Activision is a famous name in retrogaming history because the company was the first third-party publisher of games for the popular Atari 2600 console. Formed in 1979 by unhappy Atari game developers who left to compete against their former employer, they would go on to create some of the best and most memorable titles for the 2600 which were often ported to other systems as well. Some of these legendary games include Pitfall (from David Crane), Chopper Command (from Bob Whitehead), Kaboom! (from Larry Kaplan), and Keystone Kapers (from Garry Kitchen). And while I was tempted to revisit one of these classics for my first Activision post on this blog, I ultimately decided instead to take a look at one of my personal favorites from the days of the Activision rainbow box art releases.
Dolphin is an Atari 2600 title created by Matthew Hubbard for Activision and released in 1983. In the game you control the title character who is on the run from a squid. While swimming frantically left or right in an effort to avoid the nasty creature, you must also navigate the ocean currents as well as columns of seahorses blocking your path. A possible brief respite from this relentless pursuit comes in the form of a seagull which occasionally flies over the surface of the water. And that is only if your dolphin can execute a well-timed jump to touch the elusive bird in mid-flight. If so, you briefly become invincible, turn the tables on the squid, and score big points by touching it (similar to the power-up which make the pursing ghosts retreat in Pac-man). And of course, like in most games, the pace gets faster and more difficult with each new round.
A boxed version of Dolphin from Activision for the Atari 2600
Dolphin is a side-scrolling game with a colorful playfield representing the ocean, the horizon, and even clouds in the background (similar to the aforementioned side-scroller Chopper Command with an orange dessert and equally colorful horizon). The controls are very straightforward, so it's easy to get right into the game without struggling to move where you want to. However, figuring out how to stay a good distance ahead of the pursuing squid can take some time to master, as can timing that jump to connect with the elusive seagull. Both seem to be a matter of getting a "feel" for the rapid pace of the game, and a big component in all of this is sound.
There are sounds aplenty in this game. For instance, ocean currents are represented by arrows facing in the direction you're moving or against it, and high frequency beeps or low rumbles are the audio cues indicating you've been slowed down by or aided by those currents. Likewise, tones of different pitches sound as you approach a wall of seahorses blocking your path except for one small opening. The higher or lower pitches indicate how high or low the opening is which you must try to navigate through. And this is critical because missing the opening, even slightly, slows down your dolphin. And equally important is the "Seagull's Cry", which is a loud alarm sound indicating that important bird is approaching and it's going to be time to make a leap from the water.
No comments:
Post a Comment