Sonar
            
              
                
                  | 
                     Name: 
                   | 
                  Sonar 
                     | 
                  
                      
                   | 
                 
                
                  | Company: | 
                  Atari | 
                 
                
                  | 
                     Model #: 
                   | 
                  N/A | 
                 
                
                  | 
                     Programmer: 
                   | 
                  Unknown (possibly
                      Brad Stewart) 
                     | 
                 
                
                  | Year: | 
                  1979 
                     | 
                 
                
                  | 
                     Released? 
                   | 
                  
                     No 
                   | 
                 
                
                  | 
                     Notes: 
                   | 
                  Uses stereo sound 
                     | 
                 
              
             
              
            When programmer Brad Stewart (of 2600 Asteroids fame) did
                an interview back in 2001, he mentioned working on two
                unreleased 2600 games during his time at Atari.  One of
                these games was Morse
                  Code Tutor and the other was an unnamed Battleship style
                game.  While Morse Code Tutor finally surfaced in 2014, the
                Battleship game was thought to be lost as Brad didn't have a
                copy of it anymore.  Fast forward to 2022 when a previously
                unknown prototype labeled Sonar was found in the collection of
                Jim Snyder (who worked in research and development at Atari in
                the early 80's) by Alvaro Arroyo.   
               
            Once the game was analyzed it was thought to be Brad's
                missing Battleship game.  However when shown some video of
                the game in action Brad said while it may have looked like a
                game he wrote, he didn't recognize the sound and he wasn't sure
                if it was indeed his lost Battleship game.  Brad also
                didn't think that his game got much further than some
                preliminary code and a design document.  So it would appear
                that either this is Brad's lost Battleship game that someone
                finished after he wrote some of the code and moved onto another
                project, or that this is a completely unrelated game that just
                happened to share the same theme.  In the early hectic
                history of Atari either theory seems equally plausible. 
               
              
             
            
            Although Sonar was originally thought to be a 2600
                version of Battleship, it's actually a bit different than
                that.  In his interview Brad describes it as a "Version of
                Battleship" which is a bit more accurate.  Since Battleship
                requires each player to have their own private screen (otherwise
                each player could see where their opponent has hidden their
                ships), the programmer had to come up with a different idea for
                a game where each player shares the same screen.  Their
                solution?  Have the computer hide the ships and have each
                player race around the screen to find them in real time. 
                Each successful hit scores the player 5 points and the player
                who scores the most points after all the ships have been
                discovered (as indicated by the blue bar at the top of the
                screen) wins the game.  
              
             
                If the above description makes Sonar sound like a button mashing
                action game, you'd be wrong.  Sonar has four
                different  options to give the game a bit more
                strategy.   
                 
                Limited Charges - In this variation each ship can only
                drop 5 depth charges (indicated by the dashes on the top of the
                playfield) before running out.  After they run out they
                will need to wait until the other player drops all of their
                depth charges before their supply is refilled.  This
                variation allows players to take their time in finding ships. 
               
            Miss Penalty - Each time a player bombs an empty
                square it costs them 2 points. 
            Invisible - The board isn't marked (the square
                doesn't turn green) when a player drops a depth charge . 
                This makes it harder to remember if you've already bombed a
                square or not.  Combined with the Miss Penalty variation,
                this can be a real score killer. 
               
            Mines - Mines are hidden on the board in addition
                to the ships.  If you bomb a hidden mine you lose 5 points. 
             
               
            The matrix below shows the various rules for all 16
                variations 
               
              
             
             
             
            So with all the point penalties in the game, how are
                players supposed to find ships when mindlessly bombing squares
                will quickly decrease their scores to zero?  The answer is
                right there in the title!  When a player is in one square
                of a ship they'll hear a sonar sound.  This sound helps the
                player try and pinpoint the location of each ship. 
                Depending on the position of the difficulty switch, the sonar
                radius is either a complete square around the ship (position A)
                or only at the top/bottom/left/right (position B).  But how
                would each player know which sonar ping was for their ship you
                ask?  The answer is stereo!  The sound for each player
                was to come out of separate speakers so they could listen to
                their own sonar.  In fact Sonar is one of only three games
                that was programmed with stereo sound (Combat and Air-Sea Battle
                are the other two).  This is because the 2600 was
                originally supposed to have two speakers in the console itself
                where sound would come out instead of going through the TV
                (Heavy Sixer models still have mounts for the speakers inside
                the case).  Atari decided to change this shortly before the
                2600 launched, which would explain why only the two launch
                titles were programmed with this in mind.  However this
                doesn't explain why a game programmed in 1979 would make use of
                stereo as the sound would come out mono on the TV anyway (unless
                the system was specifically modded to play stereo).  Not
                only that, but unless the speakers were sufficiently far enough
                away from each other it would almost be impossible to tell which
                sonar sound belonged to which player.  This may mean that
                programming on Sonar started much earlier than 1979. 
               
              
             
             
             
             
              Although Sonar is an almost complete
              prototype, there are still a few bugs and missing features in the
              game.  The biggest bug is that if the player has the
              difficulty switch in the A position (full sonar scan) the screen
              will briefly roll due to the kernel using up too much CPU
              time.  The display will quickly fix itself but the constant
              flickering makes the game hard to play.  The second issue is
              that the ships and mines are not randomized.  There is only
              one pre-programmed map that is always used.  by looking at
              the game code it would appear that randomized boards were planned
              but that the feature had not yet been implemented when game
              development was stopped. 
            
               
             
             
             
             
              So why was Sonar never finished? 
              No one is quite sure, but the most obvious explanation is that the
              sonar gimmick relies on the 2600 being able to produce stereo
              sound which was removed from the system before it shipped. 
              Other theories are that the programmer was pulled off the game to
              work on higher priority projects or that it simply wasn't
              considered fun enough for Atari to publish.  No matter what
              the real reason is for Sonar's untimely demise, it's a fun little
              game that deserves a second look. 
               
              Special thanks to Alvaro Arroyo for finding, dumping, and sharing
              this prototype and to Thomas Jentzsch for helping figure out how
              to play the game! 
               
               
            
              
            
              
                
                  | Version | 
                  Cart Text | 
                  Description | 
                 
                
                  | ?/??/79 | 
                  Sonar 
                     | 
                  Almost complete 
                     | 
                 
              
             
              
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