|Steve Woita (Programmer and Graphics) and Mimi Doggett
||Based on the long running
1984 wasn't a good year for Atari or the video game industry in general.
In fact Atari was doing so poorly it was losing almost a million dollars
a day! Because of this Atari decided to stop developing games that
it didn't think would sell in large numbers. Once Atari was sold
to the Tramiels they took a look at Garfield and decided they didn't want
to pay the high royalties to Jim Davis and Steve Woita, so the game was
canceled. When Steve heard this he didn't take the news very well,
but he had little time to protest as most of Atari's staff was
laid off. To make a long story short, Garfield was never finished.
While Atari may have thought Garfield had limited appeal, its obvious
they didn't take the time to play the game. Had they actually taken
a close look at Garfield they would have discovered that while it may
feature a well-known cartoon cat, it was actually a great side scrolling
platform game (something the 2600 library was sorely lacking). Even
in its unfinished state, Garfield proves that the 2600 could do a multi-screened
side scrolling game (and all this after only 2 months of programming!).
Too bad Atari didn't agree.
As you probably guessed, Garfield stars the lovable orange
furball from the Sunday comics (no not Alf!). Garfield is on a mission
to find Nermal (wasn't he always trying to get AWAY from Nermal?), and
to accomplish this mission he's going to have to cross five different
action filled screens while keeping a looking out for the nefarious Odie!
The movement in Garfield is a bit strange, you don't move left or
right with the joystick but by pressing the fire button to jump. It
takes a few tries to get the hang of it, but fits in well with the whole
fence post idea.
This screen is fairly simple, Garfield must hop from fence
post to fence post eating burgers. The burgers fly back and forth
across the screen and there seems to be an infinite number of them (note
the Taz influence). This screen may not be complete as you can eat
the burgers just by standing still and don't need to jump at them, although
if you do jump Garfield opens his mouth to eat it. There's really
no explaination for this screen, but according to Steve Woita this is
sort of a dream sequence (this would explain the flying burgers). After
eating your fill of burgers you can jump off to the right to get to the
This screen is similar to the burger screen, but instead
of somebody throwing burgers at you they're trying to clobber you with
flowerpots! Garfield must make is way along the fence (jumping as
usual), but must duck when the flowerpot sails over head. The flowerpots
alternate flying in from the left and right so keep your eyes peeled for
Now Garfield must make his way along the roof to get the
other side of the yard. But watch out becuase Odie is hiding in
the chimney just waiting to pounce on poor unsuspecting Garfield. This
screen really doesn't make much sense, and probably would have had more
to it had the game been finished. Still, it shows off the Atari
2600's graphics abilities nicely.
The Odie Invasion
Now the game starts to get just plain weird! On this
screen Garfield must hop from Odie to Odie while either eating burgers
or avoiding flowerpots (depending on when you encounter this screen).
Steve may have just been playing around with the 2600's mirroring
abilities as everything is duplicated (once on the top and once on the
bottom). Unless Garfield got ahold of some bad catnip I can't see
this board staying this way in the final version. According to Steve
this was some sort of a nightmare stage (looks more like a bad drug trip
Looks like Garfield finally caught up with Nermal (he's
the little grey thing hanging from the platform). All you have to
do on this level is touch Nermal and you'll be wisked off to the next
screen. From here on the screens start to repeat, but they don't
appear in the same order. There are two plant screens, a burger
screen, and another weird Odie screen (this time with a plant) before
you get back to the first burger screen.
According to Steve Garfield still needed about 2 to 3
months of work before it would be complete. The final game was to
have hundreds of screens and probably would have been the largest 2600
game to date (certainly one of the most ambitious in any case). Garfield
finally turned up when Jim Davis finally gave Steve permission to distribute
the rom. It's great to see large companies (in this case Paws inc.)
finally give permission for ancient (but still copyrighted) games to be
released so the public can enjoy them. Now if only other companies
would follow suit (Pink Panther anyone?).
||Only known prototype
to 2600 Software