Asteroids is a popular vector-based video arcade game released in 1979 by Atari. The object of the game is for the player to shoot and destroy asteroids without being hit by the fragments. It was one of the most popular and influential games of the Golden Age of Arcade Games.
The game was conceived by Lyle Rains and programmed and designed by Ed Logg. Asteroids was a hit in the United States and became one of Atari's best selling games of all time. Atari had been in the process of releasing another vector beam game,Lunar Lander, but demand for Asteroids was so high they simply converted all production to Asteroids, even disassembling many Lunar Landers in the procee. Today the Lunar Lander version is difficult to find. Asteroids was so popular that video arcade owners usually had to install larger boxes to hold all the coins this machine raked in.
One feature of the game was the ability for players to record their initials with their high scores, an innovation which is standard in arcade games to this day.
Asteroids was the first of several games to use Atari's "Quadra-Scan" vector-refresh system (although a raster-based full-color version was developed for the Atari 2600 home video game system). Later full-color Quadra-Scan games would include Tempest.
The player's ship spawns in the middle of the screen, with 4 large asteroids drifting around. Each large asteroid (20 points) breaks into 2 medium-sized ones (50 points) when shot, which in turn breaks into 2 small (100 points) asteroids. The medium and small asteroids, once "spawned", can travel at widely varying speeds. Periodically one of two types of flying saucers ("UFOs") will fly onto the screen: the big one (worth 200 points) shoots in random directions, while the small one (1000 points) attempts to aim at the player. They tend to appear more often when few asteroids remained on the screen and/or the player hasn't shot an asteroid recently.
The screen wraps around, allowing the player's ship, as well as asteroids and shots but not saucers, to fly off the one edge of the screen and reappear on the opposite side. Once a level has been cleared of all asteroids and UFOs, a new set of large asteroids would appear, increasing by 2 each round up to a maximum of 12.
The maximum score possible is 99,990 points, after which it turns back over to zero. A player who desires to get onto the top score list must be careful to shoot just enough asteroids/UFOs to reach this score without going over (including committing suicide with the last ship left to reach the final total!).
On some early versions of the game it was possible to hide the ship in the score area indefinitely without being hit by asteroids.
Since this game is such a major classic and so simple, many Flash games replicate this for the user to play while the actual game loads, such as Bouncy The Ball 2.
However it was also possible to succeed by shooting the asteroids instead; a shrewd "asteroid hunting" player would typically attempt to kill all the asteroids "inside" a large one before shooting another asteroid, thus minimizing the amount of "clutter" on the screen.
For each picture frame, the 6502 writes graphics commands for the DVG into a defined area of RAM (the vector RAM), and then asks the DVG to draw the corresponding vector image on the screen. The DVG reads the commands and generates appropriate signals for the vector monitor. There are DVG commands for positioning the cathode ray, for drawing a line to a specified destination, calling a subroutine with further commands, and so on.
Asteroids also features various sound effects, each of which is implemented by its own circuitry. The CPU activates these audio circuits (and other hardware components) by writing to special memory addresses (memory mapped ports). The inputs from the player's controls (buttons) are also mapped into the CPU address space
The main Asteroids game program uses only 4 KB of ROM code. Another 4 KB of vector ROM contain the descriptions of the main graphical elements (rocks, saucer, player's ship, explosion pictures, letters, and digits) in the form of DVG commands.
Due to its success, Asteroids was followed by three sequels:
However, the original game was by far the most popular of the series.
The Killer List of Videogames (KLOV) credits this game as one of the "Top 100 Videogames." Readers of the KLOV credit it as the seventh most popular game.
In 2005, Asteroids (Including both the Atari 2600 port and the arcade original, along with Asteroids Deluxe) were included as part of Atari Anthology for both Xbox and Playstation 2, using Digital Eclipse's emulation technology..
There have been countless unofficial versions of Asteroids produced. These include near-copies such as Acornsoft's Meteors, as well as those with expanded gameplay and background, such as Stardust and Starscape.
Tony Magro has written a Non-Euclidian Asteroids clone with first-person perspective in 3D. Interestingly the famous space-wrapping in asteroids caused an inconsistency, which he solved with interesting consequences: Non-Euclidian asteroids
Nowadays, hundreds of different Asteroids clones and variants can be found on the web, as it is a popular game for beginning programmers to attempt.
In March 2004, Portland, Oregon resident Bill Carlton attempted to break the world record for playing an arcade version of Asteroids, playing over 27 hours before his machine malfunctioned, ending his record run. He scored 12.7 million points, putting him in 5th place in the all-time Asteroids rankings.
1979 computer and video games | 1979 arcade games | 1981 computer and video games | Arcade games | Atari 2600 games | Atari 5200 games | Atari 7800 games | Atari 8-bit family games | Atari arcade games | Atari Lynx games | Game Boy Color games | Mac OS games | Mobile phone games | Nintendo 64 games | PC games | PlayStation games | Shoot 'em ups | Vector arcade games
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"Asteroids (computer game)".
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