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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