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S.T.U.N.
Runner
1989
Developers include Ed Rotberg, Andrew Burgess, and Sam
Comstock, among others
S.T.U.N. Runner saw
arcades some time after I, Robot and Hard Drivin', but it still qualifies as
an early 3D game from our perspective. Although its frame rate would make it
seem unplayable today, people put up with it at the time in exchanged for its
then-impressive polygonal graphics.
Basically the first high-speed hovercraft racer, this game
is the spiritual forefather of Wipeout
and F-Zero. Unlike those games, S.T.U.N. Runner offers a less
competitive take on racing. There are no physical opponents in the game; the
game leaves the competition to the score lists (every level has a vanity
board), and quick finishes are rewarded with points and extra time on the next
level, as in Marble Madness.
Notably, the game doesn't contain a speed control or brakes.
The game assumes that players will constantly want to go as fast as they can,
and is designed with that assumption in mind. There are three basic tasks
players must do to keep their speed up.
First, they must avoid the obstacles, usually track walls
and enemies. If they can't be avoided then they must be destroyed, with either
lasers or with a limited-use "Shockwave" smart bomb-like weapon
(which doesn't fail to impress even today).
Shockwaves are awarded for flying over many bonus spots in a single race
or collected outright off the track's surface.
Second, there are zippers at
various spots on the track that provide a great speed boost when traveled over.
Hitting consecutive zippers is often difficult, but provides for much better
times and good score bonuses.
Finally, and subtly, in the frequent twisting tube sections that
make up much of each level there is an optimal
path that naturally provides the best speed for the player's vehicle. This path is the line on the tunnel wall that
the actions of centrifugal force and gravity would cause the vehicle to drift
towards: if the tunnel turns left, then the fastest speed comes from being on
the right side of the tunnel, and vice versa.
The tighter the turn, the further
up the tube's wall the player wants to be. The game shows the player what the
best path is in a tutorial course at the start of the game, and throughout
bonuses tend to be located on the path most often. Unlike the many games that
reward risky or showy play, in this scheme, players who chase bonuses naturally
learn to become better players.
Perhaps the most awesome feature of the game comes at the
very end. Every level has a best time score table entry, but the final level's
entry is special. The last level cannot be completed; it's an infinite course.
The player's goal is to get as far as he can in the time allotted. As he
progresses, the names of the five players who got the farthest float in the air
throughout the course, at the spot where they ended up after time ran out. So,
to pass another player's skill in the game means literally passing their name in
the final level!
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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.