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Snark
Name:
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Snark
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Company: |
Atari |
Model #:
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N/A |
Programmer:
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John Dunn
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Year: |
1978
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Released?
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No
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Notes:
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Found in 2022
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When programmer John Dunn (of Superman fame) gave an
interview back in 2000 he mentioned working on another game at
Atari that never got released called Snark. John described
Snark as "A combination maze solver and shooter".
Unfortunately John didn't have a copy of it anymore and the game
was believed to be lost. Fast forward to 2022 when a
previously unknown prototype labeled Snark was found in the
collection of Jim Snyder (who worked in research and development
at Atari in the early 80's) by Alvaro Arroyo.
Snark can best be described as... well it really can't be
described in terms of another game. Snark it truly a
unique idea, at least for the time. Each player controls a
tank which must shoot a block called the Snark for points.
Each successful hit on the Snark is worth 3 points and scoring
more than 21 points will win the game. Sounds easy
right? Not at all! At the start of the game the
Snark will simply sit there waiting to be hit, but the second
one player shoots it the Snark will begin to move randomly
around the screen. Once the Snark starts to move each
player must make sure not to come into contact with it or they
will lose 5 points. Since the Snark is pretty fast, the
best strategy is to hide behind some of the blocks and take pot
shots at it lest you find your score dropping to zero points
rapidly from all the unintentional collisions. Shooting
your opponent will take a point away from them, but if they
don't have any score yet it will actually give them a
point! It's unknown if this is a bug or an intended
feature.
The shooting controls in Snark can take a little getting
used to. In order to shoot the player must hold down the
fire button, point in the direction they want to shoot, then
release the joystick (not the fire button!). Making
things even more difficult is the fact that your shot will
ricochet off the walls at various angles. Your tank only has
one bullet so you'll have to wait until you get it back to fire
again. If you're holding down the fire button when your
bullet comes back to your tank it will simply pass through it,
which can be a nice strategy if you want the bullet to keep
going. Once your bullet hits either the Snark or the second
player it will automatically reappear in your tank, however in the
Continuous Shot variations (2, 4, 6, and 8) your bullet will
continue to bounce around until you grab it.
There are two different mazes in Snark,
although triggering the second maze's appearance is kind of
odd. In order to be taken to the second maze the player must
either shoot the Snark or be hit by the snark while the screen is
flashing due to the other player either shooting or being hit by
the Snark. If these conditions are met the players are
suddenly taken to a second maze where the Snark constantly moves
back in in a caged off area in the center of the screen. The
passageways in this maze are very narrow and hard to navigate
through. Each time the player shoots the Snark on this
screen they are returned to their starting position. This
may be an attempt to keep each player from waiting by an opening
in the 'cage' and constantly shooting the Snark. There
appears to be no way back to the first maze from this screen,
although it may have been planned but not implemented. For
some reason Continuous Shots are disabled in this maze, perhaps
this was another attempt to keep players from continually shooting
the caged Snark?
Snark has eight different variations and uses both
difficulty switches. Variations 1, 2, 5, and 6 are two
player, while variations 3, 4, 7, and 8 are one player. In
the one player variations the computer controls a bullet that
tries to hit the Snark before you do (the second player tank
itself is missing), but the game plays the same as the two player
variations. This is one of the earliest examples of a
computer controlled opponent in a 2600 game (Surround was the
first). Below is a matrix showing all the variations.
In two player games the difficulty switches control the behavior
of the walls when your tank touches them. In position A the
walls are 'sticky' meaning that once you touch a wall you must
push off of it in the exact opposite direction in which you
touched it or you'll go nowhere. When the switches are in
position B the player can move off the wall in any
direction. In one player games the left switch still
controls the wall behavior for the player, but the second switch
now controls the speed of the second computer controlled player
(A=Fast, B=Slow).
Variations 5-8 have what John called the 'Video Spin Mode'.
Video Spin Mode is just a fancy way of saying a flashing
background. In these variations the background will quickly
cycle through colors making it flash constantly. While
flashing backgrounds were nothing new in 2600 games, the flashing
usually only lasted a second or two. In Snark the flashing
is continuous, even in B&W mode. Not only does this give
the player a headache after a short time, it has the real
possibility of inducing seizures in sensitive people. It's
unknown what the point of this mode was as it doesn't seem to have
any effect on the gameplay. Perhaps John was looking for a
way to make the game a little more difficult (it's does indeed
make the screen hard to look at) or maybe he thought it just
looked cool?
So why was Snark never released? According to John Dunn:
"It had a video spin mode
that caused the screen to color cycle really fast, and release
was held up because there was some worry this would cause people
to have seizures (I know, it's bogus - but this was the early
days of video games, and that kind of intense color cycling was
unknown territory)."
While many people may think the risk of video games causing
seizures is overblown, the concern in this case is quite
warranted. The 'Video Spin Mode' variations flash colors so
fast that the possibility of seizures is very real (it's not
particularly fun for non-seizure sufferers to look at
either). Why John didn't just remove the Video Spin Mode is
unknown. The game seems complete and there doesn't seem to
be any space left for more features (there are zero bytes
free!). However there are a few unused features in the code
that hint at possible ideas that John had been playing with such
as different sized bullets. The game also has some oddities
which may be bugs such as shooting a player with zero points will
add one point to your score and the game will always take the
player to the second maze if they are still on the first maze and
about to win the game (the winning shot simply won't be counted
and the second maze appears).
After completing Snark, John quickly moved on to
programming Superman (using Warren Robinett's Adventure engine)
before leaving Atari for Cromemco in 1980. After working at
Cromemco for a few years John started his own company (Time Arts)
in 1982 and eventually moved on to designing music software and
hardware. John died in 2018.
Special thanks to Alvaro Arroyo for finding, dumping, and sharing
this prototype and to Thomas Jentzsch for helping figure out how
to play the game!
Version |
Cart Text |
Description |
4-30-78 |
Snark 430
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Complete?
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Return
to 2600 Software
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