Atari 2600: Tunnel Runner - Description of a game


Search in games Atari 2600 (Enter the name of a game Atari 2600)
 
0 1 2 3 4 5 6 7 8 9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Game Tunnel Runner (Atari 2600 - a2600)

Tunnel Runner (Atari 2600 - a2600)

Tunnel Runner is a 3D maze game will be released on CBS Electronics in 1983 for the Atari 2600. It was programmed by Richard K. Balaska ml.

Created in 1983, the tunnel Runner was one of the first 3D first-person view games ever, long before, in Wolfenstein 3D. he was one of three games for the Atari 2600 in memory plus (the other two being the Omega Race and Mountain King), where the cartridge contains additional 256 bytes of RAM in addition to the console 128 bytes.

The game offers two game modes. IGRA1 mode is campaign mode, with pre-programmed levels, which never change. IGRA2 mode generates random mazes on each level.

The game is a first-person maze that he or she has to navigate. Task is to find and use of the maze exit door within a certain period. While many mazes have several exit doors, the player must find the key, hidden somewhere in the maze. Once the key is received, the player can leave and go to the next maze. However, if the player can not find a way out of the maze in the allotted time, he must repeat the level to find the exit. At higher levels, the time decreases significantly.

In addition to time constraints, there are many other obstacles on each level. Several beings called DADA - scout the tunnels, looking for a player. Unarmed, the player must avoid them at all costs in order to quickly find the key and exit to the next level. It's pretty easy in the beginning, but then the game becomes more difficult by putting more DADA per level (maximum of four). First of all, it Zots faster and faster up to a certain limit, and at higher levels, they can even pass through walls. It's not a bug, manual refers to this as "Zot magic." Due to limitations on the Atari, the game is not scrolling animation when changing direction, so easy to become disoriented, particularly when Zots pursue the player. It should also be noted that the color of the walls is constantly changing in each maze. The most complex levels were black walls, where only half visible, and do not see the door (which makes it impossible to know what they are). Tunnel Runner has a lot of black levels periodically in succession, making them a challenge to pass.

To compensate for the increasing complexity of the game, the player's running speed is also increased in the course of the game. A small arrow in the display time is always exactly determines the direction of the player, the player also has a map to help him get out of each maze. The player can press the fire button to view a map of the current level of overhead form that shows the location of the player, DADA, the key and exit.

As you progress through the levels of increasing complexity also affects the card, how to make map invisible (especially on the black levels of the wall), making DADA invisible or make the key player and invisible. Map will never be rendered completely useless, so that "something" will always be displayed regardless of the current level status. View maps, however, can cause the player must be vulnerable, as the player has to stand to see the map of DADA and can move freely during this time.

Although not shown on the map, there are several types of doors in each maze. They can easily be found, as the floor colorfully vibrating in the front door on a nearby wall. There are five types of doors that only the player can use; DADA can not. The player will automatically stop running whenever it reaches one of these color sections, and time has been reduced, while standing on it. The player must take them into account when running from DADA.

The door up arrow - exit from the labyrinth. Available only if the player has acquired the key. These can be found only in the eastern wall of each maze, and are shown on the map in the early stages.

Door with double arrows upwards - the output of the warp, which brings the player in front of two levels instead of one. Available only if the player has acquired the key and see normal output. These warp outputs appear in the east wall of the maze.

Door with two side arrows - teleportation doors. Upon entering, they carry the player in a random location of this particular maze. They can be extremely useful to exit the DADA and saving valuable time on the level of the higher levels. Random teleportation may also be useful to assist in the search key, and sometimes the player will spontaneously grab the key during the "teleportation". However, there is always a small chance to teleport you directly in front of Zot. They can appear on almost every wall.

Door with double down - the door sends the player back to the previous level, and is an obstacle, especially in the black wall where all the doors are invisible. Never use them unless absolutely necessary. As the doors to teleport, they can often be seen on many walls.

Doors with "KB symbol dB" - the door was not included, but looking at it will award the player up to 1,000 bonus points, as long as they continue to face it. Turning and turning back does not restore to the ability. Being a secret door, they are quite rare, but can occur anywhere and are not visible on the level map. Symbols programmer's initials and his wife's time.

The player has an initial 3 extra lives when you start a new game. Every time a player catches Zot, he loses a life and appears in a random place at the same time he had before the accident (as he does not lose the key). The player can also get extra life (maximum of 4), earning a certain number of points. Points are awarded for wandering through the tunnels, leaving the level as fast as possible, or find "KB database" secret door.