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Why Atari 2600 Adventure is such a fun game
ataritimes.com ^ | Warren Robinett

Posted on 04/06/2005 7:13:26 AM PDT by grundle

http://www.ataritimes.com/features/ataritop20_6.html

Why Atari 2600 Adventure is such a fun game

by Warren Robinett

First of all, let's not forget the game that directly inspired me -- the original text adventure game (also named "Adventure") which was created by Don Woods and Willie Crowther. They invented the idea of moving from room to room, carrying objects that you could use to get past obstacles, and creatures that moved around and did things in the game world. Their game was pure text -- the user typed text commands and then received text descriptions of the room he or she was in, and the objects being carried.

My main breakthrough, I think, was figuring out how to do this kind of game -- rooms, objects and creatures -- in the video game medium -- with animation, color, sounds, and joystick controllers. There are 3 powerful ideas in this that were, at the time, different from how most video games were done.

1. Exploring a large space (in this case, the network of rooms).

2. Objects that the player could pick up and move around, and which functioned as tools to do things in the game world.

3. Creatures which moved around on their own, initiating actions. ("AI's", in modern terminology) Putting these elements together in a video game produced what we now call an action-adventure game, which has shown, over the last few decades, that it is a very fertile genre.

At the time, game designers were trying to figure out what you could do that was cool with this new medium of interactive computer graphics, so I think you could now say that I discovered one of the "sweet spots" in the medium.

Of course, all the details were important -- what the objects and creatures did, and what they looked like, how the game world was laid out, how the controls worked. I dug out a list I made once for myself of why I thought Adventure worked well. Here it is.

1. Game world good size (30 rooms, 8 regions). Closed -- can explore it all. Having regions (eg castle interior or catacombs). Regions can be (temporarily) inaccessible.

2. Object permanence -- objects and creatures are never created or destroyed. Each one is always somewhere in the game world.

3. No randomness during game-play. Algorithmically- generated complex behavior is more interesting and understandable than just generating a new monster every so often based on a random number generator.

4. Fairly consistent fantasy (Dungeons and Dragons).

5. Creatures (objects that moved around on their own, initiating actions). The creatures in the game were similar to animals in real life -- they move around, they do things, they have motivations which can be inferred from their behavior. Each creature had a subroutine that controlled what it did, which was executed 20 times per second. I came up with a data structure to represent a creature's goals -- a prioritized list of objects and whether to go toward or away from that object. The creature went down its priority list until it found an object on the list in the same room with it. Then it went towards the object, or away from. (I called this chasing and fleeing.) Each creature had its own priority list, and so had different behaviors. There were 4 creatures altogether -- three dragons and one bat. This was a pretty good scheme, because it modeled limited perception (couldn't "see" across room boundaries), and allowed a creature to "change its mind" when a new object came into the room.

6. Objects as tools to get past obstacles. Problem-solving. I chose not to have a timer in the game to emphasize exploration and problem-solving, which I felt would not be enhanced by arbitrary time limits.

7. You can win the game. In many video games at the time, you just kept playing until you finally got killed.

8. Mazes. The multi-screen, non-planar mazes were interesting. Having isolated parts that you needed the bridge to get to added further interest to the mazes.

9. Progressive difficulty levels. Level 1 was designed for beginners, and Levels 2 and 3 were harder. Flipping the difficulty switches made the dragons significantly more challenging.

10. Variety. Random object placement at the start of Level 3 (similar to shuffling the cards before a hand of bridge) gave it much more variety. The bat, which moved around objects, kept the game from being *too* predictable. It had enough variety to not be a pure puzzle, which can be solved the same way every time.

11. Grabbing objects. There was something simple and satisfying about grabbing objects and carrying them around. Allowing only one object to be carried at a time was a good decision. It simplified the user-interface. It meant the game could stay always in real-time (never going to an inventory screen). It created strategic choices (carry the weapon or the treasure?).

12. Simple, understandable story, theme, and goal. Good manual. Nice-looking box which conveys theme. (Well, the theme was a quest for the Holy Grail. But the Atari marketing department renamed the Holy Grail to be the Enchanted Chalice.)

13. Controls intuitive. I used the joystick for what it is best at -- moving an icon in 2D on the screen. The user interface for grabbing and dropping objects was very easy to learn and remember.

14. Object-object interaction was easy to understand. (example: sword killing dragon). These were triggered by overlap of object shapes (which were called "collisions"). This is like in the real world when two objects touch each other, they affect one another.

15. Restarting (re-incarnating) when killed. Simple and understandable. Leaving all the objects where they were was a good decision. This meant getting killed did not cause you to start over. But it did penalize you. Bringing all dead dragons back to life when the player re-incarnated was analogous to being vulnerable in the game of bridge. You have more to lose in some situations.

16. Sounds. The sounds were fairly good, given the hardware. They changed over time, which not all 2600 sound effects did. Tying short sound effects to game events was effective.

17. Square cursor and walls. Most games since Adventure have used a character as the user's avatar. An advantage to the square cursor is that it is easy to see when the cursor will run into a wall, and where the paths are. The visual feedback (jiggling cursor) when running into a wall was valuable. You could also slide along a wall when the joystick was attempting a diagonal movement. Since you spent most of your time moving through mazes, it was important to have this interaction smooth, intuitive, and glitch-free.

18. Some objects could not be picked up. (eg dragon carcass).

19. Jokes. Bat steals your sword. Bat carries dragon. (This always got a laugh the first time someone saw it.)

20. Bat and dragons could go through walls, but you have to follow the maze paths. Good balance since the player is actually smarter than the simple AI routines of the bat and dragons.

21. The secret room. Having a really hard-to-find secret place in the game, that was so secret it was secret even from Atari was kind of cool. It fueled a good rumor buzz. Maybe the kids could appreciate the programmer (little guy -- me) getting away with something (putting my signature in the game).


TOPICS: Miscellaneous
KEYWORDS: 20somethingslist; atari2600; genx; videogames
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To: qam1

ping


101 posted on 04/06/2005 12:12:08 PM PDT by freepatriot32 (If you want to change goverment support the libertarian party www.lp.org)
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To: BigDaddyTX

I figured it was a PC built into an old arcade case. I read an article about how to do that in an issue of Maximum PC a while back. always wanted to try it, though. what'd it cost you to put together?


102 posted on 04/06/2005 12:18:15 PM PDT by timtoews5292004
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To: BJClinton
I might try GW sometime.

Nice part about it, no monthly fee. Very casual friendly too. It's PVP oriented, but I don't ever intend to get much into the PVP aspect of it. It's got a whole lot of PVE entertainment. When you complete missions, you get cutscenes. The truly unique aspect of GW, is that you get to see YOURSELF and your team in the cutscene, be it a knighting ceremony or whatever. It's very cool. It's not a whack-a-mole treadmill like EQ/AC/DOAC were.

Full release is on the 28th, but there's a beta weekend event coming on the 17th. If you ask around(vault or GW boards), you can probably get a friend pass and play it for free for the weekend. I've already given mine out or I'd give it to you. The game is a blast!

103 posted on 04/06/2005 12:20:35 PM PDT by Malsua
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To: timtoews5292004

I bought it from...
http://www.hanaho.com/products/ArcadePC/Mega/index.html

...I have since upgraded to the full upright model and BigMomma_TX says one has to go.


104 posted on 04/06/2005 12:23:19 PM PDT by BigDaddyTX
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To: Nowhere Man
BTW, one of the neatest thing about the bat is when you get eaten by a dragon and the bat picks up the dragon, you can go for a ride while it its stomach and you can even have (some) control to where you can go.

Yes, this part was kinda cool - and, it tipped me off to some of the other tricks, since the bat flew us through the secret room (which I didn't yet know existed).
105 posted on 04/06/2005 12:25:13 PM PDT by beezdotcom (I'm usually either right or wrong...)
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To: Malsua
So they aren't going to have a monthly fee? How are they going to maintain after initial sales?
106 posted on 04/06/2005 12:44:43 PM PDT by BJClinton
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To: BJClinton
So they aren't going to have a monthly fee? How are they going to maintain after initial sales?

They are planning quarterly(I think, maybe it's 2 or 3/year) expansions. The original game however as purchased at release is still very playable. Tons of quests and missions. If you're into Arena/guild PVP, you'll be able to do all that too for as long as you'd like.

Your question comes up all the time, they have a FAQ on it somewhere. Buy it, no fee. You want new content, you pay for that. I'm ok with that. The game is a blast, and most of the content is to be played after you hit the level cap of 20. Serious 16 hour/day gamers can hit the cap in a few days. Probably take me a couple weeks. The game isn't about levelling. There's a whole bunch of content to enjoy on the way to 20 and much more thereafter.

107 posted on 04/06/2005 12:55:16 PM PDT by Malsua
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To: Malsua
You want new content, you pay for that

Sounds groovy but who maintains the servers and does the debugging? If cheaters find some kind of hack for it who pays the programmers time to fix it?

I should probably check out the forums, huh? lol
108 posted on 04/06/2005 12:57:37 PM PDT by BJClinton
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To: Nowhere Man; All
LOL!

Astrosmash was good as was Nightstalker.I used to like River Raid for Atari and since you had Colecovision, you must rmember the Atari 5600.

I was also a big fan of the text games from Infogames and some other earlier computer games.

Does anyone remember Loderunner?

Arioch7 out.

109 posted on 04/06/2005 1:04:45 PM PDT by Arioch7
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To: BJClinton
I should probably check out the forums, huh? lol

Yeah, heh. Both the Offical Boards and the Vault boards are pretty good.

They claim they ran the numbers and this method is viable. I say more power to 'em. Not having yet ANOTHER game with a monthly plan makes Mrs. Mal very happy. Right now, I have two AC accounts and one EQ2 account. We both are gamers so GW would have added yet 2 more accounts, heh. I think most folks on my gaming site are going to be playing as most have either pre-ordered or got a guest pass for a Weekend event. Havn't found anyone that doesn't like it.

And it gets better, NO server shards. No waiting, ALL zones instanced for you and your group, you can have npc henchman if you don't want to group, no killstealing, no camping, no ninja looting, no ganking. Easy travel and when you go to the cities, you can just switch districts to be with friends and everyone else. I've been playing every weekend event since october, really looking forward to it. Can ya tell? And I've played EVERY MMOG(UO,EQ,AC,AC2,WOW,EQ2), this one is great and easy on your graphics card too. Graphics are as good or better than EQ2 and you don't need a monster to run it. I guess I'll stop now :)

110 posted on 04/06/2005 1:12:41 PM PDT by Malsua
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To: Malsua
Well this would be the right thread to discuss it.

Well, gotta go...I have 4 quests in Stromgarde to farm right now...
111 posted on 04/06/2005 1:28:50 PM PDT by BJClinton
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To: freepatriot32; ItsOurTimeNow; PresbyRev; tortoise; Fraulein; StoneColdGOP; Clemenza; malakhi; ...
Xer Ping

Ping list for the discussion of the politics and social (and sometimes nostalgic) aspects that directly effect Gen-Reagan/Generation-X (Those born from 1965-1981) including all the spending previous generations (i.e. The Baby Boomers) are doing that Gen-X and Y will end up paying for.

Freep mail me to be added or dropped. See my home page for details and previous articles.

112 posted on 04/06/2005 1:54:07 PM PDT by qam1 (There's been a huge party. All plates and the bottles are empty, all that's left is the bill to pay)
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To: beezdotcom
Yes, this part was kinda cool - and, it tipped me off to some of the other tricks, since the bat flew us through the secret room (which I didn't yet know existed).

I think I noticed that too. I remember the rumors of the Easter Egg in Adventure gotten so blown up that we all believed there was a pink castle too. Still using that dot to access the author's name was the coolest. I usually got saddled with my Atari on a black and white TV, in B&W mode, the game really looked dull in various greyscales, but it was still fun. The Red Dragon was the White Dragon, the Green Dragon became Black Dragon and the Yellow Dragon became the Grey Dragon. There were times that things got shuffled up so bade the game was unsolvable so you had to restart.

BTW, anyone remember Atari Superman? That was cool too. I remember Lex Luthor and Co. blows a bridge up and you have to go into a phone booth to change into Superman. The goal is to get all the pieces to the bridge and rebuild it as well as capture Luthor and his 4 henchmen and toss them in jail. Luthor also had some kryptonite satellites floating around and if you got hit, you lost your super powers and had to walk and find Lois Lane and kiss her to get your powes back. It was a hoot.
113 posted on 04/06/2005 2:08:47 PM PDT by Nowhere Man (Lutheran, Conservative, Neo-Victorian/Edwardian - Any Questions?)
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To: rdb3
I always had a fascination with electronics, but it took my mom spilling Pepsi on the keyboard for my Coleco Adam to make that idea crystallize. I designed and built a keyboard that could be operated with just one hand after tearing apart the useless keyboard and mapping out the keyboard circuit. It worked ok, but the learning curve would be murder for classically trained typists.

By the way, Coleco had a really cool knock off of 'Adventure' they named 'Venture' and it was a blast! I still remember the smiley faced archer shooting bats and such.
114 posted on 04/06/2005 2:09:59 PM PDT by Outlaw76 (Citizens on the Bounce!)
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To: Arioch7
Astrosmash was good as was Nightstalker.I used to like River Raid for Atari and since you had Colecovision, you must rmember the Atari 5600.

Well, I know there was a 5200 and 7800, I remember the 5200 more, basically like an Atari 400/800 made for gaming. One of my buddies had a Colecovision.

I was also a big fan of the text games from Infogames and some other earlier computer games.

I also loved the Scott Adams adventure games too.

"You are in a London Flat."

>SAY YOHO

"You are now on a desert island....."

I have them for my Apple. If I had room, I'd bring that up and fire it up. I also had a Rambo text adventure and who could forget Wizardry and the Ultima games?

TREBOR SUX! B-)

Does anyone remember Loderunner?

Got it on my Apple and I also have it on one of those "94 in 1" handheld games I play on occasion, that could be a tough game.
115 posted on 04/06/2005 2:15:10 PM PDT by Nowhere Man (Lutheran, Conservative, Neo-Victorian/Edwardian - Any Questions?)
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To: Outlaw76
By the way, Coleco had a really cool knock off of 'Adventure' they named 'Venture' and it was a blast! I still remember the smiley faced archer shooting bats and such.

I remember if you lingered in the room too long, the Hall Monsters would come in and get you and there was nothing you can do. The smiley face was a hoot too. I liked some of the Imagic stuff too like Cosmic Ark and Atlantis.
116 posted on 04/06/2005 2:17:38 PM PDT by Nowhere Man (Lutheran, Conservative, Neo-Victorian/Edwardian - Any Questions?)
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To: grundle

"Adventure" had the first "easter egg" in it. I also remember that the dragon kind of looked liked a duck. The first RPG type of game created from what I understand.


117 posted on 04/06/2005 2:25:37 PM PDT by KC_Conspirator (This space outsourced to India)
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To: GraniteStateConservative

I solved Zork I through III. I played jsut about any Infocom game back then.


118 posted on 04/06/2005 2:26:34 PM PDT by KC_Conspirator (This space outsourced to India)
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To: Spiff

SO COOL!


119 posted on 04/06/2005 2:29:15 PM PDT by Keme (Bush Contra Mundum)
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To: qam1
Combat Rules!

ET for 2600 just Drooled...

120 posted on 04/06/2005 2:29:53 PM PDT by Clemenza (Alcohol Tobacco & Firearms: The Other Holy Trinity)
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