Jump to content

MIDI Maze: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
I removed a misplaced comma.
copy editing
Line 13: Line 13:
'''''MIDI Maze''''' is a networked [[first-person shooter]] for the [[Atari ST]] developed by Xanth Software F/X and released in 1987 by Hybrid Arts. The game takes place in a maze of untextured walls. The world animates smoothly as the player turns, much like the earlier ''[[Wayout]]'', instead of only permitting 90 degree changes of direction. It has been suggested that ''MIDI Maze'', using the built-in [[MIDI]] ports of the Atari ST for networking, introduced the concept of [[deathmatch]] combat.<ref>Thomson, Iain. "Gaming timeline." [[Personal Computer World]]. 2008-02-21. Retrieved 2012-10-21 via HighBeam Research. [https://web.archive.org/web/20140629100106/http://www.highbeam.com/doc/1G1-175206283.html URL].</ref> The game found a wider audience on the [[Game Boy]] as ''[[Faceball 2000]]''.
'''''MIDI Maze''''' is a networked [[first-person shooter]] for the [[Atari ST]] developed by Xanth Software F/X and released in 1987 by Hybrid Arts. The game takes place in a maze of untextured walls. The world animates smoothly as the player turns, much like the earlier ''[[Wayout]]'', instead of only permitting 90 degree changes of direction. It has been suggested that ''MIDI Maze'', using the built-in [[MIDI]] ports of the Atari ST for networking, introduced the concept of [[deathmatch]] combat.<ref>Thomson, Iain. "Gaming timeline." [[Personal Computer World]]. 2008-02-21. Retrieved 2012-10-21 via HighBeam Research. [https://web.archive.org/web/20140629100106/http://www.highbeam.com/doc/1G1-175206283.html URL].</ref> The game found a wider audience on the [[Game Boy]] as ''[[Faceball 2000]]''.


The original ''MIDI Maze'' team consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer, and George Miller writing the AI/drone logic.{{Citation needed|date=October 2019}}
The original ''MIDI Maze'' team consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer, and George Miller writing the AIdrone logic.{{Citation needed|date=October 2019}}


==Gameplay==
==Gameplay==
[[Image:ST Midi Maze.png|thumb|left|Atari ST gameplay]]
[[Image:ST Midi Maze.png|thumb|left|Atari ST gameplay]]
Up to 16 computers can be networked in a "MIDI Ring" by MIDI .


The game area occupies only roughly a quarter of the screen and of a [[First person (video games)|first-person view]] of a flat-shaded ''[[Pac-Man]]''-like maze with a crosshair in the middle. All players are shown as ''Pac-Man''-like [[smiley]] [[Avatar (computing)|avatars]] in various colors.<ref>{{cite web|title=25 years of Pac-Man|publisher=MeriStation|date=July 4, 2005|url=http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7|accessdate=2011-05-06}} ([https://translate.google.com/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_articulo.php%3Fpic%3DDC%26id%3Dcw42b7458f0dfc7%26idj%3D%26idp%3D%26tipo%3Dart%26c%3D1%26pos%3D7&sl=es&tl=en&hl=&ie=UTF-8 Translation])</ref><ref>{{cite web|url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5|title=Gaming's Most Important Evolutions|page=5|publisher=[[GamesRadar]]|date=October 8, 2010|accessdate=2011-04-27}}</ref> Bullets are represented as small balls.
Up to 16 computers can be networked in a "MIDI Ring" by connecting one computer's MIDI-OUT port to the next computer's MIDI-IN port.


The game is started by one designated master machine, which sets rules, divides players into teams, and selects a maze. A number of mazes come with the game, and additional mazes can be constructed using a text-editor.
The game area itself occupies only roughly a quarter of the screen and consisted of a [[First person (video games)|first-person view]] of a flat-shaded ''[[Pac-Man]]''-like maze with a crosshair in the middle. All players are shown as ''Pac-Man''-like [[smiley]] [[Avatar (computing)|avatars]] in various colors.<ref>{{cite web|title=25 years of Pac-Man|publisher=MeriStation|date=July 4, 2005|url=http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7|accessdate=2011-05-06}} ([https://translate.google.com/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_articulo.php%3Fpic%3DDC%26id%3Dcw42b7458f0dfc7%26idj%3D%26idp%3D%26tipo%3Dart%26c%3D1%26pos%3D7&sl=es&tl=en&hl=&ie=UTF-8 Translation])</ref><ref>{{cite web|url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5|title=Gaming's Most Important Evolutions|page=5|publisher=[[GamesRadar]]|date=October 8, 2010|accessdate=2011-04-27}}</ref> Bullets are represented as small balls.

The game is started by one designated "master" machine, which sets rules, divides players into teams, and selects a maze. A number of mazes come with the game, and additional mazes can be constructed using a text-editor.


==''Faceball 2000''== <!-- This section is linked from [[Game Boy line]] -->
==''Faceball 2000''== <!-- This section is linked from [[Game Boy line]] -->
A [[Game Boy]] version was developed by the original developers, Xanth Software F/X, and published in 1991 by [[Bulletproof Software]], under the title ''Faceball 2000''.<ref>Schiffmann, William. "In your Face! New toy will wow Game Boy owners." Chicago Sun-Times. 1992-05-22. Retrieved 2012-10-21 via HighBeam Research [https://web.archive.org/web/20140611135346/http://www.highbeam.com/doc/1P2-4111554.html URL].</ref> James Yee, owner of Xanth, had a vision to port the 520ST application to the Game Boy. George Miller was hired to re-write the AI-based drone logic, giving each drone a unique personality trait.{{citation needed|date=June 2018}}
A [[Game Boy]] version was developed by the original developers, Xanth Software F/X, and published in 1991 by [[Bulletproof Software]], the title ''Faceball 2000''.<ref>Schiffmann, William. "In your Face! New toy will wow Game Boy owners." Chicago Sun-Times. 1992-05-22. Retrieved 2012-10-21 via HighBeam Research [https://web.archive.org/web/20140611135346/http://www.highbeam.com/doc/1P2-4111554.html URL].</ref> James Yee, owner of Xanth, had the 520ST application to the Game Boy. George Miller was hired to the AI-based drone logic, giving each drone a unique personality trait.{{citation needed|date=June 2018}}


A [[Super Nintendo Entertainment System|Super Nintendo]] version was released the following year, supporting two players in split-screen mode. The SNES version features completely different graphics and levels from the earlier Game Boy version. A variety of in-game music for this version was composed by [[George Sanger (musician)|George "The Fat Man" Sanger]].{{citation needed|date=June 2018}}
A [[Super Nintendo Entertainment System]] version was released the following year, supporting two players in split-screen mode. The SNES version features completely different graphics and levels from the earlier Game Boy version. A variety of in-game music for this version was composed by [[George Sanger (musician)|George "The Fat Man" Sanger]].{{citation needed|date=June 2018}}


A [[Game Gear]] version was released to the [[Japan]]ese market.<ref>Komarechka, Don. "[http://www.electricpickleonline.com/?p=22 Interview: EPO talks to Darren Stone about Faceball 2000]." Electric Pickle Online. 2006-03-19. Retrieved 2012-10-21.</ref> It is a colorized version of the monochrome Game Boy edition, supporting two players via two handhelds connected by a cable.
A [[Game Gear]] version was released to the [[Japan]]ese market.<ref>Komarechka, Don. "[http://www.electricpickleonline.com/?p=22 Interview: EPO talks to Darren Stone about Faceball 2000]." Electric Pickle Online. 2006-03-19. Retrieved 2012-10-21.</ref> It is a colorized version of the monochrome Game Boy edition, supporting two players via two handhelds connected by a cable.


A version for the [[TurboGrafx-16#TurboGrafx-CD|PC-Engine CD-ROM]], simply titled ''Faceball'', was also available in Japan.{{citation needed|date=June 2018}} A multiplayer networked version for the IBM PC was [[prototype]]d, but never released.{{citation needed|date=June 2018}} ''Faceball'' was nearly completed and built for Nintendo's [[Virtual Boy]] console, but it was canceled.{{citation needed|date=June 2018}}
A version for the [[TurboGrafx-16#TurboGrafx-CD|PC-Engine CD-ROM]], titled ''Faceball'', was in Japan.{{citation needed|date=June 2018}} A multiplayer networked version for the IBM PC was [[prototype]]d, but never released.{{citation needed|date=June 2018}} ''Faceball'' was nearly completed and built for Nintendo's [[Virtual Boy]] console, but it was canceled.{{citation needed|date=June 2018}}


==Reception==
==Reception==
''[[Entertainment Weekly]]'' picked ''Faceball 2000'' as the #5 greatest game available in 1991, saying: "The Game Boy meets virtual reality (i.e., artificial, computer-enhanced, first-person perspective). In Faceball 2000, you assume the identity of a Holographically Assisted Physical Pattern Yielded for Active Computerized Embarkation — or HAPPYFACE — and hunt down your opponents. You can play alone or link up with as many as three additional players. More fun than real-life tag, and much more stimulating."<ref>[https://ew.com/article/1991/11/22/video-games-guide/ Video Games Guide], Bob Strauss, November 22, 1991, EW.com</ref> ''Faceball: 2000'' was reviewed in 1994 in ''[[Dragon (magazine)|Dragon]]'' #201 by [[Sandy Petersen]] in the "Eye of the Monitor" column. Petersen gave the game 2 out of 5 stars.<ref name="Dragon201">{{cite journal
''[[Entertainment Weekly]]'' picked ''Faceball 2000'' as the #5 greatest game available in 1991, saying: "The Game Boy meets virtual reality (i.e., artificial, computer-enhanced, first-person perspective). In Faceball 2000, you assume the identity of a Holographically Assisted Physical Pattern Yielded for Active Computerized Embarkation — or HAPPYFACE — and hunt down your opponents. You can play alone or link up with as many as three additional players. More fun than real-life tag, and much more stimulating."<ref>[https://ew.com/article/1991/11/22/video-games-guide/ Video Games Guide], Bob Strauss, November 22, 1991, EW.com</ref> reviewed ''[[Dragon (magazine)|Dragon]]'' 2 out of 5 stars.<ref name="Dragon201">{{cite
|title=Eye of the Monitor
|title=Eye of the Monitor
|author=Petersen, Sandy
|author=Petersen, Sandy
|journal=Dragon
|=Dragon
|issue=201
|issue=201
|date=January 1994
|date=January 1994
Line 43: Line 42:
|authorlink=Sandy Petersen}}</ref>
|authorlink=Sandy Petersen}}</ref>


[[CNET|CNET Gamecenter]] named ''MIDI Maze'' one of the 10 most innovative computer games of all time.<ref>[https://web.archive.org/web/20000615070900/http://www.gamecenter.com:80/Features/Exclusives/Hallofgame/ss04.html Features - The Hall of Game Innovation], GAMECENTER.COM, ''...Midi Maze...Hybrid Arts...Derivatives: Doom and its countless clones...''</ref>
[[CNET|CNET Gamecenter]] ''MIDI Maze'' one of the 10 most innovative computer games of all time.<ref>[https://web.archive.org/web/20000615070900/http://www.gamecenter.com:80/Features/Exclusives/Hallofgame/ss04.html Features - The Hall of Game Innovation], GAMECENTER.COM, ''...Midi Maze...Hybrid Arts...Derivatives: Doom and its countless clones...''</ref>


==Legacy==
==Legacy==

Revision as of 06:30, 14 February 2020

MIDI Maze
MIDI Maze
Cover art
Developer(s)Xanth Software F/X
Publisher(s)Hybrid Arts
Bulletproof Software
Platform(s)Atari ST, Game Boy, Game Gear, SNES, PC-Engine CD-ROM
ReleaseAtari ST: July 10, 1987
June 23, 1991
July 31, 1992
June 15, 1993
Genre(s)First-person shooter
Mode(s)Multiplayer

MIDI Maze is a networked first-person shooter for the Atari ST developed by Xanth Software F/X and released in 1987 by Hybrid Arts. The game takes place in a maze of untextured walls. The world animates smoothly as the player turns, much like the earlier Wayout, instead of only permitting 90 degree changes of direction. It has been suggested that MIDI Maze, using the built-in MIDI ports of the Atari ST for networking, introduced the concept of deathmatch combat.[1] The game found a wider audience on the Game Boy as Faceball 2000.

The original MIDI Maze team consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer, and George Miller writing the AI and drone logic.[citation needed]

Gameplay

Atari ST gameplay

Up to 16 computers can be networked in a "MIDI Ring" by daisy chaining MIDI ports.

The game area occupies only roughly a quarter of the screen and consists of a first-person view of a flat-shaded Pac-Man-like maze with a crosshair in the middle. All players are shown as Pac-Man-like smiley avatars in various colors.[2][3] Bullets are represented as small balls.

The game is started by one designated master machine, which sets rules, divides players into teams, and selects a maze. A number of mazes come with the game, and additional mazes can be constructed using a text-editor.

Faceball 2000

A Game Boy version was developed by the original developers, Xanth Software F/X, and published in 1991 by Bulletproof Software, with the title Faceball 2000.[4] James Yee, owner of Xanth, had the idea of porting the 520ST application to the Game Boy. George Miller was hired to rewrite the AI-based drone logic, giving each drone a unique personality trait.[citation needed]

A Super Nintendo Entertainment System version was released the following year, supporting two players in split-screen mode. The SNES version features completely different graphics and levels from the earlier Game Boy version. A variety of in-game music for this version was composed by George "The Fat Man" Sanger.[citation needed]

A Game Gear version was released to the Japanese market.[5] It is a colorized version of the monochrome Game Boy edition, supporting two players via two handhelds connected by a cable.

A version for the PC-Engine CD-ROM, titled Faceball, was released in Japan.[citation needed] A multiplayer networked version for the IBM PC was prototyped, but never released.[citation needed] Faceball was nearly completed and built for Nintendo's Virtual Boy console, but it was canceled.[citation needed]

Reception

Entertainment Weekly picked Faceball 2000 as the #5 greatest game available in 1991, saying: "The Game Boy meets virtual reality (i.e., artificial, computer-enhanced, first-person perspective). In Faceball 2000, you assume the identity of a Holographically Assisted Physical Pattern Yielded for Active Computerized Embarkation — or HAPPYFACE — and hunt down your opponents. You can play alone or link up with as many as three additional players. More fun than real-life tag, and much more stimulating."[6] In 1994, Sandy Petersen reviewed the game for Dragon magazine, giving it 2 out of 5 stars.[7]

CNET Gamecenter called MIDI Maze one of the 10 most innovative computer games of all time.[8]

Legacy

A prototype of MIDI Maze was found[when?] for the Atari 8-bit family. It is possible to connect ST and 8-bit to a network and play together.[9]

MIDI-Maze II was later developed by Markus Fritze for Sigma-Soft and released as shareware.[citation needed]

See also

References

  1. ^ Thomson, Iain. "Gaming timeline." Personal Computer World. 2008-02-21. Retrieved 2012-10-21 via HighBeam Research. URL.
  2. ^ "25 years of Pac-Man". MeriStation. July 4, 2005. Retrieved 2011-05-06. (Translation)
  3. ^ "Gaming's Most Important Evolutions". GamesRadar. October 8, 2010. p. 5. Retrieved 2011-04-27.
  4. ^ Schiffmann, William. "In your Face! New toy will wow Game Boy owners." Chicago Sun-Times. 1992-05-22. Retrieved 2012-10-21 via HighBeam Research URL.
  5. ^ Komarechka, Don. "Interview: EPO talks to Darren Stone about Faceball 2000." Electric Pickle Online. 2006-03-19. Retrieved 2012-10-21.
  6. ^ Video Games Guide, Bob Strauss, November 22, 1991, EW.com
  7. ^ Petersen, Sandy (January 1994). "Eye of the Monitor". Dragon. No. 201. pp. 57–62.
  8. ^ Features - The Hall of Game Innovation, GAMECENTER.COM, ...Midi Maze...Hybrid Arts...Derivatives: Doom and its countless clones...
  9. ^ Reichert, Matt. "MIDI Maze". AtariProtos.com. Retrieved 2007-11-27.