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Game Standards and Procedures
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RIGHT |
- increase game # |
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LEFT |
- decrease game # |
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UP |
- increase #/players |
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DOWN |
- decrease #/players |
While in the text-style menu screen, the joystick is used somewhat differently:
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DOWN |
- Select difficulty level displayed below currently highlighted one |
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UP |
- Select difficulty level displayed above currently highlighted one |
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RIGHT |
- Not used |
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LEFT |
- Not used |
(See 2600 DESERT FALCON for an example of this usage.)
If the controller position is maintained. the game option should be changed about every half second. If the controller was used to start Game Select Mode, there should be a half second delay before the same setting changes the game options.
Standards for remote changing of game options using other controllers will be designed on a per-game basis.
Local Game Select
The Remote Game Select is the method of choice due to its convenience, but there is also the standard 2600 game select mechanism. If the Select switch is depressed in the Game Select Mode, the difficulty is increased by one. If the difficulty was at the maximum, it is wrapped to the minimum and the number of players is increased. If the number of players is at the maximum, it wraps.
If the Select switch is held down, the game options should be changed about every half second. If the Select switch was used to start the Game Select Mode, there should be a half second delay before the same depression of Select changes the game options.
Leaving Game Select Mode
Normally, the player will start a game after selecting his options (see Starting a Game). However, if the player leaves the game in the Game Select Mode for 30 seconds or so without changing any options, the game should go to the Copyright Screen and resume the Idle Sequence.
Gameplay
This section deals with the mechanics of starting, pausing, and ending gameplay.
Starting a Game
Depressing the Reset switch at any time will start a new game using the current game parameters. A press of player 1's fire button during Copyright Screen, Auto-play, or Game Select Mode will start a new game. When a game is started with the joystick button, the game should not use the same button depression for a game action (like firing a shot, for instance). The Reset switch should be debounced so it does not start another game until it is first released.
Pause
The Color/B&W switch is used to toggle into and out of Pause Mode. The Pause feature is only active during actual gameplay. When the Color/B&W switch is depressed, video is frozen and audio is turned off. After about 15-30 minutes if there is no input from the player the screen goes blank. While there is a blank screen, and controller inputs (including fire buttons) should re-display the screen without leaving the Pause state. A second depression of the Color/B&W switch should resume the game as if it had never paused. No sounds or display sequences should be lost.
Screen Display
For the most part, screen display of licensed/converted games will emulate existing screen display. However. these are offered for consideration in the absence of such guidelines:
Game End
A GAME OVER message should be displayed at the end of each player's game telling which player is out of the game. When all games in progress are over, the game freezes on the screen and the fire button is disabled for 2 seconds while the GAME OVER message is displayed. After the 2 second freeze, if the player presses the fire button, the game restarts at the same difficulty level and with the same number of players as was previously selected. If this action is not taken, after 20-30 seconds the game automatically goes to the Title Screen/Copyright Screen and Idle Sequence.
Game Options
This section deals with the various options the player can choose. Most games naturally fall into the 'One Player' or 'Two Player Alternating' mold. Game programmers are encouraged to explore the possibilities of Competitive and Team play options. In 2-player alternating mode, player 1's joystick should be deactivated while it is player 2's turn, and vice versa.
Difficulty Settings
All games should provide a range of difficulty settings. This is to provide a fun game for everyone from a video-game addict to your grandmother. The Default Difficulty should be one higher than Novice. The number of settings will change from game to game, but a sample progression might be:
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1) Novice: |
This should be very easy for anyone with any gaming ability, and is geared toward very young and very old players. |
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2) Standard: |
A setting which involves skill to play, but not much. This is the level that most people would play for their first game. |
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3) Advanced: |
A setting which is about 'arcade' level, perhaps a bit easier. |
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4) Expert: |
This is a 'killer' setting, but not so hard that no one will be able to enjoy it. This is for the kids who play your game every day and get very, very good at it. Keep in mind that they aren't putting quarters in. |
In addition to the difficulty levels listed above, players may be handicapped by using the difficulty switches. See the Difficulty Switches section below.
Competitive Play
Competitive play is a version where one player is playing predominately against the other player, and the objective is to have a higher score at the end of the game than the other player.
Team Play
Team play is a version where both players are playing together as a team and the objective is to maximize the team score. Some features of Team play are:
Controllers
For a 1-player game, always read the left-most controller. For a multi-player game, assign controllers from left to right. Controllers should only be shared for:
Games which use non-standard controllers should support joysticks if possible. Any mixture of valid controllers should be allowed for multi-player games.
Difficulty Switches
Players of differing skills may be handicapped by using the difficulty switches. The 'A' position (advanced) is the more difficult setting, and the 'B' position (beginner) is the easier setting. Any game using these switches should poll them frequently.
No-Defeat Mode
In a non-release version of all games, a no-defeat mode should be included for testing, documenting, and sales purposes. A way is needed for moderately-skilled players to see the higher levels of play.
Foreign Versions
All 2600 games MUST be made in both PAL and NTSC versions. SECAM should also be supported (most PAL games work fine on SECAM machines). If this is kept in mind from the start, then the conversion process can be much easier at completion of the NTSC version.
Table of Contents
About This Page
This page is based on the Game Standards and Procedures PDF file at atarimuseum.com and is used with permission. Most of the text on this page is straight from that PDF file, but I have corrected errors and made a few changes. For example, the word key was used in a few places where switch would normally be used, so I replaced key with switch for the sake of consistency. I also did the same thing with page and screen. They seemed to be used interchangeably, so I went with screen.
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