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Developer:

ATARI

YEAR:

1979

Words:

Paul Jones

visit

stack.net.au

70

jbhifi.com.au

SEPTEMBER

2016

GAMES

FEATURE

ASTEROIDS

A

g ame called

Cosmos

never

made it out of the prototype lab

at Atari. The objective to the two-

player shooter was to destroy the

other player’s spaceship; stationary

asteroids displayed on the screen

could also be fired at and hit. While

Cosmos

was left unwanted, part of

the game’s concept would spark an

idea some two years later.

Atari executive Lyle Rains wanted

to tap into the popularity of the all-

conquering

Space Invaders

, a game

that was successfully extracting

coins from pockets all over the

world throughout 1978. His Eureka

moment came when he pondered

the possibility of having the prone

asteroids in

Cosmos

actually move, by

incorporating gameplay design based

on

Spacewar!

, the legendary video

game created on a PDP-1 computer

in 1962 by Steve Russell at the

Massachusetts Institute of Technology.

Rains ran the concept past

programmer Ed Logg, who had a running

prototype in just over two weeks. Logg

used the same hardware designed for

the poorly received coin-op

Lunar Lander

,

opting to use a high-resolution vector

display to gain greater speed and more

precise gameplay. The game, now known

internally as

Asteroids

, proved so popular

with Atari employees during development

that Logg had to create a second unit to

satiate the demand.

The premise was simple: players control

a triangular shaped spaceship using two

buttons to rotate either left or right. A third

button was used to introduce thrust and

counteract the zero gravity effect, with

a fourth button used to operate the gun.

Well-aimed shots reduce large asteroids

to medium sized rocks, and these finally

become faster moving and more deadly

smaller sized asteroids.

When all the asteroids are destroyed,

players progress to a new screen with

even more asteroids to contend with.

Periodically, a flying saucer will traverse

the screen firing bullets. A fifth button

activates hyperspace: a potential get out

of jail card that transports the player to a

random part of the screen. However, this

is a double-edged sword: while it can get

a player out of imminent danger, the

random respawn position could be

even more troublesome.

Units began shipping to arcades

towards the end of 1979 and

Asteroids

proved an immediate success. Arcade

operators began requesting larger

money deposit boxes because the

regular fitted size were shorting

out from the amount of coins being

fed into the units. In popular areas,

Asteroids

owners were making $1,000

a week, enough to pay off a unit in two

weeks.

It didn't take long for players to work

out a pattern in the game, unearthing

a 'cheat' after

Asteroids

had been

in circulation for just three months.

Savvy gamers had found out how to

‘lurk’ and remain relatively safe by

positioning the spaceship in a specific

part of the screen. Embittered arcade

owners lobbied Atari for a solution and

the company introduced a chip that

could be easily installed, eradicating

the exploitative strategy.

The compulsive

Asteroids

attracted

players of all ages, drawn to the dynamic

gameplay and distinct booming audio

buried deep within the cabinet. Before

long it had displaced

Space Invaders

as

the most popular arcade game. A total of

70,000 units were sold in the US with a

further 30,000 shipped globally.

Asteroids

was heavily cloned and ported

to a plethora of different systems. It was

one of the first games that allowed players

to enter their initials to accompany a high

score and would go on to influence other

successful arcade titles like

Defender

.

The title's simplistic design and addictive

gameplay has transcended generations

of gamers. Today, the game is still avidly

sought after by arcade collectors and

can be enjoyed on innumerable desktop

emulators.