Atari and Universal's 10-game film deal covers Pong, Asteroids, Breakout, Centipede and more, but the first project is still partly under wraps.

Image: shanethegamer.com
Universal has rights to 10 Atari games, but the first film is still a mystery
Atari has signed a deal with Universal Pictures and Entertainment 360 that gives Universal the right to develop feature films from 10 classic Atari properties, according to Deadline. The confirmed slate covers Asteroids, Adventure, Berzerk, Breakout, Centipede, Crystal Castles, Millipede, Missile Command, Pong and Yars’ Revenge.
That is the hard news, and it comes with an immediate tension: the biggest names in the Atari Universal movie deal are historically important, but many of them are almost aggressively abstract as stories. A Pong movie, an Asteroids movie, a Breakout movie or a Centipede movie does not arrive with the built-in character arcs, factions, dialogue or lore that Hollywood usually leans on when adapting games. These are titles remembered for motion, pressure, reflex and clean visual icons.
Deadline reports that Universal has already bought the first project from the partnership, a feature film based on Atari IP. The screenplay is by Matt Reilly and Carl Hampe, with Entertainment 360’s Guymon Casady producing. Reilly and Hampe are also producers on the project. What remains unannounced is the key identification tag: neither Deadline’s report nor the follow-up coverage from Eurogamer, Kotaku, Yahoo or Shane the Gamer names which of the 10 Atari games is being adapted first.
That distinction matters. This is not a confirmed lineup of 10 dated theatrical releases. The source material supports a rights and development deal covering 10 properties, plus one purchased first project whose specific game inspiration has not been revealed. For readers searching for Atari games movies, the safe read is that Universal has opened a development lane, not that Pong, Breakout, Asteroids and Centipede all have production schedules, directors, casts and release dates.
The deal is built around tone before plot
The most revealing phrase in Deadline’s report is that the aim is to use the Atari IP to create “big-scale action-adventure fare.” That language says more about the likely strategy than any one title in the package. Universal and Entertainment 360 appear to be treating Atari less as a set of literal story bibles and more as a library of recognizable arcade concepts that can be expanded into large, kinetic genre movies.
That approach fits the material. Asteroids offers survival in open space, incoming threats, evasive movement and escalating chaos. Missile Command gives a studio civilian peril, defense systems, countdown tension and a clean disaster-movie shape. Berzerk has pursuit, hostile rooms and machine menace. Adventure is the closest thing in the group to a traditional quest template. Yars’ Revenge has enough alien-combat texture to invite a full science-fiction treatment. Crystal Castles, Centipede and Millipede carry visual worlds that could become creature features, fantasy adventures or family-skewing spectacle depending on how broadly Universal wants to stretch them.
Pong and Breakout are the stress tests. Their appeal is graphic simplicity: paddles, a ball, a wall, a rhythm, a bounce, a mistake. A literal adaptation would be absurdly thin, which is why the deal is best understood as brand extraction rather than transcription. The confirmed reporting does not say a Pong movie is first, or even that a Pong movie will definitely be made. It says Pong is among the 10 properties Universal can develop. The interesting question is how much of a game’s identity survives when its original design is all friction and no script.
That is where Atari’s own statement points. Atari chairman and CEO Wade Rosen told Deadline, “For more than five decades, Atari has created games and worlds that have remained part of popular culture long after their original release.” He added that Atari is excited to work with Universal and Entertainment 360 “to bring the spirit of our iconic brand and games to a new medium.” The word “spirit” is doing heavy lifting. The films may need to capture the pace and shape of arcade play rather than reproduce the games beat for beat.
The first project sounds like an original adventure, not a museum-piece adaptation
The currently announced first film is based on Atari IP, but the sources describe it through the screenplay rather than through a named game. Shane the Gamer, citing Deadline, reports that Universal bought an original spec script under the arrangement, with the specific game inspiration unconfirmed. Yahoo’s syndicated coverage includes Entertainment 360 producer Guymon Casady saying that he and Reilly grew up playing Atari 2600 games and remained fans, and that “the best Atari games dropped you into a world and let your imagination do the rest.”
That quote is a useful window into how the creative team may be approaching the library. The classic Atari titles often supplied a prompt rather than a narrative. The player filled in panic, motive and stakes while the screen supplied movement. If Reilly and Hampe’s script was the catalyst for the partnership, as Deadline reports, then Universal’s first move may already be an attempt to build a feature-scale adventure from the emotional residue of an Atari game rather than from a dense canon.
For action-adventure filmmaking, that can be an advantage. A film built from an older arcade property is not chained to three seasons of lore, a complicated continuity map or a fanbase demanding that every named character enter in the correct order. It can design set pieces around the core verb of the game: dodge, defend, escape, break through, survive one more wave. That is where an Asteroids movie could find shape in spatial danger, where a Breakout movie could become a siege story or heist metaphor, and where a Centipede movie could lean into creature escalation and environmental threat.
The risk is equally clear. When the source is an arcade cabinet rather than a story world, the film has to justify the title on the poster. A generic space adventure with Asteroids branding would invite skepticism. A creature movie wearing the Centipede name would need images, rhythms or threats that make the connection feel intentional. Universal is buying recognition, but recognition alone does not solve structure.
Universal knows the upside, and the bruises, of game adaptations
Eurogamer notes that Universal has recent video game adaptation success as distributor of The Super Mario Galaxy Movie and Five Nights at Freddy’s, while also pointing to older Universal-distributed game films such as Doom from 2005 and Warcraft from 2016. That track record is uneven, but it explains the business appetite. Video game films are no longer treated as automatic box office traps, especially when the underlying brand can reach family audiences, horror fans or nostalgia-driven adults.
The Atari Universal movie deal arrives in that market. The attraction is easy to see from a studio perspective: Atari carries brand recognition across multiple generations, and the games in this package are simple enough to be reimagined in different tones. Pong can be a joke in headlines, but as a logo it is one of the oldest and cleanest symbols of commercial video game history. Asteroids, Centipede and Missile Command have instantly legible threats. Adventure and Yars’ Revenge give writers broader genre handles.
The challenge is that Universal’s recent wins came from properties with clearer contemporary ecosystems. Mario has characters, worlds, music, merchandising and decades of audience reinforcement. Five Nights at Freddy’s has a modern fanbase built around lore, horror imagery and online theory culture. Atari’s oldest hits have cultural memory, but not necessarily the same day-to-day attachment for younger moviegoers.
That is why the “big-scale action-adventure” target is both ambitious and revealing. Universal is not simply looking at Atari as retro trivia. It appears to be testing whether arcade minimalism can be converted into modern set-piece design. In film terms, the games offer clean silhouettes and primal stakes: don’t get hit, don’t let the city fall, don’t let the swarm reach you, don’t miss the return shot. The adaptation job is to surround those instincts with characters an audience will follow for two hours.
Pong, Breakout and Centipede are better brand prompts than straight plots
The temptation with this announcement is to laugh at the least cinematic titles first. Eurogamer and Kotaku both lean into the absurdity of adapting Pong, and the joke is obvious because Pong has no protagonist, no setting and no spoken conflict. But that is also the point of the deal’s flexibility. A Pong movie does not have to be about two paddles any more than a Breakout movie has to spend its entire running time staring at a brick wall.
The confirmed facts do not tell us how Universal will adapt any individual title. The interpretation, grounded in the announced slate and Deadline’s action-adventure framing, is that these names function as adaptable containers. Breakout can suggest escape, rebellion, collision and momentum. Missile Command can suggest last-line defense under impossible odds. Centipede can suggest infestation, arcade-color horror or survival against a multiplying threat. Asteroids can suggest a contained space thriller or a large disaster spectacle. The name gives the audience a signal; the screenplay has to supply the human engine.
That is where Dante’s action-adventure lens becomes useful: these games are all about rhythm. Pong is timing and return. Breakout is pressure against a barrier until the pattern changes. Asteroids is drift, rotation and threat management. Centipede is crowd control as the battlefield compresses. A good adaptation would not merely place an Easter egg in the background. It would find a cinematic equivalent for the game’s combat rhythm and escalation.
There is precedent for both success and failure in that kind of translation, but the provided reporting does not give enough detail to judge the first film’s execution. No director has been named in the supplied sources. No cast has been announced. No release window has been reported. The first screenplay exists as a purchased Universal project, not as a finished production with a marketing campaign.
The unanswered questions are the story now
For audiences, the practical guidance is simple: treat the Atari Universal movie deal as an early development story. Deadline’s reporting confirms the partnership, the 10 covered properties, the involvement of Entertainment 360, the first purchased project, and the Reilly and Hampe screenplay. It does not confirm which game is first, when filming will begin, whether the film is intended for theaters or another release path, what rating or tone Universal is targeting, or whether the studio is planning any connected Atari film universe.
That last point is especially important because multi-title rights deals can invite cinematic-universe speculation. None of the supplied sources confirms a shared continuity. The smarter assumption is that Universal has secured a menu of Atari properties and will see which concepts can survive development. In Hollywood terms, that gives the studio optionality. In audience terms, it means every title on the list is a possibility rather than a promise.
Atari’s incentive is clear from Rosen’s statement. The company wants its oldest games, many of which remain part of pop culture largely through icons and memory, to carry into a new medium. Universal’s incentive is equally visible through the current adaptation market: recognizable game IP can cut through a crowded entertainment field if the film finds a fresh tone and a clear audience.
The tension is whether these movies can build new stories without sanding away the arcade identity that made the names valuable. A convincing Asteroids movie has to feel like survival under constant vector pressure. A Breakout movie has to understand impact and release. A Centipede movie has to make the swarm feel inevitable until the heroes find a rhythm. And if Universal ever truly makes a Pong movie, it will need to prove that the oldest loop in games can still return the shot.
