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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.
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.
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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.