Variations on a maze
From Maze
(Difference between revisions)
(→Context: Computer Graphics and Games) | (→Context: Computer Graphics and Games) | ||
| Line 13: | Line 13: | ||
== Context: Computer Graphics and Games == | == Context: Computer Graphics and Games == | ||
| − | |||
| − | [[Image:Game-Gotcha-arcade-(1973).jpg|thumb|200px|''Gotcha'' (1973 arcade) a game of tag between two players in a maze-like field of partitions]] | ||
| − | |||
| − | [[Image:Game-Amazing_Maze-arcade-(1976).png|thumb|200px|''The Amazing Maze Game'' (1976 arcade) -- a classic maze]] | ||
| − | |||
| − | [[Image:Game-Maze_Craze-Atari2600-(1978).png|thumb|200px|''Maze Craze'' (1978 Atari VCS) -- a large set of games -- complete, race-to-complete, tag, etc. -- all played within classic mazes.]] | ||
| − | |||
| − | [[Image:Game-Pac-Man-arcade-(1980).png|thumb|200px|''Pac-Man'' (1980 arcade) -- a maze-like field of partitions must be run while being chased by ghosts]] | ||
| − | |||
| − | [[Image:Game-Pac-Man-Atari2600-(1982).gif|thumb|200px|''Pac-Man'' (1982 Atari VCS)]] | ||
| − | |||
| − | [[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|200px|''Ant Attack'' (1983 ZX Spectrum)]] | ||
The representation of mazes in computer graphics was already a staple during the period that finds the ''10 Print'' BASIC one-liner appearing in C64 manuals and journals -- in fact, the use of computers to represent mazes conceptually was common before computer graphics. | The representation of mazes in computer graphics was already a staple during the period that finds the ''10 Print'' BASIC one-liner appearing in C64 manuals and journals -- in fact, the use of computers to represent mazes conceptually was common before computer graphics. | ||
| Line 30: | Line 18: | ||
(Sidebar? Summary IF and the tradition of box diagram maps, the importance of mazes in Adventure / Zork / Acheton, and the contextual relationship to home computing and dominance of early PC video game industry) | (Sidebar? Summary IF and the tradition of box diagram maps, the importance of mazes in Adventure / Zork / Acheton, and the contextual relationship to home computing and dominance of early PC video game industry) | ||
| − | In graphical games, | + | [[Image:Game-Gotcha-arcade-(1973).jpg|thumb|100px|''Gotcha'' (1973 arcade) a game of tag between two players in a maze-like field of partitions]] |
| − | One common feature of the many different maze games from the period is orientation: all were rectilinear and aligned to the Cartesian axes. Different examples have their own aesthetics -- Pac Man partitions the screen space into an open field of indirect routes, Maze Craze creates a traditional full-screen overview with a single solution, while Adventure produces a claustrophobic view in which only part of the impossibly wrapping maze topology is visible at any time -- usually nearby but inaccessible paths. What all have in common is that they are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display. | + | [[Image:Game-Amazing_Maze-arcade-(1976).png|thumb|100px|''The Amazing Maze Game'' (1976 arcade) -- a classic maze]] |
| + | |||
| + | [[Image:Game-Maze_Craze-Atari2600-(1978).png|thumb|100px|''Maze Craze'' (1978 Atari VCS) -- a large set of games -- complete, race-to-complete, tag, etc. -- all played within classic mazes.]] | ||
| + | |||
| + | In graphical games, one common feature of the many different 2D maze games from the period is orientation: all are rectilinear and aligned to the Cartesian axes. This similarity, it turns out, is even more important than the extent to which given games were maze-like, and different games have different maze aesthetics. The arcade game ''Gotcha'' (1973) staged a game of tag between two players in a maze-like field of disconnected partitions which served as an obstacle course. Conversly, the arcade game ''The Amazing Maze Game'' (1976) implemented a race (two-player or against a computer) to solve a classic continuous closed maze. A similar implementation on the home Atari VCS, ''Maze Craze'' (1978) added to a two-player playable random maze generator a large number of games, including racing, tag, and a mode with invisible walls. | ||
| + | |||
| + | [[Image:Game-Pac-Man-arcade-(1980).png|thumb|100px|''Pac-Man'' (1980 arcade) -- a maze-like field of partitions must be run while being chased by ghosts]] | ||
| + | |||
| + | [[Image:Game-Pac-Man-Atari2600-(1982).gif|thumb|100px|''Pac-Man'' (1982 Atari VCS)]] | ||
| + | |||
| + | ''Pac-Man'' (1980) is perhaps the classic maze-like arcade game, although, like ''Gotcha'', it uses partitioning walls as a free-form obstacle course rather than a way of obfuscating the path to escape. When it was reimplemented for the Atari VCS in | ||
| + | |||
| + | vertical field was redesigned in horizontal format for a | ||
| + | |||
| + | |||
| + | -- Pac Man partitions the screen space into an open field of indirect routes, Maze Craze creates a traditional full-screen overview with a single solution, while Adventure produces a claustrophobic view in which only part of the impossibly wrapping maze topology is visible at any time -- usually nearby but inaccessible paths. What all have in common is that they are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display. | ||
| + | |||
| + | Diagonal orientation did have its place in the early maze-like games, but not in simple 2D -- the emergence of isometric games like Ant Attack, Marble Madness. | ||
| + | |||
| + | |||
| + | To what extent | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | ([http://en.wikipedia.org/wiki/List_of_maze_video_games|List of maze video games]) | ||
| + | |||
| + | |||
| + | |||
| + | ''Pac-Man'' (1980 arcade) -- a maze-like field of partitions must be run while being chased by ghosts | ||
| + | |||
| + | ''Pac-Man'' (1982 Atari VCS) | ||
| + | |||
| + | [[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|100px|''Ant Attack'' (1983 ZX Spectrum)]] | ||
| + | |||
| + | |||
(presence of the diagonal line at all -- isometric projection itself not unheard of, but far from the norm -- Marble Madness not until 1984) | (presence of the diagonal line at all -- isometric projection itself not unheard of, but far from the norm -- Marble Madness not until 1984) | ||
