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{{Short description|1979 video game}}
{{Use mdy dates|date=May 2012}}
{{good article}}
{{Use mdy dates|date=May 2012}}{{Use American English|date=December 2024}}

{{Infobox video game {{Infobox video game
| title = Asteroids | title = Asteroids
| image = ] | image = Asteroids-arcadegame.jpg
| caption = Promotional flyer for ''Asteroids''. | caption = Arcade flyer
| alt = An arcade cabinet over a background of asteroids in rings around a planet. The ''Asteroids'' logo and details about the game are seen at the bottom of the flyer.
| developer = ]
| publisher = Atari, Inc. | developer = ]
| publisher = '''Arcade''' {{vgrelease|NA/EU|Atari|JP|]/]<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=34–5, 40–1 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n35/mode/2up}}</ref>}} '''Atari 7800'''<br/>]
| distributor =
| designer = ] and ] | designer = ]<br/>]
| released = '''Arcade'''{{vgrelease|NA|November 1979|EU|1979<ref>{{cite web |title=Video Game Flyers: Asteroids, Atari, Inc. (UK) |url=https://flyers.arcade-museum.com/?page=flyer&db=videodb&id=3773&image=1 |website=The Arcade Flyer Archive |publisher=] |access-date=22 March 2021}}</ref>|JP|January 1980<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=40–1 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n41/mode/2up}}</ref>}} '''Atari 2600'''{{vgrelease|NA|July 1981}}'''Atari 8-bit'''{{vgrelease|NA|1981}}'''Atari 7800'''{{vgrelease|NA|1986}}'''Game Boy'''{{vgrelease|NA|1992}}
| released = '''Arcade'''{{vgrelease|NA=November 1979}}'''Atari 2600'''{{vgrelease|INT=1981}}'''Atari 7800'''{{vgrelease|INT=1987}}'''Atari Lynx'''{{vgrelease|NA=1995}}{{vgrelease|EU=1995}}
| genre = ] | genre = ]
| modes = ], ]
| modes = Up to 2 players, alternating turns
| platforms = ], ] | platforms = ], ], ], ], ]
| cabinet = Upright and cocktail
| cpu = ]
| sound = discrete circuits
| display = ]
}} }}
'''''Asteroids''''' is an arcade multi-directional shooter released in November 1979 by Atari, Inc. and designed by Lyle Rains and Ed Logg. The player controls a spaceship in an ] field which is periodically traversed by ]s. The object of the game is to shoot and destroy asteroids and saucers while not colliding with either, or being hit by the saucers' counter-fire. The game gets harder as the number of asteroids increases and such objects become faster.


'''''Asteroids''''' is a ] ] developed and published by ] for arcades. It was designed by ] and ]]<ref name="atari_production99">{{cite web|title=Production Numbers|url=http://www.atarigames.com/atarinumbers90s.pdf|publisher=]|access-date=March 19, 2012|year=1999|archive-url=https://web.archive.org/web/20130120084729/http://www.atarigames.com/atarinumbers90s.pdf|archive-date=January 20, 2013|url-status=live|df=mdy-all}}</ref> The player controls a single spaceship in an ] which is periodically traversed by ]s. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.
''Asteroids'' was conceived during Logg's meeting with Rains and implemented hardware developed by Howard Delman. It uses a ] and a two-dimensional view that wraps around in both screen axes. The game has been acclaimed by players and video game critics for its innovative vector graphics, complex controls, and gameplay. It was one of the most popular and influential games of the ], selling 70,000 ] and being widely imitated, and has since been ported to multiple platforms.

''Asteroids'' was conceived during a meeting between Logg and Rains, who decided to use hardware developed by Wendi Allen (then known as Howard Delman) previously used for '']''. Asteroids was based on an unfinished game titled ''Cosmos''; its physics model, control scheme, and gameplay elements were derived from '']'', '']'', and '']'' and refined through trial and error. The game is rendered on a ] in a two-dimensional view that wraps around both screen axes.

''Asteroids'' was one of the first major hits of the ]; the game sold 47,840 upright cabinets and 8,725 cocktail cabinets and proved both popular with players and influential with developers. In the 1980s it was ported to Atari's home systems, and the Atari VCS version sold over three million copies.<ref name="RacingTheBeam"/> The game was widely imitated, and it directly influenced '']'',<ref name="RG-55">{{cite magazine | magazine= ] | publisher = ] | title = The Making of Defender | issue = 55 | pages = 34–39 | date=October 2008}}</ref> '']'', and many other video games.


==Gameplay== ==Gameplay==
] ]
The objective of ''Asteroids'' is to destroy asteroids and saucers. The player controls a ]-shaped ] that can rotate left and right, fire shots straight forward, and thrust forward.<ref name="WiredEdLogg">{{cite web |url=http://www.wired.com/gamelife/2011/11/ed-logg-pioneer-award/ |last=Kohler |first=Chris |title=Asteroids Designer Ed Logg Honored With Pioneer Award |publisher=] |date=November 17, 2011 |accessdate=December 28, 2013}}</ref> The ship eventually comes to a stop when not thrusting. The player can also send the ship into ], causing it to disappear and reappear in a random location on the screen (with the risk of self-destructing or appearing on top of an asteroid).<ref name="RetroGamerAsteroids">{{cite journal |journal=] |issue=86 |publisher=] |year=2009 |url=http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |title=The Making of Asteroids |accessdate=December 18, 2013| deadurl= no}}</ref> The objective of ''Asteroids'' is to destroy asteroids and saucers. The player controls a triangular ] that can rotate left and right, fire shots straight forward, and thrust forward.<ref name="WiredEdLogg">{{cite magazine |url=https://www.wired.com/gamelife/2011/11/ed-logg-pioneer-award/ |author=Chris Kohler |title=Asteroids Designer Ed Logg Honored With Pioneer Award |magazine=] |publisher=] |date=November 17, 2011 |access-date=December 28, 2013 |archive-url=https://web.archive.org/web/20131208141237/http://www.wired.com/gamelife/2011/11/ed-logg-pioneer-award/ |archive-date=December 8, 2013 |url-status=live |df=mdy-all}}</ref> Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.<ref name="RetroGamerAsteroids">{{cite magazine |magazine=] |issue=68 |publisher=] |year=2009 |url=http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |title=The Making of Asteroids |access-date=December 18, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131219041721/http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |archive-date=December 19, 2013 |df=mdy-all}}</ref>


Each level starts with a few large asteroids drifting in various directions on the screen. Objects ] – for instance, an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction.<ref name="RulesOfPlay">{{cite book |last1=Salen |first1=Katie |last2=Zimmerman |first2=Eric |title=Rules of Play: Game Design Fundamentals |publisher=MIT Press |date=2004 |isbn=0-262-24045-9 |lastauthoramp=y}}</ref> As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids also score higher points. Two flying saucers appear periodically on the screen; the "big saucer" shoots randomly like cannon fodder, while the "small saucer" emphasizes firing at the ship. After reaching a certain score, only the small saucer appears. As the high score increases its angle range narrows until it is extremely accurate.<ref name="EdgeAsteroids">{{cite journal |url=http://www.edge-online.com/features/making-asteroids/ |journal=] |issue=117 |title=The Making of Asteroids |author="Edge Staff" |publisher=] |accessdate= January 4, 2014}}</ref> Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases and such objects become faster,<ref>{{cite book |last1=Bjork |first1=Staffan |last2=Holopainen |first2=Jussi |title=Patterns in Game Design |publisher=Charles River Media |date=2005 |pages=60 |isbn=1-58450-354-8 |lastauthoramp=y}}</ref> and ends when the player has lost all of their lives. Each level starts with multiple large asteroids drifting across the screen. Objects ]; an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction.<ref name="RulesOfPlay">{{cite book |last1=Salen |first1=Katie |last2=Zimmerman |first2=Eric |title=Rules of Play: Game Design Fundamentals |publisher=MIT Press |year=2004 |isbn=0-262-24045-9 |name-list-style=amp}}</ref> As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids are also worth more points. Two flying saucers appear periodically on the screen; the "big saucer" shoots randomly and poorly, while the "small saucer" fires frequently at the ship. After reaching a score of 40,000, only the small saucer appears. As the player's score increases, the angle range of the shots from the small saucer diminishes until the saucer fires extremely accurately.<ref name="EdgeAsteroids">{{cite magazine |url=http://www.edge-online.com/features/making-asteroids/ |magazine=] |issue=117 |title=The Making of Asteroids |author=Edge Staff |publisher=] |access-date=January 4, 2014 |archive-url=https://web.archive.org/web/20140104211104/http://www.edge-online.com/features/making-asteroids/ |archive-date=January 4, 2014 |url-status=dead |df=mdy-all}}</ref> Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases until after the score reaches a range between 40,000 and 60,000.<ref>{{cite book |last1=Bjork |first1=Staffan |last2=Holopainen |first2=Jussi |title=Patterns in Game Design |publisher=Charles River Media |year=2005 |page=60 |isbn=1-58450-354-8 |name-list-style=amp}}</ref> The player starts with 3–5 lives upon game start and gains an extra life per 10,000 points.<ref name="EsquireAsteroids">{{Cite magazine | url=http://www.gamearchive.com/General/Articles/ClassicNews/1981/Esquire2-81-pg62.htm | magazine=] | volume=2 | issue=81 | title=Invasion of the Asteroids | author=David Owen | publisher=] |archive-url = https://web.archive.org/web/20080622053948/http://www.gamearchive.com/General/Articles/ClassicNews/1981/Esquire2-81-pg62.htm |archive-date=June 22, 2008}}</ref> Play continues to the last ship lost, which ends the game. The machine "turns over" at 99,990 points, which is the maximum high score that can be achieved.


===Lurking exploit===
Like many games of its time, ''Asteroids'' contains several ]. The maximum possible score in this game is 99,990 points, after which it "]" back to zero. Other common terms for this bug were "turn over" and "flip over".<ref name="EsquireAsteroids">{{Cite journal | url=http://www.gamearchive.com/General/Articles/ClassicNews/1981/Esquire2-81-pg62.htm | journal=] | volume=2 | issue=81 | title=Invasion of the Asteroids | last=Owen | first=David | publisher=] |archiveurl = http://web.archive.org/web/20080622053948/http://www.gamearchive.com/General/Articles/ClassicNews/1981/Esquire2-81-pg62.htm |archivedate = August 1, 2008}}</ref> The game slows down as the player gains 50-100 lives, due to a programming error in that there is no limit for the permitted number of lives. The player can "lose" the game after more than 250 lives are collected.<ref name="EdgeAsteroids"/>
In the original game design, saucers were supposed to begin shooting as soon as they appeared, but this was changed.<ref name="EdgeAsteroids"/> Additionally, saucers can only aim at the player's ship on-screen; they are not capable of aiming across a screen boundary. These behaviors allow a "lurking" strategy, in which the player stays near the edge of the screen opposite the saucer. By keeping just one or two rocks in play, a player can shoot across the boundary and destroy saucers to accumulate points indefinitely with little risk of being destroyed.<ref name="EsquireAsteroids"/><ref>{{Cite news |url=https://news.google.com/newspapers?nid=2206&dat=19820319&id=0IEmAAAAIBAJ&pg=2751,2833371 |newspaper=The Miami News |title=Beating the Video Games: Lurking on an Asteroid |author=Michael Blanchet |date=March 19, 1982 |access-date=January 4, 2014 }}{{Dead link|date=August 2024 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> Arcade operators began to complain about losing revenue due to this exploit. In response, Atari issued a patched ] and, due to the impact of this exploit, Atari (and other companies) changed their development and testing policies to try to prevent future games from having such exploits.<ref name="EdgeAsteroids"/>


==Development==
<!-- HIDDEN BECAUSE OF LACK OF RELIABLE SOURCE: On some early versions of the game, it was also possible to hide the ship in the score area indefinitely without being hit by asteroids.<ref></ref> -->
''Asteroids'' was conceived by Lyle Rains and programmed by Ed Logg with collaborations from other Atari staff.<ref name="allgame">{{Cite web | url=http://www.allgame.com/game.php?id=15438 | work=allgame | publisher=Macrovision | title=Asteroids | author=Brett Alan Weiss | access-date=June 6, 2009 | archive-url=https://web.archive.org/web/20090308030532/http://www.allgame.com/game.php?id=15438 | archive-date=March 8, 2009}}</ref> Logg was impressed with the Atari Video Computer System (later called the ]), and he joined Atari's coin-op division to work on ''Dirt Bike'', which was never released due to an unsuccessful field test. Paul Mancuso joined the development team as ''Asteroids''{{'}} technician and engineer Wendi Allen contributed to the hardware.<ref name="EdgeAsteroids"/> During a meeting in April 1979, Rains discussed ''Planet Grab'', a multiplayer arcade game later renamed to ''Cosmos''. The unfinished game featured a giant, indestructible asteroid.<ref name="RetroGamerAsteroids"/> Logg did play Cosmos and remembered shooting the indestructible asteroid to no effect. So Rains asked Logg: "Well, why don't we have a game where you shoot the rocks and blow them up?" In response, Logg described a similar concept where the player selectively shoots at rocks that break into smaller pieces.<ref name="ClassicGamingAsteroids">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=25 |title=Asteroids |author=William Cassidy |work=ClassicGaming |publisher=IGN |access-date=January 6, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20121029030926/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=25 |archive-date=October 29, 2012 |df=mdy}}</ref> Thus combining the two-dimensional approach of ''Space War'' with ''Space Invaders''{{'}} addictive gameplay of "completion" and "eliminate all threats".<ref name="RetroGamerAsteroids"/> Both agreed on the concept.<ref name="RetroGamerAsteroids"/>


===Hardware===
==Development and design==
''Asteroids'' was implemented on hardware developed by Allen and is a ], in which the graphics are composed of lines drawn on a vector monitor.<ref name="allgame"/> Rains initially wanted the game done in ], but Logg, experienced in ], suggested an XY monitor because the high image quality would permit precise aiming.<ref name="RetroGamerAsteroids"/><ref name="EdgeAsteroids"/> The hardware is chiefly a ] executing the game program,<ref name="RacingTheBeam">{{cite book |last1=Monfort |first1=Nick |last2=Bogost |first2=Ian |title=Racing the Beam |publisher=] |year=2009 |name-list-style=amp|title-link=Racing the Beam|isbn = 9780262261524}}</ref> and ], a high-resolution vector graphics processor developed by Atari and referred to as an "XY display system" and the "Digital Vector Generator (DVG)".<ref name="WiredEdLogg"/><ref>{{cite book |last=Dillion |first=Roberto |title=The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry |publisher=CRC Press |year=2011 |page=58 |chapter=Part 1: Games That Pushed Boundaries |isbn=978-1-4398-7323-6}}</ref><ref name="asteroidsflyer">Asteroids Flyer, 1979, Atari, Inc.</ref>
''Asteroids'' was conceived by Lyle Rains and programmed and designed by Ed Logg,<ref name="allgame">{{Cite web | url=http://www.allgame.com/game.php?id=15438 | work=allgame | publisher=Macrovision | title=Asteroids | author=Brett Alan Weiss | accessdate=June 6, 2009}}</ref> the latter whose first work with Atari, Inc. was 1978's '']''.<ref name="WiredEdLogg"/> Paul Mancuso joined the development team as the game's technician and engineer Howard Delman contributed to the hardware it used.<ref name="EdgeAsteroids"/> In a meeting with Rains in April 1979, Rains spoke of a multiplayer video game in development for the ], a tabletop video game console cancelled in 1981 which used holograms to produce 3D images.<ref name="ClassicGamingAsteroids">{{cite web |url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=25 |title=Asteroids |last=Cassidy |first=William |work=ClassicGaming |publisher=IGN |accessdate=January 6, 2014}}</ref> Logg did not know the name of the game, thinking '']'' as "the inspiration for the two-dimensional approach." The unfinished game featured a giant, indestructible asteroid, so Rains considered Logg: "Well, why don’t we have a game where you shoot the rocks and blow them up?" In response, Logg described a similar concept, where the player selectively shoots at rocks that break into smaller pieces. Both agreed on the concept.<ref name="EdgeAsteroids"/><ref name="RetroGamerAsteroids"/>


The original design concepts for QuadraScan came out of Cyan Engineering, Atari's off-campus research lab in ], in 1978. Cyan gave it to Delman, who finished the design and first used it for ''Lunar Lander''. Logg received Delman's modified board with five buttons, 13 sound effects, and additional RAM, and he used it to develop ''Asteroids''. The size of the board was 4 by 4 inches, and it was "linked up" to a monitor.<ref name="WiredEdLogg"/><ref name="RetroGamerAsteroids"/>
''Asteroids'' was implemented on hardware developed by Delman and is a ], in which the graphics are composed of lines drawn on a vector monitor;<ref name="allgame"/> Atari's first such game was '']''. Rains wanted the game done in ], while Logg, experienced in ], suggested an XY monitor because the high 1024x760 resolution permits precise aiming, an idea that Rains allowed. <ref name="EdgeAsteroids"/><ref name="RetroGamerAsteroids"/> The hardware is chiefly a MOS 6502 executing the game program,<ref name="RacingTheBeam">{{cite book |last1=Monfort |first1=Nick |last2=Bogost |first2=Ian |title=Racing the Beam |publisher=MIT Press |date=2009 |isbn=978-1-234-56789-7 |lastauthoramp=y}}</ref> and QuadraScan, a high-resolution vector graphics processor developed by Atari and referred to as an "XY display system" and the "Digital Vector Generator (DVG)."<ref>{{cite book |last=Dillion |first=Roberto |title=The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry |publisher=CRC Press |date=2011 |pages=58 |chapter=Part 1: Games That Pushed Boundaries |isbn=978-1-4398-7323-6 |lastauthoramp=y}}</ref><ref name="asteroidsflyer">Asteroids Flyer, 1979, Atari, Inc.</ref><ref name="WiredEdLogg"/> A full-color version known as "Color-QuadraScan" was later developed for games such as '']'' and '']''.<ref name="RacingTheBeam"/>


===Implementation===
The original design concepts for QuadraScan came out of Atari's off-campus research lab in ], in 1978. It was given to Delman, who used it as part of ''Lunar Lander''{{'}}s circuit board. Logg received Delman's modified board connected to a monitor and containing a size of 4×4 inches, five buttons, 13 sound effects, and additional RAM, and used it to develop ''Asteroids''. The original ''Asteroids'' prototype board is part of Delman's personal collection.<ref name="WiredEdLogg"/><ref name="RetroGamerAsteroids"/>'
Logg modeled the player's ship, the five-button control scheme, and the game physics after ''Spacewar!'', which he had played as a student at the ], but made several changes to improve playability. The ship was programmed into the hardware and rendered by the monitor, and it was configured to move with thrust and inertia.<ref name="WiredEdLogg"/><ref name="RetroGamerAsteroids"/><ref name="RulesOfPlay"/> The hyperspace button was not placed near Logg's right thumb, which he was dissatisfied with, as he had a problem "tak his hand off the thrust button".<ref name="RetroGamerAsteroids"/> Drawings of asteroids in various shapes were incorporated into the game.<ref name="EdgeAsteroids"/> Logg copied the idea of a high score table with initials from Exidy's '']''.<ref name="RetroGamerAsteroids"/>


The two saucers were formulated to be different from each other. A steadily decreasing timer shortens intervals between saucer attacks to keep the player from not shooting asteroids and saucers.<ref name="RetroGamerAsteroids"/> A "heartbeat" soundtrack quickens as the game progresses.<ref name="AtariIncBIF">{{Cite book |last1=Vendel |first1=Curt |last2=Goldberg |first2=Marty |title=Atari Inc.: Business Is Fun |publisher=Syzygy Company Press |date=November 2012 |orig-year=1st. Pub. 2012|page=515 |chapter=Chapter 8 |isbn=9780985597405 |chapter-url=https://books.google.com/books?id=3FwGMtRafrAC&q=asteroids+heartbeat&pg=PA515 |name-list-style=amp}}</ref> The game does not have a sound chip. Allen created a hardware circuit for 13 sound effects by hand which was wired onto the board.<ref name="RetroGamerAsteroids"/>
Logg programmed a ship into the monitor and wanted to see it float around, but had no design document. Influenced by '']'', he experimented with different settings to find the most suitable experience while looking out for errors. The resultant version of ''Asteroids'' features inertia,<ref name="RetroGamerAsteroids"/> giving the ship endless movement and zero-g drift.<ref name="RulesOfPlay"/><ref name="WiredEdLogg"/> He drew various asteroid shapes and had them drifting across the screen. As Logg came up with strategies, he felt an incentive was needed for players. He regrets the placement of the hyperspace button, since if it were placed near his right thumb he would not have to take his hand off the thrust button, and stated he should have placed in an algorithm that made hyperspace safer.<ref name="RetroGamerAsteroids"/>


A prototype of ''Asteroids'' was well received by several Atari staff and engineers, who "wander between labs, passing comment and stopping to play as they went". Logg was often asked when he would be leaving by employees eager to play the prototype, so he created a second prototype for staff to play.<ref name="RetroGamerAsteroids"/><ref name="ClassicGamingAsteroids"/> Atari tested the game in arcades in ], and also observed players during focus group sessions at Atari. Players used to ''Spacewar!'' struggled to maintain grip on the thrust button and requested a joystick; players accustomed to '']'' noted they get no break in the game. Logg and other engineers observed proceedings and documented comments in four pages.<ref name="RetroGamerAsteroids"/>
The two saucers were formulated different from each other; the "big saucer" shoots randomly like cannon fodder, while the "small saucer" emphasizes firing at the ship. A steadily decreasing timer that shortens intervals between saucer attacks was employed into the game to keep the player from not shooting asteroids and saucers.<ref name="RetroGamerAsteroids"/> The minimalist soundtrack features a "heartbeat" sound effect, which quickens as the game progresses.<ref name="AtariIncBIF">{{Cite book |last1=Vendel |first1=Curt |last2=Goldberg |first2=Marty |title=Atari Inc.: Business Is Fun |publisher=Syzygy Company Press |date=November 2012 |origyear=1st. Pub. 2012|pages=515 |chapter=Chapter 8 |chapterurl=http://books.google.com/books?id=3FwGMtRafrAC&pg=PA515&lpg=PA515&dq=asteroids+heartbeat&source=bl&ots=1ktsZlYpr8&sig=udnFPBGubIGNEw6RweES7c7ru_A&hl=en&sa=X&ei=TRu6Uu6oIs2JogTkh4KwDA&ved=0CFoQ6AEwBg#v=onepage&q=asteroids%20heartbeat&f=false |lastauthoramp=y}}</ref> The MOS 6502 did not had a sound chip, so Delman created a hardware circuit for 13 sound effects by hand which was wired onto the board.<ref name="RetroGamerAsteroids"/>
<!-- HIDDEN BECAUSE OF NO EASY RELIABLE SOURCE: ''Asteroids'' uses 6 ] of ] code. Another 2 KB of vector ROM contains the descriptions of the main graphical elements (rocks, saucer, player's ship, explosion pictures, letters, and digits) in the form of DVG commands. For each picture frame, the 6502 writes graphics commands for the DVG into a defined area of ] (the vector RAM) and then asks the DVG to draw the corresponding vector image on the screen. The DVG reads the commands and generates appropriate signals for the vector monitor. There are DVG commands for positioning the cathode ray, for drawing a line to a specified destination, calling a subroutine with further commands, and so on. It features various sound effects, each of which is implemented by its own circuitry. There are seven distinct audio circuits designed by Delman. The CPU activates these audio circuits (and other hardware components) by writing to special memory addresses (memory mapped ports). The inputs from the player's controls (buttons) are also mapped into the CPU ]. -->


===Quirks===
A prototype of ''Asteroids'' was well-received by several Atari staff and engineers, who would "wander between labs, passing comment and
''Asteroids'' slows down as the player gains 50–100 lives, because there is no limit to the number of lives displayed. The game's code continues trying to draw them even if they fall outside the boundaries of the screen. After more than 250 lives are collected, the game slows down enough that the ] thinks it has crashed and reboots the hardware.<ref name="EdgeAsteroids"/>
stopping to play as they went." Logg was asked for the time he leaves and when employees play it, and due to the popularity he made a second prototype for staff to play.<ref name="RetroGamerAsteroids"/><ref name="ClassicGamingAsteroids"/> Atari went to Sacramento, California for testing. A group of old players familiar with ''Spacewar!'' struggled to maintain grip on the thrust button and requested a joystick, whereas younger players accustomed to ''Space Invaders'' noted they get no break in the game. Logg and other Atari engineers observed proceedings and comments were written down in four pages.<ref name="RetroGamerAsteroids"/>


There is limit of 26 asteroids. If there are already that many, shooting a large asteroid turns it into a single medium one, rather than two as per normal. Similarly, a medium asteroid turns into a single small one instead of splitting.<ref name="ArcadeHistory">{{cite web | url = https://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126 | title = Asteroids , the Arcade Video game | author = Arcade-History/Gaming-history | date = 2025 | access-date = 2 Jan 2025 | language = en | quote = The game program only allows 26 asteroids on the screen at any one time. … | at = "Tips and Tricks" section}}</ref>
<!-- HIDDEN BECAUSE OF NO EASY RELIABLE SOURCE: ''Asteroids'' uses only 6 ] of ] code. Another 2 KB of vector ROM contains the descriptions of the main graphical elements (rocks, saucer, player's ship, explosion pictures, letters, and digits) in the form of DVG commands. For each picture frame, the 6502 writes graphics commands for the DVG into a defined area of ] (the vector RAM), and then asks the DVG to draw the corresponding vector image on the screen. The DVG reads the commands and generates appropriate signals for the vector monitor. There are DVG commands for positioning the cathode ray, for drawing a line to a specified destination, calling a subroutine with further commands, and so on. It features various sound effects, each of which is implemented by its own circuitry. There are seven distinct audio circuits designed by Delman. The CPU activates these audio circuits (and other hardware components) by writing to special memory addresses (memory mapped ports). The inputs from the player's controls (buttons) are also mapped into the CPU ]. -->
<!-- HIDDEN BECAUSE OF LACK OF RELIABLE SOURCE: On some early versions of the game, it was also possible to hide the ship in the score area indefinitely without being hit by asteroids.<ref></ref> -->

==Ports==
''Asteroids'' was released for the Atari VCS (later renamed ]) and ] in 1981. Programmers Brad Stewart and Bob Smith were unable to fit the Atari VCS port into a 4 KB cartridge. It became the first game for the console to use ], a technique that increases ROM size from 4 KB to 8 KB.<ref name="DPInterviewsBradStewart">{{Cite web|url=http://www.digitpress.com/library/interviews/interview_brad_stewart.html|author=Scott Stilphen|title=DP Interviews... Brad Stewart|work=Digital Press|year=2001|access-date=January 9, 2014}}</ref> A port for the ], identical to the Atari 8-bit version, was in development in 1982, but was not published.<ref>{{cite web |last=Reichert |first=Matt |title=Asteroids |website=AtariProtos.com |url=http://www.atariprotos.com/5200/software/asteroids/asteroids.htm |access-date=September 19, 2014}}</ref>

An Atari 7800 version was published in 1986 with the official launch of the console. It includes cooperative play and colorful bitmapped graphics.<ref name="allgameAsteroids7800">{{Cite web | url=http://www.allgame.com/game.php?id=8372 | work=allgame | publisher=Macrovision | title=Asteroids (Atari 7800) | author=Brett Alan Weiss | access-date=January 7, 2014 | archive-url=https://web.archive.org/web/20141114095534/http://www.allgame.com/game.php?id=8372 | archive-date=November 14, 2014}}</ref> <!-- HIDDEN BECAUSE OF APPARENTLY NO EASILY SEARCHABLE RELIABLE SOURCES: It was the built in game for European Atari 7800 models. -->


==Reception and legacy== ==Reception==
''Asteroids'' was immediately successful upon release. It displaced ''Space Invaders'' by popularity in the United States and became Atari's best selling arcade game of all time, with over 70,000 units sold.<ref name="VGExplosion">{{cite book|last=Wolf|first=Mark J.P.|title=The video game explosion: A history from Pong to Playstation and beyond|year=2008|publisher=Greenwood Press|isbn=0-313-33868-X}}</ref><ref name="allgame"/> Atari earned an estimated $150 million dollars in sales and a further $500 million in revenue from the game.<ref name="RetroGamerAsteroids"/> Atari had been in the process of manufacturing another vector game, ''Lunar Lander'', but demand for ''Asteroids'' was so high "that several hundred ''Asteroids'' games were shipped in ''Lunar Lander'' cabinets."<ref> ''Asteroids'' was immediately successful upon release. It displaced '']'' by popularity in the United States and became Atari's best selling arcade game of all time, with over 70,000 units sold.<ref name="allgame"/><ref name="VGExplosion">{{cite book|last=Wolf|first=Mark J.P.|title=The video game explosion: A history from Pong to Playstation and beyond|year=2008|publisher=Greenwood Press|isbn=978-0-313-33868-7}}</ref> Atari earned an estimated $150 million in sales from the game, and arcade operators earned a further $500 million from coin drops.<ref name="RetroGamerAsteroids"/> Atari had been in the process of manufacturing another vector game, ''Lunar Lander'', but demand for ''Asteroids'' was so high "that several hundred ''Asteroids'' games were shipped in ''Lunar Lander'' cabinets".<ref>
{{cite book {{cite book
| last1 = Demaria | last1 = Demaria
Line 57: Line 69:
| year = 2004 | year = 2004
| edition = 2nd | edition = 2nd
| publisher = McGraw-Hill/Osborne}}</ref> ''Asteroids'' was so popular that some ] operators had to install large boxes to hold the number of coins spent by players,<ref name="ClassicGamingAsteroids"/> and Atari assembly line workers that ignored other games they built played finished ''Asteroids'' machines awaiting shipping.{{r|EsquireAsteroids}} It replaced ''Space Invaders'' at the top of the US ''RePlay'' ] charts in April 1980, though ''Space Invaders'' remained the top game at street locations.<ref>{{cite magazine |last=Adlum |first=Eddie |title=The Replay Years: Reflections from Eddie Adlum |magazine=RePlay |date=November 1985 |volume=11 |issue=2 |pages=134–175 (160) |url=https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/160}}</ref> ''Asteroids'' went on to become the highest-grossing ] in the United States, dethroning ''Space Invaders''.<ref>{{cite magazine |title=Video Games |magazine=RePlay |date=November 1980}}</ref><ref name="Kubey">{{cite book |last1=Kubey |first1=Craig |title=The Winners' Book of Video Games |date=1982 |publisher=New York: ] |isbn=978-0-446-37115-5 |page=13 |url=https://archive.org/details/Winners_Book_of_Video_Games/page/n29}}</ref> It shipped 70,000 arcade units worldwide in 1980,<ref>{{cite book |last1=Kepos |first1=Paula |last2=Derdak |first2=Thomas |title=International Directory of Company Histories |date=1994 |volume=9 |page=45 |url=https://books.google.com/books?id=b_YkAQAAMAAJ |publisher=] |isbn=9781558623248 |quote=In 1980, the company introduced ''Asteroids'' to compete with the ''Space Invaders'' arcade game, which was produced by another company. Atari's version proved to be a popular alternative. By the end of the year, 70,000 of the units had been shipped.}}</ref> including over 60,000 sold in the United States that year,<ref name="Kubey"/> and grossed about {{US$|700 million|long=no}} worldwide ({{US$|{{Inflation|US|0.700|1980}} billion|long=no}} adjusted for inflation) by 1980.<ref name="Kubey"/> The game remained at the top of the US ''RePlay'' charts through ].<ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=March 1981}}</ref> The game did not perform as well overseas in Europe and Asia. It sold 30,000 arcade units overseas, for a total of 100,000 arcade units sold worldwide.<ref name="kent_asteroids">{{cite book |title=]|author=Steve L. Kent|authorlink=Steven L. Kent |publisher=]|year=2001|isbn=0-7615-3643-4|page=132|quote=Atari sold more than 70,000 ''Asteroids'' machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas.}}</ref> Atari manufactured 76,312 units from its US and Ireland plants, including 21,394 ''Asteroids Deluxe'' units.<ref name="atari_production99"/> It was a commercial failure in Japan when it released there in 1980, partly due to its complex controls and partly due to the Japanese market beginning to lose interest in space shoot 'em ups at the time.<ref>{{cite book |last1=Bloom |first1=Steve |title=Video Invaders |date=1982 |publisher=Arco Publishing |isbn=978-0668055208 |page=39 |url=https://archive.org/details/book_video_invaders/page/n59}}</ref>
}}</ref> ''Asteroids'' was extremely popular that ] operators installed large boxes holding the number of coins spent by players.<ref name="ClassicGamingAsteroids"/>


''Asteroids'' received positive reviews from video game critics and has been regarded as Logg's magnum opus.<ref name="Retro54"/> Richard A. Edwards reviewed the 1981 ''Asteroids'' home cartridge in '']'' No. 46.<ref name="SG">{{cite journal|last=Edwards |first=Richard A. |date=December 1981 |title=Capsule Reviews|journal=]|publisher=]|issue=46|pages=36}}</ref> Edwards commented that "this home cartridge is a virtual duplicate of the ever-popular Atari arcade game. If blasting asteroids is the thing you want to do then this is the game, but at this price I can't wholeheartedly recommend it".<ref name="SG"/> ''Video Games Player'' magazine reviewed the Atari VCS version, rating the graphics and sound a B, while giving the game an overall B+ rating.<ref>{{cite magazine |title=Software Report Card |magazine=Video Games Player |date=September 1982 |volume=1 |issue=1 |publisher=Carnegie Publications |location=United States |pages=62–3 |url=https://archive.org/details/Video_Games_Player_Vol_1_No_1_1982-09_Carnegie_Publications_US/page/n61/mode/2up}}</ref> '']'' magazine gave the Atari VCS version an A rating.<ref>{{cite magazine |title=Video Game Explosion! We rate every game in the world |magazine=] |date=December 1982 |volume=1 |issue=2 |pages=12–7 |url=https://archive.org/details/Electronic_Fun_with_Computer_Games_Vol_01_No_02_1982-12_Fun_Games_Publishing_US/page/n11/mode/2up}}</ref>
The saucer in the original game design was supposed to take a shot as soon as it comes. This action was altered so there would be a delay before the saucer shoots, leading to "lurking" from players.<ref name="EdgeAsteroids"/> Lurking is a strategy in which the player uses thrust to keep the ship in motion, leaves 1 or 2 asteroids undamaged, and hunts for saucers, allowing the player to pick off as many 1,000-point UFOs as possible and play indefinitely on a single credit. Since the saucer could only shoot directly at the player's position on the screen, the player could "hide" at the opposite end of the screen and shoot across the screen boundary, while remaining relatively safe.<ref name="EsquireAsteroids"/><ref>{{Cite news |url=http://news.google.com/newspapers?nid=2206&dat=19820319&id=0IEmAAAAIBAJ&sjid=VAEGAAAAIBAJ&pg=2751,2833371 |newspaper=The Miami News |title=Beating the Video Games: Lurking on an Asteroid |last=Blanchet |first=Michael |date=March 19, 1982 |accessdate=January 4, 2014}}</ref> Complaints from operators losing revenue due to lurking led to the creation of an EPROM restricting such chances.<ref name="EdgeAsteroids"/>


William Cassidy, writing for ]'s "Classic Gaming", noticed its innovations, including being one of the first video games to track initials and allow players to enter their initials for appearing in the top 10 high scores, and commented that "the vector graphics fit the futuristic outer space theme very well".<ref name="ClassicGamingAsteroids"/> In 1995, ] magazine ranked the arcade version 11th on their "Top 100 Video Games".<ref>{{Cite journal |date=April 1995 |title=Top 100 Video Games |url=https://archive.org/details/flux-issue-4/page/n25/mode/2up |journal=Flux |publisher=Harris Publications |issue=4 |pages=27}}</ref> In 1996, '']'' listed it as number 39 on their "Top 100 Games of All Time", particularly lauding the control dynamics which require "the constant juggling of speed, positioning, and direction".<ref>{{cite magazine|title=Top 100 Games of All Time |magazine=]|issue=21 |publisher=] |date=September 1996|page=56}}</ref> In 1999, '']'' listed ''Asteroids'' as number 29 on their "Top 50 Games of All Time", commenting that "''Asteroids'' was a classic the day it was released, and it has never lost any of its appeal".<ref>{{cite magazine|title=Top 50 Games of All Time |magazine=]|issue=50 |publisher=] |date=February 1999|page=76}}</ref> ''Asteroids'' was ranked fourth on '']''{{'}}s list of "Top 25 Arcade Games"; the ''Retro Gamer'' staff cited its simplicity and the lack of a proper ending as allowances of revisiting the game.<ref name="Retro54">{{cite magazine | magazine = ] | publisher = ] | issue = 54 | page = 68 | title = Top 25 Arcade Games | url = http://www.freegamemanuals.com/pdfmagazines/RetroGamer054.pdf | author = Retro Gamer Staff | date = September 2008 | access-date = January 22, 2014 | archive-url = https://web.archive.org/web/20140201211526/http://www.freegamemanuals.com/pdfmagazines/RetroGamer054.pdf | archive-date = February 1, 2014 | url-status = live | df = mdy-all}}</ref> In 2012, ''Asteroids'' was listed on '']''{{'s}} All-Time 100 greatest video games list.<ref>{{cite magazine|last1=Grossman|first1=Lev|title=All-Time 100 Video Games|url=https://techland.time.com/2012/11/15/all-time-100-video-games/slide/asteroids-1979/|magazine=] |access-date=September 28, 2016|archive-url=https://web.archive.org/web/20121118053317/http://techland.time.com/2012/11/15/all-time-100-video-games/slide/asteroids-1979|archive-date=November 18, 2012|url-status=live|date=November 15, 2012}}</ref> '']'' named ''Asteroids'' one of the top ten games for the Atari 2600 in 2013.<ref name=ew>{{cite magazine | url=http://www.ew.com/article/2013/01/25/the-10-best-atari-games | first=Aaron | last=Morales | title=The 10 best Atari games | magazine=] | date=January 25, 2013 | access-date=April 17, 2016 | archive-url=https://web.archive.org/web/20180115174334/http://ew.com/article/2013/01/25/the-10-best-atari-games/ | archive-date=January 15, 2018 | url-status=live | df=mdy-all}}</ref> It was added to the ]'s collection of video games.<ref name="MoMA+7VGArtCollection">{{Cite magazine | url=https://www.pcmag.com/article2/0,2817,2421168,00.asp | magazine=] | title=MoMA Adds Seven Video Games to Art Collection | author=Stephanie Mlot | date=June 28, 2013 | access-date=January 17, 2014 | publisher=Ziff Davis | archive-url=https://web.archive.org/web/20140201100354/http://www.pcmag.com/article2/0,2817,2421168,00.asp | archive-date=February 1, 2014 | url-status=live | df=mdy-all}}</ref> In 2021, '']'' listed ''Asteroids'' as the second greatest video game of the 1970s, just below '']'' (1979).<ref>{{cite news |title=The 15 greatest video games of the 70s – ranked! |url=https://www.theguardian.com/games/2021/may/13/15-greatest-video-games-of-the-70s-ranked |access-date=23 May 2021 |work=] |date=13 May 2021}}</ref> By contrast, in March 1983 the Atari 8-bit port of ''Asteroids'' won sixth place in '']''{{'}}s Dog of the Year awards "for badness in computer games", Atari division, based on reader submissions.<ref name="softline198303">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=6&id=10 | title=Everybody Doesn't Like Something | work=Softline | date=March 1983 | access-date=28 July 2014 | pages=22–23 | archive-url=https://web.archive.org/web/20140729044509/http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=6&id=10 | archive-date=July 29, 2014 | url-status=live | df=mdy-all}}</ref>
''Asteroids'' received overwhelmingly positive reviews from video game critics. Brett Alan Weiss, writing for ], likened the monochrome vector graphics to minimalism and viewed its sound effects as memorable. Weiss found its overall design to be near-perfect and cites the intensity and controls as elements that make the game addicting. He admitted the game is easily understandable and "holds up extremely well over time."<ref name="allgame"/> William Cassidy, writing for ]'s "Classic Gaming," noticed its innovations, including being the first video game to track initials and allow players to enter their initials for appearing in the top 10 high scores, and commented, "the vector graphics fit the futuristic outer space theme very well."<ref name="ClassicGamingAsteroids"/>


Usage of the names of '']'' characters "Mr. Bill" and "Sluggo" to refer to the saucers in an '']'' article about the game led to Logg receiving a ] letter from a lawyer with the "Mr. Bill Trademark".<ref name="AtariIncBIF"/>
Released in 1981, '']'' is the first sequel to ''Asteroids''.<ref name="atari_production99">{{cite web|title=Production Numbers|url=http://www.atarigames.com/atarinumbers90s.pdf|publisher=Atari|accessdate=March 19, 2012|year=1999}}</ref> Dave Shepard edited the code and made supplements for the game without Logg's involvement. The onscreen objects were tinted blue, and hyperspace was replaced by a shield that depleted if used. The asteroids rotate, and the added ''killer satellite'' enemy breaks apart into three smaller ships (when hit) that home the player's position.<ref name="RetroGamerAsteroids"/> The arcade game machine's monitor displays vector graphics overlaying a holographic backdrop.<ref>{{cite book |last=Kohler |first=Chris |title=Retro Gaming Hacks |publisher=O'Reilly Media |title=Retro Gaming Hacks |date=2005 |chapter=Chapter 3, Playing Arcade Games on Your Computer |edition=1st |isbn=0-596-00917-8 |lastauthoramp=y}}</ref> It was followed by Owen Rubin's ''Space Duel'' in 1982, featuringg colorful geometric shapes and co-op multiplayer gameplay, and '']'' in 1987, in which Ed Rotberg added "power-ups, ship morphing, branching levels, bosses and the ability to dock your ships in multiplayer for added firepower."<ref name="RetroGamerAsteroids"/> '''''Asteroids: Gunner''''', released to iOS platforms in 2011, has a large amount of content as a free-to-play game, with 150 waves, power-ups, and an achievement system.<ref>{{cite web |url=http://www.destructoid.com/asteroids-gunner-is-a-free-game-coming-to-the-app-store-215433.phtml |last=Monogenis |first=Harry |title=Asteroids: Gunner is a free game coming to the App Store/ |work=] |publisher=Modern Method |date=November 8, 2011 |accessdate=January 7, 2014}}</ref>


==Legacy==
The gameplay in ''Asteroids'' was imitated by many games that followed, mostly "''Asteroid'' clones." The ] ] title '']'' was conceived as ''Avalanche!'' after ''Meteor!'' did not take up the cartridge's entire ROM space. ''Meteor!'', an ''Asteroids'' clone, was cancelled to avoid a lawsuit and ''Avalanche!'' was released as ''Astrosmash''. The resultant game borrows elements from ''Asteroids'' and ''Space Invaders''.<ref name="WeissCHVG">
===Arcade sequels===
{{cite book
Released in 1981, '']'' was the first sequel to ''Asteroids''.<!-- <ref name="atari_production99">{{cite web|title=Production Numbers|url=http://www.atarigames.com/atarinumbers90s.pdf|publisher=Atari|access-date=March 19, 2012|year=1999}}</ref> --> Dave Shepperd edited the code and made enhancements to the game without Logg's involvement. The onscreen objects are tinted blue, and hyperspace is replaced by a shield that depletes when used. The asteroids rotate, and new "killer satellite" enemies break into smaller ships that home in on the player's position.<ref name="RetroGamerAsteroids"/> The arcade machine's monitor displays vector graphics overlaying a holographic backdrop.<ref>{{cite book |last=Kohler |first=Chris |publisher=O'Reilly Media |title=Retro Gaming Hacks |year=2005 |chapter=Chapter 3, Playing Arcade Games on Your Computer |edition=1st |isbn=0-596-00917-8}}</ref> The game is more difficult than the original and enables saucers to shoot across the screen boundary, eliminating the lurking strategy for high scores in the original.
| last = Weiss
| first = Brett
| title = Classic Home Video Games, 1972-1984: A Complete Reference Guide
| year = 2007
| edition = 1st
| publisher = McFarland
}}</ref><ref>{{cite web |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |title=Mattel Intellivision - 1980-1984 |work=ClassicGaming |publisher=IGN |accessdate=May 16, 2008 |archiveurl= http://web.archive.org/web/20080623232114/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |archivedate=23 June 2008 <!--DASHBot-->|deadurl=no}}</ref>


'']'', released in arcades in 1982, replaces the rocks with colorful geometric shapes and adds cooperative two-player gameplay.
The first ''Asteroids'' clone, ] '''' (1980), followed by the sequel ''Meteoroids in Space'' (1981), was one of the best selling games for the Apple II and was voted one of the most popular software titles of 1978-80 by '']'' magazine,<ref>{{cite web
| url = http://apple2history.org/history/appy/aha78.html
| title = Most Popular Software of 1978-80
| accessdate = November 5, 2008
| year = 1980
| publisher = ''Softalk''
}}</ref> even before Atari had created a port to their own Atari PCs. Others include ] '']'', and ]'s '']'', as well as those with expanded gameplay and background, such as ''Moons of Jupiter'' for the ] and '']'' for the ].<ref name="RetroGamerAsteroids"/>


1987's '']'' includes power-ups, ship morphing, branching levels, bosses, and the ability to dock ships in multiplayer for added firepower.<ref name="RetroGamerAsteroids"/> ''Blasteroids'' uses raster graphics instead of vectors.
===Film adaptation===
In 2009, ] won the rights to adapt ''Asteroids'' into a film, with Matthew Lopez as the scriptwriter and ] as the producer. The game has no plot, so Universal would create the story from scratch, as done with '']'', a film based on ] board game ].<ref>{{Cite web|last=Kit |first=Borys |url=http://www.reuters.com/article/2009/07/03/us-asteroids-idUSTRE56208N20090703 |title='Asteroids' lands at Universal |publisher=Reuters |date=July 2, 2009 |accessdate=July 2, 2009}}</ref>


==Ports== ===Re-releases===
The game is half of the Atari Lynx pairing '']'',<ref name="IGNReviewSA&MC">{{cite web | url = http://www.ign.com/articles/1999/07/07/super-asteroids-missile-command | author = Robert A. Jung | title = Super Asteroids & Missile Command | work = IGN | publisher = Ziff Davis | date = July 6, 1999 | access-date = January 8, 2014 | archive-url = https://web.archive.org/web/20140223050633/http://www.ign.com/articles/1999/07/07/super-asteroids-missile-command | archive-date = February 23, 2014 | url-status = live | df = mdy-all}}</ref> and included in the 1993 '']'' compilation.<ref>{{Cite magazine|url=https://ew.com/article/1994/11/11/pc-game-review-microsoft-arcade/|author=Chris Nashawaty|magazine=]|issue=248|title=PC Game Review: 'Microsoft Arcade'|date=November 11, 1994|publisher=]|access-date=January 8, 2014}}</ref>
] port.]]
''Asteroids'' has been ported to multiple platforms, including much of Atari's hardware (], ], ]) and many other platforms. Released in 1981, when the Atari 2600 was known as the "Atari Video Computer System" (VCS), the 2600 port was the first game to use ], a technique developed by Larry Wagner that increased available ROM space from 4 KB to 8 KB. Tod Frye, an programmer tasked to work on the port, discovered that he could not make a faithful version of the game within the 4 KB limit addressed by the 2600, so he used bank switching.<ref name="VGExplosion"/> A port was in development for the ] but was never officially released.<ref name="allgameAsteroids5200">{{Cite web | url=http://www.allgame.com/game.php?id=24103 | work=allgame | publisher=Macrovision | title=Asteroids | author=Brett Alan Weiss | accessdate=January 8, 2014}}</ref> The Atari 7800 version is a launch title and features co-operative play. The asteroids receive colorful textures, and the "heartbeat" sound effect remains intact.<ref name="allgameAsteroids7800">{{Cite web | url=http://www.allgame.com/game.php?id=8372 | work=allgame | publisher=Macrovision | title=Asteroids (Atari 7800) | author=Brett Alan Weiss | accessdate=January 7, 2014}}</ref> <!-- HIDDEN BECAUSE OF APPARENTLY NO EASILY SEARCHABLE RELIABLE SOURCES: It was the built in game for European Atari 7800 models. --> The game was featured in the original '']'' compilation in 1993, along with four other Atari video games: '']'', ''Tempest'', '']'', and '']''.<ref>{{Cite journal|url=http://www.ew.com/ew/article/0,,304390,00.html|journal=]|issue=248|title=PC Game Review: 'Microsoft Arcade'|last=Nashawaty|first=Chris|date=November 11, 1994|publisher=]|accessdate=January 8, 2014}}</ref>


] made an enhanced version of ''Asteroids'' for ], ], ], and the ] in 1998. Doug Perry, writing for entertainment and video game journalism website ], praised the high-end graphics – with realistic space object models, backgrounds, and special effects – for making ''Asteroids'' "a pleasure to look at" while being a homage to the original arcade version.<ref>{{Cite web | url=http://www.ign.com/articles/1998/11/14/asteroids-3 | work=IGN | title=Asteroids | last=Perry | first=Doug | date=November 13, 1998 | accessdate=December 27, 2013 | publisher=]}}</ref> The ] series of dedicated video game consoles have included either the 2600 or arcade versions of ''Asteroids''.<ref>{{Cite web | url=http://www.pcmag.com/article2/0,2817,1887136,00.asp | work=] | title=Atari Flashback 2 | last=Ulanoff | first=Lance | date=November 16, 2005 | accessdate=January 3, 2014 | publisher=]}}</ref><ref>{{Cite web | url=http://www.polygon.com/2012/11/12/3637034/atari-flashback-4-channels-2600-nostalgia-with-a-75-game-bundle | work=] | title=Atari Flashback 4 channels 2600 nostalgia with a 75 game bundle | author=Dave Tach | date=November 12, 2012 | accessdate=December 27, 2013 | publisher=]}}</ref> Atari also used the game for its other late '90s and 2000s anthology series. ] published an enhanced version of ''Asteroids'' for the ] (1998), ] (1999), ] (1998), ] (1999), and ] (2000).<ref>{{Cite web | url=http://www.ign.com/articles/1998/11/14/asteroids-3 | work=IGN | title=Asteroids | author=Doug Perry | date=November 13, 1998 | access-date=December 27, 2013 | publisher=] | archive-url=https://web.archive.org/web/20140222211817/http://www.ign.com/articles/1998/11/14/asteroids-3 | archive-date=February 22, 2014 | url-status=live}}</ref> The ] series of dedicated video game consoles have included both the 2600 and the arcade versions of ''Asteroids''.<ref>{{Cite magazine | url=https://www.pcmag.com/article2/0,2817,1887136,00.asp | magazine=] | title=Atari Flashback 2 | author=Lance Ulanoff | date=November 16, 2005 | access-date=January 3, 2014 | publisher=Ziff Davis | archive-url=https://web.archive.org/web/20140103144945/http://www.pcmag.com/article2/0,2817,1887136,00.asp | archive-date=January 3, 2014 | url-status=live}}</ref><ref>{{Cite web | url=http://www.polygon.com/2012/11/12/3637034/atari-flashback-4-channels-2600-nostalgia-with-a-75-game-bundle | work=] | title=Atari Flashback 4 channels 2600 nostalgia with a 75 game bundle | author=Dave Tach | date=November 12, 2012 | access-date=December 27, 2013 | publisher=] | archive-url=https://web.archive.org/web/20131227130303/http://www.polygon.com/2012/11/12/3637034/atari-flashback-4-channels-2600-nostalgia-with-a-75-game-bundle | archive-date=December 27, 2013 | url-status=live}}</ref>


Published by ] on December 14, 1999, ''Asteroids Hyper 64'' is the Nintendo 64 port of ''Asteroids''. The game's graphics were upgraded to 3D, with both the ship and asteroids receiving polygon models along static backgrounds, and it was supplemented with weapons and a multiplayer mode. IGN writer ] was pleased that the gameplay was faithful to the original but felt the minor additions and constant "repetition" was not enough to make the port "warrant a $50 purchase." He was disappointed about the lack of music and found the sound effects to be of poor quality.<ref>{{Cite web | url=http://www.ign.com/articles/1999/12/18/asteroids-hyper-64 | work=IGN | title=Asteroids Hyper 64 | last=Casamassina | first=Matt | date=December 18, 1998 | accessdate=December 26, 2013 | publisher=Ziff Davis}}</ref> ''Asteroids Hyper 64'' made the ship and asteroids 3D, and added new weapons and a multiplayer mode. It was developed by Syrox Developments and published by ] for the ].<ref>{{Cite web | url=http://www.ign.com/articles/1999/12/18/asteroids-hyper-64 | work=IGN | title=Asteroids Hyper 64 | author=Matt Casamassina | date=December 18, 1998 | access-date=December 26, 2013 | publisher=Ziff Davis | archive-url=https://web.archive.org/web/20140222211820/http://www.ign.com/articles/1999/12/18/asteroids-hyper-64 | archive-date=February 22, 2014 | url-status=live}}</ref>


A technical demo of ''Asteroids'' was developed by iThink for the ] but was never released. Unofficially referred to as ''Asteroids 2000'', it was demonstrated at E-JagFest 2000.<ref>{{cite web|last=Turner|first=Richard |url=http://justclaws.atari.org:80/devcats/protos/ithink/|title=Asteroids by iThink|website=justclaws.atari.org|access-date=2018-08-04|archive-url=https://web.archive.org/web/20070915094500/http://justclaws.atari.org/devcats/protos/ithink/|archive-date=September 15, 2007|url-status=dead}}</ref><ref>{{cite web|last=Hieronymus|first=Lars|url=http://www.e-jagfest.de:80/english/ejf2000/pics_2000.html|title=Photos of the first €-JagFest|website=e-jagfest.de|date=November 12, 2000|access-date=2018-08-04|archive-url=https://web.archive.org/web/20050923123359/http://www.e-jagfest.de/english/ejf2000/pics_2000.html|archive-date=September 23, 2005|url-status=live}}</ref><ref>{{cite web|last=Baranski|first=Björn|url=http://ejagfest.de/european-atari-jaguar-festival-2000/?lang=en|title=European Atari Jaguar Festival 2000|website=ejagfest.de|date=March 25, 2015|access-date=2018-08-04|archive-url=https://web.archive.org/web/20180618075657/http://ejagfest.de/european-atari-jaguar-festival-2000/?lang=en|archive-date=June 18, 2018|url-status=live}}</ref> An updated version of the game was announced in 2018 for the ].<ref>{{cite web |date=October 22, 2018 |title=Intellivision Reveals Initial Details For The Upcoming Amico Home Video Game Console! |url=https://www.prnewswire.com/news-releases/intellivision-reveals-initial-details-for-the-upcoming-amico-home-video-game-console-300734998.html |website=PR Newswire}}</ref>
In 2001, Infogrames released '']'' for the Sega Dreamcast, PlayStation, and PC compatibles. Developed by ], it included emulated versions of Asteroids and other old Atari games. Jeff Gerstmann of ] criticized the Dreamcast version for its limitations, such as the presentation of vector graphics on a low resolution television set, which obscures the copyright text in ''Asteroids''.<ref>{{Cite web | url=http://www.gamespot.com/atari-anniversary-edition/ | work=Gamespot | title=Asteroids Anniversary Edition | author=Jeff Gerstman | date=July 11, 2001 | accessdate=January 4, 2014 | publisher=]}}</ref> The arcade and Atari 2600 versions of ''Asteroids'', along with ''Asteroids Deluxe'', were included in '']'' for both ] and ].<ref>{{Cite web | url=http://www.eurogamer.net/articles/r_atarianthology_x | work=] | title=Atari Anthology Review | last=Reed | first=Kristan | date=January 26, 2005 | accessdate=January 8, 2014 | publisher=Gamer Network}}</ref>


Different versions of ''Asteroids'' were included in several Atari games compilations, such as '']'' (2001) for the Dreamcast, PlayStation, and Microsoft Windows, '']'' (2003) for both ] and ],<ref>{{Cite web |author=Kristan Reed |date=January 26, 2005 |title=Atari Anthology Review |url=http://www.eurogamer.net/articles/r_atarianthology_x |url-status=live |archive-url=https://web.archive.org/web/20140108094253/http://www.eurogamer.net/articles/r_atarianthology_x |archive-date=January 8, 2014 |access-date=January 8, 2014 |work=] |publisher=Gamer Network}}</ref> ''] Volume 1'' (2010) for the ],<ref name="IGN review">{{cite web |author=Craig Harris |date=November 8, 2010 |title=Atari Greatest Hits Volume 1 Review - IGN |url=http://www.ign.com/articles/2010/11/09/atari-greatest-hits-volume-1-review |url-status=live |archive-url=https://web.archive.org/web/20140223050533/http://www.ign.com/articles/2010/11/09/atari-greatest-hits-volume-1-review |archive-date=February 23, 2014 |access-date=January 7, 2014 |work=IGN |publisher=Ziff Davis |df=mdy-all}}</ref> Atari Collection 1 and 2 in 2020 for the ], and ] (2022) for the ], ], ], ], ], ], and ].
''Asteroids'' was released via Xbox Live Arcade for the ] on November 28, 2007, with an option for special revamped HD graphics and a high-speed "throttle monkey" mode.<ref>{{Cite web | url=http://gamerscoreblog.com/team/archive/2007/11/26/554786.aspx | work=Gamerscore Blog | title=Asteroids and Asteroids Deluxe on Xbox LIVE Arcade | last=Eberspecher | first=Tom | date=November 26, 2007 | accessdate=June 7, 2009 | publisher=Microsoft Games Global Marketing team| archiveurl= http://web.archive.org/web/20090602224018/http://gamerscoreblog.com/team/archive/2007/11/26/554786.aspx| archivedate= June 2, 2009 <!--DASHBot-->| deadurl= no}}</ref> Both ''Asteroids'' in its arcade and 2600 versions and ''Asteroids Deluxe'' were ported to ]{{'}}s '']'' download service in 2010.<ref>{{Cite web|url=http://www.microsoft.com/en-us/news/features/2010/jan10/01-08xboxclassics.aspx|title=Classic Arcade Games Make a Comeback on Xbox|date=January 8, 2010|accessdate=January 8, 2014|publisher=Microsoft}}</ref> The arcade version was also ported to the ] platform on February 23, 2011. ] released an mobile phone port of the game with supplementary features as well as the original arcade version.<ref>{{Cite web |url=http://www.pocket-lint.com/news/82811-asteroids-launches-game-for-mobiles |publisher=Pocket-lint Ltd.|work=Pocket-lint |title=Asteroids |author=Amy-Mae Elliott |date=September 4, 2007 |accessdate=January 3, 2014}}</ref>


Released in November 2007, the Xbox Live Arcade port of ''Asteroids'' has revamped HD graphics along with an added intense "throttle monkey" mode.<ref>{{Cite web | url=http://gamerscoreblog.com/team/archive/2007/11/26/554786.aspx | work=Gamerscore Blog | title=Asteroids and Asteroids Deluxe on Xbox LIVE Arcade | author=Tom Eberspecher | date=November 26, 2007 | access-date=June 7, 2009 | publisher=Microsoft Games Global Marketing team | archive-url=https://web.archive.org/web/20090602224018/http://gamerscoreblog.com/team/archive/2007/11/26/554786.aspx | archive-date=June 2, 2009 | url-status=dead}}</ref> The arcade and 2600 versions were made available through ]{{'}}s '']'' service in 2010.<ref>{{Cite web|url=http://www.microsoft.com/en-us/news/features/2010/jan10/01-08xboxclassics.aspx|title=Classic Arcade Games Make a Comeback on Xbox|date=January 8, 2010|access-date=January 8, 2014|publisher=Microsoft}}</ref> ] released an enhanced mobile phone port.<ref>{{Cite web |url=http://www.pocket-lint.com/news/82811-asteroids-launches-game-for-mobiles |publisher=Pocket-lint Ltd. |work=Pocket-lint |title=Asteroids |author=Amy-Mae Elliott |date=September 4, 2007 |access-date=January 3, 2014 |archive-url=https://web.archive.org/web/20140103231419/http://www.pocket-lint.com/news/82811-asteroids-launches-game-for-mobiles |archive-date=January 3, 2014 |url-status=live}}</ref>
''Asteroids'' was included on ''] Volume 1'' for the ]. Craig Harris, writing for IGN, noticed that the Nintendo DS's small screen can not properly display details of games with vector graphics.<ref name='IGN review'>{{cite web | url = http://www.ign.com/articles/2010/11/09/atari-greatest-hits-volume-1-review | title = Atari Greatest Hits Volume 1 Review - IGN | accessdate = January 7, 2014 | last = Harris | first = Craig | date = November 8, 2010 | publisher = ]}}</ref>


In 2005 ''Asteroids'' was released for the ] with '']'' and '']'' also being included on the same package.
==Highest score==
On November 13, 1982, 15 year old ] of Cherry Hill, New Jersey, set a ] of 41,336,440 points on the arcade game ''Asteroids''. He beat the 40,101,910 point score set by Leo Daniels of Carolina Beach on February 6, 1982. To congratulate Safran on his accomplishment, the ] Intergalactic Scoreboard searched for him for four years until 2002, when it was discovered that he had died in an accident in 1989.<ref name="twin">{{Cite web | url=http://www.wired.com/science/discoveries/news/2008/11/dayintech_1113 | title=Nov. 13, 1982: Teen Sets Asteroids Record in 3-Day Marathon | publisher=Conde Nast | work=Wired | date=November 13, 2008 | accessdate=June 7, 2009 | author=Chris Kohler}}</ref> In a ceremony in Philadelphia on April 27, 2002, Walter Day of Twin Galaxies presented an award to the surviving members of Safran's family, commemorating the Asteroid Champion's achievement.<ref name="twin" />


A remake, ''Asteroids: Recharged'', was released in December 2021 for the ], ], ], Windows, ], and ], developed by Adamvision Studios and SneakyBox and published by ].<ref>{{cite web |last1=Cunningham |first1=James |title=Review: Asteroids: Recharged |url=https://hardcoregamer.com/reviews/review-asteroids-recharged/416279/ |website=Hardcore Gamer |access-date=26 September 2023 |date=13 December 2021 |archive-date=September 26, 2023 |archive-url=https://web.archive.org/web/20230926092047/https://hardcoregamer.com/reviews/review-asteroids-recharged/416279/ |url-status=dead }}</ref><ref>{{cite web |last1=Musgrave |first1=Shaun |title=SwitchArcade Round-Up: Reviews Featuring 'Asteroids: Recharged' and 'Clockwork Aquario', Plus News, Sales, and New Releases |url=https://toucharcade.com/2021/12/15/switcharcade-round-up-reviews-featuring-asteroids-recharged-and-clockwork-aquario-plus-news-sales-and-new-releases/ |website=] |access-date=26 September 2023 |date=15 December 2021}}</ref>
On April 6, 2010, John McAllister set a preliminary record score of 41,338,740 after 58 hours, streamed live over the Internet, breaking the record set by Scott Safran 27 years earlier.<ref>{{Cite web | url=http://www.wired.com/gamelife/2010/04/asteroids-record/ | title=Asteroids Player Smashes 27-Year-Old High Score | publisher=Wired | date=April 5, 2010 | accessdate=April 6, 2010| archiveurl= http://web.archive.org/web/20100407043933/http://www.wired.com/gamelife/2010/04/asteroids-record/| archivedate= April 7, 2010 <!--DASHBot-->| deadurl= no}}</ref>

===Clones===
]'s ''Asteroids in Space'' (1980) was one of the best selling games for the ] and voted one of the most popular software titles of 1978–80 by '']'' magazine.<ref>{{cite magazine
|url = http://apple2history.org/history/appy/aha78.html
|title = Most Popular Software of 1978-80
|access-date = November 5, 2008
|year = 1980
|magazine = Softalk
|url-status = dead
|archive-url = https://web.archive.org/web/20081210184310/http://apple2history.org/history/appy/aha78.html
|archive-date = December 10, 2008
|df = mdy-all}}</ref> In December 1981, '']'' reviewed eight ''Asteroids'' clones for home computers.<ref name="williams198112">{{cite news | url=https://archive.org/stream/byte-magazine-1981-12/1981_12_BYTE_06-12_Computer_Games#page/n163/mode/2up | title=Battle of the Asteroids | work=] | date=December 1981 | access-date=12 August 2015 | author=Williams, Gregg | pages=163–165 | archive-url=https://web.archive.org/web/20160517115420/https://archive.org/stream/byte-magazine-1981-12/1981_12_BYTE_06-12_Computer_Games#page/n163/mode/2up | archive-date=May 17, 2016 | url-status=live | df=mdy-all}}</ref> Three clones for the Apple II were reviewed together in the 1982 ''Creative Computing Software Buyers Guide'': ''The Asteroid Field'', ''Asteron'', and '']''.<ref name="ahl">{{cite journal |last1=Ahl |first1=David |last2=Staples |first2=Betsy |title=Games for Clods |journal=Creative Computing Software Buyers Guide 1982 |date=1982 |page=80 |url=https://archive.org/details/CreativeComputingSoftwareBuyersGuide1982/page/n83}}</ref> In the last of these, the asteroids are in the shape of apples. Two independent clones, ''Asteroid'' for the Apple II and ''Fasteroids'' for TRS-80, were renamed to '']'' and sold by ]. Others clones include ]'s ''Meteors'', ''Moons of Jupiter'' for the ], '']'' for the ],<ref name="RetroGamerAsteroids"/> and Quicksilva's ''Meteor Storm'' for the ] which uses speech synthesis. A poorly implemented ''Asteroids'' clone for the VIC-20, published by ], motivated ] to found ].<ref>{{cite book |last1=Hague |first1=James |title=Halcyon Days: Interviews with Classic Computer and Video Game Programmers |date=1997 |publisher=Dadgum Games |url=https://dadgum.com/halcyon/BOOK/MINTER.HTM}}</ref>

The ] game ''Meteor!'' was cancelled to avoid a lawsuit for being too similar to ''Asteroids'' and was reworked as '']''. The game borrows elements from ''Asteroids'' and ''Space Invaders''.<ref name="RG-55"/><ref name="WeissCHVG">
{{cite book
| last = Weiss
| first = Brett
| title = Classic Home Video Games, 1972-1984: A Complete Reference Guide
| year = 2007
| edition = 1st
| publisher = McFarland}}</ref><ref>{{cite web |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |title=Mattel Intellivision - 1980-1984 |work=ClassicGaming |publisher=IGN |access-date=May 16, 2008 |archive-url= https://web.archive.org/web/20080623232114/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |archive-date=June 23, 2008|url-status=live}}</ref>

===Proposed film adaptation===
In July 2009, ] offered ] the option to direct the film adaptation of ''Asteroids'', with Matt Lopez writing the script and ] producing the film adaptation.<ref>{{cite news|first=Borys|last=Kit|title=Roland Emmerich May Direct the Movie Version of Asteroids|url=https://www.hollywoodreporter.com/business/business-news/asteroids-lands-universal-86073/#!|date=July 2, 2009|website=]|access-date=April 4, 2023}}</ref> Lopez and di Bonaventura were still attached to write and produce the film adaptation, respectively,<ref>{{cite news|first=Claude|last=Brodesser-Akner|title=Roland Emmerich May Direct the Movie Version of Asteroids|url=https://www.vulture.com/2011/06/roland_emmerich_has_been_offer.html|date=June 8, 2011|website=]|access-date=April 4, 2023}}</ref><ref>{{cite news|first=Matt|last=Goldberg|title=Roland Emmerich Offered Director's Chair for ASTEROIDS|url=https://collider.com/roland-emmerich-asteroids/|date=June 8, 2011|website=]|access-date=April 4, 2023}}</ref> but Emmerich passed on directing, while Evan Spiliotopoulos and F. Scott Frazier were hired to rewrite the screenplay.<ref>{{cite news|first=Jay|last=Fernandez|title=Universal's 'Asteroids' to Be Written By 'Snow White' Scribe (Exclusive)|url=https://www.hollywoodreporter.com/movies/movie-features/asteroids-evan-spoiliotopoulos-259437/|date=November 9, 2011|website=The Hollywood Reporter|access-date=April 4, 2023}}</ref><ref>{{cite news|first=Borys|last=Kit|title='Asteroids' Getting Rewrite From 'Autobahn' Writer (Exclusive)|url=https://www.hollywoodreporter.com/movies/movie-news/asteroids-getting-rewrite-autobahn-writer-770691/#!|date=February 5, 2015|website=The Hollywood Reporter|access-date=April 4, 2023}}</ref>

===In other media===
The game has made cameo appearances in a number of films and music videos.<ref>{{cite web | url = https://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126 | title = Asteroids , the Arcade Video game | author = Arcade-History/Gaming-history | date = 2025 | access-date = 2 Jan 2025 | language = en}}</ref> An Asteroids machine appears in the music video for ]'s song '']'',<ref>{{cite web | url = https://www.youtube.com/watch?v=zg21Rkew874 | title = 38 Special - Caught Up In You (Official Music Video) | date = 24 Dec 2009 | access-date = 1 Jan 2025 | language = en | at = 3:22}}</ref> and one is also briefly seen in the movie '']''.<ref>{{cite web | url = https://www.youtube.com/watch?v=Jv08vnIlnIw | title = Large Marge | date = 11 Jan 2014 | access-date = 1 Jan 2025 | language = en | at = 2:24}}</ref>

==World records==
On February 6, 1982, Leo Daniels of Carolina Beach, North Carolina, set a ] score of 40,101,910 points. On November 13 of the same year, 15-year-old ] of Cherry Hill, New Jersey, set a new record at 41,336,440 points. In 1998, to congratulate Safran on his accomplishment, the ] Intergalactic Scoreboard searched for him for four years until 2002, when it was discovered that he had died in an accident in 1989.<ref name="twin">{{Cite magazine | url=https://www.wired.com/science/discoveries/news/2008/11/dayintech_1113 | title=Nov. 13, 1982: Teen Sets Asteroids Record in 3-Day Marathon | publisher=Conde Nast Publications | magazine=Wired | date=November 13, 2008 | access-date=June 7, 2009 | author=Chris Kohler | archive-url=https://web.archive.org/web/20090712123602/http://www.wired.com/science/discoveries/news/2008/11/dayintech_1113 | archive-date=July 12, 2009 | url-status=live | df=mdy-all}}</ref> In a ceremony in Philadelphia on April 27, 2002, Walter Day of Twin Galaxies presented an award to the surviving members of Safran's family, commemorating his achievement.<ref name="SafranAsteroids2002Award">{{cite news | author=Chris Gray | title=After 20 years, master gamester finally honored | url=http://articles.philly.com/2002-04-28/news/25338220_1_samson-carpal-tunnel-syndrome-official-video-game | work=The Philadelphia Inquirer | date=April 28, 2002 | access-date=January 8, 2014 | archive-url=https://web.archive.org/web/20160304062621/http://articles.philly.com/2002-04-28/news/25338220_1_samson-carpal-tunnel-syndrome-official-video-game | archive-date=March 4, 2016 | url-status=dead | df=mdy-all}}</ref> On April 5, 2010, John McAllister broke Safran's record with a high score of 41,838,740 in a 58-hour Internet livestream.<ref>{{Cite magazine | url=https://www.wired.com/gamelife/2010/04/asteroids-record/ | author=Chris Kohler | title=Asteroids Player Smashes 27-Year-Old High Score | magazine=Wired | publisher=Condé Nast Publications | date=April 5, 2010 | access-date=April 6, 2010 | archive-url= https://web.archive.org/web/20100407043933/http://www.wired.com/gamelife/2010/04/asteroids-record/ | archive-date= April 7, 2010 | url-status= live}}</ref>


==References== ==References==
{{Reflist}}
{{reflist|colwidth=30em}}


==External links== ==External links==
{{Commons category|Asteroids (video game)}} {{Commons category|Asteroids (video game)}}
{{Portal|Video games}}
* {{official website|http://atari.com/arcade#!/arcade/asteroids/}} at ]
* {{KLOV game|id=6939|name=Asteroids}} * {{KLOV game|id=6939|name=Asteroids}}
* {{Arcade History|id=126|name=Asteroids}} * {{Coinop game|id=100005|name=Asteroids}}
* at ] * {{cite web |url= http://www.ataritimes.com/article.php?showarticle=174 |title= All About ''Asteroids'' |work= Atari Times |first= Gregory D. |last= George
|date= Sep 7, 2001 |url-status= dead |archive-date= September 27, 2007 |archive-url= https://web.archive.org/web/20070927230614/http://www.ataritimes.com/article.php?showarticle=174}}
* {{moby game|id=/asteroids|name=''Asteroids''}}
* {{cite web |url= http://thedoteaters.com/?bitstory=asteroids |publisher= The Dot Eaters |title= Asteroids - Rockin' the Arcade |url-status= live |archive-date= October 23, 2013 |archive-url= https://web.archive.org/web/20131023233640/http://thedoteaters.com/?bitstory=asteroids}}
* {{StrategyWiki|Asteroids}}
* {{cite web |url= http://www.next-gen.biz/features/making-asteroids |publisher=] |title= The Making Of: ''Asteroids'' |date= May 29, 2009 |url-status= usurped |archive-date= November 4, 2011 |archive-url= https://web.archive.org/web/20111104165601/http://www.next-gen.biz/features/making-asteroids}}
* at Atari Times

* , featuring a history of ''Asteroids''
{{Asteroids series}}
*
{{1970s Atari arcade games}}
{{Authority control}}


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Latest revision as of 19:32, 3 January 2025

1979 video game

1979 video game
Asteroids
An arcade cabinet over a background of asteroids in rings around a planet. The Asteroids logo and details about the game are seen at the bottom of the flyer.Arcade flyer
Developer(s)Atari
Publisher(s)Arcade Atari 7800
Atari Corporation
Designer(s)Lyle Rains
Ed Logg
Platform(s)Arcade, Atari 2600, Atari 7800, Atari 8-bit, Game Boy
ReleaseArcade
  • NA: November 1979
  • EU: 1979
  • JP: January 1980
Atari 2600
  • NA: July 1981
Atari 8-bitAtari 7800Game Boy
Genre(s)Multidirectional shooter
Mode(s)Single-player, multiplayer

Asteroids is a multidirectional shooter video game developed and published by Atari for arcades. It was designed by Lyle Rains and Ed Logg. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.

Asteroids was conceived during a meeting between Logg and Rains, who decided to use hardware developed by Wendi Allen (then known as Howard Delman) previously used for Lunar Lander. Asteroids was based on an unfinished game titled Cosmos; its physics model, control scheme, and gameplay elements were derived from Spacewar!, Computer Space, and Space Invaders and refined through trial and error. The game is rendered on a vector display in a two-dimensional view that wraps around both screen axes.

Asteroids was one of the first major hits of the golden age of arcade games; the game sold 47,840 upright cabinets and 8,725 cocktail cabinets and proved both popular with players and influential with developers. In the 1980s it was ported to Atari's home systems, and the Atari VCS version sold over three million copies. The game was widely imitated, and it directly influenced Defender, Gravitar, and many other video games.

Gameplay

A ship is surrounded by asteroids and a saucer.

The objective of Asteroids is to destroy asteroids and saucers. The player controls a triangular ship that can rotate left and right, fire shots straight forward, and thrust forward. Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.

Each level starts with multiple large asteroids drifting across the screen. Objects wrap around screen edges; an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction. As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids are also worth more points. Two flying saucers appear periodically on the screen; the "big saucer" shoots randomly and poorly, while the "small saucer" fires frequently at the ship. After reaching a score of 40,000, only the small saucer appears. As the player's score increases, the angle range of the shots from the small saucer diminishes until the saucer fires extremely accurately. Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases until after the score reaches a range between 40,000 and 60,000. The player starts with 3–5 lives upon game start and gains an extra life per 10,000 points. Play continues to the last ship lost, which ends the game. The machine "turns over" at 99,990 points, which is the maximum high score that can be achieved.

Lurking exploit

In the original game design, saucers were supposed to begin shooting as soon as they appeared, but this was changed. Additionally, saucers can only aim at the player's ship on-screen; they are not capable of aiming across a screen boundary. These behaviors allow a "lurking" strategy, in which the player stays near the edge of the screen opposite the saucer. By keeping just one or two rocks in play, a player can shoot across the boundary and destroy saucers to accumulate points indefinitely with little risk of being destroyed. Arcade operators began to complain about losing revenue due to this exploit. In response, Atari issued a patched EPROM and, due to the impact of this exploit, Atari (and other companies) changed their development and testing policies to try to prevent future games from having such exploits.

Development

Asteroids was conceived by Lyle Rains and programmed by Ed Logg with collaborations from other Atari staff. Logg was impressed with the Atari Video Computer System (later called the Atari 2600), and he joined Atari's coin-op division to work on Dirt Bike, which was never released due to an unsuccessful field test. Paul Mancuso joined the development team as Asteroids' technician and engineer Wendi Allen contributed to the hardware. During a meeting in April 1979, Rains discussed Planet Grab, a multiplayer arcade game later renamed to Cosmos. The unfinished game featured a giant, indestructible asteroid. Logg did play Cosmos and remembered shooting the indestructible asteroid to no effect. So Rains asked Logg: "Well, why don't we have a game where you shoot the rocks and blow them up?" In response, Logg described a similar concept where the player selectively shoots at rocks that break into smaller pieces. Thus combining the two-dimensional approach of Space War with Space Invaders' addictive gameplay of "completion" and "eliminate all threats". Both agreed on the concept.

Hardware

Asteroids was implemented on hardware developed by Allen and is a vector game, in which the graphics are composed of lines drawn on a vector monitor. Rains initially wanted the game done in raster graphics, but Logg, experienced in vector graphics, suggested an XY monitor because the high image quality would permit precise aiming. The hardware is chiefly a MOS 6502 executing the game program, and QuadraScan, a high-resolution vector graphics processor developed by Atari and referred to as an "XY display system" and the "Digital Vector Generator (DVG)".

The original design concepts for QuadraScan came out of Cyan Engineering, Atari's off-campus research lab in Grass Valley, California, in 1978. Cyan gave it to Delman, who finished the design and first used it for Lunar Lander. Logg received Delman's modified board with five buttons, 13 sound effects, and additional RAM, and he used it to develop Asteroids. The size of the board was 4 by 4 inches, and it was "linked up" to a monitor.

Implementation

Logg modeled the player's ship, the five-button control scheme, and the game physics after Spacewar!, which he had played as a student at the University of California, Berkeley, but made several changes to improve playability. The ship was programmed into the hardware and rendered by the monitor, and it was configured to move with thrust and inertia. The hyperspace button was not placed near Logg's right thumb, which he was dissatisfied with, as he had a problem "tak his hand off the thrust button". Drawings of asteroids in various shapes were incorporated into the game. Logg copied the idea of a high score table with initials from Exidy's Star Fire.

The two saucers were formulated to be different from each other. A steadily decreasing timer shortens intervals between saucer attacks to keep the player from not shooting asteroids and saucers. A "heartbeat" soundtrack quickens as the game progresses. The game does not have a sound chip. Allen created a hardware circuit for 13 sound effects by hand which was wired onto the board.

A prototype of Asteroids was well received by several Atari staff and engineers, who "wander between labs, passing comment and stopping to play as they went". Logg was often asked when he would be leaving by employees eager to play the prototype, so he created a second prototype for staff to play. Atari tested the game in arcades in Sacramento, California, and also observed players during focus group sessions at Atari. Players used to Spacewar! struggled to maintain grip on the thrust button and requested a joystick; players accustomed to Space Invaders noted they get no break in the game. Logg and other engineers observed proceedings and documented comments in four pages.

Quirks

Asteroids slows down as the player gains 50–100 lives, because there is no limit to the number of lives displayed. The game's code continues trying to draw them even if they fall outside the boundaries of the screen. After more than 250 lives are collected, the game slows down enough that the watchdog timer thinks it has crashed and reboots the hardware.

There is limit of 26 asteroids. If there are already that many, shooting a large asteroid turns it into a single medium one, rather than two as per normal. Similarly, a medium asteroid turns into a single small one instead of splitting.

Ports

Asteroids was released for the Atari VCS (later renamed Atari 2600) and Atari 8-bit computers in 1981. Programmers Brad Stewart and Bob Smith were unable to fit the Atari VCS port into a 4 KB cartridge. It became the first game for the console to use bank switching, a technique that increases ROM size from 4 KB to 8 KB. A port for the Atari 5200, identical to the Atari 8-bit version, was in development in 1982, but was not published.

An Atari 7800 version was published in 1986 with the official launch of the console. It includes cooperative play and colorful bitmapped graphics.

Reception

Asteroids was immediately successful upon release. It displaced Space Invaders by popularity in the United States and became Atari's best selling arcade game of all time, with over 70,000 units sold. Atari earned an estimated $150 million in sales from the game, and arcade operators earned a further $500 million from coin drops. Atari had been in the process of manufacturing another vector game, Lunar Lander, but demand for Asteroids was so high "that several hundred Asteroids games were shipped in Lunar Lander cabinets". Asteroids was so popular that some video arcade operators had to install large boxes to hold the number of coins spent by players, and Atari assembly line workers that ignored other games they built played finished Asteroids machines awaiting shipping. It replaced Space Invaders at the top of the US RePlay amusement arcade charts in April 1980, though Space Invaders remained the top game at street locations. Asteroids went on to become the highest-grossing arcade video game of 1980 in the United States, dethroning Space Invaders. It shipped 70,000 arcade units worldwide in 1980, including over 60,000 sold in the United States that year, and grossed about $700 million worldwide ($3 billion adjusted for inflation) by 1980. The game remained at the top of the US RePlay charts through March 1981. The game did not perform as well overseas in Europe and Asia. It sold 30,000 arcade units overseas, for a total of 100,000 arcade units sold worldwide. Atari manufactured 76,312 units from its US and Ireland plants, including 21,394 Asteroids Deluxe units. It was a commercial failure in Japan when it released there in 1980, partly due to its complex controls and partly due to the Japanese market beginning to lose interest in space shoot 'em ups at the time.

Asteroids received positive reviews from video game critics and has been regarded as Logg's magnum opus. Richard A. Edwards reviewed the 1981 Asteroids home cartridge in The Space Gamer No. 46. Edwards commented that "this home cartridge is a virtual duplicate of the ever-popular Atari arcade game. If blasting asteroids is the thing you want to do then this is the game, but at this price I can't wholeheartedly recommend it". Video Games Player magazine reviewed the Atari VCS version, rating the graphics and sound a B, while giving the game an overall B+ rating. Electronic Fun with Computers & Games magazine gave the Atari VCS version an A rating.

William Cassidy, writing for GameSpy's "Classic Gaming", noticed its innovations, including being one of the first video games to track initials and allow players to enter their initials for appearing in the top 10 high scores, and commented that "the vector graphics fit the futuristic outer space theme very well". In 1995, Flux magazine ranked the arcade version 11th on their "Top 100 Video Games". In 1996, Next Generation listed it as number 39 on their "Top 100 Games of All Time", particularly lauding the control dynamics which require "the constant juggling of speed, positioning, and direction". In 1999, Next Generation listed Asteroids as number 29 on their "Top 50 Games of All Time", commenting that "Asteroids was a classic the day it was released, and it has never lost any of its appeal". Asteroids was ranked fourth on Retro Gamer's list of "Top 25 Arcade Games"; the Retro Gamer staff cited its simplicity and the lack of a proper ending as allowances of revisiting the game. In 2012, Asteroids was listed on Time's All-Time 100 greatest video games list. Entertainment Weekly named Asteroids one of the top ten games for the Atari 2600 in 2013. It was added to the Museum of Modern Art's collection of video games. In 2021, The Guardian listed Asteroids as the second greatest video game of the 1970s, just below Galaxian (1979). By contrast, in March 1983 the Atari 8-bit port of Asteroids won sixth place in Softline's Dog of the Year awards "for badness in computer games", Atari division, based on reader submissions.

Usage of the names of Saturday Night Live characters "Mr. Bill" and "Sluggo" to refer to the saucers in an Esquire article about the game led to Logg receiving a cease and desist letter from a lawyer with the "Mr. Bill Trademark".

Legacy

Arcade sequels

Released in 1981, Asteroids Deluxe was the first sequel to Asteroids. Dave Shepperd edited the code and made enhancements to the game without Logg's involvement. The onscreen objects are tinted blue, and hyperspace is replaced by a shield that depletes when used. The asteroids rotate, and new "killer satellite" enemies break into smaller ships that home in on the player's position. The arcade machine's monitor displays vector graphics overlaying a holographic backdrop. The game is more difficult than the original and enables saucers to shoot across the screen boundary, eliminating the lurking strategy for high scores in the original.

Space Duel, released in arcades in 1982, replaces the rocks with colorful geometric shapes and adds cooperative two-player gameplay.

1987's Blasteroids includes power-ups, ship morphing, branching levels, bosses, and the ability to dock ships in multiplayer for added firepower. Blasteroids uses raster graphics instead of vectors.

Re-releases

The game is half of the Atari Lynx pairing Super Asteroids & Missile Command, and included in the 1993 Microsoft Arcade compilation.

Activision published an enhanced version of Asteroids for the PlayStation (1998), Nintendo 64 (1999), Microsoft Windows (1998), Game Boy Color (1999), and Mac (2000). The Atari Flashback series of dedicated video game consoles have included both the 2600 and the arcade versions of Asteroids.

Asteroids Hyper 64 made the ship and asteroids 3D, and added new weapons and a multiplayer mode. It was developed by Syrox Developments and published by Crave Entertainment for the Nintendo 64.

A technical demo of Asteroids was developed by iThink for the Atari Jaguar but was never released. Unofficially referred to as Asteroids 2000, it was demonstrated at E-JagFest 2000. An updated version of the game was announced in 2018 for the Intellivision Amico.

Different versions of Asteroids were included in several Atari games compilations, such as Atari Anniversary Edition (2001) for the Dreamcast, PlayStation, and Microsoft Windows, Atari Anthology (2003) for both Xbox and PlayStation 2, Atari Greatest Hits Volume 1 (2010) for the Nintendo DS, Atari Collection 1 and 2 in 2020 for the Evercade, and Atari 50 (2022) for the Atari VCS, Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S.

Released in November 2007, the Xbox Live Arcade port of Asteroids has revamped HD graphics along with an added intense "throttle monkey" mode. The arcade and 2600 versions were made available through Microsoft's Game Room service in 2010. Glu Mobile released an enhanced mobile phone port.

In 2005 Asteroids was released for the Game Boy Advance with Pong and Yars Revenge also being included on the same package.

A remake, Asteroids: Recharged, was released in December 2021 for the Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S, developed by Adamvision Studios and SneakyBox and published by Atari.

Clones

Quality Software's Asteroids in Space (1980) was one of the best selling games for the Apple II and voted one of the most popular software titles of 1978–80 by Softalk magazine. In December 1981, Byte reviewed eight Asteroids clones for home computers. Three clones for the Apple II were reviewed together in the 1982 Creative Computing Software Buyers Guide: The Asteroid Field, Asteron, and Apple-Oids. In the last of these, the asteroids are in the shape of apples. Two independent clones, Asteroid for the Apple II and Fasteroids for TRS-80, were renamed to Planetoids and sold by Adventure International. Others clones include Acornsoft's Meteors, Moons of Jupiter for the VIC-20, MineStorm for the Vectrex, and Quicksilva's Meteor Storm for the ZX Spectrum which uses speech synthesis. A poorly implemented Asteroids clone for the VIC-20, published by Bug-Byte, motivated Jeff Minter to found Llamasoft.

The Intellivision game Meteor! was cancelled to avoid a lawsuit for being too similar to Asteroids and was reworked as Astrosmash. The game borrows elements from Asteroids and Space Invaders.

Proposed film adaptation

In July 2009, Universal Pictures offered Roland Emmerich the option to direct the film adaptation of Asteroids, with Matt Lopez writing the script and Lorenzo di Bonaventura producing the film adaptation. Lopez and di Bonaventura were still attached to write and produce the film adaptation, respectively, but Emmerich passed on directing, while Evan Spiliotopoulos and F. Scott Frazier were hired to rewrite the screenplay.

In other media

The game has made cameo appearances in a number of films and music videos. An Asteroids machine appears in the music video for 38 Special's song Caught Up in You, and one is also briefly seen in the movie Pee-Wee's Big Adventure.

World records

On February 6, 1982, Leo Daniels of Carolina Beach, North Carolina, set a world record score of 40,101,910 points. On November 13 of the same year, 15-year-old Scott Safran of Cherry Hill, New Jersey, set a new record at 41,336,440 points. In 1998, to congratulate Safran on his accomplishment, the Twin Galaxies Intergalactic Scoreboard searched for him for four years until 2002, when it was discovered that he had died in an accident in 1989. In a ceremony in Philadelphia on April 27, 2002, Walter Day of Twin Galaxies presented an award to the surviving members of Safran's family, commemorating his achievement. On April 5, 2010, John McAllister broke Safran's record with a high score of 41,838,740 in a 58-hour Internet livestream.

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External links

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