Page 40 - OSG Presents Classic Gamer Magazine #5
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blame Harris for Type & Tell's dis-                                      as two letters - wave 1 = letter A,
            jointed speech.  "I only contributed                                     wave 26 = letter Z.  So if you had a
            some technical capabilities to this one.                                 perfect game up to level 26, you'd see
            Prior to this cartridge, you generally                                   ZZ, but if you had a few waves where
            didn't see more than twenty or so char-                                  you lost some bees, you might see
            acters on an Odyssey screen.  I fig-                                     something like ZT.  The vice president
            ured out how to get 96 characters up                                     over our group thought that was
            there."                                                                  "teaching people base 26," and I was
                 But the Voice managed to sound                                      forced to change it.  So the released
            much better in other games, which                                        version has two digits for the attack
            raised the question of its split person-                                 wave, and you have to figure out how
            ality.  "The robot-like voice was done                                   you’re doing on the bonus.”
            completely with phoneme-based text-                                           “By the way, that's why there are
            to-speech.  The other voice was pre-                                     only 26 waves in Killer Bees,” Harris
            canned words.  There were also a cou-                                    reveals.  “After wave 26, it goes back
            ple of sound effects in there."                                          to wave 20.  Another experiment was
                 In fact, it was an odd sound effect                                 a good lesson in psychology.  I have
            from the Voice that inspired Bob Harris                                  always hated games in which every
            to create his best game for the Odys-                                    scoring action yields multiples of thou-
            sey 2, Killer Bees. ”The idea for Killer                                 sands or millions.  The last three digits
            Bees came from one of the sounds in                                      were always zero, so it just seemed
            the Voice module.  It was supposed to                                    worthless to me.  During much of the
            sound like a “boing,” but actually                                       Killer Bees project, the score was
            sounded like buzzing bees.  If you had                                   listed as X.XXX.  In other words, you
            a Voice module, you heard this sound                                     scored in increments of thousandths
            at the start of an attack wave, as your                                  of a point.  While it makes no mathe-
            swarm forms, I think.”                                                   matical difference, there was some-
                 The Challenger Series from which                                    thing not at all satisfying about getting
            Killer Bees sprang was notorious for                                     to the end of the game and saying
            basing its games on familiar arcade                                      ‘Yeah!  I scored 3!’  So I took out the
            staples, but making them different   don't know if War Room players      decimal point.  It was a humbling reali-
            enough to avoid legal trouble (with the   caught on to the fact that they can pro-  zation.”
            exception of Ed Averett’s K.C. Munchkin,   duce laser fuel.”                   The traditional process of the Od-
            which drew an Atari look-and-feel law-       But not everyone, it seems, “got”   yssey designers playing and offer-
            suit).  But was Killer Bees designed to be   Killer Bees.  “One experimental   ing suggestions on each other’s
            similar to a coin-op title?  “Everything was   thing I did was also probably lost on   games yielded some valuable addi-
            trying to duplicate the feel of the arcade   players,” Harris admits.  “At least I know   tions to Killer Bees as well.  “The portals
            game Centipede.  I definitely wanted   that when Bob (Burt?) Hochberg called   at the screen edge, where the bad
            something fast paced.  A good player can   (he was doing a review of it for Games   swarms form, was Rex [Battenberg]'s
            polish off some of the early Killer Bees   Magazine), he hadn't noticed it.  Most   idea, I think.  Or maybe it was a result of
            waves in a few seconds.  One of the   people think you only have one life in Kil-  a bad experience he had playing an early
            things I liked in Centipede was that a   ler Bees, that as soon as the bad swarm   version.  I think the swarms just appeared
            smart player could make use of the pat-  touches you, you're dead, game over.    in the portal and immediately came out,
            terned behavior of the centipede to force   That's not true, though.  You have twelve   and this nailed Rex's swarm and he
            it into a channel of mushrooms and pick it   bees in your swarm at the start of each   swore several times at the top of his
            off easily.  The corresponding concept in   wave, and you lose bees while you are in   lungs.  His point was he didn't have any
            Killer Bees was the predictable behavior   contact with a bad swarm.  So if you are   chance to avoid them.  My counterpoint
            of the robots.  A robot either always   only in contact briefly, you'll lose a couple   was that you shouldn't sit near those por-
            turned left, or he always turned right.    bees.  If you sit there and let them swarm   tals!  But after a while, I realized it'd be
            You could take advantage of this by kill-  over you, I think you lose your whole   better if the swarm sat in the portal for a
            ing a robot or two in the right place, which   swarm in about a half second.  I think it's   while so you'd have a chance to see it.
            forced another robot into a tight loop,   actually possible to fly right through a bad   The bug zapper was Sam Overton's idea,
            making it easier to kill.  Or at least that   swarm and not lose all your bees.”   and I think it helped the game.  When
            was my theory.  I'm not sure if any play-       And if you thought Nimble Numbers   there are no other sound effects going
            ers ever caught on to that.  Similarly, I   NED was the only educational game Har-  on, there's sort of a heartbeat.  That was
                                               ris programmed for the Odyssey 2, think   the VP's idea.  He insisted that the main
                                                            again – Killer Bees    reason Pac-Man was successful was the
                                                            nearly contained a cou-  repetitive sound.  He might be right, but
                                                            ple of interesting lessons   the heartbeat in Killer Bees would have
                                                            in math.  “At the end of a   been more useful if I had more than one
                                                            round, you get a bonus   voice.”
                                                            for each bee you have
                                                            left.  And each time you
                                                            make it through a wave   Next Month: Part 2 of Earl Green’s
                                                            without losing any bees,   interview with Bob Harris.
                                                            the bonus multiplier in-
                                                            creases.  This was
                                                            something I borrowed
                                                            from the classic pinball
                                                            machines.  Through
                                                            most of the development,
                                                            both the bonus level and
                                                            the wave were displayed
                              Killer Bees
            Classic Gamer Magazine  December  2000            40
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