Another now-rare game was Victory, a game similar to Defender
that featured excellent gameplay and some of the best sound and speech for a
video game at the time but was almost unknown in the arcades. A follow up
called Victor Banana was released
that included only minor changes to the gameplay and artwork. Both Victory and Victor Banana were creations of programmer Vic Tolomei (hence the
name) and the latter reflected his odd sense of humor.
Pepper II
Pepper II was another Larry Hutcherson maze/capture
game, similar to Stern/Konami’s Amidar.
Each level featured four different mazes connected by tunnels. The player
controlled an agnel that enclosed areas of the screen by "zipping"
around them to paint the floor a different color. Enclosing an area containing
a prize (like a safety pin or flower) advanced a bonus multiplier while enclosing
one containing a pitchfork transformed the player into a devil that could attack
the enemy eyes. Retracing an incomplete path "unzipped" it so that
you had to paint over it again. The game was originally called Zipper (because of the zipping and
unzipping) but Exidy owner Pete Kaffuman changed to something much more
confusing
[Larry W. Hutcherson] "It was supposed
to be called Zipper but Pete got
afraid of a new lawnmower that was released called Zipper and decided on a
fluke to name it Pepper II while he
was sitting at the table…looking at a pepper shaker… Everybody was scratching
their head trying to figure out why we were calling it that."
Both Pepper II and Victor Banana were
released as conversion kits (for Venture
and Victory - though Pepper II was also available as a
dedicated unit). With sales flat, Exidy was looking for a way to market new
games and became the second major manufacturer (after Sega) to jump on the
conversion kit bandwagon. As was the case with most companies, designing games during the early '80s was challenging. Before hard drives came along, programmers had to swap disks in and out multiple times to load their games and tools into memory. Design tools didn't really exist at the time so programmers at Exidy had to write their own, including a debugger, a graphics tool, and sound tools.
Exidy largely chose to stay out of the licensing game, preferring to design its own games. The design atmosphere at Exidy seems to have been a good one. One report claims that designers could receive bonuses for hit games that exceeded their annual salary. In 1982 the company launched a game creation contest where teams of five (one from each of the company's divisions) would brainstorm ideas for new games then compete against one another for cash prizes.
While Exidy had had its share of
hits, it remained a fairly small player in the video game arena. Play Meter
reports that the company had just a 2% market share in 1981 (trailing behind
Atari, Bally/Midway, Williams, Stern, Cinematronics, and Sega/Gremlin). In 1982
the figure dropped to 1%. While it may not have been able to compete in terms
of revenue, Exidy usually turned a profit. Exidy never went public. The
decision was deliberate.
[Pete Kauffman] "We don't have the
problems of a Warner Brothers or Gulf &Western. We don't have to do
anything we don't want to do. Those guys have such a big animal to feed. We can
do our $10-15 million a year and be as profitable as anyone[1].
After 1982, Exidy’s video game fortunes headed south in a
hurry. The decline was exacerbated by earlier losses from the ill-fated Sorcerer personal computer. In the
summer of 1981, Exidy had sold its Data Systems Division to a New York venture
group called Biotech Capital Corp but the losses continued to affect their
bottom line for months. At the 1982 AMOA show, Exidy had debuted Hard Hat (which they billed as the
first “educational” game) and Snapper[2].
Neither went anywhere. Snapper never
even made it into production."
[Larry
Hutcherson] "I remember Snapper. Interestingly enough that game made more money when it was
unplugged than when it was powered up. Yes, that's correct. More people put a
quarter into the machine when the screen was black than when they could see
what the game screen looked like….It was cancelled immediately after the first
field test"
Fax
They weren't entirely without hits, however. The trivia
game Fax (released in March) did
moderately well. The game was designed to attract locations that might not
normally have video games as well as to counter the negative press video games
sometimes got. Exidy even produced solid oak "Elegante" model to
appeal to upscale clientele.
[Pete Kauffman] You could put this
game in the Hyatt Regency…and if you take a Fax game to show your
legislators or local council, you can say this is the direction our industry is
going with technology. It's fun but it's also educational. It's a positive type
of game you can use to sell people who are negative on games. You can point to
it and say "Here is our industry"…(laughs) They might pull out a
Death Race game and say 'No, here is your industry[3]
The game's multiple-choice questions (which were to be
replaced regularly) were submitted by employees throughout the company, who
pored over almanacs, encyclopedias, and dictionaries in these pre-internet days
(eventually Exidy sponsored a nationwide contest to find questions). One
question that generated a lot of phone calls asked what "Big Ben"
was. The choices included "clock" (incorrect) and "bell"
(correct). Other questions were a bit more tongue-in-cheek (i.e. "What is
a brassiere?" - A Bust Stop). Fax wasn't
a smash but it was enough of a hit to merit a sequel.
Crossbow
In November, Exidy released the first in its
“alliterative shooting” series, which consisted of a dozen games released
between 1983 and 1988. Crossbow was
a throwback of sorts to the old electromechanical rifle games. The player
controlled a crossbow (created by Barnett Crossbows of England), using it to protect
a group of onscreen "friends" (including a wizard, a dwarf, an amazon
warrior etc.)from a host of different enemies while avoiding hitting the heroes
with a stray shot. Among the dozens of different enemies were vultures,
werewolves, fireballs, lava, ghosts, and more. The player could also plink away
at bonus targets like street lights and crowns. If the player safely escorted
at least one friend to the other side of the screen, they could navigate across
various levels on a map by shooting colored boxes. Levels included a desert, an
ice cave, a ghostly street, a jungle, and (finally) a castle, where the player
faced off against the Master of Darkness.
Nick Ilyin was the game's designer while Larry Hutcherson
handled the level design, using a special programming language developed by
Hutcherson specifically for the game's hardware, which had been custom-designed
by Howell Ivy and was called the "440 System". The language included
a number of features that were quite innovative for the time such as
multi-threading (the ability to handle multiple program "threads" running
at once. It was a "pseudo-operation" language that included a number
of simplified instructions that allowed novice programmers to design levels
without getting into the details of assembly-language programming.
Unfortunately, Hutcherson was the only one who was proficient with it and ended
up rewriting most of the levels.
Crossbow featured pulse-pounding gameplay and
was perhaps the first game to use all digitized sound and music , courtesy of newcomer
Ken Nicholson
[Ken Nicholson] "During high school in Cupertino I was one
of six nerds invited to join the extracurricular computer club. The club was an
experiment run by a math teacher and he managed to get computer equipment
donated from HP. I liked experimenting with natural-language parsing programs
-- the kind of thing Siri does.
Myself and another one of the computer club members somehow managed to get volunteer jobs apprenticing for software engineers at NASA Ames Research Center in Mountain View. Another computer club member met Steve Wozniak on the bus and he and another club member ended up being one of Apple's founders."
Myself and another one of the computer club members somehow managed to get volunteer jobs apprenticing for software engineers at NASA Ames Research Center in Mountain View. Another computer club member met Steve Wozniak on the bus and he and another club member ended up being one of Apple's founders."
…during college I landed a job as an IT engineer for a small
credit union. When that job ended I started my own software consulting business
called Syntax. (A friend wisecracked: "They're taxing that now?")…
My business was based in Eureka, CA. Business was good but I decided that I was missing out on the video game boom and the legendary $100K+ salaries that video game developers were getting in Silicon Valley. So I relocated to Mountain View to try to break into the video game business.
Though I did take a few computer science and electronics classes in college, my major was theatre. I studied lighting, sound design and acting. It turned out these skills were particularly useful in the game industry.
My business was based in Eureka, CA. Business was good but I decided that I was missing out on the video game boom and the legendary $100K+ salaries that video game developers were getting in Silicon Valley. So I relocated to Mountain View to try to break into the video game business.
Though I did take a few computer science and electronics classes in college, my major was theatre. I studied lighting, sound design and acting. It turned out these skills were particularly useful in the game industry.
The sound digitizing hardware used
ADPCM - a compression algorithm developed by Microsoft. While the hardware was
state-of-the-art for its time, storage space (especially for music) was
limited.
[Ken Nicholson] "One of the weaknesses of the
440 system's audio capability was in music. Digital audio storage space was
very limited and there wasn't room to store more than a few notes or phrases of
music, with the rest of the space needed for sound effects. If you listen to
the soundtrack of those 440 games you'll hear that things that sound like music
are actually composed of shorter samples. The bugle call "charge" is
an example. Also, some of the sound effects are reused but at a higher sampling
rate or played back in reverse.
For cost reasons the digital audio data was stored on ROMs which were very costly to master. In later games I was asked to reuse surplus ROMs from earlier games. That required some tricky sequencing of digital audio clips to avoid the games from sounding too similar."
Nicholson
turned to a number of interesting sources to create sound effects for Exidy's
line of shooting games.For cost reasons the digital audio data was stored on ROMs which were very costly to master. In later games I was asked to reuse surplus ROMs from earlier games. That required some tricky sequencing of digital audio clips to avoid the games from sounding too similar."
[Ken Nicholson] "Creating the sounds was a lot
of fun. To get the sound of a skeleton exploding I went to a bowling alley and
recorded someone bowling a strike. I went to a duck pond to record ducks. Most
of the sounds, though, were recorded right in Exidy's offices. The Amazon warrior
princess death sound was a slowed-down version of one of our female co-workers'
screams. The
iconic "You will die" of the Evil Sorcerer in Crossbow was my voice speaking into a metal wastebasket."
Crossbow also featured more RAM than most games
at the time with 52 64k RAM chips. This was due to a (wise) decision Howell Ivy
and Pete Kauffman had made at the 1982 CES to focus on games with more memory
and graphics capabilities rather than pursuing the new laserdisc technology.
[Pete Kauffman] We decided not to go
with the laserdisc specifically because of its drawback of the track-to-track
access time…Solid-state digital has the advantage of total interaction[4].
Pete Kauffman, Howell Ivy, and Paul Jacobs |
[1] Play
Meter, September 15,
1983
[2] The Kusch’s Korner column in Vending Times reports that Exidy also
showed Car Jamboree and Battle Cross at the show but the games
were apparently never released by Exidy, though they were released by the
somewhat obscure Omori Electric Co.
[3] Play
Meter, September 15, 1983
[4] Play
Meter, March 1, 1984
Sound on the shooter games was actually not ADPCM but rather CVSD-based, using a pair of Motorola MC3417s and a pair of MC3418s. It was also output in stereo, giving some nice effects depending on where the action was taking place.
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