Platform: Atari 5200
Atari 5200
The Atari 5200 is one of those consoles that everyone has heard of, but fewer people have truly explored. Released in late 1982 as the follow-up to the immensely successful Atari 2600, it promised a leap toward arcade authenticity at home. It arrived with sleek looks, a sizable footprint, and a bold claim: this was the "super system" that would reassert Atari's dominance. What it delivered was a fascinating mix of power, innovation, and perplexing decisions that still spark conversation today.
If you only remember two things about the 5200, let them be these. First, underneath its shell it was a close cousin of the Atari 8-bit computers, powered by a custom 6502-based architecture and the ANTIC, GTIA, and POKEY chips that made Atari famous for graphics and sound. Second, the 5200's controllers were ambitious analog devices with numeric keypads that looked futuristic and felt... divisive. Between those poles lies a system with a small but mighty library of arcade conversions, some ambitious exclusives, and a legacy that teaches as much about design and strategy as it does about games.
For a clean historical overview and specs snapshot, the entry on Wikipedia's Atari 5200 page is a helpful anchor. Here, we will go deeper into context, design, the best software, and why enthusiasts still speak about the 5200 with equal parts affection and frustration.
Origins and launch
Atari did not set out to iterate gently on the 2600. It wanted a machine that could take on high-end arcades and, more urgently, fend off new challengers in the living room. The 2600 had taught the world to play at home. The next step was to bring the arcade home convincingly, without apologizing for hardware limits. That vision collided with a crowded marketplace, a flood of third-party software, and some tough strategic trade-offs.
By 1982, Warner Communications owned Atari, and profit targets were steep. The 5200 was greenlit as a premium console, tapping the proven graphics and audio silicon from the Atari 8-bit computer line, known for colorful displays and advanced sprites. That architectural decision was smart. It promised strong arcade ports with less guesswork, and it meant Atari could leverage internal tooling and developer know-how from the computer side. You can read more about those machines in the entry for the Atari 8-bit family.
The 5200 launched in November 1982 in North America, with a price tag around 270 dollars. The case was striking and enormous, a polished piano-black and chrome design with a flip-up compartment to store two controllers. Unlike the 2600’s simplicity, the 5200 introduced an automatic RF switchbox that doubled as the power delivery system, a choice that felt clever in theory and finicky in reality. The pack-in was Super Breakout for the early four-port model. A later revision with two controller ports would switch the pack-in to Pac-Man.
What the 5200 did not include was equally important. There was no built-in backward compatibility with the 2600, and for the first months of its life, there was no official adapter to fill that gap. Given the enormous 2600 library and player base, that choice dented the pitch that the 5200 was the natural upgrade path for existing Atari owners. Coleco exploited that gap with the ColecoVision and its heavily advertised Atari 2600 adapter. That move helped cement the ColecoVision as a formidable rival, especially in arcade ports.
The 1982 landscape
Launching in late 1982 meant walking into the storm. Retailers were drowning in consoles and cartridges. Consumers were excited but also overwhelmed, and quality varied wildly. Atari’s own lineup had to compete not only with ColecoVision’s sharp graphics, but also with a growing perception that the home market was being flooded. Within a year and a half, the market would contract sharply during the video game crash of 1983. The 5200 was not the cause, but it was caught squarely in the blast radius.
Hardware overview
When you power up a 5200, you are effectively looking at a console-optimized Atari 8-bit computer without the keyboard or SIO ports. That is not a dismissal. It was a strength, because the ANTIC, GTIA, and POKEY trio had proven themselves in color depth, smooth scrolling, sprites, and four-channel sound. The 5200 added a BIOS oriented to console behavior and an analog input subsystem for its new controllers.
CPU and core chips
At the heart of the Atari 5200 sits a MOS Technology 6502C CPU clocked around 1.79 MHz for NTSC units. That is paired with three Atari custom chips that define the system’s capabilities:
- ANTIC: A display list processor that choreographs the screen line by line. ANTIC can mix text and bitmap modes on the fly, which allowed creative status bars, score areas, and playfields without wasting CPU time.
- GTIA: The graphics interface that handles color interpretation, playfield priorities, collisions, and the system’s sprites, called players and missiles.
- POKEY: The audio and I/O chip that provides four tone generators, multiple noise types, a pseudo-random number source, and keyboard or controller scanning.
This trio gave Atari a flexible, software-driven video pipeline. Developers could use display lists to change modes mid-frame, squeeze extra colors from clever palette tricks, and animate sprites with minimal CPU overhead.
Graphics capabilities
GTIA supports 16 hues with 16 luminance steps per hue. On paper that is 256 possible colors. In practice, any single playfield mode uses a subset, but the variety of graphics modes gave designers a lot of room. Popular choices included 160 by 192 resolution modes with more color depth and 320 by 192 modes with fewer colors but crisper edges. Many games used 160-wide modes for the playfield and high-resolution overlays for text or HUDs.
Sprite hardware comes in the form of four players and four missiles, Atari’s long-standing approach that predates the industry’s more general use of the word sprites. With careful multiplexing and display list tricks, developers could simulate more sprites than the base hardware might suggest. Combined with the fast player-missile movement and robust collision detection, it helped the 5200 push smooth arcade action despite its modest raw clock speed.
Hardware scrolling, or the practical equivalent of it, could be achieved by using ANTIC’s display list features to reposition the playfield without rewriting large amounts of memory. This turned out to be crucial for racing games, shooters, and platformers.
Sound and input
POKEY’s audio is the secret sauce of many Atari classics. It offers four audio channels, each capable of a range of tones, plus programmable noise useful for percussion and explosions. Musically inclined developers could coax expressive results, from warm bass lines to surprisingly crisp effects. The chip also includes timers and a source of randomness that game logic could exploit without extra overhead. You can dig into POKEY’s design in more detail in Wikipedia’s POKEY article.
Input on the 5200 is where things get unusual. The standard 5200 controller is an analog joystick with a 12-key numeric pad and dedicated Start, Pause, and Reset buttons. The analog stick gives continuous positional readings rather than simple on-off signals, which in theory enables nuanced movement and variable speed. The design choice, however, came with several practical downsides:
- Self-centering: The original stick does not self-center, which means letting go does not return it to neutral. Games had to include recentring logic or calibration, and players had to adapt to a looser feel.
- Reliability: Early controllers used flexible printed circuits and contact pads that wore out or oxidized, leading to unresponsive keypads or drift. Repairs are common in the collector community.
- Buttons: The two side fire buttons map to the same signal on most revisions, so they are not independent. That limited control schemes compared to competitors that supported true A and B inputs.
Despite those quirks, the controller is not all frustration. The keypad enabled overlays that mapped functions or inventory to specific keys, making complex games more approachable. The inclusion of a dedicated Pause button was a forward-thinking comfort feature. For some genres, especially analog-sensitive ones like Missile Command or trackball conversions, the 5200 really shines when paired with the right controller.
Accessories and revisions
The 5200’s accessory ecosystem both helped and hurt its case. The most celebrated add-on is the Atari 5200 Trak-Ball, a substantial controller with a large ball and sturdy base. With it, games like Centipede, Missile Command, and others feel remarkably close to the arcade experience. There were also third-party joysticks and adapters that converted the 5200’s analog input to digital, including interfaces that let you use Atari 2600 sticks.
Atari released two hardware revisions. The first has four controller ports and relies on a special RF switchbox that also supplies power. This was elegant on paper but annoying when the switchbox failed. The later revision has two controller ports, moves the power input to the console, and improves reliability. The much-discussed Atari 2600 adapter arrived later and, notably, only works with the two-port revision. It essentially contains the 2600 hardware inside the adapter, using the 5200 only as a power and RF conduit.
Memory-wise, the 5200 includes 16 KB of RAM and a small system ROM with its BIOS. Cartridges ranged from 4 KB in the early days to 32 KB for more ambitious titles, with bank switching techniques enabling even larger games as the scene matured.
Software library
Because the 5200 shares so much DNA with Atari’s 8-bit computers, many high-quality arcade ports were ready to be adapted. The system’s best games combine colorful graphics, tight controls tuned to the analog hardware where appropriate, and audio that makes the POKEY chip sing. It is a curated library rather than a sprawling one, and it benefits from focusing on what the hardware does well.
Arcade ports done right
The 5200’s pitch was arcade authenticity. Some conversions actually live up to it. If you are exploring the library, these are consistently cited for their quality.
- Missile Command: With the Trak-Ball, this is a revelation. The analog aiming feels natural, and the POKEY noise gives explosions real punch.
- Centipede: Again, best with the Trak-Ball. Smooth animation, accurate enemy behavior, and arcade-like speed make it a system showcase.
- Galaxian: Colorful and fast, with predictable enemy waves that match the arcade closely. The sprite handling keeps the screen fluid.
- Pole Position: The 160-wide playfield suits the pseudo-3D track view well. Sound effects are crisp and the sense of speed is commendable.
- Joust and Defender: Williams arcade games ported with care. They benefit from the 5200’s quick sprite hardware and responsive input, provided your joystick is in good health.
- Pac-Man and Ms. Pac-Man: Tasteful conversions that improve on the 2600’s compromises, with mazes and enemy logic closer to the real thing.
These games underpin the 5200’s reputation. They feel clean, colorful, and fully realized within the machine’s constraints.
Standout originals and near-exclusives
The 5200 is not only about copies of arcade hits. A handful of titles lean into the controller’s unique abilities or the hardware’s strengths and offer experiences you cannot get quite the same way elsewhere.
- Space Dungeon: Often highlighted as one of the console’s crown jewels. It is a twin-stick shooter that uses a special coupler to strap two 5200 controllers together. The design suits the system, action is fast, and the rooms are varied. If you enjoy Robotron, this is right up your alley. There is a background on the original arcade game in Wikipedia’s Space Dungeon article.
- Countermeasure: Tactical action with keypad overlays. You drive a tank, capture code clues, and input combinations on the keypad under pressure. It is one of those games that finally makes the keypad feel integral rather than tacked on.
- Star Raiders: A spiritual homecoming from the Atari 8-bit line. The 5200 version is engrossing, especially with the keypad for commands. The space combat remains atmospheric thanks to POKEY’s audio textures.
- Gremlins: A late release that is much sought after by collectors. It mixes action and strategy in a surprisingly layered package for the era.
You will also find solid takes on Jungle Hunt, Moon Patrol, and RealSports variants that show off the graphics modes with clean art and satisfying motion.
Prototypes, near-misses, and homebrew
The 5200’s short commercial life meant some ambitious games were canceled or shipped in tiny numbers. Among the most famous are Ballblazer and Rescue on Fractalus from Lucasfilm Games. 5200 versions existed in late prototype form and circulated among collectors before being polished and released in various unofficial or special-edition forms years later. In many circles, these games are used as a thought experiment: what if the 5200 had stuck around just a bit longer, and 3D techniques had matured on it?
The homebrew scene has treated the 5200 kindly. Enthusiasts have repaired control code in classic titles, produced modern controller adapters, and published new games that take better advantage of ANTIC and GTIA. For discussions, ROM preservation, and hardware repair guides, the community hub at AtariAge is well worth visiting.
Development insights
If you could sit next to a 5200 developer in 1983, here is what you would see on their notebook. They would talk less about raw CPU cycles and more about how to offload work onto ANTIC’s display list and GTIA’s sprite logic. They would diagram where to switch graphics modes mid-screen to save memory for the playfield while keeping a sharp HUD. They would review POKEY timer values for musical timing and sound envelopes. Then they would look worriedly at the analog input curves of the joystick.
The 5200’s strengths in development flow from its custom chips:
- Display lists: ANTIC can display different modes in different rows and even fetch graphics data from non-contiguous memory. This encourages designs where the status area is a high-resolution text mode and the main action is a lower resolution mode with richer colors.
- Player/missile graphics: Sprites can be repositioned with little cost, allowing smooth animation. Multiplexing across scanlines can simulate more objects than the four player registers alone would support.
- POKEY audio: Music and sound effects are feasible without expensive CPU mixing, and its noise generators make satisfying explosions and engine sounds.
Input posed real questions. Analog sticks required calibration curves. Some developers built options into the game to adjust dead zones or sensitivity. Others used the keypad to switch control schemes. The mere existence of a keypad encouraged deeper controls and quasi-pause menus long before modern standards emerged.
Reception and market performance
The 5200 enjoyed a bright but short life. Critics in 1982 and early 1983 praised its colorful graphics and strong arcade feel, especially when paired with the Trak-Ball for certain games. At the same time, reviews called out the inconsistent controller experience, reliability complaints, and the lack of backward compatibility with the 2600 at launch. The price positioned the system as a premium device in a market where parents were already confused about which console to buy.
Sales estimates hover around one million units. That is not nothing, but it paled next to the 2600’s scale and quickly faced the combined forces of market saturation, a flood of underperforming software across the industry, and retailer caution. When the 7800 was prepared as Atari’s next act, the 5200’s fate was sealed. It was discontinued in 1984, right as the market began to reset.
Impact and legacy
Sometimes a system’s legacy is not just in what it did best, but in what it taught by stumbling. The Atari 5200 is a good example.
- Hardware lineage matters: Basing the console on the 8-bit computer architecture was smart. It provided a rich toolkit and gave developers a head start. The ANTIC and GTIA duo still impress when you see smooth scrolling or colorful sprites on a CRT.
- Controller design is destiny: The analog joystick was ambitious but unforgiving. Reliability concerns and the non-centering behavior overshadowed its theoretical advantages for many genres. The takeaway for future consoles was clear: you can get creative, but the default controller must be robust and intuitive. Atari’s next major console, the 7800, went with a simpler digital approach and two distinct fire buttons.
- Backward compatibility is a strategic lever: The 5200’s lack of 2600 compatibility at launch hurt. In a transitional market, a clear upgrade path matters. The later 2600 adapter was clever engineering, but the damage was done. Competitors had already framed their systems as more versatile or more cost effective.
- Quality peripherals can redefine genres: The Trak-Ball is a lesson in the opposite direction. It transformed certain games into near-arcade experiences and showed how the right peripheral can elevate software.
The 5200 also cast a long shadow through its community. Enthusiasts learned to refurbish controllers, replace flex circuits, and build adapters. Homebrew and preservation groups kept unfinished work alive. The library, while compact, holds up when you approach it as a curated selection of arcade-style play.
Anecdotes and curiosities
Stories and little details stick with this platform. Some are just charming footnotes. Others explain a lot about how it feels to use a 5200 today.
The 5200’s internal codename at Atari was "Pam," a label that shows up in development lore and magazine clippings. The marketing line "The SuperSystem" appeared in ads, and for once, that nickname matched both the ambition and the large physical presence of the console. Those who unbox one for the first time are often surprised by its weight and the shiny panel that flips up to reveal the controller bay. The industrial design feels more like a high-end A/V component than a toy.
On the input side, the inclusion of a dedicated Pause button right on the controller was ahead of its time and a genuine quality-of-life feature. The overall controller package had ideas that would resurface later: a keypad that suggests deep functions, auxiliary buttons for system-level tasks, and analog input for nuanced control. If only the reliability had matched the ambition.
A plastic joystick coupler shipped with some twin-stick titles like Space Dungeon and Robotron 2084. It was a simple piece that snapped two controllers together so you could hold them like a single twin-stick unit. It is one of those charming accessories that shows how developers and hardware teams collaborated in the early days to make unusual control schemes work.
The 5200 cartridge design is also memorable. The carts are large, with a sliding dust door that feels satisfyingly mechanical. In the era of simple bare-edge connectors, that detail helped the product feel premium and protected. It also means your shelf of 5200 games looks quite different from the tiny VCS carts next to them.
Finally, there is the RF switchbox that doubles as a power injector. It makes for a cleaner cable run when everything works, but if the box fails, the console becomes a sculpture until you repair or replace it. Collectors often hunt the two-port revision in part because it separates power and video back to more conventional jacks.
Collector notes and preservation
If you are tempted to pick up a 5200 today, a few practical tips will make your experience smoother. The community has already solved many of the system’s pain points, so you do not have to relive every 1983 headache.
Start by deciding on a two-port or four-port model. The two-port model tends to be more reliable, has a straightforward power jack, and supports the official 2600 adapter. The four-port model has that classic first-run cachet and extra controller ports for party play, but the switchbox is a known failure point.
Next, think about controllers. Original sticks can be repaired. There are aftermarket flex circuits, gold contact kits, and rebuild guides that restore responsiveness. If you plan to play arcade action titles, consider a third-party joystick or an adapter that lets you use digital controllers. If you love the idea of trackball games, the official Trak-Ball is transformative. A cleaned and lubricated unit with a good encoder is a joy.
For video, the 5200 outputs RF. On a modern TV, this is less than ideal. Many enthusiasts use a small CRT or a composite-modified console. There are noninvasive mods that add composite or S-video while preserving originality if that matters to you. The picture improvement is not subtle.
Software is easily preserved and experienced on original hardware using flash cartridges, and there is a healthy trade in original carts in online marketplaces. Be kind to the sliding dust doors on the cartridges, since the springs and plastic can get brittle with age.
If you dive into forums and preservation groups, you will find prototype builds and fixed versions of games that improve controls or performance. The community at AtariAge is welcoming and a good resource for both newcomers and seasoned tinkerers.
Why it still matters
The Atari 5200 occupies a valuable place in game history. It represents the transition from early cartridge systems to a more sophisticated view of what a console could be. It argues that console design is not just about raw capability, but about the ecosystem: controllers, backward compatibility, accessories, and a coherent library. It also shows that a console can be both technically capable and commercially fragile when timing and design choices collide with market forces.
From a purely experiential perspective, it has some top-tier versions of arcade favorites. With the right controller, Centipede and Missile Command become time machines. Space Dungeon and Countermeasure point to control schemes and UI ideas that felt fresh then and still feel clever today. Star Raiders on a 5200 quickly reminds you why the Atari name carried such weight in sci-fi gaming long before 3D accelerators.
On a personal note, the first time I tried a 5200 Trak-Ball with Missile Command, I lost track of an hour without meaning to. The rhythm of flicking the ball, hearing POKEY’s low roar, and saving that last city was as satisfying as any modern arcade-like score chase. That is the 5200 at its best: tactile, colorful, slightly quirky, and unexpectedly absorbing.
If you approach the Atari 5200 as a museum curiosity, you will miss the joy. If you approach it like a carefully tuned vintage instrument, it rewards attention. It was born into a storm, but it still sings.
Further reading
If you want to dig deeper into specs, release chronology, or the business context surrounding the platform, these are strong places to start:
- The system overview and timeline on Wikipedia’s Atari 5200 page.
- Context for the early 1980s market and the contraction that followed in Video game crash of 1983.
- Technical underpinnings in Atari 8-bit family, ANTIC, GTIA, and POKEY.
Each of those sources complements the hands-on truth of the 5200. Yes, it is imperfect. Yes, it arrived at a difficult time. Yet its best games still punch above their weight, and its hardware invites tinkering and mastery. If you enjoy discovering strengths within constraints, the Atari 5200 deserves a spot on your shelf and some regular time in your A/V chain.
Most played games
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The Dreadnaught FactorStory -Extras -Complete -
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Micro-gammonStory -Extras -Complete -
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Adventure 2Story -Extras -Complete -
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Xari ArenaStory 0h 10mExtras -Complete 0h 30m
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Astro ChaseStory -Extras -Complete -
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Lode Runner (1983)Story 2h 24mExtras 2h 53mComplete 4h 20m
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Space Shuttle: A Journey into SpaceStory -Extras -Complete -
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Super CobraStory 0h 6mExtras -Complete -
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CountermeasureStory -Extras -Complete 0h 30m
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Mr. Do's CastleStory 0h 30mExtras -Complete -
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Space DungeonStory -Extras -Complete -
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BallblazerStory 0h 18mExtras -Complete 0h 57m
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Castle CrisisStory -Extras -Complete -
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Zone RangerStory -Extras -Complete -
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Wizard of WorStory 0h 12mExtras -Complete -
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Star Raiders (1979)Story 0h 24mExtras -Complete -
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Space Invaders (1978)Story 0h 33mExtras 3h 25mComplete 3h 23m
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Robotron: 2084Story 0h 21mExtras 0h 59mComplete -
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Rescue on Fractalus!Story -Extras -Complete -
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Quest for Quintana RooStory -Extras -Complete -
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QixStory 0h 53mExtras 0h 33mComplete 40h 49m
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Q*bert (1982)Story 1h 33mExtras -Complete 28h 54m
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Popeye (1982)Story 0h 13mExtras 0h 28mComplete 0h 24m
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Pole Position (1982)Story 0h 29mExtras 1h 30mComplete 2h 1m
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Pitfall II: Lost CavernsStory 0h 52mExtras 0h 38mComplete 2h 39m
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PengoStory 0h 16mExtras 0h 2mComplete -
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Pac-ManStory 0h 49mExtras 2h 24mComplete 4h 48m
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Moon PatrolStory 0h 27mExtras 0h 34mComplete 0h 43m
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Montezuma's RevengeStory 0h 18mExtras -Complete 4h 57m
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Mario Bros.Story 1h 7mExtras 1h 32mComplete 1h 55m
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KangarooStory -Extras -Complete 0h 13m
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H.E.R.O.Story 1h 0mExtras -Complete -
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GyrussStory 1h 38mExtras -Complete -
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GalaxianStory 0h 24mExtras 0h 20mComplete 0h 7m
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Frogger II: ThreeeDeep!Story 0h 30mExtras -Complete -
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Frogger (1981)Story 1h 6mExtras 2h 33mComplete 0h 27m
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FathomStory 0h 9mExtras -Complete -
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Dig DugStory 0h 52mExtras 2h 29mComplete 4h 36m
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Defender (1981)Story 0h 52mExtras -Complete -
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Berzerk (1980)Story 0h 15mExtras -Complete 0h 46m