Anteater (video game)
Arcade game that inspired many home computer clones.
In 1982, Stern Electronics released *Anteater*, an arcade game designed by John O'Brien. It was marketed as *The Anteater* in Britain and *Ameisenbär* in Germany. Players guide the creature's tongue through a maze-like ant colony, quickly pulling it back when threats appear. Although the original arcade machine didn't achieve great success, it inspired many direct copies for home computers. Among these, Sierra's *Oils Well* became more famous than the game it cloned. O'Brien himself later wrote an Apple II version for Datamost under the title *Ardy The Aardvark*.
Gameplay involves steering the anteater's tongue to eat ants—only the tip can consume them. If an ant touches any other part of the tongue, the player loses a life. A second button retracts the tongue instantly. Worms must be attacked from behind to be eaten. As the sun crosses the screen and night falls, a spider appears and climbs down the tongue; if it reaches the tip, the player loses a life. Eating queen ants at the nest's lowest point removes the spider, all regular ants, and all worms from the playfield. The goal is to eat all larvae before time runs out, clearing the screen. Each larva scores 10 points, each ant 100, each worm 200, and each queen ant 1,000. After losing a life or finishing a level, a bonus is calculated: 10 points per ant eaten, multiplied by the number of worms eaten.
Mattel ported the game to the Atari 2600 in 1983, but this version was never published. No official ports reached the market, though Datamost's *Ardy The Aardvark* (1983) is nearly identical and was written for the Apple II by John O'Brien. Jay Ford later converted that game to the Commodore 64 and Atari 8-bit computers.
Sierra's 1983 home clone, *Oil's Well*, changed the theme to oil drilling and received heavy promotion. It, in turn, generated its own clones: *Pipeline Run* for the Commodore 64 in 1990, and *Oilmania* for the Atari ST and Amiga in 1991 and 1992. Other *Anteater* clones include Bug-Byte's *Aardvark* (1986), *Jack the Digger* (1986) for Atari 8-bit computers, and Blue Ribbon's *Diamond Mine* (1984) and *Diamond Mine II* (1985).
- designer
- John O'Brien
- publisher
- Stern Electronics
Quick Facts
- Title
- Anteater
- Developer
- Stern Electronics
- Publisher
- Tago Electronics
- Designer
- Chris Oberth
- Released
- 1982
- Platforms
- Arcade
- Genre
- Maze
- Modes
- Single-player, multiplayer
Facts from the source article.
Lore & Background
In Anteater, the player steers the tongue of the eponymous creature through a maze, retracting it when dangers approach. Only the tip of the tongue can eat an ant; if an ant touches any other part of the tongue, the player loses a life. Pressing the second button quickly retracts the tongue. Worms can only be eaten from behind. Once the sun has traveled across the screen and night falls, a spider appears and climbs down the tongue, taking a life if it reaches the tip. Eating queen ants at the bottommost part of the nest kills the spider, all ants (except queen ant), and all worms from the playfield. The objective is to eat all larvae before time runs out, clearing the screen.
Reader's Guide
Anteater was designed by Chris Oberth and released in 1982 by Tago Electronics. Although the arcade game was not a hit, it spawned a number of direct clones for home computers. Sierra's Oils Well (1983) became better known than the original, re-themed around drilling for oil and heavily promoted. Oberth himself wrote an Apple II version of his own game for Datamost using a different title, Ardy The Aardvark (1983), which was almost identical. That game was later converted to the Commodore 64 and Atari 8-bit computers by Jay Ford. Other clones include Bug-Byte's Aardvark (1986), Jack the Digger (1986) for the Atari 8-bit computers, and Blue Ribbon's Diamond Mine (1984) and Diamond Mine II (1985). The game was ported to the Atari 2600 by Mattel in 1983 but never published. The current arcade high score holder is Maria Blasucci.
Did You Know?
- The game was ported to the Atari 2600 by Mattel in 1983 but never published.
- John O'Brien wrote an Apple II version of his own game for Datamost under the title Ardy The Aardvark.
- Eating a queen ant is worth 1,000 points.
The Tongue as Weapon: Gameplay and Scoring
The core loop of Anteater revolves around a single, elegant control: the player guides the elongated tongue of the titular creature through a maze-like ant colony, hunting for food. The tension comes from a strict rule — only the very tip of the tongue can consume an ant. If any ant brushes against the rest of the tongue's length, the player immediately loses a life. A second button offers an emergency escape, snapping the tongue back into the anteater's body when danger closes in. The environment shifts with a day-night cycle: as the sun crosses the screen, darkness falls and a spider descends, crawling down the tongue toward the tip. Defeating the spider requires eating a queen ant at the deepest level of the nest, which also wipes out every other ant and worm on the field. Worms present their own puzzle, as they can only be consumed from behind. The scoring system rewards strategic play: larvae are worth ten points, ants one hundred, worms two hundred, and queen ants a full one thousand. A level-end bonus multiplies ten points per ant by the total number of worms eaten, encouraging players to seek variety in their kills.
Origins and the Tago Electronics Debut
Anteater was conceived and programmed by Chris Oberth, who brought the game to arcades in 1982 under the Tago Electronics label. The concept was deceptively simple: a player steers the long tongue of an anteater through a labyrinthine ant nest, retracting it at the last moment to avoid collisions. Despite its inventive premise, the arcade cabinet never achieved commercial success, and the title faded from the coin-op scene relatively quickly. Oberth, however, was not finished with his creation. He personally wrote an Apple II adaptation for the publisher Datamost, releasing it under the alternate name Ardy The Aardvark in 1983. This home-computer version was nearly identical to the arcade original but carried a different title, a common practice of the era to sidestep licensing complications. The game also received localized names in other markets: The Anteater in Britain and Ameisenbär in Germany, the latter being the straightforward German word for anteater. Though the arcade version is now a footnote in gaming history, Oberth's initial design would prove far more influential than its modest box-office numbers suggested.
The Clone Cascade and Sierra's Oil's Well
The most remarkable chapter in Anteater's story is not its own reception but the wave of imitators it triggered. Sierra On-Line released Oil's Well in 1983, a home-computer clone that re-skinned the core tongue-through-a-maze mechanic as an oil-drilling adventure. Sierra's aggressive marketing pushed Oil's Well into far greater visibility than the original arcade game ever enjoyed, and it became the title most people associated with the concept. The success of Oil's Well then spawned its own sub-genre of clones: Pipeline Run appeared for the Commodore 64 in 1990, while Oilmania followed for the Atari ST in 1991 and the Amiga in 1992. Beyond the oil-drilling lineage, other direct Anteater clones included Blue Ribbon's Diamond Mine (1984) and its sequel Diamond Mine II (1985), Bug-Byte's Aardvark (1986), and Jack the Digger (1986) for Atari 8-bit machines. In the arcade world, the current high score is held by Maria Blasucci, a small but enduring testament to the game's continued existence in cabinets around the globe.
Ports, Adaptations, and the Unpublished Atari 2600
Anteater's journey beyond the original arcade cabinet was marked by both near-misses and creative reinterpretations. Mattel developed a port for the Atari 2600 in 1983, but the project was never published, leaving it as a lost artifact of early home-console gaming. No other official ports of the arcade title were ever released. The closest thing to an authorized home port came from the creator himself: Chris Oberth wrote Ardy The Aardvark for the Apple II through Datamost in 1983, a version that was almost identical to the arcade original but bore a different name. That Apple II build was subsequently converted to the Commodore 64 and the Atari 8-bit family of computers by programmer Jay Ford, extending the game's reach to two of the most popular home platforms of the mid-1980s. The pattern of the game's afterlife is telling: rather than surviving as a single branded title, Anteater's DNA was scattered across a dozen differently named products, each carrying a fragment of Oberth's original tongue-and-maze vision into new hardware and new audiences.
Frequently Asked Questions
Who designed Anteater (video game)?
Stern Electronics published the 1982 arcade title, which was designed by John O'Brien. It was sold under different names in other regions, including *The Anteater* in Britain and *Ameisenbär* in Germany.
How does gameplay work in Anteater (video game)?
You steer the anteater's tongue through a maze-shaped ant colony, but you must yank it back the instant a threat appears in the tunnel. The core loop is about quick reflexes and timing rather than long strategic planning.
Why is Anteater (video game) remembered despite its limited arcade success?
The original cabinet never became a hit, but it spawned a wave of home-computer clones that outlived it. Sierra's *Oils Well* is perhaps the most well-known of those copies, becoming more famous than the game it was based on.
What is the connection between Anteater (video game) and Ardy The Aardvark?
John O'Brien, the original designer, later wrote an Apple II port for Datamost under the name *Ardy The Aardvark*. It is essentially a rebranded home version of the same maze-tongue concept he created for Stern.
What are the other names for Anteater (video game) in different countries?
In the UK the arcade cabinet was marketed as *The Anteater*, while German players knew it as *Ameisenbär*. Both titles refer to the same 1982 Stern Electronics release.
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