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Skull & Crossbones
1989
Designer information unavailable
Skull & Crossbones
is a forgotten game. Not one of Atari Games' bigger hits, it's difficult to
control and requires lots of money to get to the end, unless the player learns
the twitchy swordfighting scheme, and even then it's easy to feel screwed over.
Up to two players take to the seas at once in attempt to defeat an evil wizard.
The game alternates between ship levels, where the player boards opposing
vessels and defeats pirates and enemy captain, and island levels, which have
considerably more variety in dangers. Ships are generally easier, and provide
extra health pickups, but islands have more treasure.
I mentioned the annoying control, and I really should
elaborate on that. Player control consists of a joystick and two buttons, Turn
and Sword. The players' pirates can attack in either direction from either
facing by using the joystick in conjunction with the Sword button, but can only
defend forward.
The game's attract mode illustrates how players are supposed to
defend from sword blows and attack enemies high and low and using backstabs.
Tapping Sword and forward or back at the same time performs reaching attacks,
while holding the button down and moving the joystick up or down guards in
those directions. That's how it's supposed to work, but the jerky animation and
weird, laggy walking make it difficult to utilize this knowledge effectively in
the game.
One of the things Skull
& Crossbones does well is style. It took what is a fairly simple
swordfighting game and gave it a thick coat of Pirate Paint, and this is best
illustrated by the treasure hoard screen. Here, the player is given a more
tangible measure of their success than just a score. At the start of the game
the player begins with an empty hold on their ship, which is shown at the
bottom of the screen between levels.
As the player collects various pieces of treasure by digging
it up and finishing levels, it's not just added to the player's score, it's
moved to the hold screen, where it piles up over the course of the game. The
amount of loot varies according to how dedicated the player has been at digging
it up and which path he's taken through the game, with harder difficulties
being longer but providing much more booty.
When the Evil Wizard is defeated, all
the treasure the player has collected during the game is displayed, from magic
crowns to mere piles of coins, while initials are entered. It was a nice touch.
Unfortunately, collecting that booty is a bit problematic.
Throughout the island levels are scattered Xs on the ground that the player can
dig up by standing on them and pressing Sword. Once the digging begins, it
happens automatically; the player can move on and kill enemies while invisible
mates, I presume, do the digging. After a length of time proportional to its
worth the treasure will be dug up and the player can collect it by walking over
it.
It's an interesting mechanic because like most arcade games,
each level in Skull & Crossbones
is timed. The player has far more than enough time to get to the end if all he
does is kill enemies, but digging up treasure takes extra time, and if time
runs out the player's health shifts into Gauntlet
mode, emptying one unit per second.
The game encourages players to be greedy to
fill the hold screen, and messages after each level tell how much wealth was
missed, but the game's one-way scrolling is eager to move Xs off-screen unless
a pirate is standing at the edge blocking it, so in the end it feels like being
nagged over something the player really has no control over.
The difficulty system could stand a little elaboration,
being unusually flexible even by Atari standards. At three points in the game,
the player is asked to choose a difficulty.
All difficulties go through the same areas, but if easier routes are
chosen the player gets abbreviated versions of all stages, enemies have less
health, and they telegraph their moves further in advance.
Once a hard
difficulty is chosen at a route, easier difficulties are removed from later
selection screens, and if the players pick hard at the first choice they're
locked into hard mode the rest of the way. (They are rewarded for doing this,
however, by being able to find treasure that provides invincibility during much
of the boss rush in the final level.)
Skull & Crossbones
has many cool ideas in it, but in the end the spastic movement just makes it
frustrating. Other, more polished games that were much easier to control were
populating arcades at the time. Konami's fondly-remembered, oily-slick Teenage Mutant Ninja Turtles came out
the same year. Sitting alongside its responsive action and smooth animation, Skull and Crossbones must have seemed
grossly inferior.
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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.