1980: Home Computers
With very
little time to sell in 1979, 1980 became the first real year of the Atari 8-bit
computers. As the year began, several
games were released for the platform including 3D-Tic-Tac-Toe, Super
Breakout and Space Invaders. Space Invaders was particularly
interesting.
Even though Atari had secured the license from Taito, and the
8-bit computers had the power to replicate the game exactly as designed,
programmer Rob Fulop decided to make an almost entirely different game.
"The reason Atari
800 was different from the original was very simple and somewhat
embarrassing. I was 23 years old at the time, and with one 'port' already
under my belt (2600 Night Driver), I figured I
was far too cool to do another straight port of an existing coin-op
game. You have to remember that at Atari, programmers had nobody that
approved their plans, basically people like myself were given 100 percent
liberty to create whatever we wanted. There was no approval process, no 'pitch
meetings', no specs that needed sign off.
In retrospect, such
freedom is really astonishing to me given what is now required to put something
into production. But at that time, it was totally up to the programmer. Nobody
told me to do Space Invaders, it was my
choice. I decided to change the original, not because I thought the original
was 'broken' in any way, but simply because I was looking to 'make my mark'
whatever that meant." cxxxvii
- Rob Fulop
The game was
so different, in fact, that an independent developer named Joe Hellesen (who
would go on to create many more 8-bit, ST and Amiga titles including Pac-Man for the Atari 8-bit computers) created
a nearly arcade perfect version in 1981.
After
the initial run of games for the 8-bit computers, though, Atari was ready to
stop all game development on the machine. Atari management was keen to
differentiate the computers and stop the comparisons to the VCS.
"One of the very few decisions
they were confident in was the decision to clearly differentiate the home
computer from the video game machine... So the rule was simple: no more games." cxxxviii
- Chris Crawford
Instead of
working on games, Crawford got started on several edutainment titles, including
a power company simulation named Energy
Czar and nuclear reactor simulator named SCRAM. Fellow programmers
were hard at work on bookkeeping and business software.
However,
even though Atari wanted to separate the computer line from its video games
so it could be seen as a serious contender in the market, the company made one huge
and glaring mistake that would pretty much ruin that idea before it ever got
off the ground: it released the game Star
Raiders.
Programmed by
Doug Neubauer, the game was released in March of 1980. Neubauer was hired by
Atari in 1979 as a chip design engineer, but worked on Star Raiders on the side, developing on a wire-wrapped 8-bit
prototype before the production models were ready. Star Raiders was designed as 3D version of a game that was very
popular on college campuses and computer rooms in the 1970s.
"Star Raiders was to be a 3-D version of the Star Trek game played on the mainframe
computers of that time. The Star Trek game was all text and not played in real
time, but it had the idea of ship damage and sector scanners and charts." cxxxix
- Doug Neubauer
The 3D visuals
and game play of Star Raiders was
like nothing that had come before in a computer games. Neubauer's fellow
employees at Atari were blown away by the finished product.
"The employees in
the company went bonkers over the game, which was the first true-to-life,
three-dimensional videogame... The visual effects were dazzling, especially
when the stars whizzed by when you warped, or when the four kinds of enemy
ships came zooming out of nowhere either behind or in front of you." cxl
- Michael S. Tomczyk
Upon release, Star Raiders became the first "killer
app" of computer gaming. It was the first computer game that could be
called a "machine seller".
"It's pretty amazing, the way
the game caught on. I think it was the first game to combine action with a strategy
screen, and luckily, the concept worked out pretty well." cxli
- Doug Neubauer
Even the mainstream
press caught on to the fury over the game.
"The
name of the game is Star Raiders. It
is the best possible combination of a shooting gallery and a planetarium. It is
the reason I was up till 1 a.m. the night before. It costs about
$530 to own one, assuming you've already got a color TV." cxlii
-Henry Allen, The Washington Post, September 2, 1980
Of course, the
success of Star Raiders had a serious
downside for the Atari home computer division: it solidified the industry
misconception that the 400 and 800 were not serious computers.
"Who would buy a
serious computer from the world's most successful video game and arcade
company? Many customers thought the Atari 400 and 800 were more expensive
versions of the Atari 2600 video game machine. Some people even doubted whether
the Atari 400 and 800 were real computers. " cxliii
- Michael S. Tomczyk
One of the
main problems for the Atari 8-bit computers was their reputation for having a
lack of software. Atari simply could not create enough titles in-house to make
the relatively expensive purchase of an Atari computer worthwhile to anyone,
other than hardcore gamers and game programmers.
"Unfortunately,
Atari neutralized their own advantage. To everyone's shock and dismay, they
decided to keep secret vital technical information like memory maps and bus
architectures which programmers needed to write software. They then tried to
blackmail programmers by indicating that they could get technical information
only if they signed up to write Atari-brand software. This alienated the
fiercely independent hobbyist/programmer community, and as a result many
serious programmers started writing software for other machines instead. By the
time Atari realized their mistake and started wooing the serious programmers,
it was too late. The only programmers who remained loyal were game programmers." cxliv
- Michael S. Tomczyk
Still, the
inside development team continued to speak out about the third party software
situation, trying to convince management that they were making a mistake.
"The attitude of
the executives was, 'We want to make all the money on the software. We don't
want any competitors'. They were having competitors with the VCS and the
programmers were trying to explain that, 'No, that's not how it works, you need
a big library of software, you need to encourage them,' and I was one of the
people doing that." cxlv
- Chris Crawford
By the end of
1980, some third party software started to trickle out for the Atari 8-bit
computers. Even though most of it was written in BASIC and text-based, such as Midway Campaign and Lords Of Karma from Avalon Hill,
much more was on the way.
Despite Atari's best efforts to bury the gaming
capabilities of the computers, there were programmers, hobbyists, hackers and
midnight coders finding ways to make quality games and get them to market.
By the end
of 1980, Atari had sold 35,000 computers cxlvi and sales picked up so much in December that the machines had to be allocated
in small batches to dealers across the country.
Even so, the computer business
lost $10,000,000 on $10,000,000 in sales, prompting Atari to spin off the
computer division from the consumer division in October so that it would not
mar the massive success of the VCS.
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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