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Atari: The Golden Years -- A History, 1978-1981
 
 
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Features
  Atari: The Golden Years -- A History, 1978-1981
by Steve Fulton
22 comments
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August 21, 2008 Article Start Previous Page 15 of 20 Next
 

1981: Coin-Ops

By 1981, the arcade had captured the imagination of an entire generation of kids. New games were being released almost weekly, and most successful new games brought interesting challenges and new gameplay patterns into the fray.

All of this led to the 1981 arcade business growing into the world's number one entertainment medium.

Advertisement

"It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were out-grossing the record industry and the movie industry combined, in quarters!" clix

- Dan Plishkin (Atari coin-op engineer)

Coin-ops were quickly spreading outside of the arcade. By the summer of 1981, one in five of the approximately 40,000 convenience stores in the USA had added coin-operated video game machines to their locations, and many of these sported Atari products.

"Gamers pour 10 million quarters into Asteroids coin-operated machines every single day." clx

-Frank Laney Jr. (Arnie Katz), Electronic Games Magazine

After the success of Asteroids, Missile Command and Battlezone in 1980, the Atari name and the company's Fuji logo were synonymous with quality gaming experiences. The Atari coin-op division entered 1981 armed with further developments in vector hardware and a continuing dedication to game design.

However, the year started off in the wrong direction with a string of failed ideas and missed opportunities. The first, in March, was Asteroids Deluxe -- a sequel, but not necessarily an improvement, over Atari's most successful game to date.

"Asteroids Deluxe was done by Dave Shepperd. I did not have any input into this game other than the original code he worked from." clxi

- Ed Logg

With shields auto-fire and killer satellites, Asteroids Deluxe proved too difficult to play and not enough of an advance over the original game to match Asteroids' popularity. However, it still sold fairly well with about 22,000 units sold. clxii

"But wait -- what's that over there coming out from behind that large asteroid over there? It's the Zylor saucer you were sent in after. Dodging and weaving, you suddenly realize they've gotten a lot smarter. And what's that strange looking asteroid that seems to be following you? Wait a minute, that's no asteroid! It's a giant ship! This is an ambush!" clxiii

- Asteroids Deluxe Advertisement

About the same time, Atari's first 3D vector flight simulator appeared in arcades: Red Baron. The game was a bit like a flying version of Battlezone (in fact, the Battlezone cabinet was used to house the game clxiv), but with both air and ground targets. The game sold only 2,000 units and was not any kind of sizable hit. clxv

Soon after, Atari's next game to hit the arcades landed with a similar thud. Warlords was a cult favorite, an innovative one to four-player Breakout-style game. It was great fun to play, but simply could not muster the mass audience necessary to break through the influx of games from a multitude of manufacturers that were flooding into the limited arcade space. It sold just over 2,000 units. clxvi

It was not a good time for Atari to release three decent, underwhelming games in a row. By mid-1981, the competition in the arcades was getting fierce. Atari was facing-off against golden age hits in every corner of the arcade floor. Namco's Pac-Man, and Williams' Defender, both released in 1980, were just capturing the imagination of the mass market, as would Namco's Ms. Pac-Man.

Nintendo's Donkey Kong, Namco's Galaga and Sega's (licensed from Konami) Frogger would capture that attention in the second half of 1981. These hit games were both opening up the arcade to women (Pac-Man, Ms. Pac Man, Frogger), while keeping the hardcore players satisfied (Defender, Galaga). To stay in the game, Atari needed to find a new hit game to compete with them.

Instead, it found two.

The first game came in June, and it was a monster success. Centipede was a garden-based "bug shooter" designed and programmed by Ed Logg and Dona Bailey (one of the first female coin-op designers). As to who actually came up with the original idea, this has been the subject of some controversy.

"Centipede was an idea that came from a brainstorming session Atari would have every year." clxvii

- Ed Logg

The game placed the player in a patch of mushrooms. Centipedes, spiders and other garden insects that had to be eradicated to save the patch. Most of the mushrooms could be destroyed, which gave the game the feel of infinite possibilities, and also led to multiple strategies for obtaining a high score.

"Centipede would be considered, at best, a 'casual game' now -- which was so funny to me, because it wasn't that at all -- it was an action game with a story, and now it really doesn't have a narrative at all by today's standards! It probably wouldn't even be released today." clxviii

- Dona Bailey

The game went on to sell just over 54,000 units, and became Atari's second best selling coin-op of all time. The game was also very popular with women, which gave Atari an edge with that growing demographic of arcade patrons.

"Many theories have been suggested. One is that it was created by a woman. Another is that destroying insects fits well with a woman's psyche. I believe this game appeals to women because it is not gender-biased like fighting games or RPGs or sports games." clxix

- Ed Logg, on why Centipede appealed to women

The second big game for Atari in 1981 was Tempest. Originally designed by Missile Command designer Dave Theurer as a 3D version of Space Invaders, it ended up being a third-person, 3D battle around the edges of increasingly more intricate geometrically-shaped proving grounds.

"I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it.

I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain." clxx

- Rich Adam

Tempest included a knob-style paddle controller to move the player's avatar around the rim of each geometrically designed level. It also used Atari's newest color vector generator ("Color-Quadrascan") and the vector math box to create 3D visuals that had previously never been seen in the arcades.

The combination of great graphics, fast action, and innovative game design created a superb hit for Atari. The game was so hypnotic that some players would go into a trance-like "zone" state while playing, shutting-out everything else around them.

"Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there."

- Lyle Rains

Tempest sold about 30,000 units, only 8,000 more than Asteroids Deluxe, however the greatest gain was not in numbers but in mind-share. With Tempest, Atari looked like a company moving forward, not one that was reaching back to old hits for inspiration.

The teenagers and older game players who had grown-up on Pong and Space Invaders now craved more challenging and thrilling gaming experiences, and with Tempest, Atari was in the position to deliver.

Along with the released games, Atari coin-op had several false-starts and abandoned games in 1981, including Force Field, Hyperspace, Space Shoot (by Howard Delman), Time Traveler, and Thogs. clxxi

Even with the hits, all was not necessarily good for Atari's coin-op division at the end of 1981. The engineer that had started it all, Al Alcorn, left the company after Atari failed to ship the Cosmos holographic electronic game he had been working on. Even though Alcorn had taken thousands of orders at CES, Atari still opted to not produce it, effectively shutting down Atari Electronics.

"Ray Kassar was too scared to take a chance on the handheld/tabletop market, the Atari 2600 VCS was the only thing he had faith in." clxxii

- Al Alcorn

The frustration got to be too much for Alcorn. In 1981 Atari was simply not the place he had helped start in 1972. It was time to go.

"I left Atari because it ceased to be fun for me under the Presidency of Mr. Kassar." clxxiii

- Al Alcorn

More engineers followed. The most high profile defection was the trio of Ed Rotberg, Howard Delman, and Roger Hector, who all left to form their own video game design firm.

"In 1981, Roger Hector, Ed Rotberg, and I left Atari and founded Videa, Inc. Our goal was to become a well regarded design firm in the video game business, as well as in whatever other markets we could leverage our skills. We ended up designing the arcade game Gridlee for Gottlieb, a point-of-purchase merchandiser for ByVideo, and a couple of games for the Atari VCS."

- Howard Delman

 
Article Start Previous Page 15 of 20 Next
 
Comments

Clay Cowgill
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Mr. Fulton-- you officially owe me about an hour and a half of my workday!

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

Steve Fulton
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Clay,

Thanks. That probably should read "arguably more powerful" or "perceived as more powerful". In retrospect, it wasn't.

-Steve

Bruce Atkinson
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The Vic-20 had a real keyboard and similar processor. It didn't have the memory, graphics chips, or operating system that the 400 and 800 had. The Atari OS was much better than most people give it credit it for. It was general purpose with loadable device drivers, before most other home computers had that.

John Abbe
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I couldn't stop myself from reading this through either. And i'm so glad i did, because i'm pretty sure i played that game Nightmare that GCC made for Atari, at 1001 Plays in Cambridge - it was a *great* game, which i tried to find again for years. Too bad they never released it, i've e-mailed GCC to see if i can contact any of the developers to see if they have ROMs for MAME. I also updated their Wikipedia page, and referenced this article.

Thomas Djafari
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Great article!
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 :)

Jason Cumming
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Enjoyed the article immensely.
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.

Mark Delfs
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This is another fantastic article--it felt as though I was there (We used our neighbor's 2600 because my parents wouldn't buy us one!) for the whole thing based on what you are reliving. Excellent, and please keep them coming!

Simon Carless
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We've fixed the misplaced comma on Superman pinball sales, thanks Jason.

shayne johnson
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Atari was not the first console to have Baseball

http://img409.imageshack.us/img409/7749/fairchildchannelfcartrihz0.jpg

Channel F's Videocart 12 was baseball, released in 1977.

Steve Fulton
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Shayne,

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

Tomasz Primke
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Hello,

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

dz jay
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Your information regarding the Intellivision is not accurate. The Intellivision was not powered by a 10-bit processor, but by an early 16-bit processor. It did, however, performed 10-bit memory addressing, but this was due to the fact that the ROM chips it used were 10-bit. This happens to be purely an accident of history: a 16-bit microprocessor designed in an 8-bit and 10-bit world.

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.

Steve Fulton
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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

dz jay
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Mr. Fulton,
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.

dz jay
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P.P.S. My intention in the last comment was not to refute your assertions; I find your article very well written and accurate, and I enjoyed it immensely. I just wanted to enrich your historical account with further information from one of the little remembered competitors of the time.

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.

Mason Mccuskey
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Steve - great article, I especially like all the quotes. Thank you for going into detail, and including quotes from so many insiders.

Steve Fulton
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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.

Ryan Ponce
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Although my first system was the Coleco Telstar Arcade. (Google it) Which had a drag racing game. Shoot the moving man on the screen and Pong. On one triangle shaped cart.

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!

Thomas Djafari
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I can provide you more information about the Intellivision; I did a little bit of work with Keith Robinson and his office is pretty close to my place, so I can go talk to him again.
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

Steve Fulton
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>>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.

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

A D
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I have to know, is it possible to begin another era of amazing gaming with a similar gaming box? Are these "xbox" and ps/3 - whatever-s REALLY that good? I, too, cant shake Atari. The late 70s and early 80's were golden years for me with that stuff. I had a bedtime, back then, but in front of that Atari 800 I was developing games. Amazing.

Scott Stilphen
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Nice article, although one error I noticed is Lookahead was by Dave Johnson (not Bob Johnson).


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