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.
Rob Patton, from http://www.turbosub.com/rob.htm |
[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
[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 ….
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!
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.
Could you please hurry up and finish this book already?!? I love this stuff!!
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