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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 2 of 23 Next
 

Atari Games' Signature Elements

Highly ingenious core play mechanics. These tend to be clever and unique, even while other arcade games were starting to become genrefied. Atari did release some genre titles, Pit Fighter in particular, but until 1992 the company never seemed to be quite comfortable with it. Most of those games are relatively obscure today, although Area 51 has shown itself to have legs.

An emphasis on procedural content as opposed to hard content. Atari was more likely to give the player algorithmically modified, changeable levels than hard-coded sequences. Gauntlet gives players different levels from a pre-made set every game, and manipulates food power-ups depending on game difficulty, average score per coin, and number of players.

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While it always goes through the same general areas, Toobin's level order and layout can be quite different depending on which forks are taken. Skull & Crossbones shortens levels on easier difficulties. Atari Tetris uses the high score initials as preset blocks late in the game.

Level warps for skilled players. Many games feature these. Sometimes these are offered as a choice at the start of the game, like the wave selectors in Tempest and Star Wars or the score selector in Millipede, but some games would build the warps into the game itself, or even hide them.

Crystal Castles' warps are hidden places in certain levels. 720 Degrees and Rampart have a simple novice/advanced selection. Klax has two kinds of warps: the basic selection kind which appears often in the game, and "secret warps" which are activated by performing a special trick. S.T.U.N. Runner has secret routes in its levels that lead to warps. Gauntlet and Gauntlet II have them, Toobin' has them, even Tetris has them -- they are everywhere.

Distinctive sound. The venerable POKEY I/O and sound chip was used by Atari for much of its history. Used in arcade systems and 8-bit computers alike, like MOS/Commodore's SID chip it has a characteristic sound sought after by chiptune musicians.

The Atari font. This all-capital, 16x16 pixel, monospace serif font began seeing use around the time of Marble Madness, where it's used for the timer and high score entry letters, and appeared in many Atari games from then on. Since Atari Games differ so much from each other it helped to give the company's output a distinctive look.

It makes appearances in games as late as Gauntlet Legends (1998) and Dark Legacy (2001). It was pervasive enough that, even if the game contains no visible use of the font, if one were to go into the operator settings of a 1984-1991 Atari arcade machine and page through them, one would invariably run into the font after a few button presses.

The Atari Bell. Used nearly universally, for a while, as a credit insertion notification, again starting around the time of Marble Madness. It is not identical between games; Marble Madness uses a different bell than Gauntlet.

Per-credit scoring. For games that allow unlimited continues and that don't reset score after a continuation, it is strange, but Atari Games is the only major game developer to make frequent use per-credit score tables. By this time arcade games had already begun moving towards play-to-win instead of play-for-score, but for games that care about score this is a great concept.

 
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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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