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Games and
applications began streaming in immediately from outside sources as well. One
of the best, Caverns of Mars, was created
by Greg Christensen, a high school senior. He submitted it to A.P.X., and it
sold remarkably well,
The game
was a vertically scrolling, multi-level shooter that took the player deep into
the surface of Mars, battling aliens until they reached the center of the
planet. Much like Star Raiders, it
set the tone for the abilities of the Atari 8-bit computers when it came to
games and entertainment.
Christensen's game won a $3,000 prize from Atari, and
his first royalty check was $18,000. He would go on to receive over $100,000 in
royalties from the game. clxxxii In 1982, Atari converted it to its regular line-up of games for the computer
line. Christensen went on to a healthy career making computer games, including
two sequels to Caverns of Mars: Phobos and Caverns of Mars II.
As 1981 continued, more and more third
party developers were learning how to program the Atari computers and releasing
software. Where did they learn the technical information necessary to program a
machine that was otherwise kept a total secret? From Atari insiders like Chris
Crawford.
"Initially they had never quite defined what it was that had to be
kept secret. I was the programmer at Atari who had come in from the outside
world and had more contacts with outsiders. I'd be working on Atari software
and the phone would ring and it was somebody in Indiana saying, 'Can I get any
of the technical documents?' and I would go over to the main area and get a few
of the technical documents, photocopy them and mail them off... there were
enough loopholes that I was able to send out some documents and not get fired." clxxxiii
- Chris Crawford
Throughout
the year, top-tier games began appearing for sale from some the biggest
software companies of the era. In March, Automated Simulations (Epyx) released its first three games for the Atari 8-bit computers: The Datestones of Ryn, Rescue at Rigel
and Invasion Orion. These were
followed closely by ports of 10 Scott
Adams text adventure games from Adventure International as well other games,
such as an unlicensed Star Trek 3.5,
that would net a $10,000 fine.
In
May the shooter Threshold from Sierra
On-Line was released, July saw the release of Chris Crawford's Tanktics through Avalon Hill, and August
saw the release of another Sierra On-Line game, Jawbreaker (which resulted in a losing lawsuit from Atari, which
thought it looked too much like Pac-Man,
which they had just licensed for millions).
Later in the year, more software
arrived, including Upper Reaches Of
Apshai and Rescue At Rigel from
Automated Simulations and the A.I. experiment Abuse by Randy Simon and Robert Freedman. Dozens of other games
were popping up from boutique developers (such as A.N.A.L.O.G. magazine itself)
and bedroom coders.
To further encourage new developers,The
Atari Home Computer division created the Software Support Group, a new team
that would help get developers for other platforms for work on software for the
Atari 8-bit.
"Our job was to provide technical support to outside programmers. We
had a whole package of goodies we provided for free. By the way, the main thing
we did was this tour where I would travel around to cities all over the
country. We would rent a hotel meeting room, and people could come-in to these
seminars where we taught them all about how to program the Atari and I did
almost all the work here. I had a real barnstorming style. My job was to wean
people away from the Apple to the Atari. I was pushing that line really hard. Somebody
in one of the magazines that had come to it said 'Crawford does a show like an
old-time evangelist. You half-way expect him to start quoting the bible', and
that is where the term 'software evangelist" arose." clxxxiv
- Chris Crawford
Finally near the end of 1981, the
attitude towards third party software at the upper reaches of Atari took a
complete 180. A group of Atari developers (including Chris Crawford) published
a book named De Re Atari (through A.P.X) that laid out most of the technical
details required to make software using all the bells and whistles the Atari
8-bit platform had to offer. Later, in 1982, the full set of technical
documentation was finally made available.
"I was sending out some minor stuff and then one day it was sort of
like 'the dam broke' and they had an official policy, 180 degree reversal, 'We
want to tell everybody about this'. I
immediately got on the phone and started calling a bunch of my contacts saying,
'Hey. would you like complete technical documentation on the Atari?' and we
shipped a lot of those.".clxxxv
- Chris Crawford
Atari needed
to get as much software as possible out for the machine, because the computer market they
had entered was showing signs that it could become a battleground. Commodore,
who already had its PET in the marketplace prior to the arrival of the 400 and
800 announced the VIC-20, a computer that was more powerful than the standard
Atari 400, but priced much lower, at $299.
Atari came back in May by lowering
the price of the 400 to $399 and doubling its standard memory from 8K to 16K.
The plan appeared to work, as Atari computer sales skyrocketed throughout the
year.
"They're still selling as
fast as they can make them. What else can we say?"
- Robert
Lock, Compute!, March 1981
Atari also worked
in other ways to promote its computer line. In the second quarter, it launched its
own magazine, named Atari Connection, which
was aimed at the home computer user. Atari also secured celebrity endorsements
for its software (i.e. novelist Robert Ludlum, who endorsed the Atari Writer word processor). These
moves received kudos from the financial community as it looked like Atari was
trying to break new ground.
"Atari Inc. is absolutely committed
to the consumer business, and despite the fact that it is almost alone in
believing that now is the time to do it, the Warner Communications Inc.
subsidiary is betting its future on the home computer and ignoring today's
high-flying markets."
- Business Week, June 15, 1981
Finally, Atari
launched a TV ad blitz in the fall featuring Atari Book Keeper and Star
Raiders on network TV. All of
this led to strong sales by the end of the year.
"Atari's aggressive pricing moves,
in the wake of Commodore's announcement of the VIC-20 last spring, seem to be
bringing rewards. We hear that monthly
sales now approach last year's annual
sales figures. And the numbers are still growing."
- Robert Lock, Compute!, October 1981
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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