1982 fixed shooter video game for the Atari 2600
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This week on the podcast, we add our second Atari 2600 exclusive game in Yar's Revenge to the Endless List. Our first game developed by the notorious Howard Scott Warshaw. You play as a Yar as you seek revenge on the Qotile for the destruction of one of your home worlds. Fire the Zorlon cannon to defeat the... ah fuck this nerd shit. Where did it land on our Endless List? Find out on the podcast and check out the complete Endless List on our Medium page (linked here).
Special NordVPN Holiday deal! Get 68% off of a 2-year plan and get an additional 4 months free. Just go to https://nordvpn.org/retroreplay and use our coupon code RETROREPLAY at checkout. This week Nolan North sits down with the fantastic, the one-and-only, Todd Stashwick, to discuss the Atari 1982 classic, Yar's Revenge! There might be a few tangents about Todd's array of TV and Movie characters, Dungeons and Dragons, and much, much more! Come watch Nolan embrace the power of the Fly or Yar as he takes on Qotile, then stay awhile and see Drew get frightened by robot wolves. Get ready! This is RETRO REPLAY.Let's Play!Watch the original episode on YouTube.Support the channel: https://www.youtube.com/retroreplay/joinWe have merch! Shirts, hoodies, pins! https://retroreplayshow.com/shop/Check out the RETRO REPLAY website and sign up for our newsletter.Follow Retro Replay on Twitter, Instagram, and Facebook.Follow Nolan North on Twitter and Instagram.And finally follow producers Drew Lewis & PJ Haarsma.
Do you ever wonder who's behind the games you grew up loving ... or hating? In this episode of Komando On Demand, Kim interviews Howard Scott Warshaw, an American psychotherapist and former Atari game designer. Howard designed and programmed the Atari 2600 games Yars' Revenge, Raiders of the Lost Ark and E.T. the Extra-Terrestrial — considered one of the worst games ever made.
It's time to hop in a modded Dolorian back to the golden age of video games and talk about the Atari 2600 and Yars' Revenge. My guest, Atari enthusiast CJ aka CardiacDrop and I discuss 2600 cover art, dispensing with ageism, games that used to come with manuals, comic books, guidebooks, maps, and extras, bringing your own imagination to the game, "few rules and a tremendous play space" in design, the difference between action and adventure, the objective of an endless game, the story of the vengeance of Yars for Razak IV against the infamous Qotile, Howard Scott Warshaw and his Easter Egg, how Yars' Revenge got its name, playing Yars' at launch, the strength of retro games that were forced to design within specific limitations, E.T. infamy, the North American Video Game Crash, the VCS, the fate and future of Atari, the matter of exclusives, and why you should still play 2600 games for yourself.Links: thewellredmage.com/atariage.com/comics/comic_page.php?MagazineID=48&CurrentPage=1Patreon: patreon.com/thewellredmageGuest: @CardiacDropSupport the show (http://www.patreon.com/thewellredmage)
Join the HG101 gang as they discuss and rank one of the brightest jewels in the Atari 2600's faux-wood paneled crown. This weekend's Patreon bonus game will be This Means War. Intro music by NORM. Follow xerxes and HG101 on Twitter. Check out what games we've already ranked on the Big Damn List, then vote for a game of your own.If you really can't get enough HG101 podcast, listen to the classic Game Club 199X episodes.
Howard Warshaw is infamous for creating the "worst video game ever," ET the Extra-Terrestrial for the Atari 2600. He tells tales of the final days of Atari. Hosts: Leo Laporte and Adam Fisher Guest: Howard Warshaw Download or subscribe to this show at https://twit.tv/shows/valley-of-genius. Get a copy of Adam Fisher's Valley of Genius book at a bookstore near you.
November 5, 2016 - Gabe and Rob play video games for the Extra Life charity, including Yars' Revenge, Combat, and Dungeons & Dragons: Chronicles of Mystara. For more information about the charity, visit www.extra-life.org.
Internal commentary for the potential song title "Yar's Revenge Designer Howard Scott Warshaw Slam Dunks A Football" by The Flowers of Disgust appears here courtesy of The Flowers of Disgust: The football was innovative yet enigmatic. | HSW is in my view the most important pre-NES Era game designer from a creative standpoint, and I include Al Alcorn in this statement. | pre-NES or pre-Miyamoto? | Is there really a difference? I mean yes, I suppose you could date a so-called "Miyamoto Era" from the time he joined Nintendo in 1977, or maybe with his creation of Donkey Kong in 1981, but I really don't think this is what people normally think of when they think of Miyamoto's influence from a game design standpoint (Not to mention such a designation would completely ignore the meaningful contributions of Gunpei Yokoi, who was essentially Miyamoto's mentor on the project). While no serious person would claim Donkey Kong itself isn't historically significant, the game itself doesn't hold a candle to the likes of Super Mario Bros. or Zelda in terms of actual influence on the direction of video game design. In many areas DK is much more derivative than it is innovative, from its characters and plot (cribbed from King Kong and Popeye, among others) to its gameplay (which owes a lot more than is generally recognized to earlier titles such as Space Panic and Crazy Climber). What I think is actually the more important thing to recognize about Donkey Kong is the story of its development, from the last ditch effort to recoup the sunk costs of the Radar scope debacle to Hiroshi Yamauchi's decision to entrust NOA's future in the harebrained schemes of one low-level engineer -- and the lucky accident of its sucess. It's this spirit of throwing everything at the wall and seeing what sticks that continues to drive most of Nintendo's successes to this day. So in summary I would say that although Miyamoto's pre-NES work certainly represents an auspicious beginning to his career as a designer, he did not achieve greatness (nor his corresponding industry "rock star" status) until his later work for the NES/Famicom, which likewise did not become a true worldwide phenomenon until the successes of SMB and Zelda, among others. This is why I would argue that to say "Pre-Miyamoto" is essentially the same thing as saying "Pre-NES" from a periodizational perspective, which is the implicit perspective of all of our song titles and commentary. | Have you played "Space Panic"? That game SUUUUUUCKS! | No, but I did play Crazy Climber on an original cabinet last week, and the control scheme is pretty fascinating. There are two joysticks that have to be alternated simultaneously up and down to simulate (more or leass) the physical act of climbing. Takes some getting used to but it's really quite clever. | To me the important thing about Miyamoto isn't any particular game feature or innovation that he invented. The genius of Myamoto is really his ability to take an existing genre and carefully refine it so that it becomes more "fun". Hence, Donkey Kong is way more "fun" than Space Panic. Even though, through a certain narrow lens, Space Panic might be more "innovative", Donkey Kong is really a much more important game in the history of the genre. To go back to your original statement, I guess I think the central questions is: what do you mean by "from a creative standpoint"? I wonder if you aren't defining "creativity" a bit too narrowly when you dismiss Miyamoto's early arcade work. | Sure, that's probably a valid criticism. And I do agree with you in regards to Miyamoto's penchant for refining the innovations of others, and of course the "fun" factor remains something that is poorly understood to this day (On this particular point I would recommend Curtiss Murphy's excellent blog and podcast "Game Design Zen", especially his hugely insightful visual representation of what he and others term 'flow' which can be found in the post for episode 2). I just think if you're going to be so reductive as to say, "This here is 'The Miyamoto Era'" (and though you didn't use that exact term I think it's fair to say it's implied by your use of 'Pre-Miyamoto' as a delineator) then it makes far more sense to designate his work on the Family Computer as the herald of that era because, again, it was not until that point that he became an icon. It was not until that point that he did his most important, most innovative, and most influential work. It was not until that point that he fully emerged from the shadows of Yokoi et al. to finally wield complete control over what I would without hesitation call the Gesamtkunstwerk of SMB and Zelda. Donkey Kong is a landmark in the history of Nintendo, surely, but in the story of Miyamoto's development, it is mere prologue. | What?? | Please explain to which element(s) of the preceeding your query is referring. | Objectively speaking, I think the original Donkey Kong is probably more significant than Yar's Revenge in terms of it's impact, though admittedly, without defining precisely what we mean by 'significant', this is basically a nonsensical statement. With regards to fun, I think it's all well and good to explore the concept of "fun" on a objective/theoretical level. "Fun" may indeed be a wooly concept that, from a game-design perspective, is tricky to define in a purely reductive sense. HOWEVER we shouldn't lose sight of the fact that in our subjective experience as players-of-games, it is all too easy to identify when a game is "fun". One is reminded of the famous line by Supreme Court justice Potter Stewart, "I know it when I see it". Stewart of course, was referring to pornography, but it is equally applicable in this case. I can't tell you precisely what makes a game fun, but I know whether a game is fun or not when I play it. I will look this Curtiss Murphy gentleman though, as this does seem an interesting topic. | When did I ever say that Yar's Revenge was "more significant" than Donkey Kong "in terms of it's [sic] impact"? My original statement was focused solely on creativity of design, and did not reference DK at all. I freely concede that DK was more impactful than YR; I'm simply stating an opinion about Howard Scott Warshaw's artistic chops. At the risk of going off on a tangent, let's draw on, as an analogy, a comparison between Pong and Computer Space, Nolan Bushnell's prior effort from the previous year. Now I'm sure as hell not going to say Pong is poorly designed (the hallmark of good design often being simplicity, which is its own rabbit hole...), but what I will say is that Computer Space is a way more interesting game, at least considered intrinsically. While simple by today's standards, it failed essentially because it was designed and playtested exclusively by engineers and mathematicians, and hence was too confusing for the average n00b to grasp. I think there's room to argue which game is 'better' from a creative standpoint, but we should absolutely not make the mistake of saying Pong is artistically better than Computer Space specifically because of the former's relative success. Now, with regard to your rather confusing citation of Potter Stewart (who always makes me think of (Jimmy) Stewart's nemesis Mr. Potter from It's a Wonderful Life), I'm not certain what point you are trying to get across. Potter Stewart's statement is generally not quoted earnestly even by anti-pornography activitsts these days; are you reappropriating it into the arena of fun in video games in an effort to genuinely endorse the concept of subconscious objective identification as a process, or are you making a wry, pithy critique of modern gamers' fickleness/proclivity to rush to judgement? I am reacting specifically to your statement "...in our subjective experience as players-of-games, it is all too easy to identify when a game is 'fun'." [Empahsis added]. It seems like you are implying in this first part of your argument that we are making a mistake when we rely on our gut instincts when engaging in video game criticism, but then you go on to, it would seem, essentially endorse the Potter Stewart approach immediately thereafter. Could you clarify, please? | To clarify, I am endorsing the view of "fun" as something that we should generally trust our guts on, even though it is difficult to define in a reductive sense. In that quote, I should not have said "all too easy", but rather just "really fucking easy". Likewise I think Potter's statement re:pornography is in most cases correct, though I'll concede that it really doesn't lend itself to any concrete legislation–certainly not any good legislation. Re: HSW, Yar's Revenge, Donkey Kong etc… I think essentially we are struggling with different ideas about what "creativity" is, what it means for something to be "important" and certainly what it means for something to be "important from a creative standpoint". You seem to be endorsing the view that a game can be "important from a creative standpoint" when it is interesting but shitty. If you think "creativity" is really just about doing something "original" or "new", being the "first" to do some particular thing, then I guess that's a reasonable statement to make. I tend to take a more holistic view of creativity myself, put more emphasis on the overall artistic vision, and the execution thereof. | And I'm not necessarily disagreeing with most of that, I'm simply drawing a distinction between creative success (or artistic success, if you prefer) and commercial success. Frankly, I don't know what you're talking about when refer to something being "interesting but shitty"; are you saying Yar's Revenge is shitty?? Or are you referring to Computer Space/Pong/Crazy Climber/Space Panic? I'd say Space Panic is the only one of those you could credibly claim to believe is shitty, but for the sake of argument I'd say that yes, something can be interesting even if it is shitty. However I do concede it most probably can't be "important from a creative standpoint", at least in the sense that I employ that phrase (that it has exerts a lasting influence on at least some significant subset of game design). In this sense I think it's laughable to say that Yar's Revenge is not significant. If you look at HSW's body of work it seems to be his most fondly remembered game (or at least tied with Raiders) and he is easily the most celebrated Atari designer from that time period. | Yars' Revenge is ok I guess. It's certainly quirky, and I could see how people might have found it fun. If we're talking about single-screen space shootin' games i'd definitely take Robotron 2084 over it any day of the week. "Raiders", OTOH, seems completely unplayable and cryptic. I think people probably like to talk about the importance of Raiders because (like "Adventure") it seems kinda like a proto-adventure-game or proto-metroidvania thing. Fair enough I guess. Again, for my part, I'm less concerned with who "came up with" these ideas "first", and I'm more interested in who made games that were actually fun to play. When I look at "Raiders" I see a game whose designer was over ambitious and didn't really understand the limitations of the platform for which he was designing… an interesting failure at best. That's better than an uninsteresting failure, but not exactly the hallmark of a great game-designer IMO. Again, if all you care about is who was first-to-market with some particular "innovation", then sure HSW is your man.| That's all well and good, and such reductionism would be fine if we could all agree on an objective classification of what constitutes "fun", which is in my esitmation a fool's errand. However, since we are prisoners of our own predilections in taste, we cannot make a consistent, quantifiable analysis of any game unless we make the effort to subsume our subjective reaction underneath at least a veneer of cold, logical, data-driven criticism. Of COURSE it matters that we find a game "fun", but without the wisdom that comes from patient, comparative study of the titles that comprise its various peers, antecedents and imitators, and without appraisal given to the personalities and forces behind its genesis, our analysis is doomed to be incomplete. I'm not by any means saying that innovation is the only important thing to focus on, but I am fascinated by it because I yearn to gain a deeper understanding of how things developed and where they are likely to go in the future. That's what keeps me getting up in the morning, at least from a video gaming standpoint. | I prefer to think of my "fun" benchmark as more holistic than reductive. | Sure, and Id preferto be having sex with Scarlet Johanson, but that doesn't mean it's the case. | Zing! | Agreed. I think we're done here. Today's strip
This week I sat down with David Kaelin from Austin's own Classic Game Fest. The Classic Game Fest is an event held every summer with next year's scheduled for July 28 & 29 2018. We talked a little about the beginnings of the fest and it's growth over the years. David helped me identify a long lost game, Yars' Revenge, and we delved into some the strange story surrounding the first ET game for Atari. It was validating to see that I'm not the only one and that my love of 16 bit gaming and side scrolling action are shared by the retrogaming community. http://classicgamefest.com/ https://www.youtube.com/user/classicgamefest @classicgamefest https://gameovervideogames.com/
Episode 16 has the Old Titans and guests looking at video games, both past and present. Whether you like the latest Sony VR system or still enjoy playing Yar's Revenge, there's something for everyone.
This week Jurek and Earl play through 10 different games for the Atari 2600! It's an Atari Extravaganza!! We play Adventure, Asteroids, Breakout, Centipede, Circus Atari, Gravitar, Missile Command, Pong, Volley Ball, and Yar's Revenge! Wow, that's a lot of games! Come have a drink with us! Cheers!
After a needlessly climactic intro, Luke is rejoined by returning champions Molly and Tal! They discuss virtual petz, Luke and Molly are way too enamored with the concept of blinking lights, and all of them are disgusted at blatant plagiarism. They also talk about a bizarre and inexplicable meta-management game, made entirely with stock Poser models. YOUR GAMES THIS WEEK ARE: Dogz, for Gameboy Color; Quix, for PC; Quakeblox, for PC; Universal Boxing Manager, for PC; and Yars' Revenge, for Atari 2600. You can find the up-to-date ranked list at bit.ly/letsplace
Here it is! Episode 1! We're a real show now! The 1981 Atari game Yar's Revenge is our focus. Who is Yar? Why does Yar want revenge? Against whom? Does Yar succeed? All this and more in this episode. Music: Thanks to Kevin McLeod at Incompetech.com for the use via Creative Commons License of "Take a Chance", "Reformat", and "Pinball Spring".
In 1981, Warshaw went to work for Atari after an short unchallenging time at Hewlett-Packard. His first success, Yars' Revenge, became extremely popular and is still regarded as one of the best games made for the Atari 2600. This led Warshaw to be picked as the designer of the game adaptation of the film Raiders of the Lost Ark, which was also a commercial success and was critically acclaimed at the time. It was his success on Raiders that led to Warshaw being chosen to design and program the ill-fated Atari 2600 adaptation of E.T. the Extra-Terrestrial. Problems began early as he was only given five weeks to go from concept to finished product. Warshaw was assisted by Jerome Domurat, a graphics designer at Atari. Although the game was finished on time, it was poorly received and seen as being confusing and frustrating. Atari took a major financial loss on the project which, combined with other poor business decisions and conditions, led to the company being divided and sold within two years. During this time, Warshaw developed and almost finished another game called Saboteur. He left the company before it was completed. It was then re-adapted into a game based on the television series The A-Team but this also remained unfinished. Atari was dismantled before either version could be released. In the 2014 movie, The Rise and Fall of Atari, Warshaw is quoted as saying that all his games sold over 1 million copies.
On this very special episode of the Pondering Nerdcast we interview Psychotherapist, Author, Technologist, Moviemaker, and Actor Howard Scott Warshaw. He is also the Video Game Designer behind tittles like Yars' Revenge, Raiders of the Lost Ark, and E.T. the Extra-Terrestrial. All this and more on the Pondering Nerdcast.
In 1981, Warshaw went to work for Atari after an short unchallenging time at Hewlett-Packard. His first success, Yars' Revenge, became extremely popular and is still regarded as one of the best games made for the Atari 2600. This led Warshaw to be picked as the designer of the game adaptation of the film Raiders of the Lost Ark, which was also a commercial success and was critically acclaimed at the time. It was his success on Raiders that led to Warshaw being chosen to design and program the ill-fated Atari 2600 adaptation of E.T. the Extra-Terrestrial. Problems began early as he was only given five weeks to go from concept to finished product. Warshaw was assisted by Jerome Domurat, a graphics designer at Atari. Although the game was finished on time, it was poorly received and seen as being confusing and frustrating. Atari took a major financial loss on the project which, combined with other poor business decisions and conditions, led to the company being divided and sold within two years. During this time, Warshaw developed and almost finished another game called Saboteur. He left the company before it was completed. It was then re-adapted into a game based on the television series The A-Team but this also remained unfinished. Atari was dismantled before either version could be released. In the 2014 movie, The Rise and Fall of Atari, Warshaw is quoted as saying that all his games sold over 1 million copies.
Today I look at two of my favorites for the 2600, Haunted House and Yars' Revenge. There's a lot to talk about, and now that I've finished recording I forgot to mention the Kids Stuff records. Yars' Revenge had an LP and a book and 45, each having some exclusive content. Like Asteroids, the LP is online but I could not find the 45. Now that's 2 videos I have to make, maybe Willie! will give me some pointers. :) Next week it's Barnstorming and Grand Prix by Activision! Seems like it's been awhile for Activision on my little show here. After that, it will be Death Trap and London Blitz by Avalon Hill; Swordquest: Earthworld by Atari; Edtris 2600 and Sound X by Ed Federmeyer; AD&D Treasure of Tarmin and Burgertime by M Network (I may add another game here, as Tarmin was not released and remains unavailable), and Frogger and Amidar by Parker Brothers. If you have any feedback or memories you'd like to share for any of these games, or if you're getting caught up with my show and want to talk about a game I've already covered, please send it to me at 2600gamebygame@comcast.net, in written or audio format. I love hearing from you! Thank you all so much for listening! Haunted Links Haunted House Easter Eggs How to Beat The Home Video Games: Yars' Revenge Willie's awesome Haunted House Video Willie's Yars' Revenge video (featuring Clutch Cargo as Yar) Yars' Revenge Kid Stuff album Mystery Mansion (Haunted House prototype) Howard Scott Warshaw interview by Scott Stilphen HSW Keynote at Electronicon, 1997, filmed by Scott Stilphen (this is part 1 of 5, the other parts will show on the right) HSW on Matt Chat (part 1 of 2, see above) HSW's Once Upon Atari site HSW's personal site HSW's books on Amazon Original Steve Hendricks Haunted House artwork (scroll down) Hiro Kimura's web site Brian's Yars' Revenge review Proud member of the Throwback Network! Proud member of the Retro Junkies Network! Facebook page Twitter page Blog page Listen to the show on Stitcher! Subscribe to the show on iTunes, and leave a review! Reviews are nice!
This week's episode of The GAR! Podcast includes discussion of the following: Law and Order / tilapia and baby back ribs / Rib-It / onion ring masterpieces / back to Law and Order / the Potato Onion Web / French fries cause cancer / Shaft's father / we offend everyone / once more back into Law and Order / sailors week / why Ray is so smart / why Glenn is so dumb / Deptford Mall / TV stories of childhood / stupid Glenn's birthday / The Six Million Dollar Man / Scholastic magazines / secret origins / What If? / Doctor Doom / Wally Wood / Peanuts / Show'N Tell / Sears Wish Book / videogames of our youth / Glenn stinks at videogames / NaNoWriMo / The Make Mine Magic Podcast / Thanksgiving / Links: Law and Order Owner of Rib-It Passes Red Robin's Tower of Onion Rings at French Fry Diary CityWalk's Rising Star Karaoke at French Fry Diary French Fries Cause Cancer I Am Lesbian Dynamite magazine What If? Wally Wood Rob Kelly's Power Records Blog Hey Kids, Comics! The Sears Christmas Wish Book The Non-Gamer's Gamer's Blog South Jersey Writers membership is open Glenn's NaNoWriMo Videos: Chili's Baby Back Ribs GE Show'N Tell Record Player Cyberball 2072 gameplay Yar's Revenge gameplay
Sven, Monty und Scorp.ius sprechen in der achtzehnten Folge von Telespiel-Late-Night gemeinsam über Remakes und Reebots bekannter Videospiele beziehungsweise Videospielserien. Leider müssen sie dabei ohne Chris auskommen, da dieser derzeit nicht auffindbar ist. Hinweise zum Standort, sei es nun unter seiner Couch oder im Ballparadies einer IKEA-Filliale, werden dankend entgegengenommen. Durch sein Fehlen steigt der Altersdurchschnitt deutlich an, weshalb die Folge mit Yars' Revenge, einem Spiel aus dem Jahre 1979, startet. Danach geht es kreuz und quer durch die Zeit, von Teenage Mutant Turtles über Dragons Lair 3D bis hin zu aktuellen Beispielen wie Syndicate oder Kid Ikarus – Uprising.
We revisit some of our favorite games this week. Jason works out his anger over the PSN outage with some Mortal Kombat. Steven pulls out his trusty Pip Boy and re-enters Fallout 3. Plus we have the news and the games Coming Soon for May. Some of the games we mention this week include Swarm, Section 8: Prejudice, Yar's Revenge, Gears of War 3, Portal 2, Dissidia 012 Prologus Final Fantasy, Angry Birds, Final Fantasy IV: The Complete Collection, and Half-Minute Hero. [H:MM:SS] - Show Time Line -------------------- Opening Song (Innocent Primeval Breaker - Ys Seven OST) [0:00:44] - Introductions [0:02:50] - Jason's Now Playing [0:56:00] - Steven's Now Playing [1:14:33] - News [1:53:28] - Coming Soon for May 2011 [1:58:38] - Wrap Up [2:01:06] - End
Disc releases may have run dry in the past few weeks, but all is busy on the downloadable front! A handful of Indie Games kick off the show with PewPewPewPewPewPewPewPewPew, Notebook Adventures, Shield the Beat, Udder Chaos, and FortressCraft Chapter 1. Craig hacks and slashes his way through The Dishwasher: Vampire Smile, everyone is a bit lukewarm on Red Faction: Battlegrounds, Sean checks out the reboot of Yar's Revenge and updates everyone on his progress in Unbound Saga, and Craig and Jeremy take a look at Might & Magic: Clash of Heroes. Jeremy offers some additional thoughts on Lego Star Wars III: The Clone Wars, Craig runs through Lego Harry Potter, and Sean puts some time in with WWE All Stars and Crysis 2. E-mail us at comments@signedinpodcast.com! Visit us online at SignedInPodcast.com! Games discussed on this episode! 0:00:00 – Intro 0:07:08 – PewPewPewPewPewPewPewPewPew (Indie) 0:10:40 – Notebook Adventures (Indie) 0:13:40 – Shield the Beat (Indie) 0:20:37 – Udder Chaos (Indie) 0:23:52 – FortressCraft Chapter 1 (Indie) 0:31:27 – The Dishwasher: Vampire Smile (XBLA) 0:40:34 – Red Faction: Battlegrounds (XBLA) 0:48:49 – Yar’s Revenge (XBLA) 0:57:09 – Unbound Saga (XBLA) 0:58:27 – Might & Magic: Clash of Heroes (XBLA) 1:11:48 – Lego Star Wars III: The Clone Wars 1:18:57 – Lego Harry Potter 1:28:05 – WWE All Stars 1:32:42 – Crysis 2 1:43:54 – End
In episode 20 we look at a few games on the Atari 2600. We run through and discuss the games.