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Game Design Essentials: 20 Atari Games
 
 
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Features
  Game Design Essentials: 20 Atari Games
by John Harris
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May 30, 2008 Article Start Previous Page 21 of 23 Next
 

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.

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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:

  • 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.
  • 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.
  • 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.
  • 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.
  • 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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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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