Platform: Atari 7800
Atari 7800: the flexible underdog that deserved more
If you love digging into console history, the Atari 7800 is one of those platforms that rewards curiosity. It arrived late, straddled two eras, and mixed clever engineering with some frustrating compromises. It was Atari’s shot at getting back on top after the early 1980s upheaval. And while it never beat the giants of its time, the 7800 left a surprisingly rich legacy and a loyal community that still builds for it today.
At a glance, the 7800 was built to do three things very well. It had to be affordable. It had to play Atari 2600 games to keep the brand’s massive library relevant. And it had to deliver arcade-like graphics that could hang with the rising stars of the era. On two of those goals, it succeeded brilliantly. On the third, it did just enough to be competitive if you picked the right game. That mix makes it fascinating to study and a joy to tinker with today.
If you want a quick factual overview while you read, the Wikipedia entry is solid background material: Atari 7800. For deeper dives into development history and the collector scene, the community at AtariAge is a treasure trove.
The moment it was born
The 7800’s story starts before it had a name. In 1983, Atari Inc. was still a cultural monolith, but the market was crumbling under the weight of rushed software and too many platforms chasing too few customers. The famous downturn that followed is usually called the video game crash of 1983. Atari’s 5200 had not saved the day, and the company needed a machine that could be sold cheaply, play the huge 2600 back catalog, and still feel modern enough to compete with ColecoVision and the incoming wave from Japan.
Atari asked General Computer Corporation (GCC), a clever group known for arcade conversions and hardware hacks, to design the new system. GCC had worked with Atari on games like Ms. Pac-Man and had a strong track record for extracting performance from modest hardware. The result of that partnership was the Atari 7800 ProSystem, test marketed in 1984. Then the ground moved again.
In 1984, Atari’s consumer business was sold off to the newly formed Atari Corporation under Jack Tramiel. Contracts had to be renegotiated. Inventories had to be dealt with. The 7800, which was ready to go, sat on ice while lawyers and accountants did their thing. By the time Atari relaunched the 7800 nationally in North America in 1986, the Nintendo Entertainment System was already in stores, and the Sega Master System had joined the fight. The 7800 had one very big advantage in price and backward compatibility, but the window to define the generation had closed.
What the designers wanted
You can feel the design philosophy in every corner of the machine. GCC aimed for a console that could be manufactured inexpensively and scale with game complexity through smart use of the cartridge bus. Instead of an expensive tile engine or bulky VRAM, they built a flexible sprite and display-list system around a custom graphics chip called MARIA. The CPU was a cost-effective 6502 variant nicknamed SALLY, and for audio they kept the Atari 2600’s TIA chip on board for compatibility.
At the same time, GCC wanted developers to be able to write arcade-like action games with lots of moving objects and smooth scrolling. That is why MARIA fetches graphics directly from cartridge or RAM dynamically during each scanline. It trades some raw CPU cycles for a high ceiling in how many independently moving objects and colors you can push per line. That trade is one of the 7800’s defining characteristics, and when used well it produces surprisingly modern effects for the mid 1980s.
The core architecture
Under the hood, the 7800 runs a 6502-derived CPU at roughly 1.79 MHz in NTSC regions, with a slightly different clock in PAL territories. Atari’s custom SALLY processor includes a halt mechanism so that the graphics chip can take control of the bus when it needs to stream pixels. That sounds scary, but in practice it is predictable for developers and gives MARIA the bandwidth it needs to draw a complex screen without dedicated video memory.
Main system RAM is modest by later standards, on the order of a few kilobytes. There is no separate VRAM, which keeps the bill of materials low. Instead, graphics data resides in cartridge ROM or is staged in RAM, then MARIA uses display lists to assemble the screen on the fly. This architecture rewarded programmers who could structure data smartly and stream just the right bytes at the right time.
Audio is handled by the tried-and-true TIA chip for basic sound and 2600 compatibility. When a developer needed more voices or richer timbres, they could include a POKEY sound chip inside the cartridge. That choice was brilliant for flexibility and cost control, although it eventually hurt the system’s base-line sound reputation because not enough carts paid the extra for POKEY.
Crucially, the 7800 also keeps the TIA and 2600-style RIOT interfaces alive for full backward compatibility. Flip a 2600 cartridge in, and the console enters 2600 mode, essentially operating like the older machine with the 7800 hardware idling in the background.
MARIA, the not-a-tile engine
If you come from NES or Master System programming, the 7800 feels alien at first because it avoids the classic tile map approach. MARIA thinks in terms of "objects" defined in display lists. Each scanline is constructed from a set of objects that can vary in width and color depth. You can choose 160-pixel modes for broader pixels and more color per object or 320-pixel modes when you need finer horizontal detail. Within a frame, you can mix and match these choices to suit the content.
Because objects are fetched directly during active drawing, there is a cost in CPU availability known as DMA time, and the pattern of objects per line affects how much headroom your game logic has during that portion of the frame. It is a dance between art and scheduling, and when done well you get a screen full of multi-colored sprites, smooth scrolling, and minimal flicker. The best 7800 titles showcase dense screens with many independent entities that would be painful to realize on a tile-dominant system.
Color-wise, the NTSC palette exposes a wide range of hues and luminance levels. On paper it is generous for the era, and in practice you can show a vibrant scene with dozens of distinct colors visible. PAL units differ slightly due to video standards, but the idea is the same.
Sound: better with a friend
The big asterisk in the 7800’s spec sheet is audio. Out of the box you are using the TIA for sound, which is functional but limited to very simple waveforms and a small number of channels. Compared to the NES’s integrated APU or Sega’s PSG, base 7800 audio can sound thin.
This is where POKEY comes in. By placing a POKEY chip in the cartridge, developers could add multiple channels, better noise, and more flexible sound generation. Games that used POKEY stand out immediately. Ballblazer famously uses it, and the effect is transformative. Another recognizable POKEY showcase is Commando. The drawback is obvious: adding a chip increases cost per cartridge. In a price-sensitive market, many releases stuck with TIA only. As a result, if you cherry pick 7800 games you will hear both extremes, from bare-bones beeps to surprisingly rich soundtracks.
Controllers and I/O
At launch the 7800 came with Pro-Line joysticks, compact sticks with two independent action buttons. They look cool but are divisive in use. The two buttons map cleanly to 7800 games and fall back gracefully to a single-button behavior for 2600 titles. Later, some regions received a more comfortable gamepad, and third-party options have become popular among collectors and players who actually want to beat Xenophobe without hand cramps.
The console includes a physical pause button, a rarity in its generation. On 7800 software it cleanly pauses the action at the system level. It is small quality-of-life touches like this that make the 7800 feel thoughtfully built, even when its spec sheet is conservative.
Accessory-wise, a light gun known as the XG-1 is supported by a subset of titles, and a High Score Cartridge exists to save scores in games that support it. That cartridge plugs into the cart slot and provides nonvolatile storage, which feels very forward-thinking for the time.
Backward compatibility, with a twist
One of the 7800’s killer features is its ability to play almost the entire 2600 library. Hardware-level compatibility is not a hack. The original TIA chip and relevant I/O logic are on board, and the CPU can operate in a way that basically recreates a 2600. That meant consumers could upgrade to a 7800 without discarding the hundreds of 2600 titles already occupying their shelves. For retailers and parents, that was a compelling argument.
There is an interesting wrinkle. The 7800 includes a small BIOS that checks for a digital signature in 7800 cartridges. If the signature is not present, the system drops to 2600 mode by default. The intent was to ensure quality and manage licensing in the wake of the early 1980s flood of rushed releases. It was an early form of platform-level gatekeeping, similar in spirit to what Nintendo would do with their lockout chips. In practice, it also complicated matters for unlicensed publishers and early prototypes.
Launch timeline and price positioning
It is fair to say the 7800 launched twice. In 1984 it had a limited test-market release, then the Atari corporate transition happened and the platform was shelved. The full North American rollout arrived in 1986, bundled commonly with Pole Position II. In Europe it became available around 1986 to 1987, and some PAL units famously include a built-in version of Asteroids accessible without a cartridge.
Atari priced the 7800 aggressively compared to the NES and Master System. It was regularly the cheapest way to get a new console with modern graphics and the ability to play 2600 games. In the short run, that strategy worked. The 7800 sold in the low millions and extended Atari’s life in the console business. Long term, the library and marketing muscle of Nintendo, combined with strict third-party licensing, made it hard for Atari to lock down marquee exclusives.
The library: where it shines
Every retro platform has a sweet spot. With the 7800, I think it is arcade action, multi-sprite chaos, and fast reflexes. It handles games with lots of moving pieces beautifully, especially when the developer uses 160-pixel modes for color richness. If you want to see the system at its best, the following titles are great starting points.
Before listing, it helps to understand two categories on the 7800. Some games are essentially definitive home versions of early 1980s arcades. Others are quirky originals that would not have found a natural home elsewhere. The machine does both well.
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Food Fight: Often held up as the 7800’s mascot game, this GCC original is fast, fluid, and distinctively 7800. You run around a screen throwing food at chefs while trying to reach a melting ice cream cone. It leverages MARIA’s ability to fling lots of objects with minimal flicker, and the feel is timeless.
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Ballblazer: A technically impressive 3D-like sports duel from Lucasfilm Games. It uses a POKEY in the cartridge for superior audio and features smooth perspective movement that looked futuristic on home consoles of the day. The design is minimalist and elegant, and it plays wonderfully.
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Asteroids: The 7800 version is a joy. It is colorful, snappy, and supports two players at once. If you grew up with vector Asteroids, this is a charming reinterpretation with a surprising amount of personality.
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Joust and Robotron: 2084: Williams arcade conversions are strong on 7800. Robotron, in particular, benefits from the engine’s ability to keep many enemies moving on screen. Finding a comfortable dual-stick setup is a fun challenge for purists.
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Xevious: A solid vertical shooter with clean graphics and satisfying movement. Not the flashiest interpretation ever made, but the 7800 handles it with clarity and color that make it easy to recommend.
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Galaga, Ms. Pac-Man, Centipede, Dig Dug: Atari’s bread and butter during this era was classic arcade conversions, and these play well on the 7800. Smooth, bright, and faithful enough to scratch the itch.
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Desert Falcon: An isometric shooter with a unique vibe that makes good use of color and object layering. It shows off the system’s ability to animate at multiple depths without tearing.
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Commando: Notable for its POKEY-enhanced soundtrack in supported versions, this run-and-gun shows that the 7800 can move a lot of sprites without losing responsiveness.
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Ninja Golf: The late-era cult classic. It switches between golf strokes and side-scrolling fights as you chase your ball to the hole. Only on a console like the 7800 would a game like this become a retail product, and that is meant affectionately.
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Tower Toppler: Also known as Nebulus, it renders a rotating tower effect that stands out on any 8-bit platform. It demonstrates how MARIA’s per-scanline drawing can create illusions of depth with careful art.
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Alien Brigade and Crossbow: Light gun shooters that make good use of the XG-1 accessory. If you like the genre, they are worth seeking out.
You will sometimes read that the 7800 library is small. In raw count next to the NES, that is true. But it is better to think of it as compact and focused. There are far fewer misses than you might expect, and the best entries exploit the hardware’s strengths instead of fighting it. For a comprehensive list, the community keeps meticulous records and release notes. Wikipedia’s overview is handy if you are surveying the lineup: List of Atari 7800 games.
Why it struggled against the NES and Master System
The 7800 had a real shot if it had launched in 1984 at scale. By 1986, the competitive dynamics were different. The NES dominated mindshare and retail channels, and Nintendo’s licensing contracts strongly discouraged third parties from releasing their biggest titles on competing platforms. Sega, while trailing Nintendo, invested in European markets and had its own first-party catalog.
Atari fought with price and backward compatibility, but it could not match Nintendo’s marketing or the steady cadence of first-party hits. Another obstacle was perception. Without a strong integrated sound chip, many games sounded dated unless the publisher paid for POKEY in the cartridge. Consumers did not read parts lists. They just heard what came out of their TVs.
There is also an internal resource angle. Atari Corporation was juggling the 7800, the 2600 line, and the growing Atari ST computer business. Development resources and budgets were spread thin, and that showed up in the number and polish of first-party releases. The result was a good system that felt a little outgunned in a world where software libraries defined platform success.
Programming the 7800: a different mindset
Developing for the 7800 requires thinking in time slices. MARIA’s display lists define what will appear on each scanline, and the cost of drawing each object is paid in DMA cycles. Game logic has to be slotted into the remaining time. Clever developers construct screens to minimize heavy DMA during moments of complex logic or stagger object widths so CPU work is distributed smoothly.
Compared to the NES’s PPU, which encourages tile reuse and attribute maps, the 7800 lets you treat the screen as a series of independent objects layered per line. That can feel liberating for arcade ports where unique sprite shapes dominate and backgrounds are simple. It also enables hybrid techniques, such as using a coarse background with richly colored characters that pop against it.
Modern tools make this more approachable. There are cross-assemblers, libraries, and even higher-level kits like 7800basic that abstract much of the setup so you can focus on gameplay. The homebrew scene has produced sophisticated new releases, including titles that take advantage of POKEY or optional enhancements to push the system well beyond what commercial teams attempted in the 1980s.
Collecting, emulation, and preservation
If you want to experience a 7800 today, you have options. Original hardware is robust, and most consoles can be serviced easily. Composite or S-video mods improve picture quality over RF, and modern controllers can be adapted if the Pro-Line stick is not your friend. Cartridges are relatively affordable compared to some 8-bit ecosystems, especially for common arcade conversions.
On the emulation side, support is mature in multi-system emulators and within the broader preservation ecosystem. Accurate MARIA timing matters for a few advanced titles, so look for cores and builds that emphasize cycle-level correctness. If you dive into development, that accuracy becomes more than a nicety.
The community around the 7800 is welcoming. AtariAge hosts development forums, release announcements, and hardware projects. Because the platform has a smaller library, it is achievable to explore most of it, which makes collecting feel more like a guided tour than an endless chase.
Lasting influence and legacy
Even without winning the generation, the 7800 contributed several ideas that echo today.
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Backward compatibility as a strategic feature: The 7800 proved that supporting a prior generation can ease consumer upgrade anxiety and extend a brand’s relevance. Modern console families treat backward compatibility as a selling point, and Atari was early in demonstrating the value.
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Cartridge-based audio enhancements: Including extra chips in cartridges to expand capability is a pattern you see across multiple ecosystems, from Famicom expansion audio to special mappers and DSPs on later cartridges. POKEY-in-cart is very much part of that lineage.
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Flexible, object-centric video architecture: MARIA’s per-object design offered a different path than fixed tile maps. While most later consoles favored more structured VRAM and tile systems combined with DMA, the spirit of streaming what you need when you need it foreshadows modern GPU pipelines where flexible buffers and shaders assemble scenes dynamically.
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Early platform authentication: The 7800’s digital signature requirement is an early example of platform-level content control. It set expectations that console makers, not just publishers, would manage quality and licensing. That idea became the norm in later generations.
Culturally, the 7800 also served as a bridge between the golden age of arcades and the structured console era that followed. Its library feels like a curated arcade hall with a few experimental corners. For players who value pick-up-and-play design and tight mechanics over sprawling narratives, it is a sweet spot.
Curiosities you will enjoy sharing
The 7800’s history is peppered with details that make collectors and historians grin. A few standouts are worth calling out for your next retro meet-up.
Before the following list, a small scene-setter. Atari had a habit of giving chips and prototypes names that felt personal. The 7800 inherited that spirit, and some of its quirks hint at a company in transition, trying to recapture the magic while navigating a new market reality.
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A built-in Asteroids in Europe: Many PAL units include a ROM-based version of Asteroids accessible without a cartridge. It is a delightful surprise and a genuinely good port.
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A pause button on the console: Uncommon at the time, the hardware pause works at a system level. It is not a hack in the game code, so it behaves consistently across titles.
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The MARIA name: Continuing Atari’s informal tradition of human names for hardware, the graphics chip is called MARIA. It pairs nicely with the 2600’s TIA and 5200’s ANNA lore, and while histories differ on exact origins, the vibe is very Atari.
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Early units with an expansion port: Some 1984-built consoles include an unused expansion interface. Planned accessories never materialized, and later runs dropped the feature.
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High Score Cartridge precedent: Long before internal flash or memory cards, the 7800 offered a way to save progress data across sessions in supporting games. It was niche, but it pointed toward the importance of persistent data.
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Uncomfortable by design: The Pro-Line joystick looks sleek but is not ergonomic. It is one of those accessories that lives better in photos than in long play sessions. Many players replace it with later pads.
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Digital signature gatekeeping: The boot ROM’s check for a cryptographic signature to unlock 7800 mode made it tough for unlicensed carts. It also caused headaches for prototypes during the platform’s bumpy relaunch.
Common doubts, cleared up quickly
People often approach the 7800 with a handful of recurring questions. It is worth addressing them directly.
Is the 7800 more powerful than the NES? On paper and in benchmarks, it depends on what you test. In multi-sprite scenes with many independent objects and in scenarios where raw color per line matters, the 7800 often holds up surprisingly well. The NES’s tile-based PPU, mappers, and integrated audio give it advantages in other directions, especially for games with rich backgrounds and music-heavy design. If you judge by end results, both systems have gems, and the best 7800 titles compete with early to mid-era NES titles comfortably.
Why do some games sound great and others thin? That is the POKEY story. Cartridges with POKEY sound lush and full. Cartridges without it rely on TIA, which is basic. The difference is cost per unit. Publishers did the math, and only some games got the upgrade.
Does it really play 2600 games well? Yes. Hardware-level backward compatibility means the 7800 behaves like a 2600 for those titles. There are a few edge cases and timing-sensitive oddities, but broadly it is excellent. Many families treated the 7800 as both their new console and their 2600 replacement, which was exactly Atari’s plan.
Is the library worth exploring today? Very much so. It is compact but has standouts in almost every genre the platform targets. The arcade conversions are strong, and the original oddballs bring a smile. Modern homebrew expands the options further, often with production values that outstrip commercial 1980s releases.
A personal note
I first played Food Fight on a 7800 set up at a local retro expo, sandwiched between a wall of NES carts and a buzzing Sega corner. There was a small crowd taking turns, and what struck me was how immediate it felt. No warm-up needed, no manual required. You grab the stick, throw some food, laugh when you get clobbered by a chef. The room had dozens of machines, but the 7800 station kept pulling people back because the games were fast, colorful, and pure. That experience sums up the platform to me: underrated, approachable, and quietly brilliant in the things it cares about.
If you want to go deeper
A good research path is to read a historical overview, sample a curated list of titles, then dig into developer notes and hardware docs. The Wikipedia articles for the Atari 7800, General Computer Corporation, and the video game crash of 1983 frame the market context. From there, browse community write-ups and technical threads on AtariAge. If you are inclined to build something yourself, modern tools like 7800basic lower the barrier and give you a playground to rediscover MARIA’s quirks firsthand.
Why it still matters
The 7800 is a great example of engineering pragmatism meeting market realities. It made bold choices where it counted, like its flexible object engine and cartridge-based audio expansion, and conservative ones where cost would have sunk it, like keeping RAM modest and leveraging existing chips for compatibility. It navigated a messy corporate transition and still shipped as a competent, fun console.
For players, it represents a pocket of design that never goes out of style. Games boot fast, action is readable, and you can get in and out of a session in ten minutes with a smile on your face. For developers and historians, it showcases an alternative approach to 8-bit console graphics that rewards careful planning and timing. And for collectors, it is one of the most approachable ways to explore a complete-ish ecosystem without needing a warehouse.
If you have a soft spot for the era when arcade sensibilities were distilled into living-room machines, the Atari 7800 deserves a place on your shelf and some regular time on your TV. It is not just a what-if footnote. It is a platform with its own voice, and when you hear it, especially through a POKEY-enhanced cart, it is a voice worth listening to.
Most played games
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Mean 18Story 0h 23mExtras -Complete -
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Tank CommandStory -Extras -Complete -
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F-18 HornetStory -Extras -Complete -
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Sentinel (1990)Story -Extras -Complete -
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Motor PsychoStory -Extras -Complete -
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Fight Night (1988)Story 0h 13mExtras -Complete -
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Mat Mania ChallengeStory 0h 7mExtras -Complete -
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Lode Runner (1983)Story 2h 24mExtras 2h 53mComplete 4h 20m
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Hat Trick (1987)Story -Extras -Complete -
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Water SkiStory -Extras -Complete 0h 53m
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Pole Position IIStory 0h 1mExtras -Complete -
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Summer GamesStory 0h 37mExtras -Complete -
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Food FightStory 0h 44mExtras -Complete 0h 37m
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Winter GamesStory 0h 24mExtras -Complete -
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XeviousStory 1h 56mExtras 1h 20mComplete 5h 0m
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XenophobeStory 0h 52mExtras 0h 46mComplete -
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Scrapyard DogStory 1h 53mExtras -Complete 3h 36m
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Robotron: 2084Story 0h 21mExtras 0h 59mComplete -
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RampageStory 2h 11mExtras -Complete 4h 4m
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Planet Smashers (1989)Story -Extras -Complete -
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Ninja GolfStory 0h 29mExtras -Complete -
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Mario Bros.Story 1h 7mExtras 1h 32mComplete 1h 55m
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Kung-Fu MasterStory 0h 37mExtras 0h 46mComplete 2h 42m
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KlaxStory 5h 58mExtras -Complete -
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Karateka (1984)Story 0h 53mExtras 1h 2mComplete 0h 50m
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JoustStory 0h 36mExtras 0h 19mComplete -
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GalagaStory 0h 49mExtras 2h 0mComplete 2h 51m
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Fatal RunStory 0h 26mExtras -Complete -
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Double Dragon (1987)Story 1h 12mExtras 2h 14mComplete 3h 2m
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Donkey Kong Jr.Story 0h 19mExtras 0h 28mComplete 0h 40m
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Donkey Kong (1981)Story 0h 22mExtras 1h 39mComplete 1h 14m
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Dig DugStory 0h 52mExtras 2h 29mComplete 4h 36m
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Desert FalconStory 0h 16mExtras -Complete 0h 29m
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Dark ChambersStory 0h 56mExtras -Complete 0h 52m
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Commando (1985)Story 0h 41mExtras 2h 9mComplete 1h 15m
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Choplifter!Story 1h 15mExtras -Complete -
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Centipede (1981)Story 0h 24mExtras -Complete 0h 58m
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BasketbrawlStory 0h 6mExtras -Complete -
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Asteroids (1979)Story 0h 32mExtras 1h 43mComplete 1h 26m
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Alien BrigadeStory 0h 21mExtras -Complete -