Recent from talks
Nothing was collected or created yet.
Moon Patrol
View on Wikipedia
| Moon Patrol | |
|---|---|
North American arcade flyer | |
| Developer | Irem |
| Publishers | Arcade
Atari, Inc. Atarisoft |
| Designer | Takashi Nishiyama[4] |
| Platforms | Arcade, Apple II, Atari 8-bit, Atari 2600, Atari 5200, Atari ST, Commodore 64, IBM PC, MSX, TI-99/4A, VIC-20 |
| Release | |
| Genre | Scrolling shooter |
| Modes | Single-player, multiplayer |
| Arcade system | Irem M-52 hardware |
Moon Patrol[a] is a 1982 horizontally scrolling shooter video game developed and published by Irem for arcades. It was released by Williams Electronics in North America.[5] The player controls a lunar rover which continually drives forward across a scrolling landscape while jumping over or shooting obstacles such as holes and rocks. Shooting sends one bullet forward along the buggy's path and, simultaneously, another straight up for defense against aerial attack saucers. The goal is to reach the next checkpoint and eventually the end of the course.
Designed by Takashi Nishiyama, Moon Patrol is often credited with the introduction of full parallax scrolling in side-scrolling games. Cabinet art for the Williams version was done by Larry Day. Most of the home ports were from Atari, Inc., sometimes under the Atarisoft label.
Gameplay
[edit]
As a Luna City police officer assigned to Sector Nine, the home of the "toughest thugs in the galaxy", the player controls a lunar rover that travels to the right over the horizontally scrolling surface of the Moon. Craters, mines, and other obstacles on the ground must be shot or jumped over. Three types of flying UFOs attack from above and must be shot down. One of the flying enemies has a weapon which creates a crater when it hits the ground.
Gameplay takes place on two courses, each divided into 26 checkpoints identified with letters of the English alphabet. Of these, the five major checkpoints—E, J, O, T and, Z—denote a new "stage" with a new background and theme; for example, the third stage starts at J and introduces mines. The top portion of the screen shows a timeline-style map of the course, with the major checkpoints marked. Above the map is an indicator of the current checkpoint, the time spent in the stage, and three indicator lights: the top light indicates upcoming enemy aerial attacks, the middle one indicates an upcoming minefield, and the bottom one indicates enemies approaching from behind.
At the end of a stage, that time spent is compared to the average, and bonus points are awarded accordingly, at 1,000 plus 100 per second bettered; completing an entire course gives an additional 5,000 points plus 100 per second bettered. There are two unique courses: the "Beginner Course" and the "Champion Course". The Champion Course "loops" forever, and each loop is numbered for convenience, up to three.
Extra lives are given at 10,000, 30,000, and 50,000 points; thereafter, no more lives are given. The game ends when the last patrol car is destroyed. The game can be continued, but points scored from one game do not carry over.
Development
[edit]Moon Patrol runs on the Irem M52 8-bit arcade system board manufactured by Irem and was written in assembly language. The M52 system includes:
- Z80 @ 3.072 MHz as main CPU
- M6803 @ 894.886 kHz as sound CPU
- 2 x General Instrument AY-3-8910A @ 894.886 KHz, 2 x OKI MSM5205 @ 384 KHz, Discrete Analogic Circuit for explosion sound effect
Other games that uses M52 board are 10-Yard Fight, Traverse USA / Zippy Race / Motorace USA, and Tropical Angel. [6][7]
Ports
[edit]Atari, Inc. released Moon Patrol for the Apple II, Atari 8-bit computers, Atari 2600, Atari 5200, Atari ST, Commodore 64,[8] VIC-20, IBM PC (as a self-booting disk), and TI-99/4A. The versions for non-Atari systems were published under the Atarisoft label. The MSX conversion was published by Irem.[9]
Reception
[edit]Moon Patrol was among the five top-grossing arcade games on North America's monthly RePlay charts by January 1983.[10]
Moon Patrol received a Certificate of Merit in the category of "1984 Best Science Fiction/ Fantasy Video Game" at the 5th annual Arkie Awards.[11]: 42 Arcade Express reviewed the arcade version in January 1983 and scored it 8 out of 10.[12]
Scott Mace of InfoWorld stated that Moon Patrol for the Commodore 64 was his favorite Atarisoft game, making good use of the computer's sound.[13] Computer Games magazine called the Commodore 64 conversion a "very good" shoot 'em up and the "thinking man's killing game" while noting it has a continue feature like Vanguard.[14] They later gave the home computer conversions a B− rating.[15] In March 1985, Computer & Video Games rated the Atari 8-bit computer version 33 out of 40 and listed it as the third best game of the month.[16] In 1995, Flux magazine ranked the arcade version 86th on their "Top 100 Video Games" list.[17]
Legacy
[edit]Moon Patrol introduced full parallax scrolling. The arcade video game Jump Bug (1981) previously used a limited form of parallax scrolling, with the main scene scrolling while the starry night sky is fixed and clouds move slowly. Moon Patrol has three separate background layers scrolling at different speeds, simulating the distance between them.[18] Taito's Jungle King, also with parallax scrolling, was released a month after Moon Patrol.
The game's designer Takashi Nishiyama went on to create the beat 'em up game Kung-Fu Master (1984).
Re-releases
[edit]Moon Patrol was included in the retro compilations Arcade Hits: Moon Patrol & Spy Hunter for Game Boy Color and Midway Presents Arcade's Greatest Hits: The Midway Collection 2 for Dreamcast, PlayStation, and Microsoft Windows. In 2006 Bandai released an enhanced version as Moon Patrol EX for cell phones.[19] Hamster Corporation released the game as part of the Arcade Archives series for the Nintendo Switch and PlayStation 4 in 2018.[20][21] The original arcade version is also included on the Irem cartridge for the Evercade series of consoles.
Clones
[edit]A bootleg version called Moon Ranger was released in the arcades the same year as Moon Patrol.[22]
Home clones include Desert Patrol for the TRS-80 Color Computer (1983), Gas Hog for the Atari 2600 (1983),[23] Lunar Rover Patrol for the Dragon 32 (1983), Moon Buggy for the Commodore 64 (1983), Moon Alert for the ZX Spectrum (1984), Luna Rover for the ZX Spectrum (1985),[24] Moon Control for the Amstrad CPC (1985), Moonrider for MSX (1986), and Overlander for the Amiga (1993). Battle Through Time (1984) for the Commodore 64 re-themed the gameplay to be about major wars of the 20th century. A contemporaneous review for B.C.'s Quest for Tires (1983) remarked on the game's similarity to Moon Patrol.[25]
Open-source clones named moon-buggy[26] and ASCII Patrol[27] run in Unix-like terminals.
Notes
[edit]References
[edit]- ^ Akagi, Masumi (October 13, 2006). アーケードTVゲームリスト国内•海外編(1971-2005) [Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. p. 120. ISBN 978-4990251215.
- ^ Akagi, Masumi (October 13, 2006). アーケードTVゲームリスト国内•海外編(1971-2005) [Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. p. 13. ISBN 978-4990251215.
- ^ "Video Game Flyers: Moon Patrol, Karateco (France)". The Arcade Flyer Archive. Retrieved March 22, 2021.
- ^ "The Man Who Created Street Fighter from 1UP.com". January 3, 2012. Archived from the original on January 3, 2012. Retrieved January 8, 2019.
- ^ "Moon Patrol - Videogame by Irem". Arcade-museum.com. Retrieved February 19, 2015.
- ^ "IREM M52 HARDWARE". System 16 The Arcade Museum.
- ^ "Moon Patrol Sound". Computer Archeology.
- ^ "Moon Patrol - Commodore 64 Game / C64 Games, C64 reviews, downloads & SID tunes". Lemon64.com. Retrieved February 19, 2015.
- ^ "Moon Patrol". Generation MSX.
- ^ "The Top Ten". Electronic Fun with Computers & Games. Vol. 1, no. 3. January 1983. p. 91.
- ^ Kunkel, Bill; Katz, Arnie (January 1984). "Arcade Alley: The Arcade Awards, Part 1". Video. 7 (10). Reese Communications: 40–42. ISSN 0147-8907.
- ^ "Reviews of New Products: Moon Patrol: Rating 8/10" (PDF). Digitpress.com. p. 6. Retrieved March 23, 2022.
- ^ Mace, Scott (April 9, 1984). "Atarisoft vs. Commodore". InfoWorld. p. 50. Retrieved February 4, 2015.
- ^ "Conversion Capsules: Hit Games in New Formats". Computer Games. Vol. 3, no. 4. December 1984. pp. 62–3.
- ^ "1985 Software Buyer's Guide". Computer Games. Vol. 3, no. 5. United States: Carnegie Publications. February 1985. pp. 11–8, 51–8.
- ^ "Software Reviews: Ghostbusters". Computer & Video Games. No. 42 (April 1985). March 16, 1985. pp. 29–35.
- ^ "Top 100 Video Games". Flux (4). Harris Publications: 32. April 1995.
- ^ Uduslivii, Igor (December 26, 2013). iPhone Game Blueprints. Packt Publishing Ltd. p. 339. ISBN 978-1-84969-027-0.
- ^ Buchanan, Levi (June 29, 2006). "Moon Patrol EX". IGN.
- ^ "ArcadeArchives | Nintendo Switch". Hamster.co.jp. Retrieved March 23, 2022.
- ^ "『アケアカNEOGEO』に『ワールドヒーローズ2 JET』&『わくわく7』、『アーケードアーカイブス』に『ムーンパトロール』が追加". ファミ通.com (in Japanese). March 20, 2018. Retrieved August 26, 2025.
- ^ "Moon Ranger - Videogame by Unknown". Klov.com. Retrieved February 19, 2015.
- ^ Trionfo, Adam; Federico, Chris. "Gas Hog". Orphaned Computers & Game Systems.
- ^ "Luna Rover". World of Spectrum.
- ^ Bernstein, Harvey (March 1984). "8-Bit Product Reviews". Antic. 2 (12).
- ^ "moon-buggy". Games on the Linux console. April 14, 2013.
- ^ "Ascii Patrol". Homepage.
External links
[edit]- Moon Patrol at the Killer List of Videogames
- Moon Patrol at the Arcade History database
Moon Patrol
View on GrokipediaProduction
Development History
Moon Patrol was designed by Takashi Nishiyama at Irem, marking his second major project following the 1980 arcade shooter UniWar S.[4] Nishiyama conceptualized the game around a lunar rover navigating hazardous moon terrain, where players drive a buggy forward while jumping over craters and rocks, and simultaneously shooting at incoming UFOs and ground obstacles.[4] This approach emphasized exploration and survival through terrain management, with combat as a secondary but integral element to heighten the challenge of progression.[1] Development took place at Irem's facilities in Japan during the early 1980s, culminating in the game's completion and arcade release in 1982.[1] A key aspect of the creative process involved fine-tuning the jumping mechanics to allow the rover to clear varying obstacle heights reliably, while synchronizing enemy attack patterns to maintain a balanced pace without overwhelming the player.[4] Prototyping leveraged Irem's existing arcade hardware to test these dynamics iteratively.[1] Given Irem's primary focus on the Japanese market at the time, the company licensed Moon Patrol to Williams Electronics for manufacturing and distribution in North America, enabling broader international reach.[1] This partnership was crucial, as Irem lacked extensive global distribution networks during its early expansion phase.[5]Technical Implementation
Moon Patrol was developed for the Irem M-52 arcade hardware board, which featured a Zilog Z80 central processing unit clocked at 3.072 MHz for main game logic and a Motorola M6803 processor running at 894.886 kHz dedicated to sound processing.[6] The system utilized 4 KB of RAM (2 KB work RAM, 1 KB video RAM, and 1 KB color RAM), alongside 16 KB of ROM for game data, enabling efficient handling of the game's scrolling environment and object management.[6][7] The game was programmed in Z80 assembly language to maximize performance on the limited hardware, allowing for tight control over timing, memory allocation, and real-time rendering critical to the fast-paced action.[1] This low-level approach facilitated optimizations such as direct hardware register manipulation for sprite updates and collision detection, essential for maintaining 60 frames per second gameplay.[6] Graphically, Moon Patrol employed 8x8 pixel tiles to construct the terrain, drawn from a tilemap stored in ROM that supported 2 bits per pixel for four-color palette indexing.[1] Procedural elements were integrated into the tile selection algorithm to randomly place boulders and craters, ensuring varied level layouts across playthroughs while reusing a finite set of base patterns for efficiency.[1] A key innovation was the implementation of full parallax scrolling, where multiple background layers—such as distant mountains and closer hills—moved at differing speeds relative to the foreground rover path, creating a simulated depth in the lunar landscape that enhanced immersion on the raster display.[1][6] The sound system relied on two General Instrument AY-3-8910 programmable sound generator (PSG) chips, each providing three channels for square wave synthesis, noise generation, and envelope control, clocked at 894.886 kHz to produce the game's music and effects.[6][8] These chips generated the iconic bouncy theme tune through sequenced square waves and the percussive rover engine sounds via noise channels, supplemented by two OKI MSM5205 ADC chips for sampled audio elements like explosions at 384 kHz.[6][8] The M6803 handled sound CPU duties, interleaving audio updates with the main Z80 to avoid latency in the mono amplified output.[6]Release
Arcade Version
Moon Patrol was initially released in arcades in 1982 by the Japanese developer and publisher Irem, under its original title Mūn Patorōru (ムーンパトロール). The game was licensed to Williams Electronics for distribution in North America later that same year.[1][9][10] The arcade version utilized an upright cabinet design equipped with a standard 19-inch color raster monitor for horizontal orientation gameplay. The control layout featured a central joystick to adjust the lunar rover's speed—pushing right to accelerate and left to decelerate—flanked by two dedicated buttons: one for jumping over obstacles and the other for firing at enemies.[1][11] Marketing for the title positioned it as an exciting lunar adventure, highlighting the rover's traversal of the moon's surface amid challenging terrain and threats. The Williams-licensed North American release incorporated minor software variations from the Irem original, including ROM differences potentially affecting gameplay tuning for regional audiences.[10][12]Home Ports
Moon Patrol was adapted for various home computers and consoles during the early to mid-1980s, with Atari Inc. handling most ports under its Atarisoft label for non-Atari systems, while Irem managed the MSX version.[13][14] These adaptations aimed to replicate the arcade's side-scrolling action but often required compromises due to hardware constraints. The Atari 2600 port, released in 1983 as a cartridge by Atari Inc., featured simplifications such as reduced scrolling speed to accommodate the system's limited processing power and memory.[15][2] In contrast, the 1983 Atari 8-bit family version, published by Atarisoft, provided a more faithful recreation with graphics and gameplay closely mirroring the arcade original, including smooth parallax scrolling.[15] The Atari 5200 adaptation followed in 1983, also from Atari Inc. in cartridge format, maintaining core mechanics while leveraging the console's superior hardware for better visuals than the 2600.[2][16] Atarisoft released ports for the Apple II in 1983 on disk, the Commodore 64 and VIC-20 in 1983 on cassette or disk, the IBM PC in 1983 as a PC Booter disk, and the TI-99/4A in 1984 on cartridge.[17][18][19][20][21] These versions generally preserved the original's jumping, shooting, and obstacle-avoidance elements but varied in graphical fidelity; for instance, the Commodore 64 port used the system's capabilities for colorful sprites, though some platforms like the VIC-20 exhibited slower performance due to hardware limitations.[22] Irem published the MSX port in 1984, featuring an enhanced color palette that improved visual vibrancy over the arcade while retaining the core progression of terrains and enemy encounters.[14][15] Overall, these home ports democratized access to Moon Patrol's innovative scrolling shooter formula for consumer audiences, balancing arcade authenticity with platform-specific optimizations.Gameplay
Mechanics
Moon Patrol features a two-way joystick for controlling the lunar rover's movement and speed, along with two dedicated buttons for jumping and firing.[23][5] The joystick primarily adjusts the rover's forward speed: pushing right accelerates from a crawl to full speed, while pushing left slows it down, and the neutral position maintains a constant velocity. The jump button triggers a jump to clear obstacles, with jump height and distance influenced by the current speed and timing, allowing clearance of single or double-sized craters and boulders while simulating basic physics for height-based traversal.[24][25] The fire button simultaneously activates both the rover's forward-facing cannon for ground targets and the upward machine gun for aerial threats, providing unlimited ammunition but limited to one cannon shot and four machine gun shots on screen at a time, with the effective fire rate determined by projectile travel.[26][24] The lunar rover's handling emphasizes variable speed control to navigate the terrain effectively, allowing players to time jumps and shots precisely against oncoming obstacles. Jumping mechanics enable the rover to arc over single or double-sized craters and rolling boulders, where faster speeds extend the jump distance for better clearance, while slower speeds offer more control for precise positioning. The combat system differentiates between ground-based threats like boulders and mines, which require the cannon's arcing projectiles or evasion, and flying UFOs targeted by the machine gun's straight upward fire; the unlimited shots encourage aggressive play, tempered by the on-screen shot limits. This dual-weapon setup requires players to balance offense and evasion without pausing the rover's automatic forward progress.[1][11] The game's terrain interaction unfolds on a parallax-scrolled lunar landscape, where foreground elements like craters, boulders, and mines scroll faster than the background hills and sky, creating a sense of depth and motion. Obstacles appear in fixed patterns that vary across the patrol course, demanding adaptive use of speed adjustments and jumps to avoid collisions. Players begin with three lives, losing one upon crashing into obstacles or enemy fire, with extra lives awarded at 10,000, 30,000, and 50,000 points to extend play sessions. Continues are available after game over to resume from the last checkpoint.[1][26][27]Progression and Challenges
Moon Patrol features two distinct courses that form the core of its progression: the Beginner Course, characterized by relatively easier terrain with fewer and less aggressive enemies, and the Champion Course, which introduces increased vehicle speed, denser obstacle placement, and more frequent enemy encounters.[25][26] Each course spans 26 checkpoints labeled A through Z, allowing players to resume from the last passed checkpoint upon vehicle destruction, thereby encouraging repeated attempts to advance further.[24][21] These checkpoints are grouped into five major stages, marked by the endpoints E, J, O, T, and Z, where the lunar landscape shifts in theme and background visuals to signal escalating challenges, such as the introduction of new hazards midway through the course.[26][21] As players progress through the courses, they encounter a variety of ground-based and aerial obstacles that grow in frequency and complexity. Ground hazards include craters that must be jumped over, rolling boulders of varying sizes that can be shot or evaded, and landmines that explode on contact and cannot be destroyed, with the latter appearing only after the J checkpoint in the Beginner Course and more prolifically in the Champion Course. Aerial threats consist primarily of UFOs, including saucer-shaped craft, elliptical craft, and tri-orb formations that execute dive-bombing patterns to drop missiles or grenades, creating additional pits; ground enemies include rocket-firing tanks and rocket cars that approach from behind; these enemies become more aggressive in later segments, with faster descent speeds and coordinated attacks in the Champion Course.[25][26][24] The density of these elements ramps up progressively, particularly after the O checkpoint, where combined obstacle patterns—such as boulder clusters alongside incoming UFOs—demand precise timing for jumps, shots, and speed adjustments to survive. Space plants, which must be jumped over or shot, appear in later sections.[25] To incentivize skillful navigation, Moon Patrol incorporates a bonus system tied to performance metrics. Speed bonuses are awarded at each major stage (E, J, O, T, Z) based on completion time relative to an average benchmark, granting 1,000 points plus 100 points per second under par for the Beginner Course and double that for the Champion Course, with a substantial 5,000-point payout for finishing the full Beginner Course under time.[24][21][26] Additionally, destroying sequences of rocks or enemy formations yields combo-style bonuses, such as 500 to 1,600 points for clearing grouped UFOs or consecutive boulders without interruption, effectively multiplying scoring potential through chained eliminations.[26][25] The game's endgame embraces infinite progression, as the Champion Course loops indefinitely after completion, with each subsequent iteration accelerating the overall pace and intensifying enemy aggression—adding more rocket cars, space plants, and layered obstacle combos—while maintaining the checkpoint structure to test player endurance against unending escalation.[25][26] This design ensures that even after three loops of the Beginner Course transitioning to Champion, the challenges compound without resolution, prioritizing survival and high-score accumulation over a finite endpoint.[24]Reception
Critical Reviews
Upon its release, Moon Patrol received acclaim for its innovative gameplay and technical achievements in the arcade space. The game's jumping mechanics and multi-layered parallax scrolling were particularly highlighted as groundbreaking, creating an illusion of depth that enhanced the side-scrolling experience.[28] Reviewers praised the precise controls for accelerating, decelerating, jumping, and firing, which allowed players to navigate craters, rocks, and enemy attacks with skill-based timing.[28] Home computer ports were generally well-regarded for their faithful adaptations of the arcade original. The Atari 8-bit version impressed with its three layers of parallax scrolling and vibrant graphics that surpassed many contemporary console titles, maintaining the core challenge of obstacle avoidance and combat.[29] Similarly, the Commodore 64 port earned positive marks for its tight gameplay, capturing the addictive rhythm of patrolling the lunar surface while fending off threats.[30] In 1984, the Atari 2600 port received a Certificate of Merit in the "Best Science Fiction/Fantasy Video Game" category at the Arkie Awards, recognizing its graphics and innovative mechanics.[31] Retrospective assessments have solidified Moon Patrol's status as a pioneering title in side-scrolling shooters. In 1995, Flux magazine ranked the arcade version 86th on its "Top 100 Video Games" list, acknowledging its enduring appeal.[32] Modern commentators continue to laud it for introducing full parallax scrolling to arcades, a technique that influenced future games by adding visual depth to horizontal progression.[28] Despite its strengths, critics noted some limitations, including repetitive level structures that looped after completion, potentially reducing long-term engagement.[33] Enemy variety was also critiqued as limited, with foes primarily consisting of basic UFOs and ground-based threats that lacked diverse behaviors beyond shooting or dropping projectiles.[34]Commercial Success
Moon Patrol achieved significant commercial success in the arcade market following its 1982 release. In the United States, licensed by Williams Electronics, the game ranked among the top five highest-grossing arcade titles on the January 1983 RePlay magazine charts, based on operator surveys of coin-operated machine earnings. It maintained strong performance throughout the year, placing fourth overall in RePlay's 1983 year-end rankings of top video games. Estimates indicate approximately 10,400 arcade cabinets were produced, estimated to have generated around $10 million in worldwide revenue.[35][36] The game's home port versions also contributed to its market impact, particularly on Atari systems published by Atarisoft. The Atari 2600 version sold an estimated 1.12 million units, ranking it among the top-selling titles for the console and bolstering Atarisoft's portfolio of third-party arcade conversions amid the early 1980s video game boom. Ports to the Atari 8-bit family similarly performed well, helping sustain the label's output until its dissolution in 1984 following the industry crash. These sales underscored Moon Patrol's appeal as an accessible arcade-to-home translation.[37] Popularity metrics from 1980s arcade operator surveys highlight the game's enduring draw, with frequent appearances in RePlay and Play Meter polls reflecting consistent player engagement. It remained in rotation in U.S. arcades into the mid-1980s, spanning over 21 months on national charts. Globally, the game was successful in both Japan—where it ranked as the third highest-grossing arcade title of 1982—and North America, with the Williams-licensed version driving its popularity in the region. Key factors included the novelty of its pioneering full parallax scrolling technique, which created immersive depth, and an accessible difficulty curve that balanced challenge with replayability.[36][35][38]Legacy
Re-releases
Moon Patrol has seen several re-releases and digital revivals since the 1990s, primarily through compilation packs and modern emulation efforts that preserve the original arcade experience while adding contemporary features. In 1999, Midway released Arcade Hits: Moon Patrol & Spy Hunter for the Game Boy Color, bundling the game with Spy Hunter in a portable format adapted for the handheld's capabilities.[39] A more comprehensive anthology arrived in 1998 with Arcade's Greatest Hits: The Midway Collection 2, which included Moon Patrol alongside other classics like Mortal Kombat II and Narc. This collection was published for PlayStation and Windows PC, utilizing emulation to replicate the arcade version with enhancements such as save states and adjustable difficulty settings. Hamster Corporation brought the title to modern consoles in 2018 as part of its Arcade Archives series, initially launching for Nintendo Switch and PlayStation 4. This faithful emulation incorporates features like online leaderboards for competitive scoring, a rewind function to undo mistakes, and customizable display options to mimic various arcade cabinet configurations.[40][41] In 2022, Blaze Entertainment included Moon Patrol in the IREM Arcade 1 cartridge for its Evercade retro handheld, compiling it with five other Irem titles such as R-Type and 10-Yard Fight. This physical release emphasizes authentic arcade emulation optimized for portable play.[42] Fan-driven projects have also extended the game's life. Moon Patrol Redux, a 2019 homebrew overhaul of the original Atari 5200 port, updates graphics with redrawn sprites, new animations, and improved controls while retaining core mechanics; it remains available through Atari enthusiast communities. Additionally, a browser-based recreation using Unity was released on itch.io in February 2020, allowing free play in web browsers with simplified controls for modern accessibility.[43][44] As of 2025, Moon Patrol remains accessible primarily through the Arcade Archives versions on Nintendo Switch and PlayStation 4 via their respective digital stores, the 2022 Evercade cartridge, with no major official ports announced since 2022. It is also featured in various commercial arcade emulation cabinets for venue-based play.[40]Influence and Clones
Moon Patrol's implementation of full parallax scrolling, where multiple background layers moved at varying speeds to simulate depth, marked a significant technical innovation in arcade games and helped popularize the technique in side-scrolling genres.[5] Although earlier titles like Jump Bug (1981) employed limited parallax effects, Moon Patrol applied it more comprehensively across its lunar landscape, influencing the visual design of later side-scrolling shooters such as Konami's Gradius (1985). The game's designer, Takashi Nishiyama, drew on Moon Patrol's scrolling mechanics for his subsequent project, Kung-Fu Master (1984), which fused horizontal scrolling with beat 'em up combat to create a hybrid action genre that emphasized rhythmic progression and obstacle navigation.[45] This evolution highlighted Nishiyama's role in bridging shooter and platformer elements, contributing to the diversification of arcade gameplay styles in the mid-1980s.[5] Numerous clones emerged shortly after Moon Patrol's release, replicating its core mechanics of vehicular navigation, jumping, and shooting amid scrolling terrain. The arcade bootleg Moon Ranger (1983), developed by Universal Playland, directly copied the original's visuals and controls while altering minor enemy patterns.[46] Home computer adaptations included Desert Patrol (1983) for the TRS-80 Color Computer, which transposed the lunar buggy to a desert setting but retained the obstacle-dodging and enemy-defense gameplay.[47] On the Commodore 64, Anirog Software's Moon Buggy (1983) served as another faithful clone, tasking players with piloting an all-terrain moon vehicle through hazardous surfaces.[48] Datasoft's Battle Through Time (1984) for the Commodore 64 further adapted the formula by theming levels around 20th-century wars, maintaining the forward-scrolling patrol structure while incorporating historical backdrops.[49] Moon Patrol left a lasting mark on arcade history as a staple of early 1980s innovation, frequently cited in retrospectives for advancing side-scrolling dynamics and earning acclaim as a cultural touchstone of the golden age.[50] Its imagery appeared in films like Joysticks (1983) and The Karate Kid (1984), reinforcing its status in popular media depictions of arcade culture.[51] The game inspired subsequent lunar-themed titles and continues to evoke 1980s nostalgia in gaming discussions and compilations.[52] An active emulation community sustains its legacy through fan ports, such as JOTD's 2024 Amiga conversion and various hardware hacks for systems like the Atari 7800, ensuring accessibility despite limited official mobile adaptations in older documentation.[53][54]References
- https://strategywiki.org/wiki/Moon_Patrol/Gameplay
- https://strategywiki.org/wiki/Moon_Patrol/Versions
- https://strategywiki.org/wiki/Moon_Patrol/Walkthrough
