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Gauntlet Legends
1998
Designer unknown
Off The Wall, a Breakout update, seems to be the last
middle-era Atari Games production. From there, for a while, they produced a
much restricted array of games, including a number of racing games, a fighting
game or two, and some first-person shooters.
While the Area 51 series was popular, most of the others aren't particularly
remembered today. But when the industry shifted to 3D gaming, Atari Games
returned to form with a number of newer hits. One of these was Gauntlet Legends, which takes the basic
premise behind Gauntlet and
successfully moves it to 3D, while adding further play features.
One cool thing about it
is how little the game changed in its move to 3D. The basic play, of evading
and outgunning streams of enemies and using limited overwhelming blasts of
power to clear out the greater flows long enough to take out generators, is
basically intact. There are more types of blasts now, but they all fulfill the
same purpose in the game.
The slowly draining health total providing time pressure is
still there. The character development system is more modern RPG-like
(experience points increasing stats) instead of old-school (acquiring permanent
powers), but still present. The game included a player recognition system
revolving around a three-letter username and PIN number, that allowed
characters to persist across many sessions, a very nice addition.
While there was a limited inventory and a chance to purchase
stats and power-ups between levels, characters weren't customizable beyond
class. The long-term building coupled with four-player simultaneous play gave
the game a dynamic that players of MMORPGs might find familiar.

Image courtesy of Arcade-History
One distinctive aspect of the game's design is the
overall collection quest. The game is
divided into four "journeys," selectable at the beginning of play and
after a journey is completed. Each is a
sequence of levels that must be played in order with a boss at the end.
If a character is in the game when a boss is
defeated it receives credit for it, but to gain access to the first endgame it
is only necessary that each boss has been beaten by at least one player in the
game. (So, if there are four players and
they've all killed a different boss, access is granted.)
But each character also records Runestones
that have been found. Runestones are
tracked in a similar manner as bosses, with the sum of all Runestones found
being the qualifying factor for playing the final level. All players in the game when a Rune is found
receive credit for it so there is no competition for the stones. Each of the twelve must have be found by at
least one of the players in the game to reach the second endgame.
Runes vary a bit in finding difficulty. Some are out in the
open, some appear when an area has been cleared, some require that the player
break open fake walls, and there are some minor secrets to discover. Most Gauntlet
Legends levels are laid out along a linear, if winding, route, but a few,
like Forest 1, branch out a bit.
Most Runes aren't too
hard to find for a group of players focused on locating them, but a couple must
be tracked down. After the first endgame has been completed, the game provides
the players a Hot/Cold meter in each level with an unfound Rune.
The result, which not coincidentally also fits in with the
MMORPG style, is a game with multiple goals. Like the original Gauntlet games, it can be played just to
lope around and kill stuff with friends, or players can attempt to become
skilled at the action play and maximize their per-credit time. It can be played
to complete levels, or to collect Runestones and win the game, or to reach
maximum level with a character.
I'd say perhaps the most interesting thing about the game,
however, is how it changed when it came to consoles. Consoles were coming to
possess enough power to duplicate the arcade experience, and the home versions
of the game were developed by some of the same people who worked on the arcade
game, who played around with the design in interesting ways.
The Nintendo 64 edition, of them all, is a standout: it
replaced two of the worlds of the arcade version with new ones that would turn
out to be two of the new areas worked on in Gauntlet
Dark Legacy, and featured four-player
drop-in-anytime play similar to the arcade, using that system's controller-based
memory card ports.
The PS2/Xbox/Gamecube port
of Gauntlet Dark Legacy
also featured special character abilities related to their use of magic, which
helped to distinguish the characters from each other (one aspect of play that
had been lost from the old games).
The console ports, on the other hand, sometimes seem as if
they miss the point. Without the time pressure caused by the arcade versions'
constant health loss or the need to pay money to play, a lot of the challenge
of the game is missing.
What had been a race to collect health safely and
defeat foes skillfully became more a matter of replaying levels over and over
to building health and experience in order to tackle later levels. In short,
the gameplay became a grind, and this
was yet another way that the game would foretell the ascendancy of MMORPGs.
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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.