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Atari 400 800 XL XE Games Database

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Super Breakout
The current version of my interview with Larry Kaplan can be found here:

http://www.ataricompendium.com/archives/interviews/larry_kaplan/interview_larry_kaplan.html
Kangaroo
The 1982 copyright date obviously reflects the coin-op's copyright date, and not when this version was programmed or released. In fact, the same time the system was advertised in Atari Age magazine (Sept/Oct 1982), the arcade game was being advertised. The 5200 version wasn't mentioned until the July/August 1983 issue.
Kangaroo
The 1982 copyright date obviously reflects the coin-op's copyright date, and not when this version was programmed or released. In fact, the same time the system was advertised in Atari Age magazine (Sept/Oct 1982), the arcade game was being advertised. The 5200 version wasn't mentioned until the July/August 1983 issue.
Sqoid
Rafael Calderon, if you read this comment once upon a time, please mail me at xixit@mail.ru
We need to talk.
Dropzone
If you thought Defender was, you ain't seen nothing yet. This game was the de facto shoot em up, but damn was it hard.
Timeslip
I really love this game. It started out on the Commodore C16 and, besides looking great, plays really well. I think it's also by the author of Jet Boot Jack. Here's a review for the c16 version: http://www.commodore16.com/timeslip/
Pitstop
The actual racing portion game is OK and isn't anything to write home about, as others mentioned. Then again, this was made in 1983, and there's only so much you can put into a game within the system/memory limitations. That's where the game's namesake comes into play, the pitstop. It's fun to fix up as much or as little of your car as you want -- the race against the clock another factor! (Blue Max and Star Raiders also used this to good effect as time to complete a mission also determined your final ranking.)

Another good idea was that your car gradually deteriorated (e.g., tires wearing out, gasoline running low), instead of exploding right from a collision. You also had to watch how you filled up the gasoline, as it didn't automatically stop once full. If you overfill, the tank empties and you have to start over.
Pole Position Race Designer
I remember downloading this from a local BBS back in 1986! I thought it was a cool concept that someone would make a program that allowed you to make customized play features of a commercial game like Pole Position. I thought how cool it would be to a get an ultra-high score by making the raceway one straight line!

However, while the idea was neat, the end result or execution wasn't satisfying. My biggest gripe, which made it unplayable, was that (unlike the actual version of Pole Position) the steering did NOT self-center. If you turned the joystick left or right and let go, the car would maintain the respective direction. That required you to quickly turn the joystick the opposite direction just to compensate. It was too much of a headache to steer back and forth, non-stop like that and I crashed too often as a result.
Superman III
Make that three: Dave Comstock & Paul Donaldson (Programmers), Brad Fuller (Audio). Source: http://www.atariprotos.com/8bit/software/supermanIII/supermanIII.htm
Bomb Jack
@Monk
The cartridge version works with every stock Atari 8bit 64k!
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