In 1983, Centuri’s licensing
arrangement with Konami began to bear fruit in a major way. In prior years,
Konami’s games were primarily known to U.S. gamers via the licensed versions
produced by Stern, including Astro
Invaders, Scramble, Super Coba, Tutankham, Amidar, and others. Centuri’s
first Konami-licensed game, Loco-Motion,
had not been a major success. That would change in 1983 when the two companies
teamed up to produce a string of hits that are among the most well-remembered
games of the mid-80s. As part of the deal, Centuri usually produced the
dedicated version of the games while Konami released the conversion kit.
Time Pilot
Centuri’s second Konami
license would feature much more traditional gameplay, and prove to be one of
its biggest hits - the free-form air combat game Time Pilot. The concept was fairly straightforward. The player
piloted a plane through give different eras, each with its own distinctive
enemies: 1910 (biplanes), 1940 (fighters and bombers), 1970 (helicopters), 1982[1] (jets), and 2001
(UFOs). Each era also featured a boss “mother ship” that appeared after a
specific number of enemies were destroyed (a blimp, a B-25, a CH-47 helicopter,
a B-52). The player could also fly over parachutists for bonus points.
Time
Pilot was
designed by Yoshiki Okamoto, who would go on to become one of the most prolific
game designers in Japanese gaming history, working on games like Street Fighter II. Like Nintendo’s Shigeru Miyamoto, Okamoto started out as a
graphic artist. When he took the job, in fact, Okamoto didn’t even know that
Konami made video games, and certainly had no desire to work on them. Instead,
he chose to work there for a much more practical reason.
[Yoshiki
Okamoto] The truth is my wife at the time had something to do with
it. I got a job after graduating from school, and the place where I had to work
was far away from where…she lived. She told me that it was too far away and
that we should break it all off. I didn’t want to do this, so I looked for
another job close to where she was living, and it just happened to be a game
company.
<
http://spong.com/feature/10109663/Interview-Folklore-Yoshiki-Okamoto>
If Okamoto took the
job to save his marriage, it didn’t work. He and his wife were divorced shortly
after he arrived. In addition to his design skills, Okamoto was known for his
zany sense of humor. He always loved a good prank and wasn’t above pulling a
fellow employee’s pants down in the street. When he later moved to Capcom, he
pulled a more original prank. When a coworker fell asleep during a meeting,
Okamoto pulled down the shades, turned off the lights, ushered everyone out of
the room, and set the clock to 3 A.M. At Konami, Okamoto started off doing art
for posters and flyers used to advertise Konami’s game. He then moved on to
designing characters before he was finally asked to design a game of his own
(he suspects that this was why Konami had hired him in the first place). Konami
wanted him to design a driving game in which a player had to earn their
driver’s license by navigating through roads and traffic. Okamoto didn’t want
to design a game at all, but if he did, he wanted to create a game that someone
like him, a non-video game fan, would want to play. He asked to be allowed to
design a flying game based on Namco’s Bosconian.
When his boss refused, Okamoto created the game anyway, surreptitiously
slipping his code to a data-entry person while showing his boss the “progress”
he was making on the driving game he was supposed to be working on. Perhaps
Okamoto’s boss should have listened to him. Okamoto’s flying game, Time Pilot, went to be one of the
company’s biggest hits, reaching #1 on Play
Meter’s charts. Konami also released a sequel to the game, Time Pilot ’84, as a conversion kit for
the original (though a few hundred dedicated cabinets were made) and scored
another #1 Play Meter hit.
Gyruss
While Time Pilot was a hit, Yoshiki Okamoto
didn’t get a chance to bask in its success. After refusing to let him work on
the game, Okamoto’s pass pulled a “Larry Tate” (Darren’s boss on Bewitched), claiming he’d like the idea
all along and taking credit for the game himself. Despite Time Pilot’s success, Okamoto still didn’t want to make video
games.
[Yoshiki Okamoto]
"I don't want to make games," I told them, "but fine, I will
make another one. But after that I want to make a poster." I mean, I was
hired as an illustrator, and that's what I was hoping I could do there. So they
said I could work on a poster when the game [Gyruss] was finished.
<1up.com/features/republic-yoshiki-okamoto-interview>
In addition to
promising to allow Okamoto to return to poste work, Konami also gave him carte
blanche to create whatever kind of game he wanted (though at least two sources claim the game was developed by Ultimate Play the Game/Rare[1a]). Despite his reluctance,
Okamoto came up with another winner - the classic shoot-em-up Gyruss, a game that has often been
described as a combination of Galaga and
Tempest. The description is accurate
(though it’s more of the former than the latter). The player controlled a ship
that moved in a circle around the edge of the screen, firing at a host of
enemies that moved outward from the center. The goal was to fight your way
through a series of planets: Neptune, Uranus, Saturn, Jupiter, Mars, and
finally Earth. Each planet featured a number of “warps” (levels) that had to be
completed before reaching the planet. There were “2 warps to Neptune” and 3 to
the remaining planets. After reaching each planet, the player faced a “chance
stage” that was essentially the same as the “challenge stage” in Galaga. Other similarities to the
Namco/Midway classic included enemies that flew into formation from off-screen
and bonus enemies that appeared in groups of three. Similarities aside, the
game was a classic. The pulse-pounding gameplay was supplemented by a driving,
rock version of Bach’s Toccata and Fugue.
Gyruss provided Centuri with another
hit, but due to the decline in the video game industry, it didn't sell as well
as Time Pilot. Despite this, Osaka
left the company shortly after the game was released. There are varying
accounts as to why. In an interview with VideoGameSpot, Okamoto claimed that he
asked the company for a raise, vowing to quit if they didn’t meet his demands.
The next day, he said, they fired him. In his 1Up interview, however, he tells
a different story, claiming that he left because Konami broke their promise to
let him go back to designing posters.
[Yoshiki
Okamoto] But after it [Gyruss] was
done, they didn't keep their promise. They wanted me to continue to make more
games. That's when I quit working at Konami.
<1up.com/features/republic-yoshiki-okamoto-interview>
<1up.com/features/republic-yoshiki-okamoto-interview>
After
leaving Konami, Okamoto moved to Capcom where he designed the classic shooter 1942.
Track and Field/Hyper
Olympic
Meanwhile, the industry downturn had
begun in earnest and many were pinning their hopes on laserdisc games to pull
the industry out of its doldrums. The 1983 AMOA show was jam-packed with
laserdisc games, including Konami’s own Badlands
(more on that one later). To the surprise of the industry, however, the hit
game of the show turned out not to be a laserdisc game, but another Konami
offering – the sports-themed Track &
Field. The game was known as Hyper
Olympic in Japan (Centuri supposedly changed the name because Atari owned
exclusive rights to use the word "Olympics" in a video game in the
U.S.) According to RePlay magazine[2], the idea for the
game had come from Centuri president Arnold Kaminkow during a January dinner
meeting. With the Olympics approaching, Kaminkow suggested that Konami create a
sports-themed a game that put the player in the role of an Olympic athlete.
That’s just what Konami did. The
game featured six Olympic events: 100-meter dash, long jump, javelin, 110-meter
hurdles, hammer throw, and high jump. Controls consisted of a pair of “run”
buttons and a “jump/throw” button that controlled the timing and angle of jumps
and throws. The player had to qualify in each event to move on to the next.
While the game featured a score, it also tracked the top three “world record”
times or distances for each event. Each
event had an Easter egg that could earn a 1,000-point bonus (throw a javelin at
maximum angle, for example, and you spear a bird). What most people remember
about the game is its adrenaline-pumping action. Track & Field was a real button-pounder. To build up speed (as
most events required), the player had to alternately pound (and pound, and
pound…) the run buttons as fast as was humanly possible. Top players had a
variety of techniques to accomplish this exhausting task. Some used the
"double tap", hitting the buttons alternately with their index and
middle fingers. Others placed a pencil across the two buttons, over one finger
and under another creating a kind of see-saw that they could hammer rapidly on
one end. In the documentary Chasing
Ghosts, two players reveal an ingenious method that involved the use of
disassembled electric knife. While Centuri had a major hit in the U.S. with the
game, Konami did even better. By January of 1984 they had sold 38,000 Hyper Olympic boards in Japan[3].
Hyper Sports/Hyper
Olympic ’84, Circus Charlie, and Mikie
Konami followed up Track & Field/Hyper Olympic with Hyper Sports (Hyper Olympic ’84 in Japan). While it used the same basic concept
as Track & Field, Hyper Sports featured
a much more eclectic lineup of events, some of which relied on timing rather
than button-mashing: 100m freestyle swimming, skeet shooting, long horse
(vaulting), archery, triple jump, weight lifting, and pole vault. A less
successful (though still fun) variant on the Track & Field theme was 1984’s Circus Charlie, which replaced the track and field events with
circus-themed competitions: fire rings (jump through flaming hoops riding a
lion), tightrope (jump over monkeys while walking a tightrope), ball walk (hop
from one rolling ball to the next), horseback (leap from a moving horse to a
springboard and back to the horse), trampoline (bounce across a series of trampolines
while avoiding jugglers and fire-breathers), and flying trapeze.
The final Centuri/Konami game was Mikie (aka Mikie: High School Graffiti). The player took the role of an
“average high school boy” named Mike who moved through a school collecting messages
(hearts) from his girlfriend. Action started in home room class, where Mikie
had to bump his classmates out of their chairs with his butt while avoiding, or
head-butting, the teacher, all to a bouncy version of “A Hard Day’s Night”. The
action then moved to a locker room, where Mikie had to head-butt open lockers
to collect more hearts. In the cafeteria, Mikie had to avoid pies tossed by
angry cooks. Mikie finally found his true love in the girls’ gym class where
the gym teacher was none too pleased by his intrusion. Finally, hand-in-hand,
the two lovers made their way through the courtyard to Mikie’s car while
avoiding football players. While Mikie was
a (very) minor hit, by the time of its release, Centuri was on its last legs
and much of their inventory of boards ended up being sold off to other
companies.
Centuri 1983 and 1984
In any event, distributors didn’t have
long to stew on their outrage. In December (just as Kaminkow's interview war
appearing in operator mailboxes) Centuri’s board of directors voted to
discontinue the video games division entirely. The company's video game assets
were snapped up by other companies. Wico, the joystick and control
manufacturer, got the customer service stock and some complete games. Jon Daugherty of United Artists Theater
Amusements got the 50 remaining Badlands
(with plans to put them in theater lobbies). The rest of the stock - 540 Mikie boards plus around 700 older kits
- went to Video Ware, Inc., a company founded by John Hibbs that billed
itself as "America's largest PC board
dealer".
By the time of the decision, Centuri
was already on its way out of the coin-op biz. Outdoor Sports Headquarters was
the company’s leading revenue generator and they had begun expanding into other
areas as well. In 1981 they had invested in a contract electronics firm called
IEC. In 1984, they purchased the Virginia Capes Seafood Company and in 1985
they acquired Poloron Homes of Pennsylvania Inc. – a manufacturer of modular
housing[4].These new
investments would take Centuri into the 1990s, by which time video games were a
distant memory.
[3] RePlay,
January, 1984.
[4] They also owned a boat repair
company, but that was sold off in 1984.
BONUS PICTURES
Here are two pictures of Allied's facilities in 1974 (sorry for the poor quality)
A photo of the wives of Atari executives, ca November, 1976
Speaking of Konami, here's a picture of the Mega Zone kit, produced by Konami and Interlogic.
Finally, some more undocumented games
BONUS PICTURES
Here are two pictures of Allied's facilities in 1974 (sorry for the poor quality)
A photo of the wives of Atari executives, ca November, 1976
Speaking of Konami, here's a picture of the Mega Zone kit, produced by Konami and Interlogic.
Finally, some more undocumented games
Actually in Mikie, you don't meet your girl in the gym (called a 'dance studio" though, similarly the cafeteria is called a "restaurant") doing aerobics, but meet up with her after you get past the football players in the "garden" (should read "campus grounds" really but I guess we take what we can get from these Japanese programmers).
ReplyDeletehttps://www.youtube.com/watch?v=ie0GVwyPrA8
There's several photos of the 1983 AOE coin-op show in the July 1983 issue of Video Games magazine (http://www.2600connection.com/library/magazines/video_games/video_games.html) including several of Centuri's area - Gyruss (featuring a model), Munch Mobile Guzzler, and Time Pilot
ReplyDelete