Contents
Video Games' First Space Opera: Exploring Atari's Star Raiders
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Video Games' First Space Opera: Exploring Atari's Star Raiders
by Jeffrey Fleming
2 comments
Share RSS
 
 
September 20, 2007 Article Start Previous Page 3 of 3
 

20th Century Fox

Despite the success of Star Raiders, Neubauer did not receive any profits from the game’s sales and he soon joined the exodus of talent leaving Atari. “At the time Atari wasn't offering royalties and the new start-ups were,” he remembered. “Many of the original Atari crew had left and Atari was starting to get that ‘big company’ atmosphere,” Neubauer said.

Working as an independent contractor, Neubauer developed several movie tie-in games for 20th Century Fox’s new game division including Alien and Mega Force in 1982 and M*A*S*H in 1983. “The appeal of 20th Century Fox was the chance to work on their movie licenses like Star Wars,” Neubauer said.

Advertisement
Unfortunately, disappointment soon set in. “The first shock was that just because a company makes a movie doesn't mean they have the rights to make a video game of the movie,” he remembered.

“Case in point, Star Wars. They didn't have the rights to it. Oops!”

“In the end the whole thing didn't work very well,” Neubauer recalled. “There was a rush to crank out video games in a few weeks to cash in on the craze. And then in '83 the whole industry collapsed. Fox closed down in '84, I think. Also, in '84 the Tramiel's bought Atari from Warner and shortly thereafter shut down the video game department.”

Solaris

Neubauer left the video game industry after the Crash but a few years later Atari commissioned him to develop a game for the 2600 console. “In '86 I got a call from Atari. They were getting back into video games and were interested in a space game I was working on,” he said.

Coming extremely late in the 2600’s extended lifecycle; Neubauer’s new game would be one of the most visually impressive games for the system, perhaps even surpassing Star Raiders. “Solaris was my space game for the 2600. It ran on 16k of ROM and 256 bytes of RAM,” he said. “The perspective was a 3-D view but not a cockpit view (you could see your ship). It's Star Raiders-like, but more of an action game than Star Raiders. Also, you have planets you can land on, and a trench to fly through.”

“My cousin Randy Emberlin helped me with the graphics,” Neubauer said. “Randy's a professional comic book artist who has inked Spiderman, Star Wars, etc. I especially remember him helping me on the planet crater graphics. Originally they were solid ovals, looking like ‘cartoon craters’ as Randy called them. We re-worked the graphics until we got them looking right.”

Neubauer would go on to create several other games for the Atari 2600 including Super Football and Radar Lock. “I also tried doing another space game, this time for the Nintendo NES,” he said. “But the days of one programmer doing a complete game were over, and by the time I got the game done the NES was obsolete and the game was never published.”

“Eventually Atari had a turnover in their game department and I went on to work at another startup and so had no time to work on games. Also, when working full time on games they had a tendency to turn into ‘product’ rather than games,” Neubauer recalled. “Looking back it seems the best games I did were the ones I did for fun rather than money. Probably a lesson there.”

[Some images borrowed from Wikipedia's Star Raiders entry.]

 
Article Start Previous Page 3 of 3
 
Comments

Space Games
profile image
I remember playing Star Raiders when it was released. It was surprisingly advanced at the time. It's funny thinking how impressed we were with the 3D visuals when comparing it to modern games.

Christian Keichel
profile image
When I recall it correct the Atari 400 had 16 Kilobyte Ram and the Atari 800 48 Kilobyte.


none
 
Comment:
 


Submit Comment