GENERAL QUESTIONS
GENERAL STARPATH SUPERCHARGER QUESTIONS
2.1 What is the Starpath Supercharger?
2.2 Whatever happened to Starpath?
2.3 How can I find a Supercharger today?
STARPATH SUPERCHARGER CD (STELLA GETS A NEW BRAIN) QUESTIONS
3.1 What is the background on the hobby Starpath CD project?
3.2 Why was it done?
3.3.1 What was on it? (general)
3.3.2 Starpath Catalog/CD Table of contents (specific)
3.4 How was it done?
3.5 How do I find one? How much?
SUPERCHARGER/2600 PROGRAMMING QUESTIONS
4.1 What do I need to begin?
4.2 Is there a mailing list of programmers?
4.3 Are there any URLs with useful information?
QUESTIONS REGARDING THE FALLOUT OF THE CD's RELEASE
5.1 Does this mean the Starpath games are public domain?
5.2 Did any magazines write about it?
5.3 Did you ever find a PAL Survival Island?
5.4.1 What are the long-range goals of the mailing list?
5.4.2 The 1st Annual Stella Game Programming Contest!
5.4.3 What's happening on the list right now? What's been completed?
5.5 I heard that a commercial CD was planned? Will it ever come out?
QUESTIONS ABOUT THE 2600 DOCUMENTARY "STELLA AT 20"
6.1 Why did you decide to do this project?
6.2 What is the focus, or thesis, of this piece?
6.3 How did you locate all the programmers?
6.4 What is the status on it?
GENERAL QUESTIONS
1.1 Who are Cyberpunks?
Essentially Cyberpunks is a codename for four people, myself (Glenn
Saunders), Russ Perry Jr., Dan Skelton, and Jim Nitchals who engage in
telecommuting-style game-related projects part-time over the internet. The
Starpath CD was our first completed project, and hopefully not the last.
The basic division of labor is:
Glenn Saunders (krishna@cyberjunkie.com)
Russ Perry Jr. (slapdash@enteract.com)
Dan Skelton (dskelton@accesscom.net)
Bradford Mott (bwmott@eos.ncsu.edu)
Jim Nitchals (Jim Passed away in 1998)
Below you can read the Starpath story, the hobby CD's evolution, it's
aftermath, and what lies ahead...
2.1 What is the Starpath Supercharger?
The Supercharger was made by Arcadia (who was later forced to change
their name to Starpath). It is an extremely long cartridge, longer than
a Xonox double-ender. The Supercharger has a blue label on it. The
end of the cartridge (the end which doesn't plug into the 2600) is a
large handle. Coming out of one side of the cartridge is a cord, ending
in a plug which can plug into any cassette player's earphone jack.
Basically, then, the Supercharger is a giant cartridge which connects to
any cassette player.
The games for the Supercharger are not cartridges. They're normal audio
cassettes. Needless to say, that allows for a lot more program space. The
Supercharger cartridge interface itself has 6K RAM. Games have to run
from RAM rather than ROM because the memory has to get written-to every
time you load in new games. The result is twelve games which are superior
to a lot of other 2600 games. Dragonstomper and Escape From the
Mindmaster are two of the best. These two and Survival Island in
particular take advantage of the ability to save portions of the Starpath
memory and load in new data for new levels. These are known as
'multiloaders'.
Since the games can be copied, we put them all on a single CD.
For the game list, read section 3.3.2.
The end of Starpath: apparently some "firm commitments" for sales didn't
come through, and they ran out of money. At roughly the same time Epyx
lost a lot of staff who formed another company. Since they shared some
common investors, the two companies merged in November of 1983. Later
Epyx went bankrupt too, but before doing so Atari had gained exclusive
usage rights to all Epyx games for Atari systems (hence XEGS Ballblazer,
etc..) but the official corpse of Epyx was bought by Bridgestone
Multimedia. Bridgestone owns the copyrights of Epyx and retroactively
Starpath. Atari still retains exclusive usage rights (in theory) and
therefore had to be consulted to avoid litigation.
What happened to Sweat? The market was crashing, Starpath didn't have any
$$, Eventually inspired Epyx's Summer Games but only a few basic Starpath
routines were kept.
The mail order games: At the end, Starpath needed to get rid of stock (to
pay bills no doubt), so they sold everything to A&B Sales, who got the
up-til-then unreleased Swords Of Saros and Survival Island. These never
had boxes or "normal" instructions and were shipped in a baggie.
3.1 What is the background on the hobby Starpath CD project?
As time went on, I really became more interested in the odds of
encouraging further programming of the 2600 so that this project shifted
beyond mere preservation to a big experiment to see whether there is any
enthusiasm left to push the boundaries of the 2600, since this system is
absolutely ideal in the 90's to program and distribute 2600 games.
With this system, it is truly possible to develop easy-to-distribute
shareware games on the internet just as easily as for other home
computers: through traditional binary files.
The 2600 has now become an "open" system, as programmable as any [less
than 8K] home-computer. Even more "open" than the Astrocade with it's
crippled 1800 byte basic implementation w/tape. Multiloads open the
possibility for more complex games than are possible in just 6K RAM.
Random-Access (CD or via computer) make mega-load (dozens or hundreds of
loads) finally practical and less painful to play. Imagine complex RPGs,
Lode Runner clones, multi-wave scrollers, and so on. The CD and the
resulting mailing list (read on) are all there to encourage programming.
Give it a shot.
The title for this project???
Named after the internal Atari codename of the 2600 VCS chipset.
This CD acts as a standalone audio-CD, but also has an ISO-9660 data
portion readable by a CD-ROM. Included on this data portion are a lot of
image files as well as some development software which allows you to talk
to the Supercharger to write your own games. A Vectrex portion includes
high-quality cleaned-up overlay scans (much better than what you can find
on the net) and legal ROM dumps, and more.
And don't forget the booklet. It is 4.25x5.5" in size, with an intro from
Steve Hales, instructions, reviews, color cover and backcover, and more.
The first 100 or so booklets were hand-initialed by Steve Hales. The
pressing was limited to 400 units, about 350 of which were sold to
consumers, the rest reserved as personal backups by the "Cyberpunks".
This CD is not for use with emulators. This is not an emulation! This
CD is primarily an audio-CD to replace original Arcadia/ Starpath audio
tapes and MUST be used with a genuine Starpath Supercharger cartridge and
Atari 2600-compatible console (2600, 2600 jr., most 7800s, and so on).
There is a data portion which requires a computer w/CD-ROM to use, but the
computer will always only be a cross-compiler and file-server for the
actual Atari 2600 hardware. Neat, huh?
Bonuses included:
All known "preview" demo versions:
Commie Mutants
Legally included Polo proto *
* = NTSC only
TV STANDARDS DEFINED:
Believe me, it's a long story and I don't even remember the whole thing.
It _was_ sold for only $15 plus shipping.
It is sometimes up for auction on RGVC.
There were only 350 made. Each has a hand-written serial number in either
silver or gold ink.
4.1 What do I need to begin?
Bob Colbert (hatchets buried permanently, knock on wood) is currently
supporting his own standalone freeware program called "makewav". If you
are an Amiga owner like myself, makewav is the only choice for you. If
you are a PC owner, you may also want to use makewave over bin2tape. For
instance, due to CD pressing concerns, most the .BINs on the data portion
of the Supercharger CD are padded to 32K. I don't believe the current
version of bin2tape will read these effectively. Makewav will! Makewav
has other compatibility enhancements and optional flags as well. Check it
out.
Both bin2tape and makewav can be used to send preexisting 2 and 4K ROM
dumps of commercial cartridges to the supercharger, although I do not
endorse this if it is used for piracy.
Bob Colbert's Cheetah program can be used in conjunction with this to
modify games for infinite lives, etc similar to Game Genie. Since some
commercial games bang on the Supercharger bank select register, causing
crashes, Bob Colbert designed a hardware modification which write-protects
the Supercharger RAM and allows most incompatible games to run.
Relevant 2600 programming information and support files to be found at
this URL:
This is an Atari 2600 programming cooperative and discussion group.
Beta-test source code and binaries are often published here.
Past archives are available at this URL:
http://www.biglist.com/lists/stella/archives/
There is also a way to subscribe via the above pages.
So, if you wanna code, get a Supercharger, get the software, and get onto the stella list. Even if you plan on coding via an emulator a
Supercharged 2600 is important to verify the integrity of your games. Many games will run fine on emulators but screw up on authentic 2600s.
Even if you intend to distribute via cart it's much more convenient to debug with a Supercharger. No more test-EPROM burns...
http://www.primenet.com/~nickb/atariprg.htm
5.1 Does this mean the Starpath games are public domain?
Also the developer software should not be used as a pirating device.
This would defeat the purpose of including "DEVELOPER" software.
(stepping off the soap-box)
I got an e-mail from a guy named Chris Hind who claimed to own an
honest-to-goodness PAL version of Survival Island. We were skeptical
because we had gotten our hands on one before that was labelled as a PAL
version but upon decoding turned out to be byte-identical to the NTSC
version (as odd as that sounds).
We then assumed that there never was a true PAL version of Survival
Island. It turns out that we were wrong. This game must be pretty rare
in Europe because despite all the exposure on r.g.v.c. it's taken this
long for anyone to come forward with a genuine PAL Survival Island, and
it's unfortunate that this game did not make it onto the official CD. But
it is fortunate that the Arcadia/Starpath catalog has been properly
archived in its entirety down to every single byte of released code,
remaining betas and source, and the vast majority of the released printed
material (a little more of this has surfaced as well).
If you are one of the handful of Supercharger CD owners who use PAL
televisions, please email me (krishna@primenet.com) and I'll see about
sending you the 3 loads in .BIN form which you can then run makewav or
bin2tape on to generate a viable WAV file. I'm not putting these up on an
ftp or web server because these games remain copyrighted outside of the
domain of the Supercharger CD. That also means you should reserve it for
personal use only.
If you contacted me in the past and I didn't get it to you, contact me
again. I have the .BINs.
Ever since the Starpath Supercharger CD was released in late 1996 I had
wanted to sponsor a contest to encourage programming but I had no way to
provide a suitable prize.
All this changed when I shot at Nolan Bushnell's home for my documentary in the summer of 1997. I printed out a special "Happy 20th Birthday to Stella" signature certificate on parchment-style paper which has the following autographs:
Only 4 of these certificates exist.
Piero Cavina won for his excellent game, Oystron.
No contest was announced for 1998, which is okay since no games were completed via the list. The only games that surfaced were THE CORE and ALFRED'S CHALLENGE, created independent of the list.
Check out the stella mailing list archives for attached binaries or Nick
Bensema's well-organized web site:
6.1 Why did you decide to do this project?
The thesis is similar to an IEEE article from 1983 which states that the
2600 survived well beyond anyone's expectations due to its amazing
flexibility, which was exploited by some very creative programmers. In
addition, the piece will focus on the changes in the industry from the
perspective of those who helped to create it.
Along the way we will learn the genesis of the machine and the games that
made it famous and kept it alive for 14 years.
As for style, I'd like it to be visually exciting, not just simple talking
heads. Lots of animations, sound effects and music, screenshots of the
games, pan and scan on old photos (Ken Burns effect), and so on.
The focus has shifted somewhat, away from individual interviews and more
towards a pure roundtable, casual chat approach. This has resulted in
much more candid, looser conversations which, though harder to edit, are
more of what I'm looking for, since more of the personality of each person
comes through this way.
See the NEWS section for all future Cyberpunks updates. As a result, this FAQ will no longer be updated. Future products will have their own support pages.
-fin
I have abridged this section of the FAQ because I think it's only of
specialized interest.
GENERAL STARPATH SUPERCHARGER QUESTIONS
This post is from VGR, but I made a few edits. Hope he doesn't mind:
2.2 Whatever happened to Starpath?
The company was originally called Arcadia until Emerson released their
Arcadia 2001; making the change to avoid potential legal troubles.
2.3 How can I find a Supercharger today?
RGVC post by Jay Tilton:
>>>
Dan Mowczan had some last time I heard, which was a few months ago.
Swell guy, and sells them for a good price. Email dano@ic.net
<<<
STARPATH SUPERCHARGER CD (STELLA GETS A NEW BRAIN) QUESTIONS
Supercharger cassettes are uncommon to rare yet easy to copy, in a state
of deterioration after more than a decade, and Arcadia/Starpath has long
passed away. So was about about time, in light of what good happened with
the Vectrex, to look into a preservation effort by transferring the tapes
to an audio-CD. Not only that, but the Supercharger interface can
conceivably be used as a development system once the audio encoding scheme
is understood, therefore the prospects of new game development and easy
internet distribution was too exciting to ignore. There was talk on the
net about this, and finally it was decided to organize this project in
late 1994.
3.3.1 What was on it? (general)
Every Starpath/Arcadia game released, in PAL and NTSC formats (save
Survival Island which only recently resurfaced for PAL) and an NTSC
version of the most complete SWEAT! extant. Also, SoundX, a great
Asteroids-clone pre-release version of Suicide Mission, and Carol Shaw's
unreleased 1978 game POLO are present.
3.3.2 Starpath Catalog/CD Table of Contents (specific)
3.4 How was it done?
TITLE
PROGRAMMERS
BOXID#
CAT#
Supercharger + Phaser Patrol
Craig Nelson + Dennis Caswell
1
AR-4000
Communist Mutants From Space
Stephen Landrum
2
AR-4101
Fireball
Scott Nelson
3
AR-4300
Suicide Mission
Steve Hales, Steve Landrum
4
AR-4102
Escape from the Mindmaster
Dennis Caswell
5
AR-4200
Dragonstomper (orig Labyrinth)
Steve Landrum
6
AR-4200
Killer Satellites
Kevin Norman
7
AR-4103
Rabbit Transit
Brian McGhie
8
AR-4104
The Official Frogger By Sega
Steve Landrum
9
AR-4105
Party Mix
Dennis Caswell
10
AR-4430
Sword Of Saros (orig Excalibur)
Jon Leupp?
11
AR-4201
Survival Island (orig Jungle)
Scott Nelson
12
AR-4401
Sweat! (Beta)
Scott Nelson
N/A
N/A
Fireball
Suicide Mission
Mindmaster
Dragonstomper
Killer Satellites
Rabbit Transit
Frogger
Party Mix *
Dragonstomper beta "Excalibur" *
Suicide Mission beta "Meteroids" * +
Ed Federmeyer's SoundX utility *
+ = closest thing to vector asteroids you'll get on the 2600.
----------------------------------------------------------------------------
60hz, fewer scanlines than PAL.
Playing a PAL game on an NTSC TV usually results in a hopelessly rolling
display.
Playing an NTSC game on a PAL machine results in badly altered colors
(many revert to grey).
This whole project was organized on the internet. Calls went out for
'tape donators' and a special hook was put into my email address to
collect names onto a list of people interested in the CD once it is done.
Eventually I gathered a team of people to help me. Russ Perry handling
rights negotiation, Dan Skelton handling CD artwork, Jim Nitchals handling
the initial tape remastering.
3.5 How do I find one? How much?
The CD has been sold out for a long time now.
SUPERCHARGER/2600 PROGRAMMING QUESTIONS
Software was included on the CD for PC and MAC to encode audio
from 6502 ML into Starpath audio .WAVs for playback (bin2tape), as well
as decode the Starpath audio signal and put it back into 6502 ML. The PC
version of Bin2Tape was not properly beta-tested and was DOA but was
rereleased by Bill Heineman in a working form on the net. Still, for now,
Bob Colbert seems to have the lead in making the better program (see
below). These tools, combined with a 6502 cross assembler, can be used to
write 2600 games. The Supercharger has 6K RAM onboard which, due to it
being more than the 4K ROM limit, and it being RAM, opens up a lot of
doors for the 2600 which writing for ROM simply keeps shut. Jim also
included some hints on 2600 and Starpath programming to get you started,
as well as sourcecode to many of the games. I think any 16-bit or greater
machine with at least 8-bit sound should be able to run the software.
4.2 Is there a mailing list of programmers?
Yes!
Subscribe via stella-request@biglist.com
4.3 Are there any URLs with useful information?
post to stella@biglist.com
Nick Bensema's site is a great central spoke upon which to visit all the
other useful sites or click directly to their relevant information or
files.
http://www.primenet.com/~nickb/sctech.txt
QUESTIONS REGARDING THE FALLOUT OF THE CD's RELEASE
It took some subtle negotiation to get the permission to produce this CD
legally and by the book. This CD does not signal that the games are
suddenly public domain or freely distributable, therefore I will frown
upon any effort to upload the Starpath games onto web sites (we've had
some close-calls, with lots of nasty email exchanges to boot.) Other ROM
images, it's really too late to do anything, but the rights of these games
have been well established. Despite the commercial CD effort being dead
for now, it is in the best interest of the "classic community" to respect
these rights to facilitate professional efforts to present classic games
in a suitably pleasing deluxe format. (For details of the commercial
release read on.)
5.2 Did any magazines write about it?
The CD was written up in the following periodicals:
5.3 Did you ever find a PAL Survival Island?
BTW, it also made the rounds through 3d0 and maybe elsewhere in the
industry.
6/11/97
5.4.1 What are the long-range goals of the mailing list?
A poll conducted a several months ago revealed that about a half dozen people are planning to have completed a mature game in one year's time. Since then I've seen steady progress in at least a few individuals. Two or three new games may be written by the end of 1999.
5.4.2 The 1st Annual Stella Programming Contest!
5.4.3 What's happening on the list right now? What's been completed?
**STELLA's 20th BIRTHDAY PROGRAMMING CONTEST**
***********SPONSORED BY CYBERPUNKS************
**********************************************
Currently there have been a couple decent Tetris clones written, and Piero
Cavina is wrote an excellent multisprite shooter game called "Oystron".
Erik Mooney worked on a Space Invaders clone that used playfield graphics
instead of sprites. Greg Troutman wrote This Planet Sucks, a hybrid of Space Taxi
and the Taito game Lunar Rescue. Bob Colbert is working on a Sabotage clone.
5.5 I heard that a commercial CD was planned? Will it ever come out?
QUESTIONS ABOUT THE 2600 VIDEO DOCUMENTARY "STELLA AT 20"
At the time I was producing commercials on a Newtek Video Toaster/Flyer
nonlinear editing system and after getting in touch with some ex-2600
programmers via the Starpath CD endeavor, it seemed a logical extension
for me to combine my interest in the 2600 with my videography and
moonlight making a documentary, since it is the 20th anniversary of the
machine.
6.2 What is the focus, or thesis, of this piece?
It is a birthday party for Stella, and a coming-together of many famous
figures in Atari past where they discuss their groundbreaking work in
front of the video camera. Call it "Stella: Anthology" if you like. I
call it "Stella at 20: An Atari 2600 Retrospective".
6.3 How did you locate all the programmers?
Mostly word of mouth via email. It was a domino effect as people knew
people, or at least knew people who might know people. And getting them
located was only half the battle, I also had to get them to commit to
attending. This became easier and easier as people slowly committed (the
power of peer pressure) until even Nolan Bushnell decided to participate.
6.4 What is the status on it?
During the winter of 1997 there was a contract dispute over post production services which drained
the remaining funds from the project and left it nowhere near complete. What followed was a very long and painful year in which I tried to find a way to fund an editing system. Also in 1998, Jim Nitchals (who funded the shooting phase) sadly passed away and was no longer available to help. This January, as a final effort, I sent a plea to the Atari alums, asking for donations... That plea was answered and volume 2 of the series was released at the CG Expo in the summer of '99.