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North American arcade flyer of Paperboy.
|[[Atari Games]][[Category:Atari Games]]|
|[[Atari Games]][[Category:Atari Games]], [[Elite Systems]][[Category:Elite Systems]], [[MindScape]][[Category:MindScape]]|
|Handlebar, 1 button|
|Carl Bedard, John Salwitz, Dave Ralston and Russel Dawe|
|Awards | Changelog | Cheats | Codes | Codex |
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Reviews | Screenshots | Soundtrack
Videos | Walkthrough
Paperboy is a 1984 arcade game by Atari Games. The players take the role of a paperboy who delivers newspapers along a suburban street on his bicycle. This game was innovative for its theme and novel controls.
Gameplay[edit | edit source]
The player controls a paperboy on a bicycle delivering newspapers along a suburban street which is displayed in a cabinet perspective view. The player attempts to deliver a week of daily newspapers to subscribing customers, attempts to vandalize non-subscribers' homes and must avoid hazards along the street. Subscribers are lost by missing a delivery or damaging a subscriber's house.
The game begins with a choice of difficulty levels: Easy Street, Middle Road and Hard Way. The object of the game is to perfectly deliver papers to subscribers for an entire week and avoid crashing (which counts as one of the player's lives) before the week ends. The game lasts for seven in-game days, Monday through Sunday.
Controlling the paperboy with the handlebar controls, the player attempts to deliver newspapers to subscribers. Each day begins by showing an overview of the street indicating subscribers and non-subscribers. Subscribers and non-subscribers' homes are also easy to discern in the level itself, with subscribers living in brightly coloured houses, and non-subscribers living in dark houses.
Delivering the papers[edit | edit source]
The paperboy begins his route at the start of the street (bottom of the screen) and progresses towards the end. The player can control the paperboy's speed, but the paperboy is in constant movement and cannot stop moving forward until the level (day of the week) has ended. Should he slow down or stop for more than a few seconds, bees will appear (arcade version only). For each paper that is delivered to a subscriber's mailbox, the player receives 250 points. If the paper is delivered to the subscriber's doorstep, the player receives 100 points. Points are multiplied x2 for playing 'Middle Road', and x3 for playing 'Hard Way'.
The primary objectives of the game are to keep as many subscribers as possible and to stay alive. Secondary objectives include vandalizing non-subscribers' homes and hitting nuisances with newspapers.
Keeping subscribers is fairly straightforward: the player must deliver a paper to them. While the player may deliver more than one paper to each customer, they have to avoid accidentally damaging their homes, such as by throwing a paper through a closed window. Delivering a newspaper directly into the customer's newspaper box (or mailbox, as the voiceover calls it) earns bonus points. Accidentally damaging a customer's home or failing to deliver a paper causes the customer to cancel his subscription and may cause him to set traps for the paperboy the next day. In more advanced rounds, the homeowner may immediately run after the Paperboy after the house was vandalized.
The player must stay alive by avoiding obstacles that appear along the street. Some obstacles include everyday nuisances such as bees, fire hydrants, storm drains, break dancers, cars, skateboarders, drunks, and kids playing with radio controlled toys and even rather bizarre foes such as a tornado, oversized house cats, and even the Grim Reaper himself. The player must also cross street intersections successfully (which gets harder each day). Some obstacles can earn the player bonus points. For example, the breakdancer and some men brawling in the street can be "smacked" with a newspaper for extra points. Running into any of the obstacles with the bike results in the loss of a life.
There are two types of collisions possible from running into obstacles, "%#@*!" and "SMACK!" The former results from hitting obstacles that are integral parts of the landscape, such as fire hydrants, fences, and signposts. The latter collision type comes from obstacles not integral to the landscape; cars, people, dogs and bees.
Along the way, the paperboy can pick up extra bundles of papers since he can carry only a limited number. These are sometimes located in difficult-to-reach spots.
A 'Perfect Delivery' is achieved by successfully delivering to all current subscribers, and this awards double bonus points for each house delivered to, as well as reinstating one lost subscriber, up to a maximum of 10 out of the 20 houses being subscribers. If a 'Perfect Delivery' is achieved when the player already has 10 subscribers, double bonus points are still awarded, but no further subscribers are added.
Training course[edit | edit source]
The end of each level contains a "training course", with unique music, which the player can traverse within an allotted time for bonus points. In the training course are various targets to be struck with papers, jumps, water and other hazards, etc. Riding over a jump replenishes the paperboy's stock of papers in addition to earning points. As with the rest of the level, the difficulty of the training course increases over the week, with new hazards added each day. Crashing on the course or running out of time ends the day, but does not result in the loss of a life. Successful completion of the training course rewards the player with a bonus for any remaining time.
Recapping the delivery[edit | edit source]
The next day begins with the neighborhood overview again, highlighting new subscribers and any un-subscribers. A flawless delivery record for the previous day results in a new subscriber. The next day through, the street is harder with more obstacles and faster cars.
The game concludes with the Sunday delivery. The road is the hardest version of whichever road the player has selected, and the Sunday-edition papers are heavier and fly more slowly. Successfully delivering papers on this day ends the game, but with a newspaper headlined "Paperboy Wins Award For Outstanding Paper-Delivery", complete with a picture of the paperboy holding a trophy.
Losing all lives also ends the game with a headline reading "Paperboy Calls It Quits." Causing all subscribers to cancel their subscriptions by either failing to deliver their paper or vandalizing their houses results in a headline reading "Paperboy Fired", along with a digitized voice which states "You're fired!"
The arcade version of the game included a number of voice clips, used both as voiceover commentary at game start (e.g. "Paperboy... stopping at nothing in his valiant effort to save this land from TV journalism,") and as the voice of the paperboy himself when tossing a paper into a mailbox or losing a life. Hitting a few particular obstacles could trigger voice clips specific to the obstacle (for example, a satirical "Let's see you hang ten!" when struck by a skateboarder, or when struck by a tricyclist, he replies "I hate that kid.") Voice clips from collisions only result from the "SMACK!" kind.
The cabinet of this game is a standard upright but with custom controls. The controls consist of a bicycle handlebar with one button on each side, used to throw papers. The handlebars can be pushed forward to accelerate, and pulled back to brake.
Hardware[edit | edit source]
The game runs on the Atari System 2 hardware. The CPU is a 10 MHz Digital Equipment Corporation (DEC) T-11. For sound and coin inputs, it uses a 2.2 MHz MOS Technology 6502. The sound chips are two POKEYs for digital sound, a Yamaha YM2151 for music, and a Texas Instruments TMS5220 for speech. The protection chip is a Slapstic model 137412-105.
Finish line bug[edit | edit source]
A bug in early versions of the game allowed the player to skirt the finish line at the end of the training course and play the day over again, with garbage data appearing in the display. A ROM update was later released to correct this.
Ports[edit | edit source]
Paperboy was ported to consoles and home computers, starting in 1986. In some of these versions, the player could assume the role of a papergirl instead of a paperboy. Paperboy was ported to the BBC Micro and Acorn Electron (by Andy Williams, 1986), Commodore 64 (by Chris Harvey and Neil A Bate, 1986), Commodore 16 (1986), Amstrad CPC (1986), ZX Spectrum (1986), Apple II (1986), TRS-80 Color Computer (1986), DOS (1988), Apple IIGS (1988), Nintendo Entertainment System (1988), Game Boy (1990), Game Boy Color (1999), Atari ST (1989), Amiga (1989), Atari Lynx (1990), Sega Master System (1990), Game Gear (1991), and Mega Drive/Genesis (1991).
Unlike the arcade version, several of these versions inspired a sequel, Paperboy 2 for several home systems (Amiga, Amstrad CPC, Atari ST, DOS, Game Boy, Game Gear, Sega Genesis, NES, SNES, ZX Spectrum), and a 3D version for the Nintendo 64 called Paperboy 64.
A Mobile version of Paperboy was released in 2005.
Television[edit | edit source]
The character and world of Paperboy was featured prominently in an episode of Captain N: The Game Master. This portrayed a more thought-out world. The paperboy was named Julio from a Hispanic family, and had to deal with the people of his community being brainwashed through subliminal messaging by Mother Brain into attacking the N-Team. When questioned why Julio was immune to this brainwashing, he admitted to Captain N and his friends that he was illiterate due to neglecting his reading lessons to devote all his efforts to his paper route to earn money for his family in light of his father being laid off from work. This later proves no longer necessary, when his father finds another job and both his parents homeschool Julio in order for him to gain proficient reading skills.
References[edit | edit source]
[edit | edit source]
- Paperboy at Museum of the Game
- 'Paperboy' at MobyGames
- The Arcade-History entry on Paperboy
- Paperboy at World of Spectrum
- Paperboy at the Internet Movie Database