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Dandy (video game)

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Dandy
Publisher(s)Atari Program Exchange[1]
Antic Software[2]
Electric Dreams
Designer(s)John Howard Palevich[3]
Platform(s)Atari 8-bit (original)
Amstrad CPC, Commodore 64, ZX Spectrum
Release1983:
Atari 8-bit (APX)
1985:
Atari 8-bit (Antic)
1986:
C64, Amstrad, Spectrum (Electric Dreams)
Genre(s)Dungeon crawl
Mode(s)Single player, 2-4 player multiplayer

Dandy (later Dandy Dungeon) is a dungeon crawl for the Atari 8-bit family published by the Atari Program Exchange in 1983. It was written by John Howard Palevich, originally for his undergraduate thesis while at MIT. Dandy is one of the first games to offer simultaneous, four-player, cooperative play. It was the direct inspiration for the popular 1985 Atari Games coin-op, Gauntlet, and later turned into the Dark Chambers home game published by Atari Corporation.

The name Dandy is a play on D&D, the common abbreviation for Dungeons & Dragons.

Gameplay

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.

History

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.[4] 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 & 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.[5]

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.[6] He also developed a port of Kermit to the Atari 8-bit.[7]

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.

Atari Program Exchange advertised Dandy as "the great new team game ... Bring up to three friends! Work as a team to battle monsters!", with a cartoon of four children exploring a dungeon.[8]

Legacy

Typical Gauntlet scene, including treasure, monsters and two monster generators.

Two years after Dandy's release, Atari Games released Gauntlet, a project led by Ed Logg. During a speech given at the 2012 Game Developers Conference, Ed Logg said that Dandy served as direct inspiration for Gauntlet.[9]

In 1986, Electric Dreams Software published authorized versions of Dandy for the ZX Spectrum, Commodore 64, and Amstrad CPC.[citation needed] This was after the release of Gauntlet, and these versions of Dandy are visually closer to the arcade game than the Atari 8-bit original.

In 1988, Atari Corporation released a Dandy-like game named Dark Chambers for the Atari 2600, Atari 7800, and Atari 8-bit family (with the packaging in the style of Atari XEGS games). The manual states "Copyright 1983 John Howard Palevich. All rights reserved."[10] It only supports two players and has many fewer on-screen enemies than either Dandy or Gauntlet.

In the 2000's, Palevich rewrote the core of Dandy in a variety of programming languages. He released the source code for the version written in the F# programming language.[11]

References

  1. ^ "Dandy (APX)". Atari Mania.
  2. ^ "Dandy (Antic Software)". Atari Mania.
  3. ^ Hague, James. "The Giant List of Classic Game Programmers".
  4. ^ "Dandy". atariarchives.org. Retrieved 2010-08-25.
  5. ^ "A History of Dandy Dungeon". Archived from the original on 2013-11-04. Retrieved 2013-11-02. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ "Atari 65XEM", see "One of the original programmers of the AMY chips software was John Palevich..."
  7. ^ da Cruz, Frank (1984-01-27). "KERMIT for Atari Home Computers". Info-Kermit Digest (Mailing list). Kermit Project, Columbia University. Retrieved 23 February 2016. {{cite mailing list}}: Unknown parameter |mailinglist= ignored (|mailing-list= suggested) (help)
  8. ^ "It's Dandy!". Softline (advertisement). Nov–Dec 1983. p. 56. Retrieved 29 July 2014.
  9. ^ "GDC 2012 - Gauntlet Post Mortem with Ed Logg". Retrieved 7 March 2012.
  10. ^ "Atari 7800 Manuals (HTML) - Dark Chambers (Atari)". AtariAge. Retrieved 2010-08-25.
  11. ^ "Dandy - A 2D game written in F#". Cs.hubfs.net. Archived from the original on September 24, 2008. Retrieved 2010-08-25.