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I, Robot
1983
Designed by Dave Theurer
When people find out about I, Robot, the polygonal game released at the tail end of the
classic era, jaws tend to drop. It's completely in 3D, right down to having a
camera change button, and it was released just two years after Pac-Man. Sure, it's primitive, but as
they say, it's amazing that the dog talks at all. This is the kind of brilliance Atari could field in its halcyon
days.
And yet, I, Robot
did badly in arcades. It could be that it was timing: it was released in 1983,
the very year of the crash that marked the end of mainstream acceptance of
video games. Atari Games did manage to retain much of its spark through the
early 90s, but it set back the cause of 3D gaming for years.
The company tried
to make sophisticated games, with unique play mechanics that no one had seen
before, while arcades had become the exclusive province of teenage boys, a
demographic not exactly known for its discernment.
Which is not to say the game doesn't have other problems.
Its hardware had a high failure rate, and the game is abstract and weird -- even
by Atari standards. The player controls a robot whose eternal mission is to hover
and color all the red spaces of a three-dimensional playfield blue, in order to
destroy a malevolent eye that surveys the board.
Moving to the edge of a gap causes the robot to leap across
it, and there are lots of gaps to leap across, but the eye has declared that
there shall be no jumping. (The game's attract mode demonstrates this
humorously.) The eye opens at regular intervals, and if the robot isn't on
solid ground at that moment it is instantly destroyed. Jumps are often long, so
on some levels this requires some degree of foresight to avoid getting zapped.
Each level also contains its own unique hazards, and these
obstacles are the most interesting thing, design-wise, about it. Each of the
first 26 levels plays differently! From destroying green walls with soccer
balls to dodging floating sharks to dodging giant beach balls, this is a
tremendous amount of variety for such an old game.
When people talk about I,
Robot now, this aspect tends to get drowned out in their awe of the technical
aspects, but it's the portion of the game that holds up the best. There are
shooter sections between the platformer areas, bonus stages every three levels,
and per-level best score tracking. There's even a second game mode, a simple
art toy called Doodle City,
that can be selected instead of the main game at the start of play, though it's
kind of pointless.
I, Robot actually
shares a lot in common with Major Havoc.
Both games feature multiple modes, including shooting scenes, platforming
sections and tremendous variation between levels. They also both get hard fast.
Link: Here's a list of all the
levels in I, Robot.
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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.