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Touch Pad Game
Name:
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Touch Pad Game
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Company: |
Atari |
Model #:
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N/A |
Programmer:
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Unknown
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Year: |
1984 |
Released?
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No
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Notes:
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Found in 2025
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Just when you think you've seen everything that was in
development for the Atari 5200, a new prototype comes along and
turns everything on its head. These prototypes were found
in a storage unit that was purchased in an auction in 2025 and
quietly sold on Ebay along with three prototypes for Slide
Show and several other 5200 prototypes. This storage
unit most likely belonged to a former Atari programmer, although
their name is currently unknown.
Although the game identifies itself as Touch Pad
Game on the splash screen, a more apt description would be Touch
Tablet Game. In fact the earliest prototype EPROMs are
actually labeled TT (Touch Tablet) and the latest prototype is
actually called Touch Tablet on the label. These prototypes
appear to be an attempt at making a game for the 5200 that would
utilize the CX77 Touch Tablet. Although no Atari 5200
version of the Touch Tablet has ever been found or known to be in
development, the Atari 8-Bit version was released in January of
1984, which is right around the time these prototypes were
created. Given the expense of the hardware Atari may have
been considering simply making an adapter to plug the CX77 into
the 5200 rather than make an Atari 5200 specific version.

While the prototype was made to be played with a
Touch Tablet, it appears to be playable with a standard 5200
controller (although with some difficulty). This is because
the Atari 5200 controller is really just two paddles in joystick
form (one for the X-axis and one for the Y-axis) and the CX77
Touch Tablet just happens to to connect to the same inputs (paddle
#0 and paddle #1). As the CX77 Touch Tablet uses an inverted
vertical axis, the vertical control is also inverted when using a
5200 controller (up is down and down is up). Although the Touch
Tablet has three buttons (two on the tablet, one of the stylus),
only one fire button (corresponding to the stylus button) is used
and none of the 5200's keypad buttons are recognized.

Being a tech demo, the gameplay is fairly
simple. The screen consists of a room with a futuristic
looking cityscape on the bottom. There is also a hole (exit)
towards the center of the cityscape. Bouncing around the
room are six spaceships that are made up up one to three segments.
There is also an energy counter at the top of the screen which
starts at 99 and goes down based on the players actions. At
the center of the screen is a star shaped marker which represents
the player. The player can move the marker around the screen
by using the joystick. When the player pushes the fire
button the marker will be pinned to that location and start to
fade. The player then has about 1.5 seconds to move a second
marker to another location and press the fire button. If
done correctly a line will appear between the two points. If
the player fails to push the button before the first marker fades
nothing will happen. The button must not be pushed too
quickly or the line will not be drawn (wait for the marker to
start fading). The player may also hold down the fire button
after placing the first marker in order to 'hold the shot'.
During this time both markers will disappear until the player
releases the fire button which will cause the line to be drawn
immediately. This is useful for waiting and lining up shots
to hit the enemy ships as they go by but can be tough to remember
exactly where the markers were.

The purpose the line is twofold. The player
may either try to hit the spaceships with the line, or the player
may use the line to form a barrier to deflect the ships (worth 10
points). Hitting the spaceship with the line will either
destroy one segment or cause a segment to break off (this may be
random). The edges of the screen will also flash pink when a
segment is hit. When a single segment of a ship is broken
off it will turn into a bomb once it hits the left or right sides
of the screen (the segment will flash white). If the bomb
hits the side of the screen again it will explode and cost the
player 10 energy units. Destroying a single segment of a
ship scores 25 points, while splitting a segment off a ship scores
50 points. Hitting multiple segments or ships with a single
line will score more points (100 points for each extra object
hit). The player loses 1 energy unit for deflecting a ship
and 2 energy points for destroying or splitting a segment.

However the real goal of the game appears to be to
force the ship segments into the exit at the bottom of the screen
before you run out of energy. Forcing a single segment into
the hole scores 500 points while forcing a bomb, double, or triple
segmented ship into the hole will score 750 points. After
all the ships are either destroyed or forced into the hole the
player will go to the next level. Unfortunately each level
looks exactly the same, but the score and energy counters are not
reset. If the player runs out of energy the game will
reset. There does not appear to be a way to gain any extra
energy in this game.

No documentation exists on the Atari 5200 Touch
Tablet project, so it may have been an unofficial project that was
being worked on at one Atari's skunk works labs (Cyan Engineering,
Grass Valley, or the Design and Research Group). It is
unknown if any further work was done on the game past the 2/21
prototype, but another tech demo called Slide Show also appears to
have used the 5200 Touch Tablet controller. In particular,
the prototype called Slide
Show 2 seems to show a later version of this game with an
energy meter on the side of the screen and updated graphics.
Special thanks to Kr0tki for figuring out how this
prototype works.
Version |
Cart Text |
Description |
2/2/84 |
2TT 2-2
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Early Version
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2/9/84 |
Touch Pad 2-9
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Middle Version |
2/21/84 |
Touch Tablet 2-21 |
Later Version
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