The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World (36 page)

BOOK: The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World
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Q*Bert
was released in 1983. The game’s popularity resulted in licensing deals for lunchboxes, board games, and a Saturday morning cartoon. Gottlieb sold approximately 25,000
Q*Bert
arcade machines.

Dragon’s Lair
 

In 1983, Cinematronics, the pioneering arcade company that led the move toward vector-graphics games in the late 1970s, released
Dragon’s Lair.

The game, which combined computer engineering and a Pioneer laser disc machine, had animated cartoon graphics that looked like something out of a Walt Disney cartoon. Understandably, it resembled a Disney cartoon, because it was created by Don Bluth, a former Disney animator who had worked on films such as
Robin Hood, The Rescuers
, and
Pete’s Dragon.

Don Bluth had been in Disney’s inner circle, one of the chosen heirs of the company, and he decided to leave Disney and go off on his own. No one had ever left Disney’s inner circle before, and Disney did everything it could to have him blacklisted.

—Rick Dyer, founder, RDI Technologies

 

In
Dragon’s Lair
, players helped a knight named Dirk as he rescued Princess Daphne from an evil castle. The game play was like a cross between an old-fashioned Saturday morning serial and a series of multiple-choice questions. The screen would show an animated sequence in which Dirk faced some new danger and players had to respond by moving Dirk with a joystick or pressing a button to make him draw his sword.

In one sequence, for instance, Dirk walked into a room in which a boiling beaker of liquid sat on a table under a sign reading “Drink me.” Left to his own devices, Dirk would drink the liquid and die, but players could save him by pulling the joystick to the right, causing him to leave the room.

If he drank the potion, players saw an animation of Dirk gasping. After three mistakes, the screen showed a picture of a partially skeletal Dirk scowling at the player.

Cinematronics had been in Chapter 11 for a year when it released
Dragon’s Lair.
To complete the project, Cinematronics established a partnership with RDI Technologies, a company that later tried to market a home laser-disc game system.
*

Due largely to public fascination with the new technology,
Dragon’s Lair
was an immediate and profitable hit. Cinematronics sold more than 16,000
Dragon’s Lair
machines in 1983, for an average price of $4,300.
3
Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million.
Dragon’s Lair
was so successful that Cinematronics released a follow-up game called
Space Ace
within a few months.

Steven Spielberg loved
Dragon’s Lair.
After seeing the game, he contacted Bluth and they worked together on some films.

—Rick Dyer

 

A battle formed between Cinematronics, Don Bluth, and RDI Technologies. Though Bluth began work on
Dragon’s Lair II
shortly after finishing
Space Ace
, the game did not come out until 1991. By the time it did, both Cinematronics and RDI Technologies had gone out of business. Leland, a Texas-based company, released
Dragon’s Lair II: Time Warp
into the arcades.

Mylstar (formerly Gottlieb), Atari, and Williams all joined Cinematronics in releasing laser-disc games, but
Dragon’s Lair
was the only game of its kind to become a hit.

Society Gone Games
 

By the middle of 1982, even as the arcade industry began its lengthy fall, video games crept into other areas of American popular culture. Video jockeys talked about video games on MTV. Walt Disney Pictures made a movie,
Tron
, in which actor Jeff Bridges saved the world by entering a super computer and defeating an evil program in a series of video game–like battles. The first movie to feature computer-drawn special effects, it inspired two arcade games from Bally/Midway—
Tron
and
Discs of Tron
—as well as several home game cartridges from Mattel. Arcade games were also used in the backgrounds of dozens of movies.

Consumers no longer had to go to the store to buy games; they could purchase them from home. Columbia House, the parent company of the Columbia Record Club, opened the Columbia Cartridge Club. Other companies, such as Tele Soft, Inc., and VideoLivery, set up toll-free lines to let shoppers call in orders for the latest games. Some companies even began experimenting with delivering games over modems and cable television.

Software manufacturers also experimented with new topics for games. In October 1982, Caballero Control Corporation released three X-rated games for the Atari VCS. The games—
Custer’s Revenge, Bachelor Party
, and
Beat ’Em & Eat ’Em
—were more crude than sexual. They retailed for $49.95.

Of the three games,
Custer’s Revenge
received the most attention. The game involved helping Custer escape from battle by dodging arrows. Once safely away from the battlefield, he would find and rape an Indian woman tied to a stake.

Actually, there were several attempts to do adult games in 1982 and 1983. Caballero, a company that did Swedish erotica, put out three cartridges for
the VCS under the name Mystique. One was
Custer’s Revenge
, a game in which you ran along, left to right, dodging Indian arrows. If you did that successfully, you got to rape an Indian girl who was tied to a pole.

As you might imagine, Native American groups loved this game. There were protests all over the country. Women Against Pornography did a lot of picketing against it.

I remember talking to a representative of that organization and telling her that in my opinion, the best way to keep the game from selling was to ignore it. These were games that most people wouldn’t touch with a ten-foot pole.

They trained all their energy on
Custer’s Revenge
and they succeeded in helping it sell twice as many copies as the other adult games. Mystique sold approximately 80,000 copies of
Custer’s Revenge
at a time when games were starting to sell half a million or more.

—Arnie Katz, former editor in chief,
Electronic Games

 

Another sign of the video-game industry’s growing strength was its continuing expansion. In 1982, Activision replaced Atari as the fastest-growing company in the history of the United States. Riding high with such hits as
Pitfall
and
River Raid
, Activision had $150 million in sales in 1982.

Activision was extremely successful. At one time, before Compaq came along, it was considered the fastest-growing American company in history. We grew from zero to $160 million in annual sales in three years.

—Alan Miller, cofounder, Activision

 

In April 1982, Atari released one of the most anticipated video-game cartridges of all time—the VCS version of
Pac-Man.
Demand for the game was so immense that Atari executives believed that many consumers would purchase VCSs just to play
Pac-Man.
Atari manufactured 12 million
Pac-Man
cartridges.

In 1982 we shipped 12 million
Pac-Man
cartridges. It was a record. I mean, to ship 12 million of one product at a retail price of $25.75 was extraordinary.

—Ray Kassar, former president and CEO, Atari

 

We were the first retailer ever to go and do national network television advertising behind a software title. That was April 6, 1982, the launch of that little guy called
Pac-Man.
We sold over a million
Pac-Man
cartridges.

—Al Nilsen, former toy buyer, JC Penney

 

The video-game industry became frenzied with excitement with the release of
Pac-Man.
Drugstores opened video-game counters, toy stores fought for the latest cartridges, and Kmart and JC Penney challenged Sears’s claim as the largest video-game vendor. In the end, JC Penney, led by a savvy toy buyer named Al Nilsen, narrowly inched out Sears to become Atari’s number-one retail partner.

General Computer and Atari
 

Kevin [Curran] and I, as we found out later, were naïve students. We kind of misunderstood what they meant and thought they really were paying us money to develop video games since that’s what the contract stated.

Later, years later over beers, we were all laughing at the fact that the intent was to pay us $50,000 a month for two years to go away.

—Doug Macrae, cofounder, General Computer

 

In August of 1981, Atari took General Computer to court to stop it from making enhancement boards. The case was settled out of court. General Computer agreed to make video games for Atari and stop making enhancement boards, and Atari dropped the suit and paid General Computer $50,000 per month for the next two years in exchange for first refusal rights on all games they might make.

Doug Macrae and Kevin Curran, founders of General Computer, immediately set up a larger shop and hired programmers to help design and build new games. What they did not understand was that Atari did not expect to receive games; the $50,000 per month was Atari’s way of buying them out of the industry.

Within 90 days, they called Atari, asking how they could submit their first game—an arcade game called
Food Fight.

Atari did not hear from us for about 90 days, and we called them up and said, “We’ve got our first video game we’d like you to take a look at.” They
sounded kind of shocked, saying, “We did not really expect it…. sure.” And we brought out to them the game
Food Fight.

—Doug Macrae

 

Food Fight
was a fast-paced chase game, in which Charley Chuck, a blonde-haired boy, picked up pies, bananas, and other foods and threw them at chefs as they tried to corner him. It was a simple game in which the goal was to eat the ice cream cone on the other side of the board. The boy throwing the food was designed to look like Jonathan Hurd, the lead programmer on the project. Atari bought the game and published it.

Though
Food Fight
was not a particularly successful game, the speed with which General Computer created the game impressed Atari executives. Asked if they could also make games for the VCS, Curran and Macrae said they could and began making what turned out to be some of the most popular cartridges Atari ever offered.

Between 1982 and 1984, General Computer hired a pool of seventy engineers, making it much larger than Atari’s internal VCS research and development team. Curran and Macrae produced seventy-two games during that time, including the VCS versions of
Ms. Pac-Man, Centipede
, and
Pole Position.

The Atari 5200
 

Toward the end of 1982, Atari finally made the hardware upgrade that Nolan Bushnell had suggested in 1978: a new and improved game console called the Atari 5200. Shaped like a large, rectangular wedge, the 5200 had the same processor as the Atari 400 home computer and retailed for $250.

Atari’s engineering team was particularly unhappy with the 5200. In the months before its launch, team members passed a petition around the research and development department to try and get the system dropped unless new controllers were added. When they gave the petition to Ray Kassar, however, he decided to ignore it and pushed the system through manufacturing.

At its launch, Atari released translations of
Super Breakout, Pac-Man, Centipede
,
Space Invaders, Defender, Missile Command
, and
Galaxian
to support the new system. (More than half of the games for the 5200 were developed by General Computer.) In all, twelve cartridges were ready at the time of the launch.

Most reviewers and analysts were impressed.
Newsweek
called the 5200 “a quantum improvement over the standard 2600 (with the release of the 5200, Atari began referring to the VCS as the 2600).”
4
Video Games
magazine called the 5200 “a classy act” and complimented the unit for its special effects, its high-resolution color graphics, its ability to handle several moving objects at one time, and its sophisticated sound synthesizer.
5

Despite its strengths, the 5200 had a few strikes against it. It cost more than ColecoVision, yet its graphics were not as attractive. It had a fairly small library of games, and Atari’s programming team could not devote its full attention to the 5200 because it was still making games for the huge 2600 user base. According to Arnie Katz, editor in chief of
Electronic Games
, the 5200 was “a buggy, unpleasant system with basically the same old games turned up a notch in terms of audiovisual quality.”

The 5200’s biggest problem, according to
Electronic Games
executive editor Bill Kunkel, was its controller. The joysticks on the 5200 did not center themselves, making it harder to control the action. Other joysticks had self-centering springs, but the joysticks on the 5200 simply fell over.

The 2600 was fading. ColecoVision had already passed it, so they moved to their next-generation system, which was the 5200.

The 5200 had several strong titles. They ported over all the best 400/800 computer games on to 5200 cartridges.

But the 5200 was a doomed system because of one simple thing: it had the worst controllers in the history of the business—this non-centering joystick. Dead fish floppo joysticks. Just try playing
Dig Dug
or
Pac-Man
with a floppo joystick.

—Bill Kunkel, former executive editor,
Electronic Games

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