|
Qwak
1982
Designer unknown
Qwak is a fairly
old Atari arcade game planned for release just a year after Asteroids. Functionally it's
equivalent to Happy Trails (for Intellivision)
and/or Junction, and/or Locomotion. It's barely known about because
it's one of Atari's many discarded prototypes.
As with Quantum, it's
interesting that this idea has been visited by so many different people. Start
out with one of those sliding tile puzzles, the ones with the numbers from 1 to
15 and an empty space into which the player can slide adjacent tiles.
The game board is bigger than that, but instead of there
being numbers on the tiles, there's scrambled sections of a path. There's a
character somewhere on the board following the path, who it's the player's job
to protect. The player cannot control him directly, but by sliding tiles
around, he can make a continuous route for him to follow.
The player's job is
to do just that, and guide the character to various destinations somewhere on
the board, but he loses a life if the character ever runs out of path, either
because he ran into the gap or a tile without a matching path.
Some versions of this game introduce time limits, multiple
checkpoints, "jumps," enemy characters and other complications, but
the basic idea is challenging enough.
These games can be quite maddening, and Qwak is the hardest of all.
One of the unique things about this version is that the
player is actually concerned with the fate of several characters, a small
family of ducks (led by a swan) that floats through the game's
rivers-and-waterfalls puzzle world. The player only need get one of them to the
goal to pass the level, but more are worth extra points, and the excess ducks
are meant to be the player's "lives."
This makes the game
unforgiving, for the player ultimately has only one attempt to solve each
board. If none of the ducks finds a route through, the game ends. Maybe the
unknown designer intended this to add longevity, since each level has a fixed
layout, but at a quarter an attempt it's not really fair.
There are some other things in there that make it even
harder. Each level begins with only a few seconds before the ducks hit a fatal
barrier unless the player fixes it immediately, but the game's tiles take a half-second
to slide into place.
Because of this, there is very little time to spare on
wasted moves. And often, the only tile that's near enough to keep the duckies
alive is one with a fork in it, which causes the ducks to split up and then forces
the player to keep track of multiple paths simultaneously.
So why did this game not make it out of prototype? The era
of the game was that of the classic arcade, and while many more games then had puzzle
elements than they do now, there were very few explicit puzzle games. And... it
is hard. There were lots of hard
games then, it is true. Defender was
released just the year before, but Qwak's
difficulty, combined with its limited player agency, seems somehow less fair.
(By the way... there's another
Atari game called Qwak, which more
people might be familiar with, which was released eight years before this one. It's
a light gun more akin to Duck Hunt.)
|
The speed was unparalleled for 1978, and featured two steering wheels, as it was meant to be played with one player controlling the front, and another at the back. Unfortunately the game is completely broken if you just play the back end, as the computer will drive the front flawlessly for you, and you have more time to adjust if you're in back, but still, it was pretty neat for the time. I also quite liked how the game would reverse image polarity when you reached a certain point - everything black became white. Goooood times.
Heh heh heh... good one, Ed & Atari. Good one. I hope you're enjoying the fancy car I must have bought for you. :)
There were a few of mistakes I thought that should be corrected.
Asteroids was not the first game to have controls where a ship had left/right buttons and thrusted in the direction the ship was facing. That belongs to what many consider the first video game, Space Wars which was released in the arcade by Cinematronic and pre-dates Asteroids by several years in creation and at least a year in the arcades.
Tramil was not responsible for the Atari 8bit systems. He was at Commodore, making Atari's competitor at the time. He may have been around for a few of the last models.
Also, where did you get the info that Marble Madness used the POKEY chip for its sound? Having programmed the POKEY for many years I would never have guessed it could make those sounds, at least not unassisted.
And Gregg's suspicions are correct: Marble Madness did not use POKEY for sound. That duty was handled by a Yamaha YM2151, the sound chip developed for Yamaha's line of DX synthesizer keyboards. Atari's Marble Madness was the first arcade game to use it.
There is some confusion about Space Wars. Cinematronic's Space Wars was released in 1977, two years before Asteroids. It was inspired by the 1962 DEC PDP-1 computer game Spacewar!, which is sometimes credited as the first video game or graphical computer game (although it missed that honor by decade). Spacewar! was never a coin-op, but another game that was inspired by it was, and it was the first. It was called Computer Space, and like Asteroids, had Spacewar!-like controls. It was released in 1971 and was created by future Atari founders Nolan Bushnell and Ted Dabney.
In the interest of fairness, I'll mention that the very, very first coin-op video game was another Spacewar! inspired game called The Galaxy Game. It was released two months before Computer Space. Only one them was ever made, and at 10 cents a play on $20,000 worth of hardware, it could never be economically viable, so I'm not sure it should be considered a legitimate coin-op.
Deleted the bit about POKEY being responsible for MM's sounds.
Thanks for the tips.