Atari’s Pac-Man Flop: How A Classic Went Off-Course

For fans of retro games, Pac-Man is nothing short of iconic—a game so loved it’s been ported to nearly every console imaginable. But the Atari 2600 version, released in 1982, left players scratching their heads – as laid out in a video by [Almost Something]. Atari had licensed Pac-Man to ride the wave of its arcade success, but the home version, programmed solely by [Todd Fry], missed the mark, turning an arcade icon into a surprising lesson in over-ambitious marketing.

Despite the hype, [Fry] faced an almost impossible task: translating Pac-Man’s detailed graphics and complex gameplay to the Atari’s limited 4 K cartridge with only 128 bytes of RAM. Atari’s strict limitations on black backgrounds and its choice to cut costs by sticking with a 4 K cartridge left the game barely recognizable. The famous pellet-chomping maze became simpler, colors were changed, and the iconic ghosts—reduced to single colors—flickered constantly. And then, Atari went all in, producing twelve million copies, betting on the success of universal appeal. In a twist, Pac-Man did sell in record numbers (over seven million copies) but still fell short of Atari’s expectations, leaving millions of unsold cartridges eventually dumped in a New Mexico landfill.

This debacle even kind of marked Atari’s 1983 decline. Still, Pac-Man survived the hiccup, evolving and outlasting its flawed adaptation on the 2600. If you’re interested in learning more about the ins and outs of game ports, check out the fantastic talk [Bob Hickman] gave during Supercon 2023.

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Building A ZX Spectrum Using Only New Parts

Ah, the Sinclair ZX Spectrum. A popular computer in Britain and beyond, but now rather thin on the ground. If you can’t find one, fear not, for now—you can apparently build a new one with new parts! [TME Retro] is here to demonstrate how.

Before you get excited, no—Sinclair has not risen from the dead. Instead, it’s simply down to the state of the retrocomputing community. There are enough reproduction parts and components out there for the ZX Spectrum that it’s now possible to assemble the whole computer from new bits. You can get new cases and new mechanical keyboards, and a 100% compatible motherboard in the form of the Harlequin board. The latter even reproduces the unobtainable Spectrum ULA glue logic chip in raw logic!

It’s neat to see the ZX Spectrum live on decades after the production lines ground to a halt. We’ve seen similar feats achieved with the legendary Commodore 64; you’d think we had enough of them given they were the best-selling computer of all time. Video after the break.

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Revisiting 1990’s Mac Games That Never Were

[John Calhoun] was digging around their old MAC hard drives, revisiting some abandoned shareware games they wrote over three decades ago, and has uploaded the recovered disk images to GitHub for everyone to take apart and play with. This repository has a few of the games complete with their development files and the compiler environment, a mixture of Think Pascal and C.

Back then, [John] had a solid mantra when creating projects, specifically prototyping fast and abandoning things quickly if they were not working out. The blog shows a list of twenty-eight projects, of which only five ever made it to release, with all the rest left to rot. This is reminiscent of the attitude around Silicon Valley of moving fast and breaking things. Anyway, reasons for ditching a project ranged from ‘too much sprite work’ for a D’n’D style game to simply ‘not fun’ for some with clunky control mechanisms. [John] even abandoned a neat-looking steampunk flight simulator due to the sheer amount of work needed. Of course, it’s not all lost effort. Much of the code written was reused across multiple projects; after all, there’s no point in re-writing a cosine lookup table if you’ve already got one kicking around in another project.

Still, it’s a fun trip down memory lane, looking deep into projects that never were and the development journey to becoming a successful programmer.

While it isn’t hard to find old Macintosh hardware, some are not in great shape. Here’s a fun Hackintosh project that uses retro parts. [John] was featured a while back, with his homage to his first mac, a sleek Rpi-powered eInk desk ornament. Finally, we can’t talk about recovering retro software without looking in detail at the floppy disk themselves.

Where Did The Japanese Computers Go?

If you are a retrocomputer person, at least in North America and Europe, you probably only have a hazy idea of what computers were in the Japanese market at the time we were all buying MSDOS-based computers. You may have heard of PC-98, but there were many Japanese-only computers out there, and a recent post by [Misty De Meo] asks the question: What happened to the Japanese computers?

To answer that question, you need a history lesson on PC-98 (NEC), FM Towns (Fujitsu), and the X68000 (Sharp). The PC-98 was originally a text-only MSDOS-based computer. But eventually, Microsoft and NEC ported Windows to the machine.

The FM Towns had its own GUI operating system. However, it too had a Windows port and the machine became just another Windows platform. The X68000, as you may well have guessed, used a 68000 CPU. Arguably, this was a great choice at the time. However, history shows that it didn’t work out, and when Sharp began making x86-based Windows machines — and, of course, they did — there was no migration path.

[Misty] makes an interesting point. While we often think of software like Microsoft Office as driving Windows adoption, that wasn’t the case in Japan. It turns out that multitasking was the key feature since Office, at the time, wasn’t very friendly to the native language.

So where did the Japanese computers go? The answer for two of them is: nowhere. They just morphed into commodity Windows computers. The 68000 was the exception — it just withered away.

Japanese pocket computers were common at one time and have an interesting backstory. Japanese can be a challenge for input but, of course, hackers are up to the challenge.

Design And The Golden Rule

You often learn the golden rule or some variation of it as early as kindergarten. There are several ways to phrase it, but you most often hear: “Do unto others as you would have them do unto you.” While that’s catchy, it is really an aphorism that encourages us to consider the viewpoints of others. As people who design things, this can be tricky. Sometimes, what you want isn’t necessarily what most people want, and — conversely — you might not appreciate what most people want or need.

EDIT/1000

HP/1000 CC-BY-SA-3.0 by [Autopilot]
I learned this lesson many years ago when I used to babysit a few HP/1000 minicomputers. Minicomputer sounds grand, but, honestly, a Raspberry Pi of any sort would put the old HP to shame. Like a lot of computers in those days, it had a text editor that was arcane even by the standards of vi or emacs. EDIT/1000 couldn’t be sure you weren’t using a printing terminal, and the commands reflect that.

For example, printing a few lines around the current line requires the command: “/-2,L,5” which isn’t that hard, I suppose. To delete all lines that contain a percent sign, “1$ D/%/A/” assuming you don’t want to be asked about each deletion.

Sure, sure. As a Hackaday reader, you don’t find this hard to puzzle out or remember. But back in the 1980s, a bunch of physicists and chemical engineers had little patience for stuff like that. However, the editor had a trick up its sleeve.

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Usagi Electric’s Paper Tape Reader Is Ready To Hop With The Tube Computer

After previously working out a suitable approach to create a period-correct paper tape reader for his tube-based, MC14500B processor-inspired computer, [David Lovett] over at the Usagi Electric farm is back with a video on how he made a working tape reader.

The assembled paper tape reader as seen from the front with tape inserted. (Credit: David Lovett, Usage Electric, YouTube)
The assembled paper tape reader as seen from the front with tape inserted. (Credit: David Lovett, Usage Electric, YouTube)

The tape reader’s purpose is to feed data into the tube-based computer, which for this computer system with its lack of storage memory means that the instructions are fed into the system directly, with the tape also providing the clock signal with a constant row of holes in the tape.

Starting the tape reader build, [David] opted to mill the structural part out of aluminum, which is where a lot of machining relearning takes place. Ultimately he got the parts machined to the paper design specs, with v-grooves for the photodiodes to fit into and a piece to clamp them down. On top of this is placed a part with holes that line up with the photodiodes.

Another alignment piece is added to hold the tape down on the reader while letting light through onto the tape via a slot. After a test assembly [David] was dismayed that due to tolerance issues he cracked two photodiodes within the v-groove clamp, which was a hard lesson with these expensive (and rare) photodiodes.

Although tolerances were somewhat off, [David] is confident that this aluminum machined reader will work once he has it mounted up. Feeding the tape is a problem that is still to be solved.  [David] is looking for ideas and suggestions for a good approach within the limitations that he’s working with. At the video’s end, he mentions learning FreeCAD and 3D printing parts in the future.  That would probably not be period-correct in this situation, but might be something he could get away with for some applications within the retrocomputing space.

We covered the first video and the thought process behind picking small (1.8 mm diameter) photodiodes as a period-correct tape hole sensor for a 1950s-era computing system, like the 1950s Bendix G-15 that [David] is currently restoring.

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Building A DIY MSX Mega Cartridge

[Mike] from Leaded Solder has a soft spot for old computers, and a chance encounter with a friend sent them deep down the deep hole that is the world of 80s and 90s-era Japanese home computers.  Many people playing with these machines have all kinds of issues to deal with, such as rotting cartridges, failing components, and just dirt and mank in critical places. [Mike] decided that working on an MSX-standard custom programmable cartridge would be sensible, but then got stuck on how the MSX cartridge mapping works.

The Konami 128K scheme uses 4 to 4-of-8 mapping.

You may recall that the MSX platform is not a single computer but a standard to which many (mainly Japanese) manufacturers designed their products. This disconnected the software writers from the hardware makers and is essentially a mirror of the IBM-PC clone scene.

The MSX is based around the Z80, which has a 16-bit address bus, restricting it to 64K of ROM or RAM. The MSX has two cartridge slots, an ‘internal’ slot for the BIOS and RAM and a fourth for ‘misc’ use. Each of these is mapped internally into the physical address space. The cartridge slots have 64K of addressable space mapped into the Z80 physical space.

If this was not complicated enough, many MSX games and applications exceeded this restriction and added a layer of mapping inside the cartridge using bank switching. A register in the cartridge could change the upper bits of the address allowing ROMs larger than 64K.

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