It is also suggested you use the Firefox browser to run the emulator. Please be aware that there were many not-excellent cartridges produced for the Atari and some of the games should be observed but moved on from pretty quickly. Total Items Older Stats. Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in.
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The Atari is a video game console released in September by Atari, Inc. It is credited with popularizing the use of microprocessor-based hardware and ROM cartridges containing game code, a format first used with the Fairchild Channel F, instead of having non-microprocessor dedicated hardware with all games built in. Media Type Media Type. Year Year. Collection Collection. Creator Creator. Language Language.
Click here to view the manual to this game. River Raid is a scrolling shooter video game designed and developed by Carol Shaw, and published by Activision in for the Atari video game console.
Viewing from a top-down perspective, the player flies a fighter jet over the River of No Return in Everyone's familiar with the now infamous version of Pac-Man that Atari unleashed to its legions of fans. If you've ever wished for a version of Pac-Man truer to the original, Rob Kudla has modified the much better Ms. Pac-Man and turned it into the Pac-Man Atari should have released. This is a fairly significant hack, and here are the changes Rob made to Ms.
Pac-Man: Changed the graphics Altered the theme music Changed audio code to improve authenticity Changed playfield color and layout Topics: Pac-Man, Atari It is the second best-selling game made for the Atari after Pac-Man , with over 4 million copies sold.
The player must maneuver a character Pitfall Harry through a maze-like jungle in an attempt to recover 32 treasures in a minute time period. Along the way, he must negotiate numerous hazards, including pits, quicksand, rolling logs, fire, rattlesnakes, scorpions, and crocodiles. Harry may jump over or Halo is an action-adventure video game developed for the Atari video game console, inspired by the Halo series of video games.
The player uses the joystick to control the character of Master Chief as he makes his way through 64 screens, divided into four zones: outdoors, Covenant base, ice world, and a final boss area.
Weapons and power-ups are available to combat the many enemies that appear. The player and enemies can each be killed by one hit unless a shield is collected. There are Mario has kidnapped Junior's Papa! Donkey Kong Jr. In this game, Mario plays the antagonist, finally having captured Donkey Kong, and has put the ape in a locked cage.
As Donkey Kong Jr. Along the way, Mario will send out Snapjaws, swooping Topics: Nintendo, Donkey Kong, Atari Both these sections are fraught with a variety of hazards, each of which will kill the frog and cost you a life if contact is made. The road is full of cars and trucks, at variable speeds. The river water itself is fatal, as are the snakes which hover within on later levels.
Frogger must use the arrangement of logs, turtles which Topics: Frogger, Atari Custer's Revenge is a controversial video game made for the Atari by Mystique, a company that produced a number of adult video game titles for the system. The player character is based on General George Armstrong Custer. The game was first released on October 13, , and has received significant criticism because of its crude simulation of a rape of a Native American woman. In the game, the player controls the character of Custer, depicted as a man wearing nothing but a cavalry hat, Dig Dug is a player arcade game in which you have to use your shovel to dig your way through the earth.
Stopping you from doing this are two monsters, called Pooka and Fygar, who will continually chase you around. The only weapon that you carry is an air pump, which you can use to inflate the monsters to the point where they explode.
Furthermore, rocks are scattered throughout the Topics: Dig Dug, Atari Miller AgentOrange The idea originally came after watching a PSA about 62 Children behind an SUV and making some jokes among brothers about "One monster truck versus sixty-two children! Star Ship is a First-person shooter video game cartridge developed by Atari for its Video Computer System later known as the Atari The game was one of the nine launch titles offered when the Atari went on sale in January It was designed and programmed by Bob Whitehead.
It was based on the Atari arcade game Starship 1. Plaque Attack is a video game for the Atari that was made by Activision. Loosely based on Space Invaders , the player must prevent food from destroying teeth in a person's mouth. Steve Cartwright, who designed the game, said that game was meant to help people develop good dental habits. In this game, the user is a toothpaste tube, and there are eight teeth to defend. Various types of food, such as hamburgers and french fries try to take out The 32 in 1 cartridge was Atari's second attempt to make a multi-cart for the Their first attempt the 4 in 1 never got past the prototype stage before Atari decided that four classic titles on one cartridge weren't enough to entice frugal gamers into buying ten year old games.
Topic: Atari Suntek's version of Quelle's Schussel, der Polizistenschreck. Topic: game. The goal is to change all of the tiles on a pyramid to the target color.
On early levels, a single hop will change the tile to the desired color, but on later levels you may need to hop on a tile multiple times or even avoid hopping on a tile multiple times!
In Centipede , the player is trapped in the Enchanted Forest. Armed with only a magic wand to ward off the forest's insect denizens, all of which apparently are attacking in the player in continuous waves.
The player must use the magic wand to shoot sparks at approaching insects to score points by pressing the controller button. Holding down the controller button will set the wand to rapid fire shots. If the player is bitten by an insect, the player will be temporarily paralyzed and lose one Garfield is a Side-Scrolling Platformer video game for the Atari that Atari planned, but cancelled because of the videogame crash of In the game, players help Garfield get around the neighborhood, eating hamburgers, catching Nermal, and avoiding Odie and flying flowerpots.
According to the Atari Protos website, the game perhaps would have been the largest Atari game if it had not been cancelled. The site also states that the game's producer has the only copy.
However, the ROM To read the manual for this game, click here. Pitfall II: Lost Caverns is a platforming video game originally released for the Atari video game console in It is the sequel to the popular Pitfall!. Both games were designed and written by David Crane and published by Activision. The star of the games is Pitfall Harry, an 8-bit jungle explorer. The game's plot was later remade loosely into Super Pitfall. The original Pitfall! In Pengo , you must defeat the enemy by pushing ice blocks together to crush them.
You also can capture one if they are shocked and dizzy. There is also a time limit to make it a bit more difficult you must do it in one minute. Topics: Pengo, Atari It was the first Star Wars video game. The goal is to hold off the walkers as long as possible before they blow up the power generator at the Rebels' Echo Base.
The difficulty Big Bird wants to win the county fair egg contest and you can help him. A chicken at the top will lay and egg and it will go down a chute. You must get Big Bird under the correct chute to catch the egg. Game one is one player only.
Games two through ten are one or two player. All games have two rounds. Game one is a practice round. There are two chickens, straight chutes and when you move Big Bird left or right, he pops right under the chute. Games two and three have three then four chutes and Atari's Pole Position was a hot arcade title back in the early 80's. Activision's take on the genre starts with the basic racing premise of Pole Position and expands upon it in several ways.
In Enduro , you must pass as many cars as possible in a single "day. Gameplay requires quick reflexes at high speeds as you fly by the other cars on the road. Like other In John Carpenter terrified movie audiences and gave birth to the slasher genre with Halloween, an independent film following the blood trail of Michael Meyrs, psychotic serial killer being hunted by his psychiatrist, Dr.
Five years later, Charles Band, the owner of home video distribution company Wizard Video, got his hands on Frogger is an arcade game introduced in The object of the game is to direct frogs to their homes one by one. To do this, each frog must avoid cars while crossing a busy road and navigate a river full of hazards. Skillful players may obtain some bonuses along the way.
The game is regarded as a classic from the golden age of video arcade games and was noted for A second, unique video game cartridge was also made for the Intellivision. The target market of the beverage has always been young people, and as a result the beverage has always made an attempt to keep up with that market's interests. The Kool-Aid Man has appeared in commercials You are Ronald McDonald flying in your spaceship.
Hungry aliens are descending on the Golden Arches below to eat them. You must fly down to the ground and pick up McDonald's food to bring up and feed the aliens, but certain aliens will only eat certain McDonald's fast food shakes, fries, hamburgers so you need to feed them the right food.
If you don't feed them in time, they start to eat the Golden Grand Prix is a Formula One Grand Prix motor racing-themed video game, and one of the first side-scrolling racing video games. It was designed and programmed by David Crane for the Atari video game console, and published by Activision in Grand Prix was the first Atari game to feature shaded objects in color.
When David Crane developed an Atari programming technique for painting large, multicolored sprites on the screen, he made a color pattern that reminded him of Grand Star Wars is an arcade game produced by Atari Inc. The game is composed of 3D color vector graphics. The player assumes the role of Luke Skywalker "Red Five" , as he pilots an X-wing fighter from a first-person perspective. Unlike other arcade games of similar nature, the player does not have to destroy every enemy in order Popeye is a arcade game developed and released by Nintendo based on the Popeye cartoon characters licensed from King Features Syndicate.
Some sources claim that Ikegami Tsushinki also did design work on Popeye. The Atari version was developed by Nintendo, and published by Parker Brothers in Lock 'n' Chase is a maze arcade game developed and published by Data East in Japan in , and was later published in North America by Taito. The game was later licensed to Mattel who produced the Intellivision and Atari home console versions in and an Apple II version in January Telegames later re-published the game for the Atari after acquiring rights from Mattel.
Lock 'n' Chase was Data East's A port of Midway's arcade game. Wizard of Wor is an action-oriented game for one or two players. The game takes the form of several maze-like dungeons infested with monsters. The players' characters, called Worriors, have to kill all the monsters. Player one has yellow Worriors, on the right, and player two has blue Worriors, on the left. In a two-player game, the players are also able to shoot each other's Worriors, earning bonus points and causing the other player to lose a life Adventures of Tron is an action game produced by Mattel, and was released for the Atari in It is based on the Disney film Tron and received fairly positive reviews from critics.
The objective of the game is to control Tron you in a maze of platforms and elevators while trying to intercept It was created by Robert Jaeger and published in by Parker Brothers.
The game's title references a colloquial American English expression for diarrhea contracted while visiting Mexico. Montezuma's Revenge was one of the first platform games: an action game combining treasure hunting, multiple rooms, and puzzle solving. Activision Tennis is a Atari video game by Activision. It was one of a series of sports games by Activision, which also included 's Activision Boxing. Activision Tennis was designed by Activision co-founder, Alan Miller.
Activision Tennis is played for one set of games, in which the first player to win six games won the competition. One of the players on the screen appears in pink; the other one in blue. Most of tennis' rules applied to Robot Tank is a video game for the Atari It was designed and programmed by Alan Miller and published by the then-fledgling Activision.
The game has the player remotely control a futuristic robot tank, whose mission is to stop enemy rebel tanks rampaging across the countryside from reaching downtown Santa Clara, California, United States. Remind her she has to eat and sleep and go to work.
Maybe Cat Grant has her working to find out who wants Lena dead so badly to try twice in the same week. And visiting hours are over for today anyway, as the on-call nurse sternly reminded the others not five minutes ago, before she shooed them out. So then her tears, the display of emotion she would hide were somebody around, feel good and justified.
They feel cathartic. Well, Supergirl did. Lena hates herself for the thought. Hates that her heart rate speeds up on the display with her vitals. Worried and conflicted and focused entirely on her. The next morning the doctors say she can go home, and Kara is right outside the hospital, waiting to greet her with hot coffee and a hug. They pass by an electronics store, and Lena slows, eyes drawn to a TV showing the news.
Suspects dropped at—. Something's wrong. There is something amiss with the pictures. It relates to something else Lena heard, or that was said to her but—. Kara is back to acting normal already anyway, but her jaw is tight, her shoulders tense.
It must have upset her, to be reminded how close Lena actually came to dying. Lena decides not to dwell on it. They spend the rest of the day together. In the end, they compromise on Lena working from home for the week. Some nights she does wake up in a cold sweat, sheets sticking to her skin and heart thumping in her chest.
Supergirl got hurt. Someone asking Alex something. Oh, god. Where are you? Under the warm glow of yellow sun lamps and out of her suit, Supergirl looks small. Looks human, and fragile, and from the number of IVs going into her arms and neck, Lena can tell it was a close thing. A sense of familiarity. Preliminary tests seem to point to a new material. I wanted to believe that I was wrong, but I guess he was just gearing up for something bigger. To… to make sure, you know? They have no way to tell the time.
Feel like a truck ran me over too. Can go home, replay the moment her mouth ghosted against impenetrable skin over in her mind for as long as she wants. The wires make it a little awkward, but Supergirl manages to shift on her side, spooning her from behind without ripping the IVs.
People say all good things come in threes, but in two years time, after Lex spits the truth in her face with so much venom Lena should drop dead at his side, she is going to disagree.
Five months ago she killed Lex. To watch Kara bleed the way she has been bleeding. It did bring some relief, even a pleasing flash of satisfaction in the heat of the moment, but then things just got worse.
Five months of agony and screams muffled by a pillow, and late night crying, and Lena has scarcely been sober through it all. She locks her front door, kicks off her heels, unties her hair and grabs a new bottle of scotch from her stash. Lena knows it by heart.
Pleading to be listened to. Other times they meet on neutral ground. The DEO. There is no coming back from what Kara has done. Her heart is in a million pieces and it has no way of healing while Kara sticks around; cause and reminder of the hurt Lena is going through. She dawns her first glass of scotch and watches Kara watch her through the glass of the floor to ceiling windows. At first, confusion crosses the Kryptonian's face, but it doesn't take too long for her to realize the new rules of their game.
Lena expects she'll try and talk to her anyway, but Kara doesn't. The sun sets at her back and details fade, until all Lena can see is the drawn oval of Kara's face, pale against the dark swell of the night. The silence between them grows, expands into a chasm, and the bridges that once spanned it burned so thoroughly in the fires they've lit, they can never be rebuilt.
It scares Lena more than it ever did before, the pervasive sense of finality, and she finds herself revisiting all of their previous conversations in her mind. Mutters her lines and Kara's into her glass, the words slurred, her vision swimming so badly she has to shut her eyes for a few minutes.
She downs another sip of scotch — directly from the bottle because her glass is empty again, somehow — drinks way too fast nearly choking on the burn, then clambers to her feet to do just that.
Not even allowed the dramatic shattering of glass — Lena wants to laugh. At the window, her strength drains away, and her body tilts into the panes, forehead resting against glass. She has no need to turn to know her once pristine apartment is in shambles, booze bottles everywhere, takeout containers piled on every surface. Tonight she came wearing civilian clothes, but Lena can still feel the supersuit beneath. The crest of El burns under the pads of her fingers, real and undeniable. Not a day goes by without Lena wishing this was just a dream.
A terrible nightmare that began the day she shot Lex in the head and that she can't wake up from. Her legs, which have done an admirable job holding her up so far, choose this moment to give out, and Lena slides down to her knees, almost in slow motion. Kara follows her to the ground. Her eyes are worried, but she doesn't try and touch her. Her hands hover inches from Lena's slouched shoulders, and once she's made it to the floor intact, they retreat.
I asked others to lie to you as well. You told me you believed in me so many times, that I was your hero, your best friend and I—" Kara swallows thickly. The world spins out of control, and she immediately regrets it. Betrayed before. You're not special. This is already hard and I—" A wave of nausea comes crashing down on her and Lena has to pause. She fights against it for a few precarious moments, but eventually her stomach settles.
A world in which Kara Danvers and Supergirl existed as different people. Two people I could care about, two people I fell in love with. But it feels good to let it out, and see understanding collapse the planes of Kara's face. Because now she knows. Had she said the same words a few weeks ago, Kara would have fought. More tears shaking loose. What you need me to do. Well, she can sleep on the floor too. They are so close to one another, kept apart by a few inches of glass.
Even now, Lena could lift her hand, press it flat to the smooth surface and wait for Kara to do the same. Have they ever really met? Has she ever really known the real version of Kara? Or just glimpsed different sides, but never the whole picture? Her breath mists up the glass, white puffs of condensation hiding Kara's silhouette for the seconds it takes the vapor to disperse. Each time, Lena's heart jumps oddly in her chest, but Kara's frame unfalteringly resolves back into clarity, only to disappear behind her next exhale.
Lena doesn't know how long she stays like that, kneeling on the floor. How many hours it takes for her body to give in to sleep, for her spine to fold. For her eyes, scratchy with the salt of tears she doesn't remember crying, to finally slide shut. She opens them to the first rays of the sun to find that — true to her word for once — Kara is gone. Kara is gone. Gone, maybe forever. Possibly never to return. Plain text with limited HTML? Main Content While we've done our best to make the core functionality of this site accessible without javascript, it will work better with it enabled.
Get an Invitation. Wake up to you Kendrene Summary: Four times Lena wakes up to Kara and nothing happens, and one time something does. Notes: I've never written a "five times" style kinda story, so I hope it's at least okay for a first attempt.
See the end of the work for more notes. Chapter 1. It happens like this. She has no breath left in her to ask, anyway, and anything short of a shout would go unheard. This is huge, a milestone in their friendship, and Kara appears as affected by it as she feels. And wet. That response is so much better.
A person that smells of Kara. But then, Kara gets in bed with her. It makes her sloppy. She notices everything about Kara.
Chapter 2 Summary: Lena falls asleep with Supergirl. Lena falls asleep with Kara. Things come to a breaking point. No part of her is still. But she could call. Or text. Eventually, the phone rings, the call that wakes her up at 3 in the morning coming from Jess.
Suspects dropped at— Something's wrong. Before long, life is back to normal. Is it Kara? Is Kara okay? Some pillows. Lena just pretends to listen. Lena goes straight for the bottle. Kara can beg and entice, and explain all she wants. Lena will not let her in. She's just so damn tired. Lena is grateful.
She's so brittle the tiniest pressure would be enough to break her apart. Kara finally understands. Not just the import of the lie, but the enormous repercussions.
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