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A

game 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.