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Tramiel formed Atari
Corporation, and his leadership changed the course of both divisions after The
Great Video Game Crash of 1984. He took the company out of the video game
market and focused on the development of a new 16-bit line of computers. Atari
staked its future on its 16-bit Atari ST
systems, which launched in 1985.
However, the company began
to focus on video games again in 1986, leaving even fewer resources for
properly supporting the 8-bit computers. Still, even as "third choice"
systems for a good portion of their initial run, the Atari 8-bit computers were
a success, especially considering the early exits of many competitors. The
Atari Corporation officially dropped its support for the 8-bit computer line on
January 1, 1992.
Software
Despite their many
promising and often unmatched technical features, the Atari 8-bit computers took
years after they were first launched to gain market momentum. However, these systems
eventually received a wealth of software support on cartridge, cassette and
5.25" floppy disk.
Although most often used in educational language
software, cassettes could support data and recorded audio at the same time,
since the proprietary recorder used a stereo signal similar to how the APF
Imagination Machine's and a few select other computer cassette drives
functioned.
"The original Atari 800 is unique in the history of home
computers. It has four built-in joystick ports, all easily accessible from the
front of the unit (early games like mule and survivor took advantage of the
four joystick ports). It has two heavy-duty
cartridge slots. The top hatch also flips open to easily plug in expandable
memory cards. The Atari 800 was built like a tank with a very robust keyboard.
Unfortunately, these unique features are missing on all later models where the
design was streamlined." - Mike Vox, Armchair Arcade website, August 2004
Games such as Datamost's 1983
platformer, Mr. Robot and His Robot Factory, made excellent use of the Atari
8-bit systems' color options. While the Atari 8-bit's colors are noticeably
muted in comparison to other contemporary platforms and can be difficult to
manipulate, in the hands of skilled programmers, the results could be
impressive.
Unlike Apple, Atari
was secretive about the inner workings of their systems. Often, no one would
know something was even possible until Atari itself used the technique in a
game or grudgingly divulged the information.
This "trade secret"
approach sometimes left a quality gap between first-party and third-party
games. Nevertheless, clever programmers eventually found ways around Atari's
corporate policies to make impressive games of their own.
Some critics point to
On-line Systems' maze game, Jawbreaker,
as a turning point in 1981 for technically sound third party titles on the
platform, but it wouldn't be until the following year that consumers would start
to see this reflected en masse. In the end, the best games for Atari's 8-bit
series were at least a technical match for what was available on most other
8-bit computer systems.

Rampant piracy almost killed
Lucasfilm's entry into the software market before it began, but a name change
to LucasArts and dozens of games later, the company is still going strong.
Titles such as the 1986 classics Rescue on Fractalus (pictured) and Ballblazer
got the company off to a great start.
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You have to wonder how much damage Atari did by failing to compete outside the US.
I was a little disappointed to see errors in the very first part of the article though. The Atari 8-bit computers had a resolution of 320x200 and in fact could be programmed to display 384x262, the OS just defaulted to 320x200. They could display 128 colors AND get all of them on the screen unlike the Apple 2 which had 16 colors in low-res and 6 in hi-res and the Commodore 64 which had 16 colors period. (In fact the first screenshot on page 5 shows more than 16 colors on the screen)
Neither the 400 or the 800 had "monitor output". Both had RF (TV) output and that was it.
"Most users outfitted the four slots with a 10KB ROM". There was no such thing as a 10k rom. They were all 8k. There were 3 expansion slots for ram and 2 cartridge slots. One cartridge slot was usually used for BASIC. An 8k cartridge.
Atari was not secretive at all about their hardware or software. I still have the detailed publically available manuals. Far more details than anything Apple, Commodore or Tandy Radio Shack ever made available.
While I'm at it, other random tidbits:
The Atari system was the only 8bit consumer system with a *real* OS. For example Apple's was a complete hack, so bad to issue disk commands you had to use the print statement in basic and embed Ctrl-D in a string follow by the command since the Apple 2's OS/Basic was never designed for IO. Commodore's was not much better. Atari's actually had "device drivers" so your programs didn't need to know what device they were loading from.
Atari had generic graphics commands that worked in all it's 15 graphic modes unlike for example Apple which had special incompatible commands for each of its 5 modes.
Atari's engineers went out of their way to reserve half of the first 256 bytes of ram (a special part of ram on 6502 based machines) where as both Apple and Commodore's engineers used the entire area and left nothing for user programs leaving programmers on those systems to rely on hacks.
The Atari systems (along with the Amiga) are the only consumer systems to have ever supported "overscan" allowing you to generate an image that uses the entire TV display. Apple, Commodore, IBM etc all have a border around what they display. It's only in recent years that PCs and Macs have caught up without special hardware.
You're wrong on some of what you've posted. Max res was 320x192. You could coax a little more X/Y by encrouching in the overscan areas but nowhere near as much as you cite.
The 400 lacked a monitor out but the 800 had one (composite only)
The 10K ROM was the OS 'personality' module. All 800's has that plus 1 to 3 16K RAM carts which is what the article says. You also had 2 x ROM carts (LEFT/RIGHT) under the front flap.
The stuff about the OS is largely correct although the first 256 bytes was used by the OS (with the odd byte here and there not used) and held the OS vectors etc. - perhaps you're thinking of page 6 which was left free for programmers.
1) bytes 128-255 were reserved for user programs. The OS used none of those bytes. Basic used a few but left most of them unused unlike C64 and Apple 2 (both of which I also programmed).
As for resolution, The standard display when you booted the computer was mode 3 which was 40x24 8x8 characters or 320x192. Putting the system in overscan made it 48 across or 384 pixels. Boot up your Atari or an emu and basic and type
POKE 54286,0 (turn of interrups so the OS doesn't reset the next line)
POKE 54272,35 (make the display 384 pixels wide)
Now start editing the default display list.
POKE 39968,2 (turn on the top 8 lines)
POKE 39969,2 (turn on the next 8 lines)
POKE 39970,2 (turn on the next 8 lines)
You now have 384x216. Of course nothing will appear in those lines unless you write code to use them or create a display list that sets the vram address.
A few more pokes will add at least another 24 lines to the bottom to get 384x240. Maybe not 262 but a far cry form the 80x192 listed at the start of the article. Change the numbers from 2 to something else for different graph modes on those lines.
If you are using an EMU you'll need to configure it to display all of overscan mode. Most emu's default to clipping those areas.
As for the OS, there is no "personality module". The Atari 800 had an 8k OS rom 1k of which was the standard font. The rest simple services like device io and booting, the driver system and a few other small things. If there was such a thing it was added to far later modules. I programmed Atari software from the 400/800 era up though the 130XE.
Regarding the above, here's a snippet from A Guide to Atari 400/800 Computers (1982):
"ANTIC can control each scan line on the television receiver; however, not all 262 lines are visible. Because of a broadcast compensation factor called overscan, the actual number of visible scan lines on a television receiver is closer to 200 than 260. In the interest of compatibility with hundreds of different brands of televisions, Atari set a conservative standard of 192 scan lines for its graphics displays under BASIC."