Alien Garden | |
---|---|
Publisher(s) | Epyx |
Designer(s) | Bernie De Koven [1] |
Programmer(s) | Jaron Lanier Robert Leyland |
Platform(s) | Atari 8-bit |
Release | 1982 |
Genre(s) | Non-game |
Mode(s) | Single-player |
Alien Garden is a non-game for Atari 8-bit computers published by Epyx in 1982 [2] by Bernie De Koven and programmed by virtual reality pioneer Jaron Lanier. Designed with an emphasis on the need for experimentation, Alien Garden was described by its creators as an art game, [3] and ranks among the earliest art games. [4] Its release predates Lanier's Moondust by a year. [5]
Gameplay consists of a side-scrolling world covered in 24 different kinds of crystalline flowers resembling gypsum flowers. The player controls an embryonic animal as it grows, survives and reproduces through 20 generations. Difficulty is introduced through the lack of instructions in the game. As such, the player must employ trial and error techniques to determine which flowers are edible, which flowers shrink or grow when stung, and which flowers are fatal or explosive when touched. [6] The player may use either the organism's tail, stinger, or wings to bump or otherwise make contact with them. To maintain the challenge, the behavior of the flowers changes every time the game is played. To increase the challenge, the score is repeated all along the left and right sides of the scrolling screen. As the score increases, the animal avatar is forced to travel more and more closely to the sometimes deadly crystal flowers.
Alien Garden was designed by Bernie De Koven and programmed by Jaron Lanier and Robert Leyland for the Epyx brand of publisher Automated Simulations. This was one of De Koven's first works alongside Ricochet. He described designing these games as "like writing poetry" and recalled was "very free as there were so few established precedents" despite a 4 KB memory restriction. [7] He said that Alien Garden allowed him to challenge his own preconceptions of what a game should be. He used it as an example of his newfound freedom of expression in design, calling it "kind of like a trip, like some kind of psychedelic experience just to sit there with my eyes closed and imagine all these interactions taking place on the screen." [8]
De Koven desired for Alien Garden to be an alternative to the perilous, alien environments found in other many games of its time. "I wanted to make an alien world, but not one that was necessarily hostile," he said. "A world that had some danger, but also some beauty." [9] He later characterized Alien Garden as "a kind of art game, one that was beautiful to look at but required exploration to understand how to interact with the 'flowers' in the garden." [7] De Koven and Lanier worked together to define the graphical elements due to the memory limitations. The score on the play field's boundary was designed to take up more of the screen as the game progressed, increasing the challenge for the player. [8]
De Koven worked for Epyx for a little more than a year and a half prior to joining the Children's Computer Workshop. [7] [9] Lanier was with Epyx for about one year before departing and developing his more well-known art game Moondust for Creative Software. [10] [11] Leyland left Epyx to program Murder on the Zinderneuf for Free Fall Associates before a brief hiatus from the gaming industry. [12]
Electronic Fun with Computers & Games praised the game for its "graphically stunning" visuals as well as the experimentation and strategy required. [13] Computer Gaming World , however, harshly criticized the graphics, and felt that the lack of color was "particularly disappointing". [14]
Jaron Zepel Lanier is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, Lanier and Thomas G. Zimmerman left Atari in 1985 to found VPL Research, Inc., the first company to sell VR goggles and wired gloves. In the late 1990s, Lanier worked on applications for Internet2, and in the 2000s, he was a visiting scholar at Silicon Graphics and various universities. In 2006 he began to work at Microsoft, and from 2009 has worked at Microsoft Research as an Interdisciplinary Scientist.
Pitfall! is a video game developed by David Crane for the Atari 2600 and released in 1982 by Activision. The player controls Pitfall Harry, who has a time limit of 20 minutes to seek treasure in a jungle. The game world is populated by enemies and hazards that variously cause the player to lose lives or points.
Phoenix is a fixed shooter video game developed for arcades in Japan and released in 1980 by Taito. The player controls a space ship shooting at incoming enemies that fly from the top of the screen down towards the player's ship. There are five stages which repeat endlessly. The fifth is a fight against a large enemy spaceship, making Phoenix one of the first shooters with a boss battle, an element that would become common for the genre.
Demon Attack is a fixed shooter video game created by Rob Fulop for the Atari 2600 and published by Imagic in 1982. The game involves the player controlling a laser cannon from the surface of a planet, shooting winged demons that fly down and attack the player in different sets of patterns.
Robot Tank is a first-person shoot 'em up written by Alan Miller for the Atari 2600 and published by Activision in 1983. It is similar in design to Atari, Inc.'s Battlezone tank combat arcade video game and more so to its 2600 port. Robot Tank adds different systems which can individually be damaged—instead of the vehicle always exploding upon being shot—and weather effects.
Atlantis is a fixed shooter video game released by Imagic in July 1982 for the Atari 2600. It was written by Dennis Koble who also wrote Trick Shot for Imagic. Atlantis was ported to the Atari 8-bit computers, VIC-20, Intellivision, and Magnavox Odyssey 2.
River Raid is a video game developed by Carol Shaw for the Atari Video Computer System and released in 1982 by Activision. The player controls a fighter jet over the River of No Return in a raid behind enemy lines. The goal is to navigate the flight by destroying enemy tankers, helicopters, fuel depots and bridges without running out of fuel or crashing.
Gates of Zendocon is a horizontally scrolling shooter developed by Epyx and published by Atari Corporation in 1989 in North America and Europe for the Atari Lynx. It was released in Japan on December 23 of the same year, where it was distributed by Mumin Corporation. One of the first games written for the platform, it was one of the launch titles that were released along with the system in North America.
Scram: A Nuclear Power Plant Simulation is an educational simulation video game developed for Atari 8-bit computers by Chris Crawford and published by Atari, Inc. in 1981. Written in Atari BASIC, Scram uses differential equations to simulate nuclear reactor behavior. The player controls the valves and switches of the reactor directly with the joystick.
Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion". Will Wright had previously used the term "software toy" for the same purpose. The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges. This allows the player a greater degree of self-expression through freeform play, since they can set up their own goals to achieve. Some genres that have been considered non-games include language-learning software, digital tabletop games, puzzle games, simulation games, and art games.
Moondust is a 1983 generative music video game created for the Commodore 64 by virtual reality pioneer, Jaron Lanier. Moondust was programmed in 6502 assembly in 1982, and is considered the first art video game. Moondust has frequently been used as an art installation piece in museum exhibitions from Corcoran Gallery of Art's 1983 "ARTcade" to the Smithsonian's 2012 "The Art of Video Games". It has also been used by Lanier and others in papers and lectures as an example to demonstrate the unexpected ephemerality of digital data.
Bernard Louis De Koven or DeKoven was an American game designer, author, lecturer and fun theorist. He is most notable for his book The Well Played Game, for his contributions to the New Games Foundation, his pioneering work in computer game design, and for his long-running web site, deepFUN.com.
John O'Neill was a British artist and video game designer best known for developing the games Lifespan and The Dolphin's Rune. He is one of the earliest art game designers, and his work has been compared to that of contemporary game designer, Jaron Lanier.
Spider Fighter is a fixed shooter designed by Larry Miller for the Atari 2600 and published by Activision in 1982. The object of Spider Fighter is to protect an orchard containing fruit—grapes, strawberries, oranges, and bananas—from four kinds of bugs. Digital Press described it as "much like the coin-op game Stratovox but w/o the voice."
PlatterMania is a video game written by Michael Farren for Atari 8-bit computers and published by Epyx in 1982.
Call to Arms is a 1982 computer wargame published by Sirius Software.
RealSports Baseball is a 1982 sports video game developed and published by Atari, Inc. originally for the Atari 2600. It was also launched on the Atari 5200 and 7800 machines. A version for the Atari 8-bit computers was in development, but cancelled.
No Escape! is an Atari 2600 video game developed and published by Imagic in 1983. The player controls Jason, leader of the Argonauts, who fights off the Furies sent by the Greek gods. A two-player mode, in which the second player competes against the first turn-by-turn, is also available.
Run for the Money is a two-player business simulation video game developed by Tom Snyder Productions and published by Scarborough Systems in 1984 for Apple II, Atari 8-bit computers, Commodore 64, IBM PC, and Macintosh. The players have crash-landed their spaceships on an alien planet and compete to buy resources and convert them to goods to sell to locals in order to raise funds to repair their ships.
Quick Step is an Atari 2600 video game developed and published by Imagic in 1983. The player controls a kangaroo competing against a squirrel, where both animals must jump between moving platforms, changing them to their character's color to earn points. A two-player mode, in which the second player can control the squirrel, is also available.