Post-Crash Games
Marble Madness
1984
Designed by Mark Cerny
Marble Madness was
the beginning of a great change in Atari's output, moving both towards
standardized hardware and software components. After the split with the old
Atari, Inc. after Jack Tramiel bought only the consumer electronics portion of
the company, the arcade group was renamed Atari Games. Marble Madness was one of its earliest products, if not the very
first.
This was the first System 1 machine, the beginning of a
much-revised branch of Atari hardware that served well until around 1991. Even
those games that didn't fall under the System 1 or System 2 lines share many
hardware similarities with Marble Madness.
This was the game that brought us the Atari Font, the Atari Bell, and
demonstrated the potential of the POKEY interface chip.
Again, Space Invaders
introduced the idea of lives determining the end of a game of indefinite
length. Marble Madness abandoned that
idea, reverting to a version of the Extended Play mechanic from old racing
games like Sprint. In those games,
the player was allowed to play until a timer ran out, but if he could reach a
target score his game would be extended with a limited amount of extra time.
Marble Madness
mixes the two ideas up a bit. You begin the Beginner Race (after Practice,
which doesn't factor in) with a set amount of time. The time for each
succeeding level is the time left over from the last, plus a large bonus.
Thus,
every second the player wastes comes off the end of the game; every wasted
second is its own penalty. It's an idea that has not made tremendous inroads,
but it pops up in surprising places: it is just this mechanic that makes Crazy Taxi so addictive.
It seems somewhat strange that Marble Madness is so remembered now. When a game like Monkey Ball, Mercury Meltdown or Hamsterball
comes out, the reviewers will invariably describe it in terms relating to Marble Madness.
But the thing about the
original game is that it's really short. Six levels is all there are, and the
Ultimate Race at the end requires such skilled play just to get to, let alone complete,
that most players have probably not gotten through the whole thing, at least on
an arcade machine.
The game's legend has spread somewhat from the strength of
some fairly good computer and console ports, but those sold in the first place
mostly because of the popularity of the arcade original. That's not to say the
game is bad by any means, just... brief.
The basic play involves using a trackball to maneuver a ball
around a series of geometric landscapes. The landscapes are covered with
gridlines, which help the player to get some perspective on the isometric world
the marbles inhabit. The cool thing about the ball is that its acceleration is
converted directly from the input coming in off a trackball. Roll the ball
south-east, and the on-screen ball rolls likewise.
The emphasis is simultaneously on precision, maneuvering the
ball across narrow ledges, and speed, for to get the ball to the goal quickly
means the player must exert a lot of force on the controls. The force required
to get the ball to the end in a decent amount of time both makes Marble Madness an unusually physical
game, and means that arcade machines have a very high control failure rate, as
trackball mechanisms get busted up by excited players trying to better their
time.
Marble Madness is
another highly abstract Atari concept, but the game's design document,
unearthed by atarigames.com, tell us that the game once had a backstory. It was originally intended to bear the name
"Omnichron", and be a sport
played by people of the 27th century. (This explains the level names a bit,
e.g., Practice, Beginner, Intermediate -- they were skill levels of the sport's
courses.)
The coolest fact revealed by the document is that, in the
original concept, the trackball had motors attached to it, so its motion would
match that of the marble on-screen. If it rolled down a ramp and the player
didn't want to go, he'd have to fight the motor to stay up there! While an
intriguing concept, I'm sure the developers of all those home ports are glad
that the designers didn't use it.
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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.