Saturday, May 9, 2020

PrinceWatercress plays Dolphin for Atari 2600


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You're a dolphin. You're going through gaps in walls made out of seahorses to outrun a squid and have waves push your further so you can get more distance between you and the squid. Every so often, a seagull will fly above the water, and if you can jump up and touch it, you'll have temporary invincibility that will allow you to chase after the squid as it runs away. If you touch the squid while invincible, you'll get a bunch of points and move to the next level. Just make sure the squid doesn't catch up with you while you're not invincible, or you will lose a life.

There are eight different game mods. 1, 3, 5 and 7 are easy, medium, hard and expert respectively. 2, 4, 6 and 8 work the exact same way as 1, 3, 5 and 7, but these are the two-player variations of all four difficulties. The two-player mode is two-player alternating; both players take turns and pass the joystick to the other person after losing a life.

The difficulty switches switch between the two difficulties. B (or Novice on the Sears Tele-Games console), gives your four seconds of seagull invincibility, while A (or Expert on the Sears Tele-Games console) only gives you two seconds.

After picking your difficulty, reset the game. Press the fire button, and you're off!

Up and Down on the joystick let you move up and down. Left or Right will let you change direction if you need to, but this can be risky as the potential of accidentally running into the squid is greater. 

There are five different sonar tones, and after trial and error and a bunch of practice, you'll be able to know where to position yourself when it comes to the seahorse walls. If you start the game at the easiest difficulty, all five tones will be different, but they will all play in the same order every single time you play. This is the game's intuitive way of teaching you which tones dictate where you should position yourself to get past the seahorse walls. A very high pitch will be at the top, while a very low tone will be at the bottom. If you hear three quick beeps after passing through the seahorses, that means you passed through perfectly and you will get points for your effort; if you hear a thud, you either weren't positioned quite right or you were way off, and you will be pushed back a little bit. Positioning yourself to get through the gaps perfectly is not an easy task, and definitely requires trial and error.

There will be flashing "<" and ">" lines signifying water currents, and if you run into them, you will be pushed in the direction they are facing. "<" will push you left, while ">" will push you right. If you get pushed forward in the direction that your are facing by the currents, you will earn 100 points. 
You can get your first extra life at 20,000 points. But watch out! The squid can utilize the currents to get closer to you.

To grab the seahorse, you will have to press Up when you are below the surface of the water. If your timing is right, you will glow yellow. Get to the squid for points and level advancement. If you're glowing red, your invincibility is about to run out. Touching the squid while invincible, as mentioned earlier, takes you to the next level and gives you a bunch of points. The amount of time you have invincibility for is short, and also dependent on what difficulty you are on. B (or Novice on the Sears Tele-Games console), gives your four seconds of seagull invincibility, while A (or Expert on the Sears Tele-Games console) only gives you two seconds.

If you hear a set of low, deep alternating tones, that means the squid is getting closer, and if it gets too close, you need to get away from it. You can switch directions to buy yourself some distance, but this can be risky. Your best bet is always to play well and make sure that currents that move away from you hit the squid (and not the ones that move you forward), and also make sure that you have the tones for the seahorse walls down so you can pass through them all perfectly.

The game starts out easily, but as you play through it, everything gets faster: the speed you swim, the speed of the squid, the speed of the currents and the speed of the seagull. You won't be hearing the sonar tones for as long as you would at the beginning of the game. It is possible to jump over the seahorse walls, but you get pushed back. Everything gets harder as a result, but if you can last more than a few levels, you can definitely rack up some huge points!

Is this a good game? It can be. You have to figure out what to do and how things work, but once you do, this game can be quite a bit of fun. This game has its fault, but this game can be worth playing and putting in the old game collection.

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