CREEPINGNET'S WORLD
A VISUAL GUIDE TO THE ATARI 2600 VIDEO COMPUTER SYSTEM (& COMPATIBLES)
A Visual Guide to Hardware, Consoles, Controllers, and Other Stuff
The Atari CX-2600, aka The Atari Video Computer System, aka The Atari 2600, was released in December 1977 for around $259.99. It was the second cartridge based game system to hit the market (the first was the Zircon Fairchild Channel F, which was also an amazing piece of African American inventor history as well). The original goal of the Atari VCS was to chaange the marketing strategy for Atari's home games. Up till that point, their Arcade gamees like Pong or Stunt cycle were brought to the home via dedicated consoles that played a handful of game variations. These were enjoyed for awhile and then forgotten about. The VCS relieved this problem by creating a hardware/software business model like a computer - where the initial outlay was expensive for the Console (almost $300 at the time), but the games themseleves only cost an eighth to a quarter of what the console cost to buy. So you only needed to hook one electronic doodad into the family TV to keep the kids entertained, and it could stay plugged in and not need changed every time the kid wanted to change games.

As such, the system was designed using off-the-shelf parts including a cost reduced 6502 Microprocessor known as the 6507 (which had several address lines "bonded out" to reduce size and cost) running at 1.49MHz, 128 bytes of RAM, and all I/O was pretty much handled by the Television Interface Adapter Chip, or TIA, designed by Jerry Milner. The system would allow the user to change out "game programs" and the controller to suit the needs of what was being played. The intial design aimed at recreating arcade games, so programmers only had a handful of objects hard-wired into the Atari to program: a playfield, 2 player spites, 2 missiles, a ball, and scoreboard items. Very rudimentary, and also hard to program. Games came in sizes of 2K, 4K, 8K, 16K, and 32K each, growing over the course of the machines' very long life on the market.

The 2600 was not a blazing success until about 1978 or 1979 when a port of Space Invaders under license from Namco was created and caused people to buy up the console en-masse. At that point Atari was owned by Warner Bros. In 1978 the they started to manufacture the consoles at TRW electronics in Taiwan. Atari also made rebranded units for Sears, including re-branded games as well, some having alternate titles to their Atari counterparts - ie OUter Space vs. Video Space, Tank Plus instead of Combat, but there were a couple exclusives such as the Steeplechase horse-betting game.

The Atari 2600 was produced up until 1990 where Atari was folding, sold from Commodore to another company, and liquidating it's assets like wildfire after about 4-5 years of "The fun is back for under 50 bux!" with the new VHS tape sized 2600 JR. Console. During that whole time, for better and worse, the 2600 was Atari's flagship console, even through the 5200 and 2600-compatible 7800 era. Sortof a live by the sword, die by the sword thing.
OFFICIAL ATARI VARIANTS
Atari made 7 externally different versions of 2600 Console. These included the 1977-1978 "heavy sixer", the 1978-1981 "light sixer", the 1981-1983 "Woody 4-switch", the 1982-1985 "Vader", the "Short Rainbow" Junior (1987-1989), and the "Long Rainbow" Junior (1989-1990). There was also an Atari 2800 made for the Japanese market that was just a redesigned 2600 - we got this model in the United States as the Sears TeleGames Video Arcade II in 1982, after Atari was selling rebadged/stylized versions of the Heavy/Light Sixer and Woody originals as the original "Sears TeleGames Video Arcade".
PICTURE(s) MODEL + SPECS DESCRIPTION/COMMENTS

CX-2600
"Heavy Sixer"
- Rel 12/1977
-Made in Sunnyvale, CA
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
-Some don't have channel A/B or 2/3 switch
-All Switches on Front
-Custom Molding in the back
-1/2" Thick ABS Plastic Bottom Shell
-Sears Telegames Version (bottom) has "Burled" walnut Woodgrain and a silver control panel with different wording
The "Heavy Sixer" was built in Sunnyvale California, at the Atari home consumer electronics division plant, beteween late 1977 and early-mid 1978. There are some reports of some early Heavy Sixers from TRW in Taiwan but I have yet to actually see or hear of one outside one or two websites in the last 30 years. The bottom chassis is made of very thick ABS plastic, about 1/2" thick in some spots - very noticeable because the back and front of the console is heavily stylized and looks very nice compared to later versions. There's also a peculiar feature on these early 2600's where playing with one controller connected on a 2-player game like Combat or Air-Sea Battle causes the other player to fire their weapon continuously - possibly an early "1-player" option without adding additional programming? There's a Sears Telegames variant of this console with altered cosmetics: it has a more "burled walnut" style woodgrain, white/silver paint where the printing for the controls is (which is in black, instead of red/yellow/orange), and the painted ring around the controls on the console is chrome instead of orange/yellow. Both are the same machine internally. This was typically sold with a pair of PAddles, 2 CX-01 joysticks (which are different from the CX-40s everyone's familiar with - these had little "discs" on top of the sticks that said "atari" on them), and the 01 Combat cartridge.

CX-2600A
"Light Sixer"
- Rel 1978
-Made in Taiwan
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
-All Switches on Front
- Thinner bottom Shell
- No Stylizing around controller/power ports in back
-Sears Telegames Version (bottom) has "Burled" walnut Woodgrain and a silver control panel with different wording
The "Light Sixer" was a redesign of the "Heavy Sixer" to fit into a less as expensive, ABS Plastic, thinner chassis. It houses similar electronics, albeit some of the eliminated features such as the internal game ROM socket and others have been removed from the motherboard, and the controller-board uses regular Film capacitors rather than the old ceramic dipped ones of the original heavy sixer. Also, the ribbon cable attachment between the motherboard and controller board was placed with a regular pin-through-hole cable going into a SIP pin header on the controller board side. The same color scheme was applied for the Sears version as well - which is the version I currently have. These came with 2 paddles, 2 CX-40 joysticks, and CX-2601 Combat in text label.

CX-2600B
"Woody 4-Switch"
- Rel 1980
-Made in Taiwan
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
Power/Color/reset/Select Sw. on Front
- Difficulty A/B, Channel 2/3, cart ports, and power jack located on upper back
- Single PCB Design
-Same bottom and top shell as the Light Sixer
Early "Woodies" have a adhesive blanking plate where the six switch controller ports and power jack would be
-Sears Telegames Version (bottom) has "Burled" walnut Woodgrain and a silver control panel with different wording
These were a cost-reduced design, introduced in late 1980, probably intended to speed up production by reducing assembly steps. Now the motherboard was made in one piece roughly about 13"x6" in size. Metal shielding is put over the spot where the TIA, Stella, and 6507 CPU are located with the tabs twisted or bent to lock the shielding into place. As such, the controller ports, left and right difficulty switches, channel 3/4 switch, and Difficulty A and B switches were relocated on the back of the hump where the front switches are located - with the smaller motherboard located diagonally inside the case. Another noticeable difference is the lack of "air vents" or "speaker vents" in the top ridged front - probably to prevent spill damage. There was a Sears Telegames version of this one was well. These too came with a pair of paddles, 2 joysticks, and Combat.

CX-2800
"Atari 2800"
"Sears TeleGames Video Arcade II"
- Rel 1982
-Made in Taiwan
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
Unique Design
Atari version only in Japan
Sears Version last version of Sears Telegames Video Arcade, and only version of this console released in America
This was a Japanese only release that did appear in the United States under different branding as the Sears TeleGames Video Arcade II. Basically, Atari tried to compete against the Nintendo FAmicom (what later would become the NES in the United States), Sega SG-1000, and others at the time, and so they released it as the 2800 in a sleeker looking case to appeal to the Japanese market. It did not sell very well and was outshined brightly by the Nintendo Famicom. The Sears version did not sell too well either. I'm not familiar with the internals either because of this. These werre the fist silver-box 2600, and came with 2 joysticks and some other pack in IIRC.
CX-2600B
"Vader"
- Rel 1986
-Made in Taiwan
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
Sliders for Power/Color sw
Membranes for Select/Reset
RF Cable is now discreet rather than hard-wired inside the system
Dimensions similar to VHS Tape
-No Sears Version
These were a cosmetic upgrade to the above. Basically, instead of Faux Woodgrain, designed to match the late 1970's TV look, the 2600 was revanped for the 80's with a bare black plastic front, and a new logo printed on the front in silver saying "Atari 2600" on the opposite side of where the "Atari" was located on the original units. This was the first model marketed as a 2600, and did not have a Sears TeleGames Variant. These sold in a silver box, 2 joysticks, no paddles, and a copy of Pac-Man.
CX2600JR
"Short Rainbow">
- Rel 1986
-Made in Taiwan
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
Sliders for Power/Color sw
Membranes for Select/Reset
RF Cable is now discreet rather than hard-wired inside the system
Dimensions similar to VHS Tape
-No Sears Version
The Short Rainbow came out in 1986 and is the older version of the Junior. All 2600 Jr's are otherwise identical, being almost the same size (slightly bigger than) a VHS tape. The cartridge slot is in the middle, flanked by sliders for power and B&W/Color on the left, and 2 membrane push-buttons on t he right for Select and Reset. The Difficulty A/B switches, controller ports, power port, and RF Switch cable connector are in the back of the unit (it does not have a "hard wired" (but not really hard wired) cable like the old ones). The "short rainbow" comes from the fact the aluminum metal strip running across the front of the console hosts a small, gradiated, rainbow-strip with the ATari 2600 branding above it. However, there is an interesting INTERNAL difference, as some 2600 JR's don't use separate chips, but rather, have the entire system integrated into a SINGLE CHIP. This "single chip" 2600 Jr variant is uncommon or rare. Ben Heck experimented and even built a portable around this chip at one point. These came with Combat still, with 2 joysticks, or just the console with one joystick IIRc.
CX2600JR
"Long Rainbow"
- Rel 1986
-Made in Taiwan
-Rare Later versions consildated all of the below into one chip
-1.79MHz MOS 6507
-128 Bytes RAM
-2 PCB Design
-RF Only
-9VDC PSU
-STELLA
-TIA
-2x 9pin
Sliders for Power/Color sw
Membranes for Select/Reset
RF Cable is now discreet rather than hard-wired inside the system
Dimensions similar to VHS Tape
-No Sears Version
The Long Rainbow version came out a little after the "Short Rainbow" variant and is called such because the rainbow stripe is now printed along the entire length (almost) of the aluminium trim strip across tthe top of the console. There's also a "black" version made in Ireland or Scotland in the late 80's. Electronically, these Atari's are same as either version above, and they were the last variant to be sold before Atari closed their doors in 1990, and all assets eventually went to Hasbro after that.

Other 2600 Compatible Consoles in the USA
Since Atari did not have a bunch of licensing agreements on hardware, other companies made their own clones of the 2600 over the course of it's lifecycle (and even somewhat well beyond). Also, in more recent years, other companies - including Atari themselves, have made compatible units.
PICTURE SPECS DESCRIPTION
Coleco Gemini
Columbia Home Arcade
After the release of the Colecovision 2600 Adapter, which Coleco got sued by Atari for making, probably as a part of late-stage original Atari trying to get it's act back together, Coleco could STILL release their adapter, as a standalone console - the Coleco Gemini. Some people (my family especially) confuse this with the COLECOVISION - which was a totally different console! This working 2600 clone was also sold as the Columbia Home Arcade through Columbia's subscription based media buying catalog (Columbia House IIRC), where you could buy CBS 2600 games such as M*A*S*H, and this console to play them on.
Mattel 2600 Adapter This was an adapter made by Mattel for the Intellivision II intended to allow playing Atari 2600 games on the Intellivision. What it basically is, is an Atari 2600 clone that runs through the cartridge port of the Intellivision, to allow the Intellivision to act as a host for the 2600-clones power circuit and video circuit. It was stylized for the INTV II but it also worked with the INTV I I believe as well.
Coleco 2600 Adapter Prior to the Gemini, Coleco released an adapter for their Colecovision system that allowed playing Atari 2600 games on the Colecovision. This was done by basically recreating the whole Atari system in it's on box that used the Colecovision as a host for the RF output and power. Basically, this practice in the early eighties was intended as a way to try and gain more power over hte market by offering the ability to play the competition's games on your own system.
Atari 7800 In 1985, Atari had a new system designed known as the 7800 "ProSystem". The 7800 was it's own 8-bit system designed to compete with the Nintendo Entertainment System and the Sega Master System, but it also had the ability to play Atari 2600 games. The problem with this - however - was that the sound engine used in the 2600 was pretty unique, and it became one of the 7800's achilles heels (besides not being Nintendo and having all the licenses Nintendo had). The ability to play older 2600 games was used as a selling point, but the archaic audio engine paled compared to Sega or Nintendo's offerings (and especially the NEC PC Engine which later came out in the US as the Turbografix 16).
Atari Flashback 2 & 2+ Infogrames - aka modern Atari, noticing the trend in the early 2000's to modify your consoles, apparently saw a possibility of a selling point in the hackability of their series of plug n' play consoles known as the "Flashback". Version 2 and 2+ were released around 2004, and boasted 75 built in games. They also featured silkscreening and solder-pads for installing your own cartridge port and actually PLAYING your old Atari 2600 cartridges on the Flashback 2/2+ itself. I remember this being a huge deal when this came out, as hacking/modding vintage console hardware was made popular by guys like Ben Heck (who made the VCSP Portable - which I'd been following since it first showed up on his website in 1999). However, this was the only version to have this feature.
Hyperkin Retron 77' Hyperkin is a maker of retro-consoles and replacement controllers in the 21st century, and their offering for hte 2600 Market was the Retron 77', a small, square, woodgrain 2600 compatible console with a small footprint. This particular unit used a SOC to achive the tiny size and tries to cross Hyperkin's general retro-80's squared-off angular appearances with Atari's woodgrained roots.
Atari 2600+ In late 2023, Atari Corp. came out with a "new version of the classic 2600" known as the "2600+". The 2600+ is basically a ROM dumper emulation station running Stella and a 7800 emulator, with an upscaler built in, that's "compatible with modern Televisions". This was likely offered as Atari was already selling new copies of their old games in special "limited editions" for collectors, including the Atari Experience 50th set, and releasing new games, indie games, and even some old once-unreleased games, for the console starting around 2020 and continuing well through 2023. In actuality, the 2600+ is an emulation station that relies on physical media to work, and in some ways, could be considered to be actually a 7800 system. When first released, it had compatibility issues with certain games that used expanded RAM (like CBS's "MegaRAM" series games, or David Crane's Pitfall II: The Lost Caverns that uses a special sound chip for background music) - kind of odd since Stella has had the ability to run those for almost 2 decades to this point.

Atari 2600 101 for the Youngin's PT I - Hooking the d*** Thing Up (+ some TV History)!
I was born in 1983, a XENNIAL - so I'm pretty well aware of what it was like to run a 2600 in the late 70's/early 1980's, and beyond. But I know that this sort of thing transcends generations, but life experiences in younger generations don't match those of us who have been on this planet longer.

Where do I begin!?!? Well, back in the dark ages of TV Technology in the late 1970's, there was no Internet (well, there was the ARPANET - but that was all DND dorks and scientists and nobody "mainstream" using it), there was no "Streaming", there was no "YouTube/Hulu/Netflix", there was no HDMI, there was no A/V, there was no 4K UHD TV with apps and internet access either of course.

Your average "family" television of the time, was singular, lived in the livingroom, cost about $2000 in today's money adjusted for inflation, was likely (but not necessarily) color (more on that in a moment), recieved channels over the airwaves from a transmission tower via a pair of "rabbit ears" or long metal antenna that stuck up from behind the set like a FNaF Bonnie Endoskeleton. These Rabbit ears attached to the back of the TV set via a pair of little robot-hand looking things called "spade terminals". If your family had more money, say your dad worked for NASA or Atari, you might have been lucky enough to have a small, 5"-13" "Utility TV" in your bedroom - which also recieved TV channels via a pair of rabbit ears over the airwaves - but most likely, not in color. On one or both sets, you would have changed the channels by turning a knob.

The Atari attached to the TV via a little metal switchbox called a "RF Switch" - which connected to the back of the TV with said robot-hand spade terminals - right where the Antenna went - and then the Antenna would attach to the switchbox via 2 screw terminals on the bottom of the RF Switch. On the bottom or back corner of the Atari console, there was a switch marked "Channel" - it could say A/B or 2/3 - but they both allowed switching the Atari to Channel 2 or Channel 3 - whichever had the least interference (usually the channel with the weakest over-the-air station).

So when you wanted to play Atari, you had to walk up to the TV, change the channel to match the selection on the console (channel 2 or 3), reach around the back of the TV, flip the switch on the little switchbox from "TV" to "GAME/COMPUTER" (verbiage may vary), go back to the Atari (usually on your coffee table - hence the insanely long cables they came with for RF and power), read the cartridge for the required controller(s), attach said controllers, then put in a game cartridge, and flip the switch - and then - you would see the game on screen.

Then, as the 1980's went along, digital tuners and remotes became a thing - now you could see the channel on a digital readout or an on-screen-display. Seems like nothing now, but back then, this was like witchcraft! Also, people started recieving channels over a more reliable, less-interference-laden method called "Cable". Cable meant you called some local company to drive over in a company van, connect your home to a switchbox in a little blue fencepost down the street, then wire up a splitter in the attic/crawlspace to send coaxial cables - same as "Cable Internet" cables today - to each room of the house you wanted TV in. 9/10 this was done just by drilling a hole in the floor and feeding the cable in through the floor back then! Andn as this got more popular, TV's started to get rid of the spade terminals on the back of their sets, in favor of the 75ohm Coaxial jack. But now everyone had color, and color in the bedroom utility TV was more common now as well.

So now, to attach the Atari to your TV, you had to get this thing that looked like a badly proportioned Barbie camera called a 75 ohm converter - screw the spades of the RF switch to that, and then attach that to your Tv. And if you had one COAX on your TV - which was the most common scenario - you had to get a SECOND converter that had spade terminals and a female coax connector to convert 75ohm Coax to RF - so when you were done - you could still receive cable without switching cables. If you were lucky to have rich family buy you an $800 (1984 money) Mitsubishi CS-1984R TV - or something similiar - with multiple "Antennas" - you could just use the 75 ohm converter on the "robot hands" on the RF Switch, and use the "Antenna A/B" on your remote to switch between Cable and Atari without having to reach behind the (now much bigger) TV to change the switch - so the switch could stay on TV.

Then the 1990's came, and people stopped playing Atari (except broke college students, and broke middle schoolers like myself - but more on that in a minute). So TV's stopped providing any antenna at all, they also stopped using spade terminals. The last TV I ever saw with spade terminals was a 1993 Magnavox 25" TV I had, and I did not realize it even had them until it was broken. So it became commonplace for TV's to - at the least, just have ONE Coaxial connection for cable, or at the most, S-Video, A/V, and Coaxial.

So when "Retro Gaming" was in it's infancy toward the mid 1990's as the internet was taking off and Gen X college students (and myself, a Xennial 7th grader) were looking for "cheap entertainment" - we took to the thrift shops, and bought up Atari 2600s, because $15 would get you a light Sixer or 4-switch Vader or Woody, 12-20 Games, eight different controllers, and all the "hookups" - sometimes even two of everything. Seriously - what a time to be alive! Who, with any money sense, would want to waste $250 (about $500 in today's money) on a video game console with games at $45 a pop!?!? When I could literally amass an entire game collection from my birth year for less than EITHER item alone. Seriously, nobody talks about the roots of retrogaming - or what it was really like. It's guys like me, Bill Logudice, LGR, or Bithead1000 to keep this esoteric info alive!

But by about 1997 or so, Radio Shack and/or Archer Electronics caught on, and figured out that these old consoles were increasing in use, so they updated the humble old "COmputer/Game/TV" RF Switch from the early eighties, now to have Coaxial 75 ohm support built in - if you want the genuine experience with the switch, I suggest getting one of these. Apparently,. China still makes them for some reason. Why it took them nearly half a decade to make an updated RF for these consoles beats me, but in my mind, I'd like to think they were paying attention ot the early internet.

However, the best method to attach an Atari to anything 2010's or older with an actual Coaxial connection on the back - is to purchase one of these little doodads - the 75 ohm to RCA converter connection. They cost like $2, and do the same thing as the RF Switch. All the RF switch really did, was provided resistance against the Atari when in the "TV" posision to allow the channel to come through, and resistance against the Antenna when you wanted to play video games. That's all an RF Switch really did.

But in July 2007, "Analog TV" - ie the old school rabbit ears, Over-The-Air stations - were shut off, and switched over to DIGITAL OTA. Hence why the RF Switches are not discussed much anymore - because OTA Analog is no longer a thing. This actually - for us ATari fans - is a REAL Blessing when using actual hardware, because the #1 reason you had so much interference in the 1970's-2000's with an Atari 2600 on an analog Television, was because of the damn channel trying to tune in over your game of Space Invaders! Now there's NO interference. This is why I have not A/V modded my 2600 - what's the point!?!? Unless you don't have a TV with a Coaxial cable.

For some of us - like myself - you might be lucky enough to have a device with an RF Passthrough that will allow you to send it out via A/V - one of the primary devices to use for this kind of conversion - is a VCR. Basically, you get an old VCR with Coax, set it to analog channel 2 or 3, hit the Tv/VCR button on it (or switch if it's really old and worth mad $$$ it seems), and then viola, now you can play on your 4K UHD TV. And sometimes, the extra filtering allows the more desirable "Artifacts" of the ATARI over RF to still exist, on a modern 4K TV. You can also use LaserDisc, BetaMax, old Cable Boxes, or even some Digital OTA Tuners might work for this.

Another way would be to get a RF to-some-other-modern-technology converter, but these are kind of ridiculously expensive (I might start developing my own 3 channel version for vintage game consoles someday - ie Channel 2-3-4).

Now, let's talk about those artifacts. See, the Atari 2600 is one of the oldest game systems anyone would still be willing to play for any extended period beyond 10 minutes. As such, it was built to a price point, even the ridiculously overpriced 1977 Sunnyvale version, and RF lends itself to some artifacts that a lot of pro-Emulation pundints, and hacker/modder types (oddly not me though), would say "Get an A/V mod! Trust Me, It'll look better". Thing is, for me, the Atari 2600 is not just about the games itself - it's the VISUAL QUALITY - ie the "Vibe" it gives off in it's original presentation - diagonal interference patterns, weird background hums, and cool artifacts! Look kids, if you don't want to deal with fuzzy, weird, graphics, diagonal intereference patterns, strange graphical anomalies, then maybe the Atari 2600 is not for you in it's stock format. But for old guys like me, ones who've spent nights playing a shoebox full of catridges for hours on end with some good classic Metal/New Wave/Post-Punk/Hard Rock albums going on the stereo for a soundtrack - then maybe Emulation is more your bag.

So the #1 artifact I LOVE about oldschool ATari on an RF Switch - is the "3D Effect". Somehow, the translation over RF is messed up somewhat, and what this does is causes "ghosting" - ie, all elements on screen, especially on a background other than black (which may have been one reason Atari made so many games with a black background besides "it's in Outer Space"). Adventure, Combat, Miniature Golf, Golf, Skiiing, Pitfall - these all have that element of "3D-ness" to it because of how the graphics stick out, and it's what makes the primitive early games look great despite being so "blocky". It's something that you kind of have to learn to appreciate if you can't appreciate it, when playing Atari on actual hardware. But I take a pacifist stance on this - not a gatekeeping one - do what you want, I'm just telling you why us old dudes appreciate a classic 2600 on RF. The blocky yet monochromatic graphics mixed with the 3D effect makes things feel futuristic - even today.

Now, let's talk one last caveat, and the #1 reason most guys like me end up buying Cathode Ray Tube TVs. DSP! Digital Signal Processing. Most modern LCD TV's use it, even when it's "turned off" via game mode. Some are better than others. I own three 4K UHD Smart TVs - an old Samsung with Tizen OS, and 2 Roku TVS - a TCL, and a Sharp. Out of the three, the best TV overall is that Sharp I bought at Best Buy in 2019 for $325. The Samsung is GREAT too for 2600 games, but the O/S royally pisses me off! The TCL, it's meh, nothing special, and it lacks Coaxial, so playing Atari on this thing with real hardware is a PITA to get hooked up without some kind of Coaxial-to-AV Passthrough via something like a VCR. DSP is a problem, because the extra time it takes, milliseconds or shorter usually, to process the signal going to the LCD panel - causes a delay that might not be noticeable (and often HDMI is synced up to this delay) - unless you are CONTROLLING the images on screen, the very activity we are talking about here, and then it becomes VERY noticeable. NOthingm more irritating than playing like crap at a high speed Arcade game on a 4K UHD TV because it takes an extra 16ms to move the player sprite from when you close the contacts inside the joystick controller.

And part of that DSP is upscaling. The two best sets for retrogaming in my house, are the Sharp and the Samsung. The Samsung does a great job of replicating what things looked like on a low-res, CRT TV with a smaller screen. The Sharp though, as I found out, does it one better - it actually provides the bloody RASTER LINES that so many of us CRT Fanatics like myself crave! And with no latency. Seriously, some of the best UHD 4K TV gaming sessions I've had on the 2600 were in 2023 on that TeleGames in my livingroom over RF. Both the Sharp and Samsung can for sure pick up old Analog stations as well.

My suggested settings for the screen with a 2600 on any of these UHD TVs is - 4:3 aspect ratio, 1:1 scaling, no Zoom, no Stretch, DSP Off, "Game Mode" on, dynamic contrast off (I have it on on the livingroom Tv and sometimes games are too dark for me to see during the daytime! Space Invaders being one of them), "Standard" colors and video settings, Low Power mode Off. With all this crap configured, you should have a really good 4K UHD Atari gaming experience - now kids - let's talk about the actual ACT of playing Atari, because it's certainly a far cry from today with a Nintendo Switch!


Atari 2600 101 for the Youngin's PT II - Controllers & the "Ritual" of Playing the Darned Thing
So not just was connecting and configuring your TV an entirely different act depending on if you are living like me in a man-cave with a 30 year old, 75LB, Cathode Ray Tube, or in a strict mainstreamer home with a 4K UHD TV. So is the act of actually PLAYING games on it.

So you're connected, you have the TV/VCR/whatever on the right channel. Surely you just slap on a Joystick and just play the game, right!?!? Well, not quite...

Let's talk the actual playing process. Turn on Tv, maybe also the VCR/Cable Box/Alternate RF Source, tune to the right channel, set your RF Switch (if you have one) to "GAME/COMPUTER", read the label on the cartridge for the (hopefully) right controller information, plug in the required controller(s), plug in cartridge, turn on the Atari 2600, then use the select switch to select a game variation, and then use the reset switch to start the game.

First off - let's talk the controls on the Atari 2600.....and what they typically do, vs. what they do in some other games even....

SWITCH DESCRIPTION
POWER Self Explanitory pretty much, it turns the Atari on/off, and this never changes regardless of the cartridge inserted. And remember, on an original 2600, this is not just "dumping" the ROM into another ROM inside the Atari, this is reading DIRECTLY from the ROM. So any time you are inserting/removing a cartridge, you want this to be OFF!
COLOR/B&W Okay, I explained it already, but I will again here. Way way way back in 1977, the typical american household had a 60/40% chance of having color vs. a black & white television. Most Atari 2600 games have 2 color pallets - one for Black & White, and one for Color. Basically, you can change games into actual B&W in a lot of cases, especially the EARLY ones. The reason for this is, the color information pushed to a color set, when pushed to a black and white TV, might ruin the user-experience by some active elements on screen being darn near invisible! Later on, starting about 1981 onward, as color TVs became more commonplace, replacing black & White altogether, this switch got repurposed in some games, such as Activision's Space Shuttle simulator game, or some space games that needed more extended functions. Yes, the Atari is probably one of the earliest examples of "programmable" switch functions!
LEFT SKILL/DIFFICULTY A/B Each game had up to 2 "Skill/Difficulty" variables that could be configured for the player to make the game easier/harder to play. These were controlled by these switches (normally). These could do things like set how the Dragons work in Adventure or how big your "thingy" is in Space Invaders for lack of a better words. Originally there was just ONE variable as most games were originally 2 player - and the "Left" player - usually Player 1 - used this switch to configure options. Even later on, these switches had extended functionality, such as the Radar in Starmaster by Activision.
RIGHT SKILL/DIFFICULTY A/B Each game had up to 2 "Skill/Difficulty" variables that could be configured for the player to make the game easier/harder to play. These were controlled by these switches (normally). These could do things like set how the Dragons work in Adventure or how big your "thingy" is in Space Invaders for lack of a better words. Originally there was just ONE variable as most games were originally 2 player - and the "Right" player - usually Player 2 - used this switch to configure options. Even later on, these switches had extended functionality, such as the Radar in Starmaster by Activision.
SELECT Probably the oldest still relevant function on a game console. On today's consoles, the Select switch (if it even has one, we usually use the D-pad these days), is used for selecting menu options. Atari's menus on the 2600 were in the form of a NUMBER somewhere on the screen indicating the "Game Variation". Games could have anywhere from one variation (Pitfall) all the way to as many as 127 (Space Invaders - yes, I'm not kidding - 127 Variations on one widdle 4K Cartridge - impressive huh!). Sometimes you could HOLD Select down to scroll through these variations quickly (that's how it works in Space Invaders). Select sometimes was used for extra functions too or so I've read.
RESET Reset classically was our "Start" button. How it worked was, once you selected a game variation/difficulty using the Select Switch, you then hit this one to "start" the game. But they called it "Reset", because in the context of the very early games like COmbat, Pong (Video Olympics), or Air-Sea Battle - you were basically resetting the playfield back to the default starting position to start a round over again.
(BONUS) Channel A/B or 2/3 You might also - especially on a 4-switch or 2600 Jr. - see a switch marked Channel A/B or Channel 2/3 on the back. This switch is used to set what channel is used to "tune in" to the Atari 2600's output. The reason Channel 2/3 were used, is because more often than not, Channel 2 would have less as clear a signal than channel three if both had channels on them due to the frequency, but more often than not, Channel 2 had nothing on it and therefore less intereference. There's some television history for ya'.

So the next part, is choosing a controller. And the Atari 2600 had a LOT of controllers made for it. But We'll delve into the world of 3rd party controllers later on. Right now, there's distinctly 6 genres of Atari 2600 controllers: joysticks, paddles, keypads, driving, light guns, and trackballs.

PICTURE/TYPE DESCRIPTION
JOYSTICK The "Joystick" controller is the most used controller, but in this part of this page, I'm using the term loosely to encompass all binary, digital, directional devices, including Gamepads, which yes, there were gamepads for the Atari 2600 made as well, as well as some 3rd party controllers that work (and 1st party for other consoles). The original joysticks that came out in 1977 are the CX01 Joysticks and they are the closest thing Atari ever made to a full on arcade joystick with leaf switches, and a actual button with more than 2mm of action. THey look almost identical to the more popular and better known "CX-40" Joysticks, but they have an indentation on top of the vulcanized rubber grip for a little octagon with "Atari" in it - which likely fell off over the last 45 years. The CX-40 is the better known joystick which his much more stiff, has shorter button action, and was cheaper to make. There was also a D-pad made late in the 2600/7800's life but it's very rare it seems. It's pretty safe to assume if an Atari 2600 game does not say "For Use with _____ Controller" on the front it's a Joystick game
PADDLE The second most used controller is the "Paddle" controller. These basically are a volume knob with a button on it. The knob turns about 280 degrees and stops, and the controllers are attached to their 9-pin connector in pairs, so up to 4 players with Paddles. These were best known for being used with Video Olympics (Pong), Breakout, Super Breakout, Warlords, Night Driver, Kaboom!, and Astroblast.
DRIVING The Driving controllers look almost identical to paddles, except the labels (assumed not fallen off by now) have a picture of a formula 1 race car on them, they come one per connector, and the paddles turn 360 degrees and don't stop in either direction. That's because, these are not like a volume knob, they are more like the station seek knob in your car, or a mouse wheel - an "Encoder" as it's called in electronics. They only had ONE Game that works with them - Indy 500 - and therefore, if you have these, and no Indy 500 cart, might be a good idea to put these up for bids on evil-bay or somewhere so those of us with a copy can actually have the working controllers to play Indy 500.
KEYPAD Keypad Controllers - and there were multiple types - are basically a telephone keypad in a game controller. There are THREE variants: the original keypad controllers which follow the style of the original 2600, the "Star Raiders Touchpad" which is a more early-80's stylized touchpad that you'd get with the game Star Raiders, and then the third was the Atari "Kid's Controller" which was ginormous number pad, molded in blue, for use with the Sesame Street Edutainment series games. Games that use the keypads include BASIC, Codebreaker (which often improperly suggests using a "Paddle" with it in a label mistake), Star Raiders of course, and of course, Paul Slocum's "SynthCart" Indie release (basically turns the Atari 2600 into a rudimentary beat-box and synthesizer).
TRACKBALL Atari released 2 Trackballs compatible with the Atari 2600, the CX-22, and the CX-80. The CX-80 was actually for 8-bit computers but had a slide-switch that put it into "2600 compatible" mode in which it acted as a Joystick (with VERY poor response I might add). I think there is one Indie release of Centipede designed to work with the trackball in proper "trackball" mode, but other than that, there really is no point to this. I speak with experience.
LIGHT GUN There were 3rd party light guns released for various 3rd party games but no official ones released for those games. Most of them look like those Alien Laser blaster guns like the one Steve Stevens used through his guitar pickups on the guitar solo to Billy Idol's "Rebel Yell". I can't even remember the titles that use these, as there are at most two or three and they are a bit on the rare side.

But How do I PAUSE the game!?!? - well, very few off-brand consoles had a Pause feature, but the actual Atari products did not, unless it was programmed into the game. This is one reason the ability to PAUSE in NES games was a big deal, because prior to that, you HAD To be active the whole time. It was a very deliberate activity. It's also likely one reason Pause was invented. I'm sure a bunch of angry boomer parents - who probably thought their kids should be outside climbing trees and "learning about life" - wrote angrily in about how little Johnny and mom/dad got into an arguement/fight over cleaning his room because he can't pause his high scoring Asteroids campaign and wats to get the high score in it.

That's not to say there are not some games you can't just stop and return to. Adventure has some safe spots you can just sorta sit around and hang out if all the Dragons are Dead or where the Dragon's won't go if you don't lure them there. Pitfall II has no timer and infinite lives, so you're fine hanging out on that. There are a few others - I think the Breakout games, where you can just not release the ball, and come back sometime later and continue the game. Which goes into the next thing - SCREENSAVERS!

Now that you might have turned on (usually older) titles, you might have noticed the screen keeps randomly changing the color pallet around, sometimes to some really cool hues (like the RetroWavey Space Invaders Teal/Fuschia theme that happens immediatley after a Game Over). This was on purpose. Old Cathode Ray Tube TV's generated an image by shooting high voltage at phosphorous powder coating on the back inside of the glass - and if the electron gun kept shooting high voltage at the same spots over and over again at a high intensity, say white, or yellow, then those graphics would get "Burned" into the display, and the image of the screen would appear even when the TV/Monitor was turned off, or Dad's raiders game has Berzerk Dude omnipresent on every Yard Line!. THis could also happen - quite a bit more easily - with a projection TV, such as those ginnormous "Big Screen" TV's from the late 80's/early 90's that used a projector, which then would burn the image into the inside display layer of the picture. It seems some untimed games actually are a little "Pause Aware" (Breakout/Super Breakout) and can actually start this even if the game is in session. Later games (Raiders of the Lost Ark, E.T. Keystone Kapers) use demo-playthrough or just lack this feature altogether.


Offical Atari & 3rd Party Controllers
NAME/PICTURE DESCRIPTION
Atari CX10 Joystick The original Atari CX-10 was released in 1977 with the original release of the Sunnyvale "Heavy Sixer" Atari Video Computer System (VCS). These look just like the CX40 but they are VERY different internally. The only telltale sign of a CX10, is the indent on top of the rubber boot for an Atari "label" disc that often has fallen out and been lost to time, and the fact that it feels more like a regular arcade controller, and not like a CX-40. That's because, inside, it's very much like a regular Arcade Controller with a similiar leaf-switch setup to a regular Arcade joystick. Likely, these were replaced with the CX-40 much like the heavy sixer was replaced with the light sixer - to reduce cost of manufacture.
Atari "Driving Controllers" The Atari driving controllers were released together with the game Indy 500, and seaparate (sometimes iwth the cart selling without these ESSENTIAL controllers). The Atari Driving Controllers are a bit hard to find and get so people make their own these days. They look like paddles but only come ONE to a connector, and the knob turns 360 degrees and never stops - this is NORMAL - these use ENCODERS instead of Potentiometers to work. That's why they do what they do. The wiring is also similar to a Joystick more than a Paddle.
Atari CX30 Paddles The second most commonly used controller, is the Atari CX-30 Paddle Controllers. These look like the driving controllers, but they have a picture of Tennis Rackets on them instead of a Formula 1 racing car, the knobs turn finite left or right and stop with a total arc of about 270 degrees. They come TWO to a connector for up to 4-players on Paddle games. These were used with: Video Olympics, Breakout, Super Breakout, Kaboom, Night Driver, Warlords, Basic Math, Blackjack, Poker, I think Steeplechase, Circus Atari, and Human Cannonball - just to name a few.
Atari CX40 Joystick This was the updated Joystick released in 1978. These instead had a single PCB with a piece of tape over the top - and metal contacts inside that the plastic yolk of the joystick pressed down on on each side, as did the fire button, which now had shorter travel. These are what most people think of when they think of the "Atari Joystick" and these are also so iconic that they are used a lot as a generic symbol for "Video Games" in general. Variations on the CX-40 have been used to this day. However, a lot of players don't like these because they are kinda', well, stiff to use.
Atari CX50 Touchpad Controllers These were the original version of the Atari Touchpad controllers, and you got 2 per box. They could be linked together as one controller by sliding the "T" shaped edge piece into a slot on the other controller - making them on 24 button touchpad using both controller ports. These controllers did not see much use outside of BASIC, Star Raiders, and Codebreaker, but they existed and were used for a handful of releases.
Sears Video Arcade II Joy/Paddle These were exclusive to the Sears Video Arcade II console - which was basically a rebranded Japanese Atari 2600 known as the "Atari 2800" - which was a console exclusive to Japan in it's original branding. These were a lot like similiar units released with Coleco's Gemini game console.
Atari CX22 Trackball
Atari "Star Raiders Touchpad" In 1982, ATari released a space simulator game called "Star Raiders". Star Raiders was a complex (for the time) Atari game that required a second controller for it's enhanced feature set, which included a radar and some other secondary menus, and alternate weapons. These were all controlled by the Touchpad, while the Joystick was for flying the spaceship. Internally, it's identical to the original Atari Touchpad controllers.
Atari CX23 "Kid's Controller" Another variation on the Touchpad released for certain kid's edutainment titles, particularly those licensed by the Children's Television Workshop (CTW) who did Sesame Street (so basically, Jim Henson). These were blue, and had larger than normal buttons intended to make them easier for small children to enjoy video games with.
Atari CX24 2-Button Joystick This was actually released for the Atari 7800 ProSystem in 1986, but was also (by extension) compatible with the Atari 2600 VCS. They are generally not that highly regarded and kinda' dumped on for that reason. Next.
Atari "Track & Field" Controller The Atari Track & Field controller was a button-masher focused 2 button "Gamepad" designed for use with the game Track & Field - where you had to perform in various olympic events by button mashing the two buttons on each side alternatingly - a theme that was carried on into the Nintendo on the same title, Stadium Events, or Bigfoot. Kind of weird they'd make a dedicated controller for this, especially considering it'd be a lot easier just to yank a stiff CX40 back and fourth rapidly.
Atari CX78 Joypad These were only released in Europe and honestly something that I think SHOULD have been put on the American releases as well to compete with Nintendo, since I feel one thing that put the 2600 Jr. and 7800 by extension on a bad path in America was the INTERFACE. First off, by the time Nintendo came out, there was enough Innuendo-laced Joystick references on the face of the planet to fill a whole Mad Magazine and a whole nude mag and a half. Secondly, let's face it, the CX40 is a stiff controller, and a bit fatiguing, this would have maybe helped sales a bit with the 2600JR and 7800.
Atari CX80 Trackball
BOSS C64 Joystick THis is a gray joystick with a black base, and it has a black "Pistol Grip" with a white fire button on the top. It's a leaf-switch action stick like a Arcade Joystick - so it has very good action and control, and has an excellent fire button, and is great for playing space shooters with.
Gemini Gemstik Probably the second most common joystick to Atari's own. The Gemini Gemstick is a more rounded design version of the Atari CX40 released by Gemini. It has a larger yellow fire button, a rounded joystick part, and has a stiffer feel than the CX40 does. They're pretty good considering but a bit stiffer than a CX40, and they feel a little cheaper in some ways.
Pointmaster Discwasher Some people really love these. The pointmaster Discwasher - a hilarious name BTW - is a Pistol Grip joystick compatible with the Atari 2600 and it has a bit of a stiff feel to it, and a much more tactile fire button. Hoenstly, I had one, it was not my cup of tea, so I sold it.
Archer Deluxe Competition These were actually marketed under numerous names, and they feel cheap and play absolutley terribly. It feels like you're bending a dollar store dog-toy around for a controller, which is hilarious. It also feels not that sturdy, quite flimsy actually, and like it will not hold up, and the tactile feedback is terrible.
Beeshu "Hot Stuff" I swear, Beeshu made these to cater to kids who thought it'd be cool to show up at your friend's house with a neon colored, oddly-molded joystick with 3 buttons and a slide switch, covered in tacky stickers that make the whole thing look more like a child's toy than a serious piece of equipment for playing video games. I'm sure the 45 year old Boomer who designed these thinking "the kids will eat it up" with little regard for the actual activity they are intended for had little clue why these are so crappy. Basically there's a LOT of slop in the controller, the buttons also have quite a bit of a throw - so it's hard to make good moves.
Suncom Slik Stik
Suncom Starfighter
Suncom TAC-2 Joystick I had a pari of these and honestly, it was the BIGGEST mistake of my life letting them go. These were my absolute favorite, #1, best feeling Joysticks I've ever had in my entire time having an Atari. But not so much so that I was not willing to let them go over a $152 Dragon Warrior IV cartridge.

Emulation VS. Actual Hardware - Atari 2600 Edition
The Atari 2600 VCS is one of the oldest consoles people still seem to want to play games for/on. This makes it one of the trickiest to emulate. Some people (though maybe somewhat half-jokingly) say the Atari is almost "analog". It works very different from later consoles and has very paltry resources. Only a 1.79MHz Rockwell Technology 6507 CPU (a budget version of the 6502), 128 BYTES of RAM, no picture processing, and it's chipset consists of the 6507, a "Stella" Chip which acts as the hardware interface (and gives the console it's codename, which was taken from one of the engineer's Bicycles), and the TIA or "Television Interface Adapter" - which is the part that interfaces with the RF Modulator on the motherboard to output with your TV set.

This is one of the few areas where the playing field is a tad more leveled. On the Atari side, you have obsolete video connections, on-console switches, multiple controllers, but all of it is relatively inexpensive, especially when compared to the NES which is bloody wallet-raping territory now. That said, there are still a lot of games that DO command a higher cost and myabe if you wanted to explore those, I would through emulation. Especially since a lot of these **rare** Atari games are generally not all that great. There are exceptions, like Pitfall II, which also is not that wallet-destroying TBH if you look hard enough, or Private Eye. But there are others like the Mystyque adult carts that are uh, pretty crappy, but good for a laugh with some friends on a friday night. The carts go for almost $1000 due to their rarity (little wonder, they were sold in blank leather cases from BEHIND the sales counter for obvious reasons), so it's better just to emulate those.

Emulation offers a benefit for the lazy (and I mean that in the best way) too in not having to get up to walk to the TV, or to drape 2 cables across the room to have the console nearby. The Atari VCS/2600 was designed in a time when the console went on the coffee table when in use, and then would only sit under the TV when put away, a stark contrast from the NES which would typically stay by the TV, and the only time you got up was to turn it on, reset, or switch out game cartridges.