Category Archives: 1983

The Visual Cortex: Activision Pivots

The original third-party video game maker for the Atari 2600 was Activision, formed by four disgruntled Atari game designers looking for more respect and a bigger piece of the financial pie. Former music industry exec Jim Levy, as well as venture capitalist Richard Muchmore, rounded out the company’s management.

Activision saw the writing on the wall for video game consoles in 1983. That was the year they pivoted from consoles onto computer platforms, porting popular hits like Kaboom! and River Raid to the Atari 8-bit XL line, as seen in the ad featured today in the Cortex.

Ad for computer games by Activision, a video game company 1983

Activision makes their move to computers.

Moving to computers helped the storied company survive the big video game crash of 1983-84, allowing them to become one of the biggest video game companies operating today.

For more information on the history of Activision and the Atari 2600, consult your local Dot Eaters entry.

E.T. The Extra Terrestrial video game cartridge, unearthed after Atari burial over 30 years ago

Atari’s E.T. and the Great Video Game Crash

Microsoft and a documentary film crew have today unearthed some cartridges of Atari’s E.T. The Extra-Terrestrial game for the 2600, buried as “defective materials” by the company some 30 years ago as the video game industry was crumbling like so much cheap cement.

The only thing “defective” about E.T. was its inscrutable and endlessly frustrating gameplay.  Atari mother corporation Warner Communications paid Steven Spielberg 21 million dollars for the home console and arcade game rights to the movie, and programmer Howard Scott Warshaw hammered out the game in a breakneck six week deadline to get it out in stores for Christmas 1982.   Warshaw was present today among spectators viewing the excavation of his most infamous creation. 

Box art for E.T. The Extra-Terrestrial, a video game for the Atari VCS/2600 1982

Box art for the dreaded Atari E.T. game

A run of five million cartridges were released to stores: only one million eventually sold, becoming a well-publicised flop that tarnished Atari’s reputation with retail game buyers and furnished another nail in the company’s coffin. Along with surplus cartridges for other games, as well as various hardware prototypes, a convoy of tractor-trailer trucks shipped the unsold copies of E.T. to the landfill in Alamogordo, New Mexico where they were literally swept under the rug.

E.T. wasn’t solely responsible for the video game market cratering in 1983 – 1984, as a lack of technical innovation and the booming home computer market also took their toll. But it remains a touchstone of the hubris and failure that helped bury the greatest video game company in the world, and with it an entire industry.

For more information on E.T. and the Great Video Game Crash, consult your local Dot Eaters entry.

Photo of unearthed E.T. cartridge from the Twitter account of Larry Hryb, aka Major Nelson, @majornelson

Oscar Week at TDE: Rocky (1983)

Rocky was a low budget film from 1976, about a local Philadelphia boxer named Rocky Balboa getting a shot at the heavyweight championship. It went toe to toe with heavy-hitters like All the President’s MenNetwork and Taxi Driver at the 1977 Academy Awards, and walked off with the Best Picture prize, along with Best Director for John G. Avildsen. The immense success of the movie put a young Sylvester Stallone on the map, and was followed up by no less than five sequels, along with numerous video game adaptations.

We deal here with Rocky Super-Action Boxing for the ColecoVision. It actually covered the ground of the third Rocky film, with the titular hero going up against Clubber Lang, played with verve by Mr. T. As indicated by the game’s long name, it was made for use with Coleco’s complicated Super Action Controllers, which themselves bear resemblance to boxing gloves. There’s no motion-detection though… players control body movements with the large joystick on top of the controller, and throw and block punches with the four finger buttons.

The Super Action Controllers, peripherals for the ColecoVision, a home video game system by Coleco

ColecoVision Super Action Controllers

The gameplay is pretty good as far as boxing games of the era go. There’s three horizontal  “lanes” which the players can move up and down in, and their position vs. the other boxer regulates whether punches register and can be blocked. This adds a bit of strategy as the pugilists jockey for the superior positioning. The game also offers a surprising amount of variety with the settings: you can play against the computer as either Rocky or Clubber with the CPU taking up the role of the other boxer with adjustable skill levels, and there is even a one-on-one mode where two humans can face each other in the ring. Typically from the ColecoVision, the graphics are also a standout. Everything is colourful and clear, and the boxers are rendered quite well.  We even get a referee wandering around the ring, keeping an eye on the proceedings. A player can really get into the role of Rocky Balboa and end up jabbing the air while holding the fancy Super Action Controllers.

Should I say it?  Yes, I should.  It’s a knockout. Even Mickey would be proud, ya bum!

Here are the rest of the Oscar Week articles on TDE:

The Towering Inferno (VCS/2600, U.S. Games 1982)
Star Wars (Arcade, Atari 1983)
M*A*S*H (VCS/2600 Fox Video Games 1983)
The Wizard of Oz (SNES, Manley/SETA 1993)
Jaws (Amiga, Intelligent Design/Screen 7 1989)

Oscar Week at TDE: M*A*S*H (1983)

The film M*A*S*H, released in 1970, was ostensibly about a forward line mobile hospital and its staff who try to keep their sanity intact during the Korean War, but everyone knew it was a thinly veiled metaphor for a different conflict; the Vietnam War, then raging both abroad and at home, with the fatal Kent State shooting of protesting students by National Guard troops happening only two months after the film’s release.

The movie was directed by Robert Altman, who had made a career for himself directing shows during the early days of television. Tapping public angst over the growing morass of Vietnam, MASH exploded onto the screen and helped cement Altman as a counter-culture hero, thumbing his nose at authority like the beleaguered doctors in the film.  While nominated for Best Picture, MASH lost the prize to another, more obvious war picture, Patton. It did, however, walk away with the award for Best Writing, Screenplay Based on Material from Another Medium. Two years after the MASH theatrical release, it was turned into a wildly popular TV show on CBS.

M*A*S*H the video game, however, is merely a shallow attempt at cashing in on the final days of the TV show, which ended its 11 year run in 1983, the same year the game came out.  Released for the Atari 2600/VCS, the premise is the kind of pure insanity that would make the show’s recurring psychiatrist character, Sidney, drool: it charges medic Hawkeye Pierce with alternating between piloting a helicopter to pick up sky-diving medics and wounded soldiers, and performing surgeries to remove shrapnel from patients.

It’s easy to see why designer Douglas Neubauer, of Star Raiders (Atari 8-bit computers) fame, used the pseudonym “Dallas North” as credit for this game, which was released by Fox Video Games. This exercise was merely another attempt by Fox at jumping on the VCS/2600 bandwagon by trafficking in product based on a 20th Century Fox property. The company features fairly prominently in this series of posts, so stay tuned for other examples. The game made it to computer platforms as well, with a version for Atari’s 8-bit computer line, as well as the TI-99/4A system.

M*A*S*H is also probably the only video game in history to feature the term “Ferret Face”. So there’s that.

Here are the rest of the Oscar Week articles on TDE:

The Towering Inferno (VCS/2600, U.S. Games 1982)
Star Wars (Arcade, Atari 1983)
Rocky (ColecoVision, Coleco 1983)
The Wizard of Oz (SNES, Manley/SETA 1993)
Jaws (Amiga, Intelligent Design/Screen 7 1989)

Atari Star Wars arcade game

Oscar Week at TDE: Star Wars (1983)

George Lucas’ movie Star Wars doesn’t require much of an introduction. The science fiction epic was released in 1977 and forever changed the film industry. The fact that it didn’t snag the Best Picture oscar at the Academy Awards ceremony (that honour went to Woody Allen’s Annie Hall) the following year is often considered a bit of a robbery. Star Wars buffs can take consolation that John Williams won for Best Score, which also features prominently in the arcade game.

It’s to the great credit of Atari’s Star Wars arcade game that it lives up to the original material. Designed by Mike Hally, it was based off an earlier unfinished game by Battlezone creator Ed Rotberg. Utilizing Atari’s colour Quadrascan vector graphics hardware, the game totally immersed players in a galaxy far, far away… especially if they were playing the sit-down cockpit version. The game covered the action that takes place in the film’s final reel: Luke Skywalker as Red Five, joining the attack against the dreaded Imperial Death Star. Controlling Luke’s X-Wing fighter, gamers fended off a wave of enemy TIE fighters, then swooped down into the famous Star Wars trench scene in a race to deliver the final shot into the exhaust port, then out in time to watch the great conflagration as the deadly technological terror explodes. Then rinse and repeat, as the TIE fighters became more numerous and active, and the surface defenses of the Death Star increased in complexity and difficulty.

Not only did we have detailed and fluid vector graphics, we also got snippets Williams’ aforementioned rousing music score, as well as well-done and dramatic voice synthesis straight from the film. Add to that famed Atari controller engineer Jerry Liachek’s great-feeling flight yolk controller, and you had the makings of an undisputed classic. Atari’s Star Wars arcade game deserves its place as one of the greatest games of all time.

Here are the rest of the Oscar Week articles on TDE:

The Towering Inferno (VCS/2600, U.S. Games 1982)
M*A*S*H (VCS/2600 Fox Video Games 1983)
Rocky (ColecoVision, Coleco 1983)
The Wizard of Oz (SNES, Manley/SETA 1993)
Jaws (Amiga, Intelligent Design/Screen 7 1989)

Kool-Aid Man breaks through in a video game for Mattel's Intellivision, 1983

Crap from the Crash: Kool-Aid Man for the Intellivision

30 years ago, the video game industry in North America bottomed out. Having enjoyed a meteoric rise since PONG had created a sensation a decade previous, what had been a $3.2 billion industry in 1983 was reduced to maybe $100 million in 1984. It was utter devastation. One of the reasons for the Great Video Game Crash was because of the immense river of garbage product that flooded the market at its peak. In this series on TDE we’ll look at some of these lamentable games.

Games like the one we feature today, Kool-Aid Man, created by Mattel Electronics for the Intellivision under the auspices of General Foods, purveyors of the sugary beverage concoction Kool-Aid. The game was initially part of a promotion where you could get it, or a different version made for the Atari 2600, by sending in 125 proof of purchases to the company.  It later also saw release at retail.

Ad for Kool Aid Man, a home video game for Mattel's Intellivision, 1983

Oh noooooo!

I guess the Intellivision version could have worked, if they had have taken the kid-friendly and action(and sugar)-packed company mascot and put him inside of a compelling game. Instead, we get this dreck: a boy and a girl wander around a cavernous house, collecting the supplies needed for some delicious Kool-Aid: a glass pitcher, a Kool-Aid packet, and the most important ingredient: lots and lots of sugar. A whole bowl of it, in fact. It’s no wonder that Kool-Aid Man has the energy to smash through walls: he’s on a maniacal sugar-high. The kids collect this paraphernalia while avoiding the dreaded Thirsties, who bounce around the house with impunity. If one of these critters touch a kid, they are incapacitated, apparently with thirst. If each kid gets hit twice, no Kool-Aid for you! The player can switch between the two children via any button on the control pad, which they’ll have to, since there are three things to collect and the kids can only carry one thing at a time. If everything is gathered and brought to the kitchen sink, the titular jug then makes his thunderous appearance, causing what I estimate to be about $5,000 dollars damage to the kids’ near-endless domicile. Kool-Aid Man thusly gives the Thirsties their comeuppance while chasing down various badly-drawn versions of strawberries, lemons, grapes and such. This is the closest Kool-Aid will ever get to actual fruit. Then repeat, until diabetes sets in.

Typical for an Intellivision game, the action is slow, here to the point of plodding. Not good for a game catering to sugar-addicted youngsters. Having to schlep back and forth to pick up the various items is tedious in the extreme, with the repetitiveness made worse by the fact that the item placement is not randomized, so it’s just a matter of getting to each one while avoiding the bad guys. There are a few difficulty levels that speed up the Thirsties movement and shorten the time allotted to get things done, but you’re probably better off just getting up off your butt and mixing yourself a real glass.

Below is a video of the game in, well, I guess you could call it action. For more information on Mattel’s Intellivision console, consult your local Dot Eaters entry.

Excerpt from a family portrait of the NES and Famicom video game systems by Nintendo 1985/1983

NES and Famicom: A Family Portrait

Into the smouldering crater of the Big Videogame Crash of 1983 – 1984 came the Nintendo Entertainment System (NES), a game console whose wild success upon release in 1985 single-handedly resurrected the industry in North America.

It was a daring move by Hiroshi Yamauchi and Nintendo, but not a completely blind gamble. The NES had already met with stunning success in the guise of the Family Computer (Famicom), a system released in Japan in 1983. The Famicom was so successful that by 1989, there was one console in every two households in Japan. For its U.S. release, the system was re-tooled as the NES, made to look more like a piece of A/V equipment than a video game in order to shake off the bad vibes that the collapse of the market had left with American toy buyers. To say the plan worked is an understatement.

Here we present a family portrait of the two systems, the NES and the Family Computer  They might not have been the lightning that started the industry, but they certainly delivered a desperately needed shock to the system that got the heart of video games beating again:

Image of the NES and Famicom, two video game consoles by Nintendo 1985/1983

The NES and the Famicom

For more information on the history of the Famicom, consult your local Dot Eaters entry.

 

Image from Summer Games, a computer video game by Epyx 1984

An Epyx Tale

Jumpman. Pitstop. Summer Games. Just a few of the classics from the library of Epyx, a company that produced computer games from 1983 to 1989. Its roots started with Automated Simulations, founded by Jim Connelley and Jon Freeman, releasing such D&D inspired computer games as the Temple of Apshai series, as well as Starfleet Orion and its sequel, Invasion Orion.

When the company morphed into Epyx, the focus was moved towards more action-oriented fare, to great success.  Epyx had a staff of 200 and revenues of 9 to 10 million dollars annually at its height, but projects such as the Handy colour hand-held gaming system, later sold to Atari and released as the Lynx, helped dragged the company down into bankruptcy in 1989.

The IP from Epyx is ripe to be updated and ported to modern systems, and people like Davis Ray Sickmon, Jr. are stepping up to the plate.  Sickmon, Jr. is currently running a Kickstarter campaign to produce a modernized version of Jumpman, first for the Ouya platform, and eventually for Android and iOS devices.  You can check out the project and throw some coin its way here on Kickstarter.

As always, for more information on Epyx, Jumpman and other great games by the company, consult your local Dot Eaters entry.

Still from WarGames, a video game themed movie by MGM/UA 1983

WarGames – How About a Nice Game of Chess?

WarGames was released to theatres on June 3, 1983, in midst of the cold war between the U.S.A. and the Soviet Union. Starring Matthew Broderick in his second major film role, it followed the exploits of David Lightman, a high-school kid who’s desire to hack into the computer system of a video game company leads him into NORAD’s war plans computer. His hijinks then unknowingly hurtle the world towards nuclear annihilation.

Lawrence Lasker and Walter Parkes wrote the screenplay, inspired by the many glitches and close calls that had nearly resulted in the accidental deployment of nuclear weapons between the two superpowers.  The original draft of the script was called The Genius, about an alienated hacker teen and his mentor, a dying scientist based on real-life astrophysicist Stephen Hawking.  The scientist character eventually morphed into Stephen Falken, played in the finished movie by english actor John Wood.  Perky Ally Sheedy, along with perpetual prick Dabney Coleman, helped round out the cast.

Another star of the movie was the NORAD command center, which at the time was the most expensive single set ever made.  Its centrepiece was an array of huge screens, onto which filmed clips of computer vector graphics representing the various geopolitical locations and situations around the world were projected.  An Apple II computer kept 12 35mm projectors in sync during filming of the scenes in the NORAD set.

WarGames, while stretching belief at times, is a fun film that moves at a nice, brisk pace. Along the way it manages to makes a few lasting comments about the technological genie-in-a-bottle that computers represent, as well as the futility of nuclear war. The countries of the world can face off in a dangerous game of nuclear brinkmanship, or maybe instead…

How about a nice game of chess?

For more on the making of WarGames, consult your local Dot Eaters article.

Long Lived Is The New Flesh

There’s certain movies that immediately tickle my memory of those days of my youth, hunched over in front of the TV, tightly gripping the joystick of my Atari. Sure, there’s the ones from the early 80’s dedicated directly to the subject of video games, such as Tron or WarGames,  which I’ve covered in my series of Games on Film articles. And there’s some that are simply of that era. Then there are some that cause a deeper itch in my psyche.

There’s Videodrome.

I was a teenager when I first watched Videodrome, which actually celebrated its 30th anniversary this year.  It wasn’t my first film by Canadian writer and director David Cronenberg; Scanners had come out a couple of years earlier and had definitely made an impression on me.  Videodrome, however, changed something inside of me. It wasn’t some earth-shaking epiphany, though, where you crane your neck and cry “Eureka!”.  The movie is like the video virus portrayed in its story. It doesn’t influence you, it infects you. It literalized viral videos before anyone ever heard of Internet memes.   Before most had ever heard of the Internet, even.

photo of Marshall McLuhan, 1966
McLuhan, 1966 photo by Henri Dauman

The movie is itself heavily influenced by the works of Marshall McLuhan, a Canadian media analyst and philosopher who famously coined the term “The medium is the message”.  McLuhan’s warnings of the invasive power of television to shape reality in its own images, of how it was becoming a complete electronic extension of man, so impacted Cronenberg that the character of Brian O’blivion in the film is based on the media critic. The film is more viscerally prescient than McLuhan’s casual statements of dehumanization. Videodrome is about the first “reality” television show.

It is also about the battle of hearts and minds fought through the arena of the television set, so it’s no wonder that protagonist Max Renn, played by James Woods, has an Atari 2600 setup plugged into his TV.  What more literally represents a battle through the TV more than a video game?  They have a place in the New Flesh, as shown in this iconic scene from the film:

More like the medium is the massage. Get it?

Cronenberg would again probe the idea of the mating of reality and fantasy, of technology and the flesh, in eXistenZ (1999). Dealing directly with video games and virtual reality, the movie would not be quite so prescient this time; its thunder would be stolen by the mind-bending, time-stopping pyrotechnics of The Matrix, released earlier the same year.

With crushing casualness, McLuhan said “The medium is the message”. Cronenberg has a rejoinder:  “The medium is the flesh”.  Long live the New Flesh.

For anyone interested in director David Cronenberg and his wonderfully weird body of work, I highly recommend picking up the book Cronenberg On Cronenberg.