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Batman
1991
Developed by Team Numega
I don't wish to give the impression that Atari Games could
do no wrong. They had a few less interesting games mixed in there. There was a
class of arcade game, right before Street
Fighter II hit, just as ROM space was getting large enough to hold some
slight amount of multimedia, that existed merely to immerse the player in some
licensed property, announcing its theme song in attract mode, scattering its
indicia through the game's UI, and presenting itself as a playable version of
that license.
Konami arguably did this best with Teenage Mutant Ninja Turtles. Atari's Batman is an attempt at the same kind of thing, but it was nowhere
near as successful.
Not one of Atari's more-fondly remembered titles, this a painfully
dated adaptation of Tim Burton's movie, coming at that time when side-scrollers
like Double Dragon dominated arcades.
Using an engine very similar to ThunderJaws,
itself not one of Atari Games' better products, it's a clunky mish-mash of concepts,
with stiff jumping and pointless driving and helicopter sequences. Also, like ThunderJaws, the platform areas take a
lot from Namco's Rolling Thunder, right
down to enemies emerging suddenly out of background doors.
It's loaded with music taken from the movie, digitized
portraits between scenes, and an abundance of character quotes. Playing the
game now, it's hard to imagine there was ever a time when hearing Jack
Nicholson saying "Didja ever dance with the devil in the pale
moonlight?" was cool. Movie stills are used between levels as a player
reward in a way that, alas, mirrors the use of video clips in more recent movie-to-game
adaptations.
But let's stick to the gameplay here. Of the ill-considered
ideas at work here:
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The player cannot see very far ahead, relative
to his size, causing lots of cheap deaths. The gray-suited opponents take the
worst advantage of this, possessing both a bomb-throw move that travels in an
arc and a gun that shoots at head-level. The proper response to the bomb is to
jump, and the response to the gun is to duck.
In this case, the enemy's distance
from Batman is what gives the player opportunity to react, but the screen is
just too small to allow for enough of that. Of course the player could just
keep trying until he lucks through, but that's not really fair, especially when
lives end so quickly and cost 50 cents each.
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Enemies fire off shots quickly and without many
frames of animation for reacting. This, combined with the frequent use of
reaction-based dodging, tends to make Joker battles particularly frustrating, seeing
as they rely on exactly this kind of react-to-the-attack play.
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Lots of piddly background details turn out to be
lethal. In the second platforming level, there are nozzles on the ceilings and
on pipes that look like purely decorative, but turn out to cause damage. The
ceiling nozzles are particularly bad, as their bullets are only three pixels
wide! Considering that the only notification of damage is Batman flashing white
for a split second and a generic digitized grunt, and you could be forgiven for
not even noticing you'd just lost a third of your health.
The final level has
both cracks on the ground that are less than half Batman's width yet turn out
to be deadly pits, and bells hanging from off-screen overhead that turn out to
be instantly deadly when they land on Batman's head.
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Some enemies, especially the Jack-in-the-Boxes,
can end a player's credit from start to finish all by themselves despite being minor
enemies. If you get close to a Box and don't kill it instantly, then your life
is basically over.
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Some areas have tremendous vertical scrolling
range, but finding the place to jump up to can be difficult, especially since
Batman's jumping height magically extends only sometimes when up is held on the joystick.
There is some good to be found here. Strangely for a
narrative-based license game, but not for Atari Games, Batman puts high emphasis on score. The scoreboard is per-credit,
not one-credit or overall, and large awards are granted in driving and
helicopter levels for perfect performance. A couple of the platforming levels
actually have what amounts to multiple routes through them, although they're
uniformly deadly.
There is a sense with these games that Atari was being
forced to compromise their design principles to compete in the market. Often when
the company chased demographics, it didn't turn out well. Another example is its
predecessor ThunderJaws, an odd game
with diving shooter sections and strange attempts at humor.
Its attempts at chasing
the teenage boy demographic are painful to watch; rescued women fawn over the
player's character at the end of the first level. This isn't really anything
different from what we see in other games from those years, but when Atari
Games does it, it never seems to be done effectively. (The existence of 720 Degrees may seem to work against my
point, but its awesomeness comes from its being not just a skateboarding game.)
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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.