MAGAZINE

The Making Of: Gauntlet

Edge Staff's picture

By Edge Staff

January 29, 2010

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“[With the advent of home consoles] No longer could we get by with just a simple game. You could find these on all the home consoles and we wanted and needed to do something that would make the players come to the arcades. Games became more complex. When one game adds, say, a high score feature, all games thereafter have to do the same thing.” Ed Logg

Format: Arcade
Release: 1985
Publisher: Atari
Developer: In-house


By the mid-’80s, Ed Logg, creator of Asteroids and Centipede, had already established himself as a game developing legend in an industry that was just a little over a decade old. While his first two hits were probably his biggest financial successes and most well known, Logg’s 1985 introduction of Gauntlet pioneered a series of lasting gaming and design elements still reflected in today’s games. For developers, Gauntlet ushered in a series of core building blocks like multiplayer co-operative/competitive-style gaming, class-based characters, a non-linear playing field and a pay-per-play system where coins bought players health.

Just a few years past the 1980 introduction of Asteroids, the coin-operated market was no longer dominant. Coin-op developers were facing new competition from the attention-grabbing home console market. Even within Atari, there was an internal struggle which caused the company to split in two directions: Atari Games Corp became the coin-op division, and Atari Corp took the rest of the business – home console and computer games.

To stay in play, coin-op developers needed to outdo the home console games. “No longer could we get by with just a simple game. You could find these on all the home consoles and we wanted and needed to do something that would make the players come to the arcades. Games became more complex,” says Logg. In addition, coin-op developers became slaves to feature creep: “When one game adds, say, a high score feature, all games thereafter have to do the same thing.”



It’s no surprise that Gauntlet, originally titled Dungeons, was inspired by Dungeons & Dragons. “My son was big into Dungeons & Dragons at the time and he was begging me to make a Dungeons & Dragons game. I had no idea how to do this until a co-worker, Robin Zeigler, brought in a new Atari game, called Dandy. Not only was it fun and innovative, but it gave me that spark to create a game with all the Dungeons & Dragons features I wanted in a multiplayer game.”

Jack Palevich, Dandy’s creator, tried fruitlessly to get his name included in the credits for Gauntlet. In lieu of public recognition, Atari Games Corp gave Palevich a Gauntlet cabinet. Logg’s original game development documents describe Gauntlet as a classic Dungeons & Dragons adventure: “Players must navigate the maze, kill the nasties, eat food, collect treasures, open doors and find their way deeper into the dungeon until they reach the Hall Of Death. This is the final resting place of lost goodies. They will grab as much treasure as they want and try to escape back to daylight thus ending the game.”

When finally released, Gauntlet had no end, no Hall of Death and no escape to daylight. With its revolutionary non-linear design, Gauntlet gave players multiple choices. They were no longer forced into playing the game over a predetermined route. Like Dungeons & Dragons, Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to get to other levels. Unlike many games, you didn’t always have to fight off the bad guys – sometimes you could find another route and escape.


The game was originally planned to feature stone hallways and incidental detail to provide atmosphere that's noticably missing from the actual release

With the switchover from the 6502 to the more capable 68000 microprocessor, the development environment at Atari had changed considerably. “We were actually entering our own code at this point. Our development tools changed, too. We were now programming in C instead of assembly language,” says Logg. “We no longer entered our programs into the development environment by paper tape.” And the list goes on. All the advances had made development considerably easier, and the processor could handle many more instructions, but the games were definitely more complex.

Gauntlet’s unique solutions for gameplay garnered Atari Games Corp five patents. One of the patents dealt with a streamlined method to determine collisions for the numerous objects on the screen – a common hurdle for early game developers. “Normal collision code tests 1,000 objects with the other 1,000 objects resulting in 1,000,000 collision checks,” says Logg. Programmers could reduce this number but that often introduced a processing overhead. Logg’s new method reduced both the overhead and collision tests to the lowest number possible. Commonly, nine collision tests were required for every object. Depending on the object’s direction and its position, Logg could drop that collision testing to just three.

The cabinet was also quite unusual. It was large and players viewed the screen from different angles instead of just straight on: “I decided I did not want to have a Plexiglas shield in front of the monitor. I did this to reduce glare, which became unsolvable from four different viewpoints. [In those days having] no Plexiglas was unheard of, and many operators thought it was unsafe, despite our demonstrations dropping steel balls onto monitors,” Logg says.

Although he is credited as the game’s developer, Logg tips his hat to engineer Pat McCarthy for designing the hardware and to co-programmer Bob Flanagan for covering the development process while Logg went on sabbatical.

betaboy's picture

I grew up in a seaside town and was around 12 years old when a brand new Gauntlet cabinet appeared in the local amusement arcade. Despite my best efforts, 20p would only get me as far as level 11 or so. However, I did know two older lads who had mastered the art of playing 'forever' - they used to take it in turns (to avoid getting cramp) and always played as Elf.

Spectators who attempted to join in generally died off pretty quickly, but most of the time we were happy just to watch this gaming masterclass unfolding before us! I think I once saw them get as far as level 200+ before the plug was pulled. In what would surely be a violation of their human rights these days, they were eventually barred from the arcade for being "too good at all the games"!

GeeLW's picture

Gauntlet was and is a total blast to play. I can recall the first time I saw the HUGE 4-player cabinet and laughing out loud at how big the damn thing was. Two guys and a gal went up to it and one of the guys looks at me and asks if I want to join in on a game. I jumped in and the game totally blew me away. It was like being tossed into a lightning-fast D & D game (without the complex rules) and plenty of options in terms of killing off enemies or running like hell to the exit.

I think I've played almost every version of the game since the first one and while I'm not a big fan of the 3D versions, they seem to be highly desirable to collectors or those who like a fun bit of multiplayer action (er, Seven Sorrows aside)

Interestingly enough, Gauntlet IV was the closest the 2D games got to being a RPG. It had a long quest mode with massive element-based dungeons and a wicked twist ending that unfortunately, was exactly the same as the one in the Sega CD version of Dungeon Explorer (which was in fact, a Gauntlet clone)...

g.

Chotus's picture

Gauntlet brings back good memories. I was never really good at it, but it was a lot of fun to play. The arcade days were a lot of fun and there was always something new appearing. Games during the late 70's, early 80's were so innovative since there really weren't such established genre's. I miss those times. Different world today.

But I am still happy with my 360, PS3, and Wii. Games have come a long way