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THE EVOLUTION OF GAUNTLET

Issue 261

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Retro Gamer

WHEN ATARI ADAPTED DUNGEONS & DRAGONS FOR THE ARCADES WITH GAUNTLET, IT POPULARISED FOUR-PLAYER CO-OP GAMING AND PAVED THE WAY FOR A SUCCESSFUL FRANCHISE. BOB FLANAGAN, MIKE HALLY AND JOHN ROMERO EXPLAIN HOW THE SERIES EVOLVED

- RORY MILNE

THE EVOLUTION OF GAUNTLET

AIthough Atari's coin-op division remained profitable throughout the US videogame crash of 1983, there were lay-offs from the department, and this resulted in a fantasy RPG-style arcade game that Ed Logg had started designing late in the year being put on the backburner. By the time Ed had the staff he required it was early 1985, and soon after, coder Bob Flanagan replaced an Atari legend on Ed's team. "I got on to the project about three months in," Bob recalls. "Dave Theurer had been doing the work with Ed and then I took over. Dave had built the level editor, and I think some of the initial mazes. Then my job was to maintain the editor and extend it, and also create mazes and do other coding."

imageNaturally, Bob assessed the work that had been done before his arrival. The inspiration for its theme and heroes were obvious to him, and some earlier coin-ops came to mind as he analysed its gameplay. "Gauntlet was based on Dungeons & Dragons-type games, and all the characters were based on typical D&Dtype characters," Bob observes. "It reminded me a little of Berzerk and Frenzy, with a bit of Robotron but much less high-adrenaline. Pat McCarthy had done the hardware, and he came up with the brilliant idea of how to have so many objects on the screen at the same time. That was instrumental in being able to accomplish what Ed wanted, which was a screen just swarming with characters."

المزيد من القصص من Retro Gamer

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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