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coleco cUriosity<br />

We talk to Matthew Householder, author of the completed, but originally<br />

unreleased, Colecovision port of Moon Patrol<br />

So how did you get involved<br />

with Moon Patrol?<br />

I had been hired by Atari to join<br />

their in-house ColecoVision game<br />

development group. Atarisot<br />

[the division of Atari that published games on<br />

non-Atari systems] was our publishing label<br />

and I was assigned to convert the arcade<br />

game Vanguard. I spent a month learning<br />

the Colecovision hardware and ZAX Z80<br />

development system and during that time I<br />

designed a sotware-scrolling background<br />

engine to use with the Vanguard port as the<br />

Colecovision has no hardware scrolling. Then,<br />

in September 1983, I was told to drop that and<br />

convert Moon Patrol instead.<br />

What did you think of Moon Patrol?<br />

I was happier, as it was a better game, but<br />

realised it would be more challenging work,<br />

too. A machine soon turned up in our oice. No<br />

source code or graphics were provided, but I<br />

had the keys to the machine and its operator<br />

manual. I played it for several hours a day<br />

until I could get through the beginner course<br />

and most of the championship course. Then I<br />

set the DIP switches to allow me to pause the<br />

machine as I played in ‘God’ mode, allowing me<br />

to reverse engineer how far apart the craters<br />

were, how may UFOs there were, how they<br />

behaved, how high the buggy jumped, and<br />

so on. I employed the sophisticated tools of a<br />

pencil, pad of paper and ruler.<br />

How long did it take?<br />

Through to March 1984. I wrote the code,<br />

created the sound efects and drew the<br />

graphics. All the art was done on graph paper<br />

and then converted by eye into hexadecimal as I<br />

typed it into the assembly source code iles.<br />

Did you change the game at all?<br />

I added some personal touches. I modelled the<br />

irst section’s graphics on my ride to work which<br />

included a series of seemingly-endless foothills<br />

and a coastal mountain range. I also redesigned<br />

the cityscape to have a more modern ‘Jetsons’<br />

feel to it rather than the naturalistic, organic<br />

sprites of the original. It used fewer graphic<br />

elements that way, and I preferred the look, too.<br />

The exploding buggy is more elaborate too, with<br />

a little mini mushroom cloud that morphs into a<br />

skull as it collapses.<br />

Sounds like fun! What happened then –<br />

why was the game unreleased?<br />

Throughout my employment, it was rumoured<br />

Atari had been losing more than $1 million<br />

dollars a day. Rumours were spreading that no<br />

more Atarisot titles would be published ater<br />

some unnamed title, so I slapped a quick title<br />

screen on it and submitted it to testing. But then<br />

it stalled, and in May 1984 Atarisot was closed.<br />

Fortunately, I kept the ROM image and my<br />

design documents and then made a few quick<br />

art changes. In 2014, a reconstructed version of<br />

Moon Patrol was manufactured and distributed<br />

to a handful of fans. I have a copy.<br />

» [ColecoVision] The ColecoVision version of Moon Patrol<br />

surfaced in 2014.<br />

I played it for several<br />

hours a day<br />

until I could get<br />

through the<br />

beginner course<br />

Matthew Householder<br />

enemies on the ground, in the form of bright<br />

yellow tanks and flying cars. These must be either<br />

shot or jumped over, otherwise its curtains for<br />

your valiant hero. Even worse, the devils have<br />

placed landmines within certain sectors, and have<br />

a propensity for rolling rocks down at the buggy<br />

whenever it climbs an incline. The moon is fighting<br />

you, too: some craters are occupied by volcanoesque<br />

plants that try to grab the buggy as it flies<br />

over them. This is no ordinary patrol.<br />

moon Patrol was released in arcades in<br />

1982 by Irem, with Williams handling<br />

distribution in the west. Generally<br />

assumed to have been designed by<br />

Takashi Nishiyama (Kung-Fu Master), it, along<br />

with Taito’s Jungle Hunt, is one of the first side-on<br />

games to contain parallax scrolling. Each of the<br />

three levels of gameplay scroll at a different rate,<br />

giving an excellent impression of depth, despite<br />

the fact that the majority of the action takes place<br />

at the bottom of the screen. The game contains<br />

five stages which are made up of a series of<br />

checkpoints based on the alphabet. Each stage<br />

comprises of five letters (except for the last, which<br />

has the extra letter) and these checkpoints mark not<br />

only the player’s progress, but also the restart point<br />

should a buggy be destroyed. The display above<br />

the action screen contains the data you’d expect<br />

(timeline style map, score, number of lives left)<br />

as well as three coloured indicators that warn the<br />

player of incoming hazards. The top light indicates<br />

38 | RETRO GAMER

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