1978: The Languishing VCS
The VCS
group started 1978 with a crew of about 12 programmers, many of them new hires
-- including David Crane, Jim Huether and Warren Robinett. They all found the
consumer division to be a rewarding place to work.
"We had a lot of fun, Warner
had owned it for a while, but Nolan was still running it. He's an engineer, and
he ran the company as an engineer would run it and that's why Warner bought it.
But he would still isolate the engineering department. He'd say, 'You guys go
over there and have a lot of fun. We'll come back and talk to you every once in
a while.'" xv
- David Crane
"It was all sort of started by
Nolan Bushnell who was the founder and he kind of instilled this family
friendly feeling, parties every Friday... but you had to get your job done or
otherwise you didn't hang around too long." xvi
- Jim Huether
"It
was a cool job to have. For me, it was like dying and going to heaven." xvii
- Warren Robinett
The
pressure in the consumer division to come up with new games and get them to
market to support the platform created a department with a different face
than the R&D heavy Coin-Op division. While it was still a casual
environment, there was a cut-throat edge.
"People in the engineering
group worked very hard. It's true that it was a casual environment and
the kind of clothes you wore was not important in the engineering group.
Results were what counted." xviii
- Alan Miller
"(It was) an environment with
little discipline, but yet with clearly stated goals." xix
- Nolan Bushnell
VCS games
took roughly 6 months to create from start to finish, with each programmer working
mostly alone on their projects.
"When I started they just said, 'We want you to do a game in about six
months... you have no set hours, we don't even want to see you until the game
is almost done'... It was great." xx
- Jim Huether
Since the
VCS was so difficult to program, only people truly dedicated to their projects
were successful.
"I believe that Atari in the
early days succeeded because the games were labors of love by the programmers
who worked on them. At least that was the case with my games for me. In those
old far-off days, each game for the 2600 was done entirely by one person, the
programmer, who conceived the game concept, wrote the program, did the graphics." xxi
- Warren Robinett
The
dedication of the programming team started to show as the sheer number of releases
for 1978 rolled out (eleven titles in all), even if the games themselves didn't
set the world on fire.
Since most of Atari's original coin-ops were simulated
in the VCS launch titles, the second wave of games suffered by comparison. While
there were still a couple of notable coin-op translations, many games from second
wave were based on traditional games, and not their coin-op brethren.
Space War, programmed
by Ian Shepherd xxii and released in May, was a version of
the original Computer Space coin-op. However,
the button controls of the coin-op version did not prove to translate very well
to the VCS.
"The game is
uncontrollable. Joystick movement is sluggish and clumsy, and likely to drive
an experienced player to irritation."
- The Book Of Atari Software, 1983
Hangman was also released in May. Programmed by Alan Miller, it was
notable because it required more ROM to store data for the game than any
previous cartridge.
"My game, Hangman, was the first 4K byte
cart for the VCS, but the extra space in that cart was simply used to store
additional words. Being the first one to use that part, I had to electronically
qualify it with the ROM vendor, Synertec, to make sure it met the timing and
current requirements of the VCS." xxiii
- Alan Miller
Home Run, released in June 1978, was one of
the first home versions of baseball ever attempted. Programmed by Bob Whitehead
and David Rolfe, it was a simplified version of the sport that, for nearly five
years after its release, remained the only 1-player version of baseball
available on any home video game system.
"Jamming a baseball program
into 2K of memory forced the designers to prune away many of the elements of
real sport. There are lots of factors that worry Earl Weaver that won't lose
managers in Home
Run a minute's sleep." xxiv
- Arnie Katz and Bill Kunkel
Codebreaker, also released in June, was a version of classic game Mastermind
plus the logic game Nim, Hunt & Score,
released in June and programmed by Alan Miller, was another attempt at a
traditional game brought to the VCS.
"The title of an Atari VCS game
I programmed called Hunt
& Score was also later marketed by
Atari under the title A Game of Concentration. In the early days of the VCS, Atari frequently changed the cart
titles for games marketed under the Sears Tele-Games brand. Hunt &
Score was called Memory Match for Sears." xxv
- Alan Miller
Slot Racers, programmed by Warren Robinett, was
released in July. On paper the game sounded exciting: "A pair of skillful drivers with the killer instinct drive up and
down the streets of a city firing hood mounted cannons at each other." xxvi
However, the execution left a lot to be desired. The cars resembled shoes,
and the "city" was no more elaborate than the maze in the Tanks
variation of Combat!, a game that all
VCS owners already played for free.
"It would have never gotten
published in any normal situation, but Atari needed product and published
everything the programmers produced in 1978." xxvii
- Warren Robinett
Brain Games was released in August and programmed
by Larry Kaplan. It contained 6 different thinking games, including the VCS
conversion of the Touch Me coin-op.
It was successful in execution, but its subject matter did not pose to set the
world on fire. Polo was developed by
Carol Shaw as a cross-promotion with Ralph Lauren (also owned by Warner
Communications). It played like a two-player soccer game with horses. The game was finished, but never released.
However among the misses
and near hits and unreleased gems of 1978 were several classic VCS games
that showed the system had real promise. Outlaw,
programmed by David Crane, was more like Midway's Gunfight! than Atari's own Outlaw
coin-op game.
Flag Capture was programmed by Jim Huether and released
in August. Different from nearly all
other VCS titles, it was an engrossing strategy-style game. Your job was to find your flag before your
opponent on a grid of squares. Each time
you clicked on a square it would give you a clue as to where the flag might be.
"This was the
first game I did for the 2600, so it was a big learning experience. It was
difficult to do a game in 2K bytes of ROM, 128 bytes of RAM including the
stack, and writing to the screen on the fly. I wanted to do something like Stratego, but realized I couldn't do
it on a single screen. So I turned it into a capture the flag type of game. It
took about six months to complete. The graphics were pretty bad, but the
gameplay was very good." xxviii
- Jim Huether
Basketball, programmed by Alan Miller (himself
a basketball player) and released in December was a bit of breakthrough with
its pseudo-3D playfield and furious 2-player action, even if the ball was a square
and animated players looked a bit silly.
However,
there was one VCS game that stood out among the rest: Breakout.
Released in November, just in time for Christmas, Breakout was a mostly true-to-form translation of Atari's hot
coin-op from 1976. Brad Stewart won the right to program the game by beating
fellow programmer Ian Shepherd at the coin-op version of the game in the Atari
break room. xxix
"Another programmer, Ian Shepherd, became available at the
same time. Since Breakout was one of the titles we were going to do,
and since there was a coin-op Breakout
game in the coffee room, Ian and I decided to play for the coding rights. I can't
remember which of us went first, but I managed to knock down both walls of
bricks with one ball, then leave the game in "lock up" mode where the
ball continues to bounce off the same place on a motionless paddle and retrace
the same path over and over. Ian missed when it was his turn to play, so the
coding rights went to me." xxx
- Brad Stewart
Ray Kassar's
aggressive marketing plan for the VCS showed its fruit in Q4 1978, when Atari's
first slogan-filled commercials ("Don't Watch It, Play It") arrived
on TV screens across America.
Not only could people see Atari
VCS games in their homes, but could see actual celebrities such as Don Knotts,
Pete Rose, and Kareem Abdul Jabaar shilling for VCS games (Breakout!, Home Run, and Basketball respectively). In total,
Kassar spent $5,000,000 on advertising in 1978. xxxi
Kassar also insisted on creating a QA program
to help calm nervous retailers' concerns about defective returns, and used his
extensive experience in manufacturing to ramp up VCS inventory for Christmas
1978.
However, it
was not just Kassar that helped make the push to get VCS units manufactured for
Christmas. Nolan Bushnell pulled out all the stops with his employees to get
the products manufactured and shipped. Bushnell rounded up managers,
supervisors, and other corporate, salaried employees to help fulfill all orders.
Most worked four to eight hour shifts beyond their own work day. xxxii
The other good
news for Atari was that Nolan Bushnell's strategy to tie-up the n-channel semiconductor
manufacturers with Atari work to stave off competition was holding. No major
for the competitor for the VCS arose in 1978, and Atari sailed into the
Christmas season with 800,000 units ready for sale.
|
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