Racing the Beam : the Atari Video Computer System - Index of
Racing the Beam : the Atari Video Computer System - Index of
Racing the Beam : the Atari Video Computer System - Index of
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For Two Players<br />
Combat imitated <strong>the</strong> coin-op games Pong and Tank, and <strong>the</strong> home versions<br />
<strong>of</strong> <strong>the</strong>se games, in an important way: it was a game for two players, as <strong>the</strong><br />
cartridge label clearly stated. Instead <strong>of</strong> providing simulated opponents<br />
<strong>of</strong> some sort, as many later games would do, Combat <strong>of</strong>fered a playing fi eld<br />
and a means by which two players, sitting side by side, could compete<br />
against one ano<strong>the</strong>r.<br />
It was common for an arcade machine to provide a one-player challenge.<br />
Pinball and skeeball games did this, pitting <strong>the</strong> player against<br />
diffi cult terrain. Later arcade games like Lunar Lander and Space<br />
Invaders would <strong>of</strong>fer a similar challenge for a single player. But ano<strong>the</strong>r<br />
concept involved something like a table tennis setup. With this scheme,<br />
instead <strong>of</strong> having a challenging landscape to traverse or a simulated<br />
opponent with artifi cial intelligence, human players provide <strong>the</strong> skill<br />
and intelligence that make <strong>the</strong> game enjoyable. Very early computer<br />
and video games, such as Tennis for Two, Spacewar, <strong>the</strong> games <strong>of</strong> <strong>the</strong><br />
Magnavox Odyssey, and Pong, were designed along <strong>the</strong>se lines.<br />
Of course, a single player can toy with a two-player game. A common<br />
experience among many young VCS players was that <strong>of</strong> “one-player”<br />
Combat, in which a single person takes one <strong>of</strong> <strong>the</strong> joysticks, goes after an<br />
inert tank or cruising plane, and pummels <strong>the</strong> unconscious enemy with<br />
repeated fi re. Although such a practice does not represent <strong>the</strong> height <strong>of</strong><br />
videogame experience, this mode <strong>of</strong> interaction does allow players to<br />
explore <strong>the</strong> different variations and learn something about how tanks and<br />
planes function in each. It also <strong>of</strong>fers something to do with <strong>the</strong> title when<br />
a second human player isn’t around.<br />
A player using <strong>the</strong> left joystick and progressing through <strong>the</strong> twentyseven<br />
games included in <strong>the</strong> Combat cartridge, alone or with an opponent,<br />
fi nds that <strong>the</strong> games vary in several signifi cant ways. There are six game<br />
categories. Tank, <strong>the</strong> fi rst category, has tanks fi ring ei<strong>the</strong>r a straight or<br />
guided missile in one <strong>of</strong> three types <strong>of</strong> terrain. Shots do not rebound <strong>of</strong>f<br />
<strong>the</strong> walls in <strong>the</strong> tank games, but <strong>the</strong>y do in games in <strong>the</strong> next category,<br />
Tank-Pong. In some <strong>of</strong> <strong>the</strong>se games, a “billiard hit” (a shot that rebounds<br />
at least once) is required for a kill. There are also Invisible Tank and Invisible<br />
Tank-Pong games, in which one’s tank can only be seen when it fi res<br />
or is hit.<br />
The remaining categories <strong>of</strong> game are <strong>the</strong> two plane games, Biplane<br />
and Jet, which can be played with or without obscuring clouds. The<br />
biplanes, which appear in pr<strong>of</strong>i le, climb when <strong>the</strong> joystick is pressed<br />
down and dive when <strong>the</strong> joystick is pressed up. Moving <strong>the</strong> joystick to<br />
2 Combat [31]