№ 02 · Q3 2026

The Magazine of Atari History & Culture

ATARILEGACY

A quarterly print magazine for the people who never put the joystick down — features, hardware archaeology, the demoscene, and oral history from the Atari era.

Issue 02 on sale Thursday, September 17, 2026

Printed magazine — order online for worldwide delivery, or pick it up in Empik stores across Poland.

Atari Legacy Issue 02 cover — a yellow Atari 2600 Jr resting on a pile of Atari hardware, 8-bit keyboards and cartridges, with the coverlines ‘The ReFalcon Project’ and ‘Interview with Jarosław Yaro Płocica’.
Issue 02 · Cover
92 Pages· A4· Full Colour· Limited First Print Run· Created on Atari Falcon / Calamus

Why Atari Legacy is different

Made on the machine it’s about

How it’s made

Probably the only magazine in the world typeset on an Atari Falcon

Every page is composed in its entirety on a real Atari Falcon030 — accelerated with a CT63 (68060) and CTPCI, driving a Radeon at Full HD — in the legendary Calamus SL. The magazine about Atari, made on an Atari.

Issue 02 · Cover story

The Falcon motherboard, rebuilt from scratch — and it boots

Several people have tried to recreate the 1992 Falcon board. None produced a working prototype until the turn of 2025/26, when the first ReFalcon PCB came up to TOS after five months of reverse engineering. Issue 02 tells that story.

Editor-in-Chief

Edited by a physicist and a world authority on Atari

Piotr “Kroll” Mietniowski, PhD — a doctor of physics and one of the world’s most recognised experts on 16- and 32-bit Atari computers.

All the scores for Trinidad were created in Notator. Without [Atari] computers, it would have taken ten days. In fact, it took me half an hour!
Jean-Michel Jarre — on using the Atari ST & Notator for Waiting for Cousteau, 1990

Inside Issue 02

Ninety-two pages, and not a filler among them

Hardware · Cover story

The ReFalcon Project

A faithful replica of the Atari Falcon motherboard — and the first one in three decades of attempts to actually boot TOS.

Interview

Jarosław “Yaro” Płocica

A life told through music, from the Atari scene to studio self-sufficiency — and why the creative process matters more than the release.

Demoscene

Lost Party, Silly Venture 2026SE, and the chronicle continues

Two parties reported from the floor, plus part 2 of the history of the Polish demoscene on 8-bit Atari — the groups, the markets, the first productions.

Hardware

Sophia 3, and a new era for the 8-bit?

Digital video and audio from inside the XL/XE, replacing the GTIA outright. Plus: can Rapidus, VBXE and language models finally push the 6502 into 16-bit-class games?

Software

Calamus Part 2, Mad-Pascal Chapter 2, and the roots of AI

The DTP story continues, the programming course builds a complete game, and a first look at artificial life and fractals on classic Atari machines.

Games & Story

Vroom on the Jaguar, the British ST, and a garage full of worlds

VROOM returns on Jaguar via Songbird; the bedroom-coder Isles that made the ST a programmer’s first machine; and one reader’s Atari that got away.

A taste of Issue 02

Read a few pages before you buy

Genuine excerpts from the new issue. Open any piece and read on — every one continues in print.

Hardware · Cover story

The ReFalcon Project

Three decades of failed attempts — and then, after five months of reverse engineering, a TOS prompt.

The ReFalcon is a replica of the Atari Falcon computer motherboard, introduced to the market in 1992. Since then, there have been a couple of attempts to recreate the design, but none of them delivered a working prototype until the break of 2025/26, when the first ReFalcon prototype PCB successfully booted to TOS after five months of reverse-engineering work.

Read the full story in Issue 02 →

Interview

Jarosław “Yaro” Płocica

“Introvert. Modest. Withdrawn. My only connection to the world was music.”

Introvert. Modest. Withdrawn. My only connection to the world was music. Once, it facilitated contact with people; later, it restricted it to a minimum due to my dream of “producer self-sufficiency.” That is basically the antithesis of a pop star.

I am fully aware that with thousands of ideas always sitting on my drive, most of them will never see the light of day. And that is fine by me. What I value most is the creative process itself. The joy and fun that accompany it — that is fulfillment enough for me.

Read the full interview in Issue 02 →

Feature · History

The History of the Polish Demoscene on 8-Bit Atari — Part 2

The group took its name off a wall. Someone had spray-painted ‘Air Star Force’ near the Community Centre.

The origin of the name ‘Atari Star Force’ is interesting — it came from graffiti. On the pavilions near where I lived (next to the Community Centre), someone had spray-painted Air Star Force on a wall. At some point, already knowing Magnus, Joker and others, I wanted to create my own group, which I named Atari Star Force — from the writing on the wall.

The story of my first production is prosaic. I was sitting at the Saska market, browsing some disks at the stand of a man I knew, and I found on them the program ‘Rambrandt’ and some collection of pictures. The disk itself turned out to be damaged in large part, but there were a few sample pictures on it, which I decided to copy onto cassette and then, as a programming exercise, write a ‘viewer’ for them. Looking through those pictures I came across one that seemed to me a good starting point for writing some mini-demo. I thought that all that picture needed was some scroll, music, and maybe something would come of it.

Part 1 ran in Issue 01 — still available in the archive.

Read part 2 in Issue 02 →

Music · MIDI

When Dreams Come True — Atari and MIDI, Part 2

Forty years on, the ST still has the best MIDI timing. Part 2 explains, gate by gate, why.

In my opinion using USB solution in MIDI connection causes more timings problem than built-in MIDI in over 40 years old Atari computers(!!!). That’s why I think this is still unbeatable solution.

Moving away from modern, virtual plug-and-play frameworks, Atari MIDI systems relied on direct, bare-metal hardware processing. The defining characteristic of this setup is the complete elimination of a middleman operating system or USB layer. Instead of converting packets via USB, the host computer interacts with the MIDI data stream at the motherboard level. An 8 MHz Motorola 68000 processor handles calculation tasks directly. A dedicated hardware chip — the Motorola 6850 ACIA — is hardwired directly to the computer’s system bus. When a MIDI message arrives at the hardware port, the ACIA triggers a direct Interrupt Request (IRQ) to the CPU. The CPU instantly halts background tasks to process the incoming byte. This hardware-level priority results in exceptionally low jitter and highly stable timing.

Part 1 ran in Issue 01 — still available in the archive.

Read part 2 in Issue 02 →

Feature · Games

An Atari ST Recipe, British Style

A good few years running, the ST — not the Amiga — was the British coder’s first machine.

In the previous instalment I took you to France. I tried to show what the local development scene looked like there and what people from Loriciel, Infogrames or Silmarils could squeeze out of the ST. This time I am crossing the English Channel in a dinghy and landing on the Isles.

Great Britain in the second half of the 1980s was not just another market. It was the “coding heart” of the European games industry. The “bedroom coder” culture, raised on the ZX Spectrum and Commodore 64, at the moment when 16-bit computers appeared released into the world a whole generation of programmers who could count processor cycles on the fingers of one hand. Add to that a developed specialist press — ST Format, ST Action, The One, ST/Amiga Format — and a distribution network that could push a game into every shop from Cornwall to Scotland.

And here I will mention something that is often forgotten when the discussion slides down into the eternal ST versus Amiga subject. For a good few years it was the Atari ST that was, on the Isles, “the first computer for a coder”. The machine was cheaper, available earlier in larger quantities, and had excellent development tools (Devpac from HiSoft and Lattice C were mandatory positions at the time). The effect was that a large part of the games today associated mainly with the Amiga were born on the ST and only later moved to the Commodore machine.

Read the full feature in Issue 02 →

Hardware

Sophia 3 for Atari XL/XE

Fix the picture before it ever becomes analogue — by replacing the GTIA itself.

An external converter receives a signal that has already passed through the computer’s analogue circuitry. It must separate brightness and colour again, detect synchronisation, scale the picture and convert it back to digital form. Together with the intended image, it also captures blurred fine lines, coloured fringes, crosstalk between components and interference that varies from one Atari to another. Sophia 3 solves the problem much earlier in the signal path. It is installed inside the computer and replaces the GTIA chip, giving it access to the information needed to build the picture before that information is turned into analogue PAL or NTSC.

The upgrade generates a digital DVI output as well as several analogue video options. It does not take away the Atari’s original way of working. The standard monitor output and RF modulator remain active, so a digital display can be used alongside a CRT. The user gains a new video path while retaining access to analogue PAL effects, soft edges and composite artefacts whenever they are part of the intended appearance of a program.

Read the full test in Issue 02 →

Feature · AI

Artificial Intelligence, Artificial Life, and the Infinity of Fractals — Part 1

It was 1984. The computer had 16 kilobytes of RAM, and it was teaching itself to play.

People unfamiliar with the history of artificial intelligence often assume that the field began around 2012, when deep neural networks started to dominate image recognition, or perhaps in 2017, when transformers transformed natural-language processing. Looking further back, they imagine AI as something confined to laboratories at MIT, Stanford, or Carnegie Mellon, running on room-sized mainframes backed by multimillion-dollar research budgets.

While researchers on powerful mainframes pursued grandmaster-level chess, Joseph Hafner sat in front of an Atari 800, writing a BASIC program that could teach itself to play Tic-Tac-Toe. It was 1984. The computer had just 16 kilobytes of RAM.

Read part 1 in Issue 02 →

Software · Course

Mad-Pascal — Chapter 2: Bomber

A complete one-button game in a few dozen lines — and you can download the source here.

A saucer crosses the screen one character at a time, drops bombs on a randomly generated city, and dies if it hits a tower. Poke and Peek straight into screen memory, ATASCII converted to internal screen codes, and a frame-counter trick that makes the bomb fall twice as fast as the ship moves — without a single extra variable.

The chapter prints the complete listing. You do not have to retype it: the source, the build commands and an errata table live on this site, free, for as long as the magazine exists.

Get the source code and build instructions → Read Chapter 2 in Issue 02 →

Introductory launch price

Order your copy of Issue 02

Printed magazine — order online for worldwide delivery, or buy it in Empik stores across Poland.

PL
49 zł
EU
€12.99
UK
£13.99
US
$15.99
Order Now

Missed the first one?

Issue 01 is still in print

Calamus, the Polish demoscene, Atari and MIDI and the Mad-Pascal course all began in the premiere issue and continue in this one. You can still read what was inside it, and still order it.