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OVERVIEW:
Quantum is
a vertically orientated color vector (X-Y)
game, made by Atari in 1982. When Quantum
was released, it had a lot
of things about it that had never existed
previously. For starters, it was the first game ever to
feature filled color vector graphics and it
was also the first that let you actually try
the game out without inserting a coin (on
one of the attract mode screens you are able
to move the sparkler around and try to
capture an atom).
It was
also the first ever game to let the person
who logged the highest score actually "sign"
their name using the trackball in addition
to entering their initials into the high
score table. Quantum was also Atari's first
game (and their only vector game) that they
used the Motorola 68000 16-bit CPU with.
Quantum
was originally designed by General Computing
Corporation, who had infringed on Atari's
copyright of Missile Command when they made
"Super Missile Attack". Atari sued, and
won, and as part of the settlement General
Computing Corp. was mandated to develop 3
games for Atari. Those 3 games were
Quantum, Food Fight, and Nightmare
(Nightmare was never released).
It's
believed that less than 500 Quantums were made in
spite of the fact that some people have
Quantums that have serial numbers that are
greater than 500. This is possible because
Atari often used non-sequential serial
numbers with some of their releases in order
hide the true production numbers.
Quantum
was only manufactured as a dedicated upright
cabinet. There were no cocktail, cabaret or cockpit
versions ever made. Additionally, there are two
known
pre-production models, and prototype (a.k.a.
'sample') artwork was used to make their
side art, front art, and control panel
overlays. You can see several pictures
of both of the pre-production models, as
well as compare how the prototype artwork
differs from the production artwork by
clicking on this link:
QUANTUM ARTWORK COMPARISON.
GAMEPLAY:
Quantum is a one-player or two-player (not
simultaneous) game. The game action takes
place in a sub-atomic world. The
player tries to capture deadly atomic
particles without being destroyed by them.
To capture the particles, the player uses a
trackball to control a sparkling comet.
The comet leaves a line-trail behind it.
The player must draw a complete circle
around the deadly particle to destroy it,
but without touching the particle, and
before the comet's trail decays
(i.e. disappears).
When a player captures a particle, it
explodes and the point value appears on the
screen. If a player captures more than
one particle at a time, double points are
earned. The player advances to a new
level when all of the NUCLEI have been
captured, even if there are other particles
are still on the screen. The comet is
destroyed when it hits a particle or the red
bonds between nuclei. The game ends
when all the player's comets are destroyed.
Players can select their beginning level
(either 1, 3, 5, 7 or 9) and receive bonus
points if that level is finished (this
method was utilized in other Atari titles
such as Tempest). After a player's
game ends, the game can be continued
starting at the highest ODD-numbered level
that they have finished.
Game play becomes more difficult as more and
new particles appear and move faster.
Also, the player's comet grows bigger and
bigger as the level progresses, making it
much harder to maneuver without running into
any particles.
PARTICLES:
PARTICLE NAME |
DESCRIPTION |
POINT VALUE |
ELECTRON |
ROTATES SLOWLY AROUND A NUCLEUS.
THERE WILL BE VARYING AMOUNTS OF
ELECTRONS SURROUNDING EACH NUCLEUS. |
20 |
SPLITTER |
TRAVELS IN A RANDOM
PATTERN, FLASHES COLOR AND THEN
SPLITS INTO 3. |
100 |
TRIPHON |
MOVES
SLOWLY AND FLASHES COLORS. |
100 |
PHOTON |
ENTERS INTO THE PLAYFIELD FROM ONE
SIDE OF THE SCREEN AND THEN EXITS
OUT OF THE OPPOSITE SIDE. |
200 |
POSITRON |
MADE
UP OF STRAY ELECTRONS AFTER A
NUCLEUS IS DESTROYED. MOVES OFF
THE SCREEN QUICKLY. |
200 |
NUCLEUS |
MOVES SLOWLY AND BOUNCES OFF THE
EDGE OF THE PLAYFIELD. CUTS
OFF THE END OF THE COMET'S TRAIL
WHEN IT CROSSES IT. AT THE
HIGHER LEVELS, NUCLEI ARE JOINED BY
A BOND WHICH ROUTINELY ALTERNATES
BETWEEN BLUE AND RED (WHEN IT'S RED
IT CAN'T BE CROSSED). |
300 |
TRYD |
LEFT
IN THE WAKE OF A TRIPHON, THEN
SLOWLY SHRINKS AND DISAPPEARS. |
300 |
PULSAR |
ATTRACTS TOWARDS THE COMET AND
EXPANDS AND CONTRACTS LOOPING PULSE
LINES AS IT MOVES. |
400 |
Additional
information can be found at
GameArchive and
KLOV.

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