Select player 1 or 2 to start a game.
Developer: Atari
Year: 1979
Genre: Space-themed shooter
Games Produced: 56.565
Game Play
The objective of Asteroids is to destroy asteroids and saucers. The player controls a triangular ship that can rotate left and right, fire shots straight forward, and thrust forward. Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.
Each level starts with a few large asteroids drifting in various directions on the screen. Objects wrap around screen edges – for instance, an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction.[9] As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids are also worth more points. Two flying saucers appear periodically on the screen; the "big saucer" shoots randomly and poorly, while the "small saucer" fires frequently at the ship. After reaching a score of 40,000, only the small saucer appears. As the player's score increases, the angle range of the shots from the small saucer diminishes until the saucer fires extremely accurately. Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases until after the score reaches a range between 40,000 and 60,000. The player starts with 3–5 lives upon game start and gains an extra life per 10,000 points. Play continues to the last ship lost, which ends the game. The machine "turns over" at 99,990 points, which is the maximum high score that can be achieved.
Development
Asteroids was conceived by Lyle Rains and programmed by Ed Logg with collaborations from other Atari staff. Logg was impressed with the Atari Video Computer System (later called the Atari 2600), and he joined Atari's coin-op division to work on Dirt Bike, which was never released due to an unsuccessful field test. Paul Mancuso joined the development team as Asteroids' technician and engineer Howard Delman contributed to the hardware. During a meeting in April 1979, Rains discussed Planet Grab, a multiplayer arcade game later renamed to Cosmos. Logg did not know the name of the game, thinking Computer Space as "the inspiration for the two-dimensional approach". Rains conceived of Asteroids as a mixture of Computer Space and Space Invaders, combining the two-dimensional approach of Computer Space with Space Invaders' addictive gameplay of "completion" and "eliminate all threats". The unfinished game featured a giant, indestructible asteroid, so Rains asked Logg: "Well, why don't we have a game where you shoot the rocks and blow them up?" In response, Logg described a similar concept where the player selectively shoots at rocks that break into smaller pieces. Both agreed on the concept.
Logg modeled the player's ship, the five-button control scheme, and the game physics after Spacewar!, which he had played as a student at the University of California, Berkeley, but made several changes to improve playability. The ship was programmed into the hardware and rendered by the monitor, and it was configured to move with thrust and inertia. The hyperspace button was not placed near Logg's right thumb, which he was dissatisfied with, as he had a problem "tak[ing] his hand off the thrust button". Drawings of asteroids in various shapes were incorporated into the game. Logg copied the idea of a high score table with initials from Exidy's Star Fire.
The two saucers were formulated to be different from each other. A steadily decreasing timer shortens intervals between saucer attacks to keep the player from not shooting asteroids and saucers. A "heartbeat" soundtrack quickens as the game progresses. The game does not have a sound chip. Delman created a hardware circuit for 13 sound effects by hand which was wired onto the board.
A prototype of Asteroids was well received by several Atari staff and engineers, who "wandered between labs, passing comment and stopping to play as they went". Logg was often asked when he would be leaving by employees eager to play the prototype, so he created a second prototype for staff to play.[8][15] Atari tested the game in arcades in Sacramento, California, and also observed players during focus group sessions at Atari. Players used to Spacewar! struggled to maintain grip on the thrust button and requested a joystick; players accustomed to Space Invaders noted they get no break in the game. Logg and other engineers observed proceedings and documented comments in four pages.
Asteroids slows down as the player gains 50–100 lives, because there is no limit to the number of lives displayed. The player can "lose" the game after more than 250 lives are collected.
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