1981:The VCS Becomes Unstoppable
Still
feeling the effects from the defections of the "Fantastic Four" and
the mild reaction of management to it, but bolstered by the massive success of
the VCS in Christmas 1980, the Atari Home division entered 1981 on uneven
ground.
The VCS had also found new, hearty competition in Mattel's
Intellivision, and for the first time had to compete in the home against a
(seemingly) superior console, and on the software front with a third party
developer -- Activision. Still, the Home
Division continued to produce high quality games for the VCS.
One misstep
Atari made in early 1981 would start a trend that would haunt Atari for the
rest of its existence: vaporware. In this case, it was vapor-hardware in the
form of the Remote Control VCS.
Atari
introduced both the Atari 2700 Wireless VCS console and a pair of Remote
Control Joysticks for the 2600. Both were announced at the January CES, but
only the wireless joysticks ever saw the light of day.
"The units were complete, boxes
were manufactured, color dealer flyers were sent out, it appears everything was
ready. Apparently during the Quality Assurance testing of the Atari 2700 RC
Stella by John Protsman, it turned out that the controllers emitted a signal
within a 1000 foot radius. What this meant was the units would cause havoc
with other Atari 2700s nearby. Also the controller electronics were based
on the design of a garage door opener, so the controllers would have the
possibility of causing other remote controlled devices to operate." clxxxvi
- Curt Vendal, Atari historian
As far as
games went, the Atari VCS started the year with the March release of the very
solid Video Pinball by Bob Smith.
Even though playfield did not remotely resemble the Atari coin-op of the same
name, the pinball action was decent.
A few other
releases made their way to the stores in 1981, significant because they were
both programmed by one of Atari's first female game developers, Carla Meninsky.
First up was Dodge 'Em, an award-winning
maze racer in which the player had to drive around and collect objects (dots)
while avoiding computer controlled chase cars. It was an imaginative cross
between Indy 500 and Pac-Man.
"For Dodge 'Em I was the centerfold for both Playboy and High Times as being the best
game of the year... so I thought I'd really made it." clxxxvii
- Carla Meninsky
Meninsky's
second game was the VCS conversion of the Atari coin-op Warlords. While not quite
the sizable hits of the year's next releases, both games proved that Meninsky
had the programming chops to take on one of the biggest VCS projects for 1982: Star Raiders.
"Even now, where I work I've got
a Warlords sign out... from the arcade game, the
panel. People go by everyday and they go
'Wow, remember Warlords' and 'Wow,
that was a great game.'" clxxxviii
- Carla Meninsky
One of the
biggest VCS games of 1981 was released in April. After the success of the
licensed coin-op game Space Invaders,
Atari began to translate as many of its own coin-op hits to the VCS. Missile Command was one of the first.
Aside from Space Invaders, Missile Command for the VCS became
well-known as one of few arcade translations for the platform that were as
enjoyable to play as the original coin-op.
Rob Fulop programmed Missile Command as his next project
following his "re-imagined" version of Space Invaders for the 8-bit computers.
"I did end up
getting some flack for the changes I made (to Space Invaders for the 8-bit) though, not via management,
but from my peers. Such is why I ended up making my next project, Missile
Command, as faithful a replica to the original
coin op, as I possibly could." clxxxix
- Rob Fulop
Missile Command was an amazing success for the VCS,
selling millions of copies. It also helped send out the message to consumers
that, while there were other system like the Intellivision around, the Atari
VCS was the only place you could play true arcade games. However, if that
message was merely sent with Missile
Command, it was received loud and clear with the year's most significant
release for the VCS, Asteroids.
Getting the
Asteroids coin-op to fit into a
cartridge for the VCS was not an easy task. Brad Stewart, the programmer
responsible for the VCS version of Breakout,
took on the task, and it was not an easy one. Fitting all the Asteroids graphics and game play into a
standard 2K cartridge was impossible. In fact, even a 4K cartridge could not
hold it all.
"Asteroids needed the 8K, though. After the game was complete, Bob Smith and I spent some time using
every trick we knew to try to get it into 4K, but it just... would... not...
fit!" cxc
- Brad Stewart
To get
access to 8K, Stewart used a newly devised scheme called bank-switching (originally
created for the VCS Basic Programming
cartridge) that allowed a programmer to access multiple 4K banks of memory.
This was a breakthrough for the VCS.
"The present invention provides a bank
switching memory and method for increasing the number of individual address
locations that can be addressed in a digital system. The present invention
expands the available memory space beyond that capable of being addressed by a
conventional addressing having a unique memory location associated with a
unique address. Specifically, the invention is used to expand the number of ROM
memory locations contained in the game cartridge of a video game system without
requiring additional address lines."
- Carl J. Neilson, Bank Switchable Memory System patent, filed May 7, 1981
Bank-switching
opened up the VCS to a whole new world of crisper and more elaborate graphics.
It made Asteroids possible on the
VCS, which in turn would make Atari VCS the need-to-have item for Christmas
1981.
"The ultimate electronics
toy won't be found in a toy department. Alongside the TV sets and stereos,
merchants are pushing such electronic marvels as Atari's Video Computer System, featuring 18 different games and a
price of $169."
- Covey Bean, Daily Oklahoman, December 11, 1981
Going into
the Christmas season of 1981, Atari's marketing side was flowering to full
bloom. It blasted the airwaves with the biggest television and newspaper
marketing push the company had ever put forth.
In all, Atari spent $18 million
on TV advertising in 1981, cxci nearly triple what it had spent in 1980. Atari put everything on the line for a
huge Christmas in 1981, even going so far as to push its retail customers to
make large orders of games that they
otherwise would not have purchased, just so they could get their allotment of
Atari's hot products.
"Atari, for years, was using
the leverage that they had to just screw distributors everywhere. When they had
a hot game, they would force distributors to buy copies of the old games that
weren't selling anymore, just to get copies of the new game." [1]
- Howard Scott Warshaw
It was not
something that those retailers would soon forget. However, the ill feelings
were masked by the massive sales for the VCS. In Q4 of 1981, the Atari division
saw $511 million in sales. None was more pleased with the success than Ray
Kassar.
""We all go to bed dreaming we'll
have the kind of Christmas sell-through that we had this year." cxcii
- Ray Kassar
Atari was a
monster-sized company by the end of the year. Total sales in 1981 were $1.1 billion cxciii and Atari owned 70-75% of the total video game market. It had 10,000 employees and sprawled across
50 buildings in the Silicon Valley.
Since the coin-op conversions on the VCS were Atari's
point of differentiation and the biggest sellers, Atari had set itself up to
dominate the home video game market into the future, by licensing as many hit
games as possible to re-make on the VCS. Atari licensed five games, including Pac-Man and Galaxian, from Namco, and six games, including Berzerk, from Stern.
Ray Kassar and
the Warner brass had seen their vision all the way through to success. Atari
pushed the VCS hardware, then five years old, helping to make it a breakthrough
success. They put more money into marketing than had ever been spent to sell a
video game, and the fruits of that decision were now readily apparent.
Warner
had developed a "take no prisoners" attitude, with the development teams,
and the good products still flowed. The sales showed, in every way, that Ray Kassar
and Manny Gerard had been proven correct. Bushnell had spent too much effort on
technology and engineering, and not enough on marketing. With marketing the
dominant force at Atari by 1981, it had become the largest player in the world.
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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