There is already an excellent website devoted to Bouncer and Turbo Sub at http://www.turbosub.com/ with lots more info, including interviews with the creators and storyboards forTurbo Sub. Turbo Sub is also on MAME.
Entertainment Sciences
Entertainment Sciences was founded in 1982 in
Huntington Beach, CA from a company called Creative Sciences[1] by Ulrich Neumann and a partner (probably Ron Clark, who
served as president, or Robert Rauch). Neumann had formerly worked for Gremlin
before Sega shut it down and moved to Los Angeles. The two decided to form a
company to create a programmable game system that would allow operators to
cheaply and easily swap out old, poorly performing games for new ones. While
his partner raised the money, Neumann set to work on a state-of-the-art
hardware system called RIP (Real-time Image Processor) that was capable of
generating high-resolution graphics with 16,000 colors The system also had a
megabyte of RAM, a 16-bit microprocessor, three 8-bit microprocessors, and a
display with a 500 x 384 resolution. The
system took Neumann about nine months to complete. Meanwhile, in October of
1982 Entertainment Sciences hired
programmer Rob Patton who'd just left Cinematronics.
Bouncer
During
his job interview, Patton pitched ideas for a number of games, including Bouncer - a game that cast the player
as Mr. B - a burly, chrome-domed bouncer who had to keep annoying barflies from
pestering customers, causing barroom brawls, and interfering with the waitress
Julie. Enemies included Fatso (who stole the customers' food), Soppy (who stole
drinks), Romeo (a flasher who was added as a replacement for a prostitute named
Bambi), and Scooter (who tripped people with his skateboard). Shortly after he
was hired, Patton's new coworkers took him to lunch and gave him T-shirt that said "Welcome Rob" and
a sleeve that said "Malcom's 10%". At the time Patton was being represented
by Malcolm Kaufmann - the first known video game agent. Before long, Patton set
to work on the game. He hired an artist who created a large storyboard of a
barroom with moveable cutouts to represent the various characters. He also
hired an animator from Disney. To help with programming, Entertainment Science
brought in Lonnie Ropp from Rock-Ola, which had recently shut down its video
game division. Bouncer featured four
different settings: Gilleys (based on the famous Pasadena, Texas bar from Urban Cowboy), Hussong's Cantina, The
Ritz, and Studio 64. The game was tested in the San Diego area and displayed at
the 1983 AMOA in Chicago where it generated a good deal of interest. Steve
Harris of the U.S. National Video Game Team (who provided game reviews for Replay magazine) considered it the best
game of the show (though he noted that it was not shown in the main auditorium
and thus didn't draw as large an audience as it might have). Atari negotiated
for rights to the game but never pulled the trigger (one reason may have been
its $4000+ price tag). Entertainment Sciences also paid to have the game
featured in the 1984 film Ninja III: The
Domination (in which the spirit of a dying ninja possesses a sexy aerobics teacher
- at one point the spirit actually comes through the game).
In
the end, despite having perhaps the most powerful hardware and arguably the best
graphics in the industry plus a game that drew rave reviews, Bouncer was never released. So what
happened? In a February, 1985 Replay article
Ron Clark claimed that the game failed because the graphics were too good. So
good that many mistakenly believed the game was a laserdisc game at a time when
laserdisc games were getting an increasingly bad reputation for reliability (the website turbosub.com,
however, claims that operators at the AMOA show rejected the game when they
found out it wasn't a laserdisc game) . After the failure of Bouncer, Rob Patton left to work for Sega. Lonnie Ropp (who had actually been
hired to work on a different game, and didn't want to work on Bouncer to begin with) left as well.
A review of bouncer from the January, 1984 issue of Replay by Steve Harris |
An AP article on Bouncer that appeared in various newspapers starting around August 17, 1983 |
Turbo Sub
After
the failure of Bouncer, Entertainment
Sciences spent a year and a half doing government contract work while they sold
and tried to attract investors for the production of another video game. In
early 1985, the game was finally ready. Turbo
Sub was a first-person game in which a player navigated a submarine through
an underwater seascape of tunnels and rock formations facing exotic sea
creatures like manta rays, jellyfish, mechanical sharks, and fireballs. Turbo Sub shipped in two different cabinet
configurations. One was a cabinet with
a slide-out drawer called the "Solo" system designed by San Diego's Pacific
Coast Games. Other games were mounted in Atari Star Wars cabinets. Both cabinets used the Star Wars yoke controller. The buttons on the front fired the
lasers while the thumb buttons engaged the "turbo engines". Once
again, the game had stunning graphics - perhaps even more-so than Bouncer. The game appeared at a Los
Angeles area video game tournament in February of 1985. Entertainment Sciences
announced plans to release fifty "seed" units in May followed by 200
more in June. A series of tournaments was held to promote the game in 1985 with
a grand championship in June of 1986 sanctioned by Twin Galaxies and organized by Steve Harris with a grand prize of
$3,000 and a Turbo Sub game.
Entertainment Sciences also gave away T-shirts to the first players to finish a
game at various locations.
After
Turbo Sub, other games were planned
for the RDI system, including a sequel to Turbo
Sub that would allow the sub to surface "and face bizarre challenges
both on both on and below the high seas". Other planned games included a
revival of Bouncer and a
"graphically stunning" driving game.
As far as anyone knows none of them came to pass and Entertainment
Sciences itself eventually folded after a long legal struggle.
[1] Creative Sciences was incorporated on August 10, 1981 and Entertainment Sciences on January 12, 1983
RePlay, July 1985
Very interesting. I suppose one could say the game was ahead-of-it's-time in what it could do (what already became possible in another decade as a normal look in 16-bit gaming).
ReplyDeleteBouncer looks quite nice!!!
ReplyDeletehttp://www.youtube.com/watch?v=8ySvPV3UjuE
Sure does, sad though the company couldn't quite make it.
Delete