1980: Coin Ops
Atari's
coin-op business at the start of 1980 was still dominated by Asteroids. At least two new versions of
cabinet were created so that the game could fit into spaces that were not ready
for a standard arcade cabinet. The sit-down "cocktail" version was
released in April 1980 and sold nearly as many units itself as most other
arcade games did in their normal runs (8,725 units manufactured and sold for
$1746 each cxlvii).
As well, a new "cabaret" design was also released in May. This was a
stand-up machine with a much smaller footprint that would allow owners of laundromats,
convenience stores, and other establishments with less space to offer Asteroids to their customers.
The
record-breaking success of Asteroids
highlighted a feature of the game that was fast becoming an issue: the
high-score list. While not the first game to allow it (that honor goes the
Exidy's riff on Star Wars, Star Fire)
Asteroids was the first very popular
game to summon players to enter their initials for posterity.
This
high-score list coupled with the addictive game play of Asteroids showed a downside in the first part 1980. As more and
more players got better and better at the game, driving towards high and higher
scores, arcade operators saw a drop in profits.
Players just got better and
better at the game, exploiting flaws in the design. By April, the first
1,000,000 point Asteroids game was
recorded at U.C. Berkeley by Paul Wollam. While Atari loved to promote these
high scores, engineers were secretly working on a fix that would make the game more
difficult. A mod-kit released in May of 1980 made the small saucer more
intelligent, with a better fire-rate.
Aside from
the 1979 carry-over of Asteroids, the
first great new game of 1980 for Atari was Missile
Command. Playing on the fears of the Generation-X kids who were filling the
arcades at the time, the game simulated a nuclear warhead attack on six cities
that had to be defended by the player. Designed by Dave Theurer and Rich Adam,
some of the suggested early titles for the game were "World War III",
"Armageddon", and "Edge Of Blight".
Upon release
in April 1980, Missile Command was a
great success. While certainly not the size of Asteroids, it was still a huge hit with almost 20,000 units sold. cxlviii
The game certainly caught the
imagination of the Cold War generation, and may have even acted as a kind of
release for subconscious worries about nuclear annihilation.
""Everybody I know who
really got into the game had nightmares about nuclear war." cxlix
- Steve Calfee (Atari coin-op designer)
"There is a little bit of a
spooky message in that whole game when you have that final cloud at the end." cl
- Ed Rotberg
Also released
in April was Monte Carlo. Monte Carlo
was another in Atari's long running series of single-person racing games.
Designed and programmed by Norm Avellar and Dennis Koble, Monte Carlo featured top-down, scrolling driving action.
Not too long after, in
September, Atari released another advanced war-based game, this time a revolutionary
3D, vector-based tank simulator named Battlezone.
The game was championed by Morgan Hoff cli, designed by Ed Rotberg and utilized a
math-coprocessor named "the math box" for 3D calculations, developed
by Jed Margolin and Mike Albaugh. The erupting volcano in the background was
created by Owen R. Rubin.
"It (was) actually developed in
one of our company brainstorming sessions. We had recently developed the vector
display technology, thanks to Howard Delman, and of course our first thoughts
were to do a first-person 3D perspective game. I honestly don't remember who
first proposed the tank format concept at those meetings." clii
- Ed Rotberg
Battlezone
was another sizable hit for Atari (more than 15,000 units sold cliii), its third in less than a year. All of the sudden,
the Atari the coin-op division had entered its golden age. It appeared as
though it could do no wrong -- even, it seemed, to the U.S. Government. At the
time, Atari was approached by the Army to help create a version of Battlezone to use for combat training.
"There was a group of
consultants for the Army -- a bunch of retired generals and such -- that
approached Atari with the idea that the technology for Battlezone could be used to make a training simulator for the then-new Infantry
Fighting Vehicle. The idea was that such a simulator could be made into a game
that would encourage the soldiers to use it. They would learn not only the
basic operation of the IFV technology, but would also learn to distinguish
between the friendly and enemy vehicle silhouettes." cliv
- Ed Rotberg
While information on
the Army Battlezone project is freely
available today, in the early '80s it existed as only the reflection of rumor
passed around by magazine editors and kids on the playground.
Without any
formal information, even more scurrilous rumors evolved pertaining to other
Atari games and C.I.A. conspiracies.
"The rumor goes something like this: the
Pentagon (or the CIA or the FBI) collaborated with Atari in the development of
a realistic video war game. What they were after isn't clear, and the reasoning
differs from rumor to rumor. Either the Pentagon wanted to subliminally train
future personnel in the art of video. Or the Pentagon wanted to locate and recruit
-- immediately -- those talented gamesters with the most impressive war-game
skills. Whether they found what they were after -- or whether the story is even
true -- is certainly top-secret information. The game was real enough, however,
and was appropriately titled Missile Command."
-Matthew White,
Joystik magazine, Sept. 1982
Today these
conspiracies seem like little more than quaint fantasies, but in 1980s, the era
of Reagan, the USSR, War Games and Red Dawn, they were dead serious. While
it has never been proven that the U.S. Military was going to use these games
for finding the most adept '80s teenage arcade
denizens to man 21st century weaponry (that prospect was left to the
aliens in both The Last Starfighter movie
and in Robert Maxx's book Arcade...
and America's Army) it has been substantiated
that the Army did want to use early 80's video games to train its troops.
"The Army has
noticed that the young people they work with like these types of games, so they've
been asking themselves, 'Why can't we use this thing?'" clv
- Donald Osbourne, Atari coin-op sales VP
...and the brass wanted both Battlezone and Missile Command.
"An agreement is
being drawn up whereby Atari
will produce training prototypes for both the Army's M60A1 Tank and its
Chaparral Missile Air Defense System."
- Nathan Cobb, Globe Staff, September 3, 1981
However, Atari's
work on these types of military projects did not last very long. It turned out
that some of the key engineers at Atari had chosen their profession in the game
industry to avoid this type of government contractor work. It went against almost
everything they believed in.
"I was vehemently opposed to
Atari getting into this sort of business at all. Remember, the world was a very
different place in 1981 than it is now. There was still a Soviet Union who was perceived to be our nation's
biggest threat. My contention was that many of us engineers had the option to
go to work for companies doing military contracting, and we consciously chose
to work at a company that was not so involved." clvi
- Ed Rotberg
For the Atari
coin-op designers, creating an alternate reality was much more important than
simulating the real one. In fact, creating a hit game that took people out of
the real world, at least for a short amount of time, was the ultimate
satisfaction.
"The best feeling for a game
designer is to go out into an arcade and see people having fun playing the game
that they created. There is nothing better than that. To walk around and see
all the other games, and know that people can choose from anything in there,
but they are playing your game. That is pretty heavy stuff." clvii
- Ed Rotberg
1980: Year End
The Space Invaders game for the VCS, along
with the success of Asteroids, Missile Command and Battlezone in the arcades, netted Atari Inc gross proceeds of $512.7
million for the year. Suddenly Atari was a major portion of Warner
Communications' total annual income, and was deemed the "fastest growing
company in the history of USA".
All told in
1980, Atari spent $2.1 million on TV advertising. Even though
nearly all the products that made Atari a success in 1980 had been started
under Nolan Bushnell, or were products of the teams he had put together, the
events made Ray Kassar look like a hero to Wall Street. Predictably, Ray Kassar
took full credit for Atari's good fortunes.
"When I came in the product was
perceived as a fad, a Christmas item. What we did was try to convince the trade
and the consumer it was an everyday product with a long life." clviii
- Ray Kassar
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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