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Atariteca es una página web/blog de Perú en castellano que ha publicado 1567 entradas, siendo la última del día 20/03/2025.

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Blog sobre computadoras Atari 8 bits serie XL/XE. Guías y análisis de emuladores, juegos y programas para ordenadores Atari.

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«StarDance»: Rhythm and spatial action on Atari 8-bit | Download [Atariteca] [Leer]


The FOReVER 2025 festival, held from March 14 to 16 in Trnava, Slovakia, delighted Atari 8-bit enthusiasts with innovative proposals. In the Wild Compo category, «StarDance» took second place after scoring 611 points, standing out as one of the most original experiences of the event.

Developed by Wojtek "Bocianu" Bocianski in programming, with music by Zdeněk "PG" Eisenhammer and an original idea by TekaTom, this title for Atari XL/XE redefines the traditional concept of space shooters by fusing it with the dynamics of rhythm games, offering a unique and immersive gaming experience.


At first glance, «StarDance» appears to be a simple tribute to «Gyruss», the iconic Parker Brothers shooter (1984). However, players quickly discover that it’s not about firing indiscriminately but rather synchronizing movements with precision. Each enemy shot down increases the "combo," similar to how steps are chained in «Dance Dance Revolution». The screen and spaceship turn into a bright green tone as the rhythm is maintained, while phrases like "Great" and "Awesome" appear to reward the player's skill, replicating the experience of Konami's famed dance arcade game (1998).

The control scheme is simple yet challenging. The joystick moves in four directions—up, down, left, and right—to toggle positions on the screen, while pulling the trigger fires shots. The key lies in following the sequence and adapting to the game's dynamics, which are more focused on coordination than frantic action. Additionally, «StarDance» features three game modes: arcade, relax, and random, offering an adaptable experience for different types of players. Players can also choose between three original songs: "Atari goes on", "Digital dawn", and "Why do you dance with me", each with its own rhythm and challenge.


What truly sets «StarDance» apart is its compatibility with an interactive dance mat. Bocianu has noted that the game can be enjoyed with a dancemat compatible with Atari 8-bit computers, manufactured by Interactive Mats L-Tek. This allows players to further immerse themselves in the musical experience, marking a milestone in the homebrew development scene for Atari.

With its participation in FOReVER 2025 under the theme "Jurassic Party", «StarDance» demonstrates that creativity within the Atari 8-bit universe continues to thrive. Yet another proof that the legacy of Atari is not only alive but continues to evolve with every new release.

StarDance for Atari 8-bit computers

Download | 142 kB

BASIC 10 Liner 2025: The seven Atari 8-bit games in competition | Download [Atariteca] [Leer]


The 14th edition of the BASIC 10 Liner contest once again showcases the ingenuity of programmers in pushing 8-bit systems to their limits with just ten lines of code. With 45 games submitted so far, seven have been developed for Atari 8-bit computers, standing out for their creativity and diverse range of genres.

Eric Carr enters the EXTREME-256 category with two games, leveraging the capabilities of FastBASIC 4.7. «The Lost Temple of Gold» is a puzzle adventure inspired by the classic PC DOS game Paganitzu. It features room designs adapted from the original, combined with new layouts, forming a compact yet challenging mini-adventure. Meanwhile, «FujiNet Battleship!» reinvents the classic Battleship game by enabling networked matches between two Atari computers connected via FujiNet, an innovative solution to the screen-sharing limitation in turn-based gameplay.


Chilean developer Víctor “Vitoco” Parada also presents two titles. «Pac-10Liner», in the PUR-120 category, is a minimalist take on Pac-Man, where players must evade Blinky while clearing a row of dots, with the chance to fight back after consuming a power pill. His other game, «Guess the Number», competing in the SHOW category, offers a deduction challenge: the player sets an upper limit and must guess the number the computer has selected within that range.


D. Scott Williamson contributes two games in the PUR-80 category, both programmed in Atari BASIC. «Wordle» brings the popular word-guessing challenge to Atari, giving players six attempts to identify a secret five-letter word, with visual feedback indicating how close their guesses are. Meanwhile, «2048» introduces the classic number-merging game to the Atari 8-bit, challenging players to slide tiles on a 4×4 grid and combine identical numbers to reach the highest possible score.

Finally, «Bomb Squad» by Noah Burney, also in EXTREME-256 and programmed in FastBASIC 4.7, tests players’ focus and precision. Following a bomb-defusal manual, they must cut the wires in the correct order—one mistake, and it’s all over.


Beyond these seven Atari titles, three notable entries by Marco “spotlessmind1975” Spedaletti stand out for their compatibility across multiple 8-bit platforms. «Beyond the Door», in EXTREME-256, is an escape challenge where players must pick the correct door before being caught by a pursuing monster. «Beauty Contest» introduces an AI-driven beauty competition, where neural networks learn from each playthrough. «Dojo Floats», a multiplayer game for Atari and TRS-80 Color Computer, uses the DOJO protocol to let players battle by sinking their own floats or assigning them to their opponents.

The deadline for game submissions is Saturday, April 5, at 18:00 CET, with the awards ceremony set for Friday, April 18, 2025. As more games enter the competition, excitement builds, further cementing BASIC 10 Liner as a must-watch event for retro programming enthusiasts.

Visit the BASIC 10 Liner website

«Mafia» for Atari 8-bit: Cartridge version with improvements and more | Download [Atariteca] [Leer]


Led by Drunkeneye, Mafia for Atari 8-bit moves forward with a beta version in CAR format, integrating English, Polish, and German into a single cartridge. This adaptation required memory reorganization, which may still lead to some errors that need fixing.

«Mafia» is a turn-based strategy game with RPG elements set in 1930s Chicago. Players assume the role of mobsters who, through robberies, extortion, and confrontations, seek to climb the ranks of the criminal underworld. They navigate an interactive map, employing various tactics to seize control of the city.

Among the key improvements is a language selector at the start, allowing seamless access without the need for separate versions. The game is now fully joystick-controlled, eliminating keyboard dependency. Graphics for locations have been added, visible only when reloading an area or manually toggled using the Select key on the map.


Character starting attributes, such as brutality, have been adjusted to a balanced range of 10-35, ensuring fairer gameplay from the outset. Menu navigation has also been optimized: moving the joystick up/down adjusts values by one unit, while left/right changes them by 500.

The save/load system has been adapted for CAR format, though it is currently fully functional only in the Altirra emulator. This version is compatible with the Atarimax 1 MB Flash cartridge and is recommended to run with Atari XL/XE OS rev. 2, 64K of standard memory, and PAL mode. Drunkeneye has also considered a future NTSC version.
Despite these advancements, some bugs remain, such as a music playback issue during the player’s first turn. The developer encourages the community to share suggestions and bug reports via GitHub, fostering a collaborative approach to the game's development.

With this new cartridge version, the game expands its accessibility and enhances the potential for a smoother experience on Atari 8-bit systems. Notably, «Mafia» secured second place in the Atari XL/XE game competition at Silly Venture 2024 SE, earning a total score of 7,222 points.

Mafia CAR ver. for Atari 8-bit computers

Download | 1 MB

«Mirax Force» for Atari 8-bit computers | Review [Atariteca] [Leer]


Developed by Chris Murray and published by Tynesoft in 1987, «Mirax Force» is a shoot-'em-up for Atari 8-bit computers, inspired by the classic Uridium on the C64. It was released at a time when the popularity of 8-bit systems was declining, with the market shifting towards 16-bit platforms like the Atari ST and Amiga. Despite this, it managed to stand out due to its technical innovation and gameplay, serving as an example of creativity within the independent scene of the time.

Aboard the Star Quest ship, you must fly—at a fixed altitude—over the surface of an enemy mothership, destroying key structures and facing waves of Martians. The enemy ship is ultimately destroyed by continuously firing at the large dome at the far end until it triggers a final explosion. Additionally, according to MobyGames, the game features a scoring system and changes background colors each time a life is lost. Unlike Uridium, which offered 15 levels named after metallic elements and a landing mini-game, «Mirax Force» focuses on destroying the main reactor in a more linear setting, with repetitive stages but color changes that break the monotony.

The screen scrolls horizontally in both directions, adding an extra layer of complexity as you must dodge obstacles like towers and buildings while engaging enemies. The speed of movement and the need for quick turns to avoid collisions demand precision and sharp reflexes.

Murray employed advanced techniques to maximize the capabilities of the Atari 8-bit’s limited hardware. He used display list interrupts to simulate multiple sprites with just one, achieving visually impressive effects for the time. In an interview, Murray explained that he had already experimented with techniques such as smooth horizontal scrolling and sound digitization, completing the game in just 56.5 hours according to his records.


The sound design is minimalist but effective. The sound effects, including gunfire and explosions, are simple yet fitting. One standout feature is the inclusion of digitized voice samples, a rarity in 8-bit games. Phrases like "The battle begins" and "Game over" were recorded by Murray himself using a Replay sound cartridge. According to the Atari Owners' Club, this process was achieved by manipulating the POKEY chip, setting the channel to volume mode, and rapidly updating the register to play 4-bit digital samples. This reduced memory requirements but limited sound quality. However, the absence of a soundtrack during gameplay is a notable omission, though understandable given the limited development time.

Murray developed «Mirax Force» in just 11 days as part of a personal challenge with a friend. Both had spent years enjoying games on their Atari 400 before Murray decided to create his own title. He bought the book Programming the 6502 and the MAC/65 cartridge to learn to program. Notably, Murray began programming at age 16 in 1983, reflecting the enthusiasm and talent of young developers in the UK, where access to hardware was limited due to high costs, allowing systems like the C64 and ZX Spectrum to dominate the market. Despite the tight timeframe, he delivered a technically impressive and challenging game.

Mirax Force 1 Mirax Force 2 Mirax Force 3 Mirax Force 4 Mirax Force 5 Mirax Force 6

Display list interrupts simulate multiple sprites on screen.

Digitized voices are rare on Atari 8-bit, with no background music.

Developed in 11 days as a personal challenge by Murray.

Side-scrolling combat features obstacles and enemy waves.

Color changes break monotony, but stages remain nearly identical.

Collision detection lacks clear visual cues for fatal obstacles.

❮ ❯

«Mirax Force» received highly positive reviews upon release. Atari User magazine praised its graphics and colors as "an impressive display," while Aktueller Software Markt urged players to purchase it without hesitation. Though it did not achieve the fame of other contemporary titles, its combination of intense action and technical innovation has secured it a special place among 8-bit video games. Moreover, its availability on sites like My Abandonware and its presence in forums like AtariAge demonstrate the continued appreciation of the retro gaming community, despite no known ports to other platforms or sequel plans.

Interestingly, in «Mirax Force», you can crash into any object that casts an imposing shadow, no matter how trivial it may seem. Unfortunately, your shots do not stop when hitting these obstacles, meaning there is no clear visual cue indicating which objects you cannot fly over without losing a life (something that, if I recall correctly, Uridium did provide). Likewise, apart from the color changes, each stage is virtually identical to the previous one, which can become monotonous after a few playthroughs. No details about the box art were found, but it is known that the game was available on 5.25" disk and cassette, according to MobyGames.
EVALUATION
73%
Mirax Force

ATARI XL/XE

Graphics 80%
Sound 70%
Controls 75%
Playability 65%

Mirax Force - User Reviews

0/10 (0 votes)
All in all, «Mirax Force» is a retro gem that stands out for its challenging gameplay and technical details that surprised the community. For fans of classic retro games, this title has become a cult experience that remains worth revisiting. Despite being released during the decline of 8-bit systems, its innovation and rapid development solidify it as a milestone in independent software history.
Trivia • Murray included references to metal bands like Metallica in the game’s code—details that were only discovered years later by players analyzing the program.
• Just like in another of his games, Henry’s House, players can unlock invincibility by entering the programmer’s initials (CPM) on the title screen.

«F-16 Falcon Strike» 1.5.0: More realism with G-Force effects | Download [Atariteca] [Leer]


Jarosław "R0e0endeR" Wosik (Poland) continues to refine «F-16 Falcon Strike» with the release of version 1.5.0, an update that introduces enhanced visual effects and gameplay improvements, further increasing the realism of this air combat simulator for Atari 8-bit computers.

One of the most notable changes is the addition of blackout, redout, and greyout effects, which simulate the intense G-forces pilots experience during high-speed maneuvers and sharp turns. While these effects activate more quickly than they would in reality, they are designed to convey the immense challenge and physical strain of enduring extreme G-forces in flight.


Another key enhancement is the cockpit shake effect, which dynamically reacts to various combat situations. Now, every time the pilot fires cannons, drops bombs, takes damage, or enters a stall, the cockpit vibrates noticeably, adding an extra layer of immersion. Additionally, ground explosions have been refined to expand over time, while airborne explosions now feature a simple yet effective animation.

In terms of progression, version 1.5.0 introduces a new option in campaign mode: players can now access the first three missions of the fifteen available through the "FLY UNLOCKED MISSIONS" function. This allows for quicker exploration of combat scenarios without the need to complete previous missions first.


On a technical level, Wosik has made several adjustments to enhance the overall gameplay experience. These include fixing an issue with briefing screen duration, optimizing overlapping sound effects, and improving how the cockpit redraws after returning from the map. Additionally, certain arithmetic calculations within the game engine have been fine-tuned, contributing to smoother and more stable performance.

With each new release, «F-16 Falcon Strike» continues to evolve as one of the most advanced simulators for Atari 8-bit computers, delivering a more polished and challenging experience for air combat enthusiasts.

F-16 Falcon Strike ver. 1.5.0 for Atari 8-bit computers

Download | 148 kB

• With information from AtariAge.

Over 20 General Masters Corporation games for Atari 8-bit revealed | Download [Atariteca] [Leer]


Through the AtariAge forum, the administrator of the Atarimania portal has shared an extraordinary collection of over twenty games developed by General Masters Corporation in 1983 for Atari 8-bit computers.

Thanks to the efforts of Howard Witkin and John Hardie, we can now experience these titles, many of which had remained virtually undiscovered until now. Witkin, a member of the original development team, has authorized the release of the games he personally wrote. Additionally, the collection includes titles created by another team member, Kermit Komm, and in some cases, even the original source code. These programs are exact copies of the originals, just as they were before entering production.

General Masters Corporation distributed its games on disks and tapes through companies such as K-Tek Software, ALA Software, and Aim Software. Due to their affordability and simplicity, these programs were aimed at impulse buyers, making them highly collectible and enjoyable to own today.

The collection features a diverse range of genres, from evasion games like Adventure Cruise, Galactic Realms, and Buffalo Stampede, to shoot 'em ups such as Bail Out, Top of the Hill, and Castle Command. It also includes collecting games like G-Men and Enemy Patrol, as well as arcade titles like Oil Derrick and Infraction Beam.

Beyond these titles, the collection includes ATR-format versions and/or source code for previously known games such as Lighthouse, Piranha, Condensation, Voyage in Time, Hawk Fire, Copter Chase, Chopper Chase, Coastal Invasion, Danger Crosswalk, Pirate Pond, and Space Servo Station. The availability of these games in their original format, along with their source code, presents a rare opportunity for retro software enthusiasts and collectors.

The Atarimania administrator has invited the community to contribute to completing the available information on these titles. Any assistance is welcome to help preserve and document this important chapter of Atari 8-bit software history.

Visit the thread in the AtariAge forum

«Crazy Chicky Junior»: New maze challenge for Atari 8-bit | Video [Atariteca] [Leer]


Atari 8-bit users can now get their hands on «Crazy Chicky Junior», an exciting maze title where you control Junior, a little chick who must protect his eggs from cunning foxes. The adventure features a series of increasingly complex mazes, where Junior must avoid the foxes and collect all the eggs to advance to the next level.


The mechanics are simple yet challenging. Using a joystick, you move Junior through the maze, collecting eggs while avoiding the foxes patrolling the area. These foxes have movement patterns that you must learn and anticipate to avoid being caught. Additionally, there are traps and obstacles that add an extra layer of difficulty.


«Crazy Chicky Jr.» offers three difficulty levels to suit different skills. In the easiest level, the foxes move more slowly, and the mazes are less complex. As the difficulty increases, the foxes become faster, and the mazes more intricate, requiring greater precision and strategy.

The title is available on an 8Kb cartridge compatible with Atari 400, 800, XL, XE, and XEGS models. "Console Moo," formerly known as "8 Bit Milli Games," has released this adventure in a limited edition. The physical cartridge is sold for USD 20, while the ROM file can be purchased for USD 14.

Advances revealed in «Cosmic Hero 2» for Atari 8-bit | Video [Atariteca] [Leer]



Towards the end of January 2024, the announcement of «Cosmic Hero 2» generated great anticipation among users of Atari 8-bit computers. However, as often happens in the world of video game development, things don't always progress as quickly as we'd like. Despite this, the project continues to move forward, and some recent updates are worth noting.


For those who don't recall, «Cosmic Hero 2» is described as a puzzle-arcade game with a retro sci-fi theme, inspired by the classic mechanics of «Sokoban». In February, Krzysztof "Foster" Bryła shared a gameplay video on YouTube featuring an early version of the game running on actual Atari hardware. The footage, though brief, demonstrates that the team is working hard to bring the game to fruition. The test, conducted with Tomasz "tbxx" Boksa of RetroAge, indicates that, although slow, progress is being made.

On the AtariAge forum, Bryła has shared some details about the development process. Apparently, Krzysztof "Święty" Święcicki has been intensely coding to port the PC version of «Cosmic Hero 2» to the Atari, while Lukasz "Pazur" Pazera is refining the graphics and designing new maps. So far, around 20 maps are ready, which is considerable progress, although the game still has a long way to go.


Additionally, interesting technical details have been revealed on the AtariOnline forum. According to "Święty," the character animation engine consists of two parts: a kind of "shelver" that divides the animation into sequences of 12 frames, assigning each object a specific frame (e.g., one in the first frame, another in the third, etc.) to ensure temporal stability. This mechanism sets a flag for each object to be animated and, through a management procedure, checks and clears this flag; if a delay is detected, the animation is postponed by one frame to prevent the game engine from freezing, acting as a safety device or "fuse."

Another technical detail is the hero's drawing code, which operates in a loop: only the part of the sprite that does not overlap in successive movements is erased, and if there is no change in the vertical position, the entire sprite is overwritten. Furthermore, in the absence of a classic screen buffer, drawing is performed using DLI interrupts, which, coordinated with changes in the character generator every 8 lines, allow consecutive lines of 2x2 characters to be drawn.

These processes are additionally synchronized by HSCROLL, VSCROLL, and the timing particularities of the ANTIC chip, so that only one or two lines are prepared in the buffer during the vblank, leaving the remaining time to execute an LZSS decoder (also used in the Rewind 2 demo) and update the POKEY registers at the appropriate moment.


The music has also received special attention. Bryła has been working on the game's tracks, perfecting them to sound as authentic as possible on Atari hardware. Recorded in stereo mode with the Altirra emulator, the soundtrack promises to be one of the game's strong points, should it ever see the light of day.

It remains to be seen whether this tribute to the golden age of video games will capture the essence of its predecessor and offer a memorable experience. Meanwhile, fans remain hopeful that the game will live up to the expectations generated over a year ago.

• Recently, the game was awarded the "Best Atari 8-Bit/5200 WIP (Original)" prize at the seventh edition of the Atari Homebrew Awards, an event organized by ZeroPage Homebrew and AtariAge to select the best games developed for Atari consoles and computers in 2024.

«BoberDash»: 70 levels in its final version for Atari 8-bit | Download [Atariteca] [Leer]


In mid-February, Atari 8-bit enthusiasts received a pleasant surprise with the release of the final version of «BoberDash», a game that won first place at "Grawitacja 2024," a game jam held in Krakow (Poland) from April 6 to 7, 2024.

This event, themed around "camera," gave rise to seven games, among which «BoberDash» stood out with a score of 7.47. Developed by Krystian "Salmax" Walczyk, "Marduk," and Michał "stRing" Radecki, the game puts players in the role of a clever beaver who must evade the surveillance of constantly rotating security cameras.


The initial version of «BoberDash», presented at the game jam, included eight levels, but Walczyk promised much more for the final version. Now, with 70 levels, the game offers an expanded and more challenging experience. The cameras not only monitor horizontally and vertically but also diagonally, adding an extra layer of difficulty. Players must carefully plan their moves to avoid detection, requiring strategy and precision.

The development of «BoberDash» was no easy task. "Salmax" recounts on his website how he prepared the first version of a module to create fonts and boards in Retro Tools, a modular application that facilitates game creation for Atari 8-bits. The collaboration with Marduk on graphic design and the moral support from Roksik were essential to the project's success.


Following the FujiCup 2024 final, where Salmax personally presented «BoberDash», they realized the game had never been tested with a joystick, only with a keyboard. This explained some players' frustration with the controls, especially with diagonal movements. Additionally, some found the game too difficult. In response, Salmax implemented two new game modes and improved the controls, offering a more accessible experience.

BoberDash final ver. for Atari 8-bit computers

Download | 7 kB

• With information from AtariOnline.

«Der Schränker 4» revealed for Atari 8-bit | Video [Atariteca] [Leer]


Janko "Kveldulfur" Grewe has recently unveiled the development of «Der Schränker 4», a game that promises to continue the successful series that has captivated Atari 8-bit computer users.


This new title, whose name translates from German as "The Cabinet," is an action-platform adventure that follows in the footsteps of its predecessors, delivering the classic "jump & run" experience that has defined the series from the start.

Grewe, in collaboration with M.L. Webel on music, shared on the AtariAge forum that he is actively developing this fourth installment, aiming to submit it to this year's software competition of the Atari Bit Byter User Club (ABBUC). While there is still much to program, Grewe remains confident that the remaining time will be sufficient to refine the details and deliver a complete and satisfying experience.

The «Der Schränker» series has had a remarkable journey within the Atari community. «Der Schränker 1» secured thirteenth place in the ABBUC contest of 2022. Its sequel, «Der Schränker 2», achieved eighth place in the same competition in 2023. Most recently, «Der Schränker 3» claimed fifth place in the ABBUC 2024, demonstrating consistent progress and an increasing level of quality with each installment.


In «Der Schränker 4», players will embark on a new adventure with Tibil and his girlfriend Deana, setting out in search of dazzling diamonds. The allure of these gems is irresistible, but the journey is fraught with danger. Players must evade perilous bees, ravenous worms, spiky hedgehogs, and swift birds. Additionally, water and fire must be avoided at all costs, and lingering on bombs for too long is a recipe for disaster.

Collecting diamonds is essential, as the more gathered, the greater the bonus at the end of each level. However, players must also keep a close watch on the remaining time, as efficient time management is crucial to successfully completing each stage.

With «Der Schränker 4», Grewe aims not only to uphold the series' tradition of quality and fun but also to surpass the expectations set by previous installments. The Atari community eagerly awaits this new adventure, confident that Grewe and his team will deliver an experience worthy of the time and effort invested.

With information from AtariAge.

Significant improvements in the ongoing port of «Ultima V» for Atari 8-bit computers [Atariteca] [Leer]


Atlan Roland, an enthusiastic member of the AtariAge forum, has recently shared version 0.14 of his ambitious ongoing project: a reimplementation of the «Ultima V» engine for Atari 8-bit computers.


This project, which has captivated the community since its inception, is based on assets from the MS-DOS version of Ultima V and aims to bring the experience of this classic RPG to a platform with far more limited resources.

Version 0.14 introduces a series of significant improvements that bring the project closer to its final vision. One of the most notable additions is the integration of the latest version of the QuickMusic engine and its melodies, courtesy of Zolaerla, who has greatly contributed to the game’s sound design. Additionally, a startup menu has been implemented to facilitate initial navigation, and new NPC behavior modes, such as fleeing and chasing, have been added, enriching in-game interactions.

The development of this version has also incorporated numerous refinements that enhance the overall experience, including the implementation of shrines, a prison, and even the grandfather clock’s hands. These seemingly minor details are crucial in recreating «Ultima V»’s unique atmosphere and demonstrate the developer’s commitment to authenticity. Thanks to the use of the external Mad Pascal library, the game engine has undergone significant optimization, drastically reducing loading times and improving performance on the limited hardware of Atari 8-bit computers.


To run this version, users need at least 128K of RAM. The installation process involves extracting a folder and executing a batch file called mk_disks.bat in a Windows command console. This script creates ATR disk images, which are essential for running the game on emulators or real hardware. During the initial execution, sector indexes for the data files are generated, which may take some time and require disk swaps. However, this process is only necessary once, as the created indexes are reused in subsequent sessions.

The game’s controls are intuitive and well-documented, allowing players to use a joystick or keyboard to move and perform various actions, such as attacking, boarding ships, lighting torches, and more. The community has responded positively to these advancements, expressing enthusiasm and support, though there is also curiosity about how more complex features, such as combat and party management, will be implemented in future updates.

Ultima V ver. 0.14 for Atari 8-bit computers

Download | 1.17 MB

New Mario Bros.-style platformer for Atari 8-bit | Video [Atariteca] [Leer]


During the NOMAM’s BASIC Ten-Liners 2023 competition, Eric “The Ecg Man” Carr introduced an early version of what is now called Atario Bro, a platform engine inspired by Super Mario Bros. for Atari computers with 48K or more. This week, a video revealed that Carr has been secretly working on the project, expanding it with significant improvements.


Currently in the Proof of Concept stage, the game was originally developed in FastBasic but has since been rewritten in C (CC65). It doesn’t aim to replicate Nintendo’s classic but rather adapts its mechanics for Atari 8-bit hardware. It features original 12x12 pixel block graphics instead of the traditional 16x16, optimizing memory and performance. The game runs in ANTIC 5 graphics mode, allowing levels up to 255x10 blocks, though with some vertical limitations.


The current prototype includes eight levels closely resembling the original and features refined physics. Some graphical and gameplay glitches remain, but Carr plans to release a playable version for both PAL and NTSC soon. The video showcases the game running on a PAL machine, highlighting that it’s still a work in progress, with some visible issues.

The sound design respects the Atari’s four-channel audio, featuring jump, collision, and movement effects to enhance control feedback. Carr aims to launch a full version with at least 32 levels by the end of the year. He is also considering modifying the graphics to avoid potential legal issues while preserving the core mechanics and level design.


In 2023, the earlier version of Atario Bro won the Public Choice - EXTREME-256 category at NOMAM’s BASIC Ten-Liners. The previous year, Carr participated in the competition—where games must be coded in ten lines or less—with Tetris in FastBASIC 4.6, alongside Gunner and Magic Carpet Ride in other categories.

Finally, Carr plans to make the game’s source code public later this year, including all original assets.

Women of Atari and more in Atari Insights – March 2025 edition [Atariteca] [Leer]


The March 2025 edition of Atari Insights pays tribute to the women who contributed to the video game and technology industries while also offering technical articles and challenges for Atari platform enthusiasts.


Sophia Pixelheart highlights pioneers such as Dona Bailey, Carol Shaw, Carla Meninsky, Suki Lee, Evelyn Seto, and Patricia Goodson—key figures behind games like Centipede, River Raid, and Star Raiders. Often overlooked in official histories, their work in programming, design, and marketing is now gaining recognition thanks to initiatives like Atari Women.

For those looking to sharpen their programming skills, this issue introduces Boolean logic and control structures in Atari BASIC, featuring hands-on examples and a challenge to apply these concepts in code.


Pi Day, celebrated on March 14, is the focus of an article exploring the importance of π in mathematics, technology, and video games. From its role in Pole Position and Missile Command to the tradition of celebrating it with pies, the piece includes educational references and explanatory videos.

The technical section offers a tutorial on FreeFileSync, explaining how to automate backups on Windows and macOS, with tips to avoid errors and ensure data security. Meanwhile, Wade Ripkowski details how to install and configure Altirra on Mac with Apple Silicon M, including FujiNet integration and creating shortcuts via Whisky for easier emulator access.

John Zielke, the newsletter’s editor, presents a six-month classic gaming schedule featuring titles like Typo Attack, Computer Crosswords, and Adventureland, aimed at improving memory, reflexes, and problem-solving skills with just 15 to 30 minutes of daily play. Pixelheart also recaps Atari’s 2024 achievements, highlighting revenue growth, the launch of the Atari 2600+ and 7800+, and collaborations with Digital Eclipse and Nightdive Studios to remaster classic titles.


The The400 Mini, a modern take on the Atari 400, is another highlight, with a section detailing its USB compatibility for game loading, multiplayer mode, and retro-accurate graphics and sound.

Zielke closes the issue with a reflection on the importance of recognizing women in Atari’s history and shares his experience with the The400 Mini and Atari 1040STe. He also teases upcoming content exploring the connection between 8-bit and 16-bit Atari platforms.

Visit the Atari Insights website

Playsoft completes promising game prototype at GTIA 10 | Video [Atariteca] [Leer]


Paul "Playsoft" Lay has announced the completion of his intriguing proof of concept for a platform game for the Atari 8-bit and Atari 5200 console, utilizing the GTIA 10 graphics mode.

In a video recently posted on YouTube, Lay showcased the latest additions to the prototype, including a power-up that transforms the protagonist into a ninja and the explosion of blocks with a special attack similar to the headbutt from "Super Mario Bros."


According to Lay, this prototype has met all the initial goals he set when he shared the first preview of the project at the beginning of last December. Although he acknowledges that much of the code was written quickly and requires adjustments, he believes that it offers a solid base for future stages of development. As for the size of the game, it currently occupies approximately 18.5 KB, which, in Lay's words, makes it possible to create a complete title within a 32 KB ROM.

The developer told Atariteca that the next step will be to optimize the code and explore methods to compress level data, which will be crucial in determining whether the final size of the game can be kept within the established limits.


Lay plans to resume work on the game within the next month or two, and while he doesn't have a set release date, he anticipates development could take at least a year.

«Centipede» revives on the Atari 800XL | Download [Atariteca] [Leer]


Norbert Kehrer, an Austrian programmer renowned for adapting classic games, makes his return to the Atari 800XL after more than five years with an emulator of Centipede, the iconic arcade game released by Atari in 1981.

This version builds upon his previous project for the Commodore 64, harnessing the capabilities of Atari hardware. Centipede Emulator utilizes the 6502 processor of the 800XL to run the original game code directly.


The sound effects, generated by the POKEY chip, play natively since this component is built into the Atari computer. For graphics, Kehrer developed assembler routines to replicate the arcade’s visual hardware.

The game includes a settings screen where players can configure options such as language and the number of lives, mirroring the features of the arcade machine. The emulator operates in free play mode, eliminating the need for coins. Games are started with the fire button, ensuring ease of use.


On NTSC systems, some flickering has been reported, whereas PAL systems offer more stable performance. Kehrer plans to add trackball support—an essential feature of the original arcade—though further adjustments will be required.

Originally developed in 1981 by Lyle Rains and Dona Bailey, Centipede was both a commercial and technical success, ported to numerous platforms. With this emulator, Kehrer expands his portfolio, which includes projects such as Asteroids Emulator (2012), PET Galaga (2014), Sprint I (2015), and Radar Rat Race (2019). All these versions are available on his official website.

Centipede Emulator for Atari 8-bit computers

Download | 19 kB

New trailer for Atari 8-bit port of “Elite” revealed | Video [Atariteca] [Leer]


After nearly two years, Mark “Wrathchild” Keates (England) has once again surprised the Atari 8-bit community with a new trailer showcasing the highly anticipated port of “Elite,” the legendary trading and space combat game originally released by Acornsoft in 1984.

In this latest video, Keates highlights recent advancements. One of the most significant achievements is the correction of the docking computer system, which previously caused the Cobra ship to crash directly into the planet. After identifying the issue and making careful adjustments, the problem has been resolved, and the system now functions as intended. Additionally, a bug that caused the game to crash when ejecting cargo while under attack has also been addressed.


Another important aspect is the revision and optimization of the control system. While the Atari 8-bit keyboard has limitations regarding support for multiple simultaneous keystrokes—impacting advanced maneuvers such as diagonal turns—the use of the joystick has been prioritized as the default input method.

On a technical level, Keates has collaborated with expert Mark Moxon to implement critical fixes to the starfield rendering and visibility of the space station. Issues such as crosshair flickering, along with problems related to the station’s proximity indicators and ECM system, have also been resolved.


In February 2023, Keates published a series of videos demonstrating several key developments. By that point, the project lead had successfully implemented the planet search function (Find feature) by integrating and adjusting the original Commodore 64 code.

The Atari XL/XE port project, which began in 2019, has consistently posed technical challenges due to hardware limitations and differences compared to other platforms like the BBC Micro and C64. Keates himself has acknowledged that much work remains: fine-tuning missile systems, perfecting proximity indicators, adding sound effects and music, and continuing to optimize overall performance.


The project is currently designed to run exclusively on a 64K banked cart. While there is potential for upgrading to a 128K format in the future, Keates notes that most users already own devices capable of running ROM images without issue. He has also made it clear that he has no intention of releasing incomplete versions of the game, preferring instead to focus on delivering a polished and functional experience with each update.

Looking ahead, Wrathchild states that 2025 will bring further progress. The developer has been meticulously reviewing his code, comparing it to the documented BBC Micro and C64 versions available on GitHub, and plans to tackle new technical challenges with the same enthusiasm he has demonstrated thus far.

With information from AtariAge.

Improvements in «Rogül» version 1.0c for Atari 8-bit | Download [Atariteca] [Leer]


Wojtek "Bocianu" Bocianski has shared a number of improvements and tweaks to "Rogül", the hack'n'slash/roguelike fantasy game for Atari 8-bit that has captured the community's attention since its release at Last Party 2025.

This past weekend, Bocianski announced on the forums of AtariAge several significant updates: The status bar now displays colored icons and corrected positions, making it easier for players to stay informed about their hero's status. A health alert indicator has also been added that flashes when the player's health drops below 25%.

Additionally, players will also benefit from automatic pickup of all permanent upgrade items, simplifying inventory management. Difficulty selection is now possible using the joystick, and to pick up all items quickly, simply press the comma key twice.


Last Thursday, Bocianu released a round of updates that include a fix for the NTSC color palette. The cursor mode now displays terrain modifiers and enemy information, giving players a more detailed view of the battlefield. The “toss again” feature has been removed from the Altair Perks, and the title screen now displays the difficulty shaded, making it easier for players to identify the selected challenge level.
In exciting news for collectors and enthusiasts, it has been announced that "Rogül" will be released in a boxed edition on cartridge sometime around March 2025.

Rogül 1.0c Update for Atari 8-bit Computers

Download | 56 kB

A8DS 3.9: Update for Atari 8-bit emulator on Nintendo DS/DSi [Atariteca] [Leer]


The community of Atari XL/XE series computer enthusiasts can now enjoy A8DS V3.9, the latest version of the Nintendo DS/DSi emulator developed by Dave "Wavemotion" Bernazzani (USA).

One of the most notable new features is the update of the Altirra OS to version 3.41, although Altirra BASIC remains at version 1.58. This update improves compatibility and performance, providing a solid foundation for those not using Atari BIOS ROMs.

Additionally, the keyboard graphics have been improved to be more readable by making the font clearer on the DS screen. This change makes it easier to interact with the emulator, especially on the small screen of the handheld console.


In technical terms, A8DS V3.9 has fixed a bug in the Acid800 test, now complying with the indirect jump bug on the 6502. Improvements have also been made to the PIA emulation to align with the latest Atari800 core.

For those interested in installing A8DS V3.9 on their DS or DSi consoles, it is important to have the ability to run homebrews. On older DS models, this is usually accomplished with a FlashCart such as the R4. On the DSi or higher models, one can opt for a software modification and run applications such as Twilight Menu++ or Unlaunch.

A8DS 3.9 Emulator for Nintendo DS/DSi

Download | 588 kB

With information from Atari Age