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Telepathy
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Name:
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Telepathy |
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| Company: |
Atari |
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Model #:
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N/A |
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Programmer:
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Dan Oliver |
| Year: |
1983 |
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Released?
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No
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Notes:
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This game was never mentioned
in any internal Atari documentation |
Telepathy is one of two known prototype games that were developed
for Atari's failed Mindlink controller. The Mindlink was a headband
that player wore on his head and plugged into the joystick port. The
idea was that the Mindlink's sensors would pick up any facial movements
or muscle twitches the player would make. Atari actually said that
the Mindlink read the player's thoughts (sure it did...). The problem
was that the Mindlink didn't work very well in initial test runs, and
even when it did work players would complain of headaches and dizziness
from twitching their face all day. After disappointing test results,
the Mindlink controller was wisely canceled.

Telepathy was actually developed as a demo to show what kind games the
Mindlink could do. This "demo" is made up of seven different action
screens held together by a loose "mine" theme. Thankfully Telepathy
is playable without the Mindlink controller (unlike Bionic Breakthrough)
by pressing the joystick button. It's unknown if Atari was thinking
of releasing Telepathy sans Mindlink or if the joystick code was put in
the game for playtesting purposes.

Unlike most games of the time, Telepathy has a demo mode which will
run through all the screens if the game is left untouched. Interestingly
you can control the player in the demo using the joystick, it's unknown
if this was intentional or just a bug. The game starts off with
a really cool sign which descends from the top of the screen telling you
which mine your on. After that you're whisked off to the first screen.

The Plain
This is the oddest screen in the whole game, because it doesn't seem
to fit the theme of the rest of the screens. You control a large
white man with antennas sticking out of his head. You must guide
the man over the glowing triangles as he walks along the plain. The
glowing triangles appear in a weaving line (like a trail of bread crumbs)
and will eventually lead to a large hole in the ground. Each glowing
triangle is initially worth 5 points, but each successive triangle you
collect is worth an addition 5 points (5, 10, 15, 20, etc.). If
you miss a triangle the point value starts back over at 5. The controls
on this level are a bit strange, as the man will always want to move to
the far left side of the screen. You must struggle to keep him moving
on the proper path, collecting triangles as he goes. As you get
to the higher mines the amount of triangles and the speed at which you
walk increase. The pattern of the triangles will also become more
twisted and harder to follow. Once you reach the hole at the end
of the path you are taken to the spider screen.

Spiders
This is the first level in the mine itself. Your
guy is now a small Indiana Jones looking character instead of the large
man with the antennas. Your character looks so much like Indiana
Jones in fact that some people initially speculated that this prototype
was really Indiana Jones and the Temple of Doom (this was before the names
on the EPROM's were known). The goal of this level is to run past
the spiders and get to the hole at the bottom of the screen before the
timer runs out. If you get hit by one of the spiders, you start
over at the top of the screen and lose a life. The spiders are fast
and hard to avoid because they bounce around the screen, but you can always
find a safe zone at the edges of each ledge. You can either run
(your normal mode of transportation) or walk by holding down the fire
button. Walking allows you to move more accurately, but since it's
speed that counts you'll want to run to the exit. You have 15 seconds
to complete this level, but since the timer counts in tenths of a second
it starts at 1500. From here on every time you complete a level
you'll get 100 points for each second left on timer. In the
higher mines the spiders are faster and move more erratically.

Elevators
This level starts to appear beginning in mine 2. The
board structure is very similar to the spider level, but instead of avoiding
spiders you need to avoid moving elevator platforms. If your man
happens to bump into a moving platform he'll be thrown back a bit, but
if he steps onto one he'll be transported back to the top of the elevator.
Since time is short anything that keeps you from getting to the
screen is bad, even if it's not deadly. For some reason the holes
in the ledges have been replaced by white hatches, but they function the
same way. In later mines the speed of the elevators increases dramatically.

Ledges
This level begins to appear starting in mine 3. You
must carefully maneuver you man as he falls from ledge to ledge, avoiding
the fireballs being shot from the sides of the mine. The fireballs
move with blinding speed, and with your slow rate of decent there is almost
time to avoid them. You can tell where the fireballs are about come
from by looking for the red glow around the rocks on the sides of the
screen. The best strategy for this level is to land on each ledge
and wait for the next fireball to launch before continuing. In later
mines the ledges begin to move making things even more difficult.
The Mashers
This level starts to appear from mine 4 onward. At
first glance the level appears to be empty, but suddenly large mashers
will quickly descend and retract from the ceiling. Timing is crucial
on this level as the mashers are very fast and are invisible until they
descend from the ceiling. As always, your goal is to reach the bottom
of the screen before the timer runs out.

The Miner
This level is rather simple. After your man falls
down the shaft you can either walk over to the left and save the stranded
miner (ala HERO), or exit to the right and forget the miner. Grabbing
the miner doesn't seem to do anything, but since this is the goal of the
game it would be dumb not to. If you choose to rescue the miner
you can levitate out of the hole by pushing against the wall. There
are large boulders which fall down from the top of the shaft, but they're
slow so they don't pose much of a threat (although the speed does increase
with each mine).

The River
This is always the last level in each mine. On
this level you must move your man through the gaps in the river walls
while avoiding the deadly piranha. The controls are similar to the
Plain level as you man will constantly move to the left unless you keep
pushing the joystick to the right. Your man will automatically move
through the gaps in the river when he is in front of them, but since the
level is constantly scrolling forward this is a good thing. If you
get bumped off the bottom of the screen or touch a piranha your man will
be killed and you'll have to start the level over. The higher the
mine level, the faster the fish and scrolling become. If you complete
this level you will be transported to the next mine.

It's unknown if Atari actually ever planned to turn
Telepathy into a commercial game, but as it stands it's one hell of a
demo. It's hard to believe that these mini-games would work well
with the hard to use Mindlink controller, as they require pin point precision,
constant movement, and other things that the Mindlink didn't do well.
They do however work quite well with the joystick, which may be
why that code was added. So fire up the emulator and enjoy Telepathy,
the best game that never was.
| Version |
Cart Text |
Description |
| ?????? |
Telepathy |
Final Version? |
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