Tron: Maze-A-Tron

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Tron: Maze-A-Tron
Tron Maze-A-Tron Cover.gif
Developer Mattel Electronics
Publisher Mattel Electronics
Designer Russ Haft
Series Tron
Platform Intellivision
ReleaseOctober 6, 1982
Genres
Mode Single-player

Tron: Maze-A-Tron (Tron: Le Labyrinthe [1] or Le Labyrinthe de Tron [2] in editions intended for French-speaking markets) is a 1982 action video game developed and published by Mattel Electronics for the Intellivision. It is the second of three Intellivision games based on the Disney film Tron . The player takes the role of Kevin Flynn, a young programmer transported into the heart of a computer to find and dismantle the power-hungry MCP that is trying to control the human race. The game design and programming was done by Russ Haft, with graphics by Eric Wells.

Contents

Gameplay

The game is played using the Intellivision's controller. The directional pad is used to move Flynn or the rifle's crosshairs. A game consists of several rounds. Each round has two phases: Phase I (the Maze) and Phase II (the MCP).

The game then restarts at Phase I with increased difficulty, which is continuous for as long as the game is played.

Development and release

Like Tron: Deadly Discs , Tron: Maze-A-Tron was developed in parallel with the production of the Disney film Tron . Russ Haft was responsible for the design and programming, while the graphics were created by Eric Wells, and the sound effects were created by Andy Sells. The package illustration was made by Jerrol Richardson. [3]

The development teams for the three Tron games had access to the rushes and the film before its theatrical release in order to draw inspiration from it. [4]

Tron: Maze-A-Tron was released on October 6, 1982 in the US market, shortly after the film, becoming Mattel's 39th title for the Intellivision console. [3]

Reception

The complexity of the gameplay, requiring a lengthy user manual (25 pages) and the introduction of several computer and electronics terms (input/output, bus, microchips, binary code, RAM, resistors, stack, etc.) to fit in with the film's universe, may have put players off. Electronic Fun with Computers & Games found the game boring, despite its exceptional graphics, and ironically pointed out that the real challenge of a game should lie in its gameplay and not in understanding its instruction manual. [5]

Electronic Games , on the other hand, praised Mattel for the game, which requires several training sessions to master. [7]

References

  1. Steven A. Orth (24 April 2020). ""Tron Maze-A-Tron"". INTV Funhouse.
  2. 1 2 "300 cartouches, cassettes et disquettes : "Le Labyrinthe de Tron"". Tilt (in French). No. 8. Éditions Mondiales. 1983. pp. 102–103.
  3. 1 2 Blue Sky Rangers. "TRON Maze-A-Tron". BlueSkyRangers.com.
  4. Tom Boellstorff; Braxton Soderman (2024). "Constraints, Trade-Offs, and Affordances". Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie. MIT Press. p. 204. ISBN   9780262380553.
  5. 1 2 Noel Steere (October 1983). "Tron Maze-a-Tron". Electronic Fun with Computers & Games . No. 12. p. 58.
  6. "Intellivision: Schöne, Neue Welt". TeleMatch (in German). No. 5. August 1983. p. 36-37.
  7. "Programmable Parade: Take a fantastic voyage into the computer!". Electronic Games . No. 16. June 16, 1983. p. 38-39.