Myself and a number of the other IC regulars have just returned from California Extreme 2011 – the pre-eminent West Coast ‘gather hundreds of rare arcade and pinball machines in a room and put ’em on free play’ gathering. (Incidentally, it’s still taking place tomorrow, Sunday, in Santa Clara, CA, if any Bay Area folks feel like making an appearance!)
Although a lot of similar titles turn up year on year, CA Extreme is a gold mine in particular for early American arcade cabinets of the Atari and Midway ilk, from vector-based titles to limited-distribution prototypes. (The game list is semi-accurate, although there’s about 20% slosh in there of titles that didn’t make it, etc – since it’s all volunteer based.)
Some of the rarer titles on play have really got me thinking about the interesting experiments of the early arcade period — and what we can learn from them from a design perspective. So, here are the less obvious titles I played today that really spoke to me, and just why:
– Space Dungeon (Taito, 1981 – YouTube video)
Apparently created before Eugene Jarvis’ seminal Robotron 2084, this is a frantic, Rex Battenberg-designed dual-stick shooter. And it’s a blast, once you work out which are the enemies and which are the pickups in the game (seriously, not that obvious!) There’s an interesting game design counterplay in going out of the way to grab pickups versus heading straight for the exit. Frenetic and unexpected.
– Major Havoc (Atari, 1983 – YouTube video)
One of a pair of absolutely mindblowing – and somewhat lesser-known – Atari titles from the prodigously talented Owen Rubin. Major Havoc is consecutively an interesting-angled Galaga style title, a swift Lunar Lander-style mini-game and a physics-heavy platformer, all using super-attractive vector graphics. Design lessons? Multiple genres in one game can really work, spinner-controlled physics is fun _and_ frustrating. And the main character has an idle animation!