Lunar Lander (video game genre)

Last updated

Lunar Lander
Lunar Lander.png
1979 arcade version of Lunar Lander, with vector graphics.
Genre(s) Space flight simulation
Platform(s) Minicomputers, personal computers, arcade
First release1969

Lunar Lander is a genre of video games loosely based on the 1969 landing of the Apollo Lunar Module on the Moon. In Lunar Lander games, players control a spacecraft as it falls toward the surface of the Moon or other astronomical body, using thrusters to slow the ship's descent and control its horizontal motion to reach a safe landing area. Crashing into obstacles, hitting the surface at too high a velocity, or running out of fuel all result in failure. In some games in the genre, the ship's orientation must be adjusted as well as its horizontal and vertical velocities.

Contents

The first Lunar Lander game was a text-based game published under many names, including the Lunar Landing Game, written in the FOCAL programming language for the Digital Equipment Corporation (DEC) PDP-8 minicomputer by Jim Storer while a high school student in the fall of 1969. Several other versions were written soon after by other programmers in FOCAL and BASIC. The original Lunar Landing Game was converted to BASIC by David H. Ahl, who included three versions in his 1973 book 101 BASIC Computer Games . By the end of the decade, the type of game was collectively known as a "lunar lander" game.

In 1973, DEC commissioned the creation of a real-time, graphical version of Lunar Lander, which was intended to showcase the capabilities of their new DEC GT40 graphics terminals. The game, written by Jack Burness and named Moonlander, was distributed with DEC computers and displayed at trade shows. In 1979, Atari released a vector graphics arcade video game version of the concept as Lunar Lander . It has a fuel-for-money system allowing the player to purchase more fuel to continue their current game.

Lunar Lander games were a popular concept for home computer systems. Commodore published a version called Jupiter Lander for their VIC-20 in 1981. That same year, Electronic Games wrote that "sometimes it seems as though every company capable of copying a cassette is trying to sell a game on this theme." [1]

Text games

A full game of Rocket, one of the early versions of the game. The player has only spent fuel at the last moment, and as a result, has crashed into the Moon. Lunar Lander Rocket gameplay.png
A full game of Rocket, one of the early versions of the game. The player has only spent fuel at the last moment, and as a result, has crashed into the Moon.

The original Lunar Lander game was a 1969 text-based game published under many names, including the Lunar Landing Game. [2] [3] It was originally written in the FOCAL programming language for the Digital Equipment Corporation (DEC) PDP-8 minicomputer by Jim Storer while a student at Lexington High School in the fall of 1969, and uploaded to the system library as Rocket after Christmas break. [4] [5] [6] His computer teacher submitted the game under the name FOCAL Lunar Landing Simulation (APOLLO) to the DEC users' newsletter, which distributed the source code to readers under the name Apollo. [4] [6] Different versions of the game were later submitted by other authors, including Apollo II and Apollo 12. DEC published a book of FOCAL-8 programs in 1970 and included the game as Lunar Module. [6] Other versions of the concept were written soon after: a version called Rocket was written in BASIC by Eric Peters at DEC, and another BASIC version, LEM, was written by William Labaree II, among others. [2]

The text-based games require the player to control a rocket attempting to land on the Moon by entering instructions to the rocket in a turn-based system in response to the textual summary of its current position and velocity relative to the ground. [2] In the original Lunar, players controlled only the amount of vertical thrust to apply, based on their current vertical velocity and remaining fuel, with each round representing ten seconds of travel time. Rocket added a simple text-based graphical display of the distance from the ground in each round, while LEM added horizontal velocity and the ability to apply thrust at an angle. [4] In 1970 and 1971, DEC employee and editor of the newsletter David H. Ahl converted two early mainframe games, Lunar and Hamurabi , from the FOCAL language to BASIC, partially as a demonstration of the language on the DEC PDP-8 minicomputer. Their popularity led him to start printing BASIC games in the DEC newsletter, both his own and reader submissions. [7] [8]

In 1973, Ahl released the book 101 BASIC Computer Games , which contained the source code of computer games written in BASIC. The games included were written by both Ahl and others and included both games original to the language and games ported from other languages such as FOCAL. 101 BASIC Computer Games was a landmark title in computer games programming and was a best-selling title with more than 10,000 copies sold. Its second edition in 1978, titled BASIC Computer Games, was the first million-selling computer book. As such, the BASIC ports of mainframe computer games included in the book were often more long-lived than their original versions or other mainframe computer games. [7] Included in the book were all three versions of Lunar Lander, under the names ROCKET (Storer version), ROCKT1 (Peters version), and ROCKT2 (Labaree version). [2] Ahl and Steve North then converted all three versions to Microsoft BASIC and published them in Creative Computing magazine and the Best of Creative Computing collection in 1976; [8] they were reprinted in the 1978 edition of BASIC Computer Games as Lunar, LEM, and Rocket as the most popular of the existing versions of the game. [2]

The first known use of the name Lunar Lander for a video game of this type was in the 1975 book What to Do After You Hit Return, a collection of BASIC computer games by the People's Computer Company similar to Ahl's book, which included versions named Crash and Lunar Lander. [6] [9] Prior to that, in 1970, the name was used for an electro-mechanical arcade game by former Atari, Inc. employees operating as Cointronics, in which the player uses a joystick to land a lunar lander model on targets, though it is unclear if the game was inspired by the video games or solely by the actual lunar lander. [6] Another Lunar Lander video game was commercially distributed for some programmable calculators such as in 1975 for the Hewlett-Packard HP-25. [10] With the advent of home computers in 1977, the game concept soon moved to those systems as well, with Moon Lander (1977) for the MK14 computer kit, which displayed the lander's speed, height, and fuel consumption on an eight-character calculator-style display, as an early example. [11] While Ahl did not list a common name for the three similar titles in his book, the style of game was collectively seen as its own subgenre, with InfoWorld referring to LEM in February 1979 as "a lunar lander" and Antic terming the set of text-based games as "Lunar Landers" in 1986. [12] [13]

Graphical games

DEC GT40 graphics terminal running Moonlander GT40 Lunar Lander.jpg
DEC GT40 graphics terminal running Moonlander

In 1973, DEC commissioned the creation of a real-time, graphical version of Lunar Lander, which was intended to showcase the capabilities of their new DEC GT40 graphics terminals, when connected to their PDP-10 or PDP-11 minicomputers. The game was written by Jack Burness, a DEC consultant and former employee, and named Moonlander; it was distributed with DEC computers and displayed at trade shows. [3] [4] [6] Unlike the previous turn-based, textual games, Moonlander is a real-time graphical game. The goal remains to correctly land an Apollo Lunar Module on the surface of the Moon using the game's telemetry data. If the player miscalculates the module's landing, the module will either fly off into space or crash into the Moon's surface. The game is controlled with a light pen, and the output display was a vector graphics system; the light pen allowed adjusting the throttle value and the angle of the lunar lander. [3] Burness completed the game on February 25, 1973, after spending ten days developing it plus one day visiting the Massachusetts Institute of Technology, which had co-designed the actual Apollo Lunar Module. There, he got the actual specifications for the lander, which he used to create the calculations of the fuel consumption for maneuvering the rocket. [4] [6] Burness has said that he does not recall playing the original Lunar, but that by 1973 there were numerous versions of the game which he had played. [4] A few months prior to making the game, he attended the December 6 launch of the Apollo 17 Moon landing mission, which may have inspired the creation of the game. [6]

Moonlander was the first multiple-perspective video game; when the lander gets close to the Moon, the view changes to a close-up view of the surface and lander. If the player successfully lands the spaceship, an astronaut climbs out to stand on the surface—the first depiction of a human in a video game and possibly the first cutscene in a video game. [lower-alpha 1] [6] [15] Moonlander was also the first video game to include an easter egg; if the player flies their ship horizontally enough in the close-up view, they encounter a McDonald's restaurant which the astronaut will visit upon landing and which the player can destroy by crashing the lander into it. [6] [15] Modified versions of Moonlander were made, with at least one renaming it to a variant of "Lunar Lander" such as RT-11 Lunar Lander, and another removing the McDonald's, as seen in a 1979 Dutch short film Mens en computer (Human and Computer). [6] A port for the iPad was released for free by Paradigm Systems in 2013. [16]

Ad in Electronic Design showing Moonlander on a DEC GT40. Moonlander on DEC.png
Ad in Electronic Design showing Moonlander on a DEC GT40.

In August 1979, Atari, Inc. produced an arcade video game version of the concept as Lunar Lander . It uses monochrome vector graphics and allows the player to rotate the ship right or left and fire thrusters via proportional throttle control system using a joystick with a spring. Like Moonlander, both a graphical display of a repeating mountainous surface as well as a text readout of the ship's speed, altitude, and remaining fuel are displayed. Once a game begins, it only ends when a player runs out of fuel, rather than due to a time limit; players can insert quarters to add fuel to their current game. Bonus points are awarded for landing on difficult parts of the map. [17] The game features four levels of difficulty in controlling the ship. [4] Lunar Lander was Atari's first vector graphics game. [17] [18] The vector engine was inspired by Space Wars (1978) and created by Rick Moncrief and Howard Delman, who developed Lunar Lander alongside Rich Moore. The idea for the game came from Delman, who had seen a graphical version of the game, likely Moonlander, a few years prior; Atari employees had also seen Moonlander years prior at the NASA Ames Research Center and attempted to create an arcade version with raster graphics in 1975. [4] [6] Another arcade game based on the Lunar Lander concept from around the same time is Lunar Rescue (1979) by Taito. [18]

Graphical Lunar Lander games have been produced for other systems. Although some were named Lunar Lander, [19] many were not; regardless, the name of the type of game continued to be "lunar landers". [13] [20] Bill Budge developed Tranquility Base for the Apple II in 1980. Commodore published Jupiter Lander , a raster version of the game, in 1981 for the VIC-20 and 1982 for the Commodore 64. IBM released Rocket Lander for the IBM PC in 1982. [4] [21] Ahoy! magazine published a BASIC version of the game for the Commodore 64 in April 1984. [22] Tom Hudson wrote Retrofire, a more elaborate version of the lander concept for Atari 8-bit computers in 1983; it uses a 3D isometric view, so there are three velocities to control (along the X, Y, and Z axes). [23] Other games include Apollo 11 (1983) for the ZX Spectrum, [24] Marslander (1983) for the Acorn Electron and BBC Micro, [25] and versions of Lunar Lander for the Commodore PET and TRS-80. [4] [26]

Lunar Rescue (1988) for the Macintosh combines Lunar Lander gameplay with an economic model and trade simulation. [27] George Moromisato developed Lander for Windows 3.1x in 1990, Nintendo released a version of Lunar Lander for the Game Boy that same year, and Psygnosis released a 3D, commercial version for Microsoft Windows in 1999 titled Lander . Modern versions and remakes have been made for computers, consoles such as the Wii U, iOS, Android, mobile phones, and browsers. [4] [26]

Reception

In the 1978 edition of BASIC Computer Games, David Ahl described the text-based version of Lunar Lander as "by far and away the single most popular computer game" of the time. [4] Moonlander was similarly popular among users of DEC graphics terminals. [4] The Lunar Lander arcade game proved popular and commercially successful, selling approximately 4,700 cabinets. Atari's Asteroids (1979) became so much more popular, however, that 300 Asteroids games were released in Lunar Lander cabinets. [4] [17]

Computer Gaming World described Lunar Lander in 1982 as one of the first fun programs entry level programmers start with and continually improve upon as they improve their skills. [28] By 1973, there were numerous versions of the text-based game, and so many versions of the graphical game existed by 1981 that Electronic Games , in a review of a version by Scott Adams for Atari 8-bit computers and the TRS-80, claimed it was "yet another entry in a field as crowded as the category of Space Invaders imitators. Sometimes it seems as though every company capable of copying a cassette is trying to sell a game on this theme." [1] [4] Moon Lander for the MK14 was one of the first three commercial games in Britain for home computers. [11] At least one metagame exists; Antic in March 1986 published Lunar Lander Construction Set for Atari 8-bit, in which the player constructs a custom graphical Lunar Lander. [13] In Science Fiction Video Games (2014), while discussing the games' lack of science fiction concepts like aliens or unrealistic physics, Neal Roger Tringham described the series as "one of the few video games to be based on a real space program, as opposed to the many games inspired by fictional forms of space exploration". [3]

See also

Notes

  1. The Sumerian Game (1966) interspersed gameplay with projected slideshow images along with a voiceover tape, which may also be considered the first cutscene. [14]

Related Research Articles

<i>Asteroids</i> (video game) 1979 video game

Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.

<i>Centipede</i> (video game) 1981 video game

Centipede is a 1981 fixed shooter arcade video game developed and published by Atari, Inc. Designed by Dona Bailey and Ed Logg, it was one of the most commercially successful games from the golden age of arcade video games and one of the first with a significant female player base. The primary objective is to shoot all the segments of a centipede that winds down the playing field. An arcade sequel, Millipede, followed in 1982.

<i>Battlezone</i> (1980 video game) 1980 video game

Battlezone is a first-person shooter tank combat game released for arcades in November 1980 by Atari, Inc. The player controls a tank which is attacked by other tanks and missiles. Using a small radar scanner along with the terrain window, the player can locate enemies and obstacles around them in the barren landscape. Its innovative use of 3D graphics made it a huge hit, with approximately 15,000 cabinets sold.

<i>Boulder Dash</i> (video game) 1984 video game

Boulder Dash is a 2D maze-puzzle video game released in 1984 by First Star Software for Atari 8-bit computers. It was created by Canadian developers Peter Liepa and Chris Gray. The player controls Rockford, who collects treasures while evading hazards.

<i>Choplifter</i> Video game first made in 1982 for the Apple II computer

Choplifter is a military themed scrolling shooter developed by Dan Gorlin for the Apple II and published by Broderbund in 1982. It was ported to Atari 8-bit computers the same year and also to the VIC-20, Commodore 64, Atari 5200, ColecoVision, MSX, and Thomson computers.

<i>Star Trek</i> (1971 video game) 1971 video game

Star Trek is a text-based strategy video game based on the Star Trek television series (1966–69) and originally released in 1971. In the game, the player commands the USS Enterprise on a mission to hunt down and destroy an invading fleet of Klingon warships. The player travels through the 64 quadrants of the galaxy to attack enemy ships with phasers and photon torpedoes in turn-based battles and refuel at starbases. The goal is to eliminate all enemies within a random time limit.

<i>Road Runner</i> (video game) 1985 video game

Road Runner is a racing video game based on the Wile E. Coyote and Road Runner shorts. It was released in arcades by Atari Games in 1985.

<i>Paperboy</i> (video game) 1985 video game

Paperboy is an arcade action game developed and published by Atari Games, and released in 1985. The player takes the role of a paperboy who delivers a fictional newspaper called The Daily Sun along a street on his bicycle. The arcade version of the game featured bike handlebars as the controller.

<i>Moon Patrol</i> 1982 video game

Moon Patrol is a 1982 arcade video game developed and released by Irem. It was licensed to Williams for distribution in North America. The player controls a Moon buggy which can jump over and shoot obstacles on a horizontally scrolling landscape as well as shoot aerial attackers. Designed by Takashi Nishiyama, Moon Patrol is often credited with the introduction of full parallax scrolling in side-scrolling games. Cabinet art for the Williams version was done by Larry Day. Most of the home ports were from Atari, Inc., sometimes under the Atarisoft label.

<span class="mw-page-title-main">Sprite (computer graphics)</span> 2D bitmap displayed on top of a larger scene

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general.

1982 was the peak year for the golden age of arcade video games as well as the second generation of video game consoles. Many games were released that would spawn franchises, or at least sequels, including Dig Dug, Pole Position, Mr. Do!, Zaxxon, Q*bert, Time Pilot and Pitfall! The year's highest-grossing video game was Namco's arcade game Pac-Man, for the third year in a row, while the year's best-selling home system was the Atari 2600. Additional video game consoles added to a crowded market, notably the ColecoVision and Atari 5200. Troubles at Atari late in the year triggered the video game crash of 1983.

<span class="mw-page-title-main">Altair (spacecraft)</span> Planned lander spacecraft component of NASAs cancelled Project Constellation

The Altair spacecraft, previously known as the Lunar Surface Access Module or LSAM, was the planned lander spacecraft component of NASA's cancelled Constellation program. Astronauts would have used the spacecraft for landings on the Moon, which was intended to begin around 2019. The Altair spacecraft was planned to be used both for lunar sortie and lunar outpost missions.

<i>Hamurabi</i> (video game) 1968 video game

Hamurabi is a text-based strategy video game of land and resource management. It was first developed under the name King of Sumeria or The Sumer Game by Doug Dyment in 1968 at Digital Equipment Corporation as a computer game for fellow employee Richard Merrill's newly invented FOCAL programming language.

<span class="mw-page-title-main">Artillery game</span> Video game genre

Artillery games are two or three-player video games involving tanks trying to destroy each other. The core mechanics of the gameplay is almost always to aim at the opponent(s) following a ballistic trajectory. Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations. Artillery games have been described as a type of "shooting game", though they are more often classified as a type of strategy video game.

<i>Jawbreaker</i> (video game) 1981 video game

Jawbreaker is a Pac-Man clone programmed by John Harris for Atari 8-bit computers and published by On-Line Systems. Released in 1981 before an official version of Pac-Man was available, it was widely lauded by reviewers and became a major seller. The story of its creation and Harris's Atari 8-bit implementation of Frogger form a portion of Steven Levy's 1984 book, Hackers: Heroes of the Computer Revolution.

<i>Lunar Lander</i> (1979 video game) 1979 Atari vector arcade game

Lunar Lander is a single-player arcade game in the Lunar Lander subgenre. It was developed by Atari, Inc. and released in August 1979. It was the most popular version to date of the "Lunar Lander" concept, surpassing the prior Moonlander (1973) and numerous text-based games, and most later iterations of the concept are based on this Atari version.

<i>Gridrunner</i> 1982 video game

Gridrunner is a fixed shooter video game written by Jeff Minter and published by Llamasoft for the VIC-20 in 1982. It was ported to the Atari 8-bit computers, ZX Spectrum, Commodore 64, Commodore PET and Dragon 32. Many remakes and sequels have followed, including versions for the Atari ST, Amiga, Pocket PC, Microsoft Windows, and iOS.

<i>BASIC Computer Games</i>

BASIC Computer Games is a compilation of type-in computer games in the BASIC programming language collected by David H. Ahl. Some of the games were written or modified by Ahl as well. Among its better-known games are Hamurabi and Super Star Trek.

Mainframe computers are computers used primarily by businesses and academic institutions for large-scale processes. Before personal computers, first termed microcomputers, became widely available to the general public in the 1970s, the computing industry was composed of mainframe computers and the relatively smaller and cheaper minicomputer variant. During the mid to late 1960s, many early video games were programmed on these computers. Developed prior to the rise of the commercial video game industry in the early 1970s, these early mainframe games were generally written by students or employees at large corporations in a machine or assembly language that could only be understood by the specific machine or computer type they were developed on. While many of these games were lost as older computers were discontinued, some of them were ported to high-level computer languages like BASIC, had expanded versions later released for personal computers, or were recreated for bulletin board systems years later, thus influencing future games and developers.

BASIC-8, is a BASIC programming language for the Digital Equipment (DEC) PDP-8 series minicomputers. It was the first BASIC dialect released by the company, and its success led DEC to produce new BASICs for its future machines, notably BASIC-PLUS for the PDP-11 series. DEC's adoption of BASIC cemented the use of the language as the standard educational and utility programming language of its era, which combined with its small system requirements, made BASIC the major language during the launch of microcomputers in the mid-1970s.

References

  1. 1 2 "Computer Playland". Electronic Games . No. 1. Reese Publishing Company. Winter 1981. p. 71. ISSN   0730-6687.
  2. 1 2 3 4 5 Ahl 1978, pp. 106–109
  3. 1 2 3 4 Tringham, p. 450
  4. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Edwards, Benj (2009-07-19). "Forty Years of Lunar Lander". Technologizer . Archived from the original on 2016-01-16. Retrieved 2016-02-18.
  5. Chien, Philip (July 1994). "Blast off!". Compute! . ABC Publishing: 90. ISSN   0194-357X.
  6. 1 2 3 4 5 6 7 8 9 10 11 12 Willaert, Kate (2021-04-11). "Moonlander: One Giant Leap For Game Design". A Critical Hit!. Retrieved 2021-05-11.
  7. 1 2 McCracken, Harry (2014-04-29). "Fifty Years of BASIC, the Programming Language That Made Computers Personal". Time . Archived from the original on 2016-02-05. Retrieved 2016-02-12.
  8. 1 2 Ahl 1976, pp. 264–265
  9. People's Computer Company, pp. 105–107
  10. Hewlett-Packard HP-25 Applications Programs. Hewlett-Packard. 1975. OCLC   8640699.
  11. 1 2 Levene, Anderson, p. 20
  12. "Graphics Games for Exidy Sorcerer". Intelligent Machines Journal . No. 4. 1979-02-28. p. 3. ISSN   0199-6649.
  13. 1 2 3 Bisson, Gigi (March 1986). "Game of the Month: Lunar Lander Construction Set". Antic . Vol. 4, no. 11. ISSN   0113-1141.
  14. Willaert, Kate (2019-09-09). "The Sumerian Game: The Most Important Video Game You've Never Heard Of". A Critical Hit. Archived from the original on 2019-09-09. Retrieved 2019-09-10.
  15. 1 2 Willaert, Kate (2021-04-03). "Ready Player One Was Wrong: The First Easter Eggs In Video Games". A Critical Hit!. Retrieved 2021-04-05.
  16. "Moonlander Classic". 148apps.com. 2014-06-11. Retrieved 2021-04-05.
  17. 1 2 3 Gardner, pp. 50–52
  18. 1 2 Wolf, p. 44
  19. Hogan, Thom (1981-05-11). "I Was Held Prisoner by Computer". InfoWorld . Vol. 3, no. 9. International Data Group. p. 31. ISSN   0199-6649.
  20. "Games Catalog". Byte . Vol. 7. McGraw-Hill Education. 1982. ISSN   0360-5280.
  21. "Commodore C64 Manual: Jupiter Lander (1982)(Commodore)". Jupiter Lander manual. Commodore International. 1982. Retrieved 2016-10-22 via Internet Archive.
  22. Wood, Anthony (April 1984). "Lunar Lander". Ahoy! . Ion International. pp. 35, 76. ISSN   8750-4383.
  23. Hudon, Tom (November 1983). "Retrofire". ANALOG Computing . No. 14. p. 70. ISSN   0744-9917. Archived from the original on 2016-10-30. Retrieved 2016-06-12.
  24. van der Heide, Martijn. "Apollo 11". World of Spectrum. Retrieved 2016-10-27.
  25. "Acorn Electron User Guide (English) Chapter 4". Acorn Computers. Archived from the original on 2012-02-20. Retrieved 2016-10-22.
  26. 1 2 Edwards, Benj (2019-07-03). "50 Years on the Moon: The Evolution of Lunar Lander Games". PC Magazine . Retrieved 2019-11-22.
  27. Husten, Larry (February 1989). "Lunar Rescue". MacUser . Vol. 5, no. 2. Ziff Davis. p. 347. ISSN   0884-0997.
  28. McGrath, Richard (May–June 1982). "The Eagle Has Landed". Computer Gaming World . pp. 34–35. ISSN   0744-6667.

Sources