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Revision as of 11:54, 10 August 2019 editZomno (talk | contribs)Extended confirmed users5,073 edits Adding local short description: "2010 action-adventure video game for the Atari 2600" (Shortdesc helper)← Previous edit Revision as of 23:40, 6 September 2019 edit undoDavid Fuchs (talk | contribs)Autopatrolled, Administrators44,903 edits adding some context and development info from two sourcesNext edit →
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==Gameplay== ==Gameplay==
] ]
The player uses the ] to control the character of ] as he makes his way through 64 screens, divided into four zones: outdoors, Covenant base, ice world, and a final boss area.<ref name="kotaku"/><ref name="VGDInterview"/> 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.<ref name="kotaku"/><ref name="destructoid"/> There are two power-ups in the game, both guarded by what appears to be nine enemies but is actually three. The first is a gun with a faster rate of fire. The second is a pair of boots that allows the player to move faster. In addition to these, by killing certain enemies, the player can obtain an energy shield that will take one shot to prevent the loss of one of the player's three lives. After successfully completing the game once, the game returns to the menu screen, but with a red sky. If the player chooses to play again from that screen the game will run in "Legendary" mode and the player will move and shoot at a slower rate. The player uses the ] to control the character of ] as he makes his way through 64 screens, divided into four zones: outdoors, Covenant base, ice world, and a final boss area.<ref name="kotaku"/><ref name="VGDInterview"/> 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.<ref name="kotaku"/><ref name="destructoid"/> There are two power-ups in the game, both guarded by what appears to be nine enemies but is actually three. The first is a gun with a faster rate of fire. The second is a pair of boots that allows the player to move faster. In addition to these, by killing certain enemies, the player can obtain an energy shield that will take one shot to prevent the loss of one of the player's three lives. After successfully completing the game once, the game returns to the menu screen, but with a red sky. If the player chooses to play again from that screen the game will run in "Legendary" mode and the player will move and shoot at a slower rate.


==Development== ==Development==
] got a taste of game development in his teenage years, developing ] games at home. Fries took a summer internship with ] in college and eventually joined the company.<ref name="gamasutra-edfriesinterview"/> In 2000, he was head of Microsoft Game Studios, trying to develop a launch lineup for Microsoft's unproven ] console. After being contacted by developer ]'s vice president about a possible acquisition, Fries shepherded Microsoft buying Bungie and their developing project, a game that would become the Xbox's ], '']''.<ref name="vice-untoldhistoryhalo">{{cite web|author=Haske, Steven|date=May 30, 2017|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|work=]|publisher=Vice Media|dead-url=no|accessdate=March 27, 2018|archiveurl=https://web.archive.org/web/20180315011247/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|archivedate=March 15, 2018}}</ref> Fries left Microsoft in 2004, after 18 years with the company.<ref name="gamasutra-edfriesinterview"/>
Fries decided to create a version of Halo for the Atari 2600 after being inspired by a book called '']'' by ] and ].<ref name="AtariAgeForum"/><ref name="boing"/> The Atari 2600 has such limited RAM, only 128 ]s, that drawing Master Chief was difficult, and creating a game with other characters even more so.<ref name="techcrunch"/> Fries later stated that making the game taught him that constraint is sometimes a fuel for creativity.<ref name="industry"/>

Fries read the book '']'' by ] and ],<ref name="AtariAgeForum"/><ref name="boing"/> about programming for the Atari 2600, and was inspired to create his own game.<ref name="smithsonianmag-edfrieshalo2600"/> Initially, Fries only intended to recreate the Master Chief, but decided to finish the project after encouragement.<ref name="smithsonianmag-edfrieshalo2600"/>

Fries found the challenge of ''Halo 2600'' one of adapting to constraints.<ref name="smithsonianmag-edfrieshalo2600"/> The Atari 2600 has such limited RAM, only 128 ]s, that drawing Master Chief was difficult, and creating a game with other characters even more so.<ref name="techcrunch"/> Fries later stated that making the game taught him that constraint is sometimes a fuel for creativity.<ref name="industry"/>


==Reception== ==Reception==
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In 2013 ] added ''Halo 2600'' to its "The Art of Video Games" exhibition.<ref>{{cite web|url=http://www.gamasutra.com/view/news/207252/Flower_Halo_2600_head_to_Smithsonian_American_Art_Museum.php|title=Flower, Halo 2600 head to Smithsonian American Art Museum|last=Wawro|first=Alex|date=17 December 2013|work=]|publisher=Think Services|accessdate=17 December 2013}}</ref> In 2013 ] added ''Halo 2600'' to its "The Art of Video Games" exhibition.<ref>{{cite web|url=http://www.gamasutra.com/view/news/207252/Flower_Halo_2600_head_to_Smithsonian_American_Art_Museum.php|title=Flower, Halo 2600 head to Smithsonian American Art Museum|last=Wawro|first=Alex|date=17 December 2013|work=]|publisher=Think Services|accessdate=17 December 2013}}</ref>


As of August 2019, ''Halo 2600'' is still the second best selling game on AtariAge (the exclusive store to purchase the game).<ref>{{Cite web|url=https://web.archive.org/web/20190804200845/https://atariage.com/store/index.php?l=product_list&c=bestsellers|title=Bestsellers|date=2019-08-04|website=web.archive.org|access-date=2019-08-04}}</ref> As of August 2019, ''Halo 2600'' is still the second-best selling game on AtariAge (the exclusive store to purchase the game).<ref>{{Cite web|url=https://web.archive.org/web/20190804200845/https://atariage.com/store/index.php?l=product_list&c=bestsellers|title=Bestsellers|date=2019-08-04|website=web.archive.org|access-date=2019-08-04}}</ref>
{{-}}<!-- needed to prevent screenshot from running into next section --> {{-}}<!-- needed to prevent screenshot from running into next section -->


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| date = November 19, 2013 | date = November 19, 2013
| accessdate = December 12, 2013 }}</ref> | accessdate = December 12, 2013 }}</ref>
<ref name="smithsonianmag-edfrieshalo2600">
{{cite web|author=Fawcett, Kirstin|date=March 2014|url=https://www.smithsonianmag.com/smithsonian-institution/de-making-halo-remaking-art-180949802/|title=Demaking Halo, Remaking Art: ‘Halo 2600’ Developer Discusses the Promise of Video Games
Read more: https://www.smithsonianmag.com/smithsonian-institution/de-making-halo-remaking-art-180949802|work=]|publisher=Smithsonian Institution|accessdate=September 6, 2019|deadurl=no|archiveurl=|archivedate=}}</ref>

<ref name="gamasutra-edfriesinterview">
{{cite web|author=Alexander, Leigh|date=August 14, 2009|url=https://www.gamasutra.com/view/news/115775/Interview_Former_Microsoft_Exec_Fries_Talks_Xboxs_Genesis.php|title=Interview: Former Microsoft Exec Fries Talks Xbox's Genesis|work=]|publisher=UBM Technology Group|accessdate=September 6, 2019|deadurl=no|archiveurl=|archivedate=}}</ref>
}} }}



Revision as of 23:40, 6 September 2019

2010 action-adventure video game for the Atari 2600 2010 video game
Halo 2600
File:Halo2600atari.jpg
Publisher(s)AtariAge
Designer(s)Ed Fries
Platform(s)Atari 2600
ReleaseJuly 2010
Genre(s)Action-adventure
Mode(s)Single player

Halo 2600 is an action-adventure video game developed for the Atari 2600 video game console, inspired by the Halo series of video games. Halo 2600 was written by Ed Fries, former vice president of game publishing at Microsoft, who was involved in Microsoft's acquisition of Halo developers Bungie.

Gameplay

Halo 2600 screenshot

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 two power-ups in the game, both guarded by what appears to be nine enemies but is actually three. The first is a gun with a faster rate of fire. The second is a pair of boots that allows the player to move faster. In addition to these, by killing certain enemies, the player can obtain an energy shield that will take one shot to prevent the loss of one of the player's three lives. After successfully completing the game once, the game returns to the menu screen, but with a red sky. If the player chooses to play again from that screen the game will run in "Legendary" mode and the player will move and shoot at a slower rate.

Development

Ed Fries got a taste of game development in his teenage years, developing Atari 800 games at home. Fries took a summer internship with Microsoft in college and eventually joined the company. In 2000, he was head of Microsoft Game Studios, trying to develop a launch lineup for Microsoft's unproven Xbox console. After being contacted by developer Bungie's vice president about a possible acquisition, Fries shepherded Microsoft buying Bungie and their developing project, a game that would become the Xbox's killer app, Halo: Combat Evolved. Fries left Microsoft in 2004, after 18 years with the company.

Fries read the book Racing the Beam: The Atari Video Computer System by Ian Bogost and Nick Montfort, about programming for the Atari 2600, and was inspired to create his own game. Initially, Fries only intended to recreate the Master Chief, but decided to finish the project after encouragement.

Fries found the challenge of Halo 2600 one of adapting to constraints. The Atari 2600 has such limited RAM, only 128 bytes, that drawing Master Chief was difficult, and creating a game with other characters even more so. Fries later stated that making the game taught him that constraint is sometimes a fuel for creativity.

Reception

The game was released in July 2010 at the Classic Gaming Expo. At the exposition, 150 physical copies of the game were on sale. It was one of four new Atari 2600 titles released by AtariAge at the 2010 Classic Gaming Expo in Las Vegas, including Duck Attack!, K.O. Cruiser (a boxing game) and a port of Sega's 1981 arcade game Turbo. The effort was called "rough" but "amazing" by TechCrunch, citing the immense size constraints involved in creating the game. Destructoid called the game's controls "surprisingly capable", and The Escapist called the game's chiptune soundtrack "perfect". The A.V. Club noted the incongruity of seeing a "modern blockbuster" transformed into a devolved version on the 2600's "aesthetically abrasive" hardware.

The source code of the game was used to create an 8-bit poster representation of Master Chief. The cartridge version was rereleased through AtariAge in 2013.

In 2013 Smithsonian American Art Museum added Halo 2600 to its "The Art of Video Games" exhibition.

As of August 2019, Halo 2600 is still the second-best selling game on AtariAge (the exclusive store to purchase the game).

References

  1. Melanson, Donald (August 3, 2010). "Former Microsoft VP brings Halo to the Atari 2600". Engadget. Retrieved August 5, 2010.
  2. News, Bloomberg (March 24, 2004). "Microsoft to simplify its Xbox software". Seattle Post-Intelligencer. Retrieved March 23, 2013. {{cite web}}: |last= has generic name (help)
  3. ^ Good, Owen. "It's All Headshots In Halo 2600". kotaku. Retrieved March 21, 2013.
  4. Doree, Adam (August 3, 2010). "Interview: Ed Fries reveals Halo 2600". VideoGamesDaily.com. Retrieved August 26, 2010.
  5. ^ Zimmerman, Conrad (August 2, 2010). "Master Chief joins the Atari age in Halo 2600". Destructoid. Retrieved March 21, 2013.
  6. ^ Alexander, Leigh (August 14, 2009). "Interview: Former Microsoft Exec Fries Talks Xbox's Genesis". Gamasutra. UBM Technology Group. Retrieved September 6, 2019. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. Haske, Steven (May 30, 2017). "The Complete, Untold History of Halo". Vice. Vice Media. Archived from the original on March 15, 2018. Retrieved March 27, 2018. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  8. Fries, Ed (August 1, 2010). "Halo for the 2600 Released at CGE!". AtariAge. Retrieved August 5, 2010.
  9. Beschizza, Rob (August 3, 2010). "Former Microsoft VP brings Halo to the Atari 2600". BoingBoing. Retrieved August 27, 2010.
  10. ^ Fawcett, Kirstin (March 2014). "Demaking Halo, Remaking Art: 'Halo 2600' Developer Discusses the Promise of Video Games Read more: https://www.smithsonianmag.com/smithsonian-institution/de-making-halo-remaking-art-180949802". Smithsonian (magazine). Smithsonian Institution. Retrieved September 6, 2019. {{cite web}}: External link in |title= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help); line feed character in |title= at position 88 (help)
  11. ^ Biggs, John (August 2, 2010). "Halo 2600: Halo Redone For the Atari 2600". Tech Crunch. Retrieved March 21, 2013.
  12. Pearson, Dan (May 12, 2011). "Ed Fries: Creativity and constraint, Halo 2600 and a Donkey Kong haiku". Gamesindustry.biz. Retrieved March 21, 2013.
  13. Kohler, Chris (September 14, 2010). "Retro Halo 2600 Reaches Into Videogames' Past". Wired.com. Retrieved September 15, 2010.
  14. Gilbert, Ben (August 1, 2010). "Promise you'll play Halo 2600 (that's a covenant we can get behind)". 1UP.com. Retrieved March 21, 2013.
  15. Yarusso, Albert. "AtariAge at CGE2010". AtariAge. Retrieved August 5, 2010.
  16. Kent, Brian (August 1, 2010). "Halo 2600: The seminal franchise finally comes to the Atari 2600". 1UP.com. Retrieved March 20, 2013.
  17. Chalk, Andy (August 2, 2010). "Halo 2600 Brings Seriously Old-School Action". The Escapist. Retrieved March 21, 2013.
  18. Agnello, Anthony John (November 19, 2013). "Back from the dead: 9 modern games for obsolete consoles". The A.V. Club. Retrieved December 12, 2013.
  19. Hannley, Steve (December 31, 2012). "'HALO 2600' POSTER INSPIRES ATARI NOSTALGIA". hardcoregamer. Retrieved March 21, 2013.
  20. Good, Owen (March 31, 2013). "Play Halo's Atari 2600 'Port' With This Cartridge Now On Sale". Kotaku. Archived from the original on 17 April 2013. Retrieved 17 April 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  21. Wawro, Alex (17 December 2013). "Flower, Halo 2600 head to Smithsonian American Art Museum". Gamasutra. Think Services. Retrieved 17 December 2013.
  22. "Bestsellers". web.archive.org. 2019-08-04. Retrieved 2019-08-04.

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