The Arcade Machine

The Arcade Machine is game creation system written by Chris Jochumson and Doug Carlston for the Apple II and published by Broderbund in 1982.[1] Louis Ewens ported it to the Atari 8-bit family.[1] Broderbund ran a contest from January-June 1984 where the best user-created game was awarded a prize of $1,500 in hardware and software.[2]

The Arcade Machine
Publisher(s)Broderbund
Designer(s)Doug Carlston
Chris Jochumson
Programmer(s)Louis Ewens (Atari)
Platform(s)Apple II, Atari 8-bit
Release1982
Genre(s)Shoot 'em up 

Gameplay

The game allows players to create alien attacks like those seen in Galaxian. The inbuilt editor allows players to: design/animate enemies, players and explosions; give enemies instructions on moving/firing; drawing backgrounds/title screens, creating sound effects/music, and setting various gameplay rules. Finished games can be saved to a self-booting disk to allow them to run without this program.[3]

Reception

In 1984, InfoWorld deemed it a "fabulous program," and compared it favourably to Pinball Construction Set.[2] The New York Times described the game as a "hierophant" due to giving non-programmers the ability to create games; furthermore, the site suggested that with a bit of aesthetic improvement, The Arcade Machine would "be a game one can play almost forever".[4]

Steve Panak of ANALOG Computing wrote, "The Arcade Machine is not for the weak of stomach, nor for the weak of mind. Complexity is a key word here. However, despite its complexity, the program is surprisingly user-friendly, thanks to excellent documentation." In the conclusion he warned, "Many, many, many hours are needed to create and hone your game to perfection-and that's if you're not a perfectionist."[5]

The game was "a best seller", according to the September 1984 issue of Creative Computing.[6]

References

  1. Hague, James. "The Giant List of Classic Game Programmers".
  2. Inc, InfoWorld Media Group (30 January 1984). "InfoWorld". InfoWorld Media Group, Inc. via Google Books.
  3. The Arcade Machine Manual (PDF). Broderbund. 1982.
  4. "THE IMAGINATIVE PATH TO DESIGNING GAMES". The New York Times. 24 May 1983.
  5. Panak, Steve (December 1984). "The Season's Software Sampler". ANALOG Computing (25).
  6. Uston, Ken (September 1984). "A family affair; behind the scenes at Broderbund". Creative Computing. 10 (9): 157.
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