
INSIDE ATARI
GAMES
"The One" Magazine
1990
The video game
celebrates its 18th birthday this year, and
Atari Games, the company that started it all
with Pong, is still going strong. His pockets
bulging with quarters, Gary Whitta takes a look
inside the video game industry's greatest innovator.
It's said that
the Japanese take everyone else's ideas and
do them smaller, better and cheaper. But when
it comes to arcade games, it's everyone else
who follows in their footsteps. These days you
can't go into an arcade without overdosing on
games from the land of the rising coin slot,
with giants like Sega, Taito, CapCom, SNK, and
Konami all household names to the arcade aficionado.
But while the
Japanese seemingly continue their domination
of the coin-op industry, and (almost) all others
are crushed in their attempts to stop them in
their tracks, there is one American company
that not only manages to hold its own against
the great oriental steamroller, but also carries
on as one of the arcade industry's great innovators
That company is Atari Games.
While the name
Atari might suggest a company of Japanese origins,
it prefers hot dogs and Mom's apple pie to sushi
and Mama-Sans' lychees any day of the week.
Founded by electronics wizard and visionary
Nolan Bushnell in the early 70s, Atari takes
its name from the classic Japanese board game
Go. Anyone who's played the game will know that
an Atari is the Go equivalent of check in Chess.
The well-known logo is a representation on Japan's
famous volcano Mount Fuji - Bushnell chose it
because he was a great fan of the Japanese genericism,
and wanted to give his firm an oriental flavour.
Atari erupted
in 1972 with the bat 'n' ball classic Pong.
What is generally accepted as the world's first
video game was designed by Bushnell himself,
and was a runaway success - for the simple reason
that nobody had ever seen anything quite like
it before. Since then, Atari's enjoyed massive
success with games like Breakout (1976), Asteroids
(1979), Missile Command (1980), Centipede (1981),
Pole Position (1982), Star Wars (1983), Marble
Madness (1984), Paperboy and Gauntlet (both
1985), Super Sprint (1986), and Hard Drivin'
(1989) - all of which served to ensure that
Bushnell's baby was no one-game wonder. But
even so, the company served up its fair share
of obscurities in its time - ever heard of Cloak
& Dagger, Arabian, Canyon Bomber or Smokey
Joe? No? We thought not. (AEX – Most of the
“obscure” games mentioned were not widely available
in Europe).
Before long, Atari
moved out of the arcades and into the homes
with the launch of the VCS 2600 console and,
later, its first home computers in the form
of the 400 and 800 range. Since then Atari's
been responsible for the forgettable XL/XE machines
and of course the more memorable ST range.
(AEX – We apologise
for the use of the word “forgettable” with reference
to the XL and XE computers by the author!)
Unfortunately,
these days Atari isn't the one big happy family
you might think - in fact it's practically divorced
from itself. Bushnell sold Atari to movie giant
Warner Communications in the late 70s, and it
wasn't until the early 80's that ex-Commodore
boss Jack Tramiel arrived on the scene to buy
it back but only half of it. The story goes
that Tramiel was only interested in the home
computing side of Atari, as he was hoping to
buy the Amiga from its developers and release
it as an Atari machine. For this reason, he
only bought the computing arm of the company
(known as Atari Corporation), leaving Atari
Games as a separate company.
Today, Atari Games
and Atari Corporation rarely interact -they
are even based in completely different offices,
and in a sense they are actually in competition.
When Atari Games decided to move into the expanding
home market by producing software, Atari Corporation
stepped in to tell its 'sister' that it wasn't
allowed to use the name Atari in the home computer
market. For this reason, Atari Games came up
with its own publishing label - Tengen, which
again comes from the board game Go. The Tengen
is the name given to the centre of the board.
And as Domark's General Manager John Kavanagh
explains, that's why you won't find the Atari
Games name or logo on any of Domark's long line
of Atari coin-op conversions - Tramiel bought
the rights to use the Atari name on consumer
products as part of the terms of the sale -
Atari Games, therefore, has to market its software
under a different name. (AEX – Domark were a
UK software publisher and marketed practically
all the Atari Game home computer conversions
under the Tengen name).
That, however,
hasn't put Atari Games off in the least. With
over 140 (count 'em) coin-ops under its belt,
a string of its own arcades in the USA and over
400 people employed worldwide, Atari is one
of the most prolific games manufacturers in
the world today - and one of the wealthiest,
with the company expecting to rake in over 100
million dollars this year alone!
It's at Atari
Games' headquarters in Milpitas, California,
that the games are conceived, developed and
produced. You name it - Star Wars, Paperboy,
Gauntlet, Super Sprint, Hard Drivin'… they are
all the work of the development personnel based
there.
One member of
that team is the man behind some of the company's
biggest successes over the last few years -
31-year old Mark Stephen Pierce, one of Atari's
principal games designers, who comes from a
rather unlikely background: he was an artist
long before he ever went near a computer.
Mark's career
as a binary Boticelli began while studying at
the School Of Arts Institute in Chicago. It
was here that the two vocations he currently
excels in came together... " In my final
year the school got a ZGrass computer which
I started playing around with, drawing and animating
with it. I did some animations of talking faces,
which were seen by the guy who invented the
machine. He asked me to come and work for him,
so I did, writing animation demos for trade
shows, like the Consumer Electronics Show. I
was just making characters run around on screen
to show off the capabilities of the Astrocade
machines."
"I also co-wrote
a game in 1982 called Professor Pac Man, which
was basically a multiple choice questions and
answers game with animated sequences. The Astrocade
was very similar to the hardware inside the
Bally coin-ops of the time. Professor Pac Man
sold about a thousand copies, and after that,
in 1984, I started a company called Macromind,
writing productivity tools, basically music
and art utilities, for a while, and then I sold
out my share in the company, and then wrote
the platform game Dark Castle for the Macintosh.”
The move to Atari
Games came about in 1986 when Mark moved to
California: "I knew that there are more
computers per square mile there than anywhere
else in the country." California is the
home-base of just about every major developer
and publishing company in the States, including
Cinemaware, Lucasfilm, Epyx, Spectrum HoloByte,
Electronic Arts, Activision, hardware manufacturer
Apple - and of course Atari.
Atari has earned
itself a reputation for originality since its
inception, with innovative wares such as Lunar
Lander, I Robot, Marble Madness, Gauntlet, and
Cyberball all breaking new ground and inspiring
many - including Mark: "I joined Atari
because I wanted to produce something different
something more challenging. There are so many
shooting and fighting games in the arcades,
and that just wasn't the thing I wanted to get
into."
Mark's first project
for Atari was the ageing race-and-destroy classic
RoadBlasters, for which he produced the graphics
and co-designed with programmers Bonnie Smithson
and Richard Moore over the course of a year.
"I still play RoadBlasters," Mark
confesses. "I think it's a great game because
it's so simple. I really like the combination
of driving and shooting. Ever since we did RoadBlasters
I've been really into race games, but only in
the arcades. I think racing games at home lose
the feel because of the lack of a steering wheel."
After RoadBlasters,
Mark set about with RoadBlasters programmer
Bonnie Smithson producing his biggest and most
time-consuming project to date - Escape From
The Planet Of The Robot Monsters (which, for
the record, boasts the longest game title in
coin-op history). From conception to completion,
Mark and his team spent over two years on Escape.
But the inspiration for such an escapist concept
has been around for even longer - since Mark's
childhood in fact.
"My Dad sells
comic books for a living, and has done since
I was a boy, so I grew up with them. I've always
been fascinated by them, and in particular the
concept of an interactive comic book something
where you could actually influence the story
rather than just following along with it. That's
what I was trying to do with Escape - it's not
perfect, but I think it's getting close to the
idea.
As for the scenario,
I was influenced mainly by the 60's Science
Fiction B-movies like Plan 9 From Outer Space,
The Day The Earth Stood Still and all those
other really terrible movies."
While Escape doesn't
offer anything radically different in the gameplay
stakes - it's just a matter of shooting the
robots and rescuing the prisoners Mark believes
the presentation sets it apart: "The isometric
viewpoint is perfect - it works so well because
by looking down into a room from the corner
you can see just about everything there is to
see. It worked in Zaxxon, 720° and Populous
and I think it works here too. It was easier
for us to do as well - we just took the old
Isometric Playfield Generator that was written
for and used in Marble Madness and put it to
work here - the basic routines that run Escape
and Marble Madness are one and the same."
After working
on Escape for over two years (which Mark puts
down to the sheer size of the game), he's now
a little tired of the project and was glad to
see it completed.
Even so, he still
feels there's room for improvement: "Looking
back on Escape, I'm pleased with it. But if
I was starting again on it now, I'd like to
do things a bit differently. For a start I'd
want more flare and more action to make the
whole thing more hectic. At the moment it's
not as pacey as I'd have liked. And I would
have liked to have given the player more control
over Jake and Duke by giving them more combat-like
moves, rather than just shooting away. I like
the games where you've got a whole array of
fighting moves, and that would have worked and
added atmosphere to Escape." The chance
of a second attempt seems unlikely: "It
took over two years to put together - there's
no way I want to go through all that again just
to produce one game. All I wanted to do next
was produce something playable, compact and
relatively quick to develop."
So he did. The
result was the comparatively serene Klax, aimed
at the same market as the classic mental agility
test Tetris.
Our Marketing
people saw that Tetris had created a niche in
the market, and I could see the same thing by
watching people play it in the arcades. What
I noticed most was that it was attracting older
players - probably because it's more of a thinking
game. And I could see that people were getting
satisfaction out of playing it. Tetris has a
strange appeal - it's simple, and the gameplay
is well balanced between the tension of building
something up and the relief of removing lines."
With the seed
implanted, Mark set about producing ideas for
gameplay - by which time clones wore already
appearing. They were mostly just the same game
presented differently and any twists in the
gameplay failed to generate the same kind of
tension as the original - let alone improve
on it: "With Klax I wanted to produce something
along the same lines, and so create a similar
sort of appeal, while giving it a gameplay style
all of its own.” No easy task.
"I knew that
to create a game similar in style to Tetris,
the rules had to be simple, but I wanted to
do something with, a little extra to ft as well."
That little extra manifests itself in the shape
of gravity.
With Tetris, blocks
fall when fines disappear, but only by a single
line - there's no real gravity, and so it's
impossible to set up 'chain reactions'. With
Klax however, Mark did Newton proud by incorporating
a true sense of gravity. The tiles are supposed
to be stacked as they would for real, so when
you take some away, the tiles above fall down
until they land on another, this allows the
player to create a Klax that in turn creates
another by the very act of the relevant blocks
disappearing and causing others to fall.
The idea of making
lines of three or more came from Tic-Tac-Toe,
which is why Atari is calling Klax the 'Tic-Tac-Tile'
game. "I think it's got enough original
elements of its own to not be called just another
Tetris clone. One thing I really like about
Klax is that it's a video game only - there's
no way it could be done in any other format."
(AEX – We think the Atari Lynx conversion is
probably the best, but we could be a little
biased in that opinion!).
It probably won't
come as any great surprise to learn that even
though Mark is pleased with the way Klax has
turned out, he still feels that there's room
for improvement. "When we came to giving
Klax a name, I wanted to call it something that
reflected its simplicity - something short,
and in complete contrast to Escape. So I sat
down with Dave Akers and said: 'Okay, we've
got five minutes to come up with a title.' Dave
just came out with Klax, and we liked it because
it was short and it also sounded like the klack-klack
sound of the tiles as they roll down the screen.
Looking back, I think that's an idea that could
have been taken further."
From the amount
of knowledge we have of how arcade machines
are developed, we might as well just assume
that Mr Atari comes along, sprinkles his magic
pixie dust on an empty cabinet and presto! A
new game… No such luck - putting together a
coin-op is much the same as putting together
a home computer game... but on a grander scale,
as Mark reveals: "When we're thinking about
designing a new game, we have to listen to our
Marketing people, who inform us of what's popular
and what's likely to make money in the arcades,
which is what happened with Klax."
But that's not
to say that Mark and his team don't have freedom
when deciding what to do, and if they want to
create something totally off the wall they can
- look at Escape From The Planet Of The Robot
Monsters.
With a game concept
'invented' a Project Leader has to assemble
an interested party of half a dozen or so people,
comprising a programmer, graphic artist, animator,
musician, and hardware engineer. The PL gives
them all an idea of what has got to be done.
"The first
thing that's done is that the project is sketched
out in rough - game type, objectives and so
on, and a schedule is made up for the team to
work to, as it's vital they have the game finished
by a certain time."
This might sound
like the Project Leader has an easy time of
it, but Mark is quick to prove otherwise: "A
Project Leader oversees all the work on the
game, but he often also contributes to it in
his own way. I was Project Leader on Escape
and Klax, but I also designed both games and
did the graphics. And believe me, you have to
take care of everything from making sure the
work goes according to schedule to checking
that the heating duct above the programmers
is running at the correct temperature!"
Now that the idea
has become a real game design, the team can
start work actually writing it. Even during
the technical stages there's not a great deal
to differentiate between coin-op and home computer
game development...
"All Atari
coin-ops today are written in C - that's the
most popular language with the programmers here,
I guess. The actual programming work is carried
out on standard terminals, and then transferred
into our VAX machines where it's compiled and
compressed. Finally it's downloaded from there
through an EPROM burner and onto the hardware
for the game that the engineer has put together.
Every coin-op's hardware is different partly
because each game is different, and partly as
a form of copy protection.
Mark's graphics
are produced on a PC - but using Atari's own
specially written utility: RAD (Rendering and
Animation Design). "It's basically a standard
paint tool with some animation facilities. I
design and draw on the PC before uploading everything
to the VAX to be compressed."
An Atari game
takes, on average, around a year to produce
- but then an average can come from two extremes,
which is certainly in Mark's case - Escape took
over two years to put together, whereas Klax
was written in just four months!
Mark feels that
game design is the most difficult and time-consuming,
and yet most rewarding task: "With an arcade
game you have to be very careful with the design.
What you're trying to do is create something
that people will want to play and keep playing.
If you go to see a movie, you pay your six dollars
and go in - if you decide halfway through that
you don't like it, there's not a lot you can
do about it as you've already paid to see it.
If you buy a piece of software, you pay your
30 dollars then take it home, and again, if
you don't like it, it's too late you've already
paid. But with an arcade game you only have
to put in a quarter, and if you decide in your
first game 'Urgh, this sucks', you can leave
it and you've only spent 25 cents."
So if an arcade
game is to recoup its investment it's got to
hook people from the very beginning and hold
on tight. "You have to keep the task simple,
so that the potential player will look at it
and say "I can do that', while graphically
it has to look sexy and inviting. That's really
all you need to get somebody playing, but keeping
them playing is the hard part. It's vital that
you get the level of difficulty right - if a
game's too tough, the player will give up, and
if it's too easy you could have one person playing
all day on just one quarter. The ideal level
of difficulty is one that makes a quarter last
about a minute and a half."
But unlike appearances,
the level of difficulty is a much more demanding
deception, as arcade players vary greatly in
their levels of skill and patience. So before
a game is released it's played extensively by
the teams at Atari and then put on 'field test',
where a few prototype machines are placed in
arcades around the country and the reaction
to them is graded.
"You can
normally tell at the very start if a coin-op's
going to sell - we always keep one test machine
running in the lab, and if it's rarely played
by the people here, it's probably not going
to do well in the arcades either. Fortunately
Klax, which has just been released, has always
got a queue of people waiting to play it here,
so we have a pretty good feeling about it!"
Only when a machine
goes on field test can the public's response
be gauged, so naturally Atari makes the best
use it can of the time that the machine's 'out
on trial'. The prototype machines used are equipped
with special video recorders that videotape
the games played on it. When the machines are
recalled the tape is played back so that the
team can see if players are exploiting any potentially
disastrous bugs or unexpected design flaws and
iron them out before the machines go on release.
In addition, a computer printout provides pages
of statistics that are dissected to find out
just how good people are at playing the game.
But at the end
of the day, all that counts is the amount of
money a machine takes - or 'coindrops' as Mark
refers to them. "A machine has to make
money within its first six weeks or it's not
going to be successful. If an arcade owner orders
a few machines, and they don't start making
money quickly, he won't order any more - and
he could well tell his arcade owner friends
who won't order any at all."
So just how 'big'
does a coin-op have to be to be classified as
a success? "These days, anything that sells
over 10,000 units is fantastic," Mark reveals.
"Although back in the early days of the
industry, machines could be expected to do a
lot more than that. Tempest, for example, took
over 30,000 orders in its first DAY on release!
Williams' Defender has sold over 50,000, and
Ms Pac Man 123,000!
So why the slump?
"I think because when this business first
started, we were dealing with a brand new technology,
so there was a lot of excitement and a certain
amount of novelty value. And also at the time,
the people who played arcade games were a lot
older - around 18 to 25, and so they had more
money to spend than the average 14 year-old
arcade player of today. Now the big novelty
is gone, but I think at least the business is
much more sane now. And there's still the occasional
massive hit, Gauntlet is probably one of the
biggest sellers that Atari has ever had."
Mark admits to
being a great fan of the classic coin-ops of
yesteryear. Defender, Tempest and Galaga rank
amongst his favourites, but what does he think
of the machines commonly found in today's arcades?
"Most of the games over here are either
horizontally-scrolling blasters or sideways
scrolling combat games, which I think is a shame.
I think that while they're not at all original,
they'll always be a market for them, so the
companies will just keep on making them. It's
like rock 'n' roll, most of the popular music
in the charts today isn't too good, but they'll
keep cranking it out because that's what is
in demand."
"I'm not
sure about the Operation Thunderbolt style gun
games. I don't believe that playing those games
is going to turn anyone into a killer or anything
like that, but even so I don't think it's a
good idea to make people feel comfortable about
the idea of having a gun in your hand and shooting
things."
At home, Mark's
recently been up to his elbows in SimCity. "I
like it - you get a certain kind of satisfaction
out of playing it. It's kind of like tending
a garden."
And the future?
What kind of technology is going to be eating
coins in years to come? "I'm not sure,
but I do have a few ideas about the kind of
thing I'd like to see. I'd like to expand what's
playable in the arcades by moving away from
shoot 'em ups and the like and do something
else. One idea that might work would be an RPG
coin-op - each player would buy a card that
would be inserted into the machine to start
the game. That card would have the player's
character stored on it - all the information
about strengths, skills, objects carried - and
the machine would read from and write to the
card accordingly. With that system you could
carry your character around in your back pocket
and carry on your game whenever you see a machine."
Sadly, we aren't
likely to see anything like that for a while
yet, and for the moment, Mark prefers to look
more to the immediate future. "Klax has
just started to ship, and from what we've heard
so far, it's already doing well. One machine
in Manhattan is taking 400 dollars a week! I
don't want to jinx anything by saying that Klax
is going to be as big as Tetris, but I certainly
hope that it will."
So what's next?
"I'm really not sure. After Klax I think
I'd like to do a bit more of an action game."
Beyond that, Mark doesn't really know - but
it's a sure-fire bet it's worth waiting for…
Even it he spends two years writing it!
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