Out
last segment of the “Night Driver” story took a look at Digital Games/Micronetics
version of the game. Today we look at a version developed by Midway. But, it’s
not the one you’re all thinking of. Midway did release their own first-person
driver in the mold of Nurburgring,
called Midnite Racer/280 Zzzap, but
we’ll get to that one next time. Today, we’re going to talk about another
version developed by (or, more accurately, for) Midway that never saw the light
of day – and it was actually one of the more interesting versions. In the late
1970s and early 1980s, Midway had a number of different groups working on video
games, including Dave Nutting Associates, Florida’s Arcade Engineering, and the
toy design firm Marvin Glass Associates. Lesser known were a handful of smaller
groups that developed games for the company. One of these was a group in
California, unofficially dubbed “Midway West” or “Midway California”. Located in Campbell, California the team consisted
of a pair of former Atari technicians/engineers - Doug Hughes and Bill Arkush –
and programmer Al Stock. Hughes and Arkush had previously worked at Atari, in
the same division with a young Steve Jobs. Arkush was a service technician with
Atari and went on to found a company of his own called Kush "N Stuff that
produced a variety of products and training tools covering video game repair.
Hughes was a hardware engineer and technician who would later (in the 1980s) go
on to work for Taito America where he created the hardware used in Qix and other games. In the mid-late
1970s, having left Atari, the two began doing contract design work for Midway,
with Hughes serving as hardware designer and Arkush handling the logistics.
Needing a programmer, they brought in Al Stock. While Stock had graduated from
the University of California, Santa Barbara in 1974 with a PhD in Chemistry, he
also had extensive experience with various mainframe and mini-computers. After
earning his PhD, Stock took a job at the Institute of Advanced Computation at
Moffett Field in Mountain View, California where he worked on the ILLIAC IV,
that last in a series of supercomputers built at the University of Illinois
between 1951 and 1974. One of the first attempts at a massively parallel
computer, the ILLIAC IV could support up to 256 processors working in parallel
and included 64 arithmetic processing units and a drum memory created from 64
synchronized Burroughs disks. Funded by DARPA and designed by Burroughs
Corporation, the ILLIAC IV was completed in 1972. Unfortunately, this was a
time of political unrest. The Kent State massacre on May 4, 1970 resulted in a
wave of anti-government paranoia at campuses across the country – including the
University of Illinois. Students were suspicious about the ILLIAC IV and its
defense department ties. Rumors swirled that it had been developed on campus as
part of a conspiracy to develop nuclear weapons. The protests reached a head on
May 9, 1970 – just five days after the Kent State shootings. There were other
security concerns as well. ARPA wanted the machine enclosed in copper to
prevent off-site snooping and project member Daniel Slotnick insisted that any
work done at the University be published. Because of these concerns, the ILLIAC
IV was moved to the NASA Ames Research Center in Mountain View in 1971. ARPA
and NASA jointly formed the Institute of Advanced Computation to support the
machine. The group was able to demonstrate the machine’s speed by running a
24-hour weather forecast – a process that normally took 24 hours – in just nine
minutes. Unfortunately, after Seymour Cray introduced his own supercomputer,
the ILLIAC IV was made obsolete. Looking through the paper, Al Stock saw an ad
for a small video game design group looking for a programmer and signed on with
Doug Hughes’ team, where he eventually went to work on a microprocessor version
of Micronetics’ Night Racer.
[Al
Stock] Hank Ross came to us and asked us to go to southern CA where some guys
from Cal Tech had designed an analog version of a game called Night Racer…apparently these guys put
together an analog version that would be very expensive but it worked. Hank
came to us and said “I want you to look at these guys and see if you can do
something with a microprocessor” So we went there and took a look. They were
somewhat secretive, but they showed us how the game worked and we came back to
[Hank] and he said “Well, how long is it going to take you to do this video
game?” and we said it would take six weeks and he said “Well that’s what you’ve
always said to us”.
Designing
the game and delivering it on time was a challenge. Microprocessors were still
relatively new, especially in the video game industry. In its early days, Al
Stock had to enter his programs on a teletype machine and “store” them on paper
tape. “Debugging” sometimes consisted of manually taping sections of paper
together or punching holes in them. Once code was burned to a ROM/PROM, fixing
bugs or making changes required reburning and replacing the chip, which was
time-consuming and costly. Things got better when microprocessor companies
began to release in-circuit emulators that allowed programmers to change code
without replacing chip, but it still wasn’t easy. Making things even harder,
Doug Hughes (who handled the hardware) would often switch to a new
microprocessor for each project, forcing Stock to create new software. For the
driving game, Hughes chose the Intel 8080 processor, which presented challenges
of its own.
[Al
Stock] The 8080 at the time was 1 MHz and I basically could not get enough done
at that speed to paint the picture correctly and update it at 60 Hz so I had to
use a trick to get the poles to come down properly and to calculate things. So
what I did is a mirror image. As the poles came down, whatever was on the right
I did a mirror image to make it happen faster because I didn’t have time to
calculate two sides.
Despite the challenges, Hughes and
Stock managed to get a prototype completed in six weeks. In addition to
replacing the TTL hardware with a microprocessor, the game they created offered
a number of additional improvements over the Micronetics version. The track was
reprogrammable and the game included an attract mode. Perhaps most
significantly, at the start of each game, an animated figure would run onto the
screen, drop a flag, and run back off. Within a few years such a feature would
be trivial, but at the time it was an impressive accomplishment. With the
wire-wrapped prototype complete, the team arrange to demo the game to Bally.
Then disaster struck.
[Al
Stock] We were going to demonstrate to the president of Bally and he was flying
in from Chicago and we blew up the whole system…and we had to [replace] every
chip because we didn’t have time to figure out what went wrong and we had to go
to Intel to ask them to get another in circuit emulator…and by the time he
landed we had the thing running again but he didn’t know anything about how we
really screwed up and had do get everything back while he was in the air.
Bally liked what they saw, with one
exception. The finish line did not line up with the starting line. Nonetheless,
Bally asked the group to come to Chicago and demonstrate the game to the rest
of Bally management. After Stock fixed the finish line bug, the team did so and
Hank Ross told them he had good and bad news. The good news was that Bally liked
their game. The bad news was that their hardware was obsolete because Bally had
decided to go with the less expensive hardware system created by Dave Nutting Associates
for their future games. Bally asked the team to move to Chicago to join Dave
Nutting as Bally employees and help port their game to the DNA hardware. The
team turned the offer down. For one thing, they wanted to remain independent.
In addition, they were frustrated after having spent six weeks to develop the
game, only to see it rejected. They also realized that their financial reward
for the game would be limited. As Stock remembers it, Bally gave a 5% royalty
for the person who came up with a game concept, 5% to the one who designed the
hardware, and 5% to the one who designed the software. Since they didn’t come
up with the concept and since their hardware design had been rejected, the most
they stood to make was a 5% royalty, which wasn’t much for all their work. In
the end, they decided to remain in California. The driving game wasn’t the only
game the team developed for Bally over the years, however. They also worked on
the blocking game Checkmate (though,
once again, the game was ultimately created at Dave Nutting Associates) and a
tank combat game set against a backdrop of trees.
[Al
Stock] As I remember one of the challenges was to develop a method to determine
when the bullet hit a tree so we would stop its travel. Also it took some
clever programming to make the bullet travel faster than the tank speed.
We skipped pixels to give the illusion that the bullet traveled faster than the
tank. Too many pixel skips would not look smooth/realistic and could cause
problems for the algorithm which determined when the bullet hit a tree.
I’m not sure if Midway produced this game.
The
team also developed an unfinished game called Cops and Robbers . After their driving game was turned down, the
team moved on to other things, including an early smart video terminal that
they developed around the same time DEC came out with its VT-100 and TeleVideo
produced its first terminals. They also worked a video chip for use in Bally’s
home video game system. After breaking up their group, the members went
continued to innovate. Doug Hughes later worked for Taito America, and Williams
while Al Stock helped found a number of technology companies and create a
number of new cutting edge products – though the most impressive to the man on
the street may have been the least high-tech of them all. In 1998, Budweiser
launched its “Real Men of Genius” ad campaign – a series 60-second spots
celebrating the accomplishments of a number of overlooked, and unknown,
inventors such as “Mr. Athletic Groin Protector Inventor”. One spot paid
tribute to “Mr. T-shirt Launcher Inventor” – the inventor of the “cannon” used
to launch T-shirts into the crowds at sporting events. While the spot was
tongue-in-cheek there actually was a real “Mr. T-shirt Launcher Inventor”. And
it was none other than Al Stock.
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