Platform: Atari 8-bit Family
Atari 8-bit Family
If you grew up when televisions clicked between channels and beige computers ruled the desk, the Atari 8-bit family sits somewhere between myth and machine. These were not just early home computers. They were living rooms turned into arcades, science labs squeezed into molded plastic, and a friendly on-ramp to programming that felt almost like a game in itself. Launched with the Atari 400 and 800 in 1979 and evolving through the XL and XE series, the platform quietly shaped how home gaming and creative computing would look throughout the 1980s.
This article is a deep tour of the platform: where it came from, why it mattered, how its custom hardware ticked, the games that defined it, and the little quirks that make Atari’s 8-bit line uniquely lovable today.
Context and launch
Atari entered the late 1970s on a high. The Atari VCS had exploded into a cultural phenomenon, and the company knew that a programmable, cartridge-based computer with advanced visuals would be the next logical step. Internally, projects codenamed "Colleen" and "Candy" aimed to deliver two distinct machines: a robust, expandable system for enthusiasts and a more affordable computer for the family room. Those became the Atari 800 and Atari 400.
The market they entered was already moving fast. The Apple II had cultivated a loyal following in schools and small businesses, the Commodore PET and Tandy systems found niches, and floppy drives were trickling into homes. Atari zigged. Rather than just drop a 6502 CPU into a box and let it do everything, Atari designed a trio of custom chips to take over graphics, sound, and I/O. That choice turned out to be the secret sauce. Even the earliest Atari 8-bit computers could pull off color-saturated graphics and smooth animation that felt years ahead of many contemporaries.
The 400 and 800 launched in late 1979 at premium prices. The 400, billed as a family machine, featured a sealed membrane keyboard that was resistant to spilled orange juice and the occasional jam sandwich. The 800, with a proper typewriter keyboard, two cartridge slots, and internal expansion, targeted power users. Their architecture and FCC-compliant radio shielding made them sturdy and oddly heavy, but they set a baseline for home graphics and sound that rivaled dedicated consoles.
Architecture at a glance
Under the hood lived a MOS Technology 6502B CPU clocked around 1.79 MHz in NTSC regions and approximately 1.77 MHz in PAL. Atari deliberately offloaded jobs to coprocessors so the CPU could spend more time on game logic and less on moving pixels or scanning keyboards. The system’s personality came from three chips working in concert: ANTIC, CTIA/GTIA, and POKEY.
Custom chips: ANTIC, CTIA/GTIA, and POKEY
ANTIC, sometimes called a display list processor, was an engine for building screens from scratch. Instead of a fixed set of modes, ANTIC consumed a program called a display list that told it what to draw, line by line. It could switch between text and graphics modes mid-screen, alter where memory was read from, and trigger interrupts exactly where developers needed them. In modern terms, it was a flexible DMA video controller that made the 6502 feel stronger than its raw clock speed suggested.
CTIA, and later its improved successor GTIA, handled color generation, collision detection, and the famous player/missile graphics. Player/missile gave programmers a simple way to create hardware sprites that could be moved smoothly across the screen with minimal CPU cost. The GTIA also enabled unique color modes, letting developers choose between more hues or more brightness levels and giving the Atari its distinctive rainbow.
POKEY was the all-purpose sound and I/O chip. It offered four sound channels with a wide range of tones, a versatile random number generator, an elegant way to handle paddles and analog inputs, and a serial engine that talked to peripherals. POKEY made the machines sing, literally and figuratively. Its crunchy bass lines and bright beeps soon became unmistakable.
If you want a compact technical overview of these chips and their history, the Wikipedia entries for the Atari 8-bit family, ANTIC, and POKEY are solid starting points.
Graphics and color
The Atari 8-bit machines support a rich palette, with GTIA providing 16 hues and 16 luminance levels, which together yield up to 256 possible color combinations. You could not splash all 256 colors onto the screen at once, but clever use of the display list, color registers, and mid-frame interrupts made multi-hued screens routine. The infamous display list interrupts, or DLIs, let programmers swap colors, change horizontal scrolling values, or even switch video modes by the scanline.
This architecture gave rise to signature Atari visual styles: multicolored status bars, fine scrolling platformers, raster-based gradients, and sprites that glowed with saturated hues. The hardware supported multiple graphics modes, from character cell text to bitmap modes. Three special GTIA modes (often referred to as modes 9, 10, and 11) traded resolution for more color variation in ways that were surprisingly useful for art tools and expressive games.
Sound and input
POKEY’s four channels were more than just beepers. Skilled composers coaxed drum hits from controlled noise, vibrato from rapid register changes, and rich chords from tight arpeggios. The chip’s timers also powered serial I/O and keyboard scanning, and its pot lines read the paddle controllers with analog precision. If you ever heard an Atari 8-bit play a tense bass line while reading a disk, you were hearing POKEY do several jobs at once.
The machines supported classic Atari digital joysticks and paddles, plus occasional light pens and trackballs. The 400 and 800 provided four controller ports, which made multiplayer paddle games a living room favorite. Later XL and XE models trimmed that to two ports on most units, but adapters and clever coding kept multiplayer experiences viable.
Memory and the operating system
Memory configurations varied, but two milestones matter. The early machines ranged from 8 KB to 48 KB in the 400 and 800, with the 800 using modular RAM cards. The XL era put 64 KB within reach, and the 130XE bumped that to 128 KB using bank switching managed by an additional memory management circuit often paired with the Freddie chip to simplify the memory architecture.
Atari’s operating system exposed a clean, device-independent I/O layer called CIO. Programs could open devices using text-like names such as "K:" for keyboard, "S:" for the screen editor, "D:" for disk, and "P:" for printer. It felt modern before modern was a buzzword. High-level languages like Atari BASIC took advantage of this, letting you redirect input and output almost magically. BASIC shipped on cartridge for the 400 and 800, and later as built-in ROM in most XL and XE models.
Peripherals and SIO
If there was one thing that set Atari’s design apart from the competition, it was the SIO port. Serial I/O connected smart peripherals that contained their own controllers. Instead of worrying about DIP switches and fiddly cables, users daisy chained devices and let the OS talk to them through standard protocols. Printers, modems, cassettes, and floppy drives appeared as simple devices from software’s point of view, and you could plug them in without a ritual. It was plug and play before that phrase existed.
Disk drives included the 810 and later the 1050, with enhanced density formats arriving mid-life. Cassette storage via the 410 and 1010 was a cost-conscious option that many households used to load games and save BASIC programs. The 850 interface brought RS-232 serial and Centronics parallel ports to the ecosystem, opening the door to third-party modems and printers that did not speak SIO natively.
The model line
The Atari 8-bit family went through several design generations, each with its own feel and trade-offs.
The original duo, the Atari 400 and Atari 800, were built like tanks. The 800 had a fantastic keyboard and two cartridge slots that allowed certain types of software to combine ROMs. The 400’s sealed keyboard was a practical choice for families. Both shared a robust internal metal shield that met stringent FCC emission rules for home electronics.
In 1982 Atari introduced the 1200XL, a sleek, stylish redesign with a great keyboard, revised operating system, and four controller ports. Unfortunately some OS changes broke compatibility with earlier software, and it was short-lived. Its contemporary industrial design by Regan Cheng still turns heads.
A quick course correction brought the 600XL and 800XL, which restored broad compatibility, added a parallel bus interface on the back for expansion, and standardized memory at 16 KB for the 600XL and 64 KB for the 800XL. These models hit the sweet spot for price and capability and sold well in many regions.
The XE series, including the 65XE and 130XE, arrived under the new Atari Corporation after Jack Tramiel acquired the consumer side of Atari in 1984. These machines carried the torch with cost-reduced internals, 64 KB or 128 KB of RAM, and a compact case design. The Atari XEGS followed in 1987, a hybrid game system and computer that came with a detachable keyboard and sometimes a light gun. It was a clever attempt to position the platform against game consoles while still offering the soul of an 8-bit computer.
Unreleased or rare models add flavor to the history. The 1400XL and 1450XLD promised built-in modems, speech synthesis, and dual disk drives, but they were canceled during corporate transitions. Enthusiasts have since tracked down prototypes and documentation, a reminder of how different the line might have looked had Atari’s fortunes shifted slightly.
Development culture and tools
The Atari 8-bit ecosystem nurtured a surprising number of programmers. Atari BASIC made it easy to write games and utilities, and the built-in graphics commands were approachable. Plenty of people learned programming by painstakingly typing listings from magazines into their 400 or 800 and hearing a sprite finally glide across the screen. Several professional tools emerged as well: OSS’s MAC/65 assembler and ACTION! language were legendary for speed and productivity, and Turbo BASIC XL improved performance and syntax for BASIC fans.
There was also a formal channel for grassroots software. The Atari Program Exchange (APX) encouraged hobbyists to submit programs, with winners sold as official products. APX brought us classics like Chris Crawford’s "Eastern Front 1941" and demonstrated how a company could harness the gold mine of fan-made content long before app stores. You can read more about APX and its impact in the Atari Program Exchange article.
Developers exploited the hardware beyond what initial documentation suggested. Display list interrupts became a canvas for mid-scanline tricks. Player/missile graphics were stacked, overlapped, or repeatedly reused to fake more sprites. Software sprites complemented hardware ones to fill the screen with enemies. Programmers learned to time carefully around vertical blanks and to use the character set as a tiny tileset for incredibly fast scrolling. The machine was a toolkit for creative minds, not just a PC with a BASIC prompt.
Games that defined the platform
The Atari 8-bit library straddles arcade thrills, simulation depth, and imaginative experiments. There are hundreds worth praising, but a handful tell the story particularly well.
Star Raiders deserves its own pedestal. Doug Neubauer’s 1979 classic shipped with a special controller keypad and arguably invented the cockpit space sim genre on home systems. It used 3D-style views and strategic galactic maps years before 3D accelerators were even a dream. If you want to understand why owners wax poetic about their Ataris, search out gameplay of Star Raiders and watch those color-cycled stars streak by.
Electronic Arts and Lucasfilm Games, both in their infancy, found early footing on Atari 8-bit. EA’s lineup included M.U.L.E., a brilliantly social multiplayer economy game that still holds up today, and Archon, a tactical battle where chess pieces came to life. Lucasfilm gave us Rescue on Fractalus! and Ballblazer, two technical showcases as inventive as they were fun. These titles demonstrated that the Atari was not just for quick arcade conversions; it could power nuanced design with style to spare.
Other heavy hitters built the platform’s reputation:
- Eastern Front 1941 by Chris Crawford blended AI, hex-map strategy, and presentation in a way that felt years ahead.
- The Seven Cities of Gold encouraged open-ended exploration with procedural maps.
- Koronis Rift and Mercenary pushed 3D-like landscapes on humble hardware.
- Boulder Dash and Lode Runner hit that addictive puzzle-action sweet spot.
- Miner 2049er, Blue Max, Spelunker, and Alley Cat gave platforming its whimsical and often punishing face.
- Fantastic ports turned heads: Donkey Kong, Pole Position, Defender, and River Raid looked and played superbly on the Atari.
I have a soft spot for Ballblazer. Its one-on-one dueling is hypnotic and elegant. The constant, fluid motion and POKEY-driven riff stick in your head for days. If someone asks what the Atari 8-bit machines felt like in their prime, that’s a good place to start.
Industry impact and legacy
It is easy to forget how radical some of Atari’s decisions were. Custom chips that offloaded the CPU from video and sound were a console trick transplanted into a home computer. The SIO bus offered a plug-and-play peripheral model that foreshadowed USB. CIO’s device-agnostic I/O showed how an OS could hide complexity without sacrificing power. And the insistence on color and motion as core features trained a generation of gamers to expect more from their home systems.
The arcade-quality library helped bridge consoles and computers. Many households bought an Atari 8-bit to play games and discovered they loved programming. At the same time, studios that would later define PC gaming cut their teeth on Atari hardware. Lucasfilm Games, later LucasArts, demonstrated cinematic presentation and smart design on the 8-bit. Electronic Arts used the Atari as a showcase for developer-centric branding, packaging, and crediting that treated creators like rock stars.
The platform survived the North American video game crash of 1983 by being useful and fun. It straddled both the console and computer markets, and while it never achieved the global ubiquity of the Commodore 64, its base was loyal and often technically adventurous. When Jack Tramiel took over Atari’s consumer operations in 1984, the company’s focus shifted to the 16-bit Atari ST line, but the 8-bit family remained in production for several more years. The XEGS even extended its life into the era of the NES and Sega Master System, a testament to how versatile and affordable the architecture had become.
Today, the Atari 8-bit legacy lives on in thriving scenes that produce new games, demos, and hardware. From modern SIO-to-SD adapters and network devices to side-car cartridges and memory expansions, the machines have grown well beyond their original constraints. The demoscene especially has uncovered visual and audio tricks that would make 1980s engineers grin.
What made it special for developers
When you ask programmers why they loved the platform, the same themes pop up. The display list made the video system feel programmable at a very low level without arcane pain. Player/missile graphics were straightforward, perfect for prototyping and shipping real games. POKEY’s musicality encouraged ambitious soundtracks. And the OS made it relatively painless to load, save, print, or talk to peripherals, even from BASIC.
The flip side is instructive. ANTIC and GTIA were powerful but quirky. Not all color modes could be combined in simple ways, and color tables varied by mode. Sprites were limited in number and width, so you learned to reuse them creatively or blend with software sprites. And the early memory ceilings forced tight code. These constraints spawned smart programming idioms that shaped a generation of developers, many of whom later built for the Amiga, PC, or consoles with a clearer sense of how to balance hardware and software.
Collecting and preservation
Original Atari 8-bit hardware is remarkably resilient, but the usual caveats apply. Power supplies can age poorly. Membrane keyboards need love. Disk drives might require belt replacements or alignment. That said, these machines are some of the friendliest to keep alive because the community is active and parts are available. SD-based disk drive emulators drop into an SIO chain without drama. New keyboards and cases can rehabilitate tired units. For those who prefer emulation, the scene is robust and accuracy focused, with tools for development and debugging that would have felt like science fiction in 1982.
The healthiest sign of a legacy platform is that it keeps getting new software. Atari 8-bit owners enjoy ports of games previously thought impossible, puzzle platformers with modern design sensibilities, and audio-visual demos that dance around the limits with style. If you want to dip your toe in, look for contemporary releases on active forums and historical archives. The proud tradition of sharing code, tools, and tips continues.
Notable curiosities and anecdotes
Every classic platform gathers stories and strange footnotes, and the Atari 8-bit line has some of the best. Here are a few that bring its personality into focus.
- Codenames from the office: The 400 and 800 were codenamed "Candy" and "Colleen," reputedly after Atari staff members. Engineers still smile when they mention them.
- FCC armor: Those heavy original cases with thick internal metal shields were not a style choice. FCC Class B emission rules for consumer gear forced Atari to treat the computer like a tiny radio station that had to be kept quiet. The result was overbuilt machines that survived rough handling better than many peers.
- Two slots, few takers: The 800’s dual cartridge slots were flexible, yet few titles used both at once. The feature is charmingly extravagant in hindsight.
- The XL detour: The 1200XL looked like a million dollars but broke a swath of software. The 600XL and 800XL fixed compatibility and rebalanced cost and features. It is a good lesson in the perils of OS tweaks in a fast-moving market.
- A console cousin: The Atari 5200 game console was based largely on the 400/800 architecture. In a sense, the Atari 8-bit family spawned its own console sibling, complete with a similar graphics personality.
- Player/missile as paintbrush: Artists figured out that you could use player/missile graphics as mobile overlays to add extra colors or highlights to a scene, not just for characters. It feels like doing lighting effects with LEGO pieces.
- APX as a proto-app-store: The Atari Program Exchange paid royalties to hobbyists and sold their programs in real packaging. Many later industry figures got an early start here.
- A path to Amiga: Jay Miner, a key figure behind the custom chips in the Atari 8-bit machines, later led the chipset design for the Amiga. If the Atari 8-bit family is a block print, the Amiga is the full-color lithograph that followed.
Why the games felt different
If you compare Atari 8-bit titles to their contemporaries on other home computers, a certain feel jumps out. Scrolling tends to be buttery, with subtle parallax effects and teakettle-smooth sprite motion. Colors are bold and used in gradients or bands. UI elements lean into the hardware character set to save memory and speed up drawing. And music, within its crunchy constraints, has a punchy presence that often steals the show.
This is not an accident. The architecture encouraged these choices. When your display is literally a scripted list to ANTIC, you think in stripes and scanlines. When sprites are limited, you combine them with software tricks. When your sound chip is both musical and responsible for I/O timing, you plan your soundtrack like a puzzle. The best games on the platform are tight little miracles of carefully balanced trade-offs.
Comparing with competitors
No platform exists in a vacuum, especially not in the hotly contested early 1980s. The Atari 8-bit family launched before the Commodore 64 but remained competitive with it for years thanks to agile software and an installed base that publishers were happy to serve. Compared to Apple II machines, Atari’s graphics and sound were significantly ahead out of the box, though Apple’s slot-based expandability and strong education footprint gave it different strengths. The TI-99/4A, Sinclair systems, and TRS-80 Color Computer all offered unique takes on home computing, but Atari’s combination of ease of use, peripheral simplicity, and audiovisual strength made it stand out as the most console-like computer in the room, and that was said as a compliment.
Community and modern development
The modern Atari 8-bit community is a masterclass in preservation and creativity. Developers build new tools that integrate seamlessly with old workflows. Assemblers and cross-compilers output code that runs on real hardware with cycle-exact timing. Artists trade palette tricks and character mode layouts like treasured recipes. Musicians squeeze POKEY for new timbres using trackers and custom drivers.
There is also a practical side. Storage adapters let you boot ATR disk images from SD cards, Ethernet and Wi-Fi devices mount online drives as if they were local, and robust emulators provide meticulous debugging views so coders can time their display list interrupts to the microsecond. It is a great time to discover the platform because the cost to experiment has never been lower and the knowledge base has never been richer.
A brief technical deep dive
If you enjoy peeking behind the curtain, a few architectural notes help explain the machine’s character.
The CPU and ANTIC share access to RAM. ANTIC performs DMA cycles to fetch display data, which steals time from the CPU. Clever developers budgeted their heaviest computations during vertical blank intervals when the screen was not being drawn, then used horizontal blank and DLIs to stage mode or color changes during active display. This time-sharing model encourages rhythmic programming styles where certain tasks happen on specific raster lines or at precise times.
Player/missile graphics offer four 8-pixel wide players and four missiles that can be combined, stretched, and repositioned with fine control. Horizontal position registers update instantaneously, making smooth motion simple. Vertical motion often uses DMA to automatically fetch sprite data line by line. Collision detection is built in and easy to query. The limitation in number of players leads to a classic trick called multiplexing, where the same sprite hardware is reused later in the frame to draw additional objects.
GTIA’s special modes treat color and brightness in unusual ways. One mode yields 16 levels of the same hue, great for smooth shading or grayscale-like art. Another mode offers 16 hues at a fixed luminance, perfect for bold posters or abstract screens. The third gives nine colors with different rules. You learn to think of color on Atari not as a fixed grid but as a flexible toolbox that changes with the mode. Combine that with DLIs and you have an art pipeline disguised as a video controller.
POKEY’s audio uses frequency dividers to produce tones and noise. With four channels and multiple distortions available, programmers simulate percussion, bass, and lead voices convincingly. Because the chip also handles serial I/O and input scanning, timing your sound updates relative to other system events affects stability and avoids glitches. If you ever wondered why some tunes feel rock-solid while others wobble, the difference is often careful synchronization with the rest of the machine.
Influence on design thinking
Working within the Atari 8-bit’s constraints encouraged a mindset that still serves developers today. You prioritize data layout to reduce bandwidth and cache misses. You design art around the rendering pipeline instead of fighting it. You time tasks relative to hardware events. You build your game loop to yield where appropriate and sprint where the hardware welcomes it. None of this is unique to Atari, but the platform’s friendly visibility into the video pipeline makes those patterns obvious and rewarding to learn.
I have met developers who say that after shipping something on the Atari 8-bit, later consoles and PCs felt less scary. The habit of thinking with the machine rather than against it is timeless.
Where to learn more
There is no shortage of information. Historical summaries and technical details are well documented in the Atari 8-bit family article, and the dedicated pages for ANTIC and POKEY fill in crucial gaps. For game-specific history, the entries on Star Raiders and M.U.L.E. capture how singular some of these experiences were. If you are interested in the culture around user-created software, the Atari Program Exchange shows how community and platform can lift each other.
The lasting impression
The Atari 8-bit family did not just survive the early home computer era. It set expectations: that a home machine could feel like an arcade, that peripherals could be easy, that an operating system could be both friendly and powerful, and that a single platform could nurture hobbyists into professional developers. It is hard not to admire the elegance. ANTIC and GTIA quietly choreograph pixels while POKEY handles music and I/O, the CPU steers the ship, and all of it adds up to games and tools that still feel lively.
If you find an Atari 800 at a flea market or inherit a 130XE from a relative’s attic, give it a second life. Load up Star Raiders, build a small BASIC animation, or explore an APX classic. You will be stepping into a tradition where clever engineering meets playful design, and where a friendly 8-bit computer can still surprise you.
Most played games
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Adventure Quest (1982)Story -Extras -Complete -
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Yoomp!Story 0h 52mExtras -Complete 7h 45m
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Lode Runner (1983)Story 2h 24mExtras 2h 53mComplete 4h 20m
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Summer GamesStory 0h 37mExtras -Complete -
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Food FightStory 0h 44mExtras -Complete 0h 37m
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Aztec ChallengeStory 0h 46mExtras -Complete -
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Zork I: The Great Underground EmpireStory 2h 34mExtras 6h 25mComplete 5h 38m
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Zork II: The Wizard of FrobozzStory 2h 30mExtras 2h 33mComplete 4h 14m
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ZaxxonStory 0h 11mExtras -Complete -
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Ultima IV: Quest of the AvatarStory 19h 31mExtras 39h 6mComplete 52h 56m
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Ultima II: The Revenge of the EnchantressStory 7h 17mExtras 11h 50mComplete 15h 41m
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Ultima III: ExodusStory 16h 50mExtras 27h 6mComplete 51h 33m
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Troll's TaleStory 0h 25mExtras -Complete -
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Star Raiders (1979)Story 0h 24mExtras -Complete -
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Spy vs. Spy (1984)Story 0h 59mExtras 1h 4mComplete -
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Space Invaders (1978)Story 0h 33mExtras 3h 25mComplete 3h 23m
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Shanghai (1986)Story 0h 26mExtras -Complete 12h 13m
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Rush'N AttackStory 0h 54mExtras 1h 13mComplete 0h 20m
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Rogue (1980)Story 11h 30mExtras 91h 48mComplete 9h 51m
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RampageStory 2h 11mExtras -Complete 4h 4m
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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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Pitfall II: Lost CavernsStory 0h 52mExtras 0h 38mComplete 2h 39m
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Pitfall! (1982)Story 0h 45mExtras 1h 49mComplete 3h 46m
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Pac-ManStory 0h 49mExtras 2h 24mComplete 4h 48m
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Ms. Pac-ManStory 0h 55mExtras 1h 38mComplete 2h 54m
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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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Miner 2049erStory 0h 59mExtras -Complete -
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Mario Bros.Story 1h 7mExtras 1h 32mComplete 1h 55m
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M.U.L.E.Story 1h 56mExtras -Complete 1h 48m
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Karateka (1984)Story 0h 53mExtras 1h 2mComplete 0h 50m
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Ghostbusters (1984)Story 1h 5mExtras 3h 17mComplete -
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Frogger II: ThreeeDeep!Story 0h 30mExtras -Complete -
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Congo BongoStory 0h 18mExtras -Complete 0h 10m
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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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Bounty Bob Strikes Back!Story 1h 53mExtras 2h 23mComplete -
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Archon: The Light and the DarkStory 0h 42mExtras 0h 22mComplete 0h 23m