Game: Asteroids
Manufacturer: Atari
Year: 1979
Genre: Shoot-em-up
Players:
2 players (alternating)
My Version is: (Dedicated
- cocktail)
Screen Position:
Horizontal
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Background
The original
idea of Asteroids came from Lyle Rains, Atari's head of engineering.
He based his idea on another game at Atari, which had a large
asteroid, which the player could not destroy, but players tried
anyway.
From that idea Ed Logg, a games designer at Atari suggested that
the larger asteroids break up into smaller pieces to provide some
strategy other than just shooting everything. Logg also suggested
the addition of a flying saucer, otherwise the player could just
hang around when there were only a few rocks left on screen.
The large saucer was a random shooting saucer that introduced
the player to the idea that a saucer would come out when things
appeared to be getting easier. The small saucer on the other hand
was much more accurate because it aimed at the player with some
amount of random error. As the score increased, his aim became
more accurate.
The first three saucers were always the large variety, after which
the probability of a large saucer appearing was reduced with each
new saucer. The frequency of shots from the saucers was reduced
with each new saucer also.
Initially the small saucer was programmed to fire a shot just
as he entered the screen. Often, the saucer was not visable and
if you happened to be near, you would get hit before you had any
idea where the saucer was. Because of this Logg added a small
delay before the saucer would take his first shot.
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Asteroids
- in game shot

Asteroids
- name registration
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Programmer's
Notes - How to Win at Asteroids (Esquire magazine, February 1981)
Despite the fact
that most Atari programmers and engineers are extremely conservative
players, they can be handy people for an Asteroids player to know. Following
is a list of hints, tips, and company secrets that ought to improve
your game.
- 1. If
you want to sound as if you know what you're doing when you play Asteroids,
you can throw around some of the in-house slang that has grown up
around the game. At Atari, the little flying saucer is called Mr.
Bill; his big brother is Sluggo. Mr. Bill and Sluggo are also known
as drones, which is a company word for the "computer-controlled
intelligences" in video games. Turns or plays are known as lives.
Each new series of asteroids is called a wall or wave. Individual
asteroids are referred to as rocks.
- 2. Sluggo
fires at random; Mr. Bill aims. "Mr. Bill knows where you are,
and he knows what direction you're moving in, " explains programmer
Ed Logg. "He takes this information and picks a window bounded
a few degrees on each side of you, and then shoots randomly inside
of that. For this reason, you should never move straight at him. It
makes you bigger relative to him. The farther away you are, the smaller
a target you are."
- 3. The
higher your score is, the more accurate Mr. Bill becomes. When your
score reaches 35,000, he narrows down his firing window and increases
his chances of hitting you.
- 4. Although
Mr. Bill aims at you, he doesn't fly at you—at least not on
purpose. His movements, like Sluggo's, are randomly determined within
well-defined limits. His horizontal speed is always the same, which
means he moves faster when he changes his angle of movement—something
he does every second or so.
- 5. The
first wall in an Asteroids game consists of four rocks, the second
of six, the third of eight, and all succeeding walls often. (In Asteroids
Deluxe the sequence is six, seven, eight, nine.)
- 6. The
position, direction, and speed of the rocks at the beginning of a
wall are random within a certain range. Contrary to what many players
believe, the rocks do not speed up as the game progresses.
- 7. Every
large rock contains two medium-sized rocks, each of which contains
two small rocks. Smaller rocks are positioned at random within larger
ones. When a moving rock breaks up, the smaller rocks that constitute
it will tend to move in the same direction the larger rock was moving
in ("There is conservation of momentum," Ed Logg says),
although pieces will occasionally break off in the opposite direction.
It is safer to fire at rocks that are moving away from your spaceship.
- 8. Your
spaceship can fire up to four shells at a time. Once those shells
have been fired, you can't shoot again until one of them either hits
something or dies of old age. The lifetime of a shell is somewhat
shorter than the time it would take it to travel all the way across
the screen.
- 9. Because
your ship's gun reloads every time one of your bullets hits something,
you can sometimes fire in long, satisfying streams if you aim carefully
at compact clusters of rocks.
- 10.
If you are moving forward when you fire, your shells travel faster
than they do if you are standing still. If you are moving backward,
they travel more slowly.
- 11.
Ed Logg's space, like Albert Einstein's, is curved: any object that
disappears off one side of the screen reappears at the corresponding
point on the opposite side. It is thus possible (and often desirable)
to destroy objects by firing away from them. (This fact, sadly, is
one of the keys to the odious lurking strategy.) In the original Asteroids,
Mr. Bill does not take advantage of this wrap around effect, aiming
only "into the screen" even when he would have a better
chance of hitting you by firing off the side.
- 12.
No rock moves straight up and down or straight across the screen.
If the rocks were allowed to do that, it would be possible to have
on the screen a rock that you wouldn't be able to see. As is also
true of your television set, the picture on an Asteroids monitor is
usually somewhat larger than the screen. This means there is sometimes
a fairly wide margin of invisible space around the edges of the visible
image. If the rocks could travel parallel to either of the axes, you
could have one in the invisible margin and never find it unless you
hit it by accident.
- 13.
When you push the Hyper Space button, you have approximately one chance
in five of blowing up on reentry, even if you rematerialize in an
empty section of the screen. Players who rely heavily on Hyper Space
are taking their lives into their hands. The best players use the
button only in dire emergencies.
- 14.
If your favorite Asteroids machine one day seems faster than usual,
the operator may have installed a modification kit to speed it up.
These kits increase the speed of all moving objects on the screen
(including your spaceship and its bullets) by close to 50 percent.
- 15.
The maximum number of objects that can appear on the screen at one
time is thirty-five: twenty-seven rocks, one drone, two drone bullets,
your spaceship, and four of your spaceship's bullets. With any more
objects than that, the computer wouldn't have time to make the necessary
calculations, and the game would visibly slow down. As it is, if you
get close to thirty-five objects, you can sometimes do things like
destroy big rocks with single shots—one of the most rewarding
experiences the game has to offer. —D.O.
The information and contents of this site are copyright Robert Hazelby
E-mail: robert@spamnomorejabba.demon.co.uk
(remove `spamnomore` from above address to email me)
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