The logo
is the only connection, and maybe that’s for the best
I didn’t own
one, but I knew someone who did. If you grew up in the late 70’s-early 80’s,
there was at least one kid on every block who had one. At the time it was the
holy grail of home entertainment systems. I’m talking, of course, about the
Atari 2600 system.
Introduced to
the world in October 1977, the Atari VCS (video computer system, later redubbed
the 2600) was built on the market that the glut of “Pong” video games had
created. Pong was a table-tennis game rendered completely onscreen. The Pong
phenomenon had taken the US
by storm after its release created the home video game market in 1975. The
following year saw a slew of inexpensive “cloned” Pong consoles, some even
including a second “target shooting” game by the clever addition of a light gun
and some simple game programming. If you must know the truth, I didn’t have an
Atari VCS because my parents bought me a Pong clone.
The VCS had
one extremely huge major selling point over all the Pong video games: Cartridges.
The Atari system had a port on top where you plugged in a game cartridge. Tired
of table tennis? Go out and buy a different cartridge and change games. This
flexibility caused the Atari 2600 to wipe out the Pong market almost overnight. It
also made me curse myself for asking my parents to buy that Pong
clone, since the answer I now got when I asked for an Atari VCS was “You never
play with the video game we already bought.” Never mind that Pong required two
players and any kid I asked to play Pong would rather go play their 2600.
Included with
the VCS was the cartridge called “Combat” (which was so way cooler than Pong), and
it made a bunch of kids happy on Christmas Day, 1977. In short order the VCS
got versions of baseball, football and other sports cartridges that would be
sure hot sellers. Less likely to set the world on fire were crazy things like Flag
Capture, Hangman and Human Cannonball. Years later, Atari would be licensing
games from movies and popular coin operated video titles and among these would
be two titles that are ascribed to its downfall. More on them later.
A brief year
after the VCS’s introduction saw Atari produce the precursor to all modern day
computerized RPGs with the cartridge called simply Adventure. In Adventure you
played a knight questing for a grail-like cup. You battled dragons and avoided
pesky bats while moving around castle grounds, mazes and hallways. Adventure
was way ahead of its time. So far ahead, in fact, that graphics for the game
were exceedingly simplified. Your character was a square. The sword could only
be rendered in one position, no swish-swishing action. But the worst aspect of
all this had to be the Dragons, which looked more like ducks than anything
else, tended to jiggle up and down when they chased you and their attacks
sounded like the tanks blowing up in Combat. The game was one of the first to
feature backdoors and Easter eggs. For a run-through this old-school goodness
in flash form, go HERE.
And if you'd rather watch than play, check out the Retromancers reviewing the first Star Wars games in all their 8-bit glory.
And if you'd rather watch than play, check out the Retromancers reviewing the first Star Wars games in all their 8-bit glory.
By 1979
another player for Atari system game cartridges entered the ring. The company
was called Activision and it sported some very familiar faces, having drawn
some the top talent from Atari themselves. Sued by Atari for producing games
for their system, Activision won the legal right to stay in business and
produced some of the 2600’s best games. The cream of their crop was Pitfall! released
in 1982. Pitfall! was an Indiana Jones type adventure done up as a side
scrolling platform game. It went on to become the best selling title on the
2600 and proved the muscle of well known developers and game designers in the
rapidly expanding video game industry.
Wiki also has
a very complete list of VCS games located HERE. And if you want to keep up with
all things Atari, try the link HERE. Info about the Atari Force comic books has
been meticulously detailed HERE.
So what does
all of this have to do with Atari Force?
Well, nothing really.
Well, nothing really.
This is actually
volume 2 of Atari Force. There was a complete five issue mini-series prior to
this ongoing series. In the mini-series, five Earthlings lead by Marvin
Champion found a new planet for humanity to live on when the Earth became
too…heck I don’t know. Stuffy? Wiki says ecological devastation was dooming
mankind yet again.
Anyway, the original team flew in a ship shaped like an Atari logo, had the logo on their shirts, would use references to 2600 games and occasionally have to perform actions that mimicked gameplay from cartridges like Breakout, Defender and Berzerk, among others. As thin as that link between the two products might be, the second series is even thinner, keeping the logo-shaped ship and the logos on the team uniform while abandoning everything else.
Anyway, the original team flew in a ship shaped like an Atari logo, had the logo on their shirts, would use references to 2600 games and occasionally have to perform actions that mimicked gameplay from cartridges like Breakout, Defender and Berzerk, among others. As thin as that link between the two products might be, the second series is even thinner, keeping the logo-shaped ship and the logos on the team uniform while abandoning everything else.
The opening
of the book has Marvin Champion, looking way beyond middle-age, his teenage son
Chris and the enigmatic female warrior Dart looking to steal the Atari
shaped spaceship “Scanner One” from the museum where it’s being kept. Scanner
One was the ship Marvin and his prior teammates used to find New Earth and
defeat the constant menace of the Dark Destroyer. Marvin and Dart believe the
Dark Destroyer is still alive (surprise, he is!) and is looking for New Earth
to scout out new "real estate investment opportunities." By blowing up it up, of course. What? With a name like “Dark Destroyer” what are you
expecting?
Chris’s
method of distracting the guard is by phasing through the wall like some kind
of ghost and scaring the crap out of the guy. I guess Marvin’s sperm must have
had some “complications” as a result of his time spent traveling on Scanner
One. My idea guys would be to look for ship that doesn’t irradiated your sperm in such a way as to make your progeny “Casper the Friendly
Ghost”.
Notice a
couple of things about this panel. First, Chris has chosen the name “Tempest”
as his superhero handle. Is there anything about his powers that are wind
related? No. Next this guard’s facial expression doesn’t really convey fear as
much as it does a kind of expected confusion. Like he’s been smoking some bad
space reefer and knew he’d be tripping later. If we could read his speech
balloon, I’m sure he’s saying “That’s the last time I buy skunk weed from Jabba
the Hutt.” Lastly, the caption right above the title suggests that the five
members of Atari force don’t actually meet until this very issue. This is issue
5 of the series. Talk about today’s decompressed storylines and I’ll point you
to the first 5 issues of Atari Force. Sheesh!
Also note the
pedigree of the talent involved with this issue. Gerry Conway, Ross Andru and
Jose Luis Garcia Lopez. All of these guys are top tier writers & artists.
Why would they sign on to a project like Atari Force? My thought is the chance
to break away from standard superhero stories and the ability to do inventive
things like have a team book where the team doesn’t get together until issue 5.
The fun of depicting a space opera and drawing alien races and alien
landscapes. The thrill of exploring strange new world and seeking out new life.
Either that or they were forced into by Joe Orlando.
They succeed
in stealing the ship. Just as they are about to board her, however, Martin’s
doctor butts in. The doctor’s a green, big-headed Canopian alien named Morphea,
which is odd because I thought Morphea was something they gave you at the
doctors to put you under. The way Morphea talks in annoying “aliens need a cute
dialect”, refer-to-myself-in-third-person-speak, she’s going to put me under.
Martin doesn’t allow Dart to knock out Doctor “this one” Morphea, for reasons
that he just “can’t explain” except for saying “She’s my Doctor.” So Morphea
joins up as crew person number four.
Meanwhile, an
alien shaped like a big furry rat, whose name just happens to be Pakrat and is a
thief by trade, is being chased by his law officer brother Rident. He manages
to sneak aboard Scanner One before the hatch fully closes. His brother Rident
seems a bit ticked off. I’m thinking it’s because he’s going to have to tell
Maus, their Mother and Vermean, their Father. Seriously now, how many alien
race names can sound like Earthling English words for giant furry rodent?
However he
came about his name, with Pakrat on board we have our five Atari Force members.
Even if Pakrat doesn’t know he’s doing anything more than hitching a ride, that
is. Martin tries to dump Morphea at the refueling station, only to get a
counter proposition: She’d sign on as ship’s doctor if they help rescue a
patient of hers from the station they are docked at. This patient ends up being
a giant, immensely strong alien-elephant lifeform named “Babe” with the mind of
a four year-old.
So now we
have our sixth team member, which is odd because I distinctly remembering that
commentary box on page 2 saying there were only going to be five Atari Force
members. Someone needs to go back and recount. (It’s not me, by the way)
A criminal
inquirie is started back on New Earth with one of Martin’s colleagues from the
first series in attendance. Rident states that Martin must be some kind of
criminal (well, he is. He did just steal a whole spaceship) and draws the
incorrect conclusion that he’s in league with his brother. Martin’s shipmate
Dr. Orion (No relation to Darkseid and THAT Orion) tries to set the record straight about
Martin, his crew and their altruistic intentions.
I’m not
certain why the book needs to take time out to restate the obvious. I picked up
this exact same information by reading the preceding ten pages. I’m not sure
why the writers, or Dr. Orion decided to sum things up for me AGAIN. Guess they
thought that the Atari gamers that were this book’s primary audience were all
ADD or something. Rident isn’t the least bit swayed by any of this and goes on
to flaunt the fact that he’s out of his jurisdiction. But it sounds like he is holding a personal grudge.
The council,
possibly mad about having to be in this scene with all the pointless exposition
and no action shots, decide to give Rident a ship “on loan”. In their words, “What
he does with it is his affair.” My thought is this the council’s way of saying
“In your face Dr. Orion! See what happens when you bore us for hours on end with
your plot and character summaries. We could have had cool poses. We could have
been heroes. Maybe gotten a spin-off mini-series. At least a one shot special.
Instead we got four pages of us sitting in chairs. Curse you Dr. Orion.”
As Rident
flies away, we get a hint that he’s not playing with a full deck of marbles.
Tempest uses
his power to leave the crew for a vacation on a tropical island. That’s a
pretty handy power to have. I’d love to go to Club Med every night instead of
coming home. Pakrat is found by the crew in the meantime and cornered, which is
not to his liking.
To paraphrase
Patrick Swayze: “Nobody puts Pakrat in the corner!” Before anyone can bust out
with (I’ve Had) The Time of My Life,
Hungry Eyes, or even She’s Like the Wind, Pakrat is stunned
and comes to in sickbay. He’s made a part of the crew and everyone heads for
the command deck for Martin’s big reveal about what their mission is going to
be.
As Pakrat Jar-Jar's it up a bit, you have to wonder why is that
probe so important?
You mean the
mystery enemy everyone else believes died in the first mini-series?
Well at least
you’re accepting all the risk for everyone’s lives, Martin.
No pressure
there Chris. Dad’s going to give you plenty of time to think about it…
…or not. Wait!
Couldn’t you just encrypt the information so Dark Destroyer couldn’t read it?
NO IT WASN’T.
Oh well, Good luck Atari Force! If you find the Jupiter 2 space ship, tell Dr.
Smith I said “Hi”.
No sooner
does the ship slow down from hyperspace or warp drive or multiversal hoof’n it
than it comes upon the bad guy’s space ship. Here he is folks. Proof that
Martin isn’t crazy.
Although the
Vader-ish helmet doesn’t do much for me, I do dig his crazy far-out bent gun.
That thing looks like it was designed to shoot around corners and stuff. With
Double D’s appearance the story comes to an end. Just like most nights at a
strip club.
Atari gaming platform held
the playing field for several years, but committed suicide long before the
advent of Nintendo’s NES system. Around 1983, public sentiment turned against
console gaming. The market was flooded with video game consoles from various
manufacturers with their own small library of games, carving up the software
that actually made the 2600 so desired. Also a flood of poorly received titles
(ET and the port of Pac-Man) were over-produced, leading to lots of red ink at
Atari. Add to that the rule of “fifth year decline” that every console since
has emulated, and Atari couldn’t develop an alternative to the 2600 that would
sustain the company.
As for Atari
Force, its days seemed numbered before it even began. The ongoing series got a
“game over” with issue number 20 in 1985. Even a one shot special in 1986
failed to revive interest in the series or the characters. Consider it a wasted
“continue” quarter. By now, the ins and outs of who owns what part of the
property (Just like with ROM) probably make it impossible to produce new AF stories or
reprint the old stuff. If outer space sci-fi soap operas turn you on, save up a
quarter or two and head to the discount bin.
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