Crystal Castles (video game)

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Template:Short description Template:Use mdy dates Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =

| above = Crystal Castles

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| caption = {{#if:Crystal castles poster.png|North American arcade flyer|North American arcade flyer}}

| label2 = DeveloperTemplate:Pluralize from text | data2 = Atari, Inc.

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| label7 = ProgrammerTemplate:Pluralize from text | data7 = Franz Lanzinger

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| label15 = GenreTemplate:Pluralize from text | data15 = Maze

| label16 = ModeTemplate:Pluralize from text | data16 = Single-player, multiplayer

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Crystal Castles is a 1983 maze video game developed and published by Atari, Inc. for arcades.Template:Sfn The player controls Bentley Bear, who must collect gems located throughout trimetric-projected rendered castles while avoiding enemies, some of whom are after the gems as well.

The game was programmed by Franz Lanzinger and was the first game he ever developed. He joined Atari in 1983 and was initially tasked with making a game like Asteroids (1979). While he was developing the graphics that involved the unique backgrounds, the game began to evolve into what became Crystal Castles. The game also has warp zones to higher levels and an ending, which were not typical in arcade games in 1983.

Following the game's release in arcades, it was released for the Atari 2600 home console and various home computers. Critics often complimented the game for its unique graphics. Bentley Bear appeared in educational home computer programs from Atari, as well as in Atari Karts (1995) for the Jaguar. Lanzinger left Atari after developing the game and, following his attempt to get the rights to the character, developed the similarly styled game Gubble (1997).

Gameplay

File:Crystal Castles arcade screenshot.png
The first level of the arcade original. The initials of Franz Xaver Lanzinger–FXL here–are built into the castle.Template:Sfn

Crystal Castles features Bentley Bear as the playable character. In the Arcade flyer, the narrative states that Bentley Bear went to the land of Crystal Castles to gather gemstones.Template:Sfn The Atari 2600 manual alters the narrative slightly in that, after taking a nap, Bentley found himself in a gigantic castle where he was trapped by Berthilda the Witch. In order to escape, he had to collect gems while avoiding Berthhilda's minions.Template:Sfn

In the original arcade game, the player controls Bentley with a trackball throughout a maze of 16 different playing fields. Bentley can also jump which allows him to avoid obstacles.Template:Sfn The player must collect all the gemstones scattered throughout each maze to progress to the next level. Since some enemies eat the gems, players can earn bonus points for collecting the last gem on the board. Other items are sometimes present, like honeypots, that award bonus points when picked up.Template:Sfn Different enemies follow unique patterns, such as trees that try to find the quickest path to Bentley and are stunned briefly if he jumps over them. The Gem Eaters can be defeated if Bentley runs into them while a gemstone is rising through their body.Template:Sfn Each level has four waves; the fourth one features Berthilda the Witch, whom Bentley can defeat when he wears the magic hat located in the maze. The hat otherwise makes Bentley briefly invincible to enemies.Template:SfnTemplate:Sfn In the ending, the players receive a congratulatory message and ranking based on how many lives they have and a bonus score based on how quickly they played, followed by an animation that reproduces rectangles.Template:Sfn

Development

Franz Lanzinger was the developer of Crystal Castles. Lanzinger had been programming on his own since 1971 and dropped out of a mathematics degree at the University of California in Berkeley to pursue a career in scientific research.Template:SfnTemplate:Sfn Lanzinger was a fan of arcade games and when his friend Brian McGhie was hired by Atari as part of a testing group, Lanzinger was recommended to Atari by McGhie due to his proficiency in coding in assembly language, and was hired in 1982.Template:Sfn It was the first game he ever developed.Template:Sfn Lanzinger later thanked McGhee, including his initials "BBM" in a level in Crystal Castles.Template:Sfn

File:Centipede-Cabinet-close-up-track-ball.jpg
Franz Lasinger was fan of the arcade game Centipede (pictured) and Millipede which used a trackball for controls. This led to using one for Crystal Castles.

Upon arrival at the company, Lanzinger had to choose from a book on approved projects and picked one titled Toporoids, a variation of Atari's Asteroids (1979). He was without a development system for his first month at Atari, leading him to spend the first few months working on a mainframe computer creating three-dimensional backgrounds as the intended topology of the game. He recalled he would make five or so variants of the backgrounds each day. As he developed them, he began experimenting with them, and created an E.T.-like character that would move along the architecture. He started to feel like he could make a very different game than Toporoids.Template:Sfn

At this time, there was no theme or enemies in the game. Lanzinger and some co-workers began thinking of ideas for the game and developed a fairy tale theme such as moving trees and a witch from The Wizard of Oz (1939).Template:Sfn The idea of Bentley Bear came from these sessions. The bear was initially named Bear Braveheart, which was changed by Atari's marketing team because they feared it would be offensive to Indigenous people. A competition was held among the engineering team to rename the character; Bentley was chosen.Template:Sfn

Lanzinger was a fan of the games Centipede (1981) and Millipede (1982), which used a trackball to control the game, leading to him using one in Crystal Castles.Template:Sfn Towards the end of development, Lanzinger said Atari management had strongly encouraged him to switch to a joystick control scheme. He recalled that this motion did not go forward as the game became much worse through joystick control as it was not designed for it.Template:Sfn Lanzinger wrote all the code for the game. Two graphic artists employed by Atari contributed to the art, including Barbara Singh, who created the majority of the motion objects, and Susan McBride, who also added a few.Template:Sfn Lanzinger described the gameplay as "really just 3D Pac-Man."Template:Sfn Atari programmer Dave Ralston helped design additional mazes when prototypes were being placed in arcades. Originally, there were 12 mazes; Ralston helped design some of the more complicated ones for the later portion of the game.Template:Sfn

While developing the game, he spent $2,000 as a tax write-off playing arcade games as research. He stated that it was important to be accustomed to arcade games, which helped him "make good decisions about game design, it pushed me in the right direction."Template:Sfn Watching other people play games like Tempest (1981) and having to take long periods of time to get to the skill level they wanted to be at inspired Lanzinger to include warps. This let advanced players get to the more difficult stages early on and to keep game time low for more income on a coin-op. The secret of the warps is shown later in the game to alert players to them.Template:Sfn

Crystal Castles for the Atari ST was programmed by Andromeda Software, a company based in Hungary.Template:Sfn

Release

Crystal Castles was released for arcades on July 8, 1983.Template:Sfn In Japan, Game Machine listed the game as the fifth most successful upright arcade unit of December 1983.Template:Sfn

Both the original arcade and Atari 2600 versions of Crystal Castles were re-released in various compilation formats, such as the Atari Anniversary Edition for Dreamcast and PlayStation in 2001, Atari 80 in One for Windows in 2003 and the Atari Anthology for PlayStation 2 and Xbox in 2004, Atari Greatest Hits: Volume 2 for Nintendo DS in 2011, and Atari 50 for Nintendo Switch, PlayStation 4, Steam, and Xbox One in 2022.Template:SfnTemplate:SfnTemplate:SfnTemplate:Sfn

Reception

Template:Video game reviews

Reviewing the original arcade release, Bill Kunkel of Electronic Games described the sound and graphics as "top notch", but stated that what made Crystal Castles a solid game was its play value.Template:Sfn Michael Blanchet of Electronic Fun with Computers & Games said that while "unimaginative maze games abound", Crystal Castles benefitted from a "fresh and novel approach."Template:Sfn Roger C. Sharpe, writing in Play Meter, found the graphics and cabinet to have "stunning" artwork, and highlighted the personality, writing, "what's nice about the game is that players have a storyline. You do get a sense of movement as you finish a screen and then watch Bentley move to another as it quickly takes shape on screen."Template:Sfn In Electronic Games 1985 Arkie Awards, Crystal Castles received a Certificate of Merit in the Coin-op Division. The award was a salute to "the upper crust of gameware" which did not win any major award.Template:Sfn

The Atari 2600 port of Crystal Castles was released in March 1984.Template:Sfn In 1984, several ports for Crystal Castles were announced, including the Commodore 64, Apple IIe, IBM Personal Computer, and VIC-20.Template:Sfn In 1984, Andy Harris wrote in TV Gamer that none of the home versions had the superb graphic quality of the arcade game, which was constantly entertaining with several surprises.Template:SfnTemplate:Sfn Reviewing versions for the BBC Micro and Commodore 64, "Nicky" of Computer and Video Games stated they "haven't played such a satisfying game of grab-the-loot-and-run for a long time," noting both versions ran quickly and were faithful copies of the arcade games.Template:Sfn Reviewing the C64 release, the reviewers in Zzap! disagreed on the overall quality. One reviewer fond of the arcade game recommended it to fellow fans. Another felt it did not live up to the arcade game, while another said the game was "little more than glorified Pac-Man".Template:Sfn

In retrospective reviews, Brett Alan Weiss of Allgame gave the arcade game a four and a half star rating out of five, noting the game had memorable characters, catchy music, addicting gameplay and was a "beautiful game."Template:Sfn In 1995, Flux magazine ranked the game 95th on their "Top 100 Video Games."Template:Sfn In his book The Video Games Guide, Matt Fox gave the arcade game a two out of five star rating, finding the building-block like graphics unappealing and that all the gems, enemies and Bentley appeared small, which made the game "worlds away" from the immediacy of Pac-Man.Template:Sfn Reviewing the game in 1989, ACE commented that the arcade release was "one of the most addictive cabinets ever", and the budget release from home computers by Kixx was "ultimately pointless, yet totally unputdownable arcade entertainment."Template:Sfn Zzap! re-reviewed the budget re-release; while finding it repetitive and difficult to control, ultimately they wrote that "the Pac-man concept still has a lot of strength (look at Pac-Mania on the Amiga) and this is one of the best versions around."Template:Sfn

Legacy

Following Crystal Castles, Lanzinger began development on an arcade machine based on the film Gremlins (1984). He visited the set, but left Atari after a dispute with them over residuals paid to coin-op developers for sales of home conversions.Template:Sfn In an interview published in 2022, Lanzinger commented "I was young and naïve and felt that I owned Crystal Castles."Template:Sfn He initially left the video game industry before working for Tengen on their ports of games like Toobin' and Ms. Pac-Man.Template:Sfn Lanzinger stated that Crystal Castles remained his favorite game which he had worked on, but later said he did not think of the implications of using a trackball for the game, saying "In retrospect, having a trackball is a hindrance as it's hard to get the feel right with a different controller."Template:SfnTemplate:Sfn

Crystal Castles did not receive a sequel.Template:Sfn Lanzinger initially worked on one making a follow-up with new levels and giving Bentley Bear the ability to jump twice as high. Development on the sequel was never completed.Template:Sfn In the mid-1990s, Lanzinger formed Actual Entertainment to create a sequel to Crystal Castles. The group could not get the rights, but they developed a similarly themed game titled Gubble (1997).Template:Sfn Bentley Bear reappeared in educational programs such as Bentley Bear's Magical Math for the Atari ST and as a playable character in Atari Karts (1995) for the Atari Jaguar.Template:SfnTemplate:Sfn In 2024, Atari announced the release of an updated version of their Atari 7800 console with the 7800+. The release would include a sequel to Crystal Castles titled Bentley Bear's Crystal Quest. The game is a platformer that was initially programmed by Bob DeCrescenzo as a homebrew title.Template:SfnTemplate:SfnTemplate:Sfn

Crystal Castles includes warps, pre-dating their popular use in Super Mario Bros. (1985).Template:Sfn It is also among the earliest arcade games to have a distinct ending.Template:Sfn Lanzinger wrote a two-page memo to his bosses stating that if video games are aspiring to tell stories, they should have satisfying conclusions.Template:Sfn

See also

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