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Centipede
1980
Designed by Ed Logg and Dona Bailey.
One of the most interesting things about these games is how abstract
they are. Centipedes don't move like this in real life -- going back and forth
until they hit mushrooms and drop down a level. In fact, nothing in this game matches its real-life counterpart very well. The
game is composed entirely of invented mechanics. This is nothing special in the
field of puzzle games, but in a action game, it's novel.
But then, for what is basically a shooter, there's a great
amount of strategy to Centipede. The
most inert things in it, the mushrooms, turn out to be the key to success. If
there weren't mushrooms it'd be easy to clear board after board. It takes time
to chip away at them, shooting centipedes creates more, and if there are too few
on the screen the game drops in mushroom-producing Fleas.
Meanwhile, mushrooms
hasten the centipede's descent, they block shots, they give scorpions something
to poison which can make the 'pede much more dangerous, and they even block movement
if they're low enough. All four of the game's enemies affect, or are affected
by, mushrooms in some way.
Centipede's
difficulty curve is also a bit special, for there are actually two curves here
added together. The game gets harder by level, in that every time the player
clears a centipede the next one is slightly harder, with a faster 'pede and more
initial heads, and it gets harder by score, which affects overall game speed
and enemy behavior.
This helps to mix things up a bit, and also makes the game
less vulnerable to hunting strategies that freeze the level progress but
increase score. Although the game still has those...
The distinctive winding motion of the centipede makes
possible an amazing exploit. An old issue of Joystik illustrated the technique,
attributed to one-time Centipede
champ Eric Ginner, demonstrating that by leaving three mushrooms on one side of
the screen, both the centipede and any extra nuisance heads will be trapped
between them and the side in a constantly-winding blob, leaving the player
entirely safe.
Due to the game's per-level difficulty advancement, if this
is done on a "full centipede" board, one that starts with no
individual heads, then the game will never drop in fleas to bomb the player or
add mushrooms, meaning the only things that can hurt the player are the spiders
that show up periodically. By just hunting them the player can accumulate high
scores with minimal risk, although it's kind of boring to play that way.
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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.