Dandy (video game)
|Publisher(s)||Atari Program Exchange|
|Genre(s)||dungeon crawl, action-adventure game|
|Mode(s)||single to four player|
Dandy (later Dandy Dungeon) is a dungeon crawl for the Atari 8-bit computers. Dandy is one of the first games to offer simultaneous, four-player, cooperative play. It also includes a built-in level editor. Dandy was the direct inspiration for the popular 1985 Atari Games coin-op, Gauntlet.
Dandy takes place in a maze-like dungeon, seen from an overhead view. The dungeon has multiple levels, connected together using stairwells. Portions of the mazes are blocked by locked doors, which can be opened with keys scattered through the maze. The goal of the game is to fight through the maze to the next stairwell, from there to the next level, and proceed through the dungeon's levels to the end.
The players are armed with a bow and arrow which can be shot in any of the eight cardinal directions. Monsters come in several varieties, though the differences are strictly graphical. When hit, the monsters "devolve" to the next less-powerful state, before eventually being killed and disappearing. Some monsters are placed in the maze during its pre-game creation and appear as soon as that level is entered, while others are produced in skull-shaped monster generators.
Monsters touching the player reduce the player's health, which can be improved by eating food scattered around the dungeon. Potions destroy all monsters on the screen when activated. Potions can be either shot with an arrow, or picked up and carried for later use. A special "heart of gold" can also be collected to revive dead party members.
Players interact with the game primarily through the joystick, although some key-presses are used for eating food or using potions. With two or more players, the screen scrolls according to the average location of the group to encourage cooperation.
The game map was created using a custom character set drawn in the Atari's five-color text mode. Each dungeon level is three screens wide and high. The Atari's special smooth scrolling hardware is used to pan around the level, while the player/missile graphics capabilities are not used.
Thesis of Terror
The game that eventually became Dandy had been originally written in the fall of 1982 as Thesis of Terror, Jack Palevich's MIT bachelor's thesis. The original concept was for a five-person game, four players on Atari computers acting as graphical terminals, and a fifth machine acting as dungeon master controlling the action from a separate computer. The two machines would communicate over their serial ports. However, time constraints meant that the interactive dungeon master role was never implemented. The separate machine, a Hewlett-Packard Pascal Workstation (a member of the HP 9000 family), was used solely as a file server, sending new maps to the Atari on demand.
The game engine was inspired by John Conway's Game of Life. Life is cellular automata; at each "turn" the game examines the squares on the grid that makes up the playfield, and uses a basic calculation to determine whether or not that square should hold a cell. In Dandy this same basic mechanism is used, but the decision was essentially "if the player is on that side of the cell, and there is a monster on the other side, then I will hold a monster on the next turn." This gave the illusion of the monsters chasing the player, when in fact they did not move at all. Like a marquee, the motion was an illusion as they simply turned on or off. This algorithm was easy to implement using the limited resources of the Atari 800; it takes the same time to run no matter how many monsters were currently in the map. It also has the property that any dungeon that could be drawn in the editor will run correctly and efficiently, the designer does not have to worry about "correct" placement of the monsters or generators to ensure the map would.
The gameplay design of Thesis of Terror was heavily influenced by Dungeons and Dragons; Palevich had never actually played D&D, but he had read through the manuals and watched some of his dorm-mates play campaigns in the lounge of MIT's New House II dormitory. The new name Dandy is a play on the phonetic pronunciation of D and D, which at the time was a generic term for dungeon adventure role-playing games. Dandy was also influenced by the Defender arcade game, which contributed the idea of the smart bomb (potions), and by several maze-exploration arcade games that contributed the idea of using keys to unlock doors. Dandy was not influenced by any of the roguelike games, as Palevich was unaware of Rogue at the time Dandy was designed.
Thesis of Terror's gameplay was designed with help from Joel Gluck, who was a freshman at MIT at the time. Gluck designed several of the levels in the game, and invented some of the common idioms of Dandy-style games. For example, he designed the "funnel trap", where treasure was placed in such a way that the players would run to the treasure, causing a wall of monsters placed just off screen to activate and charge on the party.
Several changes were made to the gameplay as a result of playtesting. Early versions of the game allowed players to shoot each other, but this was removed after testing showed that when the players discovered that they could hurt each other, the game quickly degenerated into a chaotic free-for-all. Another change was that dead players originally had to sit out the rest of the game. Testing revealed that parties would start the game over when one member died, so that the whole party could continue to play together. To keep the game going, the revival heart was added.
Creation of Dandy
After graduating from MIT, Palevich went to work for Atari in the Atari Research division, where he worked on VLSI graphics and sound chips, and also helped design the custom operating system for the unreleased Atari Sierra personal computer. Of all these projects only the Atari AMY sound chip ended up making it to market.
While working at Atari, Palevich continued developing the game. During the period from February to May 1983, the original was cleaned up for release, and it was during this period that the name became Dandy. The workstation was removed, and the dungeon master's role was reduced to laying out the maps and saving them to floppy disk. Another change was to remove the ability to return to higher levels of the dungeon. This change was made after play-testing revealed that nobody ever went up to previous levels, except by mistake. Removing this feature sped up level changes, because the maze state no longer had to be written out to disk before the next level was loaded. It also enabled the game to work on cassette tape as well as on disk; on the tape version the cassette tape was stopped between levels, and then started up again to load the next level.
Two years after Dandy's release, Atari arcade division programmer Ed Logg and his team wrote Gauntlet. During a speech given at the 2012 Game Developers Conference, Ed Logg said that Dandy served as direct inspiration for Gauntlet.
Palevich later sold the rights to Dandy to a British game developer, Electric Dreams Software, who released versions for the ZX Spectrum, Commodore 64 and Amstrad CPC in 1986. They chose to make a Gauntlet clone, rather than a Dandy clone, and as a result, the British developer was later sued by Atari.
When Atari reentered the game console business in the late 1980s, they made a new Dandy-like game named Dark Chambers. The manual states "Copyright 1983 John Howard Palevich. All rights reserved." Dark Chambers was released for the Atari 2600, Atari 7800 and Atari XE computers in 1988. It only supports two players, as the 2600, 7800, and later models of the Atari 8-bit computer family do not have four joystick ports. Dark Chambers has many fewer onscreen enemies than either Dandy or Gauntlet.
Palevich has experimented[when?] with rewriting the core Dandy engine in a variety of programming languages. The original version is around 4,000 lines of 6502 assembly language that took about 100 hours to write. Cloning the game on a modern computer using C++ took about 1200 lines of code and 12 hours. John has released a source-code version of the game for both Microsoft Windows and the Xbox 360.
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