rumors that players in the field were earning scores many
times as highthat they were, in other words, beating the machine, which won't
register a score higher than 99,990.
The engineers were incredulous. They refused to
believe that ordinary humans could beat them at their own game. And they didn't start
believing it till someone from marketing drove them out to an arcade and made them look
for themselves.
"What had happened, " Eugene Lipkin, then president of Atari's coin-operated
game division, told me, "was that a player had been smart enough to understand the
movement and the programming on the product and had then come up with an idea of how to
work around it. It took about three months for that to happen. Then, all of a sudden, we
began hearing the same thing from all over. People had figured out that there was a safe
place on the screen. "
What Lipkin meant by "a safe place on the screen" requires an explanation.
One of the principal challenges in Asteroids is a tiny flying saucer that zooms across the
screen toward the end of every onslaught of rocks and fires bullets at the player's
spaceship. This saucer, if destroyed, is worth one thousand points, but because it has
better than average aim, it's a formidable adversary. Or at least it was until players
began to figure out that if they picked off all but one or two little asteroids, they
could safely lurk around the edges of the screen and wait for the saucer to appear. If it
appeared on the side where they were lurking, they would fire quickly and destroy it
before it had a chance to get off a shot. If it appeared on the other side, they would
fire off the screen in the opposite direction (bullets can "wrap around" in
Asteroids) and send a couple of quick salvos up the saucer's tailpipe. And they would keep
doing this until they had accidentally destroyed the remaining little asteroids (causing a
new onslaught to begin), or crashed into the saucer, or earned 10,000,000 points, or
simply fallen asleep. As long as one or two rocks were left on the screen, the little
saucer would continue to appear. Playing the lurking game isn't as easy as it
soundsit takes an alert player with a steady eye to pull it offbut once a
player gets the hang of it, Asteroids changes completely. In fact, it ceases to exist.
A
flaw
in Asteroids? I'm afraid so, and this is a great philosophical issue, one
that separates the men from the boys as far as the game is concerned. As most people who
are familiar with Asteroids know, there are essentially two kinds of players: those who
play the game and those who lurk. Lurking is a weakling's strategy, a method mediocre
players use to inflate their scores (it's also extremely boring to watch). It's like
fishing with dynamite.
Happily, the people at Atari dislike lurkers almost as much as I do. "What we've
done," Lipkin told me, chuckling
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evilly, "is put together a new program in which...
" But I'd rather not give it away. Suffice it to say that this new feature is
available to operatorain the form of a computer chip that can be inserted into the
printed-circuit boards of existing Asteroids machines. This chip is proving to be a
popular little item, too, since operators don't make as much money when games last
twenty-two hours as they do when they last ninety minutes.
And the engineers had yet
another trick up their sleeves: Asteroids Deluxe. Lyie Rains had promised to introduce me
to it. Lurkers, your days are numbered.
Thus, at the culmination of my Asteroids quest, the gods deigned to grant me a vision
of the future: I would be among the very first people in the world to lay eyes on
Asteroids Deluxe. And there was a sense of mischief about my expedition, because the
arcade where the prototype was being tested was part of a chain owned by Bally
Manufacturing Corporation, the American manufacturer of Space Invaders and Atari's largest
competitor.
Even though it was a school dayabout fifth period, I calculatedthe arcade
was filled with seventh graders. Rains and I waded manfully into their midst and
eventually won a place on the Deluxe machine, a striking piece of equipment with a vastly
more colorful exterior than the original game has. We began to play. The monitor was slung
low in the cabinet, out of the player's line of sight, and the images on it were projected
upward onto a half-silvered mirror, which the player looked into. The mirror made the
rocks and vehicles seem to hang in the air. Visible through the mirror was a gaudy painted
background of tumbling asteroids and elaborate spaceships and orange stars. The visual
effect was stunning, but also unsettling. Successful Asteroids play requires a Zenlike
diffusion of concentration, in which the player sees everything but looks at nothing in
particular. I found it difficult to achieve this state on the new machine. There were too
many distractions. Rains said that the problem had come up before and that the engineers
were working on it.
Aside from its strictly visual gimmickry, the Deluxe prototype had a number of new
features intended to make the game more challenging. There was a brand-new alien
spaceship, for example, which Rains referred to as "the snowflake"; when I shot
it, it broke into a half-dozen guided mis-
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siles that chased me around the screen with a doggedness that
increased as my score did. The Hyper Space button was gone. In its place was a button
labeled Shields; when I pressed it a circular force field formed around my ship,
protecting me from rocks and bullets but fading and eventually disintegrating with use.
The rocks rotated unnervingly. The machine, Rains said, would record scores of up to
1,000,000 points.
Asteroids Deluxe was proving very popular. Marketing data from the
initial field test indicated that the game was being played virtually every minute the
arcade was open. I wasn't so impressed, though. The prototype struck me as unnecessarily
frilly, something like the Thunderbird after Ford decided to turn it into a full-sized
car. An important part of
A
STEROIDS' engineers have a new trick up their sleeves.
They call it Asteroids Deluxe, and it's a striking piece of equipment. It has a new alien
spaceship and a Shields button to replace Hyper Space. It has also been entirely
reprogrammed. So lurkers, beware.
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the game's appeal is the uncluttered elegance of its original concept. Chess wouldn't
be more interesting if you played it on a discotheque dance floor, and Asteroids isn't
more interesting when you play it on a one-way mirror. And besides, in four games I didn't
score over 10,000.
I'm glad to be back in Playland again, playing good old first-generation Asteroids.
It's four o'clock now, so John Fisher and the rest of the lunchtime crowd are gone.
They're moping in their offices, stomachs rumbling, waiting for the workday to end so that
they can come back here and unload a few more dollars. I'll probably be here to greet them
when they return. I've got most of fifteen dollars' worth of quarters stashed in various
pocketsenough to last me until well after dark. Not that I have any business
spending more hours here today than I've already spent. I should be home now, thinking of
interesting things to say to my wife or making something for dinner. Maybe I could turn
all these quarters into some kind of rib-sticking casserole. I feel tired and a little
groggy, and yet I can't honestly say that I want to play any less now than I did at noon,
when I began. Still, a man has responsibilities. I finish a decent game, type in my
initials, and decide to call it quits.
And then I reach into my pocket and plug in another quarter.
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