River Raid

Last updated
River Raid
River Raid cover.jpg
Atari 2600 cover art
Developer(s) Activision [1]
Publisher(s) Activision [1]
Designer(s) Carol Shaw
SeriesRiver Raid
Platform(s) Atari 2600, Atari 5200, Atari 8-bit, ColecoVision, IBM PCjr, Intellivision, MSX, ZX Spectrum
Release
December 1982
  • Atari 2600
  • December 1982
  • Atari 800
  • September 1983
  • ColecoVision
  • December 1983
  • Atari 5200
  • December 1983
Genre(s) Shoot 'em up [2]
Mode(s)1-2 players alternating turns

River Raid is a video game developed by Carol Shaw for the Atari Video Computer System (later renamed Atari 2600) 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.

Contents

Shaw had made games for Atari, Inc. before joining Activision and before working on River Raid. Inspired by the game Scramble (1981), she set out to make a game that had a continuously scrolling screen. She had programmed and designed the game herself, occasionally getting advice from other Activision staff.

River Raid was one of the best selling-games of 1983, and the second best-selling Atari 2600 video games of the year after Ms. Pac Man. It received year-end rewards from The Video Game Update and the Arkie Awards. The game was ported to several other consoles and computers and received a sequel in 1988. It has continued to receive praise as one of the best games for the Atari 2600 from various publications.

Gameplay

Gameplay of the Atari 2600 version of the game. The player controls the plane at the bottom of the screen across a river canyon. River raid2600.png
Gameplay of the Atari 2600 version of the game. The player controls the plane at the bottom of the screen across a river canyon.

In River Raid the player is in a B1 StratoWing Assault Jet that is retrofitted with rapid-fire guided missiles and had the ability to both accelerate and slow down easily. The jet is going down the "River of No Return" where it is on a mission to break the enemy blockades and halt troop advances. [3] The river in the game has no actual ending and scrolls infinitely. [4]

River Raid is played with the joystick. The player can control movement left and right on the screen and forward and backwards to accelerate and slow down respectively. Players can shoot missiles with the joy stick's button to destroy enemy tankers, helicopters, fuel depots and bridges. The goal in River Raid is to collect as many points as possible before crashing or running out of fuel. Fuel can be collected from flying over a fuel depot to fill up the gauge that is displayed at the bottom of the screen. As the river progresses, there will be less fuel tanks. The player loses one of their jets if they collide with the river bank or enemy objects. If they have remaining jets, the player restarts play at the same section of the river they crashed. If the player has managed to destroy a bridge at the end of a section, the player will restart at that bridge on losing a life. [5]

In the Atari 2600 version, selecting Switch A had the player's missiles shoot straight, while Switch B gives the player guided missiles. [6] New gameplay elements are added to the Atari 800 version. These include being able to select what bridge to start at, and allowing for bonus points if the player managed to shoot a bridge with tanks on it. The game also has more hazards, such as helicopters firing back at the player and forcing the player to avoid explosions. [4]

Production

River Raid was designed by Carol Shaw. [7] Shaw had started programming in High School coding in BASIC which led her to pursue a career in computers. [8] She received her Bachelor's degree in Electrical Engineering and Computer Science at the University of California, Berkeley. While at university, she was in a work-study program that allowed her to work at various computer companies including a six-month position at Atari. [7] She worked at Atari after graduation developing Video Checkers and 3-D Tic-Tac-Toe , which she described later as not being "top-sellers". [9] Shaw later accepted an offer to work on developing games for Activision. [7]

Shaw programmed the game. She said the idea of the game was mostly her own, with some feedback from other designers. [9] Shaw recalled that there were a lot of video games with scrolling and thought it would be a good thing to do on the Atari 2600 as there had not been many that have done that. [10] She was initially inspired by the game Scramble (1981) and approached Alan Miller of Activision to develop a space-themed game. Miller responded that there were too many outer space-themed games, suggesting her to come up with a different theme. [11]

Shaw created a game where objects scroll down the screen. [9] She began drawing the game on graph paper and found that creating a game that scrolled horizontally would not work well and would appear "very jerky", leading the game to be designed to scroll vertically. [11] While doodling on graph paper, she found that she could design the game with a mirror image looking like a river with islands in the middle of it. [11] [9] Initially, the players would be controlling a boat which Shaw felt did not look good. [11] [6] She recalled that Activision programmer David Crane had potentially suggested to her a jet would appear better, and began designing one that appeared to be flying up a canyon. [11] [9] [6]

Some input came from either David Crane or Steve Cartwright to add fuel tanks that the player could either fly over for fuel or shoot and destroy for points. Other gameplay elements followed after, such as how far apart bridges were in the game. [9] While developing the sound effects in the game, she asked other Activision developers on appropriate Klaxon-styled sounds to warn the player when their fuel was running low. According to Crane, he thought for a moment and recited some lines of assembly code that created the effect. [12]

Shaw coded the version of the game for the Atari 800, a game which was eight kilobytes in size over the Atari VCS version which was four kilobytes. [4] Shaw said the game was harder to develop for home computers in a version she described as a "whole new game". [7] [4] Most of the code for River Raid had to be re-written for the Atari computer version.

Shaw said that she has "pretty much mastered playing the game" and thought it would be more fun to be able to start at a higher level. This led to her to adding the ability to restart the game from a bridge further down the river. [7] Shaw also designed more detailed graphics such as the canyon's river and walls. [4]

Release

River Raid was released for the Atari 2600 in December 1982. [13] It was released for the Atari 800 line of computers on September 1983, and both the Atari 5200 and Intellivision in December 1983. [14] [15] The game was also ported to other home computers such as the Commodore 64, ZX Spectrum, MSX and IBM PCjr. [16] [17]

In West Germany, the "law for protection of the youth" was updated in 1985 to ban arcade games from public spaces open to youth. This led to the Bundesprüfstelle für jugendgefährdende Schriften (Federal Department for Works Harmful to Young Persons, now called the Federal Department for Media Harmful to Young Persons) to monitor video games, leading to River Raid to be banned due to its military-themed content. [18]

River Raid has been re-released on several compilation packages for consoles such as Activision Classics (1998) for PlayStation, Activision Anthology (2002) for PlayStation 2 and portable systems such as Gameboy Advance and PlayStation Portable. [6] It was released for PC in Activision's Atari 2600 Action Pack in 1995. [19]

Reception

Carol Shaw in 1983 with her award plaque for selling over 500,000 copies of River Raid. Carol Shaw Holding Gold River Raid Cartridge.jpg
Carol Shaw in 1983 with her award plaque for selling over 500,000 copies of River Raid.

River Raid was the top-selling Activision game of 1983, and the second best-selling game for the Atari 2600 in 1983, only being beaten by Ms. Pac-Man . [20] Shaw responded to the sales stating "I knew it was a good game, but I didn't expect to hit Number one. Of course I was happy when it did!" [7]

Early reviews from video game publications generally found the game fun with varying takes on the quality of graphics and how it compared to similar games for home consoles. E.C. Meade of Videogaming Illustrated praised the games for its exciting themes, fast-paced gameplay and high quality graphics, finding it superior to the similar ColecoVision game Zaxxon while Jim Clarke of the same publication declared it a "top-notch" game but found it "surprisingly flat" after playing B-17 Bomber on Intellvision. [21] Clarke wrote that he desired more complexity as "blasting away at things [...] becomes redundant. There is no sense of pacing: it's one shot, one course correction, one potential collision after another." [21] Michael Blanchet of Electronic Fun with Computers & Games wrote that the game similar to many other games the market, but stood out due to its everchanging scenery and constant shift in strategy. [22] A reviewer in The Video Game Update complimented the game as "very easy game to learn, but a difficult one to master completely" writing that the "graphics are good, but not dazzling" [23] Phil Wiswell of Video Games echoed similar statements, writing that the game was "fun to play" and was "demanding of your concentration" while its graphics were not as appealing as other Activision titles. [24]

For the games various ports, The Video Game Update praised the Intellivision version of the game, noting it's "beautiful, brightly colored graphics and exciting game play", feeling that the game plays most like the Atari 2600 game, with superior graphics. [25] Scott Mace of InfoWorld found the Atari home computer version of the game more challenging than the Atari 2600 version and that it outshined other similar games such as Caverns of Mars . [26] Mace found the biggest flaw was the lack of a dial-like device to turn the controller, as the Atari joystick made for "a lousy steering device." [27] Craig Holyoak of Deseret News praised River Raid on the ColecoVision as "one of the most playable and entertaining of all war games." [28]

River Raid received the award for "1984 Best Action Videogame" and a Certificate of Merit in the category of "1984 Best Computer Action Game" at the 5th annual Arkie Awards. [29] [30] The judges Bill Kunkel and Arnie Katz described it as "provid[ing] the brand of non-stop excitement the blast brigaders adore". [29] The Video Game Update awarded River Raid as the Game of the Year for the Atari 2600 in their Awards of Excellence 1983. [31]

Retrospective reviews

From retrospective reviews, Brett Weiss included the game in his book The 100 Greatest Console Video Games, 1977-1987 (2014), noting it's sharp non-flickering graphics and smooth difficulty progression with "intense, challenging gameplay". [11] Weiss commented that some reviewers have found the game has not aged well with the release of such games as Ikaruga (2003), but found that River Raid still remained fun, charming, and elegant. [11] Writing for IGN , Levi Buchanan placed the game at number two on their list of the "Top 10 Classic Shoot 'Em Ups", noting the high quality pacing, stating that "the game never grew boring in 1982. And it retains its fresh, frantic feeling in 2008." [2] Weiss found Atari 5200's controls "a little loosey goosey" and that the ColecoVision was faster-paced than other versions, but had a slightly delay in controls, while declaring both games "great nevertheless." [6] He wrote that the Intellivision port had poor controls and was the lesser of the four console ports. [6]

Both Weiss and Buchanan stated that it was one of the best games for the Atari 2600. [11] [2] In their list of the top 25 Atari 2600 games, Stuart Hunt and Darran Jones (from Retro Gamer magazine) listed River Raid at third spot, stating it was the best of the shooter games on the Atari 2600, noting "smooth scrolling and surprisingly detailed scenery." [32] Other publications have placed it among the best video games of all time, such as Flux magazine ranked River Raid #87 on their list of "Top 100 Video Games", noting the seemingly infinite scenery and amount of enemies. [33] In 1996, Next Generation listed the Atari 2600 version as number 81 on their "Top 100 Games of All Time" praising the games level design. [34] Mat Allen of Retro Gamer referred to the River Raid, along with Kaboom! (1981), Pitfall II: Lost Caverns (1984), Ghostbusters (1984), Little Computer People (1985) and Alter Ego (1986), as one of the best games from Activision's classic period. [35]

Legacy

Carol Shaw won several awards for River Raid. In 2017, Shaw won The Game Awards Industry Icon Award decades after she made River Raid. Carol Shaw and Her Video Game Awards-cropped.jpg
Carol Shaw won several awards for River Raid. In 2017, Shaw won The Game Awards Industry Icon Award decades after she made River Raid.

Shaw left Activision and the video game industry after programming the game Happy Trails (1983) for the Intellivision and releasing ports of River Raid for the Atari 5200 and 800 computer system. [37] In 2017, Shaw won The Game Awards Industry Icon Award for her contributions to the video game industry. [36]

River Raid popularized vertically-scrolling shooters among the home console audiences. [38] The Atari 2600 was experiencing what video game historian Brett Weiss described as "a resurgence of sorts" after Nintendo had success in the marketplace with the Nintendo Entertainment System. [39] Atari had just re-released the system a smaller budget-priced revision in 1986. [40] Atari had convinced Activision to develop more games for the Atari 2600, starting with a port of Crane's best-selling game Ghostbusters . [41] Activision released River Raid II, which was designed by Dan Kitchen and coded by David Lubar. [42] [43] Kitchen explained that at this period, Activision wanted to focus on licenses and brands over original concepts and as River Raid was one of those top-selling games, they wanted a sequel to capitalize on it. [44] Lubar had previously coded games for 20th Century Fox and Spectravideo. [42] [43] Lubrar recalled that making the game was "tough, really tough. Since I knew how good the original River Raid was and assumed people would make comparisons." [41] River Raid II uses the same polynomial algorithm Shaw used to create the scrolling playfield to have the sequel resemble the original game. [45] The game was developed in about five months and sold over 501,000 copies. [46]

A third game, River Raid: The Mission of No Return was shown as the 1991 Summer Consumer Electronics Show for the Super Nintendo Entertainment System but was never released. [47] No further official sequels to the game have been made since. [48]

See also

Related Research Articles

<i>Kaboom!</i> (video game) 1981 action game

Kaboom! is an action video game published in 1981 by Activision for the Atari 2600. The gameplay was based on the Atari arcade game Avalanche (1978), with the game now involving a Mad Bomber who drops bombs instead of falling rocks. Kaboom! was programmed by Larry Kaplan with David Crane coding the graphics for the buckets and Mad Bomber. It was the last game designed by Kaplan for Activision, who left the company shortly after the release of the game. The game was later ported by Paul Wilson for the Atari 5200 system.

<i>Pitfall!</i> 1982 video game

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.

<i>Miner 2049er</i> 1982 video game

Miner 2049er is a platform game developed for Atari 8-bit computers by Bill Hogue and released by his company, Big Five Software, in 1982. The player controls Bounty Bob through multiple levels of a mine, with the goal of traversing all of the platforms while avoiding or defeating enemy mutants. At a time when "climbing games" such as Donkey Kong had four screens, Miner 2049er had ten.

<i>Demon Attack</i> Fixed shooter video game from 1982

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.

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.

<i>Super Pitfall</i> 1986 video game

Super Pitfall is a 1986 side-scrolling non-linear platform game for the Nintendo Entertainment System (NES). Despite the title screen stating that it was reprogrammed by Pony Inc, the development of the NES version was handled by Micronics, a Japanese developer who mostly ported arcade games to the NES.

<i>Robot Tank</i> 1983 video game

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.

<i>H.E.R.O.</i> (video game) 1984 video game

H.E.R.O. is a video game designed by John Van Ryzin and published by Activision for the Atari 2600 in March 1984. It was ported to the Apple II, Atari 5200, Atari 8-bit family, ColecoVision, Commodore 64, MSX, and ZX Spectrum.

<i>Keystone Kapers</i> 1983 video game

Keystone Kapers is a platform game developed by Garry Kitchen for the Atari 2600 and published by Activision in 1983. The game involves a Keystone Cops-theme, with the player controlling police officer Kelly, who traverses the many levels of a department store, dodging objects to catch the escaped thief Harry Hooligan.

<i>Chopper Command</i> 1982 video game

Chopper Command is a horizontally scrolling shooter released by Activision for the Atari 2600 in June 1982. It was written by Bob Whitehead. The player flies a helicopter left and right over a scrolling, wraparound landscape, shooting down enemy airplanes to protect a convoy of trucks below.

<i>Pitfall II: Lost Caverns</i> 1984 video game

Pitfall II: Lost Caverns is a video game developed by David Crane for the Atari 2600. It was released in 1984 by Activision. The player controls Pitfall Harry, who must explore in wilds of Peru to find the Raj Diamond, and rescue his niece Rhonda and their animal friend Quickclaw. The game world is populated by enemies and hazards that variously cause the player to lose points and return to a checkpoint.

<span class="mw-page-title-main">Second generation of video game consoles</span> Second video game console generation, including the Atari 2600

In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

<i>Frostbite</i> (video game) 1983 video game

Frostbite is a 1983 action game designed by Steve Cartwright for the Atari 2600, and published by Activision in 1983. The game has a player control Frostbite Bailey, who must hop across several ice floes to collect ice while avoiding falling in the water and avoiding the hazardous natural elements such polar bears and snow geese.

<i>Megamania</i> 1982 video game

Megamania is a video game developed by Steve Cartwright and published by Activision in 1982. The game is a fixed shooter, where a pilot of an intergalactic space cruiser who after eating a variety of food, has a nightmare where his ship is being attacked by food and house hold objects. Using the missile launcher from his space cruiser, he finds himself being attacked by various food items and house hold objects.

<i>Enduro</i> (video game) 1983 video game

Enduro is a racing video game designed by Larry Miller for the Atari 2600 and published by Activision in 1983. The object of the game is to complete an endurance race, passing a certain number of cars each day to continue the next day. The visuals change from day to night, and there is occasional inclement weather.

<i>The Activision Decathlon</i> 1983 sports video game

The Activision Decathlon is a sports game written by David Crane for the Atari 2600 and published by Activision in 1983. It was ported to the Atari 8-bit family, Atari 5200, Commodore 64, ColecoVision, and MSX. Up to four players compete in the ten different events of a real-life decathlon, either in sequence or individually.

<span class="mw-page-title-main">Carol Shaw</span> American video game designer

Carol Shaw is one of the first female game designers and programmers in the video game industry. She is best known for creating the Atari 2600 vertically scrolling shooter game River Raid (1982) for Activision. She worked for Atari, Inc. from 1978 to 1980, where she designed multiple games including 3-D Tic-Tac-Toe (1978) and Video Checkers (1980), both for the Atari VCS before it was renamed to the 2600. She left game development in 1984 and retired in 1990.

<i>Cosmic Avenger</i> 1981 video game

Cosmic Avenger is a scrolling shooter developed by Universal and released as an arcade video game in July 1981. It is part of the first wave shooters with forced horizontal scrolling which followed Konami's Scramble and Super Cobra from earlier in the year. It was released the same month as Vanguard. The final installment in Universal's Cosmic series, players take control of the Avenger space fighter and, as in Scramble, use bullets and bombs against enemy air and ground forces. The world is one continuous level made up of different areas.

<i>Dolphin</i> (video game) 1983 video game

Dolphin is a side-scrolling video game created by Matthew Hubbard for the Atari 2600 and released by Activision in 1983. Dolphin requires the player to use audio cues in order to survive.

<i>Video Checkers</i> 1980 game for Atari 2600

Video Checkers is a video game developed and published by Atari, Inc. in 1980 for the Atari VCS, renamed to Atari 2600.

References

  1. 1 2 Weiss 2014, p. 180.
  2. 1 2 3 Buchanan 2008.
  3. Activision 1982a.
  4. 1 2 3 4 5 Hacker 1983, p. 80.
  5. Activision 1982.
  6. 1 2 3 4 5 6 Weiss 2014, p. 182.
  7. 1 2 3 4 5 6 The Video Game Update includes Computer Entertainer 1983.
  8. Hacker 1983, p. 77.
  9. 1 2 3 4 5 6 Hacker 1983, p. 78.
  10. Hacker 1983, p. 79.
  11. 1 2 3 4 5 6 7 8 Weiss 2014, p. 181.
  12. Montfort & Bogost 2009, p. 104.
  13. "River Raid (Registration Number PA0000188573)". United States Copyright Office . Retrieved 5 August 2021.
  14. The Video Game Update includes Computer Entertainer 1984, p. 148.
  15. The Video Game Update includes Computer Entertainer 1984b.
  16. Fox 2013, p. 241.
  17. Loguidice & Barton 2014, p. 96.
  18. Wolf 2012, p. 254.
  19. "Activision's Atari 2600 Action Pack". IGN. Retrieved November 6, 2023.
  20. The Video Game Update includes Computer Entertainer 1984, p. 145.
  21. 1 2 Meade & Clark 1983, p. 37.
  22. Blanchet 1983, pp. 64–65.
  23. The Video Game Update 1983.
  24. Wiswell 1983, pp. 63–64.
  25. The Video Game Update includes Computer Entertainer 1984.
  26. Mace 1983, pp. 73–74.
  27. Mace 1983, p. 74.
  28. Holyoak 1984.
  29. 1 2 Kunkel & Katz 1984a, p. 42.
  30. Kunkel & Katz 1984b, pp. 28–29.
  31. The Video Game Update includes Computer Entertainer 1984c.
  32. Jones & Hunt, p. 32.
  33. Amrich et al. 1995, p. 32.
  34. "Top 100 Games of All Time". Next Generation . No. 21. September 1996. p. 43.
  35. Allen, p. 84.
  36. 1 2 Bjørn & Rosner 2022, p. 375.
  37. Symonds 2017.
  38. Cassidy 2002.
  39. Weiss 2014, p. 119.
  40. Digital Eclipse (November 11, 2022). Atari 50 (Nintendo Switch). Atari. Highs and Lows: The 2600 "Jr.": In addition to the 7800, Atari also rolled out a smaller, budget-priced revision of the 2600. Retailing for just $49.99, it was a very affordable alternative, and Atari began to put more 2600 games on the shelves.
  41. 1 2 Hawken, p. 44.
  42. 1 2 Hawken, p. 45.
  43. 1 2 Armstrong 1988.
  44. Hickey, Jr. 2021, p. 72.
  45. Hickey, Jr. 2021, p. 73.
  46. Hickey, Jr. 2021, p. 74.
  47. McFerran 2015.
  48. Hickey, Jr. 2021, p. 75.

Sources