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Dune
Name:
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Dune |
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Company: |
Atari |
Model #:
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N/A |
Programmer:
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Unknown |
Year: |
1984 |
Released?
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No
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Notes:
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Based on the 1984
Sci-Fi movie |
Based off the 1984 movie, Dune was to be an action/adventure
game along the same lines the classic 2600 game Adventure.
Dune was originally started by veteran programmers Bruce
Poehlman and Gary Stark before they began working on the 5200
game "The Last Starfighter" (which also went unreleased).
Unfortunately Gary and Bruce had only gone through the
brainstorming process when work was stopped. However it
appears that another programmer may have been assigned to pick
up and continue work on Dune. Unfortunately only
preliminary coding had been started before Jack Tramiel shut
down 2600 game development and fired most of the staff.
For those not familiar with the books or the movie, I'll try and
sum up the main plot. The year is 10191. The whole
universe depends on a spice called "Melange" which gives the user
power and long life. Unfortunately the only place on which
the spice is found is an arid desert planet called Arrakis (also
called Dune). There is a war going on between two royal
houses (Atreides and Harkonnen) for control of the planet which is
secretly being orchestrated by the Emperor of the universe.
However the planet Dune is not simply home to giant sand
worms as most think, but rather is inhabited by a group of people
known as the Fremen. The Fremen believe that the young son
of Duke Lito (Paul Atreides) is their Messiah who will lead them
in a holy war against the Harkonnen empire. Got all that?
Dune was to be an action/adventure game similar to
the classic 2600 Adventure. The player plays the part of
Paul Atreides, who ironically is represented by a square (probably
due to the same technical limitations as Adventure). The
player must help Paul navigate through Arrakis while dealing with
the planets. Along the way Paul can pick tools to help him
in his quest to defeat the evil Baron Harkonnen and free
Arrakis. Now while all of this sounds about right for a game
based on Dune, here's where things start to get really weird...
Instead of taking place in a large open desert
(which one might expect in a game based on Dune), the game appears
to take place in a strange multi-colored maze. This is due
to the fact that the code which defined the room structure wasn't
completed. To get the prototype working, a simple maze was
constructed for each room. In the final game it is thought
that the rooms would have had simple barriers and objects similar
to Adventure or the SwordQuest series. Also unfinished were
many of the character graphics, instead an evil looking smiley
face was used as a placeholder. Everything from the sand
worms to the Baron himself is represented by evil looking smiley
faces (perhaps the Baron is related to Evil Otto?). These
placeholder graphics and lack of room structure show just how
early this game was in the development process
As mentioned earlier, Paul can find tools that are
hidden in various rooms of the maze. Only seven of the
twelve tools have their proper graphics, the other tools are
represented by an empty square (a placeholder graphic).
Unfortunately most of the tools don't seem to do anything as the
code that makes them function hasn't been implemented (with the
exception of the Thumper and Ornithopter). For the
most part Paul can only pick up and drop the tools he encounters.
Key
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Used to open doors
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Map
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Displays a map of the maze
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Sword
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Used to kill enemies
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Thumper
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Used to call the sand worms.
When activated, the sand worms will hover over
the Thumper instead of chasing you. Lasts for
approx. 10 seconds.
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Spice
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Increases Paul's spice count
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Bomb
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Destroys all enemies in a room.
Does not appear to be functional.
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Cloak of Invisibility (Cibus
Hood)
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Turns Paul invisible to enemies
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Ornithopter
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Increases Paul's speed and allows him
to move over obstacles.
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Glowglobe
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Used to light up darkened areas
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Shield Ring
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Used to protect Paul from enemies
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Gun
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Used to shoot enemies from a distance
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Princess Chani
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Unknown. May help Paul deal
with the Freman.
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Paul also has to deal with various other
characters during the course of the game. While many of
these characters are Paul's mortal enemies, some are also
unlikely allies. Interestingly, only the Baron's Guards
have their graphics finished. All other characters are
represented by a smiley face.
Baron's Guards
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These guys are the only enemy in the
game to have their graphics finished. The
Baron's guards only appear on one screen. |
Baron Harkonnen
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Head of House Harkonnen, he killed
Paul's father (Duke Lito). |
Sand Worms
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Large worms who live under the desert
sands.
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Guard Dogs
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The Baron's personal attack dogs |
Hunter/Seeker
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Deadly assassin weapon. The
Hunter/Seeker is a tiny dart shaped machine used to
kill enemies from afar. |
Fremen
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Rightful inhabitants of Arrakis. Paul's fate
is to lead the Freman to victory
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Shop Keeper
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Most likely sells Paul tools or spice |
Thief
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Steals tools from the rooms and
deposits them elsewhere. |
At the bottom of the screen there are two
gauges, the blue one represents Paul's water level, while the
red one represents Paul's spice level. The water gauge
starts at 100% and slowly depletes during the course of the
game, when it reaches zero Paul dies (however this isn't
implemented yet). The only way to increase Paul's water
level is to find one of the "Water Rooms" and touch the walls
(Water Rooms look just like the rest of the maze). The
first Water Room is four rooms to the right of where you begin
the game, and the other water rooms can be found two screens up
or down from the first. The Spice gauge starts at zero,
and can be increased by collecting spice jars.
Unfortunately there doesn't appear to be any way to use
the spice.
While much of the game remains to be completed,
there is a surprising amount of functionality hinted at in the
game code. Unfortunately after much experimentation, it is
determined that most of these features were not far enough along
to be implemented:
- There was to be a nice title screen |
- In-game music was planned |
- Five game variations were planned |
While it may be very incomplete, Dune shows
alot of promise. Had it been completed, Dune's complex
adventure game style would have been a welcome addition to the
2600 library (perhaps washing out the taste of the craptacular
SwordQuest series). Unfortunately the collapsing video
game market and the Tramiel take over killed off any hope that
Dune would be finished. Still this prototype is unique
look into what Atari had in store for gamers, if only had
things turned out differently.
Version |
Cart Text |
Description |
7/10/84 |
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Very early demo |
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