Patrolling the Skies with Sky Patrol 

By Scott Stilphen

 

 

   

 

DESCRIPTION:

The game was inspired by designer Brad Stewart's experience with helping a hot air balloon’s ground crew, while he was in college, and was planned to be a race between two balloons (with a 2-player option). Although the artwork depicts WWI-era biplanes/triplanes, none were planned. Originally shown at a CES show (possibly January 1983.  From Brad Stewart:

I'm not sure where the idea for Sky Patrol originated.  I do remember that when I was in college I helped out on a hot air balloon's ground crew.  It was foggy that day, so the balloon never lifted off, but the pilot sure talked a lot to pass the time while we were waiting for the weather to clear.  He mentioned the time delay between hitting the burners and when the balloon would actually rise.  This struck me as an idea for good game play; to require the player to perform an action now that won't have an effect until some time later.  The player would always have to be thinking a step or two ahead of what was happening at the moment.  Sadly, Sky Patrol remains unfinished.  I envisioned the goal as getting from point A to point B in the minimum amount of time.  There would be clouds at several different altitudes that would show the speed and direction of the winds at that level.  The player would then burn fuel to ascend, or dump hot air to descend to the altitude that had the most favorable winds.  Of course, the supply of fuel would be limited, and the winds would constantly be shifting.  There was an anti-aircraft gun in the game design that would force the player to ascend.  As I remember it, ascending was a good thing because faster winds would be blowing at higher altitudes.  Biplanes might have been hard to work into the game play because they made short work of barrage balloons.  The player would have no easy escape.  All cartridges had a two player option, but I planned on having a race between two balloons.

Apparently the game was never released because of lack of interest during Imagic's testing phase (whether or not this statement came from Brad Stewart is unknown).  Brad's co-worker at both Atari and Imagic, Bob Smith, brought a prototype (picture #1) and a promotional box (picture #2) for the game to CGE99.  After the show, Brad gave permission for the ROM image to be shared with the classic community.  Glenn Saunders posted in the alt.atari.2600 newsgroup in August 1999 about a Sky Patrol prototype that Bob Smith gave him.  From Glenn Saunders:

Bob Smith lent me a proto that probably came from Brad Stewart himself, and this seemed to run although it was flaky at the shoot 2 years ago.  By the time I got an EPROM burner and read the thing in, I could not get it to read and the cart would never run in a real 2600.  So I think Bitrot took it, but I told Bob Smith about it at the show when I returned it to him and he said he'd get in touch with Brad Stewart to see if there is another copy of the game anywhere.  So there may be a chance.  From what little I did see of the game, it looked pretty interesting.

The game was included on the 2003 Activision Anthology and Remix packages.  At least 2 of Rob Fulop's Cubicolor carts (#12 of 50, and #48) were originally labeled Balloon Race (picture #3).  A news blurb in the April 1983 issue of Videogaming Illustrated (pg. 77) states:

The player is a World War I flying ace in an observation balloon crossing enemy lines.  Firepower from below and whimsical winds from above are but a few of the challenges the ace must face.

The artistic screenshot (picture #4) shows a multitude of objects (including a biplane, which is depicted in the box artwork).  Most of these actually appear in the game.  Although the game was planned to be a race between 2 hot air balloons, the name and artwork seem to suggest something more war-themed.


CONTROLS:

TV Type – no use?

Difficulty Switches
LEFT
     A – limited fuel
     B – unlimited fuel

RIGHT - no effect?

Joystick
Pushing LEFT shows the 3 different gauges.
Pushing RIGHT shows the score
Fire button ignites burner

The playing area is 2 screens high and 27 screens wide.
 

GAUGES:



RED indicates height(?) of burner flame
GREEN indicates how much fuel you have
BLUE – unknown. Perhaps meant for damage or distance.

If you run out of fuel, you can still activate the burner.


OBJECTS:

Base/launch(?) – you start the game here. There is one screen to the left, and 25 to the right.

 

 

Balloon – you start one cloud level up directly over your base

 

 


Clouds – each level has a different wind speed and direction (left or right).  Faster winds blow at higher altitudes. The sky has 9 levels of clouds/wind currents. 5 are visible at the start.

 



Trees – all 3 parallax-scrolling levels worth

 

 

 

 


Tanks – presumably meant to be a hazard for players to avoid. They currently cannot fire and remain stationary, although the treads show otherwise.

 



Anti-aircraft (aka "ack-ack") guns – another hazard, meant to force players to ascend.

Currently they are constantly firing, although they cannot hit you. You won’t see their fire until you are at least 3 cloud levels high.

 

 

 

 

 


 


Factories(?) – purpose unknown.

They are currently 'active', as evident by the activity in the windows.

 

Hangar(?) – purpose unknown

 

 


Mystery object - purpose unknown.  A destination base/landing?  The man constantly waves his hands.

 

 

POINTS:

Trees = 10
Tanks = 500
Ack-Ack Guns = 1,000
Factories = 2,500
Hangar = 5,000
Mystery object = 7,500

If the ground isn’t visible you won’t earn any points. Also, you only earn points when objects scroll into view - if you drop down from a higher level and an object is visible, you won’t get any points for it until you let it scroll off the screen and reappear.

Starting point:
Base/launch

Going left:
One tree worth 10 points. Beyond this tree are only more trees that aren’t worth any points.

Going right:
tree
tank
tree
ack-ack gun
tank
tree
ack-ack gun
tank
tree
factory
tank
tree
ack-ack gun
tank
factory
tree
tank
factory
tank
ack-ack gun
hangar
ack-ack gun
tree
mystery object
tree  (
beyond this tree are only more trees that aren't worth any points.

The maximum score possible is 28,590.


HIDDEN GRAPHICS

In looking through the code, I found there are some unused graphics that appear to be meant for Sky Patrol (that don't appear during the game):

 

Trees (these are found in the code with the graphics for the other trees)

 

 

 

 

missile/rocket?

 

 

 

Storm clouds?

 

 

 

This is a rendering done by Imagic graphics artist Michael Becker showing what the game was to have looked like.  If you notice, many of the objects shown here (hangar, tank, factory, ack-ack gun) are in the game.  The biplane and enemy dirigible/Zeppelin weren't yet implemented.  It's also possible the right set of "storm clouds" (above) are actually parts of the enemy dirigible.

Also notice the train graphic to the left of the score counter.  It's the same train that appears in Imagic's Shootin' Gallery game (shown at left)!  What's even more strange is that ALL of the graphics from Shootin' Gallery are in the code (everything from byte offset $0af0 to $0fee is the same in both games)!  Brad doesn't recall why this was, but it's possible he used parts of Shootin' Gallery when starting on Sky Patrol.  Other programmers have done this, in an effort to save bytes and help cut down on development time.

Below are screen shots from the PBS show, Enterprise, which showcased Imagic in one of their episodes.  Near the end of the show, there is footage showing programmer Brad Stewart and Imagic president Bill Grubb discussing some ideas for the game (including storm clouds) while riding in a hot air balloon!

 

 

Here's the PBS Enterprise show:

 

This is a fake cartridge label by Sean Kelly, who Photoshop'd the box photo and name onto a photo of a Riddle of the Sphinx cartridge: graphics


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