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These
high-profile defections were not good for the coin-op division's morale or for
its ability to produce hit games. However, Atari found a couple ways to replace
this brain-drain, and it was not necessarily by hiring the best and the
brightest new game designers to work in the Atari coin-op division.
One way was
to start licensing games from other manufacturers. Atari had always had a close
relationship with Namco, and in November if 1981 it entered into an agreement
to license several of Namco's arcade titles for U.S. distribution. However, these games
would not show-up on Atari roster until 1982.
Another way to
start using outside development firms to create games. In mid-1981, an
opportunity to expand the coin-op division to an outside agency literally fell
in Atari's lap.
In June, a small company made-up of MIT students named GCC
(General Computer Corporation) created a "mod kit" for Atari's Missile Command coin-op named Super Missile Attack and marketed it for
$295. The mod kit would allow arcade operators to change the game, add options,
and make it more difficult for players.
Atari found out about this kit, and
while it existed in a legal grey area, Atari was worried about its effect on
the integrity of its products. It filed a lawsuit against GCC for $15,000,000.
"They
(the General Computer game enhancement) appear to our customers and to the
public as Atari products,
creating confusion and siphoning off legitimate returns from our investment in
research and development."
- Frank E Balouz, Atari coin-op marketing VP
It turned
out that GCC engineers were fairly skilled at making arcade games. The engineers had
created a mod-kit for Pac-Man named Crazy Otto that they eventually sold to
Namco, which became Ms. Pac-Man.
Atari knew talent when it saw it. The lawsuit never happened, and Atari settled
with GCC out of court.
"They started getting really
annoyed that we weren't rolling away... finally the light bulb went on: 'They
might as well design games for us', so
Atari drops their lawsuit... we signed a development deal with Atari to do
engineering for them." clxxiv
- Steve Golson (GCC Engineer)
Atari
contracted GCC to develop new coin-ops for the company. GCC went on to create
the arcade games Quantum, Food Fight, and Nightmare (unreleased) clxxv, VCS games like Ms. Pac-Man and Vanguard, and the
original design for the Atari 7800
console, as well as some of the first games for the system.
However,
unlike Grass Valley from years before, GCC was never
really integrated into Atari as a whole, and in fact, took direction from the
likes of Ray Kassar and Manny Gerard, and not necessarily the internal
development teams. Atari management, it seemed, was hedging their bets with the
engineering department. If they could not find cooperation inside, they could
always buy it from the outside.
"Our contract was not with
Atari, our contract was with Warner who owned Atari... Whatever we came-up with
would be force-fed to the Atari folks." clxxvi
- Steve Golson
1981: Computer Business
Even though
Atari had held back most of the technical documentation necessary for third
party developers to create software for the 8-bit computer lines, developers
had found their own resources to explore the machines.
Magazines like Compute had
started running articles on the 400 and 800 as early as January 1980, and in
them they explored topics on how the machine worked and how to write software
for them. Some of these were written by Atari employees who were desperate to
let the world know about the new machines.
"Anybody who has seen Atari's Star
Raiders knows that the Atari Personal
Computer System has vastly greater graphics capabilities than any other
personal computer. Owners of these computers might wonder if they can get their
machines to do the fabulous things that Star Raiders does. The good news is that you can indeed write programs with
graphics and animation every bit as good as Star Raiders."
- Chris Crawford, In Compute's first Book Of Atari, 1981
The best news
for Atari computer owners came in January when the first dedicated magazine for
the Atari 8-bit machines, A.N.A.L.O.G., went into publication. With A.N.A.L.O.G.,
Atari owners had an independent resource for news that could both push the
platform to computer enthusiasts...
"The Atari is also the 'hot' computer of
the eighties: at the Consumer Electronics Show in Las Vegas this January -- three
questions frequently asked at the information booth were 'where's the best
restaurant, which way to the rest rooms, and where's the ATARI booth?'"
- A.N.A.L.O.G. Magazine #1
...and double
as leverage on Atari and computer stores to support the platform.
"The color
TRS-80 is a joke in comparison to even the 400. The APPLE II is archaic in
technology next to the 800, and any other micro on the market just can't match
the Atari's built-in computing power. Many computer stores won't carry the 400
or 800... 'there just isn't any software available', well we receive software
and new products at an almost daily basis at the ANALOG office, so much that we
have a difficult time reviewing it all. I am very impressed with the amount of
really good software available in just a year's time." clxxvii
- A.N.A.L.O.G. Magazine #1
One of the reasons for the emergence
of a dedicated magazine was that sales for the computers had picked up
dramatically at the end of 1980 and into 1981.
"We've been saying Atari sales
are picking up, a more than gradual creep that's been in evidence since summer.
The trickle has apparently turned into a roar: it seems the pipeline
effectively ran dry in mid-December when dealers across the country were selling
machines faster than they could get them."
- Robert Lock, Compute!, February 1981
However, much of this had to do with
the cult status of the game Star Raiders.
The Atari computers provided graphics and gameplay far beyond anything
previously available, and die-hard gamers were buying Atari computers simply to
play games.
"If you own an Atari
800 computer don't forget there are other game cartridges besides Star Raiders available."
- Robert Baker, Compute!, April 1981
Even though
Atari wanted to prove that its machines could do more than play games, the
company started releasing its own game titles again in 1981, including a near-arcade
perfect version of Missile Command, a
surprisingly sub-par Asteroids (with
bit-mapped graphics), and a decent Super
Breakout, plus Chris Crawford's two edutainment games, Energy Czar and SCRAM.
Atari
still supplemented these games with a load of serious software (Conversational
Spanish, Bond Analysis, Stock Analysis, Stock Charting, Mailing List, Touch
Typing, Calculator, Graph It) but the whether Atari liked it or not, the games
had become the hook for new users.
One unique idea that came out of
Atari at this time further support the 8-bit platform with software was A.P.X,
The Atari Program Exchange. The APX was the brain-child of Dale Yocam. The idea was to take submissions of software
from the Atari user community and market the best ones right back to the users.
"The guy who cooked up the idea, Dale Yocam, was trying to explain
to the management that there are a lot people out there that like to write
programs and if we can publish these programs for them, it's a win-win. The
management was not very interested in it. He put together a business plan for
it and said 'Look, we only need a little bit of money and this thing can be
self sufficient and it might make some money.' They very grudgingly agreed to
let him do it. And so he did it and very quickly made it into a monster
success. It was a major profit center for Atari. They rewarded Dale for his
initiative by bringing in another guy to be Dale's boss... so Dale, in disgust,
quit about a year later." clxxviii
- Chris Crawford
It's
interesting to note that A.P.X. was not just a resource for Atari customers. Many
of Atari's internal VCS development staff wrote games that were released as
A.P.X. titles. Lemonade Stand, Mugwump, Preschool Games, Reversi,
Space Trek, and Dice Poker were written by Bob Polaro. Avalanche and Chinese Puzzle
were written by Dennis Koble. Centurion, Castle, Alien Egg, and Tact Trek were written by Rob Zdybel. Lookahead was written by Bob Johnson,
and Load N' Go by Brad Stewart. clxxix
By far,
however, the most popular game created by an internal Atari programmer for
A.P.X. was Eastern Front (1941), by
Chris Crawford, released in September 1981. Eastern
Front (1941) was a tactical war game that simulated the battle between the
Germans and Russians in World War II.
Unlike most other tactical war games of
the time, Eastern Front included
colorful graphics and joystick input that completely streamlined the interface
for a war game. Even though Eastern Front
did not include animated battles, compared to the text-based games from Avalon
Hill, it was a cinematic masterpiece. It played well, too.
"I have no hesitation in
calling this one of the very best war games available for a personal computer.
It is also a virtuoso demonstration of the awesome built-in capabilities of the
Atari computer." clxxx
- Creative Computing
With games
like these Chris Crawford seemed be on an (almost) singular quest (as an Atari
insider) to simultaneously tell the world about the capabilities of the Atari
8-bit computers, and show just what magic you could weave with them. It also
sold well. Even with the 10% royalty rate, Crawford made $90,000 from the game.
clxxxi
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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