Wednesday, October 10, 2012

The Story of Rock-Ola Video Games (Part 3)

Nibbler

Nibbler flyer

            Rock-Ola's biggest hit was Nibbler, designed and programmed by Joe Ulowetz with support from John Jaugilas and Lonnie Ropp. The game put the player in control of a snake that moved through a maze eating the food strewn about the floor. Each bite caused the snake to grow in length and completing a maze required both speed (since the player couldn't stop moving) and planning.  Nibbler had its roots in a few other games. Gremlin's much-copied Blockade introduced the idea of a player controlling a snake that got longer as the game progressed. The TRS-80 game Worm added the idea of the snake growing only when it ate something. Unusually for a game of the time, Nibbler featured no opponents or enemies, and idea that appealed to designer Joe Ulowetz.

[John Jaugilas] The main reason for Nibbler was that Joe Ulowetz was primarily a pacifist and wanted to have a game where you could only hurt yourself, not anyone else. This is what made the combo of me and Joe so strange as I was a big action, shoot-'em-up game fan and he wanted a game his girlfriend Mary (initials MRS) would like. Anyway, Joe did the main game logic, I worked on the maze designs and overall gameplay (I was a good gamer and Joe could barely make it past wave 5). Strange combo the two of us, but it worked out. .

The game is probably most famous, however, for being the first game to feature a 9-digit score. To turn over Nibbler a player had to score a whopping billion points.

[John Jaugilas] The billion point thing was Uncle Larry's idea. As he said, "points are free, but quarters are hard to come by." Larry's philosophy was to give points for anything positive. You moved a joystick, great, 50 points. You ate a nuclear nugget, wonderful 1,000 pts. He noted that on pinball games the last one or two 0's were just painted on to make the score look higher, but heck bits were free, so give away points and make someone feel good about a higher score. Heck, they might even put in another quarter so they could get an even higher score.

      One humorous incident involved the game's high score board. As was common at the time the default high score board consisted of the designers' initials. By tradition initials were listed in the order in which people contributed to the game. Joe Ulowetz listed his initials first but put those of his girlfriend (now his wife) second, though she had nothing to do with designing the game. As if that weren't enough, Ulowetz added an easter egg. Get a high score and enter his initials and you receive the message "You have the same initials as my Author." Enter his girlfriend's initials and you get "You have the same initials as my Angel". The bucking of tradition and the sappiness of the message demanded a response so one of the game's programmers altered the EPROMs on some versions of the games to replace the word "Angel" with something a bit more humorous. 

Sidebar - Tom Asaki, Tim McVey and the Quest for the Billion Point Score



Soon after its introduction, gamers all over the country were playing the game in hopes of being the first to reach the magical number and win nationwide acclaim. Attention soon turned to Ottumwa, Iowa’s famed Twin Galaxies arcade where a teen named Tom Asaki had become the favorite. Asaki was already well-known in the gaming community, having been part of the three man "Bozeman Think Tank" that developed the Ms. Pac-Man grouping strategy back in 1982.
. As Asaki mounted his assault national wire services began reporting on his quest. Rock-Ola responded by offering a free Nibbler machine to the person who first reached the magic number. Asaki never made it – failing in four well-publicized attempts. In the first, he scored 838 million points in forty hours before losing his last man. The next try ended after 707 million points when Tom exceeded the “limit” of 127 free men. The machine would eliminate all of your free men if you reached 128 and knowing exactly how many men you had  was crucial. The free man limit did provide marathon players with a measure of relief since they could leave the game when they accumulated 127 men and take a break while snake after snake died (which took enough time for the player to take a crucial bio-break). Asaki's third game ended when the game’s joystick broke after 793 million points. The final attempt proved something of an anti-climax when the game broke after just 120 million points. Meanwhile, another Twin Galaxies regular was mounting a challenge of his own.
Tim McVey got interested in Nibbler when he came into Twin Galaxies one day and saw throngs of cheering spectators gathered around Tom Asaki as he made one of his world record attempts. The 17-year-old McVey had never heard of anyone getting such a high score or seen such excitement over a video game. Though he had never played the game before, McVey quickly became the best Nibbler player in town other than Tom Asaki. The two struck up a fast friendship and began sharing strategies and comparing notes about the game.  

McVey's first 6 attempts at the world record were unsuccessful (during one he passed out). On January 15, 1984 he tried again. With Pac-Man champions Chris Ayra and Billy Mitchell cheering him on, he began the arduous journey to the mythical billion-point barrier. Then, around the time he reached 800 million points, a friend burst into Twin Galaxies holding a certified letter claiming that someone else had reached not just one billion but TWO billion points. McVey was heartbroken. Until someone notice that the two billion point game was actually accomplished by a two-man teams who switched on an off. Reinvigorated, McVey pressed on. As he approached the record, the crowds grew. The local TV station sent a camera crew over to capture the event live and the glare from their camera was blinding. When he reached 990 million points, McVey had just six men left. Finally, at 10:45 AM on January 17th (he'd started at 2:00 PM on the 15th) McVey reached his goal and walked away from the machine after almost 45 hours.
He then made the short walk to his house, sat on the edge his bed and told him mother he was hungry. While mom made him macaroni and cheese, Tim, exhausted, fell backward onto his bed and fell asleep. When he woke up and asked for his mac and cheese, his mother told him he could have it but it might be cold – though it had been warm two days ago when she made it. McVey had slept for 38 hours straight. Unfazed, he heated up his victory dinner, wolfed it down, and headed back to Twin Galaxies. For his record smashing efforts, McVey got a free Nibbler game and a key to the city of Ottumwa, which later declared January 28th Tim McVey Day. The Nibbler game did not last long. McVey soon found himself out of money and wanting to play games. As he looked for a source of ready cash, his eyes fell on his Nibbler machine. Since the last thing he wanted to do was play more Nibbler, and the machine was doing nothing more than taking up space, he sold it to a rival arcade down the street from Twin Galaxies – according to Walter Day for about $50 worth of tokens - a decision he now regrets. McVey’s record did not last long either. In September 1984, an Italian teenager named Enrico Zanetti played the game for 40 hours and 15 minutes in a bar in Legnano, Italy on the outskirts of Milan, scoring 1,001,073,840 points. Zanetti had first read about McVey’s records in the pages of VideoGiochi ("VideoGames"), the leading Italian video game magazine of the time. In April 1984, the magazine had announced the formation of the AIVA (Italian Organization of Video Athletes) and began printing national record scores for various games. The next month, the magazine printed a chart of Twin Galaxies’ scores where McVey’s billion point Nibbler marathon stood in stark contrast to the then-Italian record score of 350 million points. Fascinated, the 15-year-old Zanetti decided to try and break the Italian record. After honing his skills at Chip’s Game arcade in Legnano, he switched to a bar called Bar Grillo, where the joystick was more to his liking. By late September, Zanetti was ready for his shot at glory. After the bar owner agreed to let him play on a Monday, when the bar would be closed, Zanetti started his assault on September 27. By Tuesday morning, he had passed the Italian record, which by then stood at 577 million. Still going strong, he decided to press on and try for the world record. By Tuesday afternoon, word had begun to spread and between 8:30 and 9:30 that evening, with Zaenetti’s score at over 900 million points, the news crews began to arrive. At 12:33 on Wednesday morning, Zanetti finally called it quits with 38 lives remaining. While Zanetti’s record drew a good deal of coverage in Italy, it went largely unnoticed in the US. Twin Galaxies could not verify it and McVey claims he did not hear about it until years later – though Twin Galaxies apparently did later list Zanetti’s record for some time before taking it down. As for Zanetti, in October 1984, he participated in a Heineken-sponsored Nibbler challenge in Turin, but finished second. He then retired from competitive video gaming for good, turning instead to ping pong, karate, and kick boxing.

McVey too went on with his life, but by 2008, his interest in Nibbler had been rekindled. By then, he knew about Zanetti’s score and was ready to establish himself once and for all as the undisputed Nibbler champion of the world. With Zanetti in retirement, however, he needed another opponent. He found one in Dwayne Richard, a Canadian multigame expert whose video game career had started around 1986. At the 2009 MAGFest 7 music and games tournament, McVey and Richard squared off in an attempt to set a definitive Nibbler record. Halfway to the billion-point mark, however, Richard’s game froze up. McVey continued for several hours, but when it became apparent he did not have enough men in reserve to break the record, he walked away from his game. Then, on February 14, 2009, playing in his own home, Richard set a new record, scoring 1,004,000,000 points in just 35 hours and 4 minutes – almost ten hours fewer than McVey had taken in 1983. The speed with which Richard achieved his record seemed too good to be true. And it was. When tapes of Richard’s and McVey’s gameplay were compared, Richard’s machine was observed to redraw the board much faster between rounds, shaving precious seconds off his time. When the discrepancy was pointed out to Richard, he voluntarily withdrew his score. While some suspected foul play, the difference was eventually traced to a single balky connector on the microprocessor on Richard’s machine. On July 31, 2011, McVey and Zanetti’s record was beat for real when Rick Carter scored 1,022,222,360 points at Richie Knucklez arcade in Flemington New Jersey. Carter’s unequivocal breaking of his record breathed new life into McVey and on Christmas day 2011, he settled the matter by scoring 1,041,767,060 points in his Iowa home. Meanwhile, on that same day, Elijah Hayter of Portland, Oregon, the son of Dig Dug world champion Ken House, was setting a new marathon record on Track and Field. In the summer of 2012 Hayter, set a new Nibbler Record surpassing Mcvey’s total by just over a million points. Then in November 2012, Rick Carter scored 1.2 billion points at Logan Hardware in Chicago to set a new Nibbler record that still stands as of this writing.

(for more on the  Nibbler high score, see the following links:
http://www.retrouprising.com/index.php?pid=enrico_zanetti; http://www.retrouprising.com/index.php?pid=elijah-hayter
and the recently-released documentary Man Vs. Snake - from which much of the above information was taken)

Back to Rock-Ola

Rock-Ola itself didn't find out about the Asaki and McVey's quest until after Asaki's second failed attempt.
[Mike Perkins] One day I got a telephone call from someone at an arcade in some obscure place. The person was jabbering about an marathon session that ended unexpectedly and I suspected a hardware problem. The person said the number of lives when the game reset was 126 or 127, they weren’t sure which. I was always hearing about VectorBeam games that reset due to a particular way the game processor was designed (called a frame-out), and so my mind was reeling at the number of various possibilities for the reset. But the number of Nibbler lives at which the game reset had an auspicious, technical sound to it: 127 is the modulo of 7 bits, minus one. I had no idea how the code was written, but modulo numbers like that strike terror (or strike gold) in the heart of anyone who is left to debug code when everyone else is gone.

[Asaki] had just gained another life when the game reset, so I started looking at the life calculation and end-of-game logic. It turned out that Joe’s code was written such that the upper bit of the byte containing the number of lives was a carry bit (or borrow bit for subtractions). Thus, only seven bits were available for the number of lives, so 127 was the max. I changed the code to limit the max lives to 127. I burned new EPROMs, tested it, and sent them Fed-Ex to wherever the arcade was located. I never heard anything else, except years later when someone told me about Nibbler and McVey’s marathon session.  


 Life at Rock-Ola


The Rock-Ola factory at 800 North Kedzie, Chicago


            The video game designers at Rock-Ola a lot of ways to blow off steam. The Rock-Ola factory was huge and ancient, with piles of unused equipment lying around. Running underneath the parking lot was a rat-infested rifle range (a relic of the days making the M1 Carbine).


[Mike Perkins] There were three other buildings in the compound, smaller, and mostly unoccupied at the time. One of them was remote building across the parking lot that used to generate power before during World War II and at night when the plant was mostly shut down, they would sell power back to the power company.
…The plant also used to make, among other things, rocker arms for aircraft and tank engines. Some of the punch presses, still in use in 1982 for making vending machines, were 25 feet tall and had flywheels weighing probably 10 tons.
            In that whole big building, there were only three elevators; one for office personnel, and two for the factory. Even though waiting for elevators was a major occupation of many factory people, anyone in a blue shirt or with grease on their pants knew better than to get on the office elevator.
            One of the factory elevators was just large enough for a couple of can vending machines on it. The other was a personnel elevator for sending small parts between floors. The problem was that production of can vendors was done on two different floors. If you can imagine the elevator bottleneck trying to move 300 vending machines from the second floor to the fourth and then from the fourth to the first for crating and storage, well, it was a logistical mess.
            The interesting spot in the whole place was the jukebox demo room, very well set up to resemble a darkly-lit, black-carpeted, leather couched cocktail lounge. I spent a lot of time in there.

Other floors were littered with 45s that were used to test the jukeboxes' loading mechanism. The designers would play kick Frisbee with a goalie at each end of the hallway.
[John Jaugilas] They had the huge steel crates of test scratched up 45s. They also had these crates of old transformers. Rock-Ola was a huge, primarily empty factory. Only about 10 % of the place was occupied. So when we'd come back from the cafeteria after lunch we'd find some transformers and see how far we could shot-put them down the hallways. That got boring after a while so we found that you could hurl a 45 a long way if you flung it just right. Well our offices had a railroad track outside the big factory windows and on the other side of the tracks was some warehouse with one of those big curved tarpaper roofs. So after lunch we would open up a window wide and see if we could fling a 45 out the window, across the train tracks and get it to turn vertical and stick into the tar roof across the way. It wasn't easy. That was at least 100 to 200 feet. Often with the wind up you'd fling a 45 into the window frame and it would shatter. There was a 10 ft. pile of broken 45s under one or two of the prime flinging windows.




Antics like this may be why other employees dubbed the video game section the "rubber rooms" (because, as Jaugilas says "they thought we were bouncing-off-the-walls crazy").

[Mike Perkins] At one point I got Connie [the company nurse] to come measure our blood pressure and heart rate as a “scientific” data point of game excitement. I did it mostly as a hedge against the mid-project doldrums, just to have a woman sit with us a while so the guy could strut a little bit and be peacocks.

            It wasn't all fun and games, however. 10-14 hour days were not uncommon and programmers sometimes didn't leave until two in the morning. The primitive (by modern standards) tools at the time didn't help.
[Lonnie Ropp] We had these huge floppies that you would compile your code and link on, then burn EPROMS. To do all of that…would take half a day…and that's every change that you made. So basically what we would do is we'd go home at night - because it's video games and you love  what you're doing -  and write a bunch of code. [Then] come to work. Type all that stuff in, compile it, burn an EPROM and it's time for lunch.
And then You did some more writing and hopefully before you left that night you went through one more iteration. So basically we had…two code iterations a day. That's amazing when you look at these games where  you get to see the results of your work and then make additions or modifications of corrections.



Hard work or not, Rock-Ola never really had a major hit to match those of crosstown rivals Williams, Gottlieb, or Bally.
[Mike Perkins] Our games always had one or two followers, but never enough to shill the game to the point of reaching success past the game designed by real game designers, which we were not. We were technical guys turned, by circumstances, into fledgling game designers. But our ideas and sophistication was never a match for the pinball game designers who waltzed into video games with their understanding of what makes people excited about playing arcade games…The problem was that I, and Rock-Ola in general, was always one game-cycle behind, if not two.


While they may not have been video game veterans, Rock-Ola's video game team didn't lack design skills. Jaugilas, Ropp, and Bak went on to design a number of successful home games at Action Graphics and Ropp became a top pinball game designer. The Rock-Ola designers, however, faced limitations that their cross-town colleagues did not.


[John Jaugilas] We had good design skills but Rock-ola was cheap. While other companies like Williams and Bally would design and build new boards with new capabilities Rock-ola wanted us to recycle overrun game boards from bad video games. Rather than designing and building a good game capability from scratch using good graphics processors, they would find old bad games (that is why Rock-ola had some many cheesy bad games from overseas) buy up the whole stock of game board cheaply, put a few on the market and then have us try to re-program the boards with a better game. We were a game board recycling shop. That fact that we could get games like Demon or Nibbler made out of some old reject game board made our jobs a lot harder than someone working at Williams or Bally that were working on game boards that were one or two generations ahead of what we were given to work with.
     The game developers at Rock-ola had an arm and leg tied behind their backs and were told to run the race and finish in the top 5. They made plenty of money that way. that is also why some of us were successful working on home game systems after Rock-ola. At least we got current technology to work with
.

Rock-Ola didn't last long in the video game world. By the time Ropp was hired in 1982 the company was under a hiring freeze and beginning to feel the pinch from the coming crash. In addition the company's overall sales were in sharp decline. One VP tried to initiate the same bundling strategies they'd used with vending machines by requiring distributors to buy a certain number of jukeboxes for each video game they bought. Instead, the distributors bought neither and jukeboxes sales to 75 a week (from 750 not too many years before).


[Mike Perkins] The first indication to me was the flagging jukebox sales, because of them being the staple for Rock-Ola, with AMI eating our lunch, not just technically, but with a fresh sales approach. When video games came along, the future looked brighter to me, personally, because of the technical challenge and fun it presented. So for a couple of years, I had blinders on, and didn’t pay much attention to the business aspect – we all kept getting paychecks and things were fine. We played kick Frisbee, shot-putted transformers, threw 45s onto tar-encrusted roofs across a bed of train tracks, and had some marvelously-fun lunches at places like Bishop’s Chili and Jimmy’s Red Hots. We were kids doing kid-things. But when our paychecks one week dropped to 80% of what they had been, the fun was over, and the writing was on the wall.

Before long the game developers began to scatter to the winds, Rock-Ola went to a 4-day workweek and in 1983 the company shut down its video game division. Lonnie Ropp went to Entertainment Sciences where he worked on Bouncer before returning to Chicago. John Jaugilas and Joe Bak went to Action Graphics, where they developed home and computer games (along with Richard and Elaine Ditton from Marvin Glass/Midway and Dave Thiel from Gottlieb). Jaugilas, Bak, and Ropp (along with the Dittons) later formed Semaphore Systems. Jaugilas and Bak then left the coin-op game industry, but Ropp became a pinball designer and to date has worked on 61 games (tied for 15th on the all-time list).
            As for Rock-Ola, the company eventually moved to nearby (and much safer) Addison. David Rockola continued to show up for work each day into his 80s. In 1992 the company's jukebox assets were sold to Glenn Streeter of the Antique Apparatus Company who moved the company to Torrance, California where it still exists today. David Rockola died in 1993 at the age of 96.

Monday, October 8, 2012

The Story of Rock-Ola Video Games (Part 2)


While video games revolutionized the coin-op industry in the 1970s and 1980s, the major jukebox manufacturers largely stayed away. AMI/Rowe and Wurlitzer never entered the video game market at all (Wurlitzer largely abandoned jukeboxes in the 1970s, though they did return to limited production in the 1980s). Seeburg released a single video game under its own banner and owned Williams Electronics when they produced their first video games in 1973. Rock-Ola initially stayed out of the field but after the success of Space Invaders they threw their hat in the ring.

Rock-Ola entered the video game market in late 1980 via a licensing agreement for two Cinematronics games - Armor Attack and a cocktail version of Star Castle. They also obtained rights to Cinematronics' vector system.  
 

[Tim Skelly] When Cinematronics gave Rock-Ola the license to manufacture Star Castle as a cocktail unit, they also licensed the right to develop their own games on the system. They built their own motherboard and used Larry’s card as a display driver. (The Cinematronics hardware had no processor. It was all TTL logic). Besides Demon, Rock-Ola also did this really weird game that was played on the surface of a rotating cube.  I only saw it at a game show once and no one I’ve talked to knows if it was ever built.

 
The iconic image of the old west - giant gorillas
from SNK/Rock-Ola's Pioneer Ballon
 
       It would be a while before Rock-Ola produced any games using the Cinematronics system. Donald Rockola (David's son) needed a game for the U.S. market as soon as possible so Rock-Ola went back to the licensing well. From Namco came Warp Warp, a maze game in which the player warped between two different worlds where they killed pursuing tongue-wagging aliens with either bullets or bombs. Play started in the free-form “space world” with a “warp zone” in the middle. When the warp zone started flashing, they could enter it and be transported to “maze world”. The player had two weapons – a laser, and a supply of time-delay bombs (the length of the delay could be set by holding down the button longer). Shooting three aliens in a row of the same color caused an octopus or snapping-jaw-like bonus monster to appear.
       Hoei's Jump Bug put the player in control of a bouncing VW beetle using a laser to fight off enemy aliens while collecting money bags and other treasure. The game took place over eight different screens in six different environments: a city, clouds, a plain, volcanoes, a pyramid, and an undersea scene. Mermaid (aka Yachtsman) from the obscure Sanritsu was a video version of a yacht race with the player maneuvering their yacht through a series of gates while avoiding rocks, sharks, seagulls, and other hazards (but, alas, no mermaids – Mermaid was the name of the player’s boat). The best of the Japan-licensed games came from SNK. Pioneer Balloon was an odd, though enjoyable, game in which the player piloted a hot-air balloon over a southwest landscape while dropping bombs on wagon trains and Native American villages before landing in a fort. The weird part came via the games many anachronistic (or downright bizarre) elements. The “Native Americans” lived in huts and hurled boomerangs (in the Wild West?). An even stranger enemy was a series of killer waterspouts (in the Wild West??). Strangest of all was a stage involving a series of islands populated by hopping-mad giant, yellow apes (in the Wild West???).
          Fantasy (another SNK license) was a multi-stage game that was, if anything, even weirder. As the game started, the player’s girlfriend Cheri was captured by pirates. The player then set out to rescue her in – a hot air balloon?? (again with the balloons). In the first scene, the player boarded the pirate ship and made his way to the capture Cheri, only to have her snatched away by a giant red bird (or was it an insect?). But wait, it gets weirder. The player then floated amidst smiling clouds with eyeballs over a tropical landscape avoiding off birds and coconuts thrown by – hopping mad giant, yellow apes (again with the apes!). But wait, it gets weirder. Next came a climbing level featuring an apple-throwing baboon. The goal was to reach the bird (or insect) nest where the lovely Cheri awaited. Once again, however, she was whisked away by a native at the last minute, this time to a jungle filled with tigers. The player then reached a native village where Cheri was tied to the top of a stake over a fire. After defeating the natives (who looked like yellow triangles with horns), Cheri was taken away yet again. This time by a helicopter. But wait, it gets weirder. After avoiding fleets of helicopters, the player reached – wait for it – London Bridge!??! Where the player finally to rescue his blue-haired damsel-in-distress, carrying away in his balloon as she cooed “I love you.”
       Cinematronics wasn't the only U.S. company from which Rock-Ola licensed games. 1982’s Eyes was a maze shooting game in which the play guided an eyeball (after Pioneer Balloon and Fantasy, that seems almost normal) through a series of 8 mazes, collecting dots and shooting at enemy eyes. The game was licensed from Digitrex/TechStar. Located in Miami, TechStar had been formed by former Allied/Centuri executives Bill Olliges and Ed Miller. The game was designed by former Allied Leisure and Arcade Engineering engineer Luis Sanchez. Eyes reached #5 on RePlay's software charts.
Demon



Meanwhile, the company had formed an internal design team to produce games of their own. At the top were engineering manager "Uncle Larry" Gleason and engineering group leader Mike Perkins (the company itself was being run by David Rockola's son Donald). Perkins had come to Rock-Ola in 1978 after doing consulting work for Williams Electronics. Rock-Ola was looking for people with digital experience to work on their microprocessor-based jukebox system. Perkins was hired by an audio engineer who had little experience with digital electronics.
 
[Mike Perkins] When we began discussing how much memory their MPU devices had, and he expressed 1K as being exactly a thousand bytes, I knew if I were hired that I would have a free hand to run the digital portion of engineering for them. They did not generally find too many high-tech people interested in working there because of the location, so I was a shoo-in.

Gleason had worked at Motorola and Seeburg before coming to Rock-Ola. Interestingly, both Gleason and Perkins had worked on their respective companies' first microprocessor jukeboxes and both worked with prestigious outside firms. Perkins worked with National Semiconductor to develop Rock-Ola's first microprocessor jukebox while at Seeburg, Gleason headed a team from Booz Allen Hamilton, one of the world's most prestigious technology consulting firms (founded in 1914).

When Rock-Ola decided to create a video game team, Gleason began building a work area (they eventually ended up using some abandoned rooms used for vending machine testing) while Perkns began assembling a team. Perkins first tried to teach a technician named Jerry Sakamoto to turn his pseudo-code into an assembler for a video game. A quiet but jovial man with an infectious laugh, Sakamoto had spent time in a Japanese internment camp during his youth. While he was an excellent jukebox technician, programming was too abstract for him and Rock-Ola soon began to hire experienced programmers.

The first developers to arrive were John Jacobsma and Joe Ulowetz (who had a masters degree in astronomy). The two were tasked with learning the Vectorbeam system by programming something on it.

[Mike Perkins] We had Star Castle running on the emulator… Before I knew it, Joe had created a “game” where you would input parameters for orbits, and using the laws of orbital mechanics, you could watch how your values for gravity, velocity, altitude, etc. would give you either stable or unstable orbits. We had a riot. But we also had to learn new things like hit zones and be able to calculate an entire frame’s worth of data within the 35 milliseconds of the frame.

Jacobsma also wrote line-drawing code for the Vectorbeam 2076 board.

[Mike Perkins] It was a processor in itself. It was an amazing processor for the time. It had an instruction set of 26 instructions. Later I expanded it to something like 33 or so. But it was what you would now call a RISC processor. It had one job, and that was calculate line stroke vectors, while keeping the beam speed fairly constant so that the beam intensity would not vary during the stroke, or from one stroke to another. It was a brilliant piece of engineering. I used to describe it as a RISC microprocessor splattered out onto a board of 100 TTL chips. I still have one at home.

We saw the distinct disadvantages of not having color VectorBeam against color raster scan games. So, where angels fear to tread, I jumped in and agreed to make a color interface board. I quickly learned about DACs, color space, and expanding the I/O space of the VectorBeam processor to make room for color. And viola – we had eight-bit color. Plus some tweaking to get the beams back running straight and true. Drove me crazy for a month until Larry jumped in.


In addition to Ulowetz, the main game developers were Joe Bak, John Jaugilas, Robin Mueller, and Lonnie Ropp. Many of the designers had grown up playing video games. Lonnie Ropp had first gotten interested in computers in high school, where he had access to computers that could connect to a university mainframe via acoustically coupled modems (a rarity for a high school in 1970s, especially in southeast Iowa). He went to the University of Iowa to become an architect, but took a few programming classes on the side. Then an event occurred that pushed his career in a different direction

[Lonnie Ropp] Right across from the campus Aladdin's Castle had just set up an arcade [and I realized] "Wait a second. All these games have microprocessors in them…and those are the classes I'm taking right now. That's what I want to do". My favorite games back then were Centipede, RipOff, and Tailgunner. I remember going home one night and I'd played [Rip Off] for so long that my eyes were having difficulty focusing.




Ropp switched his major to Computer Science (he got the job at Rock-Ola by submitting a game he'd designed in college as his resume).
 

[Mike Perkins]  Lonnie lived in the wilds of Iowa, where he was living with his parents. He drove the family’s green Impala all the way, by himself, to the raunchy Chicago neighborhood on a Saturday for an interview with me. It went well and I wanted to hire him. But Larry wanted to meet him first. Larry and I were both pilots, so a few Saturdays later, we rented an airplane and flew to Iowa. The interview went very well and Larry, who is hard to impress, was impressed with Lonnie’s bubbling enthusiasm. We also played Stump the Microprocessor Programmer, and he passed that, too. So we made him an offer. He accepted with a huge rolling, thunderous laugh and whooping, which has always belonged to Lonnie. 

Larry gave the bill for the flight expenses to Donald [Rockola] in person. Donald got furious with Larry and I. It wasn’t about the cost. Donald said that if Larry and I perished together, his game development group would perish with us, and we were henceforth forbidden to ever fly together, and that included airline travel.
 
When Lopp joined Rock-Ola, the video game team was secreted away in their own section of the factory secured by key-coded locks. This was in part due to fears of industrial espionage and in part due to concerns over crime. At the time, Rock-Ola was still located at the same building on 800 N. Kedzie that they had occupied since 1934. By the 1980s, however, the neighborhood had become one of the highest crime areas of town

 
Demon
 

            The first game they produced was Demon, a black-and-white vector game created by Joe Ulowetz. The game put the player in control of a backpack-wearing space miner who collected crystals and loaded them into a shuttle while avoiding or shooting mutated aliens.


Rocket Racer


Rocket Racer flyer
          
            While Demon was the only in-house designed vector game that Rock-Ola released, they did create two others that made it to the prototype stage. Rocket Racer was designed by John Jaugilas; an electrical engineering who had come to Rock-Ola from AT&T. Rocket Racer was a first-person game in which the player piloted a ship through a series of outer-space tunnels.
 

[John Jaugilas] You had mines that hurt your ship and slowed it down but if you could stay flying within the 4-D  tunnel…it accelerated you faster and faster so you tried to use these as electromagnetic accelerator lanes. Fly through one and you went faster. Hit a mine flying from one to another…and you got slowed down. To give you a 3-D effect I made things shake subliminally one frame per on 30th of a second. the closer things shook more and the thing further away didn't shake. But this only happened while you were moving. It was something you couldn't see, but you could absolutely sense it. Really cool effect… the 2076 didn't have enough horsepower to do what I wanted so I designed a Z-80 processor board to do all the gameplay logic and make the 2076 just a drawing graphics machine so it could draw and draw and not waste time calculating anything. that made for a pretty incredible system. I had wire wrapped my first prototype and the other 5 were done by one of the techs that worked on some of the juke box stuff.
 

The game also featured a new game controller that used a Zilog Z-80 microprocessor to control the VectorBeam processor and a separate sound board (the latter created by Mike Perkins). One of the game's sounds came from an unusual source.
 

[Mike Perkins] One day, while John Jaugilas was working on Rocket Racer I walked by the woodworking prototype shop and heard the whine of a high-speed router winding down. I thought it was perfect for the engine sound, so we tried to duplicate it electronically. I think we came pretty close.


The video game group at Rock-Ola was disbanded before the game made it to field testing.

QB-3
           


       Probably the most innovative, and undoubtedly the most unusual of Rock-Ola's vector games was the unreleased QB-3. It started from an idea suggested by a letter a customer had written (Rock-Ola received man such letters and routed them to Mike Perkins) but the final game bore little resemblance to what it looked like when it started. The main designer and programmer was Robin Mueller, a brilliant IBM 370 programmer from Nebraska whose mind was, as Mike Perkins describes it "a machine running at 10 GHz". The game was original called Cubie but the front office changed it to QB-3.
QB-3 was a color vector game that took place on the surface of a rotating 3-dimensional cube. Ala Robotron, the player used two joysticks - one for moving and the other for "frying" a variety of enemies, including nerds and squirters. The enemies were shaped like numbers and each had their own attack characteristics.

 
[John Jaugilas]  The "ones" only had one move, the "twos" had two ways of attacking, the "threes" three...The "sevens" could track you as you left the face of the cube and the "eights" could actually follow you across an edge. Heck, you're playing a game where you need to clear off enemies on all six sides of a cube and when you hit an edge you roll to that other face. Then you have the edgies that keep you from lurking on an edge. It was Robin's game but I contributed to some of the gameplay. The downside to the game is that it got very intense after wave 3 or 4 and conceptually it took a while to learn but once learned it was great.

 


An extra man could be earned by scoring 20,000 points or by collecting six dollar signs. Robin Mueller and the rest of the design team spent months on the game, stretching the Cinematronics VectorBeam system to its limits. The game was first tested at an arcade owned by the Rockola family located in a strip mall in Aurora, about an hour outside of Chicago. The game fared poorly - so poorly in fact that they designers thought there must be something wrong with the game or its play meter. A few weeks later they decided to test the game in another arcade in the Chicago loop where it did much better. The results were puzzling, however. On some it was player for 5-6 hours, often ranking as the 2nd or 3rd highest grossing game in the arcade for 3 or 4 days a week. On other days, however, it was barely played it all. The team couldn't figure out what was causing the strange results. Innovative as it was, QB-3 was never released, in part because Rock-Ola shut down its video game division and in part because the lead designer left. Robin Mueller didn't care for life in the big city and returned to his home state of Nebraska to work on accounting programs before the game was finished. The day he quit, he called his boss Mike Perkins and told him he wasn't coming into work that day, or any other.
            After leaving Rock-Ola, Perkins went to for an R&D firm in Chicago run by Jeff Frederiksen (of Dave Nutting Associates fame), where he eventually solved the mystery of QB-3s anomalous test results. Part of Perkins' job involved interviewing potential new employees.
 
[Mike Perkins] One candidate came in bubbling with enthusiasm with the idea of working on the fringes of video game development. We didn’t hire him, but we had a very interesting talk about his interest in video games. He told me he loved them. In fact, he said, there was a game he played very often while attending college in Chicago, that the game had been in the Chicago loop, and that he played it hours at a time. This young engineer said that he was disappointed he never saw the game anywhere else and it suddenly disappeared from the arcade.
The game, he said, was based on a cube that could be rotated, having enemies on the faces of the cube. He said he had no idea what the game was about, but that he loved the sounds and game intensity, and that he played it for many hours at a time, mostly after classes sometimes even before classes began in the morning.
I asked if he ever saw anyone else playing it or if he played it with friends. He said, “No, it was just me.” . . . Mystery solved.
While QB-3 was shown at the 1982 AMOA show, it was never released.


QB-3 screenshot from MAME
(NOTE that the MAME version was may have been an early version of the game.
and later versions may have featured much better gameplay)
Levers
 

            Not all of Rock-Ola's internally designed games were vector games, however. Levers was a climbing game developed by Joe Bak and Joe Ulowetz in which the player controlled a tiny man in a red straw hat who climbed a series of teeter-totters while avoiding balls that fell from the top of the screen. Because of the main character's hat, the game was known as Amishman during development (though Amishman may have been a different, unreleased, game). If the resulting game had a rushed look, there was good reason.

[Mike Perkins] Donald [Rockola] had some kind of game exposition show coming up, and he demanded a new game in something like six weeks. Larry told me the great news that this game had to be done in lightning speed. I thought it was impossible, and it was. But, afterwards, grudgingly, I huddled with the game guys and asked them to come through for us. There were lots of shrugs. Joe [Bak]  popped up and offered Levers in six weeks. He got some help from the other guys, and together they pulled some all-nighters. Donald got his “new game,” we went to sleep for a few days, and the real game guys at the show I’m quite sure had a good laugh...It looked like a Hasbro reject for kindergarteners, but didn’t even play as well as one.

Another  game in development was a 3-D maze game called Suzam designed by Lonnie Ropp. Suzam never made it to completion but the idea of a maze game was far from dead.




The "Amishman" from Levers
 
Next time - Nibbler and life at Rock-Ola

Friday, October 5, 2012

Updates - Bill Nutting, Si Redd, and Name of the Game

I recently found a few items of interest that related to some recent blog posts and thought I'd post some details.

Bill Nutting and Si Redd

I am currently reading Jack Harpster's King of the Slots: William "Si" Redd which is a pretty good read (Redd was quite a character having been in the coin-op business since 1933).

The book had more detail on Redd's association (pun intended) with Bill Nutting and a LOT more information about the birth of video poker (which was actually connected to Atari).

For the full story you can read Harpster's book (I plan to include a long sidebar on video poker in my book) but here are some brief details.

According to the book, not only did Redd buy Nutting Associates (from records at the CA secretary of state's office, this probably occurred in 1977) but he actually hired Bill Nutting as production manager for A-1 Supply's amusement machine division along with a few other Nutting Associated employees.

Part of the reason he did this was to provide a cover for his video gambling games, which were a kind of gray area.

As for the Atari connection (other than through Bill Nutting). Back when Pong came out, Redd immediately saw the potential for video gambling games. He even tried to talk Bally's William O'Donnell into buying Atari (at the time Redd was head of Bally Distributing in Reno).

When O'Donnell declined, Redd had engineer Dale Frey create a prototype video blackjack game, which he showed to O'Donnell who wasn't interested (since Frey had produced the game on his "kitchen table", O'Donnell thought everyone else could make one too and amateurs just didn't make Bally machines).

Redd then purchased 24 Atari Space Race machines[1] for $100 each (this was probably in early 1975 or maybe late 1974) and had Frey convert them to blackjack machines, which he sold to bars in Utah. Since the games didn't pay out, they weren't technically gambling games (or so Redd thought).

A-1's 1975 vieo poker game. Photo taken from Jack Harpster's King of Slots, Kindle edition. Original photo courtesy of Dale Rodesch. Not the cabinet, which appears (to me) to be an Atari Space Race.


Another operator challenged the games, the Utah attorney general agreed that they were gambling games after all, and into a warehouse they went.

Redd then sold his share in Bally Distributing to O'Donnell and Bally Manufacturing for $7 million. He actually wanted $9 million but when the told O'Donnell that the video games were worth $1.5 million, O'Donnell told him that if they were worth that much he could just keep them and even signed a five-year noncompete agreement for video gambling games (other than video reel slots).

Redd and Dale Rodesch (who later designed Quarter Horse, which may have been the first laser disc video game) attached an RF modulator to one of their video blackjack games and took it to the 1975 AMOA show where they demoed it (unaware that they were broadcasting to every TV set in the hotel).
A-1 also made a kit to convert Pong and Space Race games to video 21.

In 1976 Dale Frey created a video poker game, possibly the first one ever, and the rest is history.





[1] Harpster doesn't name what Atari game was used. He says it was their second game that involved "moving an object through a maze ". Atari's second game was Space Race and wasn't a maze game. Gotcha was a maze game but the photo of the game cabinet in Harpster's book is not a Gotcha cabinet but appears to be a Space Race cabinet.
 

Allied's Name of the Game

The second item concerns another home video game created in 1976 by URL.

An article in the June 29, 1979 Chicago Herald reports that URL had also released another home game in 1976 that proved to be the company's ruin. After lining up 60,000 orders, their chip supplier was able to deliver only 1/4th of what they needed by the crucial Christmas deadline

[Ed Polanek] We shipped to Sears until Christmas Eve morning…Until December 25, electronic games are good business, but on December 26, it's nothing. We couldn't find a market for 45,000 used customized components[1].

The details of this story sound awfully similar to those for Allied's Name of the Game and I wonder if that game was actually built by URL (who already had a relationship with Allied, having built boards for Paddle Battle).



[1] Thomas J Moore;  "Doomed Merger Blossomed", Chicago Sunday Herald, July 29, 1979

Thursday, October 4, 2012

Early Video Game Companies - Incorporation Dates

I was planning to post part 2 of the Rock-Ola story today but I've found a new contact for Rock-Ola and am waiting to hear back.

In the meantime here is another post that is probably going to be pretty boring to most.
I recently did a search of the California Secretary of State's Office for incorporation dates of various companies that made video games in the 1970s.

I also list the address and city listed in the database.
NOTE that a few of these may be different companies with the same name (for most, I checked the city to see if it matched) and some (like Ramtek) started off making products other than video games.

·         Nutting Associates, Inc. - February 17, 1967 - 320 Martin Ave Ste E, Santa Clara
·         Ramtek Corporation -  September 28, 1971 - 2211 Lawson Ln - Santa Clara
·         International Consolidated Industries - April 11, 1972 - San Mateo
·         Atari, Inc.  -  June 27, 1972 - no address
·         For-Play Manufacturers Corporation - July 20, 1972, 10556 Keswick St., Sun Valley
·         Project Support Engineering, Inc. - April 9, 1973 - Sunnyvale
·         Exidy, Inc.. - October 30, 1973 - 2688 C Middlefield Rd, Redwood City
·        Kee Games International - December 20, 1973 - 75 Rockefeller Plaza - New York, NY
·         Meadows Games, Inc. - January 21, 1974 - 181 Commercial St. - Sunnyvale
·         J.R.W. Electronics - January 30, 1974 - San Jose
·         Digital Games, Inc. - June 21, 1974 - 545 Terrace Way - San Dimas
·         Major Manufacturers Inc.  - October 22, 1974 - San Francisco
·         Video Tennis - November 7, 1974 - La Jolla
·         World Wide Video Enterprises, Inc. - January 17, 1975 - Covina
·         Cinematronics, Inc. - May 16, 1975 - P.O. Box 92038 - La Jolla
·         Westlake Systems Corporation - August 19, 1975 - Westlake Village
·         Amalgamated Enterprises, Inc. - October 3, 1975 - La Jolla
·         Innovative Coin Corporation - November 5, 1975 - Santa Clara
·         Bailey International, Inc. - February 27, 1976 - 1450 Industrial Park St. -  Covina
·         Amutech, Ltd - June 16, 1976 - Corte Madera
·         Electro-Sport, Inc. - June 17, 1976 - Costa Mesa
·         Micronetics, Inc. - June 24, 1976 - 6000 San Vicente Blvd - Los Angeles
·         Computer Kinetics Corporation - October 19, 1976 - Westlake Village
·         Gametech, Inc. - November 8, 1976 - San Jose
·         Vectorbeam - May 5, 1978 - 390 Java Dr. - Sunnyvale
·         Meyco Games, Inc. - July 10, 1978 - Santa Clara
·         Zila Corporation - July 11, 1978 - Santa Ana
·         Jatre U.S.A., Inc. - October 2, 1978 - Tustin
·         Universal U.S.A., Inc. - December 18 ,1978 - Fremont

The one major company I didn't find was Gremlin. They were actually incorporated in Delaware but I didn't find anything there either.

I also did a quick search for Syzygy.

According to legend when Nolan Busnhell tried to register the name Syzygy he found that it was already taken but by what? Different interviews give different answers. One time it was a roofing company, another time a candle company.

I only found two Syzygy's listed before 1970 and another in 1970: Syzygy Productions (2/23/65) in LA, Syzygy Restaurants, Inc. (9/10/65) in Lomita, and Syzygy Resource Systems, Inc. (9/8/70) in LA

Finally, here are some early video game companies from outside of california (though the earliest ones weren't making video games at the time they were incorporated):
NOTE: It appears that the Illinois Secretary of State's website only allows you to search for corportaions that are still in good standing and not ones that aren't around any more. Too bad.
  • PMC Electronics (PA) - 3/18/65
  • Technical Design Corp (MN) - 5/14/65
  • Allied Leisure (FL) - 11/21/68
  • Hal Computer Inc (FL) - 4/28/71
  • Amutronics (NJ) - 10/72
  • Potomac Mortgage Co (TX) - 2/11/74
  • Electromotion (PA) - 2/13/74
  • Imaginitive Game Machines  Corp (TX) - 2/20/74
  • United States Marketing (AZ) - 7/26/74
  • Williams Electronics (IL) - 12/30/74 (note that Williams was founded in 1943)
  • Electromotion (FL) - 1/13/75
  • Venture Line (AZ) - 4/15/75
  • ACL Manufacturing (DE) - 1/13/76
  • Control Sales (IL) - 3/22/76
  • Elcon Industries (MI) - 9/2/77
  • Telmark Systems (TX) - 6/13/78

Monday, October 1, 2012

The Story of Rock-Ola Video Games - Part 1 (Background)

        

    David Rockola was born in 1897 and spent his youth in a small town in western Canada. At age 14, after his mother died, he dropped out of school and took a job as a bellboy in Saskatoon while taking correspondence courses on gasoline engines. Later he opened a cigar shop in Medicine Hat where he worked so long and hard that he was hospitalized with diphtheria fever and lost his store. He opened another in the St. Louis Hotel in Calgary. One day a pair of Australian salesman dropped in and sold Rockola a "trade stimulator" (a kind of early slot machine that skirted the law by paying out in redeemable tokens or credits instead of cash). Skeptical, Rockola put the machine on the shop's counter where it was soon earning more money than the cigar shop itself. David quickly decided to enter the coin-op business and took a job with the Mills Novelty Company. By age 23, he had earned enough money to move to Chicago, where he began a career in the slot machine industry. At the time, the industry had an unsavory reputation (Mills Novelty, for instance, was rumored to have ties to mobster Frank Costello) and before long Rockola landed himself in a bit of legal hot water.

David Rockola (seated) at the trial. Photo from http://americanmafia.com/Feature_Articles_348.html. Originally source: Chicago Examiner from Chicago Crime Commission.

In 1923 he went to work for manufacturer William Kenney as a mechanic. While there he began retrofitting legal slot machines to pay out in cash for Southside slot syndicate kingpin James "High Pockets" O'Brien. After leaving Kenney, Rockola continued his work for O'Brien. In1928, Anton Cermak was elected Mayor of Chicago on a promise to clean up the corrupt administrations of his predecessors. Cermak appointed John Swanson DA and in 1929 Swanson went after the slot machine syndicate with a passion. In June he formed a grand jury. In exchange for immunity, David Rockola agreed to turn state's evidence. During the trial, Rockola abruptly changed his mind and took the fifth (along with Kenney). He was charged with contempt and sentenced to six months in jail. The case against O'Brien (who was conveniently out of the country during the trial) fell apart but Chicago police officer and evidence room custodian Frank Beran was indicted for taking bribes to allow Rockola to take possession of confiscated slot machines. This time Rockola testified and Beran was convicted. Filled with a new confidence, the city decided to try High Pockets one more time. Once again, Rockola agreed to testify. Once again he changed his mind. Once again he was jailed and O'Brien got off scot free. After the trial Rockola began to sever his ties with the slot business and it organized crime associations.

An A.B.T. Target Skill game. Photo from www.icollector.com

            In truth he had started the process before the trials began. In 1924 he and partner went into business as operators, acquiring 1,000 units of a popular countertop pistol game called Target Skill[1] from A.B.T. Manufacturing. They were soon operating multiple routes in Missouri and Illinois that included over 5,000 coin-operated weighing machines. In 1926 Rockola decided to start his own company and formed the Rock-ola Scale Company (he added the dash because people always mispronounced his name), which manufactured coin-operated scales starting with Low Boy. David Rockola also designed a curved coin slot to prevent people from cheating machines by inserting a straw into the slot. When pinball hit it big in the 1930s, Rockola designed the games Juggle Ball (1932), World Series (1933), and Jig Saw (1933 - aka World's Fair Jig Saw) With 70,000 units produced, Jig Saw was one of the most popluar games of all time. It was also one of the first themed pinball games. in which the player pieced together a tiny mechanical jigsaw puzzle. Despite the game's success, Rock-Ola almost went bankrupt. When his creditors threatened to close his company down, David Rockola told them they could do that and get only a fraction of what they were owed, or back him and get everything. They backed him.
.

A Rock-Ola Low Boy scale. Photo from bid.showtimeauctions.com


While scales were Rock-Ola's main business in the early 1930s, David Rockola believed they were just a fad. Music, on the other hand, would always be popular. The introduction of the first amplified jukebox in 1927 made it possible to put the machines in bars and the end of prohibition in 1934 made the possibility a reality. That very year, Rock-Ola purchased the patents of the defunct John Gabel Company and introduced its first jukebox, marking its entry into the business with which it would become most associated. That same year, the company moved into a mammoth 600,000-square-foot former piano factory at 800 North Kedzie Avenue that covered four city blocks. The jukeboxes were an instant success but Rock-Ola continued to manufacture other products including parking meters and furniture.

Close-up of a Rock-Ola M1 Carbine. Photo from www.gunauction.com

Sidebar - The Rock-Ola M1 Carbine

During the war, manufacturers across the country halted production on their normal products to produce war materials. The coin-op companies, including Rock-Ola, were no exception. In March of 1942 Rock-Ola was contracted to produce 100,000 M1 Carbines and to supply rifle barrels for other manufacturers, primarily Chicago's Quality Hardware Machine Company. With its experience making cabinets Rock-Ola also made the rifle stocks and hand guards as well as a number of other components (others came from other suppliers, like Winchester and General Motors). Before delivering the first batch of rifles Rock-Ola was awarded another contract to produce 152,746 more carbines with a goal of 1,500 per day. Rock-Ola didn't meet its daily goal, but they did deliver 228,500 carbines, though this represented just 3.7% of the total made (the lowest percentage of the major contractors).

            After the war Rock-Ola resumed making jukeboxes and in the early 1960s it became the nation’s leading manufacturer, producing upwards of 25,000 machines a year. When many people think of the classic 1950s juke boxes, it's a Rock-ola juke box that they picture (a model 1428 was at one time on display at the Library of Congress). Some even claim that the term "rock and roll" had its origins in the company's name.

 
The Rock-Ola 1428

 
Next time - the vidoe game era.


[1] Some sources give a release date of 1926 for Target Skill.