The Misleading World of Atari 2600 Box Art
Buffalo55 writes "These days, you don't have to worry about misleading box art, thanks to sophisticated video game graphics. In the 70s and 80s, though, companies tried to grab a consumer's attention with fancy artwork that bore no resemblance to the actual game. Atari, in particular, was one of the biggest offenders, particularly with its 2600 console."
In the 70s and 80s, though, companies tried to grab a consumer's attention with fancy artwork that bore no resemblance to the actual game.
You mean your box didn't have pages of perforated LSD blotters in the back of the manual? You got fleeced.
My work here is dung.
I never owned an Atari 2600, but I remember the same phenomenon on the C64. Box art was usually colourful and cartoony. Very few games (at least until you got to the tail end of the C64's popular life span, when you had games like the Creatures series) could come even close to living up to this. It was a good lesson at an early age that you should never take promotional material at face value.
I also remember the loading screens you'd get on the C64 while loading the game from tape (a process which would take several minutes and often fail before the end). These were generally just as "dishonest", though they were at least limited by the display resolution. In fact, worse than that, I remember one particular game where the box description actually told outright lies. It was a top-down racer (think Super Sprint) where the box text advertised weapons, oil-slicks etc, none of which were actually present in the game. I later found out that this was a semi-infamous title (in the UK at least); a sort of 1980s equivalent to Big Rigs Over the Road Racing.
Mind you, misleading box-art continued for quite a lot longer. X-Wing was a fantastic game, but I do remember being a little disappointed by the contrast between the movie-quality box art and the slightly sparse polygon graphics in game. That said, if I remember correctly, some editions of the first two Wing Commander games actually used screenshots for their front-cover art (or can somebody correct me on this - the screenshots may have been "touched up"?).
Even today, it still goes on to some extent. Ok, the differences are probably less pronounced. Box-art still tends to save screenshots for the back cover, but this is usually clearly for stylistic reasons (in fact, the trend seems to be towards box art that is simpler and sparser than a screenshot would have been). But we still get plenty of cases of "touched up" trailers, pre-rendered cutscenes shown at conferences with the implication that they're game-play footage and so on.
You know how many sugar laden pitchers of Kool-Aid I drank waiting for a massive jolly anthropomorphic red pitcher to burst through the side of my house?
And all I ever got was diabetes. Misleading advertising indeed.
My work here is dung.
I don't know. I really liked the box art. I think it helped make the game more than just the blocky pixels you saw on the screen.
Is it just me, or do you hate it when people say "Is it just me..."?
This sort of thing was common even through the early 90s for computer games. People understood that the graphical level on the boxes wasn't anywhere near the level of the games. It is misleading to call this sort of thing misleading.
Penny Arcade coined a term for this: bullshot.
Still as relevant today as it was in 2005.
I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
Do you think gamers 30 years ago expected photorealistic games? If the game was well written, the screens became more than just a smattering of blocky pixels, in the same way that a cardboard box could become an impenetrable castle.
I love modern technology, but it seems to be feeding a growing segment of the population with no desire for creativity or imagination. Read a book, people!
</getoffmylawn>
How can I believe you when you tell me what I don't want to hear?
That artists that created the box art were often working several months in advance of the game being finalized. That pretty much means that they had the conceptual drawings by someone that were given to the developer and computer artists rather than an actual game.
So they had no idea what the game might look like. The programming wasn't done yet.
As someone that worked on a couple of 2600 games that were released under the Parker Brothers label, I can assure you that the boxes were done long before the code was completed. And the box production people were simply not interested in looking at what had been completed. We were in different parts of the country.
Incredible as it might seem, this is how software publishing works. The manual get done before the code is done. The artwork is conceptual because it has a significantly longer lead time. Marketing materials are approved and printed weeks before the gold master CD is burned. Everyone has a schedule and deadlines and stuff has to be done pretty much the way it was planned or it looks like something that was put together by a couple of high school kids after school.
Sure, it would be nice if everything could wait for the highly flexible and iterative development process to complete before committing to graphics for advertising. Except you would miss the big presentation at the trade show and nothing would get sold to the distributors, meaning nothing gets sold to the retailers. So everyone gets to go home and the furniture gets auctioned off along with the computers, phones and pretty posters on the walls. Yup, been there and done that as well for some people that didn't understand how the process works.
Even better would be to use the Coral Cache, as the server is struggling.
Part one
http://www.rundlc.com.nyud.net/news/the-misleading-world-of-atari-2600-box-art-xbox-live/
Part two
http://www.rundlc.com.nyud.net/news/the-misleading-world-of-atari-box-art-part-two-xbox-live/
Anyone remember the 8-bit game 'Game Over'? Now that was misleading, even though they mimicked the box 'art' in the title screen. Gained notoriety for being the first box art needing to be withdrawn and redone (well, in the UK at least - not sure about anywhere else).
Here's the game in question. Look at it, then click the title image. Yep, that's what you think it is. Then click on the gameplay images bottom-left. Err....hmm.
Cheers,
Ian
I remember buying Ikari Warriors for the PC, way back in the day. The box had killer screenshots... the game looked exactly like the arcade game!
I loaded it up, and was met with horrific 4-color (white/black/cyan/magenta) graphics.
http://www.giantbomb.com/ikari-warriors/61-1619/all-images/52-164216/1029683900_00/51-803378/
When I looked more closely at the box, it had small print that said something like "Arcade-version images shown. PC images may be different", or something to that effect.
I was pissed. :(
Back then, you filled in the missing content with your imagination. These days, nobody has one anymore. Games (and movies) have to spell out every little detail, leaving nothing to the imagination. Remember seeing the Balrog on film? Was that what you imagined it to look like when you read the book? Wasn't what I had pictured, but I can't read the book now without seeing it the way it was depicted in the movie. Kinda sad, in a way.
And the cap gun you bought at the toy store didn't shoot real bullets. Before the age of computer photorealism, there was imagination.
To be fair, with 80's and 90's box art, we knew the graphics would look absolutely nothing like the cover, so it wasn't really dishonest.
It had a color picture on the cover.
Yet inside there were just black letters on white pages bearing no resemblance to the scantily clad lady on the cover.
Is that any different than the buxom chick in a skin tight body suit and carrying a sword that is so common these days?
Hey, let's be fair, now. She sometimes has a gun.
As to the box artwork: I remember programmers commenting on the nice box artwork, but there was never any mention about how it didn't match the game. Like someone else said, it was like looking at a cover of a science fiction book, knowing that the contents were probably very different.
To put things into perspective: Back in those days pinball machines were still popular and people expectations of computer games were pretty realistic, e.g. rather low. The IBM AT and XT had just come out, and were targeted at businesses and considered too expensive for the normal household. Graphical user interfaces only existed in research labs and universities. Coin operated video games had much better (and much more expensive) hardware, as compared to the home versions. The home systems had to be less sophisticated, otherwise they would have been too expensive for their target market.
I used to program these things and remember late night sessions pouring over hex dumps trying to recover a byte or two. The initial programming was done in 6502 assembler (to keep the cost down the CPU packed in a 28-pin DIP, which allowed for all sorts of tricks for saving bytes by addressing memory in unconventional ways). The last few weeks of the programming was typically done in hex, looking for opcode sequences that could be used as data. E.g. we spent our time hand optimizing the hex code. Sometimes we found enough space to put in a new feature or two.
Now nearly 30 years later I can still remember some of the hex code a few of the 6502 instructions. 4C is JMP, A9 is LDA, etc.
And by the way, we considered C a high level language back then.
---- It won't be as bad as you fear or as good as you hope, but it will take twice as long as you plan.
How many of you actually grew UP during that era? I'm willing to bet very few. Why? Because if you did, you'd know that THE BACK OF THE BOX HAD THE ACTUAL SCREENSHOTS. Want to know what the game looked like for reals? Flip the damn box over and use your damn eyes. Simple isn't it? See in the old days we used our hands to do things like that.
OHH WAH you mean the cover of "Ultima IV: Quest of the Avatar" doesn't have a high resolution guy in a robe conjuring up a tidal wave? Sheesh. The authors of this nonsense need to get a life.
See back then, the actual box art was often something to be admired. The above mentioned "Quest of the Avatar" was painted by Denis Loubet, who made some of the best cover art for any game, bar none. There were many games that had fantastic cover art. Do you think any of us were fooled into thinking that this is what the game actually looked like? I used to KEEP the boxes around and mount them on the wall of my computer room (haw haw he said computer room he so old!).
The whole article is just a sarcastic "haw haw look how primitive old consoles were, xbox is so cools!" my-dick-is-bigger fest.
We thought the box covers were lame, and the games were totally cool.
Here's an anecdote to support your assertion:
I once met a fellow at a party who told me that when he was a small child his mother was single and they had to bounce around from cheap motel to cheaper motels. For him, the Atari 2600 game, Breakout, was pure escapism. He had read every bit of text on the box about how the paddle you control is really a space ship and it is trying to destroy a cosmic cloud barrier that has trapped the ship with all its passengers. This fellow even had constructed a space helmet out of cardboard which he would wear while playing the game. He would often stay up late at night playing and so his mother could sleep in their small hotel room, he would drape a blanket over the television and himself to block the glow.
The story he told me climaxes when he said one night the fire department came banging on their motel room door. The whole building was being evacuated. The boy, his mother, and the other residents were instructed to stand on the other side of the street opposite the motel. A landslide had weakened the foundation of the building. As they stood out there in the night, they watched as the motel slid down a cliff into the ocean. The boy cried as he watched, in his words, "his whole life being destroyed in that landslide." He meant that his Atari 2600 with Breakout had been lost.
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