
FREQUENTLY ASKED QUESTIONS
Version 3.3
April 09, 2001
Maintained by Keita Iida
Assisted by John Hardie
Send additions/comments/corrections/suggestions to:
keita@mindspring.com
Copyright (c) 1996-2001 by Keita Iida, Atari Gaming Headquarters
and others where noted. This file may be reproduced, in whole
or part, provided the content of that portion reproduced is not
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and no fee is charged for the information.
The data contained herein is provided for information purposes only.
No warranty is made with regards to the accuracy of this information.
* Where to get the latest copy of the Atari 5200 FAQ *
ASCII (plain text) version:
http://www.atarihq.com/5200/5200faq/5200faq.txt
HTML version (for easy navigation)
http://www.atarihq.com/5200/5200faq/
Usenet newsgroups where this FAQ is posted regularly:
alt.games.video.classic
rec.games.video classic
rec.games.video.atari
Finally, you can always ask for a copy at keita@mindspring.com.
-------------
Contributors:
-------------
Bob Ayik
Dan Boris
Kevan Hearn
Leonard Herman
Brian Holscher
Kevin Horton
Jerry Jessop
Mike Kahler
Sean Kelly
Bo Krogsgaard
Scot Leibacher
John Vivian Matthews
Russ Perry, Jr.
Scottie Prince
Pete Schmek
Joe Scoleri
Jay Tilton
------------
Game Raters:
------------
Ralph Barbagallo (RB)
Edward A. Brunner (EB)
Clint Dyer (CD)
Kevan Hearn (KHe)
Kevin Horton (KH)
Keita Iida (KI)
Jeffry Johnston (JJ)
Todd Lawrence (TL)
John Vivian Matthews (JVM)
Daniel A. Mazurowski (DAM)
Dan Mowczan (DM)
Daniel Edward Reinholtz (DER)
Tony Salvaro (TS)
Mike St.Clair (MSC)
Jay Tilton (JT)
Casey Wales (CW)
Bert Whetstone (BW)
-----------------
TABLE OF CONTENTS
-----------------
FOREWORD
by Sean Kelly
1.0) General Information
1.1 -- What is the Atari 5200 SuperSystem?
1.2 -- Did you know?
2.0) Cartridge Information
2.1 -- Atari 5200 game list
2.2 -- Label/game/box variations
2.3 -- Games believed not to exist
2.4 -- The best and worst 5200 games
2.5 -- General software info, tidbits, cheats and easter eggs
2.6 -- What's the REAL story behind Cloak and Dagger?
2.7 -- What games are compatible with the Trak-ball controller?
2.8 -- What is the 5200 Multicart and how can I get one?
3.0) Hardware Information
3.1 -- Hardware known to exist
3.2 -- Hardware believed not to exist
3.3 -- General hardware tidbits
3.4 -- What was the top-secret "Puffer Project"?
4.0) Technical Info and Hardware Specifications
4.1 -- Hardware specifications
4.2 -- Hardware overview
4.3 -- Memory map
4.4 -- BIOS
4.5 -- 5200 controller pinout
4.6 -- Cartridge slot pinout
4.7 -- Expansion port pinout
4.8 -- What are the differences between the 2-port and 4-port
models?
4.9 -- How can the 4-port model be modified to work with the
VCS cartridge adapter?
4.10 - 2-port production modifications
4.11 - Logic board IC chip functions
4.12 - Differences between the 5200 and Atari 8-bit computers
4.13 - Chroma/Luma (composite video) and audio output
modification
4.14 - How do I build a switchbox for the 4-port 5200?
5.0) Maintenance, Replacement and Repair Tips
5.1 -- 5200 console
5.2 -- 5200 controllers
5.21 -- Cleaning and maintenance
5.22 -- Replacing and repairing 5200 controllers
6.0) Alternatives to the Standard Controllers
6.1 -- Third party joystick controllers
6.2 -- Masterplay Interface
6.3 -- Build your own 2600 joystick adapter
6.4 -- PC analog joystick to 5200 adapter
6.5 -- Converting a standard 5200 joystick to a paddle
controller
6.6 -- Where can I purchase replacement 5200 controllers?
Where can I get my 5200 controllers fixed?
7.0) Atari 5200 Emulators
8.0) Other Resources
8.1 -- Internet Resources
8.11 -- World Wide Web Pages
8.12 -- USENET Newsgroups
8.13 -- Internet Relay Chat (IRC)
8.14 -- FTP Sites
9.0) Atari 5200 Dealers
--------
FOREWORD
--------
BY SEAN KELLY
I don't know that I would call myself anything of an expert on the
Atari 5200, but I have played virtually every game for the system and
actually like many of them whereas I'm not a real big fan of the
2600.
The one thing that comes to most people's minds when the subject of
the 5200 is brought up is its God-forsaken controllers, and
rightfully so - they're undoubtedly one of the worst controllers made
for any system in my opinion. However, the problem that I'd like to
address for a few here is the fact that its lousy controllers have
overshadowed the system overall which is NOT cool. Intellivision
fans have dealt with what most people consider awful controllers, but
they still enjoy many of the good games Mattel put out for the system
so it doesn't make much sense why the 5200's faults can't be
overlooked in the controller department - or does it.
Atari launched the 5200 on the heels of what was (and still is) one
of the most popular videogame systems of all time - the 2600. A
system that set a standard for controllers to be followed for
decades. Mattel went in its own direction from day one and pretty
much went after people looking for a little more out of their video-
games. Not necessarily "more" overall, but in terms of involvement.
While the 2600 has several different types of controllers available
for it, the system's basic capabilities just didn't offer the
programmer much of a chance to get too far into their games no matter
what controller they programmed it for.
So as game systems advanced and Atari began to realize that there was
only so much that programmers were going to be able to get out of the
2600, they came up with what was called the "Video System X" in its
early stages of development. The system was to have a keypad like
Intellivision and Colecovision, probably an excellent idea on Atari's
part as it allows for a much wider array of gameplay options, but
then they apparently felt they had to revolutionize the controller
industry once again and decided to attach an analog joystick to that
keypad!
The 2600's controllers are what's called "digital," meaning you are
either pressing a button or you're not. The joystick itself is
simply a set of four buttons under the stick that you unknowingly
press when you move the joystick in a direction. An analog signal
measures HOW FAR you're moving the joystick which, here again I have
to admit, does make for some interesting gameplay options, but since
the 5200's sticks do not spring back to the center position when you
let go of the stick it's difficult to get used to.
Who's gonna complain about the keypad they came out with though?
Start, pause and reset right on the controller? Gotta like that a
lot!
Now the games made for the 5200 are a completely different story and
pretty much the whole point of my writing here. Most of the games on
the system are fantastic! If you look at the games released for the
Atari 400/800, which uses standard digital joysticks, they were
excellent in many cases. The computer didn't have the controller
problems the 5200 had and the games and computer were very well
received. Since the 5200 is nothing more than an Atari 8-bit 400/800
with a few minor modifications, like games, for the most part, are
quite similar, if not exactly carbon copies! Of course, the 5200 had
many games that were not available on its 8-bit computer counterpart
(and quite a few games that were available for both systems were
superior on the 5200), so it's definitely worth getting into if you
haven't already. Some of the classic ports are excellent and still
not found on any other system. Space Dungeon immediately springs to
mind.
Some of the third-party controllers you will find described here
overcome the problems of Atari's controller and could practically be
called life-savers for the system. Check into a Competition Pro or
Wico joystick if you absolutely cannot stand the Atari sticks.
Better still is the Masterplay Interface if you can get your hands
on one - they're pretty hard to come by.
Judging the system by its controllers sucks in my opinion. Try and
work around them if you can't deal with them and you'll be treated to
a library of some of the very best games ever made!
==========================
1.0) GENERAL INFORMATION
==========================
1.1 -- WHAT IS THE ATARI 5200 SUPERSYSTEM?
------------------------------------------
The Atari 5200 SuperSystem premiered in 1982, and was the successor
to the venerable VCS (2600) which dominated the first wave of
cartridge-based home videogame systems. The 5200 offered improved
graphics and several features not found on any other system during
its time.
When the 5200 was first unveiled, Atari had solid reasons for
optimism. After all, beneath the sleek, uncluttered exterior of the
unit lurked the throbbing power of a 16K computer designed
specifically to play high-quality games. The heart of the Super
System was, in essence, an Atari 400/800 computer, the most powerful
8-bit home computer system of its era, and thus games could
theoretically be easily (and rapidly) ported between the two
machines.
The controllers have a small calculator-sized numeric keypad and two
fire buttons are located at each side. The controller was a gallant
attempt at cross-breeding the trak-ball and conventional joystick. It
uses an analog control mechanism, offering a full 360 degrees of
mobility instead of the usual 4 or 8 positions. There is a speed
control built-in, which, on specific cartridges, allows the player to
speed up the action. The harder the stick is pushed to any given
direction, the faster the on-screen moving object will zip across the
playfield. Also found on the controller is a "pause" button which
enables the player to put any game on hold for as long as he likes.
This now-standard feature on modern systems was first pioneered on
the 5200. Atari's attempt at revolutionizing the joystick, however,
turned out to be a mixed bag. The controllers do not self-center,
making games like Pole Position and Star Raiders a joy to play. On
the other hand, games that demand precise, 4-way input from the
player (like Pac-Man) can be an exercise in frustration for many
gamers. In addition, the joysticks are infamous for being among the
most unreliable controllers ever made.
In addition to the then-futuristic but flakey controllers, the
SuperSystem offered several other advancements in hardware design.
4-port 5200 systems utilized a special switch box where the power
supply plugs directly into the switch box and not the system itself.
Furthermore, the switch box was automatic, meaning the user was no
longer required to walk to the back of the television and select
between "TV" or "Game" each time to select the mode he or she
desired (later 2-port systems reverted back to the standard RF
switchbox found in just about ever other game console.) In
addition, a special feature only found in the 5200 put the screen
on silent black when you change cartridges (no more raspy white
noise.)
Although the 5200 enjoyed moderate success during its heyday, the
gaming public never completely warmed to the SuperSystem, and the
"Great Videogame Crash of 1983" helped to seal its fate along with
the rest of the home videogame consoles. It should be noted,
however, that the 5200 was outselling the Colecovision when Atari
decided to pull the plug on its advanced video game system in 1984.
The software selection at launch consisted mostly of proven but tired
classics that failed to utilize the 5200's audio/visual talents.
Titles such as Super Breakout, Galaxian and Space Invaders were
unsuccessful in generating excitement among gamers who were looking
for the "next wave" in console gaming. Once the system passed
through its introductory period, however, Atari began to liberally
salt the 5200 library with glittering new gems like Qix, Vanguard,
Robotron:2084, Space Dungeon, Pengo, Joust and Ms. Pac-Man. Atari
also had first call on games marketed by its coin-op arm, which
brought arcade hits such as Dig Dug, Pole Position and Centipede
home. By the time the 5200 was settled in with a respectable library
of quality titles, however, it was too late. The Great Crash of 1983
was well under way, and the 5200 joined the likes of Colecovision,
Vectrex, Intellivision and others as the home console market came
crumbling down. As a result, there is an inordinately high number of
prototypes which exist for the 5200.
Upon hindsight, the reasons as to why the 5200 never became the sales
success that Atari had hoped are quite apparent. Despite being a
large company for its time, not even a behemoth like Atari had the
means to support four product lines with quality games for each
(2600, 5200, 400/800 and coin-op). Resources which should have been
allocated for 5200 game development went instead to the 2600, a
system which was on its last legs and already saturated with software
from Atari and its third party publishers. In addition, the fact
that the 5200 was not compatible with the 2600 put off many 2600
owners who had accumulated a substantial library of games for the
system (a VCS adapter which allowed 2600 games to be played on the
5200 was later released). Furthermore, although the 5200 was a
quantum leap beyond the 2600 in terms of technology, the SuperSystem
was not that much better than Colecovision and Vectrex. But perhaps
the main factor that led to the doom of the 5200 -- and, for that
matter, the entire home gaming industry -- was the result of the
rapid price drop of affordable game-oriented computers like the Atari
800XL and Commodore 64, both of which were sub-$300 gaming machines
that also doubled as computing and productivity devices.
Today, the Atari 5200 is a favorite among retrogamers, nostalgists
and collectors. While many of the coin-op translations have
subsequently been improved upon by modern systems, there are
an abundance of compelling games that no gamer should be without.
Space Dungeon, Rescue on Fractalus, Qix, Beamrider, Gremlins, Bounty
Bob Strikes Back (the spectacular sequel to Miner 2049er), Pengo,
Wizard of Wor, Berzerk, Missile Command and Centipede are some of the
shining stars among the impressive repertoire of 5200 cartridges.
The latter two are especially enjoyable when played with the optional
Trak-ball controller. For those who are more gamer than collector
and have $125 to burn, he or she can purchase a 5200 multicart from
Sean Kelly. Not only does the multicart contain every released game
in the 5200 library, but virtually every prototype game known to
exist is included as well! And that's a good thing when you consider
that the SuperSystem has an outrageously large amount of prototypes,
some of which are fantastic. (Jr. Pac-Man, Xari Arena, Meebzork,
Millipede and Track and Field come to mind).
Despite its relative small library of games and being a lukewarm
seller in the early 1980s (compared to the 2600), the Atari 5200
has a significant following of die-hard enthusiasts and collectors
who recognize its excellence as a gaming machine. And that, folks,
speaks volumes about a home videogame system that rode off into the
sunset over a decade ago!
1.2 -- DID YOU KNOW?
--------------------
The 5200 was originally conceived as Atari's answer to Mattel's
Intellivision, NOT the Colecovision as many people think. As an
example, the 5200's analog joystick was a response to Mattel touting
its unit having 16 positions of movement compared to the 2600's
eight. Atari's plan was to upstage the Intellivision in this area by
creating an analog controller with 360 degrees of full motion
control.
The 5200 was created at a time when poor marketing and questionable
company policy ran rampant within Atari. The 5200 controller was
developed by an individual who had NEVER even played a single video
game in his life! Response to the controllers from focus groups and
clinics were poor, but the marketing arm stubbornly insisted on
releasing the system with the "groundbreaking" elements intact. In
addition, the controller was partially influenced by corporate policy
where hardware designers and engineers were offered bonuses for
creating designs that received patents. Not surprisingly, many
engineers and designers developed hardware that were innovative
for the sake of being "original", with complete disregard for
functionality.
The engineers were so adamant in their disapproval of the 5200's
controllers that they sent a petition to the director of engineering
in hopes that the non-centering joystick would not be released in its
finished form.
The wedge-shape design of the 5200 was influenced mainly by the 2700
(aka. "RC Stella"), a prototype remote-controlled 2600. Other 2700
design features, such as the side-mounted fire buttons and the non-
self-centering joystick mechanism, carried over to the 5200 design as
well.
The Atari 3600 (aka. "Silvia") was originally planned as the
successor to the 2600. Silvia's bizarre 10-bit chip set (similar to
the Intellivision) was designed in 1978-79. One must remember that
the shelf life of typical home videogame systems during this period
was generally two years at most, and Atari did not, in its wildest
dreams, foresee the 2600 becoming the awesome videogaming force that
it eventually became. The 3600 was killed by the game programmers
who complained that it was too difficult to program games for the
machine (as if 2600 game development was any cakewalk).
Code names had always been popular at Warner Atari. The VCS was
internally referred to as "Stella," the 400 computer was "Candy," the
800 was "Coleen" and the 5200 was nicknamed "Pam." All of the
aforementioned machines were named after well-endowed female
employees who were working at Atari. The 5200 was unique in that
Atari strongly considered using Pam as the actual name of the unit
before changing it to "Video System X" and eventually deciding on
5200. Why? Because it would have been the abbreviation for
"Personal Arcade Machine."
============================
2.0) CARTRIDGE INFORMATION
============================
2.1 -- ATARI 5200 GAME LIST
---------------------------
Rarity Ratings are as follows:
C-, C, C+ ---- Common
U-, U, U+ ---- Uncommon
R-, R, R+ ---- Rare
ER-, ER, ER+ - Extremely Rare
UR ----------- Unbelievably Rare
PROTO -------- Prototype only
NR ----------- Not believed to exist, even as a prototype
For example, an ER cart would be slightly more common than an ER+
and harder to find than an ER- game.
GAMES THAT WERE RELEASED OR HAVE BEEN CONFIRMED TO EXIST
--------------------------------------------------------
--------------------------------------------------------
Over-
Title Publisher Product # Rarity lay?
----- --------- --------- ------ -----
A.E. Atari PROTO NO
ASTEROIDS Atari CX 5201 PROTO NO
ASTRO CHASE Parker Brothers 9560 R+ NO
BALLBLAZER Atari/Lucasfilm CX 5255 R NO
BAR ROOM BASEBALL Atari PROTO NO
BATTLEZONE Atari CX 5239 PROTO NO
BEAMRIDER Activision FZ-009 ER- NO
BEHIND JAGGI LINES Atari/Lucasfilm CX 5254 PROTO NO
BERZERK Atari CX 5221 U NO
BLACK BELT Atari CX 5231 PROTO NO
BLUE PRINT CBS Electronics 80033 R- YES
BOOGIE DEMO CART Atari PROTO NO
BOUNTY BOB STRIKES BACK Big Five Soft. ER NO
BUCK ROGERS: PLANET Sega 005-02 R- NO
OF ZOOM
CENTIPEDE Atari CX 5215 C YES
CHOPLIFTER Atari CX 5253 R NO
CONGO BONGO Sega 006-02 R- NO
COUNTERMEASURE Atari CX 5210 C YES
CRAM CARTRIDGE Atari ? NO
DECATHLON Activision FZ-008 U NO
DEFENDER Atari CX 5218 C YES
DIAGNOSTIC CARTRIDGE Atari FD100144 ER NO
DIG DUG Atari CX 5211 C+ NO
DREADNAUGHT FACTOR, THE Activision FZ-005 R- NO
FAIL SAFE Atari CX 5210 PROTO NO
FINAL LEGACY Atari CX 5256 PROTO NO
FOOTBALL Atari CX 5207 C YES
FRISKY TOM Atari PROTO NO
FROGGER Parker Brothers 9530 C+ YES
FROGGER II: THREEEDEEP! Parker Brothers 9090 ER NO
GALAXIAN Atari CX 5206 C YES
GORF CBS Electronics 80013 R- YES
GREMLINS Atari CX 5257 ER- NO
GYRUSS Parker Brothers 9080 R NO
H.E.R.O. Activision FZ-007 R NO
JAMES BOND 007 Parker Brothers 9100 ER NO
JOUST Atari CX 5240 U- NO
JR. PAC-MAN Atari CX 5251 PROTO NO
JUNGLE HUNT Atari CX 5222 U- NO
JUNGLE RIVER CRUISE Atari PROTO NO
K-RAZY SHOOTOUT CBS Electronics 80503 ER+ NO
KABOOM! Activision FZ-001 U YES
KANGAROO Atari CX 5229 C+ NO
KEYSTONE KAPERS Activision FZ-006 U NO
LAST STARFIGHTER, THE Atari CX 5260 PROTO NO
LOONEY TUNES HOTEL Atari PROTO NO
MARIO BROTHERS Atari CX 5247 U+ NO
MEEBZORK Atari PROTO NO
MEGAMANIA Activision FZ-003 U NO
METEORITES Electra Concepts UR NO
MICRO-GAMMON SB Atari PROTO NO
MILLIPEDE Atari CX 5248 PROTO NO
MINIATURE GOLF Atari CX 5230 PROTO NO
MINER 2049ER Big Five Soft. BF1912 R+ NO
MISSILE COMMAND Atari CX 5202 C+ YES
MONTEZUMA'S REVENGE Parker Brothers 9460 R+ NO
MOON PATROL Atari CX 5241 U NO
MOUNTAIN KING CBS Electronics 80083 R YES
MR. DO'S CASTLE Parker Brothers 9420 ER- NO
MS. PAC-MAN Atari CX 5243 U- NO
PAC-MAN Atari CX 5208 C- YES
PENGO Atari CX 5236 R- NO
PETE'S TEST CARTRIDGE Atari PROTO NO
PITFALL! Activision FZ-004 U NO
PITFALL II Activision FZ-011 U+ NO
POLE POSITION Atari CX 5217 C+ NO
POPEYE Parker Brothers 9510 C+ NO
Q*BERT Parker Brothers 9500 C+ NO
QIX Atari CX 5121 U- YES
QUEST FOR QUINTANA ROO Sunrise Software #1603 ER- NO
REALSPORTS BASEBALL Atari CX 5209 U YES
REALSPORTS BASKETBALL Atari CX 5219 PROTO NO
REALSPORTS FOOTBALL Atari CX 5207 C YES
REALSPORTS SOCCER Atari CX 5213 C+ YES
REALSPORTS TENNIS Atari CX 5214 U+ YES
RESCUE ON FRACTALUS! Atari/Lucasfilm CX 5254 ER- NO
RIVER RAID Activision FZ-002 U YES
ROAD RUNNER Atari CX 5242 PROTO NO
ROBOTRON: 2084 Atari CX 5225 U+ NO
SOCCER Atari CX 5213 C YES
SPACE DUNGEON Atari CX 5232 U NO
SPACE INVADERS Atari CX 5204 C YES
SPACE SHUTTLE Activision FZ-012 U+ YES
SPITFIRE Atari PROTO NO
SPORT GOOFY Atari CX 5237 PROTO NO
STARGATE Atari CX 5252 PROTO NO
STAR RAIDERS Atari CX 5205 C+ YES
STAR TREK Sega 004-02 R NO
STAR WARS ROTJ: DEATH Parker Brothers 9060 ER+ NO
STAR BATTLE
STAR WARS: THE ARCADE Parker Brothers 9040 R+ NO
GAME
SUPER BREAKOUT Atari CX 5203 C- YES
SUPER COBRA Parker Brothers 9550 R NO
SUPER PAC-MAN Atari PROTO NO
TEMPEST Atari CX 5220 PROTO NO
TICKER TAPE DEMO Atari PROTO NO
TRACK 'N FIELD Atari CX 5258 PROTO NO
TUMBLEWEEDS Atari PROTO NO
VANGUARD Atari CX 5216 U- NO
WIZARD OF WOR CBS Electronics 80003 R- YES
XARI ARENA Atari PROTO NO
XEVIOUS Atari CX 5246 PROTO NO
YELLOW SUBMARINE DEMO Atari PROTO NO
ZAXXON Sega 008-02 ER+ NO
ZENJI Activision FZ-010 ER NO
ZONE RANGER Activision FZ-101 R+ NO
2.2 -- LABEL/GAME/BOX VARIATIONS
--------------------------------
As far as Atari releases are concerned, there are four main cart
label variations. All Atari-released 5200 carts are similar in that
there is only a front label, and no side or end labels.
1) Games with a copyright of 1982 have a large "ATARI" logo with the
5200 logo beside it. In addition, the trademark information and
copyright dates are on the bottom edge of the front label,
underneath the illustration.
2) Games with a copyright of 1983/84 are similar to the 1982 labels,
with a few exceptions. The "Atari" logo (with the 5200 on the
side) is smaller and is shifted to the top right side of the
label. To the left of the logo, it reads "VIDEO GAME CARTRIDGE"
and "ATARI 5200 SUPERSYSTEM," both with rather small fonts. The
trademark and copyright information is on the left side of the
label.
3) The labels on the 1986 Atari Corporation releases are exactly like
the 1983/84 Atari Inc. carts, but with one MAJOR difference--