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Major Havoc
1983
Designed by Owen Rubin
A lot of what we've come to think of the platformer genre can
be traced back to this classic-era, pre-Super
Mario Bros. game. Prime innovations introduced here are the ideas that jump
height should depend on how long the button is pressed, and that jumps can be
controlled while already airborne.
Of course, in real life we all jump more like Simon Belmont
in Castlevania -- without any in-air
control. Both adjustable-in-the-air height and off-ground horizontal control
are unrealistic, added to games to make them more interesting to the player.
They
add player agency when none would be expected both to make up for the
limitations of the controls (there is no button marked "jump
strength") and to allow player reaction speed to make up for failure to
look ahead. They make platform games more immediate.
The game also includes multiple routes to each goal, and at
the end a Metroid-ish escape-the-base
timed section. It uses a Defender-style
scanner to show players both an overall map and the location of off-screen
threats. In early rounds it shows the player the way using tutorial arrows.
It even includes a form of difficulty levelling: if crashing
into a enemy kills the player, on the next trip through that level, the enemy
will be gone! This is better than
what many recent games to feature "adaptive difficulty" do, invisibly
reducing the number of foes, making them dumber, or decreasing their health
without telling the player, in effect lying to him about how much better he's
getting. At least here, you can see the thing that killed you last time is no
longer around.
Another interesting aspect of play is the multiple
"modes" for the game. Between platforming areas there are shooter
sections. After clearing the space level there's a landing challenge before the
platform area begins. There's even a miniature Breakout game playable on the control panel view screen between
boards; while only playable for a few seconds each level, the board carries
over between levels, and clearing all the blocks is worth an extra life.
So many awesome ideas made it into Major Havoc, and work well there, that it's a real shame that the
game didn't do well, its sales curtailed by the crash.
Of random interest.... according to Digital Press' page on the
game, the game contains the credits of its creators, but hidden in a very hard-to-find
place. In the base levels, try as you might, you'll never be able to find a way
to escape the maze and fall out of the level, but there is a very rare bug that
causes the player to fall through a wall. If this happens on the outside of the
board, he'll fall down through space and encounter the names of the game's
staff.
Here's a cool bit of trivia. Sonic the Hedgehog is often regarded as the first platform game to
have an "idle animation," where if you don't touch the controls for a
few seconds your guy stands and looks at you, tapping his foot. But Major Havoc has a similar idle
animation, rendered in its Vectorscan way.
Could it be that the Sonic folks were familiar with Atari's
arcade game? It's actually likely: Mark Cerny, designer of Marble Madness, is credited as a developer on Major Havoc and is also a friend of Yuji Naka of Sonic Team!
Link: Major Havoc designer Owen Rubin has a website.
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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.