Top 20 Atari, Inc. Games
Asteroids is an arcade space shooter released in November 1979. The player controls a spaceship in an asteroid field which is periodically traversed by flying saucers. The objective of the game is to destroy both, asteroids and saucers. The triangular ship can rotate left and right, fire shots straight forward, and thrust forward. Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.
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Pac-Man is an arcade game developed by Namco and first released in Japan on May 22, 1980. it is considered one of the classics of the medium, virtually synonymous with video games, and an icon of 1980s popular culture. The player controls Pac-Man through a maze, eating pac-dots (also called pellets or just dots). When all pac-dots are eaten, Pac-Man is taken to the next stage. Four enemies (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost and the Pac-Man itself withers and dies. When all lives have been lost, the game ends. Near the corners of the maze are four larger, flashing dots known as power pellets that provide Pac-Man with the temporary ability to eat the enemies. The enemies turn deep blue, reverse direction and usually move more slowly. When an enemy is eaten, its eyes remain and return to the center box where it is regenerated in its normal color. Blue enemies flash white to signal that they are about to become dangerous again and the length of time for which the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses.
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In 911: First Responders, become the head of operations in a fictional rescue and catastrophe management organization. Command a number of vehicles and staff from the fire department, medical rescue, police and technical services. Be a real world hero set against a background of continuous day/night changes and constantly varying weather conditions.
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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.
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The player controls Pac-Man through a maze, eating pac-dots (also called pellets). When all pac-dots are eaten, Pac-Man is taken to the next stage. Between some stages one of three intermission animations plays. Four enemies (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost and the Pac-Man itself withers and dies. When all lives have been lost, the game ends. Pac-Man is awarded a single bonus life at 10,000 points by default.
Near the corners of the maze are four larger, flashing dots known as power pellets that provide Pac-Man with the temporary ability to eat the enemies. The enemies turn deep blue, reverse direction and usually move more slowly. When an enemy is eaten, its eyes remain and return to the center box where it is regenerated in its normal color. Blue enemies flash white to signal that they are about to become dangerous again and the length of time for which the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses. In later stages, the enemies go straight to flashing, bypassing blue, which means that they can only be eaten for a short amount of time, although they still reverse direction when a power pellet is eaten; in even later stages, the ghosts do not become edible (i.e., they do not change color and still make Pacman lose a life on contact), but they still reverse direction.
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In 1982, a sequel to the incredibly popular Pac-Man was introduced 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. 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".
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Defender is an arcade video game developed released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis's first video game project, and drew inspiration from Space Invaders and Asteroids. Williams planned to display the game at the Amusement & Music Operators Association (AMOA) trade show, though development delays resulted in the team working on the game up until the show started.
Defender was commercially successful, selling over 55,000 units to become the company's best selling arcade game. Praise among critics focused on the game's audio-visuals and gameplay. It is frequently listed as one of Jarvis's best contributions to the video game industry, as well as one of the most difficult video games. Defender was ported to numerous platforms, inspired the development of other games, and was followed by sequels and many imitations.
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Mario has gone mad! He's turned the tables on Donkey Kong and locked him in a cage. It's up to you, as Donkey Kong Jr., to rescue your father by stealing Mario's set of keys. But it won't be easy. You'll have to fight off ape-eating Snapjaws, jump onto moving islands and break through a jungle of vines to get to the keys that will free Donkey Kong. Can you handle the action? Because this off-the-wall monkey business will have you going bananas!
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Tempest is a 1981 arcade game by Atari Inc., designed and programmed by Dave Theurer. It takes place on a three-dimensional surface, sometimes wrapped into a tube, which is viewed from one end and is divided into a dozen or more segments or lanes. The player controls a claw-shaped spaceship (named Blaster) that crawls along the near edge of the playfield, moving from segment to segment. Tempest was one of the first games to use Atari's Color-QuadraScan vector display technology. It was also the first game to allow the player to choose their starting level (a system Atari dubbed "SkillStep"). This feature increases the maximum starting level depending on the player's performance in the previous game, essentially allowing the player to continue.
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Mario Bros. is an arcade game published and developed by Nintendo in 1983. It was developed by Shigeru Miyamoto.
Mario Bros. features two plumbers, Mario and Luigi, having to investigate the sewers of New York after strange creatures have been appearing down there. The objective of the game is to defeat all of the enemies in each phase. The mechanics of Mario Bros. involve only running and jumping. Unlike future Mario games, players cannot jump on enemies and squash them, unless they were already turned on their back. Each phase is a series of platforms with four pipes at each corner of the screen (in the old version along with an object called a "POW" block in the center). Both sides of every phase feature a mechanism that allows the player to go off-screen to the left and appear on the right and vice versa.
The player gains points by defeating multiple enemies consecutively and can participate in a bonus round to gain more points. Enemies are defeated by kicking them over once they have been flipped on their back. This is accomplished by hitting the platform the enemy is on directly beneath them. If the player allows too much time to pass after doing this, the enemy will flip itself back over, changing in color and increasing speed. Each phase has a certain number of enemies, with the final enemy immediately changing color and increasing its speed to maximum. There are three enemies in all: the Shellcreeper, which simply walks around; the Sidestepper, which requires two hits to flip over; and the Fighter Fly, which moves by jumping and can only be flipped when it is touching a platform. Players may also make use of the above-mentioned "POW" block, which flips any enemy touching a platform or the floor when a player hits it from below. This item can be used three times before it disappears. Coins appear whenever enemies are defeated and may be collected for bonus points.
As the game progresses, elements are added to increase the difficulty. Fireballs either bounce around the screen or travel directly from one side to the other, and Slipices can freeze platforms, causing Mario and Luigi to skid. In addition, icicles start to form under the platforms and fall loose. Bonus rounds give the players a chance to score extra points by collecting coins without having to deal with enemies; the "POW" block regenerates itself on each of these screens.
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Millipede is a 1982 arcade game by Atari, Inc. and is the sequel to the arcade hit, Centipede. The objective of the game is to score as many points as possible by destroying all segments of the millipede as it moves toward the bottom of the screen, as well as destroying and avoiding other enemies. The game is played with a trackball and a single fire button, which can be held down for rapid-fire. The game is over when the player's last life is lost.
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The player controls Jumpman or Mario in home versions. His objective is to reach the top of the stage to save the Lady (Pauline in home versions), although he must jump over barrels and avoid fire, springoboads and sand piles. It became one of the best selling arcade games of its time and set the basics of the platform subgenre
- The NES versions features less levels. However, there are two difficulty settings: Game A and Game B. Game A is easier than Game B
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Adventure is a video game for the Atari 2600 video game console, released at Christmas time in 1979. In the game, the player controls a square avatar whose quest is to hunt an open world environment for a magical chalice, returning it to the golden castle. The game world is populated by roaming enemies: dragons, which can eat the avatar; and a bat, which randomly steals and hides items around the game world.
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Space Race is the second arcade game created by Atari and was released in July, 1973. The two players each control a rocket ship; the object of the game is to make it from the bottom of the screen to the top, while avoiding obstacles such as asteroids. Score is kept electronically and the background consists of a simple starfield.
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As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. The player's six cities are being attacked by an endless hail of ballistic missiles, some of them even splitting like multiple independently targetable reentry vehicles (MIRVs). New weapons are introduced in later levels: smart bombs that can evade a less than perfectly targeted missile, and bomber planes and satellites that fly across the screen and launch missiles of their own.