Survey of Digital Games: Home Pong to Late 70s arcade - Presentation Transcript
S u r v e y o f D i g i t a l G a m e s Home Pong -> Late 70s Arcade Games
Home Pong (The motivation)
Atari was on verge of bankruptcy due to severe over-production of Pong, lack of capital, accounting errors & failure of Atari Japan
Bushnell decides to try Pong as a console, despite marketing doubts
Codenamed ‘Darlene’
Goal: Pong circuitry compressed into a single chip that could fit inside a box, work on any TV
Home Pong (Tech Specs)
On screen digital scoring (unlike Odyssey)
Used 7400 series TTL integrated circuits (no processor or memory!)
The chip needed was the most sophisticated ever used in a consumer product, then
Developed by Al Alcorn, Bob Brown, Harold Lee
Home Pong (Selling it!)
Many toy chains afraid of consoles after Odyssey failure
Alcorn impresses Sears with demo
Sears signed exclusive deal with Atari to sell the units & get all the rights for 1 year
Sears requested twice the order Atari planned for, Atari lacked the capital
Don Valentine, venture capitalist, got Atari 10 million credit line
Originally called Sears Tele-games
Released in Christmas 1975 for $100
Was a phenomenal success because of easy connectivity (which Odyssey lacked)
Home Pong (Versions)
Super PONG (model C-140) followed PONG in 1976. It played four games for two players
Atari designed PONG Doubles for homes (C-160). This version did not reach the market for unknown reasons, but a Sears version was released as PONG IV
Atari designed more advanced versions, most of which were also sold by Sears.
Super PONG Ten (C-180, 10 games for two players)
Super PONG PRO-AM (C-200, playing Super PONG games in PRO or AM modes)
Super PONG PRO-AM TEN (C-202, same as before but playing 10 games)
Ultra PONG (C-402S, 16 games for 2 players),
Ultra PONG Doubles (C-402D, same as before for 4 players).
Home Pong (Consoles) Sears Pong Sears Hockey Pong Sears Super Pong Pong Sport II Sears Super Pong 4 Pong Sport IV
PONG Clones/GI Pong Chip
Following Atari's smashing success, several companies released PONG "clones" using General Instrument's " PONG -on-a-chip" integrated circuit.
Chief among these competitors were Coleco's Telstar and Magnavox's Odyssey 300 . None achieved the sales levels of the Sears- and Atari-branded games, but all managed to sell a fair number of units during the 1976 Christmas season.
General Instrument AY-3-8500
Created by GI as a “PONG-on-a-chip”
Sold to create pong clones
Played 4 PONG style games and 2 shooting games
There was a 5th, undocumented PONG style game available where the first player controlled 2 paddles at once while the second player controlled 3.
This game was available on the Teleclick, a PONG knockoff made by Magiclick in Argentina in 1979 and called Fútbol de 5
General Instrument AY-3-8500
The chip had 4 video outputs, one for each player’s paddle(s), one for the background, one for the ball and one for the line down the middle and the score
This allowed each signal to be colored separately and then mixed back together
Later joined by the AY-3-8700, a chip that played 4 variants on Kee Games’ Tank
CONSUMER PONG MADNESS
Country Manufacturer Pong Console Name Model Processor Chip(s) Year Games Accessories
UK Academy Video GameD-5654AY-3-850019774
USA Allied's Name Of The Game A-100MCS-7600-00119768 (4x2)
first commercially released console that used programmable cartridges
RCA Studio III
RCA had been evaluating the video game market for several years; it had been offered a chance to bid on Ralph Baer's original Odyssey technology back in the early 1970s but had passed on the opportunity. Now, seeing Atari's success, RCA decided to enter the video game market on its own with what it hoped would be the first programmable system.
Unfortunately, RCA was a step too slow. RCA's Studio II followed Fairchild to market in January 1977 at a price of $149. Even though the Studio II used the same 8-bit COSMAC 1802 microprocessor that was used in NASA's Voyager and Galileo spacecraft, its chunky black-and-white graphics were notably inferior to those of the Channel F. Interestingly, the Studio II used keypad controllers (built into the main unit) instead of paddles or joysticks, which enabled the playing of some numbers-based games. Too little too late, the Studio II failed in the marketplace and was discontinued in 1979.
RCA Studio 2
It is the second ever video games machine produced that used cartridge programs
Produced by Radio Corporation of America, who originally passed up Ralph Baer’s ‘Brown box’ or the Magnavox Odyssey
They enter the fray in 1977, 7 years after Odyssey was released
Sold for about $149.95 with cartridges going for about $14.95-$19.95.
It is powered by an RCA (now Intersil) 1802 Microprocessor, and has 2k of built in ROM, and 512 bytes of RAM.
There were five built in games, a 64 x 32 pixel monochrome display, a single channel beeper, a reset key, a LED so you know it is switched on and a slot for the additional cartridges
RCA Studio 2 contd..
The Studio II was one big missed opportunity after another.
High screen flicker
Only black & white despite being technically ‘superior’
Awkward Keypad controllers
The real advantage Atari had was not it's superior hardware, but it's licenses which RCA didn’t have
Magnavox Evolution
Merged with Philips Electronics, used new Texas Instruments chip, making it sleeker and lighter.
Odyssey 100 has 2 games, Tennis and Hockey. The console had self contained controllers as knobs on the console.
Odyssey 200 had onscreen scoring and two TI chips for a new game Smash
Odyssey 300 used a new chip from General Instruments – the AY-3-8500. Had a 3 level skill lever
Odyssey 400 dropped the skill lever in favor of doubles switch for team play.
Odyssey 500 had full color onscreen graphics and signature character sprites, leading the way for Odyssey2
Odyssey 2000, 3000 and 4000 could play up to 8 games.
Odyssey 5000 could play 24 full color sports and combat games.
Coleco
Founded by Russian Immigrant Maurice Greenberg as the…
Connecticut Leather Company in 1932.
Migrated into plastics and toys
Shorten name to Coleco
After GI device developed electronic games
Telstar series, Leader in 70’s early 80’s handhelds; Electronic Quarter back,
Telstar
Produced by Coleco (originally Connecticut Leather Company) in 1975.
Originally a PONG clone based on the General Instrument's AY-3-8500 chip.
Had 3 games, Hockey, Handball and Tennis.
Two paddle controllers were fixed on the console.
Sold more than 1 million units the first year.
Telstar contd,,
The Telstar Classic (model 6045) was released in 1976. It is same as the first Telstar but has a deluxe wood case, and was more expensive.
The Telstar Ranger (model 6046) was released in 1977.
The Telstar Alpha (model 6030) was released in 1977
Telstar contd..
The Telstar Colormatic (model 6130) was released in 1977. This system is same as the Telstar Alpha, with two differences: the fixed knobs are replaced by separate controllers
The Telstar Colortron was released in 1978
The Telstar Combat (model 6065) was released in 1977. It was dedicated to a single game : tank combat: another classic of the era
Coleco Telstar 1976
Pong clone based on
Ralph Bear introduced General Instrument AY-3-8500 chip to Coleco.
Used RF generator had radiation leak // Ralph bear fixed
$12 Chip brought cost down to 20
Sold for $69.95
Biggest pong-clone sellers
Later included a TI SN76499N chip for color graphics
Had 3 games, Hockey, Handball and Tennis.
Two paddle controllers were fixed on the console.
Sold more than 1 million units the first year.
Coleco Telstar Arcade 1977
Tried to release 8 new systems in 1977.
6 day dock strike lead to filaed Christmas demand
Liquidated invientory worse loss in 30 years
Cartridge-based home console
Only 4 cartridges ever released
Used the MOS Technologies MPS-7600 microprocessor
Coleco Telstar Arcade Cartridges
Each cartridge contained a separate microprocessor!
Used MOS MPS-7600 microprocessors
Unlike other PONG clones, the MPS-7600 had a 512-word program ROM instead of discreet logic based circuits
APF TV Fun 1976
PONG clone
Included sound circuitry with built in speaker
Battery or wall powered
Switchable between 4 games - Tennis, Hockey, Single Handball and Squash
Discreet logic based, no cartridges
MOS CHIP
1975
MOS technologies introduces the 6500 family of microprocessors
MOS: Metal Oxide Semiconductor
MOS tech was home to several former Motorola employees
One was Chuck Peddle; engineered the 6502,
8-bit processor was the first processor you could buy for under $100 bucks
Intro-ed in 1978 for $25
Made graphics easier to program and played a key role in evolution of video games
Was the chip that made arcade games first affordable to make with microprocessors
First used in Sprint 2 - next slide
Commodore purchases major stake in MOS industries
MOS CONT:
When the 6501 was announced, Motorola lawsuit
6502 1MHz September 1975 -$25.
outran the more complex and expensive 6800, and Intel 8080 ,
CPU was so -many people believed it to be scam when showed at 1975 trade show.
The 6502 would quickly go on to be one of the most popular chips of its day.
A number of different versions of the basic CPU, known as the 6503 through 6507,
6507 - which was used in the Atari 2600 and in Atari disk drives.
6504 - used in printers.
The final addition was the "crossover" 6510 , used in the Commodore 64 , with additional I/O ports.
JAPAN BEGINNINGS CONT:
Manga style translated easier into early video games due to graphic limitation
Japan’s centuries old tradition of visual culture
Manga and all visual forms are respected in Japanese culture
In Western cultures is considered childish.
Forms of character are seen from the very beginning western gun (gunfight), Space Invaders, Donkey Kong.
Japan cont:
Pong crossed over to Asia in 1973
Bushnell tried to open office in Japan but didn’t have the distribution channels, failed and sold Atari Japan to Masaya NakaMura. Head of Nakamura Manufacturing Co. later Namco.
Atari had granted Nakamura exclusive rights to distribute breakout in Japan un name Burokku-kuzushi (blockbusting).
Yakuza began producing counterfeit machines so Nakamura began producing his own.
Atari sues-wins-Namco moves toward making more of their own games-(Pacman)
JAPAN CONT:
Taito was unsure about Pong only bought one to test, was instant hit
Engineer; Tomohiro Nishikado, was only engineer who seem to understand electric circuitry so became Taito first designer, developer
Designed Pong clones; Soccer, Davis Cup, Then wanted to infuse characters like Manga style in Western Gun, (GunFight), Space Invaders
Was impressed with Dave Nutting’s microprocessor revision to Western Gun, and so used processor in Space Invaders
SPACE INVADERS
Space Invaders
Made by Taito, licensed for production in U.S. by Midway in 1979
Designed by Toshihiro Nishikado
Inspired by breakouts “clearing a screen”
Player controls cannon to shoot aliens marching down screen
Had stylistic characters, influenced by manga art
Jaws like sound effects created tension
Introduced high score
As aliens numbers get smaller they would get faster
Space Invaders (Gameplay)
The player controlled the motions of a movable laser cannon that moved back and forth across the bottom of the video screen
Rows and rows of video aliens marched back and forth across the screen, slowly advancing down from the top to the bottom of the screen.
If any of the aliens successfully landed on the bottom of the screen, the game would end.
The player's laser cannon had an unlimited supply of ammunition to shoot at the aliens and destroy them before they hit the bottom of the screen.
The maximum 300-point value could be achieved every time if the player shot the wave's first UFO on the 23rd shot, and subsequent UFOs at 15-shot intervals thereafter.
Another important tactical element of the arcade game is that it is impossible for the players' spaceship to be harmed by an invader dropping an attack from the lowest line on the screen before the invader invades.
Space Invaders (Tech Specs)
Space Invaders used an Intel 8080 as its processor, running at 2 MHz (inspired by Gunfight’s use of it)
Black and White, with colored overlay
Graphics were implemented through a 1 bpp framebuffer mapped from the main CPU address space.
All sound effects were implemented individually with discrete electronics.
The seemingly random point values awarded by the UFO utilized a hash function based on the number of shots that the player had fired in the current invasion wave.
Space Invaders (The Blockbuster)
1 st video game to pay for itself in average of 1 month
Caused yen shortage in Japan
Within the first year of its release, the game had generated revenue ranging in the hundreds of millions of dollars
Kids were begging strangers for quarters so that they could continue playing the game.
Ranks as one of the most influential video games ever created
Saved the Slumping American Market
Home version saved the Atari VCS/2600
Supreme Court Case up to 1982: City of Mesquite vs Bally owned, Aladdin's Castle.
CINEMATRONICS/ VECTORBEAM
Based on MIT PHD Larry Rosenthal’s student thesis on new Vector technology called “Vectorbeam”
Cinematronics built “Space Wars”- variant on Steve Russell’s Spacewar!
Screen images were created from xy coordinates
Produced crisper and faster images
Followed by Warrior (Tim Skelly) in 1978- 1 st one on one vector fighting game
Larry Rosenthal broke-off after Space War and formed Vectorbeam
Cinematronics and Vectorbeam made several vector-based arcade games
Late 70s Arcade Games
Lunar Lander
Asteroids
Safari
Galaxian
.
.
PAC-MAN!
LUNAR LANDER
Released by Atari in 1979
1st Atari Vector Game (XY technology)
Goal: correctly land a lunar module on the surface of the moon using the game's telemetry data
Unique control scheme
Based on a text based (later lightgun) simulation on the PDP computer teletype
Player entered string of numeric values for altitude, fuel level, and directional rotation
In all variations of the game, the player must portion a limited amount of fuel to land on the moon without crashing
Atari’s game introduced 2 new arcade concepts:
proportional throttle control
'fuel for money' system
Lunar Lander
Lunar Lander (also known as Moonlander) ran on the DEC GT40 graphics terminal (typically downloaded from a PDP-10 mainframe computer) first in 1973
In all variations of the game, the player must portion a limited amount of fuel to land on the moon without crashing
The interface was through a light pen which allowed adjusting the throttle value and the angle of the lunar lander.
Released by Atari in 1979
Asteroids
1979-Atari’s first major Blockbuster
Eclipsed Space Invaders-70,000 units released
2 nd Vector-based game for Atari
Built in Lunar Lander cabinets
Built by Ed Logg
1 st game that allowed entry of Initials for top 10 players
Influenced by Space War –eliminated second player
Object of the game is for the player to shoot and destroy asteroids without being hit by the fragments.
Small flying saucer fires at you, large saucer aims randomly
Wraparound 360 universe
Zen like quality
Asteroids (Tech Specs)
The hardware consists primarily of a standard MOS 6502 CPU
The Digital Vector Generator (DVG),was the vector processing circuitry developed by Atari themselves for the vector graphics
The main Asteroids game program uses only 4 KB of ROM code.
Another 4 KB of vector ROM contain the descriptions of the main graphical elements (rocks, saucer, player's ship, explosion pictures, letters, and digits) in the form of DVG commands
Safari
Released by San Diego based Gremlin Industries in 1977
A shoot 'em up where the player controls a hunter with a rifle who has 90 seconds to shoot as many animals as possible.
The player can move the hunter left, right, up, and down and can angle the rifle to shoot diagonally up or down
1979 –Namcos 2 nd release after Gee Bee
1 st video game to display graphics in three channel RGB color
Variation on Space Invaders
Galaxian
Released by Namco in 1979 and expanded on the formula pioneered by Space Invaders
In contrast to Space Invaders , however, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player's ship
Swarm after swarm of alien armies attacked the player's ship that moved left and right at the bottom of the screen.
The ship could only fire sparingly by default, but rearmed instantly when an enemy was hit
Galaxian was very successful for Namco
Drag Race
1979
Programmed by Mike Albaugh, Steve Ehret and Howard van Jepmond
Game features two supercharged funny cars racing off in split screen race against the clock
Used same technique as Excitebike that if you rev the engine too much it will redline the tachometer and blow the engine up
Dragsters popped wheelies, smoked the tires and threw chutes at the end of every race to add to the realism
Also released for the VCS
Atari Football
Released 1979
Inspired from X’s and O’s
Considered the first true video sports game( hence was obviously bad)
Used with a trak ball, one of the first ones to do so
Introduced for the first time a playfield that extended beyond the borders of the monochrome screen, allowing plays to run the entire length of the simulated gridiron.
Created by Dave Stubben
Engineered with a Motorola 6502, 8 bit processor running at 750KHz
Released in 2&4 player modes
Released at the height of the football season hence very successful.
Avalanche
Designed by Dennis Koble for Atari in 1978
You control a stack of padles to catch bitmapped boulders.
Later invented as Activision’s Kaboom by Atari programmer, Larry Kaplan.
Kaboom was one of the more successful games of the Atari VCS
Fire Truck
Released 1978 by Atari
Fire Truck is a simple two-dimensional driving game
Your perspective is from overhead as you navigate through the city streets
The object is to score points by getting as much distance as possible in the least amount of time
Fire Truck was one of the first games to feature a cooperative feature
One player could either drive the fire engine or the hook and ladder while the computer drove the opposite part
Basketball
Introduced by Atari in May 1979
Designed and programmed by : Chris Downend
Jumpball set up to the Sweet Georgia Brown
Main CPU : M6502 (@ 750 Khz) Sound Chips : Discrete (@ 750 Khz)
Speed Freak
Released 1979 by Vectorbeam
Designed and programmed by : Larry Rosenthal (founder of Cinematronics)
Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced
In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing.
The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus.
Warrior
Warrior was the first one-on-one fighting game.
Designed and programmed by : Tim Skelly
A sword and armor version of Gunfight
Two Knights crossing swords while a sinister castle loomed above them
PAC-MAN
PAC-MAN (The Inventor)
Toru Iwatani
electrical engineer
1 st wanted to develop pinball machines
Iwantani mixed favorite element of pinball and and breakout to make Gee-Bee
Followed up with Bomb-Bee and Cutie-Q
Designed cute character for Cutie-Q to attract women to games
PAC-MAN (The Game)
Designed around concept of eating (thought young women in Japan love fun foods)
Completely original concept
1 st game that had cinematic scene –used as reward and transition
Named Pakupaku – Puck-Man
to flap one’s mouth open and close
Changed name from Puck-man to Pac-man for American market-fear of vandals
Non-violent game with cute characters
Original design was an animated pizza with a missing wedge
Colorful “ghosts”
240 dots in the maze
PAC-MAN vs. PUCK MAN
PAC-MAN (The Phenomenon)
1 st iconic video game character
100,000 machines in US
Many strategy guides on New York Times bestseller list in 1981
Cover of Time, MAD
Pac-Man Fever (song) reached #9 Billboard
Lunch-boxes, figurines, Was Hit Saturday Morning TV show
More maze games after the success of Pac-man
“ Like electronic images gobbling dots across a video screen, the PAC-men darted among the elegant rooms of the National Republican Club on Capitol Hill. “ -TIME, Oct. 25, 1982
PAC-MAN (Failed Atari 2600 Port)
Poor color scheme
Hardware limitations
“ Ghosts” instead of “Monsters”
Different sound scheme
PAC-MAN (Variations)
Ms Pac-man (1982)
Sequel to Pac-Man
Similar gameplay but: Different character, Four different mazes, “Fruits” wander around
Jr. Pac-man (1983)
Pac-man 3D (1999)
PacPix (2005)
PAC-MAN (Trivia)
Listed on EGM’s “Top 200 Games of Their Time” – 2 nd behind Super Mario
Level 256 is unplayable
Billy Mitchell offered $100,000 to anyone who could clear the level before 1/1/2000
Billy Mitchell
1 st person to achieve a “perfect” score (3,333,360) – 7/3/99
PAC-MAN (World’s Smallest!)
http://guimp.com/pacman_flash.html
18 X 18 pixels
Only one ghost
PAC-MAN (The Future)
The Human Pac-Man
Developed by researchers in Singapore
Central computer system, GPS receivers and wireless LAN to keep track of players
Cost: $10,000 - $20,000
Early Nintendo
Nintendo-founded in 1889
“ the place where luck is left in heavens hands”
Hanafuda - cracker sized playing cards (still considered the best)
Used by Yakuza in gambling
1949 Nintendo Trading Card -> Nintendo Co.
Open business to new avenues
1969-Big push in Games division-
Hiroshi Imanishi general affairs manager
Gunpei Yokoi: Ahead of his time • Born in 1941 in Kyoto, Japan • Attended Doshinsha University; degree in electronics • Originally hired by Hiroshi Yamamuchi in 1965 to maintain the assembly lines for Nintendo’s card-game lines 1941 ~ 1997
Gunpei Yokoi, started as maintenance man on hanfuda printers
Early Nintendo
Nintendo
1969-focus on new games division
Yokoi’s inventions defined the new games division
Ultra Series; plastic hand, pitching machine, toy periscope
Beam Gun series first major hit
Light beam/ solar cell/electric circuit
Laser Clay Ranges//converting bowling alleys
El Conga-drum synth
The Ultrahand Nintendo Light Beam Gun The Ultra Machine Nintendo Love Tester Laser Clay
Nintendo
Because of Yokoi’s inventions, Nintendo became established name in high tech entertainment
1977 Nintendo licensed Magnavox new color Odyssey system, as Color TV Game 6
CTVG6 bright orange and rounded design. Toy Like Look and Feel, Nintendo’s TradeMark.
Full Color Graphics,, six variations on PONG
Huge hit!
CTVG15 15 games and removable controllers
Huge Hit!
One Million units sold between the two
Then enter Shigiro Myamoto
Early Nintendo Arcade
1978-Motivated by huge success of Space invaders Nintendo turned to Arcade Market
Invaders clone Space Fever-Miyamoto drew in game characters
1979-Sheriff (Western gun)-characters/marquee
1980-Space Firebird -characters
1980-RadarScope – marquee
Miyamoto Bio
Born 1953 Sonebe, outskirts of Kyoto
Heavily influenced by manga and animation films
Drawing, painting, puppets
Love to explore countryside
Degree in industrial design
Loved designing toys
PACMAN was favorite game, “1 st true design”
Miyamoto comes to Nintendo
Used childlike iconography so that kids could understand controls
Staple of Myamoto’s process: ninjenkougaku-human engineering-art and science of creating smooth and natural interface between machine or game and user.
Whee!!! Cute furry animals everywhere!!
Miyamoto’s Console Designs
First projects were external looks of home game machines Racing 112 and Burokku-kuzushi (Blockbuster-Breakout)
Nintendo Dilemma
RADARSCOPE-More complex Galaxian
In 1980 was the second most successful game under PuckMan
Ordered 3000 units for US
Only sold 1000
2000 cabinets left over
Needed new game for cabinet, Miyamoto was only designer available
Donkey Kong
Miyamoto inspired by Beauty and the Beast, King Kong, Popeye
Story told in 4 parts, like manga comic
Most distinct levels of any game at that time
Mario (Jumpman) is an “everyman”- an accessible hero
Mario design was also created around tech limitation
Mustache>could not render a defined mouth
Red Cap to cover need to render hair
Large Gloves to accentuate movement
Mario became 1 st believable animated figure in video games
Donkey Kong
1 st game that sets up a story ( & 1st time that the story preceded programming)
1 st damsel in distress
1 st use of cut scenes to advance story
Establishes real life setting, antagonist, goal, story
Early platformer – run/jump/climb basic functions of play
Released 1981
Outsold SPACE INVADERS and PACMAN
Donkey Kong Jr.
Reversed story
Both games have high score goal as established by Space Invaders
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