Dutchman2000 Posted March 31, 2020 Share Posted March 31, 2020 I I I I I I I I I I I I I I I II I II ATARI (R) Coinop Game Idea Preliminary COMPANY PRIVATE Date: 9/14/83 (updated 10/24/83) Submitted By: Garfield Development Team Name of Game: Garfield's Quest Perspective: Garfield is a medium resolution (512x384 pixels) color raster game with the horizontally-mounted monitor showing a variety of fixed point perspective views of the playfield. Objective(s): The ultimate objective of the game is to help Garfield locate and rescue Pooky, Garfield's intimate companion and teddy bear. During the course of the game, other objectives will be presented to the player, with appropriate risk/reward tradeoffs. Control(s): Controls for the game will be a 4-position joystick for selection of direction and an action button with 4 character LED label. Other Controls under consideration include analog joysticks, trackballs and touch screen. Background: Pooky has been stolen from Garfield by a burglar. Garfield and Odie are on a quest to locate the burglar's hideout and rescue Pooky. Along the way they encounter many hazardous obstacles and characters, whose intentions are to prevent the duo from accomplishing their goals. Gameplay: The game is divided into three chapters, with each chapter having four scenerios. Each chapter starts with a short scenerio describing the events causing the player to be where they are. The other three scenerios present a situation where Garfield and/or Odie must be manuevered to avoid "death" and gain "clues". Each scenerio utilizes a theme taken from the Garfield comic strip, and gives the player a different "feel" of gameplay (cue-response, continuous-action, and exploration). In the cue-response scenerios, Garfield's motion is under the control of the game (constantly moving), with direction and options under the control of the player (who selects the options by directing Garfield about the display using the controls). The player can thusly react (respond) to the images (cues) shown on the display during the scenerio. Default actions (typically bad) will insure participation by the player. In the continuous-action scenerios, Garfield's motion is under the control of the player, with the background and auxillary characters under the control of the game. The player can thusly perform actions continuously during the scenerio. Playfield scrolling or Evil Otto characters will insure participation by the player. In the exploration scenerios, the emphasis is in finding clues which will lead Garfield and Odie to the burglar. This is done by running over highlighted objects on the display (which may be scrolled) in a short amount of time. A bonus timer will insure participation by the player. Clues include the burglar's tools (flashlight, gloves, mask, crowbar), stolen objects (jewelery, candlesticks, TVs, money), and pieces of Pooky (yellow ribbon, button eye). Each scenerio starts with an opening sequence which introduces the scenerio and indicates the immediate objectives to be achieved by the player. The action then starts and control is given to the player. The player must complete each scenerio satisfactorily before the next scenerio may be played. The following is an outline of the scenerios: I. Urban (Neighborhood, City) 0. The Abduction (animation) 1. Ride'em Cowcat (cue-response) 2. Encounter in the Park (exploration) 3. Fantasy in the Supermarket (continuous-action) II. Rural (Countryside, Farm) 0. Hitchhiking to the Country (animation) 1. Down on the Farm (continuous-action) 2. Bathtime (cue-response) 3. Escape (exploration) III. Wilderness (Woods, Mountain) 0. Into the Woods (animation) 1. Lost in the Woods (continuous-action) 2. Bobcat Territory (cue-response) 3. The Hideout (exploration) IV. Twilite Zone Synopsis: The first chapter follows Garfield as he learns about the abduction of Pooky, and sets off in search of the teddy bear, riding his sidekick Odie. After hunting for clues in the park, and encountering a baddy gang of cats, the duo decide to take a break for lunch. Not having any cash, they raid the local supermarket, much to the despair of the store manager. The second chapter continues with Garfield and Odie tracking the Burglar into the countryside and to a farm. They are temporarily sidetracked by the barnyard animals, and the Sweet Old Lady of the farm takes Garfield inside for a bath. Garfield manages to escape from the farmhouse only to find that Odie is nowhere to be scene. Garfield then hunts for Odie, and upon finding him, has to fight a mean old Bobcat. The third chapter finds Garfield and Odie lost in the woods, with little information to find their way out. Surprisingly soon, they come to a clearing in the forest which happens to be the Burglar's hideout. After a fun-filled cat-and-dog-fight, Garfield marches home triumphantly with Pooky in his arms, and a smile on his face. Scenerio Descriptions: "The Abduction" This is the first animated scenerio, where the Burglar "teddy-naps" Pooky. There is no player interaction, as this is intended to entertain the player and establish the theme of the game. In the dark of night, Garfield is sleeping peacefully with Pooky laying next to him. A shadow moves over Garfield, and a hand reaches down to pluck Pooky. The view changes to the window, as a dark figure carrying a large bag jumps out the window, who drops a lighted flashlight on the floor. Later, as the sun appears in the open window, Garfield wakes up, yawns, and then panics when he notices Pooky missing. He spots the first clue (a flashlight) and deduces that a burglar has stolen Pooky. The scene ends with Garfield resolving to locate and rescue Pooky. "Ride'em Cowcat" This is a cue-response scenerio, where Garfield and Odie set out to locate Pooky. Garfield first jumps up to the window sill and looks outside (he may notice a mud puddle just under the window). The first option is to wait, move left, move down, move right. If he moves left or down, he jumps down only to land in the mud puddle. If he waits, Odie jumps up next to Garfield, causing him to fall into the mud puddle. Once he is in the puddle, he must get out soon, or Odie will jump down on top of him, causing a loss of life. If he move right, he misses the mud puddle. Odie jumps in front of Garfield, as Garfield looks around. Odie then points in the direction of the Burglar's trail. The second option is to ignore Odie, punt Odie, or jump on Odie. If he ignores Odie, Jon comes by and picks Garfield up. If he punts Odie, Odie goes sailing into the air. If he jumps on Odie, Odie starts running off with Garfield holding onto his ears. The two start running down the block as black footprints appear in front of them. Garfield must be then be manuevered around the block (backyard, sidewalk, and alley), avoiding various obstacles (lawn mowers, trash cans, walls, hedges, bicycles, trees and tree branches, mud puddles, fire hydrants, bully dogs, cars), following the burglar's footprints. The scene ends with Odie pooping out in the park, causing Garfield to fall off. "Encounter in the Park" This is an exploration scenerio, where Garfield is trying to locate a clue to lead them to the Burglar. The clue is somthing related to the burglar (tools, stolen items, pieces of Pooky) and can change in type and location each time the game is played. Garfield must be moved about the display, running over various objects (sandbox, fountain, bushes, swings, garbage cans, picnic tables). The more objects touched, the more points are scored, and the possibility of finding the clue increases. The scene ends with Garfield and Odie landing in front of a supermarket. "Fantasy in the Supermarket" This is a continuous-action scenerio, where Garfield is trying to grab as much food as possible before the Store Manager can catch him. The supermarket consists of four rows of aisles, each containing some food items (vegatables, canned products, dairy products, staples, meat). In each row, there is something Garfield would like most (which is worth to most, but would be the most difficult to grab). A possible side goal could be to gather the ingredients for lasagna (noodles, cheese, meat, sauce, spices) for a large bonus (plus a delicious meal). The scene ends with Garfield and Odie outside the supermarket (eating their ill-gotten gain). "Hitchhiking to the Country" This is the second animation scenerio, where Garfield and Odie catch sight of the Burglar (in a car), and jump on a dump (or garbage) truck to follow him. They pass through the city, and into the country, when the truck and car travel down different roads. The scene ends with the truck dumping its load (or Garfield and Odie falling off the truck). "Down on the Farm" This is a continous-action scenerio, where Garfield arrives at a farm. Garfield gets to chase the animals around the farm, possibly even riding one. Garfield must be manuevered around the farm, chasing small animals, and avoiding large animals. The scene ends with Garfield getting dirty in the pig sty, and deciding to go into the house. "Bathtime for Garfield" This is a cue-response scenerio, where the Sweet Old Lady (S.O.L.) trys to give Garfield a bath (which is the next worst thing to having your claws removed). Garfield must be manuevered around the house, avoiding both the S.O.L. and the bathtub, which the S.O.L. strategicly places where Garfield can be tricked into moving. Traps would include the sofa, waxed table, and walls. The scene ends with Garfield escaping from the house, and joining Odie. "Escape" This is an exploration scenerio, where Garfield is searching for more clues to the where-abouts of the Burglar. The scene ends with Odie sniffing out more footprints, leading into the woods. "Into the Woods" This is the last animation scenerio, where Garfield and Odie enter the woods. The scene ends with Garfield and Odie apparently lost in the woods. "Lost In the Woods" This is a continous-action scenerio, where Garfield and Odie have to circumvent many natural obstacles. Garfield must be manuevered around the forest, helping Odie from getting eaten by a bear, falling into the stream, getting tangled in a trap, etc. The scene ends with Garfield and Odie coming into a clearing in the woods. "Bobcat Territory" This is a cue-response scenerio, where Garfield and Odie encounter the Bobcat. Garfield begins thinking about food, as Odie runs off ahead. He hears Odie barking in the distance, and runs over to investigate. They encounter Bob, the local toughguy bobcat. The first option is to fight, flee, or avoid the Bobcat. If he fight, the Bobcat makes mincemeat out of Garfield. If he flees, the Bobcat makes mincemeat out of Odie. If he avoids, the Bobcat follows them. The action continues until the Bobcat is tricked and gets wedged between two small trees. The scene ends with Garfield and Odie rejoicing over the defeat of the Bobcat. "The Hideout" This is the last scenerio, where Garfield and Odie encounter the Burglar. The Burglar's hideout is a small shanty in the middle of a clearing. All the windows are boarded up, but smoke wafts from a chimney. Odie must trick the Burglar into coming out of the shanty, so that Garfield can go inside and rescue Pooky. Many things can go wrong, and probably will. The scene ends with Garfield clutching Pooky, and thinking some prosaic thought. "The Twilite Zone" This could be an addon scenerio to make a connection between the last scenerio and the first scenerio. As Garfield grabs Pooky, the display "pops" as though from a dream. We see Garfield laying in his box, with Pooky by his side. He comments about the wierd dream, and then falls asleep. Shortly after, a shadow moves over Garfield, and a hand reaches down to pluck Pooky. The game starts over again with the first scenerio. Comments: The Garfield game is inspired by the comic strip of the same name, drawn by Jim Davis. The presentation of the game to the player is hoped to be similar to that of an animated comic strip, complete with the simplistic, yet stylized, characters and backgrounds. The characters utilized for this game will be Garfield, Odie, Jon, and of course, Pooky. This game is intended to be a showcase of animation. To achieve this, the game will utilize a 10Mbyte Winchester disk drive to store graphics material for the display. It is anticipated that the drive can store up to 200 backgrounds for playfields, or up to 1000 pictures for motion objects (or some combination of the two). In addition, the drive could be used to store program code and data (wave tables, characters and backgrounds data base) to reduce the memory requirements for the game, replace non-volatile ROM for high-scores, options, and histograms, and collect statistics from play of the game (for field test data). Illustrations: see accompanying illustrations 4 Quote Link to comment Share on other sites More sharing options...
TheRedEye Posted March 31, 2020 Share Posted March 31, 2020 16 minutes ago, Dutchman2000 said: see accompanying illustrations Did these survive??? Quote Link to comment Share on other sites More sharing options...
Magmavision2000 Posted March 31, 2020 Share Posted March 31, 2020 This is cool and all, but nobody's going to talk about the fact there was a group of people at Atari called the Garfield Development Team? Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted March 31, 2020 Author Share Posted March 31, 2020 1 hour ago, TheRedEye said: Did these survive??? Not that I have seen Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted March 31, 2020 Author Share Posted March 31, 2020 GARFIELD -------- HARDWARE DESCRIPTION -------------------- - T-11 Microprocessor with 32K bytes of program ROM/RAM, 4K bytes RAM (main) - 6502 Microprocessor with 48K bytes of program ROM , 2K bytes RAM (aux) GRAPHICS MEMORY --------------- - 128K bytes of DRAM - Shared by Motion Objects and Playfield - Holds 1024 16 x 16 stamp pictures (any MO/PF mix) - Loaded directly from Winchester Disk PLAYFIELD --------- - Scrolling playfield (medium res) - Displayed playfield 384 x 512 - 24 x 32 stamps (16 x 16) - Complete playfield 512 x 1024 - 32 x 64 stamps - 4 bits deep (plus 2 palet, 2 priority) - H & V reflects on a stamp basis - Up to 1024 stamp pictures - Independent H & V scrolling MOTION OBJECTS -------------- - 41 motion objects (from 256 specifiers) - 16 x N (programmable height of 16, 32, 48, 64) - 4 bits deep (plus 2 palet, 2 priority, 8 bit link pointer) - H & V reflects - Up to 1024 16 x 16 pictures ALPHANUMERICS ------------- - 48 x 64 stamps (8 x 8) - 2 bits deep (plus 2 palet) - 256 stamp pictures stored in 4K bytes of ROM COLOR RAM --------- - 16 bits of color (4 red, 4 green, 4 blue, 4 intensity) - Playfield 4 palets x 16 colors - Motion Objects 4 palets x 16 colors - Alphanumerics 4 palets x 4 colors - Prioritization for playfield and motion objects CONTROL RAM ----------- - Playfield 16K bytes (64 x 128 x 2) - Motion Objects 2K bytes (256 x 8) - Alphanumerics 6K bytes (48 x 64 x 2) WINCHESTER DISK --------------- - 10M bytes formatted capacity - DMAs directly into program, PF/MO DRAM - Maximum transfer rate of 246K bytes/sec (32K byte blocks) - Error checking and recovery - Controlled by T-11 - Disk replaces EEROM SOUND ----- - Quad Pokey (8 channels) Quote Link to comment Share on other sites More sharing options...
Shaggy the Atarian Posted April 1, 2020 Share Posted April 1, 2020 Thanks for sharing this info, it's too bad that there isn't any media/concept art. Where did you find this data? Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 1, 2020 Author Share Posted April 1, 2020 1 hour ago, Shaggy the Atarian said: Thanks for sharing this info, it's too bad that there isn't any media/concept art. Where did you find this data? On a 9-track tape labeled “Garfield” 1 Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 1, 2020 Author Share Posted April 1, 2020 .title Garfield .sbttl Hardware Definitions .radix 8. ; ; Copyright 1984 ATARI. Unauthorized reproduction, adaptation, ; distribution, performance or display of this computer ; program or the associated audiovisual work is strictly prohibited. ; ;hardware equates WLOMEM== 000400 ;low working memory address WHIMEM== 007377 ;high working memory address SLOMEM== 007400 ;low stack memory address SHIMEM== 007777 ;high stack memory address BLOMEM== 010000 ;low boot memory (R/O) address BHIMEM== 010077 ;high boot memory (R/O) address CLOMEM== 010000 ;low color memory (W/O) address CHIMEM== 010777 ;high color memory (W/O) address IRQ0CLR== 012000 ;irq0 clear address IRQ1CLR== 012200 ;irq1 clear address IRQ2CLR== 012400 ;irq2 clear address IRQ3CLR== 012600 ;irq3 clear address IRQ0ENB== 013000 ;irq0 enable address IRQ1ENB== 013000 ;irq1 enable address IRQ2ENB== 013000 ;irq2 enable address IRQ3ENB== 013000 ;irq3 enable address OUTPORT== 013200 ;output port HSCREG== 013400 ;playfield horizontal scroll register VSCREG== 013600 ;playfield vertical scroll register INPUT0== 014000 ;switch inputs player 1 INPUT1== 014002 ;switch inputs player 2 INPORT== 016000 ;input port ALOMEM== 020000 ;low alphanumerics memory address AHIMEM== 033777 ;high alphanumerics memory address MLOMEM== 034000 ;low motion objects memory address MHIMEM== 037777 ;high motion objects memory address PLOMEM== 040000 ;low playfield memory address PHIMEM== 047777 ;high playfield memory address OUTPUT0== 050000 ;latch outputs RLOMEM== 100000 ;low program memory address RHIMEM== 137777 ;high program memory address DLOMEM== 140000 ;low data memory address DHIMEM== 177777 ;high data memory address .page .sbttl Hardware Definitions ;Hardware variables color== CLOMEM ;color memory alpha== ALOMEM ;alphanumerics memory mobj== MLOMEM ;motion object memory playf== PLOMEM ;playfield memory selres== OUTPUT0 ;disk select/reset word .page .sbttl Software Equates ;Software routines ;PREGAME== 122000 ;pregame routine address ;GAME== 124000 ;game routine address ;POSTGAME== 127000 ;postgame routine address ;OPERATOR== 130000 ;operator routine address ;DATA== 140000 ;data address .page .sbttl PRESET: power-on reset sequence .psect RESET .globl creset, main PRESET:: NOP ;reset vector NOP mtps #0340 ;restart vector; disable any interrupts mov #SHIMEM+1,sp ;reset the stack jsr pc,creset ;call 'c' reset routines mov #17,IRQ3ENB ;enable interrupts mtps #0 ;reset priority to main program jmp main ;and start up the main program .page .sbttl PIRQ, PXMIT, PXREC, PSCRN: Interrupt Calling routines .globl newframe, irq, xmit, xrec, scrn PIRQ:: ;vblank interrupt routine ;check stack pointer and old program counter cmp sp,#SLOMEM ;check lower stack memory fence bhis 2$ ;ok if at or above bpt ;not ok if below 2$: cmp sp,#SHIMEM ;check upper stack memory fence blos 3$ ;ok if at or below bpt ;not ok if above 3$: cmp (sp),#RLOMEM ;check lower program memory fence bhis 4$ ;ok if at or above bpt ;not ok if below 4$: cmp (sp),#RHIMEM ;check upper program memory fence blos 5$ ;ok if at or below bpt ;not ok if above ;ok to process interrupt 5$: clr irq3clr ;clear the interrupt clr irq2clr ;clear the screen interrupt too mov r0,-(sp) ;save the low registers mov r1,-(sp) jsr pc,irq ;call the C routine to handle this br 1$ ;branch around for now mtps #100 ;adjust priority jsr pc,newframe ;call the C routine to handle this 1$: mov (sp)+,r1 ;restore the low registers mov (sp)+,r0 rti ;beam me out of here PSCRN:: ;screen interrupt routine clr irq2clr ;clear the interrupt mov r0,-(sp) ;save the low registers mov r1,-(sp) jsr pc,scrn ;call the C routine to handle this mov (sp)+,r1 ;restore the low registers mov (sp)+,r0 rti ;all done! PXMIT:: ;transmit interrupt routine clr irq1clr ;clear the interrupt mov r0,-(sp) ;save the low registers mov r1,-(sp) jsr pc,xmit ;call the C routine to handle this mov (sp)+,r1 ;restore the low registers mov (sp)+,r0 rti ;bye bye PXREC:: ;receive interrupt routine clr irq0clr ;clear the interrupt mov r0,-(sp) ;save the low registers mov r1,-(sp) jsr pc,xrec ;call the C routine to handle this mov (sp)+,r1 ;restore the low registers mov (sp)+,r0 rti ;bye bye .end Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 8, 2020 Author Share Posted April 8, 2020 A status report: GAME DEVELOPMENT STATUS GARFIELD DATE: 7-SEP-84 PROJECT LEADER: DAWE PROJECT START: 3-NOV-83 LAB #: SS I EXT: X7416 PROJECT #: 432XX "RAS" | | SCHEDULE or | MISSED DATES | | | <OCCURANCE> | | -------------------------------------------------------------------------------------------- PROJECT START: <3 NOV 83> 1ST ENG REVIEW: <6 JUN 84> 2ND ENG REVIEW: SEP 84 1ST MKT REVIEW: OCT 84 2ND MKT REVIEW: FOCUS GROUP: DEC 84 3RD MKT REVIEW: UL/FCC REVIEW: FIELD TEST: FEB 85 1. New this week: No progress occurred this week while the programmer was busy making some corrections/additions to RPM. No progress is expected for the next two weeks while the programmer is on vacation until 9/7. 2. New Game Wave Structure New ROM gameplay has been roughed out. Waves are: 1) THE NEIGHBORHOOD 2) FANTASY IN THE MARKET 3) CLIFF CLIMB 4) THE SEARCH FOR POOKIE In addition, comic strip interconnects will tie the waves together. The Underwater Adventure has been eliminated to permit maximum depth in the other waves. A possible bonus wave might be constructed in the future using existing stamps from the above four waves. Quote Link to comment Share on other sites More sharing options...
Jumpman1981 Posted April 9, 2020 Share Posted April 9, 2020 Gotta say, the "cue-and-response" gameplay style they mentioned really reminded me of Dragon's Lair. I wonder if the game can be reconstructed to some degree from the source code fragment above. Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 10, 2020 Author Share Posted April 10, 2020 23 hours ago, Jumpman1981 said: Gotta say, the "cue-and-response" gameplay style they mentioned really reminded me of Dragon's Lair. I wonder if the game can be reconstructed to some degree from the source code fragment above. That wouldn’t be enough, we would need a lot more. Quote Link to comment Share on other sites More sharing options...
Jack the gamer 3 Posted April 10, 2020 Share Posted April 10, 2020 19 hours ago, Dutchman2000 said: That wouldn’t be enough, we would need a lot more. Question! So was this game gonna be for the Atari system 2 because I heard a rumor in a website Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 11, 2020 Author Share Posted April 11, 2020 Yes it was going to be a system 2 game. Quote Link to comment Share on other sites More sharing options...
schuwalker Posted April 12, 2020 Share Posted April 12, 2020 On 4/10/2020 at 8:10 PM, Dutchman2000 said: Yes it was going to be a system 2 game. Insightful information... With the copyright notes dated in '84, you would think it would be in the System 1 queue. The tip off is the med. resolution since System 1 is standard res. I looked on the System 16 page, I wonder if this was going to around the time frame of Gremlins since they had it slated for an '85 release date. Dawe? I'm assuming Rusty Dawe. I believe he was interviewed on Jeff's old coin op website few years ago. Wonder if there's a transcript out there where he might have let out some intel on this one. I have some digging to do... Quote Link to comment Share on other sites More sharing options...
Dutchman2000 Posted April 13, 2020 Author Share Posted April 13, 2020 (edited) I think Rusty took it over after Babcock, from the look of things he didn’t do much with it and it was not touched until archived onto 9-track tape in April of 1985. Edited April 13, 2020 by Dutchman2000 1 Quote Link to comment Share on other sites More sharing options...
Jack the gamer 3 Posted April 18, 2020 Share Posted April 18, 2020 On 4/10/2020 at 9:10 PM, Dutchman2000 said: Yes it was going to be a system 2 game. Ey you know how them system 2 games got that sound when you insert a coin. DOIIIIIIIIIIIIING lol. Wished the game could have been a thing so I could hear that Quote Link to comment Share on other sites More sharing options...
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