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Atari's
loss to Activision may have been a boon for the company. When Atari
finally agreed to endorse third-party software development for the
VCS in exchange for royalties, many companies jumped at the
opportunity to cash in on a potentially lucrative market.
Unfortunately, these new companies weren't all Activisions.
One of
the best was Imagic, another company composed of disgruntled former
Atari employees. Imagic's shooters Demon
Attack (1982) and Cosmic
Ark (1982) are still
considered classics by many Atari fans.
For
every Imagic, however, there were companies like Ultravision, whose
clunky one-on-one fighting game Karate
(1983) and copycat shooter Condor
Attack (1983) are
rightfully forgotten.
Incidentally, Condor
Attack was a clone of
Demon Attack, which
itself was inspired by yet another game -- Centuri's 1980 arcade game
Phoenix. Atari
officially converted that game in 1982 and tried litigation to force
Imagic to take Demon
Attack off the shelf.
Atari lost yet again.
Screenshot
from Parker Brothers' sophisticated Montezuma's
Revenge (1984)
platform game.
Third-party
companies and their cartridges ensured the system's
continued success, because no other video game console could boast of
the same type of developer support or abundance of games. Competing
systems such as Coleco's ColecoVision and Mattel's Intellivision II
offered external expansion modules that allowed their system to play
VCS cartridges, which became a part of their competitive marketing
strategies.
Oddly,
when Atari released the 5200, no such backward compatibility option
was offered, confusing some consumers and hurting system sales. Atari
tried making amends with a smaller 5200 system redesign and an
awkward add-on module that enabled the backwards-compatibility gamers
demanded. Unfortunately, this add-on was incompatible with the
earlier, larger 5200 consoles without modification at a service
center.
"We
have learned no new secrets about the Atari VCS; we are using the
same technical information that we have been using for the past four
or five years. I think our success in getting the most out of the
machine is attributable mainly to experience and hard work."
– (Alan Miller, Senior Designer, Activision, Creative
Computing Video &
Arcade Games
magazine, Fall 1983)
Coleco
and Mattel joined the prominent ranks of other third-party developers
for the VCS. Coleco mostly released poorly programmed, but
high-profile versions of ColecoVision originals and arcade
translations, such as Smurf:
Rescue in Gargamel's Castle (1982),
Donkey Kong
(1982) and Zaxxon
(1982).
Mattel, under the M Network brand, shined with titles such as
the run-and-shoot Tron:
Deadly Discs (1982, later
available with a special themed joystick), the two-player-only Super
Challenge Football
(1982), the quirky jump-and-catch arcade game Frogs
and Flies (1982), and the
Bally Midway arcade racer conversion Bump
'N' Jump (1983).
Atari
returned the favor with its Atarisoft brand of game releases for
competing videogame and computer systems. The end result of all this
sharing and cross-licensing was an unusual type of hardware and
software quid pro quo that would be all but unimaginable today --
imagine, for instance, if Microsoft's Xbox 360 received a conversion
of the Nintendo Wii's Super
Mario Galaxy (2007).
Screenshot
from Activision's expansive Pitfall
II: Lost Caverns
(1984). The cartridge featured author David Crane's custom Display
Processor Chip (DPC), which greatly enhanced the VCS's graphics
capabilities and could allow it to process music in three channels,
with drums.
Parker
Brothers was a major supporter of early videogame and computer
systems, specializing in multiple platform formats, but its primary
home was the VCS. Licensed Star
Wars games such as The
Empire Strikes Back
(1982), in which the player controlled a Snowspeeder in battles with
Imperial Walkers, and paddle controller-based Jedi
Arena (1983), in which
one or two players re-enacted the light saber training scene from the
original movie, complemented Parker Brothers' original titles and
popular arcade translations such as Sega's Frogger
(1982) and Nintendo's Popeye
(1983).
In an
unusual set of circumstances, Frogger
was officially translated again by a different company, who had
uncovered a licensing loophole involving differing media formats.
This loophole would gain more notoriety with Tetris
in the late 1980s.
Nevertheless, The
Official Frogger (1983),
on cassette from Starpath Corporation (formerly Arcadia Corporation)
for use with its powerful add-on system enhancer, the SuperCharger
(additional memory and multi-load games), was a superior translation
of the arcade original.
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