1979: Year End
With all of
Atari's success in 1979, it was still a difficult year for the company. The VCS
sold well, but did not yet have a "killer app" that would have made
it a necessary purchase. As well, the 8-bit computer line was launched very
late in the year, so its fate would not been known until the end of 1980.
The
coin-op division had an amazing hit with Asteroids,
but its full effect would also not be felt until the next year. Atari had
spread itself into three separate markets and was finding it difficult to mater
any one of them.
"As Atari grew -- wildly and with the
uncontainable force of Mount St. Helens -- it also grew schizoid. It quickly evolved into a three-headed beast:
the coin-op division, the consumer games division, and the home computer
division all operated pretty much independently of one another." cxix
- John Anderson,
Creative Computing
Added to
this was the fact that many of the key people that had made Atari a success
since 1972 were leaving the company. Nolan Bushnell and Joe Keenan were gone. Following
the completion of the 8-bit computer hardware, Joe Decuir and Jay Miner left
also.
Added to this was the defection of the "Fantastic Four".
However, if Atari's brass understood the importance of these key entertainer
engineers, they certainly did not show it. Ray Kassar might have been successfully
building his marketing fortress, but slowly the ground beneath had started to
crack.
"Remember that Atari senior
management fundamentally didn't understand the business. They didn't seem
to know much about or care about the engineer group. I can remember that during
our negotiations my boss' boss told me that he could hire several engineers 'off
the street' who could do what I did for the amount of money I was asking for.
He was essentially clueless about the intricacies of programming the VCS and
the creative challenges of designing good games." cxx
- Alan Miller
1980: The VCS Invades
With positive
sales for the Atari VCS during the Christmas season of 1979, the rush was on to
provide a huge selection of software for the new proud owners of Atari
machines. Atari started the year with a huge presence at the January CES show
in Las
Vegas.
"Atari fueled the suspicion
with their own game machine. Their Atari 2600 video game machine was truly the
gadget of the year, and Atari's exhibit featured wall-to-wall games that
attracted huge crowds." cxxi
- Michael S. Tomczyk
Atari
followed its CES presence in January with a marketing blitz that included the
largest TV ad campaign Atari had ever undertaken. One of the very first games advertised
during this campaign in January was Space
Invaders, programmed by Rick Maurer, (who had previously worked on the
Fairchild Channel F) and it was a monster. Simply put, Space Invaders saved the VCS.
"The VCS was not doing that
well -- there were only a few million in the field, and it looked like it was
dying -- then Space
Invaders came out, and bam! It exploded." cxxii
- Larry Kaplan
While both Manny
Gerard and Ray Kassar have taken credit for licensing Space Invaders, it was Maurer who started with the idea to create a
version of the game before anyone even realized it. Maurer started Space Invaders in 1978 when he was first
trying to learn to program the VCS, a process that was not easy for him at
first.
"With a VCS you have to unlearn
every good programming practice you've learned." cxxiii
- Rick Maurer
He got a
good way into development, but then he seemed to reach a programming dead-end. The game was working, but no one else in the
consumer division seemed to care about a VCS version of Space Invaders.
"After a few months,I got it to
where it was fun to play. But few seemed to be interested in it, nobody wanted
to play it." cxxiv
- Rick Maurer
Maurer moved
onto Maze Craze (also released in
1980) because he thought that programming Maze
Craze would help hone him VCS development skills for Space Invaders.
Much later, in early 1979, Manny Gerard convinced
Ray Kassar to license the game from Taito so it could be released for the
VCS.
"Kassar
went to Japan in 1979 for one purpose, and one purpose only -- to get Space Invaders. He did so, cutting a
brilliant deal that would generate millions of dollars for Atari and launch the
2600 into orbit." cxxv
- Kevin Bowen, GameSpy's 25 Smartest Moments In Gaming
This
allowed Maurer to continue making the game, this time in the light of day. For Maurer,
developing Space Invaders for the
2600 was not an easy task. He used rudimentary "programmer art" for the
visuals, but wanted to get the box designer to create his illustrations of the
invaders on graph paper to use in the game. This never happened, so Maurer used
his own drawings instead. cxxvi
Originally Space Invaders was 7K, but he needed to
get it down to 4K, so he spent three months shaving code and re-writing as he
tried to save every last byte. cxxvii
By the time he was finished, his beautifully structured code was now a maze of "JMP"
branches, but it was as tight as he could possibly make it.
The finished
product was amazing to behold. With 112 game variations, Maurer was able to
squeeze every imaginable take on Space
Invaders into a VCS cartridge. While
the game did not completely resemble the original, it played amazingly similarly.
Maurer's fellow programmers were astounded by the game. Rob Fulop sums it up
best: "Fucking brilliant."
When Space
Invaders was released for the VCS in early 1980, it became an instant hit. Eventually the game made Atari over
$100,000,000.
The game was so successful that it proved the staying
power of the VCS for the long haul, and proved to Ray Kassar that the VCS could
be more than just a seasonal product. Game releases were re-scheduled from the
holidays to throughout the entire year.
It also prompted
Atari marketing to try more arcade games and development began new translations
such as Asteroids and Super Breakout for the VCS. Simply put, Space Invaders was the turning point
for home video games. The stage was set for an arcade revolution in the home. By Christmas of 1980, the VCS, with Space Invaders, was the must-have toy
for the holidays.
"...one of the
biggest blockbusters this Christmas season is expected to be the Atari Space Invaders electronic game that every day draws lines
at the model at Woodward & Lothrop's downtown store." cxxviii
- Douglas Chevalier, The Washington Post, Nov. 10, 1980
However,
there was one victim in the success of Space
Invaders: Rick Maurer. Both Space Invaders
and Maze Craze are widely regarded as
some of the best-programmed games for the VCS, but they would be the only games
Maurer would ever create. As Space Invaders
rocketed to success, it saved Atari and pretty much made the next 28 years of home
video games possible, Maurer himself was compensated with a mere $11,000 bonus.
Disgusted by the industry, Maurer left and never made another Atari VCS game.
With a new
emphasis on releasing games throughout the year, and with hundreds of thousands
of new customers to sell them to, Atari embarked on getting as many VCS games
to the market as possible throughout the rest of 1980.
One of the first was Circus Atari, released in January,
programmed by Mike Laurenzen. Circus
Atari was a re-write of Breakout (and
almost an exact copy of the Exidy arcade game Circus) in which you launched clowns on a platform in the air to
break balloons. Though it was basic, Circus
Atari was quite a good little game.
A myriad of
other low-key titles joined Circus Atari
in the wake of Space Invaders. These
games were mostly older-skewing and designed to fill in gaps in the VCS line-up
more than become huge hits. They included 3D-Tic-Tac-Toe
and Video Checkers (both by one of
the first female VCS programmers, Carol Shaw),
Golf, the Sears exclusives Steeplechase
and Stellar Track, and Othello.
"The 2600 version of Othello I
did on the side until my boss caught me at work once making the final changes
before it went into production." cxxix
- Ed Logg
One very
unique game released in 1980 was Championship
Soccer by Steve Wright. While the limited soccer game-play was not much
better than the cut-down sports action of other VCS games like Home Run and Football, the reward for scoring a goal was unprecedented: a
fireworks show.
"How about that fireworks show
when you scored a goal -- was that
awesome or what?"
- Bill Kunkel (Co-founder of Electronic Games magazine) cxxx
It was a
stunning graphical effect that transcended the quality of the game. Some
players would simply let each other score so they could see the fireworks
explode. It's no wonder that programmer Steve Wright never made another game,
and instead became a well-respected and successful digital FX and CGI guru for
feature films and TV. cxxxi
One of the
best games on 1980 was Night Driver,
programmed by Rob Fulop and released in August 1980. A conversion of Atari's
coin-op game, Night Driver used a
pseudo 3D perspective to simulate high speed driving.
"My first project
in this group was Night Driver, which started
with Larry Kaplan handing me a bunch of code and saying, 'Maybe you can get
this to work, it seems like too of a headache' ... Basically, I think he was
mentally on his way out the door at that point and didn't want to start another
game." cxxxii
- Rob Fulop
1980 also saw
a growing a trend for VCS games: the unreleased gem. With Atari marketing
pulling further away from engineering and refocusing away from unique concepts towards
licensed titles, some finished VCS games were being shelved and never released.
Stunt Cycle by Bob Polaro was one of
the first such games.
Originally designed as a version of the Atari coin-op
game, marketing attempted to get it converted to Dukes Of Hazzard game, and then ultimately it remained unreleased. cxxxiii Another such game from 1980 was Chris Crawford's Wizard, which was the victim of the move from 2K to 4K VCS games.
|
Thanks for the great article, although I must say that I find the claim that the VIC-20 was more powerful than an Atari 400 a bit tough to swallow... ;-)
-Clay
Thanks. That probably should read "arguably more powerful" or "perceived as more powerful". In retrospect, it wasn't.
-Steve
Having worked at Time Warner, back in the SF Rush / Rise of the Robots era, I totally recognize the pattern that has also poisoned most large developers :)
Sorry to be a pingeek but I think there's a misplaced comma: Superman the pinball, more like 3500-5000 units sold according to the ipdb. 10 K sales from the late 70's on was blockbuster.
http://img409.imageshack.us/img409/7749/fairchildchannelfcartrihz0.jpg
Channel F's Videocart 12 was baseball, released in 1977.
Good catch, but I believe it says that it was the first "single player" baseball game. I believe the Fairchild game (which I played many times at my friend's house BTW...but my favorite game was Alien Invasion) required two-players. I was trying to highlight the A.I. of the VCS game.
-Steve
We'd like to translate a decent articles "The History of Atari: 1971-1977" (http://www.gamasutra.com/view/feature/2000/the_history_of_atari_19711977.php?pag
e=1) and "Atari: The Golden Years -- A History, 1978-1981" (http://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php) into Polish language and publish it on a popular portal jakilinux.org (and/or osnews.pl). Do you mind us doing so? Obviously proper attribution would be paid to you as the author.
Please let us know what you think about such re-publication. (My e-mail address is tprimke_at_gmail_dot_com.)
Best regards,
Tomek
Moreover, it is very unlikely that the Atari 3200 was to be based on the same chipset as the Intellivision. The Intellivision was mostly a knee-jerk reaction to the Atari 2600 from Mattel, and therefore consisted of an pre-built, off-the-shelf game system created by chip maker General Instruments. In fact, it was an actual sku item on their 1978 parts catalog. It was later customized a little, mainly to allow for more ROM and custom graphic tiles, but it was generally an off-the-shelf product.
Therefore it seems unlikely that Atari would plan to replace their aging custom-designed Atari 2600 with an off-the-shelf product, whose technology, although having some more capabilities, was just as old.
-dZ.
Thanks for that!
I'd say that from your description, the Intellivision processor could have still been one of the chips that Bushnell had tied-up in development, especially if GI was one of the companies he used. Remember, the idea that the Intellivision was based on one of those processors did not come from myself, but from a direct quote that Bushnell gave to me in an interview. Still, it's a very gray area and this why that part of the story is painted as "not definite".
-Steve
Thanks for your response. You are right, the GI microprocessor could still have been the planned successor to the Atari 2600. However, I still think it unlikely due its many limitations (weird architecture, 10-bit memory addressing, etc.).
My point was that the only reason Mattel used it was not because it was considerably better, but because they needed a quick release, and chose the General Instrument's pre-built system in haste in order to jump into the new Video Game market.
The entire Intellivision console was indeed superior, with better graphics resolution and 3-channel DSP'ed sound (although the graphics were tile-based instead of pixel-based, limiting its practicality; not to mention the ill-conceived Disc Controller!), but its microprocessor and chip technology were the products of early 1970s technology, hardly state-of-the-art; and unlikely the first choice for a successor.
But, of course, we can't ever know, and I do concede it's possible.
I do agree that competition from Mattel could have been avoided if only Atari had adhered to Bushnell's strategy.
All in all, a very interesting and satisfying article; one that brought back wonderful memories. Please keep up with the thoughtful historical accounts of our wonderful technological roots.
Thank you,
-dZ.
P.S. Why, yes, I did (and currently) own a Mattel Intellivision, thank you.
Perhaps Gamasutra can showcase the Mattel Intellivision on a future article and fulfill my well of nostalgia, as it has already done with the Atari VCS, the Commodore 64, and Video Game arcades in general.
-dZ.
No problem! Thanks for adding to the discussion. I agree, the Intellivision story needs to be told. I'd love to try to tackle it someday, especially since it all went down near my home town (they used to frequent the local arcade here while making games), Keith Robinson from the Blue Sky Rangers draws a cartoon for the local paper, and Intellivision Productions is in the same office building as my favorite Sunday breakfast coffee shop)...plus, I currently work for Mattel.
mason,
I'm happy you noticed. The quotes, to me, are the most important part.
It was Atari that really changed my life. Starting with COMBAT. My brother and I played that till the wee morning hours and although it was simplistic. I never had so much fun in my life. That would be followed by Space Invaders. Asteroids, Adventure, which was the first game that gave me the sense I could explore a world in a game. I liked the Sword Quest series as well.
Seeing a TV ad for Atari. Going to store and seeing the box art for each game. Buying a game and taking it home and opening it up. Taking the cart out and putting it into your Atari. That was pure bliss when I was growing up.
Atari is my childhood. I love Nintendo as well, but I'm not the Nintendo generation. I'm the Atari generation. Atari forever!
We re-developed 2-3 years ago Intellivision cartridges as Keith acquired the rights to unreleased games and wanted to release them for the retro crowd.
The carts are not simple ROMs, but use a time multiplexed bus for address and data, and the Intellivision hardware is definitely odd...
We've also re-developed a 2600 clone, for a product that hasn't been released (distributor problem), so I can answer a lot of questions about the 2600 hardware and some of its history if you want to do a followup.
you can contact me at: my first name that you can see on this post @ retrogamesllc.com
>>box art for each game. Buying a game and taking it home
>>and opening it up. Taking the cart out and putting it into
>>your Atari. That was pure bliss when I was growing up.
Ryan,
That is exactly what I can't shake Atari from my mind. Somehow i want to recreate those moments, but it is very difficult these days.
-Steve