Astrosmash
Platform: Intellivision
Region: USA
Media: Cartridge
Controller: INTV
Genre: Shoot 'em Up > Action 
Gametype: Licensed
Release Year: 1981
Developer: Mattel Electronics
Publisher: Mattel Electronics
Players: 1
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In Astrosmash you control a laser canon at the bottom of the screen; your goal is to earn as many points as possible by destroying the various incoming meteors, bombs, and other objects. Points are earned for destroying objects, while points are lost for letting them get past you. Meteors are the most common item you need to defend yourself against. They come in various sizes and colors, and some even split into two smaller meteors when shot.

Mixed in with the meteors are white spinning bombs. While letting a meteor get past you will only lower your score, you have to shoot the spinners. If one gets past, you will lose a life. On the more difficult levels, ufo's and guided missiles will also appear occasionally and attempt to destroy your canon.

If you become trapped in a hopeless situation, your canon can enter hyperspace and be instantly transported to a different location on the screen. Just be careful, sometimes you may be transported to a situation worse than the one you left! The game ends when all of your laser canons have been destroyed.


PRODUCTION HISTORY:

Astrosmash started out as a clone of the arcade game Asteroids, called Meteor!. The game wasn't very big, so John Sohl used the extra room in the cartridge to come up with a variation called Avalanche using the same graphics and sound effects. At the last minute, afraid of a lawsuit from Atari, the Mattel lawyers killed the Asteroids-like Meteor!. Rather than risk introducing bugs by deleting code, John simply put a branch around the opening-screen menu straight into the Avalanche! variation, which was released under the name Astrosmash.

John admits he wasn't sorry to see Meteor! go -- he hadn't been happy with the game, much preferring the Avalanche! version.

Astrosmash quickly became one of the most popular Intellivision games thanks in large part to a very simple technique John programmed in: like most arcade-style games, Astrosmash gets faster and harder at higher levels, but unlike most arcade-style games, as you start to lose lives, the game gets easier again. The game then is never too easy or too hard, making it extremely addictive and making it possible for even a beginner to play a single game for over an hour.

The popularity of Astrosmash was such that late in 1982 it replaced Las Vegas Poker & Blackjack as the cartridge shipped with the Intellivision Master Component. By June 1983, the last date for which figures are available, 984,900 copies of Astrosmash had been shipped, making it the most widely distributed cartridge by any of the Blue Sky Rangers (trailing only the APh produced Las Vegas Poker & Blackjack and Major League Baseball cartridges). John Sohl was rewarded with a plaque from Mattel and a better offer from Activision, which he took (after finishing B-17 Bomber).

An Aquarius version was also released, as was an M Network version called Astroblast for the Atari 2600. A musical adaptation, Melody Blaster, was released for the ECS Music Synthesizer. An obscene version, called...well, we can't tell you what it was called, was developed for in-house use only. The story of this version can be found in a TRON Solar Sailer FUN FACT.


BUG:

There's no check for the score overflowing -- beyond 9,999,999 points, the scoring routine starts displaying negative numbers, letters, and other ASCII characters. (Ironically, the catalog description promises "Unlimited scoring potential.")

John simply branched around the code for the Asteroids version of the game; the code is still in the cartridge. Verrrry rarely, when there's a glitch hitting RESET, the Asteroids version will show up on screen. (This would be a dandy Easter egg if it were intentional or reliably repeatable, but it's neither.)


PLAYING TIPS:

From Intellivision Game Club News, Issue 1, Fall 1981:

Here is some extra ammunition from John P. Sohl, creator of Astrosmash. [Note: this issue was the only time that Intellivision programmers were publicly referred to by name until the inclusion of credits on cartridges late in 1983. The same issue mentions Mike Minkoff as the creator of Bowling.] Sohl says you'll be unbeatable if you follow three basic rules: don't get hit, shoot anything that moves and never take risks unless you have to.

Sound easy? It is if you practice Sohl's special techniques for hitting your targets.

* To hit rocks, fire two shots rapidly. The first will split the rock, the second will explode both smaller fragments. If you are threatened by a rock and a spinner, go for the spinner. 

* Shoot the fastest falling spinners first. Aim carefully; the extra moment you take aiming usually pays off with a hit on the first shot. Go for spinners at any cost -- if one reaches the ground, you've lost. 

* Guided missiles are easy to shoot, hard to evade so shoot them high on the screen before they give you trouble. If you miss they'll follow you around. The only way to get rid of them is to lure them off the edge of the screen and use the hyperspace to get away. 

* The UFO will appear when the score is over 20,000. It shoots torpedoes at your laser base wherever the base is when the shot is fired. So keep moving and you will avoid 90% of all UFO torpedoes. 

* Precision aiming is important. To get the highest scores, Sohl says to leave the anti-fire on and steer with the directional wheel using the firing button to get off extra shots as you need them. Keep on shooting!


FUN FACT:

The unused Asteroids-version code was recycled in the game Space Hawk.

Late in 1981, Mattel held a series of local "Intellivision VideoChallenge Tournaments" in Washington DC, Baltimore, New York, Philadelphia, Chicago and Los Angeles benefiting Variety Clubs International. Contestants competed for prizes (Grand Prize: an RCA projection TV) playing Major League Baseball, Auto Racing, and U.S. Ski Team Skiing. The publicity was so good, that Marketing took the idea national in 1982 with the "$100,000 Astrosmash Shootoff."

From March until August 11, Intellivision owners were invited to send photographs of their TV screens showing their high score in Astrosmash. Just for entering, they would receive an Astrosmash Shootoff patch, and it was announced that 16 regional high-scorers would be flown to Houston to compete for eight cash prizes.

Over 13,000 people entered, and quickly it became obvious there was a problem. First, because of the scoring bug, many of the pictures showed scores made up of seemingly random ASCII characters. John Sohl had to review the photos and, with an ASCII table, decipher the actual scores. Second, it turned out that no one in Marketing realized that Astrosmash, like many Intellivision games, can be played at slower speeds simply by starting the game by pressing 1, 2, or 3 instead of the disc. (This is a feature programmed into the EXEC.) There was no way of telling who had legitimately obtained a high score and who had played at the easiest speed. There were reports of competitors who literally played for days at the slowest speed, pausing the game (pressing 1 and 9 simultaneously, also programmed into the EXEC) to sleep or go to school.

Unable to decide who was legit and who wasn't, instead of the announced 16, Mattel Electronics wound up flying 73 entrants to Houston for an all-expense paid weekend, September 11 & 12, 1982. There, the entrants competed in 1 hour of timed play. 18-year-old Manuel Rodriguez of Stockton, California won the $25,000 top prize with a score of 835,180.
 
http://www.mobygames.com/game/intellivision/astrosmash
http://www.intellivisiongames.com/bluesky/games/credits/space.html#astrosmash