and is worth more points (50 as
opposed to 10) when eaten. Players should beware, though, because
Junior slows down while eating big dots, making him more likely to
get caught by a ghost. In addition, toys can destroy power pills by
simply making contact with them (creating a cool explosion
effect).

Jr
Pac Man Arcade Machine Screenshots
While Jr. Pac-Man is indeed a fantastic take on
a coin-op classic, there’s no such thing as an arcade-perfect port
for the Atari 2600. Niggling differences include: mazes that scroll
up and down instead of left and right; the lack of an animated intro
scene; maze walls that lack pinstripe outlines; a beanie that is
yellow instead of red; and the missing whites of the ghosts’
eyes.

Jr
Pac Man Arcade Bally/Midway 1983
Regardless, Jr. Pac-Man is a fantastic game
that critics love.
Writing for The Atari Times
(www.ataritimes.com), Dan Loosen likes the game’s “great graphics”
and calls it “
hands-down my favorite
Pac-Man on the 2600.” Dave Morozek,
better known as The Video Game Critic (www.thevideogamecritic.net),
praises the cartridge over Pac-Man (poor graphics) and Ms. Pac-Man
(too easy), saying that “this time Atari got everything right.” Earl
Green, who hosts the website Phosphor Dot Fossils
(www.thelogbook.com/phosphor/), is a big fan of the game, calling
the
graphics, music, and
sound effects “absolutely
spot-on.”
The Atari 2600 is home to
lots of interesting maze games, most of which were influenced by
Pac-Man. These include Alien, Dodge ’Em (which is actually based on
a game that predates Pac-Man), Jawbreaker, Lock ’N’ Chase, Mouse
Trap, Shark Attack, and the recently released Lady Bug, which has
reviewed very well among homebrew aficionados. However, Jr. Pac-Man
beats them all in terms of shear entertainment value. In fact, it’s
arguably the pinnacle cartridge in the entire Atari 2600
library.
In my article, “The Ten
Best Atari 2600 Games,” which was published in issue #94 of the
late, great 2600 Connection
fanzine, I ranked Jr.
Pac-Man number one, ahead of such better known carts as Space
Invaders, Kaboom!, and River Raid. In my first book, Classic Home
Video Games, 1972-1984, I called the game “one of the best
arcade-to-home translations of the classic era.” More tellingly, I
still play the game on a regular basis, trying again and again to
beat my high score.

Atari 2600 Jr Pac Man programmer Ava
Robin-Cohen (circled) at staff meeting.
Although
programmed in 1984 by Ava Robin-Cohen of General Computer Corp., Jr.
Pac-Man was shelved until 1987, during a resurgence of sorts for the
2600. The previous year, Atari, bolstered by Nintendo’s success in
the marketplace with the NES, rereleased the Atari 2600 in a smaller
format. Euphemistically called the 2600 Jr., the little system that
tried couldn’t compete with the NES and its cutting edge titles:
Super Mario Bros., The Legend of Zelda, and Metroid, among many
others.
Thus, Jr.
Pac-Man was relegated to relative obscurity. Very little in the way
of promotion was spent on the game, though it did appear in three
catalogs: Atari (CO25618-001 Rev. A) from 1984; Atari 1987 (CO34003
Rev. A); and Atari Advantage-2600 (C300592-001W.F. 03-1989).
Luckily, despite its lack of fame, Jr. Pac-Man is fairly easy to
find and can be purchased for a reasonable price.

The 2600 Atari Advantage game catalog 1989 with
Jr Pac Man circled
Two hacks of the game are available, both of which have
fun with the Jr. Pac-Man formula. Fat Freddie (OutofGas, 2004)
changes Junior to a portly person packing away food while
Monkeyshines (Jamcat, 2005) transforms Junior into a zookeeper
sweeping a monkey cage.

Atari 2600 Fat Freddie
2004
Atari 2600 Monkeyshines 2005
Jr.
Pac-Man may be a small, beanie-wearing player in a videogame world
filled with first-person shooters, 3D graphics, and complex
controls, but it is absolutely required playing for anyone even
remotely interesting in classic gaming. If you’ve only played Jr.
Pac-Man’s parents, Pac-Man and Ms. Pac-Man, you owe it to yourself
to spend a little time with their oft-neglected
offspring. You’ll eat him up.
Buy Jr Pac Man game program cartridge from
Atari2600.com Here
Copyright 2010 Atari2600.com, with content by Brett
Weiss,
http://brettweisswords.blogspot.com/
|
|
|
Explore Video
Game History |
|
|
|
Atari 2600
|
|
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 overlay. | | |