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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 20 of 23 Next
 

Gauntlet
1985
Designed by Ed Logg

Gauntlet did as much to further the design of arcade games as Space Invaders did long before. While not as popular as the marching aliens were in the day, it was a huge hit relative to the competition. Believe it or not, was the first game to give us drop-in-anytime style multiplayer in the arcades, one of those innovations that seemed so useful afterwards that the great majority of arcade multiplayer games since have nicked that feature for themselves.

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The play is fairly simple, even if given the veneer of a Dungeons & Dragons theme. Players pick one of four characters, with differing strengths, to roam around 8-way scrolling dungeon levels, looking for the exit.

Instead of lives they have a numerical health total, that depletes over time at about one hit point per second, and more quickly when taking hits from the enemy. Putting in more coins adds additional health, and the vanity board is average score per coin instead of overall.

Around each level are many enemy generators, out of which pour a flood of monsters. The players can both shoot (with a fire button) or just run into enemies to damage and kill them, but at best this merely holds back the flood. To survive, they must get to the source and destroy it, which requires finding ways around, or through, the enemies in order to get their shots to the target.

A small variety of opponents infests the levels, with a good mix of abilities: some shoot, some are difficult hand-to-hand, and some can throw rocks over walls. Each level provides monsters in different proportions, and the game is basically an endless assortment of such situations. Doing well involves responding to each efficiently, and dealing with each with a minimum of health loss.

And that's roughly it; there's no storyline at all. There's a bit of strategy involved in getting food, collecting permanent ability potions, and defeating the Thief (a special enemy that follows the players' exact steps through the level until he reaches them), but the main play really doesn't change much as the game goes on.

According to GameFAQs, there are 100 boards in Gauntlet's cycle. The first seven are always the same every game and serve as an introduction. After that, the player begins getting levels in what I'll call the loop, a long cycle consisting of the bulk of the game's maps.

The loop is sequential, but when level 7 is completed the player could end up anywhere along it. When a game ends, the machine remembers the loop level it ended on, and that board becomes level 8 in the new game, which re-enters the loop at that point.

The loop has an interesting character to it. There are both easy and hard levels in Gauntlet, and there are runs that provide several easy ones in a row as well as challenging ones. If a new game enters the loop at the right place, players could collect a windfall of food and manage to play for some time. If the loop is entered at the wrong place, it could be tough going for a while.

In any case, what's important to remember that it is truly a loop -- an endless cycle. There is no ending to either Gauntlet or Gauntlet II. You could loop many times and it won't end. Word is that someone has looped the game three times on one credit, just to be sure. Gauntlet II scrambles the levels in various ways as it goes, but there's still just 100 of them.

The fact that there's no ending, however, points out a very important difference between Atari's view on video games and the current perception. Atari saw Gauntlet as a process, a game that was played for its own sake and not to reach completion. The adventurers continue forever until their life drains out, their quest ultimately hopeless.

Gauntlet was a huge hit for Atari at the time of its release, but this endless play concept doesn't appear to have aged well. 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.

 
Article Start Previous Page 20 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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