Contents
Game Design Essentials: 20 Atari Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Game Design Essentials: 20 Atari Games
by John Harris
10 comments
Share RSS
 
 
May 30, 2008 Article Start Previous Page 17 of 23 Next
 

Paperboy
1984
Designed by John Salwitz, Dave Ralston, and Russel "Rusty" Dawe

Paperboy, at first, seems like a simple game of rote memorization and reflexes, but the strategic decisions lend the game more depth than it has to have. This may be the prime connecting element between all of Atari Games' titles: few of the company's games come down to raw reflex testing. There's typically an element of strategy buried there somewhere.

Advertisement

Lots of arcade games have taken the save-the-world approach to play. Like blockbuster movies, they turn up the volume, use tremendous explosions, and tell the player that the fate of the world rests on their shoulders. Atari sometimes took just the opposite approach: all Paperboy requests of the player is to survive a week of running a paper route in the most hostile neighborhood on Earth.

Fundamentally, Paperboy is a shooting gallery game. The screen scrolls unstoppably, ever diagonally up and to the right, while houses go by on the left. The player can change velocity and steer, but can't ever stop, much like a real bicycle. He throws papers with a set velocity in attempt to hit the delivery spots on each house, either the doorstep or the paper box.

The game doesn't directly keep the player away from his targets: there is no invisible wall in place. In practice, however, the house lawns are so cluttered that driving over them is suicidal. The basic strategic tradeoff of the game is this: the closer to the houses the player rides the easier it is to hit targets, but the more likely it is he'll crash, which costs him a bike.

Paperboy has dual survival requirements. If the player runs out of bikes the game is over, but it also ends if he runs out of subscribers. At the beginning of each level a map of the route is displayed with subscriber houses marked, and during play subscriber houses are painted white.

If the player fails to land a newspaper on either a doorstep or paper box, or if he breaks something on the property with a paper (especially windows), then at the end of the day the subscriber is lost.

One interesting thing about this is that, as the number of subscribers goes down, the game gets easier. The player only needs one house to remain in the game, and if the player focuses on it one house is not tremendously difficult to keep. The obstacles make up for this by greatly increasing in difficulty as the week continues, and keeping more houses means more delivery points, and progress towards the scant extra lives offered.

Another strategic decision the game forces on players concerns the paperboy's limited paper supply. He begins each route with ten papers in stock, with refills available on the route. In addition to allowing him to complete deliveries and earn points, newspapers are also the player's only weapon, capable of stunning many mobile obstacles.

Paper caches tend to be on the sidewalk, and the bike's limited maneuverability means the player must begin steering towards a pickup early to reach it in time, further reinforcing the need to stay relatively distant from the houses.

 
Article Start Previous Page 17 of 23 Next
 
Comments

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

brandon sheffield
profile image
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
profile image
Intriguing list. This article has made me aware of the games designed from Atari, and not just the game consoles.

Jeff Zugale
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
"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
profile image
The physics-game element of Asteroids had a precedent in Spacewar! too.


none
 
Comment:
 


Submit Comment