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Ed Rotberg
- The game's design was led by Ed Rotberg. He cited Atari's top-down arcade shooter game Tank (1974) as the primary inspiration behind Battlezone, essentially a 3D version of that game.
en.wikipedia.org/wiki/Battlezone_(1980_video_game)
The game was primarily designed by Ed Rotberg, who was mainly inspired by Atari's top-down shooter game Tank (1974). Battlezone was distributed in Japan by Sega and Taito in 1981. The system was based on vector hardware designed by Howard Delman which was introduced in Lunar Lander and saw success with Asteroids.
Battlezone was designed by Ed Rotberg at the same time as Red Baron, hence the similarities in architecture. The designer did not use a structured approach, however, and while shapes were displayed on the screen first in Red Baron, Battlezone ended up going to market first.
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- Battlezone
- Atari (United States)
- Videogame
One thing, however, is known: the person who did the industrial design work on the cabinet for Army Battlezone was Mike Querio, an industrial designer at Atari. Querio trained in industrial design at San Jose State University in the mid-1970s.
- Raiford Guins, Henry Lowood
- 2020
- Gameplay
- Development
- Myths
- Cabinets
- Ports and Clones
- In The Competitive Arena
The player controls a tank from a first person view and uses the two joysticks to move and the button on the right joystick to fire projectiles. Enemy tanks are detected by the radar at the top of the screen. The tank can move forward, reverse, and left and right. The battlefield is a landscape with a mountainous horizon and crescent moon. One enem...
Battlezone was developed using vector graphics similar to Asteroids. The designers of the game are Ed Rotberg (main designer), Owen Rubin who designed the exploding volcano, and Roger Hector who helped in designing the tanks and enemy graphics. One of the two versions of the cabinet had a viewing goggle periscope and along with the 3D graphics, the...
There was a persistent rumor/myth that one could actually drive to the erupting volcano in the background, up the side, into the crater and discover a castle inside. This was false, but plans to include such a feature in future versions were inspired by this myth. A similar rumor insisted if one kept driving in the same direction for at least an ho...
Battlezone was housed in a standard upright arcade cabinet with a novel "periscope" viewfinder which the player used to view the game. The game action could also be viewed from the sides of the viewfinder for spectators to watch. A later, less common version of the cabinet removed the periscope to improve visibility to non-players and improve the e...
Throughout the 1980s, Battlezone was ported to several personal computers and videogame consoles (usually on the Atarisoft label), including DOS, the Apple II, Atari ST, the Commodore 64, the Sinclair ZX Spectrum, and the Atari XEGS. An Atari 2600 port was also released, but has colored raster graphics due to limitations and the view is behind the ...
In the Competitive ArenaCommemorative Medallion Honoring the Battlezone Video Game World Record. On August 30, 1985, David Palmer, of Citrus Heights, California, scored a world record 23,000,000 points while playing at The Game Room Arcade during Twin Galaxies' 1985 Video Game Masters Tournament. Palmer also holds the world record on numerous other...
Ed Rotberg is a true Atari legend and created the world's first FPS with his masterpiece Battlezone! Ed shares all about the development of Battlezone and ho...
- 78 min
- 624
- Arcade Attack Retro Gaming Network
The game was designed by Ed Rotberg, who designed many games for Atari Inc., Atari Games, and Sente. A version called The Bradley Trainer (also known as Army Battlezone or Military Battlezone) was also designed for use by the U.S. Army as targeting training for gunners on the Bradley Fighting Vehicle.
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Apr 19, 2018 · “I was against the viewfinder,” Ed Rotberg, primary designer on Battlezone, tells us. “The game was not really designed around this feature. I’m pretty sure the idea came from Morgan Hoff, and we argued about it constantly…