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.
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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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.