Motorodeo 8-7-89
This is a very different version of Motorodeo that Steve
programmed before it was decided that the game needed to be
redesigned. While in the final version players race through
one long obstacle course, in this prototype the players compete in
seven different events in a row and the player with the highest
score at the end of all the events wins. While there are
elements of some of these events visible in the final version such
as cars, jumps, and mud pits, the events themselves play very
differently than the race in the final game.
The controls this version are different than they are in the
released version. In the prototype you start each event in
the Neutral gear and must push down to switch to Low before your
vehicle will start moving. You can then push up to switch to
High gear in order to gain more speed. If you've lost too
much speed you can switch back down to Low to regain
momentum. On events that feature an overhead view pushing
left and right is used to steer your vehicle.
In between each event the players current scores are shown with
the graphics from the title screen. Speaking of which, these
graphics are completely different than the final version and are
close up pictures of the vehicles with some very nice
details. It's a shame that these graphics didn't carry over
to the released version. While the computer AI isn't very
good in this version, it is completely playable from beginning to
end and features the two player mode found in the final.
Please note that due to the heavy amount of flicker this
prototype uses that some elements such as car tires or cars in
the Car Crush event may look like they're missing in these
screen shots. Rest assured that all the vehicles do indeed
have two sets of tires.
Event 1: Sled Pull
In this event the player tries to see how far they can
pull a sled before their speed runs out. The trick appears
to be in timing the shifting from Low to High, but in the end it
seems to be more of a matter of luck than skill. Steve
noted in a memo that he was trying to make this event 'more fun'
but hadn't thought of anything by the time this prototype was
made.
Event 2: Slalom
This is one of the overhead view events where the player
must weave their way through a set of nine flags and reach the
finish line before their opponent. There's really no skill
involved and the flags are always positioned in the same
pattern. According to the milestone memo Steve was going
to add some 'sliding code' which would have made it a bit more
of a challenge. The computer AI isn't very good for this
event and often gets hung up on the flags.
Event 3: Water Jump
This event involves the player trying to jump over a
water pit and bounce off the target in the middle. If you
screw up your car will sink head first into the water pit which
is a nice touch. As always, the trick is to come off the
ramp at the right speed in order to fly over the water but land
on the target. It seems that Atari wanted Steve to add a
second jump to this event but this idea was decided against due
to a lack of screen space and the extra flicker it would have
added.
Event 4: Car Push
This is another overhead event. Here you need to
slam your vehicle into the parked car and push it as far as you
can. Much like the Slalom event there's really no
challenge here as the sliding code hasn't been added yet.
The computer seems to have issues hitting the car sometimes and
will just keep looping until it eventually hits the car by luck.
Event 5: Car Crush
This event is sort of like the opposite of the old Stunt
Cycle game. Instead of jumping over a row of cars you're
actually trying to jump onto them. Ideally you'll want to
use a slower speed so you hit more the cars (you get 10 points
per hit) but the event is over the second someone crosses the
finish line so if you go too slow you'll lose out on all those
sweet sweet points as your opponent speeds off into the sunset.
Event 6: Hill Climb
This is similar to the Sled Pull in that it's all about
take off speed and timing. Here players see how far up the
hill they can climb before their speed runs out. Atari
apparently wanted a smaller hill put in for some reason, but
Steve thought it might add extra flicker.
Event 7: Mud Bath
This is the final event. Here the player must jump
through a series of water filled pits (either that or it's the
cleanest mud I've ever seen). Each pit has a shallow end
where the player can move but is slowed down and a deeper end
where the vehicle will sink if they enter. The trick is to
move as fast as possible through the shallow end and jump over
the deep end. Careful manipulation of the gears and speed
is required to successfully make it through the pits.
So why was this version scrapped? According to
Steve the reason was that some of the events weren't fun enough:
- "The changes were due to Atari having final say.
The gameplay for some of the events (sled pull, for example)
were deemed to be "not fun". Or that the dev time to
make them "fun enough" was going to take too long. I may
have even said "I can't get this to a place where I think it's
fun". So we changed direction."
To Steve's credit, he's 100% correct. While this
version has a lot more variety in the gameplay, that doesn't
mean it's fun. Some of the events definitely needed more
work, and it appears that Atari didn't want to wait for them to
be tweaked (or Steve decided that he couldn't tweak them enough
to meet their demands). Interestingly a memo mentions that
they had discussed making the game one continuous obstacle
course but that they had decided against doing that.
Apparently sometime shortly after this version was made they
reconsidered.
|