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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."

16 of 267 comments (clear)

  1. Missing Contents by eldavojohn · · Score: 4, Funny

    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.
    1. Re:Missing Contents by fractoid · · Score: 4, Interesting

      You know what really annoyed me? Not the games (where at least the picture kinda represented what they would be aiming at if they had modern-era graphics). It was the spreadsheets. And the compilers. And the goddamn word processors. All of those had crazy 3D raytraced covers that made them look like they were the real-life incarnation of Neuromancer... and what they were was a text-mode office application. GAH!

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  2. Not much better on the C64 by RogueyWon · · Score: 5, Informative

    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.

    1. Re:Not much better on the C64 by causality · · Score: 5, Insightful

      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.

      Marketing is based on deception and considers it an important tool. This is nothing new.

      It's like when a toothpaste brand says "9 out of 10 dentists recommend it!". In reality they may have interviewed hundreds dentists in groups of ten, over and over again, until they finally found a group of ten out of which 9 preferred their brand. What they strongly imply but do not actually go so far as to claim is that their group of ten is a representative sample of all dentists. Because they do not actually make this positive claim, they escape any accusations of false advertising. Yet it's quite misleading.

      It's the same deal with the box art. They do not actually print "this is an in-game screen shot" yet they count on creating that impression. The intent behind this is clear enough.

      This should be called "The Misleading World of Marketing" that happens to use the Atari 2600 as an example of a much wider phenomenon. Like politics and public relations, marketing is a field that is very attractive to liars who can say anything with a straight face while performing just enough CYA to perpetuate their ability to do it. Maybe "How to Turn a Pathological Personality Disorder into Profit" would be a better title. I don't think the general public has enough appreciation for the fact that making demonstrably false factual statements is a very crude and inefficient way to deceive someone. The state of the art in those fields is far more advanced than that, relying instead on framing, subtle implication, emotional appeals, misleading use of statistics, selective presentation of information, etc.

      --
      It is a miracle that curiosity survives formal education. - Einstein
  3. Not As Bad as Kool-Aid by eldavojohn · · Score: 5, Funny

    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.
    1. Re:Not As Bad as Kool-Aid by eln · · Score: 5, Funny

      It could have been much worse. That giant anthropomorphic pitcher actually did burst through my wall. The entire side of our house caved in. The dog sustained a massive head injury from a flying brick and hasn't been the same since. My left arm was shattered, and my sister suffered compound fractures to both legs that prematurely ended her dancing career. That fat bastard pitcher just stood there with that self-righteous grin on his face while everyone was screaming and crying.

      We tried to get some kind of legal remedy, but let's just say you'd be amazed at how many lawyers can be bought with the proceeds from selling sugar water. Please, if you must drink Kool Aid do so outside and away from any structures. To this day I shake uncontrollably every time I see some kid drinking Kool Aid near a brick wall.

  4. This isn't misleading by JoshuaZ · · Score: 5, Insightful

    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.

  5. Back in the day when games required imagination. by pushing-robot · · Score: 5, Insightful

    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?
  6. Remember by cdrguru · · Score: 4, Informative

    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.

  7. We used to call it "imagination" by ShannaraFan · · Score: 4, Insightful

    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.

    1. Re:We used to call it "imagination" by Sancho · · Score: 5, Funny

      Honestly, I pictured it like this: &

  8. Re:I liked it. by tverbeek · · Score: 5, Insightful

    If they had shown actual screen shots, no one would have bought the things. ;)

    But seriously, in those days I saw the box art as similar to the painted covers on the paperbacks I was buying: a visual to feed your imagination, showing what the characters and setting "really" looked like. I didn't expect the latest Asimov or Niven book to be fully illustrated comics, and I didn't expect Atari or C64 games to be fully-rendered movies.

    --
    http://alternatives.rzero.com/
  9. Cap guns by michaelmalak · · Score: 4, Insightful

    And the cap gun you bought at the toy store didn't shoot real bullets. Before the age of computer photorealism, there was imagination.

  10. Re:False advertising is legal by nomadic · · Score: 5, Insightful

    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.

  11. I bought a book yesterday by nedlohs · · Score: 5, Insightful

    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.

  12. People's expectations were realistic by ahodgkinson · · Score: 5, Interesting
    Given that the Atari 2600 hardware only had 128 BYTES of RAM and that the entire game had to fit into a 2048 BYTE cartridge (later there were bank-switching cartridges with 4KB), it's amazing that the 2600 games had recognizable graphics at all.

    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.