game
icon
title Battle Zone (cocktail)
set name bzonec
manufacturer Atari
year 1980
genre Shooter (hof)
category Shooter / Driving 1st Person (hof)
driver status good
driver source bzone.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / PS: in game | title | scores | parent
rating

77.5% after 935 votes
 
parent Battle Zone (set 1)
other clones Battle Zone (set 2)
display
colour emulation good
palette 0
display type vector
orientation horizontal
frequency 40.000000Hz
sound
sound emulation good
channels mono
controls
players 1
nplayers 1P
controls vdoublejoy2way
buttons 1
coin slots 2
hardware
cpu M6502 @ 1.512MHz
audio POKEY @ 1.512MHz
audio Custom
data
version added .037b10
last change(s) none since version .53
roms
name size crc set flags sha1
bz1g4800  2048  e228dd64  bzonec    247c788b4ccadf6c1e9201ad4f31d55c0036ff0f 
bz1f5000  2048  dddfac9a  bzonec    e6f2761902e1ffafba437a1117e9ba40f116087d 
bz1e5800  2048  7e00e823  bzonec    008e491a8074dac16e56c3aedec32d4b340158ce 
bz1d6000  2048  c0f8c068  bzonec    66fff6b493371f0015c21b06b94637db12deced2 
bz1c6800  2048  5adc64bd  bzonec    4574e4fe375d4ab3151a988235efa11e8744e2c6 
bz1b7000  2048  ed8a860e  bzonec    316a3c4870ba44bb3e9cb9fc5200eb081318facf 
bz1a7800  2048  04babf45  bzonec    a59da5ff49fc398ca4a948e28f05250af776b898 
036422.01  2048  7414177b  bzone    147d97a3b475e738ce00b1a7909bbd787ad06eda 
bz3b3800  2048  76cf57f6  bzonec    1b8f3fcd664ed04ce60d94fdf27e56b20d52bdbd 
036498-01.k7  256  5903af03  bzone    24bc0366f394ad0ec486919212e38be0f08d0239 
036174.01  32  8b04f921  bzone    317b3397482f13b2d1bc21f296d3b3f9a118787b 
036175.01  256  2af82e87  bzone    3816835a9ccf99a76d246adf204989d9261bb065 
036176.01  256  b31f6e24  bzone    ce5f8ca34d06a5cfa0076b47400e61e0130ffe74 
036177.01  256  8119b847  bzone    c4fbaedd4ce1ad6a4128cbe902b297743edb606a 
036178.01  256  09f5a4d5  bzone    d6f2ac07ca9ee385c08831098b0dcaf56808993b 
036179.01  256  823b61ae  bzone    d99a839874b45f64e14dae92a036e47a53705d16 
036180.01  256  276eadd5  bzone    55718cd8ec4bcf75076d5ef0ee1ed2551e19d9ba 
cabinet art
cabinet bzone.png bzone.png
marquee bzone.png
control panel bzonec.png
flyer bzone.png
PCB bzone.png
additional information
info 0.26 [Brad Oliver, Al Kossow, Hedley Rainnie, Eric Smith, Allard van der Bas]

NOTE:
  • The special DSW 0x80 dipswitch is not implemented. This setting is not a real dipswitch of the machine. It is used to select between the "standard" greenish display, and a red/green display which was probably how the game was designed to be, before choosing to use monochrome monitor to cut costs.
Bugs:
  • Vector drawing corruption when using a save state. rhurst (ID 02212)
WIP:
  • 0.117: R. Belmont added save state support to Battle Zone.
  • 0.115u1: Mathis Rosenhauer moved Atari vector PROMs into separate regions. Added user2 rom (036174.01) and the user3 Mathbox PROMs (36175/76, 036177/78, 036179/80 - low/high nibbled). Changed region proms to user1.
  • 0.113u3: Derrick Renaud fixed analog controls by adding back a faux VBLANK timing in Battle Zone.
  • 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU and POKEY sound clock speeds to 1512000 Hz and added prom ($0 - AVG PROM).
  • 0.107u1: MASH fixed number of buttons in Battle Zone.
  • 0.101u3: Buddabing added preliminary save state support to Battle Zone.
  • 0.95u3: Aaron Giles removed fake hack ports from Battle Zone.
  • 0.58: Changed palettesize from 33024 to 32768 colors.
  • 0.37b10: MASH added clone Battle Zone (cocktail).
  • 0.37b3: Changed palettesize from 256 to 33024 colors.
  • 0.36RC1: Added Custom sound. Samples are no longer needed in Stratovox, Battle Zone, Red Baron and Asteroids [Juergen Buchmueller].
  • 12th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Battle Zone and Red Baron.
  • 0.35b11: Nathan Sturm added a better backdrop for Battle Zone.
  • 10th April 1999: Mathis Rosenhauer fixed Battle Zone backdrop colors under DOS.
  • 0.33b7: Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
  • 0.31: Aaron Giles and Bernd Wiebelt improved handling of vector games. Battlezone and Major Havoc now do correct clipping.
  • 0.30: Nicola Salmoria added alternate controls in Battle Zone and Sarge, they are available only when the -cheat option is specified. Added clone bzone2.
  • 0.28: Bernd Wiebelt added a "director's cut" mode to Battle Zone.
  • 0.27: Added clone Battle Zone (alternate version). Mauro Minenna made Battlezone playable with one joystick.
  • 0.26: Added BattleZone (Atari 1980). This game used a red overlay in the upper part of the screen. For speed reasons, this is not implemented. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC.
Other Emulators:
  • AAE
  • JAE
  • Retrocade
Recommended Games (Tank):

Lazer Command

Tank 8

M-4

M79 Ambush

Blasto

Ultra Tank

Armor Attack

Battle Zone

Bradley Trainer

No Man's Land

R2D Tank

Sky Chuter

Tank Battalion

Super Tank

NATO Defense

Tron (Tank stage)

Commando (Sega)

Minefield

Ozon I

Crater Raider

Grobda

Progress

Sarge

T.N.K. III

Tank Busters

Vs. Battle City

Super Stingray

Blazer

Assault

Enforce

Vindicators

Vindicators Part II

Guts n' Glory (Antiaircraft)

Aurail

Tank Force

Cyber Sled

Desert Tank

Guardian Force

Romset: 18 kb / 16 files / 13.9 zip
history Battlezone (c) 1980 Atari.


Atari's Battlezone is a 1-player game with an X-Y or vector-generation monitor. The game depicts a first-person view from inside a tank. The battles are fought in a large valley that is completely surrounded by mountains and volcanoes. The valley floor contains pyramids and boxes that can provide temporary protection for players (these cannot be destroyed by shots).


The enemy consists of slow and fast 'super' tanks and intelligent missiles - all of which become more evasive as the game progresses. In addition, flying saucers appear periodically. These don't shoot at players, but players can get very high point scores for shooting them.


The game starts with the slow tank visible on the screen. The player can determine the position of either type of tank or the missile by reading the messages in the upper left corner of the screen. For example, ENEMY TO RIGHT may be displayed. In addition, the sweeping radar display shows a dot for the enemy's location, accompanied by a sonar 'blip' sound.


The upper pie-shaped area on the radar represents the player's range of view on the screen below. If the enemy falls within this area, it will be shown on the screen below and will be accompanied by the message ENEMY IN RANGE.


Occasionally the flying saucer appears on the screen. It is a harmless observer to the battle and will not destroy the enemy or player. Its position is never shown on the radar, but players can earn points for shooting it down. The saucer does act as a distraction, though, since it usually appears at the same time as the enemy tanks or missile. Saucers can be shot down by the player as well as enemy tanks.


- TECHNICAL -


Upright cabinet dimensions : 74,82'' (190cm) high x 25,25 (64,13cm) wide x 25,26'' (64,16cm) deep. Weight : 290 lbs (131,5 kg). Monitor : 19'' QuadraScan.

Cabaret cabinet dimensions : 54,25'' (137,79cm) high x 20,44'' (51,91cm) wide x 23,75'' (60,32cm) deep. Weight : 185 lbs (83,9 kg) Monitor : 15'' QuadraScan.


Game ID : 0364xx


Main CPU : M6502 (@ 1.512 Mhz)

Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)


Screen orientation : Horizontal

Video resolution : 256 x 231 pixels

Screen refresh : 40.00 Hz

Palette colors : Black and White with green and red screen overlays.


Players : 1

Control : Double 2-way joysticks with FIRING on the right hand joystick.


- TRIVIA -


Battlezone went into the arcades in November 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training.


Battlezone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's. Approximately 15,020 units were produced.


As Battlezone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training (called "Bradley Trainer"). Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training.


* The Creation of Battlezone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battlezone, while Ed Rotberg was the principal programmer. Ed Rotberg : "Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.".

The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battlezone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display. A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.".


The volcano erupting in the background was created by Owen Rubin (Major Havoc). Rubin pestered Rotberg to add the volcano but he was too busy to write the code and told Rubin that if he wanted the erupting volcano he'd have to write the code. The next morning, Rotberg walked in to a volcano erupting onscreen and the code listing on his desk.


* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battlezone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, "Why don't you make the volcano active?" I had enough to do just to make the game play. And everyday he would say "You know, you really need to make that volcano active". He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, "You're a programmer. If you want the volcano active, you write the code and I'll put it in". So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.".


Atari engineers were always amazed by the abilities of the players out in the arcades. Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and... the best player was seven. He was extraordinary and he was standing on a chair to reach the controls.".


Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.".


* Popular from the Start As Battlezone took shape, engineers in the lab wanted to play it, a lot. Ed Rotberg : "Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers". Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued : "The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff.".


David Palmer holds the official record for this game with 23,000,000 points on August 30, 1985.


A Battlezone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment).


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


An upright Battlezone unit appears in the 38 Special music video 'Caught Up In You'.


- SCORING -


Tank (Slow) : 1000 points.

Super Tank (Fast) : 3000 points.

Missile : 2000 points.

Saucer : 5000 points.


- TIPS AND TRICKS -


* When you start the game, you will be put into a surrealistic landscape. Almost immediately, an enemy will appear on the screen. You will know this by a warning sound the machine makes plus the enemy will show up on your radar. First of all, this game will be very different because you must look through a periscope apparatus. This is to give the feeling of being confined in a tank. Get used to limited movement of your head and use your eyes to quickly take in the entire battlefield in a glance.


* You must be able to identify different sounds in this game. Sounds you need to know are :

1) The warning that an enemy is on the battlefield.

2) The sound of an incoming missile.

3) The sound of a shot being fired (by you or at you).

4) The sound of the saucer.

5) The joyous sound of actually destroying something.

6) The sound when your tank bumps into an object (enemy unit or battlefield obstacle).


* Your field of vision is approximately 45 degrees. This means you will have to learn to use your radar effectively for anything out of your field of vision. The 45 degree wedge always faces forward (your line of site). Enemies (except the saucer) will show up on your radar as a white dot. Plus you will hear the beep as the radar sweep continues to cross over it.


* Be not only aware of where the enemies are, but also where the obstacles are also. There's nothing more frustrating then having the perfect shot lined up, or the perfect escape planned when you run into something. This is especially true when you are moving backwards.


* In order to line up with an enemy tank, you must turn your entire tank toward the enemy. The turret and tank are one piece versus being able to turn the turret independently of the tank.


* You can only have one shot out at a time. This can prove to be the difference between life and death since if you fire a stray shot, you must wait for that shot to disappear into the horizon before your tank is loaded again. This can take a couple of seconds. On the same note, the enemy tanks also work under this restriction. In other words, make sure you have your target lined up before taking a shot.


* The game starts out giving you the standard tanks. These tanks move slower then your tanks so they are pretty easy to kill. After the 30,000 point mark, however, the supertanks make their appearance. These tanks are much quicker then your tank so you have to take them out quickly.


* Tank killing isn't actually too hard once you get the rhythm of how to do it down. There are a few methods for killing tanks :

1) When the tank first appears on your radar, turn around so that you are facing it. The enemy tank will of course take a shot at your tank.

2) Now, move backwards and turn slightly in the same direction of where the enemy tank is. In other words, if the enemy tank is slightly to your left, then go backwards while turning your own tank to the left. You may even see the enemy's tank shot appear in your field of vision. That means you have the right angle on the turn.

3) At the same time you are moving backwards, the enemy tank will be moving up to engage your tank. Continue the above until the enemy tank is practically on top of your tank. Then rapidly turn left or right and hit him with a point-blank shot. Sometimes the enemy tank hits yours. Just like an obstacle, the enemy tank will back up and speed away. Turn rapidly to hit him before he can set up for a shot. Again, the Supertanks recover much quicker then the standard tanks.

4) This will work on both regular tanks and Supertanks. The difference is the fact that Supertanks close the distance much quicker then regular tanks.

5) Another way is to put an obstacle between yourself and the enemy tank. When an enemy tank hits an obstacle, they back up and move quickly away for a brief moment before they turn again to fire on your tank. If you are good, you can 'lead' the target when they are backing up or going forward and score a kill that way. Of course, this method is much more difficult.


* Don't attempt to outrun a Supertank. They can easily catch up to you. Plus, they like to get behind your tank to blast you from the rear. Nothing like not hearing the shot that destroys your tank.


* Another battlefield hazard is the missile. The first missile is dependent on the score setting. It is an easy one that comes straight for your tank. Just sit there and blow it apart. After that, though, things aren't as easy. As with the tanks, there is a method and certain rhythm to taking out missiles.

1) The missile will come down and take a hard turn to the right (as you are facing it). Then it will take a hard turn to the left. Then another hard turn to the right to hit your tank.

2) You can stay still and just turn your tank slightly. When the missile is turning to the left, fire ahead of it and you can destroy it.

3) Move backwards and turn toward your left. That way the missile will go across your field of vision before it makes its right turn again.

4) When the missile comes, move backward and take a ''blind'' shot. You may get lucky. Even if you don't, moving backwards will enable you to get another shot.

5) If you are really good, you can wait until it takes the last turn to the right toward your tank. Spin around and hit it like that. This is a very rough shot to execute.

6) If you mess up, sometimes you can move forward and to the right to cause the missile to miss. You also can usually cause a miss by putting tall (not the short ones you can shoot over) obstacles in your way.

7) Regardless of method, make sure there are not obstacles between you and the missile. The missile is capable of jumping all obstacles and it will also eliminate the missiles pattern. Nothing like a missile jumping

over an obstacle and landing on top of your tank.

8) For multiple missiles, you will have to adjust your direction so that when the next missile lands, it will be centered in your gunsight. You can also confirm this by using your radar.


* You will usually get a missile after about five tanks. Missiles usually come in twos or threes to make your life more exciting.


* Saucers are a great way to earn points. They are, unfortunately, on the battlefield when other enemies are present. If you have a safe, clear shot, then go for them. If not, you can still take a pot shot at them.

This is usually when you are spinning your tank around to deal with another enemy. If a saucer happens to be in the way, take a shot at it. You don't get points, however, if an enemy tank takes out a saucer.


* Another great thing about this game is that you will only have to deal with one enemy at a time. For example, if the missile appears, then the tank will disappear so you can concentrate on the missile.


- STAFF -
  • Project leader : Rick Moncrief
  • Programmed by : Ed Rotberg, Hans Hansen
  • Engineer : Jed Margolin
  • Mechanical engineer : Otto De Runtz
  • Technician : Erik Durfey
  • - PORTS -
  • * Consoles :
  • Atari 2600 (1983)
  • Atari 5200 (prototype only)
  • Atari XEGS
  • Atari Lynx (1995, "Battlezone 2000")
  • Nintendo Game Boy (1996, "Battlezone / Super Breakout")
  • Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
  • Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  • Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  • Sony PlayStation (2001, "Atari Anniversary Edition Redux")
  • Sega Dreamcast (2001, "Atari Anniversary Edition")
  • Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
  • Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  • Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  • Microsoft XBOX 360 (2007,"Xbox Live Arcade")
  • * Computers :
  • Commodore VIC-20 (1983)
  • Commodore C64 (1983)
  • PC [Booter] (1983)
  • Sinclair ZX Spectrum (1984)
  • Tandy Color Computer (1985, "Rommel 3D")
  • Atari ST (1986)
  • Tandy Color Computer (1988, "Turret") : Turret was written completely in Extended BASIC.
  • PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
  • PC [MS Windows, CD-ROM] (2000, "Atari Arcade hits 2")
  • PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
  • PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
  • * Others :
  • Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
  • Atari Flashback 2 (2005)
  • - SOURCES -
  • Game's rom.
  • Machine's picture.
  • F.A.Q. by Kevin Butler A.K.A. War Doc
  • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=battlezone&page=detail&id=210&o=2
resource links view in MAWS
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view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in arcade-history.com
view in GameFAQs
view in KLOV
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in VGMuseum Gamepics
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cheats
cheats
code comments
00000020:000E:000000FF:FFFFFFFF  Infinite Credits
00000000:00BD:00000006:FFFFFFFF  Infinite Lives
00000000:0026:00000000:FFFFFFFF  Enemy Tanks Can't Fire
00000000:00BC:00000000:FFFFFFFF  No Homing Missiles
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