Wayout

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Wayout
Single-player

Wayout is a 3D

maze games to offer full 360 degree 3D perspective and movement, and its graphics were considered state-of-the-art upon its release.[2] There were many pseudo-3D maze games at the time (such as 3D Monster Maze, Phantom Slayer
, and 3-Demon), but they used a fixed perspective and limited the player to four orientations.

Capture the Flag was published as a follow-up in 1983. It allows two players to compete at once with a split-screen view and adds dynamic music.

Gameplay

The view from inside the maze

The game can be played with either a joystick, paddles or the keyboard, allowing the player to move forward and turn left or right (but not backwards).

The player is trapped inside one of 26 mazes and must find the exit with the use of a compass and a map-making kit. The game automatically maps the areas that the player explores and records how many movement units the player uses up, saving the best scores to the game disk.

There is also a computer controlled opponent called the "Cleptangle" who appears as a spinning rectangular form which moves around the maze and will render the player's compass and mapmaker useless by 'stealing' them if it comes into contact with the player.

In addition, there is a 'wind' within each maze, which blows in a constant direction, and is visualised by the presence of 'Fireflies' (represented by single pixels, moving through the maze). The 'wind' can sometimes be too strong for the player to push against, but it can also help the player locate the exit of the maze.

In the lower portion of the screen is a top-down, 2D view, of the maze the player inhabits and draws itself as the player moves around, in a very similar way to the

automap feature which became prevalent in many later first-person shooters such as Doom
.

Reception

Softline stated that Wayout "features smooth-scrolling, truly three-dimensional mazes ... to torture your mind", and was "not recommended for vertigo sufferers".[4] In a review for ANALOG Computing, Brian Moriarty concluded, "Paul Edelstein deserves stardom for his masterful programming effort. When I'm showing off my ATARI to friends, I don't automatically reach for Star Raiders any more".[5]

Allen Doum of

attract mode' I've ever seen. The program actually solves the INTRO maze, while demonstrating all game features except the reference points".[6] Electronic Fun with Computers & Games described Wayout as having "superb 3-D graphics", but criticised it for the lack of variety in the colors of each maze, which could lead the player to become "very disoriented".[7] Ahoy!'s reviewer stated that "Maze games generally leave me cold. To my surprise, I found Wayout a complete delight" and superior to Tunnel Runner and Escape from the Mindmaster. He concluded, "Maze game fans—pounce on this one".[8]

See also

References

  1. ^ Hague, James. "The Giant List of Classic Game Programmers".
  2. ^ a b Duberman, David (February 1983). "WAYOUT". Antic. 1 (6): 83.
  3. ^ Vogeli, Chris (February 1983). "WAYOUT". Creative Computing. Vol. 9, no. 2. p. 88.
  4. ^ Shore, Howard A. (March 1983). "Wayout". Softline. pp. 36–37. Retrieved 28 July 2014.
  5. ^ Moriarty, Brian (March 1983). "Software Review: Wayout". ANALOG Compuing. No. 10. p. 18.
  6. ^ Doum, Allen (May–Jun 1983). "The Atari Arena". Computer Gaming World. Vol. 1, no. 10. pp. 28–29.
  7. ^ "Wayout". Electronic Fun. June 1983.
  8. ^ Hallassey, Dan (March 1984). "Congo Bongo". Wayout. p. 60. Retrieved 27 June 2014.

External links

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