Author Archives: William Hunter

TRS-80 Color Computer, by Tandy

The Ad Game: Isaac Asimov, TRS-80 Computer Mouthpiece

Isaac Asimov.  He was one of the most influential writers of our time, having written the Foundation series, along with many other SF and non-fiction works, a list of which would be too exhaustive to repeat here. And not only was he a great writer, he could rock the mutton chops and also knew a good deal when he saw one:

Here’s another one:

Ad with science fiction author Isaac Asimov shilling for the Tandy TRS-80 Color Computer

“What a value!”, 1983

 

And…

Ad with science fiction author Isaac Asimov shilling for the Tandy TRS-80 Color Computer

Some practical advice from Isaac Asimov, 1982

 

Even as Tandy computer spokesperson, I have a feeling Mr. Asimov didn’t say all those things. Perhaps not a single one of them. It must be a weird thing for an ad copywriter to put words into the mouth of Isaac Asimov, but they give it the old college try in this campaign. “An exciting entertainer”?  “Just one of many fine computers from Radio Shack”? “During the day I might write about starships. At night, I blast ’em on my Color Computer”?!!! I also like the images of him holding the joystick like someone just plopped it into his hand,  a rictus grin forming on his face with the thought “What the f**k is this thing?”.

But still, you have to take it from Isaac. What a value!

source of first ad: knmoor, via his flickr stream

(This article was originally posted to The Dot Eaters on Feb. 2, 2013)

Screenshot of Death Race, an arcade video game by Exidy, 1976

Blood Flows Black and White on the Highway This Halloween.

For Halloween night, let me point to the first game to terrorize parents over video game violence, Exidy’s 1976 Death Race.

In the game you drive a vehicle around a play field, chasing stick figures who flee randomly in all directions to avoid becoming a hood ornament.  If and when you strike one, the victim screams and turns into a grave marker, complete with cross.  If you have a buddy with you with a handy quarter, you can both mow down “gremlins”, as they were described in the game cabinet text, simultaneously.

Even though with 1976 black and white graphics things are barely sketched out for you, the game brought a firestorm of controversy, which only helped to increase sales for Exidy.  They moved over 1,000 units of the game, their best-selling up to that point.

If you dare, read the history of the game the National Safety Council branded as “sick, sick sick”, here at The Dot Eaters.

This article was originally posted on The Dot Eaters Oct. 31, 2012

Visual Cortex: Skyrim for Intellivision?

Consider: They did a few AD&D games on the mighty Mattel Intellivision.  Bethesda Softworks’ Elder Scrolls series of RPGs goes back a loooong way.  Imagine if these two titans of history met…

(cue wavy lines)

source: Bridgit Scheide at Deviant Art.

(This article was originally posted to The Dot Eaters on Feb. 3, 2013)

Just the Laughs, M’am: L.A. Noire and the Gag Reel

Featured in today’s post is a video fascinating to me.  It was released by Depth Analysis, the Australian sister company to Team Bondi, developers of L.A. Noire for Rockstar. DA was formed to do the ground-breaking motion capture work for the game.

L.A. Noire was a great title released in 2011, a third-person police procedural set in 1940’s Los Angeles. While it appears on its face to be a historical version of an open-world game in the style of  Rockstar’s flagship Grand Theft Auto series, the guts of the game actually harken back to classic dialog-tree games such as Accolade’s Law of the West.  While the gamer does find themselves tooling around L.A. in classic cars chasing cases, once a suspect is approached the game moves into an interrogation mode where questions are posed by the player.  Depending on the attitude tack chosen with each question, those being grilled either clam up or spill the beans.

While the interrogation scenes may have reminded one of games of yore, the facial capture technology on display was a look into the future of gaming, startling in its realism, and not just another pretty face. Dubbed Motionscan, it played a key role in gameplay, allowing the subtle ticks or stoney stares of the actors’ performances to give clues to the player about guilt or innocence. To achieve the effect, actors were put in a chair surrounded by a rig of cameras capturing their performance; not just the front of their face, but all around and even from above and below. All this tech allowed for a perfect 1 to 1 recording of facial movements without any subsequent processing needed to complete the look in the game. The actor’s emotions are wonderfully exposed via this technique, and as I said it is startling to behold. Before we get to the main event, the following is a short video on the process, produced for the game’s release:

Team Bondi unfortunately went belly-up in the later part of 2011, having burned their bridges with Rockstar during an incredibly long development time, and accruing a large amount of debt through owed bonus and payroll to the staff.  I lament the loss of Team Bondi; they created a new, original IP that has great potential. It reminds me of the case of Red Dead Revolver. This was another Rockstar game set in a historical period, this time the old West, released for the Playstation 2 and original Xbox back in 2004. It was a kind of on-the-rails shooter that also harkened back to earlier gaming days, and was met by a middling reception from critics and gamers. That game did, however, spawn a sequel:  the astounding Red Dead Redemption, for my money one of the greatest video games of all time. Team Bondi’s IP has been picked up in liquidation by a multimedia firm co-founded by Mad Max creator George Miller, so something interesting might happen there, but it seems unlikely we’ll get a game sequel based on the material akin to an RDR blockbuster.

On a lighter note, however, we are still left with a great game that helps bridge the gulf between real life characters and computerized ones, with a slight detour into the uncanny valley. At this point in this article, a lot of people right now might be thinking that the real mystery is when is this guy gonna get to the video in the title!?  Well, here we are, a blooper reel of the game’s actors flubbing their lines during facial capture sessions.  The spontaneity on display here is perhaps the best demonstration of what happens in the attempt to inject as much humanity as possible into video game characters.  It is both wonderful and weird at the same time:

(This article was originally posted to The Dot Eaters on Feb. 5, 2013)

The Visual Cortex: Intellivision Attacks!

Today the Visual Cortex is sporting an Intellivision magazine ad, featuring the system’s well-heeled attack dog, author George Plimpton.

Plimpton featured prominently in a series of attack ads by Mattel that highlighted their system’s advanced graphics capability, especially when compared with the anemic visuals of their chief rival, Atari’s VCS/2600 unit.  You might be excused for thinking, “Why Plimpton?”.   Well, Plimpton came to national prominence as a kind of high-brow intellectual for the Budweiser set, a sportswriter who would poke fun at his high-falutin’ ways by attempting to play sports at the pro level and then write about his haplessness.  So he was a pretty good fit for the Intellivision, which specialized in sports games like NFL Football and MLB Baseball that blew away the Atari versions in terms of both graphical quality and realistic gameplay.  Here is the ad:

Magazine attack ad for the Intellivision, a home video console by Mattel

George lays into Atari

 

These hard hitting attack ads irked Atari president Ray Kassar so much that he complained about the “unfairness” of the comparisons to the TV networks airing them and threatened legal action.  Eventually Atari would come out with their own version of the highly intellectual pitchman; a child dressed up in a suit and glasses who would  point out the versions of popular arcade games that were absent on the Intellivision.  Of course, Mattel then struck back with Plimpton schooling their own version of the pint-sized pitchman.

As a couple of bonuses, here is John Hodgman’s spoof on the Plimpton ad, used to shill his own book The Areas of My Expertise in 2006,  as well as a link to Newground’s hilarious (and fun to play) fake web-based ColecoVision game George Plimpton’s Video Falconry, created in 2011.

An ad for John Hodgman's book The Areas of My Expertise, meant to spoof the George Plimpton Intellivision ads 2006

A spoof of the Inty ad featuring John Hodgman, 2005

Click to play.

For more information on the Intellivision and the Great Mattel/Atari Video Game Wars, consult your local Dot Eaters entry.

This article was originally posted to The Dot Eaters on Jan. 9, 2013

What Nolan Said: Needs vs. Wants.

Nolan Bushnell founded Atari, and when he left the company he tried his hand at a myriad of start-up attempts.  He had a particular obsession with robotics, from developing the animatronic animals in his Pizza Time Theatre restaurant chain, to household robot company Androbot, to the Axlon company responsible for the oddball scheme he is shilling here in the picture used for today’s What Nolan Said:

The picture is of Bushnell presenting a “Petster” to a crowd at the New York Toy Fair in 1985.  You can see the Catster version rolling around at the bottom of the image; they also released a dog, hamster and even spider edition of the toys.  The idea was to sell robotic animals to people who want to have a pet, but don’t care for the shedding or the pooping or the bringing of dead mice to the door as an offering to the master.  At the time, Bushnell was barking up the wrong tree, and the prohibitively priced Petster line went nowhere. Petster did, however, help sow the seeds for spatially aware household robotics such as the Roomba and other robotic vacuum cleaners.

In the picture, even Nolan seems perplexed he’s standing there trying to sell the idea that people would have this particular want.  I’ll leave you with a TV spot showing the Petster in action. At the end of this article, find a YouTube video of a Petster advertisement.

For more information on Nolan Bushnell and the foundation of Atari, consult your local Dot Eaters entry.

source:  Computer Entertainment magazine, “Bulletin Board, Bushnell’s Pet Project”, pg. 8 June 1985

This article was originally posted to The Dot Eaters on Jan. 23, 2013

C. Everett Koop, former U.S. Surgeon General

What C. Everett Koop Thought About Video Game Violence

Every once in awhile, in the wake of a terrible mass shooting occuring in the United States (aka, a Tuesday), some in the hand-wringing news media trot out the ridiculous and long-debunked trope that video games could have been a reason for such an action. So, every once in awhile, we have to remind people of the fallacy of such an argument, with articles such as this one, originally posted to The Dot Eaters on Feb. 27, 2013.

As the first “superstar” Surgeon General of the United States, C. Everett Koop held a lot of sway over public opinion when it came to health issues in the 1980’s.  With his passing on Monday at the age of 96, one figures he must have had some knowledge on the subject of longevity.

Koop took what was previously a relatively obscure governmental position and used his pulpit (pun intended; Koop was an evangelical Presbyterian), to push some important health issues into the fore, including critical education on the subject of the then burgeoning AIDS epidemic, as well as the lethality of smoking.  It’s hard to criticize a man who fought so tirelessly in his surgical career to correct infant birth defects, who then went on to evangelize against stigmatizing AIDS victims and the promotion of inherently dangerous products by the tobacco industry, but when it came to the topic of the effect of video games on children, Koop was dead wrong.

Flyer for Death Race, cause of violence controversy, an arcade video game by Exidy 1976

Flyer for Death Race, the 1976 arcade game by Exidy that started the fear of videogame violence

 

He addressed a conference of public-health workers at the University of Pittsburgh in 1982 on the topic of family violence, and afterwards during a press conference he directly implicated video games as a main contributing factor of intrafamily violence, along with television and the poor economic conditions the country was facing at the time.  For video games, he said:

[children] are into the games body and soul – everything is zapping the enemy.  Children get to the point where when they see another child being molested by a third child, they just sit back.

It was the ever-popular “desensitized to violence” argument, and it flew in the face of reputable studies that refused to reinforce the idea that consumption of media can be said to be a main cause of real-life violence, either in adults or children.  Koop himself, of course, did not cite any evidence to back up his claim, and it seems wildly irresponsible for such a notable public figure, who relished the ability to effect dramatic changes on U.S. health issues, to so baldy present the public with a red-herring as to the causes of family violence.  Koop knew he could address any of the real factors: exposure to abuse as a child, alcohol abuse, an indifferent education system, personality disorders.  There’s a shopping list of societal ills that could have accompanied poor economic conditions as reasons for family violence.  Instead Koop decided to demonize video games as a causative factor.

Sure, Koop later stepped back from his initial comments, stating that there has been no causal link shown with video games and youth violence. But his initial comments helped take America’s eye off the ball as to solving the real causes of societal violence in the country, and for that it should be considered a grave misdiagnosis in Koop’s career as “America’s Doctor”.

For more information on the history of video game violence, consult your local Dot Eaters article.

Screenshot of Pong

PONG Turns 40

This article was originally posted to The Dot Eaters on Nov. 29, 2012

On November 29, 1972, a recently incorporated company in California named Atari announced the release of its first product, an electronic video arcade game called PONG.  Two players would stand at the wood-grain and yellow cabinet, twiddling the control knobs that moved two paddles displayed on a B&W TV screen.  With the paddles they would play an electronically abstract game of table tennis, batting a little white blip back and forth in an attempt to “Avoid Missing Ball For High Score”, as the simple gameplay instructions prompted.

Conceived by Atari co-founder Nolan Bushnell and designed by Al Alcorn, Pong was a smash success, giving birth to the video game industry.  Fast-forward nearly 40 years later, in 2011 that industry was worth US$65 billion dollars.

Ad for a Pong-type home kit, Visulex 1975

This newfangled electronic Ping Pong thing comes home, 1975

 

Among other celebrations of Pong’s 40th birthday, an attempt to enter the Guinness Book of World Records as the world’s largest game of Pong was made on Nov. 16, 2012.  A 22-story version of the game, complete with festive lighting, was played on the side of the Downtown Marriott hotel in Kansas City, MO.

In a lead-up to the anniversary, earlier this year Atari announced the Pong Indie Developer Challenge.  Offering a grand prize of up to $100,000, the company solicited independent app developers to submit their take on the venerable Pong.  The three winners were announced on Aug. 2, and they will participate in a profit sharing scheme divided between the three Pong apps that will see them collect royalties up to the winning prize amounts.  The top winner, the freemium-based PONG World by zGames, can be snagged at the iOS App Store here.

Pong put Atari on the road to becoming the fastest growing company in American history.  It’s no stretch to consider that when you say Pong is 40 years-old today, you’re also saying the video game industry is 40 years-old.  So like those tipsy patrons of Andy Capp’s bar in Sunnyvale California, who played the original Pong prototype until it broke and convinced Bushnell and Atari to produce the game commercially, raise a glass to the grand-daddy of the video game industry.  Your serve, PONG!

You can play an updated version of PONG online at Atari.com for free.

For more information on the history of Pong and Atari, consult your local Dot Eaters article

Blast… or be blasted!

The more I play Blaster, released by Williams in 1983, the more the game amazes me.

Designed by Defender creators Eugene Jarvis and Larry DeMar, it features a startling 3D perspective as you soar over an alien landscape, blasting giant robots and rescuing floating astronauts. The visual effects are nothing short of astounding, especially considering the time at which the game was made. It’s no surprise that several designers at Williams would eventually move on to work on the ground-breaking Amiga computer at Commodore, known for its graphical and aural prowess. Added to the allure of this and several other Williams games, such as Bubbles and Sinistar, is that it came in an indestructible plastic cabinet, named Duramold by the company.  Rumour has it, however, that the plastic would shrink over time, causing the monitor inside to eventually be ejected like a champagne cork. Talk about 3D effects!

Enjoy the following video we made of Blaster gameplay.

As always, for more information on Blaster, Jarvis, Defender, and other things Williams, please consult your local Dot Eaters entry.

This article was originally posted on The Dot Eaters on Nov 14, 2012

Market percentages of game platforms and genres analyzed.

 

This is a graph of the percentages that various gaming platforms and genres have made up of the video game market, from 1975 to present day.  It’s completely fascinating.

Culled from a database of 24,000 video games from VideoGameGeek, these charts vividly describe the roller-coaster ride of the rising and falling whims of the video game market. Witness as arcade games dominate the percentage, and then get steadily hammered down into nothingness.  Watch helplessly as generations of video game systems yield to their successors, who yield to the next wave, in an electronic circadian rhythm.

To me, it’s very much like watching a colourful evolutionary chart, where organisms emerge from their primordial pong, crawl gasping into the sun of commercial acceptance, who then are driven extinct by more evolved species better able to adapt to the marketplace.  It puts The Dot Eaters into perspective: It’s like breaking apart the rock strata of video game history and examining the fossils, in a medium of electrons and brightly coloured photons that is anything but chiselled in stone.

Reading this chart, I also can’t help but think of the companies, programmers and players who are swept around helplessly in the ebb and flow of the ever-shifting, ever-raging video game current.

via ncikVGG of Reddit.com.

Originally published on The Dot Eaters in 2012