Posted on 04/10/2016 at 09:42 PM
| Filed Under Blogs
The entire Atari 8-bit line, which includes the 800 and the 130XE that I had, shares the Motorola 6502 CPU (as do the NES and the Apple II), as well as the ANTIC graphics chip and the POKEY sound/keyboard processor. The primary difference between them is the amount of RAM, which of course got cheaper over time. The 800 had 8K of RAM, the 130XE had 128K of RAM. This is keeping in mind that when the 800 launched, it cost over a thousand dollars in 1979 dollars, while the 130XE cost about $250 in 1986-1987 thanks to massive drops in component prices and manufacturing costs.
I didn't have documentation for most of my games, so I had to figure out how to play them on my own. The main key to winning the computer version of Ghostbusters was to keep Stay Puft from destroying buildings, which would start happening after the PK meter went above 4000 or so. Every building that Stay Puft destroyed cost you $4000, every Marshmallow Man attack you averted (by luring the ghosts that combined to form the Marshmallow Man away from the building using ghost bait at the right time) earned you a $2000 bonus. The "slimer" ghosts netted you $800 for each successful catch. The computer versions didn't feature the stair-climbing segment that the NES version did. Crane was trying to be ambitious with the game, but there was probably only so much he could do, and there was a lot of corporate meddling from Activision brass particularly on Ghostbusters, which eventually prompted Crane, Garry Kitchen, and other designers to resign from Activision and form Absolute Entertainment. The synthesized "Ghostbusters!" voice that plays at start up was apparently quite expensive in and of itself for a three second audio sample.
Interesting note: Just as Activision did with Atari, Accolade, Acclaim, and Absolute all chose names for their companies further up on the alphabet from Activision so they would appear in a phone book ahead of Activision.