Sunday, January 13, 2013

The Ultimate (So Far) History of Cinematronics/Vectorbeam - Pt. 8

As 1983 dawned, the situation at Cinematronics was grim. Mired in the middle of a bankruptcy proceeding and saddled with a host of games that weren't selling, it looked to many like the company was on its last legs. In truth, however, they were about to launch their biggest hit ever - a game that would almost single handedly stave off the collaspse of the entire arcade video game industry (at least for a few months). The game was Dragon's Lair.
     Dragon's Lair wasn't the first laserdisc video game released. That honor probably goes to Quarter Horse in 1981. It wasn't even the first laserdisc video game prcontingoduced for arcades. Sega's Astron Belt was on display at the JAA show in September of 1982 and the AMOA in November. Dragon's Lair was, however, the most popular and actually beat Astron Belt to market.

Sidebar - The Laserdisc

            The laserdisc was jointly developed by MCA and Phillips and was demonstrated publicly in 1972. Ideas for using laserdisc technology in video games appeared early on. In 1977, Ralph Baer wrote about the possibility in the journal IEEE Transactions on Consumer Electronics. The laserdisc first appeared in stores on a limited basis in December, 1978. The discs were considered overly expensive and were largely ignored by all but a devoted core of videophiles. 1981 saw the appearance of RCA's CED videodisc, a much less expensive product that used grooved vinyl discs instead of laserdiscs. While the CED eventually failed, its low price offered enough competition that laserdisc manufacturers began to look for other ways to promote their product. MCA, Magnavox, and Pioneer soon joined forces to create Optical Programming Associates (OPA), who created some of the first "interactive discs". Among them was The First National Kidisc offering a number of activities for children and How to Watch Pro Football, which featured a "game" in which "players" were asked to guess the upcoming play. Another popular consumer laserdisc "game" consisted of a series of interactive murder mysteries developed by VPI/Vidmax called Mysterydisc that included the titles Murder, Anyone (1982) and Many Roads to Murder (1983). With the success of consumer laser disc products, it was perhaps inevitable that the technology would turn up in video games and with Quarterhorse and Astron Belt it finally did.



Dragon's Lair
While Astron Belt attracted a host of curious onlookers during the AMOA, the game still contained a number of hardware and software bugs that delayed its U.S. release until the fall of 1983 (it was released earlier in Japan). In what some consider a foolish decision, Sega decided to introduce the game at the 1982 show despite the fact that it wasn't ready. As a result, competitors got an up-close look at the product, giving them a chance to try to duplicate the technology. One of these competitors was Rick Dyer, who had formed a company called Advanced Microcomputer Systems with the idea of creating a game with interaction and graphics similar to that used in Astron Belt.
 
[Rick Dyer] They showed it, and as a matter of fact, I think that was a huge mistake for them because we were working on the Dragon’s Lair project and at that point we realized that we were in a horse race and we had to be first – and we were. When they showed that, it definitely lit a fire under us because we knew that if we were second we were dead – or at least we believed that at the time.
Rushing back to headquarters, Dyer's team went on to create the first arcade laserdisc game actually released in the U.S. - a game that would almost single-handedly revive the nation's video game fervor and become the one of the most popular coin-op video games in the industry's history.


Rick Dyer


            Since his childhood in California, Rick Dyer had a penchant for creating whimsical technological devices.  As a youngster, he had developed a talking cuckoo clock that spouted famous quotes on the hour. Later he added a computer to his car that amazed his dates when it called them by name. Despite his lack of a degree, Dyer managed to land a job as an engineer at Hughes Electronics where he continued his entertaining creations. He developed an electronic horseracing game that never made it past the prototype stage but nonetheless managed to come to the attention of toymaker Mattel. When Dyer finally did get his degree, from California Polytechnic University, the company hired him and set him to work creating toys - a job for which he seemed perfectly suited. Dyer created numerous products during his years at Mattel, including work on the Intellivision. In his spare time, he developed the AES system, which consisted of LCD screens that would be mounted on the back of airplane seats to provide entertainment to airborne travelers. Eventually Dyer left Mattel and decided to strike out on his own.
 
[Rick Dyer] I was working at Mattel and basically the former president of Mattel had formed his own group. One of their people called me and asked me if I’d mind doing some moonlight development work on some of their projects and I said “sure”. After about a year it got to the point where I had to make a choice. So I went on the outside and formed my own company and we went on to develop at least half of all the handheld games that were sold in the early 80s – Pong, Pac-Man, Spiders, Turtles, Stargate, Defender – you never heard of our company but we were the ones who did the work. We weren’t smart enough to ask for royalties or anything like that we just did it on a contract basis. We took the profits from that and used it to develop a project that ended up becoming known as Dragon’s Lair.


Entex Turtles, designed and programmed by Rick Dyer and AMS


While Dyer's work at Mattel had been rewarding, what he really wanted to do was to create a fantasy-based game that would make use of realistic animation for its graphics. The idea was inspired by Dyer's love of fantasy epics like The Lord of the Rings as well as computer-based fantasy games like Crowther and Wood's classic Adventure. Dyer wanted to go far beyond Adventure, however, to create a much more absorbing game that would suck the player into a realistic world of sword and sorcery. After leaving Mattel, Dyer formed Advanced Microcomputer Systems and in 1979 set about making his dream a reality. His first effort The Electronic Book, was crude but ingenious.

[Rick Dyer] That was what I called our toilet-paper version – it was a roll of cash register paper. The computer would fast-forward and rewind the paper to the picture that it wanted then it would stop. There was a piece of smoked Plexiglas in front of it and there was a light bulb behind the cash register paper that turned on. So all of the sudden the picture and the text would appear and you’d read it and make your decision then it would fast-forward or rewind the paper to the next picture. We added a cassette deck that had random access capability too so it would forward or reverse to the soundtrack that went with that still picture. It was pretty Rube Goldberg stuff.

Closeup from Toilet Paper version of The Electronic Book


Another early version (either the filmstrip version of a video tape version)


"Toilet Paper" version of The Electronic Book


Dyer and company soon switched to strips of film and began to develop The Electronic Book into a fantasy game called Secrets of the Lost Woods (though some say the game was called Shadoan at this point). When the use of film strips didn’t provide the interactivity they needed, the team switched to the fairly new technology of video cassettes and created circuitry that would advance or rewind the tape to the appropriate spot based on the player's actions. The technology, however, was just too slow. It could take tens of seconds, if not minutes, to reach the appropriate spot on the tape and it was almost impossible to start the animation at the precise point you wanted. When the laserdisc was created, it solved both of these problems. A laserdisc player could locate any given point on a disc in milliseconds and could start playing from the same exact spot time after time. At first, Dyer and his team simply used the laserdisc to display still images but they eventually switched to animation. They only needed to find someone to provide it. When Dyer saw a new Disney film called The Secret of Nimh, he knew he'd found what he was looking for and made contact with the man behind the film's animation - Don Bluth.





Bluth had decided to become an animator after seeing Disney's Snow White and the Seven Dwarves at the age of six. After graduating from high school in 1955, he took his portfolio to the Disney studios and was hired as an "in-betweener" - an animator who drew frames between those drawn by other animators. His first work was on the classic Sleeping Beauty. Bluth continued to work at Disney during the summers as he got his degree in English from Brigham Young University. Upon graduating, he formed a live theater group in Santa Monica with his brother. After three years he returned to animation, taking a job as a layout artist at Filmation Studios. In 1971, he returned to Disney, where he was eventually promoted to producer/director on films like Robin Hood (1973), The Rescuers (1977), and Pete's Dragon (1977). Bluth, however, wasn't entirely happy with the work Disney was doing. Since his first stint at the company Walt Disney had died and Bluth found that things had changed. The animators were cutting corners. Fine details, like the animating of shadows, had been abandoned. Bluth and coworker Gary Goldman began asking Disney's management why and were told that it was done to save money. In March, 1975, Bluth, Goldman, and John Pomeroy had started working (in Bluth's garage) on a short called Banjo, the Woodpile Cat that they hoped would revive the classic Disney style of animation the studio seemed to have abandoned. The short film took over four years to complete. Working on Banjo enabled Bluth and friends to obtain financing for a film of their own and in September, 1979 (on Bluth's birthday) they left (followed the next day by 11 other animators). Together they produced The Secret of NIMH, which was released in 1982. It told the story of a mouse that joins forces with a group of genetically-mutated, intelligent rats to save her family from destruction by a tractor. The film was a financial failure (in part because United Artists was sold to MGM, who spent little money distributing the film) and Bluth was unable to secure funding for his next project. To make things worse, a bitter animation strike hit the film industry in August of 1982, bringing Bluth’s other animation projects to a halt. Out of work, Bluth was approached by Rick Dyer and he quickly agreed to work with Dyer in his plans for an interactive arcade game.
Needing someone to manufacture the game, Dyer turned to a coin-op manufacturing company and client of Advanced Microcomputer Systems – El Cajon’s Cinematronics.
 
[Rick Dyer] I called up Don Bluth and Gary Goldman and once I’d gotten the commitment from them to do the animation then we contracted one of the publishers we were doing contract work for – Cinematronics – and showed them what we were doing and their reaction was immediate that definitely they wanted in.. They saw that it was probably going to be a pretty big thing.

The relationship between Cinematronics and Advanced Microcomputer Systems had started when AMS developed 1982’s Zzyzzyxx, a game which did little to reverse Cinematronics rapid decline. With hopes that this new technology could change the company’s fortunes, Dyer, Bluth, and Cinematronics formed a partnership called Starcom and set to work completing their game. While Dyer and Bluth were the driving creative forces, behind Dragon’s Lair, they had plenty of help. Victor Penman was the main designer and, together with Darlene Waddington and Marty Folger, had written the game's script. On the animation side, Bluth had a crew of seventy to help him complete the 50,000 drawings used in the game's 27 minutes of animation Chief among them were Bluth's Disney co-workers Gary Goldman and John Pomeroy. Voice acting was provided by Michael Rye (announcer), Dan Molina (Dirk), and Vera Lanpher (Daphne) and music came courtesy of Chris Stone.




Given the declining fortunes of Cinematronics and Bluth Group, it should come as no surprise that the biggest problem the design team had was obtaining the funding necessary to continue development. Early on, Bluth and Goldman were able to arrange for a $300,000 loan that enabled his group to produce a five-minute test version of the game for the AOE show in Chicago in March of 1983 that featured about five rooms. The game was a smash and Cinematronics had $10 million in orders before the show was done. The only problem was that they couldn't afford to manufacture them. A short time later, the company would receive a financial boost from another of Advanced Microcomputer Systems’ clients - Coleco (AMS had designed a light pen scanner for the Colecovision, among other products).
 
[Rick Dyer] There were lots of major hiccups and problems that we had. We didn’t have enough money for the project. That was at a time when videogame development was $150,000-175,000 and we were at hundreds of thousands of dollars and of course Dragon’s Lair ultimately ended up costing well over $1 million. At the time everybody in the industry was saying “How can you ever make your money back on something like that”. Another one of our clients was Coleco – we were also working on the Colecovision for Coleco so when we got a certain way down on the project we brought Al Kahn in who was the head of Coleco and they ultimately licensed the home laserdisc rights which gave us enough money to finish the project.
           
     Coleco offered $2 million for the home rights to Dragon’s Lair paying $1 million paid up front with the other $1 million contingent on the coin-op version of the game being completed by early July. The teams quickly began spending every free hour working on the game. Dyer actually didn't know just how bad things were at Cinematronics at the time.
 
[Rick Dyer] Jim Pierce sold his Rolls Royce and hocked his $35,000 wedding ring and in the course of development on Dragon’s Lair they notified us that they were going into Chapter 11. I didn’t even know what Chapter 11 was.
Financial problems weren’t the only difficulties the design team faced.

[Rick Dyer] [Another problem was] that we had theoretically been designing the game but we’d never actually been able to field test it. The original game design was that as long as you did the right thing it would search to the next scene and when you did the wrong thing it would just play through to the death scene. That was a disaster because the laserdisc search time was way too long and what we discovered when we finally did get to field test it was that the players didn’t want to play it – it wasn’t fun. So we ended up having to throw probably 30% of the animation on the cutting-room floor and redo huge amounts of the game design and animation which was very costly in time in money. Of course, the second time we got it right and the rest is history

Holding their breath and crossing their fingers, Cinematronics and Dyer put the unit out for a second field test and hoped for the best. They didn't have long to wait.

[Rick Dyer] We did our first true field test. We set up a machine in San Diego and one up in L.A. (our development company at the time was based in L.A. across from Cal Poly – Pomona). It was at the El Monte Golfland was where it was tested up here and the same test was going on simultaneously down in El Cajon. Our producer who was overseeing the test called me up and said “You’ve got to come out here.”
And I said “What are talking about, I’ve got a full schedule, I’ve got all these appointments…”
He said “You’ve GOT to come out here now!”
“What’s the matter? Is there something wrong?”
“No but you’ve got to come out here now.”
I’d never heard him talk to me like that before so it really distressed me, I thought “Something’s wrong and he won’t tell me what it is.” So I told my assistant to clear the calendar because I had to go to El Monte Golfland. She asked why and I said “I don’t know”. I got in the car and drove out there. When I got there, the first thing I saw was that there were people jammed around the entrance. When I worked my way inside, we had a top monitor and it was like flies being drawn to the light. There must have been 150 people just mesmerized standing there watching Dragon’s Lair and when I worked my way up to the game there was a continuous row of quarters all the way across the monitor and Golfland had erected velvet ropes for the lines that form. I said “Oh my God!” I immediately went to a pay phone to call Jim Pierce down at Cinematronics and he picked up the phone and before I could say a thing he said, “Yes Rick, the same thing is happening here.” And that’s when we knew that this wasn’t just going to be another videogame.


With a successful field test complete, the game was ready to go. Finally, after four years of effort and approximately $3 million, Dragon’s Lair was released on July 1, 1983. The final $1 million from Coleco was crucial. Without it Cinematronics could not have afforded to manufacture the game. Given the expense of producing the game, the continuing decline in the video game market, and the high cost (over $4,000) of the finished product, some were understandably concerned that the game would be a colossal failure, despite its sensational field test. In addition, the game would cost 50 cents to play instead of the traditional quarter - a move that had failed when tried on games such as Centipede and Missile Command[1]. The game was an absolute smash. The game reached #1 on the Replay charts in September and remained there for two more months. In its first eight months of release, the game sucked in $32 million worth of quarters and machines were said to be pulling in $1,400 a week – well over 10 times what the average machine made at the time[2]. Gamers in Iowa were reported to have taped $5 bills, instead of the usual quarters, to machines in order to reserve a spot on the game. The game could probably have made even more money had Cinematronics been able to meet early demand. While initial orders were placed for 10,000 units, the company only had enough machines on hand to ship 5,300 by September, the peak of the game's popularity. At one point, Dyer felt that he could have sold 135,000 units, if only he had been able to build them. While the game was a hit with players, it was equally as successful with spectators, with many arcades installing a second, overhead monitor placing seats around the machine for viewers. Sometimes this success was too much of a good thing. While spectators were crowded into video arcades to watch the latest Dragon’s Lair champion go to work, they weren't dropping quarters into any other game. As a result, at least one operator turned off the machine temporarily in the afternoon so that customers would spend money on other games while they waited for Dragon’s Lair to be turned back on. Soon Dragon’s Lair related merchandise was appearing everywhere. The game's characters appeared on lunch boxes, stickers, board games, and just about everything else. Not since Pac-Man and Donkey Kong had the industry seen such a marketing bonanza. The game was even featured on ABC's hit series That's Incredible, which featured an on-air Dragon’s Lair contest. Dirk and company even got their own series. Ruby Spears productions produced a Dragon’s Lair cartoon that aired on ABC for one season before leaving the air in 1985. Bluth also started work on a Dragon’s Lair movie, to be called Dragon’s Lair: The Legend, but he was never able to secure financing. Movie or not, Dragon’s Lair had become the surprise hit of 1983. Videogames, which had been declared dead, were suddenly alive again.




Dragon’s Lair featured the exploits of a bungling knight named Dirk the Daring - a kind of inept everyman with delusions of grandeur that Gary Goldman described as "a C student trying to get As". Dirk's goal was to rescue a beautiful (if empty-headed) princess named Daphne from the enchanted castle of the evil wizard Modred. Based loosely on Marilyn Monroe, Daphne's name had been inspired by Don Bluth's cat but her body came from a much less wholesome source. When Gary Goldman was forced to throw out his five-year collection of Playboys, he gave them Bluth and suggested that they might be a good place to find a model for a voluptuous princess. Perhaps those Playboys served as inspiration of another kind.


[Brooke Jarrett] I heard many stories from “upstairs” about the goings on of management. One was that the original video used to sell the backers on…Dragon’s Lair…had a small subliminal bonus for the viewers. Every third frame had Princess Daphne in the nude. Just to make her more interesting
Daphne had a voice - though just barely - limited to occasional squeaks of "Save Me!" and a few lines of breathy dialogue at the game's conclusion. Dirk, on the other hand, never said a word. The designers tried a number of voices but when they were unable to find one that would make him sound sympathetic, they decided to keep him silent (which only added to his go-lucky dimwit image). While Dirk spoke no actual words, he did emit the occasional yelp or scream (supplied by the game's editor Dan Molina).
While Dyer, Bluth, and company were at work on the game, Jim Pierce had created a contingency team at Cinematronics as a fallback in case Dyer was unable to deliver. In the end, the team only provided some support functionality (plus some resentment for not allowing them to take a more active role in the game's development). Bob Skinner, for instance, created a software patch to fix an issue caused by a new piece of hardware that had been added to save $20 on production (the part caused interrupts - signals that indicated a hardware of software task needed immediate attention - to occur at 32hz instead of the frame rate of 30 hz).




The game's controls consisted simply of a joystick and an action button. As the game unfolded, the player would have to make the occasional choice to direct Dirk's onscreen actions. The player might have to dodge left to avoid a fireball, or swing his sword to sever the tentacles of a squid-like beast.  While the castle contained 42 rooms, the player only had to visit about two dozen to complete the game. The castle housed an array of opponents, including Blank Knights, Giddy Goons, and the Lizard King. The game's finale featured a battle against the mighty dragon Singe. After slaying the beast, Dirk rescued the fair Daphne. As Dirk lifted his princess into his arms, she whispered sweet nothings into his ear, causing him to break into a wide grin. Player speculation on what, exactly, she said to elicit such a reaction was rampant (not to mention bawdy).
The phenomenal success of Dragon’s Lair failed to pull Cinematronics out of bankruptcy. One problem was that the games, while popular, were a maintenance nightmare. The first 4,000 units used the Pioneer PR-7820 laser disc player - a unit notorious for its unreliability. Pioneer itself only made 25,000 7820s, most of which were used for training GM auto dealers. Cinematronics purchased 5,000 and another 5,000 were used by Pioneer for parts to repair malfunctioning units. Pioneer received so many complaints about the model that they actually discontinued it before Dragon’s Lair was released. Even units that checked out fine in the factory were often damaged in shipment and soon after the game was released[3], Cinematronics was swamped with service calls from angry operators.

[Ed Anderson] Even though Pioneer had the industrial units, you couldn’t stabilize a laser and ship it across country – you couldn’t move it across the room actually. Every time they shipped it there was something wrong with it. They tried every kind of packaging you can imagine to try to make the laser components immovable they just couldn’t do it. That was what happened to Cinematronics. They spent so much money on that stuff and they couldn’t ship it. So at the end I moved a whole warehouse of their Pioneer industrial laser players so they could make a little bit of money before they went bankrupt.
Meanwhile, Pioneer had come out with a replacement for the 7820 called the LD-V1000, which was an improvement but still unreliable. While some operators were annoyed by malfunctioning Dragon’s Lair machines, others were upset that players who were able to complete the game would often tie up machines for 6-10 minutes. In addition, players who had watched someone else play the game to completion often had little desire to play it themselves.

Space Ace

 


Meanwhile, the arcade-going public was eagerly awaiting Cinematronics' follow up to Dragon’s Lair. Once again, Ricky Dyer and Don Bluth were the guiding forces and this time, they were given $2 million to create a game. The result was a kind of outer-space version of Dragon’s Lair called Space Ace, a game that offered a number of additions over its predecessor but failed to come close to matching its success. Space Ace featured a more complex plot (written by Shannon Donnelly) than Dragon’s Lair and included a number of scenes with dialogue (something Dragon’s Lair was almost entirely lacking). In the game, the brawny hero Space Ace ("defender of truth, justice, and the planet Earth") is reduced to a sniveling teenage twerp named Dexter by the "Infanto Ray", the creation of his arch-nemesis Borf. who then captures his girlfriend Kimberly (Kimmy) and vows to use the ray on the entire population of planet Earth. The rest of the game involves Dexter's attempts to save his girlfriend and thwart Borf's nefarious plan. One novel feature of the game was the "Energize" button. If the player did well enough, the screen would glow red at certain points in the game and he could then push the energize button to temporarily return Dexter to his normal, less-annoying (or was that more annoying?) state. The player could also elect not to energize, which often led to a different animation sequence, usually easier though worth fewer points.  Space Ace allowed the player to select from three skill levels - Space Cadet, Space Captain, or Space Ace. The higher skill levels featured footage not available in the lower ones and the reason was financial. One of the problems with Dragon’s Lair had been that, once a player had finished the game, there was little reason to play it again. Space Ace's skill levels were one (not very successful) attempt to avoid that problem.




To create the game's spaceship sequences, the designers first filmed models of the vehicles, which were then incorporated into animation cells and recolored. A special tunnel was built for filming the game's dogfight sequences. While the animation was similar to that of Dragon’s Lair, the sounds were somewhat improved. The game had 35 separate tracks for sound effects compared to 14 for Dragon’s Lair. To save money, the designers chose to do the character voices themselves rather than relying on professional actors. Animators Jeff Etter, Will Finn, and Lorna Pomeroy supplied the voices of Ace, Dexter, and Kimmy respectively while Don Bluth himself provided the voice of Borf. In response to complaints that the slow access time of Dragon’s Lair had detracted from gameplay, the staff at Rick Dyer's production company (which was now called RDI Video Systems) developed a system that could access information 50% faster. Dyer's group was the only one to have undergone a name change. After discovering that the name Starcom was already taken by another company, Dyer changed the name of his joint venture to Magicom. Released in late 1983, Space Ace was a disappointment. It did poorly in the arcades and pulled in only $13 million in sales for Magicom. Debuting on the Replay charts in May of 1984 at a disappointing 11th place, the game had disappeared by the end of the year.


[1] Allied Leisure's electromechanical game F-114 was shipped with a factory pre-set of 50-cent play in 1975.

[2] Some sources claim this figure is 80 times the average machine take, but this seems far too high. The “10 times” figure is probably a bit low..
[3] Though Dyer claimed that only 1% of units experienced problems.

Wednesday, January 9, 2013

The Ultimate (So Far) History of Cinematronics/Vectorbeam - Pt. 7

I expect more information about Cosmic Chasm to be forthcoming. If it does, I will update this post.
The next post in this series will cover Dragon's Lair and Space Ace.

------


Intrepid

Another never-released game created using the ARPA hardware was Bob Skinner's Intrepid.

[Bob Skinner] I was able to convince Tommy Stroud Jr. to let me make up a game and learn how to use the game system. My idea was called Intrepid and was basically an endless strafing run... All I had to do was make just enough progress to keep ahead of the naysayers. It was a futuristic fighter jet controlled by a four-way joystick and a gun system controlled by a trackball that you clicked down with your palm to fire…With vector graphics you could have nearly unlimited rotations about the x-y axis. You could also use a trick to rotate in the Z-X plane and appear to “bank” an airplane. With “Hand Command” the exclusive targeting system, even if you dodged a heat-seeker, and it swung around and started chasing you, you could pin-point aim behind you and shoot it off your tail….I am not sure if there was a single brand-new idea in the game. The Hand Command was simply a missile command mechanic while flying. The weaving an aircraft left and right had been used in Astro Blaster and several other space games. I convinced myself this was unique and special for color x-y. I was moving over land, up a winding path, facing fixed targets, tanks, and missile launchers, on the way to a base that in reality I would never reach…

Before Intrepid was finished Atari released Xevious (licensed from Namco) which had similar gameplay but a much better implementation. Stroud quickly lost interest in the game and the project was cancelled.

           

Cosmic Chasm


            One day, while Skinner was working on Intrepid, Jim Pierce arrived at work with another new toy. This one, however, was a bit more sophisticated than Mattel's handheld football game. It was a vector-based home game system called the Vectrex. Designed by John Ross, Mike Purvis, Tom Sloper at Steve Marking of Western Technologies/Smith Engineering the Vectrex was an all-in-one system with a tiny 9 x 11" CRT and a small library of games that would be released by GCE in December, 1982. Pierce inked a deal with GCE giving them rights to produced licensed versions of Cinematronics' vector classics like Rip Off, Armor Attack, and Star Castle. In return (besides the licensing money) Cinematronics got the rights to produce coin-op versions of any Vectrex game. They picked Cosmic Chasm. The original programmer was Mike Gomez - a former technician working on his first video game.

[Bob Skinner] Mike had been a tester, and knew how to use a fluke meter and an oscilloscope, but couldn’t have been much of a programmer or give me any reason to worry about. But it was clear that Mike was pretty quickly shifting some images on his screen, and they started to be interactive, and damn if he hadn’t gotten to that point sooner than I did a few months back. It might have had something to do with my endless summer ethic and his single-mindedness, but Mike was getting traction, and help from the other lifers. Within a week of the Xevious “giant thunder-steal”, a meeting had taken place to seal my game’s fate. Jim Pierce came down to announce that Mike and I were joining forces to finish Cosmic Chasm. We had three months to complete the game for the arcade. There was likely some overtone of the dire consequences to the company if we didn’t succeed, but for me the main consequence was that I had just had an invention torn from my clutch, had been joined at the hip with someone I didn’t respect, and for a product I didn’t initially believe in.  Mike said “it’s going to be great”

Before the game was finished, Gomez quit to work for a new company called Simutrek on the laserdisc game Cube Quest, leaving Skinner to finish programming the game.






In the game, the player attempted to pilot a ship to the center of a reactor, then destroy it and escape. Dave Scott redesigned the graphics from the Vectrex original.

[Bob Skinner]
Dave designed different colored squiggles of bowties, spiky squares and what not for the enemies. The ugly drill at the front of the ship that had one purpose, to deactivate the doors? Gone. The subterranean aspect? Gone. The varied map? Gone. In their place was a tinker-toy space station with pods connected by tubes. The map and radar would remain at the top of the screen, then the scoreboard, then the current room. The jagged rooms cut from rock were replaced by an outer hexagon as this was now the minimalist walls of a station. The doors on the wall would correspond to the exits that were shown on the map. So it was still Cosmic, but it was no longer a Chasm in the subterranean sense. If in space no one can hear you scream, perhaps they won’t nitpick on terminology either.
 
Another change came courtesy of Jim Pierce.

[Bob Skinner] One thing about owning the company – you get to have your ideas implemented. If they are good ideas, most everyone wins, but implemented they will be. Jim had outlined design elements for the arcade version among these few tenets was that the enemy ships would be narrower than the width of the gun ports. I put that aside as not making sense, why would you design a weapon that when aimed at an enemy misses him on both sides... I implemented it my way. When Jim saw it, he reminded me: “The enemy ships must be smaller than the width of the guns”. This time I verbalized my argument. Jim repeated the sentence, adding some emphasis on "must" and "smaller". On this third invocation, I bit down on my tongue. I changed the code. I came to appreciate the difference. It was what made the shield mechanic so fun.

. Cosmic Chasm was field-tested at the Yellow Brick Road arcade in the Universal Town Center,  where it made almost $400 in a weekend. Skinner was told that Cinematronics had 3,000 orders for the game. In the end, however, most of the orders were cancelled and only about 50-400 coin-op units were shipped. A flop in the arcade, Cosmic Chasm would be the only game released for the new system as well as the last vector game that Cinematronics would produce.




Flop or not, Bob Skinner feels that it was one of the company's best efforts.

[Bob Skinner]
I don’t believe to this day that any game had every given the player that much rotational control and firepower. You could fire a slow bullet on this horizontal line, or one on this 45 degree angle in other games, and then hope you aimed perfectly or that your bullet would reload. But here, the more you shot at close range, the faster you could shoot. Twisting the shaft encoder, and rattling the fire with the index and middle finger you could shoot up to 480 RPM, and at very fine angles. This more than made up for the fact that you had to twist…While there was no limit to ammo, there was some energy expended by the shields, which grew dim by some 256 levels of grey to depict the depletion. I was selling adrenaline. People where fully engaged firing, killing dozens of enemies, trying to concentrate fire into their entry point into the room, timing the waves, blasting the gate, and leaving the room, noting the size of the central core.

Phil Sorger and Bob Skinner, 1987


With the failure of Cosmic Chasm and the cancelling of Hovercraft and Intrepid Cinematronics, which had built its reputation on vector graphics games, exited the vector field entirely, sold its system, and turned to releasing raster games. By 1983, the name Cinematronics was a fading memory of days gone by that most arcaders thought had disappeared forever.
            They couldn't have been more wrong. Before the year's end Rick Dyer and Advanced Microcomputer Systems would provide the company with its biggest hit ever and almost single-handedly reverse the coin-op video game industry's downward spiral.

Saturday, January 5, 2013

The Ultimate (So Far) History of Cinematronics/Vectorbeam - Pt. 6

            In May of 1982, a pair of new programmers had arrived at Cinematronics - Bob Skinner and David Dentt.  Skinner was one of the second generation of coin-op video game programmers who got their start with home computers. Actually, he got his start creating games earlier than that. He went to a grade school for gifted children where he regaled classmates by recreating the movies he had seen complete with voices and sound effects. The students would also create their own playground games and board games. Skinner soon discovered science fiction and attended some of the first ComicCon (before you had to sign up for tickets a year in advance). Life was good. Then his parents moved to what he calls a "real life Tatooine" where his love of computers and science fiction wasn't so widely shared or appreciated. He learned BASIC on an Apple I while taking classes at a Junior College (while still attending high school) then got a TRS-80 and began recreating the games he saw in San Diego malls like Starship 1 and Space Invaders. After high school he attended Coleman College in San Diego where he studied programming. Skinner, however, had little desire to follow the traditional career path of the rest of his classmates.

[Bob Skinner] They were all headed to the new fields of financial and database [software] and to use programming in their day job but what about me? I played endless Defender and Scramble in the lunchroom and found Pac-Man exceedingly boring. A job fair popped up within days of graduation, and Cinematronics showed up. The younger (Dave) Stroud and his assistant, (who looked like Delta Burke in her prime) had a game called Jack and the Giant Killer, and I found it quite awful. I told them I could do better and I told them what I would specifically change and I spouted ideas from a place I could never control, and it interested them. I started within the month making $300 a week. Every week. Salary. To make video games. I resigned my $3.25 job at what was the world’s first Souplantation, even as they offered me a kitchen prep position with the possibility of kitchen manager. As if.

For a 20-year old gaming geek it was heaven: free video games in the cafeteria, no expenses, and getting paid to make video games. During breaks (when not playing games in the cafeteria) employees would sometimes head to the river across the street to feed marshmallows to geese with a slingshot.  Skinner called it his "endless summer". He soon found out, however, that making video games wasn’t all fun and games. It was also a lot of hard work. Rob Patton had returned to Cinematronics after his stint at Hughes and was once again putting in the 60-90 hour weeks to get his projects finished on time. Meanwhile, Skinner was enjoying life working a standard 40 hour week, not yet concerned with project schedules or delivery dates.


[Bob Skinner] Rob was genuinely nice to me but felt I didn’t understand the pressure I was setting myself up for later, or resented my endless summer. Arriving on a Monday mid-morning, Rob had clearly worked the weekend. Rob said. “I don’t know how some people expect their games to get done. Maybe they expect that elves are coming in in the middle of the night and working on them. I was here and I didn’t see any.”

Skinner was taken aback but began working harder to try to earn the respect of his colleagues. Before long he was too was working the long hours so common in the industry.

 Cutter

Rob Patton, from http://www.turbosub.com/rob.htm

             At the time Skinner arrived, Rob Patton was working on a 16-color vector game where a player defended a weblike structure from a spider.

[Rob Patton] …a spider was adding vector segments to its web and you had to run around the web avoiding the spider but cutting the web to protect yourself and to save the items stuck on the web.

Patton was having a hard time of it and wasn't particularly happy with the game. When Q*Bert became a hit, cute games were back in. Bob Skinner suggested to Patton that he give his game a makeover.

[Bob Skinner] I pitched to Rob that his icky, girl-repellent, not exactly catalyzed game, which he was very apprehensive about, could get a cute makeover. Make the player piece the destructor, not the builder. (This is John Hughes 101) Make him a stick figure with a face with expressions. Make him get away with murder, and have the kinetic payoff of the destruction of the web through the strategic cutting of the right pieces before the Spider could fix them. Call this character “Cutter”. Somehow, this captivated Rob and answered so many questions for him. He took it upstairs. Next thing I know, I have a letter from the current boss, Al Reeder. “You are a very smart guy.” was all it said

With new energy, Patton set to work overhauling his game. The Benny Hill theme song (Boots Randolph's "Yakety Sax") was available without copyright so Jeff Liedecker digitized it and added it to the game In October of 1982, however, Patton left Cinematronics and the game was never finished.

[Rob Patton] I left Cinematronics because they did the Rick Dyer Dragons’ Lair deal without any consultation with the current engineering department. I felt they should have included us in the transition planning and they kept it a complete surprise. In the final months at Cinematronics Scott Boden and I both retained an agent named Malcolm Kaufman. I interviewed in Knoxville TN with Magnavox. They offered me an excellent package but I felt their game platform was headed down and also didn’t want to move that far.

Instead, Patton went to a new company called Entertainment Sciences where he worked on the game Bouncer.

A1 Main Battle Tank Simulator/Hovercraft

Meanwhile, Cinematronics had contracted with Perceptronics (a research firm that did projects for the military), to create a 3D tank battle system for use in military training, Funded by DARPA (to the tune, reportedly, of $6 million), the A1 Main Battle Tank Simulator was to be a color vector system based on the Motorola 68000 processor. Brooke Jarrett was hired to work on the system. He was a natural choice, having previously worked for the Naval Undersea Center and the IT&T Defense Communication Division.

[Brooke Jarrett]  
The idea was a tank gunner game that they could put in the barracks for the solders to play after hours that would hone their skills used on the battle fields. The day I started work, I found that the manager who hired me had left.

The 3D effect would be achieved via a split monitor with polarized mirrors so that glasses were not required. The system was bug-ridden and unable to handle the complex graphics required. The project was never completed.

[Bob Skinner] 
When it failed to pass a test, and I am not sure why, the jig was up and the head count dropped by about 20 and some of the really smart guys in the other room were gone. They weren’t game people. I remember there was a lumbering “Executive” or some such top-heavy cycle stealing behemoth that didn’t address the important stuff, like clipping and hidden-line removal.

[Brooke Jarrett] The project never really took off because Cinematronics realized that even if they produced a good game, they wouldn’t necessarily get the final contract to produce it

 On the plus side, Cinematronics now had a brand new  "state of the art" color vector game development system. The 3D concept eventually made its way into an unreleased arcade video game called Hovercraft developed by Jack Ritter and Earl Stratton.

[Jack Ritter] Hovercraft was a split-screen stereoscopic game…The left half of the screen contained the left eye's image, and the right side contained the right's. A  "periscope", or system of 4 mirrors at 45-degree angles to the screen's surface, redirected the 2 images, so they appeared on top of one another. The whole mirror assembly was enclosed by a large plastic molded shell, which fit tightly around the edges of the screen, on one side, and came to a face-sized hole on the other side. This kept out ambient light, & allowed the player to put his face up against the viewing hole, which blocked out outside light, so none got picked up by the mirrors. This made the experience very immersive, as they would call it today. I found it to be extremely hypnotic, and would stand there with my face planted in the thing for hours. But I'm obviously not objective. Others were less impressed.
            In the game, your hovercraft was suspended in the air, shushing down a swerving road, which was periodically populated with various objects. There were dancing thingies you shot at, obstacles and bridges you drove around/through, and smart bombs and power-ups you scooped up. The game made it to the point of being put into a single, very obscure arcade, which was visited by very few people. It seemed to be quite popular there; at least it was every time I popped my head in…
            But there were definitely other problems. One was the "lemon" reputation of its hardware platform. In addition, it turns out that many people just don't perceive the stereopsis effect very well. The only 3D cue was ocular triangulation, so I guess some people just didn't get it. These are the same people who can look thru a View Master toy, and just feel/get nothing at all, even though their eyes are doing what they're supposed to be doing ….

The 3D effect also caused other problems

[Earl Stratton] The 3D effect was very sensitive to alignment of the monitor and mirrors, resulting in headaches [and] too much or too little perceived depth-of-field (and that varied among individuals). At one point, management considered adjustable mirrors but rejected them as too expensive and a reliability problem.

Some of the roadside objects could be shot, others had to be avoided. Objects like a crescent moon and a rocket gantry appeared on the distant horizon.

[Earl Stratton] The really fun part was shooting objects and seeing them explode into a shower of colored dots. These were drawn in three layers to give a sense  of depth to the explosion, with the layers expanding away from each other…as the dots also expanded away from each other. The vector  system was very limited to the number of lines and dots it could draw. But  it was a beautiful effect!

This page from the September, 1984 DRA Price Guide not only lists Hovercraft, but gives a release date and a price. Does this indicate that the game was actually released? (other sources agree that it wasn't)

With the financial problems Cinematronics was experiencing, they could not afford to keep too many projects going at once.

[Jack Ritter]   Another bummer for Hovercraft was the disastrous financial state of the company at that time. Sometime during Hovercraft's development, I can't remember exactly when, the company went into Chapter 11. So they had to come up with some tall cash, and fast. Along about then, Don Bluth approached Cinematronics with an offer to have them manufacture his Dragon's Lair. Or possibly the Bluth deal was there on the table from the beginning, during the chapter 11 application. Also around that time, Cinematronics got a contract to manufacture Jack The Giant Killer, as well as another 3rd party game.
            These 3 manufacturing projects got all the priority. As I recall, all other ongoing projects were summarily aborted, regardless of merit. This included HoverCraft.

Ritter left before the game was complete, leaving Stratton to work on it by himself. While the game never went into production, a single prototype was still on display in the company cafeteria when he returned to the company in 1988 after a stint in the army.

Wednesday, January 2, 2013

The Ultimate (So Far) History of Cinematronics/Vectorbeam - Pt. 5


War of the Worlds



 
           



In early 1982, Cinematronics released War of the Worlds, a conversion kit for Star Castle. The game had originally been designed by programmer Rob Patton in 1979.
 
[Rob Patton] One night we all went out to see the new movie Alien. The next day we were thinking about game themes and I threw out the idea that we could draw decent Martians on legs and Tim (Skelly)  volunteered to draw some sketches.


Tim Skelly remembers that the game was partially based on an idea he had for a Space Invaders inspired game

[Tim Skelly] My idea…was to do something like Space Invaders." To take advantage of the vector display, I wanted to have the enemies attack towards the player and scale up, rather than drop on top of you -- the classic top-down/PO switcheroo. I think the War of the Worlds theme came from wanting the player to shoot the legs out from under the attackers. This suggested the walking tripods of H. G. Wells. I had a bear of a time drawing a three-legged walk cycle that still worked at each stage. Just doing a three-legged walk cycle was bad enough! I also distinctly remember suggesting to Jim Pierce that we might want to do a copyright search on the name. Jim, of course, could not care less[1].
 
The game featured a battle against a series of enemies based on the three-legged, tower-like ships in the film of the same name. While Tim Skelly created the game art, a new artist handled the cabinet art. Frank Brunner was unable to provide art for the game (Skelly recalls that he didn't like working on "tech stuff"). Instead, Rick Bryant, another comic book artist was hired to create cabinet art (he later did the cabinet art for Tailgunner, Star Castle, and Armor Attack). Rob Patton left before the game was completed and went to Hughes Aircraft, where he worked on projects involving spy satellites. War of the Worlds fared poorly during testing and was shelved indefinitely.

In late 1981, Cinematronics was riding high but there were problems. Black and white games were becoming increasingly passé and Cinematronics monochrome vector system was looking increasingly dated. Creating an entirely new hardware system would be expensive and time consuming so instead, the company decided to update its vector system to handle color. They had considered releasing Solar Quest in color but dropped the idea when they were unable to obtain enough color monitors. They did, however, produce a color version of War of the Worlds. As it had previously, the game tested poorly at the 1982 AMOA show and was dropped. Reportedly, only about a dozen units were ever produced (possibly including just two in color). One problem may have been that the system did not have the horsepower to generate enough enemies to make the game interesting or challenging.In 1983, the game was licensed to Progressive Game Distributors, aka PGD, a company founded by former Cinematronics exec Dave Stroud.




            By this time, Tim Skelly had left Cinematronics to work on Gremlin's (and the industry's) first color vector game. Gremlin had lured him away by promising him royalties on the games he created. Wanting to remain loyal to Cinematronics, Skelly offered to stay with them for a smaller royalty figure than that offered by Gremlin, but they refused.



Tim Skelly


 
Outpost and Boxing Bugs

            In any event, Cinematronics eventually entered the color vector arena. The first Cinematronics color vector game that is known for certain to have released was 1981’s Boxing Bugs, which had actually started out as a Scott Boden game named Outpost.
 

[Scott Boden] Outpost was a game that had a center warrior with a cannon and gun defending a 'outpost'. I temporarily left Cinematronics (I think I did that 3 times, young and overconfident), and when I came back Jack Ritter took over the project. His 'cute' game concept tuned it into Boxing Bugs.        

 
Jack Ritter had come to Cinematronics after stints at NCR and Burroughs. He had entered the computer field after some early experiences with the counter-culture of the late 1960s and early 70s.
 

[Jack Ritter] I Went to San Francisco, and lived in North Beach. I lived off of welfare. (It was the late 60's). I survived off of the payments: $52 per week! I lived in a house with various female student strippers, who for some reason liked to walk around the house naked. I didn't protest. One of them was Lorraine, of "Sweet Lorraine" fame (a song by Country Joe and the Fish). Anyway, after nine months of, as they say, Sex, Drugs, & Rock N' Roll (an accurate characterization, actually), I got bored.

Ritter’s interest in video games had come when he got his first look at Tim Skelly’s Star Castle and became an instant fan. When he came to Cinematronics, his first task was to create a new game based on Boden’s Outpost. The game was called Boxing Bugs.

.


In Boxing Bugs, the player was represented by an arm-like cannon with a boxing glove at one end that sat in the center of the screen surrounded by an octagonal wall. A paddle control rotated the cannon. Pushing one button caused the boxing glove to spring outward and pushing another allowed the player to shoot out of the opposite end. A third button served as a “panic button” which the player could use a limited number of times to pushed away everything touching one of the walls. Outside the walls were a number of bombs. Enemy bugs would appear from the edges of the screen and try to position the bombs next to walls to open a hole that they could use to blow up the player himself. The most notable feature of Boxing Bugs was that it used a real color vector system – though it ended up being the only game produced on the system.
 

[Jack Ritter] Boxing Bugs was a real color vector game - no overlays. It was the first and only color vector game released for that system. They stopped doing games for that platform after Boxing Bugs. [It’s] too bad; they could have milked the old gal for at least 2 more games. Instead, they put their hopes into a next-generation color vector system, designed in-house. It used a display list architecture, with no double buffering capability, so you got screen glitches if you tried to push its performance. It performed flakily in the field with its 1st game, and thus, the system got a reputation as a lemon.

 
        In mid-1982 Boxing Bugs was licensed to Dynamo Corp of Grand Prairie, TX. Even earlier (in 1980), Cinematronics had licensed its vector system to Rock-Ola who produced a handful of vector games (in addition to cocktail versions of Armor Attack and Star Castle for distribution in Europe.

 

Boxing Bugs screenshot

 



Jack the Giant Killer and Naughty Boy





Jack the Giant Killer in production

 
1982 also saw Cinematronics release its first licensed games. First up was Jack the Giant Killer, licensed from Hara Industries. The game put the player in the role of Jack in a multi-stage platform game that involved climbing a beanstalk then navigating clouds and ladders to reach the giant and steal his treasure (and, ultimately, the princess). Cinematronics tried a number of things, including 3 x 5 tip cards and a contest with a one-ounce golden egg as a prize, to promote the game. A second version called Treasure Hunt was produced that prevented the player from falling of the vine, but it didn't help (Video Games magazine reported that it made the game worse). The game was a financial disaster for reasons that aren't entirely clear. Some called it "Jack the Company Killer". The driving force behind the Hara deal was Fred Fukumoto, who'd replaced Jim Pierce as president in December, 1981.


Fred Fukumoto (last name misspelled in caption)


By that time, Pierce and Tom Stroud, Sr. began spending less and less time at Cinematronics, leaving others to handle the day-to-day operations. Fukumoto purchased 5,000 boards for Jack the Giant Killer from Hara. Because they came with no documentation aside from schematics, Cinematronics had to reverse engineer the boards to create a programmer’s manual. The results were hardly worth the effort as Jack the Giant Killer was a resounding flop in the arcades. Rumors swirled that someone at the company had personally profited from the licensing deal, which left Cinematronics with a pile of unused boards and a financial mess on their hands. The company began casting about for ways to use the remaining inventory of boards. Naughty Boy, licensed from Jaleco, was better but no runaway success.  Many saw this as the beginning of the end for Cinematronics. Video Games magazine's  report on the 1982 Amusement Operators Expo in Chicago was brutal: "…the ghost town that is the Cinematronics booth makes absolute sense. Boxing Bugs, War of the Worlds and Jack the Giant Killer, the company's first Japanese license (from who?), look like the kiss-of-death for this once-respected, but slowly fading games firm."

 


 

Brix/Zzyzzyxx
 



The company's final 1982 was Zzyzzyxx, developed by  Advanced Microcomputer Systems, a company founded by an innovative programmer named Rick Dyer that had developed a number of handheld games.  Dyer pitched the concept of Zzyzzyxx to Cinematronics, who decided to produce it. The game had originally been titled Brix. The name was reportedly changed when someone at Cinematronics heard that kids spent more money on games starting with X or Z and the owner's wife suggested they call it Zzyzzyxx[2]. In the game, the player maneuvered through several rows of brick walls moving in alternate directions. Each wall had a number of gaps in it. Some of the gaps contained gifts while others harbored enemies. The goal was to move from one side of the screen to another avoiding enemies and collecting gifts on the way to the waiting Lola. The player (Zzyzzyxx) could also make breaks or don a helmet that allowed him to break them. Zzyzzyxx was a dud, but Dyer and Advanced Microcomputer systems had another game up their sleeves that would prove anything but.

 

       By this time, the financial situation at Cinematronics was grim. On September 17th, 1982, Cinematronics had been granted chapter 11 bankruptcy protection[3] (it would go on to be the longest Chapter 11 in California history).  Jim Pierce supposedly had to sell his Rolls Royce and hock his wedding ring.  Cinematronics was a long way from done, however. Unbeknownst to Pierce, or anyone else, their savior had already arrived in the person of Rick Dyer. Zzyzzyxx had been a dud, but Dyer and Advanced Microcomputer systems had another game up their sleeves that would prove anything but.  In the meantime, the company continued turning out games and hiring new employees in a desperate effort to recapture to glory days.  





[1] December 20, 2011 E-mail from Tim Skelly to Ionpool.net (http://www.ionpool.net/arcade/cine/warworlds_history.txt)
[2] Though the story, which sounds apocryphal, may be no more than a rumor.
[3] The reasons given were "difficulty with some foreign letters of credit coupled with slow collections from certain domestic distributors..." (Replay, Oct 1982, p.26)