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Game Design Essentials: 20 Atari Games
 
 
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Features
  Game Design Essentials: 20 Atari Games
by John Harris
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May 30, 2008 Article Start Previous Page 15 of 23 Next
 

Klax
1989
Designed by Mark Stephen Pierce and David S. Akers

After Tetris, Atari tried a couple of other arcade puzzle games. The most famous of them was Klax, a game with an amazing amount of style, with its "It is the nineties and there is time for...." slogan, T-Shirt offer screen, pop art aesthetic and tremendous array of backgrounds, which are there for no reason other than to be awesome.

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Yet the game is interesting for other reasons too. It is fundamentally a Tetris-like game, yet it doesn't look like it at first. Instead of a bin with falling blocks, the player must catch colored tiles coming in off a conveyor belt, then drop them into an abbreviated bin. Both catching and placement are determined by the paddle's X-position at the conveyor belt's edge, so survival and intelligent play are a bit at cross purposes.

Once tiles are in the bin the game works a lot like Columns, in that the player is trying to get horizontal, vertical or diagonal lines of the same color. But the player drops single pieces instead of triples, and the bin is only 5x5 so careful thought is needed to avoid screwing things up irreparably.

The game also features combo scoring like practically every other post-Tetris puzzle game, but is unique in that combos are limited by the bin's small size. It takes a some thought just to figure out what kinds of combos are possible.

The game softens this a bit by letting players move and even drop tiles during the short delay while a Klax is being recorded, which are recorded as a combo if this produces another line of three. One type of Klax, the five-tile vertical, can only be made this way.

Klax gives the player lots of ways to mess up. The paddle can hold up to five tiles, and the uppermost tile can be thrown back onto the belt, but unless the player is careful there's a good chance it'll end up parallel to another tile, making it impossible to avoid missing one or the other.

The player is unusually beholden to the randomness of the blocks that come down, even more so than in other color-matching block games, because the bin is so small. There is no good way to keep more than six potential lines open at once, yet later levels can have up to eight different colors to sort through. In other such games wild pieces, that match any color, are an occasional bonus, but Klax players come to rely on them.

In order to do well at it, players must procrastinate in dropping in tiles, waiting to see if there are any other of that color coming in off the conveyor belt. Dropping in a single color when there's no guarantee that a second or third will come any time soon is a big error.

Waves often start with the player saving tiles on the paddle until at least a pair of the same color is visible. To activate a "secret warp," which requires constructing two five-tile diagonals crossing in the center, this tactic must be taken to extreme lengths.

One aggravating aspect of Klax is that the game, much more than other games of the time, makes its advancing difficulty too explicit. Klax is lost when the player fails to catch the tiles coming in; if he misses too many, the continue screen appears. To stay in the game, the player must always be putting tiles into the bin to make room on the paddle. Hopefully he's using them to make Klaxes to clean out the bin, but that's actually secondary to the tile catching game.

The problem is that the paddle movement speed is fixed (it's joystick control, not a dial), and the conveyor belt, if enough time passes in a level, eventually gets too fast for even a perfect player to keep up. This, by itself, is not really terrible; it's just another version of a time limit.

However, over the course of the game's 100 waves each is more difficult than the last, in the time-honored way of arcade games. And each wave also gets faster as it continues. But there is yet another factor at work. The game adds to this an effect called "ramping," by which the game gets faster at a steadily-increasing rate in addition to the increasingly difficulty of the levels.

Ramping only resets when the player expends a credit to continue, but the later levels are difficult enough, and so vulnerable to bad luck, that the player can easily lose anyway. Once ramping is added in some levels end up impossible, too fast to possibly catch all the tiles before the procession becomes overwhelming, unless the player expends a credit to get the speed back down.

 
Article Start Previous Page 15 of 23 Next
 
Comments

Arseny Lebedev
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Oh man! And I wanted to make a list like this for myself for ages! Thanks!

brandon sheffield
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very good read - I do wonder about the inclusion of Batman merely as an example of something Atari did wrong - there are certainly enough of those! This could've easily been substituted for Defender. Anyway, not that this should be on the list, but I quite liked Fire Truck, and think it had some rather innovative ideas itself.

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.

Andrew norton
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Intriguing list. This article has made me aware of the games designed from Atari, and not just the game consoles.

Jeff Zugale
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Aw man. No WONDER I spent all that money on Gauntlet! And most of a day with the console port version trying to get to the end. There's no end??

Heh heh heh... good one, Ed & Atari. Good one. I hope you're enjoying the fancy car I must have bought for you. :)

Gregg Tavares
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Great article. I loved many of these games.

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.

John Leffingwell
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Gregg Tavares is right about the Atari 8-bit computers, although the Tramiels did release the 8-bit XE series during their tenure with Atari using cases stylized after their 16-bit Atari ST line of computers.

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.

Christian Nutt
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The text doesn't actually say that Asteroids is the first game to use that control methodology (as far as I can read) which may be limited, even at 10:30 on a Monday morning. I don't doubt that it was the primary influence on a number of games that came later, given its massive success, though I suppose it's hard to argue that for certain, yeah?

Deleted the bit about POKEY being responsible for MM's sounds.

Thanks for the tips.

Bill Boggess
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Star Wars certainly deserved a mention as well. Even to this day that game gets an amazing amount of things right: it's simple, fast and fun; it looks great and the soundbytes were insanely advanced for the time. Also, I still don't understand why Pitfighter gets so much hate. It was an amazning accomplishment back in '91 and the digital graphics were a precursor to Mortal Kombat. It's still playable and decent fun despite how fugly the graphics now look. Great article regardless.

Lewis Pulsipher
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"I find it interesting, in games of Gauntlet I've had with other people in the past few years, that their interest tends to survive only until the point where they learn there is no ending. Times have certainly changed." This is indeed a generational difference. Older people normally play video games to enjoy the journey; younger ones to "beat the game", and many of them don't mind using codes or other tactics that the older folks regard as unfair or "cheating".

Anonymous
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The physics-game element of Asteroids had a precedent in Spacewar! too.


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