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Game Design Essentials: 20 Atari Games
 
 
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Features
  Game Design Essentials: 20 Atari Games
by John Harris
10 comments
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May 30, 2008 Article Start Previous Page 16 of 23 Next
 

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.

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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!

 
Article Start Previous Page 16 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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