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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 7 of 23 Next
 

Tempest
1980
Designed by Dave Theurer

Tempest is abstract even by Atari standards. Each level is a one-screen web, divided into lanes. The player can move around freely along the outside of the web using a dial, but his position always resolves into being in one of the web's lanes, and shots always travel down the center of a lane.

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The web is in perspective, with the player's movement area being at the close end, and the center of the web in the distance. This is where the enemies come from, and clearing a level means destroying all the major enemies on the web.

The primary enemy is the Flipper, a tie-shaped thing that sails out from the distant center of the web towards the rim where the player resides. One shot kills a Flipper, but there's many of them and they're pretty quick, and the player must try to shoot them before they make it to the end.

If a Flipper makes it, it "flips" along the outside of the web, out of the player's reach, and tries to "capture" him by flipping behind him and taking him in, which costs him a life. Flippers on the outside can be killed either with the Superzapper or by shooting just as the Flipper's about to hit the player.

The most interesting "enemy" are the Spikes. They don't directly attack the player; in fact, they don't move at all. They start each level on the board, protruding into the lanes of the web from the distant opening. If a shot traveling down a lane hits one, it "pounds" the Spike back a bit, the amount varying according to the level, and a Spike pounded all the way back vanishes.

While they may block shots meant for more aggressive foes, they aren't dangerous until the level is complete. When cleared, the player sails down and through the web, with a 3D effect, to reach the next level. Any Spikes left during the level remain during this sequence, and if the player hits one along the way he loses a life and is sent back into the previous level.

The player can still move and shoot during the exit animation, so the can try to dodge into empty lanes and pound short ones down while exiting, but it's usually better to make sure there are free lanes available when the last enemy is killed... which means there are actually times when it's best not to kill that last foe. One of the enemies, Spikers, has as its purpose in life the growing of Spikes.

Tempest is one of the twitchiest games ever made, requiring total concentration to survive later waves. Most twitch games ultimately use a joystick, sometimes two, because of their familiarity to the player. Player movement in Tempest, however, is ultimately one-dimensional. The player movement zone during each wave is the outside of the web only.

Since dials are a very analog form of control, the game can throw situations at the player requiring speed and precision where ordinary digital movement would be inadequate, and indirectly helps take the rough edges off the design. If the player's lane is surrounded by enemies he can still escape if he can only twist the knob fast enough, while if he had a constant travel rate there would be more situations that come down to being inescapable.

Link: Interview with the designer of Tempest (unnamed, but obviously Theurer).

 
Article Start Previous Page 7 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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