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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 5 of 23 Next
 

Asteroids
1979
Designed by Lyle Rains and Ed Logg

Taito's Space Invaders came out in 1978, and changed video games forever. Earlier games would give the player a limited amount of time to rack up points, but Space Invaders, borrowing a concept from pinball, gave the player a limited number of lives, and even the opportunity to earn an extra. So pervasive was the idea that, even now, it is everywhere.

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Asteroids came out the year after Space Invaders, and it took its ideas and ran with them. Space Invaders awards one extra life throughout the entire game, but Asteroids awards repeatedly as the player continues to earn points. This makes it the first "game of attrition," where it's expected the player will continually lose lives, so the game continues to award them.

This turns out to be a big mistake in Asteroids, since there exists a good strategy, the infamous "hunting" technique, that can take players to very high scores with little risk. But that idea, of attrition, was influential too: Defender, out the year after Asteroids, relies heavily upon it.

Asteroids is also notable for being what amounts to a rudimentary physics game. That is, a game that ultimately derives its play from simulating Newtonian motion. The player's ship, the rocks, even shots all have mass and inertia. When shooting, the ship's velocity is added to that of the shots coming out of the ship. Many things that are considered physics games now have to do with masses interrelating, colliding or connected with springs, but this is 1979 we're talking about.

One of the core ideas of Asteroids, which is now ubiquitous but was rather daring at the time, is the idea that the ship's movement is relative to its orientation and not the player's. Pressing the "turn left" button doesn't cause it to face the left side of the screen, but to rotate to its left.

The thrust button doesn't cause the ship to move up the screen but in the direction it's facing. While the player's not inside the vehicle being controlled, just like controlling an R.C. car, movement isn't direct but indirect.

It is not overstating things to note that this idea has since saturated gaming. Many 2D games could do without it, but when 3D came along it became indispensable. Tomb Raider, for example, makes heavy use of it. Many say Resident Evil was crippled by it.

Once you grant the camera the ability to change angle independently of the protagonist, it becomes harder to make a 3D game that doesn't do this, enough so that going back and doing it the old way, using viewport-relative control, is one of Super Mario 64's key innovations.

Finally, Asteroids is one of the few games that still looks "cool," even to a modern gamer spoiled by texture-mapped light-shaded polygons, because of its Vectorscan monitor. The effect just isn't the same when reproduced on a raster display device. These monitors are no longer manufactured by any company, and are becoming short in supply, so the time may one day arrive that Asteroids in its original form no longer exists.

Prior games maintained visible high score lists, a.k.a. "vanity boards," but Asteroids was the first arcade game to let players enter initials. Unfortunately, the score rolls over at a mere 100,000 points! Twin Galaxies' record for Asteroids rolled it 413 times, over a number of days. This could be considered illustrative of the difference in developer and player perspective at the time.

It may be that the developers didn't see that ultra-long games with huge scores weren't possible, but that they thought no one would bother playing for so long. Contrast Asteroids' complex play with that of earlier games like Pong, and it's easy to see how developer expectations may not have matched with players.

 
Article Start Previous Page 5 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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