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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 18 of 23 Next
 

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.

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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.

 
Article Start Previous Page 18 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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