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Vindicators
1988
Developed by Kelly Turner, Norm Avellar, and Rusty Dawe,
among others
This is a very nifty little game. As mentioned previously,
it revives the Battlezone dual-lever
control scheme with overhead-view shooting action play. Instead of roaming a
vector-screen virtual landscape however, the game has a vertical-scrolling
overhead view.
Mastering the controls is a big part of the game, even
bigger than in the vector classic, since the player doesn't have the intuitive
aid of a first-person view. Additionally, the tank has an independently
rotating turret, which itself causes its own share of confusion. The game can
be entirely completed without rotating the turret, but many enemies are easier
if this control is mastered.
About those enemies, none of them would really be all that
difficult if the player weren't in a vehicle that drove, well, like a tank. Vindicators is ultimately about
mastering the controls then using them to attack the enemy as safely and quickly
as possible.
The two primary types of enemies, tanks and turrets, each apply
pressure to the player's control skills in a different way. Turrets can't move
and shoot in a predictable, periodic manner, but are each vulnerable only at
specific times.
"Number" turrets track the player, and can only be
shot when they are open which is the same moment when they fire.
"Spinning" turrets rotate until they point at the player, at which
time they freeze and fire off a shot.
Both styles are interesting because they
place the player in greatest danger at the only moment they are vulnerable to
shots. Enemy turrets are the main reason the tank's own turret controls are so
important; being able to shoot in a direction other than the one the tank is
moving in lets the player perform "drive by" attacks.
Enemy tanks are relatively weak, but can move and track down
the player, and many require several shots to destroy. A few also carry
floating mines that detach when their bearing tank is destroyed and chase the
player. Mines are actually a fairly major source of points, for the score
awarded for shooting one is proportional to how close they are to the player
when shot. Good scores on a level are rewarded with extra fuel at the end, so
this is more than just a bonus opportunity.
Unlike games produced for PCs and consoles, arcade games are
not allowed to be too easy. The operator relies on there being a good turnover
rate of players in order to keep earnings up. But this cannot be taken too far,
or players will stop playing early.
Eugene Jarvis, creator of Robotron and co-creator of Smash T.V., in an interview for Midway Arcade Treasures, expressed this
tension in terms of screwing the player over, but not too much. Vindicators has relatively well-balanced
difficulty, and while it's not as famous as Marble
Madness or Gauntlet, is one of
Atari Games' better productions of the time.
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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.