Atari 8-bit: Encounter

Miscellaneous Forums/General Discussion/Atari 8-bit: Encounter

You've stumbled upon an ancient but technically sophisticated training enclave that has stood dormant for centuries. Once used to hone the battle skills of great space warriors, it has, upon your arrival, been reactivated. You must prove your mettle by completing the deadly training course - if you fail, you won't get another chance (unless you restart the game)!

Driving a tank-like vehicle, you maneuver about a pillar-strewn battlefield. Your adversaries in Encounter are of two types. Flying saucers move at random over the field, firing at you from any range. Drones, low-flying missiles that can home in on your position, are the second type of enemy you encounter. While you can, in theory, evade a saucer almost indefinitely (although this is not advisable!), you must destroy a drone immediately to avoid being destroyed yourself.

Once you've rid a level of enemies, a dimensional gate appears as a square black hole on the battlefield. Enter, and you'll find yourself rushing headlonginto a breathtaking, multicolored meteor shower. If you pass through this stage without striking a meteor, you emerge into the next level. There are eight levels in all. Each new level introduces a different landscape, and adds to your enemies' repertoire of nasty tricks.

Encounter's use of graphics and sound is superlative. Your point of view is that from your tank's front windshield, and the illusion of a three-dimensional landscape is made most convincing by the use of the pillars. The color combinations used in the different levels are pleasing to the eye.

Encounter is one of the most challenging and exciting computer arcade games yet to have appeared in 1984.



http://uk.youtube.com/watch?v=7TBBcyKyLxs
http://uk.youtube.com/watch?v=_Sd4ujPJKQ8

I just wonder how good it could look as a Blitz3D version :D

The only tricky thing about this game is when it switches dimensions. I have absolutely no idea how I could do this. In one time you're in one 3D environment, and then the dimension window opens and you can go into that and then it warps you into another zone (level) when you dodge some sort of sphere field. Anyhow, It could be something to be seen! The alien encounters are fuynky also, as they actually warp into the level through a similar window, but white, and they advance to the level and start attacking you with balls. The pillars are nice as you can hide behind to avoid getting hits.

Anyhow, I really enjoyed this game at the time (programmed by Paul Woakes / Novagen).

EDIT: There might also be an Amiga version, the original version is dated 1983 by Novagen Software, edited by Synapse Software. There should be a Commodore 64 version released in 1984.
http://www.mobygames.com/game/c64/encounter-/cover-art/gameCoverId,27615/
http://www.mobygames.com/game/encounter-/cover-art/gameCoverId,27616/

Amiga version:
http://www.lemonamiga.com/?mainurl=http%3A//www.lemonamiga.com/games/details.php%3Fid%3D376
http://amr.abime.net/review_121
Atari ST version:
http://www.atarilegend.com/games/games_detail.php?game_id=4848&PHPSESSID=2d525bda4b81f17514ee712bfca63
Novagen are the same dudes that made the game Mercenary (if anyone remembers this) and Damocles.

This game doesn't switch dimensions (I know, I played enough of it!).

The "outside" level is basically an FPS on a flat plain, with columns. You drove kind of like a tank.

The "sphere" level is also on a plain, but it isn't drawn, so it's a black background pretty much. You have constant acceleration, and have to dodge the spheres coming at you.

Raph, you're telling me the trick they used, but the game in itself makes you believe you enter a warp zone, no? And if so, how would you do that using Blitz3D? I have seen this trick in Serious Sam; First Encounter, but it's incredibly puzzling. Trick is also used in few other recent games.

looks fun

Two ways, both using render to texture/imageBuffers:

- capture the last frame of the 1st level, and cover the whole screen with it, then cut out the middle to show the second level, which you loaded behind it.

- do the reverse -- generate a texture of what the second level will look like, and put a subsection of it on a quad in the world. When you touch it, actually change levels. (I think this is what it was like in the actual game -- you could drive away from the gate, come at it from the side, etc).

Hmmm, I found a remake someone tried to make!
http://www.shinobis-place.de//games/encounter/Encounter_1.1.zip
http://www.shinobis-place.de/Page_neu/screenshots_4.html

The graphics are ok, but this version seems a little slower and easier than the original. Also, you'll notice that the way the portal works isn't quite like it should be. It's a bad remake really.

I've also played it in my younger days but honestly only because it was very fast and so good for some action. The gameplay wasn't this good. On the Amiga there also was Backlash...if it's not for the coding fun i suggest that you get an emulator, play it for some hours and then you'll be over it.

Looks like a Battle Zone clone, to me.

taumel, honestly the controls are so horrible, and the fact that I don't have a joystick, the only point into trying it is study purpose. This is a game I had on my 130XE between 1985 and 1987, and it was a great passtime. A proper facelift, proper controls could give a little life back into this game.

I'm still looking at a nice way to do portals in Blitz3D to give this game's concept justice. I can see a little bit how portals work, with 2 cameras pointing at 2 distinct areas. One is projected to a surface, and as you go closer to the surface, the system detects if you're close enough (surface is full screen) then, the switch is made between the two cameras.

BTW big10p, this is BattleZone: http://uk.youtube.com/watch?v=zOQZTKyRr_Y
I personally don't see what's up with comparing Encounter! to BattleZone. The battle field concept can be applied to anything IMHO so it's pointless to try to link the two together in the hopes of seing a clone, as they are totally unique concepts in themselves.

_33 - I know what BattleZone looks like - I played it loads in my yoof. ;) I was only saying it looks like a clone to me (apart from the zone warp thing). Apart from the game setting, the flying saucers and the enemy that comes quickly zig-zagging towards you are also very similar to BattleZone. You really can't see a similarity?!

Not that it matters. I was just saying.

I've been thinking a little more about the portal concept, and it seems a little more feasible. I'll see if I can work out a small demo. All I would really need to do to have 2 distinct areas is to design some sort of dome in the warp zone with a reverse sphere with a black texture and put a camera in there. The playfield would actually be on top of the warp zone.

Another puzzling thing that I found was that the ever ending terrain actually loops on it's edges. The way I figured I would do it is I would actually relocate the player if he crosses the terrain edge. Also, I'd repeat the terrain and everything that's on it on each sides to have In actual 9 times the same terrain (which shouldn't be hard as it's such a simple design). The player's radar is roughly the size of the terrain, so the illusion might work properly.

Since the saucers come from a white warp zone, I'd add some bloom effects to show the strong light when they warp in, probably with a nice flare to accompany the effect.

I think it's a good game concept to exploit some of these techniques. If I ever come up with something, I'll post some pictures.

:P

Lol - I still have this game...

IPete2.

Pete - why am I not surprised.

ha ha ha

IPete2.