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)

 

Saturday, December 29, 2012

Coin Op Weekly Earnings

Back in the day, most of the coin-op industry mags published annual opeartor surveys. One of the things they reported on was the average weekly earnings of different types of coin-op games.

I am still trying to collect a complete set of these surveys from the years 1971 to 1984 and have a ways to go. Play Meter published its first issue in December of 1974 but didn't publish its first opeartor survey until 1976.
Replay started in October of 1975 but also didn't publish a survey until 1976 (though they did list a few 1975 numbers in their 1976 survey).
Vending Times was around in 1971 but the first issues I have are from 1974. They didn't publish weekly earnings numbers, however, until 1977 (other than for vending machines).
CashBox was also around in 1971 and probably had the earliest industry surveys.
The first one I have is this one from 1973.





 
 

For comparison, here are some numbers from a couple of key years.
First, 1978 (the year before Space Invaders revolutionized the industry):

Average Weekly Earnings - 1978

Vending Times:
Pinball: $48, Pool Tables: $41, Video Games: $36, Shuffle Alleys/Bowlers: $35, Kiddie Rides: $28, Wall Games/Other: $27, Soccer Tables: $20, Arcade Games: $18
Note, for reference, the top earning types of vending machines were cigarette machines ($64) and canned soda machines ($54)
Soccer tables is the same as foosball, "arcade games" includes any coin-op games not included in the other categories

Play Meter:
Pins: $62, Pool Tables: $53, Jukes: $52, Video Games/Arcade Games: $50, Foosball: $41, Wallgames: $34, Shuffleboards: $32
Note that Cocktail video games were not included in the above figures (they generally earned much less than uprights), "Air Cushion Games" were also listed as NA

Replay:
Pinball: $51.50, Pool Table: $44.25, Upright Video Games: $43.75, Jukebox (taverns): $37.50, Jukebox (restaurants): $34.25, Shuffle Alleys: $32.75, Jukebox (Off Street Locations): $29.75, Soccer: $28.25, Wall Games: $24.75, Cocktail Video Games: $24.50, Shuffleboard $24, Air Cushion: $20
Note that in 1976 Replay published figures for both street locations and arcades. I believe that the 1978 numbers are only for street locations

Overall you can see that at the end of 1978, video games were popular but weren't the top earning games. They still trailed behind pinball and pool tables.

That would change starting in 1979 once Space Invaders hit. Unfortunately, I don't have all the numbers from the golden age.

Here are the 1981 numbers from Vending Times:
Video Games: $85, Pool Tables: $52, Pinball: $45, Shuffle Alleys/Bowlers: $35, Arcde Games: $30, Soccer Tables: $24

Of course, average weekly earnings doesn't give a complete picture of popularity.

VT also listed the number of machines on location in 1981:
Pinball: 1,250,000
Video Games: 1,100,000
Pool Tables: 185,000
Soccer Tables: 18,000
Shuffle Alleys: 7,500
Arcade Games: 3,500

For comparison there were 808,600 cigarette machines and 800,000 canned soda machines.

I plan on getting all the numbers from 1971-1984 and will include them in an appendix in the book.

Tuesday, December 25, 2012

Ms Pac-Man (and Super Missile Attack)

Today's post covers the first two games created by Boston's GCC. The story is probably well known to most readers of this blog. The story of the "Bozeman Think Tank" came from an article in the June, 1984 issue of Computer Games. For some reason, the article never rang entirely true to me. If anyone can verify the information, let me know. 

Super Missile Attack

 

            Missile Command was also indirectly responsible for the creation of a pair of Atari’s later coin-op games, Quantum and Food Fight. After Missile Command’s release, a company named General Computer Corp in Wayland, MA had introduced an enhancement kit that turned a Missile Command unit into a faster version called Super Missile Attack. The “company” was actually a group of nine young men, some still in their teens who had decided that video game design would make an interesting and profitable career. The group was led by MIT students Doug Macrae and Kevin Curran. Macrae got his start in the coin-op business in 1978 when his brother gave him a Gottlieb Pioneer pinball machine he'd had at college. Macrae placed the machine in his dorm at M.I.T. where it began sucking in quarters. Before long, Macrae was operating about 20 pinball and video games on campus. Macrae also changed dollar bills for students, giving them five quarters instead of four in return, confident that they'd end up in his games anyway. Macrae's biggest money makers were his three Missile Command machines, which initially made $650 a week. Over time the game's popularity began to wane and before long it was pulling in less than $150 a week. Macrae was in a quandary. Like most small route operators, he purchased the machines in his meager collection outright and could not afford to buy new ones every time the gaming public’s fickle attentions waned. Assessing the situation, he and friend Kevin Curran decided to user their engineering skills to update the game and created a modification board called Super Missile Attack that could be added to existing Missile Command units. Super Missile Attack featured faster game play, a new alien in the form of a laser-shooting UFO, and new color schemes. The units cost $30 to produce and sold for $295. When the game proved to be a hit, Curran and Macrae decided to sell their enhancement kit nationwide. With 5 employees and money borrowed from Macrae’s mother, Macrae and Curran formed a company called General Computer Corporation, which was incorporated on March 30, 1981with Curran as president and John Tylko as treasurer. By this time Macrae and Curran were living in a rented house in Brookline, MA along with a number of other programmers including Mike Horowitz, Steve Golson, Chris Rode, and Larry Dennison, most of who would drop out of MIT and go to work for GCC. Their development system was a GenRad 6502 emulator that cost $25,000. The unit had no printer port. To get a code printout, developers had to hand-enter the code on a TRS-80 and print it from there. The five GCC employees worked around the clock to get the board ready and in late May they started shipping. In just 60 days GCC sold 1,000 Super Missile Attack boards netting a quarter million dollar profit.

In August, Macrae's dad called him and told him he'd read on a news ticker that Atari was suing GCC for $5 million and were suing Macrae and Curran for another $5 million each. While the thought of a multi-million dollar corporation launching a suit against a company formed in a basement by five wet-behind-the-ears college students would strike fear into the hearts of most, Macrae wasn't worried. GCC had been careful not to copy any of Atari's code when creating their product. Their enhancement board connected to the original Missile Command board. Operators would remove ROMs from the original board and plug them into the Super Missile Attack board. Because they hadn't copied code, Macrae was confident that they hadn't violated copyright. Others at GCC were reportedly delighted with the suit since they'd never been to court and even if they lost, all they could lose was the small company they'd set up. Then they found out that Atari wasn't just suing them for copyright infringement. They were also suing them for trademark dilution and misrepresentation of origin (since, Atari claimed, Super Missile Attack players didn't know they weren't playing an Atari game). After their first court appearance on a Friday they were issued a restraining order preventing them from producing the game. By Monday they had created a new version and were telling people who wanted to buy the original to call Atari and complain. GCC even returned the favor with a counter-suit of their own  against Atari. Reportedly embarrassed by the bad press they were getting, Atari had their general counsel Skip Paul sit down with Macrae and Curran and ask what they wanted. They told him they only wanted to sell video games. Paul offered a proposal. Atari would drop their suit against GCC AND pay them $50,000 a month for two years to develop games for Atari. In return, GCC would cease production on Super Missile Attack and agree not to produce any more enhancement boards without permission from the manufacturer.  For Curran and Macrae, it was as if they were being rewarded instead of punished and they readily accepted (unbeknownst to Atari, GCC was already working on an enhancement kit for Pac-Man).



MS. PAC-MAN
 
 
 

With its phenomenal success, it was inevitable that Pac-Man would spawn a sequel (or twelve). Much to Bally/Midway’s delight the sequel, Ms. Pac-Man, proved even more popular than its predecessor. Not long after Pac-Man hit the market, Bally turned to Namco hoping to license a follow-up to the game as soon as possible. When Namco’s sequel proved too long in coming Bally/Midway decided to develop the game domestically. In the months after Pac-Man’s release, the company had been bombarded with suggestions for a follow-up. Among them was one from a group in Boston who had an idea that seemed like a winner. The “group” was General Computer Corporation or GCC, the same group that had designed the Missile Command enhancement kit Super Missile Attack in early 1981.



After working on Super Missile Attack GCC started working on an enhancement kit for Atari's megahit Asteroids. Before long, however, Pac-Man was on its way to surpassing the success of Asteroids. Seeing Pac-Man's enormous popularity and recognizing that there was plenty of room for improvement, GCC dropped Asteroids and got to work on a conversion kit for Pac-Man that they called Crazy Otto. To avoid copyright infringement they decided they would only add to, rather than alter, the game's code (which they had to reverse engineer from the ROMs). GCC added a number of new graphical elements to the game. The game's main character sprouted a pair of legs. New bonus fruits were added. The Galaxian flagship bonus item was removed for fear of trademark infringement. The team also axed the bell, key, and grapes (the last of which looked more like a lime, melon, pomegranate, or hand grenade depending on who you asked). In their place they added a banana, pear, and one of Kevin Curran's favorite snacks - a pretzel. In addition, the fruits now moved about the maze instead of sitting still and after level seven, the fruit that appeared would be random. The team originally planned to have the fruit bounce around for a few seconds and blow up but when they couldn't find a way to make the effect look good they changed it so that it retraced its steps and exited the maze the way it came. In addition, each graphic element for the game had to fit in a 16x16 grid. To create them, the team turned to a very low-tech solution - a Hasbro Lite Brite, a popular toy that consisted of a plastic screen with several rows of holes in it. Behind the screen was a light bulb. By covering the screen with a piece of black construction paper and poking multi colored tanslucent plastic pegs into the holes, children could create glowing pictures. Because the rows of holes were offset, the GCC team used every other row to create their graphics. To avoid having to replace the construction paper every time they wanted a new picture, they used a black marker to color some of the purple pegs black and used them to block the empty holes. After laying out an image in pegs, the designers would place a sheet of white paper over it, stand back several feet, and squint to get an idea what the final graphics would look like. Mike Horowitz used an even more primitive (but also much faster) method to create his graphics - he drew them on graph paper. Horowitz also created three new intermissions for the game featuring Pac-Man (or rather Otto) in love.

            The most significant changes, however, were to the gameplay. The main problem with Pac-Man in GCC's eyes was that it was boring and repetitive with the exact same maze appearing over and over. In addition, players could memorize a few patterns and play the game forever (or at least until screen 256). Crazy Otto featured four different mazes that got more difficult as the game progressed with later mazes featuring fewer escape tunnels and more corners in which to get trapped. A number of changes were specifically designed to defeat pattern-players. Two of the ghosts were programmed to take random paths for the first few seconds of each screen, making memorized patterns all but impossible. In the original game, each ghost had a "home" corner to which it would occasionally return. In Crazy Otto the ghosts would return to a random corner instead. To prevent players from hiding in safe spots, the red ghost was programmed to remain in "chase mode" once it started following the player (though hiding spots were eventually found anyway). The ghosts' behavior changed, as did their appearance and names (Mad Dog/Plato, Killer/Darwin, Brute/Freud, and Sam/Newton).

            While Crazy Otto was in development, GCC was still duking out with Atari in court over Super Missile Attack. In the end, Atari dropped their claims against GCC and instead hired them to develop games. As part of the settlement GCC agreed that they would not develop enhancement kits for other companies unless they got the company's permission first. Atari reportedly felt that no company would ever do so. GCC, however, took them at their word and Kevin Curran quickly called Midway president Dave Marofske, hoping to bluff him into a deal for a Pac-Man enhancement kit by telling him that GCC had just “beat Atari in court”. At a time when Midway had its hands full dealing with knockoff versions of Pac-Man, it must have come as a surprise to have one of the knockoff companies call seeking their permission. Marofske quickly invited Curran to come to Chicago to talk. The flight to Chicago was not without incident, thanks to Mike Horowitz. While working on the third intermission, Horowitz had put in an obscenely-titled placeholder animation in which the title characters have sex. On the plane, a horrified Horowitz told Curran that the version of the game they were taking with them to demo to Bally had the obscene intermission instead of the clean one. After letting Curran stew for a bit, Horowitz revealed that it was just a joke. After arriving at Bally headquarters, Macrae and Curran found out that there had been no need for bluffing after all. Sales of Pac-Man had slowed down. Bally/Midway’s production lines had just produced the final unit and they were about to start laying people off. They were eager for another hit. Instead of an enhancement kit, however, they wanted the sequel that Namco had been unable to deliver.          

On October 29, 1981, Midway and GCC signed an agreement in which GCC would turn Crazy Otto into a Pac-Man sequel in return for royalties. At Bally’s insistence, Otto's legs were removed (ouch!) and the enemies were changed back to the traditional ghosts with their original names (except for Clyde, who was renamed Sue after Macrae's sister). The most significant change, however, came when the main character got a sex change (double ouch!). The sequel was initially called Super Pac-Man but then Midway got a look at the new intermissions and asked that the game be changed to feature the standard Pac-Man, followed by a female Pac-Man, followed by a "Junior" Pac-Man. The game was rechristened Pac-Woman. They soon switched to Mrs. Pac-Man because either (depending on which version you read) Pac-Woman was deemed "too feminist" or because female employees objected. Mrs. Pac-Man was likewise rejected because Midway felt it was too formal and wouldn’t appeal to their young female target audience. Next they tried Miss Pac-Man only to have to change the name again when someone pointed out the possible outcry against a video game character bearing a child (as it did during the 3rd intermission) out of wedlock. With only three days to go until production started, they came up with a new name Mrs. Pac-Man only to change once again to Ms. Pac-Man in an effort to ruffle as few feathers as possible. Three days later, the Midway production lines started cranking out Pac-Man boards to which GCC’s new enhancement boards were added (they planned to switch to a full scale Ms. Pac-Man board. at some point, but never did so).

Eventually, the Junior character was spun off into a proposed sequel of his own, but not before a brief legal dispute over future royalties for the various characters. GCC ended up retaining rights to the new female character. Contrary to some reports, the rights were never turned over to Namco, nor was Namco upset about the game (as some reports also have it). Namco was actually fully aware of Ms. Pac-Man and Midway paid them a royalty for each unit sold. Drawings of the character were even sent to Namco president Masaya Nakamura, who suggested they remove the red hair (they did).

Meanwhile, word (or at least a picture) of Crazy Otto was leaked to the public, though most of them probably didn't know it. During development, Midway and GCC placed three Crazy Otto units in test locations in Pac-Man cabinets - one in Boston and two in Chicago. A Time magazine photographer somehow made his or her way into one of the Chicago test locations and just happened to take a picture of Crazy Otto, thinking that it was Pac-Man. When the January 18, 1982 issue of Time hit the newsstands, it carried a cover story on video games titled "Gronk! Flash! Zap!, Video Games Are Blitzing the World." The article included a screenshot of the smash hit Pac-Man. Or at least it was supposed to be Pac-Man. Instead, the picture was of Crazy Otto.
When it was released in February 1982, Ms. Pac-Man was a smash. Over 115,000 units of the game were produced in the United States making it the most popular American coin-op video game of all time (a record that still stands).


Sidebar - the Ms. Pac-Man Grouping Strategy



Initially even Pac-Man veterans agreed that the game seemed invulnerable to any kind of “secret” strategy. That is, until three young men from Montana eventually found a way to defeat the game. In the summer of 1982 Tom Asaki and Don Williams were spending hours on end playing the game at the Games Are Fun arcade in Bozeman, Montana. They were soon joined by Spencer Ouren and the three quickly became the best Ms. Pac-Man players in town. By the start of 1983, the trio was working together to devise strategies and techniques to beat the machine. The key to achieving high scores on the game was a technique known as “grouping”, in which the player waited until the 4 ghosts were grouped as closely together as possible before eating an energizer, thus allowing him to get the maximum 3,000 points for eating all 4. In order to consistently group the ghosts, the player had to know and make proper use of “holds”, safe spots in each maze where the ghosts would not venture. Each maze had its own hold but knowing its location was not enough. The player had to know when and how to enter and leave the hold, using feints and dodges to get the ghosts to move in the proper direction and to group them as tightly as possible. The problem was that the strategy seemed to break down on the 4th (AKA “Junior”) maze, which didn’t seem to have a hold. Since half the mazes in later stages of the game were Junior mazes, beating that maze was crucial to beating Ms. Pac-Man. As the trio of experts was about to concede defeat, a player named Matt Brass returned from a trip to the North American Video Olympics in Ottumwa, IA with a shocking announcement – at the competition, he’d seen players grouping on the Junior boards. Suddenly it seemed that Asaki, Williams, and Ouren weren’t the best Ms. Pac-Man players after all. Rather than give up, however, the three decided that if someone else had figured out how to conquer the Junior boards, they could too. With new hope, they got back to work. In order to save time, they opened the machine’s cabinet and tweaked some settings to advance the game directly to the Junior level and began crafting their strategy. The key, they soon decided, lay in the use of the game’s four tunnels. Somehow, they would have to use the tunnels to group the ghosts together. They soon noticed that one ghost, Sue, seemed to be especially drawn to players in the tunnels. Ouren found that the pink ghost was programmed to go in the direction the player was heading, in order to cut off his or her path. Perhaps the ghost was too clever for its own good. It seemed that it anticipated Mrs. Pac-Man’s moves by watching her eyes, which moved in the direction the joystick was pressed. By pointing the eyes upward while in a long corridor (the tunnels for instance), the pink ghost could be fooled into going in the wrong direction. Armed with this new information, the trio was soon able to group three of the game’s four ghosts. There was only one ghost left. Then Asaki discovered the breakthrough that finally beat the game. The Junior boards DID have a hold after all, but it didn’t work unless three of the ghosts were already grouped. The trio had finally done it and were soon logging scores in the neighborhood of 400,000 points, a level previously thought impossible.
The most shocking part, however, was yet to come. When the trio next talked to Matt Brass and told them they’d figured out how people were grouping on the Junior boards, Brass dropped a bombshell on them. What he told them was wrong. He’d meant to say that players had been grouping before the Junior boards. Matt Brass had never seen anyone grouping on the Junior boards in the first place. The Montana trio had been looking for a strategy that simply didn’t exist, but they’d found it anyway.


Sidebar - The Ms. Pac-Man Kill Screen
 
 

An upside-down Ms. Pac Man screen, from DonHodges.com

 
          
            Like its predecessor, Ms. Pac-Man has a kill screen. Technically, in fact, it has the exact same bug as Pac-Man. On board 256 the screen splits in half rendering the level unwinnable. Reaching board 256, however, is impossible (at least on the arcade version) because another kill screen occurs much earlier. The kill screen can actually occur anywhere between boards 134 and 141 and it's random exactly when it will happen. It could happen on board 134. It could happen on board 141. Bizarre things can occur on these boards. Very bizarre. Sometimes boards will appear with the graphics upside down. While the maze appears upside down on the screen, it is actually right side up but invisible. Skilled players can ignore the graphics and complete the level by navigating the invisible maze. Sometimes the screen is completely invisible. Sometimes the ghosts are stationary. Sometimes the maze appears with only five dots, rending the level uncompletable. Sometimes the board has multiple tunnels. Sometimes the ghosts are replaced by Pac-Man characters, or even part of the stork character that appears during the intermission.  Sometimes the game resets completely. If this doesn't occur before then, the kill screen will definitely occur on board 141. For this reason, record scores on Ms. Pac-Man are much lower than those on Pac-Man and as of this writing; no one has rolled the game over by scoring a million points. In addition, the fruits appear randomly, meaning that a "perfect" score isn't really possible even if a player did reach board 141. The current record holder (on factory speed settings) is Abdner Ashman, a Jamaican immigrant from Queens, New York.