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Mind Maze
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Name:
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Mind Maze |
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| Company: |
Atari |
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Model #:
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N/A |
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Programmers:
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Peter Niday (programmer?) and Howard
Scott Warshaw (designer) |
| Year: |
1984 |
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Released?
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No
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Notes:
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Originally called Mind
Race |
A game based on ESP? Yes you heard me right, Mind Maze is the
first (and only) Atari game to be based on the unproven (yet still popular)
theory of ESP (Extra Sensory Perception). It appears Atari was attempting
to develop a sort of "Mind Reading" game for its new Mindlink
controller. So can the 2600 really read your thoughts? Read
on to find out...

Mind Maze is played somewhat like those old mind reading experiments
where a scientist would hold up a card and ask a person to tell him what
was on the other side. Depending on the game selected, two
to four cards appear on the screen each round. The player then must
try and guess the "correct" card by highlighting it (using the joystick)
and pressing the fire button. Unfortunately this is where the game
begins to fall apart. As you've probably guessed the theory of ESP
is pretty far fetched, and the odds that the player can continually guess
the correct card is slim. So the player must simply sit there and
randomly select cards until he by chance selects the correct one. Predictably,
this gets boring very fast...

After choosing a card all but one of the card pictures
will disappear, and the computer will then highlight the "correct"
card on the screen. If the player is playing with the "Race"
option, the game will show a solid blue screen and wait for the player
to press a button before continuing to the next round. This blue
screen (which probably would have been spruced up for the final release)
is simply used to allow the other player to get ready for his turn. The
player may also "pass" on the current set of cards by pressing the button
without selecting a card. This will cause a new set of cards to
appear but it will still be the players turn. There doesn't seem
to be a limit on the number of times you can pass, but the game will not
advance until the player picks a card.

The current score is shown at the bottom of the screen.
The left digit appears to be the players score, while the right
digit is the computer/opponents score. The first player to reach
20 points wins the game, after which you're returned to the main screen.
By setting the right difficulty switch to B, the player can activate the
"Cheat" mode. When the cheat mode is activated selecting
any card will score the player points (thus making the game completely
pointless). When the switch is put back in A position the scoring
is set back to normal (as normal as scoring gets in this game anyway).
The cheat mode was probably put in by the programmer to help the
ESP challenged debug the game.

As I mentioned earlier, Mind Maze appears to have several
options which can be set for each game. The main screen lists four
options: # of Choices (2, 3, or 4), Race/No Race, Picture/Color, and Past/Future.
| # of Choices |
This sets the number of cards that appears on the
screen. The game defaults to two choices, but can be set as
high as four. Obviously the more choices there are, the harder
the game becomes. |
| Race/No Race |
This option is for setting up a two player "race"
game. The only visible effect this option seems to have is activating
or deactivating the blue screen. Setting the game to 'Race'
causes the solid blue screen to appear between rounds, while setting
it to 'No Race' skips this screen. This blue screen is for indicating
when one player's turn ends, and the others begins. |
| Picture/Color |
This option affects the cards themselves. Selecting 'Picture'
will cause the game to display a series of beautiful pictures on
the cards (everything from castles to goldfish), while selecting
color will replace these pictures with a block of solid color. When
playing the 'Color' game, the picture actually hides behind one
of the cards and is not visible to the player. Selecting one
of the cards will cause the picture to be revealed and the game
will proceed to the next round (after awarding the appropriate points).
|
| Past/Future |
Out of all the options in the game, this one is the
strangest. As the name suggests this option affects the order
in which players try to predict the cards (trying to guess the card
that was just played or the card about to be played). If set
to Past the 2600 will select the "correct" card before the
player chooses. If the option is set to Future the 2600 will
select the correct card as the player chooses. |

Unlike more advanced games such as Motorodeo, the player
cannot actually change the game options directly. Instead the player
must keep selecting game numbers until the combination of rules he wants
is found. Since there are four different options (one with three
choices), there are a whopping 24 different game variations in this prototype
(3*2*2*2). Not too shabby for a game from 1984.

If you haven't already noticed by the screenshots, the
graphics in Mind Maze are absolutely gorgeous. Each picture is large
and well detailed (a rarity on the 2600). The graphics also have
a really cool 'Fade In' effect that adds a bit of eye candy to an otherwise
drab looking game. Excellent graphics in a game so early in the
development cycle are rare, as the programmer usually put bland 'placeholder'
graphics in until the gameplay was finished. One has to wonder what
other little surprises the programmer had in store for us.

Although Mind Maze is constantly listed as being a Mindlink
game, this prototype doesn't appear to use or require the strange controller.
However according to the programmers, Mind Maze was definitely
meant to be a Mindlink game. Supposedly the headband was to read
the players Alpha and Beta waves in an attempt to help predict their actions.
However since the Mindlink was really just a sensor that detected
muscle movements in the players forehead, this was complete bunk. The
whole mind reading idea was just another angle thought up by Atari's marketing
department.

Although the theory behind Mind Maze was pretty far out
there, it does show just how far Atari was willing to go to develop games
for its new Mindlink controller. Mind Maze was ultimately scrapped
due to to the limited appeal of the "game" (or perhaps the marketing
department finally stopped smoking those funny little cigarettes). However
Mind Maze would not be the last game to dabble in the paranormal, several
years later another mind reading game called "Taboo: The Sixth Sense"
was released for the NES. Unfortunately this game was pretty much
laughed off the store shelves and faded into obscurity. It appears
that Atari made the right decision after all.
| Version |
Cart Text |
Description |
| 10-10 |
Mind Maze 10-10 |
Only prototype known to exist |
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|