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Another
game of note from 1979 was Superman,
the first home video game ever licensed from movie franchise. Ray Kassar moved
quickly get a VCS programmer to help create a game based on the movie that was
released in late 1978. Warren Robinett had been developing a game based on the
mainframe text game Adventure since
the middle of 1978.
"I
was finishing my first video game on the Atari 2600 console. I got a chance, at
a Stanford research lab, to play the original text adventure game, which was
called Adventure. (Thank you, Don Woods and Willie Crowther.) I decided that this idea -- a
journey through a network of rooms, with objects you could move from place to
place, and obstacles and monsters to get past -- could work as a video game."
lxx
- Warren Robinett
However,
instead of an generic adventure game, Atari's new brass asked Robinett to
re-write it as a tie-in for Superman: The Movie (released in Dec. 1978).
"Atari's parent company owned
the first Superman movie
which was about to come out [and decided] that I was to change Adventure into Superman so as to ride
on the wave of hype. Every time this came up I said I would do it if I had to,
but I didn't want to. After a few weeks, my co-worker John Dunn volunteered to
take my code and do the Superman
game, leaving me free to do the Adventure game." lxxi
- Warren Robinett
Robinett helped Dunn get started by loaning him the kernel code
from his Adventure to use as the basis for the game. Dunn, as an
artist at heart, pushed to use 4K of ROM (almost unheard of at the time) to
make detailed graphics for the game. lxxii
Even so, the game was a sort of "forced
march" that the VCS team had not experienced prior. Instead of being
allowed to create their own games in six months, marketing was now dictating
which games would be made, and which ones would be released. For Dunn, the process
of making the game killed his enthusiasm for Atari.
"Before Warner acquired Atari
from Nolan Bushnell, the VCS programmers had the freedom to design their own
games from concept to finish. It was an intense, joyfully creative period that
did not survive the takeover." lxxiii
- John Dunn
Superman was released in mid-1979, beating Adventure, which was released for
Christmas that year. However, no matter which one was released first, Adventure became a huge hit. Sales may have been piqued by the inclusion of the very first known "Easter egg" in a
video game.
Since Atari was not keen to credit any development staff for their
games, Warren Robinett inserted his name into the game and created an elaborate
method to access it -- including a nearly invisible dot and a secret room.
"Each 2600 game was designed entirely by one
person. But on the package it said basically 'Adventure, by Atari.' And we were only getting salaries, no cut of the huge
profits. It was a signature, like at the bottom of a painting. But to make it
happen, I had to hide my signature in the code, in a really obscure place, and
not tell anybody" lxxiv
-
Warren Robinett
Soon after
the release of Adventure, Warren
Robinett left Atari, and soon after that, Atari management found out about the
Easter egg.
"My model in
creating the secret room was the secret messages hidden in Beatle records ('I
buried Paul') in the late Sixties, where you had to play the record backwards
to hear the message... Atari manufactured several hundred thousand Adventure
cartridges, sent them to stores all over the world, and sure enough, some kids
here and there did discover the secret room. lxxv
- Warren Robinett
At first
they wanted it removed, but soon realized that the "hidden secrets"
could sell more games. Adventure
ultimately sold more than 1,000,000 copies. lxxvi
"Finding that dot and then the secret
room was one my first memories of playing video games. I read about the Easter
Egg in Atari Age magazine, and worked for hours and hours to finally get the
process to work. Seeing that secret room
for the first time was like magic."
-
Anonymous Atari Fan
Even though
Atari eventually embraced the idea of the Easter egg, management still did not
understand the reason why it was actually placed in the game. The programming
team was disgruntled and something had to be done about it.
"We all were very unhappy with
the changes Warner was making. We felt (correctly, I think) they did not
understand that game programmers were creative types, not engineering types,
and needed to be treated accordingly." lxxvii
- John Dunn
The most
visible manifestation of this programmer unrest came in the form of "The Fantastic
Four", a group of the four of the most tenured and best VCS programmers:
David Crane, Bob Whitehead, Larry Kaplan, and Alan Miller. The four were seen
as the most senior and most knowledgeable programmers on the VCS staff.
There was good reason
why the four had received that nickname. Their combined effort had been
responsible for the majority of Atari VCS cartridge sales by 1979.
"At that time, David, Bob, Larry, and I accounted for about two-thirds of
Atari cart sales." lxxviii
- Alan Miller
Most of
these programmers had been borrowed for half of 1978, and into 1979, to write
the operating system for the Atari 8-bit computer line. However, as the most
senior members of the VCS team, they felt the need to speak up for the rest of
the programmers. The morale of the VCS staff was running low in mid-1979.
Pay
was low, especially compared to other jobs in Silicon Valley. In addition, the game designers and
programmers wanted some credit and some kind of share in the profits of the
games they produced. Bushnell had treated the programmers like rock stars, and
had provided and environment that let them flourish.
"As time went on it soon became
clear that there were rock stars, there were people of extraordinary talent
that deserved to make a whole bunch of money." lxxix
- Nolan Bushnell
The new
Atari management did not value them quite as much. The "Fantastic Four"
put their concerns and needs into written format and submitted them to Ray
Kassar. Their requests were not outlandish, and were based on the record
industry, a business Warner Communications was well-versed in.
"I researched the compensation
aspects of the recording industry and the book industry, drafted a contract
that would allow me to be credited for my work and receive a very modest royalty,
and presented it to Atari management. After a while, I told my three closest
associates at Atari -- David Crane, Bob Whitehead, and Larry Kaplan -- what I
was doing. They joined me in those discussions. We developed a
growing impression that Atari was going to agree to some plan along the lines we
proposed." lxxx
- Alan Miller
However, Kassar's
response was less than what they were hoping for.
"They wrote a letter to Ray
Kassar saying 'give us a share, give us a fair share'... they wanted a cut a
royalty program or something. Ray wrote back this letter that basically
dismissed them entirely, including one phrase that specifically said 'you're
nothing but a bunch of towel designers, you're a dime a dozen.'" lxxxi
- Rob Zdybel
One by one,
the group of four left Atari to set out on their own path... only to join
together soon after.
"I told the truth too often and left
in August of 1979." lxxxii
- Larry Kaplan
This did
not stir anyone in marketing, because they did not really understand much about
the engineering group or what it took to make a VCS game. They truly thought
the engineers were a dime-a-dozen. However, according to Bushnell, "Their
value to the company was such that you could easily see they would have value
to another company." lxxxiii
The four
had a plan. They decided to raise investment capital to start their own
company. On October 1, 1979, David Crane, Alan Miller, Larry
Kaplan, and Bob Whitehead joined with Jim Levy, and formed Activision. Their
plan was to create games for the Atari VCS as a direct competitor to Atari. It
was a bold move that changed the landscape of the home video game business
forever.
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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