Fellow ’70s/’80s retro-activist 2 Warps To Neptune has gotten me started on a conversation regarding the remarkable difference between box cover art on old video games and the actual game play and appearance. An excellent example, as discussed on his blog, would be that of Atari’s Asteroids game for the Atari 2600. Here’s the box art and a screenshot of the game below.
The funny thing is, though, as a 10–11 yr. old boy shopping the Toys ‘R’ Us shelves for Atari games back then (1980–’81), this magnificent box art was what caught my eye (and had me promising my dad I’d get straight A’s on my next report card if he bought it for me), even though I knew full well that the actual game would look nothing like it. How about Missile Command?
Check out that box art! Huge, menacing ICBMs incoming and outgoing, and a cataclysmic fiery explosion! Heck, the “missile commander” even has a hot assistant! But the screenshot? The fiery explosion is nothing more than a blocky golf ball, and the vapor trail a jaggy pixelated streak. But I still spent countless hours on this game, imagining I was the sole defender of six cities, whose millions of innocent lives depended on my instincts and split-second decisions under immense pressure. I still remember seeing the box at Toys ‘R’ Us, with a price tag of $39.99 with a vinyl ticket-holder beneath it, from which I had to fetch a ticket to bring with me to the counter to purchase the game (yes, security measures were intact).
How was this possible? In the days long before the hyper-realistic graphics now standard in home video games, us youngsters simply “filled in the blanks” with our home entertainment systems, connecting our own cosmic fantasies with the pixelated graphics presented on the screen. And it worked. I’m sure you’ll hear countless testimonies from other ’70s kids.
Incidentally, this threw me even further back, to my pre-Atari days of handheld LED electronic games, specifically Mattel Electronics Basketball, which I used to play religiously in ’78–’80, often until the unit’s plastic casing was blazing hot from being held in my palms for so long. Here’s an even more extreme example of box vs. in-game art.
Yes, those tiny red LED blips on the court were indeed basketball players, and I (the brightest of the LEDs) struggled against these defenders for 2-point and even 3-point shots from Downtown.
A more popular handheld game amongst my friends was Mattel Electronics Football, which some kids would smuggle to school to play secretly at recess instead of real sports like kickball or 4-square.
Oh, and when Coleco came out with a 2-player version? Dood, it was on. We re-enacted our own Super Bowls on a daily basis. How’s that for filling in the blanks, huh?
I remember in 5th Grade (1981), these handheld electronic games were so popular and prevalent on the schoolyard that the teachers banned them from school.
Geez. Would you believe that while I Googled the above images, I discovered iPhone apps by touchgrove that replicate these games down to every last detail—even a price sticker on the box??!
Aw heck, there’s even the 2-player Football for the iPad???
I’m actually totally speechless to how they were able to replicate these in such amazing detail. But, as virtual as they are, for me there still is no substitute for the tactile feel of the real handheld game—from the audible, noisy frenzied clicks of the buttons to the distinct glow of the LED lights, which allowed me to play the game in the complete darkness of my room, long after my parents thought I was asleep. Nevertheless, the folks over at Touchgrove sure know how to market themselves to us ’70s kids. Wow.































































