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Meebzork
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Name:
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Meebzork |
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| Company: |
Atari |
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Model #:
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Unknown |
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Programmer:
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Eric Manghise (Programmer) and
Marilyn Churchill (Graphics) |
| Year: |
1983 |
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Released?
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No
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Notes:
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Two completely
different versions of Meebzork exist. |
Meebzork is one of the more unusual prototypes for the 5200.
With its unique mix of action and adventure, Meebzork is
as close to an RPG as the 5200 ever got. However did you
know that there were two completely different versions of
Meebzork created? Meebzork was originally a fast paced
shooting game before being retooled into an adventure game.
This is unusual since many prototypes get retooled after
play testing, but few ever get totally redesigned like Meebzork.

Most people are familiar with the adventure version
of Meebzork since it was the first version found and widely
distributed. This version isn't as complete as the earlier
shooter version, but it's a much larger and better designed game.
The adventure version is an action/adventure quest in which
you play the role of Meebzork, a hero with a huge task ahead of
him (or is it a her?). You must make your way through seven
stages of deadly obstacles and make his way to the forbidden
castle and recover the treasure hidden within.

From the title screen you're given the chance to
either start your adventure or to practice each of the different
levels. This is the only way you can play some of the
later levels since the game isn't finished. Oddly the
seventh level (the Stairs) isn't selectable from this screen,
but more on this later. The player also has the ability to
turn the auto fire feature on (this can also be done during the
game by pressing the '3' key), or watch a short demo of the
first level. Turning the auto fire on makes the game a
little easier, but it may be linked to a bug which causes your
character not to fire. If the Adventure option is
selected, the game will begin with a short scene of Meebzork
running out of a castle (drawn in some of the best pseudo 3-D
graphics ever seen on the 5200) and off the screen.
At the bottom of the screen is your status bar
which shows Meebzork's current energy level, the amount of lives
left, and the total time you've been playing (it's unknown if
this affects the game). Incidentally you may notice a gap
in the status bar as if something is missing. This gap is
where another display was located in the earlier version, but
was taken out of this version. Pay it no heed...
Level 1: 3-D Gorgons
The goal of this level is to shoot all the
gorgons while avoiding their dangerous poison shots. As
you run around the pseudo 3-D landscape you'll notice that it is
made of rotating bands. These bands were a major gameplay
element in the first version of Meebzork, but are little more
than eye candy here. Roaming around the screen is a little
demon crab who's goal is to make your life miserable by chasing
you down and shooting poison shots in your general direction.
Unlike the gorgons, the demon crab is invincible, so all
you can do is run away and avoid it. Incidentally, if the
demon crab looks familiar it's because he was "borrowed" from
Eric's earlier 5200 game Space Invaders. Nothing like a
little bit of graphical reuse.
Each gorgon you hit gives Meebzork 125 energy
units which are used on the other levels. The gorgons come
towards the foreground and then retreat to the background (which
makes them hard to hit), while the demon crab seems to home in
on you no matter where you hide. Touching the demon crab
is not deadly but his super fast shots are killers!
There's even a glitch in this game which lets him get off
a cheap shot right as the level starts unless you immediately
dodge it by moving to the upper right. The trick to
hitting the gorgons is to try and line up and shoot where their
shadows are and not where the actual gorgon is. After
killing 20 gorgons Meebzork advances to the next level.

Level 2: The Hedge Maze
There's a small glitch in the game which delays
the start of this level for about 10 seconds. During this
time Meebzork will just walk around a blank screen until the
level appears. The goal of this level is to weave your way
through a twisty hedge maze while grabbing as many energy dots
as possible (each adds 50 energy units). The hard part of
this level is that the maze slowly descends from the top of the
screen while the entrances get narrower and narrower making it
very difficult to navigate. Touching any part of the maze
will cause Meebzork to loose a life, and he'll have to do the
maze all over again. The non-centering 5200 joystick makes
this level very very difficult so unless you're using a
self-centering 3rd party joystick, you may find this level
almost impossible to clear. After making his way through
the maze, Meebzork will arrive at level 3.

Level 3: The River
After making his way through the hedge maze,
Meebzork will arrive at a series of rivers. Each river is
separated by a field of broken columns which may be shot for
energy (50 energy units per column). The goal of this
level is to find the key that unlocks the bridge over each
river. The key is randomly hidden underneath one of the
columns, so Meebzork must shoot them until he finds it. As
was the case with the hedge maze this level slowly scrolls
upward, so you only have a limited amount of time to shoot at
the columns before the river appears.
After a brief hiatus the annoying demon crab is
back, ready to make your life miserable once again.
However this time Meebzork can shoot him, which will cause
the demon crab to disappear for a few seconds. This level
has a few glitches which can cause the key not to appear or the
bridge to disappear unexpectedly. There's also a slight
problem with the collision detection on the river which can
cause Meebzork to safely walk through it (although this is not
recommended since it doesn't always work). After crossing
six bridges, Meebzork will move on to the next level.

Level 4: The Cave
This level is pretty straight forward, and fairly
bug free. The goal is to guide Meebzork safely past the
rising and lowering stalactites (at least I think they're
stalactites). Each time Meebzork is hit by a stalactite
he'll loose a life and get thrown back to the start of the
level. The collision detection is a bit iffy here, and
your hit zone seems to extend a little bit beyond the front of
Meebzork. The speed of the last few stalactites makes this
level very difficult, but it is winnable. After Meebzork
reaches the other side of the cave he'll be transported to...

Level 5: Airworld
The goal of this level is to reach the top of the
cliff where the glowing block is (a castle?). However
Meebzork simply can't fly his cloud up there (that would be too
easy), instead he has to shoot blocks to levitate his cloud.
There are two different types of blocks; red blocks and
blue blocks. If a blue block hits Meebzork he'll be bumped
down a bit and lose some energy, but if a red block hits him,
he'll loose a life in addition to being bumped down a notch.
Since Meebzork can only shoot upwards, there is
no way he can dodge or destroy blocks to his left or right.
Although it may seem impossibly difficult, the the level
can be beat by abusing emulator save states or just plain luck.
This level has a few bugs which can cause Meebzork to
suddenly loose lives for no reason, and on occasion the blocks
will turn into thin lines which glitch on and off. Once
Meebzork reaches the top of the screen he ends up in...

Level 6: The Lava Pit
This is the final level you can reach using the
practice option from the main menu. The goal of this level
is to reach the other side of the lava pit by carefully jumping
onto the tiny floating platforms. These platforms slowly
move up and down the screen at different speeds. As
Meebzork is attempting to make his way across the pit, he must
also avoid and shoot the little flying blocks from the previous
level. However this time Meebzork has some control over
his shots and can move them left and right as they rise up.
Each time Meebzork misses a platform or get hits by a
block he'll fall into the lava and loose a life. This
board is also unwinnable since there is no place to go once
Meebzork reaches the final pillar. According to the
programmer, once Meebzork reached the final pillar he would end
up in the castle where he'd use all the keys he collected to
unlock the door to the treasure chamber. Unfortunately
this part of the game is missing from the current prototype,
although a more complete prototype may exist...

Level 7: The Stairs
This screen was to appear after you completed
each board, allowing the player to choose the next board he
wanted to try (sort of like a level select). In the
completed version of the game, Meebzork would have collected a
key at the end of each board which would have been used to
unlock one of doors at the end of each staircase.
Unfortunately there are are no keys in this version of the
game, so this screen does not appear during the normal course of
the game and the only way to reach it is by using the '9' key to
advance through the levels (debug mode).
Meebzork does not appear on the screen at the
start of this board, but pressing a number on the key pad will
cause him to appear and move to the appropriate staircase, after
which the selected level will start. This board has major
glitches and problems such as Meebzork's shots appearing in the
middle of nowhere (if you press the fire button), and Meebzork
doesn't always go to the correct staircase.

Although the adventure version of Meebzork was
never fully completed, the prototype shows alot of promise.
According the programmer, Meebzork was cancelled because
it didn't do well in focus group testing. How could a
great game like Meebzork fail to win over the hearts and minds
of our nations impressionable youths, you ask? Apparently
the version of the game they were given to test had a nasty bug
in it that prevented the players from getting past the first
level. This means they never saw the rest of the levels
and based their entire opinions only on level 1. It's a
shame this happened, because the 5200 could have used more
original games like this.
| Version |
Cart Text |
Description |
| 5/3/83 |
Meebzork 5-3
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Late WIP of the Shooting version |
| 5/18/83 |
Meebzork EPROM Cartridge
05-18-83 |
First version (Shooting) |
| 11/16/83 |
Meebzork 11-16 |
Second version (Adventure) |
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