Category: Golden Classic

  • Tempest

    Tempest

    Tempest is a 1981 arcade video game by Atari, Inc., designed and programmed by Dave Theurer. It takes place on a three-dimensional surface divided into lanes, sometimes as a closed tube, and viewed from one end. The player controls a claw-shaped “blaster” that sits on the edge of the surface, snapping from segment to segment as a rotary knob is turned, and can fire blaster shots to destroy enemies and obstacles by pressing a button.

    Tempest was one of the first games to use Atari’s Color-QuadraScan vector display technology. It was also the first to let players choose their starting level (a system Atari called “SkillStep”). This feature increases the preferred starting level, which could also be used to let the player continue the previous game if they wished. Tempest was one of the first video games that had a progressive level design where the levels themselves varied rather than giving the player the same layout with increasing difficulty.

    Gameplay

    The arcade version with the player’s lane in yellow and three red flippers moving along the rim

    The goal in Tempest is to survive and score as many points as possible, by clearing the screen of enemies that appear on the playing field. The player controls an articulating, claw-shaped ship at the near end of the field (referred to as a “blaster”, or in some sources as the “Live Wire”), moving it left and right using a rotary knob. The player can rapid-fire shots down individual lanes of the field, destroying any enemies or projectiles within the same lane. The blaster is also equipped with a “Superzapper” which, once per level, destroys all enemies currently on the field. A second use of the Superzapper in the same level destroys one random enemy. The Superzapper is recharged between each level.

    The game features sixteen unique levels of different shapes, including geometric shapes, a flat line, and the symbol for infinity. Some levels are closed tubes that allow the player to loop throughout it continuously, while others have definite left and right endpoints. When all sixteen levels have been played, the sequence repeats with a different color scheme and higher difficulty. One set of levels (65 through 80) is “invisible” (black). After reaching Stage 99, the level counter stops increasing and each successive level shape is picked randomly.

    Enemies first appear on the screen as swirling dots beyond the far end of the field, initially showing up one at a time, but coming faster and in greater numbers the more the game progresses. There are seven types of enemies in the game, each with their own behavior pattern. Flippers, shaped like pairs of linked chevrons, attempt to catch the player’s blaster and drag it to the far end of the field, costing a life if successful. Pulsars, shaped like wavy lines, periodically electrify the lane which they occupy; if the player’s ship is in the lane at that moment, it is destroyed. Fuseballs, white spheres with multiple tendrils, jump forward and back unpredictably along the edges of each lane, destroying the player’s ship on contact. They move slowly between the lanes which gives the player a brief opportunity to shoot them. Spikers are spirals that move up and down a lane, leaving a line of “spikes” which may be worn down by shooting it. After the first few levels, each level has a short line of spikes at the far end of every lane. Tankers, rhomboid in shape, slowly advance up the field in a particular lane, splitting into two Flippers upon destruction or reaching the player’s ring. Later levels also feature Fuseball and Pulsar Tankers, which split into two Fuseballs or two Pulsars when hit, respectively. Aside from the Fuseball and Pulsar, enemies can shoot destructible projectiles up the lane they reside in, which will destroy the player’s ship if they impact.

    When all enemies on the field have been destroyed, the player “warps” to the next level by traveling down the field and into the space beyond it. The player must avoid or destroy any spikes that are in the way; hitting one will destroy the player’s ship, and the warp will have to be retried.

    The player loses a life when the ship is destroyed or captured, and the game ends when all lives are lost. Extra lives (up to six at a time) are awarded at certain score intervals.

  • Asteroids Deluxe

    Asteroids Deluxe

    Asteroids Deluxe is a multidirectional shooter arcade video game with monochrome vector graphics released in April 1981 by Atari, Inc. It is the sequel to Asteroids and was designed to combat the saucer-hunting strategy of the original allowing experts to play for extended periods. These modifications made it significantly more difficult and less accessible to players. Ports of Asteroids Deluxe were released for the BBC Micro in 1984 and the Atari ST in 1987.

    The game was followed-up with Space Duel in 1982 and the more direct sequel Blasteroids in 1987.

    Gameplay

    [edit]

    Like in the original Asteroids, the objective is to score points by destroying asteroids and flying saucers. The player controls a ship that can rotate left and right, fire shots straight forward, and thrust forward. When shot, larger asteroids break apart into smaller pieces and fly in random directions, while the smallest asteroids are destroyed when hit. Deluxe replaces the hyperspace feature with shields which deplete with use. This game also introduces the “Killer Satellite”, a cluster of ships that break apart and chase the player’s ship when hit. Objects “wrap” from each edge of the screen to the opposite edge (e.g. from the right edge to the left, or the top edge to the bottom), as in the original.

    In addition to the shield feature and the Killer Satellite, the most significant change in this version of the game is that the flying saucers can now target the player’s ship across the screen boundary – meaning that if the saucer is close to the left edge and the player is at the right edge, the saucer may shoot toward the left edge and across the boundary to hit the player since their ship is closer that direction. In Asteroids, the saucers could only fire directly at the player’s location on screen without considering the boundary, which led to the popular “lurking” exploit that enabled players to play for very long periods of time on a single credit. This updated strategy was in direct response to that exploit.

    Development

    The Asteroids Deluxe arcade machine is a vector game, with graphics consisting entirely of lines drawn on a vector monitor, which Atari described as “QuadraScan”. The key hardware consists of a 1.5 MHz MOS 6502A CPU, which executes the game program, and the Digital Vector Generator (DVG), the first vector processing circuitry developed by Atari. The DVG used for Asteroids Deluxe was designed by Wendi Allen (then known as Howard Delman), and used earlier in Lunar Lander and Asteroids.

    Most of the sound effects are implemented by custom circuitry, but some are generated via the POKEY sound chip.

  • Missile Command

    Missile Command

    Missile Command is a 1980 shoot ’em up video game developed and published by Atari for arcades. Sega released the game outside North America. It was designed by Dave Theurer, who also designed Atari’s vector graphics game Tempest in the same year. The game was released during the Cold War, and the player uses a trackball to defend six cities from intercontinental ballistic missiles by launching anti-ballistic missiles from three bases.

    Atari brought the game to its home systems beginning with the 1981 Atari VCS conversion by Rob Fulop. Numerous contemporaneous clones and modern remakes followed. Atari’s 1981 port to the Atari 8-bit computers was reused for the Atari 5200 (1982) and built into the Atari XEGS (1987). It is considered to be one of the greatest video games of all time.

    Plot

    The player’s six cities are being attacked by an endless hail of ballistic missiles, some of which split like multiple independently targetable reentry vehicles. New weapons are introduced in later levels: smart bombs that can evade a less-than-perfectly targeted missile, and bomber planes and satellites that fly across the screen launching missiles of their own. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed.

    Gameplay

    The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. There are three batteries, each with ten missiles; a battery becomes useless when all its missiles have been launched or if it is destroyed by enemy fire, whichever occurs first. The missiles of the central battery fly to their targets at much greater speed; only these missiles can effectively kill a smart bomb at a distance.

    The game is staged as a series of levels of increasing difficulty; each level contains a set number of incoming enemy weapons. The weapons attack both the cities and the missile batteries and can destroy any target with one hit. Enemy weapons are only able to destroy three cities during one level. A level ends when all enemy weaponry is destroyed or reaches its target. A player who runs out of missiles no longer has control over the remainder of the level. At the conclusion of a level, the player receives bonus points for all remaining missiles and cities; at preset score intervals, the player earns a bonus city that can be used to replace a destroyed one at the end of the current level. These bonus cities can be kept in reserve and are automatically deployed as needed. The scoring multiplier begins at 1x and advances by 1x after every second level, to a maximum of 6x; this multiplier affects both target and bonus values.

    The game inevitably ends once all six cities are destroyed, and the player neither has any in reserve nor earns one during the current level. Like most early arcade games, there is no way to “win”; the enemy weapons become faster and more prolific with each new level. The game, then, is just a contest in seeing how long the player can survive. On conclusion of the game, the screen displays “The End” rather than “Game Over”, signifying that “in the end, all is lost. There is no winner”. This conclusion is skipped, however, if the player makes the high score list and the game prompts the player to enter their initials.

  • Gravitar

    Gravitar

    Gravitar is a color vector graphics multidirectional shooter arcade video game released by Atari, Inc. in 1982. Using the same “rotate-and-thrust” controls as Asteroids and Space Duel, the game was known for its high level of difficulty.[3] It was the first of over twenty games (including the 1983 Star Wars) that Mike Hally designed and produced for Atari. The main programmer was Rich Adam and the cabinet art was designed by Brad Chaboya. 5,427 cabinets were produced. An Atari 2600 version by Dan Hitchens was published by Atari in 1983.

    Gameplay

    The north planet in second universe

    The player controls a small blue spacecraft. The game starts in a fictional solar system with several planets to explore. If the player moves their ship into a planet, they will be taken to a side-view landscape. Unlike many other shooting games, gravity plays a fair part in Gravitar: the ship will be pulled slowly to the deadly star in the overworld, and downward in the side-view levels. Great precision is demanded of the player, as the ship rotates too slowly to allow a player to correct their mistake if they apply too much thrust and fly toward an obstacle.

    The player has five buttons: one each to rotate the ship left or right, one to shoot, one to activate the thruster, and one for both a tractor beam and force field. GravitarAsteroidsAsteroids Deluxe and Space Duel all used similar 5-button controlling systems.

    In the side-view levels, the player has to destroy red bunkers that shoot constantly, and can also use the tractor beam to pick up blue fuel tanks. Once all of the bunkers are destroyed, the planet will blow up, and the player will earn a bonus. Once all planets are destroyed, the player will move onto another solar system.

    The player will lose a life if they crash into the terrain or get hit by an enemy’s shot, and the game will end immediately if fuel runs out.

    Gravitar has 12 different planets. Red Planet is available in all 3 phases in the universe; it contains a reactor. Shooting the reactor core activates a link. Escaping the reactor successfully moves the player to the next phase of planets, awards bonus points and 7500 units of fuel. Reactor escape time reduces after each phase and eventually becomes virtually impossible to complete.

    The reactor is at the end of a narrow tunnel.

    After completing all 11 planets (or alternatively completing the reactor three times) the player enters the second universe and the gravity will reverse. Instead of dragging the ship towards the planet surface, the gravity pushes it away. In the third universe the landscape becomes invisible and the gravity is positive again. The final, fourth universe, has invisible landscape and reverse gravity. After completing the fourth universe the game starts over, but the reactor escape time will never reset back to high levels again.

    The programmers thought that even the best players could never complete the most difficult planets on the invisible levels. Neither of the key developers themselves, Mike Hally and Rich Adam, have ever completed their own game “without cheating” (their words).

    Development

    Gravitar was developed under the name Lunar Battle.

    Ports

    The silver label version of Atari 2600 Gravitar was originally only available to Atari Club members. It was later sold in stores in limited quantities. Atari eventually released it in the red box and label style with larger distribution.

    Legacy

    Gravitar inspired the 1986 computer game Thrust.

    Dual-stick shooter Black Widow was offered as a conversion kit for Gravitar. The kit included a new marquee, control panel, side art, and an additional wiring harness. The kit used the original Gravitar PCB, with a few small modifications and a new set of ROM chips. Many factory-built Black Widows were produced using unsold Gravitar cabinets, and although they contain original (not Gravitar conversion) board sets, they had Black Widow side art applied over the Gravitar sideart.

    Gravitar is part of the Atari Anthology for Windows, Xbox, and PlayStation 2 as well as the Atari Anniversary Edition Vol. 2 for Dreamcast, PlayStation, and Windows. Gravitar is also included in the Atari Flashback 3. In April 2019, Gravitar was added to the TeslAtari game collection included in Tesla vehicles.

    In the 1983 James Bond film Never Say Never Again, Domino Petachi (Kim Basinger) is seen about to play Gravitar before meeting up again with Bond (Sean Connery) at Casino de Monte Carlo. The indoor scene was filmed at Elstree Studios in Hertfordshire, England – the arcade cabinets used would have been sourced from Atari’s European factory in Ireland.

    A revamped version of the game, titled Gravitar: Recharged, part of the Atari Recharged series, was released on May 12, 2022 for Atari VCS, and on June 2 for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S.

    Records

    Dan Coogan, of Phoenix, Arizona, set a Gravitar world record, scoring 8,029,450 points from December 22 to 23, 2006, playing for 23 hours and 15 minutes. The previous world record for score was 4,722,200, which held for 24 years, set by Ray Mueller of Boulder, Colorado, on December 4, 1982, after playing for 12 hours and 21 minutes.

  • Stargate

    Stargate is a horizontally scrolling shooter released as an arcade video game in 1981 by Williams Electronics. Created by Eugene Jarvis and Larry DeMar, it is a sequel to Defender, which was released earlier in the year. It was the first of only three productions from Vid Kidz, an independent development house formed by Jarvis and DeMar. Some home ports of Stargate were renamed to Defender II for legal reasons.

    This sequel adds new ships to the alien fleet, including Firebombers, Yllabian Space Guppies, Dynamos, Phreds, Big Reds, Munchies, and Space Hums. The Defender ship is now equipped with an Inviso cloaking device, which renders the ship invulnerable when activated but has a limited charge. A Stargate transports the ship to any humanoid in trouble. There are two special stages: the Yllabian Dogfight, first appearing at wave 5 and recurring every 10 waves; and the Firebomber Showdown, first appearing at wave 10 and also recurring every 10 waves.

    Gameplay

    The player flies a small spaceship above a scrolling, mountainous landscape that wraps around, so flying constantly in one direction will eventually return to the starting point. The player’s ship flies in front of the landscape and does not come into contact with it.

    The terrain is inhabited by a small number of humanoids. Enemy ships fly overhead. The goal is to destroy the enemies to prevent the humans from being captured.

    The player is armed with a beam-like weapon that can be fired rapidly in a long horizontal line ahead of the spaceship, and also has a limited supply of smart bombs, which can destroy every enemy on the screen. The player also has a limited supply of “Inviso” cloaking energy, which makes the ship invisible and able to destroy any ships it comes in contact with.

    At the top of the screen is a mini-map that displays the positions of all aliens and humans on the landscape.

    Aliens

    The names of most of the new alien types are inside jokes.

    There are fifteen types of aliens:

    • Lander – the primary enemy on every level. Landers teleport into the level in staggered waves and attempt to capture humanoids by descending upon them and dragging them into the air; if they make it to the top of the screen with a human, the two fuse together into a more dangerous Mutant. Landers can fire projectiles at the player.
    • Mutant – a mutated Lander. Mutants home in on the player at a constant speed, firing projectiles. They move erratically, making them difficult to shoot.
    • Baiter – a flat, iridescent spacecraft that teleports in if the player is taking too long to complete a level. Homes in on the player and attempts to match their speed while firing accurate projectiles. A difficult opponent due to its unbeatable speed and tiny horizontal cross-section, which makes it very hard to shoot.
    • Bomber – a box-shaped alien that lays stationary mines in the air.
    • Pod – a star-like alien that bursts into a number of Swarmers when shot.
    • Swarmer – a tiny teardrop-shaped alien that moves very quickly in an undulating fashion. Difficult to shoot.
    • Firebomber – a rotating variation on the Bomber, which shoots high-speed Fireballs at the player.
    • Yllabian Space Guppie – an undulating attacker that attacks in swarms and homes in on the ship.
    • Phreds and Big Reds – square aliens that look like they are constantly opening and closing their mouths. Similar to the Firebombers, they launch tiny versions of themselves called Munchies.
    • Dynamos – diamond-shaped ships composed of clusters of Space Hums, which periodically break off to attack the ship independently. Once all aliens (except Fireballs, Space Hums, Baiters, Phreds, Big Reds, and Munchies) are destroyed, the player progresses to the next level.

    Humanoids

    The game starts with ten Humanoids inhabiting the planet. Landers will attempt to capture and fuse with them during play.

    To rescue a Humanoid from capture, the player must kill the Lander holding it while it is in the air, causing the Humanoid to drop. At low height, Humanoids can survive the drop on their own, but if the Lander is killed at too high an altitude, the player must catch the Humanoid with their ship and return him to the ground, otherwise, he will not survive the drop. A player’s ship can carry as many Humanoids as are alive on that level.

    The Humanoids can be killed by the player’s weapon just as easily as the aliens can, so careful aim is required when firing near them.

    If all Humanoids are killed, the entire planet explodes, leaving the player in empty space. This also has the unfortunate effect of turning every Lander into a Mutant, making the player’s job very difficult.

    Every time the player completes 5 waves of enemies (i.e. at wave 6, 11, 16, and so forth), the planet (and all its 10 Humanoids) is restored.

    Scoring

    As well as the points gained by killing aliens, scores are also awarded as follows:

    • Humanoid falling back to the ground without dying: 250 points
    • Catching a falling humanoid: 500, 1000, 1,500, and 2,000 points, depending on number of humanoids carried at the time.
    • Returning a humanoid to the ground: 500 points
    • Humanoid surviving the level: 100 points per humanoid for 1st wave, 200 per humanoid on 2nd wave, up to a maximum of 500 points from 5th wave onwards
    • End-of-wave humanoid bonus: If all enemies are destroyed and a humanoid is falling to the ground, the player receives a 2,000 point bonus if the ship is positioned at ground level directly under the humanoid, to simultaneously catch the humanoid and place it back on the ground. If the player simply catches the humanoid in mid-air while above the ground, the wave ends with the player only receiving the 500 points for catching the humanoid.
    • If the player accumulates 999 ships and gets awarded another ship, the counter wraps around, eliminating all ships but the one being awarded, and the one currently being played with.

    By default, the player receives an extra life, smart bomb, and Inviso energy every 10,000 points. This amount can be overridden when the machine is in maintenance mode. As in Defender, at 9,990,000, those bonuses are given for every enemy destroyed.

    Controls

    The control system of Stargate expands on that of Defender. The game has a joystick to move up and down, a Reverse button to toggle the player’s horizontal direction, and a Thrust button to move in that direction. There is also a Fire button for shooting, a button to activate a Smart Bomb, a button to turn on the Inviso cloaking device, and a Hyperspace button which teleports the player to a random position in the level, at the risk of either exploding upon rematerialization, or materializing onto an enemy or enemy projectile, and then exploding.

    The Stargate

    A central feature of the game field is the Stargate itself, represented by a series of concentric rectangles. The operation of the Stargate depends on the current game conditions.

    If a Lander is in the process of abducting a Humanoid, flying into the Stargate will teleport the ship to where the Humanoid is under attack. If more than one Humanoid is being captured, the ship will be taken to the Lander that is closest to the top of the screen. If a Humanoid is being captured while a Humanoid is falling to the ground, the ship will be taken to the Humanoid that is falling to the ground. Otherwise, entering the Stargate will teleport the ship to the opposite side of the planet.

    If the ship is carrying at least four humanoids, entering the Stargate will “warp” the game ahead three levels. This allows more advanced players to skip the easier lower levels and also get a great number of points, extra lives, smart bombs, and inviso energy. Warping is only allowed in the first 10 levels, and can be avoided (if desired) by flying into the Stargate in reverse, allowing a player to continue on the current level.

    Ports

    Ports of Stargate were being developed for the Atari 5200 console and the Atari 8-bit computers by Atari, Inc. programmer Steve Baker in 1984, but were not released. The game was also ported to the Commodore 64, Apple II, and IBM PC.

    The Family Computer port developed by HAL (renamed Star Gate, and later named Defender II for U.S. release) has some elements in common with their Millipede (renamed Milli-Pede, later named back to Millipede for U.S. release) and Joust ports, as well as Mike Tyson’s Punch-Out!!, all of which were released around the same time. In particular, the title jingles for Milli-Pede, Star Gate, and Joust are almost identical, the music played when Star Gate begins is a longer version of the opponent entrance music from Punch-Out!!, and the music played during Star Gate‘s intermission screen between waves is the same as the screen after a loss in Punch-Out!!.

    Name change

    The Defender II name was used in some home releases, due to legal issues (according to the bonus material for Midway Arcade Treasures, Williams wanted to “make sure they could own the trademark” on the Defender name). The name Defender II has been used on many home ports and game compilation appearances, but not in arcades. The Atari 2600 port was originally sold as Stargate, but was renamed to Defender II for a later re-release.[3]

    Reception

    Computer and Video Games scored the Atari VCS version 89% in 1989. In 1996, GamesMaster ranked the arcade version 82nd on their “Top 100 Games of All Time” list.

    Legacy

    In July 2000, Midway licensed Defender II, along with other Williams Electronics games, to Shockwave for use in an online applet entitled Shockwave Arcade Collection, to demonstrate the power of the Shockwave web content platform. The conversion was created by Digital Eclipse. This port is no longer available.

    As with Defender II, the game is included in the 2012 compilation Midway Arcade Origins.

    Stargate machine is featured in the 3rd-season episode “Arcade” of the TV comedy series NewsRadio, in which it was referred to as “Stargate Defender”. Eugene Jarvis, the game’s creator, had a cameo role on the episode as “Delivery Guy #3”.

    Stargate and its predecessor Defender are featured as plot points in the podcast Rabbits.

    Stargate also appeared in the 1983 film Strange Invaders.

    Managing Multimedia

    Start watching this real player of Stargate

    Professional,
    Williams Stargate arcade: 100 million!

    Here is a video of the last 200K of my game of Stargate that shows the bonus ship bug for the very first time on this game. 100 hours of (paused) play! This bug only happens between 99.9 million and 100 million. This was proven also by the great Ken House on Robotron. Notice how when the score rolls over (8 mins, 52 seconds) it doesn’t show the score properly until you lose a life or clear the wave. It mustn’t wipe out the left-hand digits of the score until then.

    Arcade Stargate – 3 million pts

    Williams Defender arcade. Clock 1 million, clock waves, pick up all 10 + a humanoid trick.


    Williams Defender at 99/99 (max difficulty) and 5K per ship

  • Asteroids

    Asteroids is a multidirectional shooter video game developed and published by Atari for arcades. It was designed by Lyle Rains and Ed Logg. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers while not colliding with them or being hit by the saucers’ counter-fire. The game becomes harder as the number of asteroids increases.

    Asteroids were conceived during a meeting between Logg and Rains, who decided to use hardware developed by Wendi Allen (then known as Howard Delman) previously used for Lunar Lander. Asteroids was based on an unfinished game titled Cosmos; its physics model, control scheme, and gameplay elements were derived from Spacewar!Computer Space, and Space Invaders and refined through trial and error. The game is rendered on a vector display in a two-dimensional view that wraps around both screen axes.

    Asteroids was one of the first major hits of the golden age of arcade games; the game sold 47,840 upright cabinets and 8,725 cocktail cabinets and proved both popular with players and influential with developers. In the 1980s, it was ported to Atari’s home systems, and the Atari VCS version sold over three million copies. The game was widely imitated, and it directly influenced DefenderGravitar, and many other video games.

    The objective of Asteroids is to destroy asteroids and saucers. The player controls a triangular ship that can rotate left and right, fire shots straight forward, and thrust forward. Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.

    Each level starts with multiple large asteroids drifting across the screen. Objects wrap around screen edges; an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction. As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids are also worth more points. Two flying saucers appear periodically on the screen; the “big saucer” shoots randomly and poorly, while the “small saucer” fires frequently at the ship. After reaching a score of 40,000, only the small saucer appears. As the player’s score increases, the angle range of the shots from the small saucer diminishes until the saucer fires extremely accurately. Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases until the score reaches a range between 40,000 and 60,000. The player starts with 3–5 lives upon game start and gains an extra life per 10,000 points. Play continues to the last ship is lost, which ends the game. The machine “turns over” at 99,990 points, which is the maximum high score that can be achieved.

    Lurking exploit

    In the original game design, saucers were supposed to begin shooting as soon as they appeared, but this was changed. Additionally, saucers can only aim at the player’s ship on-screen; they are not capable of aiming across a screen boundary. These behaviors allow a “lurking” strategy, in which the player stays near the edge of the screen opposite the saucer. By keeping just one or two rocks in play, a player can shoot across the boundary and destroy saucers to accumulate points indefinitely with little risk of being destroyed. Arcade operators began to complain about losing revenue due to this exploit. In response, Atari issued a patched EPROM and, due to the impact of this exploit, Atari (and other companies) changed their development and testing policies to try to prevent future games from having such exploits.

    Below this monitor, YouTube about history and professionals.

    Playing the classic Asteroids game is both fun and challenging! Here’s a step-by-step guide on how to play:

    Objective

    The main goal of Asteroids is to survive as long as possible while destroying as many asteroids and flying saucers as you can to earn points.

    Controls

    • Thrust: Use the thrust button (often the up arrow key) to propel your spaceship forward.
    • Rotate: Use the left and right arrow keys to rotate your spaceship.
    • Fire: Press the fire button (usually the spacebar) to shoot at asteroids and enemies.
    • Hyperspace: Some versions of the game have a hyperspace button (often the down arrow key) that makes your spaceship disappear and reappear at a random location on the screen.

    Gameplay Tips

    1. Move Cautiously: Only use thrusts when necessary. It’s easy to lose control and crash into asteroids.
    2. Aim carefully: Focus on hitting the larger asteroids first. When destroyed, they break into smaller, faster-moving pieces.
    3. Stay Alert: Watch out for flying saucers that appear periodically and shoot back at you.
    4. Use Hyperspace Sparingly: If available, use hyperspace as a last resort to avoid collision. It’s unpredictable and might place you in a worse position.
    5. Stay Near the Center: Avoid the edges of the screen, as new asteroids can appear unexpectedly.

    Scoring

    • Large Asteroids: 20 points each
    • Medium Asteroids: 50 points each
    • Small Asteroids: 100 points each
    • Small Saucer: 1,000 points each
    • Large Saucer: 200 points each

  • Defender

    Defender

    Defender is a 1981 horizontally scrolling shooter video game developed by Williams Electronics for arcades. The game is set on either an unnamed planet or city (depending on platform) where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’s first video game project and drew inspiration from Space Invaders and AsteroidsDefender was demonstrated in late 1980 and was released in March 1981. It was distributed in Japan by Taito.

    Defender was one of the most important titles of the golden age of arcade video games, selling over 55,000 units to become the company’s best-selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game’s audio-visuals and gameplay. It is frequently listed as one of Jarvis’s best contributions to the video game industry and one of the most difficult video games. Though not the first game to scroll horizontally, it created the genre of horizontal scrolling shoot ’em ups. It inspired the development of other games and was followed by sequels and many imitations.

    Ports were developed for contemporary game systems, most of them by either Atari, Inc. or its software label for non-Atari platforms, Atarisoft. The 1982 Atari 2600 version was one of the best-selling games for the system and sold over 3 million cartridges.

    Defender is a side-view, horizontally scrolling shooter set on the surface of an unnamed planet. The player controls a spaceship flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The player starts with three “smart bombs”, which destroy all visible enemies. As a last resort, the “hyperspace” button works as in Asteroids: the player’s ship reappears in a random—possibly unsafe—location. Players are allotted three ships at the start of the game; another ship and smart bomb are awarded every 10,000 points (adjustable per machine). Two players can alternate turns.

    The object is to destroy all alien invaders, while protecting astronauts on the landscape from abduction. Landers pick up humans and attempt to carry them to the top of the screen at which point they turn into fast-moving mutants. A captured human can be freed by shooting the lander, then catching the human before it falls to its death, and dropping it off on the ground.

    Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. A ship is lost if it is hit by an enemy or its projectiles, or if a hyperspace jump goes wrong (as they randomly do). After exhausting all ships, the game ends.

    Defender is a classic arcade game released by Williams Electronics in 1981. Here’s a guide on how to play it:

    Objective

    Your goal in Defender is to protect humanoids on the ground from being abducted by alien invaders while destroying as many enemies as possible to earn points.

    Controls

    • Thrust: Propel your ship forward.
    • Reverse: Change the direction of your ship.
    • Fire: Shoot lasers at enemies.
    • Smart Bomb: Destroy all enemies on the screen (limited supply).
    • Hyperspace: Teleport your ship to a random location on the screen.

    Gameplay Tips

    1. Protect Humanoids: Watch for enemy ships trying to abduct the humanoids. If a humanoid is abducted, shoot the enemy ship to save them.
    2. Use the Radar: Keep an eye on the radar at the top of the screen to track enemies and humanoids.
    3. Smart Bombs: Use smart bombs strategically to clear the screen of enemies, especially in tough situations.
    4. Hyperspace: Use hyperspace as a last resort to escape danger, but beware—it can place you in a more dangerous position.
    5. Wave Progression: Survive each wave of enemies to progress to the next, with increasing difficulty.

    Scoring

    • Destroying Enemies: Earn points by destroying various types of enemies, each worth different amounts of points.
    • Saving Humanoids: Gain bonus points for saving humanoids from being abducted.
    • Completing Waves: Receive a bonus for completing each wave successfully.

    By mastering these controls and strategies, you’ll improve your skills and achieve higher scores in Defender. Have fun playing this classic arcade game!

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  • Centipede

    Centipede is a 1981 fixed shooter video game developed and published by Atari for arcades. Designed by Dona Bailey and Ed Logg, it was one of the most commercially successful games from the golden age of arcade video games and one of the first with a significant female player base. The primary objective is to shoot all the segments of a centipede that winds down the playing field. An arcade sequel, Millipede, followed in 1982.

    Centipede was ported to Atari’s own Atari 2600, Atari 5200, Atari 7800, and Atari 8-bit computers. Under the Atarisoft label, the game was sold for the Apple II, Commodore 64, ColecoVision, VIC-20, IBM PC (as a self-booting disk), Intellivision, and TI-99/4A. Superior Software published the port for the BBC Micro. Versions for the Game Boy and Game Boy Color were also produced, as well as a version for the short-lived Game.com developed by Handheld Games and published by Tiger Electronics.

    The player controls the small insect-like creature called the Bug Blaster. It is moved around the bottom area of the screen with a trackball and fires small darts at a segmented centipede advancing from the top of the screen through a field of mushrooms. Each segment of the centipede becomes a mushroom when shot; shooting one of the middle segments splits the centipede into two pieces at that point. Each piece then continues independently on its way down the screen, with the rear piece sprouting its own head. If the centipede head is destroyed, the segment behind it becomes the next head. Shooting the head is worth 100 points while the other segments are 10. The centipede starts at the top of the screen, traveling either left or right. When it touches a mushroom or reaches the edge of the screen, it descends one level and reverses direction. The player can destroy mushrooms (a point each) by shooting them, but each takes four shots to destroy. At higher levels, the screen can become increasingly crowded with mushrooms due to player/enemy actions, causing the centipede to descend more rapidly.

    Arcade machine

    Once the centipede reaches the bottom of the screen, it stays within the player area and one-segment “head” centipedes will periodically appear from the side. This continues until the player has eliminated both the original centipede and all heads. When all the centipede’s segments are destroyed, another one enters from the top of the screen. The initial centipede is 10 or 12 segments long, including the head; each successive centipede is one segment shorter and accompanied by one detached, faster-moving head. This pattern continues until all segments are separate heads, after which it repeats with a single full-length centipede.

    The player also encounters other creatures besides the centipedes. Fleas drop vertically and disappear upon touching the bottom of the screen, occasionally leaving a trail of mushrooms in their path when only a few mushrooms are in the player movement area; they are worth 200 points each and take two shots to destroy. Spiders move across the player area in a zig-zag pattern and eat some of the mushrooms; they are worth 300, 600, or 900 points depending on the range they are shot from. Scorpions move horizontally across the screen, turning every mushroom they touch into poison mushrooms. Scorpions are also worth the most points of all enemies with 1,000 points each. A centipede touching a poison mushroom will attack straight down toward the bottom, then return to normal behavior upon reaching it. This “poisoned” centipede can be both beneficial and detrimental to the player; the player can destroy them rapidly as it descends down, while at the same time, they can be very challenging to avoid, especially if already split into multiple segments.

    The Bug Blaster is destroyed when hit by any enemy, after which any poisonous or partially damaged mushrooms revert to normal. 5 points are awarded for each regenerated mushroom. An extra life is awarded every 12,000 points.

    Centipede is a classic arcade game released by Atari in 1980. Here’s a guide on how to play it:

    Objective

    The main goal of Centipede is to destroy the centipede as it moves down the screen towards you, while avoiding or destroying other enemies like spiders, fleas, and scorpions.

    Controls

    • Move: Use the joystick or arrow keys to move your character (usually a small shooter) left, right, up, and down within the lower portion of the screen.
    • Fire: Press the fire button (or a corresponding key) to shoot at enemies.

    Gameplay Tips

    1. Destroy the Centipede: Aim to shoot segments of the centipede as it moves down the screen. When you hit a segment, it turns into a mushroom, and the centipede splits into two smaller centipedes.
    2. Avoid Other Enemies: Spiders, fleas, and scorpions will appear and pose a threat. Spiders can move diagonally and quickly, fleas drop straight down and leave mushrooms in their path, and scorpions poison mushrooms, which cause the centipede to move directly downward when it touches them.
    3. Control the Mushrooms: Mushrooms block your shots and cause the centipede to change direction when it hits them. Clearing mushrooms can make it easier to aim at the centipede, but be strategic about which mushrooms you remove.
    4. Survive: Stay agile and avoid getting hit by enemies. Use quick movements to dodge incoming threats and find safe positions to shoot from.

    Scoring

    • Centipede Segments: 10 points each
    • Spider: 300, 600, or 900 points depending on how close it is to your shooter
    • Flea: 200 points each
    • Scorpion: 1,000 points each
    • Mushroom: 1 point each

    Strategy

    • Prioritize Threats: Focus on destroying the centipede segments while also keeping an eye out for other enemies. Don’t let spiders or fleas catch you off guard.
    • Mushroom Management: Clear mushrooms strategically to maintain a clear line of sight and control the centipede’s movement.
    • Stay Mobile: Keep moving to avoid enemy attacks and find better shooting angles.

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